[Mord] Daemonic Warband rooster - WIP by ixnay

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ixnay
Skaven Warlord uten ward save
Posts: 562
Joined: Sun Aug 21, 2005 2:34 pm
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[Mord] Daemonic Warband rooster - WIP by ixnay

Post by ixnay » Sat Jul 21, 2012 9:36 am

Hei folkens. Tenkte jeg skulle prøve å få overført noe Demoner over til Mordheim, og har i den sammenhengen laget et førsteutkast til warband som kan funke.

Jeg slenger det ut her og håper på noe konstruktiv kritikk / feedback



------------------------ WARBAND ROOSTER -----------------------------

Choice of Heroes

A Daemonic warband must include a minimum of 3 models. You have 500 Gold Crowns available to spend. The maximum number of warriors on the warband may never exceed 10 models

Herald: Each daemonic warband must have one Herald Leader - no more, no less

Exalted daemons: Each warband may include up to two exalted daemons

Mortals: Your warband may include up to two Mortal warriors

Choice of Warriors

Daemons: Your warband may have up to 5 daemons in your warband

Chaos Cultists: Your warband may include any number of chaos cultist, as long as the number does not exceed the combined number of other models in the warband.

Daemonic Beast: Your warband may include up to two Daemonic beasts

---- Starting Experience ----
Herald starts with 20 xp
Exalteds start with 8 xp
Mortals start with 0 xp
Henchmen start with 0xp

Daemons skill tables:

Herald: Combat, Strength, Speed, Academic (if tzeentch)
Exalteds: Combat, Strength, Speed, Academic (if tzeentch)
Mortals: Combat, Strength, Speed, Academic (if tzeentch)

Daemonic heroes equipment list:

HTH weapons
Axe of Khorne ...................... 30 gc

Whip of Slaanesh ...................... 25 gc

Eye of Tzeentch ...................... 40 gc

Flail of Nurgle ...................... 30 gc

Daemonic Sword ...................... 10 gc
Daemonic Axe ...................... 5 gc
Daemonic halberd ...................... 15 gc
Daemonic 2-handed ...................... 15 gc
Daemonic Flail ...................... 15 gc

Mortals:
Weapons
Daemonic Sword ...................... 10 gc
Daemonic Axe ...................... 5 gc
Daemonic halberd ...................... 15 gc
Daemonic 2-handed ...................... 15 gc
Daemonic Flail ...................... 15 gc

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

Daemonic Henchmenc equipment list:

Weapons
Daemonic Sword ...................... 10 gc
Daemonic Axe ...................... 5 gc
Daemonic halberd ...................... 15 gc
Daemonic 2-handed ...................... 15 gc
Daemonic Flail ...................... 15 gc

Cultists:
Weapons
Dagger ...................... free/2gc
Club ...................... 3gc
axe ...................... 5 gc
Sword ...................... 10 gc
Halberd ...................... 15 gc
Morning star ...................... 15 gc
Flail ...................... 15 gc

Armor:
Light armour ...................... 20gc
Buckler ...................... 5 gc
Shield ...................... 10 gc

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Marks: All daemonic units must chose a mark. Most of the time, one mark is selected for all the daemonic units in a warband, but every so often, a warband is seen containing more than one Chaos God blessing.

Taking more than one mark in the same warband makes the cost of every mark increase. If you have 2 marks in the warband, all marks are 2x costs. If you have 3 marks in warband, all marks are 3x cost, and if you have 4 marks, all marks are at 4x the cost.

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HEROES

1 Herald: 105 GC
M WS BS S T W I A LD
5 4 2 4 3 1 3 1 9

Options

Mark of Khorne: 20 gc - +1 ws, frenzy
Mark of Slaanesh: 20 gc- +1movement +2 initiative
Mark of Tzeentch: 20 gc - +1 daemonic save (5+) lvl 1 wizard,+2 BS
Mark of Nurgle: 20 gc - +1 toughness, immune to poison

* Immune to psychology; All daemons are immune to psychology

* Daemonic instability; When a daemonic model is outnumbered in combat and loses, it has to take an instability test by rolling LD roll. If he fails, roll injury chart to see if he becomes stunned, knocked down or taken out of action

* Daemonic; Daemonic units cause fear and daemonic heroes have a 6+ ward save (does not works against magical items, holy items or sigmarite items)

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0-2Exalted Daemon: 55 GC
M WS BS S T W I A LD
5 3 2 4 3 1 3 1 8

Mark of Khorne: 20 gc - +1 ws, frenzy
Mark of Slaanesh: 20 gc- +1movement +2 initiative
Mark of Tzeentch: 20 gc - +1 daemonic save (5+) lvl 1 wizard,+2 BS
Mark of Nurgle: 20 gc - +1 toughness, immune to poison

* Immune to psychology; All daemons are immune to psychology

* Daemonic instability; When a daemonic model is outnumbered in combat and loses, it has to take an instability test by rolling LD roll. If he fails, roll injury chart to see if he becomes stunned, knocked down or taken out of action

* Daemonic; Daemonic units cause fear and daemonic heroes have a 6+ ward save (does not works against magical items, holy items or sigmarite items)

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0-2 Mortals: 40 gc
M WS BS S T W I A LD
4 3 2 3 3 1 2 1 7

Mark of Khorne: 20 gc - + frenzy
Mark of Slaanesh: 15 gc - +1 movement
Mark of Tzeentch: 15 gc - 6+ ward save
Mark of Nurgle: 15 gc - +immune to poison

* Mortal (not daemonic)

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----- WARRIORS ----

0-5 Daemon warriors: 35 gc
M WS BS S T W I A LD
5 3 1 3 3 1 3 1 7

Mark of Khorne: 15 gc - + frenzy
Mark of Slaanesh: 10 gc - +2 initiative
Mark of Tzeentch: 10 gc - 6+ ward save
Mark of Nurgle: 10 gc - immune to poison

* Immune to psychology; All daemons are immune to psychology

* Daemonic instability; When a daemonic model is outnumbered in combat and loses, it has to take an instability test by rolling LD roll. If he fails, roll injury chart to see if he becomes stunned, knocked down or taken out of action

* Daemonic; Daemonic units cause fear and daemonic heroes have a 6+ ward save (does not works against magical items, holy items or sigmarite items)

--------------------------------------------------------------------------------

0+ Chaos Cultists: 15
M WS BS S T W I A LD
4 2 2 3 3 1 3 1 5

Mark of Khorne: 10 gc - frenzy
Mark of Slaanesh: 10 gc - +1 movement
Mark of Tzeentch: 10 gc - 6+ ward save
Mark of Nurgle: 10 gc - immune to poison

* Mortal (not daemonic)

--------------------------------------------------------------------------------

0-2 Daemonic Beasts: 55
M WS BS S T W I A LD
8 3 0 4 3 2 3 1 7

Mark of Khorne: 20 gc - +1 ws, frenzied
Mark of Slaanesh: 20 gc - +2 initiative +1 movement
Mark of Tzeentch: 20 gc - 5+ ward
Mark of Nurgle: 20 gc - +1 toughness, immune to poison

* Beast - does not gain XP

* Immune to psychology; All daemons are immune to psychology

* Daemonic instability; When a daemonic model is outnumbered in combat and loses, it has to take an instability test by rolling LD roll. If he fails, roll injury chart to see if he becomes stunned, knocked down or taken out of action

* Daemonic; Daemonic units cause fear and daemonic heroes have a 6+ ward save (does not works against magical items, holy items or sigmarite items)

Daemonic skills:

* Awesome strength: This model has +1 strength permanently. (Khorne only)
* Tzeentch'swill: May reroll any single d6 once per game (Tzeentch only)
* Allure of Slaanesh: Models wishing to attack the model must roll a leadership test until they pass. They only need to pass one test per game. (Slaanesh only)
* Immortal Fury: The daemon re-rolls missed to hit in first round of HTH
* Noxious vapours: Any enemy model in B2B loses the Always Strike First rule. (Nurgle only)
* Warp-powered: can reroll any instability tests.

Daemonic Items

Axe of Khorne; +1 to hit, cannot be parried (in addition to normal axe rules) 30 gc

Slaaneshi Whip; May target model 4" away. Models struck by Slaaneshi whip must roll initiative or have their speed halved next round 25 gc

Eye of Tzeentch; Missile weapon. 1 str 3 hit, 24" range / 1 str 4 hit within 10" 40 gc

Flail of Nurgle: +2 strength first HTH round. All modes in BTB has a -1 to hit any models they wish to strike. 30 gc

Daemonic weapons: works as mundane weapons unless otherwise specified.

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Tzeentch Spells
1: Warpfire. The caster can target one visible enemy within 12". If successfully cast, the weapons in his possession turn against him in his own magic fase. All blows struck by the model will have the hits resolved against himself. One round only. difficulty. 8

2: Bolt of Change. The wizard launches a magic projectile imbued with chaotic powers. The spell has a range of 8", and causes d6+1 str 2 hits. Difficulty 7

3: Blessings of Chaos. A single model within 6" (or the caster himself) is imbued with raw, magical powers. If the spell succeeds, the model gets +1 to one of his characteristics for the reimainder of the battle, or the caster choses to cast it on another model. Difficulty 6

4: Chaotic Realm. A single enemy model is transported out of this realm into a realm of chaos. While the model is there he cannot interact in this realm (cannot be atacked, targeted, etc). This spell has a difficulty of 7+ and a duration of d3 rounds.

5: Disc of Teentch. A magical disc appears under the wizard, carrying it large distances in a short amount of time before dissappearing. This spell has a personal range, difficulty of 9+ and lasts one round. It grants the user sprint for that round.

6: Infernal Gateway. The caster can pick a single model in line of sight and within 4" of the caster. If the spell is successfully cast, the enemy suffers a single strength 6 hit that always causes a critical hit. Difficulty 11

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