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Newz: Da Warpath's 10th Conversion Competition: Cavalry Edition - ENTER HERE!

 

 Gnome Army
Gnome
Posted: Apr 11 2007, 12:33 AM


Snotling
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Group: Members
Posts: 11
Member No.: 3,666
Joined: 11-April 07



I think there should be a Gnome army and im posting this on many Warhammer forums to get help on pricing units and making them balanced I also included a background story and the armies I need help Gnome
M 3 Ws 3 Bs 3 S 2 T 3 A 1 I 6 W 1 Ld 8

Gnome
M 3 Ws 3 Bs 3 S 2 T 3 A 1 I 6 W 1 Ld 8

Special Rules
Gnomish Bravery: reroll failed Leadership test
Gnomish Cowes: Cowes have built in barding
Gnomish Purity: 5+ Ward save if any Gnome in the army flees they lose the ward save

Gnomish Auto Guns
range 20" Fires 2 shots strength 3
doesnt take the -1 penalty for shooting twice
The gun moves or Shoots
before firing with an auto gun a player must roll
a d6
1-2 gun jams may not shoot this turn
3-5 gun shoots as normal
6 gun may fire 3 shots

Gnomish Spears = Lances for Calvary and Pikes for infantry

Gnomish Steeds
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
a Cowe flees 3 D6
Built in Barding Cowes have Tough Hides
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
Mechanical Cowes have built in barding due to the fact there made
from metal. At the beggining of each turn the Gnome Must start the Mechanical
Cowes engine due to the engine not being that good and dying out alot
A gnome must roll a 26 on the Mech Cowe table
1 The Cowe explodes causing a S 3 hit with no armour saves
2 The Cowe may not move this trun
3-5 The Cowe may move as normal
6 The Cowe may move as normal and gets a Strength 1 bonus this turn


Lords
Gnomish Sacred Hovel Bishop 210 points
M 3 WS 5 BS 4 S 3 T 3 W 3 I 6 A 3 Ld 9
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
he is equiped with Heavy armour and shield, and Hand weapon
may choose a sling for 3 points
he may ride a Cowe for 10 points
he may pick 100 points in magic items
lvl 3 Wizard may choose from the Lore of Heavens
or the Lore of the Sacred Hovel

Tinkering Lord 95 points
M 3 Ws 4 Bs 6 S 3 T 3 W 3 I 5 A 2 Ld 9
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
Equipment: Hand weapon Light armour Shield
May choose a hand gun for 4 points
may choose a pistol for 3 points
may choose an Auto gun for 4 points
he may ride a Mech Horse for 8 points
may choose 100 points in magic items
may use a magic banner up to 50 points

Heroes
Gnomish Sacred Hovel Priest 80 points
M 3 WS 3 BS 3 S 3 T 3 W 2 I 6 A 2 Ld 8
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
Equipment Light armour, shield, Morning Star, Hand weapon
he may ride a Cowe for 10 points
may choose 60 points of Magic items from the magic item list
lvl 1 wizard may be upgraded too lvl 2 for 35 points
may use the Lore of the Sacred Hovel


Gnomish Champion of the Hovel 40 points
M 3 WS 4 BS 4 S 3 T 3 W 2 I 6 A 3 LD 8
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
Equipment Light armour and a Shield and Hand weapon
may use a flail for 3 points
may use a sling for 3 points
may use Gnomish spear for 4 points
he may ride a Cowe for 10 points
may use up to 50 points in magic items

Gnomish Engineer 25 points
M 3 Ws 2 Bs 4 S 3 T 3 W 2 I 5 A 2 Ld 8
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
Equipment: Hand weapon, Light armour, and a shield
May choose a hand gun for 4 points
may choose a pistol for 3 points
may choose an Auto gun for 4 points
he may ride a Mech Horse for 8 points
may choose 50 points in magic items
may use a magic banner up to 50 points

Core Units

Gnome Saints-5pts
M3 WS3 BS3 S2 T3 W1 I3 A1 Ld6
Gnome Big Saint
M3 WS3 BS3 S2 T3 W1 I3 A2 Ld6
Unit Size-12+
Weapons & Armour-Hand Weapon, Sling.
Options
May purchase Light Armour (+1pt per model)
One Fighter may be upgraded to a Musician (+2pts)
One Fighter may be upgraded to a Standard Bearer (+4pts)
One Fighter may be upgraded to a Big Saint (+4pts)
Special Rules
A Dash of Magic- A unit of Fighters count as a Level 1 Wizard so long as they still
have at least 50% of their starting number. Units may cast spells from the lore of the sacred Hovel
following all rules for using magic
(When using the Miscast table replace the term
Wizard with Unit)

Gnome Sneakers-11pts
M3 WS2 BS3 S2 T3 W1 I4 A1 Ld7
Unit Size-4-8
Weapons and Armour-Hand Weapons
Options
May replace Hand Weapons with Great Weapons (+2pts per model)
Special Rules
Skirmishers
Gone in a Snap- Instead of making a normal
move Sneakers may disappear and reappear in a puff of smoke.
The unit may be move up to 6", ignoring all terrain and units inbetween, however
this is a risky business so at the end of a special move each model
rolls a D6, on a result of 1 the unit is removed as a casualty (Sneakers do not need to take
Panic tests for losing 25% of their numbers this way) Also if a unit of Sneakers should fail a panic test
they immediately use their powrs and flee, they count as casualties as normal.
Surprise!- When working out combat results Sneakers always count as
if they receive the Rear Attack bonus on the turn they charge.

Gnomish Hovel Warriors 5 points
M 3 Ws 3 Bs 3 S 2 T 3 W 1 I 6 A 1 Ld 7
Champion
M 3 Ws 3 Bs 3 S 2 T 3 W 1 I 6 A 1 Ld 8
Equipment Light Armour, Hand Weapon
Unit Size 10+
Options
may have Shields for 1 point a model
may have flails for 1 point per model
may use Gnomish Spears for 1 point per model
Upgrade one Gnomish Holy warrior to Musician 4 points
Upgrade one Gnomish HW to Standard Bearer for 8 points
Upgrade one Gnomish HW to Champion for 8 points

Gnomish Slinger 5 points
M 3 Ws 2 Bs 3 S 2 T 3 W 1 I 5 A 1 Ld 7
Gnomish Slinger Champion
M 3 Ws 2 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Equipment Slings
Unit size 10 and up
Options
May have Light Armour for 1 points a model
May Skirmish for 1 point a model
Upgrade one to Musician for 5 points
Upgrade one to Standard bearer for 10 points
Upgrade one to Champion for 5 points


Gnomish Raiders 16 points
M 3 Ws 3 Bs 3 S 2 T 3 W 1 I 7 A 2 Ld 7
Champion
M 3 Ws 4 Bs 4 S 2 T 3 W 1 I 7 A 2 Ld 7
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
unit size 5-10
Equipment Hand Weapon, light armour, shields, Gnomish spears
may use Short bows for 1 point per model
may count as fast cav for 1 point per model
Upgrade to Musician for 8 points
Upgrade to Standard for 14 points
Upgrade to Champion for 15 points

Gnomish Mech Riders 15 points
M 3 Ws 3 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Lead Designer
M 3 Ws 3 Bs 4 S 2 T 3 W 1 I 5 A 2 Ld 7
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
unit size 5-15
Equipment Auto Guns Light armour shields hand weapons
may use Pistols for 2 points per model
Upgrade to Musician for 8 points
Upgrade to Standard for 15 points
Upgrade to Lead Designer for 12 points
may use a magic banner up to 25 points

Gnomish Auto Gunners 6 points
M 3 Ws 2 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Gnomish Auto Gunner lead Designer
M 3 Ws 2 Bs 5 S 2 T 3 W 1 I 5 A 1 Ld 7
unit size 10+
Equipment Auto Guns, Hand weapons, light armour
may use shields for 1 point per model
Upgrade to Musician for 6 points
Upgrade to Standard for 12 points
Upgrade to Lead Designer for 6 points


Special Units

Cowe Hovelwagon 45 points
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
Hovelwagon
S 3 T 4 W 3
Gnomish Auto Gunners
M 3 Ws 2 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Crew 2 Auto Gunners
2 more Auto Gunners may be purchased for 6 points apiece
The Hovelwagon has a 6+ armoursave but is flammable
Unit strength 4 per cart
The Crew is equipped with handweapons and Auto guns


Gnomish Zealots 8 points
M 3 Ws 2 S 2 T 3 W 1 A 2 Ld 8
Zealot Champion
M 3 Ws 3 S 2 T 3 W 1 A 2 Ld 8
Unit Size 5-20
equipment Hand Weapons, Flails, heavy armor
May Upgrade one Zealot to Musician for 10 points
May Upgrade one Zealot to Standard for 15 points
may upgrade one Zealot to Champion for 12 points
Special Rules
Stubborn
Hatred towards Dwarfs, Chaos, and Beast of Chaos
Frenzy


Gnomish Sacred Hovel Gaurd 18 points
M 3 Ws 4 Bs 3 S 3 T 3 W 1 I 6 A 1 Ld 10
Equipment Gnomish spears and heavy Armour
Special Rules
Unbreakable


Gnome Hovel Builder 10 points
M 3 Ws 3 Bs 3 S 2 T 3 I 6 Ld 7
Equipment hand weapons and Light armour
and slings
Unit size 5-10
any Gnomes within 6" of Hovel builders get
a +1 coversave Hovel Builders slowly convert the Field to Hovels
for every turn they do not use thier weapons the range on thier
coversave increases by an Inch.



Rare Units


Auto Cannon 110 points
Auto cannon T6 W3
Crew Lead Designer
M 3 Ws 2 Bs 4 S 2 T 3 I 5 A 1 Ld 8
Crew Technicians
M 3 Ws 2 Bs 3 S 2 T 3 I 5 A 1 Ld 7
the cannon starts with a Lead Designer and 1
Technician when the Lead desgner dies use the Techs
Bs skill
Equipment: hand weapons, shields and light armour
May purchase up to 3 Techs for 6 points each
may shoot twice


Sacred Hovel Swordsmen 22 points
M 3 Ws 4 Bs 3 S 3 T 4 I 6 A 2 Ld 8
Champion
M 3 Ws 4 Bs 3 S 4 T 4 I 6 A 2 Ld 8
Equipment Swords of the Hovel and Light armour
Unit Size 5-15
May Upgrade one Holy Church Swordsman to Musician for 10 points
May Upgrade one Holy Church Swordsman to Standard for 15 points
May Upgrade one Holy Church Swordsman to Chmapion for 15 points
notes: Swords of the Hovel give the bearers a 2+ bonus on the first round of combat, count as ethreal
and are armour piercing -1

Lore of the Sacred Hovel
1. Mud slings. the caster may select any unit equipped with slings
that unit gets a +1 Strength bonus for this turns shooting phase
+5 to cast
2. Spear of the Hovel. is a magic missle with up to 20"
of range, if successfully cast the spear iflicts a strength 4 hit with no
armour saves allowed the spear then goes through the ranks like a boltthrower
see warmachines section in the rulebook pg. 90-91
+7 to cast
3. Sacred Oath. Cast on a friendly unit that is fleeing within 50" away
that unit immediatly rallies then roll one d6 the unit then charges the
distance equal to that on the die
7+ to cast
4. Protect the Hovel. Cast on friendly unit within 12" of caster
that unit immediatly is moved into base contact with the caster
that unit gains a +6 Ward save as long as they stay within 12" of the caster
may not cast on a unit in closecombat
9+ to cast
5. Blinding Mud. Cast on enemy unit that is equipped with ranged weapons
within 38" of caster that units range is cut in half(may not be used on Warmahines)
remains in play
11+ to cast
6. Praise the Hovel. roll a d6 equal to the number of units within 18" of
the caster each unit moves the number on thier d6 charging in that direction
and if they charge an enemy unit the unit gets a strength +1 bonus
12+ to cast
The Gnome Army Background

The Gnomes com from a the small Mountanious region inbetween
Estalia and Tilea. The first Gnomes came from Karaz Karak and traveled
west to where they live now They call thier country Hovelton.
Gnomes are not related to dwarfs and have all
ways envied the Dwarfs for their Engineering and Skill
The Gnomes have always tried their hardest to become better than the Dwarfs, but
they just cant seem to do it Gnomes only live For around 40-60 years making it hard for them
to Research and Build better things than The Dwarfs.

The Gnomes left the Dwarfs to settle In Hovelton around the
Imperial year 1330
The First king Was Crowned there after his name
was Kimsley Fran.

History of Kimsley Fran
as a boy his family was one of the first to leave Karaz
When he got to Hovelton he had an inspiration by the Lady of the lake
to travel to Bretonnia and then onto the Forest of Lorien
where he was told to meet a man named Melmon who would teach him the ways of a night
1336 Kimsley at age 18 met Melmon learned the ways of a Grail Knight in the forest
1338 after 2 years of training tragic strook a group of Beast of Chaos
killed Melmon in his sleep and Kimsley swore to rid the world of Chaos
in 1339 Kimsley returned to Hovelton and quikly drew the support of the Gnomes
spreading Worshop of the Lady through out the Country
Kimsley spent the rest of his life defending the country from Orcs
he died in his sleep in 1370 living 52 years

1000 years later in 2370 the 18th King of Hovelton is Crowned after a century of peace
Gimrie Daw is Crowned King for his Great works in Weapon design
creating powerfull weapons that wiegh eminsly less than thier counter parts
but still do the same damage.
In 2380 The First invasion after the long peace began
Thousands of Beasts of Chaos raided Hovelton deystroying Churches killing priests
and immensly lowering the High Population The gnomes were forced to take up arms and
to this day all Gnome Are in the Holy army besides chlderen
in 2399 Gimrie Died from a small raiding party of Beasts
attacking a small village he was passing through.
in 2400 The gnomes declared Halmer Broad Star to be thier leader
Halmer was a Bishop of The Ladies Church the largest church in Hovelton
dedicated to the Lady of the Lake.
2420 Skaven appear in Hovelton and Start to attack, but this time
the Gnomes are prepared armies of Holy Gnomish Warriors are gathered and Invade the Skaven UnderWorld
deystroying a large underworld that was beneath Hovelton and Southern Bretonnia
The Gnomes decided not to tell the Duke of Carcassonne
that they had killed all of the Skaven in thier provence
2450 Halmer Travels to Carcassonne to tell them of thier
deeds tragedy strikes and Halmer is killed by a group of Chaos Knights in the Mountains
2480 The gnomes declare Ticar Fran a relative of Kimsley to be their King after the lady
of the Lake blessed him with long life. She told Ticar that he would live too 200 years old
in 2500 Ticar decides it is finally time to meet the Bretonnians who they share a religion with
so that they may start a strong alliance with them
Ticar sees thousands of Chaos Knights in the Mountains in 2502 and turns back to Hovelton to gather
an army to rid the area of Chaos. a War is fought for 20 years in the mountains and Ticar finally
enters Bretonnia and learns of a Norse invasion thats striking Bretonnias north coast he
meets with Louen and tells him the of the gnomes and explains that they will help Bretonnia in their fight
in 2522 Louen and Ticar Ready their armies

This post has been edited by Gnome on Apr 26 2007, 09:48 PM
Top
Chaos goblin
Posted: Apr 11 2007, 02:23 AM


Warboss of Chaos Undivided
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Group: Members
Posts: 518
Member No.: 3,392
Joined: 28-November 06



Interesting but no. Too similair to DnD or WoW. We already have a lot of groups with subgroups. Gnomes are intersting, but not a good idea at this point.
Top
Gnome
Posted: Apr 26 2007, 11:09 PM


Snotling
*

Group: Members
Posts: 11
Member No.: 3,666
Joined: 11-April 07



ah well Im creating many armies
Top
Gorkermorker
Posted: Apr 28 2007, 09:48 PM


Victim of da 'orny boar crusade
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Group: Members
Posts: 3,788
Member No.: 1,028
Joined: 16-June 04



I think it would be better if you set a unique image for the gnomes of the warhammer world. Take a look at the gnome teams from bloodbowl, or the two units in the DoW. Gnomes in warhammer are not technical, gnomes in warhammer are not religious. Gnomes only care about food, and not lots of food, but quality food! See them more like hobbits from lotr then anything else.

I don't want to go in detail on your army list, but i admire your enthuashiam.
So i'd rather have you see change the general idea of the army. Mechanic mounts and Religious fanatics are for the empire and chaos.

So start from scratch, leave all that stuff out and think up the base elements of the gnome first.

You could combine the element of food with their psychology for example. Their hotpot of stew is what the hyrophant is for the tomb kings, or the effigy for the 'ardboys!.
Gnomes could for example reroll failed leadership tests within the range of the pot or something.
Top
Gnome
Posted: Apr 29 2007, 12:08 AM


Snotling
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Group: Members
Posts: 11
Member No.: 3,666
Joined: 11-April 07



wouldnt they be too similar to halflings though theres no point in making them if thier exact replicas
Top
BarmyBob
Posted: Feb 14 2009, 06:06 PM


Barmy Bob Individual
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Group: Members
Posts: 1,332
Member No.: 956
Joined: 3-June 04



there is a really brilliant game with gnomes where they fight faeries and such....the models are a fairly large scale and they have chainsaws and machine guns. I have some of the lead but I forget the name of the game
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