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Phantasmal_fiend
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PostSubject: zombie hunters    Wed 29 May 2013 - 19:50

This is just a concept warband, might be fun...

Zombie Hunters

Choice of Warriors

A Zombie Hunters Warband must include a minimum of 3 models, and can have a maximum of 12 models including 5 Heroes and 1 leader. A starting warband must be lead by a Ultimate Survivor, but should he be killed they may not acquire another; a new leader will step forth from amongst the members of the band.


Hirelings & Dramatis Personae

Same as mercenary warband.


Special Abilities

Special Ability: Shoot it in the head: Any roll to hit on a natural 6 against a zombie automatically wounds it .

Special Ability: Witnessed Horror: Zombies Don’t Cause Fear in Zombie Hunters.

Special Limitation: The End is Neigh: Hirelings and Dramatis Personae Cost Double to Retain.

Special Limitation: I don’t believe in magic: Zombie Hunters cannot learn any spells or hire anyone that casts spells, that’s just spooky.

Heroes

Ultimate Survivor has 20xp
The Warband must be lead by a Ultimate Survivor when starting
Medic has 15 xp
The Warband may include 0-2 Medics when starting
Gun Nut has 8xp
The Warband may include up to 2 Gun Nuts

Skills available Academic Strength Combat Speed Shooting Special
Ultimate Survivor............ X.............X..............X........X...........X...........X
Medic.............................. X...................................... X ........................X
Gun Nut.......................................... X..............X.....................X...........X

Equipment

Hand to hand weapons
Dagger (first free) 2
Mace (Hammer, Club, etc) 3
Axe 5
Sword 10
Spear 10
Flail
Morning Star
2 handed weapon
Chainsaw Crazies and Ultimate Survivor only

Missile Weapons
Crossbow pistol
Crossbow 30
Pistol 15
Brace of Pistols 30
Handgun
Blunderbuss 30
repeating handgun
Duelling Pistol 25
Duelling Pistol, Brace 50
Hockland Long Rifle
Nuln Shotgun
Repeating Pistol
Rifle

Armour
Light armour 20
Heavy armour 50



Chainsaw Cost 150gp else 200gp + (10x2D6) rarity 11.
Two handed weapon.
Chain Blade: Strength 5 (not user Strength) Each hit turns into D3 wounds
Little ripper: the Target gets their full armour save but the injury is at +2
Combustion powered: during the recovery phase roll a D6 and consult the black powder misfire table on the roll of a 1.

Zombie Hunters Skills

Undead Eliminator: The Warrior Gets +1 to hit all undead.

Iron guts and nerves: the warrior no long suffers all alone tests and automatically passes Fear tests.

Action Hero: Moves an extra D3” per turn.

Hardcore: If the warrior ever suffers a “hand injury” or an “arm wound” you may ignore result and instead have a weapon replace that part. In addition the injury “blind in one eye” gives you “+1 Bs” instead.

Beyond Death: If this hero ever dies and is raised as a zombie immediately make a Ld test if passed the warrior remains in the zombie hunter warband but now as a 0xp zombie henchman just as spell of awakening however roll a D6 for each skill the hero has on a 5+ that skill is retained.

Burn the Bodies: Any undead taken OOA either at range with a fire causing weapon or in close combat and the warrior has a fire causing weapon may not be resurrected, summoned or regenerated this game.




Heroes

Type Ultimate Survivor Number : 1 Cost 50

The Ultimate Survivor Has lead the group this far and it only seems natural to follow their command, maybe if you stick with them you may just survive this nightmare too.
M WS BS S T W I A LD SAVE
4 5 4 3 3 1 4 1 8 As Armour
Weapons and Armour: The Ultimate Survivor is equipped from the Zombie Hunter Equipment List.
Special Ability: Leader. All warriors in the band within 6" of the Ultimate Survivor may use his Leadership value for Leadership tests.
Desensitized: This warrior is immune to all alone tests and may re-roll fear tests.

Type Medic Number : 0-2 Cost 45

Medic or field surgeon often see more blood than a frontline Swordsman .
M WS BS S T W I A LD SAVE
4 2 2 3 3 1 3 1 8 As Armour
Weapons and Armour: The Medic is equipped from the Zombie Hunter Equipment List.
Special Ability: Medic!!! If a friendly warrior is taken OOA last turn, During the Recovery phase if the medic is within 6” of the OOA warrior he may attempt to revive it roll on the hero injury table again (2nd time if a hero) immediately apply the affect if the warrior must miss any games the start with full wounds minus one for each game they must miss.

Type Gun Nuts Number : 0-2 Cost 30

The Gun Nuts are known for their ability to upgrade and modify their firearms. They are the masters of the Black powder and make excellent fighters.

M WS BS S T W I A LD SAVE
4 3 4 3 3 1 3 1 7 As Armour
Weapons and Armour: The Gun Nuts are equipped from the Zombie Hunter Equipment List.

Henchmen
Type Brutes Number : 0-2 Cost 50

The are the warriors who have survived on their strength alone all that carnage has twisted them into blood thirsty monsters called Brutes

M WS BS S T W I A LD SAVE
4 3 1 4 4 2 2 1 4 As Armour
Weapons and Armour: The Brutes are equipped from the Zombie Hunter Equipment List.
Frenzy.

Type Sharpshooter Number : 0-5 Cost 35

The Sharpshooters are top shots often the few with military experience.

M WS BS S T W I A LD SAVE
4 3 4 3 3 1 3 1 7 As Armour
Weapons and Armour: The Sharpshooters are equipped from the Zombie Hunter Equipment List.

Type Crazies Number : Unlimited Cost 20

Crazies are the poor souls who have lost everything including their minds yet they fight on.

M WS BS S T W I A LD SAVE
4 2 2 3 3 1 2 1 5 As Armour
Weapons and Armour: The Crazies are equipped from the Zombie Hunter Equipment List.
Crazies start with one randomly determined permanent insanity upon creation.

btw thanks www.killershrike.com I used your format in creating this warband, Paul H Mordheim Updated


Last edited by Phantasmal_fiend on Fri 7 Jun 2013 - 17:01; edited 2 times in total
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Captain Ludwig of Altdorf
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PostSubject: Re: zombie hunters    Thu 30 May 2013 - 8:53

A warband with 6 heroes is in nearly all cases too overpowered. You might want to consider lowering the number of medics.
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Shadowphx
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PostSubject: Re: zombie hunters    Thu 30 May 2013 - 13:38

Agree: I would also drop 1 medic. It's odd to start with 6 Heroes. Also, I would add that Crazies can never be Heroes. Or may never become Leader, who'd follow a known Crazy person? LOL.

Question: Wouldn’t different Insanities give them different bonuses or penalties? Would different Insanities for Crazies, need to put them in different Henchmen groups?
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Phantasmal_fiend
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PostSubject: Re: zombie hunters    Fri 7 Jun 2013 - 16:51

Agreed I will drop the medics down buy one,

i would be quite happy to let players in my gaming group have henchmen groups all with the same insanity "mass hysteria" it would be quite interesting have henchmen groups like "chicken men" or "the ministry of funny walks"

also im not sure how to make gun nuts different to sharpshooters maybe give the gun nuts the option to upgrade a firearm instead of a skill "thus giving the warband unskilled hicks with good guns" just an idea not too sure atm
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