I'm a huge proponent of bringing new content to the game, and since support from GW for Mordheim is all but gone I feel like house rules are pretty much fair game at this point. The only real problem is finding something that's balanced. Well, in this thread I'm posting a handful of Hired Swords and Dramatis Personae that I wrote up, mostly based on existing characters from Warhammer, about a year ago. Since the SG Forums went down a while back, and I only recently discovered that they were re-opened, I though I'd run them past you forum-goers here to see what you think. Any feedback much appreciated, especially regarding pricing and balance issues with the characters' stats and equipment. Unfortunately only the Goblin DP has a fluffy write-up to go with him.
Kaptin Spigtrigg & His Crymsin Crew
60gc + 25 upkeep
Some goblins live a miserable life as the underlings of their larger and stronger greenskin brothers, the Orks. Some form their own communities in the forests and mountains of the old world. Spigtrigg and a few similarly deranged goblins commandeered a Tilean merchant ship and became pirates. Constantly on the lookout for treasure and trouble, Spigtrigg inevitably found his way into the City of the Damned, where he sells his services to the highest bidder.
May be hired: Kaptin Spigtrigg & his Crymsin Crew may be hired by any Greenskin or Skaven warband, Dark Elves, Pirates, Mercenaries, or Tileans. They may not be hired by any warband containing a dwarf or elf hired sword (other than a dark elf).
Profile M WS BS S T W I A LD
Spigtrigg 4 4 4 4 3 2 4 2 7
Equipment: Duelling Pistol, The Blunder-Stol!, Cutlass, Hook Hand, Rope & Hook, Squig Parrot.
The Blunder-Stol!: Invented by the maniac goblin himself, it is a bizarre pistol-sized blunderbuss.
Range Strength Special Rules
Special 3 Shot, Fire Once
Shot: Unlike a normal blunderbuss, Spigtrigg's Blunder-Stol fires in a box that is 6" long and 1" wide.
Parrot Squig: All enemies in base-to-base contact with Spigtrigg suffer a -1 on all "to hit" rolls against him. The Parrot Squig may never be lost or stolen.
Skills: Trick Shot, Swash-buckling, Cutlass Master, Sea Shanty Singer.
Special Rules:
Crew: When a warband hires Kaptin Spigtrigg, they may hire up to 3 Crymsin Gobbos along with him. They are treated exactly like any other hired sword. If any of the Crymsin Crew are slain or leave the warband, more may be hired in the future, but no more than 3 may ever join a single warband at the same time. If Spigtrigg leaves the warband for any reason, roll a die for each Crymsin Gobbo. On a 1-4 the goblin stays with his captain, on a 5-6 the goblin decides to go with the warband. The same roll is made in any situation in which Kaptin Spigtrigg has to sit out of a game. A Crymsin Gobbo that opts to remain with a warband in this manner may still attack Kaptin Spigtrigg if he is hired by an opposing warband in the future - such is the nature of goblin "loyalty".
Crymsin Gobbo
15gc +5 upkeep
Profile M WS BS S T W I A LD
Crymsin Gobbo 4 2 3 3 3 1 3 1 6
Equipment: Cutlass, Pistol, Rope & Hook.
Skills: A Crymsin Gobbo may choose from the Speed or Pirate skill lists when he gains a new skill.
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Dwarf Mountaineer
40gc +15 upkeep
May be hired: A Dwarf Mountaineer may be hired by any dwarf warband or good human warband.
Profile M WS BS S T W I A LD
Dwarf 3 4 3 3 4 1 2 1 9
Equipment: Blunderbuss, axe, light armor, and skis.
Special Rules:
Skis: When moving downhill, Mountaineers treat every 2" down as 1" of movement. A Mountaineer may move up to 6" downhill and still fire his blunderbuss in the shooting phase (Note: moving down a ladder does not count as moving downhill - the Dwarf Mountaineer must be on an actual slope).
Mountaineer: The Dwarf Mountaineer does not suffer movement penalties for moving through woodland terrain.
Skills: The Dwarf Mountaineer may learn Shooting and Dwarf skills.
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Clan Skryre Poison Wind Globadier
40gc +15 upkeep
May be hired: A Poison Wind Globadier may be hired by any Skaven or Undead warband, as well as Dark Elves or Possessed.
Profile M WS BS S T W I A LD
Globadier 5 3 3 3 3 1 5 1 6
Equipment: Gas Mask, Poisoned Wind Globes, two daggers.
Gas Mask: The mask worn by the Poison Wind Globadier makes him immune to his own gas globes as well as those of any other Poison Wind Globadier. In addition, he is immune to the effects of a plague censer, which is treated as a normal flail against him.
Poison Wind Globes: The Globadier carries several glass globes filled with noxious gases into battle, which he can throw at his enemies.
Range Strength Special Rules
8†Special Fragile, Poison,
Inaccurate
Fragile: If the Globadier is Knocked Down or Stunned roll a die. On a roll of 4+ one of his globes shattered and any model within 1†must take a toughness test or suffer 1 wound without armor saves (magical armor saves are still allowed). A roll of 6 is always a failure. Models that are immune to poison are not affected.
Poison: Any model within 2†of the location in which the Poison Wind Globe lands must take a toughness check or suffer 1 wound without armor saves (magical armor saves are still allowed). A roll of 6 is always a failure. Models that are immune to poison are not affected.
Inaccurate: If a Poison Wind Globadier rolls a miss when throwing a globe, the globe will scatter D6 inches in a random direction from his intended target and explode there. When using Poison Wind Globes the Globadier suffers movement penalties as normal, but suffers no penalties for throwing at targets over half range.