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 Kingdoms of Ind - Asura Warbands

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jackalope
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PostSubject: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeTue 27 Dec 2011 - 11:56

Asura Warbands

Throughout the Kingdoms of Ind, the word 'Asura' brings with it fear and dread. No one quite knows when the Asura came, but soon their tribes spread across the land, and with them violence and death. The Asura themselves, for the most part, resemble the creature known to the Old World as Orcs, but unlike the green and rowdy Orcs, the Asura are generally black skinned, though sometimes red or blue, with larger tusk-like teeth. They are fierce and cunning, delighting in the carnage they inflict. Though their history or origin is unclear, ancient legends speak of a pact made between a group of evil gods and a tribe of green men, power in exchange for hardy vessels to bring the Dark Gods into the City of a Thousand Gods.

Max. size 20 models. Minimum 3.

Heroes

1 Asura Warchief
80 Gold Crowns to Hire
Huge and powerful, an Asura Warchief must being the deadliest of all of the warrior in his tribe in order to maintain his position. Asura Warchief's often claim to be favoured by one of the dark gods they worship, and commonly possess some sort of mutation as proof of it.

M WS BS S T W I A LD
4 4 3 4 4 1 3 1 8

Weapons/Armour: May choose weapons, armour, and dark gifts from the Asura List.

Special Rules
Leader: Any models in the warband within 6" of the Warchief may use his Leadership instead of their own.


0-2 Asura Big Ones
40 Gold Crowns to Hire
Asura that have proven themselves in battle are known to grow bigger and stronger than those that fail or flee. Among the Asura size matters, whilst not big enough to challenge the Warchief, Big Ones make sure that they are above all those that are smaller than them.

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

Weapons/Armour: May choose weapons, armour, and dark gifts from the Asura List.


0-1 Dark Priest
45 Gold Crowns to Hire
The Dark Priest of an Asura warband is often the most feared member of the group. Those that have fought them claim to hear the slickly whispers of the Dark Gods coming from the Priet's lips. With red eyes, the gaze of the Dark Priest of the Asura looks through into the darkest parts of your soul.

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

Weapons/Armour: May choose weapons, armour, and dark gifts from the Asura List.

Special Rules.
Wizard: An Asura Dark Priest is a wizard and uses Asura Magic. See Asura magic for his spell list.





Henchmen (In groups of 1-5)

Asuras
30 Gold Crowns to Hire
Asuras are savage and tough. Darker than their green-skinned cousins, they are wilder and more vicious. Men speak only of Asura in hushed tones, fearful that they may call their presence, and their fury.

M WS BS S T W I A LD
4 3 3 3 4 1 2 1 7

Weapons/Armour: May choose weapons, and armour from the Asura List.


Imps
15 Gold Crowns to Hire
Imps are annoying and malicious creatures. They find themselves attracted to traveling with Asura tribes, attacking when they can, but mainly waiting to scavenge once its all over. Less intelligent then the Goblins they seemingly resemble, they make up for it with their cruelty.

M WS BS S T W I A LD
4 2 3 3 3 1 3 1 5

Weapons/Armour: May choose weapons, armour, and from the Imp List.

Special Rules
Runts: Imps may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Asura overlords for becoming too ‘mouthy’ (remove the Imp from the roster).
Not Asura: Asuras don’t expect much from Imps, and are therefore not unsettled if Imps or Squrgs break or get cut down in battle. In fact, they expect as much from these weaklings! Therefore, when testing to see if an Asura Warband needs to take a Rout test, each Imp Warrior or Squrg taken Out Of Action only counts as half a model..


0-5 Squrgs
15 Gold Coins to Hire
Strange bouncing balls of teeth, claws and horns. Squrgs are often found following Asura tribes, eating whatever they can catch. Asura find it amusing to watch.

M WS BS S T W I A LD
2D6 4 0 4 3 1 4 1 5

Weapons/Armour: Big gob and brutality! Squrgs never use or need weapons or armor.

Special Rules:
Movement: Squrgs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squrgs, roll 2D6 for the distance they move. Squrgs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Minderz: Each Squrg must always remain within 6" of a Imp Warrior, who keeps the creature in line. If a Squrg finds itself without a Imp within 6" at the start of its Movement phase, it will go wild. From that point on, move the Squrg 2D6" in a random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Squrg is out of the Asura's player’s control until the end of the game.
Not Asura: See Imp Warriors entry for rules.
Animals: Squrgs are animals of a sort and so do not gain experience.



Skill Lists
Combat Shooting Academic Strength Speed Special
Warchief x - - x x x
Big Ones x - - x - x
Dark Priest - - - x - x

Dark Gifts/Mutations
Mutations may be bought for an Asura warrior only when they are recruited; you may not buy new mutations for a model after recruitment (unless when taking the mutation skill). Any Asura may have one or more mutations. The first mutation is bought at the price indicated, but second and subsequent mutations bought for the same model cost double.

Great Claw; Cost: 50 gc
One of the Asura’s arms ends in a great, crab-like claw. He may carry no weapons in this arm, but gains an extra attack in hand-to-hand combat with a +1 Strength bonus.

Cloven Hoofs; Cost: 25 gc
The warrior gains +1 Movement.

Blackblood; Cost: 30 gc
If the model loses a wound in close combat, anyone in base contact with the model suffers a Strength 3 hit (no critical hits) from the spurting corrosive blood.

Extra Arm; Cost: 40 gc
The Asura may use any single-handed weapon in the extra arm, giving him +1 attack when fighting in hand-to-hand combat. Alternatively, he may carry a shield or a buckler in the extra arm.

Hideous; Cost: 40 gc
The mutant causes fear. See the Psychology section for details.

Cloud of Flies: 25 gc
The Asura is surrounded by a cloud of flies, which buzz around them and their combat opponent. They distract foes by buzzing into eyes, nostrils and mouths. An Asura's close combat opponent suffers a -1 to hit modifier on all attacks.

Mark of Squrgle: Cost: 35 Ggc
The Asura is burned with the great mark of Squrgle, the three spheres, that weep foul pus constantly. It gains +1 Wound and is immune to all poisons.

Mark of Korkro: Cost: 35 gc
A Daemon lives within the Asura’s soul. This gives him a 4+ save against the effects of spells or prayers. Roll a leadership test at the beginning of the game, if passed the warrior is subject to frenzy.

Mark of Tzunt: Cost: 35 gc
The Asura is watched over by the mysterious Tzunt, changer of fate. Before the battle roll a D6, the result is the number of rerolls the Hero may make during the following game. If a 1 is rolled the Hero must miss the game.

Mark of Slugeesh: Cost: 35 gc
The presence of Slugeeh causes confusion in his opponents. In close combat with the Asura, reduce the enemy's attacks by -1, down to a minimum of 1. The Asura may decide which attack his opponent loses.

Asura Magic

1. Fire of Tzunt: Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model. Range 12". Each of the two bolts causes D3 S3 hits; the bolts can either be fired both at the closest enemy target or split between the two closest enemy targets. Difficulty: 8
2. Touch of Squrgle: The Dark Priest bestows the gift of pus-filled buboes upon his enemies. This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Toughness test or lose a Wound. No Armor saves are allowed. Difficulty 7
3. Gaze of Slugeesh: Choose one enemy model within 12”. For the duration of the spell the model reduces it’s Ld by D3 +1 (to a minimum of 2) if it is not immune to psychology. The model must pass a Ld test at the beginning of it’s turn to end the spell. The spell breaks also when the Dark Priest loses a wound. The Gaze of Slugeesh can only enchant one model at a time. Difficulty: 8
4. Axe of Korkro: A huge, red axe appears in the hand of the Dark Priest. The demonic axe counts as a normal axe with +2 Strength bonus and gives the Shaman +1 attack as well. This spell lasts until the Dark Priest suffers a wound. Difficulty: 7
5. Call of Gorkon: The Dark Priest’s howling invigorates the Asura to fight even harder for Gorkon. Any Asura within 4" of Dark Priest will automatically strike first in hand-to-hand combat regardless of other circumstances. The spell only lasts until the caster is Knocked Down, Stunned or taken Out Of Action. Difficulty: 9
6. Cunning of Morkus: The Dark Priest disappears in a green mist, confusing his enemies. No enemy may charge the Dark Priest during their next turn. If the Dark Priest is engaged in hand-to-hand combat he may immediately move 4" away. Difficulty: 6

Asura Special Skills

- Mutant- The Hero may buy one mutation. See the Dark Gifts section of the Asura on special rules.
- Thick Skull: The warrior has a thick skull even for an Asura. He has a special 3+ save on a D6 to avoid being Stunned. If the save is made, treat a Stunned result as Knocked Down instead. If the Asura also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).
- Asura fury: Asuras are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range.
- Thick hide: Such is the toughness of the Asura that he may add +1 to any armor saves.
- Headbasher: Asuras have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results. Any Knocked Down results which the Asura causes in hand-to-hand count as Stunned results instead.
- Horned One: The Asura has mighty horns, and can make an additional Attack with its basic Strength on a turn it charges.
- Fearless: Immune to Fear and All Alone tests.

Asura Equipment

Asura List

Melee Weapons
Dagger – first free/2 gc
Mace/Club – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Double Handed Wpn – 15gc
Flail – 15gc
Morning Star – 15gc

Range Weapons
Throwing Axe (Throwing Knife) – 15gc

Armour
Shield – 5gc
Light ar. – 20gc
Helmet – 10gc


Imp List

Melee Weapons
Dagger – first free/2 gc
Mace/Hammer – 3gc
Spear – 10gc

Range Weapons
Short Bow – 5gc
Slings – 2gc

Armour
Shield – 5gc


Last edited by jackalope on Tue 27 Dec 2011 - 12:26; edited 1 time in total
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeTue 27 Dec 2011 - 12:05

Ok so I know this might be a tougher sell. Basically 'Chaos Orcs,' I just felt that the idea behind these guys is sound. Giant black orcs- resembling thoughs that Chaos Dwarves once created (I don't know if that idea is canon or not- I just remember hearing it somewhere) but wilder, more daemonic, more mutant. There is quite a large possibility that these guys are unbalanced as they combine the orc and the chaos-type lists, perhaps with too few downsides.

They are less shooty that orcs, but they don't suffer from animosity...
They have only 4 starting heroes- but they can start with mutations...
I didn't include a troll type creature because I thought they'd probably be pretty powerful as they are- but perhaps some sort of squig/troll/spawn creature might be cool?

I like the idea of them worshiping their versions of the Chaos Gods, as well as their own ones Gork and Mork.

Ideas, critiques?
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeTue 27 Dec 2011 - 18:03

I would not have thought of using Chaos Orcs as the Asuras... a clever idea.

However, you've lost something in the mix. The best thing about orcs are their randomness. Between animosity, squigs, stupidity tests, and fanatics, you have NO idea how they will behave in battle.

My problem is, you made them aligned with Chaos... and made them LESS random. Instead, you should make them MORE random... Or, make them just as random, but in a deadly way.

Ex. Wrath of the Asura - Each turn, roll 1 D6.
1 - Seeing Red - The model makes a move equal to it's base move towards the nearest model. If this makes contact, they immediately fight each other. A Leader or shaman that rolls this result may reroll once, accepting the second result.
2-5 Normal
6 - Vengeful Wrath - Makes a free move equal to its base move towards the closest enemy model. If this brings it into base contact with an enemy, it counts as a charge. Ignore all psychology.

Maybe each god has it's own table- that way, they each have a little randomness, but differ slightly. all henchman probably use an "undivided" table.

Likewise, what if instead of BUYING mutations, they got them randomly?

Boiling Blood - All Asura heroes start with a random Mutation from the Power of the Stones chart. Every time the hero gains an advancement, roll again on the list, changing the mutation. Alternatively, an Asura that gains a skill roll may choose to spend the skill to "lock in" his current mutation. If so, the mutation permanently stays as it is and will not change.

Of course, in the special skills, give them a ONE TIME ONLY "roll a second mutation" skill, and maybe a skill that "unlocks" the current one they have, in case they want to try for a better random one later.


Gods - Sure, you can have Orcs worship the main four, but except for Khorne, I haven't seen many examples of orcs worshiping them. Although it's not super well known, there's also an Orc Chaos God:

Khakkekk - Goblin God of Blood & Chaos. The Bloodied Nose Goblins are marked by Khakkekk, they bear various mutations as well. Most Goblin shamans follow him as well. He is mostly worshiped by the Goblinoids of the Darklands.Old world scholars depicte him as a cross between Khorne and Khaine, accepting tributes of blood and granting magic but having other qualities and tendencies very reminiscent of Khorne. Khakkekk appears as a very large grotesque, eight armed, horned goblin carrying a sharp sacrificial knife/cleaver in each hand and with a leering facial expression. ( There is a ton of info on this God but ill stop here )


Personally, I love the "eight arm" part, as that sounds very Hindu. Could be a good tie in between the Ind setting and the chaos orcs.

More info on Khakkekk and greenskin religion can be found here:
http://www.goblin-online.net/gobbos/gbrelig.html

They also list established names for the chaos gods in the orc tongue:
Kha^rne ... Khorne
Mabrok ... Nurgle
Sla'ekk ... Slaanesh
Tzablekk ... Tzeentch (the spellings and pronunciations Zablekk, Sablekk and Tablekk are also widespread due to the common Goblinoid inability to sibilate the tz sound).


As for the warband itself, it's not bad, but you seem to lose the "asura" and the "chaos". Gobbos are fine, but why call them a western name like "imps"? Likewise, Squrgs sounds way too much like a western orc name like Squig. If they're from the west, keep the name squig. If you're renaming them, why not pick something more Indian?

Personally, I think it would be better to have it a little more chaotic - a strange mutated ball with any limbs- it may have 1, maybe 5. Think of a mix between a Squig and a Pink Horror (sounds like a fun conversion to me.) As you don't have a troll, what if there was a way to make the X grow stronger. Maybe after each game, if you have more than one 1 ___, roll 1D6: on a roll of 1, one of them has been eaten by another. This new alpha becomes a separate henchman group and gains one henchman advance, rerolling any "TLGT" (or, if you want to have him tougher still, roll on the Hero table, rerolling any skills. No max stats). From now on, only roll 1D6 for HIM... if there are no other ___ 's to eat up, he eats a henchman of your choice but does not gain an advance. While you have one Alpha, another will not appear, nor will any other ___ attempt to eat another.

How's this for a name:
Gunjara - based on the Navagunjara, one of the most random animals I've ever seen in any religion. (gunja sounds even more orcy, but apparently it's a slang term for marijuana.)
http://en.wikipedia.org/wiki/Navagunjara

pics of the Navagunjara... and you'll wonder why this isn't a chaos animal already
https://www.google.com/search?q=navagunjara&hl=en&safe=off&client=firefox-a&hs=eOb&rls=org.mozilla:en-US:official&prmd=imvns&tbm=isch&tbo=u&source=univ&sa=X&ei=zPj5TvmuF8rf0QGrsdyqAg&ved=0CCkQsAQ&biw=1024&bih=619
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jackalope
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeTue 27 Dec 2011 - 19:49

Fantastic ideas, I'll definitely incorporate.
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeTue 27 Dec 2011 - 21:22

And while you don't necessarily want to make them Savage Orcs, what if they can get ONE orc fanatic? Same rules as the goblin one, but he's BIG and deadly. Would fit Khakkekk (blood), khorne (blood), and slaanesh (drugs) best of all.

0-1 Asura Dervish - 30?gc
Base Stats? S4?
Weapons: May purchase a Ball & Chain. At warband start up, a Dervish may also buy a dose of Madcap Mushrooms. (reprint rules)
Special Rules
Addict- A Dervish may take Mad Cap Mushrooms even if he's not a hero. He's so dependent on it that if he doesn't get a dose, he counts as suffering stupidity until he next gains a dose.
Ball-bearing - A Dervish may use the Ball & Chain weapon from the Orc Mob Warband. However, it only gains its full effect if he's using Mad Cap Mushrooms- if the model doesn't have mad cap mushrooms this battle, it is treated as a normal two-handed weapon, with no extra bonus.
Supplier - A warband with a Dervish knows all the ways to grow, buy or steal a dose of Madcap. They may always purchase ONE dose of Madcap for 25gc, which counts as a common item.
Mindless - The Dervish passes all Psychology tests except for Stupidity tests. He does not gain experience.
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeWed 28 Dec 2011 - 11:53

Ok so second attempt- Styro, outright stole most of your suggestions- hope you don't mind.
The names for the Squigs and Gobbos I got from here;
http://mythfolklore.net/india/encyclopedia/rakshasa
Though goblin would probably work, and I liked Imp because of its demon-like associations I chose Rakshasas as it seemed like a generic term for goblin/evil spirit. Dandasukas just means 'biters' which seemed appropriate. I'm going to leave the Fanatic for now- as, between the wrath and the random mutations, the whole bloody mob seems like fanatics now.
Loved the idea for the spawn squigs- eating each other for advances, brilliant.




Asura Warbands

Throughout the Kingdoms of Ind, the word 'Asura' brings with it fear and dread. No one quite knows when the Asura came, but soon their tribes spread across the land, and with them violence and death. The Asura themselves, for the most part, resemble the creature known to the Old World, as Orcs, but unlike the green and rowdy Orcs, the Asura are generally black skinned, though sometimes red or blue, with larger tusk-like teeth. They are fierce and cunning, delighting in the carnage they inflict. Though their history or origin is unclear, ancient legends speak of a pact made between a group of evil gods and a tribe of green men, power in exchange for hardy vessels to bring the Dark Gods into the City of a Thousand Gods.

Max. size 20 models. Minimum 3.

Special Rules
Asura are affected by rules unique to their race.

Wrath of the Asura - Each turn, roll 1 D6.
1 - Seeing Red - The model makes a move equal to it's base move towards the nearest model. If this makes contact, they immediately fight each other. A Leader or shaman that rolls this result may reroll once, accepting the second result.
2-5 Normal
6 - Vengeful Wrath - Makes a free move equal to its base move towards the closest enemy model. If this brings it into base contact with an enemy, it counts as a charge. Ignore all psychology.

Boiling Blood - All Asura heroes start with a random Mutation from the Power of the Stones table. Every time the hero gains an advancement, roll again on the list, changing the mutation. Alternatively, an Asura that gains a skill roll may choose to spend the skill to "lock in" his current mutation. If so, the mutation permanently stays as it is and will not change. If an Asura Henchmen becomes a hero, they automatically gain the Boiling Blood special rule.

Heroes

1 Asura Warchief
80 Gold Crowns to Hire
Huge and powerful, an Asura Warchief must being the deadliest of all of the warrior in his tribe in order to maintain his position. Asura Warchief's often claim to be favoured by one of the dark gods they worship, and commonly possess some sort of mutation as proof of it.

M WS BS S T W I A LD
4 4 3 4 4 1 3 1 8

Weapons/Armour: May choose weapons, and armour from the Asura List.

Special Rules
Leader: Any models in the warband within 6" of the Warchief may use his Leadership instead of their own.
Wrath of the Asura- See Above
Boiling Blood- See Above

0-2 Asura Big Ones
40 Gold Crowns to Hire
Asura that have proven themslves in battle are known to grow bigger and stronger than those that fail or flee. Among the Asura size matters, whilst not big enough to challenge the Warchief, Big Ones make sure that they are above all those that are smaller than them.

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

Weapons/Armour: May choose weapons, and armour from the Asura List.

Special Rules
Wrath of the Asura- See Above
Boiling Blood- See Above

0-1 Dark Priest
45 Gold Crowns to Hire
The Dark Priest of an Asura warband is often the most feared member of the group. Those that have fought them claim to hear the slickly whispers of the Dark Gods coming from the Priet's lips. With red eyes, the gaze of the Dark Priest of the Asura looks through into the darkest parts of your soul.

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

Weapons/Armour: May choose weapons and armour from the Asura List.

Special Rules.
Wizard: An Asura Dark Priest is a wizard and uses Asura Magic. See Asura magic for his spell list.
Wrath of the Asura- See Above
Boiling Blood- See Above




Henchmen (In groups of 1-5)

Asuras
25 Gold Crowns to Hire
Asuras are savage and tough. Darker than their green-skinned cousins, they are wilder and more vicious. Men speak only of Asura in hushed tones, fearful that they may call their presence, and their fury.

M WS BS S T W I A LD
4 3 3 3 4 1 2 1 7

Weapons/Armour: May choose weapons, and armour from the Asura List.

Special Rules
Wrath of the Asura- See Above

Rakshasas
15 Gold Crowns to Hire
Rakshasas are annoying and malicious creatures. They find themselves attracted to travelling with Asura tribes, attacking when they can, but mainly waiting to scavenge once its all over. Less intelligent then the Goblins they seemingly resemble, they make up for it with their cruelty.

M WS BS S T W I A LD
4 2 3 3 3 1 3 1 5

Weapons/Armour: May choose weapons, armour, and from the Imp List.

Special Rules
Runts: Rakshasas may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Asura overlords for becoming too ‘mouthy’ (remove the Rakshasas from the roster).
Not Asura: Asuras don’t expect much from Imps, and are therefore not unsettled if Rakshasas or Dandasukas break or get cut down in battle. In fact, they expect as much from these weaklings! Therefore, when testing to see if an Asura Warband needs to take a Rout test, each Rakshasas Warrior or Dandasukas taken Out Of Action only counts as half a model..


0-5 Dandasukas
15 Gold Coins to Hire
Strange bouncing balls of teeth, claws and horns. Dandasukas are often found following Asura tribes, eating whatever they can catch. Asura find it amusing to watch. Occasionally a Dandasuka will start to mutate becoming bigger and more dangerous, when this happens, even other Asura must watch out.

M WS BS S T W I A LD
2D6 4 0 4 3 1 4 1 5

Weapons/Armour: Big gob and brutality! Dandasukas never use or need weapons or armor.

Special Rules:
Movement: Dandasukas do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Dandasukas, roll 2D6 for the distance they move. Dandasukas never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Minderz: Each Dandasukas must always remain within 6" of a Imp Warrior, who keeps the creature in line. If a Dandasukas finds itself without a Imp within 6" at the start of its Movement phase, it will go wild. From that point on, move the Dandasukas 2D6" in a random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Dandasukas is out of the Asura's player’s control until the end of the game.
Not Asura: See Rakshasas Warriors entry for rules.
Animals: Dandasukas are animals of a sort and so do not gain experience.
A Taste for Chaos: After each game, if you have more than one 1 Dandasukas, roll 1D6: on a roll of 1, one of them has been eaten by another. This new alpha becomes a separate henchman group and gains one henchman advance, (on a "The Lads Got Talent" roll the creatures gains a random mutation from the Power of the Stones table). From now on, only roll 1D6 for this creature... if there are no other Dandasukas to eat up, he eats a henchman of your choice but does not gain an advance. While you have one Alpha, another will not appear, nor will any other Dandasukas attempt to eat another.



Skill Lists
Combat Shooting Academic Strength Speed Special
Warchief x - - x x x
Big Ones x - - x - x
Dark Priest - - - x - x



Marks of the Gods*
*May only be bought by Asura Warchiefs, a Warchief may only have one Mark of the Gods

Mark of Mabrok : Cost: 35 Gold Crowns
The Asura is burned with the great mark of Mabrok, the three spheres, that weep foul pus constantly. It gains +1 Wound and is immune to all poisons.

Mark of Khakkekk: Cost: 35 gc
A Daemon lives within the Asura’s soul. This gives him a 4+ save against the effects of spells or prayers. Roll a leadership test at the beginning of the game, if passed the warrior is subject to frenzy.

Mark of Tzablekk: Cost: 35 gc
The Asura is watched over by the mysterious Tzablekk, changer of fate. Before the battle roll a D6, the result is the number of rerolls the Hero may make during the following game. If a 1 is rolled the Hero must miss the game.

Mark of Sla'ekk: Cost: 35 gc
The presence of Sla'ekk causes confusion in his opponents. In close combat with the Asura, reduce the enemy's attacks by -1, down to a minimum of 1. The Asura may decide which attack his opponent loses.

Mark of Gork and Mork: Cost 20 gc
The swirling blue markings that cover the Warchief seem to protect him from all manner of threats. The Warchief gains a 6+ invulnerable save against Spells and Prayers, as well as Ranged attacks, must be taken after any normal saves.

Asura Magic

1. Fire of Tzablekk: Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model. Range 12". Each of the two bolts causes D3 S3 hits; the bolts can either be fired both at the closest enemy target or split between the two closest enemy targets. Difficulty: 8
2. Touch of Mabrok: The Dark Priest bestows the gift of pus-filled buboes upon his enemies. This spell has a range of 8" and affects a single enemy warrior. The warrior must pass a Toughness test or lose a Wound. No Armor saves are allowed. Difficulty 7
3. Gaze of Sla'ekk: Choose one enemy model within 12”. For the duration of the spell the model reduces it’s Ld by D3 +1 (to a minimum of 2) if it is not immune to psychology. The model must pass a Ld test at the beginning of it’s turn to end the spell. The spell breaks also when the Dark Priest loses a wound. The Gaze of Sla'ekk can only enchant one model at a time. Difficulty: 8
4. Knife of Khakkekk: A huge, red knife appears in the hand of the Dark Priest. The demonic blade counts as a normal sword with +2 Strength bonus and gives the Shaman +1 attack as well. This spell lasts until the Dark Priest suffers a wound. Difficulty: 7
5. Call of Gork: The Dark Priest’s howling invigorates the Asura to fight even harder for Gork. Any Asura within 4" of Dark Priest will automatically strike first in hand-to-hand combat regardless of other circumstances. The spell only lasts until the caster is Knocked Down, Stunned or taken Out Of Action. Difficulty: 9
6. Cunning of Mork: The Dark Priest disappears in a green mist, confusing his enemies. No enemy may charge the Dark Priest during their next turn. If the Dark Priest is engaged in hand-to-hand combat he may immediately move 4" away. Difficulty: 6

Asura Special Skills

- Mutant- The Hero may buy one extra random mutation. See the Power of the Stones table of the Asura on special rules. This skill may only be taken once, following the Boiling Blood rules, and may only be taken if a Heroes mutation has been locked in.
- Thick Skull: The warrior has a thick skull even for an Asura. He has a special 3+ save on a D6 to avoid being Stunned. If the save is made, treat a Stunned result as Knocked Down instead. If the Asura also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).
- Asura fury: Asuras are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range.
- Thick hide: Such is the toughness of the Asura that he may add +1 to any armor saves.
- Headbasher: Asuras have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results. Any Knocked Down results which the Asura causes in hand-to-hand count as Stunned results instead.
- Horned One: The Asura has mighty horns, and can make an additional Attack with its basic Strength on a turn it charges.
- Fearless: Immune to Fear and All Alone tests.

Asura Equipment

Asura List

Melee Weapons
Dagger – first free/2 gc
Mace/Club – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Double Handed Wpn – 15gc
Flail – 15gc
Morning Star – 15gc

Range Weapons
Throwing Axe (Throwing Knife) – 15gc

Armour
Shield – 5gc
Light ar. – 20gc
Helmet – 10gc


Rakshasas List

Melee Weapons
Dagger – first free/2 gc
Mace/Hammer – 3gc
Spear – 10gc

Range Weapons
Short Bow – 5gc
Slings – 2gc

Armour
Shield – 5gc


Last edited by jackalope on Thu 29 Dec 2011 - 8:32; edited 2 times in total
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StyrofoamKing
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeWed 28 Dec 2011 - 16:29

Neato. Although, the reason I recommended the Power of the Stones is that some of them are NEGATIVE mutations. The idea that they can roll an advance and be at -1 stat seems to fit with the randomness of the orc race. Might also lower the cost down some.

Ex.
1 - Twisted Body- While the hero has this mutation, he has one of his stats reduced by -1. Roll once on the Hero Advancement chart, rerolling any skills or stats that are at one. That stat is reduced by 1.



On the same note, the equipment for the other heroes still mentions "dark gifts". Can they still buy them? Probably just a copy paste error.
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jackalope
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeWed 28 Dec 2011 - 20:19

Are you recommending the mutation table from this?

http://www.mordheimer.com/downloads/optional_rules/Power_In_Stones.pdf
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StyrofoamKing
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeWed 28 Dec 2011 - 22:07

Yup! Lots of fan randomness. ^_^
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BalrogTheBuff
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeTue 3 Jan 2012 - 18:13

What if to further seperate them as even more bloodthirsty than normal Orcs you have it so if a hero ever takes a model OOA in melee he uses a more extreme chart for the Wrath? Or maybe they gain Hatred for the turn after they take someone OOA or some small boost. I like the idea of them drawing strength from violence.

Blood-Wrath of the Asura - Each turn, roll 1 D6.
1-2 - Seeing Red - The model makes a move equal to it's base move towards the nearest model. If this makes contact, they immediately fight each other. A Leader or shaman that rolls this result may reroll once, accepting the second result.
3-4 Normal
5-6 - Vengeful Wrath - Makes a free move equal to its base move towards the closest enemy model. If this brings it into base contact with an enemy, it counts as a charge. Ignore all psychology other than Frenzy and Hatred.



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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitimeWed 4 Jan 2012 - 6:49

I'd definitely consider it but I think it'd come down to play-testing. This is certainly the favourite Ind warband I've attempted to design. Hopefully over the next while I might be able to design some scenarios and exploration tables. Join in if you have any ideas- Especially on variants of Dwarves, Elves, Orges, or Skaven. I want to try Naga/Lizardmen next.
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PostSubject: Re: Kingdoms of Ind - Asura Warbands   Kingdoms of Ind - Asura Warbands Icon_minitime

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