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 Bowmen of Bergerac Warband

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StyrofoamKing
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PostSubject: Bowmen of Bergerac Warband   Wed 22 Jun 2011 - 16:54

(A small mod on the Stirland band, with a more Bret / Robin Hood feel).
(Note: Oh, I also stole the Quarterstaff from BTB. If fair, fun rules for something exist, I want to promote it... although I had to change it slightly to give a similar effect for people that aren't monks.)

Bowmen of Bergerac
Based on the Outlaws of Stirland by Jon Davis
Modified by Dave ‘Styrofoam King’ Joria,

Special Rules
Bows for All! All warriors in an Bowmen warband must be equipped with at least one missile weapon at all times. The only missile weapons that Bowmen are allowed to take are Bows (not crossbows), or a Thrown Weapons (that doesn’t detonate). So, even if an Bowman acquires skills that allow him to use additional ballistic weaponry, he cannot. The only exception to this is the Damsel who may choose to carry a bow, but is not compelled to do so.

Give to the Poor: After every game, you must give away 2D6 gc towards the poor before purchasing anything or paying for Hired Swords, selling Wyrdstone/Treasure if need be to make up the difference. If your warband’s rating becomes 300 or higher, you must start paying 3D6gc (likewise, 500+ rating costs 4D6, and so on). This good deed does not go completely unpunished, as after every game, roll 2D6: on a roll of 9+, you have gained a free Freed Serf, as well as 5gc to spend on equipment for that Serf (any of the 5gc not spent is discarded). You may choose to pay 10gc from your Treasury to upgrade him to a Marksmen or 20gc to upgrade him to a Stalker, but this must be paid upon the Henchmen’s arrival. He may be added to any existing henchmen group, but you must pay +2gc for each Experience as normal. If your warband is at maximum warband size, you may turn the Freed Serf away; if you do, roll one extra dice this Postgame, and choose and discard one of your exploration dice- this represents the serf scouting ahead of you.

Outlaws: The Bowmen are considered Outlaws. They may never hire Bounty Hunters, Roadwardens,Sigmar Priests, or any other "lawful" hired swords. They may hire any other hired sword that a Mercenary warband may hire.

Choice of Warriors
An Bowman warband must include a minimum of three models. You have 500 gold crowns that you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.
Wolfshead: Each Bowman warband must have one Wolfshead: no more, no less!
Merry Men: Your warband may include up to two Merry Men.
Damsel: Your warband may include up to one Damsel, but she can only be taken instead of either a Merry Man.
Pick Pockets: Your warband may include up to two Pick Pockets.

Henchmen
Freed Serfs: Your warband may include any number of Freed Serfs
Marksmen: Your warband may include up to a maximum of seven Marksmen. The number of Marksmen and Stalkers cannot exceed a total of 7.
Stalkers: Your warband may include up to a maximum of five Stalkers. The number of Marksmen and Stalkers cannot exceed a total of 7.

Starting Experience
The Wolfshead starts with 20 experience.
Merry Men start with 8 experience.
A Damsel start with 8 experience.
Pick Pockets start with 0 experience.
Henchmen start with 0 experience.

BOWMEN EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Staff/Club/Mace . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Short Sword. . . . . . . . . . . . . . . . . . . . . . 7 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . 30 gc
Missile Weapons
Shortbow . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow* . . . . . . . . . . . . . . . . . . . . . . 15 gc
Throwing Knives+. . . . . . . . . . . . . . . 15 gc
Armour
Light armour* . . . . . . . . . . . . . . . . . . . 20 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Special Equipment (Heroes only)
Hunting arrows . . . . . . . . . . . . . . . . . .30gc
Forest cloak . . . . . . . . . . . . . . . . . . . . .50gc

* Heroes, Marksmen, & Stalkers only.
+ Heroes & Stalkers only.


BOWMEN OF BERGERAC SKILLS
Wolfshead - Combat Shooting Academic Strength Speed Special
Damsel Academ, Speed
Merry Man Combat, Shooting, Strength, Special
Pick Pocket Combat, Shooting, Speed, Special


1 Wolfshead
60 Gold Crowns to hire
M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Weapons/Armour: The Wolfshead may be equipped with weapons chosen from the Bowmen equipment list.
SPECIAL RULES
Leader: Any models in the warband within 6" of the Wolfshead may use her Leadership instead of their own.

0-2 Merry Men
35 Gold Crowns to hire
M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Weapons/Armour: Merry Men may be equipped with weapons chosen from the Bowmen equipment lists.

0-1* Damsel
Replaces a Merry Man
35 Gold Crowns to hire
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: A Damsel may be equipped with any non-armor item chosen from the Bowmen Equipment list.
Disciple of the Lady: The Damsel has devoted his life in the constant service to the Lady of the Lake and as such he would start a campaign knowing one of the Prayers of the Lady.

0-2 Pick Pockets
15 Gold Crowns to hire
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons/Armour: Pick Pockets may be equipped with weapons chosen from the Bowmen equipment list.

HENCHMEN
0+ Freed Serfs
15 Gold Crowns to hire
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Weapons/Armour: Freed Serfs can be armed with weapons and armour chosen from the Bowmen Equipment list.
Special Rules:
Fear of Reprimand: Serfs have been raised their whole life under the heel of their feudal lords. They treat all Bretonnian Knights as causing Fear. This includes Blood Dragons (in the odd chance they don’t cause fear already!)

0-7* Marksmen
*The number of Marksmen + Stalkers combined cannot exceed Seven.
25 Gold Crowns to hire
M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Weapons/Armour: Marksmen can be armed with weapons and armour chosen from the Bowmen Equipment list.

0-5* Stalkers
*The number of Marksmen + Stalkers combined cannot exceed Seven.
35 Gold Crowns to hire
M WS BS S T W I A Ld
4 4 4 3 3 1 3 1 7
Weapons/Armour: Stalkers can be armed with weapons and armour chosen from the Bowmen Equipment list.
Special Rules:
Infiltration: A Stalker may be deployed anywhere on the board, so long as it is 12” away from an enemy model and not within range of sight of an enemy. In scenarios where a single terrain piece is the objective, the hero may not b placed within 12” of the objective.

SPECIAL EQUIPMENT
Short Swords: 7gc, Common, Available to all Warbands
Range: Hand-to-Hand Combat Strength: Users Rules: Parry, +1 Enemy Armor Save
Parry: Like a Sword, the Short Sword is able to Parry the first attack against it per turn.
+1 Enemy Armor Save: Like a Dagger, the Short Sword is poor at piercing armor, and the Enemy gains +1 to their armor save, or fail that, are granted an armor save of 6+.

Quarter Staff: 15gc, Common, Available to Battle Monks, Bowmen, Outlaws of Stirland, Wood Elves
Range: Hand-to-Hand Combat Strength: Users Rules: Balanced, Parry, Two-Handed, Back-swing
SPECIAL RULES
Balanced: A quarter staff is, especially light and easy to wield. A model armed with a fighting staff gets +1 Initiative in close combat.
Parry: Like a Sword, the Short Sword is able to Parry the first attack against it per turn.
Two-Handed: The Staff requires two hands to use, and thus cannot be combined with a second weapon, a shield, or a buckler. A model armed with a shield still receives +1 Armor Save against missile attacks.
Backswing: Although a staff cannot be used with an additional weapon, it does let the user make a second attack with the staff. The user still receives +1 Attack, as if he was wielding a second weapon. This attack is also at +1 Initiative.

Hunting Arrows: These are available to Heroes at the time of their initial recruitment without having to roll for Rarity. If you wish to subsequently purchase this item during the Trading and Exploration stages of the game, then you would have to roll for Rarity as normal.

Forest Cloak: Availability: 50gc, Rare 10, Bowmen Heroes only.
Some Outlaws use Forest Cloaks to camouflage themselves against being seen by their enemies. Any wearer of such a cloak would appear to blend into the surrounding forest making it almost
impossible to be seen. So long as the wearer is beside a tree, bush or hedge, any enemy using any kind of missile weapon at a warrior wearing a Forest Cloak is at an additional –1BS to hit (in addition to all
other modifiers). Similarly, if any spellcaster wishes to target a magical attack against an Outlaw camouflaged in this way, he can only do so by successfully rolling a 4+ on a D6. The only exception to this is if the shooting warrior or the spellcaster is already within their Initiative range in inches. Forest Cloaks are available to Heroes at the time of their initial recruitment without having to roll for Rarity. If you wish to subsequently purchase this item during the Trading and Exploration stages of the game, then you would have to roll for Rarity as normal.

SPECIAL SKILLS
Silent Runner: The model may run and still remain hidden, so long as he begins and ends his turn behind cover. You must declare that the model is running before measuring the distance; if the model does not have enough movement to end his turn behind cover, he is left unhidden in the open.

Infiltration: Your Hero may be deployed anywhere on the board, so long as it is 12” away from an enemy model and not within range of sight of an enemy. In scenarios where a single terrain piece is the objective, the hero may not b placed within 12” of the objective.

Strong Pull: The Hero armed with a bow may shot an arrow, with strength equal to the Hero’s Strength (to a max of 4). This may not be used with Quick Shot.

Stand and Shoot: The first time the hero enters combat in any given game, he may make a single missile shot against the attacker. It is made before combat (like a crossbow pistol) with a -2 to hit. This skill may only be used once per game, and may not be combined with Quick Shot or Knife Thrower.

Child of the Woods: The Outlaw receives no penalty for moving through wooded terrain, and may reroll any failed Initiative tests when climbing up or down trees, or when making jumps or diving charges from trees. The second result must be accepted.

LADY’S PRAYERS

1 – Lady’s Favors – Diff: Auto
All of your heroes count as having Lucky Charms for this battle, and ignore the first hit against them on a D6 roll of 4+. If they already own Lucky Charms, they ignore the first hit on a D6 roll of 2+.

2 - Blessed Protection - Difficulty 8
The Damsel and any bowmen within 6" of her gain a ward save of 4+ against the effects of spells or prayers. Test each shooting phase: on a roll of 1 or 2, the spell dissipates.

3 – Floodgates of Courage – Difficulty 7
Any allied warriors within 8” of the Damsel (as well as the Damsel herself) may reroll any failed Leadership tests once. If the Leader is within 8” range, the Rout Check may be rerolled, if the first roll was a failure. Any dice rerolled in this matter may not be rerolled a second time. This spell lasts until the start of your next Shooting Phase.

4 – Lady’s Scorn – Difficulty 5
Anyone attempting to shoot at the Damsel must first pass a Leadership test, or else they are unable to fire this turn. This includes Silver Arrows, Crossbow Pistols, Hand-to-Hand Pistols, and Template shot weapons that she is within the path of (like Blunderbusses.) This spell lasts until the end of the game.

5 – Elixir of Life – Difficulty 7
Any one model within 4” of the Damsel (including herself) may be healed. The warrior is restored to his full quota of Wounds. In addition, if any friendly models within 4” are stunned or knocked down, they immediately come to their senses, stand up, and continue fighting as normal.

6 – Guiding Vision – Dif 6
With the aid of the Damsel, the Lady guides one of her warriors with a Blessed Vision of what’s to come. He may use this rare knowledge to destroy his foe, or save his own hide. For the duration of the turn, one hero or henchman may re-roll 1D3 dice rolls and +1 or -1 to the result.
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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 1:08

I also like this warband verymuch.

I am not sure if it is too strong to start with six heroes. Three of them with BS 4.

Maybe it would make sense to reduce the Merry Man to 1?

Or to choose the Damsel as a choice instead of a Merry Man?

The Strong pull skill is maybe too strong for a special skill for only one warband. It improves the bow very much especilly in the late game (much better than crossbows or handguns). Maybe it is a nice strength skill for all warbands?

The same for the stand and shoot skill. This should be a shooting skill available to all warbands and not only for bows.

I like both skills very much.

The fact that this is an infiltrating warband makes it very interesting to play.

I also like the damsel prayers very much. I know these are the same rules as for the chapel guard, but it is a great idea to use her in this band too.

Conclusion: Great job on this warband too.

May be you can release all your "one shot" warbands in an almanach, maybe with an chapter for new regular skills or so. (i will help you if you want me to)

What i can say is that you have developed a great feeling for balanced rules and a great feeling for interesting elements in a warband. Great Job!

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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 2:40

What you said about the damsel is already covered at the top. The warband cannot start with 5 heroes.

I think it is good to keep Strong Pull for this warband only. One problem with the Outlaws of Stirwood warband is that bows don't scale as Toughness increases and the warband becomes more close combat despite it's theme. This warband (developed first on the old SG forum) attempts to rectify this by giving bows a boost just for this warband which cannot get crossbows our other missile weapons besides bows.

I don't like the once per battle restriction on Stand and Shoot. Seems artificial just to balance the skill.

@Styro... I'd say that all men should have bows and that knives are sometimes secondary weapons.

Anyway, glad to see the warband back online again.
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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 4:48

I totally overread this.

Thanks for stating that out for me.

Ok the 6 hero issue of mine is covered.

I like this variant of the Stirwood forest warband more than theoriginal one.
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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 6:09

Strong Pull - Probably not going to make it standard. I want to see if it's broken in ONE band first before I use it with others. Also, as it's dependent on the hero having S4, any warband that starts with S4 will an unfair start (not that they're many.)

Stand and Shoot - Too funky? How's this:
"Whenever the hero is charged by an opponent, he may fire a single bow shot against the charger before combat starts, like a crossbow pistol. The shot is at -2 to hit, and may not be used with Quickshot. Also, he may not use the skill if he is already engaged in combat at the time that he is charged."

Trade-off: may use multiple times, but only use when HE'S charged, not charging. Should I exclude use of "Strong Pull" with it?

Knives: The old version of the bowmen band had Knives more prominently... what can I say, my favorite merry man was Ray Winstone's Will Scarlett. Soccer hooligan + sharp knives = awesome character. Twisted Evil

You're probably right, of course.
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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 8:36

The new stand and shoot is much clearer and more in line with the 5th edition Warhammer rules. I like.

Editing--'his' should be 'her', 'he' should be she in the damsel's rules.
Stalker--horrible name/designation, also refered to as 'hero' in rules for infiltrate.

Stalker--0-5 is too many for an ifiltrating henchman. 0-3? More in line with Amazons at least (who can't infiltrate.)

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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 8:41

Stand: Good-o.

Stalker: Well, it's truer to the OLD fashioned meaning of the world. They can sneak up close to the enemy without being seen.. that's considered "stalking". I originally called 'em Deadeyes, but I wanted to reflect their ability.

0-3? Sounds fair. Although, it'll be a lot less "either or", and more bands would be likely to house 3 stalkers/deadeyes/hunters/creepy guys.
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PostSubject: Re: Bowmen of Bergerac Warband   Thu 23 Jun 2011 - 16:20

I like that stand and shoot better. It makes it a defensive skill and is more in line with the name of the skill. I think Strong Pull is ok with it. Smile I actually don't believe that Strong Pull is over-powered either.

Yeah I didn't remember Stalkers from the earlier version of the warband! Very Happy The name doesn't bother me much.
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PostSubject: Re: Bowmen of Bergerac Warband   Sat 25 Jun 2011 - 8:08

I would make it -3 to use it in close combat like a crossbow pistol because unless you are going against T5 targets a bow with hunting arrows is deadlier. *Much* deadlier with Strong Pull. Quick Shot won't stack with it anyway because Quick Shot can only be used in the shooting phase and you don't get charged in the shooting phase Smile.
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PostSubject: Re: Bowmen of Bergerac Warband   Sat 25 Jun 2011 - 8:49

Well, here's the breakdown:

Xbow Pistol
S4
Use when charged with -2 to hit
Use when charging with -3 to hit
Cannot use with Hunting Arrows
Can buy a brace and fire twice

Stand and Shoot Bow
S3
Can be S4 with Strong Pull skill AND a Strength Upgrade
Use when charged with -2 to hit
Cannot use while charging
Can use with Hunting Arrows
Can only fire once

Considering you have to load up on skills/lucky advances if you're to reach full lethality (S4, +1 Injury), and skill can only fire once (no brace) and only when they charge YOU, I don't think -3 is needed.

Quote :
Quick Shot won't stack with it anyway because Quick Shot can only be used in the shooting phase and you don't get charged in the shooting phase

Silly Lord O. I don't know how long you've played, but I'm surprised you don't know the golden rule of Rule Writing: If you don't specifically state it, clarify it, and tattoo it to the inside of their eyelids, they will ALWAYS misinterpret it. Normally in their own favor.
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PostSubject: Re: Bowmen of Bergerac Warband   Sun 26 Jun 2011 - 9:50

Ah yes, I forgot you couldn't use it when you charged. Fair enough, -2 should be enough then since it cuts out all the times you get to decide to use it so effectively it has less than half of the opportunities a crossbow pistol does.

While I am all for clarity in rule-writing that sort of clarification is better in a FAQ or something. Having redundant exclusions built into rules for pieces of equipment is a good way to introduce bugs later on in the lifespan of the product. It is fine for you because you have *made* the warband so later on you can just change it should any bugs crop up with some new setting or other.

I have been playing for several years and in my experience people that do that sort of thing with the rules are either a) dicks and mercifully rare or b) mistaken. In either case a thorough examination of the rulebook has ended things. Well, where the rules have been written clearly in the first place, of course Smile.
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PostSubject: Re: Bowmen of Bergerac Warband   Sun 26 Jun 2011 - 11:33

Oh for a world that did not need FAQs, especially FAQs for Mordheim which has so many.
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