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 Werewolf warband

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Enarion
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PostSubject: Werewolf warband   Sun 20 Jun 2010 - 9:11

Hey fellow boring mordheimers =D
I made a new warband based of the stats off the norse warband (unofficial). I added some special rules to fit the setting and I want your opinions on the pro's and cons and specially the balance of this warband. I think its ready to be used but feedback is welcome Very Happy

Thanks in advance!

*edit, sorry for the dark text, cant seem to change it for some reason
**edit edit, never mind got it Very Happy




Werewolf Warband
By Unknown,
as appeared in Town Cryer 13.
PDF at
Downloads!



'0 Sigmar preserve us from the wrath of the Werewolves'

Living in the dark lurking forests of the old world, the werewolves are a fearsome race with little more than death in its wake. Once a scattered and divided race, the werewolves have now assembled in a tribe where they live together as a pack. In the beginning when the first human wore the curse of the infected in he’s blood it was a terrible curse which made the human transform into terrible identity when under the light of the full moon. These humans were exiled and so hunted and slew by their kin whenever they had the chance. All infected humans fled to the dark forest, where no human ever went.

The infected now live amongst each other in a pack where every werewolf has its own task. They look upon their curse not as a curse, but as a gift which can be passed onto humans who earned it. For werewolves always strive to be stronger and bigger so they can quench their thirst for blood better, getting the curse of the infected is a blessing and a great honor to those given. Humans who are corrupted or have a dark souls often come to find the werewolf tribe to become one of them. This is not easy however for a werewolf pack does not like outsiders and will rip them apart on sight. Therefore humans who approach the tribe will have to face a battle hardened worgen or stalker in combat and only one can survive. If the human wins it may take the worgens or stalkers place in the tribe and the human will be trained as one of their own.

If a human warrior in the tribe shows talent and rage it may eventually receive the curse of the infected through the bite of one of the werewolves. This ceremony will happen by full moon when every werewolf is at its strongest. The bite of the werewolf is so ferocious that many of the initiates don’t live to see the effects of the curse. However if the initiate survives he can now move on as a werewolf whelp and will begin training as one of the major werewolves. Uncontrolled and weak as first, they will rise to become a full fledged werewolf.

Choice of Warriors:

A werewolf Warband must include a minimum of three models. You have 500 gold crowns to recruit your initial Warband. The maximum number of warriors in the warband may never exceed 15.

* Shifter: Each Werewolf Warband must have one Shifter to lead it. no more.

* Howler: your warband may include up to two howlers.

* Pack leader: Your Warband may include up to one Packleader.

* Whelp: Your warband may include up to two whelps (The number of whelps may never exceed the number of howlers in your warband).

* Worgen: Your Warband may include any number of worgen.

* Stalker: Your Warband may include up to four Stalkers.

* Wolves: Your Warband may include up to five Wolves provided it includes a Packleader in it.







Starting Experience:

* A Shifter starts with 20 experience.

* Howlers start with 11 experience.

* A Packleader starts with 11 experience.

* Whelps start with 0 experience.

* Henchmen start with 0 experience.

Maximum Characteristics:

Werewolves are part human part beast, although they have a human form the higher class of the werewolf warband is ferocious and lost most of it’s human ways, therefore the hero’s of a werewolf warband follow the maximum characteristics for beastman. The lower class of a werewolf warband (henchman) are not infected and so will use the human maximum characteristics from page 81 of the Mordheim rulebook.

Werewolf Skill Tables

* A Shifter may choose from the Combat, Strength, Speed or Special Skills.

* Howlers may choose from the Combat, Strength or Special Skills.

* A Packleader may choose from the Combat, Strength, Speed or Special Skills.

* Whelps may choose from the Combat, Strength, Speed or Special Skills.


Werewolf Equipment List

Heroes Equipment List
Henchman Equipment List

Hand to Hand Weapons

Hand to Hand Weapons

Dagger

1st free/ 2 gc

Dagger

1st free/ 2 gc

Axe

5 gc

Axe

5 gc

Hammer

3 gc

Hammer

3 gc

Spear

10 gc

Spear

10 gc

Sword

10 gc

Sword

10 gc

Double Handed Weapon

15 gc

Double Handed Weapon

15 gc

Flail

15 gc





Missile Weapons

Missile Weapons

Throwing Axes (Same as knives)

15 gc

Javelin

5 gc



Bow

10 gc



Armour

Armour

Light Armour

20 gc

Shield

5 gc

Shield

5 gc

Helmet

10 gc

Helmet

10 gc






Last edited by Enarion on Sun 20 Jun 2010 - 16:21; edited 6 times in total
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Enarion
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 9:12

Heroes

1 Shifter
; 100 gold crowns to hire
A Shifter is the most talented and fearsome warrior of a werewolf warband. Being infected on a young age a shifter learned to control he’s form and can shift in and out of wolf form whenever it pleases. For this the rest of the warriors in a werewolf warband respect the shifter as leader and will follow it wherever it takes them.


M
WS
BS
S
T
W
I
A
Ld
4
4
3
4
3
1
4
2
8

Weapons/Armor: A shifter can be armed with weapons and armor chosen from the Heroes Equipment list.

Special Rules:

* Leader: Any models in the Warband within 6" of the shifter may use his Leadership instead of their own.



* Shifter: A shifter has learned to control its form and may therefore shift between human and werewolf form on the start of any movement phase. If done so it may not charge in that turn and move only half its movement.

* Human/werewolf form: If a shifter is in human form it can carry weapons and armor as any normal warrior and has no additional stats. If a shifter shifts to werewolf form it can no longer make use of any armor or weapons that he carries and will fight with fangs and claws. A shifter in wolf form gains +1 movement, +1 WS and +1 toughness. Although fighting unarmed the rules for unarmed combat do not apply (+1 armor save). A shifter always begins in human form at the start of a battle.

0-2 Howlers
; 50 gold crowns to hire
Howlers are a berserking kind of werewolves which do not know fear or retreat. Always searching for a pray to rip apart howlers are controlled by their rage for blood and war. Although they are humans that are infected they will switch to their werewolf form whenever they smell blood or the full moon comes out.


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

Weapons/Armor: Howlers have learned to use barbaric weapons and can be armed with weapons chosen from the Heroes Equipment list (except swords) but they may never wear armor.

Special Rules:

* Berserkers: Berserkers are subject to Frenzy as detailed in the Psychology section of the Mordheim rulebook.



* Werewolf form: Howlers are always in werewolf form. They do not gain any extra characteristics for this.





0-1 Packleader
; 90 gold crowns to hire
Packleaders are amongst the most savage of werewolves, these werewolves are big and muscular creatures who rip through flesh in a spit second. Packleaders do not live with the tribe of the infected. Although they belong to the tribe and have allegiance to it these werewolves lead and live with a pack of wolves and have embraced their existence as one of them. When the howls of war echo through the dark forests these werewolves gather their packs to join the tribe to war.


M
WS
BS
S
T
W
I
A
Ld
6
4
0
4
4
1
4
2
7


Weapons/Armor: A Packleader is a ravening beast of teeth and claws and may never use weapons or armor although suffers no penalty for being unarmed.

Special Rules:

Wolf leader: Since the packleader leads the wolves to batlle, any wolf within 6'' of the packleader may use hes leadership instead of its own.


* Fear: Packleaders are terrifying creatures to behold and causes Fear.

* Bestial: Packleaders are ravenous beasts and therefore Immune to Psychology. Also despite being greatly revered by their werewolf kin packleaders are too feral and uncontrolled to become the leader of the warband.

.


Last edited by Enarion on Mon 21 Jun 2010 - 13:42; edited 3 times in total
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Enarion
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 9:12

0-2 Whelps; 15 gold crowns to hire

These young werewolves have just earned the curse of the infected and have just began training. Following the example of the howlers these warriors will follow the shifter to the death.


M
WS
BS
S
T
W
I
A
Ld
4
3
2
3
3
1
2
1
6

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

Special rules:

Human form: Whelps have just recently been infected with the werewolf virus and can’t shift their form just yet. Therefore these warriors are stuck in human form until they have the ‘werewolf form’ special skill.





Henchmen

(In groups of 1-5)


0+ Worgen
; 25 gold crowns to hire
Worgen are the standard warrior for any werewolf warband. They are muscular and thick haired humans who do not bear the curse of the infected. Worgen are often mistaken for werewolves by people in the old world because of their wolf like body’s and faces.


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

Weapons/Armor: Worgen can be armed with weapons and armor chosen from the Henchmen Equipment list.



0-5 Stalkers
; 25 gold crowns to hire

Stalkers are the hunters of a werewolf tribe and will make sure the food supply does not run dry. Stalkers carry in pounds of fresh meat every day from dead rabbits to unlucky travelers. Like Worgen, stalkers do not bear the curse of the infected. Their appearance is similar to the worgen except that Stalkers have less muscle and look more agile.


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

Weapons/Armor: Hunters can be armed with weapons and armor chosen from the Henchmen Equipment list.

0-5 Wolves
; 15 gold crowns to hire

In the dark forests all kind of creatures lure. One of these creatures are big black wolves who hunt and live in packs. Drawn close to the howls of the, much bigger and powerful, packleader werewolves these creatures will follow the packleader wherever it goes.


M
WS
BS
S
T
W
I
A
Ld
9
3
0
3
3
1
3
1
5

Weapons/Armor: Wolves don’t need and cannot use weapons.

Special Rules:

* Animals: Wolves are animals and thus do not gain experience.

* Pack Leader: Wolves are feral pack animals that only respond to the strongest in their pack - the Packleader. In the event that there is no Packleader in the Warband due to death or injury the wolves cannot be used until he is replaced.




Special Equipment

Javelins; 5 gc; Common
Javelins are short throwing spears specially weighted to travel quite a distance. Although they have a much reduced range when compared to an arrow they can cause quite considerable damage when thrown by a person of great strength.




Range

Strength

Special Rules

8"

As User

Thrown Weapon

Special Rules:

* Thrown Weapon: Javelins are thrown weapons and the warrior suffers no penalties for moving and shooting.




Werewolf Special Skills

Werewolf Heroes with the Special skill list available to them may use these skill lists instead of the normal ones when they gain a new skill.

* Thick hide: Werewolves become more battle hardened every time they fight. Therefore a werewolf with this skill uses its hard and stern hide as armor counting it as light armor (5+ armor save).

* Obsessed charge: The Werewolves are very skilled with weapons that many other races see as primitive and savage and will not stop for anything until their target is ripped to pieces. When this hero is armed with an axe or double handed weapons, he may re-roll all failed to hit rolls when he charges.

* Crushing Blow: Werewolf warriors are big and powerful creatures. They are expert fighters and learn to put all of their strength into very powerful attacks. No enemy may parry an attack made by this hero because it strikes with such power that it pushes right threw a buckler or sword.

* War howl: Only a hero with the leader skill may gain this skill. It allows models within 12" of him use his leadership, rather than the normal 6"

* Werewolf form (whelps only): Whelps who may learn a new skill can learn the werewolf form. Although when in werewolf form the whelp grows bigger, faster and stronger the whelp does not grow more skill in combat. Therefore the effects are not the same as showed by the ’’shifter’’. Whelps with this skill gain +1 movement and +1 WS when in wolf form. The Whelps does however maintain the skill of carrying weapons and may continue to use weapons in werewolf form but may not wear any type or armor. A henchman with lad's got talent becomes a whelp and follows the rules for whelps.


Last edited by Enarion on Mon 21 Jun 2010 - 13:44; edited 3 times in total
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DeafNala
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 9:44

I hope you don't mind, but I changed the color of the font; re, black on dark gray is virtually unreadable. Your take on the Werewolf War Band is HIGHLY IMAGINATIVE & WELL THOUGHT OUT...I figured you'd get better feedback if you didn't inflict a migraine on potential readers.
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Enarion
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 9:46

hahah thanks mate Very Happy for some reason it didnt work on my screen ^^ thanks for the compliment ^^
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DeafNala
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 9:59

No problem. Normally rules put moi to sleep, but I found yours interesting enough to stay conscious. AND it started me thinking [always dangerous] of an Underworld style Werewolf Vs Vampire game...I think a cold shower is in order here .
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Enarion
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 10:15

yeah throwing in some story here and there make things more interesting Very Happy sounds like a nice scenario you got there ^^
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 14:55

These would be perfect to model the warband :



(they are from MaxMini).
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PostSubject: Re: Werewolf warband   Sun 20 Jun 2010 - 19:19

Interesting. Might create a pack and give them some improvement rolls - they may make a good NPC warband for a little campaign we are running next week.
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Enarion
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PostSubject: Re: Werewolf warband   Mon 21 Jun 2010 - 13:40

Those are indeed cool looking heads for werewolves but il be sculping them myself I think. See hwo that works out anyway. I threw in some changes to the packleader and the whelps. Give me some feedback people ^^
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