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Dwarven Treasure Hunters
Beasts of Chaos
Greenskins
Shadow Warriors
Nice work, not so sure about dwarfs impressive though : dragon slayer seems op even for an impressive. I think beastmen henchmen should be ungors and gors, while their 1st hero should be a promoted gor (ex : mutated gor or a gor with mighty horns) for gors should be able to benefit from the "this lad's got talent" rule imo, in contrary to ungors who can not.
Didn't think much about high elves, yet shadow warriors seem to be the best warband to consider.
If you refer to the animosity rule, only greenskin henchmen can lose control, if they aren't already fighting enemies and they've got only 1 chance over 6 (roughly 17%) to do it thus actually only 3% chances (16.5*16.5) to actually hurt a greenskin henchman ally in the boardgame, as only 3% chances to charge the nearest enemy or 9% chances to mere waste a turn swearing. Overall this is not much risk to have fun with greenskins, not to mention such a rule may be easily toned down in a video game...
Games Workshop, and Warhammer by extension, originated from UK. Greenskins are the stereotypical football hooligan turned into a fantasy race.
As for their place in the world, they might be the only faction in both fantasy and 40K who are having any sort of non-kinky fun, they are supposed to counterbalance the brow-burrowing the rest of the races are so committed to. Skaven are similar, though with them it is more that Skaven are a parody of steampunk mankind by being gaslamp fantasy rats with no OSHA compliance.
Overall movement : 5, the slowest warband of them all.
- - thane, special skill : "noble", can use runic weapons as gromril armor - any type of armor - all kinds of missile weapons but long bow.
- - engineer, special skill : "artillery expert", gives bonuses to hit at ranged to dwarfs and steamtank nearby - any type of armor - able to use missile weapons (blunderbuss, all kinds of pistols and guns)
- - troll slayer, special skill : "unbreakable", immune to all alone test - clothing armor only, no shield - no missile weapon - all types of axes and hammers, no sword, no spear nor dagger.
- - miner, special skill : "blasting charge", blasting charge used as a trap - any type of armor - able to use missile weapons (throwing axes, blunderbuss, all kinds of pistols)
- - clansman, special skill : "shieldwall", bonuses to parry with a shield when another dwarf equipped with a shield is nearby - any type of armor - able to use missile weapons (throwing axes, bow, short bow, crossbow)
- - thunderer, special skill : "veteran", bonuses to aim with pistols and guns - any type of armor - able to use missile weapons (blunderbuss, all kinds of pistols and guns)
- - impressive : a small steamtank ( movement : 6 - special skill : "carrier", can carry limited loot or 2 dwarfs) which can shoot at several targets at once but cannot charge or attack in melee, though it can be attacked in melee and can be used as a mobile cart with limited storage or as seats which can be used by 2 dwarfs able to shoot from the steamtank. (ex : equipped with an organ gun in front and a mobile flame canon on each side)
ex : https://i.pinimg.com/736x/64/a5/fe/64a5feb89e0ed44c17af77a6503a8126--golem-dwarf.jpgwarband specific weapons and armor :
- dwarf axe : can be used to parry.
- dwarf pistol and hangun.
- runic weapons.
- gromril armor.
warband specific skills :
- true grit : bonus to melee resistance
- master of blades : can parry a second time after a fail if wearing a second weapon allowing a parry (ex : 2 swords, 2 dwarf axes, sword or dwarf axe and shield)
- magic resistance : bonuses to resist to magic. Unavailable if a magic user (ex : warlock) belongs to the warband.
No much changes for mercenaries of the empire, sisters of sigmar or skaven actually. Those are pretty strong and popular warbands I think.
Overall movement : 7.
warband specific weapon :
- whip
- multi-tails whip
warband specific skills :
- primal fury : giving bonuses to hit in melee after a hit, lasting a turn.
- mighty horns : giving a charge damage bonus, mastered : target has to make a stun test when hit. Unavailable to ungors.
- maneater, healing after a kill by eating the prey.
2H as a 1H weapon that Wargor will deal so much damage it is just stupid.
And i would say staff perhaps as well for Bray Shaman, after all they are notorious for their bray staffs (at least last time i looked at a rulebook).
Well spotted about the staff for bray shaman indeed : going to edit, however better stun resistance for dwarf is "thick skull" according to official mordheim warband's sheet, which may be more interesting, I did hesitate. I think it's better for dwarfs to be tankier than to have extended stun resistance though, so they can still be beaten in melee orelse they'd be quite hard to face.
The "shaggy hide" wargor special skill comes directly from the official GW warband but is a possibility for any hero actually...
I think to keep it for the wargor only is better for balance, it could also easily be tweaked : wargor could use one 2 handed weapon with a shield or a one handed weapon for example. Anyway wargor shouldn't be able to swing one 2 handed weapon in each hand in my mind, that does seem abusive indeed, even with a potential +20% dodge for the target. Finally you have to consider that I made beastmen fast but fragile : henchmen as shaman wear no armor (meaning they are like faster sister of sigmar but without the armor) and the whole warband has roughly no missile capacity (meaning they are slower skaven but without the range or the poison capacity) or specific range resistance, so they'd better be deadly in melee.
Bytheway in mordheim beastmen raiders can have a centigor which I did not include for it's the fastest creature of the game (would be best to gather stones, loot and outflank) and gors can wear armor, so I actually overall toned beastmen down. Hence I added the "maneater" warband skill which is totally homemade but fits with their lore (could totally be replaced with mark of nurgle though) as the range weapons (no range in official mordheim beastmen warband) which is taken from the warhammer fantasy beastmen codex.
In TT 2h does not make as huge a difference as it does in this game.
You are not makeing the faction fast and deadly in melee you are makeing a single char that can solo an impressive in a round more or less.
Fast but fragile is anything but the core concept of beastmen, beastmen are tough and durable, even the pathetic ungors are descriped as such, even tho their stats never supported this and since 3'd edition and at least through 6'th any Gor could at least wear light armour.
No mounts are in this game either so the centigor would be wierd to push in as well.
The maneater would be a wierd skill as well, either it will regain too much or too little to be worth the points.
Also not really in the spirit of Beastmen only the Minotaurs are known for eating enemies mid battle as i recall.
This is ofc. just an opinion.
Dwarfs are known for both (both skills are available in mordheim) so I made a choice for the best of balance I think.
I think you're overreacting due to not having done the maths : it may seem scary but it's not that much more damage stats wise if you consider the no 2 handed weapon in each hand limit. Actually I don't see much of a difference damage wise between this and the current "weapons of destruction" spell (melee attacks bypass 10% melee absorption and +20% melee damage) of the magister of the cult of the possessed, except for the offence points cost.
Ungors never have been tough I think and I meant fragile (language abuse) comparatively to other warbands being able to wear armor (ex : sisters of sigmar) thus it doesn't mean they should be fragile stats wise. Toughness of beastmen are superior to normal stats wise in mordheim as in TT anyway, but ungors who are mere faster humans. I didn't add stats hence your comment but I always considered beastmen to be tougher than humans (toughness = 4) for this warband suggestion. Also beastmen are tough but they are also poorly equipped (their gear is mere scavenged, they don't craft) and very hierarchical, hence I considered armor only for heroes and not for henchmen.
Well, a centigor is not much bigger than an ogre I think, thus wouldn't fit in buildings for sure, but they are specifically very fast, hence I dismissed the idea for balance.
Indeed, yet I've found some lore about bestigor becoming way stronger by eating many of their foes, so I bring the idea for fun... I'm probably too much of a 40k kroot fan. Could definitely be replaced with a mark of nurgle still.
But sure its just about the same...
Nor are undead wolves, cavalarists or anything of the like yet they where all not put in the game by choice.
It is common for the Beastmen to eat their prey after battles, but was more about in the heat of battle only Mino's actually have had a rule about that.
Think there is also something about ritualistic fights for leadership etc. where they eat the heart of the loser, gaining some of his strength.
Perhaps a buff for the duration of the battle rather than heal would be more fitting ?