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Murray145
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PostSubject: Protagonist Warband   Sun 7 Aug 2011 - 2:31

In times of great need, heroes from across the Old World band together to face a common foe. Mordheim attracts these band heroes like moths to a flame.

Special Rules:
These rules apply to all members within the Protagonist Warband.

Time of Legends:
Members within a Protagonist Warband are not the common ramble you find in the streets, they are highly capable men and women who have survived many encounters. All members start off with one skill that can be chosen after the race and class has been decided.

Few Against Many: Members of a Protagonist Warband are always at odds against their foes. All members within the warband never have to suffer from 'All Alone Test'. In addition Protagonists are only forced to route when 50% of their warband has taken out of action, rather than 25%. When taking a Route Test use the model with the highest leadership.

Choice of Warriors:

An Protagonist warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed nine.

Unlike most warbands, Protagonists are a group of highly dependent individuals and there for do not have any henchmen. All members within the Protagonist warband are considered heroes and therefor all gain experience and take injuries just like heroes from other warband.

When creating a Protagonist Warband, you have access to a wide arrange of races and classes to choose from. For every model in your warband you must choose a single race and class. Note that each race and class has its own specific rules on top of the special rules that apply to the entire warband.

On Henchmen: A Protagonist Warband may hire any Hired Swords that are listed in any Human, Dwarf, Elf (High Elves), or Halfing Warband.

Races:

Human;
Humans are one of the most predominate races in the old world, in fact across most of the entire world. They are a young and adaptable race and usually makes up the most of any warband.

Cost: 30 gold

Human starting characteristics:
M 4, Ws 3, Bs 3, S 3, T 3, W 2, I 3, A 1, Ld 7

Maximum Characteristics of Humans are stated in the Mordheim Core Rulebook.

Special Rules:

Versatile: Humans are known for their abilities to adapt to their environment, they start the game with one skill (this can only be spent after a class has been chosen)

Class Restrictions: None

Elf;
The Elves were the third civilised race to walk the world. Brought from creation by the Old Ones, the Elves showed an adeptness at magic.

Cost: 40 gold

Elf starting characteristics:
M 5, Ws 3, Bs 3, S 3, T 3, W 2, I 4, A 1, Ld 7

Maximum Characteristics of Elves are stated in the Mordheim Core Rulebook.

Special Rules:
Excellent Sight: There are numerous legends detailing the excellent eyesight of the Elves. Elves can spot Hidden enemies from twice as far away than normal warriors. (i.e. twice their Initiative value in inches)

Class Restrictions: None

All Elf Heroes have access to the Elven Bow, Ithilmar weapons and armor. They must pay the same price as everyone else, they just not need to roll to find them.

Dwarf:
Dwarves are an ancient, grim, and determined race integral in the founding of the Empire, the Dwarfs spend their days avenging grudges and counting gold.

Cost: 45 gold

Dwarf starting characteristics:
M 3, Ws 3, Bs 3, S 3, T 4, W 2, I 2, A 1, Ld 8

Maximum Characteristics for Dwarfs are stated in the Mordheim Core Rulebook.

Special Rules:
Armor: Dwarfs never suffer movement penalties for wearing armor.

Hard Head: Dwarfs ignore the special rules for maces, clubs, etc. They are not easy to knock out!

Hate Orcs & Goblins: All Dwarfs hate Orcs and Goblins. See the psychology section of the Mordheim rules for details on the effects of hatred.

Hard to Kill: Dwarfs are tough, resilient individuals who can only be taken Out Of Action on a roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as Knocked Down, 3-5 as Stunned, and 6 as Out Of Action.

Class Restrictions: Dwarfs may not be Wizards.

All Dwarfs have access to the Dwarf Axes and Gromril Weapons and Armor. They must pay the same price as everyone else, they do not need to roll to find it.

Halflings
Halflings are known for their thievery and love for food.

Cost: 25 gold

Halfing starting characteristics:
M 4, Ws 3, Bs 4, S 2, T 2, W , I 4, Ld 6

Maximum Characteristics for Halflings are stated in the Mordheim Core Rulebook.

Special Rules:

Small: Halflings are small in stature and are experts at hiding. An enemy warrior attempting to detect this warrior when he is Hidden must halve his Initiative before measuring the distance.

Cook: Halflings are renowned for their cooking skills. A warband with a Halfling Scout may increase its maximum size by +1, as warriors from all around are attracted by the smell of great food!

Class Restrictions: Halflings may not be Warriors

Classes:

Warrior:
Warriors are common sight among the old world. They are brawlers, knights, berserkers, soldiers, and everything in between. What ever they may be they are well trained in the art of fighting in hand to hand combat.

Additional Cost: 55

A Hero with the Warrior class adds +1 to their Weapon Skill, Strength, and Leadership.

Ranger:
Rangers are those who use tracking and other wilderness skills to hunt down their enemies. They specialize in ranged combat, but are just as comfortable getting up close with bladed weapons to slay their enemies.

Additional Cost: 50

A Hero with the Ranger class adds +1 to their Movement, Ballistics, and Leadership.

Wizard:
Wizards are Practitioner of magic. Some are trained students are the college of magic, while others learn on their own terms, or are apprentices to another Wizard. Wizards may lack the martial training that most heroes have but make up with the destructive forces they unleash.

Additional Cost: 55

A Hero with the Wizard class gains the special rule 'Wizard' and may choose spells from one of the Lores of Magic found here (http://boringmordheimforum.forumieren.com/t5458-storm-of-magic-winds-of-magic). In addition a Wizard adds +1 to all casting rolls, this stacks with other skills gained later on. A Wizard also adds +1 to their Leadership.

Rogue:
Rogues are less reputable characters within a warband. Their skills lie in stealth, ambush, and quick withdraws.

Additional Cost: 50

A Hero with the Rogue class adds +1 to their Weapon Skill, Initiative, and Leadership characteristics.

Protagonist Skill Table:

Warriors may choose from the Combat, Strength, Speed, Ride, and Hero skill tables.

Rangers may choose from the Combat, Shooting, Speed, Ride, and Hero skill tables.

Wizards may choose from the Academic, Speed, Ride, and Hero skill tables.

Rogues may choose from the Combat, Shooting, Speed, Stealth, Ride, and Hero skill tables.

Protagonist Experience Table:
All Members within the Warband start the game with 20 experience each.

Protagonist Equipment List:

Warrior Equipment List:

Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Hammer 3 gc
Axe 5 gc
Sword 10 gc
Morning Star 15 gc
Double Handed Weapon 15 gc
Rapier 15 gc
Lance 40 gc
Horseman's Hammer 12 gc
Spear 10 gc
Halberd 10 gc

Missile Weapons:
Pistol/Brace 15 gc, 30 gc
Dueling Pistol/ Brace 30 gc, 60 gc

Armor:
Light Armor 20 gc
Heavy Armor 50 gc
Helmet 10 gc
Shield 5 gc
Buckler 5 gc

Miscellaneous:
Warhorse 80 gc
Barding 30 gc

Ranger Equipment List:

Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Axe 5 gc
Sword 10 gc

Missile Weapons:
Bow 10 gc
Short Bow 5 gc
Long Bow 15 gc
Crossbow 25 gc
Handgun 35 gc
Pistol/Brace 15 gc/ 30 gc
Dueling Pistol/Brace 30 gc/ 60 gc

Armor:
Light Armor 20 gc

Miscellaneous:
Fire Arrows 30 gc
Hunting Arrows 25 gc
Superior Black Powder 30 gc

Wizard Equipment List:

Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Club/Staff 3 gc
Sword 10 gc

Missile Weapons:
None

Armor:
None

Miscellaneous:
Familiar 20 gc

Rogue Equipment List:

Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Club 3 gc
Sword 10 gc
Rapier 15 gc

Missile Weapons:
Sling 3 gc
Throwing Knives 15 gc
Pistol/Brace 15 gc/ 30 gc
Dueling Pistol/Brace 30 gc/ 60 gc

Armor:
Light Armor 20 gc

Miscellaneous:
Flash Powder 25 gc
Lock Picks 15 gc
Rope and Hook 5 gc


General Gear:
General Gear maybe used by any members within the warband.

Horse 40 gc
Warhorse 80 gc
Barding 30 gc
Torch 5 gc
Lantern 10 gc
Lucky Charm 10 gc


Hero Skill List:

Inspiring: The Hero is either a gifted orator or leads by example. What ever the case, the Hero is looked upon for guidance by the other members of the warband, this Hero gains the "Leader" special rule. In addition the Warband may re-roll one failed route test per game as long as this character is not taken Out of Action. This skill maybe only be taken by a single character at one time, in the event that a character with this skill dies, then another Hero may take it. Note this skill does not pass down like other warbands.

Lending Hand: If a Hero is Knocked-Down or Stunned, a Hero with this skill may help the injured Hero. To do this you must be within 2" of injured model, the model is no longer considered Knocked-Down or Stunned. Both Heroes cannot do anything else for the rest of the turn.

Call Target: One Hero singles out an important foe, he calls out the target to rest of the Warband. All Heroes within 12" of the model using this ability must take an LD test, if they pass they gain +1 on all 'To-Hit' rolls against the declared target.

Strength in Numbers: The Hero with this skill and all friendly models within 6" gain +1 to their Leadership. If Multiple Heroes have this skill and are in range of each other, they do not stack. This ability can also be applied to Route Tests.

Stealth Skill List:

Infiltrate: Same as Skaven. Heroes with this skill are placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

Back Stab: If a enemy model is locked in combat with a friendly model, a model with this skill may make a single special attack against the target. This attack automatically hits and cannot be parried and gains +1 to wound or +1 on to the injury chart when using a weapon with the Concussion special rule.

Disengage: After the first round of combat is completed, the model with this ability may break away from combat and run double its movement speed in the opposite direction.

Pick Pocket: The Rogue is able to slip away with a few possessions of the enemy. After each scenario, roll a d6 and apply the results.

1-5: An Opponent loses 2d6 gold coins. You gain the amount stolen.
6: An Opponent loses 1 Wyrd-Stone Shard. You gain that shard.

Street Fighter: The Rogue is adept in fighting with daggers. When using a dagger in close-combat, the target does not gain a +1 to his armor save. If using two daggers then the Rogue gets +1 on all 'to-wound' rolls.


Last edited by Murray145 on Sun 7 Aug 2011 - 19:08; edited 7 times in total
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 2:35

Work Cited:

-I used the Mordheimer.com Website to help me write this warband.
http://www.mordheimer.com/index.htm

-The Lore of Magic article was written by Styrofoamking and not myself.

-Additional Information on Equipment listed here can be found here.
http://www.mordheimer.com/articles/master_equipment_list.htm

-Ride Skills can be found in the Empire in Flames Rule Book.

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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 2:55

Example Protagonist Warband:

Gregory Von Kleft, Human Warrior.
Gear: Dagger, Sword, Shield
Skills: Inspiring and Expert Swordsmen
Cost: 100 gold. (Human 30 + Warrior 55 + Sword 10 + Shield 5)

Gron Ironfist, Dwarf Warrior.
Gear: Dagger, Two Handed Weapon
Skills: Strike to Injure
Cost: 110

Aellon, Elf Wizard
Gear: Staff (Club)
Skills: Sorcery
Lore: Fire
Cost: 98

Gibbs of the Moot, Halfing Rogue
Gear: Two Daggers, Throwing Knives.
Skills: Street Fighter
Cost: 93

Rembrandt the Huntsmen, Human Ranger
Gear: Dagger, Long Bow
Skills: Quick Shot, Nimble
Cost: 95

Total Cost: 496 Coins
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 5:12

I like the idea, but in my opinion I think that the maximum number of models should be 8 or 7 because of the exploration...


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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 6:46

Thoughts:

Not sure why you gave them all W2... if that wasn't a typo, you should probably tack on an extra +10gc to the price.

Math: Human (25) + Skill (10) + Wound (10) = 45.

My suggestion:

Start with 4 or 5 heroes. Each of them start with 1 skill (and maybe 2 wounds.)

You can also hire 0-7 Henchmen, chosen from Humans, Elves, and Dwarves. They do NOT get the 2 Wounds, and do not have a skill of class. To make them more "hero-like", they roll on the Hero Advancement table when they get an advancement, just like a Hired Sword (although a roll of 10-12 is still "That Lad's Got Talent"). If they get promoted, they may immediately buy a Class, paying the proper GC. Thus, they can become protagonists, but don't start as them.

Why is this important? Because a party of 10 warriors becomes TEN EXPLORATION DICE. These guys would rake in the dough, and they'll be broken super fast. Whether or not the henchmen gain exp and injuries like heroes, if you have more than 6 heroes able to roll exploration, it'll be unfair (and you can't say "they roll a max of 6 dice each post game" because that means you can lose half your warband and still be fine). As a third alternative, maybe you have "Heroes" and "Lesser Heroes"?

Also, certain Classes should not be available to certain races. Dwarves cannot be wizards, Halflings cannot be warriors, etc.

If you haven't seen it, there's also the Adventurer's Warband.
http://www.wargamerau.com/forum/index.php?showtopic=73873

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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 15:38

There are class restrictions for Halfings and Dwarves.

The reason why I chose to give every hero 2 wounds is because they as a group will only have 9-18 wounds across the board. and starting out the max wounds will have 10 (that is if you do not take halfings).

The warband itself is pretty balanced, and people say the exploration chart is OP but after playing a campaign I ended up with an army of 9 guys who were all pretty awesome, but if any of them died I had no way to get any new heroes!

They did horrible against attrition armies like the Carnival of Chaos and heavy armies like Ogres, but did average against Humans, Dwarves, Skaven, and Dark Elves.

I had alot of fun with this warband, and I would suggest this warband to any players who want to have a more fluffy/fun army than a gaming army.

My friend who is a huge LoTR fan made the entire Fellowship of the Ring and we had them face off Orcs and Goblins.



Soon to come: ANTAGONIST WARBAND
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 15:39

I also might add a few more classes to spice it up later on.
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 16:08

Aren't halflings even more resistant to magic and the stuff of chaos than dwarfs? I would think they would be disallowed from Wizard more than warrior. But maybe say they cannot dual wield certain weapons? Like spear and morning star?
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 17:36

Class Restrictions: Oops, sorry I missed that.

"and people say the exploration chart is OP" - Sorry, you lost me there. What's OP mean?

"but if any of them died I had no way to get any new heroes!"
Why not? I don't see any rules saying you can't buy new heroes. It appears to me that's it's essentially a warband made up of up to 10 heroes, each of each are at least 10gc underpriced.

You take an opposing human henchman out, he dies on 1/3rd chance. He costs 25gc to replace. He takes your human out, he dies on 1/6th, costs 30gc to replace, and starts with a skill and W2. Not quite fair.

Also, is there a leader in the group? If so, how takes rout tests? One way or another, it should be stated.

I'm glad you had fun running them, but at least on paper, they look like they still need a little work. I'd hold off on the Antagonists a teeny bit longer.
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 19:11

OP means Over Powered or Original Poster, but in this case its Over Powered.

How are the heroes Under Priced, a Human Warrior is 85 + gear which will average out to be 100-115, the cheapest cost for a hero is a Halfing Rogue/Ranger with no gear and that still costs 75 gold.

On the Route test, I forgot to write it down and I did fix it. But generally, no there is not a designated Leader in the warband but one can be made via taking the Inspiring Special Rule
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 20:17

I concede the issue of cost- I missed the "must take a class" part, which does raise it considerably. My apologies

I still think the Exploration dice is one of the most important parts of the game.

If a warband of 10 mercs loses 3 heroes, they have 2-3 exploration dice. That equals 2 shards, which can be sold for 45 gc.

A warband of 10 heroes loses three heroes, and they have - seven remaining heroes. They pick the top 6 dice (not allowed more than 6), which gives them over an average of 4-5 shards. 65 - 80 gc. Every. Single. Game. You have to take out twice as many heroes to put them at the same disadvantage financially, and they each have 2Ws.

How's this for another option:

Heroes:
0-5* Humans
0-5* Elves
0-5* Dwarves
0-5* Halflings
* The total of heroes purchased may not be greater than 5. If a henchman gets that lad's got talent, he may raise the level to 6 as normal.

All heroes must purchase Classes.

Henchmen
0-10 Humans
0-5 Elves
0-5 Dwarves
0-5 Halflings
Henchmen do not start with classes. They buy one when they become heroes.
Unique: All henchmen are formed in groups of 1. They cannot be joined.
Cheat Death: All henchmen roll on the hero injury table.
Hero in Training: A henchman uses the Heroes skill table when he gains an advance. The exception is when they learn roll a result of 10-12, treat it as "That lad's got talent." if they gain a skill, a human may learn combat, an elf may learn shooting, a dwarf may learn strength, and a halfling learn speed. If he becomes a hero, he may choose 2 new skill lists to choose from.

Option C:
At any given point, you may pick five heroes to be EXPLORERS. Only these 5 heroes grant exploration dice and may search for items- Everyone else tends the camp. The first 5 explorers you pick are free and may be picked at start up or later, but once you pick 5, the only way to get more or to get replacements is with the skill "Exploration"

As a special skill, there's "Exploration"
Exploration: This allows a hero to become an Explorer (i.e. gain an exploration dice in the post game phase). If you already have 5 explorers, you may only take this skill if the hero rolled a result of 10-12 on his advancement roll, not a roll of 2-5. The number of explorers in your warband may never exceed 6 (meaning, if you currently have 6 in your warband, no one may take this skill.)
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PostSubject: Re: Protagonist Warband   Sun 7 Aug 2011 - 21:28

I really like the back stab skill, minus the bonus to wound and injury and concussion, for normal less heroic warbands. So one extra attack if the model you're attacking is in close combat with another other model beyond the first. Maybe even something less strong than a whole extra attack, such as +1 to hit or rerolling your one missed hit, and maybe just for one turn per combat or some such.

I've always fancied the idea of a skill kind of like this for heroes in horde type warbands that gave them a bonus for outnumbering enemies in a fight.
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PostSubject: Re: Protagonist Warband   Mon 8 Aug 2011 - 9:46

What if only models that did not roll for exploration can search for rare items, and must be determined before rolling exploration. That would make them choose between money and finding gear. So 7 models are not taken OOA, they can have up to six explore as normal, but then only the one remaining model may search for rare items.
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