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 Savage Orc warband WIP

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Dribble Joy
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PostSubject: Savage Orc warband WIP   Savage Orc warband WIP Icon_minitimeFri 25 May 2012 - 18:50

The only thread I could find on the subject was this one and after a few mins of digging found the pdf on Styro's site, which seems 'incomplete' and I can't find any WIP thread for it.
I've had a go at Black Orcs, and thought I might try my hand at the Savages with some discussion from you lot.

I don't want to 'barge in', though a refined separate list could be useful. If people feel this is unnecessary, I'll step aside.

With the new O&G book (or despite of it, depending on your views), there's an opportunity to update/condense/formalise the SO rules. The Big Stabba for example could be included, but requires two models to wield it.

First thoughts:

A question of flavour/fluff, relating to that mentioned above. Is there enough of a distinction between a 'modification' rule-set and a full separate list?

6+ 'ward' save a la WFRP, or the 6+ armour that cannot be reduced below 6+?
Without access to armour, shields are essentially useless (unless you presume a house rule).
Two saves (one of which will be more or less null and void) or one that might be better?
How might a skill/ability that improves the special save interact with either?

Maximum warband size - 12 is the accepted standard for 'elder', specialised and/or powerful warbands. Do you count goblins as a half towards this number or set the max to 15, which unless the number of henchmen is restricted, would allow large all-orc lists?

Special rules:

Warpaint: This model gains an additional 6+ unmodified save against any wound suffered (any hit?).

Fear Fire and Primitive: See pdf on Styro's site.

Animosity: As per normal Da Mob rules except Heroes are not exempt.

Starting gold: 500
Max warband size: 12

Equipment:

Savage Orcs:
Hand-to-hand combat weapons
Flint Dagger - 1st free/2 gc
Club - 3 gc
Big Club (Morning Star) - 15 gc
Huge club (Double-handed weapon) - 15 gc
Big Stick (Halberd) - 8 gc
Spear - 10 gc

Missile weapons
Bow - 10 gc

Armour
Shield - 5 gc

Goblins:
Hand-to-hand combat weapons
Flint Dagger - 1st free/2 gc
Club - 3 gc
Sword - 10 gc
Spear - 10 gc

Missile weapons
Short Bow - 5 gc

Armour
Shield - 5 gc

Heroes:

1 Savage Orc Boss - 75gc (Most rules are detrimental, hence 5gc less than regular Boss)
M4 WS4 BS4 S4 T4 W1 I3 A1 Ld8 - Animosity, Warpaint, Fear Fire, Primitive.
May take weapons and armour from the Savage Orc equipment list.

0-1 Savage Orc Shaman - 40gc
M4 WS3 BS3 S3 T4 W1 I3 A1 Ld7 - Animosity, Warpaint, Fear Fire, Primitive.
May take weapons and armour from the Savage Orc equipment list.

0-2 Savage Orc Big 'Uns - 40gc
M4 WS3 BS3 S3 T4 W1 I3 A1 Ld7 - Animosity, Warpaint, Fear Fire, Primitive.
May take weapons and armour from the Savage Orc equipment list.

Henchmen:

Savage Orc Boys - 25gc
M4 WS3 BS3 S3 T4 W1 I2 A1 Ld7 - Animosity, Warpaint, Fear Fire, Primitive.
May take weapons and armour from the Savage Orc equipment list.

Nuttaz - 40gc (pulled from the NC Black Orc list, they seem better placed here.)
M4 WS3 BS2 S3 T4 W1 I2 A1 Ld5 - Warpaint, Fear Fire, Primitive, Unstable, Crazy, Savage.
May take weapons and armour from the Savage Orc equipment list.
Unstable: These Orcs are not quite all there. They do not suffer from Animosity, but instead have a host of their own issues to deal with.
Crazy: Nuttaz always pass any Leadership-based Tests they have to take. A side effect of this is that their minds are too far-gone and they may never learn Academic Skills should they become a Hero on an Advance Roll.
Savage: Nuttaz must always run or charge their maximum distance towards the nearest opponent they can see. Friendly models do not block line of sight. Additionally they fight with an extra attack whilst in combat. This does not appear on their profile nor does it count towards the racial maximum. If no enemy is visible they are moved under the player’s control. They can never use any form of armour or ranged weapons. Nuttaz are also too unstable for other Boyz and can never have the Leader ability or use their Ld stat for rout tests, excepting them as being the only models left on the board.

Would it be best to trim down these rules? Replacing Savage/Crazy with Frenzy for example (especially since there's no heroes that can take Academic skills).

Goblins - See Da Mob Rulez, gain Warpaint, Fear Fire and Primitive.
May take weapons and armour from the Goblin equipment list.
Goblins only count as half a model for the purposes of the maximum number of members in the warband.

Cave Squigs - See Da Mob Rulez.

0-1 Troll.
As per Da Mob Rulez.

Special Skills:

Waaagh!
As per Da Mob Rulez.

'Ard Ead.
As per Da Mob Rulez.

'Ere we go!
As per Da Mob Rulez.

(The other regular Orc skills seem too 'organised'/in control and some need to be dropped to make room for the SO skills.)

Wardance.
Only the Leader and Shaman may take this skill. Once per game, at the start of their turn, they may declare that they are performing a wardance. All members of the warband, excluding goblins and squigs are affected by Frenzy for the remainder of the Savage Orc player's turn. Only one wardance may be called per game, even if more than one model has this skill.

Extra Lukky Paint.
The model's Warpaint save is increased to 5+.

Savage frenzy.
The warrior is subject to frenzy. He cannot lose his frenzy, but if knocked down or stunned he will also become stupid for the rest of the game.
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WarbossKurgan
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PostSubject: Re: Savage Orc warband WIP   Savage Orc warband WIP Icon_minitimeFri 25 May 2012 - 22:27

Here's the WIP thread from the cave orc warband on the Sartosa site:

http://www.flameon.co.uk/index.php?option=com_agora&task=viewtopic&id=3266&Itemid=59
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