HomeFAQSearchRegisterUsergroupsBlogLog inGolden Tom 2014 Thread!

Share | 
 

 New Wee Warband: Sorceror's Host

View previous topic View next topic Go down 
AuthorMessage
StyrofoamKing
Etheral
Etheral


Posts : 1354
Trading Reputation : 0
Join date : 2008-02-16
Age : 32
Location : Chantilly, DC

Personal Info
Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
Achievements earned: None

PostSubject: New Wee Warband: Sorceror's Host   Tue 12 Oct 2010 - 9:34

Background: I have a dream. More specially, a little dream.

A while ago, on the ol' SG website, people were talking about new campaign settings. The trend I noticed, was this: bigger is better. Things would get tougher, meaner, more powerful. Heck, I even toyed with the idea of a Northern Wastes setting, until I realized- this would lead to terrible inflation! The chances of a warband of 5 being equal to a warband of 15 were slim- someone was going to be unbalanced.

So, I set my sights in the OTHER direction... a campaign of miniscule proportions. My dream: the WEE WAR. The setting: the dear and simple Mootlands, as they are invaded by Goblins, Gnoblars, Snotlings, and other weenie, pint sized warbands.

With this in mind, I had an idea: what would a tiny Undead Warband look like? With a slightly less sinister take on the brainless hordes, here's a potential "wee" warband, that would fit well amongst the halflings and goblins. Feedback is more than welcome.

SORCEROR’S HOST
A simple hedge mage will accomplish very little in his lifetime… he will perfect a few small spells before his life is extinguished by a witch hunter or, more likely, his own haywire powers. A prominent wizard of means, however, is able to stand on the shoulders of giants, learning from the mistakes of his forebears. His life is not a lonely one, for he communes with the spirits around him. He is able to coax them into his service, or trap them in objects against their will. With wards and charms, he is able to safely bend them to his will, and use them against anyone who would stand in the way of his knowledge. Sometimes, if he’s feeling generous, he’ll send his sprites out to find promising students with an aptitude for magic, and bring them under his wing.
Sorcerors, for all their dabbling into conjuring and alchemy, are not always evil in nature. Their enemies, however, argue that any spirit is truly just a demon of Chaos, wearing sweeter guises in order to fool the childish mages. They claim that after a number of years, the sorcerer will dip too far into the ruinous powers, selling his soul once and for all to the same “spirits” who so innocently aided him. This is not always the case… but that is not to say that it is never the case…
SORCEROR’S HORDE SPECIAL RULES
Witches – Sorcerors and Apprentices count as “Spellcasters” for the purpose of Witch Hunter warbands… who are eager to kill every one of them!
Succession – If a Sorceror is killed, the leadership falls to the Apprentice with the highest leadership. If the warband, at any point, does not contain a Sorceror or an Apprentice, it must purchase a new one at the next available point or disband.

HIRED SWORDS- Sorcerors Host may hire any Hired Sword that will work for Mercenaries, except for any Prayer casters or any Warlocks… sorcerers don’t like Hedge Mages!
STARTING A SORCERER’S HOST WARBAND
You must have a minimum of 3 models. The maximum size is 20. They start with 500 gc at the start.
You may only start with 5 heroes, chosen from the following:
You warband must include 1 Sorcerer. He starts with 20 experience.
You may include 0-2 Apprentices. They start with 0 experience.
You may include 0-2 Warrior Familiars. The number of Warrior Familiars and Spell Familiars in your warband cannot be greater than 2. They start with 8 experience.
You may include 0-2 Spell Familiars. The number of Warrior Familiars and Spell Familiars in your warband cannot be greater than 2. They start with 4 experience.
You may include any number of Animates. They start with no experience, and cannot gain experience.
You may include up to 5 Flits. They start with no experience, and cannot gain experience.
You may include any number of Homunculi. They start with no experience.
You may include up to 1 Living Statue. They start with no experience, and cannot gain experience.
HOMONCULUS & FAMILIAR MAX STATS
M WS BS S T W I A LD
5 6 6 3 3 3 6 4 9

SORCEROR EQUIPMENT LIST
Dagger … 1st free, 2nd 2gc
Club … 3gc
Axe … 5gc
Sword … 10gc
Double Handed Weapon … 15gc

MISSILE WEAPONS
Short Bow … 5gc
Bow … 10gc

ARMOR
Light Armor … 20 gc
Shield … 5gc
Buckler … 5gc
Helmet … 10gc

MISCELLANEOUS
Tome of Magic … 100gc (starting warband price only)
SKILL LIST
Sorceror – Combat, Academic, Speed, Special
Apprentice – Academic, Speed, Special
Warrior Familiar – Combat, Strength, Speed, Special
Spell Familiar – Academic, Speed, Special

1 SORCEROR – 60gc
M WS BS S T W I A LD
4 4 4 3 3 1 4 1 8
Weapons and Armor – A sorcerer may use any weapons or equipment from the Sorcerer Equipment list. As a reminder, he may not use armor and cast spells without the “Warrior Wizard” skill.
Wizard - The Sorceror starts with a spell from the Lesser Magic list. Alternatively, you may have him learn from one of the four magic lists from the Sorcerous Society Warband.
Also, any time a Sorceror learns a skill, he may instead learn the spell “Invigorate”, which is listed at the bottom of the warband list. He does not need to roll, but learns it automatically as his skill.
Combat, Acad, Speed, Special

0-2 Apprentices –20gc
M WS BS S T W I A LD
4 2 2 3 3 1 3 1 7
Weapons and Armor – A sorcerer may use any weapons or equipment from the Sorcerer Equipment list. As a reminder, he may not use armor and cast spells without the “Warrior Wizard” skill.
Apprentice Spellcaster – The Apprentice may NOT learn magical spells unless he becomes the Warband Leader through the Sorceror’s death, in which case he may learn from the same spell list the Sorceror used. An Apprentice may also learn magic is he knows the Arcane Knowledge skill and uses a Book of Magic. Barring either of these circumstances, the ONLY spell an Apprentice knows and may cast is the spell “Invigorate”, which is described below.
Acad, Speed, Special


0-2 Spell Familiar* - 40 gc
You cannot have more than 2 Familiars Heroes.
M WS BS S T W I A LD
5 3 3 2 2 1 4 1 8
Weapons and Armor – A Spell Familiar may use any weapons from the Homonculus Equipment list. He may never wear armor.
Magical Aide – You may reroll the Difficulty roll of any Spellcaster in your warband that is within 6” of the Spell Familiar. You may not reroll a reroll, nor may the Familiar be used to reroll a spell from a Hired Sword. A familiar may only use this reroll ability once per turn.
Lackey – A familiar may never be warband leader.
Acad, Speed, Special
Magical Nature – Has a 5+ save against all Non-magical attacks.

0-2 Warrior Familiars* - 40gc
You cannot have more than 2 Familiar Heroes.
M WS BS S T W I A LD
5 3 6 3 3 1 4 1 8
Weapons and Armor – May use any hand to hand weapons or armor for the Sorceror’s Equipment List. A Warrior Familiar may never use Missile weapons.
Lackey – A familiar may never be warband leader.
Intercept – If a charge is declared against the warband leader at the Warrior Familiar is able to move (ie. Not in combat, knocked down, or stunned), you may immediately move the warrior familiar up to 5” towards the path of the charger’s charge path. It may only make this move in order to get within 2” of the charge path, in order to attempt to intercept the charger.
Can learn Combat, Strength, Speed Special


HENCHMEN
Animates – 10gc
The animates are weaker spirits, trapped inside common objects. These objects are often cheap, mundane objects, such as brooms, parasols, shoes, or cart wheels. They hop or roll their way towards an opponent, for the sole purpose of overwhelming him.
M WS BS S T W I A LD
4 2 0 2 3 1 1 1 5
Weapons & Armor – Animates may never use weapons or equipment. They receive no penalties for fighting unarmed.
Immune to Psych, Immune to Poison
No Brain- Animates may not gain experience.
No Pain – Animates treat all rolls of “Stunned” as knocked down.
May Not Run – Animates may not run. They may double their move when charging as normal.

0-5 FLITS – 40 gc
M WS BS S T W I A LD
3* 3 0 4 2 1 7 1 5
Weapons & Armor – Flits may never use weapons or equipment. They receive no penalties for fighting unarmed.
Immune to Psychology and Immune to poison.
Shapeless Spirits – Flits cannot gain experience.
Magical Nature – Has a 5+ save against all Non-magical attacks.
Flutter – When running or charging, the Flit may make a special Fly move. going 12” in any direction.
May ignore movement penalties for ground based terrain (ex. Mud), but not for moving through woods (has to dodge through branches). This special bonus only applies to Running and Charging… when walking, the Flit is forced to walk (or, more accurately, hop) along the ground like others. A Flit cannot make a special “Flutter” move and diving charge.
Light as a Feather - can’t pick up objects, but can search rooms as normal
Fly By – When a Flit charges a model, keep track of its remaining movement. After dealing the Flit’s attack, roll 1D6: on a roll of 5+, the Flit may immediately leave combat, moving a distance away equal to its remaining movement. The opponent does not get a chance to attack after the Flit has attacked (if it struck first for any reason, ex. a spear, the opponent attacks as normal.) A flit may not “Fly By” when charging multiple opponents.

Homunculus – 20 gc
Homunculus are little beings, grown from human blood and seed. These soulless, motherless creatures follow their creator loyally, and for the duration of their unnatural lives.
M WS BS S T W I A LD
4 3 3 2 2 1 3 1 5
Weapons and Armor – A Homunculus may use any weapons or equipment from the Sorcerer Equipment list.
Cause Fear – Homunculus are twisted, deformed little creatures. They cause fear.
Lackeys – Homunculus may never become warband leaders.

0-1 Living Statue – 220gc
It is not unheard of for a Sorceror to animate a large structure, such as a statue or a headstone. Often times, this is not filled with spirit, but a host of lesser spirits, controlling it in legion. These binding spells must be constantly controlled and maintained… if not, they can quickly turn on their master, rampaging savagely through the streets.
M WS BS S T W I A LD
4 4 0 3 5 3 1 3 10
Weapons & Armor – The Living statue may never use weapons or equipment. It receives no penalties for fighting unarmed.
Immune to Psychology and Immune to poison.
Fear – A Living Statue is a terrifying thing, and causes Fear.
No Brain – A living statue cannot gain experience.
No Pain – A Living Statue treats any rolls of stunned as Knocked Down.
Channel Force – At the start of the Combat Phase, a Living Statue may temporarily lose a single Attack in order to grant itself +1 Strength and +1 to Hit on all remaining attacks the Statue has this turn. This may be used more than once, but cannot reduce the Statue to less than 1 attack. (For example, you may lose 1 Attack to gain +1 to hit and +1 on the remaining 2 Attacks. Or, you may lose two attacks to gain +2 to hit and +2 Strength on the final remaining attack.)
Upkeep – After each game, requires 1 wyrdstone (or treasure, or similar item). If it is not given one, it may not be fielded next game.


Special Skills:
Endow Strength – Leader only. If the Leader gains a Characteristic advance of WS, BS, S, I, A, or LD, you may roll a 1D6: on a 4+, instead of altering the Leader’s stat, the enhancement is instead passed on to the Animate henchmen group of your choice. On a roll of 1-3, the Enhancement stays with the Leader. A henchmen group can only have each stat enhanced once, and hiring a henchmen into that group costs an additional 5gc for each stat enhanced.
Magical Nature – Familiars Only – Gains a 5+ save against Non-magical attacks. A Warrior Familiar that is wearing armor may NOT have his Magical Nature save increased by items, nor will the Magical Save increase his mundane save. He may, however, choose to use whichever is higher in any given circumstance. (For example, a Warrior Familiar has a shield. When attacked with non magical attacks, he may use his Magical Nature save of 5+, and save his 6+ shield save against Magical Attacks.)
Immaterial – Familiars Only – The Familiar gains the ability “No Pain”, and treats results of Stunned as Knocked Down.
Endow Spirit – Sorceror and Apprentice Only – If you find (or steal!) an equipment item, rather than use it in the traditional sense, you may choose to turn it into an Animate. If so, you may transform it into an Animate at a cost of 10gc, minus the item’s cost. (Ex. A dagger costs 2gc… thus, it would cost 8gc to turn it into an Animate.) (Ex2. You steal a Double Handed weapon from an opponent. Since the cost is over 10gc, you gain the Animate for free! The extra -5gc does NOT go into your pocket, but is lost permanently.) The special abilities of the item are lost when it is transformed (ie. An Animate created from a sword may not parry.)
Magical Wards – Sorceror and Apprentice Only – The spellcaster spins about him several powerful charms, to protect him from his enemies… (or, from his own spirits, should anything go wrong.) Anytime the Sorcerer is affected by an enemy’s spells, roll 1D6: on a 4+, the spell does not affect the hero. If it affects other models, it will continue to affect the others as normal. The Wards have no effect against Prayers.

SORCEROR SPELL LIST
Invigorate: Difficulty 5 – the caster may “Push” a friendly Animate within 6” of him. The Animate may immediately take a second move of 4”. If this puts it into combat, it counts as a charge.



Last edited by StyrofoamKing on Tue 12 Oct 2010 - 10:14; edited 1 time in total
Back to top Go down
View user profile https://sites.google.com/site/styroheim/
StyrofoamKing
Etheral
Etheral


Posts : 1354
Trading Reputation : 0
Join date : 2008-02-16
Age : 32
Location : Chantilly, DC

Personal Info
Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
Achievements earned: None

PostSubject: Re: New Wee Warband: Sorceror's Host   Tue 12 Oct 2010 - 9:36

One possible tweek, which I put forward, is that players can have THREE familiar heroes... giving them 2 warriors and one spell, or 1 and 2. Would mean 6 heroes, which may be par for the course with small warbands. However, the limit of 5 heroes is very quickly made up by the fact that 3-5 of them have academic skills... they would quickly RACK up the income and rarity rolls.
Back to top Go down
View user profile https://sites.google.com/site/styroheim/
 
New Wee Warband: Sorceror's Host
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Image of priest's hands holding host or chalice?
» Kislev Warband
» Restless Dead Alternative Warband?
» Ouran High School Host Club!
» Help with Orc Warband

Permissions in this forum:You cannot reply to topics in this forum
Tom's Boring Mordheim Forum :: General Discussion :: Rules and Gameplay-
Jump to: