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 Wee Warband: Halfling Rangers

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StyrofoamKing
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PostSubject: Wee Warband: Halfling Rangers   Mon 25 Oct 2010 - 5:53

[Again, this is a warband I've written for my future campaign, "Wee War" {Halfling vs. Goblins}. Very rough, never been tested. Feedback please!]


HALFLING RANGERS
By Styrofoam King
Based on the “Halfling Warband”, created by Joshua Cartwright & Bram Tazoul, as was
Edited by The Mordheimer.
Treekin based on the Wood Spirit from Brahm’s Wood Elf warband
Spite rules adapted from the Nemesis Crown Campaign

Halflings are generally comfort loving creatures, who prefer the comforts of the indoors to life outdoors. Some Halflings, however, have grown in touch with their roots, and commune with the many primordial forests that surround the moot. These Halfling Rangers guard these sacred spots with stern conviction, living off of the land, and taking only what they need (a RARE case of moderation amongst Halflings!) Perhaps, like the Wood Elves of old, they have tapped into the ancient spirits themselves, and feel the dark tingle of the spirits in their blood… or more likely, they just have relatives so noxious that they’d force any Halfling to flee into the wild!

Choice of Warriors:
A Halfling Warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your initial warband. Maximum number of warriors allowed in the warband is 20.
• Halfling Chief: Each Halfling Warband must have one Halfling Chief: no more, no less!
• Halfling Fletcher: Your warband may include one Halfling Fletcher.
• Halfling Treehugger: Your Warband may include one Halfling Treehugger.
• Halfling Youths: Your warband may include two Halfling Youths.
• Halfling Scouts: Your Warband may include seven Halfling Scouts.
• Halfling Warriors: Your Warband may include five Halfling Warriors.
• Spite: Your warband may include one Spite.
• Lesser Treekin: Your warband may include one Lesser Treekin.
Special Rules:
• Forest Folk: Halfling Rangers ignore movement penalties when traveling through wooded terrain.
• Pretty Much Human: Halflings are pretty much human and therefore may hire any hired sword available to human mercenaries.
• Too Big!: Halflings may never use Long bows, Elf Bows, Handguns, Long Rifles or Blunderbusses even if they gain an advance roll that would allow them to do so. Such big weapons are not built for such tiny hands!
• Halfling Items: Halflings do not gain any bonuses from having Halfling items (such as the Halfling Fletcherbook) because they already know all the knowledge that can be obtained from such things.
Starting Experience:
• Halfling Chief starts with 20 experience.
• Halfling Fletcher starts with 12 experience.
• Halfling Treehugger starts with 8 experience.
• Halfling Youths starts with 0 experience.
• All henchmen start with 0 experience.
Halfling Maximum Characteristics:
Maximum characteristic values for Halflings.
Profile M WS BS S T W I A Ld
Halfling 4 5 7 3 3 3 9 4 10
Halfling Skill Tables
• Halfling Chief may choose from the Combat, Shooting, Academic, Speed or Special Skills.
• Halfling Fletcher may choose from the Combat, Shooting, Speed or Special Skills.
• Halfling Treehugger may choose from the Combat, Speed or Special Skills.
• Halfling Youths may choose from the Shooting, Speed or Special Skills.
Halfling Equipment List
Adventurer
Hand to Hand Weapons
Dagger 1st free/ 2 gc
Mace/Hammer 3 gc
Axe 5 gc
Short Sword 7 gc
Sword 10 gc
Double Handed Weapon * 15 gc
Spear * 10 gc
*: Heroes & Halfling Warriors Only.


Missile Weapons
Short Bow 5 gc
Bow # 10 gc
# May not be used by Halfling Warriors.


Armour
Light Armor 20 gc
Buckler 5 gc
Helmet 10 gc

Miscellaneous
Hunting Arrows ! 35 gc
!: Halfling Chief and Halfling Scouts only.

Heroes
1 Halfling Chief; 60 gold crowns to hire.
Occasionally Halfling Chiefs tire of the responsibility of taking care of a village. They wish they were young again, so they could eat ten meals a day and get as merry as they used to be! To reclaim their lost youth they will go to extreme lengths, even if that means going off into the wilderness on a grand and wild adventure!
M WS BS S T W I A Ld
4 3 5 3 3 1 5 1 9
Weapons/Armor: An Chief may be equipped with weapons and armor chosen from the Adventurer Equipment List.
Special Rules:
• Leader: Any warrior within 6" of the Chief may use his Leadership when taking a Leadership test.
0-1 Halfling Fletcher; 35 gold crowns to hire.
Halfling Fletchers dream of only one thing: gourmet food! To find such exquisite gastronomic delights they will often venture outside of their homely towns and villages to find those things they love: rare herbs and spices, mouth-watering meats, delectable deserts, fragrant fruit... the list goes on and on! Of course, chopping veggies as the speed of light while keeping ones fingers takes tireless training. While they may not be as handy with a sling or bow as many other Halflings, their skill with a blade is unsurpassed!
M WS BS S T W I A Ld
4 2 4 3 3 1 4 1 8
Weapons/Armor: A Halfling Fletcher may be equipped with weapons and armor chosen from the Adventurer Equipment List.
Special Rules:
• Master Fletcher: If the Fletcher was fielded this game, all Halflings armed with Bows or Short Bows in your warband add +6” to the weapon’s range.
0.1 Halfling Treehugger; 30 gold crowns to hire.
Halfling Rangers are generally forest loving individuals… but some take it too far! Treehuggers are Halflings that have truly gone “bonkers”, talking to the trees, and doing their best to not “anger” the trees in any way. Of course, these pseudo-shamans DO seem to pull in some powerful help, so maybe they’re not completely bonkers after all…

M WS BS S T W I A Ld
4 2 4 2 2 1 5 1 8
Weapons/Armor: A Halfling Treehugger may be equipped with weapons chosen from the Halfling Treehugger Equipment List. They may not wear any armor.
Special Rules:
• Trailblazer: He may always be placed on the battlefield after enemy warband(s), and can be placed anywhere on the table as long as it is out of sight of the opposing warband, at least 12" away from any enemy model, AND within 6” of a wooded terrain piece. This is placed at the same time as any Infiltrators. If more than one model has infiltrate, roll-off to see who places first.
• Friend to the Fey: The Treehugger has a rare trait, in that the mysterious fey like him more alive than dead. In any of your shooting phases, if the Treehugger is within 6” of the Spite, the Treehugger may attempt to convince a Spite in your warband to cast a Trick. Roll 2D6, and consult the list below:
o 2 – The Spite becomes bored. He leaves the battlefield completely. This counts as a “casualty” for the sakes of Rout tests, but do not roll for injury.
o 3-6 – The Spite is either too distracted or too self-interested… he casts nothing this turn!
o 7 – the Spite casts a Trick, but against the closest model within 6”… which may be the Treehugger himself! If no models are within that range, the Trick does nothing.
o 8 –9 The Spite casts a Trick on the nearest model within 12” EXCLUDING your Treehugger. He may hit friendly models. If no models are within that range, the Trick does nothing.
o 10-12: The Spite is, for the briefest of moments, inclined to help the Halfling cause. He casts a Trick against the closest enemy model within 24”. If no models are within that range, the Trick does nothing.
A Treehugger may not shoot a missile weapon and attempt to Convince a Spite in the same turn, nor may a Stunned or Knocked Down Treehugger attempt it.

0-2 Halfling Youths; 10 gold crowns to hire.
Having heard such tales as "Tinkle Witherson and the Golden Boots" and "Little Gumblewort's Big Adventure", young Halflings aspire to become like these famed Halfling heroes. They will do anything, ANYTHING, to become a glorious hero; even if that means missing a meal or two!
M WS BS S T W I A Ld
4 2 3 2 2 1 4 1 7
Weapons/Armor: Halfling Youths may be equipped with weapons and armor chosen from the Adventurer Equipment List.

Henchmen (In groups of 1-5)
0-7 Halfling Scouts; 20 gold crowns to hire.
Most Halflings are expected to do some military service. Some protect the Moot from the rare attacks of Orcs and Goblins, others simply patrol the peaceful roads that lead elsewhere. While most are happy to sit back once their duty is fulfilled, others sign on to a warband and roam the countryside, searching for adventure.
M WS BS S T W I A Ld
4 2 4 2 2 1 4 1 8
Weapons/Armor: Halfling Scouts may be equipped with weapons and armor chosen from the Adventurer Equipment List.
0-5 Halfling Warriors; 25 gold crowns to hire.
Stocky brutes (by Halfling standards, anyways) Halfling Warriors live for the excitement garnered by adventure.
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 8
Weapons/Armor: Halfling Warriors may be equipped with weapons and armor chosen from the Adventurer Equipment List.
0-1 Spite; 35 gold crowns to hire.

M WS BS S T W I A Ld
3D6 2 0 1 2 1 6 1 8
Weapons/Armor: None! The Spites fight with whatever odd limbs they have, and attack without penalty.
Special Rules:
Special Rules:
Fey Quickness: The Spite has an innate 4+ save vs magic, missiles and hand-to-hand combat. This save will not be reduced in any way.
Insubstantial: Spites do not affect another model’s movement, even when within 8”
Scamper: The Fey is particularly hard to pin down in a hand to hand fight. During your movement phase, a Spite may flee 2D6” away from any combat he is engaged in, without suffering penalty or attack back. The Spite immediately rallies at the end of the Movement Phase. He may not move again this turn, but may continue the rest of his attack like normal.
Trailblazer’s Friend: If Treehugger is placed on the board, the Spite may be placed anywhere within 6” of him, as long as he’s at least 12” away from an enemy model.
Spirits: Spites are immaterial begins and never gain experience.
Halfling Friend: A Spite may only be fielded if a Treehugger is also fielded this game. If not, the Spite will remain out of the battle.
Tricky: During the Shooting Phase, a Treehugger may attempt to convince a Spite into casting a trick (see the Treehugger rules for details.) If the Treehugger succeeds, it counts as a successful cast spell. The same rules for Spells apply, and a Spite may cast it with the same rules and restrictions as other spellcasters, except for the Difficulty roll. Use the Tricks list at the bottom of the warband.
0-1 Lesser Treekin ; 190 gold crowns to hire.
There are ancient spirits in the woods, some of which are predate mankind himself… if a Treehugger is lucky, he might be able to convince one of this spirits that the fate of Halflings is tied directly to the fate of the forest, prompting a spirit to emerge from the wood lands and fight the good fight!
M WS BS S T W I A Ld
5 4 0 4 4 3 4 2 7
Weapons/Armor: A nasty temper and powerful limbs.
Special Rules:
• Fear: A Lesser Treekin causes Fear.
• Barkskin: A Lesser Treekin has a 4+ armor save.
• Vulnerable to Fire: A Lesser Treekin receives double wounds from fire attacks.
• Loner: A Lesser Treekin never needs to take All Alone Tests.
• Ancient Race: The Lesser Treekin is an ancient race, and do not live life at the same rate as other races. It gains experience at half rate and is incapable of ever becoming a hero.
• Halfling Friend: A Lesser Treekin may only be fielded if a Treehugger is also fielded this game. If not, the Lesser Treekin will remain out of the battle. If your Treekin sits out, your warband’s Rating temporarily drops 20 points, to account for the slight loss of strength.
• Large – a Lesser Treekin counts as a Large Target. Enemy shooters are at +1 to hit him, and he adds +20 to the warband rating instead of +5.

Halflings' Special Skills
• Quiet as a Mouse: The Halfling as adept at staying as quiet as a mouse whilst hiding. Enemy warriors must use half their initiative value in inches (rounded down) when trying to detect this hidden Halfling.
• Crude Belch: Having eaten a meal or six, this Halfling may release a withering belch to distract his enemies. During the first round of hand to hand combat the Halfling can release his noxious fumes upon all enemies within base contact. All enemies effected must take a leadership test. If the leadership test is failed then the putrid odor has severely affected the warrior's fighting ability and he must miss his first attack (regardless of whether he has only one attack or not).
• Skilled Huntsman: The Halfling has been hunting things ever since he was young (the more food he has, the better!) and has become well adapted to firing as silently and discreetly as possible. To represent this a Halfling may try and fire a ranged weapon and remain hidden. When shooting from hiding roll D6. On a 3+ the Halfling has managed to keep his actions inconspicuous to the eye of the enemy and may remain hidden that turn. Note this skill may not be combined with black powder weapons, they are just too noisy!
• Layers of Fat: The Halfling has gained mountains of flab during his vast experience of eating fine foods and his thick bulk could swallow a sword whole! The Halfling always has a basic saving throw of 6 regardless of the enemy warrior's strength and on top of any armor he already wears.
• Shifty: The Halfling has long-been skirting in the shadows, avoiding unwanted attention. So nimble is he that he may surprise even those who believe they've got them dead-to-rights. The Halfling gains a bonus attack when charged that strikes first.
• Wicked Humor: (Halfling Treehugger) – The Treehugger may add +1 to all attempts to Convince a Spite to cast a Trick. On a natural roll of 2, however, the Spite will still leave the battlefield.
• Master Fletcher: (Fletcher Only) – You may now equip Halfling Scouts with Hunting Arrows, even though henchmen may not normally carry Miscellaneous Equipment items. They must purchase them as normal.

D6 Effect
1 The Spite magically pushes the target model D3” directly away from it. A collision with buildings/trees/etc. will cause a S2 hit.
Collisions with models cause S2 hit on both. The model will stop at the point of collision.
2 The Spite causes a nearby tree to grab the warrior in its spindly branches. If the model fails a Strength test it cannot move during this turn. He may not attack although he may defend himself.
3 The enchanted model imagines that he sees monsters in every shadow of the forest. He behaves exactly as if he was All Alone except he will run in the opposite direction from that he is facing. Warriors immune to psychology may ignore this. If he leaves the table then he is considered lost in the forest. Heroes should roll on the Serious Injury table; a Henchman is eternally lost on a 1-2.
4 The Spite uses its glamor to enchant a woodland object. The warrior becomes mesmerized by this seemingly wondrous object.
He will run towards it (irrespective of enemy models within 8”) until he gets to it. The object is 6D6" in a random direction. If he breaks from hand-to-hand combat he must pass an I test or receive one automatic hit. If the model is charged then the spell will be immediately broken.
5 The warrior becomes possessed by a mischievous spirit. For one turn the affected warrior is run by his opponent (who may not
have him harm himself). If he attacks a fellow warrior then that warrior must pass a Ld test or attack back. Orcs & Goblins will always retaliate.
6 The Spite pulls out a long hollow tube and blows magic dust all over the warrior. The victim must pass a Toughness test or be
knocked down. The victim may not get up until he wakes himself by passing a Toughness test at the start of one of his turns (test every turn until he awakes). A sleeping victim who is attacked by an enemy model is awakened immediately. A friendly model may also wake a sleeping victim by spending one whole close combat phase doing nothing but attempting to get the lazy git up
(must be in base contact and not fighting in close combat). After the victim has been awakened, he stands up as normal for a warrior who has been knocked down.
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PostSubject: Re: Wee Warband: Halfling Rangers   Mon 25 Oct 2010 - 10:07

All-in-all, this is really good stuff! I do think that the only part my group would take objection to is:

• Crude Belch: Having eaten a meal or six, this Halfling may release a withering belch to distract his enemies. During the first round of hand to hand combat the Halfling can release his noxious fumes upon all enemies within base contact. All enemies effected must take a leadership test. If the leadership test is failed then the putrid odor has severely affected the warrior's fighting ability and he must miss his first attack (regardless of whether he has only one attack or not).

Which seems a little overpowered; I just figure, if they're in H2H, they're dead anyway!

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StyrofoamKing
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PostSubject: Re: Wee Warband: Halfling Rangers   Mon 25 Oct 2010 - 10:59

Well, when your toughness is as low as a halfling's, the only cure is to strike first: if you hit them first, you might be safe!

Compare the belch to the mutation Tentacles...

BELCH
PROS
-1 Attack, mini 0
Costs Skill
CONS
Requires Ld test
Only first round

TENTACLES
-1 attack, min 1
Costs mutation (25gc)
Can use EVERY turn.

Remember, unless you're attacking with someone of Ld 6 or lower, you'll pass more than you fail... which means it's about as effective as a dodge test, really, and you can only use it once per combat. Not all THAT broken.

(And to be honest, it's copy/pasted from the Cartwright's halfling warband... I can't take any credit).
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PostSubject: Re: Wee Warband: Halfling Rangers   Fri 3 Dec 2010 - 15:59

Hehe.. I got one thing Very Happy

1 cheif + 1 fletcer +1 treeugger + 2 youth + 7 scouts + 5 warriors + 1 spite + 1 treekin = 19!!

How do they get 20 members ??

-Skavenslayer
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PostSubject: Re: Wee Warband: Halfling Rangers   Fri 3 Dec 2010 - 21:33

HA HA HA HA HA!

Well spotted, sir. The cheater's answer would be "War hounds", but in reality, it was an oversight. I'll increase scouts to 0-10.

I'll change it tomorrow morning after a long needed rest... I'll also make the Spite "spells" clearer (as some of them make no sense out of context of the scenario I yoinked them from.)
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