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 Cult of Khaine

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StyrofoamKing
Etheral
Etheral
StyrofoamKing


Posts : 1355
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Join date : 2008-02-16
Age : 39
Location : Chantilly, DC

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Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
Achievements earned: None

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PostSubject: Cult of Khaine   Cult of Khaine Icon_minitimeThu 2 Feb 2012 - 4:47

Here's a rough draft of a Witch Elf centered DE warband. Hopefully it comes across as balanced and fun.

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Choice of Warriors
A Cult of Khaine Warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12.
Heroes
Hag: Each Cult of Khaine Warband must have one Hag to lead it – no more, no less.
Assassin: Your warband may include up to three Assassins.
Executioners: Your warband may include up to three Executioners.
Witch Elves. Your warband may include up to three Witches Elves.
Henchmen
Corsairs: Your warband may include any number of Corsairs.
Shades: Your warband may include up to five Shades.
Cold One Hounds: Your warband may include up to two hounds if it also includes a Assassin.
Starting Experience
Hag starts with 20 experience.
Executioners start with 12 experience.
Sorceress starts with 12 experience.
Assassin starts with 8 experience.
Henchmen start with 0 experience.

Maximum Characteristics
Characteristics for Dark Elf warriors may not be increased beyond the maximum limits shown on the Elven profile on page 121 of the Mordheim rulebook.

Special Rules
Kindred Hatred: The Dark Elves have been fighting the High Elves for many centuries. The wars between these two races have been very long and bloody affairs. Dark Elves Hate any High Elf warriors including High Elf Hired Swords.
Excellent Sight: There are numerous legends detailing the excellent eyesight of the Elves, both Druchii and Ulthuan kin. Elves can spot Hidden enemies from twice as far away than normal warriors. (ie twice their Initiative value in inches)
Black Powder Weapons: Dark Elves may never use black powder weapons as they find them too crude, noisy and unreliable.
Hierarchy: Witch Elves are regarded as more important than the males of the Cult. If the Hag dies or leaves the warband, you may choose to have one of your Witch Elf heroes become the Leader, even if an Assassin or Executioner has a higher Leadership value.

EXECUTIONER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 gc
Double-handed weapon . . . . . . . . . . . . 15 gc
Draich (A Dark Elf Blade + Double Handed Weapon). . . 30 gc**
** Reduced price at start up. Normally 35gc.

Missile Weapons
None

Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . .20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . .50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Miscellaneous – Heroes Only
Dark Venom . . . . . . . . . . . . . . . . . . . . 15 gc

ASSASSINS EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Weeping Blades . . . . . . . . . . . . . . . . 50gc
Dark Elf Blade . . . . . . . . . . . . . . . . . +15gc**
** Reduced price at start up.
Missile Weapons – Assassins Only
Throwing Knives . . . . . . . . . . . . . . . . . 15gc
Repeater Crossbow . . . . . . . . . . . . . . . 35 gc
Armour – Assassins Only
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Elven Cloak . . . . . . . . . . . . . . . . . . . . . 75 gc
Miscellaneous – Heroes Only
Dark Venom . . . . . . . . . . . . . . . . . . . . 15 gc
Blood Elixir (Mad Cap Mushrooms) . . . 25gc*
*Witch Elves Only

Dark Elf skill tables
Hag – Combat, Academic, Speed, Special
Executioner – Combat, Strength*, Special
Assassin – Combat, Shooting, Speed, Special
Witch Elf – Combat, Speed, Special
*Executioners have Strong Build, granting them access to Strength Skills. Warriors without Strong Build may not learn Strength Skills.

Heroes
1 Hag
80 Gold Crowns to hire
Profile M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9
Weapons/Armour: She may be armed with hand to hand weapons and miscellaneous items from the Assassins Equipment list. She may never use armor or missile weapons.
SPECIAL RULES
Leader: Any models in the warband within 6" of the Hag may use his Leadership instead of their own.
Forever Crazed: If the Hag is within charge range of an enemy model at the start of her Movement Phase, she must charge that model. If two or more enemies are within range, she may choose which to attack. The Hag gains +1 Attack, in addition to her normal number- this may take her above her racial maximum, but will never be doubled for any reason. A Forever Crazed warrior is Immune to Fear and All Alone. If the warrior becomes Frenzied, he or she loses “Forever Crazed” and becomes Frenzied, for as long as the Frenzied effect lasts.

0-3* Executioners - 50 Gold Crowns to hire
*The total number of Executioners, Assassins, and Witch Elves together cannot exceed 3. (Does not include promoted Henchmen.)
Profile M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 8
Weapons/Armour: Executioners may be armed with weapons and armour chosen from the Executioner Equipment list.
SPECIAL RULES
Strongman: Executioners start with the Strength Skill “Strongman”.
Strong Build: Executioners may learn Strength skills.

0-3* Assassins - 50 Gold Crowns to hire
*The total number of Executioners, Assassins, and Witch Elves together cannot exceed 3. (Does not include promoted Henchmen.)
M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8
Weapons/Armour: An Assassin may be armed with weapons and armour chosen from the Assassin Equipment list.
SPECIAL RULES
Natural Stealth: The first thing that Dark Elf Assassins master is the art of moving without being seen or heard. If a Dark Elf is Hiding, enemy models suffer -1 to their Initiative value for determining if they can detect him.

0-3* Witch Elves - 50 Gold Crowns to hire
*The total number of Executioners, Assassins, and Witch Elves together cannot exceed 3. (Does not include promoted Henchmen.)
M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8
Weapons/Armour: A Witch Elf may be armed with hand to hand weapons and miscellaneous items from the Witch Elf Equipment list. She may never use armor or missile weapons.
SPECIAL RULES
Forever Crazed: If the Witch Elf is within charge range of an enemy model at the start of her Movement Phase, she must charge that model. If two or more enemies are within range, she may choose which to attack. The Hag gains +1 Attack, in addition to her normal number- this may take her above her racial maximum, but will never be doubled for any reason. A Forever Crazed warrior is Immune to Fear and All Alone. If the warrior becomes Frenzied, he or she loses “Forever Crazed” and becomes Frenzied, for as long as the Frenzied effect lasts.

Henchmen (bought in groups of 1-5)
Brides of Khaine - 40 Gold Crowns to hire
M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8
Weapons/Armour: A Bride may be armed with hand to hand weapons and from the Witch Elf Equipment list. She may never use armor or missile weapons.
SPECIAL RULES
Crazed: If the Bride is within charge range of an enemy model at the start of her Movement Phase, she must charge that model. If two or more enemies are within range, she may choose which to attack. A Forever Crazed warrior is Immune to Fear and All Alone. If the warrior becomes Frenzied, he or she loses “Crazed” and becomes Frenzied, for as long as the Frenzied effect lasts.
Full Acceptance: When a Bride rolls “That Lad’s Got Talent,” she becomes a full Witch Elf. She loses “Crazed” and gains the rule “Forever Crazed.” She may learn Combat, Speed, and Special Skills, but no others.

0-5 Indoctrined - 25 Gold Crowns to hire
M WS BS S T W I A Ld
5 3 3 3 3 1 5 1 8
Weapons/Armour: Indoctrined may be armed with weapons and armour chosen from the Executioner OR the Assassin’s Equipment lists.
Path of Destiny: When an Indoctrined gets promoted to a hero, he may take one of two paths- the Path of Death or the Pain of Pain.
Path of Death: The Indoctrined becomes an Executioner- he may only use items from the Executioner list only. Instead of rolling for an advancement, he gains the skills “Strong Build” and "Strongman." He may also learn Combat and Special skills.
Path of Pain: The Indoctrined becomes an Assassin- he may only use items from the Assassins list only. In addition to rolling for an advancement, he gains the skill “Natural Stealth.” He may also learn Special Skills, and two of the following lists: Combat, Shooting, and Speed.

Special Equipment
Dark Elf Blade (+20 gold crowns to weapon/Rare 9)
Dark Elf Blades are forged in the city of Hag Graef, the Dark Crag. They are fashioned from Blacksteel, a rare form of steel found deep within the mountains around the city. Dark Elf Blades have wicked protrusions and serrated edges, which inflict serious damage on an opponent. Any Dark Elf can upgrade a sword or dagger to a Dark Elf blade by paying an additional 20 gc at the time of purchase. Weapons upgraded to a Dark Elf Blade retain all of their abilities (i.e. swords can parry, daggers grant an armour save of 6).
Range Close Combat Strength As user Special Rules Critical Damage, Wicked Edge
SPECIAL RULES
Critical Damage: Dark Elf blades inflict serious damage on their opponents, when rolling on the critical hit chart a Dark Elf blade will add +1 to the result.
Wicked Edge: Dark Elf blades are set with sharp protrusions and serrated edges which inflict serious damage on an opponent, a roll of 2-4 on the injury table is a Stunned result.

Dark Elf Special Skills

Fury of Khaine – Not Assassins. - The Dark Elf is infused with an intense raging thirst for blood and is a whirlwind in hand-to-hand combat, moving from opponent to opponent. The Dark Elf may make a 4" follow up move if he takes all of his opponents out of action. If he comes into contact with another enemy this starts a new combat. This new combat takes place in the following turn and the model counts as charging. May not follow up in the opponent’s turn.

Powerful Build – Executioners Only - The warrior is strongly built for an Elf and is capable of feats of strength. A warrior with this skill may choose skills from the Strength table.

Fey Quickness - Few can ever hope to match an Elf ’s inhuman quickness and agility. An Elf with Fey Quickness can avoid melee or missile attacks on a roll of 6. If the Elf also has Step Aside or Dodge this will increase to a 4+ in the relevant area. For example, an Elf with Fey Quickness and Step Aside avoids melee attacks on a 4+ and missile attacks on a 6.

Infiltration- Assassins Only - The Dark Elf can Infiltrate, this skill is exactly the same as the Skaven skill.

Perfect Killer – Assassins Only - All attacks made by the assassin, whether in shooting or close combat, have an extra -1 save modifier to represent his skill in striking at unarmored spots.

Master of Poisons – Not Executioners. The Dark Elf is proficient in concocting different poisons. If the Hero doesn’t search for rare items, he may make D3-1 doses of Dark Venom instead. There is a chance of getting none, as the hero doesn’t have access to a stable workplace. The poison must be used in the next battle and cannot be sold or traded to other warbands as the Dark Elves guard their secrets very carefully. A hero may not use Master of Poisons and Master of Potions in the same post-game phase.

Master of Potions – May only be learned by a Hag or a Witch Elf Leader. The Witch Elf is able to brew a potion of laced blood. If the Heroine doesn’t search for rare items, she may make D3-1 doses of Blood Elixer (same as Mad Cap Mushrooms) instead. There is a chance of getting none, as the hero doesn’t have access to a stable workplace. The drug must be used in the next battle and cannot be sold or traded to other warbands- also, it may only be taken by the Hag, Witch Elves, or promoted Brides. A hero may not use Master of Poisons and Master of Potions in the same post-game phase.


Last edited by StyrofoamKing on Thu 2 Feb 2012 - 15:35; edited 2 times in total
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StyrofoamKing
Etheral
Etheral
StyrofoamKing


Posts : 1355
Trading Reputation : 0
Join date : 2008-02-16
Age : 39
Location : Chantilly, DC

Personal Info
Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
Achievements earned: None

Cult of Khaine Empty
PostSubject: Re: Cult of Khaine   Cult of Khaine Icon_minitimeThu 2 Feb 2012 - 5:08

The Goal: I took the Lustria DE band as a model with a few tweaks:

- I made it closer to the Dwarf Warband. That means 4 heroes, 50gc each, with only base level stats. These handicaps are balanced slightly by the better-than-they-cost 25gc Indoctrinated.

- The warband is capable of being a mostly-assassin shooty warband, but not as easily. The assassin costs as much as an executioner or witch elf, but has the worst ability of the 3- this is to balance out his shooting skills and range. Likewise, you can only have 5 hench tops with missile weapons, and they all start BS3. Hopefully, that will prevent them from being yet another Shadow Elf warband.

- I wanted to include the craziness of the witch elves, but not without the broken 5th ed rules of frenzy. So, I broke it into 3 stages:
Hench- must charge, immune to psych.
Heroes- must charge, immune to psych, +1 attack.
Option 3- heroes can buy madcap, or make them with a skill. Thus, an existing drug in the game (with a new name) is used to provide a frenzied effect, without having to reinvent the wheel or make them too cheap.

As I'm sure someone noticed, it IS possible to have an entire all-witch-elf warband, without a single male.

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