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| Mu'au'ri Tribe (Updated 22-Feb-2011) | |
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BalrogTheBuff Venerable Ancient
Posts : 655 Trading Reputation : 0 Join date : 2010-11-16 Age : 40 Location : Santa Maria, CA
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Mu'au'ri Tribe (Updated 22-Feb-2011) Sun 20 Feb 2011 - 6:49 | |
| Dark Ones: Mu’au’ri Tribes
v 0.2a 22-Feb-2011 by Balrog the Buff, reviewed by Redhammer and Tom Boring’s Mordheim Forum people! (Added the Pouakai Handler and Pouakai) v 0.2 19-Feb-2011 by Balrog the Buff, reviewed by Redhammer from Chaos Dwarf Online v 0.1 17-Feb-2011 by Balrog the Buff
Designer note: Mu’au’ri are based on the Maori people of New Zealand, obviously stylized and brought into warhammer.
SPECIAL RULES Consume Mana: The Mu’au’ri tribes believe the fighting spirit, or mana, can be consumed through the flesh. So they ritually eat their fallen allies and enemies. If an enemy hero is taken out of action and dies (not simply leaves the warband) and the Mu’au’ri tribe won the battle, the hero/henchmen group that killed the model may consume the flesh and absorb the mana. This grants them 1 exp. If a friendly hero is killed and the Mu’au’ri tribe is victorious any one surviving hero who did not go OOA may eat the fallen hero’s mana and gain 1 exp. If a hero consumes mana in these ways he may not search for rare items or Dramatis Personae. A given hero/group may only consume mana once per post-battle sequence.
War-Dances: While all Mu’au’ri perform the ritual war-dances some individuals can use them to focus themselves for the fight ahead. A model that knows a war-dance may use one war-dance during the compulsory movement phase. The model must spend the entire turn dancing and must be visible to at least one enemy model. The model gains the special ability granted by the dance. If the model is ever stunned or goes into hiding, the benefit is lost. The model may perform another dance, which will override the bonus. Dances are NOT magical.
Borderline Chaotic: Most Mu’au’ri walk dangerously close to Khornate tendencies, and others to Slaaneshi. Mu’au’ri models counts as a mortal Chaos model for spells and such.
Choice of warriors An Mu’au’ri Tribe 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 15.
Chief: Each Mu’au’ri Tribe warband must have one Chief: no more, no less! Heart Eater: Your warband may include up to one Heart Eater. Warrior-Dancers: Your warband may include up to two Warrior-Dancers. Pouakai Handler: Your warband may include up to one Pouakai Handler. Mu'au'ri Warrior: Your warband may include any number of Mu’au’ri Warriors. Mu’au’ri Youth: Your warband may include any number of Mu’au’ri Youth. Mana-Gorged: Your warband may include up to three Mana-Gorged. Pouakai: Your warband may include up to one Pouakai, but only if a Pouakai Handler is present.
Starting experience A Chief starts with 20 Experience. A Heart Eater starts with 12 Experience. A Warrior-Dancer starts with 8 Experience. A Pouakai Handler starts with 8 Experience. All Henchmen start with 0 Experience.
Skills: Chief: Combat, Strength, Speed, Special Heart Eater: Strength, Combat, Special Warrior-Dancer: Strength, Combat, Speed, Special Pouakai Handler: Strength, Combat, Beastmastery, Special
Mu’au’ri equipment list Hand-to-hand combat weapons Dagger . . . . . . . . . . . . . . . . . . . 1st free/2 gc Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Stingray Spear . . . . . . . . . . . . . . . . . . . 10 gc Double-Handed Weapon . . . . . . . . . . . .15 gc Taiaha . . . . . . . . . . . . . . . . . . . . . . . . . . 25 gc
Missile weapons Throwing Clubs . . . . . . . . . . . . . . . . . . . . 5 gc Throwing Knives . . . . . . . . . . . . . . . . . . 15 gc
Armour Warrior Tattoos . . . . . . . . . . . . . . . . . . . . 15 gc Veteran Tattoos* . . . . . . . . . . . . . . . . . . . 25 gc
Items marked with an * may only be used by heroes
HEROES 1 Chief – 65 gc Mu’au’ri Warbands are led by the tribal Chief. They always carry the sacred Jade Mere club imbued with the Mana of the previous chieftains. M WS BS S T W I A Ld 4 4 3 4 3 1 4 1 8 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list. Special Rules: Leader, Jade Mere Jade Mere: The Chief carries a Jade Mere instead of a free dagger. See below for weapon rules. If the Chief ever falls in combat the next leader of the warband gains the Jade Mere. The Chief may only be eaten for Mana by the new leader. If this weapon is ever lost permanently then the leader loses this special rule and uses a free dagger as normal starting with the next battle. If the new leader receives the Jade Mere he immediately gains 1 Exp by absorbing some of the Mana from the previous Chiefs.
0-1 Heart Eater - 60gc Heart Eater is the title given to a warrior that has become obsessed with the consumption of Mana to the point of ignoring their own safety. Khornate Cultists greatly respect these warriors unknowing dedication to the Blood God, while Slaaneshi Cultists admire their dedication to ‘forbidden foods’. M WS BS S T W I A Ld 4 3 0 4 4 1 3 1 7 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list. Special Rules: Frenzy, Immune to Psychology (except for Frenzy), Cause Fear, May not be leader, Suicidal, Mana Seeker (see Mu’au’ri Special Skills) Suicidal: Melee attacks on and by the Heart Eater gain +1 to the injury roll. If the model ever rolls ‘Captured’ or ‘Sold to the Pits’ it fights to the death and is killed instead.
0-2 Warrior-Dancers - 40gc (Warrior-Dancer Fluff) M WS BS S T W I A Ld 4 4 3 3 3 1 3 1 7 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list. Special Rules: Warrior-Dancer Warrior-Dancer: A Warrior-Dancer starts with one War-Dance chosen from the options below. In addition, while a War-Dance is in effect the Warrior-Dancer makes all leadership tests at +1 Ld (this can take their leadership to 10). This bonus is not ever conferred to others.
0-1 Pouakai Handler - 35gc Pouakai are very large eagles with wingspans of up to three meters (almost 10 feet!). They are strong powerful predators and fully capable of taking down a man. Sometimes a brave Mu’au’ri tribesman will raise a Pouakai from the egg. And sometimes the tribesmen even survive long enough to successfully tame a Pouakai just enough to fight alongside the Mu’au’ri. M WS BS S T W I A Ld 4 3 3 3 4 1 3 1 7 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list. Special Rules: Pouakai Handler Pouakai Handler: Allows the warband to recruit and use a Pouakai. If the Handler dies the Pouakai may not be used until another Handler is recruited.
HENCHMEN 0+ Mu’au’ri Warriors -25gc (Warriors Fluff). M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list.
0+ Mu’au’ri Youth - 20gc Mu’au’ri males often join warbands seeking glory and mana. They have been filled with stories and well trained for their age. M WS BS S T W I A Ld 4 3 2 3 3 1 3 1 6 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list. SPECIAL RULES Something to Prove: Mu’au’ri youth are impetuous and full of stories of glory and bloodshed. To represent their overzealousness they must make a ld test if they ever want to not charge a visible foe when able. Inexperienced: Mu’au’ri youth may not take warrior tattoos as they are too young to have earned them. Mu’au’ri youth do NOT count as chaos or chaotic as long as they have this special rule.
0-3 Mana Gorged - 45 gold crowns to hire (Mana-Gorged Fluff) M WS BS S T W I A Ld 4 3 3 4 3 1 3 1 7 Weapons/Armour: Weapons and armor chosen from the Mu’au’ri equipment list. SPECIAL RULES Immune to Fear: Mana-Gorged are so full of the Mana of their foes they are not concerned about petty things like fear. Frenzy: Mana-Gorged are frenzied.
0-1 Pouakai - 135 gold crowns to train Pouakai are large eagles with strength enough to kill a man and feast on the remains. M WS BS S T W I A Ld 3 4 0 4 3 2 5 2 5 Weapons/Armour: Talons and Beak SPECIAL RULES Avian: Pouakai may fly 12” instead of normal movement. This may be used to charge or move up or down in elevation. Pouakai also never take damage from falling unless Stunned. Swift: Pouakai have the skill Dodge. Wing Buffet: A Pouakai may Parry by buffeting their enemy with wind and wings. Sharp Talons: Combat Birds attacks have a -1 armor save modifier and use the Piercing Critical chart if using Advanced Criticals. Diving Charge: If the Pouakai charges it is counted as a Diving Charge. Dangerous to Train: Only may be trained if a Pouakai Handler is in the Warband. Cause Fear: A Pouakai causes Fear. Large Target: A Pouakai counts as a large target, but shooting attacks made on a Pouakai do not receive +1 to hit for this. Animal: The Pouakai is fierce, but still an animal and therefore does not gain experience.
Mu’au’ri Special Skills ~Head Splitter: Mu’au’ri Leader only. Attacks made with the Jade Mere do not allow saves from helmets or other stun protection gear and add +1 to Injury rolls.
~War-Dance of Death: While Dance is in effect the dancer gains +1 attack to their total number of attacks dealt, and is immune to fear while charging an opponent. While dancing this dance no ranged weapons may be used. The Dance of Death wears off if the dancer is knocked down, not just stunned.
~War-Dance of Strength: The dancer Hates all foes.
~War-Dance of Fierceness: The dancer causes Fear.
~Stingray Spear Master: The hero is an expert with Stingray Spears and skilled at using them to strike then quickly readying another weapon. The hero may switch weapons in combat immediately after using his stingray spear.
~Mana Seeker: The hero gains D3 exp instead of 1 exp each time he consumes mana. He also provides D3 exp if eaten.
~Experienced: Youth that have become a hero automatically gain this skill. The model no longer has the Something to Prove and Inexperienced special rules.
SPECIAL EQUIPMENT Warrior Tattoos – 15 gc – Common Mu’au’ri only These tattoos record the victories and kills made by the warrior. They are given as part of the victory rituals of the Mu’au’ri people. The tattoos cover the lower face, thighs and upper arms. They amplify and channel the mana within the warrior and are able to provide limited protection. They grant a 6+ save that is not affected by equipment (2H weapons, axes etc.) but can only be modified by the attacker’s S statistic. (S4 or more = no save). This save may not be taken against magical weapons or spells. Once a warrior has the tattoos they may never be removed or lost for any reason.
Veteran Tattoos – 25 gc – Rare 8 Mu’au’ri Heroes only Must be combined with Warrior Tattoos. The warrior has not only proven himself in combat, but has done so repeatedly and shown great courage and bravery. The tattoos have been expanded to cover the upper chest, more of the arms and thighs and a good portion of the face. These more potent tattoos grant a 6+ save that never modified. It is still negated by magical equipment or spells however. In addition these tattoos provide a 5+ chance to make a critical hit into a normal hit, and a 5+ to make a stunned result count as knocked down, like a helmet.
Jade Mere – Special – Mu’au’ri Leader only Strength: As User Special Rules: Full of Mana, Concussion, Full of Pride Full of Mana: The Jade Mere counts as a club and a magical weapon. Full of Pride: If dual wielding with a Jade Mere the model must use it as the primary weapon. The Jade Mere is a special club made of Jade that absorbs the Mana of each Chief.
Stingray Spear – 10 gc – Common (Mu’au’ri only) Strength: As user Special Rules: Stingray Spines, Breakable, +1 to Armor Stingray Spines: Due to the nasty barbed stingray spines used to make the spear-tip the weapon does horrific damage. To represent this, the weapon grants +1 S and +1 to injury rolls made with the weapon the first round of combat each battle it is used in. Breakable: After the spines have been used the stingray spear is counted as a club. +1 to Armor Save: Just like a dagger the stingray spear adds +1 to enemy armor saves. This rule applies even after the spines have been used.
Taiaha – 25 gc – Rare 5 (Mu’au’ri only) Strength: Special Special Rules: Spear/Sword, Brutal, Parry, Two Hands, Heirloom Spear/Sword: May be used as either a spear or a ‘sword’, must be declared each round of combat. Brutal: When used as a ‘sword’ it grants +1 to the S of attacks, but counts as a blunt weapon for crits. (Basically it can be used as a Spear or a Halberd but with an extra attack and Parry) Parry: In sword or spear mode it may be used to parry Two Hands: A Taiaha always requires two hands to use. The end not being used counts as an additional weapon following the normal rules. Heirloom: A Taiaha is a personal weapon. Once purchased it may not be given to another model. A Taiaha is a wooden two handed sword-like weapon with a sharpened spear tip at the base. They are well balanced and crafted as personal heirlooms.
Throwing Club – 5 gc – Rare 5 (Common for Mu’au’ri) Strength: Users Str Range: 6” Special Rules: Thrown, +1 Armor Save, Heavy Thrown: Throwing clubs do not suffer to-hit penalties for moving or long range. Heavy: Throwing Clubs may not be combined with knife fighter skill.
Last edited by BalrogTheBuff on Tue 22 Feb 2011 - 23:48; edited 1 time in total | |
| | | Master Veteran
Posts : 102 Trading Reputation : 0 Join date : 2009-03-16 Age : 34
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Sun 20 Feb 2011 - 23:16 | |
| Head splitter is meaningless, Strike to Injure does the same thing but better.
There is no incentive to use the Taiaha as a sword. Consider having it give either +1 Attack by using both ends, or +1 Strength by using one end.
The warrior dancers and the chief are really not worth their GC cost. They've got worse equipment lists than mercenaries, and the same stats yet cost 10-15 more. Yes, they have better special skills, but it doesn't warrant a price rise of 10 gold. The leader essentially has a free club instead of a free dagger. It's at most worth 2gc for that trade.
Warrior tattoos probably aren't worth 20gc, but armour is overpriced in Mordheim, so it's probably good. Veteran tattoos are awesome, but they cost 40gc, so it's ok.
There's no need to note that throwing clubs cannot be used with knife fighter, no one in the warband has access to that skill. | |
| | | BalrogTheBuff Venerable Ancient
Posts : 655 Trading Reputation : 0 Join date : 2010-11-16 Age : 40 Location : Santa Maria, CA
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Mon 21 Feb 2011 - 7:23 | |
| Thanks for the feedback! What about Head Splitter ignoring helmet saves instead? I think I may lower the Chief to 65 and the Warrior-Dancers to 40. 5 gc for a skill is low, but the gear options are fairly limited. I also am thinking of lowering the basic tattoos to 15 and raising the veteran tattoos to 25.
I thought a weapon that could be used as a Spear plus Buckler and could be changed to be a Halberd with buckler would be good. But I do like the idea of it counting as an extra weapon as well. But the additonal hit is with the mode you are not using.
For the Southlands setting (at least what I have been working on) as a whole I am intending for Throwing Clubs to be available for other warbands as well as long as they have Throwing Knives in their list they can take Throwing Clubs. So a cheaper, worse throwing weapon. | |
| | | Master Veteran
Posts : 102 Trading Reputation : 0 Join date : 2009-03-16 Age : 34
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Mon 21 Feb 2011 - 18:24 | |
| Ignoring helmet saves would be better, but still very weak. It only ignores a 10gc item with just one of your weapons. If it is only one weapon it works for, skills should give either re-rolls or extra attacks. Especially if that weapon is unique.
I like reducing the tattoo prices. In our Athel Loren setting (can be found on the SG forums) we had several rules for tattoos, but I think they mimic yours pretty much, IIRC.
Ah, I was just confused by the wording on the Tahaia. My group plays with the spear and the halberd merged, and it definately works fine. Adding parry would probably just add +5gc, since it's the same as adding a buckler to your spear, but with a chocie. Although very often it would just come down to: What is your initiative? Ok less then mine, this is a spear. More than mine, this is a halberd.
Also, just keep in mind when you are finished that you need to include a clause on the heart eater saying he can be frenzied and ItP at the same time, although he probably wont need ItP.
(also I recon I misspelled with the Taiaha, I meant there was no incentive to use it as a spear. Which there might be, but you'd need to clear up some wording for me to understand how it works exactly) | |
| | | Horatius Warlord
Posts : 232 Trading Reputation : 0 Join date : 2008-09-01
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned:
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Tue 22 Feb 2011 - 17:24 | |
| Another interesting warband, here are my thoughts on it: - Why only 4 heroes at start? The warband is not as powerfull as dwarves or orcs, i would let it have 5 like most other warbands. - The wardances are a nice idea, but the dance of death is much better than the others. I fear it will be the only one used. - The heroes seem slightly overpriced. - The experienced skill seems odd. Why would someone waste a skill on it? Maybe you should give it for free once a youth becomes a hero. - I am undecided about the consume mana special rule. It does not seem to be very strong because heroes die only so often (meaning it will give extra xp but will not break the game), but i guess that people will hate to play against this warband. It will definitely need to be playtested.
Just some food for thoughts, i really like the theme of the warband. | |
| | | BalrogTheBuff Venerable Ancient
Posts : 655 Trading Reputation : 0 Join date : 2010-11-16 Age : 40 Location : Santa Maria, CA
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Tue 22 Feb 2011 - 18:52 | |
| I am working on an update for this and was wondering if people think a Giant Eagle trainer would be a good hero to add. The Maori people have many legends and stories about the Haast Eagle (an extinct very large eagle). And an animal trainer of some sort would fit into the Southlands setting well. The Eagle could also be a sort of 'big guy' for the tribe.
Edit: The Haast Eagle had up to a 3 meter wingspan! That is the smaller size for a highway lane! (Yes I am a Nerd, but I am a Civil Engineering guy who is still mad that actual concrete is a bad choice for terrain) | |
| | | BalrogTheBuff Venerable Ancient
Posts : 655 Trading Reputation : 0 Join date : 2010-11-16 Age : 40 Location : Santa Maria, CA
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Tue 22 Feb 2011 - 22:39 | |
| Just for fun (Delete please if we are not supposed to put these kind of links) A Maori War DanceThe spear things they carry are Taiaha. | |
| | | BalrogTheBuff Venerable Ancient
Posts : 655 Trading Reputation : 0 Join date : 2010-11-16 Age : 40 Location : Santa Maria, CA
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Mu'au'ri Tribe (Updated 22-Feb-2011) Sun 11 Dec 2011 - 2:05 | |
| I got a few updates coming next few days for these guys (and several others of my Southlands stuff) Mostly some name/fluff updates and clarifications.
Currently I am thinking of being rather harsh on these guys for the count-as chaotic. Although looking at a recent thread reminded me that even Possessed Brethren models do not count as chaotic for spells etc. I am considering changing it to any hero or Mana-gorged count as Chaotic only.
In people's experience how often does counting as chaos actually come up in your games? It's never been an issue in my games that I can remember. | |
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