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 Town Watch fan-made warband rules

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Thompo
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PostSubject: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 13:17


Mordheim Town Watch

Choice of Warriors:

A Town Guard warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.

Commissioner: Each Mercenary warband must have one Commissioner: no more, no less!

Detective: Your warband may include up to one Detective.

Deputy: Your warband may include up to two Deputies.

Officer: Your warband may include any number of Officers.

Marksmen: Your warband may include no more than seven Marksmen.

Attack Dogs: Your warband may include no more than seven Attack Dogs.

Special Rules:

Lawful: Town Watch must set an example to its citizens and try to establish some Law and Order. As such they refuse to purchase any poisons or drugs. An advantage of being lawful is that the Town Watch, have special access to aid from the Empire Constabulary allowing them to buy Specialist Equipment and replace any fallen members, including the Commissioner (obviously with starting experience and equipment).


Arrested Criminals: An enemy that commits a crime such as a murder or theft, can be arrested using shackles or captured on the serious injury chart. Whenever this occurs the criminal in question is taken back to the Town Gaol with all equipment removed and stored in the Town Watch “evidence locker”. The prisoner can either be:

1. Locked up until rescued as part of a Rescue scenario

2. Locked up until bailed out by the warband for a negotiated price

3. Executed (requires Judges Rites)

4. Handed to the Empire Constabulary in Atldorf after 3 turns of being Locked Up, in exchange for aid (to be determined by the GM based on the nature of the criminal ie. Mass murder scores more aid than petty theft)

5. Recruited as an Officer by rolling a d6 for the prisoner and the Town Watch leader and adding their respective leaderships to their dice rolls. If the Commissioner scores highest then he has successful convinced the criminal to change his ways and act within the law, thus the enemy model is removed from the enemy roster and a new Officer group is created in the Town Watch warband with no equipment or experience. If the prisoner scores higher then he holds his nerve and remains Locked Up as a prisoner. The Leader may only attempt to convert one prisoner per turn and may only attempt to convert each prisoner once (once the prisoners mind is made up, its made up).


Wyrdstone: The Law states that all wyrdstone that falls into Empire territory immediately become property of the Emperor and thus anyone who takes wyrdstone shards is committing theft. The Town Watch must send any shards they find to the Empire Constabulary who will send them pay and aid in return. The Town Watch use the wyrdstone price chart like all other warbands but may request for a specific a piece of Specialist Equipment by directly exchanging wyrdstone shards, sending one Hero to the Constabulary to pick up the equipment and foregoing some pay. This will be shown next to the items on the Specialist Equipment list.

Starting Experience:

The Commissioner starts with 20 experience.

The Detective starts with 8 experience.

Deputies start with 4 experience.

Henchmen start with 0 experience.


Town Watch Skill Tables

A Commissioner may choose from the Combat, Shooting, Academic, Strength, Speed or Special.

A Detective may choose from the Shooting, Academic, Speed or Special

Deputies may choose from the Combat, Strength, Speed or Special.


Last edited by Thompo on Wed 2 Jun 2010 - 17:40; edited 1 time in total
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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 13:20

Town Equipment List

Town Watch
Marksmen

Hand to Hand Weapons

Hand to Hand Weapons

Dagger

1st free/ 2 gc

Dagger

1st free/ 2 gc

Hammer/Mace

3 gc

Hammer/Mace

3 gc

Sword

10 gc

Axe

5 gc

Morning Star

15 gc

Sword

10 gc

Double Handed Weapon

15 gc


Spear

10 gc


Halberd

10 gc




Missile Weapons

Missile Weapons

Crossbow

25 gc
Crossbow Pistol
35 gc

Pistol

15 gc

Crossbow

25 gc

Pistol, Brace

30 gc

Pistol

15 gc

Dueling Pistol

25 gc

Pistol, Brace

30 gc

Dueling Pistol, Brace

50 gc

Handgun
35 gc

Crossbow Pistol

35 gc

Hunting Rifle

200 gc









Armor

Armor

Light Armor

20 gc

Light Armor

20 gc

Heavy Armor

50 gc

Shield

5 gc

Shield

5 gc

Helmet

10 gc

Buckler

5 gc


Helmet

10 gc


Pavise

25gc


Last edited by Thompo on Sun 6 Jun 2010 - 9:46; edited 2 times in total
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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 13:22

Heroes

1 Commissioner; 60 gold crowns to hire

The Commissioner is the heart and brain of the Town Watch, leading from the front to uphold the law. Having had many years experience of the streets of Mordheim, The Commissioner is responsible for co-ordinating the raids conducted by his officers and without him the city would fall even further into darkness. It’s a tough job but someone has to do it.



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


Weapons/Armor: A Commissioner may be equipped with weapons and armor chosen from the Town Watch Equipment list.

Special Rules:

Leader: Any warrior within 6" of the Commissioner may use his Leadership characteristic when taking Leadership tests.

0-2 Deputies; 35 gold crowns to hire

The Deputies have the honour of directly passing the orders of The Commissioner down the chain of command, because they have proven themselves worthy of their badges through great skill and cunning against the criminal forces of Mordheim.



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


Weapons/Armor: Deputies may be equipped with weapons and armor chosen from the Town Watch Equipment list.

0-1 Detective; 35 gold crowns to hire

The Detective Bureau of the Town Watch is a lucrative one with its agents often operating on the thin boundaries of what is lawful. This allows for specialist undercover operations to gather intelligence and thus an advantage over the gangs



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

Weapons/Armor: A Detective may be equipped with weapons and armor chosen from the Town Watch Equipment list.

Special Rules:

Streetwise: See Academic Skill

Undercover: Detectives can ignore the Lawful Rule and purchase poisons and drugs.


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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 13:23


Henchmen

(In groups of 1-5)

0+ Officers; 25 gold crowns to hire

These are the eyes and ears of the Watch Force, exacting the law with fierce vigour. They’ve got the backing of the higher Constabulary behind them, binding the Force into a mighty team of lawmen.

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

Weapons/Armor: Warriors may be equipped with weapons and armor chosen from the Town Watch Equipment list.

0-7 Marksmen; 25 gold crowns to hire

The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.

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

Weapons/Armor: Marksmen may be equipped with weapons and armor chosen from the Marksman Equipment list.

0-5 Attack Dogs
; 15 gold crowns to buy
Town Watch often keep packs of ferocious hunting dogs. With their huge jaws and powerful bite, they are perfect for hunting down (and tearing apart) any criminals who stand in the way of justice.


M
WS
BS
S
T
W
I
A
Ld
6
4
0
4
3
1
4
1
5

Weapons/Armor: Jaws and brutality! Attack Dogs never use or need weapons and armor.

Special Rules:

Animals
: Attack Dogs are animals and thus do not gain experience.


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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 13:24

Specialist Equipment List



Book of Law
100 gc; Availability: Rare 10 (2 shards)
The Book of Law is the Constabulary’s most honoured tome which records all the Imperial Laws as set down by the Emperor. With this book the Town Watch can police the streets more effectively and make arrests more straightforward. A Town Watch with a Book of Law can increase the leadership of all its members (except Attack Dogs) by +1 as long as the book is in their possession. It also allows the model which own it to arrest ANY enemy warband member (including non-human warbands, not including animals) and arrests can be made without the need to witness a crime.


Shackles 15gc; Availability: Common (1 shard for 2 shackles)

Shackles are the tool at allows the Town Watch to carry out their arrests. When a model that is equipped with shackles stuns an enemy model in combat he may make take an initiative test. If he is successful then the stunned model becomes shackled and loses the ability to use both his hands though he may still recover and move as normal. If a shackled model is subsequently taken out of action by the Town Watch then he is automatically captured and arrested as criminal (see Arrested Criminals in the Town Watch special rules). If he is not taken out of action then he returns to his warband as normal where he is released with careful lock picking/a big rock. Non humans cannot be arrested as they are often two strong or skilful to be restrained by the shackles.

Wanted Posters 50gc; Availability: Common (1 shard)

One Use Only. Wanted Posters directly advertise to Mordheim’s citizens for aid in catching a dangerous criminal. A series of Wanted Posters may put up with a bounty put on one opposing warband member which attracts outside help for the Town Watch. Roll a d6 before the start of the game to see who arrives to help:

1. No one shows up to help

2. D3 City Folk (see Mordheim Fanatics warband)

3. D6 City Folk

4. D6 Human Mercenaries (see Mercenaries warband)

5. 1 Hired Sword: Bounty Hunter

6. D3 Bounty Hunters

Any model that shows up must move towards the model with the bounty and they always leave once the model has been taken out of action. The Wanted Posters last until either the model is Killed, Arrested or the bounty is removed by the Town Watch. The Town Watch may only have one set of Wanted Posters at a time. Roll for aid at the beginning of each game.

Judges Hammer
50 gc; Availability: Rare 8 (1 Shard)
A Judges Hammer is a huge warhammer designed to strike fear into the hearts of outlaws. Range: Close Combat; Strength: As User +1; Special Rules:
Concussion
: Warhammers are excellent at striking people senseless. When using a Warhammer in close combat a roll of 2-4 is treated as Stunned when rolling on the Injury chart.
Judgement: Defying the Judges Hammer is something you don’t do without significant thought. A model carrying a Judges Hammer causes fear in all Human Mercenaries.

Town Watch Skills:



Judges Rites: The warrior has been given the authority by the Constabulary to carry out executions of prisoners making him a dreaded individual. This model may execute one arrested prisoner per turn. In addition the model causes Fear.



Strike to stun: The first duty of the Town Watch is to arrest criminals so often senior Watchmen attend special training courses to help bring criminals in unharmed. The model always causes Concussion in close combat and when armed with a weapon that causes already causes Concussion he does so on 1-4. The model also causes Concussion with ranged weapons as he aims for the non-lethal areas of the target.



Pavise Training: The Pavise is the signature piece of armour for the Town Watch as it helps to suppress rioting crowds. A watchman with this skill ignores the movement penalties associated with a Pavise and can use a Pavise to steady his ranged weapon giving him a +1 bonus to hit.



Secure Arrest: Part of job of the Town Watch is to securely arrest criminals with shackles which can only be done when the criminal is securely incapacitated. A watchmen with this skill can automatically shackle a stunned opponent with out the need for an initiative check.



The Long Arm Of The Law: Having spent many years fighting an arresting criminals the warrior is adept at predicting their strikes. This warrior may Parry with any weapon in close combat that isn’t two handed.



Infiltration: (Detective only) see Skaven Skill list.


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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 13:25

Lol apoligies for the multiple posts, please need as much feedback as possible. Anyone who would being willing to playtest please do Smile
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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 16:12

I'll have a proper read tomorrow, but is there any chance you could change the black text to something more readable?
Very Happy
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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 17:41

Hope that helps
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PostSubject: Re: Town Watch fan-made warband rules   Wed 2 Jun 2010 - 19:33

Looks interesting, Thompo.

After a very quick once-over, my initial reaction is that there is a fun and viable warband here, but you need to ratchet down the power in a few places. For one thing, three of your four heroes have the Middenheimer +1bump to strength. If your intent is to make this warband compatible with the official warbands, then that needs to go - it is the only benefit Middenheimers receive, and your Captain and detectives receive it as well as lots of other little perks for the warband.

Similarly, one of the "special perks" for the undead is that they are the only warband that can replace a captain. Your lot also receive this benefit. If the Commissioner goes down, one of the other officers should be promoted to leader - again, to keep them balanced with the other warbands, none of whom (except undead) can replace a captain (mind you - we have a house rule that all warbands can replace a captain).

One of the benefits for the Witch-hunters, compared to other human warbands, is that they can take cheap nasty dogs from the start - which your guys can do, except they can take even more. I think the dogs are in keeping with the spirit of the warband, but I would argue they should take fewer dogs than the witch-hunters, not more. Three, perhaps?

And while the marksmen don't have the +1 BS bump of the Reiklanders, they have access to far too many specialized weapons that even Reiklander marksmen can't carry. I don't think any official warbands have henchmen who can take dueling pistols, for example.

Overall, it looks very promising.
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 0:16

I like the idea, but agree that the strength bonuses should go.

I'm not quite sure the titles commisioner and detective are entirely fitting. To my (admittedly limited) knowledge the historical town watch organisations were more military in their structure and bureaucracy.

Otherwise I find it flavourful and inspiring!
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 0:51

Much better colour, thanks!

I agree with the "over-powered" comments above and I'd like to suggest these replacement titles:

Commissioner: Captain

Detective: Sergeant

Deputy: Lance-Constable

Officer: Constable

(With thanks to Terry Pratchett!)
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 4:53

Thanks for all your comments so far guys really helpful.

1. Strength Bonus: ok makes sense to change.

2. Replacing Heros: seemed fluffy to me as rather than spending what limited resources they have training up a Deputy to the level of Commissioner they would simply draft in a new one from a different force. Agreed it kinda steals the thunder from Undead.

3. Names: I based my idea on a police force rather than a town watch but calling it "Mordheim Polce Force" didn't sit well on the tongue, hence "Mordheim Town Watch"

4. Attack Dogs: Witch-hunters can have 5 dogs and Town Watch can have 5 dogs also, I literally lifted Attack Dogs straight out the Witch-hunter list and changed the name. Gotta love KISS

5. Marksmen: Fair comment, I tried to cater for the detective who uses their equipment list. Perhaps I could move him to the Town Watch equipment list instead and knock off the duelling pistols.
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 5:20

Thompo wrote:
3. Names: I based my idea on a police force rather than a town watch but calling it "Mordheim Polce Force" didn't sit well on the tongue, hence "Mordheim Town Watch".
For the same reasons Commissioner, Detective and Officer don't work. They sound like characters from 1930s Batman, not a medieval city...
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 6:38

Constable would outrank lance constable, incidentally.

"Detective" probably works better than "sergeant", since this hero is specialized, not just a superior constable.

"Commissioner" probably doesn't work that well, though, since even if the rank was used the commissioner would be unlikely to be on a beat - he'd be in an office somewhere.

You can't be too fussy about making the watch names Medieval since there really wasn't anything this organized that early. Britain did not receive its first professional, full-time police force until the early 1820s.
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 6:49

mweaver wrote:
Constable would outrank lance constable, incidentally.
Really? Embarassed

True enough about medieval-sounding... Mordheim/Warhammer isn't really medieval anyway!

How's this?

Commissioner: Captain
Detective: Detective
Deputy: Sergeant
Officer: Constable
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 11:38

Ranks--medieval may not be the correct term but the warband should have a Heroic Fantasy vibe rather than a True Crime one.

-Inspector is always useful. Informant, investigator, prefect, superintendent.

-Corporal Nobbs is, um, a corporal.

Relationship with the Witch Hunters--ought to be some rivalry.

Corruption--ought to be loads of that!

Relics of the Crusades has a game mechanic for a town watch. There is a jail break scenario and trial by combat to avoid jail time.
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PostSubject: Re: Town Watch fan-made warband rules   Thu 3 Jun 2010 - 14:55

Hehe the names were the first ones that came to my head so if you do play test (and I hope you do ) feel free to use your own terms and see how they work.

@Von Kurst: I did start out with some corruption vs. lawful rules but they seemed pretty complicated at the time and for a first draft I wanted to use KISS (Keep It Simple Stupid!)

I'm suprised no one has commented on the whole Wyrdstone and Arrested Criminals rules yet as this is where there is potential for overpowering/underpowering/complications...
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PostSubject: Re: Town Watch fan-made warband rules   Fri 4 Jun 2010 - 12:20

Thompo wrote:
@Von Kurst: I did start out with some corruption vs. lawful rules but they seemed pretty complicated at the time and for a first draft I wanted to use KISS (Keep It Simple Stupid!)

I have a compulsive urge to overcomplicate! Smile
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PostSubject: Re: Town Watch fan-made warband rules   Sat 5 Jun 2010 - 9:58

WarbossKurgan wrote:
I'd like to suggest these replacement titles:

Commissioner: Captain

Detective: Sergeant

Deputy: Lance-Constable

Officer: Constable

(With thanks to Terry Pratchett!)

I prefer these names to the ones you've used. Mordheim isn't Medieval (Reeves, sheriffs etc.), but it isn't modern either (which your names sound). At the very least the names Warboss Kurgan put forward are archaic enough to sound believable (yeah Pratchett!).

I would say that you need some kind of penalty for the Wyrdstone rule. Say, you lose one of you henchmen during the next battle as he is signing the docket for the exchange/guarding the convoy to Mordheim. As to the Arrested Criminals I would recommend looking at Davespacemans' model on the same subject.
The other major problem I found is that the Marksmen have a ton of range weapons available to them. I would cut them back by at least half. Maybe lose some of the pistols and hunting rifle.

Other than that it looks like a fun band! I really like the idea of a City Watch trying desperately to make 'order' in the middle of the chaos. Enjoy!

--Ironfoundersson
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PostSubject: Re: Town Watch fan-made warband rules   Sun 6 Jun 2010 - 10:01

Fair comment, i did write int he Wyrdstone rules that a Hero has to go to the Constabulary to pick up the items and so won't be able to explore, perhaps I should make that clearer.

The Marksmen equpiment has come up a few times so it has been editted, Detecive (whom I shall now call Inspector) takes the Town Watch List

I haven't seen Davespaceman's model, could you link me?

Thanks for your help
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PostSubject: Re: Town Watch fan-made warband rules   Sun 6 Jun 2010 - 10:17

Isn't the whole idea of Mordheim that there is no Town Watch to keep order?

Someone once wrote an Imperial Defectors band. You might want to look into that Smile
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PostSubject: Re: Town Watch fan-made warband rules   Sun 6 Jun 2010 - 14:09

Thompo wrote:
Fair comment, i did write int he Wyrdstone rules that a Hero has to go to the Constabulary to pick up the items and so won't be able to explore, perhaps I should make that clearer.

The Marksmen equpiment has come up a few times so it has been editted, Detecive (whom I shall now call Inspector) takes the Town Watch List

I haven't seen Davespaceman's model, could you link me?

Thanks for your help

Aha. That makes a lot more sense. I didn't pick up on that, so a clarification would be good Smile

Here's the link to Davespaceman's post on the same topic. I think you just commented on it recently Very Happy His 'Arrest' rules are about half way down the first page. It's a little more like the Pirate's warband rules Kidnapped! rule where if you role Captured on the Serious Injuring Table then the 'Captured' model is under the jurisdiction of the Watch warband. It might be a more complicated rule, but I think the idea is good. Gets complicated if you have Pirate Crew player 'tho...

Anyway, you've obviously put time into this, so it's up to you in the end, but I don't mind helping if I can.

--Ironfoundersson
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PostSubject: Re: Town Watch fan-made warband rules   Mon 7 Jun 2010 - 11:35

Ah yes I did have a read of that, seems complicated and much like the Pirates rules.

I feel the difference between the Pirates and the Watch (apart fromt the obvious legal standing) is that the Watch have to actively arrest criminals whereas Pirates capture straglers and put them to work. With that in mind I wanted to make a unique ruleset where the player has to fulfil a set of critera in order to capture a criminal rather than get lucky on the Injury roll.

I think I'll stick with my arrest model unless there are some more issues I have missed...
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Ironfoundersson
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PostSubject: Re: Town Watch fan-made warband rules   Tue 8 Jun 2010 - 19:15

Very good point. I reread both of them, and I think both are equally as good. Yours adds some extra thinking and planning during game play, and his adds another element afterwards.
Do you have any models for this yet? What are you thinking of using?

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PostSubject: Re: Town Watch fan-made warband rules   Wed 9 Jun 2010 - 5:13

I'm thinking on basing them on the Braganzas Besiegers who have the massive sheilds which the rest thier crossbows on, as of yet I have no models to work with but once I get payed I will grab a 3 pack and do some modelling.
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PostSubject: Re: Town Watch fan-made warband rules   Today at 1:40

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Town Watch fan-made warband rules
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