Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: Master on April 28, 2009, 02:25:31 PM
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So, as Toms forum is mainly dedicated to modelling, I thought it would be a better idea to make the brainstorming and stuff on this forum.
Therefore I've posted this placeholder for the campaign, and will give more info when I have more time ;D. But I'm still looking for volunteers to help.
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Considering how useful he was with the Wood Elf warband on Tom's site, I'd love to shang hai... *cough* er, recruit Identity into this. Although, his profile's been inactive for a month, so we might have to throw him a PM.
Anyone else? Baiken? Ram Rock? Ethlorien? ;D
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Hey Folks,
Sorry - I've been so busy at work and such lately that I haven't been here too much. Hell, it seems I even missed a Devil's Den for the first time (apologies).
Yeah, I'm always up for helping out and hashing out some ideas.
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Considering how useful he was with the Wood Elf warband on Tom's site, I'd love to shang hai... *cough* er, recruit Identity into this. Although, his profile's been inactive for a month, so we might have to throw him a PM.
Anyone else? Baiken? Ram Rock? Ethlorien? ;D
All of them! We need all of them!
Identity was surely a help, try to get a message through to him :D
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Sent him a pm. If you get the time, try to repost the Tom's posts here, so we can pick up where we left off. That cool?
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I suggest adding another warband to Athel Loren:
Halflings. They fit in nicely, and could be quite fun to make, they would however be very missile based, which I dislike.
Also, Beastmen, should we just re-use the existing one which IMO is quite good, or should we create another one?
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With so many warbands on the works, I'd say just keep Beastmen the way they are.
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Halflings: If so, lets do the 'Halfling Forester" warband I'd been hoping to do. Although, truth be told, it's almost the exact same as the Halfling warband available on the Mordheimer site, with the Ogre replaced with a Treekin.
Beastmen: the existing band is fine. Although, this is a great setting to promote the Beastmen HSs, remember?
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Aye, Beastmen hiries it is matie!
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Just to reprint some of the stuff from the Boring Tom site:
THREE 'HOME' LOCALES rather than 5/6.
>Bretonnian Town - Brets, Averlanders, Slayers
>Woodland Camp - Wood Elves, Dryads, Bowmen
>Black Forest - Greenskins, Beastmen, Undead
There is also a Fourth locale, that is the Battleground. This is how it works: All warbands fight in the Battleground, roll for exploration, then return back to their locale in the post battle. (Allowing them to buy henchmen, equipment, hired swords, etc.)
However, if a warband wants to dare, it can, instead of retreating back to IT'S locale, may attempt to raid another person's locale. If they do, they could use the 'Emcampment' rules, and get a chance to steal their opponent's stash (as well as some extra stash items), but at the challenge of fighting extra guards and/or possibly two warbands at once. Likewise, two warbands could decide to Raid the same locale in the same post-game, resulting in a two-on one battle (and maybe a Siege scenario too.)
There's also the possibility of sneaking into another locale (to be honest, this idea just hit me while typing). If you go undetected, you can buy certain items (ex. drugs & poisons in the Black Forest), or certain Hired Swords (Bretonnians hiring Amber Mages in the Woodland Camp). Of course, if you sneak in, there's a chance of being discovered, resulting in scenarios like 'breakthrough'. Whether you sneak in or raid, you obviously can't buy any henchmen or items in the post (so, good luck finding good stuff!)
To me, this is easier than the 'map-based' campaigns, as there is no constant bonus of territories (which can make the gap between strong and weak wider), and is slightly simpler than the Relics campaign. Also, the vast majority of the fights themselves would be in the Wood-based battleground anyone, definitely aiding in the Athel Loren feel.
Also, we'd add in the 'hard to find' henchmen rule, giving them a challenge to restock their warband. Identity's list:
Hench Cost 0-15 16-25 26-45 46-99 100+
Hench Rarity 4 5 6 7 8
Although, maybe add a 'Send For Help' adendum:
"Once per campaign, a player (who cannot be the highest rated warband), may appeal to the rest of the group to buy henchmen/heroes without searching. This should only be requested in the direst of situations (ex. you have four deaths in one game, two of them heroes). If the entire group allows, he may have one post game free of the 'search rule', signifying the hero's pleading to his higher-ups on his hands and knees for reinforcements."
Other thoughts:
~Changing the term 'Locales' to 'Encampments' avoid confusion with 'Relics.' (I know there are 'Encamp' rules... we'll adapt them to fit the three styles.
~Break up the numbers if one camp is too heavy.
"After every player in the gaming group has decided upon a warband, divide the warbands into their three separate camps. There should be a relatively even split, with no more than two or three in any given camp. If one camp is particularly heavy, it is right to break it up into 'different' camps. They follow the same rules, but are considered a different place. It is best to split these up as best as possible along the lines of 'flavor' and background.
Example: A campaign has one Outpost Warband (Bretonnians), four 'Woodland' warbands (Horned Hunters, Outlaws/Bowmen, Dryads, and Wood Elves), and two 'Black Forest' warbands (Beastmen and Savage Orcs). Rather than leave the groups in 1-4-2 format, it would be fairer to split the 4 group up. So, the Woodlands are divided into two separate camps: a Woodland-Human (Hunters/Bowmen) camp, and a Woodland-Fey camp (Dryads & Elves). They both have the exact same rules, hired swords, and trading lists, only they are in different 'places'.
Likewise, if it had been the 'Black Forest' camp that had been the group of 4 (Beastmen, Savage Orcs, Undead, & Forest Goblins), rather than the Woodland, it would be split based on flavor (greenskin camp & beast/undead camp.)
WHY: Prevents a raid on another town resulting in one on three. Still doesn't stop a 3 on 1 raid (if the players conspire), but maybe add enough defence boost, it doesn't matter. Or maybe let other players jump in to help their 'allies'.
ACTIONS: after a game that takes place in the Battleground, a warband may choose 1 of the following actions:
1. Return to home camp (buy items, recruit, etc.)
2. Raid an enemy camp (attack their homes, steal their stash, and so forth.)
~Possible scenarios: Occupy, Raid the Barracks, Encampment Raid, Frenzied Mob
3. Sneak into an enemy camp. If successful, you may recruit from the OTHER camp's equipment list (ex. a Bret hiring an Amber Mage in the woodland, a Waywatcher buying poison in the Black Forest.) If unsuccessful, try the following scenarios:
~Breakthrough, Ambush, Chance Encounter
4. Rescue a Prisoner: Same as 'raid', but with the 'prisoner' scenario, whenver a hero is captured. Wasn't there a 'save them from being executed' scen too, that would work really well?
One last thing: I took a look at the 'Horned Hunter' warband, and they don't look too powerful... on paper, at least. They can start with three heroes with Infiltrate, access to longbows, shooting, strength, and speed skills (woah!), but cost 40gc, and have base human stats. Also, stat-wise, the band similar to Witch Hunters, if not a little weaker. I saw we let them play in Athel too.
Other neat things:
~Two new woodland items (1. traps... same as Bergjaeger rules, making me more resolute to use them on the waywatcher, and 2. 'blessed hide', a 40gc item that lets them reroll initiative tests once per turn.)
~More guys who can't wear armor! (not the whole band, but enough guys to include them... tattoos for everyone!)
~They HATE all outlaws and Bandits... making them a FUN mix/contrast with the Bowmen of Bergerac (which count as outlaws... hee hee hee...)
Other ideas:
1. a few new Rewards tables, a la 'Rewards of the Shadowlord'. Not one per warband, but maybe one per 'religion'. 'Rewards of the Lady' for Brets & Bowmen, 'Rewards of the Hunter', for Bowmen and just about everyone else. Beastmen can take 'Shadowlord' as normal.
2. We only had a Major Artefact chart for sartosa, but I think we need a Major and Minor chart for Athel. Lots of old, magical items waiting to be seized upon.
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Is there a compiled place I can read the rules? To Beastmen and any warband already officially released, keep the warbands as is, it simplifies things greatly and brings consistency to the game.
To a Treekin with the Halflings, why don't we say no to that idea? Leave them without a big guy, but allow them to Hire 1 more Ogre Bodyguard then usual, or add an Ogre to the Henchmen list instead? Also, I'd throw a skill on them for the heroes as something like: "Master Chef", The Halfling is renowned for his cullinary skill and attracts halflings likes flies. This skill enables the warband maximum size to be increased by 1.
You'd have say a maximum warband size of 15 to start with a cookbook and 6 heroes with it you'd have a respectable 22 Halflings in the warband.
Where you've made comments that they'd be purely shooting orientated, I disagree. Halflings can have the highest initiative in the game (along with elves, vampires and IIRC skaven), I'd be giving most of my halflings spears, go ahead charge me, I'm still striking first. :)
Throw a special rule in about them only allowed to use shortbows, with bows only with a hero's skill to use say 'Exceptionally Large', which also allows access to strength skills and limit it to 2 halflings per warband (consistent with Shadow Elf rules for powerful build) and you suddenly have a much more balanced warband. Yes they are strong shooters, but they have limited range because they are short. It encourages people to make flexible warbands and to not just power up on shooting as at best they have 2 rounds of shooting before they are engaged.
What do people think of these ideas for Halflings?
Cheers,
Luke.
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I like the ideas for halflings, we should make a seperate thread for them.
I like the "locales" or "encampments" or "home regions" or whatever idea. Perhaps we should encourage players in the same locale to ally with eachother, even though giving them access to trading with eachother or something like that.
I think raids on eachother should be very very risky, it should be very clear that such scenarios favor the defender, even if there are 3 attackers the defenders should have a definite advantage, there would be nothing worse than getting farmed by an alliance from the black forest boasting 2 savage orcs and an undead warband going bonanza in your bretonnian town, stealing all your pretty heavy armour and stuff.
Also, Bretonnian town needs to be renamed, this is a forest, village will do, perhaps even rename it outpost.
I like the idea for breaking up numbers.
Where did you find the horned hunters?
I like the rewards but perhaps if we include two tables of artefacts it isn't needed, we might change the game too much if everyone is able to receive rewards, magic items, and recruitment is hard. But perhaps this will work fine, if we only create 3-4 new warbands and make the special rules the interesting thing of Athel Loren.
I think we should make a lot of trinket, like 30 or so to be lying around, with only a very few to actually be very good items, IE I mean swords that give +1WS or weapons with a drawback and a bonus so they kindda balance themselves.
On the traps I agree, lets make everyone do it like the Bergjaeger then, Waywatchers should perhaps be better at it? Their traps have +1 to injury rolls?
I still think we should bump the henchmen rarity by 1 or 2, as it is now it is mostly 1 per hero. If we increase it by a few steps, it'll work just fine.
I really like the idea of rewards of the lady, not so much on the other two (mainly because the shadowlord is not near Athel Loren), this way we could also give the ability for the questing knight to become a grail knight through rolling 12 on the reward table, giving him loads of bonuses (is that boni?) like +1A and all his weapons counts as magical, and perhaps +1 to wound undead or daemons?
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Keeping Warbands as is: The only change is that the Outlaws of Stirland will have a tiny 'variant' to make them Bowmen of Bergerac. Their Priest becomes a Bret Enchantress (same stats/cost, different spell table & gender), and maybe a 'Gives to the Poor' rule. They always sell treasure/acorns/wyrdstone as one rating higher, but when hiring henchmen, they have an Exp pool of 3D6, and pay only 1gc per exp point when hiring henchmen into existing groups (instead of 2gc per point.)
Ram Rock & Halflings: Definitely for another thread, but I was basically going to use the Halfling band from the Mordheimer site as a major basis. They have max 20, I think, with restrictions from 'big weapons' (longbow, crossbow, handgun, etc.) They also have a 'Village Ogre', with the same cost/restriction as an Ostlander Ogre. I just thought, for a woodland setting (that's not far from the moot), why not take the Blood Bowl route and have a warband of Halfling Foresters, paired with a Treekin instead of an Ogre. Oh, and maybe replace the 'Piggies' with Sheephounds.
Master: Already refer to it as an 'Outpost' (in everything I didn't copy paste).
Alliances: Well, maybe if we add the rules for other players jumping in.
"If your Camp is being raided by an opponent(s) that outnumber you two to one (number of warbands OR warband rating), you may call for additional help. First ask any other warbands in the group that are present if they will come to your aid (it would make sense to ask 'friendly' warbands first, but even bitter enemies can have even greater mortal enemies.) That player or players may join the battle, though they always set up their warband last (based on the fact that they are rushing to the scene of the battle.)"
Also provide additional bonuses, such as walls, bonus NPCs... maybe arrow-spewing watchtowers that rain death from above.
At the moment, they are only allowed to raid every OTHER game, but if that is still too frequent, we can put a cap on it... or just skip it all together.
Minor Artifacts: I've never used Minor Artifacts before, but they show up in Lustria, Relics, and I think BTB too. So it's no big deal. Most of them are pretty mild, like 'Morning Star that's always +1 Strength', or "Sword that grants plus one attack in the first round of combat".
Henchmen: I disagree. The fact that you'd only be able to buy 3-6 items OR henchmen in the post game is a huge handicap. Even if the rarity rate is low, it stems the growth of your items a lot.
Rewards: Well, we wouldn't CALL him the Shadow Lord. As far as the 'Hunter' path, it's a nice Neutral path of the savage warrior.. a Spirit Journey, if you will. One of the higher results, (maybe 12), is that you find a steed, that MUST be sent from the gods (Stag, Boar, Giant Spider, whatever's appropriate for the warband.) The hero may ride that specific beast without the 'Riding' Skill. May not be ridden by anyone else, or sold.
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Ok, I'm all for the rewards and the artefacts then, if we incorporate all these special rules, perhaps 3-4 new warbands will be enough.
Ok, we will add the rules for raiding too, however there are two problems:
It will stall a campaign if two players decide to raid eachother over and over again, while the other players don't, and it will also net loads of income/experience to those two warbands.
There must be very little to gain from looting, and it must help the defender a lot.
Will you make a thread for the bowmen so I can see what you mean? Perhaps copy over what we've got from Toms?
Ok, so I'll start a thread for the artefacts.
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Cool. How's this: We include the Encampments into the normal, default rules, and include the 'Camp Raid' scenario on the normal scenario table. We'll also throw in the 'Optional' Raiding rules, which uses several scenario tables, based on whether you're fighting in the forest, raiding, or sneaking in. Sound good?
Bowmen: Sure. Although, I don't think I talked about them much at Tom's, so I'll mostly be reposting the Outlaws with the, like, three rule changes. Oh, and we also decided to give them access to Staffs. (Is the plural staves?)
Speaking of which, I'll soon post a collection of 'foresty/savage' items, both ours and compiled. Should I post that here, the artefact thread, or open a new thread?
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Hmm. New thought. What if we also included a large number / decreased rarity for wild animals? I could see the Bear being available for wabands, for example, so long as they had a 'Beastmaster' skill or something.
Dryads: Are we still going through with the Dryad warband, or should we stick to a Dryad HS?
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I'm not sure on the dryads, they definately fit, but they might be just a little too odd, personally I'm more for a dryad HS and a scenario including dryad defenders, but we could do a dryad warband.
I like the idea on animals, but I think most animals should have an upkeep like HS, this way they'll be good for a few games, and then thrown out when your warriors don't need them, they will be the thing warbands that lose a lot of warriors, and who can't get them replaced can use instead.
By the way, I've thought about the call for help thing, and I think that every warband should be able to use 25 gold for an envoy once in their campaign and if they do they will be able to hire warriors without rolling for rarity. But I need to stress they can only use this ability once in a campaign.
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Dryads: I think the whole 'no item/equipment' rule makes it a hard one for the campaign, so I think non-wood races make sense. Keep them as HS
Cool Scenario Idea: a treeman dying from corruption, and beserk. The evil/neutral warbands want to kill it, the good ones want to end its suffering.
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I really like that idea with the berserk treeman, we should probably start the scenario thread on that idea.
Ok so we are agreed on dryads, I'd be happy to include them if someone started a really good thread about them and we made a good warband around it, but instead we should focus on the other warbands.
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Well, I remember someone (might have been DaBank) arguing against a demon warband, based on the fact that the demons 'couldn't be afraid of what goes bump in the night, cause they WERE what went bump in the night.' Likewise, I like the idea of the Dryads being a NON-warband force, cause as much as the dryads and tree spirits MOSTLY trust the elves, they'll never COMPLETELY trust the elves. It would make sense if the wood elves would OCCASSIONALY be attacked by woodland forces, amongst the confusion and desperation of certain woodland forces. A dryad warband being attacked by the forest doesn't hold up as strongly.
Scenarios: cool. I'll finish 'harvesting' campaigns and mordheimer for good, existing scenarios, to save us trouble.
EDIT:
Rewards: I think the following rewards seem to fit with the theme, plus who can take them.
REWARDS OF THE LADY - The patron goddess of Bretonnia, in her purity and infinite beauty.
TAKEN BY: Bretonnians (old), Bretonnian Chapel Guard, Bowmen of Bergerac
REWARDS OF ARIEL - The spirit of life and rebirth, leading the soul searcher to see their important role in the natural order.
TAKEN BY: Wood Elves, Horned Hunters (, Bowmen?)
REWARDS OF THE GREAT HUNTER - Whether it is Taal, Orion, or perhaps something far older and savage, the spirit walker seeks the inner strength from the greatest hunter ever. The young warrior becomes a hair's breath between ultimate serenity and savage rage, and learns how the hunter and the hunted are spiritually bound. Respect for your quarry, even as you kill him with primal force.
TAKEN BY: Wood Elves, Slayers, Horned Hunters, Savage Orcs, Forest Goblins, Beastmen
REWARDS OF THE DEVOURER - The darkness that grows deep in the forest, in the form of rot, mushrooms, and creatures older than the trees. The chaos gods are here, unseen, whispering promises so faint that it sounds as innocent as the rustling of the leaves. (Same as Rewards of the Shadowlord)
TAKEN BY: Beastmen. (Also Marauders, Norse, and Possessed, if they happen to be in the campaign.)
Of course, Mercenaries HAVE no Rewards chart. They find their gods in books and cathedrals, closing themselves ever inward. Only the forest dwellers know that the path of enlightenment and spiritual fortitude is drawn from without, among the brooks, trees, and rocks of the surrounding area.
I like reusing the 'Shadowlord' table with another name. Saves us work.
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I love the encampment rules as always I believe they could be "touched" up but I loved the idea of creating of making your own terrain to represent your settlement. I really hope you put this in.
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Ok, include encampments. Got it.
On the rewards,
what if we made some warbands get rewards and become elite while others have a bonus when hiring henchmen instead?
Bowmen of bergerac who doesn't seem that holy, could have this refund through their give to the poor rule instead.
The devourer could basically be the same as the shadowlord, these are for beastmen, and anything chaotic, including ogres (if they are in the campaign).
Wood elves should be either hunter or ariel, as I don't think the same warband should have different tables (except if we base them on the kindreds). Personally I think we should keep them as the only ones that are rewarded by Ariel, and let the others be rewarded by the great hunter.
So instead I propose this:
Rewards of the Lady - Bretonnians, of all types.
Rewards of Ariel - Wood elves, of all types. (perhaps kindred based instead)
Rewards of the great hunter - Savage orcs, Slayers, Horned Hunters.
Rewards of the devourer - Beastmen and other chaos. (basically rewards of the shadowlord).
Bowmen could have a bonus when hiring, not sure on mercenaries though, I like the idea of them gaining no bonus in this campaign as they are in fact on foreign ground.
Also, we need to find a theme for the campaign, last we spoke about this we had a few ideas, here are what I remember:
Idea #1:
Some entity has invaded the forest, spreading dark seeds that corrupt the forest through the forest, these makes the forest spirits go mad.
Extra stuff with this setting: Dark seed powers, Dark seeds instead of wyrdstones, a wrathgul forest that wants to destroy them all.
Idea #2:
Rumours have reached the outer lands of mighty artefacts spread through the forest, everyone wants them and invades the forest, the wood elves use these weapons to repel the invaders.
Extra stuff with this setting: A great explanation for the magic items we have discussed, reason for everyone to be there.
Idea #3: Unlucky heroes.
The warbands was in the forest by chance when it suddenly decided not to let them escape, they not have to fight to survive. Only having a forward base and the other warbands they wage war in their futile attempts at escaping.
Extra stuff with this setting: Great encampment explanation, gives a storyline to work with.
Idea #4: Something else? Some combination of the above?
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Encampment rules: Well, I think we should include both. Have a normal scenario chart (which includes 'siege', 'frenzied mob', and 'encampment raid'), but also include extended rules for a) Athel themed camps, and b) a 'raid' system for determining scenarioes. The extended camp rules would be optional.
Bowmen: I would argue that the Bowmen are honored by the lady (and even have a damsel with them)... but on the other hand, most of the Rewards of the Lady we agreed on sound very 'knightly'. Not sure.
Multiple Reward options: Oh, sorry, forgot that rule. "Once a hero pursues the rewards from one spiritual source, that hero cannot seek rewards from any other path." So you could have a Wood Elf band with your Sorceror seeking the wisdom of Ariel, and your Kurnos champion seeking rewards from the great hunter.
Shadowlord: I guess anything chaos or skaven makes sense, really. Ogres too.
THEME: Here's my thoughts.
1. I'm biased towards it, as I came up with it. That, and I'm proud of the term 'rotwood'.
2. Plain, but works well.
3. Not a fan, considering they can 'occassional' visit outposts outside the forest. For a one shot game or scenario getting lost makes sense, but for a campaign, it's a little week.
NEW ONES
4. The changing seasons idea you liked (combined with 1 or 2.) The idea that the balance of the forest has been offset, and the forest is drifting randomly through the seasons. Snow falls on flowering trees, leaves grow from green to brown in a night, and then back again. The creatures and treefolk are thrown into dissarry, and the alliance between elf and treefolk is temporarily forgotten. For the forest dwellers, it's an endurance race to survive. For the spawn of chaos, it's a chance to strike the forest at its weakest. (another possible cause: a stray arrow/bolt from an assassin wounding ariel? she's likely to recover, but it's chaotic till she does.)
5. Stolen from a White Dwarf: A winter campaign in the forest. The enemies strike when the tree spirits are their weakest and slumbering. The defenders of the border lands most do their best to defend themselves, surviving savage attacks from their enemies and the elements. (not a bad one, but Cianty just did a whole 'ice' campaign, so no sense repeating it if we like another idea better.)
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Ok, I think we should combine 1 and 4 then, I really like the idea of seasons.
I remember now, at the beginning of each turn each player rolls a dice, on a 1 the season changes one season backwards, on a 2-4 the season remains as is, on a 5-6 the season changes one season forward.
In the spring all forest spirits & animals receive +1 movement and +1 initative.
In the summer all forest spirits receive +1 toughness. When the season changes to summer all forest spirits also regain one lost wound, standing up immediately if they are knocked down or stunned.
In the autumn all forest spirits & animals receive -1 movement and -1 initative (down to a minimum of 1).
In the winter everyone halves their movement, and receive -1 to hit, both close combat and shooting, forest spirits receive -1 toughness.
Then we could make a special character, who has spells centered around the seasons and a spell to change the seasons, he would be the perfect addition to a warband wanting to fight an enraged treeman, or any warband who has some forest spirits and such.
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I think we should do it closer to weather (except for maybe one special scenario, with constantly changing seasons.) Roll at the beginning of the game for the conditions, then at the beginning of each round, roll 1D6: on a 1, the season changes once more. Reroll
ROLL 1D6
1 Winter - roll another 1D6:.
1 Dead winter - (insert here)
2 ____ etc
3 blah (and so on down the line till 6)
2 Spring - roll another 1D6:.
1 full bloom - (insert here)
2 Rainy season
3-6
3 Summer - roll another 1D6:.
1 Sweltering Sun - (insert here)
2 ____ etc
3-6
4 Autumn - roll another 1D6:.
1 Autumn Fall - (insert here)
2 ____ etc
3-6
5-6 Reroll
Special character: I like. Should he be a DP, or a scenario specific NPC? Could be neat.
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Do you guys have the two DPs that VCCount made on the old old SG forum? They were both Bretonnian based.
I will look to see if I still do.
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Everything from back then is gone with one of my old laptops :D
It is possible to acces to site though but not sure what to search for.
Ok, we do it like that weather table.
I'd like the DP as a regular DP, perhaps only hireable through a special scenario? He could be like a reward to be allowed to hire for 1 or 2 games.
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Just got back from a couple months overseas. I don't have time to read up on your progress at this moment, but I should be able to over the next week or so. Glad to see you've been making good progress. I hope that I can make some helpful contributions!
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Hey folks. I've been following your work on this campaign vicariously since its beginning on Tom's Boring Mordheim Forum. I think you guys are doing a great job pulling ideas together, in fact, I'm a bit jealous as I simply don't have the time on my hands to make cool things like new Mordheim settings. Regardless, I had come up with a couple very preliminary ideas I thought you might be able to develop into something.
1. a harpy hired sword or dramatis persona. I don't know alot about harpies, and I haven't played with or against a chaos army since warhammer 5th edition. It always seemed to me that all the hired swords and DPs in Mordheim were, for the most part, neutral to good, rather then evil. I don't know how well the flying rules would work out, but perhaps you could offset the Harpy's flying abilities, with a great eagle hired sword or DP available to the wood elves, and a falcon or two for the bretonians.
2. Have you considered using the Dwarf Rangers list from the Nemisis crown supplement? I never saw them mentioned in any threads, but I might have missed a post about them somewhere. I never actually played with them, but they always kind of struck me as hippy foresty dwarfs, and might fit in with Athel Loren. And since they are already written, very little work for you guys.
3. a unicorn as a mount? Alternatively, unicorns as a henchman choice, along with some other woodland creatures (falcons, wild boars, or Orion's Hunting Wolves?), perhaps combined with the driads, which represent the physical fighting abilities of the Forest itself (as distinct from the wood elves).
Again, feel free to ignore these ideas, I just thought it might help the creative juices. A few other things had popped into my head as I was writing this, but that's probably enough out of me. I need to get back to studying, but do please keep up the good work, I have enjoyed watching this develop.
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First off, we're absolutely cool with new ideas. Please, shout them anytime you get them.
1. Harpies: They're generally regarded as near mindless, animalistic creatures, so unless it was a 'Beast in the Woods' style NPC-DP, I think the idea of a DP-Harpy is out in my book. As far as a Hired Sword, they'd be a great idea, although not normally an Athel Loren-thing (their biggest habitat is Naggaroth, an ocean away.) Personally, I'm saving them for the 'Dragon Isle' campaign, which I'll work on sometime in the next, oh, 10 years. (Chad came up with some awesome flying rules, and 'Dragon Isle' is my dream to use them all together, adding some of my own flying ideas, plus some 'bound monster' rules, yet to be developed.)
2. Dwarf Ranger List: My biggest beef with the 'Dwarf Rangers' warband is that it has no rangers in it (rangers, in old WRB, were crossbowmen with double-handed axes... I can get runesmiths, slayers, longbeards, clansmen, beardlings, and crossbowmen, but no rangers?) If it had been called 'Runesmith's Retinue', I would have loved it three times more. I haven't talked about it with Master, but I don't think they will go on the 'recommended' list, but I don't see them as 'forbidden'. I can definitely see NC hired swords like 'Dwarf Pathfinder' and maybe the 'Runesmith Journeyman' showing up, though.
3. Unicorns: I think they might show up as possible mounts to purchase (stags too). As written, they have multiple wounds, however, which definitely changes how they play as mounts. I know that multi-wound mounts show up in BTB, so I'm curious to hear feedback on those before the unicorns have a cemented place. And yes, I can DEFINITELY see them popping up in random events, as a creature of the forest itself. Thanks for the reminder, lest I forget.
I'd love to hear your other ideas when you get the time.
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Hi, great with more feedback!
1. I like the harpy, I really really like it, but I have a hard time imagining it in a forest? Anyway, perhaps perhaps, it is a neat idea.
2. I'm sorta with Styro on this, also I've always been regarding rangers as loners and always found it weird that they come in regiments in WHFB. However, wasn't there a ranger hired sword once?
3. Unicorns! Yeah, I really like them, however I don't like the thought of buying a unicorn, perhaps it could represent a gift to the forest?
Another option is to have them only available to glamourweave elves, and perhaps a DP? Or perhaps just a Unicorn DP?
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Unicorns? Are there Unicorns in Warhammer Fantasy? If so, was the person responsible for putting a unicorn in the rulebook locked up for life in prison? If not, they should have been. ;D
If someone in my gaming group bought one of their heroes a Unicorn, dear God, you would never here the end of it.
::)
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Morgianna Le Fey, Bretonnian Special Character
http://www.gamehobby.net/images/photo_gallery/bretonnia/gallery_bretonnia_the_fay_enchantress.jpg
http://legendsofhyerune.com/Warhammer/Fay_Enchantress.jpg
http://www.roundtable-bretonnia.org/index.php?option=com_joomgallery&func=watermark&catid=10&id=81&Itemid=103
It's only a unicorn. It's not like we're typing up the rules for adding 'My Little Ponies'. :P
Plus, you get to shout out 'UUUUNICORN!" psychotically, a la Rene Auberjonois. (The Last Unicorn, a surprisingly great fantasy film.)
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Ok, How many male characters?
Come on, I know you want to bring in brightly colored unicorns ;D
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Kay, you got me there. But you know who I feel even MORE sorry for? The player who gets his butt HANDED to him by a Unicorn.
Bright Uniforms... can't say I've ever found the inkling. I was tempted to make/convert a Necromunda Escher gang based on Japanese Harajuku girls, with hair dyed in every color not found in nature, but I couldn't find a good base mini to use. Le sigh.
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LOL, that would be funny. Can you imagine the battle report, you know like the ones that used to be in the last page of the Town Cryer on obituaries?
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Yay! We can have unicorns!
Mine shall be named Charlie!
Anyway, I'd like to make a very colorful warband one day, wood elf wardancers was my original idea for loads of colors on minis.
It gives you a chance to use all that yellow color which I mainly use for eyes now-a-days!
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LOL, that would be funny. Can you imagine the battle report, you know like the ones that used to be in the last page of the Town Cryer on obituaries?
OBIT
Hans Scwarzwald, Mercenary Captain
Cause of Death: Impaled by Unicorn
OBIT
Golga Gooba, Orc Captain
Cause of Death: Laughed himself to death upon seeing the death of Hans Scwarzwald.