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 Drunken Sailor Warband concept

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BalrogTheBuff
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PostSubject: Drunken Sailor Warband concept   Fri 3 Jun 2011 - 13:29

What about a warband of drunken sailer warband? Use the pirate list (or mercs) but drop the pirate or regional special rules in return for a drunken rule. Maybe not like the Bestigor, but the army is all stupid, but if they pass they are immune to fear and all alone? maybe toss in a bottle of Special Grog for 5gc or something that is one battle only but allows the model to auto-pass the tests. Make it rare 3 or something so it is limited quantity but easy to find and buy.

Are there any other drunken style warbands out there?
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Murray145
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PostSubject: Re: Drunken Sailor Warband concept   Fri 3 Jun 2011 - 15:20

Hrmm, I guess you could use Animosity Rules and repackage it as being drunk
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PostSubject: Re: Drunken Sailor Warband concept   Fri 3 Jun 2011 - 15:37

I'd want it to be a more advantagous thing. I was looking to have it be the driving theme of a warband and an unpredictible but usually beneficial rule. It would be their defining feature. Pressganging could work too. Instead of swabbie just call them The Depressed. They are so far gone on booze they are nearly worthless in a fight. And instead of running off they get lost in a drunken haze.

Trying to make a slight variant of Pirates or Mercs, rather than a full warband. Although simply making a cheap Hired Sword could be good as well. Maybe if he passes on double he gets a +1 to a random stat (chart?) due to 'liquid courage'.
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PostSubject: Re: Drunken Sailor Warband concept   Fri 3 Jun 2011 - 16:23

Well, you could make it so that they have to take a Drunkard roll they get a beneficial special ability and a counter-beneficial ability.

Such as on a 1-2 they become dizzy, they can only move 1/2 their movement characteristic, but they also get a +5 unmodified save from ranged and melee attacks. (due to their unpredictable movement)
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PostSubject: Re: Drunken Sailor Warband concept   Fri 3 Jun 2011 - 22:09

My favorite thing to do with that song is make up new verses. I'm quite proud of "make him do your income taxes, make him do your income taxes"... etc.

Few potential rule sources:

Ostlander Ruffians:
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 10
SPECIAL RULES
Drunk: Ruffians are blasted out of their tiny minds on rotgut spirits and cheap ale. As such, they automatically pass all Leadership based tests they are required to take. No Respect: Ruffians are objects of a strange
mix of pity and abject fear for their fellows and may never become a Warband leader.

Whiiiich inspired the sartosa item I wrote, Grog:

GROG - cost 10+D6gc, Common
Given the rate that fresh water spoils at sea, it is mixed with rum to preserve it longer. At some point, it’s hard to tell if your rumming-down your water or watering-down your rum, but the men don’t seem to mind.
A case of grog has enough doses for 1D6 warriors, and may be drunk at the beginning of a game. Henchmen may drink too, but there must be enough for all the members of the henchmen group or none of them may drink it. All warriors who drink it automatically pass all Leadership tests they are required to take. On the downside, all drunks are at -1 WS and -1BS. A leader who drinks it does NOT automatically pass routs, and other warriors may not test off of his Leadership this game. Grog may not be drunk by Elves, and
has no effect on models immune to poison.

Other examples of drunkenness:

Centigor: SPECIAL RULES
Drunken: Centigor are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up into a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1,
they must test for stupidity that turn. On a roll of 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. Whilst subject to both stupidity and frenzy they are immune to all other forms of
psychology.



Sartosa's Drunken boxer from the East:

M WS BS S T W I A Ld
Wong 3 4 3 4 3 2 2 1D3 8

Weapons and Equipment: None.
Skills: Step Aside, Dodge, Jump Up, Sprint. Art of Silent Death
Special Rules:
Swaggering: Wong-chun gains +1 on all Step Aside and Dodge rolls.
Drunken Strikes: Each round of combat, roll to see how many base attacks Wong-chun has. (Remember, he also has an additional hand attack from 'Art of the Silent Death'.)
Drunk: Wong-chun passes Pschyology tests he is required to take.
Drunken Gait: Any time Wong-chun declares a charge, roll 1D6: on a roll of 1, he moves full distance in a random direction. If this moves him into another model, Wong-Chun attempts to attack that warrior, even if it is a friendly model. He will only attack friendly models the first combat, after which he will recognize the ally.
Likewise, anytime Wong-chun tries to run, on a D6 roll of 1, he moves full movement in a random direction. If this moves him in the direction of another model, however, he will stop 1" away from it, and those does not count as charging.



Dwarf Drunks: (from Dogs of War campaign, still in testing stage)
0-5 DWARF DRUNKS– 40gc

M WS BS S T W I A Ld
3 3 2 3 4 1 1 1 10
Drunk: Drunks are blasted out of their tiny minds on rotgut spirits and cheap ale. As such, they automatically pass all Leadership based tests they are required to take. If they become heroes, rout tests are not automatically passed.
Stagger: Whenever a drunk attempts to run or declare a charge, roll 1D6: On a roll of 1, his move is reduced by 1D3” (this may cause him to fail his charge). On a roll of 2-4, he runs or charges as normal. On a roll of 5-6, he adds +1D3” inches to his movement.

If you want to use Pirates as a pass, go ahead and look at the "Human Pirates" pdf from Sartosa, it has Four pirate variants already set up. Gives you a good idea of what to take away and what to add.


EDIT:

Sad to say, but upon reflection, Drunken Sailors doesn't seem like a strong enough concept to build a warband around. What you made a warband about the Wharf Rats... you know, the lowlife scum who hang around the ports, drunk off their asses all day? They're like pirates, but they don't actually go to sea, they just steal from docked merchant ships. Maybe have a "Pertty Lil' Strumpet" as one of the heroes/heroines, to distract male human warriors (while someone sneaks up behind with a crowbar.) Still has the drunken rules in it, but has a more thorough direction to head towards.
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PostSubject: Re: Drunken Sailor Warband concept   Today at 7:30

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