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 Kingdoms of Ind- Naga Warband

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jackalope
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PostSubject: Kingdoms of Ind- Naga Warband   Wed 1 Feb 2012 - 16:41

New warband idea for Kingdom of Ind setting.

Naga Warband

Naga, scaled creatures with the lower half of a serpent, are looked upon as both sacred and dangerous by Ind society. Naga tribes often live near swamps and lakes, allowing them to use their natural ability to move through water with ease to their advantage in sefending their lands. Though resembling Lizardmen, at least from the waist up, their society is different in many ways from their cold-blooded Kin. Instead of being guided by the frog-like Slann, Naga are led by a matriachy of female Priestesses, strange creatures that resemble female humans from the waist up and serpents from the waist down. These unlikely creatures are thought by Lizardmen to be created through some unholy taint of chaos, likely Slaanesh, and therefore are mistrusted. Naga maintain that they are the daughters of the Manasa, wife of the Serpent god Vasutek.

Max. size 20 models. Minimum 3.

Special Rules:
Naga are affected by rules unique to their race.

Scaly Skin: All Naga have a natural save thanks to their thick scales. Naga and skinks have a 6+ save. This save cannot be modified beyond 6 due to Strength modifiers but any result of ‘no save’ on the injury chart will negate this 6+ save. Light armor adds +1 to the save, as does the addition of a shield.
Armor: Armor is rare amongst the Naga and the cost of light armor is always 50 gc, even if you are buying it from Equipment chart.
Bite Attack: The Naga have a powerful bite attack, this bite attack uses the Nagas’ own strength to wound and receive no penalty for not using a weapon. The Bite attack always strikes last, regardless of who charged or which weapon is used. The Bite even attacks after Double-Handed Weapons.
Cold Blooded: All Naga are slow to react to psychology, they may roll 3D6 and select the lowest two dice when taking a psychology test or Rout test.
Aquatic: Naga and skinks may move through water terrain with no penalty, and count as being in cover whilst they are in the water.
Jungle Born: All Skinks can move through jungle terrain without penalty.
Naga Rarity: The Naga priestesses would never include more Naga Warriors in a warband than Skink braves and thus you can never have more Naga warriors than Skink braves in the Warband.

Heroes

1 Naga Priestess
75 Gold Crowns to Hire
Servent to the Serpent God and Godess, she is charged with leading her warband in any expeditions they are to take. Channelling the power of the serpent, she is both fearsome and alluring.

M WS BS S T W I A LD
5 4 4 3 3 1 3 1+1 8

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.

Special Rules
Leader: Any models in the warband within 6" of the Cheiftan may use his Leadership instead of their own.
Serpent Magic: A Priestess starts with one Spell from the Serpent Magic list. When choosing a skill a Priestess can opt to roll for another Spell instead.


0-1 Naga Champion
60 Gold Crowns to Hire
Naga warriors are known as great fighters, brutally strong and fast. The greatest champions are well respected and are sent as personal bodyguards for the Priestesses.

M WS BS S T W I A LD
5 4 3 4 4 1 3 1 7

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.


0-3 Naga Braves
35 Gold Crowns to Hire
Young Naga males will travel out with expeditions in hopes of proving themselves as capable warriors, those few that survive may be seen as blessed by Vasutek himself.

M WS BS S T W I A LD
5 2 2 3 4 1 2 1+1 6

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.







Henchmen (In groups of 1-5)

0-5 Naga Warriors
35 Gold Crowns to Hire
Not quite as strong as their Saurus counterparts, Naga Warriors make up for it in speed and greater intelligence.

M WS BS S T W I A LD
5 3 2 3 4 1 2 1+1 7

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.


Skinks
20 Gold Crowns to Hire
Small, fast but less tough then their brethren, skinks make great scouts and skirmishers in battle.

M WS BS S T W I A LD
6 2 3 3 2 1 4 1 6

Weapons/Armour: May choose weapons and armour from the Skink List.




0-1 Mighty Serpent
150 Gold Coins to Hire
Legends speak of huge serpents that live within the jungle rivers of Ind. Slithering with great stealth, when one strikes it is said to be able to swallow a man whole.

M WS BS S T W I A LD
6 3 0 6 4 3 2 3 5

Weapons/Armour: Huge jaws and a crushing body! Mighty Serpents never use or need weapons or armour.

Special Rules:
Fear: Mighty Serpents cause Fear. See Psychology section for details.
Large Target: Mighty Serpents are Large Targets as defined in the shooting rules.
Animal: A Mighty Serpent is an animal does not gain experience.
Huge jaws: When rolling to wound any rolls of 6, the enemy model is swallowed whole and automatically taken out of action. If the Serpent is taken out of action within the battle, the swallowed victim may be cut out alive. Have the slayer make a strenth check, if passed the victim may return to the table. Any swallowed henchmen are considered dead at the end of the battle, heroes may roll as normal.
Digest: After swallowing an enemy the Serpent will desire to stop moving and digest it's victim. The serpent must roll a Ld test in the turn after having swallowed the model, if failed the Serpent will not move, only attacking if it is attacked. Each subsequent turn roll the Ld test, if failed the serpent cannot move, once passed the Serpent may move as normal, until it Swallows another victim.


Skill Lists
Combat Shooting Academic Strength Speed
Priestess x x x - x
Champion x - - x -
Brave x - - - x

Sacred Markings
Many Naga warriors are born with distinct markings or mutations. They are regarded as being blessed by the gods and often rise to become leaders. A Hero may only have a single Sacred Marking and these may only be bought when you recruit the Hero, not in the middle of a campaign.

Oversized Jaws; Cost: 40 gc
The Naga has been granted the addition of powerful neck muscles and oversized jaws, even greater than those of a normal Saurus. The Hero may make his bite attack at +1 Strength. (Saurus Only)
Poison Glands; Cost: 40 gc
The Naga has been gifted with glands that produce a deadly poison. When rolling on the injury table add +1 to the result.

Naga Special Skills

Infiltration: The Naga is a great hunter and is an expert at sneaking up on his prey unnoticed. The Hero may set up anywhere on the table but no closer than 12" to an enemy and he must start the game in hiding.
Great Hunter: The Naga is adept at making the most of the cover available and imposes an additional -1 to hit the Naga if he is in cover (i.e. a -2 to hit penalty).
Allure (Priestess only): The Priestess has recognised the power her beauty has over those over men. A model must pass a leadership test in order to charge the Priestess. Models immune to Psychology are not affected by this rule.
Tail Fighting: The Naga may wield a shield, knife or a sword with its tail. The model gains an extra attack with the appropriate weapon or a +1 bonus to its armor save.


Serpent Magic
Naga Spells work like the Prayers of Sigmar and may be used even if the Naga Priestess is wearing armor.

1-Serpent strike: A etheral snake shoots from the Priestess's hand above and strikes the closest enemy model within 10" of the Naga Priestess, causing a single Strength 5 hit. However, add +1 to the Strength and +1 to the roll on the injury table if the model is wearing armor like light armor, heavy armor, Ithilmar armor or Gromril armor. Difficulty 8

2-Vasutek’s Blessing: The spell may be cast on a single model within 6" of the Naga Priestess or on herself. Roll a D6 to determine the blessing. The effects remain in play until the Priestess or the model is Stunned or taken Out Of Action. Only a single model may be affected by the blessing at any given time. Difficulty 7
D6 Effect
1-2 +1 BS or +1 to hit in close combat.
3-4 Toughness +1.
5-6 Movement and Initiative +1.

3-The Living Jungle: Drawing upon her will, the Priestess reaches out to the denizens of the jungle, seeking their aid. Pick one model within 12". The model is suddenly swarmed by poisonous snakes. The afflicted model takes 1D6 Strength 2 hits with no armor saves allowed apart from Ward saves. You cannot use a dodge save against a swarm. Difficulty 6

4-The Old Ones’ Protection: The Naga Priestess and any Naga within 4" of him gain a save of 4+ against the effects of spells or prayers. This spell remains in play until the Naga Priestess is taken Out Of Action. Difficulty 6

5-Manasa’s Strength: The priestess begins the ritual by dancing wildly and screaming in an ancient tongue. All friendly models close to the Priestess will be charged with a frantic energy until the end of their next turn. During this time any model within 8" of the Priestess (including herself) will add +1 to their Strength. The ritual cannot be cast if the Priestess is in close combat during her Shooting phase. The effects will continue after the ritual is cast if the Priestess enters combat. Difficulty 9

6-Serpent’s Speed: A single Naga or Skink model within 6" of the Naga Priestess or herself, may make an additional sprint of movement and move up to 4". This counts as running and a model may not move if he has already shot with a missile weapon. A model may not charge with this extra move.
Difficulty 7

Naga Equipment

Naga Warrior List

Melee Weapons
Dagger – first free/2 gc
Mace – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Double Handed Wpn – 15gc

Range Weapons
Short Bow – 5gc
Bow – 10gc
Javelins – 10gc

Armour
Shield – 5gc
Light ar. – 50gc

Poisoned Weapons
Naga are experts at extracting and refining poisons from poisonous frogs, spiders and snakes. Naga Heroes may buy Dark Venom at a cost of 20 gold crowns and Black Lotus at a cost of 10 gold crowns. Both of these items are treated as a common item however, Naga may only use them on missile weapons. They may buy Dark Venom or Black Lotus and use it on their close combat weapons as normal, but they have to purchase it as normal from the Trading Chart.

Naga henchmen may buy low-strength Reptile Venom for their missile weapons at a cost of 5 gold crowns per weapon. Reptile Venom is a common item and adds +1 to the Strength of the weapon but does not grant the -1 save modifier. Reptile Venom only lasts for one battle and remember that all the henchmen in a group must be armed in the same manner.

Skink List

Melee Weapons
Dagger – first free/2 gc
Axe – 5gc
Spear – 10gc

Range Weapons
Short Bow – 5gc
Javelin – 10gc
Blowpipe – 25gc

Armour
Shield – 5gc
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Wed 1 Feb 2012 - 16:48

My idea for a Naga warband- the idea being that they'd be based upon lizardmen but with the lower half as serpents. The major difference being the Naga Priestess- I imaging as a human or elf type figure from the waist up because, well, who needs an excuse for a half serpent babe on the battlefield?

I made Naga not quite as strong as Saurus (with less of a save) but faster and able to use missle weapons, as per something more serpenty. Not sure on prices for something like the Mighty Serpent so I just hazardly guessed.

Probably unbalanced, but let me know what you think. Ideas, critiques?

Cheers.
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Thu 2 Feb 2012 - 8:08

Personally, the snake half always hit me as interesting. To me, to slither sounds like it would be SLOWER than running. However, serpents are pretty quick. So, it's tricky. Some options to switch up the "tempo" of these warriors.

Opt 1 - Make them have a low movement (ex. M3), but a super high initiative (ex. I5.)

Opt 2 - Give them a really high Movement (6-7), but remove their ability to run or double move when charging. Thus, they would move slightly slower on the battlefield when running and charging, but can dart around enemies super fast.

Opt 3 - Keep them as they are, but make their bite attack strike FIRST. Maybe it has a draw back (-1 S, only applies when first charged), but it moves at the opposite speed- snapping at an attacker before they know what's coming.

As hot as some snake-girl models are out there, I'd leave out the fluff about resembling humans. Biologically, it doesn't make sense for a non-chaos creature to be mixed like that. What if you just left it out, and let the players choose how human/reptile it looks? Or maybe it has an "illusion" spell that makes it alluring to male humans (and other species)?

Also, the Great Serpent's okay, but kind of lame. What if it's a massive snakeman / woman, born extra large and with extra arms? (I mean, it IS Ind.)

Some examples from Reaper (warning some not safe for work):
http://www.reapermini.com/OnlineStore/snakeman/sku-down/14474

http://www.reapermini.com/OnlineStore/snakeman/sku-down/14419

http://www.reapermini.com/OnlineStore/6%20arms/sku-down/02633

http://www.reapermini.com/OnlineStore/6%20arms/sku-down/03370

If you don't want to worry about the hassle of giving them 4 extra weapons, just say, "armed with various hand weapons. No penalty for not being equipped." and give it a reasonable number of attacks, like 4. Other than W2, it would have pretty normal stats, like S4 T4.
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Fri 3 Feb 2012 - 16:00

Lets not forget that Clan War had an entire Naga army that could be used.

If I may ask, what makes this warband different from running an all Lizardman list? What would you say are your bands weaknesses?
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Fri 3 Feb 2012 - 16:24

I like the 6 armed model and idea rather then the giant snake.

Also I agree on the movement thing. I'm thinking maybe normal movement of 6 with no run. Charges could double distance though maybe?

The bite I like the idea of it strikes first when charged.
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Fri 3 Feb 2012 - 22:41

I'm almost tempted to have the giant snake woman leading the warband. It'd be bloody intimidating...
I'm leaning towards the strike first with the bite attack- I was trying to think of a way to incorporate the serpent quick strike idea. Initially I was thinking a spell, but that's probably better. Pervavita- the no run thing is probably the way to go.

As far as weaknesses, I'm not sure. I was viewing that if people used this warband, majority of the Naga would be converted Sauruses- but perhaps it's be better to make them more like skinks, and therefore have the weakness of the warband to be the lack of high strength, high toughness figures (apart from perhaps the giant snake woman).

Lots to mull over...
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Sat 4 Feb 2012 - 0:15

I would personally seperate it from lizardmen a little more and drop skinks in favor more Naga. Maybe males are large and bulky while females are lithe and cunning?

Hmmm I think Warcraft III did that too, but works well.
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Sat 4 Feb 2012 - 5:59

Conversions: Well, Reaper has snake men too. And don't forget about the Sslyth!
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440231a&prodId=prod1340010a

Let's look at the different Strengths/weaknesses of Lizardmen:

Saurus:
Strong - High strength, high toughness, high ld, extra attacks, very thick armor
Mid - medium movement, medium wounds
Weak - looow Init, no missiles, expensive

Skinks
Strong - fast move, high I, light armor, cheap, move through jungle, decent leadership, casters
Mid - medium strength, medium BS
Weak - low T, no strength skills

So, here are some possible things to play with that makes them different than other Lizards:

~ Both Saur & Skink have good ld. What if the Naga had sucky Ld? 4-5? With the Coldblooded, they'd still do alright for themselves.

~ As already suggested, low movement (M3, or M6 and can't run) paired with high Init. You get a slow mover that strikes quick.

I guess it comes down to idea of what a snake warband plays like in your mind. I think it would be like a slow and steady Skaven Eshin warband. Takes its time, gets into position, but when it strikes, BAM. When it gets outnumbered, it slinks away. When it gets cornered, it gets desperate.

Balrog: Ah, you forget- with most snakes, the males are tiny are the females are huge.

As Kipling said:
"And She knows, because she warns him, and her Instincts never fail;,
That the Female of the Species is more deadly than the Male."


If you have a weaker one, how's this for an idea:
M6 can't run, S2, Ld5
Special Rules - Venomous Bite - When the Male Naga charges or is charged, he gets one immediate extra attacks that strikes first (like a whipcrack). It is a poisonous S4 bite- if the model is immune to poison, it strikes at the User's strength.
Cowardly - If the Male Naga starts your turn in combat, and the number of not knocked down/stunned Naga in the combat does not outnumber the number of not knocked down / standing enemies, he must take a Leadership test (don't forget that he's Cold-Blooded!). If failed, he immediately flees 2D6 from the opponent- the opponent does not get a free attack as he runs. Do not test if the Naga is knocked down or stunned.

So you get a weak S2 model that makes an extra S4 hit. SNAP!

However, the longer he stays in combat, the more scared he gets... an opponent that doesn't drop quick is an opponent he doesn't want to face!

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PostSubject: Re: Kingdoms of Ind- Naga Warband   Sun 5 Feb 2012 - 1:32

Second attempt. Changed it up quite abit. Used the giant female Naga idea as the leader- so it reads a bit more like an undead type army heroes wise. Everything is slower- but they should be super fast in combat. I keep the Mighty Serpent (now Great Naga) but changed it up a bit. Let me know what you think.

Naga Warband

Naga, scaled creatures with the lower half of a serpent, are looked upon as both sacred and dangerous by Ind society. Naga tribes often live near swamps and lakes, allowing them to use their natural ability to move through water with ease to their advantage in sefending their lands. Though resembling Lizardmen, at least from the waist up, their society is different in many ways from their cold-blooded Kin. Instead of being guided by the frog-like Slann, Naga are led by a matriachy of female Priestesses, strange creatures that resemble female humanoids from the waist up and serpents from the waist down. These unlikely creatures are thought by Lizardmen to be created through some unholy taint of chaos, likely Slaanesh, and therefore are mistrusted. Naga maintain that they are the daughters of the Manasa, wife of the Serpent god Vasutek.

Max. size 20 models. Minimum 3.

Special Rules:
Naga are affected by rules unique to their race.

Scaly Skin: All Naga have a natural save thanks to their thick scales. Naga and skinks have a 6+ save. This save cannot be modified beyond 6 due to Strength modifiers but any result of ‘no save’ on the injury chart will negate this 6+ save. Light armor adds +1 to the save, as does the addition of a shield.
Armor: Armor is rare amongst the Naga and the cost of light armor is always 50 gc, even if you are buying it from Equipment chart.
Serpent Strike: Naga have a powerful bite attack, this bite attack uses the Nagas’ own strength to wound and receive no penalty for not using a weapon. This Serpent Strike attack always strikes first in the turn if it charges or is charged. Serpent Strike only occurs in the first round of combat.
Cold Blooded: All Naga are slow to react to psychology, they may roll 3D6 and select the lowest two dice when taking a psychology test or Rout test.
Aquatic: Naga may move through water terrain with no penalty, and count as being in cover whilst they are in the water.
Jungle Born: All Naga can move through jungle terrain without penalty.


Heroes

1 Nāginī Priestess
125 Gold Crowns to Hire
Servant to the Serpent God and Goddess, she is charged with leading her warband in any expeditions they are to take. Huge in her size, with multiple arms, her presense is a terrifying one to behold.

M WS BS S T W I A LD
4 4 4 4 4 2 5 1(4) 7

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.

Special Rules
Leader: Any models in the warband within 6" of the Cheiftan may use his Leadership instead of their own.
Serpent Magic: A Priestess starts with one Spell from the Serpent Magic list. When choosing a skill a Priestess can opt to roll for another Spell instead.
Multi-armed: Like the goddess she reflects, the priestess has multible arms, she maybe armed with upto four single handed weapons, two double handed or a mixture of both.
Cause Fear: Naga Priestess are terrifying creatures and therefore cause fear.

0-1 Naga Champion
50 Gold Crowns to Hire
Naga warriors are known as great fighters, brutally strong and fast. The greatest champions are well respected and are sent as personal bodyguards for the Priestesses.

M WS BS S T W I A LD
3 4 3 4 4 1 5 1 6

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.


0-3 Nāginī Maidens
20 Gold Crowns to Hire
Young Naga females will travel out with expeditions in hopes of learning of the outside world, and gain experience from the Priestess. Those few that survive may be seen as blessed by Manasa herself, and will be seen as candidate for becoming Priestesses themselves.

M WS BS S T W I A LD
3 2 2 3 4 1 5 1 5

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.







Henchmen (In groups of 1-5)

0-5 Naga Warriors
35 Gold Crowns to Hire
Not quite as strong as their Saurus counterparts, Naga Warriors make up for it in faster reactions and greater intelligence.

M WS BS S T W I A LD
3 4 2 3 4 1 4 1 5

Weapons/Armour: May choose weapons and armour from the Naga Warrior List.


Naga Quickfangs
25 Gold Crowns to Hire
Small, fast but less tough then their brethren, Quickfangs make up for their lack of physical prowess with a potent poison that excretes from their fangs.

M WS BS S T W I A LD
3 3 3 2 3 1 5 1 5

Weapons/Armour: May choose weapons and armour from the Naga List.

Special Rules
Venomous Bite – Quickfang's are poisonous. Their Serpent Strike is a poisonous S4 bite- if the model is immune to poison, it strikes at the User's strength.
Natural Venom – Quickfang's often use their own Venom for their missile and melee weapons, it adds +1 to the Strength of the weapon but does not grant the -1 save modifier. This does not apply to enemies who are immune to poison.
Cowardly - If the Quickfang starts your turn in combat, and the number of not knocked down/stunned Naga in the combat does not outnumber the number of not knocked down / standing enemies, he must take a Leadership test (don't forget that he's Cold-Blooded!). If failed, he immediately flees 2D6 from the opponent- the opponent does not get a free attack as he runs. Do not test if the Naga is knocked down or stunned.



0-1 Mighty Serpent
90 Gold Coins to Hire
Legends speak of huge strange serpents that live within the jungle rivers of Ind. Slithering with great stealth, when one strikes it is said to be able to swallow a man whole. With huge jaws and poisonous breath these serpents are rightly feared.

M WS BS S T W I A LD
4 3 0 4 4 2 5 2 5

Weapons/Armour: Huge jaws and a crushing body! Mighty Serpents never use or need weapons or armour.

Special Rules:
Fear: Mighty Serpents cause Fear. See Psychology section for details.
Large Target: Mighty Serpents are Large Targets as defined in the shooting rules.
Animal: A Mighty Serpent is an animal does not gain experience.
Poisonous Breath – The Mighty Serpent can spit Fire at it enemies, Flame Template str:2, no armour saves.




Skill Lists
Combat Shooting Academic Strength Speed
Priestess x x x x x
Champion x - - x x
Maiden x x - - x

Sacred Markings
Many Naga warriors are born with distinct markings or mutations. They are regarded as being blessed by the gods and often rise to become leaders. A Hero may only have a single Sacred Marking and these may only be bought when you recruit the Hero, not in the middle of a campaign.

Poison Glands; Cost: 40 gc
The Naga or Nāginī has been gifted with glands that produce a deadly poison. When rolling on the injury table add +1 to the result.
Extra Pair of arms; Cost: 60 gc
The Naga or Nāginī has an extra pair of arms. It may use these to carry extra weapons, giving it 2 additional attacks (or one if armed with a double handed weapon).

Naga Special Skills

Infiltration: The Naga is a great hunter and is an expert at sneaking up on his prey unnoticed. The Hero may set up anywhere on the table but no closer than 12" to an enemy and he must start the game in hiding.
Great Hunter: The Naga is adept at making the most of the cover available and imposes an additional -1 to hit the Naga if he is in cover (i.e. a -2 to hit penalty).
Tail Fighting: The Naga may wield a shield, knife or a sword with its tail. The model gains an extra attack with the appropriate weapon or a +1 bonus to its armor save.


Serpent Magic
Naga Spells work like the Prayers of Sigmar and may be used even if the Naga Priestess is wearing armor.

1-Serpent spirit: A etheral snake shoots from the Priestess's hand above and strikes the closest enemy model within 10" of the Naga Priestess, causing a single Strength 5 hit. However, add +1 to the Strength and +1 to the roll on the injury table if the model is wearing armor like light armor, heavy armor, Ithilmar armor or Gromril armor. Difficulty 8

2-Vasutek’s Blessing: The spell may be cast on a single model within 6" of the Naga Priestess or on herself. Roll a D6 to determine the blessing. The effects remain in play until the Priestess or the model is Stunned or taken Out Of Action. Only a single model may be affected by the blessing at any given time. Difficulty 7
D6 Effect
1-2 +1 BS or +1 to hit in close combat.
3-4 Toughness +1.
5-6 Movement and Initiative +1.

3-The Living Jungle: Drawing upon her will, the Priestess reaches out to the denizens of the jungle, seeking their aid. Pick one model within 12". The model is suddenly swarmed by poisonous snakes. The afflicted model takes 1D6 Strength 2 hits with no armor saves allowed apart from Ward saves. You cannot use a dodge save against a swarm. Difficulty 6

4-The Old Ones’ Protection: The Naga Priestess and any Naga within 4" of him gain a save of 4+ against the effects of spells or prayers. This spell remains in play until the Naga Priestess is taken Out Of Action. Difficulty 6

5-Manasa’s Strength: The priestess begins the ritual by dancing wildly and screaming in an ancient tongue. All friendly models close to the Priestess will be charged with a frantic energy until the end of their next turn. During this time any model within 8" of the Priestess (including herself) will add +1 to their Strength. The ritual cannot be cast if the Priestess is in close combat during her Shooting phase. The effects will continue after the ritual is cast if the Priestess enters combat. Difficulty 9

6-Divine Beauty: The Priestess uses her power to alter the perceptions of those around her, making her seem radiant and other worldly to them. Chose one enemy within 12” of the Priestess, if cast the enemy is afflicted by stupidy for the rest of the game. If the Priestess is stunned or taken out of action the spell ends. This spell may be cast on multiple enemies. Models immune to psychology are not afflicted by this spell.
Difficulty 8

Naga Equipment

Naga Warrior List

Melee Weapons
Dagger – first free/2 gc
Mace – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Double Handed Wpn – 15gc

Range Weapons
Short Bow – 5gc
Bow – 10gc
Javelins – 10gc

Armour
Shield – 5gc
Light ar. – 50gc

Poisoned Weapons
Naga are experts at extracting and refining poisons from poisonous frogs, spiders and snakes. Naga Heroes may buy Dark Venom at a cost of 20 gold crowns and Black Lotus at a cost of 10 gold crowns. Both of these items are treated as a common item however, Naga may only use them on missile weapons. They may buy Dark Venom or Black Lotus and use it on their close combat weapons as normal, but they have to purchase it as normal from the Trading Chart.



Last edited by jackalope on Wed 28 Mar 2012 - 2:24; edited 2 times in total
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StyrofoamKing
Etheral
Etheral


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Age : 32
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Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Sun 5 Feb 2012 - 6:21

Looking good. Not sure you need the Great Naga if you have the huge priestess. Maybe the Great Naga's more like a Salamander - it's a support roll / war machine that happens to be alive.

That way, you keep the flame breath or the basilisk / hypnotic stare, but the stats are no greater than a possessed's.
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jackalope
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Sun 12 Feb 2012 - 16:25

Agreed, though I really like the mutation table. I'll weaken it.

*edit, changed my mind again. Gave a weak but armour piercing poisonous breath instead of the mutation table. Need to figure out a better name though.
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PostSubject: Re: Kingdoms of Ind- Naga Warband   Today at 2:40

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