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Subject: Malifaux Freikorps Hired Guns port to Tannhauser - feedback wanted rss

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JD Dibrell
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Ok I'm now working on it. I'm starting with just the plastic Von Schill crew set treating the librarian & trapper as heroes & the specialist & freikorpsmenn as troopers. When they're done I'll go back & cover Hannah, Lazarus & the Strongarm Suit. I'm unsure quite how to tackle them since I'd think they'd be legendary but it seems excessive to have 3 available legendary heroes for mercs when everyone else has but 1 (save for Union who shares one with Matriarchy).

I'd also like feedback on equipment. I'm thinking that all packs for everyone must include Freikorps armor which will provide +1 stamina & mental (defending against duels only) which is non-disposable hardware.

I'm thinking Von Schill will have pneumatic jump (once per turn may bullrush as an action with no stamina duel), his clockwork seeker (which will get the dual targets rule as a pistol) & his combat knife (which will be -1 stamina for the defender).

His command & stamina packs as well as everyone else I could use ideas for. I welcome ideas. I'll post the stats for each character this evening.
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Wouter Dhondt
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Subscribed. Very interested to try it out.
 
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JD Dibrell
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Von Schill

*~^Freikorps Armor –
Hardware, armor. +1 stamina, +1 mental (only when defender in mental duels)

*~^Clockwork Seeker –
Weapon, Pistol. 5 Dice.
Dual targets, may reroll lowest die when attacking with this weapon

*Jack Knife –
Weapon, Hand to Hand. 2 Dice
-1 to target stamina in close combat attack when using Combat Blade

~Augmented Jump –
Ability
May make a bullrush as an action that automatically succeeds

^Freikorps Legend –
Ability
Freikorps models adjacent to Von Schill may re-roll their lowest single die on attack rolls

*Stand and Shoot
Ability
May forego movement to make a second attack action at -1 Combat value

~Expert on the Occult –
Ability
When targeted by duels treat mental statistic as – this turn

^Jimmy! No!!!! –
Ability
Discard to prevent 1 lethal wound taken by any Freikorps model anywhere on the board.

Librarian

*~^Freikorps Armor –
Hardware, armor. +1 stamina, +1 mental (only when defender in mental duels)

*Words of Power –
Ability, Spell
Make a mental duel against target character within mental value range & line of sight. If attacker wins duel, target suffers automatic 4 success attacks (stamina roll applies).

^Litanies of Healing –
Spell
As an action, make an unopposed mental check. If successful may dial up 1 level on target friendly character.

*Combat Knife –
Weapon, Hand to Hand 2 Dice

~Nether Fluctuations –
Automatic. All enemy models on the same path as this character are at -1 to their current mental value

~Fast Casting –
May use 2 of the same or different spell as a single action at the same or different targets, mental value is at cumulative -1 for each spell used this way (including the first). Must be declared before any spell is declared.

*~Ancient Tome –
Hardware
Discard to automatically succeed at a spell this turn (may be used with fast casting).

^Knowledge is Power –
Ability
+3 to initiative roll

^Prescient Vision –
Ability
Take an action to use this ability to immediately activate an adjacent, unactivated, Freikorps trooper. That trooper may make an attack rerolling the 2 lowest dice.

Trapper

~^*Freikorps Armor –
Hardware, armor. +1 stamina, +1 mental (only when defender in mental duels)

^Infiltrate –

~^*Hunting Rifle –
Weapon, Automatic, Heavy. 6 Dice
Target may not counterattack when you attack with this weapon

*Skinning Knife –
Weapon, Hand to hand 2 Dice

~^Camouflage Cloak –
May not be target of a ranged attack this turn if this model has not activated (or moved by other means) yet. This does not affect hand to hand attacks or non-weapon attacks.

~Relocate –
After making an attack, may move an additional 3 spaces away from enemy models

*Armor Piercing Ammo –
Hardware
Discard to reduce target’s stamina by -2 for this attack using Automatic Weapon

Freikorpsman

*~Freikorps Pistol –
Weapon, Pistol 4 Dice

*~Freikorps Armor –
Hardware, armor. +1 stamina, +1 mental (only when defender in mental duels)

*Combat Knife –
Weapon, Hand to Hand 2 Dice

~Keep Moving!

*Field Manual –
Hardware
Discard to re-roll 2 lowest dice on attack roll this turn.

~Critical Strike
Ability
Discard to treat any natural 10s rolled on attack as 2 successes each.

Specialist

*~Freikorps Armor –
Hardware, armor. +1 stamina, +1 mental (only when defender in mental duels)

~Combat Knife –
Weapon, Hand to Hand 2 Dice

~*Flamethrower –
Weapon, Automatic, Heavy. 5 Dice
Attacks with his weapon may target character up to three circles away. All characters adjacent to the target are included in the attack. Place a burn token on any character that suffers a wound.

*Flame-Retardant Coat –
Hardware, Armor
Immune to flame attacks & damage from fire.

*Overload Valve –
Hardware
May take an action to destroy this model & inflict 4 automatic successes & burn tokens on every model on the same path. This model may not be brought back as reinforcements.

~Go! Go! Go!


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CK Lai
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Looks good, but I have no minis to try this with.
 
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JD Dibrell
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Chinkster wrote:
Looks good, but I have no minis to try this with.


The 7 man crew is pretty easy to come by & are very nicely detailed 30mm plastic minis. Or the original metal crew can still be found which are also pretty nice models.
 
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CK Lai
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Thanks for the info. My Reich, Union and Matriarchy factions are very complete, actually.

If someone were to come up with extras for the Shogunate... now, THERE'S a faction that sorely needs the extra home-brew units.
 
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JD Dibrell
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Chinkster wrote:
Thanks for the info. My Reich, Union and Matriarchy factions are very complete, actually.

If someone were to come up with extras for the Shogunate... now, THERE'S a faction that sorely needs the extra home-brew units.


I won't disagree with you there but with a lack of easily available compatible figures that's not always all that easy. The freikorps has the room to be its own faction though what with 3 more actual freikorps specific models (Hannah the head librarian in her power suit, the Strongarm Suit which is a huge beast in close combat (think Bane with steampunk equipment), & Lazarus a self aware automata). I'd like to see the BPRD expanded to include Capt. Daimio & Krauss.
 
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CK Lai
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red_starrise wrote:
Chinkster wrote:
Thanks for the info. My Reich, Union and Matriarchy factions are very complete, actually.

If someone were to come up with extras for the Shogunate... now, THERE'S a faction that sorely needs the extra home-brew units.


I won't disagree with you there but with a lack of easily available compatible figures that's not always all that easy. The freikorps has the room to be its own faction though what with 3 more actual freikorps specific models (Hannah the head librarian in her power suit, the Strongarm Suit which is a huge beast in close combat (think Bane with steampunk equipment), & Lazarus a self aware automata). I'd like to see the BPRD expanded to include Capt. Daimio & Krauss.


Oh, I don't know. The Shogunate lacks ranged troops that can pack a punch. I looked through the Wyrd Store. How would the Katanaka Snipers and the 3 Samurai fit in with Tannhauser?

But yeah, the Freikorps looks good.
 
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JD Dibrell
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Chinkster wrote:

Oh, I don't know. The Shogunate lacks ranged troops that can pack a punch. I looked through the Wyrd Store. How would the Katanaka Snipers and the 3 Samurai fit in with Tannhauser?

But yeah, the Freikorps looks good.


I think they could be adapted. Though the samurai might be best as a legendary hero. If I knew more about them I'd be willing to give it a shot.
 
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