HomeFAQSearchRegisterUsergroupsBlogLog inGolden Tom 2014 Thread!

Share | 
 

 Wee Warband: Children of Nurgle

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: Wee Warband: Children of Nurgle   Mon 14 Mar 2011 - 11:07

(While not fitting perfectly with the Halfling/Goblin War, I thought I'd come up with an excuse to use Nurglings in the setting. The result is a Children's Crusade inspired Nurgle warband- probably the darkest of the Wee War set. Comments are encouraged.)

Children of Nurgle

The was once a movement known as the Children’s Crusade… where young orphans decided that they would journey from the Empire all the way to the heart of Araby, reclaiming the Holy Relics in Sigmar’s name. Hundreds of children, from every corner of the cities, and joined the joyous mission.
The mission ended in tragedy, however, as they befriended themselves to a group of travelling actors. These charismatic troupe members led them to their doom… and into Nurgle’s sway. The infected children died in great droves, but not before scattering to different corners, taking the contagions with them. The lucky ones died quickly… the rest are still around today, walking in small clumps, never living, never dying, suffering with each walking step. They are the Children of Nurgle, the embodiment of innocence corrupted.

SPECIAL RULES
Mere Children: Although human, the children have weaker frames than grown adults. Unless stated otherwise, all members of the warband use the “Child Max Stats”, as listed below.
M WS BS S T W I A LD
4 5 5 3 3 3 7 4 9


Choice of Warriors
A Children of Nurgle 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 20.

Heroes
Shepherd: The Carnival of Chaos must have one Shepherd to lead it – no more, no less.
Chosen Ones: Your warband may include up to two Chosen Ones.
Crusaders: Your warband may include up to three Crusaders.
Henchmen
Grandchildren: Your warband may include any number of Grandchildren.
Plaguegarderns: Your warband may include up to 5 Plaguegardens.
Nurglings: Your warband may include up to 5 Nurglings.
Plague Beast: Your warband may include up to 1 Plague Beast.

Starting Experience
Shepherd starts with 20 Experience.
Chosen Ones starts with 8 Experience.
Crusaders starts with 0 experience.
Henchmen starts with 0 experience


COMBAT SHOOTING ACADEMIC STRENGTH SPEED
Shepherd X X X X X
Chosen X X X
Crusaders X X

Children Equipment List
Hand-to-hand Combat Weapons
Dagger ........................................1st free/2 GC
Mace.........................................................3 GC
Hammer...................................................3 GC
Axe ...........................................................5 GC
Sword.....................................................10 GC
Double-handed Weapon.......15 GC* Shepherd & Chosen Only
Spear......................................................10 GC
Halberd ..................................................10 GC
Missile Weapons
Sling........................................................5 GC
Short Bow..............................................10 GC
Pistol ............................15 GC Shepherd Only
Armour
Light Armour .........................................20 GC
Shield .......................................................5 GC
Helmet ...................................................10 GC

HEROES
1 Shepherd – 70 gc
The only full grown man in a group of children, the Shepherd guides his half-dead wards from town to town, spreading the way of pestilence as he goes.
M WS BS S T W I A LD
4 4 4 3 3 3 4 1 8
Weapons & Armor: May be armed with any weapons or armor from the Children’s Equipment List. As with all spellcasters, he may not wear armor and cast spells without the skill “Warrior Wizard.”
Special Rules:
Leader: The Shepherd is the group’s leader, and all friendly models within 6” may use his leadership.
Wizard: The Shepherd starts with 1 spell from the Nurgle Rituals spell list. He may learn additional spells from the list using the normal rules. If he dies this ability is passed to the next leader.
Full Grown: The Shepherd is a full grown adult, and uses the maximum stats for humans.

0-2 Chosen Ones – 20gc +cost of mutations
While some children remained ignorant of their corruption until it was too late, a rare few discovered the transformation early on and embraced it with all of their hearts. These children become the Shepherd’s willing accomplices, tending to the flock. Soon, they are marked with Nurgle’s touch, and bear signs of his blessings.
M WS BS S T W I A LD
4 3 2 3 2 1 3 1 7
Weapons & Armor: May be armed with any weapons or armor from the Children’s Equipment List.
Mutations: Must start with one or more mutation from the Nurgle Mutation list. Each mutation past the first costs double the GC amount, using the mutation rules in the rulebook.
Half-Grown: Outside of the Wee War Campaign, the Chosen Ones use the same stats as full grown humans. For the Wee War campaign, they use the same max stats as children.

0-3 Crusaders - 15gc
M WS BS S T W I A LD
4 2 2 2 2 1 3 1 6
Weapons & Armor: May be armed with any weapons or armor from the Children’s Equipment List.
Special Rules
Crusade: Deep within their fevered minds, the children still think they are on their holy quest. They are immune to fear. In addition, they may reroll once any other Leadership test they are required to take, accepting the second result.
Mutated: May purchase up to 1 Mutation from the Nurgle Mutations list.

HENCHMEN

0+ Grandchildren – 10gc
The many poor, wretched souls who picked up the closest stick or dinner knife in Sigmar’s name. Now they are the kin of Grandfather Nurgle, who watches over them with his own special care.
M WS BS S T W I A LD
4 2 2 2 2 1 4 1 6
Weapons & Armor: May be armed with any weapons or armor from the Children’s Equipment List.

0-5 Plaguegardens – 20gc
A skilled Shepherd can cultivate diseases within a human’s body, increasing the seething liquids within it until they nearly burst. These bloated individuals are “pampered” by the Shepherd, who gingerly nurtures their vile condition until their last fateful moment.
M WS BS S T W I A LD
3 2 2 2 3 1 2 1 6
Weapons & Armor: May be armed with any weapons or armor from the Children’s Equipment List.
Immune to Poison: The Bilegardens are immune to poison.
Fatal Explosion: If a Plaguegardern is taken out of action, roll immediately to see if it dies: if the Plaguegarden survives, he is removed as normal. If he dies, he erupts into a cloud of bile and gas, covering every model surrounding him. Place a 3” diameter marker over the body. All models within that blast suffer a S4 attack that automatically hits. Models that are immune to poison ignore this attack.
Not fit to lead: A Plaguegarden may not become a hero. Reroll any advancement results of “That Lad’s Got Talent”.

0-5 Nurglings 15 gc
M WS BS S T W I A LD
4 3 0 3 2 1 3 1 10
Weapons/Armour: None. Nurglings do not use weapons or wear armour.
SPECIAL RULES
Cloud of Flies: Nurglings are surrounded by a cloud of flies, which buzz around them and their combat opponent. They do not affect the Nurglings but distract foes by buzzing into eyes, nostrils and mouths. A Nurgling’s close combat opponent suffers a -1 to hit modifier on all attacks.
Daemonic: Nurglings are Daemons of the diseased Lord Nurgle and are not made of living flesh but the eternal and unchanging forces of Chaos. Therefore they never gain Experience.
Immune to Poison: Nurglings are the Daemonic embodiment of disease and pestilence. They are totally immune to all poisons and diseases.
Immune to Psychology: Nurglings are Daemons and do not know the concept of fear. They automatically pass any Leadership-based test they are required to take.
Daemonic Aura: Due to the magical, intangible nature of Daemons they have a special Armour save of 5+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells. Nurglings’ attacks are also considered as magical.
Daemonic Instability: Nurglings are bound to the world by Dark Sorcery that is highly volatile and unstable. If taken out of action a Nurgling is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). In addition, if the warband routs then every Nurgling in the warband must take an immediate Leadership test. If this test is failed, then Nurgling counts as destroyed.

0-1 Plague Beast 210gc
A Plague Beast is a monstrous slug-like creature, feasting on decayed bodies with demonic glee. Any Shepherd brash enough to summon one into a fight must be either desperate, or beyond all reason.
M WS BS S T W I A LD
5 3 0 4* 5 3 3 1D4 7
Weapons & Armor: None! The Plague Beast suffers no penalties for fighting unarmed.
Fear: The Beast is terrifying to behold. He causes fear.
Stupidity: The Beast is an entity foreign to this world. It counts as having Stupidity.
Large: The Plague Beast is a Large creature.
Immune to Psychology: The Beast is Immune to all Psychology except for Stupidity.
Immune to Poison: The Lord Nurgle IS poison itself… the Beast is immune to poison.
Slime Trail: On the Beast’s base, clarify which side of the base is the Beast’s “tail”. Any model that is attacking the beast from the tail suffers -1 to hit, due to the slime underneath him. Whenever moving, the Beast’s tail will always face the direction he travelled from.
Demonic Aura: The Plague Beast has a 5+ armor save against attacks. This is negated by spells, prayers, and magical attacks (including Gromril & Ithilmar weapons.) This may be temporarily increased by the Nurgle Spell “Demonic Vigor”.
Poisoned Attacks: The attacks from the Plague Beast are poisonous. All models immune to Poison treat the attacks as S3.
Hard to Kill & Demonic Instability: If the Plague Beast is taken out of action by something other than a magical item (treat Gromril & Ithilmar as magical), roll 1D6: on a 4+ the Beast does not roll for injury this postgame. If you roll a 1-3 or were taken out with a magical source, roll another D6 for injury: on a 1-3, the Beast is dead.
Nurgle Rituals
The Shepherd uses the rituals of Nurgle to pervert and corrupt nature, inflicting hideous diseases for which there are no known cures.
Roll a D6.
D6 Result
1 Daemonic Vigour Difficulty 8 The Shepherd imbues his Daemonic minions with supernatural power. Any Plague Bearers or Nurglings within 8" of the Shepherd increase their Daemonic Aura save from 5+ to 4+ until the beginning of their next turn.
2 Buboes Difficulty 7 The Shepherd bestows the gift of pus-filled buboes upon his enemies. This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Toughness test or lose a Wound. No Armour saves are allowed.
3 Stench of Nurgle Difficulty 8 The Shepherd spews forth a foul, stinking mist that chokes his foes. This spell has a range of 6" and affects all living creatures – friend or foe. Each enemy warrior in range must pass a Toughness test or lose an Attack until their next turn.
4 Pestilence Difficulty 10 The Shepherd inflicts horrible diseases upon the unbelievers. All enemy models within 12" of the Shepherd suffer a Strength 3 hit. No Armour saves are allowed.
5 Scabrous Hide Difficulty 8 The Shepherd’s skin becomes tough and leathery like that of his patron god. The Shepherd has an armour save of 2+ which replaces any normal Armour save. The Scabrous Hide lasts until the beginning of his next Shooting phase.
6 Nurgle’s Rot Difficulty 9 The Shepherd bestows the blessing of the Plague God upon his foe. All enemy models in base contact with the Shepherd must immediately test against their Toughness or contract Nurgle’s Rot (see Nurgle’s Rot opposite).

Blessings of Nurgle
Those that worship at the fetid altar of the Lord of Decay suffer from terrible diseases and decay, which are known as Blessings of Nurgle. Blessings of Nurgle may be bought for Chosen Ones or Crusdaers only when they are recruited; you may not buy new Blessings for a model after recruitment. Any Chosen One may have one or more Blessings, while Crusaders may only purchase one Blessing each. The first Blessing is bought at the price indicated, but second and subsequent Blessings cost double.
Stream of Corruption The Tainted One can spew forth a grotesque stream of maggots, entrails and filth. This is counted as a shooting attack with a range of 6" and is resolved at Strength 3 with no saves for armour. Cost: 25 Gold Crowns
Nurgle’s Rot The Tainted One is infected with the deadly pestilence of its lord – Nurgle’s Rot. In addition, the Tainted One is immune to all poisons. Nurgle’s Rot is a deadly contagion for which there is no known cure. This virulent disease can be passed on in hand-tohand combat. If the Tainted One makes a successful to hit roll of 6 this will result in the target model contracting the Rot (note: Nurgle’s Rot only affects the living, so Undead, Daemons and the Possessed are unaffected). Once a warrior has contracted the Rot, mark this on the warband roster. Rather than killing the victim immediately, the Rot can take some time to set in. From now on, before the start of each battle, the warrior must pass a Toughness test. If successful, his constitution has managed to stave off the Rot’s effects. If unsuccessful, the warrior loses one point of Toughness permanently (if he reaches zero, he has succumbed to the Rot and died, remove him from the roster). In addition, if a 6 is rolled for the Toughness test then he has unwittingly passed the Rot on to another member of the warband (randomly allocate a warband member and mark this on the roster). Cost: 50 Gold Crowns
Cloud of Flies The Tainted One is surrounded by a cloud of flies, which buzz around him and his combat opponent. They do not affect the Tainted One but distract foes by buzzing into eyes, nostrils and mouths. The Tainted One’s close combat opponent suffers a -1 to hit modifier on all attacks. Cost: 25 Gold Crowns
Bloated Foulness The Tainted One is a huge, disgusting mass of diseased, flabby folds. It gains +1 Wound and +1 Toughness but has its Movement reduced by -1. Cost: 40 Gold Crowns
Mark of Nurgle The Tainted One is burned with the great mark of Nurgle, the three spheres, that weep foul pus constantly. It gains +1 Wound and is immune to all poisons. Cost: 35 Gold Crowns Hideous The Tainted One is so disgusting that its flesh hangs in tatters from its body and its entrails are rotten and exposed. It causes Fear. Cost: 40 Gold Crowns

Note: The rules for Nurgle’s Not are considered very powerful… with a low toughness campaign like the Wee War, this is even more powerful! The Nurgle’s Rots rules have been included for reference, but are not advised. We suggest you remove the “Nurgle’s Rot” blessing from list for all Wee War Campaigns, and treat the spell “Nurgle’s Rot” as “Difficulty 9: The target loses 1 Toughness until the end of the game. If this reduces a target to less than 1 toughness, he is taken out of action. He returns to full toughness next game.”
Back to top Go down
View user profile https://sites.google.com/site/styroheim/
BalrogTheBuff
Venerable Ancient
Venerable Ancient


Posts : 655
Trading Reputation : 0
Join date : 2010-11-15
Age : 32
Location : Santa Maria, CA

Personal Info
Primary Warband played: Orcs & Goblins Orcs & Goblins
Achievements earned: none

PostSubject: Re: Wee Warband: Children of Nurgle   Thu 17 Mar 2011 - 16:02

That is a dark and mildly distrubing list. I like the feel though, as much as I like any Nurgle stuff. This would also make an interesting warband for an NPC warband controlled by a GM in a story-driven campaign.

This would be an interesting warband to model as well. I am not sure how this would play. It might get ripped to shreds by Halfling archers. But that is to be seen!

My only concern is that the Plaguegardens will be more detrimental than useful. They are slow and fairly difficult to get into useful places. I am wondering if they need something to strengthen? Let us know how playtesting goes! (Or has gone?)
Back to top Go down
View user profile
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: Wee Warband: Children of Nurgle   Thu 17 Mar 2011 - 17:10

Completely untested, I'm afraid. It might be a little weak (although, the Plague Beast will help some). Also, the mutations will add a bit of toughness (but not without raising the price, of course.)

As for minis, not sure what would work best, but the easiest way I can think of is to find townfolk minis and plague-ify them up. For a pretty cheap set, there's the MegaMinis (although, I remember when they were cheaper:)
http://stores.ebay.com/MegaMiniatures/FANTASY-Town-Folk-/_i.html?rt=nc&_fsub=4&_sid=2577791&_trksid=p4634.c0.m14.l1513&_pgn=1

Plague Gardens: You have a fair point. Maybe T4 would be better, or "no pain". That way, they're slow moving tanks. that being said, they're kinda inspired by the Restless Dead "Zombie Bombs", which move much slower and are still pretty effective. You can have up to five gardens, but they only explode when they die, so it should balance out.
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: Wee Warband: Children of Nurgle   Thu 7 Apr 2011 - 5:27

The Gardens aren't working. Substituting these instead. Thoughts? Too cheap at 25?

0-5 BileSpewers – 25gc
A skilled Shepherd can cultivate diseases within a human’s body, increasing the seething liquids within it until they nearly burst. These bloated individuals are “pampered” by the Shepherd, who overfeeds them decaying matter, all to be resurfaced in the heat of battle.
M WS BS S T W I A LD
3 2 2 2 3 1 2 1 6
Weapons & Armor: May be armed with any weapons or armor from the Children’s Equipment List.
Immune to Poison: The Bilespewers are immune to poison.
Ignore Pain: A Bilespewer is so deteriated that he treats all rolls of “stunned” as “knocked down”.
Vomit Attack: Instead of his normal attacks, a Bilespewer can regurgitate its highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 4 and ignores armour saves.
Back to top Go down
View user profile https://sites.google.com/site/styroheim/
BalrogTheBuff
Venerable Ancient
Venerable Ancient


Posts : 655
Trading Reputation : 0
Join date : 2010-11-15
Age : 32
Location : Santa Maria, CA

Personal Info
Primary Warband played: Orcs & Goblins Orcs & Goblins
Achievements earned: none

PostSubject: Re: Wee Warband: Children of Nurgle   Thu 7 Apr 2011 - 10:41

Powerful single attack, but otherwise they are not too different from a Zombie in effect. I do not think they should be unfairly priced at 25. They could end up being decent meatshields for an army but the low Movement and low initative (or average for my Boyz) means they not going to dominate things. If you are afriad the ignore armor saves part is too good just give it an extra armor penetration like an axe or handgun.

One other thing, is the vomit attack supposed to be more acid like a Troll or more diesease and corruption? If it is a mix you could always make it only strength 2 or 3 against targets immune to poison similar to how the Scorpion Tail mutation works.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Wee Warband: Children of Nurgle   Today at 17:21

Back to top Go down
 
Wee Warband: Children of Nurgle
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Nurgle's Rot?
» Kislev Warband
» Restless Dead Alternative Warband?
» Help with Orc Warband
» Possessed 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: