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[Mordheim] Recherche régles bande de Pygmées


detchevus

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Salut à tous,

Notre groupe va prochainement jouer une campagne Lustrie pour Mordheim. J'aimerai jouer une bande de pygmées. J'ai fait une recherche sur le net et n'y ai rien trouvé.

Y a t'il quelqu'un qui aurait une piste ?

Merci

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Merci, je vais créer les règles en m'inspirant du Citadel Journal et de droite à gauche. Merci de me donner votre avis futur.

 

Du coup j'ai trouvé ça

http://oldsage.realmsofinisfail.com/mordheim/mordheim-gold-pygmies.html

 

Un Franc-tireur
https://groups.yahoo.com/neo/groups/mordheim/conversations/messages/60906
 

PYGMY HUNTER
Based on the work of Tommy Punk & Rick Martin
15gc to hire, +5 crowns Upkeep.
A diminutive human, that bears not the strength of the Old Worlder humans, nor the bravery of the Halflings of the Moot. However, they have shown an indomitable spirit none-the-less, surviving for millennia against the savage fury of the Lizardmen, and the calculating cunning of the Dark Elves. On the outside, they appear primitive and simple, but who knows what intricate cultures they have woven in their secret camps, hidden amongst the fronds and forests of the New World?

May be hired: Pygmies may hire and upkeep a Pygmy hunter at base price. Any group of humans, or halflings may hire them as well, but pay 10gc upkeep instead of 5gc.

Rating: A Pygmy Hunter increases the rating by +5 points plus 1 point for each Experience point he has.

M WS BS S T W I A Ld
Pygmy 4 3 4 2 2 1 4 1 7

Weapons: 1 spear, a shield, two daggers, a blowpipe, a rabbit's foot.
Special Rules:
Forester: The Pygmy moves through jungle and wood terrain without penalty.
Poisoned Spear: The Spear has a Poisoned tip, which counts as +1 Strength to all models that are not Immune to Poison.

Blowpipe Poisons
Range: 8" Strength: 1 Save: +1
Stealthy: May fire while hidden. The target model may take an Initiative test to spot the firing model, in which case, the model is no longer hidden.
Poison: Each dart the Pygmy fires is coated with a poison on your choice. Any model that is immune to Poison is immune the Blowpipe poisons. If immune, the Blowpipe attack counts as a normal S1 attack, with the above rules. Choose one of the following poisons before each shot:
-Black Lotus: See the default 'Poison' rules for the Blowpipe, as listed in the Skaven Warband.
-Purple Fog: Each time the target is hit by a dart, the model is at -1 Initiative, to a minimum of 1. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)
-Sleeping Potion: The dart counts as having Strength 3, and has +1 added to all Injury rolls. However, any model taken out of action with the sleeping potion does not roll for Injury in the Post-game phase, as they were merely knocked unconcious.

Skills: The Pygmy may learn Shooting, Speed, and Pygmy Special Skills.
Max Stats: A Pygmy has the same max stats as a Halfling.

PYGMY SPECIAL SKILLS
Stealthy- The Pygmy hunter may start the game Hiding.

Infiltrate- See Skaven Skill

Poison Dart Maker: Whenever a Pygmy takes 'Poison Dart Maker' as a skill (and he's allowed to take it more than once), he chooses one of the following Poison types as a new type of possible ammunition. If the Pygmy takes the skill again, he may choose an additional type of poison dart, increasing his variety of ammunition even further. As a reminder, any model that is immune to Poison is immune the Blowpipe effects. Note that a dart may never have more than one type of poison on it.

~Poison Arrow Frog Dart- Each time the target is hit by a dart, the model is at -1 Movement, to a minimum of 2. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Starpod Poison: Each time the target is hit by a dart on a natural roll of 6, the model is at -1 Strength, to a minimum of 1, for the rest of the game. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Sea Urchin Poison: Each time the target is hit by a dart on a natural roll of 6, the model is at -1 Attack, to a minimum of 1, for the remainder of the game. This affect still happens even if the model is not wounded, or if the blow is saved. The effect is cumulative, and only avoided if the blow is avoided (Lucky Charm, Dodge, Fey Quickness.)

~Idiotoad Poison [by MyLittlePwny]: Enemies hit by the blowpipe on a natural 6 to hit will be affected by the Idiotoad Poison and must take an unmodified toughness save (no drug bonuses). If the model fails this save, he/she suffers from stupidity for the duration of the battle.

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