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 Angry Mob Warband

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StyrofoamKing
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PostSubject: Angry Mob Warband   Wed 14 Dec 2011 - 17:51

Here's my take on the Peasant theme:

ANGRY MOB
By Dave “StyrofoamKing” Joria
Life in the Empire is short and brutish. While the fat merchants of Altdorf grow fatter by the day, the hard country folk struggle to get by. It is not quite a brutish life- neighbors learn to depend each other when the times are tough- but dependence is not the same as trust. Neighbors watch each other closely... for signs of oddness, of heresy, or even of mutation. Should any threat be found, with in them or without, they can’t wait for some Theologan to rescue them- they must handle it themselves.

The Angry reflects such angry feisty individuals, driven against a threat to their families. Perhaps they are a pogram or a lynch mob, waiting for a scapegoat. In a rare case, it might even be a peasant revolt, charged against the powers that be.

Special Rules
Dirt Poor: Unless stated otherwise, Mob members do not start with a free dagger. They’re just that poor! However, all models start with the free equipment item, “Rubble” (see equipment section for rules.

Superstitious: Mob Members count all spell casters as causing Fear. Likewise, they may never hire a spellcaster hired sword or replacement hero, and no warband member may learn the skill “Arcane Lore”. They may hire prayer caster hired swords and replacement heroes as normal.

Rallying Call: Your warband has a chance to grow and swell as news spreads. After any game, roll 1D6 and consult the chart below. If you won the game, you may add +1. This may not take you above the maximum warband size.
1- Lose a warband member of your choice- he leaves, taking any equipment with him.
2-3 Fail to recruit anyone new.
4 - You may hire 1 Rabble for free.
5 - You may hire up to 2 Rabble for free.
6 - You may hire 3 Rabble for free, OR you may hire 1 Villager for free.

Mob vs. Mob: If you end up playing the Frenzied Mob scenario, the Angry Mob warband and will never raid the village. Instead, they will act as a defender. They are deployed within 6” of the center of the warband, and no Mob NPCs will attack an Angry Mob member. At the end of the game, the Angry Mob player gains +1 Experience for each building NOT looted- each experience point may be given to a hero of your choice. Also, after the game, roll TWICE on the Rally Call to see how many join your warband.

Desperate: Peasants reek of desperation (among other things), and greedy mercenaries can smell it on them. An angry mob may hire any Hired Sword that a Mercenary warband may hire, but must pay DOUBLE the Hiring fee- the upkeep fee remains the same. Prayercasters and Witch Hunter hired swords are an exception to this rule, as they are driven by faith, not money.

MOB EQUIPMENT LIST
Hand to Hand Weapons
Dagger – 2gc
Club – 3gc
Axe – 5gc
Pitchfork/Spear – 5gc
Scythe/Halberd – 10gc
Thresher / Flail – 15gc
Double-handed Weapons – 15gc

MISSILE WEAPONS
Short Bow – 5gc
Bow – 10gc
Long Bow – 15gc
Sling – 2gc

ARMOR
None

MISC
Torch – 2gc
Toughened Leathers – 5gc

Choice of warriors
An Angry Mob 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 20.

Rabble Rouser: Each Mob warband must have one Rabble Rouser: no more, no less!
Graybeards: Your warband may include up to three Graybeards.
Firebrands: Your warband may include up to one Firebrand.
Villagers: Your warband may include any number of Warriors.
Hunting Dogs : Your warband may include no more than five Hunting Dogs.
Rabble: Your warband may include any number of Rabble

Starting experience
The Rabble Rouser starts with 20 experience.
Graybeards start with 8 experience.
Firebrands start with 0 experience.
Henchmen start with 0 experience.

SKILL CHART
Rabble Rouser: Comb, Shooting, Strength, Speed, Special
Graybeard: Comb, Shooting, Special
Firebrand: Comb, Speed, Special

HEROES
1 Rabble Rouser - 50 gc to hire
At the head of every mob is an angry mob, burning with passion. He may not be a learned man, but he’s both feared and loved- the local blacksmith, the county sheriff, or maybe the head of the militia. Whatever the origin, he has started a crusade, and would carry on by himself if necessary.
M WS BS S T W I A Ld
4 4 4 3 3 1 3 1 7
Equipment: A Rabble Rouser starts with a free dagger and rubble. He may purchase additional equipment from the Mob equipment list.
SPECIAL RULES
Leader: Any friendly model within 6” may use his iniative.
Iron Will: A Rabble Rouser has faith in his cause, if not in his associates. He may ignore the first Leadership test he is required to take in any given game.

0-3 Graybeards - 35 gc to hire
The Graybeards are older members of the community who have seen war and returned alive. They were no doubt lowly foot soldiers or archers, but may have served dukes or emperors. They have have retired to the simple farming life, but the old lessons stayed with them.
M WS BS S T W I A Ld
4 4 3 3 3 1 2 1 7
Equipment: A Graybeard starts with a free dagger and rubble. He may purchase additional equipment from the Mob equipment list.
SPECIAL RULES:
Old Scars- After you have hired a Graybeard, roll D66 on the chart below to see what infirmity the years have inflicted on the old man.
11-13 Feeble Minded: Instead of having access to the Combat and Shooting Skill tables, he only has access to ONE of the two lists. Choose immediately which list he loses access to.
14-16 Smashed Leg: The warrior may not run, although he may charge and walk as normal.
21-23 Chest Wound: The warrior has been badly wounded in the chest. He recovers but is weakened by the injury so his Toughness is reduced by -1.
24-26 Bum Leg: He suffers a -1 Movement characteristic penalty.
31-33 Missing an Eye: A character that loses an eye has his Ballistic Skill reduced by -1. If the warrior is subsequently blinded in his remaining good eye he must retire from the warband.
34-36 Old Battle Wound: Long ago he suffered a wound, but it never really healed. The wound will prevent him from fighting if you roll a 1 on a D6 at the start of any battle. Roll at the start of each battle from now on. If playing a one-shot game, reroll this result.
41-43 Dulled Senses: The Warrior has -1 Initiative.
44-46 Night Terrors: The warrior is haunted by menances only he can see. He loses -1 Leadership.
51-53 Missing Hand: The warrior lost a hand. It has since been replaced with a free Hook Hand (fights like a dagger), but may never use any two handed melee weapons or fire a brace of any weapon.
54-56 Hardened: The Warrior has seen enough to make him immune to fear.
61-63 Horrible Scars: The warrior causes fear from now on.
64-66 Still Got It!: The old man is as strong as ever! He gains access to the Strength skill table in addition to his normal lists. When picking his Old Trick, he may choose a Strength skill.
If you rolled a result that another Old Dog has already rolled, you may reroll it once, accepting the second result.
Editor Notes: If a player has a miniature modeled with an injury, he may instead pick any of the above Wounds between 11-53. He must have the model to match- this is not to encourage power-gaming, but model-building!
Old Trick: A Graybeard starts with any ONE skill from the Combat or Shooting list of your choice. Any Old Dog with Weapons Training may start the campaign with any ONE hand to hand weapon from the Mordheim Trading List, paying full price as normal. Any Old Dog with Weapons Expert may start with ONE of the following Missile items, paying full price as normal as described in the Mordheim Trading List: Blunderbuss, Crossbow, Long Bow, Throwing Knives.

0-1 Firebrand – 25 to hire
Firebrands are the young and inexperienced villagers who have more fire in them than sense. They make eager scouts, ready to raise the torch high and scout ahead for the brunt of the Mob’s rage.
M WS BS S T W I A Ld
4 2 2 3 3 1 4 1 6
Equipment: A Rabble Rouser starts with a free dagger and rubble. He may purchase additional equipment from the Mob equipment list.
SPECIAL RULES
Torch bearer: A Firebrand with a Torch adds +6” to his range for spotting hidden enemies, instead of +4”.
Torch fighter: A firebrand with a Torch does not suffer the -1 to hit in combat.
Firestarter: If your warband contains a Firebrand, any Torches used during the battle may used the next game- they lose the “one use” limitation.

HENCHMEN

Villagers - 20 gc each
The villagers are made up of the hearty men and women of the area. They may not have much combat experience, but they will not shy away from a scrap if they believe the in cause.
M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 6
Equipment: A Villager does NOT start with a free dagger. Instead, he starts with items dictated by the Tools of the Trade special rule (see below). He also starts with Rubble.
SPECIAL RULES
Tools of the Trade: Villagers don’t buy weapons from a store- they use whatever tool they have handy. A Villager henchman group will start with the following randomly determined weapon(s), and may NOT use any other. If for any reason the weapons are lost or stolen, you may only replace the weapons they once had.
1. A club and torch.
2. Pitchfork or stave - counts as a spear.
3. Scythe, shovel or pick - counts as a halberd.
4. A bow and dagger.
5. Wheat thresher- counts as a flail.
6. A club and sling.
Poor Recruits: Villagers are not hired like normal henchmen. When you hire a Villager, roll on the tools of the trade list to see what he comes with. If no Villager henchmen in your warband currently exist with that weapon, he must start a new henchmen group. If one or more groups exist with that weapon, you may have the new recruit form a new group or join the existing group. If he joins an existing group, he immediately gains experience and stats equal to the group members- this does NOT cost you additional money.
The Art of War: If a Villager becomes a hero, he may use any equipment on the Mob equipment list as normal.

0-5 Hunting Dogs – 15 gc each
Nearly every villager who is capable of feeding himself has a dog- they guard the chickens, they herd the sheep, and keep watch over them as they sleep. It is no wonder that they are brought along with them, to hunt down any heretics they find.
M WS BS S T W I A Ld
7 3 0 3 3 1 5 1 5
Equipment: Tooth and claw! Suffers no penalties for fighting unarmed.
SPECIAL RULES
Keen Senses: Hunting dogs may detect any hidden models at double Initiative range. Additionally, they alert thier masters to the presence of such beings as well. Therefore detected models are no longer counted as being hidden.

Rabble - 10 gc each
May be purchased in groups of any size
The rabble consist of the dregs of the dregs- the beggars, the children, the madmen, and more. They are not nearly as brave as the other villagers, but to brave out into the battlefield against the horrors of Mordheim is admirable in itself.
M WS BS S T W I A Ld
4 1 2 3 3 1 2 1 5
Equipment: A Rabble does NOT start with a free dagger. Instead, he starts with a random object, which counts as a hand weapon (no penalty or bonus). He also starts with Rubble.
SPECIAL RULES
Cowardly: Rabble treat all opponents as causing fear.
Simple Folk: Rabble do not gain experience.
Gang Up: If a Rabble attacks an enemy, he adds +1 to hit for every other non-injured Rabble that is in base contact with the target. A natural roll of 1 will always miss. Reminder: a model that fails a fear test needs a natural 6 to hit, not a modified 6.

SPECIAL EQUIPMENT

Rubble - Free
Range: 6” Strength: 2 Special Rules: Thrown weapon, +1 Enemy Armor save.
Thrown Weapon: The model may throw a piece of rubble and move at the same time without penalty. Also, it may be thrown over half range without penalty as well.
+1 Enemy Armor Save: All models with armor gain +1 armor save against Rubble attacks. Models without armor gain a 6+ armor save.


Torch Common Cost: 2 GC
Range: Close Combat Strength: As User Special Rules: Concussion, Inaccurate, Illuminate, Animal Fear, Flame Attack, One Use, Let the Damned Burn.
SPECIAL RULES:
Concussion: Torches and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a torch, a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries.
Illuminate: Torches act exactly as lanterns, adding +4" to the range the model may spot hidden enemies.
Animal Fear: A model armed with a torch counts as causing fear in animals (Hunting Dogs, all riding steeds, Bears, Wolves, etc).
Flame Attack: Any models that have a Regeneration special rule (like Trolls) will not be able to regenerate wounds caused by a torch during the battle .Likewise, any models that suffer extra from flame attacks (ex. Mummy, Treekin) suffer extra damage.
One Use: A Torch lasts only one turn only.
Let the Damned Burn: Torches may also cause buildings to catch fire – see ‘Let the Damned Burn’, from Town Cryer 8.
Note: If your group allows warriors to also catch fire, we recommend you increase the price of the torch to around 5gc.



SPECIAL SKILLS
The following special skills may be learned by heroes in the Angry Mob warband.

Battle Tongue - Leader Only - Same as Academic skill.

Blind Charge - Leader Only. If you Leader is deployed during start-up, you may pick a direction. If so, after you have finished placing models, move each member of your warband +1D6 inches towards that direction.

Surge of Numbers - Leader Only. At the beginning of your first turn, place 1D3 extra Rabble within 2” of your Leader- they may not be placed in combat. These do not count towards your warband limit, or towards casualty / rout levels- they are essentially 3 empty bodies. At the end of the game, they are immediately removed from your warband.

Strength in Numbers - Leader Only. The leader may use this skill at any time, but only once per game. The Leader immediately gains +1 Leadership for each standing friendly model within the range of his leadership (normally 6”). This cannot take him over Ld 10. The effect lasts until the beginning of your next turn (i.e. if used before a rout test, it will end BEFORE your next rout).

Righteous Vengeance - The next time this model is taken out of action, mark which warband took him out of action. He suffers hatred against every model in that warband.

Flame Fighter - Firebrand only. Any attack the Firebrand makes with a torch gains +1 Strength.
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StyrofoamKing
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PostSubject: Re: Angry Mob Warband   Wed 14 Dec 2011 - 19:54

My goal: As great as Edyy's and Balrog's Townie/Peasant warbands were, they seemed to have a lot of choice and customization. When I think of a mob, I think of a last-minute posse, consisting of whoever, armed with whatever's at hand. They needed a level of disorganization.

How to they play?: No clue. They are currently untested.

How do I THEORIZE they'll play: I suspect that they are the Anti-Skaven. They can match skaven in the numbers game (maybe even beat them), and between the firebrand and the hunting dogs, hiding from the villagers will be a hard game to play.

Theorized Strengths:
>I suspect the Graybeards will deal a pretty healthy amount of damage.
>Great range of hth weapons
>With super cheap henchman, free recruits, and free weapons for henchmen, they'll have money to BURN
>They'll quickly be at 20 members and stay there easily, meaning you'll have to take out 5+ every game just to bring them to rout.
>If you roll lucky, you can get villagers with decent equipment and high experience for no extra cost.

Theorized Weaknesses:
>Only 1 hero with strength skills
>Low access to shooters (no xbows, and only 1/3rd of villagers are randomly shooters.)
>Little control over henchman make-up.
>NO armor (outside of leathers)
>Have lots of money... and little to spend it on.
>Double cost hired swords.
> Low leadership (routs on a 7)
> No elite henchmen

Strategy tips:
Two hired swords will make a big difference: A bard and a Warrior Priest.

A bard costs only 40gc to hire (normally 20gc), and grants +1 Ld and a reroll for anyone within 6". Use this to pump up your leader, or to act as a second leader, so you can cover more ground.

A warrior priest hired sword (see the Encampment 1 pdf) is great because prayercasters DON'T cost double for you to hire. Also, if you're lucky enough to get Hearts of Steel spell, your cowardly lot will get the support they need- and with this warband, you can fit a lot of peasants within 6". Healing hands is also neat too- if you have it, cram as many people within 2" of the priest as you can, and have a constant bottle-necking whack-a-mole game of popping up peasants.
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PostSubject: Re: Angry Mob Warband   Thu 15 Dec 2011 - 12:58

This does a good job of feeling like a mob. While Edyy's is a group of peasants banding together with a clear intent. The two of them together make a fun addition to the game!

I do worry about the super low initiative of this warband though. Maybe graybeards being Init 3 instead of 2?

Also you called them "Old Dogs" several times in the Old Tricks catagory. Was this just a silly reference to old dogs learning new tricks? Or is it an interation of name error?
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PostSubject: Re: Angry Mob Warband   Thu 15 Dec 2011 - 17:12

Initiative: I thought the graybeards would make sense with I2, as they're worn down old fighters. Then I looked up the frenzied mob, to base the peasants off of them- and behold, they're I2 too! So, I considered it a sign- these guys are slow. Of course, this is half the reason I made the Torchbearer and the dogs have such high I, so that SOMEONE in your warband is striking first.

Old Dogs: Shoot. That was the prototype name for the graybeards. Changed it later (most places, at least.)
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PostSubject: Re: Angry Mob Warband   Wed 21 Dec 2011 - 19:50

This is a really nice take on the whole theme and I love the chaotic cheapness just a couple of things. The Graybeards are a great idea but they could be really good if you roll 54+ or absoultly terrible if you get a chest wound or something. So starting out in a campaign you could have a really strong set of heroes leading a great warband or just a bunch of hopeless cripples especially in a warband without any elite henchmen the Graybeards really need to pack a punch if you're going to spend 35gc on them. I just think it would be a bit more balanced if you had an injury table so give them one of the 11-53 results and then make still got it one of the old tricks maybe even drop their price to 25 or 30gc (-1I =+1WS and then 1 injury + 1 skill =+ 0-5gc on top of the 25gc standard warrior). Also you say that the rabble count as being armed with a hand weapon (no penalty) which seems a bit good when you consider that the heroes only get a dagger so maybe just have everyone equipped with daggers. oh and I hate to nit pick but you say initiative instead of Leadership in the Leader special rule.
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PostSubject: Re: Angry Mob Warband   Wed 21 Dec 2011 - 19:52

just spotted something else in the torch rules you say it only lasts one turn is that meant to be one game otherwise that's really rubbish
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PostSubject: Re: Angry Mob Warband   Wed 21 Dec 2011 - 21:19

Graybeards- Personally, I don't mind the "Still Got It!" on the chart. The 54+ is a slim chance for the veteran's old experience to be used FOR you, rather than against. It's only a 1/4 chance, so you have a 75% of having a positive roll in any given warband. The chances of getting all 3 are crazy low (1.5%)

Not sure if 30 or 35 is fairer, but considering everything else in the warband is so cheap, I doubt it will matter much in the long run. These guys will have money to burn, so 15gc won't matter much, and has them matching other warbands for initial size.

Peasants- Dagger only- That makes sense. It makes them even MORE pathetic, but it makes sense.

Torch- D'oh! It's supposed to be one game (although, if you have a Firebrand, they can be used indefinitely.)
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PostSubject: Re: Angry Mob Warband   Thu 22 Dec 2011 - 10:18

Just make it so the Graybeards cannot roll the same result as another Graybeard in the warband? (If modeled they can still choose it of course, which is a GREAT rule for encouraging fun)

This prevents super terrible and super over powered results. While hopefully this would never happen.

It also gives them more character. I dislike it when heroes are all identical for first few games.
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PostSubject: Re: Angry Mob Warband   Thu 22 Dec 2011 - 10:52

Currently, it says "If you rolled a result that another Old Dog has already rolled, you MAY reroll it once, accepting the second result." Although, I can change it to "must". No big.
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PostSubject: Re: Angry Mob Warband   Thu 22 Dec 2011 - 12:13

Missed that. My mistake.
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