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StyrofoamKing
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PostSubject: Re: Slayer Cult Warband Rules   Thu 10 Nov 2011 - 14:54

Yes; they're slayers in training. The perfect models are the old slayer models with short quiffs, only one axe, and worried expressions on their faces.

For mine, I took the ooooold plastic dwarves-
(you know, these? http://i188.photobucket.com/albums/z91/gunnar79/Dwarfs/UnitFillerA4.jpg)

And I filed down the helmet until he had a bald head. To make him more slayer-y, I "shaved" the sleeve off his arm, turned his sleeve cuffs into bracelets, and painted his arms fleshtone. That way, he's more of a bare-armed tunic-wearer.

For one of my three, I made him completely bald chested- to cover the place wear his wide collar meets his tunic, I made him a thick green-stuff necklace, painted gold and with a dwarf-regiment bitz medal hanging in the front. I jokingly think of him as the "Mr. T" of the stubbles.
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SerialMoM
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PostSubject: Re: Slayer Cult Warband Rules   Fri 11 Nov 2011 - 9:36

Oh the link doesn't work. But i think which minis you are "speaking" of.

I have to start a slayer thread within in the gallery section.

Maybe you can work in the cool Doomseeker weapons into the pirate list to? Pleeease Smile
Tonight i will play my arabians, sometimes next i will field the chapel guard andmaybe then i can try the slayer pirates. Hmm too many warbands and too less time.

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StyrofoamKing
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PostSubject: Re: Slayer Cult Warband Rules   Fri 11 Nov 2011 - 10:26

Officially, no. I love ya, Serial-Mom, but I can't change the list just for you. The Pirates have lots of strength the Cult doesn't, and I kind of like keeping them separate.

Unofficially, I'd say go for it. Ask your group's permission. Maybe they'll let you... especially if you convert a model swinging an anchor around! That'd be awesome!

To use the letter of the law, the Whirling Blade is a "Slayers Only" item, which means that any slayer (pirate or not) with weapons training may use it.
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PostSubject: Re: Slayer Cult Warband Rules   Mon 30 Apr 2012 - 3:58

Hello, sorry for the graverobbing, but I just had to reply to this thread.

That's a very nice warband you made there mate. I particularly love how you tackled the problem of Slayers needing to be slayed, yet still you'd like to have some resources. I've made a Slayer warband in the past, but I could never really solve that problem in a creative and 'fair' way. But my main reason for posting here, apart from saying 'gud job' is because I've come up with an idea for the Rememberer and would like to share this with you, see what you think of it. The idea is this:

The Rememberer is a Bard, a musician. What would be cooler than to have him standing in the middle of a Slayer melee, playing his instrument and singing the songs they want to hear to bolster them into even greater acts of valor and recklessness.
In very simple terms, he would be (almost) like a spellcaster. Eg, he can sing songs, has to pass a 'performance check' for it and with it bolster his comrades' fighting. I've just got the idea for this, haven't worked it out in full yet. But basically, you'd have to pass a leadership check with bonusses and penalties based on whatever's going on around him (being in close combat, or enemies within 8" for example might work against his performance skills). On the other hand, he might receive a bonus for having his comrades around him or for every slain enemy within 6". We'd need to work out a list.

There could be (up to) six songs, each of them having a boosting effect to Slayers within 6/ 12" range and each of them already having a sort of 'difficulty' to the required leadership test build into them. We don't want the other guy crying cheese now, do we?

I've added a picture from lead adventures for you that inspired me to all of this thinking. Let me know what you think. Next post will have those songs in them.


Thanks for reading, cheers!
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5pointer
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PostSubject: Re: Slayer Cult Warband Rules   Mon 30 Apr 2012 - 10:45

Bard does not necessarily = musician...

Bards compose and recite verses yes, but not necessarily to music.

I'm probably just being prickly cause I don't fancy modelling a lute or some such on my resolute Rememberer. He's got his book to take down the names of the fallen and record their deeds, he don't need some wussy instrument to warble a tune!

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PostSubject: Re: Slayer Cult Warband Rules   Mon 30 Apr 2012 - 12:14

Performing is performing, not only playing a Lute. So your guy's a reciter? Cool! Frankly he could be banging a drum with his forehead, I don't see the problem. Obviously the OP imagined the Rememberer to be some kind of bard, as it says so in the skill he's got.
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5pointer
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PostSubject: Re: Slayer Cult Warband Rules   Mon 30 Apr 2012 - 14:14

I know he's a bard, I didn't dispute that. I just pointed out that a bard composes and recites verse, it is more a poet than a musician/singer.

From a practical point of view, I think this warband has enough special rules as it is, but whatever works for you.
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Warshades
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PostSubject: Re: Slayer Cult Warband Rules   Thu 26 Feb 2015 - 22:18

Amazing, a bit older but very usefull topic.

I was working on a custom Slayer warband. Basically I wanted to incorporate 2 doomslayers and a engineer into a slayer warband (so I can use my Malakai and original doomslayer models) in mine and with the engineer also add in a Contraption/Golem type unit. Basically a 200gc troll/ogre type mechanical unit supervised by the engineer which needs to be worked out, but I have some idea's on it.

Your initial list already covers a lot of work, so I will work with that and come back with the end result for critical review.
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SerialMoM
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PostSubject: Re: Slayer Cult Warband Rules   Sat 28 Feb 2015 - 6:23

Yes this warband written by styro is a gem. Unfortunately he is not around very often anymore.

But I will be happy to give your list a review
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Warshades
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PostSubject: Re: Slayer Cult Warband Rules   Mon 2 Mar 2015 - 5:09

Ok here we go, have been working on getting it into a nice PDF.

The idea is simple. I want a slayer Warband which includes Doomseekers and an Engineer, and one of his constructs that fights along.

So Styrofoamking's warband as a base.
The same: Giant Slayer, Doomseeker, Troll Slayer, Stubbles.
Removed: Rememberer, Hurlers, experimental exploration dice.
Added: Engineer, Contraption, Marks of Grimnir.

So, there is many possibilities with the Contraption, I took a troll and gave it a makeover but it's 90% similar in stats and powerlevel. Have a look and personal preferences aside I am open to obvious improvements and errors in the warband. (as well grammatical errors, since english is not my native language).

Download here: Makaisson's Slayers

Cheers!
War
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PostSubject: Re: Slayer Cult Warband Rules   Mon 9 Mar 2015 - 8:38


Hey SerialMoM, (or possibly even Styro himself!)

Did you get a chance to take a look? the new Mordheim season in our group is coming closer and I would love some feedback, or should I just paste the text in a post, maybe easier for people to give feedback instead of downloading and opening the file...although the pdf is quite nice.

Cheers
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SerialMoM
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PostSubject: Re: Slayer Cult Warband Rules   Mon 9 Mar 2015 - 11:58

Sorry Warshade I did not bookmark this thread, did that now.

I like what you did, especially the layout is great ( used the rulebook pages as master right?)

Some proposals

Engineer: should cost 60gc because of Bs 4 and his mechanical beast.

No armour for any warband member.

The repair rule is maybe too mighty. Repair on 4+ sound fair to me.

The whirling blades sound cool, strong but cool.( maybe too strong?)

The giant Slayer is  too weak for its cost, He should have S4 or A2 for that price and to have a difference to the doom seekers. ( he is on vampir price niveau)

The contraption as troll similar war beast is nice too, I am not sure that the beast fits very well to a Slayer horde theme.

One huge disadvantage are the missing range weapons. Styro did mitigate this with the pirate setting. I think you should allow some slayers to wear throwing axes. M3 and no shooting is a serous issue against shooty warbands, like skaven or Reiklander etc. throwing weapons help a little bit

Maybe all these goodies together with the treasure hunter skill is too strong, although no range weapons are included. Maybe the warband is for my taste to specialised.

But try them and test them, if you and your group have fun everything is fine.
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PostSubject: Re: Slayer Cult Warband Rules   Tue 10 Mar 2015 - 2:22


Thanks for the feedback.

The giant slayer and the Doomseekers are unmodified from Styro's so I assumed they would be ok as is. But your right, the doomseekers and the giant slayer are bascially the same stats now. So, hmm, I would think an extra attack would be more appropiate then str 4.

Repair, well...I am not a big fan of random chance, we are dwarfs and not goblins. But, how about I move it to the special skill section next to Remote Control for the Engineer.

Although I don't agree with the no armor for the engineer, I see it more as fortified engineer garb for when he is melting, scorching, hammering and electrocuting stuff =)
I can remove the option in line of overall slayer lore and leave the engineers cost as is.

The Contraption is not very slayer, but these are Makaissons Slayers! And engineers need a mechanical wonder. We can make up a lot of stuff but a mechanical golem type monster seems most appropiate for the mordheim game.

Ranged is a problem yes, more so without armor and shields. Thats why I threw in Grimnirs marks (5+ missile ward inspired by another slayer warband which was uncredited) to mitigate that somewhat. Also the Engineer can sport a missile weapon, and I ussualy include a Tilean Sharpshooter as hired sword early on.

My guess is that these slayers as any dwarfband will be slowwww starters, if I hit a bad few first games it might not be viable but we'll see. I'll make the adjustments and present the list to my group.
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PostSubject: Re: Slayer Cult Warband Rules   Sun 29 Mar 2015 - 3:09

Did you test your warband in meantime? If yes did it work fine?
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PostSubject: Re: Slayer Cult Warband Rules   Sun 29 Mar 2015 - 5:13

thanks for necro'ing this thread, now theres another warband i want to try and will have to buy models for!

Very Happy
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PostSubject: Re: Slayer Cult Warband Rules   Sun 29 Mar 2015 - 6:54

SerialMoM wrote:
Did you test your warband in meantime? If yes did it work fine?

No, not yet. Some are still a bit busy. Hopefully within the next month or so...

I'll go ahead and adjust the pdf and present it shortly for any interested in playing and testing.
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PostSubject: Re: Slayer Cult Warband Rules   Sun 29 Mar 2015 - 10:47


Ok final version for now. (1.02)

Dwarf Makaisson's Slayers

Let me know if there are any issues with the document itself. And anyone feel free to play them and let us know your experiences.

Cheers,
War
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