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BalrogTheBuff
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PostSubject: Poacher HS   Thu 11 Aug 2011 - 11:27

Poacher 10-Aug-2011
By Balrog The Buff
35 gold crowns to hire +20 gold crowns upkeep


May be Hired: Any non-southlands human warband other than Safari Expeditionary Entourages may hire a Poacher.
Rating: A Poacher increases a warband's rating by +13 points, plus 1 point for each Experience point the has.


M WS BS S T W I A Ld
Poacher 4 4 4 3 3 1 4 1 7

Weapons/Armour: Hunting Knives (Sword and Dagger), Handgun, Pith Helmet, Light armor, Hide Cloak. A Poacher may be given purchased Superior Gunpowder, but once given will never give it back.

SPECIAL RULES
Hunter: Poachers start with the Hunter skill.

Blade Hunter: Poachers start with the Blade Hunter skill. (Blade Hunter – When using a dagger or sword the hero adds +1 to injury rolls on animals. In addition the hero suffers ‘Hatred’ of animals and is immune to fear.)

Fearsome: Causes Fear in Animals only.

Hated: Heroes with access to Beastmastery Skills (other than heroes with Animal Slayer) Hate the Poacher.

SKILLS: A Poacher may learn from Combat or Shooting skills.

Pith Helmet – 5 gc Common (Safari only)
Protection: A Pith Helm provides limited protection from impacts compared to a helmet. It works in the same way but only on a 6+.

Comfortable and Shady: Pith Helms are much more pleasant to wear than a steel helmet in the sweltering heat, blistering sun, or muggy jungles of the Southlands. A Pith Helm does not give penalties due to environmental conditions. It also prevents the penalty to BS from Bright Sun.

Light: Pith Helm does not count as armour for purposes such as drowning, casting, etc.
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StyrofoamKing
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PostSubject: Re: Poacher HS   Thu 11 Aug 2011 - 22:22

I think he's a good balance (not too strong), but I think he needs a purpose. What does he do with the animal once he's killed it? What's his objective?

How's this: (Adapted from Eaters of the Dead)

Skinner: If the Poacher takes an enemy animal out of action and is not in base contact with an enemy model, he neglect his duties to the warband and start stealing parts from the animal . He must make a Leadership test and if he fails he will start slicing it up. He may do nothing during these turns. When D3 turns are up or he is hit by an attack he may take his turns as normal. If succeeds in using all of the turns without interruption, the animal subtracts -1 from it's Serious Injury roll, and the Poacher's Upkeep is reduced by -10gc for this game, to a minimum of 0gc.
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BalrogTheBuff
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PostSubject: Re: Poacher HS   Thu 10 Nov 2011 - 5:45

Neglected to respond, sorry. But I like that idea. I am adding the skinner rule to him.,
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 7:24

Now that I look at it, it's a little clunky. How's this:

Every time he takes an animal out of action, or whenever he's in a combat with an enemy animal that's taken out of action, roll immediately to see if the animal is dead. If it dies, you receive money equal to half of the animal's hiring cost. If the animal doesn't have a cost, roll 1D6 for each starting wound that animal had: you receive five times the amount rolled in gold crowns. If he skinned an animal in this way, he will not movenext turn, but he will flee involuntarily if he fails an all alone test or rout test, and may fight back if attacked and may shoot as normal.

Ex. A jungle cat with 1 starting wound is killed- you roll 1D6 when skinning it. You roll a 3- therefore, you receive 15gc.


Thus our hunter now has a purpose: to hunt down animals! If he skins an enemy model, you get some money. You take down an NPC animal, though, and your chances for good money grow! Also, he doesn't have to take the animal down himself, he just has to be in the same combat- thus, you can send a frew henchmen buddies to help him finish the job!
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Pervavita
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 8:00

I liked before when it took more then 1 turn. maybe tie it to the wounds as well?
Also I liked the idea of him carving up choice bits and thus reducing the chance of the animal surviving over that period of time.
I like the adjusted rule set too; just those ideas i thought were more flavorfull. The GC from the 2nd idea is good though.
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 9:44

Ooor, what if he gets 1D6 x 10gc per turn he stays uninterupted with the animal corpse, can't stay more turns than the creature has starting wounds? This means, if you're there for a turn, you get something, but if you want to poach ALL of the choice bits, you have to be out of play for a bit.

Skinner: Every time he takes an animal out of action, or whenever he's in a combat with an enemy animal that's taken out of action, roll immediately to see if the animal is dead. If it dies, the Skinner may choose to do nothing during his next turn except skin the animal. If he goes until the start of your next turn without being uninterrupted (not injured, not brought into combat, does not flee), you immediately gain 1D6 x 10gc. If the animal had more than 1 starting wound, you may have the poacher continue his skinning, up to a number of turns equal to the creature's starting wound (Ex. when skinning an animal with W2, a poacher can stay up to 2 turns, for a total of 2Dx10gc.)
While skinning, the Poacher may not move, shoot, or fight in combat. He may pivot on his spot, reload guns, and spot hidden enemies (those count as "free" actions.)
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Alex
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 9:53

that is a pretty nice rule, though it does seem that he gets a lot of cash from skinning perhaps 1D6 x 5gcs would be fairer? Otherwise he quite easily pays for his own upkeep Smile
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 9:56

Animals are rare, to be honest- maybe 1 in three players uses them (maybe more in the Southlands, I suspect.) When injuring it, it'll die 1 in 3 times. And the poacher has to be in combat with it (unless we let him skin a model that someone else killed). And it takes an uninterupted turn, which is rare enough.

Ultimately, it probably won't happen THAT often.
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 10:08

oh yeah I completely missed that you have to check if the animals dead Embarassed since my little group usually has animals it seemed a bit heavy to me Smile

But yeah if others don't use animals that often I would say it seems fair, at least it's very suitable.

Oh and what is this Southlands thing? I have seen a few posts about it, does it have some finished rules or a website?
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 10:13

It's Balrog's pet project, so I can't really tell you ... I just do my best to send him feedback!
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 10:24

looks good to me
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BalrogTheBuff
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PostSubject: Re: Poacher HS   Fri 11 Nov 2011 - 11:34

Southlands is my pet project as Stryo said. I've been working on it bit by bit. If you pm me an email I can send you my work in progress files. Just MS Word for now. There are a lot of animal options, and most of the new warbands have animals directly available. So this Poacher would be very good. Which I want. But hiring the Poacher will prevent you from hiring other hired swords. The Poacher is designed as a specialist unit to be anti-animal. Mostly for warbands that do not normally have access to the Southlands Special rules at start.

I may add this rule to most the large animals in Southlands for anyone to do. The Poacher can just do it to any animal, not just scenario specific ones like Buffalo or Tuskers.

If you search on here you will find several of the things I have done so far:
Warbands:
Zamula Tribe
Ubuntu Tribe
Mu'au'ri Tribe
Safari Expedition
Southlands Lizardmen
Circle of the Loa
(I also highly recommend Savage Orcs from the Sartosa setting as well as Clan Pestilins for a Southlands campaign, dwarf slayers and Araby would work well too)

Scenarios:
Tusker Hunt
Several more under development

Hired Swords:
Local Guide
Poacher
Falconer

Dramatis Personae
Kamau, The Emissary of the Old Ones
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PostSubject: Re: Poacher HS   Sat 12 Nov 2011 - 7:00

Maybe Beastmen and Lizardmen could also be skinned by the hunter - I imagine some overly wealthy Empire noble would love a Kroxigor cape or something...
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Alex
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PostSubject: Re: Poacher HS   Tue 15 Nov 2011 - 6:10

yeah but then the poacher seems a bit too powerfull again. plus you open up a whole can of worms with deciding who counts as an animal. For example perhaps a Chaos Dwarf would like to have the skull of a halfling (pygmie)

but what self respecting nobleman wouldn't want a kroxigor cape Smile
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PostSubject: Re: Poacher HS   Tue 15 Nov 2011 - 7:29

Krox are rare in Southlands, but if you kill one, just count one of your treasures at the end as a cape. I would probably keep this to the actual animals. And in my southlands stuff things are going to be clearly marked what is animal and what is not.
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PostSubject: Re: Poacher HS   Today at 8:16

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