I got bored and was reading the Pirate Book... so... Whalers! :P
Read away. Comment, playtest, whatever. I was bored. :P(Also sleep deprived...)
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Orc Whaler List-
Due to the aloof nature of Orcish Whalers, they tend to
not interact with the normal pirate Orcs. Often, the
Whalers end up forming their own crews, led by Orc
Whaler Kommodores and Kap'ns - No whalers claim the
title of Adm'rul, as none of them ever get fleets large
enough to warrant the title of Adm'rul.
New Units-
Whaler Kommodores:
The highest ranking Orc Whalers, Kommodores are
generally grizzled veterans of many hunts, and some
have even faced and survived Mobey Git. The Kommodores
are generally regarded as the highest of all Whalers,
and, while rare, are usually some of the strongest Orcs
in existance. On the downside, due to the rarity with
which these usually ancient Orcs come into port, the
Kommodores are generally much more likely to be using
self-made equipment than the magical or flamboyant
equipment most Pirate Orcs brag of.
Whaler Kap'ns:
Whaler Kap'ns are an increasingly common sight, though
originally quite rare in the Hells Teef area, due to
the increased number of Greenskins entering the
Whalers' Guild.
These Kap'ns are usually the veterans of many hunts,
some of which may have even been under one of the few
Kommodores to have seen Mobey Git, and are usually
quite grizzled veterans themselves. Most often, these
Kap'ns will go years without returning to the Hells
Teef, partly due to an intense love of the hunt, and
partly due to their aloof nature. These Kap'ns are
generally feared by other Pirate Orcs only slightly
less than their Kommodores, who rank above most
Adm'ruls in "fear-ed-nez", as the Pirates put it.
Lucky Goblin Gits:
These Goblins are generally favourite "pet grots" of
Whaler Kommodores or Kap'ns that have somehow managed
to survive the vast majority of the Kommodore or
Kap'n's voyages, and they have hence become considered
lucky charms; surely any Gobbo that can live at sea for
years on end on a ship full of Orcs is blessed by Gork
and Mork? Well, that's what the Whalers believe, and
few Whaler crews ever set sail without one of these
little buggers running about.
These Gobbos have also been known to be incredibly
lucky shots, often actually HITTING a target when
firing a bow. Thus, many Kap'ns give their Lucky Goblin
Gits short bows.
New Items-
Equipment-
Sea-Squig Cloak:
Worn exclusively by Whaler Kommodores and Kap'ns, the
Sea-Squig Cloaks offer a 6+ save against shooting and
combat from mundane weapons; war machines and magic
weapons automatically ignore this save. This save can
be combined with other items, and the cloak is paid for
for all Kommodores and Kap'ns as basic equipment; you'd
never see a proper Whaler Kap'n without his cloak!
Restricted Items-
NO character or unit in the army may take these items:
-Any Magical Banners aside from "Da Old Ships Bell" or
"War Banner" are disallowed in the Whaler List; the
Whalers see no need for banners, and War Banner can
technically be virtually any standard.
-Overloaded Pistol; Whalers do not use blackpowder
-the Undereducated or Overeducated Knuckles; the
Whalers prefer to use either their 'arpoonz or choppaz,
and avoid using their fists until they have nothing
else left.
-the Sword o' Swashbucklin' and Da Swashed Buckler; the
Whalers, again, prefer to use their 'arpoonz and
Choppas, and are unwilling to lose the ability to use
their 'arpoonz.
-Da Boomstick
-Kap'n Blak's Burnin' Beard
-Guffa Da Goon's Rotted Spittoon
-No unit in the army may have Bombs, Pistols or
Handguns of any type.
-Only one Long Gun may ever be used in a Whaler army
per full 1000 points.(0 in 0-1000 point games, 1 in
1001-2000 point games, 2 in 2001-3000, etc.) All Long
Gunz cost an extra 15 points, due to the intense
dislike the Whalers have for the crew, and the massive
amount of bribing the Lucky Goblin Gits, Kabin Grotz,
and Deck Hands generally have to do to get the Whalers
to let the guns on board.(thus, 100 points, rather than
85)
New Rules-
Legendary Fight:
The general of any Whalers List MUST use this
rule; they have become the leader of the fleet on
the basis of two things- their size, and the spreading
fame of their battle with a famous beast. Whether this
beast was Mobey Git, King Squong, or any of a thousand
other creatures doesn't matter; the point is, any
character serving as the army general in a Whalers list
automatically has this rule.
The 'Legendary Fight' rule allows all friendly Whaler
Units within 8" re-roll any failed psychology test once
per battle.
Lucky Gobbo:
The Lucky Goblin Gits are considered blessed by Gork
and Mork, and, whether or not this is actually true,
they seem to be incredibly lucky in battle. Goblins
with this rule have a 5+ Ward Save.
Lords-
0-1 Orc Whaler Kommodore @ 145 Points
M WS BS S T W I A Ld
4 6 4 5 5 3 4 4 9
Weapons and Armour: Choppa, 'Arpoon, Sea-Squig Cloak
Options:
- May take up to 50 points of Magic Items from the
Common or Pirate magic items lists.
- May take Light Armour (+3 Points), and may also trade
their Choppa for a Shield (+2 Points)
- May choose to replace Choppa with either a Great
Weapon(+6 points), or take an additional hand weapon(+6
points)
Special Rules:
Ignore Goblin Panic, Choppa, 'Arpoonz, Legendary Fight,
Whalers Guild
Heroes-
Orc Whaler Kap'n @ 90 Points
M WS BS S T W I A Ld
4 5 4 5 5 2 3 3 8
Weapons and Armour: Choppa, 'Arpoon, Sea-Squig Cloak
Options:
- May take up to 25 points of Magic Items from the
Common or Pirate magic items lists.
- May take Light Armour (+3 Points), and may also trade
their Choppa for a shield (+2 Points)
- May choose to replace their Choppa with either a
Great Weapon(+4 Points), or take an additional hand
weapon (+4 Points)
Special Rules:
Ignore Goblin Panic, Choppa, 'Arpoonz, Legendary Fight,
Whalers Guild
Orc Brewa Boss
See Pirate Orc Army Book
Orc Navvigaita
See Pirate Orc Army Book
Lucky Goblin Git @ 65 Points
M WS BS S T W I A Ld
4 3 4 4 3 2 3 2 7
Weapons and Armour: Hand Weapon, Light Armour
Options:
- May NOT take any magic items, but may take up to 25
points in Drunken "skills"
- May take a Shield (+2 Points)
- May take a second hand weapon (+2 Points), or short
bow (+3 Points)
Special Rules:
Fear Elves, Drunken, Sea Legz, Lucky Gobbo.
Core Units-
Kabin Grotz
Same as Pirate Orc Army Book, with following
changes/exceptions:
May not take robbed pistols
May take short bows for +1 point per model.
1+ Orc Whalers
Same as Pirate Orc Army Book. Note that these are NOT a
0-1 choice. You must have at least one unit of Orc
Whalers in your army.
Orc Deck Handz
Same as Pirate Orc Army Book.
Mergoblins
Same as Pirate Orc Army Book.
Special Units-
0-1 Sea Serpent Riderz
Same as Pirate Orc Army Book.
Goblin 'Arpoon Chukka
Same as Pirate Orc Army Book
Rare Units-
Pirate Orc Long Gunz
Same as Pirate Orc Army Book, with changes as above.
Snotlings
Same as Pirate Orc Army Book.
Snotling Pump Boat
Same as Pirate Orc Army Book.
Pirate Giant
Same as Pirate Orc Army Book.
Notes on list-
(only slightly-less-than-obvious things being pointed
out here.)
'Uge Gribbly Squig Monstas are excluded as they are the
main hunting target of the Whalers.
Pirate Trolls are excluded as Whalers tend to turn
Trolls into Barbecue.
Dogs of War are excluded due to the aloof, distant
nature of the Whalers, and the fact that most
mercenaries are unwilling to set off on multi-year sea
voyages with greenskins.
so excuse me if I'm wrong.
Is this an unofficial list OF an unofficial list! :P
Well it is maybe an unofficial list but I like it very much :), maybe that I playtest once when I'm bored.
Greetz
G
Meh, I dont like the creations without then playtesting, but then again I [i]am[/i} very drunk, so I will post again in the morning. Night all! ^_^!
Arfa da Drunk :P
Yes, unofficial. I spent... maybe an hour(-ish) on it last night. :P
Still. Cool idea... just needs testing. :P
Blergh, I posted last night? :huh:
My GOD I was drunk, hense the reason I now have a rather massive hangover. Anyway, at least I made sense. I dont really like the idea of a 'back of the book' armylist, thats why the list doesnt include any, as I think you can make just as good a Whaler list using the 'Guild Leaders' rules, a unit of Whalers, some 'arpoon chukkaz and deck handz. Good stuff anyway, but yeah, you get what Im saying.
Arfa da Grate