Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: More homebrew warband rules for feedback: Norse Dwarfs Sat 24 Dec 2016 - 15:04 | |
| So I've drifted off on yet another tangent - pulling together existing stuff with additions of my own to allow me to run campaigns set in Norsca. Most of the warbands necessary for the setting already exist, but a thematically appropriate Undead band(Draugr - a future project) and Norse Dwarfs were missing. The goal here was to create a play experience that was recognisably Dwarfy but still pretty different from Treasure Hunters. You'll note access to any missile weapons beyond Throwing Axes is highly restricted, that's a function of both the previous point and the setting(most of the other bands that will be included are also fairly limited in their ranged capability, and allowing the Dwarfs to just pincushion everything with crossbow bolts would cause issues). Anyone spot any obvious issues? Pricing feedback? Any warbands you think they'd struggle against or vice versa? - Spoiler:
1ST DRAFT: ----------
Note these rules have been written with certain common House Rules in mind(eg, slightly lower cost for armour, slightly higher cost for Clubs/Hammers, assumption some form of dual-wield penalty has been imposed etc). If you're playing with vanilla Mordheim rules, revert the costs to those from the Rulebook/Dwarf Treasure Hunters warband where different, and ignore any rules marked with "(**)".
WARBAND RULES
As Dwarf Treasure Hunters, plus:
Dwarf vs Wild: Norse Dwarfs have long adapted to their frigid environment and know well its dangers - all members of a Norse Dwarf warband count as being equipped with Winter Furs(see BTB rulebook pg33).
Insular: Norse Dwarfs are even more distrusting of new things than their southern kin. Norse Dwarf Heroes may never take the Weapons Training or Weapons Expert skills, they are always limited to their initial weapon selection - Az and Klad was good enough for their great-grandsire, and it's good enough for them. The sole exception to this are Dwarf Axes, which can be used by any Norse Dwarf Hero. Additionally, Norse Dwarfs may never learn magic of any kind, whether through skills, items, or any other method.
Max size 12.
SKILLS
Skill List:
Chieftain - Combat, Shooting, Strength, Special Runeseer - Combat, Academic, Strength, Special Huskarl - Combat, Strength, Special
Norse Dwarf Special Skills:
Extra Tough, True Grit, Thick Skull - see Dwarf Treasure Hunters.
Barbarian Courage - see Norse Explorers.
Call of Grimnir: Warband Leader only. The Leader gains the Battle Madness and Whirl of Blades rules from the Berserker entry, and the 0-3 hiring limit on Berserkers is removed. Additionally, they may no longer wear armour other than Helmet & Shield - any other armour they are equipped with is returned to your Treasury.
EQUIPMENT
Hero Equipment List;
Weapons Dagger - 1st free/2gc Hammer - 5gc Axe - 5gc Dwarf Axe - 15gc Sword - 10gc Spear - 10gc Double-handed weapon - 15gc Gromril weapon - 3x normal cost.
Missile Weapons Throwing Axes - 5gc
Armour Light armour - 15gc Heavy armour - 40gc Gromril armour - 65gc* Shield - 5gc Helmet - 10gc
*Starting warband price only.
Clan Equipment List;
Weapons Dagger - 1st free/2gc Hammer - 5gc Axe - 5gc Sword - 10gc Spear - 10gc Double-handed weapon - 15gc
Missile Weapons Throwing Axes - 5
Armour Light armour - 15gc Heavy armour - 40gc Shield - 5gc Helmet - 10gc
Hunter Equipment List;
Weapons Dagger - 1st free/2gc Club - 5gc Axe - 5gc Spear - 10gc
Missile Weapons Throwing Axes - 5gc Trollspears - 15gc Crossbow - 25gc
Armour Light armour - 15gc Shield - 5gc Helmet - 10gc
Equipment Rope & hook - 5gc Net - 5gc
HEROES
Chieftain, 85gc
M3 WS5 BS4 S3 T4 W1`I2 A1 Ld9
Weapons/Armour: A Chieftain may be equipped with items chosen from the Hero Equipment List.
SPECIAL RULES Leader: Any models in the warband within 6" of the Chieftain may use his Leadership instead of their own.
Runeseer, 50gc?
M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Weapons/Armour: A Runeseer may be equipped with items chosen from the Hero Equipment List.
SPECIAL RULES Fatespeaker: At the start of the game, after all warbands have been deployed, the Runeseer may recommend up to D3+1 changes to your deployment, meaning you may change the starting position of up to D3+1 of your warriors, within the normal deployment rules.
Glimpse of Destiny: A single other Hero from the warband may request that the Runeseer cast the stones and provide them with a glimpse into the immediate future the Gods have planned for them. Roll on the table below before the game begins to discover what effect the resulting prophesy has on the Hero.
D6 RESULT
1 Doom: The Runesmith's tidings are grim indeed, afflicting the Hero with a deep despair. Unless and until the Hero can roll a 6 on a D6 during the Recovery Phase, for the whole duration of the next battle they must reroll any successful All Alone test(or must take them as normal even if normally immune) and suffer a -1 penalty on all To Hit rolls.
2-3 Grudgement: The portents predict an encounter with an old enemy. The Hero may choose any model in the opposing warband, who they will then /Hate/ for the entirety of the following game.
4-5 Prosperity: If the Hero survives the coming battle, they may modify the roll of any one Exploration dice by +1 or -1.
6 Luck: The Gods are with the Hero; during the coming battle, once per game turn, they may reroll any single dice roll they make, the second result stands even if it is worse.
0-2 Huskarls, 50gc?
M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Weapons/Armour: Huskarls may be equipped with items chosen from the Hero Equipment List.
SPECIAL RULES Lifeward: Huskarls are sworn to preserve the life of their liege even at the cost of their own and will never shirk from that duty. If an enemy Charges the warband's Leader, Huskarls count the Interception Area on either side of the Charge line as being 3" rather than 2", and additionally may always choose to Intercept a charge against the Leader even against enemies that cause Fear or have some other rule that would allow them to evade or avoid an Interception.
HENCHMEN
Clanfolk, 40gc
M3 WS4 BS3 S3 T4 W1 I2 A1 Ld8
Weapons/Armour: Clanfolk may be equipped with items chosen from the Clan Equipment List.
0-3 Hunters, 40gc
M3 WS4 BS3 S3 T4 W1 I2 A1 Ld8
Weapons/Armour: Hunters may be equipped with items chosen from the Hunter Equipment List.
0-3 Berserkers, 50gc?
M3 WS4 BS3 S3 T4 W1 I2 A1 Ld8
Weapons/Armour: Berserkers may be equipped with items chosen from the Clan Equipment List,
but may never use armour other than Helmets & Shields.
SPECIAL RULES Battle-madness: A Berserker is affected by Frenzy, and additionally may Run at three times their normal Movement rather than double but only when moving towards an enemy.
Whirl of Blades(**): Berserkers suffer no penalty for dual-wielding.
Norse Dwarf Special Equipment:
Trollspears, 15gc, Rare 8(Norse Dwarfs), Rare 11(Norse Explorers)
Shafts of ancient Wutroth, or "Ironwood" as it's known to the Norscan tribes, are tipped with rhun-carved stone blades to create weapons capable of bringing down mystical beasts, ideally from well outside the range of any gouts of acidic vomit.
Range 12", Strength User, Special Rule: Thrown weapon, Unerring, The Harder They Fall.
Unerring: +1 To Hit.
The Harder They Fall: +1 to injury rolls against Large/Large Target enemies.
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