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House Rules / Ogre Mordheim warband
« on: Dec 21, 2011, 04:52:19 PM »
So, let's make an Ogre warband!
Before approaching the mechanics, we should discuss the design of the warband and how we want it to feel. I'll begin with my initial thoughts.
I believe that an Ogre warband would be comprised of mostly maneaters. Mordheim is quite a ways away from the Mountains of Mourn, and it seems likely that only Ogres with a large degree of wanderlust are going to head there. It is also an inhospitable city that isn't filled with food, so its not a great place to go for a tribe. Maneaters also have a surprisingly good sense of commerce, and understand the value of wyrdstone.
I don't think you'll see many non-maneaters here, because the city is not truly capable of supporting a tribe (not enough food, not much space, too hostile, no real government to rob), and there isn't much of a reason for thinlings to hire a tribe to come to the area.
I can go either way on butchers. On the one hand, they know the Great Maw already exists, so the comet that hit Mordheim isn't that significant. On the other hand, they might view going to see the rock that ate a city as a sort of pilgrimage in honor of the Great Maw. Also, it'd be nice to have magic in the warband.
To round out the warband it would then have gnoblars, possibly sabretusks, and maybe a 25mm or 20mm based beast of some sort (smaller than a sabretusk but larger than a gnoblar...).
It'd be neat to see some sort of mechanic to represent the current maneaters' special rules. Possibly they could purchase certain skills?
The warband would definitely need its own skill list.
Hired swords and dramatis personae? I think yes. The warband needs access to academic skills.
Before approaching the mechanics, we should discuss the design of the warband and how we want it to feel. I'll begin with my initial thoughts.
I believe that an Ogre warband would be comprised of mostly maneaters. Mordheim is quite a ways away from the Mountains of Mourn, and it seems likely that only Ogres with a large degree of wanderlust are going to head there. It is also an inhospitable city that isn't filled with food, so its not a great place to go for a tribe. Maneaters also have a surprisingly good sense of commerce, and understand the value of wyrdstone.
I don't think you'll see many non-maneaters here, because the city is not truly capable of supporting a tribe (not enough food, not much space, too hostile, no real government to rob), and there isn't much of a reason for thinlings to hire a tribe to come to the area.
I can go either way on butchers. On the one hand, they know the Great Maw already exists, so the comet that hit Mordheim isn't that significant. On the other hand, they might view going to see the rock that ate a city as a sort of pilgrimage in honor of the Great Maw. Also, it'd be nice to have magic in the warband.
To round out the warband it would then have gnoblars, possibly sabretusks, and maybe a 25mm or 20mm based beast of some sort (smaller than a sabretusk but larger than a gnoblar...).
It'd be neat to see some sort of mechanic to represent the current maneaters' special rules. Possibly they could purchase certain skills?
The warband would definitely need its own skill list.
Hired swords and dramatis personae? I think yes. The warband needs access to academic skills.










