/TG/heim: Difference between revisions
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Basically, /tg/ plays [[Mordheim]] over [ | Basically, /tg/ plays [[Mordheim]] over [[Roll20]], with all the associated tales of tragedy, horror, and cursing at the fickle nature of the dice gods. If you have a Roll20 account you can access general league chat by joining the [https://app.roll20.net/join/95668/TEYvQw Mordheim Outskirts] campaign, which is the central gathering location for players. | ||
Aside from Roll20, you can also try to contact players through #mordheim on sup/tg/'s IRC server: irc.thisisnotatrueending.com (you can use their [http://suptg.thisisnotatrueending.com/chat.html integrated chat client] and type /join #TGheim if you don't have an IRC client). | Aside from Roll20, you can also try to contact players through #mordheim on sup/tg/'s IRC server: irc.thisisnotatrueending.com (you can use their [http://suptg.thisisnotatrueending.com/chat.html integrated chat client] and type /join #TGheim if you don't have an IRC client). | ||
<br/>'''Note: This is a technically intensive league. If you do not have the time or the inclination to learn wiki editing and etiquette, Roll20 interface functions, and the Mordheim rules, save us and yourself some time and do not join.''' | <br/>'''Note: This is a technically intensive league. If you do not have the time or the inclination to learn wiki editing and etiquette, Roll20 interface functions, and the Mordheim rules, save us and yourself some time and do not join.''' | ||
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===Core Rules & Warbands=== | ===Core Rules & Warbands=== | ||
[http://www. | [http://www.mediafire.com/view/ke5cpbbiwqbs62o/Mordheim_-_Part_1_-_Background_Rules.pdf Main Rules] | ||
[http://www. | [http://www.mediafire.com/view/lubeunz2hiq3jts/Mordheim_-_Part_2_-_Warbands.pdf Core Warbands] | ||
<br/>Includes '''3 Mercenary Companies, Cult of the Possessed, the Undead, Skaven, Witch Hunters, and Sisters of Sigmar.''' | <br/>Includes '''3 Mercenary Companies, Cult of the Possessed, the Undead, Skaven, Witch Hunters, and Sisters of Sigmar.''' | ||
[http://www. | [http://www.mediafire.com/view/a77tejutd9dwl3v/Mordheim_-_Part_3_-_Campaigns_Optional_Rules.pdf Scenarios, Experience, Income, and Long-term Injuries] | ||
[http://cianty.ashtonsanders.com/btb/pdf/02%20Spoils%20of%20War.pdf Spoils of War - additional items for Mordheim campaigns] | [http://cianty.ashtonsanders.com/btb/pdf/02%20Spoils%20of%20War.pdf Spoils of War - additional items for Mordheim campaigns] | ||
[http://www. | [http://www.mediafire.com/view/8x4m4ggqah3xr9w/Official_Campaign_Setting_-_Empire_in_Flames_-_Part_1_-_Background_Wilderness_Rules.pdf - EMPIRE IN FLAMES PDF] | ||
[https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&ved=0CDkQFjAB&url=http%3A%2F%2Fwww.warseer.com%2Fforums%2Fattachment.php%3Fattachmentid%3D108706%26d%3D1302118997&ei=hopCUfj0HaOh0QW-q4D4BQ&usg=AFQjCNHSbpZyvpFP60nDtd7qDIvFk0GCng&sig2=u-PpnyV1-kAwekF62VPixA Weapon/Armour/Equipment PDF Arms & Equipment Guide] (Reference Only, check respective splats for more detailed info) | [https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&ved=0CDkQFjAB&url=http%3A%2F%2Fwww.warseer.com%2Fforums%2Fattachment.php%3Fattachmentid%3D108706%26d%3D1302118997&ei=hopCUfj0HaOh0QW-q4D4BQ&usg=AFQjCNHSbpZyvpFP60nDtd7qDIvFk0GCng&sig2=u-PpnyV1-kAwekF62VPixA Weapon/Armour/Equipment PDF Arms & Equipment Guide] (Reference Only, check respective splats for more detailed info) | ||
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[http://www.wizardawn.com/rpg/tool_acity.php Map Generator] | [http://www.wizardawn.com/rpg/tool_acity.php Map Generator] | ||
[http://www. | [http://www.mediafire.com/view/v5unnsjcua2n5we/Mord_Errata.pdf Mordheim Annual Errata (the official Errata - newer versions of the rulebook will include most of this)] | ||
[http://www.mordheimer.com/articles/FAQ.htm Other Errata Compilation (note sources, some are "official" GW answers, some are answers by the author (Tuomas Pirinen) while some are common community rulings.)] | [http://www.mordheimer.com/articles/FAQ.htm Other Errata Compilation (note sources, some are "official" GW answers, some are answers by the author (Tuomas Pirinen) while some are common community rulings.)] | ||
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[http://cianty.ashtonsanders.com/mim/pdf/miracle_workers.pdf (Miracle Workers, adding Priests to human Mercenary bands)] | [http://cianty.ashtonsanders.com/mim/pdf/miracle_workers.pdf (Miracle Workers, adding Priests to human Mercenary bands)] | ||
[http://www. | [http://www.mediafire.com/view/hcpo2sblkbu393v/Official_Campaign_Setting_-_Empire_in_Flames_-_Part_2_-_Scenarios,_Warbands,_Hired_Swords.pdf Carnival of Chaos (Nurgle warband), page 58] | ||
[http://www. | [http://www.mediafire.com/view/hcpo2sblkbu393v/Official_Campaign_Setting_-_Empire_in_Flames_-_Part_2_-_Scenarios,_Warbands,_Hired_Swords.pdf Beastmen Raiders, page 67] | ||
[ | [https://www.mediafire.com/?r3dg58jn6ck6ckk Dwarven Treasure Hunters] | ||
[http://cianty.ashtonsanders.com/btb/pdf/10%20Marauders%20of%20Chaos.pdf Marauders of Chaos] | [http://cianty.ashtonsanders.com/btb/pdf/10%20Marauders%20of%20Chaos.pdf Marauders of Chaos] | ||
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[https://docs.google.com/file/d/0B_ONFEJ0F4bZdGI5a3FkdDdERXc/edit Lahmian Sisterhood Warband (ATTENTION: THIS IS AN UNOFFICIAL WARBAND. This warband was created by me and I would like to playtest it in the open league. I put it up to discussion. Take a look at it, feedback is very welcome. -Seeric85)] | [https://docs.google.com/file/d/0B_ONFEJ0F4bZdGI5a3FkdDdERXc/edit Lahmian Sisterhood Warband (ATTENTION: THIS IS AN UNOFFICIAL WARBAND. This warband was created by me and I would like to playtest it in the open league. I put it up to discussion. Take a look at it, feedback is very welcome. -Seeric85)] | ||
[http://www.webring.org/l/rd?ring=mordheim;id=11;url=http%3A%2F%2Fmordheimer%2Ecom%2F Halfling Warband (Experimental, use at own risk)] | |||
''Feel free to add other GW-released warbands if you have a link to the pdf.'' | ''Feel free to add other GW-released warbands if you have a link to the pdf.'' | ||
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===Active Tables=== | ===Active Tables=== | ||
[https://app.roll20.net/join/95668/ | [https://app.roll20.net/join/95668/odznEg Mordheim Outskirts] - (Quinze's Table. Backup gamefinder location and help desk - but try #tgheim on IRC first!) | ||
[https://app.roll20.net/join/130237/N2Jndw John's New Table For Newness (New Mordheim)] | |||
[https://app.roll20.net/join/ | [https://app.roll20.net/join/138471/0NWWPg Draxxon's Game Table (Mordheim)] | ||
[https://app.roll20.net/join/98401/-qECxA Coffee's Game Table (Mordheim: Coffeerush!)] (actually fixed) | [https://app.roll20.net/join/98401/-qECxA Coffee's Game Table (Mordheim: Coffeerush!)] (actually fixed) | ||
[https://app.roll20.net/join/ | [https://app.roll20.net/join/138466/6uvBHQ Draxxon's Second Table (Mordheim: Second Room)] | ||
[https://app.roll20.net/join/97087/sayahA Guy's Game Table (Mordheim Table)] | [https://app.roll20.net/join/97087/sayahA Guy's Game Table (Mordheim Table)] | ||
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[https://app.roll20.net/join/105081/IEeYEQ Yummyfish's Game Table (The Fishiest Board in Mordheim)] | [https://app.roll20.net/join/105081/IEeYEQ Yummyfish's Game Table (The Fishiest Board in Mordheim)] | ||
[https://app.roll20.net/join/102359/5-1C8Q Madjob's Game Table (Madjob's Mordheim Room)] | |||
[https://app.roll20.net/join/134211/VuVAcw RadicalBusinessman's Game Table (Mordheim!!!)] | |||
[https://app.roll20.net/join/135815/GdNkQg CowboyCapo's Special Scenarios Boards (Mordheim)] | |||
[https://app.roll20.net/campaigns/details/167163/rixxys-mordheim-board Rixxy's Board (Slowly adding maps!)] | |||
Please update this with any other Mordheim tables you are aware of! For whoever made the campaign, please make your campaign LFG so anyone can join, and keep up on promoting any new players to GM (Hover over their player name on the main campaign page to do so) so they have an easier time playing and loading images. | Please update this with any other Mordheim tables you are aware of! For whoever made the campaign, please make your campaign LFG so anyone can join, and keep up on promoting any new players to GM (Hover over their player name on the main campaign page to do so) so they have an easier time playing and loading images. | ||
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<div class="toccolours mw-collapsible mw-collapsed">'''Maps'''<div class="mw-collapsible-content"> | <div class="toccolours mw-collapsible mw-collapsed">'''Maps'''<div class="mw-collapsible-content"> | ||
[http://www.dundjinni.com/forums/uploads/ProBono/353_ThumbDockScene.jpg A docks scene.] Upper left or right areas are reccomended as the rest is fairly bland. | <div class="toccolours mw-collapsible mw-collapsed">'''City/Either''' | ||
<div class="mw-collapsible-content">[http://www.dundjinni.com/forums/uploads/ProBono/353_ThumbDockScene.jpg A docks scene.] Upper left or right areas are reccomended as the rest is fairly bland. | |||
[http://img62.imageshack.us/img62/9823/waiglcompressedthes1m.jpg A tavern, Ground floor.] | [http://img62.imageshack.us/img62/9823/waiglcompressedthes1m.jpg A tavern, Ground floor.] | ||
<br/>[http://img15.imageshack.us/img15/513/waiulcompressedthes1m.jpg Same tavern, upper floor.] Time for some motherfucking chandelier-swinging! | <br/>[http://img15.imageshack.us/img15/513/waiulcompressedthes1m.jpg Same tavern, upper floor.] Time for some motherfucking chandelier-swinging! | ||
<br/>[http://img835.imageshack.us/img835/1627/waidlcompressedthes1m.jpg A compact dungeon/cellar area.] '''Edit:''' This is apparently the basement for the tavern. | |||
[http://www.dundjinni.com/forums/uploads/Cisticola/9EA_DL_Square2.jpg Very Mordheimey town square.] Very little cover though. | [http://www.dundjinni.com/forums/uploads/Cisticola/9EA_DL_Square2.jpg Very Mordheimey town square.] Very little cover though. | ||
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[http://www.dundjinni.com/forums/uploads/supercaptain/Stephen%27s_dungeon_sc.jpg A more spread-out dungeon/cellar.] | [http://www.dundjinni.com/forums/uploads/supercaptain/Stephen%27s_dungeon_sc.jpg A more spread-out dungeon/cellar.] | ||
[http://www.dundjinni.com/forums/uploads/Bogie/3D5_Alley-Oops-Night-sm_bg.jpg | [http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=38205&g2_serialNumber=2 Death alley, ground floor] | ||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=38209&g2_serialNumber=1 Death alley, roofs] | |||
<br/>[http://www.dundjinni.com/forums/uploads/Bogie/3D5_Alley-Oops-Night-sm_bg.jpg Death alley, roof at night] Kinda dark | |||
[http://gallery.rptools.net/d/62207-1/Le_gobelin_d_or_Niveau_01_1_5.jpg A swanky gambling den, ground floor.] | [http://gallery.rptools.net/d/62207-1/Le_gobelin_d_or_Niveau_01_1_5.jpg A swanky gambling den, ground floor.] | ||
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[http://i.imgur.com/3g7pX4S.jpg Small village, from WCIII.] Also grainy. In addition, low amounts of cover and wide lanes of fire might make this a bad map for non-shooty warbands, or better for melee vs melee warbands. | [http://i.imgur.com/3g7pX4S.jpg Small village, from WCIII.] Also grainy. In addition, low amounts of cover and wide lanes of fire might make this a bad map for non-shooty warbands, or better for melee vs melee warbands. | ||
[http://educatedgamer.net/art/maps/toee_nulb/WATERSIDE-HOSTEL-FINAL.jpg Single small tavern at night]. Lots of open area, but inn helps break it up so shooty warbands won't wreck face. | |||
[http://www.redshirtgames.com/town.jpg Entire goddamn town.]. Be warned, this pic is fuckhueg, so you might not be able to download it, and if you do, crop it before adding it to your map so it will load properly. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=52768&g2_serialNumber=1 Wheelhouse (Celtic Longhouse)]. Good for quick firefight. There is a grid on bottom, but it isn't noticeable. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=53077&g2_serialNumber=2 Ruined Monastery]. Lots of cover as well as open stretches and difficult terrain. Very large image, though, so be warned. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50309&g2_serialNumber=4 Fishery, top floor]. Has a grid, but it's not real noticeable. | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50334&g2_serialNumber=2 Fishery, underfloor] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50919&g2_serialNumber=2 Graveyard]. What it says on the tin. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=49112&g2_serialNumber=3 Mansion interior]. Nice and spacious, but no terrain outside, and interior is gridded somewhat notably. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46152&g2_serialNumber=2 Large building, roof] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46148&g2_serialNumber=2 Large building, upper floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46144&g2_serialNumber=2 Large building, ground floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46140&g2_serialNumber=2 Large building, cellar] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=44346&g2_serialNumber=1 Chapel] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=43704&g2_serialNumber=1 Tavern and Inn] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=43077&g2_serialNumber=4 Downtown street] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=21154&g2_serialNumber=7 Downtown Inn, ground floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=21148&g2_serialNumber=7 Downtown inn, first floor] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=26178&g2_serialNumber=2 Wizard tower]. Completely enclosed map, 4 stories | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=38482&g2_serialNumber=1 Large church] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=36015&g2_serialNumber=2 Large town square] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=35284&g2_serialNumber=3 Large garden fountain] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=8312&g2_serialNumber=3 Town, sewer outlet/docks] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=8313&g2_serialNumber=3 Town, docks] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=8314&g2_serialNumber=3 Town, docks/temples] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=9463&g2_serialNumber=3 Town, outskirts] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25799&g2_serialNumber=2 Ruined keep, ground floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25779&g2_serialNumber=2 Ruined keep, 1st floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25783&g2_serialNumber=2 Ruined keep, 2nd floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25787&g2_serialNumber=2 Ruined keep, 3rd floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25791&g2_serialNumber=2 Ruined keep, 4th floor] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25795&g2_serialNumber=2 Ruined keep, roof] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=34539&g2_serialNumber=2 Water Castle] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=34351&g2_serialNumber=2 Ruined tower] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=29269&g2_serialNumber=2 Witch's prison] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=28780&g2_serialNumber=1 Monster Zoo, empty] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=28776&g2_serialNumber=1 Monster Zoo, filled] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25675&g2_serialNumber=2 Town, with underground dungeon] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25415&g2_serialNumber=2 City street with underground sewer] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=24169&g2_serialNumber=1 Inn and warehouses on river] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=14227&g2_serialNumber=2 Yet another inn] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=18865&g2_serialNumber=2 Grassy streets]. Somewhat uncluttered, but nice looking. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=9311&g2_serialNumber=2 Creepy Manor] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=224&g2_serialNumber=5 Cemetery] | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Countryside''' | |||
<div class="mw-collapsible-content"> | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=51575&g2_serialNumber=3 Grassy outdoor trail]. Good for Empire in Flames or Border Town Burning | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=28486&g2_serialNumber=2 Empty logging camp]. Also good for outdoor fights. Almost no cover, so advised for melee vs melee warbands | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=28256&g2_serialNumber=2 Outdoor Pass]. Another good Empire/Border map. Again, not much cover | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=19531&g2_serialNumber=2 Forest]. What it says on the tin. Lots of cover though. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=53081&g2_serialNumber=5 Fort Island]. Small outdoor isolated building on a little wooded island. Would be good for a breakthrough mission | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50868&g2_serialNumber=3 Hut Village]. Lots of cover from huts. However, is a fuckhueg image so be aware. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50397&g2_serialNumber=4 Ruined Wall]. Good outdoor map. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50212&g2_serialNumber=2 Plains fort]. Good outdoor fort. Not a lot of terrain outside of fort and ruined tower though. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=50005&g2_serialNumber=2 Large fort]. Lots of buildings on interior. Be good for a building-centric Empire in Flames game. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=49620&g2_serialNumber=2 Outdoor Ruins]. Somewhat open, but with decent cover. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=47258&g2_serialNumber=2 Giant-ass Castle, Ground floor]. What it says on the tin. | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=47262&g2_serialNumber=2 Giant-ass Castle, 1st Floor] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=47266&g2_serialNumber=2 Swampy village]. Not much terrain outside of village though. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=47270&g2_serialNumber=2 Isolated cottages]. Not a lot of terrain besides buildings, but buildings are large enough that LOS can be and is blocked. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46215&g2_serialNumber=2 Another outdoor Ruins map]. Not very many pieces of cover. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46135&g2_serialNumber=3 Farmstead] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=46131&g2_serialNumber=2 Another Farmstead] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=42665&g2_serialNumber=2 Village and cave]. Good outdoor map. Very big image. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=39952&g2_serialNumber=2 Isolated cottage] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=39872&g2_serialNumber=1 Castle, ruins] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=26881&g2_serialNumber=1 Castle, intact] | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=26886&g2_serialNumber=1 Castle, Snowy] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=26170&g2_serialNumber=2 Open fields]. Another good-for-melee warbands map | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=26174&g2_serialNumber=2 Mountaintop ruined tower]. Not a lot of cover | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=26166&g2_serialNumber=2 Snowy river bridge]. Outdoor. Almost no cover. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=27445&g2_serialNumber=3 Snowy cave clearing]. Good for maybe warband vs NPC or something. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=27409&g2_serialNumber=2 Cottage by river] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=35699&g2_serialNumber=1 Snowy barracks] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=22068&g2_serialNumber=2 Swampland] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=33659&g2_serialNumber=2 Ruined cottage] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=28623&g2_serialNumber=4 Bayou slaver fort]. Contains lots of human back images, both slaver and prisoner. Plus fairly noticeable grid. | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25530&g2_serialNumber=2 Mining camp with underground bug lair] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=25041&g2_serialNumber=2 Road and ruined tower] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=23743&g2_serialNumber=2 Fort town]. Big, but would be awesome for an Occupy game. | |||
<br/>[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=23735&g2_serialNumber=1 Fort town building interiors] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=523&g2_serialNumber=4 Trail across stream] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=22855&g2_serialNumber=2 Swamp-tree barrows] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=20645&g2_serialNumber=1 Roadside camp] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=18694&g2_serialNumber=1 Swampy stilt-village] | |||
[http://rpgmapshare.com/modules/g2/main.php?g2_view=core.DownloadItem&g2_itemId=9278&g2_serialNumber=2 River, ruins, and stonehenge] | |||
</div></div> | |||
''Please feel free to add your own links to other maps, keeping in mind the guidelines posted above.'' | ''Please feel free to add your own links to other maps, keeping in mind the guidelines posted above.'' | ||
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League format is pick-up-and play - play as many games (or as few) as you want or can manage. Even if you're outmatched, battles in Mordheim usually end at the 25% casualty mark due to the Rout rules, and inexperienced warbands gain extra experience when going up against much stronger ones. And while more games might bring in more experience and loot, they also bring in more risk. It's also a good idea to try and avoid playing against the same warband twice in a row, especially if you gave them a particularly bad thrashing. | League format is pick-up-and play - play as many games (or as few) as you want or can manage. Even if you're outmatched, battles in Mordheim usually end at the 25% casualty mark due to the Rout rules, and inexperienced warbands gain extra experience when going up against much stronger ones. And while more games might bring in more experience and loot, they also bring in more risk. It's also a good idea to try and avoid playing against the same warband twice in a row, especially if you gave them a particularly bad thrashing. | ||
Finally, you're free to retire a warband at any time at start from scratch with the default 500gc limit - nothing carries over, of course. But we recommend sticking with a band even if you have a couple of bad games; the underdogs rule means that recovery is always possible. | Finally, you're free to retire a warband at any time at start from scratch with the default 500gc limit - nothing carries over, of course. But we recommend sticking with a band even if you have a couple of bad games; the underdogs rule means that recovery is always possible. | ||
<br/>'''Note:''' As the Open League is well, open, involving many different splats, unofficial warbands, and other wild craziness, expect continual discussion on and revision of houserules. The latest houserule discussion can be found | <br/>'''Note:''' As the Open League is well, open, involving many different splats, unofficial warbands, and other wild craziness, expect continual discussion on and revision of houserules. The latest houserule discussion can be found at the discussion page. | ||
[[/TG/heim Warband Profile Page Template]] | [[/TG/heim Warband Profile Page Template]] | ||
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<div class="toccolours mw-collapsible mw-collapsed">'''Participating Warbands List''' | <div class="toccolours mw-collapsible mw-collapsed">'''Participating Warbands List''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
[[/TG/heim: | [[/TG/heim: Pre-Reset Warbands]] | ||
[[/TG/ | [[/TG/heim: Ratteketeers(Skaven)]] - Warband Rating : 114 | ||
[[/TG/heim: The | [[:/TG/heim: The Evil Head (Restless Dead)]] | ||
[[/TG/heim: | [[:/TG/heim: Fourth Mobile Artillery (Maneaters)]] - Warband Rating: 60 | ||
[[/TG/heim: | [[:/TG/heim: Order of the Burning Hammer (Sisters of Sigmar)]] - Warband Rating : 222 | ||
[[/TG/heim: | [[:/TG/heim: Bug Lubba's Gitstompaz (Orcs & Goblins Hordes)]] - Warband Rating : 109 | ||
[[/TG/heim: | [[:/TG/heim: Horned Beasts of Grognard (Beastmen Raiders)]] - Warband Rating: 144 | ||
[[/TG/heim: | [[:/TG/heim: Sisters Of Carnal Knowledge (Chaos_Marauders)]] - Warband Rating: 102 | ||
[[/TG/heim: | [[:/TG/heim: Metalocalypse (Cult of the Possessed)]] - Warband Rating : 51 | ||
[[/TG/heim: | [[:/TG/heim: Da Ard Boyz (Greenskins)]] - Warband Rating : 104 | ||
[[/TG/heim: | [[:/TG/heim: Monty's Regulators (Chaos_Marauders)]] - Warband Rating: 138 | ||
[[/TG/heim: | [[:/TG/heim: The Court of Duke Margrave (Pit Fighters Rewrite Playtest)]] - Warband Rating: 97 | ||
[[/TG/heim: | [[:/TG/heim: Mordheim Police Department (Remasen Tileans)]] - Warband Rating: 139 | ||
[[/TG/heim: | [[:/TG/heim: Legion of the Murderer (Averland Mercenaries)]] - Warband Rating: 98 | ||
[[/TG/heim: | [[:/TG/heim: Thrum's Grudgebearers (Dwarf Treasure Hunters)]] - Warband Rating: 60 | ||
[[/TG/heim: | [[:/TG/heim: Thrum's Avengers (Dwarf Rangers)]] - Warband Rating: 76 | ||
[[ | [[:/TG/heim: Team Freedom (Chaos Dwarves)]] - Warband Rating: 130 | ||
[[/TG/heim: The | [[:/TG/heim: The Jeweler's Cut (Dwarf Treasure Hunters)]] - Warband Rating: 129 | ||
[[/TG/heim: | [[:/TG/heim: The Circus of Values (Carnival of Chaos)]] - Warband Rating: 242 | ||
[[/TG/heim: | [[:/TG/heim: Ragna's Inquisition (Witch Hunters)]] - Warband Rating: 148 | ||
[[ | [[:TG/heim: The Forsaken of Mermedus (Norse Warband)]] - Warband Rating: 172 | ||
[[/TG/heim: | [[:/TG/heim: Opus Dei (Witch Hunters)]] - Warband Rating: 183 | ||
[[/TG/heim: | [[:/TG/heim: King Arthur's Entourage (Middenheimers)]] - Warband Rating: 131 | ||
[[/TG/heim: | [[:/TG/heim: Skull and Bones (Undead Warband)]] - Warband Rating: 247 | ||
[[/TG/heim: | [[:/TG/heim: The Gob Smackers (Ogre Maneater Warband)]] - Warband Rating: 98 | ||
[[/TG/heim: | [[:/TG/heim: The Booty Warriors (Pirates)]] - Warband Rating: 81 | ||
[[/TG/heim: | [[:/TG/heim: Bloathorn's foul herd (Beastmen)]] - Warband Rating: 110 | ||
[[/TG/heim: | [[:/TG/heim: Malkavian's Menagerie Magnifique (Carnival of Chaos)]] - Warband Rating: 151 | ||
[[/TG/heim: | [[:/TG/heim: Compania Limitada te Saqueo de Mordheim (Trantios Tileans)]] - Warband Rating : 170 | ||
[[/TG/heim: | [[:/TG/heim: The Penance of the Old Ones (Lizardman Warband)]] - Warband Rating: 174 | ||
[[/TG/heim: | [[:/TG/heim: The Craftmen (Dwarf Rangers)]] - Warband Rating 76 | ||
[[/TG/heim: | [[:/TG/heim: Revenge of the Chimera (Averland Mercenaries)]] - Warband Rating 93 | ||
[[/TG/heim: The | [[:/TG/heim: The Green Kin'dum (Orcs & Goblins)]] - Warband Rating 104 | ||
[[/TG/heim: | [[:/TG/heim: The Resplendent Order of Majicka Crusaders (Witch Hunters)]] - Warband Rating 60 | ||
[[/TG/heim: | [[:/TG/heim: Order of the Hawk (Middenheimers)]] - Warband Rating 94 | ||
[[/TG/heim: | [[/TG/heim: Sisters of Winter (Sisters of Sigmar)]] - Warband Rating ??? | ||
</div></div> | </div></div> | ||
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*Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF). | *Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF). | ||
*As it says on page 81, under the Experience section "When warriors are recruited, some of them already have some experience. The war band lists detail how many Experience points different warriors begin with. Record these on your warband roster sheet by ticking the right number of boxes. No extra advances are gained for this experience. It simply represents the experience the warriors have accumulated before the war band is formed." | *As it says on page 81, under the Experience section "When warriors are recruited, some of them already have some experience. The war band lists detail how many Experience points different warriors begin with. Record these on your warband roster sheet by ticking the right number of boxes. No extra advances are gained for this experience. It simply represents the experience the warriors have accumulated before the war band is formed." | ||
*Warband leaders can be sacked voluntarily, and will pass on the Leader skill to the new Leader. | |||
*All warbands limited to at most five bought heroes. Warbands that can normally buy more, such as Skaven, can choose which hero to omit. | |||
*Priests from the Miracle Workers pdf are allowed, but can only be hired instead of one of the heroes normally available to the warband, and cannot be used to allow a warband to purchase more heroes than is normally allowed (Dwarves, for example, are normally limited to purchasing four heroes, and would not be able to use a miracle worker to purchase five). Additionally, the Warrior-Priest in the Miracle Workers pdf can neither use nor buy a sigmarite warhammer. | |||
*When a Henchman group advances, roll once for each member of the group and choose one advance to apply to the entire group. Rolled advances that the group cannot take must be rerolled, but duplicates of available advances cannot be rerolled. If Lads Got Talent is rolled, choose one of the other rolls to apply to the henchman group (only one promotion to hero per roll of Lads Got Talent). | |||
*New Combat skill: Ambidexterity, allows the warrior to ignore the to-hit penalty for fighting with two (or more) weapons. | |||
*'''Don't be a dick.''' | *'''Don't be a dick.''' | ||
===Weapons=== | ===Weapons=== | ||
*Using two melee weapons at once incurs a -1 to-hit penalty. This does not apply to characters that have multiple attacks, but applies to all attacks in a round if the character chooses to gain a bonus attack from an extra weapon. | *Using two melee weapons at once incurs a -1 to-hit penalty, including paired weapons such as skaven Weeping Blades. This does not apply to characters that have multiple attacks, but applies to all attacks in a round if the character chooses to gain a bonus attack from an extra weapon. | ||
**Note that this does not apply to Pistols and Dueling Pistols, as discussed in initial threads on 4chan. As with other houserules, if you disagree please bring it up in the Talk page. | |||
*Sling flurry is at S2 (the double attack). Single shots may still be made at S3. | *Sling flurry is at S2 (the double attack). Single shots may still be made at S3. | ||
*Light armor and Heavy armor are half the listed price, rounding up. This also applies to Gromril and Ithilimar armor as well. *Only during warband creation | *Light armor and Heavy armor are half the listed price, rounding up. This also applies to Gromril and Ithilimar armor as well. *Only during warband creation | ||
*All Pikes use the Border Town Burning rules | |||
*Clarification: The Expert Swordsman skill only allows a charging warrior to reroll missed hits with swords/weeping blades, and not any other weapons (including two-handed swords), and if a warrior with the skill charges and uses a sword and another weapon the sword will reroll misses but the other weapon will not. | |||
*The bonus attack from weapons with the Whipcrack special rule (Steel Whips in particular) must be made with the weapon that has the Whipcrack rule. So, a sister with a steel whip and a mace would be required to make the whipcrack attack with the whip. | |||
===Equipment=== | |||
*Rabbit's Foot no longer allows a reroll during exploration. | |||
===Warband-specific=== | ===Warband-specific=== | ||
*Amazon, Shadow | *Amazon, Shadow Warriors, Pit Fighters, Dark Elves disallowed. (discussion is ongoing regarding Amazons and Pit Fighters) | ||
*Carnival of Chaos with Nurgle's Rot | *Carnival of Chaos or Marauders of Chaos with Nurgle's Rot are not allowed. (havoc to keep track of in an Open League) | ||
*Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language) | *Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language) | ||
*Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review. | *Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review. | ||
*Vehicle rules from Empire in Flames are in use. Wagons are always available for Merchant Caravans, but currently under review for other warbands. | *Vehicle rules from Empire in Flames are in use. Wagons are always available for Merchant Caravans, but currently under review for other warbands. | ||
*TWF penalties apply to Cathayan Battle Monk fist-fighters | *TWF penalties apply to Cathayan Battle Monk fist-fighters and Skaven Weapon Pairs | ||
*Cathayan Peasants count towards warband size for determining when to take a Rout check. They are not counted towards the number of warriors put Out of Action for the check. | *Cathayan Peasants count towards warband size for determining when to take a Rout check. They are not counted towards the number of warriors put Out of Action for the check. | ||
*Rewards of the Shadowlord table may be used by Possessed | *Rewards of the Shadowlord table may be used by Possessed. Carnival of Chaos can also use RotS, but with only the Carnival Master and Tainted Ones being able to roll on it, and gaining blessings instead of mutations. | ||
*Sisters of Sigmar Righteous Fury applies to all Chaos-aligned warbands. | *Sisters of Sigmar Righteous Fury applies to all Chaos-aligned warbands. | ||
*Ostlander Bloodbrother availability increased to 0-3 from 0-2, and starting experience reduced to 8. | |||
*Orcs and Goblins Big Un availability increased to 0-3 from 0-2, and starting experience reduced to 8. | |||
*Miraglean Tilean Captain starting A reduced to 1 from 2, and Miraglean Tilean Champions I reduced to 3 from 4, and Miraglean Tilean Warbands no longer hate Skaven. | |||
*Trantios Tilean Champions starting I reduced to 3 from 4. | |||
*Remasen Tilean warbands no longer allowed to reroll their first failed rout test when playing against Dark Elves | |||
===Buildings=== | ===Buildings=== | ||
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*Ogre xp clarifications | *Ogre xp clarifications | ||
*Open League/Scenario records time frame (to avoid cluttering 1d4chan) | *Open League/Scenario records time frame (to avoid cluttering 1d4chan) | ||
===Scenarios=== | ===Scenarios=== | ||
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==List of Skirmishes== | ==List of Skirmishes== | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Battles taking place before Reset 1''' | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 3-14-13 | <div class="toccolours mw-collapsible mw-collapsed">Games on 3-14-13 | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
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<div class="toccolours mw-collapsible mw-collapsed"> '''Iron Biters vs Berthas Redemption''' ''(3-22-13 Treasure Hunt, Victory for the Sisters) Notable casualties: None'' | <div class="toccolours mw-collapsible mw-collapsed"> '''Iron Biters vs Berthas Redemption''' ''(3-22-13 Treasure Hunt, Victory for the Sisters) Notable casualties: None'' | ||
<div class="mw-collapsible-content">After quickly finding the treasure chest, the Sisters cover their retreat with a hail of slingshots. Jugo decides that figthing them on their terms is not worth the risk since the treasure chest is beyond his reach anyway.</div></div> | <div class="mw-collapsible-content">After quickly finding the treasure chest, the Sisters cover their retreat with a hail of slingshots. Jugo decides that figthing them on their terms is not worth the risk since the treasure chest is beyond his reach anyway.</div></div> | ||
<div class="toccolours mw-collapsible mw-collapsed"> '''Kirsch and Sons vs Snik's Snickers''' ''(3-22-13 Chance Encounter, Victory for Kirsch and Sons) Notable casualties: Hartmann Schiffer, Champion for Kirsch and Sons, Katt, Gutter Runner for Snik's Snickers.'' | |||
<div class="mw-collapsible-content">A Marienburg expedition runs afoul of a Skaven patrol, and a battle breaks out. Skaven tumble freely from rooftops, sometimes of their own accord, and Champion Hartmann Schiffer dies at the hands of Black Skaven. Youngblood Arnold drops Gutter Runner Katt from the roof with a fantastic shot from his crossbow.</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed"> '''The Good Company of Sir Aillas vs Kanar's Last Chance''' ''(3-23-13 Occupy, Victory for the Dwarves) Notable casualties: None'' | <div class="toccolours mw-collapsible mw-collapsed"> '''The Good Company of Sir Aillas vs Kanar's Last Chance''' ''(3-23-13 Occupy, Victory for the Dwarves) Notable casualties: None'' | ||
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<div class="toccolours mw-collapsible mw-collapsed"> '''Roger's Raiders vs Goon squad vs Nomad Valkyries''' ''(3-23-13 Occupy, Victory for the Valkyries) Notable casualties: Manhunt'' | <div class="toccolours mw-collapsible mw-collapsed"> '''Roger's Raiders vs Goon squad vs Nomad Valkyries''' ''(3-23-13 Occupy, Victory for the Valkyries) Notable casualties: Manhunt'' | ||
<div class="mw-collapsible-content">''To be filled in later.''</div></div> | <div class="mw-collapsible-content">''To be filled in later.''</div></div> | ||
<div class="toccolours mw-collapsible mw-collapsed"> '''Kirsch and Sons vs Rotnik's Rotters''' ''(3-23-13 Street Fight, Victory for Kirsch and Sons) Notable casualties: None'' | |||
<div class="mw-collapsible-content">Ewald Kirsch and his men came across a waylaid champion, defending him against a mob of greenskins in a large road. Rotnik's fearsome troll, Big Ajax, traded blows with the new hire Eobard, but steady shooting from the Marienburg marksmen dropped enough of the Orcs to send them packing. Their Big'Un Hektor was even found alive and captured, and the greenskins reluctantly ransomed him back for 15 gold crowns.</div></div> | |||
</div></div> | </div></div> | ||
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His men were quickly put down by pistol shots and the trusty Black Skaven duo andt hey routed, but not before spicking the Sorcerer Quetch with arrows and Knocking out 2 of 4 verminkin.Kirsch ordered his men to rout and the day was won for the skaven who found, following the treasure Map they had acquired, 7 wyrdstone shards and a Hochland-Langbüchse. | His men were quickly put down by pistol shots and the trusty Black Skaven duo andt hey routed, but not before spicking the Sorcerer Quetch with arrows and Knocking out 2 of 4 verminkin.Kirsch ordered his men to rout and the day was won for the skaven who found, following the treasure Map they had acquired, 7 wyrdstone shards and a Hochland-Langbüchse. | ||
The victory was celebrated in the canalisation. .''</div></div> | The victory was celebrated in the canalisation. .''</div></div> | ||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 3-25-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs Ardeshir the Sorceror''' ''(3-25-2013 Wyrdstone Hunt, Ardeshir the Sorceror's victory)'' Notable casualties: None. | |||
<div class="mw-collapsible-content">''Scouring the ruins, Kirsch and Sons come across a meager amount of wyrdstone, however the Arabyan sorceror Ardeshir and his djinn-possessed champions have already begun their own scavenging, and the two warbands clash. Ardeshir and his daemonic minions are shadows among the rubble, and the crossbows of the expedition scarcely have a chance to draw aim on them before they fall upon the Marienburgers. Ewald Kirsch's son Arnold is left for dead and robbed of his belongings, and Hero Warrior Karl Ostermann is left dulled to the horrific sights he has beheld.''</div></div> | |||
</div></div> | </div></div> | ||
Line 906: | Line 1,008: | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Igor's Northern Expedition vs Graz'Thraka's Git Stompaz''' ''(3/26/2013 Treasure hunt, Igor's Northern Expedition Victory)'' | <div class="toccolours mw-collapsible mw-collapsed">'''Igor's Northern Expedition vs Graz'Thraka's Git Stompaz''' ''(3/26/2013 Treasure hunt, Igor's Northern Expedition Victory)'' | ||
<div class="mw-collapsible-content">''</div></div> | <div class="mw-collapsible-content">''</div></div> | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs Rotnik's Rotters''' ''(3/26/2013 Surprise Attack, Rotnik's Rotters' victory)'' Notable Casualties: Captain Ewald Kirsch. | |||
<div class="mw-collapsible-content">''Rotnik's greenskins chafed at the defeat served to them by Captain Kirsch, and they found the expedition in the middle of combing a market district. Caught unawares and spread out, Kirsch and his men scrambled to rally against the ambushing orcs, but the Rotters moved carefully through the buildings to avoid the crossbows they had learned to fear. Captain Kirsch was slain by Rotnik himself, and the rest of the greenskins inflicted a heavy toll on the rest of the men. Conspicuously missing was Champion Eobard Tawney, who cited an aching wound from a previous battle for his absence. He has since assumed leadership of the expedition.''</div></div> | |||
</div></div> | </div></div> | ||
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<div class="toccolours mw-collapsible mw-collapsed">'''Graz'Thraka's Git Stompaz vs The Blood Legion''' ''(3/27/2013 Occupy, Graz'Thraka's Git Stompaz) Notable casualties: None'' | <div class="toccolours mw-collapsible mw-collapsed">'''Graz'Thraka's Git Stompaz vs The Blood Legion''' ''(3/27/2013 Occupy, Graz'Thraka's Git Stompaz) Notable casualties: None'' | ||
<div class="mw-collapsible-content">''The Vampire Blood Dragon led a force of ghoulish figures through the decrepit cityscape to a group of building's his servile Necromancer claimed were full of wyrdstone. However a greentide was on the move and despite an initial floundering through heavy rubble they finally got to grips with the undead. Both sides lost about equal numbers but the greenskins had a number advantage and were about to surround Sir Sauvageon when the Vampire was forced to pull back. one of his inner circle lost on eye while the orks proclaimed victory over the broken remanants of the house they fought so hard for.''</div></div> | <div class="mw-collapsible-content">''The Vampire Blood Dragon led a force of ghoulish figures through the decrepit cityscape to a group of building's his servile Necromancer claimed were full of wyrdstone. However a greentide was on the move and despite an initial floundering through heavy rubble they finally got to grips with the undead. Both sides lost about equal numbers but the greenskins had a number advantage and were about to surround Sir Sauvageon when the Vampire was forced to pull back. one of his inner circle lost on eye while the orks proclaimed victory over the broken remanants of the house they fought so hard for.''</div></div> | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs The Association of Righteousness''' ''(3/27/2013 Occupy, Association of Righteousness victory) Notable casualties: Jean Polnareff, Marksman Hero'' | |||
<div class="mw-collapsible-content">''Kirsch and Sons found themselves on the wrong side of the wrath of the Witch Hunters, as the two warbands fought for control of a handful of buildings each believed to hold salvage important to them. Eobard Tawney was a force of nature, striking down both of the crazed fanatics that charged him, while weathering the blows of three other men. The warhound packs of the witch hunters suffered heavy losses to Marienburg crossbows, but the Witch Hunter himself, Heinrich Lictor, put a sword through the throat of marksman Jean Polnareff.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 3-28-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs The Thundering Hammers''' ''(3/28/2013 Treasure Hunt, Kirsch and Sons) Notable casualties: None'' | |||
<div class="mw-collapsible-content">''Following rumors of a lost chest full of riches, the expedition ventured into territory that had been claimed by the Dwarfen treasure hunters. Luckily for the Marienburgers, Champion Johann discovered the hidden chest quickly, and with the aid of another of the men, began hauling it towards their camp. Meanwhile the rest of the expedition moved forward to engage the dwarfs, raining crossbow bolts at them while Eobard held back the beardlings. It was a bloodless exchange for Kirsch and Sons, and a profitable one, as they ransacked an abandoned tavern on the return trip.''</div></div> | |||
</div></div> | </div></div> | ||
<div class="toccolours mw-collapsible mw-collapsed">Games on 3-29-13 | <div class="toccolours mw-collapsible mw-collapsed">Games on 3-29-13 | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Sergei's Soldiers vs | <div class="toccolours mw-collapsible mw-collapsed">'''Sergei's Soldiers vs Barrett's Privateers ''' ''(3/29/2013 Occupy, Loss)'' | ||
<div class="mw-collapsible-content">'' After a hard day hunting wyrdstone, Sergei wanted nothing more than to relax with his men at a local tavern. However Captain Barrret and his ruffians did not see it this way, and rather than share the tavern with Sergei, they started one of the most chaotic and quick barfights Mordheim has seen. The smoke form all of the gunpowder weapons made it almost impossible to see and arrows came flying in from several windows and through every door. However once the smoke cleared, Sergei and Max were knocked cold, and Clyde and Alex where knocked down and dazed. The band then retreated and sought refreshment elsewhere. Unfortuantely, one of the marksmen was lost for good in the brawl. ''</div></div> | <div class="mw-collapsible-content">'' After a hard day hunting wyrdstone, Sergei wanted nothing more than to relax with his men at a local tavern. However Captain Barrret and his ruffians did not see it this way, and rather than share the tavern with Sergei, they started one of the most chaotic and quick barfights Mordheim has seen. The smoke form all of the gunpowder weapons made it almost impossible to see and arrows came flying in from several windows and through every door. However once the smoke cleared, Sergei and Max were knocked cold, and Clyde and Alex where knocked down and dazed. The band then retreated and sought refreshment elsewhere. Unfortuantely, one of the marksmen was lost for good in the brawl. Lost for good, that is, until he was healed up by the crew with the aid of some grog, given a nickname and a crossbow, and drafted into the crew.''</div></div> | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs The Black Huntress ''' ''(3/29/2013 Skirmish, The Black Huntress' victory)'' Notable Casualtie: None. | |||
<div class="mw-collapsible-content">''Full of confidence from their victory against the Dwarfs, the Kirsch and Sons expedition took arms against the unliving hordes of Countess Anastasia. The dire wolves fell upon Arnold Kirsch with horrific speed, and left him ravaged in both body and mind. Eobard, attempting to come to the youth's aid, suffered disfiguring scars from the wolves. Meanwhile, the veteran marksmen met their ends at the claws of ghouls, and the cruel axe of Bloody Mary.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 3-31-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs The Long Arm of the Law ''' ''(3/31/2013 Street Fight, The Long Arm of the Law's victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''Becoming lost on their way back from the massacre at the hands of the Countess, the remains of the expedition found themselves forced to break past a group of Tilean lawmen. For once, the Marienburgers were on the wrong end of crossbow fire, the Tilean marksmen beyond accurate and deadly with their shots. Eventually the expedition routed, gathering their wounded and fleeing the way they'd come. Miraculously, none of the shots proved fatal or even terribly wounding, but the battle was shaking nonetheless.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 4-1-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs The Excellent Company of Count de Vries''' ''(4/1/2013 Wyrdstone Hunt, Count de Vries' victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''Scrounging for wyrdstone, Kirsch and Sons once again ran afoul of undead monstrosities. Creeping carefully forward, they grabbed what wyrdstone they could before becoming embattled with the minions of Count Leopold. Again, the men of the expedition escaped danger, with the exception of recent hires Heinrich and Adolf, who met grisly fates at the hands of ghouls and zombies.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Kirsch and Sons vs Salvatorie's Street Sweepers vs Da Burrs''' ''(4/1/2013 Treasure Hunt, Kirsch and Sons' victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''The air was tense, as three warbands gathered on the edges of the noble district. Each had heard whispers of hidden plunder somewhere in the area, but none had expected to arrive at the same time as the others. Eobard Tawney and his men were the first to act, rushing headlong into the buildings to search - and Eobard himself practically fell on his fat face tripping over the chest in the first building he checked. The rival warbands made a half-hearted attempt at chasing and one of Da Burrs' marksmen nailed Shey Toley in the leg with an arrow, but the chest was at a very safe distance, and the expedition quickly withdrew with the prize in tow.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 4-2-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Barrett's Privateers vs the Children of Chaos''' ''(4/2/2013 Hidden Treasure, Privateer's victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''The Privateers had barely settled into a nice hearty sing-along shanty when they were rudely interrupted by several hulking stinking humanoid creatures. However, the loud blast of gunfire from the Privateers (To serve as aural punctuation) blew away a beastman Gor completely, and sent the others running. Dead-Eye the marksman then stumbled out of an upstairs room to see what the fuss was about, tripped over the treasure chest, and a hearty laugh was had by all.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Sabra'Korr's Slavers vs the Children of Chaos''' ''(4/2/2013 Wyrdstone Hunt, Children of Chaos victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''Animal behavior almost always revolves around claims to territory. This is still very true of the monstrous beastmen, so when two herds encountered one another scavenging the same ruins for sacred wyrdstone shards, the only possible outcome was bloody conflict. The fight was fast and fierce, but the tide turned in favor of the Children, their leader Scargave dealing out terrible blows to Sabra'Korr's bestigors, leaving the scarlet savage no choice but to retreat and lick his wounds. He did not leave the entirety of the wyrdstone plunder to his foe, however...''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Party of Algrinn Proudsteel vs Monty's Regulators''' ''(4/2/2013 Hidden Treasure, Algrinn Proudsteel victory)'' Notable Casualties: Carl was sold to the pits and lost his equipment, Monty was robbed. | |||
<div class="mw-collapsible-content">''The Party of Algrinn Proudsteel met Monty's Regulators on the battlefield, searching for a rumored hidden treasure. While the two warbands circled each other, watching for any sign of weakness, Monty's Regulators happened upon the treasure and began transporting it away. Seeing their moment to strike, Algrinn's party advanced and engaged their enemy, routing them only moments before the treasure was beyond recovery. For his valor in the battle Korinn Anvilhand was granted a place in Algrinn Proudsteel's Personal Guard.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 4-3-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Children of Chaos vs Squire Minidar's Merry Band of Miscreants''' ''(3/28/2013 Skirmish, Children of Chaos victory) Notable casualties: None'' | |||
<div class="mw-collapsible-content">''While scavenging for supplies in a ruined city block, the Children and the Miscreants spotted each other from a few blocks away. The two warbands immediately charged at each other, meeting in the middle. After a brief battle, the beastmen's savagery overwhelmed the human chaos worshippers, taking Squire Minidar captive and sending the rest of his army fleeing. Squire Minidar himself was sold to the pits but managed to win his freedom and return unscathed back to his warband. ''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Beasts in Velvet vs the Children of Chaos''' ''(4/2/2013 Defend the Find, Children of Chaos victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">'' While exploring a flooded market square, Baroness Katherine's servants happened upon a large cache of wyrdstone. However, their shouts of victory had reached the ears of the nearby Children of Chaos. The Beasts were able to hold off their attackers until disaster struck. Katherine and her heiress were both knocked over by their attackers. In their haste to come to the aid of their mistress, her servants abandoned their defensive positions. Without the aid of their crossbowmen, who had jumped off a building and severely injured themselves, the warbands leaders were taken out of action and the warband routed. In a cruel twist of fate, the cache of wyrdstone was lost before the beastmen could claim it for their own. ''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 4-4-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Kung Foo Rat Attack vs The Association of Righteousness''' ''(4/4/2013 Skirmish, Association victory)'' Notable Casualties: No casualties on the Association side although they took a brutal pounding in cc, Rottenfang loses an eye to a crossbow bolt, and Sheath goes mad gaining frenzy. | |||
<div class="mw-collapsible-content">''The rats creeped up upon the Witch Hunters in the dead of night, by the time the alarm was sounded and people scrambled to their positions it went into complete chaos. Skaven dove off of rooftops and came out of ships with blinding speed felling many in the initial combat. John held fast against all odds in a combat with one of the twin clawed beasts as crossbow shot after crossbow shot felled enough of the rats to force them into retreat.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Barrett's Privateers vs Erik the Viking's Savage Bloodletters''' ''(4/4/2013 Occupy, Privateer victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''While Steady-Hand Pete's compass led the Privateers true to the treasure, it failed to point out the imminent arrival of a group of shaggy howling Chaos marauders from the northlands. The crew quickly took up positions in and around the central cluster of buildings as the marauders sent their foot troops forward. This turned out to be a good idea, because in a hail of gunfire and crossbow bolts the scouts were felled or driven back, with Suckers the Mutie managing to take down one of the Blood God's marauders with a tentacled swing of his blade. However, after the smoke cleared the Norse marauders had learned some very valuable insight about sneaking up on armed pirates, and the crew managed to convince a badly-injured marauder (They essentially collapsed a roof on him from the sheer force of shots and gunfire volleys) to join the crew, giving him a pair of axes, a helmet, and a mutt they found digging for scraps among some corpses as a "Hunting dog."''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Sabra'Korr's Slavers vs The von Falle Family''' ''(4/4/2013 Street fight, von Falle victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''The slavers of Sabra'Korr and Georg von Falle's band of witch hunters faced each other down along an abandoned street, however when the beastmen spotted the crossbows of the von Falles fighting quickly moved to the houses and alleys. The howling of warhounds drowned out the other disturbing noises of the city as two packs met in vicious combat. The deciding factor in the skirmish was a showing of Sigmar's divine power from Brother Friedrich who singed the fur of the beasts and sent them running to lick their wounds.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Children of Chaos vs The Legitimate Businessmen's Social Club''' ''(4/4/2013 Breakthrough, Children of Chaos victory)'' Notable Casualties: Mitch, the Tilean duelist died, and Drakkon, a bestigor, became stupid. | |||
<div class="mw-collapsible-content">''While scavenging through the ruins, the Businessmen happened upon the Children of Chaos and attempted to surround and destroy them. However, the beasts were not easily caged and managed to break through the enemy lines while taking several casualties.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Barrett's Privateers vs The von Falle Family''' ''(4/4/2013 Defend the Find, Privateer victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''The Privateers had gotten word about yet another cache of wyrdstone. A hail of gunfire and a bit of savagery from Suckers and Mr Harker and the witch hunters were sent fleeing. However, they took with them the wyrdstone cache when they fled, and apart from another oddly-pristine lance that they sold, all they found were another pair of halfling cookbooks, containing just pages after pages of dog food preparation and menu ideas. Never one to waste a recipe, Fat Bill and Yotmar the former marauder convinced the Captain to allow them to keep on another pair of scraggly hounds they found in a sewer near the docks, as well as one that had stown away in the bilge.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Sabra'Korr's Slavers vs Xitolan's Observers''' ''(4/4/2013 Treasure Hunt, Sabra'Korr's Slavers victory)'' Notable Casualties: Piktak, Skink Brave. | |||
<div class="mw-collapsible-content">''Cold-blood and warm-blood clashed over hidden treasure when the beastmen slavers followed whispers of treasure in a ruined market district. What they encountered was beyond their experience: a lizardmen expedition had crossed the giant seas separating Lustria from the Old World, and come to Mordheim, drawn by the sign of the massive comet that devastated the city. Gors and Warhounds fell upon the skink warriors with violent frenzy, the noxious bestigor Gurrdrok pulping skink Brave Piktak's fragile skull with his mace. Scrambling for safety on crippled legs with the treasure in tow, the skink leader Taxit glimpsed back at the sight of his warriors, even the mighty Saurus, savaged and beaten. It proved too much for him, his courage failing as he abandoned the trove and fled for his life. ''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Barrett's Privateers vs The Legitimate Businessman's Social Club''' ''(4/4/2013 Wyrdstone Hunt, Privateer victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''The privateers managed to advance forward while the Businessmen took cover inside a sturdy stone tavern. While Captain Barrett secured a glowing wyrdstone shard inside a nearby bakery, the wardogs tore into several warriors, laying them low as the advancing gunfire from the Bens caused the Businessmen to flee to seek out better prospects. Then the Privateers scrounged up another war dog and dog-meat cookbook before setting sail into the green mists of Mordheim's bay, leaving behind a broken man named Halifax on the pier, his wooden peg legs echoing as he walked off to carry the legend of the Privateers with him.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 4-5-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Beasts in Velvet vs The Children of Chaos''' ''(4/5/2013 Breakthrough, Beasts victory)'' Notable Casualties: None | |||
<div class="mw-collapsible-content">''Smelling new prey, the Children of Chaos surrounded the Beasts in Velvet as they were scavenging for wyrdstone among several large craters. The beastmen thought that they had the advantage when they charged, but several well-placed crossbow bolts managed to change their minds. With their leaders felled, the Children cowardly fled as the predator became the prey. ''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Children of Chaos vs The Followers of the Handyman''' ''(4/5/2013 Occupy, Children victory)'' Notable Casualties: The Handyman | |||
<div class="mw-collapsible-content">''While searching for some more oil for his many hands, The Handyman and his retainers came upon the Children of Chaos, still licking their wounds from their previous defeat. After a quick skirmish, The Handyman was felled by the beastman leader, Scargave, and the Shadow Lord turned him into a chaos spawn for his troubles.''</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Children of Chaos vs The Young Men's Reformed Cultists of the Chaos Spawn 'Handyman'''' ''(4/5/2013 Occupy, Children victory)'' Notable Casualties: Prickly Richard, mutant | |||
<div class="mw-collapsible-content">''While traveling through the ruins of the area where The Handyman's spawning took place, the Cultists came upon the warband who disgraced their previous leader in the eyes of the gods. Seeking revenge, they charged at the beastmen, beating a hasty retreat after a cultist was squished beneath a minotaur's fist.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 4-9-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Sabra'Korr's Slavers vs Team USA''' ''(4/9/2013 Skirmish, Team USA victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''Two rival servants of the dark powers clash, the beastmen slavers of Sabra'Korr and the poxy politicians of Team USA (with celebrity guest). The battle was short, Sabra'Korr's hounds taking the bulk of the punishment, though shaman Fulmayne's leg was twisted to an unnatural angle by the abhorrent mutant Dick Cheney and damaged permanently. Soon after, the crimsons beastman's leadership faltered, and his herd fled.''</div></div> | |||
</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 5-21-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''The Jeweler's Cut vs The Circus of Values''' ''(4/9/2013 Skirmish, Jeweler's victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''While roaming through the ruins of a dense city block, the Circus of Values happened upon a group of treasure hunting dwarves. The debauched carnival members tried to hide in a group of houses in order to take cover from the dwarves' crossbow fire, but were quickly driven from their positions and forced to flee.''</div></div></div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 5-28-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Horned Beasts of Grognard vs. The Gob Smackers''' ''(5/28/2013 Surprise Attack, Grognard Victory)'' Notable Casualties: Cap'n Crunch (Multiple injuries). | |||
<div class="mw-collapsible-content">''While roaming through the ruins of a dense city block, the beastmen from Grognard encountered a pair of ogres trying to search some of the ruins, and struck hard and fast before their fellows could show up, rushing the pair quickly enough to drop them and carry the field.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 5-29-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Horned Beasts of Grognard vs. The Gob Smackers, Rematch''' ''(5/29/2013 Hidden Treasure, Grognard Victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''The Captain, now renamed Dangerous Dan after surviving a hellish return to his warband, came looking for the Beastmen specifically (requested rematch) when he heard about a treasure chest in one of the nearby houses. Intending to use the rumor of the chest as a lure for the Beastmen, he found himself surprised when Robor, the Centigor, found the chest almost immediately. Charging Robor with two of his younglings in tow, he found himself beaten again by Robor and his hunting companions, a pair of wolves from the Chaos Wastes. The Ogre guide again took the better part of valor. After that, the beastmen were returning with their haul of wyrdstone and the contents of the chest when they ran across a straggler, who they brought to the Herdstones. The straggler was never heard from again.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 6-2-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Thrum's Grudgebearers vs. Malkavian's Menagerie Magnifique''' ''(6/2/2013 Hidden Treasure, Menagerie Victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''Eager to seek out rumored treasure in the less desecrated outskirts of Mordheim, Carnival Master Dietrich Malkavian and a band of Dwarf Kinsmen come to blows in the ruins surrounding the site. Frenzied searching by the Menagerie uncovers a chest of goods in the burned out ruins of an old townhouse, while one of the band's strongmen and a troupe actor make off with the goods. A minor melee ensues between the Menagerie and the dwarves, slowing them down while the treasure is spirited away. The melee is cautious and measured, the only casualty being Slayer Bogden, suffering a serious blow from Malkkavian's pistol at point-blank range, though he would later recover with nary a story and a scar.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 6-5-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Sisters of the Blazing Hammer vs. Monty's Regulators''' ''(6/5/2013 Monster Hunt, Sisters Victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''As a group of Sisters of Sigmar and the chaotic servants known as Monty's Regulators came to hunt the same monster, they noticed each other. Monty sent his Marauders forth to try to kill the beast, only to be pelted with stones, wood, and surprisingly harsh language. Even though they killed two sisters, eventually their resolve broke, and they fled the lair.''</div></div> | |||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed">Games on 6-6-13 | |||
<div class="mw-collapsible-content"> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Sisters of the Blazing Hammer vs. Compania Limitada te Saquero de Mordheim''' ''(6/6/2013 Wyrdstone Hunt, Sisters Victory)'' Notable Casualties: None. | |||
<div class="mw-collapsible-content">''A previously unknown wyrdstone patch was found by the Compania Limitada te Saquero de Mordheim (try saying that three times fast). The two sides exchanged missile fire from a distance, and one henchman from each band was slain, before the two sides engaged in close combat, where the Sisters prevailed, causing the Company to flee... with its wyrdstone in its grasp.''</div></div> | |||
</div></div> | </div></div> | ||
Latest revision as of 10:42, 19 June 2023
Basically, /tg/ plays Mordheim over Roll20, with all the associated tales of tragedy, horror, and cursing at the fickle nature of the dice gods. If you have a Roll20 account you can access general league chat by joining the Mordheim Outskirts campaign, which is the central gathering location for players.
Aside from Roll20, you can also try to contact players through #mordheim on sup/tg/'s IRC server: irc.thisisnotatrueending.com (you can use their integrated chat client and type /join #TGheim if you don't have an IRC client).
Note: This is a technically intensive league. If you do not have the time or the inclination to learn wiki editing and etiquette, Roll20 interface functions, and the Mordheim rules, save us and yourself some time and do not join.
Getting Started[edit]
Mordheim is set 500 years before the "present" Warhammer Fantasy timeline, and is centred around the ruined city of Mordheim, destroyed in a night of fire by a warpstone comet. It is a dark time, with prophets speaking of Sigmar bringing judgement to his people, and of dark cults springing up around the civil-war wracked Empire in the wake of Sigmar's abandonment. In Mordheim, you lead a small warband of adventurers, treasure-seekers, and fortune-finders that race through the streets of the city searching for shards of wyrdstone to either sell them to the highest bidder, use them to gain greater power, or lock them safely in the vaults of Sigmar!
You'll need to create a Roll20 account to join one of the current game tables and chat with existing players. Feel free to ask questions or ask for comments there or in the /tg/ thread (but try to avoid cluttering the chat while a game is in progress).
First off, make sure to read through the entire ruleset, including rules for Campaigns. Then you can start brainstorming warband concepts. Mercenaries are a solid all-round pick, but most of the warbands in the Core book are solid picks. Remember that fluff and creative use of tokens can go a long way (you don't necessarily need to use a specific army list for an army - you can represent Brettonnians with Middenheimers if you so choose). Follow the rules in the warband list for generating a starting warband - note that rare equipment, if available for purchase at warband creation, will not be as easily available once the warband is active in the campaign(the same generally applies to other things like mutations for Chaos factions). Starting spells and other random attributes should be rolled in the presence of a witness (preferably a few) on Roll20.
Then you'll need to create a page for the warband on 1d4chan, which is described below (see "Creating a Warband Page"). Be sure to include a link back to /tg/heim, and a link on this home page! Your Warband's 1d4chan page should have your warband's name and rating, your warband's heroes (and their experience, advancements, equipment), as well as henchmen (and their experience), current gold in the treasury, any remaining wyrdstone, and weapons/items in the inventory. Adding in a characteristic profiles for each model is recommended. Try to update it after every battle, or at least before the next battle so your opponent has a reference. If you expect to be fairly active in the league (more than 1 game per day), please sign up for a wiki account so edits can be marked as minor.
Core Rules & Warbands[edit]
Core Warbands
Includes 3 Mercenary Companies, Cult of the Possessed, the Undead, Skaven, Witch Hunters, and Sisters of Sigmar.
Scenarios, Experience, Income, and Long-term Injuries
Spoils of War - additional items for Mordheim campaigns
Weapon/Armour/Equipment PDF Arms & Equipment Guide (Reference Only, check respective splats for more detailed info)
Swords of the Empire (Hired Swords Compilation)
(Miracle Workers, adding Priests to human Mercenary bands)
Carnival of Chaos (Nurgle warband), page 58
The Black Dwarves (Chaos Dorfs)
The Restless Dead (Skeleton-focused Undead, lead by a Liche)
Pit Fighters (Note: Some consider them OP, so you may get flak for using them)
Shadow Warriors (Note: Some consider them OP, so you may get flak for using them)
Outlaws of Stirwood Forest (Robin Hood & Company)
Tomb Guardians (Tomb Kings warband)
Lustrian Human Mercenaries (Tileans)
Halfling Warband (Experimental, use at own risk)
Feel free to add other GW-released warbands if you have a link to the pdf.
Advances[edit]
These are just for normal warbands. All warbands use the same advancement scheme, but some (like Ogres) have penalties to the xp they earn.
- Heroes: 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
- Henchmen: 2, 5, 9, 14
(For Ogre bands, cut gained xp in half and count in increments of 0.5. So an Ogre hero who earns 1 xp would only gain 0.5xp, but would count the original 1 towards warband rating)
Printable Roster Sheet (useful for tracking advancements)
Active Tables[edit]
Mordheim Outskirts - (Quinze's Table. Backup gamefinder location and help desk - but try #tgheim on IRC first!)
John's New Table For Newness (New Mordheim)
Draxxon's Game Table (Mordheim)
Coffee's Game Table (Mordheim: Coffeerush!) (actually fixed)
Draxxon's Second Table (Mordheim: Second Room)
Guy's Game Table (Mordheim Table)
MILLANDSON's Game Table (Mordheim - Dare you enter?)
Funk's Game Table (Bunbun Mordheim)
Wicked K's Game Table (Mordheim - Tales from the Crypt)
Comrade Skuggs' Game Table (People's Republic of Mordheim)
Ourous' Game Table (Mordheim: City of the Damned)
Yummyfish's Game Table (The Fishiest Board in Mordheim)
Madjob's Game Table (Madjob's Mordheim Room)
RadicalBusinessman's Game Table (Mordheim!!!)
CowboyCapo's Special Scenarios Boards (Mordheim)
Rixxy's Board (Slowly adding maps!)
Please update this with any other Mordheim tables you are aware of! For whoever made the campaign, please make your campaign LFG so anyone can join, and keep up on promoting any new players to GM (Hover over their player name on the main campaign page to do so) so they have an easier time playing and loading images.
List of Maps[edit]
Note: DO NOT just edit this to add a single map. If you have one you really like, save it and post several cool ones at once so we don't clog up the wiki with map option updates. If you've made an awesome map, upload it to Imgur or a similar website, and post a direct link to the image. (Be aware that some sites, like Flickr, don't allow you to do this, in which case you shouldn't link to those pictures)
Please make sure your images are sufficiently high in detail. 1000x100 is a good baseline, with 1600x1600 usually having next to no blurriness when zoomed-in. Also note that some computers/internet connections can't load higher-resolution images, so please be aware that a 6400x8000 image may not be loadable for some/most people. And finally, 4chan wipes images after a thread 404s, and foolz doesn't store the image indefinitely either. Don't hotlink to an image that will give you a dead link a few days later.
Make sure to double-check your map for scale as well, as alleys should be between 1 and 5ish squares wide on Roll20 and buildings at least 2x2 squares in order for the scale to work right. If the scale isn't right or if it looks like complete unusable crap when scaled up, please don't add it to the list.
A tavern, Ground floor.
Same tavern, upper floor. Time for some motherfucking chandelier-swinging!
A compact dungeon/cellar area. Edit: This is apparently the basement for the tavern.
Very Mordheimey town square. Very little cover though.
Same town square but at night.
A more spread-out dungeon/cellar.
Death alley, ground floor
Death alley, roofs
Death alley, roof at night Kinda dark
A swanky gambling den, ground floor.
Same gambling den, upper floor. Rich with leaping-charge possibilities.
Riverside ruins. Note that the large roofs and sparse cover might make this a bit harder to play in
Crooked inn. Possibility for another small barroom brawl.
River map from Warcraft III. This is probably a bit too low of resolution for being zoomed in
Stormgarde, also from WCIII. Again, gets grainy when zoomed in.
Small village, from WCIII. Also grainy. In addition, low amounts of cover and wide lanes of fire might make this a bad map for non-shooty warbands, or better for melee vs melee warbands.
Single small tavern at night. Lots of open area, but inn helps break it up so shooty warbands won't wreck face.
Entire goddamn town.. Be warned, this pic is fuckhueg, so you might not be able to download it, and if you do, crop it before adding it to your map so it will load properly.
Wheelhouse (Celtic Longhouse). Good for quick firefight. There is a grid on bottom, but it isn't noticeable.
Ruined Monastery. Lots of cover as well as open stretches and difficult terrain. Very large image, though, so be warned.
Fishery, top floor. Has a grid, but it's not real noticeable.
Fishery, underfloor
Graveyard. What it says on the tin.
Mansion interior. Nice and spacious, but no terrain outside, and interior is gridded somewhat notably.
Large building, roof
Large building, upper floor
Large building, ground floor
Large building, cellar
Downtown Inn, ground floor
Downtown inn, first floor
Wizard tower. Completely enclosed map, 4 stories
Town, sewer outlet/docks
Town, docks
Town, docks/temples
Town, outskirts
Ruined keep, ground floor
Ruined keep, 1st floor
Ruined keep, 2nd floor
Ruined keep, 3rd floor
Ruined keep, 4th floor
Ruined keep, roof
Monster Zoo, empty
Monster Zoo, filled
Town, with underground dungeon
City street with underground sewer
Grassy streets. Somewhat uncluttered, but nice looking.
Grassy outdoor trail. Good for Empire in Flames or Border Town Burning
Empty logging camp. Also good for outdoor fights. Almost no cover, so advised for melee vs melee warbands
Outdoor Pass. Another good Empire/Border map. Again, not much cover
Forest. What it says on the tin. Lots of cover though.
Fort Island. Small outdoor isolated building on a little wooded island. Would be good for a breakthrough mission
Hut Village. Lots of cover from huts. However, is a fuckhueg image so be aware.
Ruined Wall. Good outdoor map.
Plains fort. Good outdoor fort. Not a lot of terrain outside of fort and ruined tower though.
Large fort. Lots of buildings on interior. Be good for a building-centric Empire in Flames game.
Outdoor Ruins. Somewhat open, but with decent cover.
Giant-ass Castle, Ground floor. What it says on the tin.
Giant-ass Castle, 1st Floor
Swampy village. Not much terrain outside of village though.
Isolated cottages. Not a lot of terrain besides buildings, but buildings are large enough that LOS can be and is blocked.
Another outdoor Ruins map. Not very many pieces of cover.
Village and cave. Good outdoor map. Very big image.
Castle, ruins
Castle, intact
Castle, Snowy
Open fields. Another good-for-melee warbands map
Mountaintop ruined tower. Not a lot of cover
Snowy river bridge. Outdoor. Almost no cover.
Snowy cave clearing. Good for maybe warband vs NPC or something.
Bayou slaver fort. Contains lots of human back images, both slaver and prisoner. Plus fairly noticeable grid.
Mining camp with underground bug lair
Fort town. Big, but would be awesome for an Occupy game.
Fort town building interiors
Please feel free to add your own links to other maps, keeping in mind the guidelines posted above.
Creating a Warband Page[edit]
There are several ways to create a wiki page. The easiest is to create a link on the main warband list by adding in a line with syntax:
[[:/TG/heim:My Warband Name (Warband Ruleset)]]
This will create a red link to a nonexistent page. Don't forget the colon at the very beginning - it's important in order to parse the namespace correctly. After you've set up the link with the proper syntax, save the changes (marking the edit as minor if you are able), then click the link to begin editing the page. Ensure the syntax is correct - this will group your warband in the appropriate namespace and keep it tied to the rest of /TG/heim; and will allow members to tell at a glance what ruleset your warband uses. If you don't follow this syntax your warband will not be associated with /TG/heim and may be subject to deletion!
If you plan to be active in the league (1+ games or more per day), I strongly, strongly recommend you sign up for a wiki account so you can track changes as minor and not clog up the wiki's recent change log. Please try to do all your updates in one revision if possible (use the "Show Preview" button to review your changes before you save so you avoid errors).
Make sure you get up to speed on the basics of editing etiquette - 1d4chan is a shared resource for the rest of /tg/ and we want to keep our footprint no bigger than it has to be.
{| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |- |} Don't delete the newlines above!
and you should get a result that looks like this:
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
(Note that the large blank space is for some reason important to make sure shit doesn't get messed up)
Open League Overview[edit]
League format is pick-up-and play - play as many games (or as few) as you want or can manage. Even if you're outmatched, battles in Mordheim usually end at the 25% casualty mark due to the Rout rules, and inexperienced warbands gain extra experience when going up against much stronger ones. And while more games might bring in more experience and loot, they also bring in more risk. It's also a good idea to try and avoid playing against the same warband twice in a row, especially if you gave them a particularly bad thrashing.
Finally, you're free to retire a warband at any time at start from scratch with the default 500gc limit - nothing carries over, of course. But we recommend sticking with a band even if you have a couple of bad games; the underdogs rule means that recovery is always possible.
Note: As the Open League is well, open, involving many different splats, unofficial warbands, and other wild craziness, expect continual discussion on and revision of houserules. The latest houserule discussion can be found at the discussion page.
/TG/heim Warband Profile Page Template
/TG/heim: Ratteketeers(Skaven) - Warband Rating : 114
/TG/heim: The Evil Head (Restless Dead)
/TG/heim: Fourth Mobile Artillery (Maneaters) - Warband Rating: 60
/TG/heim: Order of the Burning Hammer (Sisters of Sigmar) - Warband Rating : 222
/TG/heim: Bug Lubba's Gitstompaz (Orcs & Goblins Hordes) - Warband Rating : 109
/TG/heim: Horned Beasts of Grognard (Beastmen Raiders) - Warband Rating: 144
/TG/heim: Sisters Of Carnal Knowledge (Chaos_Marauders) - Warband Rating: 102
/TG/heim: Metalocalypse (Cult of the Possessed) - Warband Rating : 51
/TG/heim: Da Ard Boyz (Greenskins) - Warband Rating : 104
/TG/heim: Monty's Regulators (Chaos_Marauders) - Warband Rating: 138
/TG/heim: The Court of Duke Margrave (Pit Fighters Rewrite Playtest) - Warband Rating: 97
/TG/heim: Mordheim Police Department (Remasen Tileans) - Warband Rating: 139
/TG/heim: Legion of the Murderer (Averland Mercenaries) - Warband Rating: 98
/TG/heim: Thrum's Grudgebearers (Dwarf Treasure Hunters) - Warband Rating: 60
/TG/heim: Thrum's Avengers (Dwarf Rangers) - Warband Rating: 76
/TG/heim: Team Freedom (Chaos Dwarves) - Warband Rating: 130
/TG/heim: The Jeweler's Cut (Dwarf Treasure Hunters) - Warband Rating: 129
/TG/heim: The Circus of Values (Carnival of Chaos) - Warband Rating: 242
/TG/heim: Ragna's Inquisition (Witch Hunters) - Warband Rating: 148
TG/heim: The Forsaken of Mermedus (Norse Warband) - Warband Rating: 172
/TG/heim: Opus Dei (Witch Hunters) - Warband Rating: 183
/TG/heim: King Arthur's Entourage (Middenheimers) - Warband Rating: 131
/TG/heim: Skull and Bones (Undead Warband) - Warband Rating: 247
/TG/heim: The Gob Smackers (Ogre Maneater Warband) - Warband Rating: 98
/TG/heim: The Booty Warriors (Pirates) - Warband Rating: 81
/TG/heim: Bloathorn's foul herd (Beastmen) - Warband Rating: 110
/TG/heim: Malkavian's Menagerie Magnifique (Carnival of Chaos) - Warband Rating: 151
/TG/heim: Compania Limitada te Saqueo de Mordheim (Trantios Tileans) - Warband Rating : 170
/TG/heim: The Penance of the Old Ones (Lizardman Warband) - Warband Rating: 174
/TG/heim: The Craftmen (Dwarf Rangers) - Warband Rating 76
/TG/heim: Revenge of the Chimera (Averland Mercenaries) - Warband Rating 93
/TG/heim: The Green Kin'dum (Orcs & Goblins) - Warband Rating 104
/TG/heim: The Resplendent Order of Majicka Crusaders (Witch Hunters) - Warband Rating 60
/TG/heim: Order of the Hawk (Middenheimers) - Warband Rating 94
/TG/heim: Sisters of Winter (Sisters of Sigmar) - Warband Rating ???
A Personal appeal from 1d4chan founder Wikifag *PLEASE READ*[edit]
"Hey guys! Just a small request - I'm totally happy for you to use the wiki as a repository for your warband lists and organisation, and what have you. However, you guys have a tendency to spam up the Recent Changes by making a lot of minor edits over relatively short spaces of time, which can make it a bit hard to follow what's been going on in the wiki lately. I'd be much obliged if you chaps could try to cut down on the number of edits you make by using the preview function and looking at whatever else you needed to change rather than immediately committing an edit and, when you absolutely have to, marking small edits as minor changes so they can be more easily filtered out? This would just make it easier to follow the recent changes, which are currently about 95% /tg/heim-related by volume. Which is still better than 50% spam activity, mind you, so I'm not complaining too much. Cheers!"
Open League Houserules and other Clarifications[edit]
General[edit]
- There is a LOT of fan-made content for Mordheim out there, since it's very campaign dependent. Moreso than other Specialist game lines (such as Blood Bowl or Battlefleet Gothic, which have rules committee oversight). Please take care when searching for "unique" or "special" warbands, as many are creations for specific campaigns with their own sets of houserules. You can never go wrong with the bands in the core rulebook.
- Unlike Warhammer Fantasy, you do not have to charge in a straight line in Mordheim (you can charge models behind corners with an Initiative test). You still need to take the shortest possible route to the target.
- Rolling should be done in the presence of a witness. Roll20 does keep chat logs for a few hours, but 2+ live witnesses are encouraged.
- Ensure diagonals are being measured via Euclidean rules. (Check the page options on the map you are using.
- Go over any changes in the regular rules you wish to use with your opponent before beginning, and ensure both of you are familiar with the scenario.
- Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF).
- As it says on page 81, under the Experience section "When warriors are recruited, some of them already have some experience. The war band lists detail how many Experience points different warriors begin with. Record these on your warband roster sheet by ticking the right number of boxes. No extra advances are gained for this experience. It simply represents the experience the warriors have accumulated before the war band is formed."
- Warband leaders can be sacked voluntarily, and will pass on the Leader skill to the new Leader.
- All warbands limited to at most five bought heroes. Warbands that can normally buy more, such as Skaven, can choose which hero to omit.
- Priests from the Miracle Workers pdf are allowed, but can only be hired instead of one of the heroes normally available to the warband, and cannot be used to allow a warband to purchase more heroes than is normally allowed (Dwarves, for example, are normally limited to purchasing four heroes, and would not be able to use a miracle worker to purchase five). Additionally, the Warrior-Priest in the Miracle Workers pdf can neither use nor buy a sigmarite warhammer.
- When a Henchman group advances, roll once for each member of the group and choose one advance to apply to the entire group. Rolled advances that the group cannot take must be rerolled, but duplicates of available advances cannot be rerolled. If Lads Got Talent is rolled, choose one of the other rolls to apply to the henchman group (only one promotion to hero per roll of Lads Got Talent).
- New Combat skill: Ambidexterity, allows the warrior to ignore the to-hit penalty for fighting with two (or more) weapons.
- Don't be a dick.
Weapons[edit]
- Using two melee weapons at once incurs a -1 to-hit penalty, including paired weapons such as skaven Weeping Blades. This does not apply to characters that have multiple attacks, but applies to all attacks in a round if the character chooses to gain a bonus attack from an extra weapon.
- Note that this does not apply to Pistols and Dueling Pistols, as discussed in initial threads on 4chan. As with other houserules, if you disagree please bring it up in the Talk page.
- Sling flurry is at S2 (the double attack). Single shots may still be made at S3.
- Light armor and Heavy armor are half the listed price, rounding up. This also applies to Gromril and Ithilimar armor as well. *Only during warband creation
- All Pikes use the Border Town Burning rules
- Clarification: The Expert Swordsman skill only allows a charging warrior to reroll missed hits with swords/weeping blades, and not any other weapons (including two-handed swords), and if a warrior with the skill charges and uses a sword and another weapon the sword will reroll misses but the other weapon will not.
- The bonus attack from weapons with the Whipcrack special rule (Steel Whips in particular) must be made with the weapon that has the Whipcrack rule. So, a sister with a steel whip and a mace would be required to make the whipcrack attack with the whip.
Equipment[edit]
- Rabbit's Foot no longer allows a reroll during exploration.
Warband-specific[edit]
- Amazon, Shadow Warriors, Pit Fighters, Dark Elves disallowed. (discussion is ongoing regarding Amazons and Pit Fighters)
- Carnival of Chaos or Marauders of Chaos with Nurgle's Rot are not allowed. (havoc to keep track of in an Open League)
- Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language)
- Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review.
- Vehicle rules from Empire in Flames are in use. Wagons are always available for Merchant Caravans, but currently under review for other warbands.
- TWF penalties apply to Cathayan Battle Monk fist-fighters and Skaven Weapon Pairs
- Cathayan Peasants count towards warband size for determining when to take a Rout check. They are not counted towards the number of warriors put Out of Action for the check.
- Rewards of the Shadowlord table may be used by Possessed. Carnival of Chaos can also use RotS, but with only the Carnival Master and Tainted Ones being able to roll on it, and gaining blessings instead of mutations.
- Sisters of Sigmar Righteous Fury applies to all Chaos-aligned warbands.
- Ostlander Bloodbrother availability increased to 0-3 from 0-2, and starting experience reduced to 8.
- Orcs and Goblins Big Un availability increased to 0-3 from 0-2, and starting experience reduced to 8.
- Miraglean Tilean Captain starting A reduced to 1 from 2, and Miraglean Tilean Champions I reduced to 3 from 4, and Miraglean Tilean Warbands no longer hate Skaven.
- Trantios Tilean Champions starting I reduced to 3 from 4.
- Remasen Tilean warbands no longer allowed to reroll their first failed rout test when playing against Dark Elves
Buildings[edit]
Buildings are assumed to be fairly ruined and/or flimsily built. Unless otherwise noted, all buildings:
- Are assumed to be 3" high
- Are climbable to the roof/high ground from anywhere in the building.
- Note: The normal climbing rules still apply. You are required to roll initiative to climb, and you must be touching whatever you want to climb at the beginning of your movement phase
- Can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants.
- May be entered from any side.
Proposed (see main page discussion for details):[edit]
- Additional Mounts from Empire in Flames
- Wagon availability
- Amazon and Pit Fighter band amendments
- Elf band amendments
- 25% armour discount during play for light and heavy armour only
- Ogre xp clarifications
- Open League/Scenario records time frame (to avoid cluttering 1d4chan)
Scenarios[edit]
Kidnapped Scenario Rules
- KIDNAPPED!
Skipping the description, says one warband should be possessed but that's hardly important.
- Terrain
Start with the attacker, each player takes it in turn to place a piece of terrain. It is suggested that the terrain is set up within a area roughly 4x4'. In the middle of the playing area you should set up a piece of scenery representing the sacrificial altar. There should be at least 6" of empty space between the sacrificial altar and the nearest building.
A model representing the sacrificial victim should be placed on the altar.
- Warbands
The Defenders warband is deployed first and they can be placed anywhere on the table except within 8" of any of the table edges. The warband attempting the rescue (Attackers) must place all its models within 4" of a table edge, out of the sight of any of the Defenders models, with at least one model next to each of the four sides of the table.
- Starting the game
The warband attempting to rescue the sacrificial victim automatically has the first turn.
- Freeing the Sacrificial Victim
As long as at least one model in the defenders warband is in base-to-base contact with the victim, the ritual carries on and the sacrificial victim may not move. Note that models Knocked Down or Stunned do not count.
If there are no standing Defenders in base-to-base contact with the sacrificial victim, he (or she) may try to escape. The victim can move freely, controlled by the player attempting the rescue. The victim may make an immediate move as soon as there are no defenders in base contact and after this will move normally in the movement phase of the rescueing warband. The victim escape if he (or she) moves off any table edge. In this case the game ends.
- Recapturing the victim
If any defender moves into base contact with the victim (via charge, normal move, or running) then the defender has recaptured the victim and may move the model alongside the warrior who captured him/her. Note that when trying to recapture the sacrificial victim the normal interception rules apply, so the defender may not charge the sacrificial victim if there are other enemies in the way. If the defender mange to recapture the victim and mover him or her back to the center of the altar then the victim is sacrificed and the defenders win.
- Sacrificial victim
M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 0 Ld 7 Equipment: None.
- Ending the game
in the end of the 6th turn if the victim has not been freed the defenders automatically win as the victim is sacrificed. Otherwise the game ends when either band is wiped out, the victim is recaptured and sacrificed or the victim escapes via any of the table edges. Note that neither warband routs in this scenario! The stakes are to high!
- Experience
+1 survives
+1 winning leader
+1 for possesion of the victim [this is a single point that can be given to any hero in the warband]
+d6 if victim is sacrificed [defenders get d6 exp that can be freely distributed between the heroes. [For possessed: In addition you may roll for rewards on the shadowlord for any Two heroes you wish]
+d6 if the victim excapes [distributed freely among the heroes and an additional 50gc to the bands treasury]
+1 per enemy out of action
Playing on Roll20[edit]
Since the chat window isn't different for each new page in the same campaign, games are spread out over several campaigns on Roll20, or "Game Tables." You will need a Roll20 account to join one of the following tables. Contact the table's GM to be promoted to GM status. This will allow you to upload tokens to your own personal library, manipulate tokens on the board, and also edit the map in use. Randomly generated urban maps can be found on Wizard Dawn
When setting up a table and making the Roll20 map, be sure to make it 48x48 units (Size of normal Mordheim board in inches), and set diagonal measurement to "Euclidean" so it measures the diagonals correctly.
Tokens should be sized at 70x70pixels, be of a square shape, and hopefully represent the character in some way (nameplates can be toggled on in Roll20, but being able to tell at a glance is helpful). A border is recommended for convenience of checking edges and base-to-base contact. Similar pictures for henchmen and unique pictures for heroes are also recommended to help with differentiation. An image with an easily visible orientation (like a face) is also helpful, because tokens are often rotated and flipped to represent knock-downs, stuns, and/or facing. Sample Tokens can be found here (note you will have to resize these to 70x70.) new, correct-sized tokens
Note: Roll20 measures auras starting from the token edge. For a 70x70pixel token, the distance you need to compensate for is 0.5 - adjust aura distances by this amount. For a 45x45 pixel token (standard measuring template size), the distance adjustment is 0.3. You can also make a "ruler" token for measuring distances by resizing a token in increments of 70 pixels - a 4" ruler would be 280 pixels wide, for example.
Sub-Leagues[edit]
With the large number of players now available in the Open League, players may want to put together smaller and more highly-organized invitation leagues of their own, either with their own restrictions, specific themes, or locations different from Mordheim. This section collects links to individual sub-league pages. Please ensure that your league has a list of houserules (with allowed bands), optional splats used, number of player slots (and list of players/warbands), and time commitment/game schedule as appropriate.
/TG/heim: Small BTB Test League
/TG/heim: Mordheim League (Core Only)
/TG/heim: JT and Friends Private League
List of Skirmishes[edit]
Jinn thougt maybe he was hert cause two of da big ones jummpd up and down on him for a bit, but it turned out it was just dirt. Temmu did get one of his eyes taked by um and whined for hours about it beein his luky eye, so we sol one o dese weerd rocks we found and baut some dinner from little humans.
We all agre, pretty good day.
Wicked K's Company vs. Kalmar Acquisitions. (3-15-13, Finished. Kalmar Acquisitions Victory) Notable Casualties: Sir Henry Twospook, Grave Guard. Honourable mention to Bard Magnifikusson for getting run over by a wagon and surviving unscathed.
Iron Biters vs. Blood hoof Raiders(3-15-13, Finished. Blood Hoof Raiders victory)
Wu's Manchu vs. The Good Company of Sir Aillas (3-16-13, Finished. Wu's Manchu Victory)
The Good Company of Sir Aillas vs. Blood Hoof's Raiders (3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).
Iron Biters vs. Da Proud Toofs vs. Kalmar Acquisitions, Inc. vs. Skugg's Marienburgers (3-16-13, Finished. Iron Biters sneak off with the treasure while the Proud Toofs rampage among the humans.)
Iron Biters vs. Van Helsing's Avengers (3-16-13, Finished. Avengers' Victory. Van Helsing's Avengers hounds harry the Ogres into a rout during a Skirmish).
Iron Biters vs. Sergei's Soldiers (3-17-13, Finished, Iron Biters victory) Ambush (Defenders) Scenario.
Iron Biters vs. Wu's Manchu (3-17-13, Finished, Iron Biters victory)
Berthas Redemption vs. Facepunchers Punchers of Face (3-17-13, Finished, Facepunchers victory) Skirmish Scenario. Notable casualties: Hilda Thrice-Blessed, the blind sharpshooter.
Wicked K's Company vs. Iron Biters (3-17-13, Finished, Iron Biters victory) Skirmish Scenario. "Notable" casualties: A zombie. Highlights include Wicked K. Jumping off a roof onto an Ogre, and a Wight archer almost taking down an ogre all by himself. Not quite.
Facepuncher's Punchers of Face vs. Hungry Khagan's Thumpers (3-17-13, Finished. Khagan's Thumpers victory)
Iron Biters vs. Sergei's Soldiers (3-17-13, Finished, Iron Biters victory) Wyrdestone Hunt Scenario.
Sergei's Soldiers vs. Da Burrs (Outlaws of Stirwood Forest) 3/18/13 (Sergei's Soldiers Victory)Surprise Attack
Wicked K's Company vs. Blood Hoof's Raiders (3-18-13, Finished, Wicked K's Company victory) Wyrdstone Hunt Scenario. Notable casualties: Gnarl, beastman hero. Highlights include Wicked K. Jumping off a roof AGAIN, and this time, successfully choking a beastman unconscious
Face Puncher's Punchers of face vs. Da Proud Toofs 3-18-13, Finished, Da Proud Toofs victory) Defend the find Scenario. Notable casualties: Marauder Chieftain's mind. The Face punchers had heard rumours of a valuable treasure in a certain area of Mordheim, and set off to find it. Find it they did, but as they prepared to loot it, a cacophony of voices and noise came towrds them. There was no mistaking it's origin; there were orcs in the area. As soon as the orcs saw the marauders, they gleefully charged forwards. Fortunately for them, the boss had learned his lesson after their humiliation at the hands of Wicked K's company and ordered his orcs into a battle line. The marauders hit them like a storm, and for a few minutes the battle hung on a knife's edge. Several orcs dropped and they seemed poised to flee... but then the Shaman, Toofsnatcha, hurled himself at the closest marauder, slying him with a single blow from his magic weapon. The chieftain of the marauders identified him as a threat and charged him, along with a champion. but the cackling shamn proved impossible to hit, dancing between their blows, before landing one on the chieftain's head. the blow was so mighty that the chieftain's mind never recovered. The battle was turned and the marauders were routed, leaving the best of the pickings to the orcs
Kwikkritt`s Killers (Skaven) vs. Berthas Redemption (Sisters of Sigmar) (3-18-13, Finished, Kwikkritt`s Killers victory) Occupy Scenario. Notable casualties: Gertruds left arm. Highlights include Kwikkritt`s Skaven taking out three Sigmarite Heroes in a single charge after a rocky start.
From the perspective of the true heroes: With Sergei wounded, Alex had to lead the Soldiers during this fight. Upon approaching another section of the ruined city, they encountered a group of undead. Alex and Clyde setup their position in a collapsing hovel on the right flank, while three marksmen took up position on the roof of a larger building in their center. The two warriors Maximilian and Jasper went up the left to secure a building. Soon after entering it, they were assaulted by a ferocious vampire the likes which have never been seen before. In its first assault it laid the warriors to waste with a mere three blows. Never one to waver in the face of adversity, Maximilian drew out his dueling pistols and shot it twice between the eyes, the shot was so lethal the Vampire did not rise again, even after the battle was over. The rest of the undead horde began to surround, and Max still keeping his cool, drew out his pistols once more crippling the Necromancer, who had tried and failed several times to destroy Maximilian with his dark spells, and leaving him with a chest wound from which he would never recover. Seeing how his comrades were in trouble, Clyde ran too their aid, but they fell under the undead onslaught before he could reach them. With one last desperate hope, Clyde unleashed the power of the blunderbuss he carried, knocking down several zombies, and destroying a fourth. Jasper however, was caught in the blast and never rose again. Directing the actions of his men from the right flank which he held by himself, Alexander noted that they all fought exellently, aside from the three Marksmen perched atop a building in safety who failed to do anymore than wound a single zombie during the entire conflict. In the aftermath, several corpses where found on both sides, and while Maximilian escaped death, his psyche was scarred; which lead some to call him Maximilian the Mad, while other remembered his heroism and lethality calling him Maximilian Necrobane.
City at noon,
Wind is howling.
Those abs of steel!
New warrior born.
-- Last poem of Tian Zhen, dead poet.
Wu's Manchu vs. Blood Hoof's Raiders (3-19-13, Finished. Blood Hoof's Raiders Victory. Breakthrough Scenario.)
Sulemain's Menagerie and Hoestermann's Mans - two bands that have not had an easy going in Mordheim and have been worn down and ragged. The mercenary company was pushed out by Blood Hoof beastmen and strangely garbed men with bright block numbers on their livery to the east while at the same time the Menagerie's retreat from the Sisters forced them west. Both warbands, eager to avoid further clashes and stake out new territories, blundered into each other in a ruined tenement. The experienced Hoestermann quickly sent his troops into defensive positions, crossbows ready. Quarrels rained down as the Menagerie, with no clear line of retreat, rushed forward.
Ose took a crossbow bolt to the gut in the rush, but the remaining Menagerie closed and engaged Hoestermann's mercenaries in ferocious hand to hand combat. Hoestermann's two champions cut down the initial wave of crazed Brethren, but Barbados put an axe through the skull of Bellegarde while he grappled with Crowley. Attempting to save his comrade, Romm leapt from the rooftop upon Crowley, but mistimed his jump and the two went sprawling. In the grapple that ensued Crowley put a dagger into Romm. The loss of two champions and the ferocity of the Menageries creatures forced Hoestermann to order a withdrawal.
They waited as the Tileans methodically dropped the Cultists with their Crossbows and even shot their monstrous Possessed in close combat with a pistol. As the Cult retreated they saw the time was ripe and they attacked, they killed one beastmen who had unwisely hidden himself in a near building.Thisfinally was too much for the Cult and they routed. Then following fight was long and ardous, both parties used the many buildings to hide from the others Arrows, Bolts and in case of the chaos dwarfs sorcery.Seemingly tired of waiting the chaos dwarfs attacked after swapping bolts and arrows and got the enemy captain in a close quarter fight in a building up north. From the sides otherh umans quickly advanced but were intercepted by the dwarfs.The battle was one of attrittion and finally the stubbornes of the chaos dwrafs won them the day as they cut down enough enemies to demoralize the enemy enough that Giaccomo ordered the retreat.they left behind on of their own who was captured by the dwarfs.
The art full, they sent it to Zharr-Nagrrund to reap theire reward.The chaos dwarfs arrived early and tried to secure their new claim as they were surprised by lady Escher and her ghould horde, confident in their prowess they stoo their ground but were supriesd by the savagery of the attacks the vampire and her ghouls unleashed upon them.°will be continued°
The battle started with the Order in the South, the forces of Disorder in the East and the Alliance of Convenience in the North. They took the Town Hall, Church and Jail respectively. The Landprechts pulled back as the forces of Disorder made it clear they were here for slaves as much as wyrdstone. Gwendolina Landprecht gained first blood as a dray of squirrels gnawed on Ner'Zhul till he dropped to the ground. The great Spawn of Chaos rushed forward with some wardogs and chaos northmen at Sulemain's men. Ulrich Landprecht fired a telling pistol shot before the brethren waded in with daggers, overwhelming the chaotic creature with Barbados making the killing blow. In return Helmuth an informant for the Chaos Dwarves downed a brethren. Throughout the battle though the forces of Order loosed volleys of bolts and arrows from their positions, suppressing any moves against their men. Ulrich threw himself off a balcony to dive on a warhound and hit the ground with a thud. Reil ran in to save his stunned cousin, luckily killing the dog. The sorcerer Amar-Sin was targeted by the Priestess of Rhya, the resulting horror left the Chaos Dwarf with a nervous condition and a fixation on squirrels. Soon after the possessed "Lord" Ose beat down Thrall who had been stunned by an arrow.
Barton a marksmen from the forces of Order made their first and only takedown of the match, putting an arrow through Kinsey Landprecht's head. As this happened the Landprechts fell back as an overwhelming tide of humans and dwarves rushed out to take the jail. While this occurred in the West in the East the Chaos dwarves pulled back from the Church, allowing the Bretonnians led by Sir Don Quixote, Knight-Errant and Dhrone of Brionne, Squire to Sir Aillas to take the place of Sigmar's worship. As this occured Un-Un the Ogre charged in to clobber Blackhand, a Northern Champion, to the ground while both Barbados and a brethren were captured after lengthy battles against bad odds including the Bull Centaur Sherem. Finally the Forces of Order moved in and contested the Western Jail. The Alliance of Convenience and the Forces of Disorder had battered each other only to find themselves without the strength to resist the advance of Men and Dwarves so they retreated after the recently captured were ransomed off. A cheer was raised and the buildings looted as The Outskirts Bloodbath etched itself on the memories of all who witnessed it.
Notable casualties: Arallya(Dwarf slayer) Jim (Dwarf Expedition leader)
Roland-sama saw this, and his honor would not let it stand. He leapt forward, mercilessly cutting down one of the men who had fired at his wagon before smashing Mr Harker across the face and then turning to knock Deaf Johnson off of their wagon after he had gouged out Olsson's eye (The wagon had crashed into a nearby house after hitting the Ben brothers). But before he could slay the offending old man, Kalmar came hurrying over from where Bo Bao was knocked unconscious by, and after a bit of brief fighting with Cackles (Who had been wandering about aimlessly, getting knocked down and such before getting to his feet and attacking Olaf), before ordering Roland-sama to cut their losses and flee. The Privateers cheered as they found a treasure chest for the first time, and although Captain Barrett was unable to convince another straggler to join the crew, they thought nothing of Kalmar's ominious parting words: "You'll pay for this...with Interest."
Hoesterman subsequently was captured and sold to the pits, losing a fight to their champion and getting his other leg crippled, before being kicked out. Meanwhile, the Privateers found several Wyrdstone shards along with a straggler attracted by the noise of gunfire, who Suckers quickly scared off.
After a maddened human cackling wildly cut down another two of their warriors and the enraged human with the whip killed the final giant rat, Snik decided to cut his losses and flee, with one of their number taking yet another ill-fated drink from a poisoned well while the Privateers uncovered and looted a graveyard of the few belongings it had.
They quickly set up defenses around a building in which they positioned their best shooters while the Skaven under Squelch advanced quickly.
They managed to drop the rat Toe-Biter and the Nightrunner Tweek who hid nearby. But the Skaven soon managed to knock down brother Josef while he tried to shield his flock from a outflanking attempt the Skaven prepared behind the cover of nearby buildings.Sadly before Squelch masterplan could come to fruitition his men routed and the angry skaven leader could only watch his men flee.His men were quickly put down by pistol shots and the trusty Black Skaven duo andt hey routed, but not before spicking the Sorcerer Quetch with arrows and Knocking out 2 of 4 verminkin.Kirsch ordered his men to rout and the day was won for the skaven who found, following the treasure Map they had acquired, 7 wyrdstone shards and a Hochland-Langbüchse.
The victory was celebrated in the canalisation. .
Notable Moments[edit]
Antoine: proposing that The Outskirts Bloodbath be submitted as a notable moment for the campaign.
- Ourous: seconded.
To be filled in as people trickle in...