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 Daemons of Chaos Warband EDIT: V2 Now added!

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RobinTrevize
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PostSubject: Daemons of Chaos Warband EDIT: V2 Now added!   Tue 22 May 2012 - 5:29

I have now updated the Daemons of Chaos warband list. You can find it further down the page.

If anyone would like my original list then just send me a PM and I can e-mail it over to you (Same applies to the new one come to think of it)

Enjoy Smile


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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Tue 22 May 2012 - 11:54

I have not read every thing yet, but thanks for posting.

My first thoughts are:

You start very weak: only three heroes ( and no henchman) possible.

Maximum start models are 5 ( only one hero)

The plaguebearer seems to be stronger with S4 and T5.

Only 4 heroes max are possible, only 10 models alltogether allowed, no henchman group earns experience.

Sounds weak to me.

Later more
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Tue 22 May 2012 - 14:36

Thanks for the feedback. Smile

You're right on those counts. The idea is more about the advancements and magics.
So you're warband is fairly small but each member is a lot harder than most other warband heroes.

I look forward to your overall opinion but I'll take a look at the list again and bear in mind what you've said.
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Tue 22 May 2012 - 22:05

Yeah from what I read if you want to start with heroes to even gain more shards to hire MORE heroes you start with three dudes. Although their starting stat lines are decent I can see them getting swamped /ganged up on pretty easily by a model heavy band starting out.
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Wed 23 May 2012 - 1:15

I agree that they look weak, when starting out Smile But their is some great ideas in there.
Using shards for trading for instance is a nice touch. Ill have to look closer at the gifts and the magic later Smile but at first look I liked it.
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Wed 23 May 2012 - 9:42

I just thought a little bit about using the shards as currency.

It is a fine approach, but i think the worth of the shards is not right.

I would recommend to equal the worth of one shard to 15 gc. You would start with 33 shards.

You would need to adjust the costs of your choices.

I believe 6 shards (90 gc)would be fine for the leader. the other heroes should cost 4 shards ( plaguebearer 5)

The " henchdemon" should also be adjusted.

Flamer 4
Fiends 4
Blood hounds 3
Nurglings 3 and
Fury 1 ( max 3)

Max members 12

And what i am missing is the potential to get hero 5 and 6

Now you could start with 10 demons and you need more shards to upgrade your band.

Maybe my proposed cost are too low, but it should be possible to start with 8 minis.

The maximum stats from the heroes are too strong for me, but this is a topic for the late game.

I will review your gifts later
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Wed 23 May 2012 - 12:22

Cheers for the feedback.

It's difficult to constructively balance a warband that you love. Razz

Your ideas with the wyrdstone make a lot more sense actually. I'll look into it a bit more when I get a minute.

Also, for anyone thats looking through the magic and gifts, they are still massively beta.
(Some have been pointed out as being ridiculous during games whilst others don't seem to do much)
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Wed 23 May 2012 - 23:35

I think that this is a great idea for a warband and the first reasonable attempt at a demonic warband (no mean feat). my only real complaint is that the range of choices for this warband is a bit to big as it's basically just all the units from the WH army condensed into a warband but with a bit of fine tuning it could be a really good warband.

Your efforts have got me inspired though as I had always thought it would be impossible to bring demons to mordheim. So as a result of your warband I have had my own crack at the concept but mine is less of a fully functional demon warband but more of a cross between demons, the possessed and xenomorphs (the demons live inside a human host until they are promoted into a fully formed demon hero). So thanks for making me beleive that demons could make it to the cursed city.
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Thu 24 May 2012 - 3:34

Oooh, that sounds pretty sweet.

If you wouldn't mind, I'd love to take a look at the finished product. The Xenomorphs idea is very nice.

I'll probably be re-tooling most of my list fairly soon and trying to cut the bulk down a little.
(Streamlining the gifts and such)
As well as making some adjustments as suggested above.

What do people think of having the heroes as Daemons with certain skill sets/styles rather than being specific daemons to various gods?
I want to keep the character and feel intact but there could be some interesting conversion opportunities...
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Thu 24 May 2012 - 6:35

I like the hero idea it would probably simplify it (easier to have 1 or 2 types of customisable demons rather than 4 separate ones) and make it more personal to each player.
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Thu 24 May 2012 - 15:11

While I like it, it does seem horribly complicated and over-loaded on rules. I'd strip it down quite a bit.
One thing is that though they don't use gold, you simply say that it represents favour with the chaos gods. This will make trading and recruitment a lot simpler (not to mention price balancing). Wyrdstone/Treasure would be offerings.

My suggestions: (Costs are more or less rough at best or arbitrary at worse.)

Starting Gold: 500gc
Max Warband Size: 12(?)

Maximum Characteristics:
Daemon:
M7 WS8 BS5 S5 T5 W4 I6 A4 Ld10

Special Rules:

Daemonic: Daemons are the very stuff of chaos and are very difficult to banish once manifested.
Models with this rules have a 6+ unmodified save. This is ignored by Holy Water, the Soulfire Prayer of Sigmar, Sigmarite Warhammers and similar items. Models with this rule are also immune to fear.

Wrath of the Gods: It's very difficult to do any permanent damage to a daemon, at least without blessed weapons. The Chaos Gods however are quite willing and able to mete out punishments for failure or incompetence.
Daemons roll for Serious Injury as normal, the price of failure inflicted onto their unnatural flesh by their patrons. If a Daemon warband routs (voluntarily or not), roll a D6 for each model taking part in a game that did not go OoA; on a roll of a 1 they roll for Serious Injuries as if they had gone OoA, though they do not count as having gone OoA for the purposes of exploration and post-battle purposes (unless they are killed).

Gifts of the Gods: Success however will also bring it's rewards (fickle as they are).
If a model gains a new skill when rolling for an advance, they may instead receive a gift of the gods (see Gifts section below). Alternatively, they may remove a single Serious Injuries result previously suffered.

Enmity: Each of the four chaos gods loathe and despise one of the others and this hatred is passed down to their followers.
If the warband contains models with the Mark of Khorne, then it many not contain any models with the Mark of Tzeentch and vise versa.
If the warband contain models with the Mark of Nurgle, then it may not contain any models with the Mark of Slaanesh and vice versa.

Marks of Chaos:
A model may only have one Mark of Chaos and it must be taken when first recruited.
Mark of Khorne:
Models with this rule are subject to Frenzy and Hate spellcasters.
If this model was a spellcaster it may no longer cast or learn new spells, no longer counts as a spellcaster and automatically gains a Collar of Khorne and +1 WS that does not count towards their maximum characteristics.
Mark of Slaanesh:
Models with this rule gain +1 Int that does not count towards their maximum characteristics.
Mark of Tzeentch:
Models with this rule increase their Daemonic save by +1.
Mark of Nurgle:
Models with this rule gain +1 Toughness that does not count towards their maximum characteristics.

Skills:
Herald: Combat, Academic, Strength, Speed.
Favoured Daemons: Combat, Strength, Speed.

Equipment

Weapons:
Sword - 10gc
Mace - 3gc
Spear - 10gc
Axe - 5gc
Double-handed weapon - 15gc

Equipment:
Collar of Khorne - 10gc
Hellblade - 30gc
Plaguesword - 20gc
(Trying to think of items for the other gods)

Marks: Heroes/Henchmen/Spawn
Mark of Khorne - 15/10/40gc
Mark of Slaanesh - 10/5/15gc
Mark of Tzeentch - 15/10/15gc
Mark of Nurgle - 20/10/30gc

Heroes:

1 Herald - 100gc
M4 WS4 BS 2 S4 T4 W1 I4 A1 Ld8 - Leader, Daemonic, Wizard.
Heralds may choose weapons, equipment and Marks from the Daemon equipment list.

0-4 Favoured Daemons - 45gc
M4 WS4 BS2 S3 T4 W1 I4 A1 Ld7 - Daemonic.
Favoured Daemons may choose weapons, equipment and Marks from the Daemon equipment list.

Henchmen

0-4 Flesh Hounds of Khorne - 30gc
M6 WS4 BS0 S4 T4 W1 I4 A1 Ld5 - Daemonic, Mark of Khorne, Collar of Khorne, Animal.

0-4 Screamers of Tzeentch - 40gc
M7 WS3 BS0 S3 T3 W1 I3 A1 Ld5 - Daemonic, Mark of Tzeentch, Fly, Animal.
Fly: This model does not have to make climbing, falling or jumping tests. (If there are existing flying rules they would probably work better.)

0-4 Fiends of Slaanesh - 60gc
M5 WS4 BS0 S4 T4 W2 I5 A2 Ld5 - Daemonic, Mark of Slaanesh (bonuses included in profile), Animal.

0-4 Nurgling bases - 30gc
M4 WS2 BS0 S3 T4 W3 I2 A3 Ld5 - Daemonic, Mark of Nurgle (bonuses included in profile), Animal.

Lesser Daemons - 20gc
M4 WS3 BS2 S3 T3 W1 I3 A1 Ld7 - Daemonic.
Lesser Daemons may take weapons and Marks from the Daemon equipment list.

0-1 Chaos Spawn - 200gc
M6 WS3 BS0 S6 T5 W3 I3 A3 Ld4 - Daemonic, Stupid, Animal.
The Chaos Spawn may take a Mark from the Daemon equipment list.

Equipment:

Collar of Khorne: The model ignores any effect of magic (friendly or otherwise) on a roll of 4+. May only be used by models with the Mark of Khorne.

Hellblade: Range - Close combat, Strength - As user+1, Armour piercing.
May only be used by models with the Mark of Khorne.

Plague Sword: Sword. Always counts as being coated in Dark Venom.
May only be used by models with the Mark of Nurgle.

Magic:
Spellcasters generate their spells from the Chaos Rituals list. If they have a Mark of Chaos they may generate them from either the Chaos Ritual list or the corresponding Mark list (See OP's spells).

Gifts of Chaos:
Roll 2D6 and consult the chart below when a Gift is bestowed.

2 - You dare defy me?!
The Daemon has done (or perhaps will do) something to raise the ire of their patron(s) to such an extent that their very essence is torn asunder. The models is slain - remove them from the warband roster.

3 - Soul Sear.
The Daemon's mind and body is scoured, unnatural claws raked across their existence. The model must immediately roll for Serious Injuries.

4 - Begone!
The model's superiors feel the daemon has done nothing to earn anything. No gift is given.

5 - Small favour.
The warband receives 100gc.

6 - Forbidden Knowledge.
The Daemon may take a skill from a skill list they are not normally allowed to take from.

7-8 - Mutation.
Roll a D6 (re-roll mutations already gained, if all have been acquired, treat as 6 - Forbidden Knowledge):
1 - Mind Rot - The model now suffers from Stupidity.
2 - Hideous Visage - The model causes Fear.
3 - Unnatural Speed - The model gains +1 Movement.
4 - Multiple Limbs - +1 Attack.
5 - Iron Flesh - The model gains a 4+ armour save.
6 - Wings - Model can now Fly - See Screamer of Tzeentch.

10-11 - Unholy Vitalisation
The Daemon is filled with the power of their masters. The model may increase a characteristic of their choice by +1.

12 - Ascend my servant!
The Daemon's gods have answered their puppet's calls and more besides. The creature writhes in eldritch fire as their form swells and spasms as it becomes a vessel from their lord's power.
Increase all characteristics of the model by +1 ignoring maximum characteristics.
Failure and pushing you luck will prove costly now though, as the eyes of you masters are upon you. If this result is rolled again then all characteristics are reduced to 1.

Random Idea:
Stuff of Chaos.
Daemons are the very stuff of Chaos and consuming wyrdstone can empower them.
A Hero may choose to eat a shard of wyrdstone. If so, roll a D6. On a 1 the model must miss the next game due to an unholy stomach ache. on a 2-6 they gain +1 experience.
(Obviously doesn't work well with the Treasure system.)
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Thu 24 May 2012 - 17:44

Cheers for all the feedback guys.

I'm seeing something evil emerging from the various responses people have made about the warband list.

I like elements of what everyone had said and it may be possible to combine it in some way.

EDIT: The new new new idea is further down the page. Razz


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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Fri 25 May 2012 - 0:35

My only concern would be what differentiates the warband from the regular Possessed?

Fully customisable Daemon warbands as we've both discovered are a bit unwieldy. So many options and upgrades have to be squeezed into one set of rules.
Would God specific warbands be a better way of doing things?
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Fri 25 May 2012 - 1:46

I liked the use of Wyrdstone instead of gold, even thought of using the Wyrdstone sell chart in reverse to buy shards with extra gold you find throughout the game.

Daemon warbands are tough to balance both the Chaotic nature of the warband and the overpowered possibility of an untethered daemon in Mordheim. The amount of Gods and choices is daunting to sift through, and the end result is usually an overpowered group of 6 that dissapear easy.

I've liked the idea of binding them to Mordheim residents, but at random (2= halfling, with 12=vampire for example), or making heroes dependent on wyrdstone to maintain existence (usually only get 4 per game, limiting heroes), but I have yet to see or create a balance that is fair and fun at the same time, while being respectful enough to the rules/ideas of daemons.

What about a cultist warband that has the possibility of unleashing a Daemon their members?
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Thu 31 May 2012 - 18:31

For your delectation. Here is the newly updated and re-structured Daemons of Chaos warband.
It's a bit more straightforward and a bit more adaptable.
(Apologies for any spelling/grammatical errors, i'm still proof-reading it Razz Also the editting of it. I get confused by the way that forums publish word editting. :S)

Daemons of Chaos

It is said that Daemons are the very stuff of chaos. They exist only as beings of pure energy and raw emotion, driven forwards by ancient intellect. Through my works I have discovered something that few know. I write my works, knowing that they will never be published. If they were to come to light, I would be cast out and burned as a heretic in the blink of an eye.
Through study of Daemonic creatures and drug induced vision quests; I have determined that all Daemons stem from one of the four greater powers of chaos. Each individual is a part of a larger whole. I have also noted that some of the more powerful Daemon lords (or princes) begin to create their own offspring in a similar way. Their very power calls lesser Daemonic creatures into existence. These lesser daemons are aligned to their creator but he, in turn, is granted power by one of the dark gods.
When Daemonic hordes roam the world they usually represent one of the four greater powers. They seem to seek only acceptance in their “fathers” eyes and so will often be in the form of their patron and follow particular behaviour that he finds favourable. The question that I postulate is…
Where do the spawn of Daemon princes prove their worth?
- Malneus Rozannet. (Burned at the stake for heresy)


________________________________________

Many Daemon Princes will inadvertently spawn lesser daemonic beings over their millennia long lives. These “children” are usually ignored or forgotten, doomed to wander the realm of chaos until a more powerful creature absorbs them into its being. However, on occasion, a Daemon Prince will take interest in his spawn and encourage them to greater acts of glory in his name. The plans and ideals of the four gods are mimicked throughout the realm of chaos by their princes who in turn elevate lesser daemons.
These daemons are usually seen as unworthy by the greater powers and do not have a place on grand battlefields but they can find glory in their masters name elsewhere. When Mordheim was struck by the comet, an opportunity arose for those daemons intelligent enough to grab it. They push themselves through the rips throughout the city of the damned and seek out treasures and ways to prove themselves in their masters’ eyes.
Often tributes to various daemon princes can be found amongst the ruined streets but many fear to help themselves to the valuables as the punishment, if caught, is swift and terrible.

A Daemons of Chaos warband represents a group of daemonic beings that follow a particular daemon prince. As such they share very little with the daemons found besieging the world from the north. Their very essence is diluted and their appearance can vary wildly. Being creatures of energy, their shape and attitude is entirely dependant on their own whims.

________________________________________

Choice of Warriors:

A Daemons of Chaos warband must include a minimum of 3 models.
You have 500 Favour (Gold Crowns) which you can use to recruit your warband.
The maximum number of warriors in the warband is 12.

Chosen one You must have 1 Chosen One. No more. No less.
Sorcerous One You may have up to 2 Sorcerous Ones in your warband
Blooded One You may have up to 4 Blooded Ones in your warband
Twisted One You may have up to 4 Twisted Ones in your warband
Hellhound You may have up to 6 Hellhounds in your warband
Slave You may have any number of slaves in your warband

________________________________________

Special Rules:
• Daemonic (Creatures that are daemonic have the following special rules):
• Daemonic Ward - Daemons are held together by force of will alone, they gain a 6+ armour save as standard which can be improved through advancements. Their save is improved by 1 when rolling against spells and magical attacks.
• Soulless - Daemons are immune to psychology
• Daemonic persona - Daemons cause fear
• Instability – Daemons are instable creatures when they manifest in the real world with certain susceptibilities. Whenever a daemon takes a wound from any magical source, the wound is doubled. (In the case of variable wounds, i.e. D3 this does not become D6. Simply roll a D3 and double the result)
• No Pain – All Daemons treat stunned results as knocked down results instead
• Unnatural – Daemons are immune to poisons
• Patron – As detailed below, Daemons may pray to their patron prince for blessings

• Host (Creatures that are Hosts have the following special rules):
• Constant pain – Hosts are in constant agony. This can cause crippling pain in certain circumstances. If a host attempts any of the following actions they must pass a toughness immediately afterwards or count as becoming knocked down. Climbing, Leaping, Running, Swimming
• Symbiotic – The host has a chance of becoming more like the creature within him as time passes. At the beginning of each game roll a D6. 1-2: Nothing happens. 3-4: +1T for the duration of the game. 5-6: The host causes fear until the end of the game

• Personal Glory – Daemons may never use hired swords or Dramatis Personae
• Favour – Daemons use a currency called favour. In all respects this is exactly the same as gold crowns. If ever a daemon of chaos warband would gain GC, they gain that much favour instead. It is assumed that the gold is melted down into idols and trophies to give to their patron.
________________________________________
Maximum Characteristics
Daemonic Heroes (All heroes have these as their maximum characteristics)
M WS BS S T W I A Ld
6 7 6 4 5 4 6 4 10
Make the following adjustments to the racial maximums dependant on the type of hero:
Chosen one +1 to all racial maximums
Sorcerous One +1 to Ld and Movement
Blooded One +1 to WS and S
Twisted One +1 to I and A

Hellhounds do not gain experience.
Slaves and have the maximum racial characteristics of humans.
________________________________________
Starting Experience:
• Chosen One starts with 20 experience.
• Sorcerous Ones start with 8 experience
• Blooded Ones start with 8 experience
• Twisted Ones start with 8 experience
________________________________________
Daemons of Chaos Skill Tables
Chosen One: Combat, Academic, Strength, Speed
Sorcerous One: Academic
Blooded One: Combat, Strength
Twisted One: Combat, Speed
Daemons of Chaos may also pray for Daemonic gifts. See below.
________________________________________
Daemons of Chaos Equipment list
Equipment is listed here as normal however bear in mind that a Daemonic sword looks very different to a normal Longsword.
Daemons of Chaos List
Hand-to-hand Combat Weapons
Dagger 1st free/2 f
Hammer/Mace 3 f
Battleaxe 5 f
Sword 10 f
Spear 10 f
Halberd 10 f
Flail 15 f
Morning Star 15 f
Double-Handed Weapon 15 f
Ranged Weapons
Sling 2 f
Armour
Shield 5 f
Helmet 10 f
Light Armour 20 f
Heavy Armour 50 f

Slaves List
Hand-to-Hand Combat Weapons
Dagger 1st free/2 f
Club 3 f
Ranged Weapons
Sling 2 f
Armour
Shield 5 f

Daemons of chaos may also purchase mutations from the list in the main rulebook and the extended mutations list (Using the same rules as possessed)

They may also take mutations after recruitment by spending the required amount of favour and using one shard of wyrdstone.
________________________________________
Heroes
1 Chosen One 70 favour to hire
A Chosen One is exactly that. He is the daemon most favoured by his particular dark lord. A Chosen One will usually gather other lesser daemons to him and lead them on a brutal path of violence through the city.
M WS BS S T W I A Ld
4 4 2 4 4 1 4 1 8
Weapons/Armour: A Chosen One may use equipment from the Daemons of Chaos list.
Special Rules:
• Leader: Any warrior within 6" of the Herald may use his Leadership characteristic when taking leadership tests.
• Daemonic: A Chosen One is subject to all the rules found under the heading of Daemonic listed above.
0-2 Sorcerous One 50 favour to hire
Sorcerous Ones are the daemons most attuned to the ebb and flow of the tides of magic. They can cast spells that mortal wizards only dream of and have the added advantage of being creatures of pure magic themselves.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 8
Weapons/Armour: A Sorcerous One may use equipment from the Daemons of Chaos list.
Special Rules:
• Sorcerer: A Sorcerous One is a Spellcaster. Upon recruitment you must choose the Path of Ruin or the Path of Glory. The character may only learn spells from their chosen path.
• Daemonic: A Sorcerous One is subject to all the rules found under the heading of Daemonic listed above
0-4 Blooded One 50 favour to hire
Blooded Ones are the combat champions of lesser daemons. They spend many years honing their abilities in battle in the hope that their victories will earn them greater glory.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: A Blooded One may use equipment from the Daemons of Chaos list.
Special Rules:
• Battle-Lust: When a Blooded One takes an enemy model OoA they coat themselves with the blood of their fallen foe. During the Daemons next movement phase, they may not move but for each enemy taken OoA the character gains +1 to either WS or A until the end of the battle. The maximum either can be increased to in this way is 8
• Daemonic: A Blooded One is subject to all the rules found under the heading of Daemonic listed above

0-4 Twisted One 50 favour to hire
Twisted Ones are daemons steeped in shadows that strike from the darkness as swiftly as lightning. Most stories of monsters in the night are linked with Twisted Ones.
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7
Weapons/Armour: A Twisted One may use equipment from the Daemons of Chaos list.
Special Rules:
• Shadow: When a Twisted One is hidden it may only be spotted by an enemy that is in line of sight and within a range equal to or less than its I.
• Daemonic: A Twisted One is subject to all the rules found under the heading of Daemonic listed above
Henchmen (Bought in groups of 1-5)
0-6 Hellhound 20 favour to hire
A hellhound is the animalistic aspect of a daemon princes psyche. They will often accompany groups of daemons, sniffing out and tearing apart any mortals that they find.
M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5
Weapons/Armour: A Hellhound uses no equipment. It tears at its opponent with tooth and claw.
Special Rules:
• Animal. Despite having superior intelligence, a hellhound is counted as an animal and can not gain experience.
• Superior Senses – Hellhounds have powerful senses and can spot hidden enemies at twice their I range in inches
• Half-form – Whilst Hellhounds are created in the same way as other lesser daemons, they are not daemonic and do not have any of the special rules associated with that.
0+ Slave 15 favour to hire
Slaves are the unfortunate souls that are captured by Daemons of Chaos instead of being killed outright. They are slowly force-fed wyrdstone in the hope that it will make them more powerful or even turn them into a fully fledged daemon.
M WS BS S T W I A Ld
4 2 0 3 3 1 2 1 5
Weapons/Armour: A Slave may choose equipment from the slaves list
Special Rules:
• Host: A Slave is subject to all the rules found under the heading of Host listed above
• “Volunteer” – After each game, a slave or group of slaves can be fed 1 piece of wyrdstone. To determine the results see the table below.

The Lores of Ruin & Glory

When a Sorcerous One is recruited, you must choose whether they follow the path of Ruin or Glory. They gain one randomly determined spell from the appropriate list. Once a path is chosen, a Sorcerous One may never learn spells from the alternate list.

The Path of Ruin
The Sorcerous One has chosen to focus his magic on raining destruction on his enemies. All his spells are harmful to those who oppose him but he has no way of supporting his allies.
Roll Name Effect Difficulty
1 Bolt of Magic This is a magic bolt with a range of 18”. Roll to hit using the casters BS. If successful, the bolt deals 1 strength 3 hit to the target. 6
2 Glyph of Pain The target must be in base to base contact with the caster. When this spell is cast, the target must pass a T test or become “knocked down”. If the target passes the T test they may immediately make 1 attack against the caster. 7
3 Glyph of Punishment This is a sustained spell. Whenever the caster suffers a wound the model causing the wound takes 1 hit at the same strength as the hit caused against the caster. 7
4 Lance of Chaos This is a magic bolt with a range of 18”. Roll to hit using the casters BS. If successful, the bolt deals D3 strength 4 hits to the target. 8
5 Princes Rage This is a sustained spell. A target friendly model within 6” of the caster suffers from frenzy as long as the spell is sustained. 8
6 Firestorm This spell may target any enemy model within 12” and within line of sight of the caster. The target takes D3 strength D6 hits. 9

The Path of Glory
The Sorcerous One has chosen to focus his magic on aiding his allies in their fight against mortal beings. All his spells are defensive and supportive but he has no way to cause harm to his enemies.
Roll Name Effect Difficulty
1 Infusion The Sorcerous One immediately loses 1 wound and any friendly target within 6” regains a lost wound. This may not take the target above its initial starting wounds. 6
2 Glyph of Strength The caster must be in base to base contact with the target. Once the spell has been successfully cast, the target may move around independently of the caster. The target ignores the next result of “knocked down” on the injury table. 7
3 Glyph of Evasion This is a sustained spell. Whenever the caster is hit you may make an additional 5+ roll to avoid the hit. This applies to close combat, magical and ranged hits. 7
4 Darkness Darkness fills an area around the caster with a range of 6”. Models within the darkness can see and act normally but suffer -1 to hit with ranged attacks. Anyone outside the darkness does not count as having line of sight to any models within. This spells lasts until the beginning of the casters next movement phase. 8
5 Princes Clarity This is a sustained spell. A target friendly model within 6” of the caster gains +1 on all to hit rolls made whilst the spell is sustained. This bonus counts towards ranged and close combat attacks. 8
6 Stabilise Any friendly model within 6” may immediately regain 1 previously lost wound. This may not take them above their starting wounds. 9

*PLEASE NOTE THAT THE DAEMONIC GIFTS AND FORCE FEEDING SLAVES LISTS ARE STILL WIP*

Daemonic Gifts
Whenever a Daemon of Chaos gains a choice of a new skill they may choose from the regular skills lists available to them or choose to pray to their patron. If they choose the latter, roll 2D6, apply any and all modifiers and consult the table below.

Modifiers
• -1 if the Daemons of Chaos warband lost the battle
• -1 if the Daemon refused the last gift it was offered
• +1 if the Daemons of Chaos warband won the battle
• +1 for each enemy hero that the daemon took OoA in the previous game
• +1 for each mission specific objective that the daemon completed in the previous game

If you roll a gift that the daemon already has then take the other option. If the character has both then roll again. If you roll a gift that you do not wish to accept, you do not gain anything for the advancement. Also note that it applies a -1 modifier to your next gifts roll.

Roll Result Gift
1 (Unworthy) The Daemon gains no gift and the advancement is wasted
2 (Madness) The Daemon gains frenzy
3 (Improved eyesight) Roll a D6: 1-3 – The Daemon can spot hidden enemies at double its I in inches. 4-6 – The Daemon adds 6” to the ranges of spells and ranged weapons used
4 (Elevated) Make 1 increase to any of the Daemons stats. This may take the stat above maximum.
5 (Multi-Form) The Daemon may have an extra mutation that it would not normally be allowed. (e.g. Two claws and a club hand)
6 (Daemonic Aura) Roll a D6: 1-3 – All enemies in close combat with the Daemon suffer -1 to their armour saves. 4-6 – All friendly models within 2” of the daemon gain +1 to their armour saves.
7 (Expel magic) Roll a D6: 1-3 – The Daemon may exchange all its attacks for 1 attack. This attack is resolved at +2 to the S of a normal close combat attack.
8 (Enhanced form) Roll a D6: 1-3 – The Daemon gains a 5+ armour save at all times. 4-6 – The Daemon strikes at +1S in close combat. This can be stacked with other abilities.
9 (Strengthened will) Roll a D6: 1-3 - The Daemon gains an additional 6+ save against magic. 4-6 – The Daemon becomes a Spellcaster choose one of the two paths to follow and roll a starting spell.
10 (Touched) The Daemon gains 1 mutation at half the amount it would usually cost. (For any mutations after the first, this would be the standard price that is listed)
11 (Blessed) The Daemon gains 1 free mutation
12 (Chosen) The Daemon gains +1 to three stats of the players’ choice. These do not count towards racial maximums


Force feeding slaves
Between games you may feed 1 piece of wyrdstone to a group of slaves (1-5). If you do this then make a note of it on the warband roster.

Roll 2D6 and add 1 for every piece of wyrdstone that was previously consumed.

Roll Effect
2 One of the slaves dies
3 One of the slaves loses his mind. Form a new henchmen group with all the stats and special rules of a zombie (See the undead warband list)
4-8 Nothing happens
9 The slaves gain +1T
10 The slaves suffer from frenzy from now on
11 The slaves cause fear from now on
12 One of the slaves becomes a Lesser Daemon. Roll a D6: 1-2 – You may add a Sorcerous One to your roster. 3-4 – Your may add a Blooded One to your roster. 5-6 – You may add a Twisted One to your roster. If you already have the maximum number of the daemon type that was rolled then remove one slave from your roster and gain favour equal to the recruitment cost of that daemon type. (e.g. You roll the D6 and get 2 but you already have 2 Sorcerous Ones and can’t hire any more. One of your slaves is removed from the warband roster and you gain 50 favour


Comments and feedback is welcome as always (My first thought upon closer inspection is that it's a little blander but it does play better)
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Edyy
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Fri 1 Jun 2012 - 5:43

I think it's a bit simple than the fist one and the favour idea is much easier (if not as fluffy) than the wydstone you had before my only real complaint is that demons are supposed to be badass but they start off as basically human and can only get as good as an orks. I know it may not be very easy to get balanced but I want epic S6 demons running around like death on legs. oh and also did you mean for the actual Demonic heroes to be able to use slings?
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Fri 1 Jun 2012 - 5:56

Ill look into raising the favour costs for recruitment, thereby allowing a higher starting stat line and up the max stats. Perhaps to the possessed statline.

Also with regard to slings. Basically, none of the weapons that are listed have to be those weapons in the truest sense. So whilst Daemonice heroes can use slings, they may not be actual slings. They could be spikes or shots that are released from the daemons body. Tendrils of dark energy etc. The same applies to the other weapons. Rather than being a greataxe, the weapon may actually be a scythe made from human bones or something entirely different. As long as it falls into the general category of the listed weapon then it's fine to use.

Also, I tried to make the warband simpler but also allow for a fair amount of customisation with the upgrades and skills that you can get. I'm still working on a fully functional Daemonic gifts table and FF slaves table.

Cheers for the feedback bud. Smile

EDIT: ps Thanks for the inspiration behind slave. I hope you don't mind me using the idea.
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PostSubject: Re: Daemons of Chaos Warband EDIT: V2 Now added!   Today at 9:17

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