| A Killer-Plant/Farm warband | |
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+5StyrofoamKing ObsidianLord Mortimer lord siwoc Plague Docter 9 posters |
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Plague Docter General


Posts : 159 Trading Reputation : 0 Join date : 2009-09-20 Age : 28 Location : Uk Chesterfield
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
 | Subject: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 10:14 | |
| Hi I have been wondering if any one knows of a Killer-Plant/Farm warband and if there isnt would anyone play it if i try and make one.
My main idea of it is that the wrydstone has mutated the nearby farms crop and they need more to fuel there growth.
And here are some sub-ideas; Scarecrow as the leader A stupid human thats ate some veg and mutated or something like that Humans that have meen taken over by veg Veg Weapons(tempary names and not set in stone) Corn: Same rules as club but can also be used like a grenade like weapon Razor Leaf/Grass Blade: Same rules as sword Seed Spit: Shoots D3 S2/3 at range 12" Splinter: Same rules as bow (might make some changers) Grape Shot: Sames rules as Blunderbus (again might make some changers)
I will keep updating the FIRST post as i progress.
Doc
Last edited by Plague Docter on Tue 3 Nov 2009 - 14:20; edited 2 times in total | |
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lord siwoc Venerable Ancient


Posts : 570 Trading Reputation : 3 Join date : 2008-04-03 Age : 49 Location : Denmark
Personal Info Primary Warband played: Reiklanders Achievements earned: None
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 10:52 | |
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Mortimer Warlord


Posts : 205 Trading Reputation : 0 Join date : 2009-10-20
Personal Info Primary Warband played: Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 10:55 | |
| I can't say I've ever heard, nor can really picture a warband like that .... something like giant killer tomatoes? (An interesting Squig conversion maybe). Not sure how well it would do as Warband, but could make an interesting scenerio 'Geheimnisnacht at the Farm' though that might be alittle late for the session festivities  | |
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ObsidianLord Captain


Posts : 64 Trading Reputation : 0 Join date : 2009-10-22 Age : 37 Location : Italy
Personal Info Primary Warband played: Carnival of Chaos (EIF) Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 13:38 | |
| It's a great idea in my opinion! I would play it for sure if it existed! We can start the meeting for the creation of the warband on this thread! The plantlike henchmen should be some little mutations for a cost of 15 to 50 gc each depending on their abilities (maybe in numbers of 0-5) and a huge plant-ogre (temporary name) 100+ gc worth (maybe with a mutation chart like possesseds?). I think none of the mutated plants should gain experience, just like animals and demons. Of course the warband has to include human farmers as well. I think they can be perfect with the witch hunter's zealot profile. No idea about heroes yet  I will ponder something today if you like. Obviously all of that ideas are come from a personal interpretation of the warband. If you need a co-worker just ask  | |
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Plague Docter General


Posts : 159 Trading Reputation : 0 Join date : 2009-09-20 Age : 28 Location : Uk Chesterfield
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 13:59 | |
| Hi ObsidainLord, im glad someones on board. And have you got any ideas or anything of that nature.
Doc | |
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ObsidianLord Captain


Posts : 64 Trading Reputation : 0 Join date : 2009-10-22 Age : 37 Location : Italy
Personal Info Primary Warband played: Carnival of Chaos (EIF) Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 15:43 | |
| First thoughts on the troop: (All names are temporary) Troop:0+ Farmers 15gc(novices profile)M4|WS2|BS2|S3|T3|W1|I3|A1|Ld60-5 Mutant Plant 20gc + mutations(warhounds profile but with -1M and it’s immune to poisons and psychology. It also has access to mutations for +5gc)M5|WS4|BS0|S4|T3|W1|I4|A1|Ld5(must have at least one mutation)Plant: This model does not gain experience and it’s immune to psychology tests.Immune to poisons.0-1 Plant-ogre 100gc + mutations(vampire profile but with no fear-causing ability, no BS, -3Ld and +1WS. It also gains poison immunity but is a big creature, has access to mutations and his cost is -10gc)M6|WS5|BS0|S4|T4|W2|I5|A2|Ld5(must have at least one mutation)Plant: This model does not gain experience and it’s immune to psychology tests.Immune to poisons.Big Creature: This model is an easier target for archers.Mutations Chart:Regenerating Tissues (50gc): The mutant plant has +1W and every time it would die, it may roll a Toughness test. If succeeded, the mutant plant fully recovers instead.Warped Shape (40gc): The mutant plant causes fear.Overgrown (40gc): The mutant plant has +1T.Grappling Vines (40gc): The mutant plant can inflict -1A upon all enemy models in base contact with it. Mutant plant’s enemies always lose their first attack.Poisonous Thorns (30gc): All model’s attacks have a +1S bonus. If the mutant plant is fighting against a model immune to poisons, the mutant plant’s attacks suffer a -1S penalty instead.Thick Bark (20gc): The mutant plant has an armor save of 6 against all non-magic attacks.I know, the warband is rather costly because of all these mutations (yet very cool  ). | |
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StyrofoamKing Etheral


Posts : 1355 Trading Reputation : 0 Join date : 2008-02-16 Age : 39 Location : Chantilly, DC
Personal Info Primary Warband played: Pirates (Unofficial) Achievements earned: None
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 15:58 | |
| As an experiment, I tried making a 'Fungi' warband for a 'Devil's Den' competition*. They were inspired by the Thalids from MtG. I'll post the whole warband when I get the chance (on my girlfriend's comp at the moment), but I think the biggest thing is that they had lower toughness (1 or 2), but multiple wounds (2 or 3). I never got a chance to test them, but in theory, they'd play VERY different from humans, being wounded very easily, but shrugging off attacks. *If you don't know what that is, it was a weekly contest held at the old SG forum, in order to come up with new rules. Was a lot of fun. | |
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ObsidianLord Captain


Posts : 64 Trading Reputation : 0 Join date : 2009-10-22 Age : 37 Location : Italy
Personal Info Primary Warband played: Carnival of Chaos (EIF) Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 16:10 | |
| I'm quite curious and your overall model setup sounds interesting. Can't wait for it  | |
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Plague Docter General


Posts : 159 Trading Reputation : 0 Join date : 2009-09-20 Age : 28 Location : Uk Chesterfield
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Mon 2 Nov 2009 - 19:09 | |
| - ObsidianLord wrote:
- I'm quite curious and your overall model setup sounds interesting. Can't wait for it
 Who me or StyrofoamKing. And thanks for all the help aswell you have done more in 2 hours then i have all day lol. I can see the Plant-Ogre being a nasty opponent. Doc | |
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ObsidianLord Captain


Posts : 64 Trading Reputation : 0 Join date : 2009-10-22 Age : 37 Location : Italy
Personal Info Primary Warband played: Carnival of Chaos (EIF) Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Tue 3 Nov 2009 - 19:50 | |
| Second wave of thoughts: the first complete warband sketch.
Heroes:
0-1 Farm owner 40gc (captain profile but with -1WS and -1BS for -20gc) M4|WS3|BS3|S3|T3|W1|I4|A1|Ld8 Leader: friendly models can use his Ld if they are 6” or less from him. [He starts with 8 experience points, all skill charts avaiable]
0-1 Gardener 35gc (base human profile but with the wyrdstone hunter skill for +10gc) M4|WS3|BS3|S3|T3|W1|I3|A1|Ld7 Wyrdstone hunter: As the academic skill. [He starts with 4 experience points, strength, academic and combat skill charts avaiable]
0-3 Half-plant mutant farmers 15gc + mutations (novices profile) M4|WS2|BS2|S3|T3|W1|I3|A1|Ld6 (must take at least one mutation) [They start with 0 experience points, strength, speed and combat skill charts avaiable]
Troop:
0+ Farmers 15gc (novices profile) M4|WS2|BS2|S3|T3|W1|I3|A1|Ld6
0-5 Mutant Plants 40gc M4|WS4|BS0|S4|T4|W1|I4|A2|Ld4 Plant: This model does not gain experience and it’s immune to psychology tests. Poison immunity: This model is immune to poisons. Wyrdstone consumption: This model must be nourished with a raw piece of wyrdstone at the end of each scenario or it will wither, losing permanently one Toughness point.
0-1 Plant-ogre 150gc M4|WS4|BS0|S5|T5|W3|I4|A3|Ld4 Plant: This model does not gain experience and it’s immune to psychology tests. Poison immunity: This model is immune to poisons. Big Creature: This model is an easier target for archers. Wyrdstone consumption: This model must be nourished with a raw piece of wyrdstone at the end of each scenario or it will wither, losing permanently one Toughness point.
Mutations Chart:
Regenerating Tissues (50gc): The model has +1W and every time it would die, it may roll a Toughness test. If succeeded, the model fully recovers instead.
Warped Shape (40gc): The model causes fear.
Overgrown (40gc): The model has +1T.
Grappling Vines (40gc): The model can inflict a -1A penalty upon all enemy models in base contact with it. Enemy models always lose their first attack.
Poisonous Thorns (30gc): All model’s attacks have a +1S bonus. If the mutant plant is fighting against a model immune to poisons, the model’s attacks suffer a -1S penalty instead.
Thick Bark (20gc): The model has an armor save of 6 against all non-magic attacks.
The overall models are rather cheap. Heroes experience level is very low as their base stats. Plants are nasty but they can't grow more than they already are, plus they require a raw wyrdstone upkeep each. That makes them quite costly in long terms. I am not sure if those plants are really balanced (is always difficult to balance things that can't gain experience) but i think the rest is fair. Now we need a betatest to observe the warband's behaviour  (and a weapon list) | |
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Davespaceman Knight


Posts : 97 Trading Reputation : 0 Join date : 2009-05-20 Age : 41 Location : Vercuso
Personal Info Primary Warband played: Undead Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Wed 4 Nov 2009 - 0:18 | |
| Sounds interesting and from the looks of it, it seems reasonably balanced
But you need to add the scarecrow as I'd like to see someone make the model and I like the idea of one running around scareing people. Make him impervious to ranged weapons as they'd just pass through his straw body. | |
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Pathfinder Dubstyles Venerable Ancient


Posts : 778 Trading Reputation : 0 Join date : 2008-04-11 Age : 39 Location : North Carolina, US
Personal Info Primary Warband played: Possessed Achievements earned: None
 | Subject: Re: A Killer-Plant/Farm warband Wed 4 Nov 2009 - 3:29 | |
| FYI, there is a scarecrow man model in the frenzied mob boxed set...  And rules in the Restless Dead warband | |
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JAFisher44 General


Posts : 183 Trading Reputation : 0 Join date : 2009-01-16 Age : 46 Location : Elma, WA, USA
Personal Info Primary Warband played: Dwarfs Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Wed 4 Nov 2009 - 10:16 | |
| As far as names go, replace Farm Owner with Farmer and Farmer henchmen type with Farm Hand. | |
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Schoel Knight


Posts : 98 Trading Reputation : 0 Join date : 2009-09-28 Location : Uppsala, Sweden
Personal Info Primary Warband played: Skaven Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Wed 4 Nov 2009 - 20:07 | |
| In my opinion, the warband shouldn't contain any humans at all. Instead, the plants should have hatred towards humans (they do not like to be eaten). | |
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Plague Docter General


Posts : 159 Trading Reputation : 0 Join date : 2009-09-20 Age : 28 Location : Uk Chesterfield
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Wed 4 Nov 2009 - 20:17 | |
| - Schoel wrote:
- In my opinion, the warband shouldn't contain any humans at all. Instead, the plants should have hatred towards humans (they do not like to be eaten).
Wich im going more towards(Farm Slave) but remember this is not the final warband. Doc | |
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StyrofoamKing Etheral


Posts : 1355 Trading Reputation : 0 Join date : 2008-02-16 Age : 39 Location : Chantilly, DC
Personal Info Primary Warband played: Pirates (Unofficial) Achievements earned: None
 | Subject: Re: A Killer-Plant/Farm warband Thu 5 Nov 2009 - 6:16 | |
| Shoot, I can't find them. I think they're lost on the inter-webs forever.
If memory serves, they were:
HEROES ? 0-2 Strongman - M4, S4, T3, W2 -A2 - 50gc - may count as having two weapons (+1 attack) or having a double-handed weapon in any given round. choose before rolling for initiative. 0-2 Sporelings - same as grunt, lesser WS.
Grunts - M 5, S3, T1, W2 - 20- 25? 0-5 Carapace- M4, S2, T3, W2 - armor save of 5+ - 45? 0-1 Spore Spitter - M3, S2, T2, W2 - was a living Swivel Gun, with unlimited 'Grape Shot'. Move or Shoot, fire ever over turn (could fire every other turn with shooting skills) - 100 gc | |
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Mortimer Warlord


Posts : 205 Trading Reputation : 0 Join date : 2009-10-20
Personal Info Primary Warband played: Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Thu 5 Nov 2009 - 10:13 | |
| - Plague Docter wrote:
- Schoel wrote:
- In my opinion, the warband shouldn't contain any humans at all. Instead, the plants should have hatred towards humans (they do not like to be eaten).
Wich im going more towards(Farm Slave) but remember this is not the final warband. Doc Perhaps Zombified humans with evil plants growing out of their craniums? | |
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ObsidianLord Captain


Posts : 64 Trading Reputation : 0 Join date : 2009-10-22 Age : 37 Location : Italy
Personal Info Primary Warband played: Carnival of Chaos (EIF) Achievements earned: none
 | Subject: Re: A Killer-Plant/Farm warband Thu 5 Nov 2009 - 10:34 | |
| Plants should hate humans because they don't like to be eaten? Do you eat flowers, bushes, brambles and shrubs? They are plants. - Mortimer wrote:
Perhaps Zombified humans with evil plants growing out of their craniums? Plants and zombies don't gain experience, and a whole warband which can't gain experience doesn't make sense in mordheim. You can actually have living humans with evil plants growing out of their craniums as half- plant mutant farmers. You can convert scarecrow-like miniatures (maybe farmers with pumpkin or big tomato heads?) as half- plant mutant farmers too. | |
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