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Offline Eliazar

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Resurrection: DD#01 - Uber henchmen
« on: April 24, 2009, 10:34:20 AM »
Devil's Den Challenge #1: Uber Henchmen
Topic author: StyrofoamKing

Subject: Devil's Den Challenge #1: Uber Henchmen
Posted on: 18/01/2008 15:19:07
Message:
I'm pretty sure that Flavio decided to write a Dragon Warband in mockery of us Elf-supporters. None the less, trying to brainstorm for a Dragon hero got my creative juices flowing. So, here's my idea:

Every week, one person on the forum creates a small, warband-creation style challenge. The submission is to be judged on both creativity and balance.

RULES
~ The person who submits the challenge is the judge (unless, or course, we can whip up a poll on the site.) The Judge can submit an idea of his/her own, but cannot select their own as a winner.

~ Any participant can only enter ONE official submission. They are allowed to enter additional non-official entries, but they may not win. A person may edit or change their official entry up until the final deadline.

~The winner of the week may decide next week's challenge and be the next judge. If they do not have an challenge idea and/or do not want to judge, they may delegate either or both duties onto a willing volunteer. If the winner is unwilling and unable to find a replacement judge/challenge-writer, the former judge may choose any other volunteer in their stead.

~ The Challenge ends seven days after the challenge is posted, ending at Midnight (in the participant's own time zone.)

CHALLENGE #1
18/1/08

Imagine the Starting Warband gold was 1,000gc instead of 500gc. Create an elite henchmen group (between 0-1 to 0-5 members allowed) for an existing warban


Reply author: StyrofoamKing
Replied on: 18/01/2008 18:26:45
Message:
STYRO'S UNOFFICIAL ENTRY

0-5 Gyronauts - To be used in a Dwarf Treasure Hunters Warband

100gc each
Smaller and less powerful than a full Gyrocopter, Dwarf Engineers are often trying out a smaller, back-pack version. These brave Gyronauts face certain danger in their foes, with even certainer danger strapped behind them.
M WS BS S T W I A Ld
3  4  3 3 4 1 2 1 9

Weapons and Equipment: A Gyronaut may use any weapons or equipment from the Dwarf Warriors Equipment List. The exception is Heavy and Gromril Armor, which may not be worn by Gyronauts. Gyronauts come equipped with a Gyro Pack and Bombs (see below).

GYRO PACK
Fly: Any time that the Dwarf Warrior is able to make a normal move (i.e. not knocked down or recovering from being knocked down) the Gyronaut may move anywhere within 12”, flying over gaps and enemy models. This may be used as a charge move. The movement is not doubled when running or charging. While the move is technically ‘flying’, he starts and ends his move on the ground, allowing him to be charged like normal. The Dwarf is not required to fly at all at times, and may walk or run like normal if he wants.

Crashing: If the Gyronaught flies into a building for any reason (see ‘Lose Control’ and ‘Bomb Run’ below), the Gyronaut automatically receives a wound with no save for armor nor bonus for helmets. Roll for injury. A Gyronaut may not intentionally crash.

Armor: The Gyronaut is a sturdy instrument, and provides a +1 Armor Save to pilot. The pilot cannot wear Heavy, Gromril, or Ithilmar Armor.

GYRO INJURY CHART
When rolling for Injury for a Gyronaut, roll on the table below.
1-2 Chokes – The Gyronaut falls to the ground. Treat as Knocked Down.
3-4 Lose Control – The Gyronaut moves 2D6” in a random direction, flying over all models and 1” obstacles. If this moves the Gyronaut into a Building, see the rules for ‘Crashing’ above. When the Gyronaut lands, he is treated as stunned.
5-6 Kaboom! – The Gyro pack explodes, taking the Gyronaut out of action. If the warrior survives (i.e. doesn't roll a 1 or 2), he has time to fix the pack, and may use again next game as normal.

BOMBS
Maximum Range: Special; Strength: 4; Special Rules: Save Modifier, Black Powder, Bombing Runs, Bounce
Save Modifier: The Bomb, based on the amount of shrapnel it makes, has an extra -1 Armor Save to all models hit.
Black Powder: A Bomb is a black powder weapon, and a natural roll of 1 to hit causes a misfire. Roll on the Black Powder Misfire chart.
Bombing Runs: Unlike normally thrown weapons, a Gyronaut drops his bombs mid-flight. First, a Gyronaut must line up his run. At the start of the Gyronaut’s move, the player may pivot the Gyronaut in any direction of his choice. The Gyronaut must move in a straight line the full 12” in that direction. The gyronaut may drop a bomb on any one model he passed over, provided they were not hidden from the Gyronaut when the Gyronaut started his move. The Gyronaut rolls to hit using his Ballistic Skill, treating the shoot as short range, and with no penalty for moving. Also, the Gyronaut ignores cover, unless the model is partially covered from above. Dropping a bomb at a model completely covered from above automatically misses.
Bounce: If the bomb misses its intended target (and doesn’t roll the misfire ‘BOOM’), the Bomb bounces along the same line as the Gyronaut’s Bomb run. Roll an Artillery Dice to see how many inches it bounces past the original target, hitting the first model or obstacle in its path. If it bounces into a model, it is an automatic hit (though it can be dodged as normal). It is quite possible for the bomb to bounce and hit the Gyronaut who dropped it! A roll of ‘Misfire’ on the Artillery Dice will mean a dud, and the bomb fizzles out.

Reply author: Ethlorien
Replied on: 18/01/2008 19:07:45
Message:
This would be either really cool, or so useless it's not funny. You guys decide, but I love your idea Styro. You truly are the king of foam.

0-3 Gobllems (Goblin/Gollem, get it)- For Orc Mob Warband

150 gc each (maybe too high . . . or not high enough?)
Scavanged from a thousand battlefields, these goblin-tinkers use odd bits of scrap to create for themselves large battlesuits made of barrels, wheels, cogs, plates of armour, and any piece of junk still lying about, tied togetehr with stout rope into a hulking, ungaingly contraption.

M WS BS S T W I A Ld
3 d6 d6 4 4 3 d6 2 7

Weapons and armour: A single Gobllem is made up of three individual goblin-tinkers housed in a single, junky suit of scrap. One controls the machine itself, while the other two each control an arm. These arms bash down upon enemies, having themselves the same rules as hammers.
Furthermore, the central goblin-tinker is armed with a crossbow, attached to a shoulder, chest, wrist, whatever with which he can use to fire during the shooting phase. All rules for shooting apply for the Gobllem.

What the?: Such is the impossing, strange sigt of a Gobllem that is causes Fear in its enemies.

Too busy to fight: As long as the goblin-tinkers are within the Gobllem and working hard to keep it together, these goblins do not suffer from animosity.

Pieced together from Junk:The scrap pieces of armour and war machines grant the Gobblem a 4+ armour save, whcih can be adjusted by strength as normal.

Movement: Due to its clumsy nature, a Gobllem has a reduced speed. Furthermore, anytime a Gobllem runs, charges, or jumps, roll a d6. On a 1, the contraption falls apart (remove the Gobllem and replace it with three goblin-tinkers). A Gobllem is too clunky and awkward to hide.

Rickety: Anytime the Gobllem is dealth a critical hit, instead of rolling on the critical wound table, simply roll a d6. On a 1, the Gobllem falls apart (same result as failing a d6 roll when runniing, above).

Falls Apart: When the Gobllem suffers its last wound, through falling apart, close combat, shootng, magic, anything, it is then removed and in its stead are placed 3 goblin-tinkers.

A Note on Goblin Tinkers: A goblin-tinker has exactly the same stats as a regular goblin, yet only a goblin-tinker can control a Gobllem. At the end of a game, goblin-tinkers who have been slain can be replaced for 15gc each (up to a maximum of 3 per Gobllem, for a total of 9). Gobllems that were destroyed or fell apart during a mission can be repaired as well, their cost dependent upon the outcome of the battle. If the Orc Mob won the battle, the cost to repair the Gobllems is 10gc, due to the fact that they can take the time to salvage spare parts after their enemies flee (plus the cost of any slain goblin-tinkers). If the Orc Mob lost the scenario, then the cost to repair their Gobllems is 30gc each.
For the purposes of henchmen and numbers, three goblin-tinkers in a Gobllem count as a single henchman. Being cowards without their constructs about them, goblin-tinkers will never start a battle unless they are safe and snug within their Gobllems.


Reply author: StyrofoamKing

Replied on: 18/01/2008 19:16:21
Message:
Awesome. I remember inventing something like it for the Goblin Engineer warband (we called it a 'Stompa'.)

Question/Idea: I think you need to address what happens when a Goblin dies. Can you buy another? Also, to avoid confusion, have them separate into a new Henchmen type, like Goblin Tinkas. Just so any old goblin isn't piloting it, and all the pilots come from the same henchmen group.


Reply author: Ans-Mod Brahm Tazoul
Replied on: 20/01/2008 13:55:55

Nightbride
Undead Henchman type, 0-3 per warband, 145gc ea
Oftentimes a Vampire will long for what he had whilst he was mortal. Key amongst these desires are those for companionship and love. In a twisted perversion, a Vampire may choose to take one or more wives, which are known as Nightbrides. These fiery-tempered beasts were once beautiful maidens, but are now so consumed with bloodlust and hatred that only the attentions of their Vampire Lord can sate them. Bathing in the blood and entrails of their foes rates a very distant second, but is often what they must settle for.

Profile   M   WS  BS  S  T  W  I  A  Ld
N.bride   6   3   3   4  4  2  6  2  9

Weapons/Armour: None. Nightbrides rely solely upon their daemonic strength and incredible charms to lure and destroy their opponents.
Special Rules:
Lure: A Nightbride may attempt to lure an opponent within 8" of her during the shooting phase. Each player rolls a D6 and adds the unmodified Leadership of their model. Should the Nightbride score higher, the model in question must immediately move into Base to Base contact with the Nightbride. If this forces the model to leave combat with another model, free strikes and all penalties occur. Models who are immune to Psychology are immune to this effect.
Lightning Reflexes: Nightbrides always benefit from the Strike First rule.
Cause Fear: Nightbrides are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Nightbrides are not affected by psychology (such as fear) and never leave combat.
Immune to Poison:Nightbrides are not affected by any poison.
No Pain: Nightbrides treat a ‘stunned’ result on the Injury chart as 'knocked down’.


Reply author: Master
Replied on: 20/01/2008 17:35:37

Spawnling
Possessed henchmen.
Cost 100gc, 0-3 per warband.
There are many ways of becoming a spawn, some mispronounce the keywords to a powerful magic spell, some cross a daemon prince, all of these ways one need to achieve too much power, however there are a few unlucky individuals, who do not gain that power before turning into a spawn, these might be hedge wizards, or even just commonfolk exposed to the chaos of a wyrdstone. These individuals retain much more of their former human intelligence, yet they wander the earth, crazed and unable to speak properly as shadows as their former miserable life outcasts from civilization, only the children of chaos will accept their presence.
M WS BS S T W I A LD
4 3  3  3 3 1 3 1 8

Weapons & Armour: From the possessed list.

Insane: Spawnlings automatically pass all leadership tests they are required to take, they have seen and felt far worse things than anything this world has to offer.
Fear: Spawnlings are definately a fear causing breed, both for the terrible daemon tongues they speak and scream in, and the fact they are a picture of the worst a man can become.
Mutated: Spawnlings are Horribly mutated, and start with D3 mutations randomly generated from the Power in the stones mutation list.
Developing Mutations: Whenever a Spawnling advances roll a D6 on a 4+ he also attains a randomly generated mutation from the power in the stones mutation list.

The mutations list is here:
http://www.specialist-games.com/assets/WyrdstonePowers.pdf


Reply author: MyLittlePwny
Replied on: 22/01/2008 16:32:25

To bring even more randomness to Da Mob I hereby present to you:

0-2 Goblin Squigherders
80 Gold Crowns to hire

These Goblins have dedicated their life to the impossible goal of controlling squigs completely. The very orcy idea of "The bigger the better" has had an impact on these little guys,
and they've paired up to carry a huge version of the regular 'squig prodder' - a squig bigga prodda! (wow!)
The fact that the prodda requires two goblins to carry it doesn't make it any easier to maneuver around but that doesn't get them any less respect from the squigs they herd.

Stats: (Fighting with Squig Bigga Prodda)

M :4
Ws:3(1d6)
Bs:0
S :3(4)
T :3
W :2
I :3
A :2(1)
Ld:5


Weapons/Armour: Goblin Squigherders comes equipped with the all too huge 'Squig bigga prodda' and cannot carry anything else.


SPECIAL RULES

This way! - No that way!: Due to the complications of just running the same way the Goblin Squigherderes are way too busy to scrap with each other, let alone other orcs and goblins. They do not suffer from 'Animosity' like other Da Mob hencmen.

Bigger is better: The huge prodder demands respect in some weird way, and it's working on the squigs. Goblin Squigherders can control Cave Squigs in the warband within 18" instead of the normal 6". A sideeffect of the size of the weapon is that once it's in motion it hits with brutal force. When hitting with this weapon (first round of combat) the Goblin Squigherders has +1 S.

Me first, no ME first!: When charging or charged, everything else is oblivious to these goblins and all teamwork is put aside to just hit target. When charging or being charged, roll a dice: 1-3 The front goblin is faster and the weapon counts as a spear for the turn (with cavalry bonus of +1 S when charging because of the 2-person force behind the blow - and strike first when charged). 4-6 The rear goblin is faster and the weapon counts as a club for the turn.

Not so handy: Due to the huge nature of the Squig bigga prodda it's not possible to use it once the enemy is close. After first round of combat the goblins, though still holding on to their almighty weapon, start kicking and biting their enemies, and therefor counts as fighting as unarmed but with two attacks. The goblins are so ferocious in their biting and kicking that they fight unarmed without penalties.

Teamwork... Whatwork?: When using their huge weapon, teamwork isn't the bigger part of the fighting. When fighting with the Squig bigga prodda the goblins have a weaponskill of 1d6 that round.

Those lads' got talent: When the Goblin Squigherders gain the advance "That lad's got talent", it's a very strange kind of talent. The orcs don't appreciate their special "gift" of squigherding so they don't see them as a threat and they don't stomp them to death like regular talented goblins. Goblin Squigherders can never become heroes, but when TLGT is rolled on an advance, add the skill "Talented Herder" to the Goblin Squigherder. This heightens the max number of Cave Squigs in your warband by one and the Goblin Squig Herder counts as two goblins towards the "You can't have more squigs than goblins" rule.


Reply author: Flavio
Replied on: 25/01/2008 21:04:56
Message:
MARIENBURG (OR TILEAN) HENCHMAN

0-2 Gallopper Gun Teams ........ 80gc to hire

2 Crew M- WS3 BS3 S3 T3 W1 I3 A1 Ld7
1 Horse M8 WS0 BS0 S3 T3 W1 I3 A0 Ld5

SPECIAL RULES
Fire Gallopper Gun: S6, R48", +2 to injury rolls caused
Move or Fire
Move or Reload
Fire every other turn
Armour Piercing: Extra -1 to armour saves
Chariot: Cannot pass difficult terrain or Climb
Large Target
Experience: Crew gain experience jointly. Can never become heroes.
Injuries: Only roll for injuries if both crewmen went out of action. Take one roll for the entire team.
Large Creature: A flat +20 to warband rating
Distribute Wounds: When a Gallopper Gun Team takes a wound, roll a D3 for each wound to randomize hits between crew and horse.
PUUUUSH!: If the horse goes out of action the crewmen must push the gun about. The team cannot run without the horse power of the horse(sic ) and can now only move 4" regardless of the number of crewmen pushing it.


Reply author: StyrofoamKing
Replied on: 26/01/2008 01:41:59
Message:
Well, as the judge of the first DEVIL DEN CHALLENGE, I think the winning entry is:

(and trust me, not an easy decision)

Brahm's NIGHTBRIDE!
Extra Kudos to Master and MyLittlePwny, who didn't make my job as a judge any easier.


So, Brahm, you get to pick the next challenge, and are the judge of it. Start a new thread, Devil's Den Challenge #2. ((If you at a complete loss for a challenge idea, check out the 'either/or' thread... just an idea. You da boss orc, we'z do whaz you want.))
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DD#01 - Uber henchmen
« Reply #1 on: April 24, 2009, 10:35:00 AM »
And here's some stuff that came after the winner was declared (I needed to split up the post as it exceeded maximum length :) )

Reply author: ash_wednesday
Replied on: 28/01/2008 16:02:05
Message:
This is pretty much a Mordheim version of a "Woo Fu" person that you would see in the John Woo movies. Somebody running around with 2 pistols, making crazy shots.

Hechmen for Human Mercenaries Warbands

0-5 Pistoliers ........ 40gc each to hire

M:4 WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 LD:7

Special rules:
Pistolier skill.

Gun Runner: Pistolers are able to move it's normal movement and shoot without the usal -1 to hit. The pistoler may also run (doubling it's movement) and still shoot but will get a -1 to hit. This skill only works for pistols, dueling pistols and throwing knives.

PISTOLERS EQUPMENT LIST

Hand-to-hand Combat Weapons
Dagger..........................1st free/2gc
Axe.............................5gc
Sword...........................10gc

Missile Weapons
Pistol...........................10gc
Brace of pistols.................20gc
Dueling Pistols..................20gc
Brace of Dueling Pistols.........40gc
Throwing Knives..................10gc

Armour

Light Armour......................20gc
Helmet............................10gc

If a pistolier becomes a hero, the skills that he/she may choose from are Shooting and Speed skills.

Yes I made the pistols and throwing knives cheaper for the pistolier manily becasue this offset the limited amount of weapons he can have. It also gives you a better reason to use them.

Reply author: Ethlorien

Replied on: 26/08/2008 11:09:12
Message:
0-3 Firebreathers

30gc each

May be added to Arabian Tomb Raider warbands; As such, Firebreathers benefit from the Hate Undead special rule.

M4, WS3, BS3, S3, T3, W1, I3, A1, Ld7

Weapons and Armour: A Firebreather may be equipped with weapons and armour from the Warrior Equipment list.

Special Rules: Firebreathers, Alchemical Regeants

Firebreathers: Through the use of alchemical potions and flames, the Firebreathers of Araby can shoot forth great gouts of flame at their enemies.During either the shooting or close combat phase (though not both), a Firebreather may drink one of his alchemical potions and spit flames at his enemy. A Firebreather may not use this ability if already in Close Combat. A Firebreather that uses his Firebreather ability may not perform any other action that turn (but can still move).
The Firebreather's flame covers an area three inches wide, by three inches long, directly centred in front of the Firebreather. All warriors covered in this area suffer a single S4 flaming attack. Any warrior partially touching this area may ignore the S4 damage on a sucessful Initiative test.
Furthermore, due to a life of breathing fire, the Firebreathers of Araby have gained some protection from the heat of all flames, magical or otherwise. Any flaming attack that hits a Firebreath is treated as 1S lower then stated.

Alchemical Regeants: It takes time and money to create the infamous alchemical potions with which a Firebreather drinks in order to spit flame. As such, each Firebreath must spend 10gc between each battle, or order to make enough of his special potion to use his Firebreathers ability in the next game. If he does not, he cannot spit flames, though he still benefits from the -1S from flaming attacks.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)