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 Balrog The Buff's Snotling Horde Warband

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BalrogTheBuff
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PostSubject: Balrog The Buff's Snotling Horde Warband   Fri 19 Nov 2010 - 12:42

Ok this is VERY long. Sorry about that. If anything is unclear let me know and I will edit as needed. I made this totally for fun so feel free to use whatever you want from it. I would love to get feedback.
I am also going to send this draft via the Yahoo group.

Snotling Horde
By Jordan “Balrog the Buff” Hampton (Experimental Draft Edited 1/24/2011)
Inspired by several sources I am forgetting. Formatting based on David “Styrofoam King” Joria’s Wee Wars lists. Powder Keg / Zombie Bomb taken from the “Restless Dead” warband from the Border Town Burning Supplement and inspired by Warhammer Online’s ‘Powder Stuffed Snotlings’. Edited with help from the good (and green) folk of Tom's Boring Mordheim Forums.

Snotlings are stupid, weak, and smelly. And those are their good traits. However in the misty streets of Mordheim there have been sightings of hoards of Snotling running around in an almost organized manner.

Choice of Warriors:
A Snotling must include a minimum of 5 models. You have 500 Shinies (Gold Crowns) which you can use to recruit your initial warband. Maximum number of warriors allowed in the warband is 30!
• Snotling Boss: Each Snotling warband must have one Snotling Boss: no more, no less!
• Snotling Fungal Farmer: Each Snotling warband may have up to one Snotling Fungal Farmer
• Snotling Berserkers: Each Snotling warband may have up to two Snotling Berserkers
• Snotling Lookouts: Each Snotling warband may have up to two Snotling Lookouts

Special Rules:
• Small and Nimble: Snotlings ignore friendly snotlings for movement purposes in their movement phase. (So not for charge interception etc)

• Greenskins: Snotlings are greenskins and therefore act as greenskins for exploration etc. and may hire any hired sword available to Orcs and Goblins. However after losing a battle roll a D6 after upkeep is paid for each Hired Sword. On a roll of a 1 the hired sword laughs and walks off with his pay. On a 2-6 the Hired Sword is so amused he sticks around.

• Don’t Hurt Me!: Snotlings are used to being bullied and suffer fear from bigger greenskins. Note that Mob Mentality still applies.

• Mob Mentality: Snotlings are very stupid but when surrounded by other snotlings they become foolhardy and do not notice danger. For every other Snotling (standing or not) within 6” the Snotling gains +1 to his leadership for Psychology. If a model’s leadership would be raised above 10 then the model automatically passes any psychology based leadership test. Note that this does NOT include Rout or All Alone tests.

• Tiny!: Snotlings may not dual wield any weapon unless it says differently in their special rules. They also may only carry one melee and one ranged weapon at a time. Despite being scrawny and weak they are still surprisingly tough and roll for injuries just like normal models do. Snotlings may also fire at enemy models in combat as long as all friendly models are Snotlings. This counts as the target having cover (that may not be negated by any means). If the shot misses by 1 then a random friendly model in the melee is hit instead.

• Idiots: Snotlings may not ever gain the benefit from any tome, map or book unless somehow one of their heroes learns to use academic skills. They may still possess these items and sell them. On the plus side they rarely notice that each other are hurt. Snotling Hoard models count as ‘half’ a model for rout test or voluntary rout purposes. Snotling Henchmen may never gain more than 9 exp. Heroes may never gain more than 63 exp.

•Not Exactly Merchants: Snotlings are such poor merchants they must always sell all of their stored Wyrdstone or treasure after every battle. They also count as selling one less piece of Wyrdstone for purposes of earning income (min 1)

• Moulds and Dung: Snotlings all have a 4+ special save to ignore the effects of any poison or disease. They ignore all side effects from any drug they take as well other than those they suffer penalties for only during a fight.

• WAAAGH!: Once per Battle as long as any Hero is still on the table the Snotling Warband may scream WAAAGH! This does nothing.

• Insignificant: Snotling Horde warbands only count as half the normal warband rating compared to what their numbers and experience would show. Also, whenever an enemy takes a snotling henchmen out of action it counts as 'half' an exp. At the end of the battle round this exp up.


Starting Experience:
• Snotling Chief starts with 20 experience.
• Snotling Fungal Farmer starts with 8 experience.
• Snotling Berserkers starts with 8 experience.
• Snotling Lookouts starts with 6 experience.
• All henchmen start with 0 experience.

Snotling Maximum Characteristics:
Maximum characteristic values for Snotlings.
Profile M WS BS S T W I A Ld
Snotling 4 4 4 3 3 2 6 3 7
Snotling Skill Tables
• Snotling Boss may choose from the Combat, Strength, Speed or Special Skills.
• Snotling Fungal Farmer may choose from the Strength or Special Skills.
• Snotling Berserkers may choose from the Combat, Strength or Special Skills.
• Snotling Lookouts may choose from the Shooting, Speed or Special Skills.

Snotling Equipment List
Hand to Hand Weapons
Sticks and Stones Free
Dagger 2 gc
Club 3 gc
Axe 5gc
Spear 10 gc (requires two hands to use)
Big Stick (Halberd) 15 gc

Missile Weapons
Throwin’ Stuffs 5 gc
Slingshot 10 gc
Snotling Bow 10 gc
Throwing Weapons 15 gc
Big Snotling Bow 25 gc (requires two hands to use)
Snotling Net 15 gc (as Net but once per battle instead of one use only)

Armour
Light Armor* 20 gc
Bucket 5 gc
Helmet* 10 gc
Shield 5 gc
Toughened Leathers* 5 gc


Miscellaneous
Snotling Shrooms 15 gc
Dung 1 gc
Soporific Dung 10 gc
Powder Keg 5 gc
*=heroes only

Heroes
1 Snotling Boss: 60 shinies to hire.
On very rare occasions Snotlings have been known to ‘play orc’ and run amok. They pretend to be orcs and go ‘raid’. They don’t know why the orcs want Wyrdstone but the greediest of orcs are more than willing to trade Wyrdstone for a handful of teef or shinies. The orcs are ripping the runts off, but not so much that the snotlings will notice the difference in the size of the piles of their stuff and stop going to that orc. The leaders of each Hoard are the biggest Snotlings in the group.
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 6
Weapons/Armor: A Boss may be equipped with weapons and armor chosen from the Snotling Equipment List. A Snotling Boss always has his bestest boss ‘at. Which counts as a Helmet. If he ever loses this he must buy another helmet as soon as possible for 15gc.
Special Rules:
• Leader: Any warrior within 6" of the Chief may use his Leadership when taking a Leadership test.

0-1 Snotling Fungal Farmer; 35 shinies to hire.
Snotling are used by other greenskins to cultivate fungus. They do very well at this and some even don’t die from all the spores and moulds. Those that survive love playing in the dung and fungus piles.
M WS BS S T W I A Ld
4 2 2 2 3 1 3 1 5
Weapons/Armor: A Snotling Fungal Farmer may be equipped with weapons and armor chosen from the Snotling Equipment List. He always has a free supply of Dung at the beginning of every battle.
Special Rules:
• Fungal Farmer: If the Farmer was not taken OOA then he is able to produce D3 ‘doses’ of Snotling Shrooms instead of looking for rare items. These must be used in the next game, and may not be sold.
• Immune to Poison: The farmer is totally immune to poison after near constant exposure to noxious fumes and foul humours.

0-2 Snotling Berserkers; 25 shinies to hire.
Snotling Berserkers are the Snotlings that pretend to be savage orcs. They are some of the biggest in the bunch and are the only ones in the warband strong enough to carry a weapon in each hand!
M WS BS S T W I A Ld
4 3 2 3 2 1 3 1 6
Weapons/Armor: A Snotling Berserker may be equipped with weapons chosen from the Snotling Equipment List. They may only use ranged weapons that are thrown.
Special Rules:
• ‘Berserking’: As long as the model is not wearing armor of any kind the model benefits from Frenzy, this frenzy is not lost when the model is knocked down or stunned.
• Two Weapons!: The Snotling Berserker may hold and use two one handed weapons

0-2 Snotling Lookout; 20 shinies to hire.
Snotling Hoards usually have one or two who hang around near the edge of their group and warn the others in case of danger.
M WS BS S T W I A Ld
4 2 2 2 2 1 3 1 5
Weapons/Armor: Snotling Youths may be equipped with weapons and armor chosen from the Snotling Equipment List.
Special Rules:
Agile: Snotling Lookouts have Dodge and Sprint skills and may reroll any failed climbing, falling, jumping, or diving charge test.
Cowardly: The model suffers fear from any model. They still use Mob Mentality as normal.

Henchmen (In groups of 1-5)
Snotling ‘Boys’; 10 shinies to hire.
Most Snotlings are weak and stupid. These are no exception!
M WS BS S T W I A Ld
4 2 2 2 2 1 3 1 5
Weapons/Armor: Snotling Scouts may be equipped with weapons and armor chosen from the Snotling Equipment List.

0-5 Snotling Sneaks; 20 shinies to hire.
Sneaky Gits.
M WS BS S T W I A Ld
4 2 3 2 2 1 3 1 5
Weapons/Armor: Snotling Sneaks may be equipped with weapons and armor chosen from the Snotling Equipment List.
Special Rules
Sort of Sneaky: All Sneaks in the warband may set up in hiding anywhere on the board as long as they are at least 12” away from any enemy model, or in their warband’s normal deployment zone. This is after deployment and after infiltrators. They must be deployed in base contact with at least one other Sneak. This means that a lone sneak must be set up as normal as he is too scared to go on his own. They are not very good as navigating however so roll a die for each Sneak. On a 6 he is lost and misses this battle. If the group is reduces to one model that model also will miss the battle.
Cowardly: see Snotling Lookout. In addition they must reroll any Lad’s got Talent.


0-5 Snotling Daredevils 20 shinies to hire
M WS BS S T W I A Ld
4 2 2 2 2 1 4 1 7
Weapons/Armor: Snotling Daredevils may be equipped with weapons and armor chosen from the Snotling Equipment List. Snotling Daredevils are always equipped with a Bucket. They can replace this with a Helmet if they ever become a hero.
Special Rules:
Daredevils: Snotling Daredevils may reroll any failed climbing, falling, jumping, or diving charge test. However if they fail the reroll they automatically suffer the wounds associated with failure.


Snotlings' Special Skills
• ‘Brave’ (Lookout’s Only): The Snotling has finally cured his cowardice and no longer suffers from the Cowardly special rule.
• Light on their feet: The model may ignore enemy models for movement purposes.
• Stik it to ‘um!: The model is adept at finding weak points in armor. When attacking in melee they get a critical hit on a 5+ to wound. If they normally would need a 6+ to get a wound then they convert that wound into a critical hit on a 4+
• Green as it gets: The model is foolhardy and powerful. This may only be taken by a model with at least S3. They will always wound in melee on at least a 4+ with a two handed weapon of any kind.
• Sneaky Git: The model may be deployed with the Snotling Sneaks using the Sort of Sneaky rule, although the hero will never roll to become lost. The leader and any Berserkers may NOT use this skill.
• Steady: If the model is carrying a Snotling Bow or a Big Snotling Bow they may move up to their normal movement and still allow a stationary shooter to fire and gain the Assisted Aim bonus.
• Bowel Problems (Fungal Farmer only): The model has some serious bowel issues. They always count as armed with Dung and Soporific Dung. They keep the effects of Dung even if knocked down or stunned.

Special Equipment
Sticks and Stones; Free; Availability: Common
Snotlings regularly carry various odds and ends they fight with. This can be anything they are using as an improvised weapon.
Range Strength Special Rules
Close Combat As User +1 to enemy A Sv, Not Shiny, Crude
Special Rules:
• Not Shiny - Snotlings only have these if they are not equipped with another melee weapon.
• Crude – Sticks and Stones subtract one from their critical hit chart rolls. They are blunt damage.

Throwin’ Stuffs; 5 gc; Availability: Common
Snotlings are often seen carrying lots of random bits and bobbins that they throw at their enemies. Or allies. Or just at anything they feel like…
Range Strength Special Rules
6” As User -1 +1 enemy A Sv, Throwing
Special Rules:
• Throwing – counts as throwing weapons in every way other than strength, save modifier and cost.

Slingshot; 10 gc; Availability: Common (Snotlings and Halflings only)
Simple slingshots often can pack quite the punch.
Range Strength Special Rules
12” As ammo used Normal Shot, Dung Shot, Spore Shot
Special Rules:
• Normal Shot – S3
• Dung Shot – Does not cause wounds. A hit will cause the target to gag and retch. A T test must be taken or the model is at -1 I and may not run the next turn. The model may charge as normal. Models immune to poison ignore this effect.
• Spore Shot – Does not cause wounds. A hit will cause spores to get in the targets face making it hard to see. An I test must be passed or the target suffers a -1 to hit with both melee and ranged attacks for one whole turn. Models that do not rely on non-magical vision to fight ignore this (Augurs, Zombies etc.)

Snotling Bow; 10 gc; Availability: Rare 6 to represent the trial and error in Snotling Construction
These are bows modified for use for Snotling sizes. A Snotling has to carry them while another pulls the bow string back and aims.
Range Strength Special Rules
24” 3 Big, Assisted Aim
Special Rules:
• Big – The snotling bow must be fired by a model in base contact with the wielder using the other models BS and skills. The firing model may use only if the model has only moved his normal movement. Wielder may not use a two handed melee weapon.
• Assisted Aim – As long as the wielder did not move they add a +1 to hit.

Big Snotling Bow; 25 gc; Availability: Rare 7 to represent the trial and error in Snotling construction
These are crossbows modified for use for Snotling sizes. One snotling carries the crossbow and another cranks and aims.
Range Strength Special Rules
24” 4 Big, Move OR Fire
Special Rules:
• Big – The snotling bow must be fired by a model in base contact with the wielder using the other models BS and skills. May only be used only if neither model has moved. Wielder may not use a two handed melee weapon.
• Assisted Aim – As long as the wielder did not move they add a +1 to hit.
Snotling Nets; 15 gc; Availability: Rare 5 (Snotlings only)
Snotling nets may be used once per battle.
Bucket; 5 gc; Availability: Common (Snotlings only)
Bucket works like a helmet but only provides a 5+ save vs. stun.

Powder Keg; 5 gc; Availability: Rare 8 (Snotlings only)
Snotlings sometimes eat weird things. Like black powder… Works like Zombie Bomb. If the model somehow survives the battle without blowing up they do not die but the Keg is lost as their system manages to pass it safely. However if the powder stuffed Snotling is knocked down or stunned he must roll a 4+ or blow up. Snotlings find this quite amusing since their tiny brains cannot comprehend the concept of death.
Here is a copy of the Corpse Bomb rules (from http://www.bordertownburning.de.vu/)
"Special magics and rituals can cause a Zombie to explode when they are near the enemy. Secretly nominate one Zombie at the beginning of the battle to be a Corpse Bomb. If the enemy charges or is charged by the Zombie, it immediately detonates. All models
within D6 inches take D3 Strength 4 hits. The detonated Zombie may never be used again as it is splattered in a million pieces! Corpse bombs killed by shooting do not detonate. Only one Zombie at a time can be a corpse bomb although the skill can be taken by both the Necromancer and the Liche."

Dung; 1 gc; Availability: Common (Snotlings only)
The hero who holds a pile of dung causes Fear in animals until knocked down or stunned. The Stinky Dung loses its potency after one battle. And must be repurchased each time it is to be used.

Soporific Dung; 10 gc; Availability: rare 5 (Snotlings only)
Snotlings, in a rare stroke of brilliance, rub their weapons in dung and other nasty things. This makes their weapons cause a soporific effect on their target. Each supply of Soporific Dung lasts for one battle. When using Soporific Dung all of the Snotling’s attacks add the following effect:
Soporific – If target is knocked down by an attack from a weapon with this trait the target must immediately make a Toughness test or be stunned. Helmets do not protect vs. this stun. Models immune to poison are immune to this effect.
Snotling Shrooms; 15 gc; Availability: Rare 6 (Common if a Fungal Farmer is in Warband) (Snotlings only)
One use only. Snotling Shrooms are a mixed lot. Roll on the following chart after deployment to find out the effects on the eater. Henchmen may eat as well, as long as the whole group is given a dose. The entire group shares a single result.

1 – User begins to throw up and must do nothing for their first turn of the game.
2-3 – User becomes fearless for the battle
4-6 – User becomes Frenzied for the battle


Last edited by BalrogTheBuff on Mon 24 Jan 2011 - 16:58; edited 3 times in total
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Fri 19 Nov 2010 - 14:43

Designer's Notes: I intended the Snotling Hoard (SH) to be representative of a hoard of screaming yelling snotlings running around finding wyrdstone etc. only because they have seen their bigger cousins do it as well.

Gameplay wise I wanted them to be a warband that relies on silly and/or dirty tricks. They are really cheap models each and have cheap gear as well, but they have a few pieces of gear that cost slightly more and/or are one use only. They do not get much money from selling wyrdstone so they will have to rely on simpler gear with a scattered selection of the better stuff.
I had a few tactics in mind for a player trying to use them:
1. Rush a small group into melee then pepper the fight with thrown stuff. So what if you take your own men out too? Then you hit them when they are down!
2. Have the Hoard split into a couple groups. A melee mob, a shooty mob, and the Sneaks.
3. S2 and T2 is not really all that bad in Mordheim. So they can hold up in a standup brawl if they need to. They ARE still greenskins after all.
Tactics for fighting against:
1. Shoot them. T2 is weak to any ranged fire.
2. Snotlings have very poor leadership when alone. Also they will almost always fail an All Alone test.
3. Any type of multiple hit weapon works well. Blunderbusses, grenades, some spells, etc.
4. The hoard uses a lot of models. But most cannot dual wield so a handful of dual wielding warriors should be able to heroically hold off a swarm of them. (This brings up the issue of exp, should snotling henchmen only be 'half' a point of exp per kill? Rounded up I would think)
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Fri 19 Nov 2010 - 22:37

Looks like a heck of a lot of fun, considering. Far different from the one Ram & I came up with (I'll post it soon,) which cheers me. Looks awesome. Although, a few small points:

~Corpse Bomb is a pretty rare concept to most gamers (many have never read or even heard of the Liche's warband.) You need to repeat these rules.

~Even though they are stronger than expected, they are still playing weaker than their rating would suggest. I recommend you have their warband rating count as 1/2 or 2/3rd their calculated rating.

~Not sure what you mean by " They also count as selling half the amount of Wyrdstone they actually sell (rounded up)". can you clarify? Give an example, perhaps?
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Fri 19 Nov 2010 - 23:16

Knew I forgot something...

Here is a copy of the Corpse Bomb rules (from http://www.bordertownburning.de.vu/)
"Special magics and rituals can cause a Zombie to explode when they are near the enemy. Secretly nominate one Zombie at the beginning of the battle to be a Corpse Bomb. If the enemy charges or is charged by the Zombie, it immediately detonates. All models
within D6 inches take D3 Strength 4 hits. The detonated Zombie may never be used again as it is splattered in a million pieces! Corpse bombs killed by shooting do not detonate. Only one Zombie at a time can be a corpse bomb although the skill can be taken by both the Necromancer and the Liche."

Although some obvious replacements have to be made to the text.

BTB folks, I totally forgot to ask you first if it is ok if I use the rule. If you would prefer not, or have a way you want to be credited let me know. You folks are the reason I got back into Mordheim after college!

"They also count as selling half the amount of Wyrdstone they actually sell (rounded up)"
Please help me find a better way to say that. But i mean for them to sell 7 wyrdstone but only get paid as if they sold 4. Or sell 3 get paid for 2 etc.

"~Even though they are stronger than expected, they are still playing weaker than their rating would suggest. I recommend you have their warband rating count as 1/2 or 2/3rd their calculated rating." - Styrofoam King
I do not really have the best grasp on the concept of modifying that as my campaigns never last long enough to be more than ~50 apart. I would love any ideas! Maybe they only add half of their total EXP as rating?

Also, I took a page from the Blood Bowl LRB guys and tried to purposely make this a lower tier team, which meant I was aiming for it to win about a third of its games. I am worried I am making the fanboy mistake and having them be too powerful. If I did lets slap them about with the NERFHAMMER! They are still snotlings. alien
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sat 20 Nov 2010 - 3:02

These guys like extremely interesting, I would like to play as this warband. Good Work.

I can't remember where I read it (I think it was in a Snotling Warhammer Fantasy list) but I remember some Snotling being able to ride rats. Maybe you could include that for some cavalry.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sat 20 Nov 2010 - 8:52

Not Merchants: How about this:
When selling wyrdstone, you always gain the gold back equal to half of the amount sold. (Ex1. If selling 6 wyrdstone, gain money as if you had sold 3.) Round any odd numbers up. (Ex2. selling 7, counts as selling 4.)

Not sure why you have the rule, to be honest... I think their hands are tied enough without the negative penalty.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sat 20 Nov 2010 - 9:20

StyrofoamKing wrote:
Not Merchants: How about this:
When selling wyrdstone, you always gain the gold back equal to half of the amount sold. (Ex1. If selling 6 wyrdstone, gain money as if you had sold 3.) Round any odd numbers up. (Ex2. selling 7, counts as selling 4.)

Not sure why you have the rule, to be honest... I think their hands are tied enough without the negative penalty.

I like your wording, thanks! And I added the not merchant thing partly because I thought they were starting to get TOO good. Although I added it when on my list the most expensive piece of gear was 10gc.

What about dropping it?
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sat 20 Nov 2010 - 17:39

It does seem a bit harsh to me. I don't think dropping it would be good as I think it adds some character.
Maybe they could count as selling one less wyrdstone piece.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sat 20 Nov 2010 - 22:14

Grubbi wrote:
It does seem a bit harsh to me. I don't think dropping it would be good as I think it adds some character.
Maybe they could count as selling one less wyrdstone piece.

That work. Not like they can count anyways!!!
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sat 20 Nov 2010 - 22:47

Not meaning to steal Styro's thunder but the (fairly final) rules for Ram Rock's and Styro's Snotling warband are on the SG forum. I don't know whether Styro has a newer version and he's obviously the person to ask if you have questions or comments.
http://www.sg.tacticalwargames.net/forum/index.php?topic=1178.0
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 21 Nov 2010 - 9:34

RationalLemming wrote:
Not meaning to steal Styro's thunder but the (fairly final) rules for Ram Rock's and Styro's Snotling warband are on the SG forum. I don't know whether Styro has a newer version and he's obviously the person to ask if you have questions or comments.
http://www.sg.tacticalwargames.net/forum/index.php?topic=1178.0

I found a copy of the same rules on a different site. I can't remember which but it was the first on Google when you type in "snotling warband". I think they are great! But not my vision for Snotlings in Mordheim. Our Glorious King made a list of Snotlings being bullied by a Goblin. I wanted to bring a different feel to mine.They are a bunch of snotlings roaming Mordheim or another area playing at being a proper warband like they saw Orcs doing. I took my ideas mostly from the Warhammer Fantasy RPG and Warhammer Online.


As far as gear goes I basically pulled out my snotling bases and looked at what they had and then checked the pictures on the GW site. Anything i could see on a model I made rules for. Then I added a handful of things like the Snotling Bow for humor as much as for gameplay.

I actually like the idea of both types of Warbands roaming the City. A runt of a Goblin is leading a pack of weak snotlings in the Merchants Quarter, while rumors of a master-less bunch of Snotlings is scavenging in Quayside.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 21 Nov 2010 - 11:15

Thanks, Lemming... let it be said that at least ONE topic came up without me shamelessly plugging myself!

The version up is Ram Rock's final "cut" as it were, and I'm more than happy with it... although, I would add the "caps" that any of the +1 modifiers (mob leadership, stampede, etc.) cannot raise it past 10, and that a roll to hit will always fail on a roll of 1, even with Mob Mentality.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 21 Nov 2010 - 16:36

After playing around a little bit I am thinking they need to have more people in the Warband max size. Thinking maybe 30? I just want to be careful I am not making it too powerful.

Or maybe just every two henchmen count as a single for warband size purposes?
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 21 Nov 2010 - 17:14

Most of your guys are about the same strength, so I think it's easeir if you just increase the size to 30.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 21 Nov 2010 - 18:41

Ok, I suppose any group that would let me seriously play a Snotling team would allow a 30 sized warband after all.
Thanks for all your help on this!

Anyone have any comments or suggestions on the unit types/costs? And I am editing the main post to include updated rules.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Fri 21 Jan 2011 - 18:13

Sorry for the Thread-o-mancy! It is aliiiive!

I am finally starting to work on these again. In between Final Fantasy XI, work, and working on Terrain for Mordheim and Death Squads I will be modeling and painting a Snotling Horde.

Before I start modeling and customizing these I would like to develop the rules a little more. Does anyone have any further comments on the rules, or even suggestions on new rules?

I did the one playtest where they did moderately well against T3 but got creamed by T4 or S4.

The only rule change I want to see is maybe something to make the Berserkers a little better. Maybe give the team a special skill where they cannot be wounded on better than a 3+ in melee since they are so used to being beat by orcs and other dangerous things. IF they survive long enough to get a skill that is.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 6 Feb 2011 - 5:21

well do some pics!
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Sun 6 Feb 2011 - 13:49

I will, I got some laid out all over the kitchen table, slowly working on mold lines and positioning. They are so small I am doing to try to make their bases be a bit built up. But due to the snow storms back east we are having shipments delayed. So I probably won't have much to see for another week or two.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Tue 22 Mar 2011 - 17:36

Long time ago, I created a Snotling warband, too. Our lists share some things (like the Heroes), but I got only one type of henchmen plus squigs and a small pump wagon.

So, some suggestions for your list:

Don't hurt me!: Like the former incarnation of Thanquol I would give the snotlings both fear and hatred regarding other Greenskins.

Tiny: Along with the large target rules, snotlings should be small targets with a -1 penalty to hit.

Not Exactly Merchants: Due to their large numbers, I suggest to declare only the half warband as actual members for wyrdstone-based income.

Skills: I think, the Farmer should drop the strength list for speed skills.

Powder Kegs: Is it intended, that these are only usable by heroes like any other additional equipment? Seems to be not very useful to blow up your heroes.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Tue 22 Mar 2011 - 19:28

I like the ideas you said Copper! And I guess I wasn't clear on the Powder Kegs I intended it to be given to a single Henchmen. I still intend on developing these do not thing I forgot about them!

They are being playtested alongside my Ubuntu, Mu'au'ri and Zamula tribes. I should be hving a couple more games to post with these all by the weekend!
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Fri 15 Apr 2011 - 16:30

Update:
Just got the models in at my LGS I needed to fill out the warband some! Playtesting will be intermixed with my Southlands setting stuff. Also sadly I just made a pirate warband...

Sometimes real life gets in the way of Mordheim, my wife and I are buying a house. At least then i will have most the garage dedicated to warhammer and hobby stuff!
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Mon 18 Apr 2011 - 23:16

Lessons learned after game vs. Ubuntu:

Snotlings get owned. I may need to give them slings. The Slingshots are too expensive for the little guys to make full use of. Especially since they are so poor of shots. I may just count any slingshot as a sling. Also the Throwin' Stuffs should only be 3 as it is the same as a Belaying Pin. Snotling models have a lot of big clubs and such so I may add two-handed weapons to their list. S4 would be helpful for them too!

The other idea is to replace the Fungal Farmer with a Snotling spellcaster. I can see some funny results from that. Plus there is a great snotling model in robes with a wizard like hat. I would like to make it humorous versions of the waaagh! spells. Or maybe something like what Styrofoam King and Ram Rock did! Link is below:
Link for Their Snotling Warband
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Tue 19 Apr 2011 - 6:14

I apologize for not commenting much on this thread... I love Snots and want you to succeed, but I don't want to make too many suggestions, lest I make drive the two individual bands into one goopy mess in the middle.

Slings: Giving everyone slings would be too strong- how about you give them to Lookouts and Sneaks?

Farmer/Spellcaster: The problem with the Farmer is that he has no effect the first game- right out of the gate, he should be able to use/dispense shrooms. That way, he already gives a bonus, rather than having to wait one turn.

Another idea is to give him a similar potion, which he can give to a single hero. Here's the one from the Witch
Hired Sword for comparison:

Potions:
A single hero in the warband may elect to drink one of the witches many potions prior to a battle. Roll a D6 to discover the draught's effect.
1) Debilitating: The potion is too potent for the Hero, and he will suffer at -1 Toughness until they roll a 6 on a D6 in the recovery phase to shrug off it's ill-effects.
2-3) Strength: +1 Strength until he rolls a 1 on a D6 during the recovery phase.
4-5) Resilience: +1 Toughness until he rolls a 1 on a D6 during the recovery phase.
6) Fortitude: He gains an extra wound for the entire battle. However, once that wound is lost, it cannot be recovered.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Tue 19 Apr 2011 - 7:58

I love suggestions, questions and comments! Anyways you are right that number of slings would be too good. So I think I will make a separate equipment list for the Lookouts and Sneaks. Including more ranged weapons but with out the melee weapons that require two hands to use.
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PostSubject: Re: Balrog The Buff's Snotling Horde Warband   Wed 20 Apr 2011 - 12:22

Well, if it's a matter of only one or two items, that's easy enough to fix- just add a "Not Seekers & Lookouts" tag. It's no more than a 2-3 items that deviate, it shouldn't require an entirely different list.

Strength Skills: Most of your warband has access to Strength skills. Why? Most GOBLINS don't have access to them. Speed skills, my friends.

the Berserkers should be the only ones to have access, and it should be sparing. Maybe they're allowed to learn only 1 skill, or have to take a skill that lets them take strength during FUTURE advances. Or maybe they have a special ABILITY that lets this learn strength skills- this means that snots that get That Lad's Got Talent can't take Strength as a skill list.

Besides, with some of the special skills you have most of them don't need it.
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