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 Wee Warband: Gnoblar Horde

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StyrofoamKing
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PostSubject: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeMon 25 Oct 2010 - 20:01

v.0.4 Made Fighters match the Ogre Hunting band, made Scrap launcher ability a skill (Muzzle Loader), toned down the Manbiter bonus.

v 0.3 After working with Catferret on the Ogre Hunter warband, I HAD to change the Gnoblar warband (now referred to as the Gnoblar Horde) to make it different and unique. Thing, the flingers were replaced by Scrapbelchers, the Trappers & Mabiter heroes merged into the Groinbiters (with Knacks for diversity). Pigback rules scrapped in favor of a simple "pigback" elite unit.

GNOBLAR HORDE WARBAND
The far off Mountains of Mourn are the perfect hiding place for the most cowardly greenskins of them all. They are the Gnoblars – weedy goblinoids of pale coloring. They no doubt become the slaves and pets of the ferocious Ogre tribes, living short and brutal lives that often end between an ogre’s molars. Some Gnoblars, however, would rather risk their lives rebelling against their ogre tyrants, forming loose rebellion bands. The gnoblar hordes travel from mountain to mountain, raiding to survive, trying to stay one step ahead of the enslaving Ogres and Chaos Dwarf parties.
SPECIAL GNOBLAR RULES
Lucky Items- Gnoblars collect lucky items to the point of fanaticism. Whenever a Gnoblar searches for a Lucky Charm or a Rabbit’s Foot, he treats it as Rarity 3.
Sharp Stuff: All Gnoblars, in addition to their free dagger, start off with 'Sharp Stuff'. This cannot be traded, sold, or given to another warrior (especially not non-Gnoblars, which cannot use it!) See the Special Equipment section for more rules. If lost, it may be repurchased as normal.
Greenskins: Unlike Goblins, Gnoblars do not tend to work closely with Orcs. However, for all intents and purposes, they count as 'Greenskins'. They do not suffer Animosity, but suffer the rule known as 'Bicker' (see below.)
Bicker: At the start of your turn, at the end of the Recovery phase, roll 1D6 for each Gnoblar henchmen that is not in combat: on a roll of 1, it does nothing but issue insults at the nearest Gnoblar. It may not move, shoot, or cast magic this turn. Do not roll for Gnoblar heroes, nor for a Rhinox.
Too Big: Gnoblars may never use Long bows, Elf Bows, Handguns, Long Rifles or Blunderbusses even if they gain an advance roll that would allow them to do so. Such big weapons aren’t built for such tiny hands! Scrapbelchers have a slight exception: a Scrapbelcher or Powder Gnobler Hero with the skill “Weapons Expert” may use Blunderbusses, but no other “big” weapon.
Distasteful Company. Many Hired Swords refuse to work for Gnoblars, knowing that they are shifty, smelly, and would sell their own grandmothers for a shiny stone. Gnoblars may only hire Hired Swords of the following races: Ogres, Hobgoblins, and Goblins. Any hired sword that specifically says it will work for Goblins will work for Gnoblars. (Yes, I know that they have rebelled against Ogres in the past… but sometimes the devil you know is better than the devil you don’t!)
Choice of warriors
An Gnoblar warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Honcho: Each Gnoblar warband must have one Honcho: no more, no less!
Groinbiters: Your warband may include up to four Groinbiters.
Lucky Git: Your warband may include up to one Lucky Git.
Gnoblar Fighters: Your warband may include any number of Gnoblar Fighters.
Gnoblar Belchers: Your warband may include up to 7 Gnoblar Belchers.
Rhinox: Your warband may include up to one Rhinox.

Starting experience
A Honcho starts with 16 Experience.
Groinbiters start with 4 Experience.
Lucky Gits start with 0 Experience.
All Henchmen start with 0 Experience.

Characteristic Increase: Gnoblar characteristics may not be increased beyond the maximum profile limits shown below. If a characteristic is at its maximum, take the other option or roll again if you can only increase one characteristic. If both are already at their maximum, you may increase any other by +1 instead. Remember that Henchmen can only add +1 to any characteristic.
M WS BS S T W I A Ld
4 5 6 3 4 3 6 4 7

Honcho - Comb, Shooting, Speed, Combat
Groinbiter- Comb, Shooting, Speed, Combat
Lucky Git - - Comb*, Academic , Speed, Combat
*Combat: Luck Gits may learn the Combat skill “Step Aside”, but no other Combat skill.

FIGHTER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger 1st free/2gc
Club 3gc
Cleaver (counts as Axe) 5 gc
Sword 10gc
Spear 10gc
Double-handed weapon 15gc

Missile Weapons
Sharp Stuff 1st free/2gc
Short Bow 5 gc

Armor
Light Armor 20gc
Shield 5gc
Helmet 10gc
Buckler 5gc

Miscellaneous
Lucky Charms 10gc

SCRAPBELCHER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger 1st free/2gc
Club 3gc
Cleaver (counts as Axe) 5 gc
Sword 10gc
Spear 10gc

Missile Weapons
Sharp Stuff 1st free/2gc
Scrapbelcher Gun 15gc
Short Bow 5 gc

Armor
Light Armor 20gc
Shield 5gc
Helmet 10gc

HEROES
1 Honcho - 50gc
The Leader of the rag-tag group. Perhaps he's served under an infamous ogre and gained stronger by the ordeal, or perhaps he has never known the yoke of slavery. Whatever his past history, he's as well suited to command this sorry excuse for a warband as any creature.
M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 7

Weapons/Armour: Weapons and armor chosen from the Fighters equipment list.
Special Rules:
Leader: Normal rules for a Leader apply.
Knack: When you first purchase a Honcho, he may start with one Knack, purchased from the Knack list.

0-4 Groinbiters - 20gc
Groinbiters are skilled fighters, who have proven that they can get into a fight with another and come out on top. Of course, most of those “others” are creatures much smaller and weaker, but it is still an achievement by gnoblar standards.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 6
Weapons/Armour: Weapons and armor chosen from the Fighters equipment list.
Special Rules:
Knack: When you first purchase a Honcho, he may start with one Knack, purchased from the Knack list.

0-1 Lucky Git - 25gc
Gnoblars are, as a blessing or curse, surprisingly hard to kill. Certain individuals, however, seem to be under the watchful of some fGnoblare, and exude dumb luck out of every pox-filled pore. This Gnoblars, known as the Lucky Gits, are an essential part of any band of Gnoblars, as they also bear an instinctive knowledge of where to find nearly any supply they could possibly need.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5
Weapons/Armour: Weapons and armor chosen from the Scrapbelchers equipment list.
Special Rules:
Dumb Luck: A Lucky Git may reroll any failed characteristic tests, rolls to hit (shooting or hth), armor saves, or dodge/dodgy saves. You must accept the second result. In addition, if not put out of action in the post game phase, roll 2 Exploration dice for the Lucky Git and choose one as a result. If the Lucky Git is taken out of action this game, you may reroll any results on the Serious Injury roll for the Git. In all cases, you must accept the second result, and cannot reroll it a second time.

HENCHMEN
Gnoblar Fighters -15gc
The best fighters in the whole mass of Gnoblars... which, of course, is a relative term.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5
Weapons/Armour: Weapons and armor chosen from the Fighters equipment list.
Special Rules: Bicker (see above)
Bam BAM! - A Flinger armed with a club may wield it one handed (as normal), or two handed. If wielded in two hands, the Gnoblar gains +1 strength, as if wielding a halberd. It still has the concussion skill. While wielding it two handed, he may not use an additional weapon, a shield, or a buckler. He still receives +1 save from shields against shooting.

0-7 Scrapbelchers - 15gc
Scrapbelchers are the Gnoblars that have seen too many Leadbelcher ogres in action, and think that it’s easy. They arm themselves with something that resembles a Leadbelcher cannon on the outside, but is in fact a strange mix of a blunderbuss and a pipe bomb.
M WS BS S T W I A Ld
4 2 3 2 3 1 3 1 5
Weapons/Armour: Weapons and armor chosen from the Trappers equipment list.
SPECIAL RULES
Bicker: (see above)

0-5 Pigback Riders -25 gc
A popular Gnoblar sport is Pig Jousting, in which gnoblars try to dismount each other from the backs of pigs. In combat, the effect will be recreated, using other gnoblars as a slightly more reliable mount. These piggy-back riders will form at the call of battle, rider to mock-ride into the fray.
M WS BS S T W I A Ld
4 3 3 2 3 1 3 1* 5
Weapons/Armour: Weapons and armor chosen from the Fighter equipment list. Pigback riders may carry 3 hand to hand equipment items (in addition to their 1 free dagger), instead of the normal limit of 2.
Special Rules
Bicker: (see above)
Mount-Like: The rider receives several bonuses, as if he were mounted. He gains +1 Armor save, gains +1 Strength if charging with spears, and may learn Riding Skills (if he becomes a hero.) Best of all, he is not so large that he counts as a Large Target, nor is he restricted from entering buildings. The pair, however, may never be mounted on anything else.
Of One-Mind: For all intents and purposes, the Pigbacks are treated as one unit, not two. They gain experience as 1 model, count as only 1 model for maximum size, rating, selling wyrdstone and rout tests, and anyone who takes them out of action only gains 1 experience.
Extra Hand: The Pigback team has a normal hand (for main attacks), and not one, but TWO additional hands. Thus, a Pigback rider with 3 hand weapons may make three attacks in any given turn. Likewise, this can allow a model to have a double handed weapon and a single handed weapon. Note: Your Riders may not have more than 1 spear. If your warband plays with increased bonuses for shields (ex. A shield grants 5+ save in combat), a second shield only adds +1 Armor Save. If the model becomes frenzied, then only the Base Attacks are doubled, not the additional hands (Ex. A pigback with 1 base attack that gains frenzy has 4 attacks- 1 base attack x 2 + 2 additional hand attacks).
Clumsy: The Pigback riders are poor at climbing. Whenever they climb up or down, they roll two separate climbing tests: if either of them fails, the climb counts as failed. A rope and hook lets the rider reroll both results once each, accepting the second result.

0-1 Rhinox – 200gc
Rhinoxen have become a cornerstone of culture in the wild kingdoms, pulling the baggage of gnoblar camps (or sometimes the whole camp itself!) The most pompous of honchos will bring one of these into combat, hoping to crush more opponents than allies.
M WS BS S T W I A Ld
6 3 0 5 5 3 2 3 5
SPECIAL RULES
Large: The Rhinox is a large creature, and receives +1 to hit. It also adds +20 to warband rating.
Fear: Rhinox are large and dangerous cave-beasts with horns as long as a full-grown man. They cause fear.
Hard to Control: A Rhinox is a stubborn and cantankerous beast with a will of its own. At the start of your Movement Phase, you must take a Leadership test – you may use the Leader’s leadership if he’s within range. If failed, roll 1D6:
1-3 – Stubborn: The Rhinox refuses to move from the spot. If in combat, it will not attack back in combat.
4-6 – Enraged: If the Rhinox is not in combat, it will move 12” towards the nearest enemy model. If this brings him into contact with that enemy, it counts as a charge. Any friendly models that lie in the path of the moving Rhinox are immediately pushed out of his way and must pass an Initiative test or immediately suffer a S5 hit. If the Rhinox is in combat, he will fight, but will randomly distribute his attacks against all models in base contact with him, regardless of whether they are friends or enemies. If ridden, it will not attack the rider (although it’s no doubt tempted to!)

GNOBLAR SPECIAL SKILLS
Seerious Leada - Leader Only- Any model within 12" of the leader may now test off of his leadership. Also, all henchmen within 12" of him ignore the rule 'Bicker'.

Ride Rhinox - Leader Only- The leader, in all of his delusions, thinks he’s strong enough to ride on a Rhinoxen. The Leader gains +1 armor save, and moves at the Rhinoxen’s rate of 6. Shooting attacks hit the rider on a die roll of 1-2, and the mount on a 3-6. In close combat, the opponent may choose which to hit. While being ridden, the Rhinox gains Skull of Iron and Staggered, but not down special rules that causes it to ignore stunned and knocked down results and instead lose an attack until their next recovery phase.

Muzzle Loader - Scrapbelchers only - If a Scrapbelcher the hero fires misfires, roll 1D6: on a roll of 3+, the misfire does not deal the Powder Gnoblar a S4 hit and is not destroyed. The worst of the misfire is prevented, but the shot has still been wasted (so no enemies are hurt), and the Scrapbelcher may not be used again this game.

SPECIAL EQUIPMENT
Sharp Stuff
1st Free/Second 2gc - Gnoblars Only
Range: 8" Strength: 2, Special Rules: Thrown Weapon, Fire Twice, Stuff Thrower
Special Rules:
Thrown Weapon: Gnoblars throwing Sharp Stuff suffer no penalty for moving and shooting, nor for throwing over half range.
Fire twice: A slinger may fire twice in the shooting phase if he does not move in the movement phase. If the model fires twice then each shot is at -1 to hit.
Stuff Fighter: If the hero has the Shooting skill 'Knife Fighter', a Gnoblar is allowed to throw three pieces of scrap instead of the normal two. Also, he may move and shoot multiple shots, as well as ignores the -1 to hit for multiple shots. He may not throw three pieces of "stuff" and three knives in the same turn. A hero may not use Knife Fighter and Quickshot at the same time.

Scrap-Belcher – Cost 15gc, Rare 6
A full Leadbelcher would be too great for a gnoblar, or even a team of gnoblars, to carry on to the battlefield. Thus, they have built themselves a smaller version, out of leftover pipes and logs. It's one part blunderbuss, two parts leadbelcher, and lots of parts of blind stupidity. Never the less, the contraption can be very deadly.
Maximum Range: Special; Strength: 3; Special Rules: Shot, Fire once, Boom!
SPECIAL RULES
Shot: When your model fires the blunderbuss, draw a line 16" long and 1" wide in any direction from the firer (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 3 hit.
Fire Once: It takes a very long time to load a blunderbuss so it may only be fired it once per battle.
Boom!: Scrapbelchers are highly unstable. Every time the shooter attempts to shoot a scraplauncher, roll 1D6: on a roll of 1, the weapon has not fired, but misfires instead. The shooter is hit with an automatic S4 hit, and the Scrapbelcher is completely destroyed. Remove it from your equipment list.

KNACKS
When you first purchase a Honcho or a Groinbiter, you may purchase ONE Knack chosen from the following Knacks. They may not acquire one later, more have more than one Knack. Groinbiters with a Knack increase their Starting Experience from 4 to 8, while Honchos that start with a knack increase their Starting Experience from 16 to 20.

Manbiter – The Manbiter Honcho starts with WS4, while a Manbiter Groinbiter starts with S3 (does not change the racial maximum). Has access to Morning Stars and Flails. In the future, when learning skills, may also learn a single Strength Skill. He may not learn Shooting Skills. 10gc

Blood Gnoblar – Starts with BS4 and the skill, Set Traps: Place a marker in base contact with the Trapper. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap: roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Trapper won't trigger his own traps). If the trap did not wound the model, the injured model has multiple wounds, or it didn't trigger, the 'victim' may finish his move- However, if the model was knocked Down or Stunned, place him 2" from the marker. Regardless whether the trap was triggered or not, the marker is removed. A trap will not be sprung while the trapper who laid it is within 2" (meaning, it can only be triggered if the trapper moves 2" or more away, or is taken out of action.) In the future, when learning skills, may also the Skaven Skill “Infiltration”. May use and purchase slings. 10 gc

Boglar – The boglar uses the rules for Aquatic. Boglars are also known to have strange regenerative powers. If taken out of action, roll 1D6 in the post game: on a roll of 1-5, roll for Serious Injury as normal, on a roll of 6, treat as “Full Recovery.” 10gc

Sword Gnoblar – The Gnoblar has managed to gain some tiny bit of experience with a blade. He starts with +1WS and the skill Expert Swordsman. 10 gc

Look-Out Gnoblar – Any other Gnoblar hero within 3” of a Look-Out Gnoblar may add +1 to any Dodge rolls. Multiple Look-Out Gnoblars do not stack their bonus (thus, you’ll never receive better than a +1 bonus). 10 gc

Powder Gnoblar – A Powder Gnoblar uses the Scrapbelcher Equipment list instead of the Fighter equipment list. This includes access to the Scrapbelcher gun. He also starts with the "Muzzleloader skill" (see the Special Skill list.) 10gc



Last edited by StyrofoamKing on Thu 16 Jun 2011 - 6:21; edited 4 times in total
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeThu 30 Dec 2010 - 19:21

Hi Styrofoam king

thought I would chip in with my 2 pence due to my love of Gnoblars (please keep in mind this is my own opinion on Gnoblars not some kind of lecture on how yours is wrong).

I would ditch the Lucky Git for some kind of spell caster or possibly a mini-butcher like in the ogre's warband on mordheimer (haha would love to see that), this is due to your previous rule lucky little gits displaying their affinity for luck and the first half of the dumb luck ability is a bit OTT.

One of the rules for the sharp stuff is worded strangely.
"Fire Twice: If combined with the Shooting skill 'Knife Thrower', a Gnoblar is allowed to throw three pieces of scrap instead of the normal one."
the rule is fire twice but in the rule it says combined with knife thrower you throw 3 instead of the normal 1

I think you should give some kind of additional weapon for the trapper heroes such as short bow's. the Scrap spitta is for flingers only so they have more equipment that the trappers? because of their special rule you could Lad a flinger and still give him the scrap spitta so i dont know why it isn't available for the trapper?

i personally would swap the strong build skill for a skill letting them ride the Sabretusks

possibly change the heroes to honcho, 3 man biters (with increased WS) and some kind of beast master for the sabretusks.

anywho i think its a brilliant list but thought i would give you some ideas should you choose to use them.
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StyrofoamKing
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeFri 7 Jan 2011 - 19:21

First off, thanks for the feedback!

Lucky Gits- well, I based it off of the offical GW Gnoblar army list (link below)- and that has the Lucky rule as well as a "Lucky Git" unit. To me, he's kinda the Auror / merchant figure- when you fail your tests and need income, he's the one generating funds. Although, if I did include a spellcaster, I think it'd be the idea of makin "luck spells" or "streaks of luck". Gnoblars copy a lot from Ogres, but the idea wee Butcher is not really my preference. Maybe as a hired sword... hmm... a Belcher? A Chopper? Gnawer? A Chewer?

scrappa for trappers - I like the idea of giving the short bow to trappers, but I veto on the scrappas. The scrappa is based heavily on the Swivel Gun. Tim Hickelbury, when he made the pirate band, had the brilliant insight to give the weapon to the henchmen only. Why? Several reasons-
~Expeensive equipment in a henchman's hands means high risk of losing it - a nice balance to the high gain. If you want to keep it, you better defend it well!
~Henchmen advance slower, and gain only +1 bs. This means that the potency of the weapon stays relatively the same until you get a promoted hero.
~Powerful weapon in a hero's hands means more kills, which means experience, which means more shooting skills, which means even MORE power (it's a nasty cycle). Henchmen don't get experience for kills, which means that the increase of power is limited at the start.

Of course, once flinger gains a TLGT, that changes everything... but that's only a 1/6 chance every advancement. I've gone entire campaigns without a single TLGT roll before, much to my frustration. Sooner or later, it means that it will take at MINIMUM two games before the flinger isw pulling in any super tough power.

Ride Sabretusks - wow, that's a suicidal idea. Not sure about that one. Even if I did, I wouldn't give it to the Manbiters... I kinda want the animals to be a trapper thing, and the figthing to be a biter thing. Although, the official list did give me a neat idea for a skill -

http://www.alamogt.com/pdf/Gnoblar-Horde.pdf

Pigback! - Skill - The Gnoblar may use a Gnoblar henchman from your warband as a Mount. The two move at the speed of the mounted warrior, and the mounted gnoblar cannot attack in combat. However, the riding hero gains +1 Armor save, and gains +1 Strength if charging with a spear. He is too short to count as a Large target, and does not suffer "Whoa Boy" penalties. May not be taken by Trappers or promoted Flingers.

Alternatively, I could make it so that the bottom guy CAN make a single hth attack, but it would need a penalty... maybe the top guy DOES count as large, or if the rider is taken out of action, the mounted gnob is too.

Trappers vs Biters - I don't know, I kinda like the idea of two meaty warriors, and two sneaky guys. However, I think I need to refine the Trapper's Whispera skill, to make them better for Beastmastering-

Whispera - Any Sabretusk within 6" of the Trapper gains +1 to his Feral Instinct roll. A roll of 1 will always fail.

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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeFri 7 Jan 2011 - 22:44

wow i hadn't seen that PDF before. I wandered where Grubbi got his idea for blood gnoblars.

ah i see your point about scrap spitta and Lucky Git (luck spells sound interesting).

Pigback looks like a great addition! you could do some kind of diving charge jumping off the bottom guy? with the potential to go disastrously wrong.

anywho i'm looking forward to using these rules in my next upcoming campaign, after which i might design some Boglar warband rules (which is perfect for my coincidentally blue painted gnoblars)
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeSat 8 Jan 2011 - 6:13

Diving Charge: could work... although it might be cleaner to make it "once a mount, always a mount" for the entire battle. Once you have him jumping on and off, it migth get even MORE complicated. On the hand, I really frickin' love diving charges...

Boglars? My guess is that they'd run similar to Skinks, but more chaotic. Aquatic, no gunpowder. To make up for the lack of a Scrappa (and maybe the Sabretusks), you can get a River Troll. Or maybe a Fen Beast, like in Albion.

ALTHOUGH, the fluff supports the Boglars living in symbosis with "cyclopean creatures"... i.e. the Fimirs! Maybe have a Fimir leader, whipping the weaker bogs into shape... or a fimir mercenary, who is no interest in becoming a full time leader.

Wow, now that I think about, you could easily proxy this warband if you didn't have the time to build it... skink = boglar, saurus = fimir, krox = river troll.
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeThu 10 Feb 2011 - 4:15

Updated, with slightly changed Sharp Stuff rules and Pigback Skills.
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeFri 6 May 2011 - 15:13

Latest update... quite proud of it really. Contrasts beutifully with the Ogre Hunter warband.
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeFri 6 May 2011 - 17:58

I am quite impressed by this warband. This seems very fair, playable, fun and silly, and fun to model all at the same time.
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeThu 16 Jun 2011 - 6:21

Updated Fighters to match Ogre Hunting party.
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PostSubject: Re: Wee Warband: Gnoblar Horde   Wee Warband: Gnoblar Horde Icon_minitimeMon 3 Oct 2016 - 7:05

Threadnomancy, I know, lol!

Does the Rhino gain xp, and can it LGT? I'm not seeing the usual rules that prevent that.

This looks like an awesome warband, I'm sad there is no mage, lol, it has everything else! Best Gnoblar warband I've come across!
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Wee Warband: Gnoblar Horde
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