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Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

Out of curiosity, has anyone seen a Tilian warband? if not how does this sound for one?

Tilian Crusaders

The over populated cities of Tilia are often recruited into crusades under the promise of treasure, redemption or simply an escape from the other teeming unwashed masses. Occasionally a church or noble steps forth to lead one such endeavor, hoping to gain support in return for risk, or even setting off on righteous endeavors. What ever the original intent most crusades are launched into the southern kingdom of Araby, pillaging and raiding for plunder, most meet their fate at the hands of local militias and patrols, but the few who return bring with them wealth and temptation, drawing new recruits to themselves. In recent years the promise of rare stones and the ever pressing need to reduce overcrowding has prompted many to merchant and noble families to begin a press into Mordheim, hoping to seize the corner market on the mysterious Wyrd Stones.
Among the Kingdoms of the Old world none are as sophisticated or cultured as the Tilians, or so the tilians say. Tilians are prideful and trade oriented people. The constant struggle among the merchant princes and noble families has led to a disapline military tactica and the schola militant rivals the tactical schools of Altdorf. Often lead under the gaze of followers of the just Verna, the Matron of Tilia, a Lesser born son of merchant princes will set off to Mordheim, in hopes to return important in the families eyes.


SPECIAL RULES
Civilized People: Tilians consider themselves above the more barbaric nature of their northern Neighbors, distaining in the violence and destructiveness of their dirty culture. This is reflected in their unwillingness to dirty themselves of their fancy clothing.
Tilians always suffer -1 to the number of Wyrd Stones found, representing the Warband neglecting to thoroughly search dirty areas.
Ugh what’s that smell? Tilians may never wear toughened Leathers and must pay and additional 10gc in upkeep to any non-elf hired sword in encouragement to take a bath.
My Trusty Cross Bow: Tilians are a people proud of having innovated so many versions of the cross bow, claiming its superiority over the barbaric black powder weapons of the north.
Any Tilian using a black powder weapon always uses the optional rules on black powder weapons and will suffer a -1 to hit with BS when using one, representing their unfamiliarity with and improper loading of the weapon.
Victory through Discipline: The Tilian Princeling has paid for the best trained followers. While with in his Ld range all hero’s (not including the Princeling himsekf) subtract 1 from Ld rolls.

TILIAN SKILL TABLE
Combat, Shooting, Academic, Strength, Speed, Special
Princeling: All
Justicar: Combat, Academic, Sepcial
Centurion: Combat, Strength, Speed, Special
Youngest Son: Combat, Shooting, Speed, Special

CHOICE OF WARRIORS
A tilian warband must include a minimum of 3 models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.
Princeling: Your warband must have one Princeling, no more no less
Justicar: Your warband may include one Justicar
Centurion: Your warband may include one Centurion
Youngest Son: your war band may include two youngest sons.
Marksmen: Your war band may include up to 7 Marksmen
Outriders: Your war band may include any number of Outriders
Legionnaires: Your war band may include any number of Legionnaires.

STARTING EXPERIENCE
A Princeling Starts with 20 experience.
A Justicar: Starts with 10 Experience
A Centrurion: Starts with 15 Experience
Youngest Son’s start with 0 experience
Henchmen start with 0 experience

NEW EQUIPMENT
Pike (15 + d6 gc Rare 9)
Pikes are overly long spears. Developed and used heavily by the massed ranks of a Tilian Army. The weapon is ideal for striking opponents at a distance, but utterly useless when engaged closely. Pikes follow the rules below.
Reach: A pike bestows a 3” reach to anyone wielding it. They may attack an enemy as if in close combat from up to 3 inches away, the enemy may not strike back unless in base contact with the model wielding the pike. Additionally the pike wielder MUST have line of sight to the enemy, friendly models do not block line of sight.
Unwieldy: Pikes are unwieldy and a model using one always suffer a -1 to initiative as even outside of combat the long weapon tends to get caught on everything in the confined spaces of Mordheim. Additionally when in base contact with an enemy, models wielding a pike suffer a -1 to WS and strikes are made in initiative order, even on their charge.
Brace for the Charge: The long reach of the pike means if the pike or a friendly model with in 2” is charged from over 3 inches away they may brace and strike their opponent. When the enemy reaches 3” stop and resolve the pike attack. If the model remains standing they continue as normal. The pike attack is made at a -1 WS but is resolved at the strength of the attacker + 1 (representing their momentum thrusting them onto the weapon). If wounded in this way subtract 1 from the wound roll down to a minimum of 1.

Tower Shield (15 + d6 gc Rare 8)
Tower Shields are a common sight among the armies of Tilia, used in concert with Pikes they provide a formidable obstacle to any attacker. What the shield lacks in ease of use it makes up for in protection.
Tower shields are so large they provide excellent cover. Shots made against a model with a Tower Shield are always made at -1BS.
The shield also provides an excellent protection in combat. The effect provides an additional +1 to armor save if wielded in combat (5+ total) and allows for the model wielding it to always parry, even when attacks are made at twice their strength. Unfortunately this effect comes at a cost, so large and unwieldy is the shield that it causes a -1 to hit and a -1 to the carrying models S and Initiative both inside and out of combat as it is so cumbersome.

Passive (25 + 2d6 gc Rare 11)
Passives are heavy shield stands that tilian crossbow men use in sieges. The solid structure provides the marksmen with a stable firing platform and excellent protection.
Mobile Wall: A model carrying a Passive suffers a -1 to M. If the model hasn’t moved or shot this turn they may opt to set up the Passive. Passives provide the model with a +1 to Bs and provides hard cover (-2 to enemy BS) as long as the model remains with in 1” of the passive. Once set up passives may not be taken down until the end of the Match. If the warband routs and is over 1” from a passive the passive is lost.

Gladius (10 + d6 gc Rare 11)
The short sword of preference among the common rank and file of Tilia is the Gladius. The gladius is a vicious and efficient weapon with a very short reach, ideal for fighting in close quarters.
A model equipped with a Gladius counts as carrying a dagger with the parry rule. In addition the Gladius allows the model to stack its parry. If the model carries a second weapon with the parry rule it may choose to parry two attacks, or parry one at equal to its opponent’s role.

Hand and a Half Weapons (25 gc Rare 8)
The idea of a bastard sword, mace, or axe is commonly seen among masters of their craft. When wielded in two hands it allows for superior skill and speed, while being small enough to still wield with one hand if necessary.
Hand and a half weapons can be wielded in one or two hands. If wielded one handed the model may only carry a shield in their off hand. Strikes are made a +1S but -1I. If carried in One hand attacks are made at +1S and may re-roll any misses on the charge.

Garlic Oil (10 gc Rare 8)
Tilians are well known for their pungent and spicy dishes, it has been rumored that the abundant use of garlic in the national cuisine was directly due to reign of Prince Varhein Von Gorzac. The youthful prince was a servant of the dark powers, a vampire, and reigned in an era of horror for near a century before the famous Chef Leold Tif prepared a banquet using garlic. Since that day the aromatic food has become a steeple to the people of Tilia. To refuse to eat Tilian cuisine is to admit your service to dark powers.
Garlic is a revered to the Tilians as a symbol of their triumph over evil through ingenuity and cunning. As such they have made a habit of incorporating it into their daily meals, lives and even their weapons. A warrior may coat a weapon with Garlic Oil between fights. The oil is enough to last one weapon one game. The oil may be used to coat arrows, bolts and other ammunition. It however has no effect on black powder weapons as the oil is burned off when fired. Garlic coated weapons strike at +1S against Vampires.


Tilian Weapons List

Centurion Equipment List
Hand-to-hand Combat Weapons

Dagger 1st free/2gc
Mace/Hammar 3gc
Axe 5gc
Sword 10gc
Gladius 10gc
Hand-and-a-half Weapon 25gc
Double-handed Weapon 15gc
Spear 5gc
Pike 15gc
Halberd 15gc
Missile Weapons
Pistol 20gc
Dueling Pistol 40gc
Crossbow 20gc
Armour
Light Armour 20gc
Heavy Armour 50gc
Shield 5gc
Tower Shield 15gc
Helmet 10gc

Marksmen Equipment List
Hand-to-hand Combat Weapons

Dagger 1st free/2gc
Mace 3gc
Axe 5gc
Gladius 10gc
Missile Weapons
Pistol 20gc
Crossbow 20gc
Repeater Crossbow 40gc
Crossbow Pistol 30gc
Armour
Light Armour 20gc
Shield 5gc
Passive 25gc
Helmet 10gc

Out Runner Equipment List
Hand to Hand Combat

Dagger 1st free/2gc
Mace 3gc
Axe 5gc
Gladius 10gc
Flail 15gc
Missile Weapons
Shortbow 5gc
Sling 2gc
Armor
Light Armour 20gc

Warband Miscellaneous Equipment
Garlic Oil 10gc

HEROS
1 Princeling (65 gc)
The princeling is lesser noble or merchant who has set off for Mordheim in the hopes of returning with a fortune in this novel wyrd stone that is all the rage. Whether due to family issues, gambling debts or an unfortunate year of trading the desperation of this aristocrat has led to the need for personal supervision.
M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Commander: The Princeling has a command radius of 6”. Any member of the warband with in this radius may use the Princelings Ld for any test. You may only ever purchase ONE Princeling.
Princelings may use weapons off the Centurion Equipment List

0-1 Justicar (45 gc)
The Justicar is a servant of Verna, the goddess of Justice, and is often found leading or influencing a crusade into the regions of the world Tilians find lacking in proper justice.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 8
Verna’s Blessing: The Justicar is blessed by Verna, ensured to see Justice brought about in action. As such, when taken out of Action roll a leadership test for the model which committed the crime. If they pass they have been found Just in Verna’s Eyes. If they fail, the model suffers an immediate hit at the models base strength.
The Justicar is bound to act in the name of Justice. As such, may never strike a defenseless model, The Justicar may never attack a model which is knocked down or stunned. If engaged with only models which are on the ground the Justicar must wait for them to rise and be ready to defend themselves.
Prayers of Verna: The Justicar is able to beseech Verna for aid and counts as casting from the Prayers of Verna list. The Justicar is a priest; see Priest of Sigmar for rules regarding preists.
The Justicar may choose weapons off the Centurion list, but may never use any ranged weapons.

0-1 Centurion (55 gc)
The Centurion serves the purpose of a military commander and trainer. Ever regiment in Tilia’s many independent armies contains at least one Centurion. Many are hardened veterans, or military tutors to the rich. Whatever their specific employment all centurions share one common trait, they are the elite.
M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 8
Battle Trainer: The Centurion is a hardened warrior accustomed to keeping order on the battle field, as such he is always aware of his soldiers, shouting out commands and warnings alike, bolstering their moral and pressing their assault. Any Legionnaire with in 6” may use the Centurion’s Ld for any Ld tests required.
The Legionnaire’s Life: The Centurion will always have a Gladius in his be equipment if possible.
The centurion may be equipped from the Centurion Equipment list.

0-2 Youngest Sons (20gc)
The youngest sons are those lads who were unfortunate enough to be born last. Inheritance doesn’t make its way down much further than second or third sons, and as they near the youngest generations the most many can hope for is a life as an officer in a brothers private army. Facing that choice many of the youngest sons set off to find their place or wealth in one of the many Crusades.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Spoiled Brats: The youngest sons are accustomed to a life of luxury and set off into the wide world with only the best. Any weapon purchases must be made at DOUBLE the base cost. Models weapons should be suitably “fancy” in appearance to represent this.
The youngest sons may be equipped from the Centurion Equipment List and must begin with at least ONE non dagger weapon.

HENCHMEN

0-7 Marksmen (35gc)
Tilia is well known for the prowess of their crossbowmen. Tilian marksmen are crack shots, but unaccustomed to the horrors of Mordheim or even Combat. Most marksmen serve entire campaigns without being closer than 50 yards to an opponent. Marksmen have a love of large feathered hats.
M WS BS S T W I A Ld
4 2 4 3 3 1 3 1 6
This is no place for a Gentleman: Marksmen who are engaged in combat will take all alone tests when outnumbered or in contact with a fear causing enemy EVEN when within range of friendly models.
Marksmen may be equipped form the Marksmen Equipment List

Out Runners (20 gc)
Tilia is a country of vast rolling hills that prove rocky and perilous to horses. As such it has come to depend upon human runners for the over ground relay of messages. Tilian Out Runners often serve a harassing skirmisher role in Tilian armies, running ahead or alongside a host.
M WS BS S T W I A Ld
4 2 2 3 3 1 4 1 7
Quick Feet: Out runners start with the Sprint Special Rule. See Speed Skills.
Out Runners may be equipped from the Out Runner Equipment List

Legionnaires (35 gc)
Legionnaires are adept soldiers, the most common and dangerous of Tilia’s foot infantry. They are trained rigorously to fight alongside one another, supporting each other with precision and unwavering bonds. Legionnaires are taught to live and die by the Gladius and will rarely been seen without one, wielding it as an extension of their own being.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
The Legionnaire’s Life: Legionnaires will always be equipped with a Gladius if possible.
Rank and File: Legionnaire’s are accustomed to the weight and use of Tower Shields. If equipped with a Tower Shield and Gladius they do not suffer the -1 to Strength the shield normally conveys.
Brothers in Arms: Legionnaire’s are trained to fight in concert with one another. If the legionnaire is within 2” of another Legionnaire they no longer suffer a -1 to hit when wielding a Tower Shield.


SPECIAL SKILLS
When a Tilian Hero Levels Up and receives a skill they may choose off the following Special Tilian Skills.
Chef
The tilian is renowned for the cooking prowess they have achieved. The Chef is capable of making full hearty meals out of just about anything at hand. As the Tilian proverb says: if in doubt. Add garlic. This has a twofold affect. First the model always counts as carrying Garlic. Secondly the culinary skills are so renowned that the presence of the Chef increases the warbands maximum number by 1. This skill will stack when taken by additional heros.
Verna’s Judgement (Judicar Only)
The Judicar is favored in the eyes of Verna, allowing her Judgment to guide his/her strikes. When the Judicar wounds an enemy model, rather than rolling on the Wound Table roll a d6 for the Judicar and the wounded model, add the value to their LD and compare. If Judicar’s total is greatest remove the model as a casualty. If they tie the model is knocked down, and if the enemy model beats the Judicars total the wound is ignored.
Coordinated Strike
The warrior has become adept at fighting alongside his comrades, striking between their blows and creating openings for those around him. When within 2” of a legionnaire, the warrior and any Legionnaires within 2” gain a +1 to hit.
Tilian Merchant
The tilians are well known for their prowess as merchants. Once per post battle phase the hero may sell an item for an addition 2d6 gc, as they regale the buyer of its detailed and long history and fine tilian craftsmanship.
Master of the Gladius
The hero grew up with gladius in hand and fights as if the blade is an extension of himself. When fighting with two Gladus’ the model gains a +1 to hit and + 1 attack in the first turn of combat. (Even if the model was charged)
Beseech the Goddess
In desperation the hero opens him/herself to the judgment of Verna. Once per battle a single dice affecting the model may be re-rolled. This may be the Hero’s dice role or may force an opponent to reroll. The second result may never be re-rolled. (example: a lucky charm and beseech may not be used on the same roll)
Vassal of the Goddess
A Hero may opt to become a vassal of the goddess. The hero must make a leadership check at the start of the battle. If passed, the hero has gained Vernas Attention. Roll a d6
1 – The hero is found unworthy and is removed as a casualty. Do not roll on the injury Chart
2 – 3 The hero has been found wanting and receives no blessings.
4 – 5 The hero may nominate one enemy model to be the subject of the Goddess’s wrath. The hero will receive +1 S and T when in base contact with that model.
6 The hero is infused with the powers of the goddess, becoming an embodiment of Justice. The model gains a permanent Blade of Judgment for the remainder of the battle.

Prayers of Verna[u]
1 Justice 5+
The Justicar beseeches Verna to guide a warrior’s hand true. Spell automatically hits one friendly model with in 6” of the caster. The target model may re-roll all failed rolls to wound until the start of the opponents turn.
2 Imprisonment 6+
The Justicar condemns an enemy within line of sight. The enemy model becomes weighed down by its guilt. The model must make an Ld test, at -1 to Ld, at the start of each of its movement phases. If the model fails, it may not move this turn. If the model passes it may continue as normal and the spells affect has ended. The model may use a commander’s leadership if within range.
3 Tipping the Scales 9+
The Justicar attempts to tip the balance of fate in his/her favor. Target one enemy model with in line of sight and 12”. The Justicar pronounces their guilt and they must take a Ld test on their own Ld - 2. If failed the model is removed from combat but does not roll on the injury table. If the model passes its Ld the Justicar must pass a second test at -2 Ld or suffer Vernas wrath and be removed in a similar fashion.
4 The Final Word 5+
The Justicar ours faith into his surrounding comrades, each model, friend or foe, within 2” of the Justicar are restored 1 wound, and if knocked down or stunned Immediately come to their senses, stand up, and continue fighting as normal. Enemy models with in 2” of the Justicar may take a Ld test to similarly benefit from the spell.
5 Blade of Judgment 7+
The Justicar creates a blade of judgment. The weapon counts as a sword, and must be tested for at the beginning of each shooting phase if the wielder desires to use it. For any hit that is made with the Blade of Judgement roll Ld. If the Justicar passes the leadership test enemy model is immediately critically wounded. (see bladed critical chart) If the Justicar fails continue to roll as normal.
6 Shackles of Truth 8+
The Justicar pronounces the fate of the undeserving, and enemies find their motions hindered and slowed by ethereal shackles. All enemy models with-in 4” of the Judicar suffer a -1 to any hit rolls and Initiate until the start of the Justicar’s next shooting phase.


Well that's it, what do you think?

Sargent! Bring me my brown pants!  
   
Made in us
Stubborn Eternal Guard




Houston, Tx

This is awesome, its really well done.
   
 
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