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==Border Town Burning== Introduces the following warbands alongside a sparkly new campaign set in the Border Towns along the Old World's Silk Road. Chaos Marauders are moving south to reclaim relics of a great Chaos Lord, while mercenaries of all kinds do their best to gather riches from this pillaged land; some of them employed by Cathay to protect the border towns, others with their own, dark agendas. The campaign is made specifically so most Warbands can fit into it; all the original Warbands at least have reasons to be here. The campaign has specific goals for each "team" that is advanced as the game goes on. For some it is simple; Scourge of the Land just needs to beat shit up forever, but others are really difficult. The Chaos team, for example, needs to find specific Chaos Artifacts only gained in super-difficult scenarioes that are hard to find. It is a very fun way to play that gives a good amount of texture and context to what you do in your games, with a set end-goal for all groups. ===Marauders of Chaos=== With this warband, you can upgrade your heroes faster after some matches. There’s the Eye of the gods special rule which grants the chieftain obtain a mark or become a giant twisted abomination whose actual name can’t be said. If you won the preceding battle, roll 2d6, adding +1 to the result for each enemy model the leader took Out of Action, on a 12 or more you get the mark for the leader. If you lose, roll a 2d6, adding +1 to the roll for each friendly hero that was taken out of action during the battle. On a 12 or more, the leader becomes a Chaos s…uper mutant. This test happens after each battle, when the leader gots a mark, the tests won’t be taken anymore for the leader (if the leader dies, the remaining hero must do the quest for the mark again) The EotG test won’t be taken if the leader didn’t take part of the battle. The warband can’t have more than a single chaos super mutant, so, if your leader or your condemned becomes one and your warband has one already, they are abandoned which means they’re completely erased from the warband roster. ====The Warband==== Leader: Chieftain (95 gc): It has a nicer stat line than your average merc captain, with S/T 4, I 5 and WS5. Heroes: Seer (0-1, 45 gc) It has S, T and WS 4, Ld 8 and I4, but hey, that’s a spellcaster in your stock warband. They get marks automatically when hired, which defines the type of magic they can use. (Not very) Fun fact, with this guy you can port fucking nurgle’s rot as a spell picking the nurgle mark. Champions (0-2, 45 gc each) S 4, Ld 7, WS 4, These are the ones you want as bodyguard for your seer when he isn’t well equipped and more focused on casting spells. Henchmen: Marauders of Chaos (35 gc, any number) WS 4 basic trooper, noice Chaos Warhounds (15 gc, 0-5) WS/T 4!!! Chaos Spawn (180 gc, 0-1) The big guy of the group. It's good to keep it around. Or don't and use the money to get more marauders (or more hounds if kurgan) The spellcaster is a seer, who has to choose a mark (even khorne) to determine which spells casts or what does. Moving on, marks are exclusive to leaders and seers. ====Marks==== The mark of chaos undivided; Leader: at 6' (and 12' with battle tongue) every friendly model may reroll failed Leadership tests. Seer, use chaos rituals (consult possessed warband), and include 0-3 gors (but reroll any “lads got talent” result for those) Tchar, the eagle (Tzeentch); Leader: Makes it a spellcaster (but -1 to casting rolls if it wasn't a wizard before) Learn a random spell from the tchar lore. Seer: Learn 2 spells from the rituals of tchar, choose one, the other by the dice. Arkhar, the dog (Khorne) Leader: Frenzy, +4 any spell is negated Seer: Seer? Magic? Sorcery? NO, it becomes a blood father that can upgrade some of their stats (WS, S, T, I but only a +1) for each model taken OOA in hand to hand combat until the end of the battle and can also choose from the strength skills list at the moment of choosing a new skill. Onogal, the crow (Nurgle) Leader: Immune to poison, +1 T, reroll on serious injuries table once. Seer: Use rituals of nurgle, immune to poison. If you choose this mark, you'll be able to pick blessings of nurgle when having the mutation skill. And the rituals of nurgle give you nurgle's rot. Also the blessing. Yknow what to do. Shornaal the Serpent (Slaanesh) Leader: Some ability that, with some rolls, makes the attacker suffer a hit automatically against your hero, if they don't do the test, they can't attack your hero. If they pass the test, they can attack your hero normally. Is tricky to explain so better check the BTB document. Seer: use Shornaal rituals and give the warband an equivalent to bugman's that can't be sold (cause cocaine juice recipe is mommy’s secret). ====SUBFACTIONS FOR MORDHEIM==== Norse: +1 rarity rolls, but eye of the gods happens at 13+, so grab tattooed body skill when you have the chance to do so. Kurgan: WHO LET THE DOGS OUT?! They can include any number of warhounds (Pack of hounds, 'ere we go!), have common bows at 10 gc but a -1 on any rarity test that isn't a great axe or a barbed whip. Hung: Mongol chaos worshippers from the far east. Max. Members are 12 and have warhorses at 40 gc, and every hero or lad’s got talent automatically acquired the Ride Warhorse skill. In the BTB setting there's no restriction for mounted models per warband. ====The special skills list==== Chosen of Chaos: Congrats. You’ve been rewarded by the gods without ending up as a semi sentient warped flesh abomination. Use the Chaos Warrior stat profile in the warband document. Tattooed Body: Leader only. Using the power of rock and roll (also natural pigments and dead foes’ blood) your chieftain tattoos itself attracting the god’s sight. EoTG happens on a 10+ roll and 11+ for Norse. That means you can get a mark easily… and become a spawn easily. Sweeping Blow: Whenever the Hero takes an enemy model out of action using a double-handed weapon he may immediately make an additional attack against another model in base contact. Requires the Strongman skill. Mutant: You are able to buy a mutation. If you choose the mark of the crow, you can also buy blessings of nurgle with the exception of the mark of nurgle blessing (It doesn’t specify that cult of the possessed mutations are locked if you choose the crow mark, but if it doesn’t, you should be able to choose from both lists. That is powerful) You can choose this skill more than once, having to acquire it for each mutation you want to take Heart of the warrior: Only the warband’s leader may have this skill. He may re-roll any failed Rout test and is immune to fear and all alone tests. ====Special Items==== Great Axe: 25 gc, Rare 8, only models with the Chosen of Chaos skill can equip it. It’s two handed, with a strength as User +2, and its strike last effect can be deleted if the warrior has the Strongman skill. A Great Axe has an extra save modifier of –1, so a model with Strength 4 using a Chaos Battle Axe has a –4 save modifier in hand-to-hand combat. Barbed Whip: 15 gc, only one hero can have it, with a strength equal to user’s. It cannot be parried, has the whipcrack rule (see sisters of sigmar), the Hero may use his whip to make the Enrage: Warhounds charge wildly. As long as he is not involved in close combat all Warhounds of Chaos within 4” gain +1 attack. As you can see, taking the Strongman skill is important. ====“Let the chieftain die, keep the seer"==== It works surprisingly well. The thing is that you get both of the benefits of the mark. If you get lucky enough or unlucky enough to get your chief dead, you can still run a campaign pretty good with the seer. With the Chaos Undivided mark you can have the gors and act as a Cult of the Possessed Magister with the L tests re-roll at 6”. Two out of five With the Eagle mark you’ll have three tchar spells, two random, one chosen. Three out of five With the Dog mark, you’ll have a blood-priest that can say fuck off to spells on a d6 of 4+, have frenzy indefinitely, temporarily upgrading its stats with each enemy taken down in glorious hand-to-hand combat with a passed leadership test and take strength skills Four out of five With the Crow mark you can act as a carnival of chaos blessed one and carnival master, having access to the spells (daemonic vigour is replaced with one listed in the BTB document) and the mutations with the needed skill, also having +1 T and being immune to poisons. Four out of five With the Serpent mark… uhh… I'm going to copy-paste it straightforward from the file: Enemy models that are not immune to psychology cannot attack the Hero in close combat unless they pass a Ld test with 3D6, discarding the lowest D6 result. If the roll is failed, these models are hit automatically in close combat. Once they pass, they do not have to test again for the duration of the battle. Note that the Lizardman’s Cold Blooded special rule cannot be applied to this effect. Far from that, you can use the rituals listed in the btb document and do the mommy’s cocaine juice recipe/chaos unsoldable bugman’s ale if it wasn't taken OOA instead of searching for rare items. Three out of five ===Merchant Caravans=== ===The Restless Dead=== Are you disappointed by the lack of skeletons in your warband? Do you think sprinting is for sissies? Want a leader who can by mid game have 8 wounds? Then restless dead is for you. Leader: * Lich: spellslinging, wyrdstone guzzling liche that CAN sprint, wear armour and never equip non magical weapons- this guy is your bread and butter. After the first few matches building up his wounds and pitiful melee score he quickly becomes a force to be reckoned with, aswell as the ultimate escape artist. Heroes: * Necromancer: what's that you say, 2 casters? He like the liche uses lore of undead. Is your warbands only living member. * Grave guard: 35gc, gets you almost baseline human stats but undead (so bs2 and crap initiative) , they also have the fantastic inbuilt ability wight blades: where any attack that rolls a 6 automagically wounds (still roll for crit chance if applicable) Henchmen: Wight: 30gc. It has a human stat line, but bs2/ws2. these very crappy skeletons are useful for only one thing, hiring in single groups and praying for a lads got talent roll as they are your only xp gaining minion. I recommend 2 clubs, or a sword and a club if you are feeling generous. Skeleton: Can’t gain xp. This 20 gold skeleton has a weighty zombie stat line but with bs2, and in theory can be equipped with a bow. Treat them like equippable zombies and send them to die in droves. Zombie: It’s a zombie what do you expect? 15 gold and not needing equipment is very good for padding warband numbers though. Scarecrow: fast moving animated constructs and a conversionists dream. 65g for a t3 (6 against shooting and magic but flammable) s3 model with 1 wound, 2 attacks and can recollect non fire based injury rolls. They also need to be tethered to either your necromancer or lich meaning if the tetherering sorcerer suffers a wound then you take an ld test or these guys go out of action. Fluffy, but pretty shitty in the crunch. Bone Goliath: this bad boy costs 225 to construct (and sacrificing wounds from your liche, Unless you build him on warband creation, in which case he’s just the gold). S5, T5, 3 attacks and non magical injuries discarded on a 4+ This guy eats ogres for breakfast and can absorb approx 1 gajillion enemy shooters fire. Get him on warband start if you can. Building a warband: Liche, light armour and shield Necromancer 3x graveguard( maximise their average stats by giving them 2 weapons early game, hide armour if you feel extra generous) more attacks=more chance of auto wound., also they can equip bows if you have the cash. 3 wights with dual clubs. As many zombies or skeletons as you desire. Alternate warband: big boiz Lich Necromancer Graveguard x3 1x dagger 1x club. Bone colossus ===Battle Monks of Cathay=== ===The Black Dwarfs=== ===Maneaters===
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