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 The Night Watch (A terry pratchett Inspired warband) rules

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Wolfy
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PostSubject: The Night Watch (A terry pratchett Inspired warband) rules   Mon 16 Nov 2009 - 14:35

The Ankh-Morpork
City Watch
(originally two units, the Day and Night Watch, combined after
the events of Men at Arms) is a fictional police force within the Discworld
series of books by Terry Pratchett. The watch is based in the city-state of Ankh-Morpork
on the Discworld. While Pratchett initially intended only to give the Watch a
minor role in the Discworld novels, it has since made frequent appearances, and
several books feature the Watchmen prominently. As Pratchett himself has
stated,"I wanted to give them a spot to shine in the sun, but it turned
out to be a full blown tropical vacation."






Special
Rule: Any Henchmen In The Watch May Be From any of the following Race’s; Human,
Dwarf, Undead, Werewolf, Gnome and Halfling






1 Watch Commander;
65 gold crowns to hire (Vimes)


M-WS-BS-S-T-W-I-A-LD
4- 4 - 4 - 4 -3-1-4-1-8

The Commander of the City Watch, it is all he has ever
known and he now brings the dirty tricks he learned as a street copper to his
new role. He also makes sure to pass these tricks of the trade on to new
recruits.

Weapons/Armour: A Watch Commander
may be equipped with weapons and armour chosen from the Night Watch Equipment
list.


0 – 1 Watch Captain;35 gold crowns to hire (Carrot)


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



Weapons/Armour: A Watch Captain
may be equipped with weapons and armour chosen from the Night Watch Equipment
list.


Special
Rule: if the watch captain charges he gets an additional +1 strength on the
first round of combat because he has a punch feared by even trolls.

Special
Rule: Carrot is so skilled with his sword that he
may re-roll any failed hits when charged. Note that this only applies when they
are armed with normal swords, and not with double-handed swords or any other
weapons.


0 – 1 Watch Corporal;20 gold crowns to hire (Nobby)

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


Weapons/Armour: A Watch Corporal
may be equipped with weapons and armour chosen from the Night Watch Equipment
list.



Special
Rule: The Corporal MUST ALWAYS carry a Burleigh and stronginthearm crossbow
upon his person, which can be bought for 25 gold crowns from the armoury but
only the watch corporal may use it.



0 – 1 Undead Watch Constable;30 gold crowns to hire (Reg Shoe)


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


Weapons/Armour: A Watch Corporal
may be equipped with weapons and armour chosen from the Night Watch Equipment
list.





Special
Rule: Cant Die, If You roll a (Don’t know whatever kills him) it automatically
is changed to a (once again don’t know whatever leaves him out for a game)
witch leaves him out of the next game, because Reqenald is to busy with other
things and simply doesn’t have time to die…





0 – 1 Watch Sergeant;35 gold crowns to hire (Colon)



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

Weapons/Armour: A Watch Sergeant
may be equipped with weapons and armour chosen from the Night Watch Equipment list.



-----
Hench's
-----

0 – 5 Watch Recruits;
15
gold crowns to hire


M-WS-BS-S-T-W-I-A-LD
4- 2 - 2 - 3 -3-1-3-1-5


Weapons/Armour: A Watch Recruit
may be equipped with weapons and armour chosen from the Night Watch Recruit
Equipment list.





0-5 Watch Marksmen;
30
gold crowns to hire

M-WS-BS-S-T-W-I-A-LD
4- 3 - 4- 3 -3-1-3-1-6


Weapons/Armour: A Watch Marksman
may be equipped with weapons and armour chosen from the Night Watch Marksman
Equipment list.








0+ Watch Copper;
40
gold crowns to hire

M-WS-BS-S-T-W-I-A-LD
4- 4 - 3 - 3 -3-1-3-1-6


Weapons/Armour: A Watch Copper may
be equipped with weapons and armour chosen from the Night Watch Equipment list.



0 - 1 Watch Troll;
200
gold crowns to hire


M-WS-BS-S-T-W-I-A-LD
6- 3 - 1 - 5 -4-3-1-3-4

Weapons/Armour:
Trolls Are Equipped With A Large Club

(Will Finish Tommorow Night with a Chart Of Items)
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PostSubject: Re: The Night Watch (A terry pratchett Inspired warband) rules   Tue 17 Nov 2009 - 1:12

I don't know. Too many henchmen and hero types for a warband in my opinion (5 and 4). In addition i am not sure if the background would fit the mordheim world.
Coppers are too expensive, the constable and the corporal are way too cheap!
Constable's special rule is just wrong! I mean, insane!

The henchmen selection seems like the original mercenary list (with the big troll just to pump up their versatility), nothing new.

Too much for my taste. You'd better play a discworld-themed mercenary warband rather than create a whole new one. Wink
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PostSubject: Re: The Night Watch (A terry pratchett Inspired warband) rules   Tue 17 Nov 2009 - 2:20

This is a mrbretonnia post...you may be offended by it. If you dont want a balanced list and want to live in your own little wonderful land, ignore the following...

Everything is priced really bad. Your heroes are stupidly good for their cost and your henchmen are too expensive. I disagree with above though, I think the amount for henchmen is ok, and heroes are fine considering theme. Change the limitation on recruits to coppers, makes more sense to have more recruits. suggested price ammendments based on current choices;

Watch Commander: Gets +1S for 5gc currently. make him 70 or even 75 gc instead

Watch Captain: 2 special rules for no cost increase over a regular human hero? increase to 45gc

Watch Corporal: blatently underpriced. increase to 30gc

Undead Watch Constable: Rule is confusing...I think you are trying to say he never misses games? seems fine, but drop his WS to 3 and increase his price to 40gc. give him the undead rules also...he is undead...

Watch Sergeant: No probs here!

Watch Recruits: cheap and crap. no probs.

Watch Copper: 25gc will do him. though they are midway between there and 30, makes it simpler with 25.

Watch Marksmen: should be ok with only 4...

Troll: give it the regeneration and stupid rules. make it cost the same as Orcs and Goblins if it is diffrent.
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PostSubject: Re: The Night Watch (A terry pratchett Inspired warband) rules   Tue 17 Nov 2009 - 13:42

mrbretonnia wrote:
you may be offended by it. If you dont want a balanced list and want to live in your own little wonderful land, ignore the following...

Please keed it friendly and collegial mrbretonnia. Remember that it is your job as a forum member to make sure you do not offend people. We all live in wonderful little worlds, even you, so let's try and keep it that way. Cheers.
--Admin Tom

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PostSubject: Re: The Night Watch (A terry pratchett Inspired warband) rules   Wed 18 Nov 2009 - 18:04

If you want to have particular characters in mind for each hero consider the possibility that they may (excepting the undead guy I suppose) die and be replaced. Totally not an issue gameplay-wise but it's a little strange feeling. Notice that in Mordheim only Dramatis Personae have proper names and as such when they die are permanently removed from the campaign. I made a ThunderCats warband a while back that had the same issue, and it never really worked out into a proper warband but was more like a small troupe of Dramatis Personae.

The rule or fluff about hiring from any of those listed races doesn't really work in the normal scope of mordheim (there aren't even gnomes in warhammer) but I'm sure you can change that easily. What you could do is add a stat line and price modification for each race and have only one or two types of henchmen. Or you may be attached to the differences between the recruits, marksmen and coppers if that is a major theme in the source material.

Personally I feel that if you want to explore this idea further you may as well run with it. If you have a like-minded gaming group that are interested in that universe, modify the game as much as you need to match that.

Anyway, I generally agree with what has been said before about the prices, skills and such.
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PostSubject: Re: The Night Watch (A terry pratchett Inspired warband) rules   Wed 18 Nov 2009 - 18:13

I might even suggest having Vimes as a dramatis personae akin to Bertha Bestraugfrung (appears when you're severely outclassed).

Commander Samuel Vimes

Profile
M
WS
BS
S
T
W
I
A
Ld

4
4
4
3
3
2
4
2
9
Skills: Combat Master, Step Aside, Pit Fighter (Fighting in the City, enclosed buildings experience), Fearsome? (well some thinks so), Resilient? (Can run from Werewolves half naked in the snow, fall over waterfalls), Leap, Sprint, Dodge, Scale Sheer Surface.

All those are probably to many, but certainly justified including any as I think they could suit Vimes.
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PostSubject: Re: The Night Watch (A terry pratchett Inspired warband) rules   Today at 10:44

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