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 Mutated Mercenary Band

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Dmig
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PostSubject: Mutated Mercenary Band   Thu 31 Dec 2009 - 8:29

So I've had this idea for a while of putting together a warband of mercenaries with some mutation from the effects of the warpstone in mordheim. They would not be any more evil than most of the other warbands so no beastmen or evil magiks or that ilk, but they would still be limited in their hired sword selection to maybe what the posessed can have.

They would be led by a mercenary captain who has some mutation (im thinking a d6 chart) I want at least one mutant like the posessed list. I had thought of including an assassin initiate similar to the hired sword from the annual but not as beefy..Id really love to have a couple halfling thieves as henchmen (maybe outcasts) but that might not work fluff wise. Also standard warriors and some Nutters who would be a similar type to darksouls flagellants ruffians etc

Feedback would be appreciated thanks.
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PostSubject: Re: Mutated Mercenary Band   Thu 31 Dec 2009 - 10:07

Check out the mordheim compliment "Power in the stones". It describes rules for using wyrdstone to gain extra powers or maybe even mutations.

This link is from Svenn & Tewfiks site:
http://www.tabletopgeeks.com/wp-content/downloads/rules/PowerInStones.pdf
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PostSubject: Re: Mutated Mercenary Band   Thu 31 Dec 2009 - 13:39

I like the basic idea, but please allow me to mutate it a bit...

There have been attempts at a "Mordheim locals" warband, such as the Mordheimer's Fanatics warbands (at http://www.mordheimer.com/warbands/experimental/mf.htm). If you restated the Mutated Mercenaries as remnants of the original Mordheim soldiery combined with other locals, and allowing a "refuge" for other mutated, but not Chaos-aligned, mercenaries, it could work quite well.

I would suggest (as I always do) looking a Werekin's Corrupted Characters article (at http://cianty.ashtonsanders.com/btb/pdf/Corrupted.pdf). It does include the Power in the Stones information, and more.

You could just say the the heroes must have mutations, and maybe the henchmen could be some local followers (or footsoliders loyal to their former commanders).

There are two basic ways to go with mutations:
1. Buy 'em - that's expensive.
2. Use the Random Mutations Chart - that can be harsh with a few rolls.

However, some "lesser" mutations could be created, perhaps just some other appearance-affecting ones, and all warband members could be required to have at least one. The question would be then, random or bought?

I'd say don't model these on the flagellants, and don't make them aligned with Chaos. However, crazed warriors would be necessary. Also, these guys should be Hated by the Witch Hunters and such.

Enough random thoughts from me - this could be a decent, fun warband to play. I look forward to seeing what you come up with.
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PostSubject: Re: Mutated Mercenary Band   Sun 3 Jan 2010 - 16:10

Thanks for the suggestions. I like the idea of representing a a band of the local soldiers, so heres what I am currently thinking:

The leader is a standard mercenenary captain who may be bought mutations, and starts with one randomly generated one
Im thinking 6 options for the random generator, here are my current ideas

1 scaly skin +1 to armor save or 6+ save
2 beak/fangs extra attack that strikes last
3 prehensile tail model may re-roll failed balance checks for jumping may also learn the tail fighting skill
4 bony crest/horns model has a 3+ save against being stunned
5 model causes fear
6 ?

a loyal seargent who is a basic champion but may be bought mutations

two mutants like the in the posessed warband who must start with at least 1 mutation

a thief - similar to a youngblood(not as set on this one)

for my henchmen I want a group of crazies

m4 ws2 bs2 s3 t3 w1 i3 a1 ld6, frenzy once they are no longer frenzied they become stupid

20gc? 25gc? 30?

basic warriors at 25gc

I need a third henchman group. I would really like to have a couple halfling thieves anyone think that could work?
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PostSubject: Re: Mutated Mercenary Band   Wed 13 Jan 2010 - 18:37

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1 Captain 80gc
Special Rules: Leader, MAY be bought one or more mutations from the posessed list. Roll a d6 on the mutation chart below

1 scaly skin- +1 to armor save or 6+ save
2 beak/fangs- extra attack that strikes last at model's strength
3 prehensile tail- model may re-roll failed balance checks for jumping may also learn the tail fighting skill
4 bony crest/horns- model has a 3+ save against being stunned
5 model causes fear
6 ?

0-1Seargent 35 gc
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The seargent MAY buy any number of mutations from the posessed list

0-2 Mutants 25gc
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Mutants MUST start with at least one mutation

0-1 Thief 20 gc
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Henchmen

Warriors 25gc
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0-5 Unhinged 20gc
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The Unhinged are affected by frenzy, if forever reason they are no longer subject to frenzy they suffer from stupidity


What do you all think? i haven't written up the equipment list yet, it's basically the mercenary list, except the unhinged who will get a list something like darksouls - swords, hammers, double handed weapons, flails.

All i know about the thief list for sure is i want him to have throwing stars
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PostSubject: Re: Mutated Mercenary Band   Thu 14 Jan 2010 - 9:10

If you still want another henchman group you could have mutated animals from mordheim which could work a bit like wardogs.
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PostSubject: Re: Mutated Mercenary Band   Thu 14 Jan 2010 - 10:25

Wouldn't an easy way to make this be to do a mercenary warband, and have their special rule be that they can roll on the D66 mutation chart from "Power in the stones" instead of taking a skill (ignoring the *'s). Probably needs a little something extra (eg, a starting game boost like other mercs have), but that seems like a good point to start with.
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PostSubject: Re: Mutated Mercenary Band   Thu 14 Jan 2010 - 11:10

IMHO: Since, your building a Warband around Mutations. I would require the 3 Members to have a Mutation of some kind. The followers would usually want to be around or Worship mutations as a gift from The Powers That Be. The main Focus here is Mutations and is the goal to strive to. If they are not Chaos Based and worshiping the Shadowlord, then they’d be worshipping the Mutations (fluff). The Mutations are what’s brought the Warband together and to have followers (Henchmen).



If your Warband has a 5 Hero Start list:

Leader should be required to have a mutation.

Champion Types (2): should be required.

YoungBlood Types (2): May have mutations.



Members would be required to be hired, just like Mutants in the Possessed Warband, with Mutations. If a Member wishes to gain a New Mutation or an additional Mutation, say when “New Skill” is rolled, that member could go through a Ceremony (Fluff) involving the consuming of a shard of Wyrdstone somehow to see if they Mutate. Maybe also miss they next game (or D3 games) to recover from the Ceremony whether or not the Member Mutated. Make a random chart for any mutations including No Mutation and Mutated to Chaos Spawn.



The model conversions would be quite entertaining.



Just a thought…
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PostSubject: Re: Mutated Mercenary Band   Thu 14 Jan 2010 - 11:19

Standard mercenary warband. Captain and champion start with a roll on the mutation table (maybe allow a reroll here to protect from bad starts?). Any new champions bought this way gain mutations to start (similar to S4 middenheimers). Instead of taking a skill, heroes may roll on the mutation table.
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PostSubject: Re: Mutated Mercenary Band   Thu 14 Jan 2010 - 13:23

The current idea is basically what wyldhunt suggested, representing local soldiery. I didnt particularly think of them as worshiping their mutations, rather as hardened soldiers who have been corrupted and are probably pretty bitter about their mutations. Perhaps the Unhinged could be worshiping the mutants.

The problem I have with the power in the stones deal is that it seems a little too random, which is fine for a few members I suppose, but what cost do I add to a champion? they could get an extra arm or scorpion tail and be rather powerful or they could get stunted and be worse. A re-roll might help but they might end up overpowered. I feel like all the heroes at least would be corrupted, but this wouldn't necessarily take the form of a useful mutation.

How would you feel about having a captain who rolls twice on the power in the stones table and chooses one, and may buy other mutations and then a couple champions who must buy mutations? Perhaps a more standard young blood type who would represent the warband's ability to trade as if they weren't a bunch of hideous freaks.
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PostSubject: Re: Mutated Mercenary Band   Thu 14 Jan 2010 - 13:40

A reroll might end up overpowered, but I think it's a fairly safe gamble. Remember...working from standard mercenaries, you'll end up most similar to middenheimers, who are on the lower end of the power scale.
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PostSubject: Re: Mutated Mercenary Band   Wed 3 Feb 2010 - 13:27

So Ive been thinking this band over and I really want to have this be more of a local soldiery/ostermark gang. So Ive been trying to find out whatever I can about ostermark and one thing that came up was that ostermark armies often include troll slayers. I dont know if this seems completely improbable, but I think it would be cool to replace the champion with a slayer. Maybe a mutated one? Does it seem completely unreasonable for a dwarf to associate with a bunch of mutants even if they arent chaos aligned?

Also I want to include a city guard henchman group that would be basic human stats but 4 ws and I was thinking this as a special rule:

Resolute: The city guard have witnessed the destruction and fall into madness of their city and are unfased by that which would terrify most men. City guard may re-roll failed fear tests.

0-5 at 35 gc these would fill the role of swordsmen in a regular mercenary band
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PostSubject: Re: Mutated Mercenary Band   Thu 4 Feb 2010 - 7:20

SO here's what I have for a list so far:

Equipment list:
City Guard:
Dagger - 1st free/2gc
Mace/Hammer - 3gc
Axe - 5gc
Sword - 10gc
Spear - 10gc
Double Handed Weapon - 15gc
Halberd - 10 gc

Bow - 10 gc
Crossbow - 25gc
Pistol - 15gc
Dueling Pistol - 30gc

Light Armor - 20 gc
Heavy Armor - 50 gc
Shield - 5gc
Helmet - 10gc

Slayer:
Dagger - 1st free/2gc
Mace/Hammer - 3gc
Axe - 5gc
Dwarf Axe - 15gc
Double Handed Weapon - 15gc

Unhinged:
Dagger - 1st free/2gc

Mace/Hammer - 3gc

Axe - 5gc
Flail - 15gc
Double Handed Weapon - 15gc

Available Skills
Combat
Shooting
Academic
Strength
Speed
Captain
x
x
x
x
x
Mutant
x



x
Troll Slayer
x


x

Thief
x
x


x


1 Captain 90gc
Once a leader in the Mordheim City Guard, he has survived the cataclysm. The warping effects of Wyrdstone have changed his body and though he is ashamed of his new appearance, his warrior spirit remains. Refusing to align with the darker elements of the cursed city, he has set to make his own fortune in the only home he knows.
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Equipment: The Captain may be equipped with weapons and armor from the City Guard Equipment List
Special Rules: Leader, Mutations - The captain must roll once on the mutation chart below. In addition you may buy the captain mutations from the possessed list.

2D6
Mutation
2-3

5
Cloud of Flies: The mutant is permanently surrounded by a great swirling
mass of flies. Opponents in close combat with the mutant are at -1 on
all to hit rolls, as the flies buzz into eyes, noses, and mouths
6
Beak/Fangs: The mutant may make an extra bite attack in hand to hand combat at the warriors strength that automatically strikes last.
7
Hideous: The Mutant causes fear
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Bony Crest: The mutant has a 3+ save to treat being stunned as knocked down
9
Prehensile Tail: The mutant may re-roll any failed balance checks while jumping or when knocked down(not stunned) near 1" of a ledge. The Mutant may choose Tail fighting from the skaven list when he gains a new skill
10
Scales: The mutant's body is covered with a layer of scales giving +1 to his armor save (may be combined with other armor as usual)
11-12
Resillient: The mutant gains +1 to his toughness which may bring him beyond his racial maximum

0-2 Mutants 25gc
Mutation affects many warriors who come to the City of the Damned. These men are often abandoned by their comrades, and those not lured by the promises of the Shadowlord may band together for protection.
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Equipment: Mutants may be equipped with weapons and armor from the City Guard Equipment List
Special Rules: Mutations - Mutants MUST start with one or more mutations from the Possessed list.

0-1 Troll Slayer 50gc
Dwarves have a natural high resistance to magic, but the high concentration or warpstone can work its way past the most powerful defenses. This dwarf has felt his body change due to his interaction with warpstone. While he may not bear the more outlandish mutations of those humans affected, he is forever tainted in the unforgiving eyes of a Dwarf. Taking up the mantle of a troll slayer the warrior seeks his doom fighting the very city responsible for his ruin. He has found companionship in a group of warriors who share his shame
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Equipment: Slayers may be given weapons and armor from the slayer equipment list.
Special Rules:
Hard to Kill: Dwarfs are tough, resilient individuals who can
only be taken Out Of Action on a roll of 6 instead of 5-6 when rolling on
the Injury chart. Treat a roll of 1-2 as Knocked Down, 3-5 as Stunned, and 6
as Out Of Action.
Hard Head:Dwarfs ignore the special rules for maces, clubs, etc.
They are not easy to knock out!

Hatred:All Dwarfs hate Orcs and Goblins. See the
psychology section of the Mordheim rules for details on the effects of
hatred.

Deathwish: Troll Slayers seek an honorable death in combat. They
are completely immune to all psychology and never need to test if fighting
alone.


Slayer Skills: Troll Slayers may choose a skill from the Troll
Slayer Skill table instead of the normal Skill tables when they gain a new
skill. Dwarf Slayers may use the following Skill table as well as any of the
standard Skill tables available to them.

Ferocious Charge: The Slayer may double his attacks on the
turn in which he charges. He will suffer a -1 ‘to hit’ penalty on that
turn.
Monster Slayer
: The Slayer always wounds any opponent on a
roll of 4+, regardless of Toughness, unless his own Strength (after all
modifiers due to weapon bonuses, etc) would mean that a lower roll than
this is needed.
Berserker
: The Slayer may add +1 to his close combat ‘to hit’
rolls during the turn in which he charges.


0-1 Orphan 15gc
Many were left without there loved ones as Mordheim was destroyed. Many of those who survived chose to stay and seek their fortune, allying themselves with what was left of the local soldiery
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Equipment: Orphans may be given weapons and armor from the city guard equipment list.

Henchmen:

Warriors 25gc
Men who fight in Mordheim often change in appearance until they are no longer accepted by their yet unnafected peers. They seek the employment of those who have also felt the cities afects. Other mercenaries have become so hardened by the city that they are no longer phased by mutants and will hire their services to anyone with enough gold to pay them.
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Equipment: Warriors may be given weapons and armor from the City Guard equipment list.

0-5 The Unhinged 20gc
Mordheim is littered with men driven insane by the devastation and madness they have witnessed. These men care little of who they fight beside, and can be difficult to control.
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Equipment: May be equipped with weapons and armor from the unhinged list
Special Rules: The unhinged are subject to frenzy, if at anypoint they are no longer affected by frenzy they are subject to stupidity. The unhinged may never become warband leader.

0-5 City Guard
These still loyal members of the local guard have witnessed the horror that befell their once great city and now fight on, unnafected by that which would terrify most.
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Equipment:City Guard may be given weapons and equipment from the slayer list(ha I bet you didnt see that coming, but obvioiusly they use the City guard list)
Special Rules: Resolute: City Guard may re-roll failed fear tests.


So what do you think? I like the idea of a slayer, but if most of you think its a bad idea im willing to ditch it. How do you like the City Guard special rule? is it fair? Does the captain seem cost appropriate? Feedback is greatly appreciated..so would playtesters...


Last edited by Dmig on Sun 7 Feb 2010 - 11:14; edited 1 time in total
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PostSubject: Re: Mutated Mercenary Band   Thu 4 Feb 2010 - 9:55

Maybe the dwarf is a little out of place... Mutated Slayer?... There is just such limited information about ostermark in general and especially mordheim pre-comet. There were definitely dwarves in Mordheim as they are in most big Empire cities and Ostermark is close to the mountains, so maybe a dwarf who was in mordheim at the time of destruction got all messed up and maybe mutated and now hes ashamed and he becomes a slayer? I'd really like to keep the dwarf if you can t tell
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PostSubject: Re: Mutated Mercenary Band   Sun 7 Feb 2010 - 14:31

So i didnt like using power in the stones as when I made some sample warbands like 2 out of the ten i made had the captain either getting something making him worse or getting nothing even with two rolls. So I put his cost at 90 and made my own table, which I think is a little more appropriate given the cost over a standard captain
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PostSubject: Re: Mutated Mercenary Band   Mon 8 Feb 2010 - 10:56

Hmm... So I'm getting that there isn't a whole lot of interest in this warband. I don't feel like it is in any way perfect, and there is probably a better way to go about what I'm trying to do.

The reality of why I want to create this warband is that all of the cool crazy things in Mordheim (read: not plain humans) gets put into close combat warbands with little shooting. I want a way to have a balanced warband that still has all the great conversion possibilities. I know I could use a proxy system, but say I make some mercenaries and just model them as mutants where does he fit?


I love making possessed, but I also like shooting and would also just like to keep the game from going stale as it is such a great setting and I really do love it.

To that end Maybe it would be better to take out the troll slayer as much as I love the feel of an eclectic mixed race warband that maybe not the point of what I'm trying to do.
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PostSubject: Re: Mutated Mercenary Band   Tue 9 Feb 2010 - 9:56

I've been reading as much as I can on Mordheim before the fall and I came across The City of the Damned articles in town cryer 20-25 in which they talk about life in the city in the couple decades before the comet.

In it they talk about how wizards were able to walk freely in the final years and found employment in the military. Most of the wizards died while trying to stop the destruction and turn back the shadowlord, but I would assume some must have survived.

Mordheim would be a hard place for a wizard to leave as there is so much magical energy surrounding it as well as the great mordheim library which still contains a number of magical texts. Some of these wizards would be represented by the Warlock hired sword obviously but I could see a wizard who was already employed by the city guard staying with them for some measure of protection.
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