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 The Hunters of Chrace

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Murray145
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PostSubject: The Hunters of Chrace   Sun 3 Jul 2011 - 22:53

The White Lions are the elite guard of the Elven Phoenix King. Renowned for their unflinching courage, White Lions are Expert warriors who fight with long-handed axes and are capable of weathering the deadliest assaults before retaliating with swift, crushing blows.


Choice of Warriors:

A Hunters of Chrace Warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your initial warband. Maximum number of warriors in the warband is 12.

Guardian: A Hunters of Chrace Warband must have one Guardian. No more, no less.
White Lions: Your may have up to three White Lions in your warband.
Apprentice Mage: Your may have up to one Apprentice Mage in your warband.
Young Lions: Your warband may have up to five Young Lions in your warband.
Woodsmen: Your warband may have up to seven Woodsmen in your warband.
War Lions: Your warband may have up to five War Lions in your warband.

Special Rules:

Hate Dark Elves:
All warriors in a Hunters of Chrace Warband (excluding any Hired Swords) have an unyielding Hatred for Dark Elves.

Excellent Sight:
Elves have eyesight unmatched by mere humans. All the Elves in a Hunters of Chrace Warband can spot Hidden enemies from twice as far away as other warriors (i.e. twice their Initiative in inches).

Distaste for Poison:
The use of poisons and various drugs is a Dark Elf specialty. As such, it is frowned upon by the Hunters of Chrace, even more so than by other High Elves. Warriors in a Hunters of Chrace Warband may not use poisons of any type.

Unforgiving:
In addition to their hatred of their corrupt kin, the folk of Chrace have a long history of struggle against the forces of Chaos. In multiplayer games, a Hunters of Chrace warband may never forge an alliance with any Warband of a Chaotic nature (Possessed, Skaven, Beastmen, Dark Elves, etc.)

Woodsmen:
The hunters of Chrace are woodsmen beyond compare, able to navigate forests with ease. All the units within the Hunters of Chrace warband may move through woods or forest terrain without any pentalty.

Starting Experience:

The Guardian starts with 20 experience.
White Lions start with 12 experience.
Apprentice Mage starts with 12 experience.
All Henchmen start with 0 experience.

Hunters of Chrace Skill Table:

The Guardian may choose skills from Combat, Strength, Speed, or Special lists.
White Lions may choose skills from the Combat, Strength, or Special lists.
The Apprentice Mage may choose skills from the Academic, Speed, or Special lists.
Henchmen who become heroes via 'lads got talent' am choose skills from the Combat or Special lists.

Maximum Characteristics

Characteristics for High Elf warriors may not be increased beyond the maximum limits shown on the Elven profile on page 121 of the Mordheim rulebook.

The Hunters of Chrace Equipment List:

White Lion Equipment List:
Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Axe 5 gc
Sword 10 gc
Double Handed Weapon 15 gc
Ilthimar Weapon (*) Cost x2 gc
Heirloom Weapon Cost x2 gc

Missile Weapons:
None

Armor:
Light Armor 20 gc
Heavy Armor 50 gc
Shield 5 gc
Helmet 10 gc
Ithlimar Armor 60 gc
Lion Pelt 35 gc

Woodsmen Equipment List:
Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Axe 5 gc
Sword 10 gc
Spear 10 gc
Double Handed Weapon 15 gc
Heirloom Weapon Cost x2 gc

Missile Weapons:
Bow 10 gc
Long Bow 15 gc
Elven Bow 55 gc

Armor:
Light Armor 20 gc
Shield 5 gc

NEW EQUIPMENT:
Heirloom Weapons: Heirloom weapons are commonly a master-crafted woodmen axe that is passed down generation to generation. A model with a Heirloom Weapon may reroll one failed to hit per round of combat. Heirloom weapons also apply the rules of the weapon they take shape of (i.e. a Heirloom Sword still has the Parry special rule.)

Lions Pelt: Lions Pelt are pelts made from the hide of the vicious White Lion, this is seen as a badge of honor and maybe worn only by Heroes. A Lion Pelt grants the wearer a +1 save in close combat and stacks with other armor. In addition the Lions Pelt also gives a +2 save to all ranged attacks that also stacks with other armor.

Heroes:

1 Guardian: 70 gold crowns to hire.
Guardians often lead a regiment of White Lions on the battlefield but are often dispatched during times of particular danger.
M 5; Ws 5; Bs 3; S 4; T 3; W 1; I 5; A 1; Ld 8
Weapons/Armor: Guardians may choose weapons and armor from the White Lion's Equipment List.

Special Rules:
Leader: Any warrior within 6" of the Guardian may use his Leadership characteristic when taking any Leadership tests.

0 - 3 White Lions; 40 gold crowns to hire.
M 5; Ws 4, Bs 3, S 4, T 3, W 1, I 5, A 1, Ld 8
Weapons/Armor: White Lions may choose weapons and armor from the White Lion's Equipment List.

0 - 1 Apprentice Mage; 40 gold crowns to hire.
An Apprentice Mage is a young mage sent out with various regiments to study the art of battle by experiencing it first hand.

M 5; Ws 4; Bs 4; S 3; T 3; W 1; I 5; A 1; Ld 7
Weapons/Armor: The Apprentice Mage may use weapons and armor from the Woodsmen Equipment List.

Special Rules:
Wizard: The Apprentice Mage is a wizard and may choose one list from the Winds of Magic List that can be found here (http://boringmordheimforum.forumieren.com/t5458-storm-of-magic-winds-of-magic)

Henchmen: (In groups of 1-5)

0-5 Young Lions: 30 gold crowns to hire.
Young Lions are the new recruits in the White Lion regiment, they have slain the fierce White Lion of Chrace and have proven themselves as fearless individuals.

M 5; Ws 4; Bs 3; S 3; T 3; W 1; I 4; A 1; Ld 7
Weapons/Armor: Young Lions may choose weapons and armor from the White Lion's Equipment List.

0-7 Woodsmen: 25 gold crowns to hire.
Woodsmen are the men and women who live within the forest of Chrace, they are marksmen and woodmen without peer.

M 5; Ws 3; Bs 3; S 3; T 3; W 1; I 4; A 1; Ld 6
Weapon/Armor: Woodsmen may choose weapons and armor from the Woodsmen's Equipment List.

0-5 War Lions: 30 gold crowns to hire.
War Lions are young lions being trained in the art of combat, they are still to wild to fight within the great regiments of the White Lions, but with time they will learn to obey their masters call with out hesitation.

M 6; Ws 4; Bs 0; S 4; T 4; W 1; I 4; A 1; Ld 5
Weapons/Armor: War Lions are armed with vicious teeth and claws, they may not use any armor or weapons of any kind.

Special Rules:

Animals: War Lions are animals and all animal rules apply to them, they never gain experience.

Lion's Pelt: The War Lions of Chrace are famed for their thick pelts, all War Lions have a 6+ armor save.

Fear: War Lions cause Fear.


Special Skills:

Fey: Hostile magic spells will not affect the Elf on a D6 roll of 4+. This ability may be improved by +1 if the Elf is wearing Dragon Armor.

Luck: The Elf is blessed by Lileath, the Elven goddess of luck. Once per game he may re-roll any dice roll he makes (but not one made by other members of the warband).

Speed of Asuryan: The Elf with skill may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons.

Martial Prowess: The elf is highly trained and is well discipline in combat, the Elf with this skill always strikes first in combat regardless of the weapon he is equipped with unless he is equipped with a double handed weapon. This Skill may be used in conjunction with Speed of Asuryan.

Heart of the Lion: The elf has the courage of a war lion, he may reroll a single failed leadership test once per game. In addition, if this skill is given to a character with the 'Leader' special rule then the warband may fail a single route test per game.


Last edited by Murray145 on Mon 4 Jul 2011 - 14:07; edited 1 time in total
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Murray145
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PostSubject: Re: The Hunters of Chrace   Sun 3 Jul 2011 - 22:57

Information used to write this warband was taken from the Original Shadow Warriors Warband, Lothern Seaguard Warband (written by myself), and Winds of Magic (written by Styrofoamking).
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PostSubject: Re: The Hunters of Chrace   Mon 4 Jul 2011 - 11:36

I would remove the tolerant part of the special rules.
The elite guard of the Elven Phoenix King is no outsider, which traveled the world. They are more the opposite. (And they are from Chrace and not from Nagharythe).

And hatred is not the right thing for Hunters from Chrace. They have given the Dark Elves a bloody nose as they tried to kill the phoenix king. They may hate them, but i am not sure, that they hate them like a shadow warrior hate them, because they destroyed his land, his honor and because of them they are outcasts even among other loyal subjects of the phoenix king.
perhaps a lesser rule like "they may reroll the first failed rout test" would be better.
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PostSubject: Re: The Hunters of Chrace   Mon 4 Jul 2011 - 11:43

I understand the Tolerant rule being changed, but High Elves and Dark Elves always have hatred towards each other, so I might reword it but not change it
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PostSubject: Re: The Hunters of Chrace   Mon 4 Jul 2011 - 13:00

Yep, make sure to pick up the changes from Nagarythe to Chrace... any thoughts on a White Tower list? Pretty sure the fluff of Swordsmasters travelling on secret business would mean they could work in various campaigns fairly easily.
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PostSubject: Re: The Hunters of Chrace   Mon 4 Jul 2011 - 14:01

By far the coolest prox written warband ever!
But i think that there should be anything moore evil in CC.
Maybe like a Great lion rider or something!
Edit:Removed a stupic question! xD
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PostSubject: Re: The Hunters of Chrace   Mon 4 Jul 2011 - 14:06

I am actually working on a White Tower and possibly a Phoenix Guard warband.
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PostSubject: Re: The Hunters of Chrace   Tue 5 Jul 2011 - 14:13

Name: Change to White Lions. You say woodsmen, I think of dirty empire peasants.

Heroes: Again, I think 4 is a better basis than 5 for elves.

Cost: raise the lions and the mage to 50gc.
Raise the young lions to 35 (compare to humans... +1M, +1WS, +I... not too shabby. If you think that's too little, give them the typical Ld8 like most elves.)

Apprentice Mage: Why not make him a Battle Mage? Fits the style of the agressive white lions. access to Combat skills is why you need it.

Dark Elves: Yeah, the Hate Dark Elves thing came from the Shadow Warrior warband... that's cause the Shadow Warriors have a specific beef with the Dark Elves, as they are distantly connected. I recommend you cut it.

Lion Pelt: not a bad set, but I recommend you look at the Wolf Pelt:

Wolfcloak (A02 16); 10 gc; Availability: Special
In Middenheim it is still considered to be the feat of a true man to slay a great wolf single-handed. Warriors who accomplish such a deed will command the respect of their peers, and their cloaks will be blessed by the High Priest of the Cult of Ulric, the god of winter, war and wolves. Middenheimers only.
● Special Rules: To acquire a Wolfcloak, a Hero must pay 10 gc (to represent the expense of traveling to Middenheim and taking part in a hunt). In addition, the Hero must roll equal to or under his Strength on a D6. If successful, the Hero finds and slays the wolf and can wear its cloak as a mark of his skill and prowess. Note that Middenheimers may buy Wolfcloaks when starting their warband without making a test for availability. A model wearing a Wolfcloak will gain +1 to his armor saves against all shooting attacks.


That way, the heroes can start with a cloak, but the young lions have to fight for it. It's very flavorful.
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PostSubject: Re: The Hunters of Chrace   Tue 30 Aug 2011 - 20:55

I love the idea of this, and overall its pretty well executed. I agree with styrofoamking on most of his points though. I'm also surprised no one has mentioned how waaaaay underpriced the Guardian is. He starts with four important stats over a merc captain, but its way better. I'd suggest at least a 5gc increase, 10gc to be safe. Whenever i've written lists, i've always found people are much more willing to play against it if stuff seems a little overpriced, and then you can play test stuff from there.
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 0:52

Is Martial Prowess intended to give you first strike all the time; every single turn, not just the first turn of each combat?
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 1:04

its Strike First, which means they strike first every round of combat.

I am surprised this thread has been resurrected.
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 1:08

whiskeytango wrote:
I'm also surprised no one has mentioned how waaaaay underpriced the Guardian is. He starts with four important stats over a merc captain, but its way better. I'd suggest at least a 5gc increase, 10gc to be safe. Whenever i've written lists, i've always found people are much more willing to play against it if stuff seems a little overpriced, and then you can play test stuff from there.

Well he has same cost as the Shadow Warrior's Shadow Master who is;

M 5, Ws 5, Bs 5, S 3, T 3, W 1, I 6, A 1, Ld 9 at 70 gold crowns. In terms of High Elves, the Guardian is pretty reasonable.
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 16:52

when trying to argue that something is fair, you probably shouldn't compare it with one of the warbands generally considered to be the most over powered, or at least one of the most.

Like i said, I like the band, and its a really cool idea, i just think he could use a price increase to balance him out.
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 18:17

Cost: I can see both sides, really...

The Shadow Warriors are considered (by many) to be quite broke, and the Shadow Master is SEVERELY underpriced at 70gc. If you subscribe to my school of thought that elves are equal to dwarves in both power and cost, then the Shadow Master should have been around 85gc.

That being said, Murray's leader is MUCH weaker than the Shadow master- Here's the break down with cost:

To Shadow Master
-2 BS, +1S, -1 I, -1Ld
Cost: -10gc, +10gc, -5gc, -5gc (maybe -10gc, as LD for a leader is a big deal.)
Total Net Cost difference: -10-15gc.
Total Cost: 55-60gc.

To Human Captain (we'll be nice and compare him to a Middenheim Captain at S4)
+1M, +1 WS, -1BS, +1I
Cost: +5gc, +5gc, -5gc, +5gc
Total Net Cost difference: +10gc.
Total Cost: 70gc.

So, 70gc is not a terrible price, really.

To beat a dead horse, however, I recommend you start with 0-2 White Lion heroes... otherwise the warband starts with 5 heroes, each equal strength to a Champion. If you insist on having 5 heroes, raise the Guardian to 80gc, just to help balance out the maelstrom of awesome heroes. Or better still, keep the Guardian at 70gc and charge 45-50 for the White Lions.
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 20:10

while i agree that a guardian isn't the match of a shadow master, comparing him to a middenheim captain is almost irrelevant, since the strength increase is the only extra benefit middenheim has going for them, where as obviously this band has many.

I like the idea of raising his cost if theres 5 heroes, or raising the cost of White Lions a bit if theres 4.
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PostSubject: Re: The Hunters of Chrace   Wed 31 Aug 2011 - 20:40

Whiskey: Not irrelevant at all, considering the are both HTH warbands. Heck, at least a Middenheim captain or promoted marksmen can learn Shooting- this warband has Elf Bows, but no shooting skills. They really don't have too much going for them, except good sight and special skills.

Cost: Well, if the warband is at 4 heroes, the current costs are okay,
If you have 5 starting heroes, the white lions should cost more... with5 heroes THAT strong, the starting warband should be small and bled dry of funds.
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PostSubject: Re: The Hunters of Chrace   Today at 6:49

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