Difference between revisions of "How to Make a Warband"
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Revision as of 03:34, 14 July 2017
How to create a Warband
Step 1: Have an idea. After naming this site "Weaselpedia", I thought "maybe I can make a Warband featuring
Weasels". There are currently two Weasel figures in the game line, a "Weasel Rogue" and a
"Drunken Weasel" and who doesn't love a good Drunken Weasel? Then I was thinking about who
these Weasels might be while browsing Facebook and someone posted a photo montage of Alan
Tudyk's acting work including...the Duke of Weaseltown! I could use the Weasel Rogue for the
Duke and the Drunken Weasel for his idiot nephew.
Clearly this would be a Royalist Warband. Now a Royalist Warband has the following starting
advantage:
Expert Training – Two of your characters have their Strike dice is improved by one level, to a
maximum of d12.
I might give these to the Leader and Second (representing their aristocratic martial training)
or I might give them to the Duke's bodyguards, Erik and Francis.
Den – You may choose either the Town Building or the Ruined Farm. Either way, it begins with
the Smithy Upgrade.
The Town Building would seem more appropriate, and will provide me with d4 Materials, worth 6
-24 pennies per turn, assuming I don't have to sell them. Expanding Weaseltown with Upgrades
should be a piece of cake. The Smithy will likewise ensure I never have to pay for arms and
armour and will let me slowly upgrade my Warband's Armour over time.
Royalist magic users may choose from the Natural, Light, Noble and Unbound spell lists.
We'll decide on Schools of magic later when we build Spellcasters.
Warband Rating so far: 5 Pennies Remaining: 350
Step 2: Fearless Leader Duke of Weaseltown The Weasel Rogue mini is kitted out with a cudgel, dagger, and armor of some kind, so I
started my initial build that way. Weasel / Stoat 36 pennies d8 d8 d6 d6 d8 d6 d6 d6 d6 Fearless Medium Cudgel 8 Dagger 8 Light Armour 15
I'm a tad concerned about the d6 Presence in case Weaseltown starts losing units faster than
their opponents, but the Duke is a renowned Coward, so we'll leave it where it is. With
nothing else to go on but his weapons, let's give him a bonus to Strike. This will really come
in handy with the +2 Strike bonus from dual-wielding. Given his status as a big target and his
mistrust of Magic, we'll give him Resist Magic, which will help him avoid and survive spells.
Warband Rating so far: 10 Pennies Remaining: 283
Step 3: Second in Command Alistair of Weaseltown Now the Duke has a fear of sorcery, having been banished from Arendelle by the Demon Queen
Elsa, but perhaps the idiot nephew isn't really an idiot after all and is a Magician in
Disguise!
The Drunken Weasel has a jug, a dagger, and a few armoury bits but if we're gonna make him a
Spellcaster, we can ditch the armour for greater effect. Weasel / Stoat 36 pennies d8 d8 d6 d6 d8 d6 d6 d6 d6 Fearless Medium Mage's Focus 15 Throwing Daggers 8 Spells 3x5
For Skills, Inspire is tempting in that it would give Alistair yet one more different type of
action, but Gifted looks really cool in that it would provide a hefty bonus to Spellcasting.
Haste, Curse, and Cure all look like Spells that Alistair could easily pull off without his
uncle noticing, so let's go with all 3, which will also give Alistair Delicate(3) and Weak(3)
Warband Rating so far: 15 Pennies Remaining: 194
Step 4: The Best of the Rest For the tall guard Erik, let's go with a Massive mini. The Badger Mercenary figure has a two-
handed weapon and at least Heavy Armour.
Erik
Badger 65 pennies d8 d8 d6 d6 d6 d4 d6 d8 d10 Strong (3), Tough (2), Fearsome
Maul 13
Heavy Armour 25
Warband Rating so far: 35 Pennies Remaining: 91
For the short guard (who is still taller than the Duke), we'll go with a Large Creauture like
the Fox Rogue.
Fancis Fox 43 pennies d8 d8 d6 d8 d6 d6 d6 d6 d8 Strong (1) Dagger 8 Light Armour 15
Warband Rating so far: 45 Pennies Remaining: 25