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onlymrsquirrel
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PostSubject: home made warband rules   Mon 20 Jun 2016 - 16:54

would anyone be interested in seeing a warband with rules I made up from scratch?
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Von Kurst
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PostSubject: Re: home made warband rules   Mon 20 Jun 2016 - 20:18

Certainly, that is what we are here for. Though in these latter days, I cannot guarantee a response. Most folks are content to lurk.
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Athanatosz
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PostSubject: Re: home made warband rules   Tue 21 Jun 2016 - 3:51

I'm not a big pro in balancing or creating new warbands but I'm still interested and happy to help if needed.
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PostSubject: Re: home made warband rules   Tue 21 Jun 2016 - 6:07

just to note that some of the weapons and skills have been used from the skaven warband and that one weapon has been created by myself. this is untested but I will be using it this Friday to see how things go, any tips or adjustments you think would be required then please let me know

ASSASSIN WARBAND
The Assassin's order has always been behind the scenes of every emperor, the empire has ever known. They move with stealth and secrecy, many a noblemen has been found dead, having “died” in their sleep or killed whilst locked in a room, surrounded by armed guards which was thought to be inaccessible.
When the Drakwald elector counts came to power the order found their services in great demand. As other counts questioned the corruption that was happening in the imperial palace, their questions were soon silenced as heirs and mistresses went missing or had accidents.
When the Drakwald count – Ludwig II Hohenbach, came to power, the imperial palace was used more and more frequently for its banquets and debaucheries, eventually he would become Ludwig the Fat.
The cult of sigmar could finally see a way out, after slowly convincing the emperor to allow the grand theogonist of the cult of sigmar a vote in imperial elections and thus have a sway in future elections they quietly ordered and paid for the assassination of Ludwig II. Official imperial records show he died from his own neck fat smothering him whilst he slept, the puncture wound that pierced his heart was never noticed and if it was, it was never recorded.
Since then the order has need to train its potentials and earn money through the selling of wyrdstone to pay of those who wish to expose the order but are to valuable to be removed completely. The city of mordheim has become the perfect place. With very few prying eyes and those who do pry are often silenced, it grants those who wish to become an assassin the time and are to learn and hone their skills

Choice of warriors

An Assassin warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.

Assassin Master: Each Assassin warband must have one Master: no more, no less!
Assassin Adepts: Your warband may include up to two Adepts.
Cut-throats: Your warband may include up to two Cutthroats.
Pickpockets: Your warband may include any number of Pickpockets.
Halflings: Your warband may include no more than two Halflings.
Fallen Shadow Warrior: Your warband may include nomore than one Fallen Shadow Warrior.

Starting experience
The Master starts with 20 experience.
Adepts start with 8 experience.
Cut-throats start with 0 experience.
Henchmen start with 0 experience.

SPECIAL RULES
No member of the assassin warband are allowed to use blackpowder weapons.
No member of the assassin warband are allowed to use heavy armour.
No member of the assassin warband are allowed to use mounts for combat.
If during a game or campaign the warband has to use a hired sword that is not listed below (for instance rolling 11 on the random happenings table and gets an ogre mecenary), then they will use them only for one game, their hire fee and if required their upkeep must be paid unless the player does not wish to do so. In that case they must follow the rules for not paying a hired sword.

May hire Halfling Thief, Halfling scout, Imperial Assassin, Tilian Marksman, Ninja Gnoblar, Johann the knife, Aenur and Dark elf assassin (though the upkeep fee must be doubled if a Fallen Shadow Warrior is taken as part of the warband)

Assassin skill table:
Assassin master Combat Shooting Strength Speed
Assassin adept   Combat Shooting Strength Speed
Cut-throat    Combat Strength Speed

Assassin warband Equipment list:
Hand to hand:
dagger  1st free/2nd 2gc
mace 3gc
hammer 3gc
axe 5gc
sword 10gc
morningstar 15gc
two handed weapon 15gc
fighting claws 35gc
hidden blade 25gc

ranged:
crossbow 25gc
crossbow pistol 35gc
bow 10gc
shortbow 5gc
blowpipe 25gc
throwing stars/knife 15gc

Armour:
light armour 20gc
shield 5gc
buckler 5gc
helmet 10gc

SPECIAL EQUIPMENT
Fighting claws 35 gold per pair
Availability: Rare 7
The martial arts practised by Clan Eshin employ weapons known as Fighting Claws, seen and adopted by the assassin order, they are sharp metal blades attached to the hands of an assassin. They are very specialised weapons but once mastered an assassin becomes a very deadly combatant

Range Strength Save modifier Special rules
Close Com. As user           - Pair, Climb, Parry, Cumbersome

Pair: Fighting Claws are traditionally used in pairs, one in each hand. A warrior armed with Fighting Claws gets an additional attack.
Climb: An assassin equipped with Fighting Claws can add +1 to his Initiative when making Climbing tests.
Parry: An assassin armed with Fighting Claws may parry blows and can re-roll a failed attempt once, in the same way as a model armed with a sword and buckler.
Cumbersome. A model armed with Fighting Claws may not use any other weapons in the entire battle.

Blowpipe: 25 gold
Availability: Rare 7
The blowpipe is a short hollow tube which can be used to shoot poisoned darts. While the darts by themselves are too small to cause significant damage, the poison used by an assassin can cause searing agony and eventual death. The other advantage of a blowpipe is that it is silent, and a well-hidden shooter can fire the darts undetected.

Range Strength Save modifier Special rules
   8"     1    +1   Poison, Stealthy

Poison: The needles fired by a blowpipe are coated in a venom very similar in its effects to the Black Lotus (if you roll a 6 on the To Hit roll, the victim is automatically wounded). A blowpipe cannot cause critical hits. This weapon has a positive armour save modifier, so a model that normally has a save of 5+ will get a save of 4+ against a blowpipe dart. Even models that normally do not have an armour save will get a 6+ save to take into account protection offered by clothes, fur or the like.
Stealthy: An assassin armed with a blowpipe can fire while hidden without revealing his position to the enemy. The target model can take an Initiative test in order to try to spot the firing the assassin. If the test is successful, the assassin no longer counts as hidden.

Hidden blade: 25 gold
Availability: Rare 7
Through many years of trial and error, the assassin order has developed a blade that can easily be concealed on the assassins wrist and through special training the blade can extend out of its housing and retract by the wielder using special muscle movements. Favoured by assassins its ease of concealment and quick use in combat, the hidden blade is often laced with a poison to add to its lethality
Surprise: the wielder adds +2 to hit in the first combat phase with an opponent with their off hand, after this the opponent is aware of the danger and the hidden blade no longer has this bonus against that opponent.
Poison: the hidden blade maybe coated with either dark venom (36 gold) or black lotus (16 gold) when the warband is first created after that the poison must be found as normal.

ASSASSIN SPECIAL SKILLS

Sniper: (only available to the fallen shadow warrior) - Long years of guerrilla warfare against the Dark Elves have taught Shadow Warrior how to strike from the shadows without being seen. If Hidden, a warrior with this skill may shoot and still remain Hidden.

Iinfiltrator: An assassin with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

Hide in shadows: Over time the assassin has learned how to freeze in place and remain undetected, even from the heightened senses of the elves. As long as he is within 1” of wall or linear obstacle opposing models must pass an initiative test to charge or shoot him.

Art of silent death: The assassin has patiently mastered the deadly art of open-hand fighting, the mystics of Cathay in the temples of the far East, where they teach this deadly form of combat were stumbled upon by an assassin lord who had been tasked to kill a skaven of clan Eshin. The lord achieved his task within the temple but was blinded by the mystics for his dishonour. He eventually returned home and informed the order of his discovery. Envoys were sent to the temple were an accord was struck that their assassins be trained by the mystics so long as no more blood be spilled in the temple and for certain contracts be done without charge by the order. To this day the assassins have kept their word and are trained by the mystics for their loyalty.
In hand-to-hand combat, the assassin can fight with his bare hands without any penalties and counts as having two weapons (ie, +1 attack). In addition, an assassin Hero with this skill will cause a critical hit on a To Wound roll of 5-6 instead of just 6. This skill may be used in conjunction with the assassin Fighting Claws (+2 Attacks instead of +1).

Backstabber: the assassin specialises in attacking his target from behind or when their back is turned. The assassin may charge a model he cannot see (he knows you're there), so long as he is within charge reach. If he does this he is granted a +1 to hit with all attack rolls and +1 to the serious injury chart. This bonus only lasts for the first round of combat after that the target regains his wits and is able to defend himself as usual.

Streetwise (only available to pickpockets) – as the skill list reference

HEROES

1 Assassin Master 80 gold
The Assassin Master is charged with training those who wish to enter the order. It is through his tutelage and stern eye that those worthy become masters at the art of death and those who fail, that they never leave mordheim again.

Profile M WS BS S T W I A Ld
4  5  4 3 3 1 5 1 8

Weapons/Armour: An  Assassin master may be equipped with weapons and armour chosen from the Assassin Equipment list.

SPECIAL RULES
Leader: Any warrior within 6" of the Assassin master may use his Leadership characteristic when taking Leadership tests.
Weapon master: the Assassin master may use any weapon he finds.

0-2 Assassin Adepts 40 gold
Assassin Adepts are the most experienced members of the group, second only to the master assassin, eventually they will be granted the rank of assassin and return to the order for their first
assignment on their own

Profile M WS BS S T W I A Ld
 4   4 3 3 3 1 3 1 7

Weapons/Armour: An  Assassin master may be equipped with weapons and armour chosen from the Assassin Equipment list.

0-2 Cut-throats 20 gold
Cut-throats are seen as no more than murders by some, but it is the way they have killed that attracts the attention of the order. Those who use poison, kill without a sound from their victim or the truly sinister ones who get the other guy to do it are seen as potential assassins. Those who are approached have a choice train with us or not. Those who don't, aren't seen again.

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

Weapons/Armour: Cut-throats may be equipped with weapons and armour chosen from the Assassin Equipment list.




HENCHMEN

Pickpockets (bought in groups of 1-5) 25 gold
Although a Pickpocket would seem out of place with an assassin, the order recognises their skill at finding and passing information without being noticed. Their ability to blend in aids in their usefulness as well and those who show real promise will be taught more of the ways of the order.

Profile M WS BS S T W I A Ld
4  3 3 3 3 1 3 1  7

Weapons/Armour: pickpockets may be equipped with weapons and armour chosen from the assassin Equipment list.

0-2 Halflings 20 gold
Since Rampid the Stout killed an entire court of noblemen and escaped untraced, the order knew that halflings are cunning creatures and given the right push, deadly ones at that. Their knowledge of food and how to effectively poison it without the effects taking hold till days later has meant their use is often called upon when the more direct approach would be too messy or difficult.

Profile M WS BS S T W I A Ld
4 2 4 2 2 1 4 1 8

Weapons/Armour: Halfling Scouts may be equipped with weapons and armour chosen from the assassin Equipment list, though they may not be equipped with two hand-to-hand weapons or a bow

Promotion: A Halfling that is promoted to hero through the “The lad’s got talent” advance may not choose Strength skills as one of his two skill lists. Halflings are not known for their great strength!


0-1 Fallen Shadow Warrior 45 gold
Every now and again a shadow warrior shames his kin in such a way that death, banishment or atonement is required. There are a select few who believe they have done nothing wrong or do not want to carry out the punishment set before them. They flee the eleven lands staying out of sight so as not to attract the attention of their former kin in revenge for the shame they have bought. When the order learns of these individuals they will do almost anything to recruit them as the skills of a shadow warrior are almost mystical and adding their talents to the task at hand increases its likelihood of success ten fold. But before he can be given assignments, he must prove his loyalty to the order by joining an assassin warband in the streets of mordheim.

Profile M WS BS S T W I A Ld
5   4  4 3 3  1 6 1  8

Weapons/Armour: the fallen shadow warrior may be equipped with weapons and armour chosen from the assassin Equipment list
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Von Kurst
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PostSubject: Re: home made warband rules   Tue 21 Jun 2016 - 11:09

thumbsup

I would recommend adding a "Special" entry to your skill table to indicate which heroes can take the Assassin skills.

I would also recommend adding the Dark Elf skill Master of Poisons (or whatever its called) to the list of Assassin skills.

I am a bit dubious of Halflings as Assassins, however I know of at least one forum member who would be in total agreement.

I would recommend adding Streetwise and Haggle to the skills Halflings can choose if promoted. (And adding Haggle to the skills Pickpockets may take.)

Hired Swords.
I would recommend adding the Tomb Robber, Arabian Thief and the Arabian Merchant to the list as it is always nice to have a friendly fence.

I applaud your adding a way of handling HS that are not approved. Many fanmade rules just gloss over any unexpected occurrences like they won't happen.
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PostSubject: Re: home made warband rules   Tue 21 Jun 2016 - 13:21

i kinda followed the basis for the special skills that most warbands follow in that any hero can take a skill that is specific to them, even henchmen who get promoted.
the master of poisons is a skill I'm not familiar with, would you be able to point me in the right direction please.
as for the halflings, I wanted to add them a) for variation and b) most rpg style games like dnd, have halflings as rogues and as rogues and assassin type order/guilds almost go hand in hand it seemed sort of fitting.
ive shown this warband to my gaming group so I will have to see if they agree with the haggle and streetwise skills.
the hired swords I added are mainly themed that they come across as rogue/assassin/ninja like. the tomb robber and Arabian thief are ones I totally missed. the merchant was one I thought about but went against as it just didn't feel right to have him in it. It has been suggested tho that I should probably remove the gnoblar ninja as it is more of a goblin type creature and wouldn't fit in so to speak
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PostSubject: Re: home made warband rules   Tue 21 Jun 2016 - 19:08

Quote :
i kinda followed the basis for the special skills that most warbands follow in that any hero can take a skill that is specific to them, even henchmen who get promoted.

Well yes.   I would recommend having a look at how the skaven warband lists special skills as an example to follow.  Unlike the skaven warband your list of special skills does not mention that the heroes of the Assassin warband may choose the Assassin skills listed.

The Dark Elf warband from TC#12 (which is the same TC as the Dark Elf Assassin is found in).  One place that Dark Elf warband is hosted on the web may be found in the following thread--
http://boringmordheimforum.forumieren.com/t6711-skydrive-of-mordheim-resources

I'm not sure if the warband is found under the Lustria folder or in the warbands folder (because I have a copy of TC#12 so I don't need the web).
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PostSubject: Re: home made warband rules   Wed 22 Jun 2016 - 0:39

You're right it doesn't, was just an assumption as only heroes can take skills, I shall edit that thank you
Thank yoi I shall follow the link and have a looksie when I get the chance tonight
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PostSubject: Re: home made warband rules   Wed 22 Jun 2016 - 2:16

Morningstars are not that Assassin-ish imho. Why did you include them? As they are not that common overall, you sure had an idea behind it.

Love the Hidden Blade. Is it intended to be a Dagger? Might add a reference to an equivalent weapon or a profile.
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PostSubject: Re: home made warband rules   Wed 22 Jun 2016 - 7:56

The morningstar was purely added due to assassins creed brotherhood trailer but I think il remove it
The hidden blade is basically the hidden blade from the assassins creed series - just liked it so much I had to have it
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PostSubject: Re: home made warband rules   Today at 3:28

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