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 Clan Eshin was they would have been...

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shotguncoffee
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PostSubject: Clan Eshin was they would have been...   Sun 22 Jan 2012 - 16:19

WARBAND MAX SIZE: 15 MODELS (!!)
HIRED SWORDS: AS PER RULEBOOK

WARBAND SPECIAL RULE: SCURRY AWAY
Special Rule: Scurry Away!
• At the end of any battle that the Skaven lost, one Skaven hero may re-roll his Post-game Injury Roll. If he does, the second result must be accepted. (Note that Scurry Away! only applies in games where the Skaven lost.)
• Any Skaven henchmen that are promoted to Heroes automatically gain the 'Scurry Away!' rule.
• Note that Scurry Away! only applies to Skaven that are promoted to heroes, and not to other races.

SPECIAL EQUIPMENT

FIGHTING CLAWS 10+ rare 7+
Parry (like sword)
+1 to hit the turn with this weapon wielder charges
will ***NOT*** work with any skill that affects one handed swords.

WEEPING BLADE 25gc, rare 9+
A one-handed Sword that is always poisonous (autowound on + to hit) and will work with any skill that affects one handed swords.

WARPLOCK PISTOL 30gc / rare 10+
Range 6"
Strength 5
Extra -1 enemy armour save (for -3 total)
Unstable: If a 1 is rolled to hit, gun goes off as normal, **and** wielder takes 1 automatic S 5 hit with extra -1 Armour Save. This cannot take wielder out of action, but can leave him stunned. Weapon cannot fire for the rest of this battle but can be used again as normal next battle.
Is a blackpowder weapon and a pistol; anything that affects these will affect this weapon.

WARPLOCK MUSKET 35gc / rare 10+
Range 24"
Strength 5
Extra -1 enemy armour save (for -3 total)
*Move or Fire*
Unstable: If a 1 is rolled to hit, gun goes off as normal, **and** wielder takes 1 automatic S 5 hit with extra -1 Armour Save. This cannot take wielder out of action, but can leave him stunned. Weapon cannot fire for the rest of this battle but can be used again as normal next battle.
Is a blackpowder weapon. Anything that will affect blackpowder weapons will affect this weapon.

SMOKE BOMBS 30gc / rare 10+
***Miscellaneous Equipment.*** Warrior has the ‘Jump
Up’ Speed skill while engaged in Close Combat.
Lasts entire campaign.
***Can only be used by Eshin Assassins and Night Runners****

HEROES

1 ESHIN MYSTIC 70gc
- Starting XP: 20
- Skills: Academic, Speed
- Stats: 5 3 3 3 3 1 4 1 8(! only the mystic can get Ld8)
- Wizard: Two Starting Spells (Pays in bad stats and limited skills accordingly)
- Equipment: club, axe, sword, great weapon, spear, halberd, sling, warplock pistol, shield, light armour, helmet

0-2 ESHIN ASSASSINS 35gc
- Starting XP: 8
- Skills: Combat, Shooting, Speed, Assassin
- Stats: 6 4 3 3 3 1 4 1 6
- Special Rule: Stealth: When warrior is in Cover, Shooting against him suffers an additional -1 BS.
- Special Rule: Leaping Charge: Warrior cannot be *intercepted* when he is charging.
- Equipment: club, axe, sword, fighting claws, weeping blade, warplock pistol, throwing stars, light armour, helmet (no shield or sling!!)

0-2 NIGHT RUNNERS 25gc
- Starting XP: 4
- Skills: Combat, Shooting, Speed, Assassin
- Stats: 6 2 2 3 3 1 4 1 5
- Special Rule: Stealth: When warrior is in Cover, Shooting against him suffers an additional -1 BS.
- Special Rule: Leaping Charge-: Warrior cannot be *intercepted* when he is charging.
- Equipment: club, axe, sword, fighting claws, weeping blade, warplock pistol, throwing stars, light armour, helmet (no shield or sling!)

HENCHMEN

CLANRATS 20gc
- Stats: 5 2 2 3 3 1 4 1 5
- Equipment: club, axe, sword, spear, halberd, sling, shield, light armour, helmet

0-2 STORMVERMIN 40gc
- Stats: 5 4 3 4 3 1 4 1 7
- Equipment: club, axe, sword, spear, great weapon, flail, halberd, warplock pistol, shield, light armour, heavy armour, helmet

0-2 ESHIN SCATTERGUNNERS 25gc
- Stats: 5 2 3 3 3 1 4 1 6
- Equipment: club, axe, sword, sling, warplock pistol, warplock musket, blunderbuss, light armour, helmet, shield

0-2 RAT SWARMS 25gc
- Stats: 6 2 - 2 2 2 4 2 4
- Animals: Cannot Climb, Cannot Hide, No Scenario Objectives, Fights Unarmed, Cowardice
- Base Size: Heavy Infantry (25 x 25mm)

ASSASSIN SKILLS

TAIL FIGHTNG
Warrior may use a Dagger, Club, Axe or Sword
n his Tail.
• Tail Fighting counts towards the penalty
for fighting with two weapons.

PERFECT KILLER
Extra -2 Armour Save modifier on all attacks
made by warrior, in both shooting and close

ART OF SILENT DEATH
When warrior causes critical wounds, he can choose the result he wants on the chart, rather than rolling for it.

POISONER
One weapon in the warrior's possession is automatically poisoned each battle (a 6 to hit = wounds automatically)
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StyrofoamKing
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PostSubject: Re: Clan Eshin was they would have been...   Mon 23 Jan 2012 - 7:18

I'm not sure giving them access to gunpowder and taking away some of their ninja-like items (ex. removing the climbing bonus to claws, no blowpipe, no sling), makes them CLOSER to the author's "true intentions". To me, it looks closer to a Skaven Pirate warband... heck, I'd have no problem sticking them in Sartosa.
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shotguncoffee
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PostSubject: Re: Clan Eshin was they would have been...   Mon 23 Jan 2012 - 9:38

slings are ninja? :-o

+1 to climb tests is good but clunky. and extra little thing to remember.

but seeing as id like to make rope and hook a mercenaries only thing, maybe two fighting claws = rope & hook Very Happy Very Happy: D
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SerialMoM
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PostSubject: Re: Clan Eshin was they would have been...   Mon 23 Jan 2012 - 10:56

Yeah this warband ismorebalanced than the Skaven from the rule book.

One thing which doesn't fit to my knowledge of skaven isthe Ld 8 of the mystic.

A warlord in the warhammer world does not have an Ld of 8, so these gives me a strange feeling.
maybe i am wrong on this, but i would start them with Ld 7.

And i do not like that they can buy a speed skill by purchasing smoke bombs.

But i don't think that too many skaven player would switch to this one.
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Grumbaki
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PostSubject: Re: Clan Eshin was they would have been...   Sat 11 Feb 2012 - 19:25

Overall, I like it. One little thing though...


"Special Rule: Scurry Away!
• At the end of any battle that the Skaven lost, one Skaven hero may re-roll his Post-game Injury Roll. If he does, the second result must be accepted. (Note that Scurry Away! only applies in games where the Skaven lost.)
• Any Skaven henchmen that are promoted to Heroes automatically gain the 'Scurry Away!' rule.
• Note that Scurry Away! only applies to Skaven that are promoted to heroes, and not to other races. "

I'd add this:

Special Rule: Assassination
* At the end of any battle that the Skaven lost roll a d6 for each hero besides the leader who did not go OOA. On the roll of a 1, the hero has made an attempt on the leader's life. The hero takes d3 str 3 hits. If this takes him OOA, then roll on the injury table.
* If the leader had already gone out of action during the game, then for each '1' rolled, he must roll again on the injury table.
* This may be combined with Scurry Away!
* Should this kill the leader, then whichever hero ordered the assassination automatically becomes the new leader

==============

This way you show that the Skaven *do* have an advantage in escaping injury due to their cowardly nature, it also shows how Skaven truly cannot trust each other. Very Happy
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Goglutin
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PostSubject: Re: Clan Eshin was they would have been...   Wed 25 Jul 2012 - 7:02

By now, we play with the necromunda morale rules (when a warrior is knocked down, stunned or out of action) all friendly models within 2 '' must make a Ld test or they flee.

THIS remove a LOT of the skaven warband power. As they tend to fight ''in masse'' I often saw half of the warband flee in panic (due to chain reaction when a coward is put down by the free hit).

With their low Ld they seldom rally too !

You can download the necromunda rulebook on the GW site for free...
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PostSubject: Re: Clan Eshin was they would have been...   Today at 21:37

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