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 Mordheim Harpy Warband

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PostSubject: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeFri 13 Feb 2015 - 3:52




While exploring the specialist arms forum i came across a harpy themed by Rowan Coupland with help from Michael Yungbluth and Jeffrey J. Visgaitis. The warband was in need of some edits, I don't think core harpies should have 4 wounds each. Please give me your feedback.

Re-edited by me


When the comet struck Mordheim, it carried a passenger. He was The Shadowlord, a daemon far more powerful than anything the world had seen before. He was not the only thing that crashed from the heavens into the city. A female, or something close to female, daemon came also. Her same was Siren.

When Siren emerged from the smouldering ruins of something that was later to be known as 'the pit', she found that her body was changed. Two large, taloned wings arched away from her back. She found that,with effort, she could fly, and while surveying the puny city from the air, she noticed a small, weak,lifeform, sitting in the rubble of a ruined building, toying with a glowing gem. Unknown to her it was a human baby. Siren eagerly began the descent to the ground, readying for the attack, and screeched a terrible, thirsting cry for battle. Suddenly, the child squealed, and began twisting and squirming, with it's body writhed in agony. It's skin, which had been pink and healthy before, began to take on a greyish-browny hue, and new limbs were erupting out of it's back, as if a sword was tearing through the body and had come out the other side. Fingers became claws, his rosy face became wrinkled and leering, and, like Siren, two taloned wings, terrible, taloned wings, were sticking out of the victim's back. Far worse than any of this, the boy's mind was now bestial, and utterly evil. Also, the beast, much to Siren's glee, obeyed the she-daemon's every command.

More mutations followed, and Siren had amassed a fairly large following. She had found, however, that only the young, male, humans reacted strongly to her call, and that the glowing stone, which she now recognised to be shards from the comet that brought her here, were vital in the assistance for the transformation. The females that did react to her call were found to, after undergoing the transformation, be able to bend other male humans to their will, and turn them to harpies. Soon, the number of harpies became so great, that Siren separated them into different groups, known as packs. Each pack would consist of one female harpy, which were named after Siren in dedication to her, and one of the Siren's most favoured harpy, who would lead the pack.







Choice of warriors
A harpy warband must have 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 18.

Siren's Chosen: Each Harpy must have one Siren's Chosen - no more, no less!

Siren: A harpy warband must also include a harpy Siren. If the siren dies, she must be replaced as soon as possible.

Scavenger: Your warband may include up to 3 harpy scavengers.

Harpies: Your warband may include any number of harpies.

Lackeys: Your warband may contain up to 5 lackeys.

Starting Experience

The Siren's Chosen starts with 20 experience

The Siren starts with 12 experience

A scavenger starts with 8 experience

All Henchman start with 0 experience

Harpy Equipment List

Harpies may not use weapons or equipment, with the exception of lackeys who may use equipment as normal. A harpy who gains the weapons training skill may use this equipment list, use miscellaneous equipment, and may wear toughened leathers. Harpies cannot wear any other type of armor (including helmets and bucklers), the heavy plates and movement constraints will prevent a harpy from flying, harpies are loathed to give up their mobility or use any other types of weapons. This replaces the standard rules for weapon and armor proficiencies.

Dagger....................................................4 gc
Club........................................................6 gc
Double-handed club.............................20 gc
Sling.......................................................6 gc
Sharp Stick (spear)..............................15 gc
Toughened Leathers…………………….5 gc


Harpy Maximum Characteristics

A harpies stats may never exceed these limitations. The maximum movement for a harpy is movement 9 because when a harpy has the choice to gain a ballistic skill advance, they gain a movement advance instead (not as well).

Profile M WS BS S T W I A LD
Harpy 9 6 2 4 3 3 6 3 7

Harpy Skill Tables



Combat (Siren's chosen and scavengers only)
Academic (Siren only)
Strength (Siren's chosen only)
Speed (All heroes)
Flight (All heroes)

Flight Skills

A harpy warband may use the flight skill list instead of the standard skill lists. This skill table may be used with other flying warbands.

Dive Bomb- The warrior has learned the ability to attack foes from up high, dive bombing them from the safety of the clouds. The warrior may use this skill when she is charging an enemy. When a warrior has successfully charged with this skill she gains +1 to hit and +1 strength in the first round of close combat. This bonus is not clumaitive with the bonous provided when performing a diving charge.

Long Flight- The warrior is incredibly adept at flying long distances, and staying in the air for long periods of time. During the movement phase, the warrior may move 20", ignoring all terrain and obstacles in it's way. It may not be placed into close combat. Note- this is so exhausting that it may not be used two turns in a row.

Strong Wing- The warrior's wings are so strong that she may parry with them. She may still only parry one attack close combat phase.

Taloned Wings- The warrior is skilled in the art of using her wings in combat. The warrior gains an extra S4 attack, with no bonuses from weapons or equipment.


Siren's Calls

The call of a harpy is devastating, to say the least. The siren utilises these calls to bend mortals to her will, or to destroy the souls of enemies. These calls function as spells and are treated as spells for the effects of other skills or abilities.

Only A harpy siren may use this magic table.

1 Terror Scream Difficulty 7
The harpy cries out in a truly terrible tone, causing enemies to stand still in shock and horror at the sound,covering their ears.

The terror scream may be directed at a single model within 8". That warrior must then take a fear test, and if failed, may perform no actions until the end of their own close-combat phase in their own turn. If attacked in close-combat, they may attack back but will need 6's to hit.

2 Soul Call Difficulty 10
The siren lets out a lovely, enchanting, call, ensnaring nearby mortals, and twisting them to her will.

A warrior within 12" of the siren will hear her irresistible call, and unless the warrior can pass a leadership test on 2D6+2 (just 2D6 for female warriors) they will move in a straight line, as quickly as possible without running towards the harpy Siren for D3 turns. If there is a wall in the way, he will climb it. If there is a bottomless pit in front of him, he will fall into it. He will continue to move towards the siren unless:

a) hepasses a leadership test at the start of her turn with the modifications used before

b) he becomes stunned, or is taken out of action or

c) the number of turns the soul call lasts for runs out. If he is still alive, and did not reach the siren, and soul call is cast on him again, the leadership test will be at 2D6 +1, instead of +2.

Females who have had soul call cast on them twice will take leadership tests on 2D6 -1. If attacked in close combat while under the influence of soul call, the warrior will attack and defend normally, but will continue towards the siren if it can once the combat is over. If the warrior reaches base to base contact with the siren, he may then take no further actions (may not move/shoot/cast) until the effect ends. If the game ends, and the warrior is still in base to base contact with the siren, then the warrior ensnared by the siren is assumed captured. If the siren move out of base contact on her own turn and the model is still under the effect, the model will continue to move towards her by the closet rout during their own movement phase.

3 Sound Blast Difficulty 8
A ear-splitting, wall of sound arches away from the harpy Siren towards it's victim.

A single warrior 10" suffers D3 strength 4 hits, with no armour save.

4 Call of the wild Difficulty Auto
The beckoning cry of the Siren summons forth a number of animals from the surrounding area.

This spell may be cast once per battle, if the Siren is not out of action. Roll a D6.

1.- Nothing: No animals are lured into fighting for the warband.

2 - One Chaos Hound joins the warband for the duration of this battle.

3-5 - D3 Giant Rats join the warband for the duration of this battle.

6.- D3 Chaos Hounds join the warband for the duration of this battle.

All animals are treated as normal, are not magical, and can be taken out of action. They will
disappear when the battle ends. The animals appear on a table edge chosen by the Siren, then they may move and act normally but cannot declare a charge on the turn the arrive.


5 Disorientation Difficulty 8
All warriors near the Siren suddenly feel hopeless and confused when she lets out a strange cry.

All warriors in close combat with the Siren will need 6's to hit in the next round of combat.

6 Soul Devourer Difficulty 8
The call of Siren eats away at the souls of nearby warriors.

All enemies within 8" of the Siren suffer an automatic strength 3 hit (armour saves taken as normal).


Heros

1 Siren's Chosen

90 gold crowns to hire

The Siren's Chosen is a harpy who is specially favoured by the Siren, and is far stronger and more intelligent than a normal harpy. her heightened leadership was the one reason she was chosen by the Siren to lead the pack.

Profile M WS BS S T W I A LD
chosen 7 4 0 4 3 1 4 1 7


Weapons: The Siren's Chosen may not be equipped with any weapons unless she gains the weapons training skill. Once this skill is taken she may be equipped with weapons from the harpy equipment list as well as miscellaneous equipment.

Special Rules:

Leader: Any friendly warrior within 6" of the Siren's Chosen may use her leadership instead of their own.

Fly: All harpies can fly, allowing them access to the flight skill list. It also gives them their high movement, and the ability to automatically pass initiative tests for climbing or leaping over gaps. In addition the model can leap over gaps wider than 3” up to twice their movement value. Models with this ability ignore terrain and other models when moving, but begin and end their movement on the ground and so may be charged normally. When performing a diving charge the model will automatically pass the first initiative test required to complete the diving charge, but must take the second and subsequent tests as normal. Note- If, for any reason, a harpy is unable to fly it will use its legs to maneuver around the battlefield and is treated as having a movement value of 4, will not benefit from any of the above rules, and they must climb, leap and diving charge normally. This will not benefit from any increases the harpy has gained as part of its advancement.

1 Siren

75 gold crowns to hire

Sirens are fearsome opponents, and far more intelligent and deadly than normal harpies. There cry is poison to all mortals who hear it, as it can either enslave them, or wrench their souls from their body. Although smaller and weaker in appearance to one of her brethren, she should not be underestimated, for it is a foolish warrior who attacks the Siren without a thought for his safety, or indeed, his soul.

Profile M WS BS S T W I A LD
Siren 6 4 0 3 3 1 3 1 6


Weapons: The Siren may not be equipped with any weapons.

Special Rules:

Fly: All harpies can fly, allowing them access to the flight skill list. It also gives them their high movement, and the ability to automatically pass initiative tests for climbing or leaping over gaps. In addition the model can leap over gaps wider than 3” up to twice their movement value. Models with this ability ignore terrain and other models when moving, but begin and end their movement on the ground and so may be charged normally. When performing a diving charge the model will automatically pass the first initiative test required to complete the diving charge, but must take the second and subsequent tests as normal. Note- If, for any reason, a harpy is unable to fly it will use its legs to maneuver around the battlefield and is treated as having a movement value of 4, will not benefit from any of the above rules, and they must climb, leap and diving charge normally. This will not benefit from any increases the harpy has gained as part of its advancement.

Siren's Calls: A Harpy Siren has the ability to use the Siren's Calls table. She starts the campaign with one randomly-determined Siren's Call, and may gain additional ones by choosing to roll on the table instead of gaining a new skill.

Creation: The Siren may mutate captured enemies into harpies. If the harpy player has captured a humanoid (roughly human size, mortal), and has at least one shard of wyrdstone in her stash, he may turn the captured warrior into a harpy, as long as the warband does not already have it's full quota of harpies, or warband members. Each transformation requires a separate piece of wyrdstone to complete.. The warrior loses all their previous stats, and the equipment is retained by the harpy player. Naturally, the newly-made lackey may no longer fight for it's previous warband.

0-3 Scavengers

55 gold crowns to hire

Scavengers are the hunters of the pack. Flying from rooftop to rooftop in search of easy prey. Although young and inexperienced, they are eager to prove themselves in battle. Due to their age, their skin displays a lighter hue than that of the older harpies.


Profile M WS BS S T W I A LD
Scavenger 6 3 0 3 3 1 3 1 6


Weapons: The Scavengers may not be equipped with any weapons unless he gains the weapons training skill. Once this skill is taken she may be equipped with weapons from the harpy equipment list as well as miscellaneous equipment.

Special Rules:

Fly: All harpies can fly, allowing them access to the flight skill list. It also gives them their high movement, and the ability to automatically pass initiative tests for climbing or leaping over gaps. In addition the model can leap over gaps wider than 3” up to twice their movement value. Models with this ability ignore terrain and other models when moving, but begin and end their movement on the ground and so may be charged normally. When performing a diving charge the model will automatically pass the first initiative test required to complete the diving charge, but must take the second and subsequent tests as normal. Note- If, for any reason, a harpy is unable to fly it will use its legs to maneuver around the battlefield and is treated as having a movement value of 4, will not benefit from any of the above rules, and they must climb, leap and diving charge normally. This will not benefit from any increases the harpy has gained as part of its advancement.

Henchmen (bought in groups of 1-5)

Harpy

50 gold crowns to hire

Harpies form the main bulk of the warband, but easily rival any of the opposition's elites. Although their primary skill is strength in numbers, they are hard to get hold of and expensive to hire, but this is of little significance for their fighting skill and ability to soak up missile fire is incredible.


Profile M WS BS S T W I A LD
harpy 6 3 0 3 3 1 3 1 5

Weapons: The harpies hands end in sharp talons, suitable for snatching prey mid flight. Harpies do not use weapons and suffer no penalty for fighting unarmed.

Special Rules:
Fly: All Harpies can fly, allowing them access to the flight skill list. This also gives them the high movement, and the ability to move through terrain 3" high or lower without penalties. An initiative test is required to move through/over terrain higher than this. If, for any reason, a harpy is unable to fly it will use its legs to maneuver around the battlefield and is treated as having a movement value of 4. This will not benefit from any increases the harpy has gained as part of its advancement.

Lackey

15 gold crowns to hire

Lackeys are mortals who have fallen victim to the call of the Siren. They mainly consist the dregs or outcasts of society who have fallen prey to the cry of the harpy. As a result they now live as mere slaves, forced by the irresistible call of the Siren to serve the harpies for the rest of their short miserable lives. Theses slaves help the flock with daily chores cleaning, cooking, trading leaving the harpies to patrol their territory. There appearance is of a wild-eyed human malnourished, foul with the stench of carrion.


Profile M WS BS S T W I A LD
Lackey 4 2 2 3 3 1 3 1 6

Weapons: Lackeys may be equipped with weapons from the harpy equipment list.

Special Rules:
Human: Lackeys are proficient with the weapons available to the warband and equipment (but not armor) the warband may acquire during game play. During warband creation you may purchase equipment from the harpy warband list for the lackey as you would any other henchman. If a Lackey gets the promotion “lad’s got talent” they will use the maximum stats available to humans.


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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeFri 13 Feb 2015 - 4:36

I can't speak to the balance of this kind of warband, since the concept of their "jump" movement seems like it could be very powerful. So/so on the lore, but that's just personal taste. I do think that there's real potential for a Flock of Harpies style warband. If I might make one suggestion, perhaps it would make more sense if Lackeys couldn't benefit from The Lad's Got Talent. It doesn't seem particularly thematic for them to be able to progress to heroes, nor is it mechanically tidy.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeFri 13 Feb 2015 - 4:56

Thanks for the feedback.

I'm unsure what you mean by mechanically untidy, is it in reference to the two different maximum stat blocks the warband would then use?

I think I've had a brilliant idea, instead of them not being able to get the "lad's got talent" promotion, if the lackey group gets this result, one model is removed from the group and one harpy is added to the warband. In keeping with the theme of harpies can be mutated from humans.

Something like this:

Apotheosis: If a Lackey group gets the promotion “lad’s got talent” instead of one model being promoted to a hero, he will be promoted to a harpy. You will still re-roll the result for the advancement of the henchmen group, advancing them as normal. The promoted harpy will form a henchmen group with 0 experience, which may be expanded as normal.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeFri 13 Feb 2015 - 6:33

I think if you wanted to handle it that way, it would be probably be best to not have the group then get to re-roll for another advancement. You don't get to roll again when you get a TLGT, for example.

Since its fundamental to the warband, I'll ignore the obvious criticism of how potentionally overpowered a warband that essentially gets to ignore terrain could be. All the prices look pretty good to me. Just for the sake of clarity, I think you'd want to add to the weapons/armor section of the heroes that they don't suffer penalities for fighting unarmed. Also, you would maybe want to make it clear under what circustances they wouldn't be able to fly, since thats not something thats covered in the basic rules of Mordheim.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeFri 13 Feb 2015 - 21:23

Harpies are animals

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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSat 14 Feb 2015 - 0:52

@wiskytango: When a henchmen group gets TLGT "The remaining members of the Henchmen group, if any, roll again for the advance that they have earned, re-rolling any results of 10-12." So i don't think getting a free harpy is enough to strip the group of their advance.  

@werekin:  All the Mordheim entries for harpies I've found don't list them as animals. They are described as animistic, but don't have the special rule: animal.  Even the Happy Harpy Hunting Ground scenario, doesn't list them with the animal rule.

Part of the reason I didn't add when they couldn't fly Is flying is not something generally covered in the core rules, the only time I've seen any mention of prevention of flying is with some weather rules i found (strong winds result).  How about a rule akin to how mounted models cant move in ruins, they must dismount.  The harpies can fly into the ruins, but once inside, must use they're ground movement.

Ive also thought of a 5th skill for the flight tree:

Aerial Agility- Few can ever hope to match a Harpies agility while airborne. An Harpies with Aerial Agility can avoid melee or missile attacks on a roll of 6. If the Harpy also has Step Aside or Dodge this will increase the save to a 4+ in the relevant area. For example, an Harpy with Aerial Agility and Step Aside avoids melee attacks on a 4+ and missile attacks on a 6.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSat 14 Feb 2015 - 5:01

*If* you decide that you need to curtail the power of flight movement a bit, you could add a rule that causes Harpies that land in ruins to make an Initiative test in order to land cleanly, otherwise they fall down.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSat 14 Feb 2015 - 5:18

That is a good idea, I had, thought something like 40k's dangerous terrain test would be a good idea, but I wanted something... less death-y, but an initiative test or auto knocked down, or roll on the injury table is a good idea.  Each time a model moves in difficult, or very difficult, a test is required.

Thanks!

Here's the new edits for FLY:

Fly: All harpies can fly, allowing them access to the flight skill list. It also gives them their high movement, and the ability to automatically pass initiative tests for climbing or leaping over gaps. In addition the model can leap over gaps wider than 3” up to twice their movement value. Models with this ability ignore terrain and other models when moving, but begin and end their movement on the ground and so may be charged normally.  After flying a model cannot hide, moving above the battlefield makes for a very avaliable target. When performing a diving charge the model will automatically pass the first initiative test required to complete the diving charge, but must take the second and subsequent tests as normal.  Flying around the ruins of Mordheim is a precarious choice at best, and a deadly one at worst. If a model lands in, difficult ground, or very difficult ground she must take an Initiative test, if this test is failed the model must roll on the injury chart. If this happens to a multi-wound model apply the knocked down and stunted results as normal but if an Out of Action is rolled the model instead takes one wound instead of being removed (unless this is the models last wound, it will be taken out of action as normal) . Note- If, for any reason, a harpy is unable to fly it will use its legs to maneuver around the battlefield and is treated as having a movement value of 4, will not benefit from any of the above rules, and they must climb, leap and diving charge normally. This move will not benefit from any increases the harpy has gained as part of its advancement.  If a harpy begins its move in difficult ground or very difficult ground , or you simply want it to move along the ground it may choose to use its ground movement of 4, and will not need to take an initiative test if moving into, out of or through difficult ground or very difficult ground and may hide as normal.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSat 14 Feb 2015 - 11:02

Originally the rules for harpies in Mordheim by Chris Van Tigem appeared in Town Cryer for the scenario Happy Harpy Hunting Grounds.

Always a popular scenario while not being relevant to campaign development (unless your objective is slaying flea-bitten beasts!) I decided to include some harpy fun in our games by importing the existing rules into our custom list of random happenings "Waterfront Encounters".

I haven't yet put that player aid on the Mutiny in Marienburg rules page, but I have included the hunting grounds entry in my Dropbox.

Download - Harpy Hunting Grounds - campaign game event rules

Some of the original material needed clarification. I've edited all of what's needed to make a concise entry.

In our campaign, one of the players Hero's captured a harpy using a man-catcher weapon in a game when this random happening affected the battle. Subsequently he chose the Animal Handling skill "Harpy Tamer" so he now fields the harpy model during games.

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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSat 14 Feb 2015 - 12:24

I can't get into your dropbox (that sounds vaguely dirty) ...
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSat 14 Feb 2015 - 12:41

Did the page link above to Harpy Hunting Grounds event work?

Public folder link on my Dropbox: Use this link

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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSun 15 Feb 2015 - 2:33

Any suggestions on the equipment section?  Do you think allowing them to take bucklers or helmets would be to much? If bucklers were added would allowing them to re-roll a parry when combined with Strong Wing be reasonable? Do anyone think the henchman options are too small, another option should added?
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeWed 25 Feb 2015 - 3:10

I've added a new weapon to the warband-rocks! With this I've increased the maximum BS for a harpy to 3, gave a BS of 1 to the sirens chosen. these were added these in case a harpy henchmen group gets a BS advance, even if it will only hit on a six

Rocks
Snatched up in the talons of clever harpies, rocks make a simple if not deadly addition to the their arsenal. Requiring special modifications to the harpies talons, similar to common horse shoes, something only reserved for those the sirens chosen deems worthy. Once chosen the lackeys of the warband will give her a deadly makeover.
.

Range: 6"; Strength: As user;

Special Rule: Thrown weapon, In flight, Simple

SPECIAL RULE

Thrown weapon: Models using throwing weapons do not suffer penalties for range or moving as these weapons are perfectly balanced for throwing. They cannot be used in close combat.

In flight: Rocks can only be use if the harpy flew in its preceding movement phase. If the harpy was forced or chose to move on foot is is unable to use its talons to drop the rock.

Simple: Rocks may be used by models with out the weapons training skill (including henchmen harpies), they are simply picked up in the models talons from the battlefield as the model flies. The cost of equipping rocks represents special “shoes” that the lackies affix to the harpies talons allowing them to pick up rocks on the move without risk of injury.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeWed 25 Feb 2015 - 8:44

Any pictures of your harpies Callofthesiren?
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https://libermalefic.blogspot.com/
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeThu 26 Feb 2015 - 8:18

Yep, I posted some of my wip scavengers to the fourm today. Nothing really complex I just added a loincloth to one for a unified theam for my heros. My next project will be the siren, going to have her holding a wyrdstone.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSun 8 Mar 2015 - 5:13

PLAY-TESTING UPDATE:

So for the play-testing has gone well, with 6 games finished so far.  The record was 2-4, with 2 failed rout tests accounting for two of the four losses.  

Notes from opponents so far:

FAST! the war-band moves quickly, but can be a little overwhelming if there is a lack of difficult terrain in buildings.  Unless buildings were classed as difficult terrain, the harpies can just engage models positioned as snipers.  

Average close combat abilities, while adequate, no-one felt overwhelmed (for this we've been running the harpies with 2 A each).   Their average WS and S didn't make them overpowering.

sirens calls: For the most part they're pretty basic, nothing really fancy , but we've been play-testing a lot with the soul call spell (our dwarf player had a war-band sex change once he read the rules)  I think the gender specific thing is flavorful, but hard to apply once you get outside humans. (I mean, who's seen a female goblin anyway, for that matter, do gobbos even have naughty bitz?) any thoughts on just removing it, making it a straight LD test similar to the chaos ritual spell of control your enemy (I forget the name)

What we've found to help mitigate the harpies control of the battle field is through the use of difficult terrain.  Before the battle, we take each "building" and roll a dice, on a 4+ the building counts as ruined (we outline the area of the building with yarn to delineate where the difficult terrain is) moving inside the bounded areas is difficult terrain as normal but you're model's base is at lease 50% inside the outlined area you can claim cover, (-1 to people shooting at you).  This was done to simulate collapsed buildings, with bits of roof and beams and things strewn about the area. but with out the hazards and difficulty of filling the "building" with ruined bitz.  On a roll of 6 but building counts as very difficult ground, but the shooting penalty stays the same

Ive also been toying with adding a "captivated creature" to the war-band, the war-band can only have one, but can choose from a troll, minotaur, or ogre. This creature would only fight as long as the siren is with the war-band, if she is killed the creature leaves, if during a game she is taken OOA the creature would be removed, trying to save its mistress above all other concerns.
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeSun 8 Mar 2015 - 14:39

Firstly, I haven't actually been able to play many games of Mordheim yet.
Secondly, I really dig your ideas so far. I usually steer clear of fanmade things but it seems like for Mordheim that's the only way we're gonna get anything shiney!

I was just thinking that Fly really gives them a significant benefit, but I do like the thought of it. Would it be worthwhile considering that if the harpy is flying over something, say a model, that the vertical flight 'up' should be measured to the nearest inch? This way they still get the benefit of not being blocked in by enemies, however they still need to pay some movement cost for that added mobility. This way they aren't 'ignoring' terrain and models and just teleporting past them, but instead they have to flap those hideous wings and get over them at least. Something like "must measure the vertical distance of the model or intervening terrain, then may continue their move." So the harpy flies up, flies over, and then glides to the ground, so not requiring further 'movement' to be spent on the landing.

May be unnecssary, but I thought I'd put in my two gp and see if it helps any as I can see huge advantages to some of the scenarios (and I don't know that many) just by having that ability. Though it doesn't seem like you're trying to get your cake, pie, muffins, and eat them all too.

Like the idea, goodluck on the rest of it! Hope one day I can give it a spin even!
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeMon 9 Mar 2015 - 8:08

The reason I chose to allow models to simply "teleport" is this, 1)when a flying model moves past another model it does not necessary have to mean it fly's over it, it could easily go around, or behind the model in questions, not moving above, but around it.  2) Any time of moving the model higher to move over model would complicate the interception process immensely; would the 2" interception area move vertically?, how would you intercept a model you may have to jump to reach? would it require some sort of added reach concept (dagger b2b, sword, club, etc 1/2", two handed 3/4", spear 1" 3) would we need to bust out a protractor or just use right angles?

It seem simpler to conceptualize it like this: flying models in Mordheim don't go flying all willy-nilly like the battlefields of the old world, its just to dangerous. (http://www.giantitp.com/comics/oots0154.html) Any creature that takes a to high flight batter will be the target for every available missile weapon available. Any creature in the warhammer world that can fly is either a monster, wizard or some sort, or magic item user.  Any creature that makes itself such an available target flying to high over the battlefield would draw fire from warbands near by, but not involved in the fight. To this end I envisioned flying creatures to stay close to the roof tops, only swooping down to claim treasure or prey.  doing this is slows the creatures speed from the standard 20" fly move, moving through the ruins of a city has plenty of overhanging, signs, flags, banners, rooftops, to make a creature flying low enough to use them as cover have to slow down to avoid crashing into the debris hanging over the streets. I've always imagined the space around and above buildings to be filled, jutting buttresses, old defunct sign posts, or even signs, ropes strung from building to building. Not the safest place for a humanoid creature to fly-part of why i included a large number of initiative tests to preform flying actions, and epending on height failure can mean plummeting to your death.

This is also why i made claiming for flying creatures climb the same way as other models, (aside from the auto initiative check): to charge a model on the second floor, the harpy will have to use its move to get to the building, then double the remaining distance to complete the charge.  

For example My harpy wants to charge a verminkin on the second floor of a building.  the verminkin edge on the building is 2" higher than the harpy and the harpy is 4" away from the wall the verminkin is standing near.  The total charge distance for this would be 8" (4 to the building 2x2 for the clime)
I figured the sacrifice for moving around creatures would be balanced by not having the ability to charge vertically with out paying for it.

Here are the Fly rules we've come to so far:
Flying Creatures: All flying creatures can fly, allowing them access to the flight skill list. It also gives them their high movement, and the ability to automatically pass initiative first initiative tests for climbing up or down, or leaping over gaps. In addition the model can leap over gaps wider than 3”, up to twice their movement value and fall farther than 6” up to a maximum their movement value. In both cases the mode will need to take an initiative tested for every 2” the model moves horizontally or vertically beyond the fist 2”. For each successful Initiative test the model may continue its leap or fall, any failure causes the mode to drop to the floor (taking damage as normal), and it must continue its movement at that level. Models with this ability ignore terrain and other models when moving, but they begin and end their movement on the ground (or the surface they land on) and can be charged normally. Flying creatures cannot wear any type of armor, the heavy plates and movement constraints will prevent a creature from flying, and any airborne creature would be loathed to give up its mobility. After flying a model cannot hide, moving above the battlefield makes for a very avaliable target. When performing a diving charge the model will automatically pass the first initiative test required to complete the diving charge, but must take the second and subsequent tests as normal. When a flying model flees it will move 3D6”, using its wings to make a quick getaway. If a model is forced to flee it will always use its flying flee roll if it is able, when fleeing a model will use the fastest option to escape available to them.

Dangerous Terrain Tests: Flying around the ruins of Mordheim is a precarious choice at best, and a deadly one at worst. If a flying model lands in, difficult ground, or very difficult ground they must take an Initiative test, if this test is failed the model must roll on the injury chart. If this happens to a multi-wound model apply the knocked down and stunted results as normal but if an Out of Action is rolled the model instead takes one wound instead of being removed (unless this is the models last wound, it will be taken out of action as normal) .

Ground Movement: All flying creatures will have a second move value (in parentheses) provided in their entry. If a flying creature is unable to fly it will use its legs to maneuver around the battlefield and is treated as having this movement instead of their standard value, it will not benefit from any of the above rules; and they must move, climb, leap, diving charge, hide and flee normally. This movement will not benefit from any increases the flying creature has gained as part of its advancement. A flying creature may choose to along the ground and use its ground movement value, will not need to take an initiative test if moving into, out of or through difficult ground or very difficult ground and may hide as normal. This will usually be done if a flying creature begins its move in difficult ground or very difficult ground , wishes to move through difficult ground or very difficult ground without risk of injury, or to be able to hide.


Last edited by Callofthesiren on Mon 9 Mar 2015 - 9:58; edited 1 time in total
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PostSubject: Re: Mordheim Harpy Warband    Mordheim Harpy Warband  Icon_minitimeMon 9 Mar 2015 - 8:24

I've also been toying with adding some sort bows, to the harpies weapons list (my profile picture haunts me), and keeping the slings lackeys only. .  Also, the original list I found the lackeys were failed attempts at Turing men into harpies, I thought of adding another henchmen choice, who can't fly, may get a better weapons list (swords,shields, light armor,) as a 0-3 per warband. I was thinking of using the dark soul (from the possessed) list for stats. My last thought for new stuff would be that the aerial agility skill would allow a re-roll on the initiative tests taken while flying, but then doge bonus would only work if you have flown in the previous round.   And a new skill that makes it easier to break from combat, I imagine the harpies swooping down to attack, and trying to quickly taking to the sky to take advantage of their maneuverability

Ive removed the Long Flight skill. In practice it was superfluous, so its been changed to the below skill:

Feigned Flight- During the movement phase a flying creature with this skill can attempt to leave combat. If the mode wishes to do so it must take an initiative test. If passed the creature will fly 3D6" in a direction of its choice out of base to base contact. If the creature fails, their opponent is allowed to make 1 automatic hit against the creature who is trying to escape, and the fleeing creature (provided it survives) will fly 3D6" in a direction of its choice out of base to base contact. In either event, after finishing its move it will stop, and may not do anything else during that turn.

Kinda like this:

0-3 Disfigured

35 gold crowns to hire

The Disfigured are men who were too mature when they were taken for the transformation. Due to the passing of adolescence, the harpies creation ritual has left the bodies of these men, as well as their minds scarred, by the horror of the experience. Instead of forming wings and withdrawing from the male gender, their transformation takes a twisted turn. Muscles bulk up as hands and feet form into sinister claws, bodies contorting into a beastman like form. Losing all their hair and taking on a scaly complexion of harpies, their transformation has robbed them of their former selves. The Lackeys regard these monsters as superior beings, blessed by the kiss of their queen. Solitary, they are left to work out their rage in battle alone. In their tortured minds the Disfigured believe themselves to be protectors, fighting to the end to protect their queen.Their insane strength makes the Disfigured dangerous fighters, wearing scavenged armor and weapons, finding what they need from around the ruins of Mordheim. They attempt to blend into human society in order to enforce their mistresses bidding, disguising themselves under heavy garb shadow their true nature.


Profile    M W BS S T W I A LD
Mangled 4  4  2  4  3 1  5 1  6

Weapons/Armour: Disfigured may be equipped with weapons and armor chosen from the Disfigured Equipment list.

SPECIAL RULES


Weapons/Armour: Disfigured may be equipped with weapons and armor chosen from the Disfigured Equipment list.

SPECIAL RULES

Creation: to recruit one of the Disfigured you will need to sacrifice a Wyrdstone in addition to paying its fee.  Due to this restriction Disfigured cannot be taken at warband creation.

Crazed: Disfigured have been driven insane by their failed creation ritual, and their psychotic devotion to the Siren who sired them knows no bounds. They automatically pass any Leadership tests they are required to take. If your Siren is killed as part of the post battle sequence all Disfigured will leave the warband, and will take any equipment they have with them.  New Disfigured cannot be hired to the warband until the siren is replaced.

Loners: Disfigured are henchmen but will always fight as a henchman group of one model. Each Disfigured believes they know the best way to serve their mistress and will not trust any other creature to assist with their schemes. If you have more that one Disfigured in your warband each will gain experience and advances separately.  Disfigured do not have to take all alone tests.




MANGLED EQUIPMENT LIST
This list is for Mangled only

Hand-to-hand Combat Weapons:

Dagger . . . . . . . . . . . . . . . . .. . . . 1st free/2 gc
Hammer, Stalf, Mace or Club . . . . . . . . . . 3 gc
Axe . . . . ……………. . . . . ... . .. . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . …..... . . . . . . 10 gc
Double-handed weapon . . . …..... . . . . . . 15 gc
Flail . . . . . . . . . . . . . . . . . . . . . . …….. . . . 15 gc

Missile Weapons

None

Armour

Toughened Leathers………………….....5 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . .... . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . .. . . . . . . . . . . 10 gc

Thinking of using this model
http://www.thewarstore.com/product72418.html
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