Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: Eliazar on April 25, 2009, 04:16:26 PM
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Devil's Den Challenge #6: Replacement Heroes
Topic author: Zontarion
Subject: Devil's Den Challenge #6: Replacement Heroes
Posted on: 13/03/2008 14:31:50
Message:
Devil's Den Challenge #6
At some point many warbands get the chance to join up with a renowned warrior, a holy man or a heroic fighter. Since all leaders know that too many officers are no good, they often 'release' their less effective comrades of their services to the warband in order to accomodate a greater addition to the group. Some of these exceptional fighters have been with the warband since they arrived in Mordheim, others have been picked up in the Damned City.
Rules:
Create rules for a Replacement Hero: A new Hero type that takes the place of another Hero of a warband.
Remember to add price and hire conditions (if any).
Reply author: Beardling
Replied on: 13/03/2008 16:45:37
Message:
Runesmith
Replaces dwarf noble. Cost: 85gc
M-3 WS-4 BS-3 S-3 T-4 W-1 I-2 A-1 Ld-9
Special Rules:
Leader
Runes (a runesmith apprentice knows how to craft one rune, roll a d6 to determine which rune he knows. The rune may be inscribed on one item in the warband, and only one rune may be used per item and there may be no duplicates of the rune. With the exception of the first rune, the runesmith must miss a game to carve a new rune and the item being carved on cannot be used either, as the runesmith needs to work on it! A warband may never have more than three runes. An item with a rune, if sold, will go for 3x its price. For example, a runic sword would be worth 30gc, but as sold items are for half price, it would thus be sold for 15gc. Runic items keep their mundane properties.)
Lesser Runes
1. Rune of Speed Goes on a weapon. The model gains +1 I.
2. Rune of Might Goes on a weapon. Re-roll failed to wound rolls against enemies with a toughness of 5 or more.
3. Rune of Courage Goes on a helm. The wearer gains +1 LD and becomes immune to psychology (except hatred).
4. Rune of Flight Goes on a weapon. The weapon may be thrown in the shooting phase up to 12'', it uses the wielder's BS to hit. If it hits, it will hit using the wielder's strength (weapon bonuses do not apply for the throw)
5. Rune of Warding Goes on a helm. The model becomes immune to all spells, both beneficial and harmful.
6. Rune of Preservation. Goes on a piece of armor or a shield. That base save may never fall beneath a 6+, even due to a critical hit. (Example: It goes on a suit of heavy armor. The dwarf is critically hit by a bow. He gets a 6+ AS, even though he normally would never get one. If he is attacked by a S5 model, once again he will still get a save)
Reply author: Chad
Replied on: 14/03/2008 10:35:20
Message:
I've been thinking about making this for a while, enjoy.
Chad's oficial entry:
Protégé, replaces one champion.
Sometimes a Mercenary captain will recognise one of his men as his superior. Rather than dismiss or `eliminate’ this threat he will promote him to his protege, making him feel like he has power, and keeping an eye on him at the same time...
Protégé
Cost: 40 GCs.
M-4 WS-4 BS-4 S-3 (4 if Middenheim) T-3 W-1 I-3 A-1 LD-9
Special rules: Better, Coup.
Better: The men know he’s better than the captain, and can use his leadership if within 4â€; but they must use the leader’s if he’s within 6†(12†if Rieklanders).
Coup: After each game roll 2D6 on a roll of 2-3 he has attempted a take over, and must fight with the leader until one is OOA, the loser is stricken from the roster along with all his equipment, the winner becomes/stays the leader.
Weapons and armour: The protégé may be equipped with weapons and armour from the mercenary equipment list.
EDIT: I forgot skills, so here they are: Combat, Shooting, Strength, Speed.
Reply author: StyrofoamKing
Replied on: 14/03/2008 16:44:04
Message:
OFFICIAL ENTRY
I hope you approve.. it's more an entry on rebooting an existing hero.
ELIXER OF LIFE
Rare 12 - 30 + 2D6gc
As wyrdstone and other strange energies float around Mordheim, many alchemists have gathered, in an attempt to perfect the Elixer of Life, a potion to eliminate old age and physical imperfection. One or two Alchemists have gotten close, but are still in need of human guinea pigs before they can peddle their wares for the kings and queens around the globes, or try it themselves. For a small amount, one of your aging warriors can attempt to use obtain some of the elixer for himself, with the alchemist observing as he bravely drinks it.
Between games, any Human hero may drink the Elixer of Life. Roll 1D6:
1 -The wyrdstone in the drink gnaws your warrior from the inside, and the drink causes him to melt before your eyes. Remove him and his equipment from your warband list.
2 - With the unpleasant tastes of ink and seawater in your warrior's mouth, he looks up and sees the Alchemist is gone. You've been swindled! Your warrior is fine, albeit the laughing stock of the camp.
3-6 The potion performs miracles, and the wrinkles are melted away from your Warrior's face. Only Sigmar knows if the effects will fade in a few years, but for the sake of this campaign, the hero is young and vibrant physically, but still retains his knowledge.
The hero keeps all of his equipment, but his stats are reduced to that of a Human Youngblood. All physical ailments and injuries are removed. You may choose to have the warrior retain any number of skills or spells he has learned, and he forgets the rest. The warrior resets to 0 exp, plus an additional increase for every skill he's retained (0 exp for no skills, 2 exp for 1 skill, 4 exp for two skills, 11 exp for 5 skills, etc.)
From now on, the hero may learn the same skills he normally could, and may learn Speed Skills on top of that. Any leader who is youthed still keeps the Leader skill, but has his Leadership dropped to 6. Mercenaries and Pirates may choose to have the next highest leadership hero take over as Leader.
Any hero may only drink one Elixer of Life ever. A successful hero would be putting his life at risk drinking twice, and a jaded man wouldn't risk making a fool of himself twice (and dead person CERTAINLY isn't drinking anymore!)
Reply author: Baiken
Replied on: 14/03/2008 21:52:02
Message:
My second official entry into the Devil's Den. Comments & suggestions always welcome and encouraged.
0-1 Lich
When a powerful Necromancer makes the right preparations before he dies, the result is often a Lich, an undying skeletal horror that seeks magical mastery of the world around it.
Cost: 90gc
My be hired: Undead only, replaces Vampire
M5 WS3 BS4 S3 T4 W2 I4 A2 Ld9
Weapons/Equipment: The Lich can never wear any weapons or amour, but may still be given special items and equipment.
Starting XP:The Lich starts with 20 XP.
Skills:May choose Skills from Academic, Special Skills
Special Rules:
Expert Spell Caster: The Lich is a Wizard and starts with d2+1 spells on the Necromancy spell list. Determine spells randomly, re-rolling duplicate results.
Leader: The Lich's terrifying force of will motivates his followers out of fear and awe. Friendly models may use the Lich's Ld score at 12".
Cause Fear: The Lich causes Fear.
Immune to Psychology: The Lich is immune to psychology and may never leave combat.
No pain: Lich will treat a Stunned result as Knocked Down.
May not run: The Lich may run, but may charge as normal.
Immune to poison: The Lich is unaffected by poison.
Eldritch Control: The Lich has studied the various magical energies in the world and so has a 5+ save against any hostile spell directed at him. This includes spells that will 'teleport' a Model into B2B contact with the Lich. These models will stop at 1 inch from the Lich instead of making it to B2B contact if the save is successful. This save does not work against Prayers of any kind (Sigmar, Morr, etc.).
Special Skills:
The Lich may opt to select from these skills instead of the Academic selection.
Aura of Dark Mastery: The Lich seems to radiate power. All friendly spell casters including the Lich within 6" make their Difficulty rolls with a +1 bonus when casting spells.
Ancient Knowledge: All other friendly spell casters immediatley gain a roll on one of their eligible spell charts, either gaining a new spell or lowering the difficulty of an existing one. This effect happens only once when this skill is first taken, and is not gained multiple times if the Lich is re-hired and the skill is taken again. If the Lich is lost, these bonuses are retained. Spell casters hired after this skill is taken also gain this bonus after one game is played where neither of the new spell caster or the Lich go OOA.
Chill of the Grave: The air around the Lich seems to suck all the warmth and life out of those near by. ALL models within 1" of the Lich automatically take a S2 hit with a 6+ save (no armor saves). This takes place before combat, as the Spines mutation.
Withering Glare: The evil that burns in the Lich's soulless eye sockets can crush the resolve of the most stalwart warrior. The Glare may be used on any living model within 12", has Line of Sight, and is not Immune to Psychology. The Lich must roll to hit (re: make eye contact with) the victim using his own BS, ignoring cover and distance modifiers. The victim must pass a Leadership test on a 2D6 or find himself unable to stop weeping in despair. An affected model may not attack in close combat and is treated as being Knocked Down for purpose of being attacked. The model must pass a Ld check in it's own recovery phase or continue to be so affected. If a model fails 2 such tests in a row, he will succumb to despair and Flee 2d6 inches at the start of the next turn as though he had failed an All Alone test. Using this skill is done in the shooting phase and is done in place of casting a spell.
Reply author: Ethlorien
Replied on: 15/03/2008 12:28:21
Message:
Official Entry
0-1 Mutagor
The children of chaos, Beastmen, come in all shapes and sizes. From weak and cowardly ungors, to the mighty minotaurs, these fiends stalk the earth, wreaking havoc as they go. While no two Beastmen may be exactly the same, there are those that take their chaotic heritage to the limit and beyond.
Cost: 50 gold crowns
May be hired: A Mutagor may be hired in replacement of a single hero from a Beastman Raider warband. A Mutagor may not replace the warband leader.
M5, WS4, BS3, S4, T4, W1, I3, A1, Ld6
Weapons and Armour: A Mutagor may choose his starting equipment from the Beastman Equipment List.
Starting XP: A Mutagor starts with 8xp.
Skills: May choose from Combat, Strength, and Special (may not choose the Mutant skill).
Special Rules:
Unpredictable: Due to a Mutagors wild and unruly nature (even amongst beastmen), a Mutagor may never be the warband's leader.
Warped beyond Recognition: After a Mutagor has purchased three mutations, for every additional mutation the Mutagor purchases, he must make a toughness check. Success of this test means the Mutagor gains the mutation at no penalty. Failure results in the Mutagor beind twisted and mutated beyond recognition and dies from the transformation. He is then removed from the roster.
Mutations: A Mutagor is a true child of chaos, ever changing and growing. Upon hiring, a Mutagor may be given a single mutation from the Mutations List below, at 1/2 the price listed. Afterwards, a Mutagor may purchase further mutations, at a cost as indicated under the respective mutation. Note: a Mutagor may not purchase more then 1 mutation between each game, and only after a game in which he gained at least 1 experience.
Mutations List:
Daemon Soul: As the Possessed Mutation. 30gc.
Great Claw: As the Possessed Mutation, 60gc.
Tentacle: As the Possessed Mutation, 45gc.
Blackblood: As the Possessed Mutation, 40gc.
Spines: As the Possessed Mutation, 45gc.
Scorpion Tail: As the Possessed Mutation, 50gc.
Extra Arm: As the Possessed Mutation, 50gc.
Hideous: As the Possessed Mutation, 50gc.
Second Head: The Mutagor gains an additional attack. This attack is at a -1WS, and of a base S3. Furthermore, this mutation adds +1I to a Mutagor for the purposes of spotting hidden warriors only. Note: the Horned One Skill functions exactly the same (it does not grant an additional attack on the charge for each head), 40gc.
Wings: The Mutagor may fly. When flying, his movement is increased to 20". A flying Mutagor may not end his movement in the air. A flying Mutagor may ignore penalties for terrain. Note: a flying Mutagor may charge an enemy while flying, but that movement itself is not doubled (it may charge a maximum of 20", not 40"), 60gc.
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Reply author: Master
Replied on: 15/03/2008 12:50:04
Message:
Well, here is my entry:
0-2 Intelligent Sword
When a powerful daemon prince is slain and set to return to the realm of chaos, some high mages have found that a way to stop it from doing so is to trap it's essence in magical items. Stones, Chairs and even Trees, are the favorites. However a high mage fell to chaos and he corrupted this technique to trap powerful daemons within weapons, his fellow chaos magicians quickly learned from him, and within a few years many of the powerful chaos wizards had such weapons. However the daemons inside the weapons where quite discontent with this entrapment, and as such some of them revolted, others fled, some fled to mordheim to serve be'lakor the new god, as they where no longer accepted by any of the chaos gods. (khorne also accepted a few into his service, but he disliked their powerful magical aura).
Cost: 100gc
May be Hired: By the possessed, they replace a possessed each.
M WS BS S T W I A LD
6 5 - 4 4 2 5 2 7
Weapons & Armour: it may be given None! But it can be given a lucky charm and a rabbits foot.
Special Rules:
Weapon Rules: Basically an Intelligent sword is just a sword, and as such it cannot parry because it would only be able to parry with itself. Instead it can chose to be a special kind of weapon:
Axe: +5gc the weapon gets +1S but -1T and gains the cutting edge special rule.
Hammer: +10gc the weapon gets the concussion special rule.
Plate Mail: +35gc, The weapon gets a 4+ armour save and +1T.
Spear: ´+10gc, -1ws, The weapon strikes first in the first round of close combat.
Great weapon: +20gc The weapon get's +1 Strength, but -2 Initative.
Hovering:
An intelligent sword (or any other kind of weapon) hoovers over the ground (how would it walk anyway), it can move in any direction, both horizontally and vertically, even moving in free air, and it never needs to take checks for climbing, it must however end is move on some kind of surface, but it can be any surface such as water or impassable rock. If the weapon cannot end it's move on a horizontal (or nearly horizontal) surface, then it cannot move there. The weapon still needs to take checks when making diving charges, as it temporary removes this ability when doing so.
Fear: A Flying weapon is quite scary and therefore it causes fear!
Just A weapon! An intelligent weapon may never be the warband leader, unless it is the only hero left!
Unfeeling: An intelligent weapon is immune to psychology, poisons and cannot take drugs!
Skills: When gaining new skill the intelligent sword may chose from Combat, Academic, Strength, and speed skills.
Maximum Stats: The intelligent weapon has the following max stats (note that weapon type also increases max stats):
M WS BS S T W I A LD
8 8 - 6 5 5 9 6 10
Reply author: eikaeros
Replied on: 18/03/2008 19:32:34
Message:
0-2 Orc Brutes
40 gold crowns to hire
Orc Brutes are the right hand (and frequently fist) of the Boss. They keep the boys in line through sheer menace, and can often be caught leading the charge into (and through) the heart of the enemy defenses. However, this headlong aggression comes with a price – if there’s one thing Orc Brutes hate more than peace and quiet, its taking orders, and often an Orc Boss finds himself having to slap the Brute down.
M WS BS S T W I A Ld
4 4 3 4 4 1 2 1 7
Weapons/Armor: Orc Brutes may be equipped with weapons and armor chosen from the Orc equipment list.
Special Rules:
Bellower: The stream of profanities and promised beatings that stream forth from the Brute inspire the most slack Orc or Goblin to sit up, take notice, and do whatever he wants. Any friendly orc or goblin model within 3" of the Orc Brute may use the Brute’s Leadership characteristic when taking Leadership tests.
Bounding Charge: Orc Brutes love violence, and are often impatient to get stuck in with their enemies. When declaring a charge, an Orc Brute may add an extra D3†to his charge radius. This result must be rolled before the distance is measured to see if the model makes it into base-to-base contact.
Yer not the Boss of Me: Whenever an Orc Brute makes an advancement roll, the leader of the warband must make a Leadership test to see if he can keep the Brute in line. If this test fails, the two squabble - roll a D6 and consult the table below:
1-3: Despite some squabbling and a few thrown punches, its business as usual in the Orc’s camp. No hard feelings and nothing’s lost except for a few teeth.
4-5: The Boss and Brute have more than a few strong words. The Boss keeps the upper hand, leaving the Brute to sulk miserably in the camp, kicking loose Squigs and maybe stomping an unlucky Goblin flat. The Brute misses the next game the warband plays.
6: The squabble degenerates into a serious case of killing – the Boss walks away from the scrap a little bruised but otherwise fine. The Brute, on the other hand, is definitely worse for wear, and has to roll on the Serious Injuries chart.
Orc Brutes start with 8 Experience, and may choose from the Combat, Strength, or Special tables when a skill is gained.
Reply author: Gobbo Freak
Replied on: 19/03/2008 11:33:57
Message:
0-1 Mutated Skaven (replaces a Black Skaven).
Since the skaven use the Warpstones not only for money, but also as food and all kind of other things, it may happen sometimes a skaven has eaten to much of it and he may start to mutate.
Mutated Skaven (cost to hire: 30gc + cost of the mutations)
M6 Ws4 Bs3 S3 T3 W1 I4 A1 Ld6
Special Rules:
Mutant: The Mutated Skaven must start with at least one mutation from the possessed rules in the rulebook. All mutations other than the first one will cost double their normal price.
Tail: If a mutated skaven chooses the Scorpion Tail mutation he cannot gain the skill Tail fighting later on in the campaign. In addition, if he chooses the Tentacle mutation he may choose to replace his tail (instead of an arm) with the tentacle. In that case he still cannot gain tail fighting later on in the campaign.
Reply author: niceguy073
Replied on: 19/03/2008 20:23:55
Message:
Sheriff
Not all witch hunter bands have the priveledge of spiritual guidance from Sigmar. Although a Witch hunter may lead the angry mob the people are rallied by the words of the Sheriff.
40 gcs to hire, replaces the Warrior Priest in a Witch Hunter warband
M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8
Weapons/Armour: May pick any equipment off the Witch Hunter equipment list.
Special Rules:
Lax Morales: A sheriff's mob doesn't care much for laws or religious values (being "the ends justifies the means" kind of guy). He may hire any hired swords or Dramatis Personae available to a human mercenaries band. In addition, for any campaign they should be considered neutral rather than good.
Loud Mouth: The sheriff has a way with words and counts as having the "Leader" skill. If the Captain and Sheriff are both within six inches the Sheriff's Ld must be used even if lower as he drowns out the boss.
Unofficial Entry
Avatar of the Squash
Only the halflings could understand the complex world of evil vegetable spirits. A small group worship the dark Pumpkin King. Some train to become Avatars of the Squash, mighty Pumpkin Masked walkers on stilts, modeled on the scarecrows of the moot.
50 gcs to hire, may replace any hero other than the halfing elder in a halfling warband. (Rules on mordheimer.com, if anyone doesn't know)
M 5 WS 4 BS 0 S 3 T 3 W 2 I 4 A 2 Ld 7
Weapons/Armour: None, other than his stilts(already on profile) and wooden arms, giving no bonus (or decrease)
Special Rules:
Fear: The Avatar is a scary, frightening or outright hilarious sight to others. Other Models must test for fear as psychology section to overcome their fear/ stop laughing.
Carnivore: Many disciples of the Pumpkin King follow strict food laws, promising never to eat vegetables to save their souls from the dark vegedemons. An avatar counts as two models for selling treasure as the band tries to find meat.
P.S. Although I've been wanting to, I've haven't played a game of Mordheim so balance might be bad. I wanted to enter so I did anyway.
Reply author: saltbush
Replied on: 23/03/2008 08:49:54
Message:
If its not too late here's my entry
Fimir
Fimirs are mystical creatures that dwell in the swamps of the old world. Part swamp creature part deamon, they are strong creatures with a deep green skin and fierce temper. Having only one eye Fimirs tend to favor getting up close and personal with their foes.
A Fimir may be selected instead of one of the champs in a Beastman (beastigor), Orc (big'un) or possessed(mutant) warband.
Cost
85gc
Fimir M 4 WS 3 BS 1 S 3 T 4 W 2 I 2 A 1 LD 7
Max M 4 WS 6 BS 3 S 4 T 5 W 4 I 4 A 4 LD 9
A Fimir may never take shooting skills
Skills: Combat, Strength, Special
Starts with 12XP
Special Skills
Tail Thump: The fimir can use his tail for another attack, it is a clumsy but hvy blow, treat the attack as a normal club attack but with –1 to hit and +1 to Strength.
Tough Skin: This fimirs hide is thicker than normal and grants a 6+ armor save which can be combined with other armor normally.
Living Daemon: The daemon part of the fimir is stronger than normal, the fimir gains a 5+ daemonic save and causes fear.
Or may roll a D3 for a spell
1. Fog Mist: Being somewhat magical in nature Fimirs can summon a mist to protect themselves and others. If it succeeds all shooting in a 6†radius of the fimir is at –2 to hit. Lasts until the fimir is wounded or casts another spell. Difficulty 9
2. Stench of the Swamp: The Fimir calls upon the stench of swamp to engulf him. All H-t-h attacks are at –1 to hit the fimir. Lasts until the fimir is hit. Difficulty 8
3. Green Rage: The fimir can enrage his target. Choose any model within 8†(including the fimir himself) that model is now subject to frenzy. Difficulty 10
Reply author: Ans-Mod Brahm Tazoul
Replied on: 24/03/2008 12:47:17
Message:
quote:
Originally posted by Chad
saltbrush: What does the Fimir replace? And if it gets "blinded in one eye" is it removed from the roster (one eye to begin with)?
Cheers
I've stated this in the past, and shall do so again;
Remember that the serious injury chart was designed with the "majority" of the models in mind. What of an augur? She's already blind, so does she just ignore this roll? The simple answer is no.
Treat the roll as a serious head-injury instead; a constant ringing in the ears that puts your balance off, thus reducing your BS for the remainder of your career. Should you roll this result again, you're out; you've been boxed so severely that you can barely even stand without vomiting!
Reply author: Zontarion
Replied on: 27/03/2008 08:40:02
Message:
The Third place goes to!
Mutated Skaven - by Gobbo Freak
Very nice, very simple! I've always wanted Skaven to have more chaos-action! :D
I'd probably up his cost a little bit, though.
The Runner up is:
Mutagor - by Ethlorien
I really like this one as well - perhaps except the Wings Mutation. That's a bit insane, imo.
And the winner is!
Lich - by Baiken
I love this guy! I'd probably give him 2 starting spells instead of 1D2+1.
Ancient Knowledge is kinda... written in a weird way. It's a skill you can pick once, right? And when you have it, every spell caster has acces to another spell? So what happens if you loose the lich? And what happens when you hire a new one (granted that this is possible as with the vampire) - and then take the skill "again"?
An idea is to simply make the skill give all your spell casters acces to a specific spell?
I like the idea of a spell-heavy warband, and it seems to fit well with the whole undeath-thing! ;)