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 Wee Warband: Ungor Herd

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StyrofoamKing
Etheral
Etheral


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PostSubject: Wee Warband: Ungor Herd   Tue 7 Jun 2011 - 21:13

(Still a little bit rough, and probably stronger than the average Wee warband, but I don't think they're too overpowering. I hope that no one is too upset that I set the default stats at less than ungor norm.)

UNGOR WARBAND
SPECIAL RULES
Unless otherwise stated, all Ungors use the following rules:
Woodland Dwelling: For most of their lives, beastly mutants prowl the murky depths of forests. They suffer no movement penalties for other moving through wooded areas.
Primitive: Ungors may never use any blackpowder or crossbow weapon of any kind.
MAXIMUM WARBAND SIZE
20 models.

MAXIMUM STATS
M WS BS S T W I A LD
5 5 5 4 4 3 6 4 8
UNGOR EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 GC
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 GC
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 GC
Battle Axe . . . . . . . . . . . . . . . . . . . . . 5 GC
Sword . . . . . . . . . . . . . . . . . . . . . . . 10 GC
Double-handed Weapon . . . . . . . . . 15 GC
Halberd . . . . . . . . . . . . . . . . . . . . . . 10 GC

Missile Weapons
Javelin 5gc
Boomerang 15 gc

Armour
Light Armour . . . . . . . . . . . . . . . . . . 20 GC
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 GC
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 GC

RANGER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 GC
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 GC
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 GC
Battle Axe . . . . . . . . . . . . . . . . . . . . . 5 GC
Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 GC
Missile Weapons
Javelin 5gc
Short Bow 5gc
Bolas . . . . . . . . . . . . . . . . . . . . . . . . . . . 5gc
Boomerang 15 gc
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 GC


HEROES
1 Fullhorn Ungor – 60 gc
M WS BS S T W I A LD
5 4 3 3 4 1 4 1 7
Leader
Skills: Combat, Shooting, Strength, Speed, Special

0-1 Ungor Shaman
M WS BS S T W I A LD
5 2 2 3 3 1 3 1 6
Weapons & Equipment: May use any equipment from the Ranger Equipment list.
Wizard: 1 spell from the Chaos Ritual table.
Skills: Combat, Speed, Special

0-3* Ungor Raider – 30 gc
The number of Raiders & Halfhorns combined cannot be great than 3.
M WS BS S T W I A LD
6 2 3 3 3 1 3 1 6
Combat, Shooting, Speed, Special

0-3* Ungor Halfhorns – 30 gc
The number of Raiders & Halfhorns combined cannot be great than 3.
M WS BS S T W I A LD
5 3 2 3 3 1 3 1 7
Weapons & Equipment: May use any equipment from the Ungor Warband.
Skills: Combat, Strength, Speed, Special

HENCHMEN
0+ Ungors – 20 gc
M WS BS S T W I A LD
5 2 2 3 3 1 3 1 6
Blind Hunter: Ungors are too cowardly to leave cover unless they are sure their quarry is within range. Ungors double their Initiative when detecting hidden enemies. Likewise, if an Ungor attempts to charge a model he cannot see, he may reroll any failed Detection tests, accepting the second result.

0-3 Dullhorn – 45 gc each
The mutations of chaos are not always balanced or kind. Some beastman have humanoid bodies, but minds that are as basic as the simplest of animals. The Dullhorn are such monsters… they are as strong as Bestigors, but are so simple that they will follow the orders of anyone who gives them, even lowly ungors.
M WS BS S T W I A Ld
5 4 0 4 4 2 3 1 7
Weapons & Equipment: Dullgors may be equipped with any weapons or armor from the Ungor Equipment List. They may not use Missile Weapons
Special Rules:
Stupidity: Dullgors suffer Stupidity, as described in the Mordheim rulebook.
Animalistic: Dullgors cannot learn experience.
Lumbering: Unlike other members of the Ungor warband, Dullgors are incapable of moving gracefully through the underbrush. They suffer penalties for moving through wooded terrain as normal.

0-7 Demigors – 15 gc
M WS BS S T W I A Ld
5 2 4 2 2 1 4 1 6
Weapons & Equipment: Demigors may be armed with any weapons or armor from the Raider Equipment list.
Weak Frames: Even if they become promoted to Heroes, Demigors cannot increase any stat more than once. If they roll a stat they have already increased, reroll the result.


SPECIAL EQUIPMENT
JAVELINS
Javelins are throwing spears and are used by young Norse warriors who can’t afford better weapons and Skink and Forest Goblin hunters.
Range: 8" Strength: As user
Special Rules
Thrown Weapon: The Javelins are thrown weapons and the warrior suffer no penalty for moving and shooting.
BOLAS
Bolas are a set of three bronze balls on strings tied together. They are thrown similar to a sling and are rotated around the head for speed. The bolas is a hunting weapon and doesn’t harm the animal. It immobilises it and allows the hunter to either subdue it or put it out with his spear. The bolas has a range of 16" and can only be used once per battle. They are automatically recovered after each battle.
Special Rules
Dangerous: If the to hit roll is a natural 1, the bolas brains the caster with a S3 hit.
Entangle: A model hit by a bolas isn’t hurt, but is entangled and the model is unable to move and suffers a WS penalty of -2 in handto- hand combat. The model may still shoot and may try to free itself in the recovery phase. If he rolls 4+ on a D6 he is freed and may move and fight normally.
BOOMERANGS – Ungor Heroes only
Boomerangs are finely crafted throwing sticks that cut into the wind, allowing the user to strike an opponent at long distance.
Range: 16" Strength: As user
Special Rules
Thrown Weapon: The Boomerangs are thrown weapons and the warrior suffer no penalty for moving and shooting. Penalty for throwing over half range applies as normal.

SPECIAL RULES
Fullblood – The beastman now uses the Maximum stats from the Empire in Flames Beastman warband instead of the Ungor Maximum stats. May only be taken by a Fullhorn or Halfhorn, and only if that hero is the warband’s leader.
Blind Hunter: Halfhorn only. Ungors are too cowardly to leave cover unless they are sure their quarry is within range. Ungors double their Initiative when detecting hidden enemies. Likewise, if an Ungor attempts to charge a model he cannot see, he may reroll any failed Detection tests, accepting the second result.
Infiltration – Raiders and promoted Demigors only.
Stalker: Raiders Only. Enemies attempting to find a hidden Raider half their Initiative. (Meaning an enemy with I4 must be within 2” to detect him.)
Mutant - The Beastman may buy one mutation from one of the following sources: the Possessed warband or the Carnival of Chaos warband. Alternatively, he may gain a free mutation chosen at random from the Power in the Stones chart. This skill may not be taken more than once.
Herder – You now include 0-5 Warhounds from the Beastman warband. They may use this hero’s leadership for taking Leadership tests. Any number of heroes may take this skill, but you are not allowed to take more than 5 warhounds.
Manhater Will be affected by the rules of hatred when fighting any Human warbands.
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StyrofoamKing
Etheral
Etheral


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

Personal Info
Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
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PostSubject: Re: Wee Warband: Ungor Herd   Tue 14 Jun 2011 - 8:18

Two possible changes include giving the Ungors, Halfhorns, and Fullhorn the rule, "Primal Fury":

At the start of each turn, roll 1D6: on a 1, they suffer Hatred against all enemies until the start of your next turn. (Opt:) If there is an enemy within charge range, the warrior must declare a charge this turn."

(This would replace blind hunter with the Ungor warriors).

The other option was to add a Razorgor as the big guy, and replace the Dullhorns with chaos hounds or tuskgors. (this would make them less original, but ties in the beast herder theme... hounds for easy herding, razorgor for more difficult).

Possible change #3 is to make the Demigor's unable to become heroes. Just like the gors lord over the Ungors, the Ungors lord over the weaker demigors.
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