SO here's what I have for a list so far:
Equipment list:
City Guard:
Dagger - 1st free/2gc
Mace/Hammer - 3gc
Axe - 5gc
Sword - 10gc
Spear - 10gc
Double Handed Weapon - 15gc
Halberd - 10 gc
Bow - 10 gc
Crossbow - 25gc
Pistol - 15gc
Dueling Pistol - 30gc
Light Armor - 20 gc
Heavy Armor - 50 gc
Shield - 5gc
Helmet - 10gc
Slayer:
Dagger - 1st free/2gc
Mace/Hammer - 3gc
Axe - 5gc
Dwarf Axe - 15gc
Double Handed Weapon - 15gc
Unhinged:
Dagger - 1st free/2gc
Mace/Hammer - 3gc
Axe - 5gc
Flail - 15gc
Double Handed Weapon - 15gc
Available Skills
| Combat
| Shooting
| Academic
| Strength
| Speed
|
Captain
| x
| x
| x
| x
| x
|
Mutant
| x
|
|
|
| x
|
Troll Slayer
| x
|
|
| x
|
|
Thief
| x
| x
|
|
| x
|
1 Captain 90gc
Once a leader in the Mordheim City Guard, he has survived the cataclysm. The warping effects of Wyrdstone have changed his body and though he is ashamed of his new appearance, his warrior spirit remains. Refusing to align with the darker elements of the cursed city, he has set to make his own fortune in the only home he knows.
Equipment: The Captain may be equipped with weapons and armor from the City Guard Equipment List
Special Rules: Leader, Mutations - The captain must roll once on the mutation chart below. In addition you may buy the captain mutations from the possessed list.
2D6
| Mutation
|
2-3
|
|
5
| Cloud of Flies: The mutant is permanently surrounded by a great swirling mass of flies. Opponents in close combat with the mutant are at -1 on all to hit rolls, as the flies buzz into eyes, noses, and mouths |
6
| Beak/Fangs: The mutant may make an extra bite attack in hand to hand combat at the warriors strength that automatically strikes last.
|
7
| Hideous: The Mutant causes fear
|
8
| Bony Crest: The mutant has a 3+ save to treat being stunned as knocked down
|
9
| Prehensile Tail: The mutant may re-roll any failed balance checks while jumping or when knocked down(not stunned) near 1" of a ledge. The Mutant may choose Tail fighting from the skaven list when he gains a new skill
|
10
| Scales: The mutant's body is covered with a layer of scales giving +1 to his armor save (may be combined with other armor as usual)
|
11-12
| Resillient: The mutant gains +1 to his toughness which may bring him beyond his racial maximum
|
0-2 Mutants 25gc
Mutation affects many warriors who come to the City of the Damned. These men are often abandoned by their comrades, and those not lured by the promises of the Shadowlord may band together for protection.
Equipment: Mutants may be equipped with weapons and armor from the City Guard Equipment List
Special Rules: Mutations - Mutants MUST start with one or more mutations from the Possessed list.
0-1 Troll Slayer 50gc
Dwarves have a natural high resistance to magic, but the high concentration or warpstone can work its way past the most powerful defenses. This dwarf has felt his body change due to his interaction with warpstone. While he may not bear the more outlandish mutations of those humans affected, he is forever tainted in the unforgiving eyes of a Dwarf. Taking up the mantle of a troll slayer the warrior seeks his doom fighting the very city responsible for his ruin. He has found companionship in a group of warriors who share his shame
Equipment: Slayers may be given weapons and armor from the slayer equipment list.
Special Rules:
Hard to Kill
: Dwarfs are tough, resilient individuals who can
only be taken Out Of Action on a roll of 6 instead of 5-6 when rolling on
the Injury chart. Treat a roll of 1-2 as Knocked Down, 3-5 as Stunned, and 6
as Out Of Action.Hard Head:Dwarfs ignore the special rules for maces, clubs, etc.
They are not easy to knock out!
Hatred:All Dwarfs hate Orcs and Goblins. See the
psychology section of the Mordheim rules for details on the effects of
hatred. Deathwish: Troll Slayers seek an honorable death in combat. They
are completely immune to all psychology and never need to test if fighting
alone.
Slayer Skills: Troll Slayers may choose a skill from the Troll
Slayer Skill table instead of the normal Skill tables when they gain a new
skill. Dwarf Slayers may use the following Skill table as well as any of the
standard Skill tables available to them.
Ferocious Charge: The Slayer may double his attacks on the
turn in which he charges. He will suffer a -1 ‘to hit’ penalty on that
turn.
Monster Slayer: The Slayer always wounds any opponent on a
roll of 4+, regardless of Toughness, unless his own Strength (after all
modifiers due to weapon bonuses, etc) would mean that a lower roll than
this is needed.
Berserker: The Slayer may add +1 to his close combat ‘to hit’
rolls during the turn in which he charges. 0-1 Orphan 15gc
Many were left without there loved ones as Mordheim was destroyed. Many of those who survived chose to stay and seek their fortune, allying themselves with what was left of the local soldiery
Equipment: Orphans may be given weapons and armor from the city guard equipment list.
Henchmen:
Warriors 25gc
Men who fight in Mordheim often change in appearance until they are no longer accepted by their yet unnafected peers. They seek the employment of those who have also felt the cities afects. Other mercenaries have become so hardened by the city that they are no longer phased by mutants and will hire their services to anyone with enough gold to pay them.
Equipment: Warriors may be given weapons and armor from the City Guard equipment list.
0-5 The Unhinged 20gc
Mordheim is littered with men driven insane by the devastation and madness they have witnessed. These men care little of who they fight beside, and can be difficult to control.
Equipment: May be equipped with weapons and armor from the unhinged list
Special Rules: The unhinged are subject to frenzy, if at anypoint they are no longer affected by frenzy they are subject to stupidity. The unhinged may never become warband leader.
0-5 City Guard
These still loyal members of the local guard have witnessed the horror that befell their once great city and now fight on, unnafected by that which would terrify most.
Equipment:City Guard may be given weapons and equipment from the slayer list(ha I bet you didnt see that coming, but obvioiusly they use the City guard list)
Special Rules: Resolute: City Guard may re-roll failed fear tests.
So what do you think? I like the idea of a slayer, but if most of you think its a bad idea im willing to ditch it. How do you like the City Guard special rule? is it fair? Does the captain seem cost appropriate? Feedback is greatly appreciated..so would playtesters...