First time poster and first time visitor in this nice forum.
Hopefully my little topic wont get lost among all the others here.
So why am i posting?
Ive made a warband!
I got this idea after reading the berserk manga where a strange group of torturers appeared and i got hooked and thought... I have to make something out of this!
Anyway im just gonna toss a few ideas around and see what people think of them.
So lets start with some heroes.
The leader of the band is a holyman called Father Mozgus. A devout follower of the one true god. His aim in Mordheim is to get rid of the heretics and blasphemers that live there. With the help of the small remains of the town guard, Witch hunters, and of course his own loyal men he will deal a serius blow to the scums of Mordheim!
The stats and cost for father Mozgus is the same as for the warrior priest in the witch hunter warband. They are identical except of two things. The leader ability of course and that he use chaos magic... As prayers. So sorcery wont work nor would anything that would make it easyer to cast spells. They are prayers and thats that.
The reason for this is that being able to heal this team would be abit too good and i want this team to... Be alittle human atleast. Even if chaos magic are really good it cant heal or protect its members in the same way as prayers of sigmar. Eye of the god also fitted to good for just this warband.
Well then. His men then. Starting with the heroes.
Well. They are torturers! A small band of induviduals that Father Mozgus have meet during his travels and now taken under his wing. The reason? They dont look normal. Not mutations really but misshapen bodies, skulls and bones that have grown wrong. had they been found by anyone else they would surely been burnt on the stake.
To symbolize this you may if you want roll a d1 for each torturer.
1: You use the halfling stat line (cant use shooting, academic or strength skills)
2-3: You use the dwarf stat line (Cant use speed, academic or shooting skills)
4-5: You use the human stat line (cant use academic or shooting skills)
6: You use the orc stat line (Cant use speed, academic or shooting skills)
This means you will have a very uniqe warband composed of very different characters. Ive also made a rule though that should one of the torturers die. You can buy a new one but from now on they will all have the human stat line. It should hurt to lose them:)
You can have 4 torturers from start.
As you have noticed now this wont be a very shooty warband. Well there is more. None of the torturers use any armour. Only the henchmens and the priest can do that.
However during alot of playtesting it has worked out pretty well anyway.
First time poster and first time visitor in this nice forum.
Hopefully my little topic wont get lost among all the others here.
So why am i posting?
Ive made a warband!
I got this idea after reading the berserk manga where a strange group of torturers appeared and i got hooked and thought... I have to make something out of this!
Anyway im just gonna toss a few ideas around and see what people think of them.
So lets start with some heroes.
The leader of the band is a holy priest. A devout follower of the one true god. His aim in Mordheim is to get rid of the heretics and blasphemers that live there. With the help of the small remains of the town guard, Witch hunters, and of course his own loyal men he will deal a serius blow to the scums of Mordheim!
The stats and cost for this holy priest is the same as for the warrior priest in the witch hunter warband. They are identical except of two things. The leader ability of course and that he use chaos magic... As prayers. So sorcery wont work nor would anything that would make it easyer to cast spells. They are prayers and thats that.
The reason for this is that being able to heal this team would be abit too good and i want this team to... Be alittle human atleast. Even if chaos magic are really good it cant heal or protect its members in the same way as prayers of sigmar. Eye of the god also fitted to good for just this warband.
Well then. His men then. Starting with the heroes.
Well. They are torturers! A small band of induviduals that Father Mozgus have meet during his travels and now taken under his wing. The reason? They dont look normal. Not mutations really but misshapen bodies, skulls and bones that have grown wrong. had they been found by anyone else they would surely been burnt on the stake.
To symbolize this you may if you want roll a d1 for each torturer.
1: You use the halfling stat line (cant use shooting, academic or strength skills)
2-3: You use the dwarf stat line (Cant use speed, academic or shooting skills)
4-5: You use the human stat line (cant use academic or shooting skills)
6: You use the orc stat line (Cant use speed, academic or shooting skills)
This means you will have a very uniqe warband composed of very different characters. Ive also made a rule though that should one of the torturers die. You can buy a new one but from now on they will all have the human stat line. It should hurt to lose them:)
You can have 4 torturers from start.
As you have noticed now this wont be a very shooty warband. Well there is more. None of the torturers use any armour. Only the henchmens and the priest can do that.
However during alot of playtesting it has worked out pretty well anyway.
HEROES
1 Holy priest - 60gc
The heretics have a fortress in the empire now! Its called Mordheim. With god by his side. This holy man will do his best to cleanse the streets of Mordheim. Humanity will never give up the struggle for survival!
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 8
Weapons/Armour: Weapons and armor chosen from the knights equipment list.
Special Rules: Leader, prayers (Chaos magic)
Revered: Should the holy priest be taken out of action, the tortures will hate the model that is responsible for the rest of the game.
0-4 Torturers - 30gc
Devout followers of the holy priest. They would do anything to please him as they see him almost like a god. Armed with different weapons and the body they was born with they will do his will.
Torturers with Halfling stats:
M WS BS S T W I A Ld
4 2 4 2 2 1 4 1 8
Torturers with dwarf stats:
M WS BS S T W I A Ld
3 4 4 3 4 1 2 1 8
Torturers with orc stats:
M WS BS S T W I A Ld
4 3 2 3 4 1 2 1 7
Torturers with himan Stats:
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Weapons and armor chosen from the Torturer equipment list.
HENCHMEN
0-5 Knights -35gc
With such a dangerous mission. The church have sent some of their knights to guard the holy man. They are not as devout as his own torturers but will protect him with their life.
M WS BS S T W I A Ld
4 4 4 3 3 1 3 1 7
Weapons/Armour: Weapons and armor chosen from the Knights equipment list.
Expert swordmen: Knights are so skilled with their weapons that they may re-roll any failed hits when charging. This skill only works when they are armed with normal swords. Not 2-handed ones or other weapons.
Guards - 25gc
With the knights come soldiers. These men have sworn to protect the holy priest at all costs. They fear his closest men though.
M WS BS S T W I A Ld
4 3 2 3 3 1 3 1 7
Weapons/Armour: Weapons and armor chosen from the Knights equipment list.
Followers- 20 gold crowns to hire
Common men wich have lost everything. Blinded by devoution and madness they follow the holy priest to Mordheim.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons/Armour: None
SPECIAL RULES
Faithfull sheeps: Must stay within 10 inches from the holy priest or they will have to make a ALL ALONE test. Should they fail they will run as fast as they can towards him. SHould the priest be taken out of action and they fail their test, they will run towards the closes table edge
Torturers equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Mancathcer* . . . . . . . . . . . . . . . . . . . . . 25 gc
Double-Handed Weapon . . . . . . . . . . . . 15 gc
Tongs* . . . . . . . . . . . 15 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Hooks and chains* . . . . . . . . . . . . . . . . . . . . . 20 gc
Miscellaneous Equipment
Net . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Knights equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-Handed Weapon . . . . . . . . . . . . 15 gc
Missile weapons
Short Bow . . . . . . . . . . . . . . . . . 5 gc
Bow . . . . . . . . . . . . . . . . . . . . . 10 gc
Crossbow . . . . . . . . . . . . . . . . . . . . 25
Armour
Shield . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . 10 gc
Light Armour . . . . . . . . . . . . . . 20 gc
Heavy Armour . . . . . . . . . . . . . 50 gc
The weapons marked with a * is some that i thought could fit them Here is a short description!
Mancatcher (Common when the warband is created, after that they are rare 9)
It works exactly like a spear but if the wearer strikes a 6 when to hit it also closes around the targets neck. Every time the victim tries to make a attack he has to do a initiative test. If he passes he can fight that round of combat normaly, if he fails he get 1 str 4 hit that hits automaticly. If he still stand up after that he are free to make his attack.
Tongs (Common when the warband is created, after that they are rare
Works exactly like daggers but if a target is taken out of action with these weapons the torturer can adjust his serious injury roll with +-1. (Note you can only change the result so that the targets get a damage or are killed, If you cant adjust to any of these options the first roll stands)
It also works when using the torturer skill on captured enemies to change the roll result.
Hooks and chains (Common when the warband is created, after that they are rare
To be honest i dont really know a good rule with this one but im thinking about using the same rule as the flail has but with added effect like the rest of the weapons.