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 Big Toof--Hired Swords

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Von Kurst
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PostSubject: Big Toof--Hired Swords   Tue 10 May 2016 - 18:19

So I've been putting together some extra Greenskin Hired Swords for Big Toof (a Greenskin only campaign).  Comment and critic welcome:

Gnoblar Trappa Edited 5/18/2016
20 gold crowns to hire +10 gold crowns upkeep
Snap! An' yer mine pretty. Mine!
May  be  Hired: Any type of Orcs or Goblins and Chaos Dwarfs may hire a Gnoblar Trappa.
Rating: A Gnoblar Trappa increases a warband’s rating by +12 points, plus 1 point for each point of Experience.
Profile Gnoblar Trappa
M4 WS2 BS4 S2 T3 W1 I4 A1 L5
Equipment: Club, dagger, javelin, toughened leathers.
Skills: A Gnoblar Trappa may choose Shooting and Speed skills.
SPECIAL RULES
Infiltrate: As per the Skaven warband.

Set Traps: Trappas are expert trappers and hunters. A Trappa may set a trap if he spends a turn doing nothing else (he may not set traps if he’s just recovered from being Knocked Down). Place a marker in base contact with the Trappa. When a model, friend or foe, moves within 2" of the marker he must pass an initiative test or trigger the trap and suffer a S4 hit (note that the Trappa won’t trigger his own traps). If the trap did not wound the model or it didn’t trigger, the ‘victim’ must end his move. If the trap was triggered, the marker is removed. (Averland warband)

Loner. Da Trappa is immune to All alone tests, but is subject to animosity if there is a greenskin within 8”.
_______________________________________________________________________________________
Goblin Theef [Edited 5/18/2016]
25 gold crowns to hire +13 gold crowns upkeep
All gobos iz theefs, all of 'em.
May  be  Hired: Any type of Orcs or Goblins and Chaos Dwarfs may hire a Goblin Theef.
Rating: A Goblin Theef increases a warband’s rating by +16 points, plus 1 point for each point of Experience.
Profile Goblin Theef
M4 WS2 BS4 S3 T3 W1 I4 A1 L6
Equipment: 2 daggers, throwing knives.
Skills: A Goblin Theef may choose the skills Knife Fighter, Loot the Dead, Infiltrate and Speed skills well as the special skill Hide in Shadows listed below.
SPECIAL RULES
Sticky Fingers: Many thieves see no difference with stealing in the middle of battle or out on the streets. When a model is taken out of action replace it with a body counter. If da Theef moves into base to base with the counter, it may attempt to steal one weapon (Theef’s choice, melee or missile, not a dagger) on a roll of 5+. The theef may not perform any other action for an entire turn while attempting to rob a model. If the Theef does not go out of action, stolen weapons may be added to the warband's stash after the battle.  If the Theef is taken out of action during the battle, place a number of counters equal to the number of weapons stolen during the battle where the Theef fell.  Any warrior that may use weapons and can reach the counters may claim them.
Tea-Leaf!: A Theef may attempt to steal one item during the Trading phase. Choose any item, if it is a common item the Thief successfully steals it on a 3+ on a D6. A Rare item is successfully stolen by rolling higher than the availability number on 2D6. Any items stolen may be used by the warband in exactly the same way as one that was bought. If the Theef fails to steal the item roll a D6. On a score of 1-4 the thief escapes. On the score of a 5-6 the Thief is captured by his victims and is killed (remove him from the warband roster).
SPECIAL SKILLS
Hide in Shadows: The theef can blend into the shadows so that his opponents will not see him. As long as he is within 1" of a wall or other linear obstacle (hedges, fence, well, etc) opposing models must pass an Initiative test in order to charge him.
_________________________________________________________________________________________
Da Mad Bomma
30 gold crowns to hire +20 gold crowns upkeep
Boom! Luverly, jus luverly Ize tells ye! Boom!
May be Hired: Any type of Orcs (except Savage Orcs) , Goblins and Chaos Dwarfs may hire a Mad Bomma.
Rating: Da Mad Bomma increases a warband’s  rating by +12  points,  plus  1  point  for  each  point  of Experience.
Profile Mad Bomma
                     M4 WS2 BS4 S3 T3 W1 I3 A1 L5
Equipment:, toughened leathers, helmet, pocket pistol, 2 daggers, D3 Dwarf Fire Bombs.
Skills: Da Mad Bomma may choose the skills Eagle Eye, Trick shot, Dodge, Powder Refiner, or the Special skill listed below when he gains a new skill.

SPECIAL RULES
Bomb Maker:  If he was not taken out of action, da Mad Bomma may roll a D6.  On a roll of a 1 da Bomma has blown himself up, remove him from the warband roster. On a roll of 2-3 the bomb is a dud; on a 4-6 da Bomma has made a Dwarf Fire bomb.  Note if the Bomma is also a Powder Refiner, he may use the superior powder in his bomb.

'Noid Loon. Everyone is out to get da Booma! Da Bomma is affected by animosity on a roll of 1 or 2 not just 1.  Note he will never charge another greenskin if he has a Fire Bomb to throw…

SPECIAL SKILLS
Masta Bomb Maka: If he was not taken out of action, da Mad Bomma may roll a D6.  On a roll of a 1 da Bomma has blown himself up, remove him from the warband roster. On a roll of 2 the bomb is a dud; on a 3-4 da Bomma has made a Dwarf Fire bomb. On a roll of 5-6 da Bomma has made 2 Fire Bombs! Note if the Bomma is also a Powder Refiner, he may use the superior powder in his bomb(s).

Thoughts?

Edits 5/18/2016:  I made the Trappa cheaper and changed his rule for setting traps to be more in line with traps found in dungeon scenarios. (Plus I removed the fiddly wording from the Averlander warband.)
Also added Master Sparks suggestions for the theef.


Last edited by Von Kurst on Wed 18 May 2016 - 9:53; edited 3 times in total
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PostSubject: Re: Big Toof--Hired Swords   Sun 15 May 2016 - 12:38

I like these. You might want to further clarify what happens to an item stolen by the theef. I suppose if the theef stays around for the duration of the game without being taken out himself the item will end up in the employing warband's stash?
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PostSubject: Re: Big Toof--Hired Swords   Sun 15 May 2016 - 19:09

Thank you! You raise a good point. I had not considered the need to spell it out, although obviously the rule doesn't say what happens to the weapon. It also should be considered dropped like wyrdstone if the Theef is taken OoA.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
More Hired Swords:
Goblin Peddla
15 gold crowns to hire +7 gold crowns upkeep
Da Peddla canz findz anyfing, sell anyfing.
May be Hired: Any type of Orcs or Goblins and Chaos Dwarfs may hire a Goblin Peddla.
Rating: A Goblin Peddla increases a warband’s rating by +5 points, plus 1 point for each point of Experience.
Profile Goblin Peddla
M4 WS2 BS2 S3 T3 W1 I3 A1 L6
Equipment: Staff, dagger, throwing knives.
Skills: A Goblin Peddla may choose the skills Knife Fighter, Loot the Dead, Dodge and Haggle as well as the special skills Finda and Deala listed below.
SPECIAL RULES
Yer Onkle: If he was not taken out of action, the Goblin Peddla adds +1 to any searches the warbands heroes make for rare items.
Tricksy: If the Peddla was not taken out of action, any items the warband sells may round the price up when determining half price.
Weedy: Accept for the exception below, the Peddla will not charge an enemy nor will he intercept a charge.
Greedy: The Peddla will charge an enemy if the enemy model is carrying a treasure, wyrdstone, cargo or a treasure chest.. In this case the Peddla is subject to hatred.
SPECIAL SKILLS
Finda: If he was not taken out of action, the Goblin Peddla may acquire one Orc or Goblin only item or a drug or poison per game with out a rarity roll. If he has the skill Haggle, he may apply it for the purchase of this item. In addition roll a D6: on a roll of 1-3 the item may be bought at its base price (if it includes a +xD6 that is ignored). On a roll of 4-6 the item is half price, but the buyer must roll a further D6 after purchasing it. On a roll of a 1 the item is useless.
Deala: If he was not taken out of action, the Goblin Peddla will sell any weapons, equipment or captive(s) the warband desires to unload for an additional +2D6. (Regardless or the 2D6 roll, a weapon or equipment cannot be sold for more than it is worth.)

Orc Bully
30 gold crowns to hire +15 gold crowns upkeep
Keepin' da snaggaz in da line, dat's da bully way!
May be Hired: Any type of Orcs or Goblins and Chaos Dwarfs may hire an Orc Bully.
Rating: An Orc Bully increases a warband’s rating by +15 points, plus 1 point for each point of Experience.
Profile Orc Bully
M4 WS4 BS2 S3 T4 W1 I3 A1 L7

Equipment: Sword, net, whip, toughened leathers, dagger.
Skills: An Orc Bully may choose from the Combat, Strength and Orc Special skills lists when he gains a new skill.
SPECIAL RULES
Back in line ye!: The Bully makes any gobo or hobgoblin within 6 inches of him re-roll a failed animosity test. In addition, if he was not taken out of action, the Orc Bully will make any gobo or hobgoblin what rolls a Lad Got Talent result re-roll it. (As with any re-roll the second result stands.)
Rotten Git!: the Orc Bully suffers from animosity, however, if he must attack a fellow greenskin, he will attack a goblin or hobgoblin if they are in charge range, ignoring any closer orcs unless they are the only possible targets.
Squiggoth Skin Whip. The Bully's whip hits at his base strength.
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PostSubject: Re: Big Toof--Hired Swords   Wed 18 May 2016 - 6:53

Curse ye ya git, I'd literally just got all the bitz for my Orc band and now I want to make half of these as well Razz
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PostSubject: Re: Big Toof--Hired Swords   Wed 18 May 2016 - 9:29

Thanks mate, glad to be of service clown . I expect most of my friends will just take a random orc or goblin and say that they count as this or that hired sword, but I have hopes for a gallery of conversions.

I recommend the 40K grotz box as well as the older goblin sets for bitz. I thought I had the Mad Bomma Blood Bowl goblin in my collection already, but if I did, he is buried deep.

I am thinking of a Boar Rider as a sort of Freelancer. And I added the Goblin Shaman as an encounter:
Goblin Shaman
25 gold crowns to hire +12 gold crowns upkeep
May be Hired: Any type of Orcs or Goblins and Chaos Dwarfs may hire a Goblin Shaman.
Rating: A Goblin Shaman increases a warband’s rating by +10 points, plus 1 point for each point of Experience.
Profile Goblin Shaman
M4 WS2 BS3 S3 T3 W1 I3 A1 L6

Equipment: The Shaman is armed with a staff and a dagger.
Skills: A Goblin Shaman is a wizard. He starts with two spells chosen randomly from the Forest Goblin spell list. When he gains a skill advance, he may choose to roll on the Forest Goblin spell table or from the Speed skill list or the Academic skill Sorcery.
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PostSubject: Re: Big Toof--Hired Swords   Thu 19 May 2016 - 5:47

Oh ya beauty, I was planning to just use the Warlock for mine but that's perfect as my Gobbos are Forest Goblins from the old Arachnarok kit I had lying about, so I wanted to add a Spider Priest anyway(the rest of my band consists of a Gamezone Boss, AoS Shaman, AoS Brutes with normal Boyz heads for Big'unz, and 6th Ed starter Orcs with AoS Brutes heads for Boyz, the headswap makes them look more like the excellent Adrian Smith Orc art for FW).

I'll do my best to actually paint the resulting model for your gallery, hah.
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PostSubject: Re: Big Toof--Hired Swords   Thu 19 May 2016 - 9:19

Thanks again Yodhrin.  My journey through the bitz box is proving a bit disappointing, but I'm starting with the Mad Bomma as I want to blow things up.

Started that gallery:
http://boringmordheimforum.forumieren.com/t8654-orc-and-goblin-hired-swords
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PostSubject: Re: Big Toof--Hired Swords   Sun 29 May 2016 - 15:21

I'll pop a pre-paint pic of my Spider Shaman in your gallery thread in a wee while once I set up the lightbox, but I had a thought; what would you say to a DP/Hired Sword based on a down-on-his-luck Orc Big'un Pirate?

It's a purely selfish suggestion, I just want an excuse to use the peg-leg body from the Brutes box Razz
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PostSubject: Re: Big Toof--Hired Swords   Sun 29 May 2016 - 16:13

Ha! Thanks very much for the Spider Shaman.

There is the Orc Pirate HS from Sartosa (who is also going to show up in Big Toof one of these days)

https://sites.google.com/site/styroheim/sartosa
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PostSubject: Re: Big Toof--Hired Swords   Sun 19 Jun 2016 - 14:32

Just started a new campaign and the Theef and Peddla have caught my eye as something to model up. What expansion is the Loot The Dead skill in? I don't think I have come across it. Mainly because of scenery limitations we have really only played in Mordheim, EIF, and RotC.

Are you using a different Trade table for Big Toof? Are they intended to be balanced outside of Big Toof?
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PostSubject: Re: Big Toof--Hired Swords   Sun 19 Jun 2016 - 19:43

Quote :
What expansion is the Loot The Dead skill in? I
It appeared in the Hochland Bandits from the Nemesis Crown originally. StyrofoamKing made it a skill for Pirates in Sartosa.

Quote :
Are you using a different Trade table for Big Toof?
No. I am using my standard EiF table for Equipment. I do have an Exploration and Events table.

Quote :
Are they intended to be balanced outside of Big Toof?
Ha! I wasn't really thinking about that when I started as they are originally intended to add flavor to the greenskin only campaign. But the Peddlar is my version of what I think the Merchant should be. Which means if you never roll a skill, he is far inferior.

Please let me know how they work out if you use them.
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PostSubject: Re: Big Toof--Hired Swords   Mon 20 Jun 2016 - 17:59

Will do. The combo I am looking at initially is using the thief to get free heavy armor (common) and then using the Peddla to sell it when he eventually gets Deala. Even just selling the armor for 25 gold until then will be pretty good.

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PostSubject: Re: Big Toof--Hired Swords   Mon 20 Jun 2016 - 19:38

I can never figure the advice I read about stealing coaches or tomes of magic. I steal heavy armor. If you have a merchant and thief combo (plus a shoppe if you can get one), its easy money.
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PostSubject: Re: Big Toof--Hired Swords   Tue 21 Jun 2016 - 20:56

I have added a couple of mounted Hired Swords, the Goblin Wolf Rider and the Orc Boar Rider.

Goblin Wolf Rider
30 gold crowns to hire +15 gold crowns upkeep
Goblin Wolf Riders are amongst the most feared Goblin warriors to ever plague the open plains, fulfilling their roles admirable as a dedicated force of scouts, skirmishers and fast moving archer cavalry.

May be Hired: All types of Orcs and goblins, Chaos Dwarfs and Ogre warbands may hire a Goblin Wolf Rider.
Rating: A Goblin Wolf Rider increases the warband's rating by +16 points, plus 1 point for each Experience
point he has.

-----------------M------WS---BS----S----T----W----I-----A---- L
Goblin----------4 ------2---- 3-----3----3-----1---- 3-----1---- 6
Giant Wolf------9 ------3---- 0-----3---- 3-----1---- 3-----1---- 4
Equipment: Dagger, spear, shortbow, shield. A Goblin Wolf Rider rides a Giant Wolf.
Skills: A Goblin Wolf Rider may choose from Combat, Shooting and Riding skills when he gains a new skill. In
addition, there are a couple of skills unique to a Goblin Wolf Rider as detailed below, which he can choose instead of normal skills.
SPECIAL RULES
Ride: A Goblin Wolf Rider has the Ride Giant Wolf skill.  
Ain’t Walkin’: If the Giant Wolf is killed, the Rider’s upkeep will drop to 8 gold. However, his employer must provide another mount within two games or the Wolf Rider will quit his employment.
Loner: The Goblin Wolf Rider is used to operating independently of the Tribe. The Wolf Rider may never use the warband leaders Ld for any tests. In addition, the Wolf Rider never counts as all alone and may operate independently throughout the game.  
Crowdin’ Meez: The Wolf Rider suffers from animosity when another greenskin is within 12”.
Scout: If the campaign is using the Supply Source rules, the Wolf Rider adds +1 to the warband’s roll to locate a Supply Source after each game as long as he did not go out of action during the battle.
SPECIAL SKILLS
Outrider*: The Wolf Rider may be set up anywhere on the board that is not within 18" of any enemy model or inside a ruin or building.
Feigned Flight*: The Wolf Rider may choose to flee from a charge rather than stand and receive it.  If the Wolf Rider flees, the model is moved 3D6” directly away from the charger.  If the flight move takes the Wolf Rider out of charge range, the charge fails. If the charge reaches the Wolf Rider, the attacker gets one automatic hit against the Wolf Rider.  If the Rider survives he flees an additional 2D6” without striking back.  The Wolf Rider may recover from his flight as per the rules for recovering from a failed all alone test.
*The Wolf Rider may only make use of these skills if mounted.
____________________________________________________________________________________
The Wolf Rider is based on the BTB Hobgoblin Scout, who I was embarrassed to learn, will not work for Orcs or Goblins.

Random Question: is there some rule of Hired Sword creation that I am missing?  Why are the BTB and Nemesis Crown greenskins so expensive for not very much value?
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PostSubject: Re: Big Toof--Hired Swords   Fri 24 Jun 2016 - 8:10

Orc Boar Rider
60 gold crowns to hire +30 gold crowns upkeep
Da thunda o' da hooves sound like victory!
May be Hired: Any type of Orcs, Ogres or Chaos Dwarfs may hire an Orc Boar Rider.
Rating: An Orc Boar Rider increases a warband’s rating by +15 points, plus 1 point for each point of Experience.
Profile Orc Boar Rider
Orc M4 WS4 BS2 S4 T4 W1 I2 A1 L7
Boar M7 WS3 BS0 S3 T4 W1 I3 A1 L4
Equipment: Sword, Spear, dagger, light armor, shield and helmet. The Boar Rider rides a Warboar.
Skills: An Orc Boar Rider may choose from the Combat, Strength, Riding and Orc Special skills lists when he gains a new skill.
SPECIAL RULES
Ride: The Orc has the skill ride Warboar.
Ain't Walkin': If the warboar is killed, the Boar Rider's upkeep drops to 15 gold, but the warboar must be replaced within three games or the Orc will leave the warband.
Ize a Nob: The Orc Boar Rider does not suffer from animosity.
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PostSubject: Re: Big Toof--Hired Swords   Wed 13 Jul 2016 - 20:49

Orc Slaver
40 gold crowns to hire +15 gold crowns upkeep
All 'umies gots loot? Da 'umies is da loot!
May be Hired: Any type of Orcs or Goblins and Chaos Dwarfs may hire an Orc Slaver.
Rating: An Orc Slaver increases a warband’s rating by +20 points, plus 1 point for each point of Experience.
Profile Orc Slaver
M4 WS4 BS3 S4 T4 W1 I3 A1 L8
Equipment: axe, mace, dagger, crossbow, heavy armor, helmet, rope & hook, net.
Skills: The Slaver may choose from the Combat, Shooting, Strength, or Orc skills when choosing a skill.
SPECIAL RULES
Couple of options:
1/ The boring one:
Capture. Just like the Bounty hunter i.e.
Capture rule for the Bounty Hunter Hired Sword wrote:
Capture:
At the start of each battle, nominate an enemies Hero as the Bounty Hunters "mark".
The Bounty Hunter gets a +1 to hit this model and must always move towards them (if
he can see them), unless he can shoot (in which case he may choose). If the Bounty
Hunter successfully takes the Hero "Out of Action" he gains the Hero's gold value as
payment (of which he gives the warband half), +D3 experience if he survives the game
and the Bounty Hunters side wins. After the battle, do not roll on the serious injury
table for the hero, he simply counts as "captured".
2/ A more entertaining one:
Hogtie. If the Slaver takes an enemy model capable of earning xp out of action he can Hogtie it. Place the model face down with a 'hogtied' counter next to it (or a bit of string over it, or something). The model counts as 'Stunned' for all game purposes, but cannot recover at all. A friendly model that starts its turn in base contact with their Hogtied friend can remove the token instead of moving and shooting. When the token is removed the Hogtied model is immediately recovered to 'knocked down'. Models that are Hogtied at the end of the game are considered 'Captured' by the winning warband.
3/ A variation on the more entertaining one:
Hogtie. If the Slaver takes an enemy model capable of earning xp out of action he can Hogtie it. Place the model face down with a 'hogtied' counter next to it (or a bit of string over it, or something). The model counts as 'Stunned' for all game purposes, but cannot recover at all. A friendly model that starts its turn in base contact with their Hogtied friend can remove the token instead of moving and shooting. When the token is removed the Hogtied model is immediately recovered to 'knocked down'. During his turn the slaver may pick up a Hogtied model and move/run at half rate. If he exits the gaming table with the hogtied model or the warband owning the Slaver wins the scenario while the enemy is still Hogtied then the enemy model counts as 'Captured'. If the Slaver flees he will drop the Hogtied model.

I suspect the Hire fee/upkeep will have to be adjusted depending on the capture option you like best.


Last edited by Lord 0 on Thu 14 Jul 2016 - 6:50; edited 1 time in total (Reason for editing : Edited to add Skills available)
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PostSubject: Re: Big Toof--Hired Swords   Wed 13 Jul 2016 - 20:52

The image I have in an all-orc campaign is the captured hero/henchman having all his gear taken off him, something embarrassing painted on him, and then turned loose for laffs.
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PostSubject: Re: Big Toof--Hired Swords   Thu 14 Jul 2016 - 5:18

Quote :
The image I have in an all-orc campaign is the captured hero/henchman having all his gear taken off him, something embarrassing painted on him, and then turned loose for laffs.

Love it.

Naturally I like option 3 best.
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PostSubject: Re: Big Toof--Hired Swords   Thu 14 Jul 2016 - 7:15

I intended for this to be part of the original post, but I was tired and couldn't get the wording right. Also, I wasn't sure if this should be a special rule for the slaver or perhaps a special skill available for them to learn:

Compelling proposal: If the Slaver captures a hero/henchman that the warband can use* then the Slaver can attempt to influence the loyalties of the prisoner by means of ingenious arguments. Each argument hits automatically at S4, ignoring results of KD or Stunned. If the model is not OOA they must make a LD test and if they fail they join the warband**. If they did go OOA roll injury and apply immediately. If the prisoner is not dead the Slaver may continue to argue his proposal.

*I.e. is hirable by them *and* they have room for it - no getting 7 heroes or 2 shamans or other such nonsense. You may not dismiss a hero before attempting to argue the proposal.

** Henchmen may either join as a group of 1 or, if they are the same type and have *exactly* the same amount of xp as an existing group, they may be added to that group (identical weapons and armor must be provided, of course).
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PostSubject: Re: Big Toof--Hired Swords   Fri 15 Jul 2016 - 1:11

Savage Orc Boy:
60 gold crown to hire 30 gold crowns to upkeep
"Wwaaaaarrrggh"

Profile:      
M:4 WS:4 BS:2 S:4 T:4 W:1 I:2 A:1 LD:4    

Weapons/Armour: 1 two-handed big choppa or 2 one handed choppa
Skills:  Strength or Ork skill list

Special rules:
Animosity
Frenzy (starts the game as frenzied if he gets out of frenzy animosity could kick in)
Talented grunt: starts the game with one Strength or Ork skill already learned

Choppa: The peak of orc craftsmanship. A multi-purpose killing device. Treat it as a normal one handed weapon but if the player score a critical hit he can choose which critical table he will use (bladed, blunt, thrust, unarmed, or flexible weapon)

Big Choppa: treat it as a two-handed weapon with the choppa rule.

(sorry for not using orkish language)


Last edited by Athanatosz on Sat 16 Jul 2016 - 2:59; edited 1 time in total
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PostSubject: Re: Big Toof--Hired Swords   Fri 15 Jul 2016 - 7:58

Lord 0@Having the Hero join is fiddly, although perhaps he becomes a HS?

As is, it would be great for those pesky times when you can't roll LGT.

Athanatosz@Thank you! Adding a Savage Orc to the list is a great idea.
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PostSubject: Re: Big Toof--Hired Swords   Sun 17 Jul 2016 - 10:14

Von Krust@ Are you already using the black orc bodyguard/overseer and the ninja gnoblar hired swords?
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PostSubject: Re: Big Toof--Hired Swords   Sun 17 Jul 2016 - 12:00

We have used the Black Orc in the past, but he's really too expensive for a normal campaign and even though income has picked up for Big Toof, no one has bothered with him.

The ninja gnoblar was totally forgotten when I created the lists. Can't say I feel bad about it.

We did include the really odd Squig Hopper and Doom Diver. No one attempted the Hopper, but a couple of guys tried the Doom Diver. Both HS have really fiddly rules that are difficult to figure out during a game.
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PostSubject: Re: Big Toof--Hired Swords   Sun 17 Jul 2016 - 12:20

Yes 30 gc up keep a bit high (also for the savage boy as I realized it). Maybe a decrease it to 20-15 and increase the hiring cost to 70 gc.

I think the animosity negating effect is useful to try out black orcs.
To be more fairly balanced maybe he gets a free charge for the first animositi-ing greenskin. after a successful wounding he repress any further animosity attempt in his charge range.
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PostSubject: Re: Big Toof--Hired Swords   Sun 28 Aug 2016 - 8:49

Where does the Bomber skill Powder Refiner come from? My Google-fu only brings up this forum thread, which is less than helpful Razz.

Also, for the Goblin Peddla and the Greedy special rule, does 'will' mean 'may' or 'must'?
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