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 Beastmen Raider Hire Sword Project

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Ethlorien
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PostSubject: Beastmen Raider Hire Sword Project   Wed 31 Dec 2008 - 10:37

For anyone interested, this is the list of Beastmen Hired Swords a couple of us worked on at the old SG website. Some were played and tweaked by myself and others, but for the most part they'd still need some good playtesting. Anyway, just for fun is all. Love to know what you folks think at least...


A Gathering of the Herds
New Hired Swords for Beastmen Raiders


Dave ‘Styrofoam King’ Joria
Daniel ‘Ethlorien’ Logee
Puff_a_b


CHAOS OGRE
80gc to hire, 35gc upkeep

May be Hired: Beastmen Raiders, Cult of the Possessed, Any Marauders of Chaos.

Rating: A Chaos Ogre increases a warband’s rating by +30 points, plus 1 point for each Experience point it has.

Their journeys having taken them to the northern wastes and beyond, these ogres have been warped and corrupted by the taint of Chaos. Mutated and changed, they are a twisted version of their brethren. Shunned by 'normal' ogres, these brutes find some form of acceptance among the Herds and other chaos-worshipping societies.

M WS BS S T W I A Ld
Chaos Ogre
6 3 2 4 4 3 2 3 7

Gear: May choose from two swords, axes, or clubs (any combination) or a Great Weapon. Light Armour

Special Rules: Cause Fear, Large Target


Skills: May choose from the Combat and Strength skills.



GIFTED UNGOR
30gc hire, 15gc upkeep

May be Hired: Beastmen Raiders only

Rating: A Gifted Ungor increases a warband’s rating by +16 points, plus 1 point for each Experience point it has.

Occasionally an Ungor is born with the ability to touch the warp. Beastmen Shamans refuse to teach such a lowly creature the graces of communing with the warp and as such they usually die horrible deaths as a result of their own out of check powers. Occasionally a particularly resourceful Ungor manages to survive the challenge and gain a degree of mastery over his gifts.

M WS BS S T W I A Ld
Gifted Ungor 5 3 2 3 3 1 3 1 7


Gear: Staff

Special Rules: Wizard, Self Taught, Over Eager

Wizard: The Gifted Ungor begins play with two randomly generated spells from the Lesser Magic Spell List.

Self Taught: Lacking formal instruction leaves the Gifted Ungor more vulnerable to the perils of the warp. On any natural power roll of 2 the Gifted Ungor must immediately roll on the injury table. Even if he survives he will be unable to cast spells for d3 turns as the pain and trauma is too great. If this causes OOA then he is safe from serious injury rolls.

Over Eager: Gifted Ungors do not know when they are taking too much. If the Gifted rolls natural or modified 12 they have drawn too much of the warp. He must try and focus the excess energy. The Gifted must attempt to cast one of his other spells, this roll is made without the benefit of any skills he may possess. Failure results in a S5 hit success means he has cast the spell but still suffers a S2 hit from the exertion. In either case the original spell is successfully cast.


Skills: May choose from Speed, Academic, or may choose a new spell.



LESSER DRAGON OGRE
150gc to hire, 45gc upkeep

May be Hired: Beastmen Raiders


Rating: A Lesser Dragon Ogre increases a warband’s rating by +45 points, plus 1 point for each Experience point it has.

When the drums of war are sounded, and lightning splits the sky, the great and powerful Dragon Ogres awaken from their long slumber and march to war. They are a giant, impressive creature, filled with hatred and a lust for blood. Immortal, these creatures grow to impressive sizes and of a strength unimaginable to common men.
Yet Chaos is a fickle power, and even among such a mighty creature are those of weakness. Smaller then their brothers, weaker, slower, dumber, these are the dregs of the Dragon Ogres; these are the Lesser Dragon Ogres. While pushed aside and mocked by their great brothers when the war horns are sounded, these vindictive, spiteful beasts are powerful none the less, and sought after greatly by smaller beast herds.


M WS BS S T W I A Ld

Lesser Dragon Ogre 7 3 2 4 5 4 2 3 7

Gear: May choose from two swords, axes, or clubs (any combination) or a Great Weapon. Light Armour.

Special Rules: Cause Fear, Scaly Skin 5+, Storm Rage, Large Target, Stupidity.

Scaly Skin: A Dragon Ogre has tough, thick scales that are almost impervious to arrows and swords. A Dragon ogre has a natural armour save of 5+, which, when added to his Light Armour, grants him a 4+ armour save (which is still modified by the strength of the attack).

Storm Rage: Dragon Ogres live off the power of the storms. Lightning fuels them, grants them power. A Dragon Ogre is a terrible beast to behold, yes, but more so when the weather turns sour. A Dragon Ogre is immune to the harmful effects of Lightning. Furthermore, A Dragon Ogre who is struck by lightning, be it magical or natural, gains Frenzy until the end of the game.

Skills: May choose from the Combat and Strength skills.



MAN HUNTER
40gc to hire, 20gc upkeep

May be Hired: Beastmen Raiders only

Rating: A Man Hunter increases a warband’s rating by +18 points, plus 1 point for each Experience point it has.

They lurk in the depths of the forests, hunting along small roads and well-worn paths. They often go alone, for these creatures enjoy the thrill of the hunt, relying on nothing but their own skills. Many a traveller has left from their home never to reach their destination because of these fiends. They are the dreaded Man Hunters, Bestigors who have made a career of hunting the people of the Old World. While they enjoy the solitary hunt, often enough they will join a larger warband when the price is right and the blood is plentiful.

M WS BS S T W I A Ld
Man Hunter 5 4 3 3 4 1 3 2 7

Gear: Two axes, throwing axe (counts as throwing knife with +1S), Light Armour.

Special Rules: Man Vengeance, Skull Rack, Predator.


Man Vengeance: The Man Hunter hates all humans.

Skull Rack: The Man Hater Causes Fear in all humans.

Predator: In any battle set in the wilderness in which humans are involved, the Man Hunter may be set up after all warbands have deployed anywhere on the board that is hidden and outside the enemy's deployment zone.

Skills: May choose from Combat and Strength Skills. Also, the Man Hunter may choose Shaggy Hide, Mutant, and Manhater, from the Beastmen Raider special skills found in the Empire in Flames supplement.



UNGOR BOOMARANGER
20gc to hire, 10gc upkeep


May be Hired: Beastmen Raiders only

Rating: An Ungor Boomaranger increases a warband’s rating by +10 points, plus 1 point for each Experience point it has.

Ungors are generally seen as useless fodder, more useful as emergency rations than as soldiers. However, sometimes one of these lesser creatures turns cowardness into strength, developing a throwing skill that makes them an asset to any pack.

M WS BS S T W I A Ld
Boomaranger 5 3 4 3 3 1 3 1 6

Gear: Club, Shield & Dagger. The Ungor Boomaranger is also armed with unlimited amounts of Boomerangs.

Special Rules: Low Caste, Boomerang

Low Caste: Although the Booomaranger is highly valued for an Ungor, he is still a lower level warrior, and wisely does not rise above his station. A Boomaranger may not upgrade any Characteristic more than 1 point. Re-roll any characteristics that have already been advanced.

Boomerang: 24" Strength: User's Strength Special Rules: Move & Throw, +1 Save, Off Balance

Move & Throw: The Boomerang thrower may move (not run) and throw a Boomerang without penalty.

+1 Save: Boomerangs are not very good at piercing armor, and thus temporarily adds a +1 Armor Save to any model hit, just like a dagger. If the model has no armor, they temporarily gain a 6+ save.

Off Balance: A blow from a Boomerang is jarring and blunt, and while not as strong as a hammer, it can knock a target off balance. Anytime an enemy warrior is hit by a Boomerang on a natural roll of 6, and is not Dodged, the warrior is knocked Off-Balance. After resolving damage, if the model is within 1" of a ledge, the stuck warrior must take an Initiative test of fall off the ledge. If the model would be forced to take an initiative test already (i.e. being injured), the model is only forced to take one initiative test, not two.

Skills: May choose from Combat, Shooting, or may choose the Feral Hunter skill.

Special Skills:
Feral Hunter: May fire two boomerangs per turn. The Ungor may use this skill and move in the same turn, but may not use it with the skill 'Quick Shot.'



NAJA-TUNG THE BEASTMASTER
80gc to hire, 40gc upkeep

May Be Hired: Beastmen Raiders and Cult of the Possessed.

Rating: The Beast Master comes with a Chaos Wolf and increases the warband rating by 60 points.


From long ago there have been tales of weak Beastmen being shunned and outcast by their tribes and destined to wander the wilderness alone to die and fear of being eaten by the great beasts that roam within the outskirts of the City of the Damned. But legend has it that one of these outcasts, from the Headtakers of Gorlord Zharak, has managed to defy the gods and survive, for it has come to pass that the great beasts in and around Mordheim will not attack this wandering vagrant. He is able to tame the most vicious of animals and with a quick call command any around him. Some call it magic, others say its instinct. No one really knows the ways in which this devilry works for he has no name, no home. He’s only known throughout the land as the Beast Master.


Dramatis Personae
The Beast Master is a new Dramatis Personae as described on pg 152 of the Mordheim rulebook and follow all of the standard rules therein.

M WS BS S T W I A Ld
Naja-Tung 5 4 3 3 3 2 4 1 8

Gear: Club, Dagger, Helmet, Toughened Leathers

Special Rules: Call of the Wild, Sight of the Winged One

Call to the Wild: Any animal(this includes undead animals i.e. Dire wolves, etc) within 12 inches of the Beast Master are now under his control until the Beast Master fails a Ld test at the beginning of his turn. If an animal was subject to any type of stupidity or frenzy rule it is pacified for the time being as the Beast Master’s call is soothing to the soul of animals and they will listen to him no matter what. This can only be used once per battle, is a difficulty of 9, and done at the beginning of his turn.

Sight of the Winged One: The Beast Master calls upon the heavenly creatures for sight. The Beast Master can detect any hidden model anywhere on the board.

Skills: Resilient, Sprint, Scale Sheer Surfaces


M WS BS S T W I A Ld
Chaos Wolf 6 4 0 4 4 2 3 2 5

Special Rules: Master be Near, Large Beast, Fear, Thick Fur, Dark Blood

Master Be Near: The Chaos Wolf must always be within 12 inches of the Beast Master. If it gets outside of range or the Beast Master goes out of action then the wolf will attack the closest model and be subject to the rules of frenzy for the beast knows neither friend from foe.

Large Beast: The Chaos Wolf is a huge creature and counts as a large target for the purposes of shooting and may be targeted even if it isn’t the closest model.

Fear: The Chaos Wolf is a terrible and frightening creature that causes fear.

Thick Fur: The thick matted fur of the wolf protects it from harm and has a 5+ armor save.

Dark Blood: If anybody takes the Chaos Wolf out of action they must immediately roll to see if they have been hit by its flesh and armor burning blood. On a roll of 6 all models in contact with the wolf at the time of it going out of action take a S4 hit with no armor saves
.

Death: If at the end of any game the Chaos Wolf has been put OOA, then Naja-Tung will leave the warband, in search of another Chaos Wolf to tame. He can be re-hired after at least 1 battle has passed since the death of his Chaos Wolf.
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PostSubject: Re: Beastmen Raider Hire Sword Project   Wed 31 Dec 2008 - 11:07

I like. I wish I had some Beastmen players now.
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PostSubject: Re: Beastmen Raider Hire Sword Project   Wed 31 Dec 2008 - 14:45

Hey, Ethol, wasn't there one more? The Chosen Beastman, I thought, with the Mark.
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Ethlorien
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PostSubject: Re: Beastmen Raider Hire Sword Project   Wed 31 Dec 2008 - 19:30

I think we ended up dropping that one. I could check my files again though...
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PostSubject: Re: Beastmen Raider Hire Sword Project   Thu 1 Jan 2009 - 10:05

Coo. Either way, it's great to see 'em up. Thanks, Eth, I hope people like 'em.
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PostSubject: Re: Beastmen Raider Hire Sword Project   Sat 17 Jan 2009 - 23:35

Perfect. Thanks.
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