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 A Killer-Plant/Farm warband

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Plague Docter
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PostSubject: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 2:14

Hi I have been wondering if any one knows of a Killer-Plant/Farm warband and if there isnt would anyone play it if i try and make one.

My main idea of it is that the wrydstone has mutated the nearby farms crop and they need more to fuel there growth.

And here are some sub-ideas;
Scarecrow as the leader
A stupid human thats ate some veg and mutated or something like that
Humans that have meen taken over by veg

Veg Weapons(tempary names and not set in stone)
Corn: Same rules as club but can also be used like a grenade like weapon
Razor Leaf/Grass Blade: Same rules as sword
Seed Spit: Shoots D3 S2/3 at range 12"
Splinter: Same rules as bow (might make some changers)
Grape Shot: Sames rules as Blunderbus (again might make some changers)

I will keep updating the FIRST post as i progress.

Doc


Last edited by Plague Docter on Tue 3 Nov 2009 - 6:20; edited 2 times in total
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 2:52

http://shop.ramshacklegames.co.uk/images/gangset.jpg

A set of killer plants pehaps?

As for the rules, I do not think there are any....yet.....
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 2:55

I can't say I've ever heard, nor can really picture a warband like that .... something like giant killer tomatoes? (An interesting Squig conversion maybe).

Not sure how well it would do as Warband, but could make an interesting scenerio 'Geheimnisnacht at the Farm' though that might be alittle late for the session festivities Razz
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 5:38

It's a great idea in my opinion!
I would play it for sure if it existed! We can start the meeting for the creation of the warband on this thread!

The plantlike henchmen should be some little mutations for a cost of 15 to 50 gc each depending on their abilities (maybe in numbers of 0-5) and a huge plant-ogre (temporary name) 100+ gc worth (maybe with a mutation chart like possesseds?).
I think none of the mutated plants should gain experience, just like animals and demons.

Of course the warband has to include human farmers as well. I think they can be perfect with the witch hunter's zealot profile.

No idea about heroes yet I will ponder something today if you like.

Obviously all of that ideas are come from a personal interpretation of the warband. If you need a co-worker just ask
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 5:59

Hi ObsidainLord, im glad someones on board. And have you got any ideas or anything of that nature.

Doc
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 7:43

First thoughts on the troop:
(All names are temporary)

Troop:

0+ Farmers 15gc
(novices profile)
M4|WS2|BS2|S3|T3|W1|I3|A1|Ld6

0-5 Mutant Plant 20gc + mutations
(warhounds profile but with -1M and itís immune to poisons and psychology. It also has access to mutations for +5gc)
M5|WS4|BS0|S4|T3|W1|I4|A1|Ld5
(must have at least one mutation)
Plant: This model does not gain experience and itís immune to psychology tests.
Immune to poisons.

0-1 Plant-ogre 100gc + mutations
(vampire profile but with no fear-causing ability, no BS, -3Ld and +1WS. It also gains poison immunity but is a big creature, has access to mutations and his cost is -10gc)
M6|WS5|BS0|S4|T4|W2|I5|A2|Ld5
(must have at least one mutation)
Plant: This model does not gain experience and itís immune to psychology tests.
Immune to poisons.
Big Creature: This model is an easier target for archers.

Mutations Chart:

Regenerating Tissues (50gc): The mutant plant has +1W and every time it would die, it may roll a Toughness test. If succeeded, the mutant plant fully recovers instead.

Warped Shape (40gc): The mutant plant causes fear.

Overgrown (40gc): The mutant plant has +1T.

Grappling Vines (40gc): The mutant plant can inflict -1A upon all enemy models in base contact with it. Mutant plantís enemies always lose their first attack.

Poisonous Thorns (30gc): All modelís attacks have a +1S bonus. If the mutant plant is fighting against a model immune to poisons, the mutant plantís attacks suffer a -1S penalty instead.

Thick Bark (20gc): The mutant plant has an armor save of 6 against all non-magic attacks.

I know, the warband is rather costly because of all these mutations (yet very cool ).
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 7:58

As an experiment, I tried making a 'Fungi' warband for a 'Devil's Den' competition*. They were inspired by the Thalids from MtG.

I'll post the whole warband when I get the chance (on my girlfriend's comp at the moment), but I think the biggest thing is that they had lower toughness (1 or 2), but multiple wounds (2 or 3). I never got a chance to test them, but in theory, they'd play VERY different from humans, being wounded very easily, but shrugging off attacks.


*If you don't know what that is, it was a weekly contest held at the old SG forum, in order to come up with new rules. Was a lot of fun.
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 8:10

I'm quite curious and your overall model setup sounds interesting. Can't wait for it Wink
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PostSubject: Re: A Killer-Plant/Farm warband   Mon 2 Nov 2009 - 11:09

ObsidianLord wrote:
I'm quite curious and your overall model setup sounds interesting. Can't wait for it Wink
Who me or StyrofoamKing.

And thanks for all the help aswell you have done more in 2 hours then i have all day lol.

I can see the Plant-Ogre being a nasty opponent.

Doc
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PostSubject: Re: A Killer-Plant/Farm warband   Tue 3 Nov 2009 - 11:50

Second wave of thoughts: the first complete warband sketch.


Heroes:

0-1 Farm owner 40gc
(captain profile but with -1WS and -1BS for -20gc)
M4|WS3|BS3|S3|T3|W1|I4|A1|Ld8
Leader: friendly models can use his Ld if they are 6Ē or less from him.
[He starts with 8 experience points, all skill charts avaiable]

0-1 Gardener 35gc
(base human profile but with the wyrdstone hunter skill for +10gc)
M4|WS3|BS3|S3|T3|W1|I3|A1|Ld7
Wyrdstone hunter: As the academic skill.
[He starts with 4 experience points, strength, academic and combat skill charts avaiable]

0-3 Half-plant mutant farmers 15gc + mutations
(novices profile)
M4|WS2|BS2|S3|T3|W1|I3|A1|Ld6
(must take at least one mutation)
[They start with 0 experience points, strength, speed and combat skill charts avaiable]

Troop:

0+ Farmers 15gc
(novices profile)
M4|WS2|BS2|S3|T3|W1|I3|A1|Ld6

0-5 Mutant Plants 40gc
M4|WS4|BS0|S4|T4|W1|I4|A2|Ld4
Plant: This model does not gain experience and itís immune to psychology tests.
Poison immunity: This model is immune to poisons.
Wyrdstone consumption: This model must be nourished with a raw piece of wyrdstone at the end of each scenario or it will wither, losing permanently one Toughness point.

0-1 Plant-ogre 150gc
M4|WS4|BS0|S5|T5|W3|I4|A3|Ld4
Plant: This model does not gain experience and itís immune to psychology tests.
Poison immunity: This model is immune to poisons.
Big Creature: This model is an easier target for archers.
Wyrdstone consumption: This model must be nourished with a raw piece of wyrdstone at the end of each scenario or it will wither, losing permanently one Toughness point.

Mutations Chart:


Regenerating Tissues (50gc): The model has +1W and every time it would die, it may roll a Toughness test. If succeeded, the model fully recovers instead.

Warped Shape (40gc): The model causes fear.

Overgrown (40gc): The model has +1T.

Grappling Vines (40gc): The model can inflict a -1A penalty upon all enemy models in base contact with it. Enemy models always lose their first attack.

Poisonous Thorns (30gc): All modelís attacks have a +1S bonus. If the mutant plant is fighting against a model immune to poisons, the modelís attacks suffer a -1S penalty instead.

Thick Bark (20gc): The model has an armor save of 6 against all non-magic attacks.


The overall models are rather cheap. Heroes experience level is very low as their base stats.

Plants are nasty but they can't grow more than they already are, plus they require a raw wyrdstone upkeep each. That makes them quite costly in long terms.

I am not sure if those plants are really balanced (is always difficult to balance things that can't gain experience) but i think the rest is fair.

Now we need a betatest to observe the warband's behaviour Wink (and a weapon list)
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PostSubject: Re: A Killer-Plant/Farm warband   Tue 3 Nov 2009 - 16:18

Sounds interesting and from the looks of it, it seems reasonably balanced

But you need to add the scarecrow as I'd like to see someone make the model and I like the idea of one running around scareing people. Make him impervious to ranged weapons as they'd just pass through his straw body.
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PostSubject: Re: A Killer-Plant/Farm warband   Tue 3 Nov 2009 - 19:29

FYI, there is a scarecrow man model in the frenzied mob boxed set...
And rules in the Restless Dead warband
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PostSubject: Re: A Killer-Plant/Farm warband   Wed 4 Nov 2009 - 2:16

As far as names go, replace Farm Owner with Farmer and Farmer henchmen type with Farm Hand.
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PostSubject: Re: A Killer-Plant/Farm warband   Wed 4 Nov 2009 - 12:07

In my opinion, the warband shouldn't contain any humans at all. Instead, the plants should have hatred towards humans (they do not like to be eaten).
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PostSubject: Re: A Killer-Plant/Farm warband   Wed 4 Nov 2009 - 12:17

Schoel wrote:
In my opinion, the warband shouldn't contain any humans at all. Instead, the plants should have hatred towards humans (they do not like to be eaten).

Wich im going more towards(Farm Slave) but remember this is not the final warband.

Doc
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PostSubject: Re: A Killer-Plant/Farm warband   Wed 4 Nov 2009 - 22:16

Shoot, I can't find them. I think they're lost on the inter-webs forever.

If memory serves, they were:

HEROES
?
0-2 Strongman - M4, S4, T3, W2 -A2 - 50gc - may count as having two weapons (+1 attack) or having a double-handed weapon in any given round. choose before rolling for initiative.
0-2 Sporelings - same as grunt, lesser WS.


Grunts - M 5, S3, T1, W2 - 20- 25?
0-5 Carapace- M4, S2, T3, W2 - armor save of 5+ - 45?
0-1 Spore Spitter - M3, S2, T2, W2 - was a living Swivel Gun, with unlimited 'Grape Shot'. Move or Shoot, fire ever over turn (could fire every other turn with shooting skills) - 100 gc
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PostSubject: Re: A Killer-Plant/Farm warband   Thu 5 Nov 2009 - 2:13

Plague Docter wrote:
Schoel wrote:
In my opinion, the warband shouldn't contain any humans at all. Instead, the plants should have hatred towards humans (they do not like to be eaten).

Wich im going more towards(Farm Slave) but remember this is not the final warband.

Doc

Perhaps Zombified humans with evil plants growing out of their craniums?
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PostSubject: Re: A Killer-Plant/Farm warband   Thu 5 Nov 2009 - 2:34

Plants should hate humans because they don't like to be eaten? Do you eat flowers, bushes, brambles and shrubs? They are plants.

Mortimer wrote:

Perhaps Zombified humans with evil plants growing out of their craniums?

Plants and zombies don't gain experience, and a whole warband which can't gain experience doesn't make sense in mordheim.

You can actually have living humans with evil plants growing out of their craniums as half-plant mutant farmers.

You can convert scarecrow-like miniatures (maybe farmers with pumpkin or big tomato heads?) as half-plant mutant farmers too.
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PostSubject: Re: A Killer-Plant/Farm warband   Today at 15:14

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