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Circus Extraordinaire
By Steve "HolySmigs".
Edited by The Mordheimer.
WebMaster's Notes:
This experimental warband is in INITIAL development stages. It was
originally developed by Steve Smigs, inspired on the reasoning behind
the Carnival of Chaos Official Warband. There are several visions
towards where this warband maybe developed, so YOUR opinion does matter! We
encourage you to play test it and email us your comments. We need your opinion on this warband!
Remember: Play the warband, write your comments and email them
in... THEN you can complain. :P
As the
Carnival of Chaos suggests, towns throughout the world are often delighted by
the presence of a travelling circus. Unfortunately, not every travelling troupe
finds themselves able to support themselves on entertainment skills alone. Many
end up venturing into the ruins of Mordheim to supplement their incomes, and
others to expand their fame and stories of the strange and bizarre.
Choice of Warriors:
A Circus Extraordinaire 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.
Ringmaster: Your warband must have one Ringmaster, no
more no less!
Performers: Your warband may include up to a total of 4
Performers. Performers have the following Sub-categories with their limits:
0-2 Beast Tamer
0-2 Acrobats
0-1 Exotic Mystery of the East
0-1 Freak
0-1 Marksman
0-1 Magician
Impressionable Youths: Your warband may include any
number of Impressionable Youths.
Trained Animals: Your warband may include up to four
Trained Animals, but only 2 for each Beast Tamer.
Pickpockets: Your warband may include up to three
Pickpockets.
Clowns: Your warband may include up to 4 Clowns.
Strong-Men: Your band may include up to 2 Strong-Men.
Toughs: Your warband may include any number of Toughs.
Special Rules:
Entertain the Masses: In the Exploration phase,
the Circus may opt to spend time entertaining the poor souls who inhabit the
ruins they adventure through. When the warband chooses to use this option
they may roll an extra 2d6 for determining the number of Wyrdstone shards
they collect, but cannot take time to explore (do not get
doubles/triples/etc... on the tables)
Superstitious: Most entertaining troupes have been
around long enough to know not to press their luck with the gods. When a
Circus warband is given the option to loot the dead they must always
decline.
Lure of the Road: Whenever the Circus Warband
encounters a lost person (or people) on an exploration roll that would
normally provide an Undead warband the option to add more zombies, or other
warbands the option to sell people as slaves, the Circus may add such people
to their group as Impressionable Youths.
Apprenticeship: If a Youth is promoted to Hero by
“Lad's Got Talent” he may be designated as an apprentice to one of the
performers. Should that a die, the Youth will gain the Special Rules
associated with the performer they have apprenticed to in order to replace
the lost performer's act (This may put the Circus beyond it's starting
limits for any given Performer Specialization). Impressionable Youths
promoted to Heroes are not subject to the Dream Chasers special rule.
Hard Luck of the Road: In order to hire a new
Performer, the Ringmaster must make a Leadership test. This test suffers a
-1 penalty for each performer the Ringmaster has lost due to combat, and a
further -1 for every performer after the first the Ringmaster tries to hire
at the same time. (Thus a Ringmaster trying to Hire 3 performers would be at
a -2, and at a further -3 if they were to replace performers lost in
battle.)
Starting Experience:
Ringmaster starts with 20 experience.
Performers starts with 8 experience.
Henchmen start with 0 experience.
Circus Extraordinaire' Skill Tables
Ringmaster may choose from the Combat,
Shooting, Academic, Strength or Speed.
Most Performers may choose from the Combat, Academic or
Speed.
Marksmen Performers may choose from the Combat, Shooting
or Speed.
Freaks and Mystery of the East Performers may choose from
the Combat or Strength.
Circus Extraordinaire' Equipment List
Performers
Hirelings
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Double Handed Weapon
15 gc
Double Handed Weapon*
15 gc
* Strongmen Only
Missile Weapons
Missile Weapons
Crossbow
25 gc
Crossbow
25 gc
Pistol
15 gc
Bow
10 gc
Pistol, Brace
30 gc
Long Bow
15 gc
Bow
10 gc
Sling *
2 gc
Longbow
15 gc
* Impressionable Youths Only
Handgun
35 gc
Hunting Rifle
200 gc
Throwing Knives
15 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Buckler
5 gc
Buckler
5 gc
Helmet
10 gc
Helmet
10 gc
Heroes
1 Ringmaster; 60 gold crowns
to hire
The Ringmaster of the Circus Extraordinaire is usually a
“Jack-Of-All-Trades” in the Circus. As the performers wouldn't follow just
anyone, the Ringmaster is generally skilled enough in each of his
performer's specialties to understand the tricks of their trade and respect
the skill each requires to be able to perform.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
4
1
8
Weapons/Armor:
A Ringmaster may be equipped with weapons and armor chosen from the
Performer's list.
Special Rules:
Leader: Any warrior within 6" of the Ringmaster
may use his Leadership characteristic when taking Leadership test.
Performer Skill: For an additional 20 gc, the
Ringmaster may select one of the Performer specializations for
himself. In this case he counts towards the maximum number of that kind of
performer the Circus can support. If this option is paid for, he is
considered to have an extra 4 EXP.
0-4 Performers; 35 gold crowns
to hire
Performers take many forms in the Circus and are the core of the group's
income. Many are not required to come with the Ringmaster on his errands
into the ruins, but most are willing to come for the thrill of it.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor:
A Performer may be equipped with weapons and armor chosen from the Performer
list.
Special Rules:
Specialist: Each Performer may select one specialization from the
following list, as limited by the Maximums listed.
0-2 Beast Tamer: Allows the Circus to support 2 Trained
Animals. While the animal is within 6” of the Beast Tamer it does not have
to test for Fierceness.
0-2 Acrobats: Naturally adept at movement, acrobats begin
the game with the Dodge skill.
0-1 Exotic Mystery of the East: While the character
cannot or will not use weapons, they are a master of close combat. The Model
is always treated as carrying a pair of clubs, but can never be given
equipment.
0-1 Freak: The Performer may purchase a Mutation from the
Cult of the Possessed Mutations list.
0-1 Marksman: The Performer may select either Knife
Fighter or Trick Shooter as a starting skill.
0-1 Magician: The character has the Wizard Special Rule
as per Warlocks.
Henchmen
(In groups of 1-5)
0+ Toughs; 25 gold crowns to
hire
Toughs serve as security for the Circus, as well as any other role that
benefits from their lack of training and abundance of strength. The average
Tough is little more than a street thug on the Circus payroll.
M
WS
BS
S
T
W
I
A
Ld
4
4
2
3
3
1
3
1
7
Weapons/Armor: Toughs may be
equipped with weapons and armor chosen from the Hireling list.
0-3 Pickpockets; 25 gold crowns
to hire
Pickpockets are hired by less scrupulous Circus groups to “work the crowd” while
the performers provide a distraction.
M
WS
BS
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W
I
A
Ld
4
2
4
3
3
1
3
1
7
Weapons/Armor: Pickpockets may
be equipped with weapons and armor chosen from the Hireling list.
0-2 Strongmen; 25 gold crowns to
hire
{Description}
M
WS
BS
S
T
W
I
A
Ld
4
2
2
4
4
1
2
1
7
Weapons/Armor:
Strongmen may be equipped with weapons and armor chosen from the Hireling
list.
Special Rules:
Beefy: The Strongmen's Maximum Strength
Characteristic is 5.
0+ Impressionable Youths; 15
Gold Crowns to hire
Impressionable Youths are generally children that have run away to join the
Circus. While they come to the Circus freely, their cost represents the time
and funds taken to teach them to make themselves useful around the tents.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
3
1
6
Weapons/Armor:
Impressionable Youths may be equipped with weapons and armor chosen from the
Hireling list.
Special Rules:
Dream Chasers: You may never have more
Impressionable Youths than the number of all other Hirelings combined. If
the Circus looses Hirelings to the point they are outnumbered by Youths,
then an appropriate number of Youths will come to their senses and leave the
warband.
0-4 Clowns; 25 Gold Crowns to
hire
{Description}
M
WS
BS
S
T
W
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Ld
4
3
2
3
3
1
3
1
7
Weapons/Armor:
Clowns may be equipped with weapons and armor chosen from the Hireling list.
Special Rules:
Goofy Clothes: Clowns are known for their
outrageous outfits; stilts, baggy pants, and the like. Often these outfits
can double as a sort of armor as an attacker can't be certain what is man
and what is costume. This provides a 6+ armor save which cannot be negated
by Strength, but is lost if the Clown carries/wears anything else that
grants an armor save.
0-4 Trained Animals; 20 gold
crowns to hire
These can vary from anything between Lions and Bears to strange exotic
critters of unknown origins. The key to remember is that people don't pay to
see stupid animals, they want to be frightened and amused. Thus many
circuses don't overly train their creatures to be nice around people, and
most are little better than wild animals.
M
WS
BS
S
T
W
I
A
Ld
6
4
0
4
3
1
4
1
5
Weapons/Armor:
Claws and Fangs.
Special Rules:
Animal: As an Animal, they can never gain
experience.
Ferocity: Trained Animals are not stupid, and just
barely under control. When not within range of their trainer, and not in
close combat, they must test for Stupidity. If their Stupidity test would
have them just stand around, they instead charge the nearest model (friend
or foe.)
Oddity: For an additional 60 points at purchase,
the animal can be made Large (like a small Elephant or similar creature), in
which case it's Ferocity is exchanged for Stupidity and it gains an +1 Wound
and +1 Toughness. Only one Trained Animal in the Circus may be an Oddity.
Tamer Limits: The Circus can only support 2
Trained Animals for every Beast Tamer Performer.
Warband Development Progression
1.20 Initial warband submission.
Designer Notes
I spend a lot of time traveling... that combined with almost a
lifetime of making stuff up for various games and nothing better to do kinda
leads me to writing stuff up for various games. The inspiration for the Carnival
actually was the Carnival of Chaos... the idea here was exactly as it's written,
the idea was that the CoC can do it's thing 'cause there are other carnivals out
there that aren't evil...
Fluff, I'll have to work on, see if i have something
worthwhile... but for the most part, without trying the band out to see if it's
even got some character to it to start with... back that by the fact that i know
next to nothing about the Warhammer world (haven't done more than give the main
book a once over)
So there are probably better people out there to do the fluff
stuff... but the only other guy what's mentioned a Circus warband was Tkitch,
and we seem to have notably different opinions on the mechanics of the warband,
and personality behind it (he seems to see a band of criminals and thieves, and
i see more
Barnum&Bailey...)