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Basically, /tg/ plays [[Mordheim]] over [http://roll20.net/ 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.
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.games-workshop.com/MEDIA_CustomProductCatalog/m2360268a_m1330012_Mord_Rulebook_part_1_-_rules.pdf Main Rules]
[http://www.mediafire.com/view/ke5cpbbiwqbs62o/Mordheim_-_Part_1_-_Background_Rules.pdf Main Rules]


[http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2360273a_m1330016_Mord_Rulebook_part_2_-_warbands.pdf Core Warbands]
[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.games-workshop.com/MEDIA_CustomProductCatalog/m2360274a_m1330018_Mord_Rulebook_part_3_-_campaigns.pdf Scenarios, Experience, Income, and Long-term Injuries]
[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.games-workshop.com/MEDIA_CustomProductCatalog/m1330028_Mord_Empire_in_Flames.pdf - EMPIRE IN FLAMES PDF]
[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.games-workshop.com/MEDIA_CustomProductCatalog/m1330026_Mord_Errata.pdf Mordheim Annual Errata (the official Errata - newer versions of the rulebook will include most of this)]
[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.games-workshop.com/MEDIA_CustomProductCatalog/m2360288a_m1330030_Mord_Empire_in_Flames_part_2.pdf Carnival of Chaos  (Nurgle warband), page 58]
[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.games-workshop.com/MEDIA_CustomProductCatalog/m2360288a_m1330030_Mord_Empire_in_Flames_part_2.pdf Beastmen Raiders, page 67]
[http://www.mediafire.com/view/hcpo2sblkbu393v/Official_Campaign_Setting_-_Empire_in_Flames_-_Part_2_-_Scenarios,_Warbands,_Hired_Swords.pdf Beastmen Raiders, page 67]


[http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2360317a_Mord_Dwarf_Treasure_Hunters.pdf Dwarven Treasure Hunters]
[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://app.roll20.net/join/134211/VuVAcw RadicalBusinessman's Game Table (Mordheim!!!)]
[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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[[/TG/heim: Pre-Reset Warbands]]
[[/TG/heim: Pre-Reset Warbands]]


[[:/TG/heim: Order of the Burning Hammer (Sisters of Sigmar)]] - Warband Rating : 182
[[/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: Bug Lubba's Gitstompaz (Orcs & Goblins Hordes)]] - Warband Rating : 109


[[:/TG/heim: Horned Beasts of Grognard (Beastmen Raiders)]] - Warband Rating: 130
[[:/TG/heim: Horned Beasts of Grognard (Beastmen Raiders)]] - Warband Rating: 144


[[:/TG/heim: Sisters Of Carnal Knowledge (Chaos_Marauders)]] - Warband Rating: 97 - Disbanded
[[:/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: Monty's Regulators (Chaos_Marauders)]] - Warband Rating: 138
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[[:/TG/heim: Bloathorn's foul herd (Beastmen)]] - Warband Rating: 110
[[:/TG/heim: Bloathorn's foul herd (Beastmen)]] - Warband Rating: 110


[[:/TG/heim: Malkavian's Menagerie Magnifique (Carnival of Chaos)]] - Warband Rating: 107
[[:/TG/heim: Malkavian's Menagerie Magnifique (Carnival of Chaos)]] - Warband Rating: 151


[[:/TG/heim: Compania Limitada te Saqueo de Mordheim (Trantios Tileans)]] - Warband Rating : 118
[[:/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 ???


</div></div>
</div></div>
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*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.
*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).
*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.  
*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.
**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
*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, 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.
*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.
*Repeater Crossbows can combine their natural double-shot with the Quick Shot skill for 4 shots total, still with the -1 to hit for the repeater's natural double-shot, but this requires the Weapons Expert skill.
*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.
*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.


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===Warband-specific===
===Warband-specific===
*Amazon, Shadow Hunters, Pit Fighters, Dark Elves disallowed. (discussion is ongoing regarding Amazons and Pit Fighters)
*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)
*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. 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.
*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.
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<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="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 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]

Main Rules

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

- EMPIRE IN FLAMES PDF

Weapon/Armour/Equipment PDF Arms & Equipment Guide (Reference Only, check respective splats for more detailed info)

Map Generator

Mordheim Annual Errata (the official Errata - newer versions of the rulebook will include most of this)

Other Errata Compilation (note sources, some are "official" GW answers, some are answers by the author (Tuomas Pirinen) while some are common community rulings.)

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.

Maps
City/Either
A docks scene. Upper left or right areas are reccomended as the rest is fairly bland.

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.

Early morning city streets.

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

Chapel

Tavern and Inn

Downtown street

Downtown Inn, ground floor
Downtown inn, first floor

Wizard tower. Completely enclosed map, 4 stories

Large church

Large town square

Large garden fountain

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

Water Castle

Ruined tower

Witch's prison

Monster Zoo, empty
Monster Zoo, filled

Town, with underground dungeon

City street with underground sewer

Inn and warehouses on river

Yet another inn

Grassy streets. Somewhat uncluttered, but nice looking.

Creepy Manor

Cemetery

Countryside

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.

Farmstead

Another Farmstead

Village and cave. Good outdoor map. Very big image.

Isolated cottage

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.

Cottage by river

Snowy barracks

Swampland

Ruined cottage

Bayou slaver fort. Contains lots of human back images, both slaver and prisoner. Plus fairly noticeable grid.

Mining camp with underground bug lair

Road and ruined tower

Fort town. Big, but would be awesome for an Occupy game.
Fort town building interiors

Trail across stream

Swamp-tree barrows

Roadside camp

Swampy stilt-village

River, ruins, and stonehenge

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.

To add statlines to your warband page, copy-paste this text to your page, replacing fields as appropriate:
{| 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

Participating Warbands List

/TG/heim: Pre-Reset Warbands

/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 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: Sample League name

/TG/heim: Small BTB Test League

/TG/heim: Mordheim League (Core Only)

/TG/heim: JT and Friends Private League

/TG/heim: Coreheim

List of Skirmishes[edit]

Battles taking place before Reset 1
Games on 3-14-13
Barrett's Privateers vs. Da Prouf Toofs (3-14-13, Finished. Proud Toofs stomp Privateers, but not before they make off with most of the wyrdstone)
The Privateers could hear the Orcs coming before they appeared, thanks to the incessant squabbling and krumping of each other, but nevertheless while the Privateers managed to get their fastest men and cabin boys out with the Wyrdstone, the orcs permanently smushed a dimwitted crewman, and while the Boss krumped Steady-hand Pete, the Helmsman, so hard he embedded into the ground, he made a full recovery, attributing his success to his 'lucky leather coat.' Nevertheless, the Privateers withdrew, leaving the choice pickings of the area to the Orcs.
Sulemain's Magnificent Menageries vs. Wicked K's Company (3-14-13, Finished. Wicked K's Company wins)
Sulemain's Menagerie, arriving at the outskirts of town, finds their path into the city proper blocked by a Liche, Karlsbad the Wicked, and his apprentice Necromancer slowly unearthing an army of the dead from the graveyards outside of town. The newly risen dead quickly assemble into ranks and face off against Sulemain's twisted monstrosities, seeking to break past into the city proper where wyrdstone awaits. Sulemain and Karlsbad, both potent sorcerers, engage in a sorcerous duel as the Liche's zombie minions shuffle forward. Eligos, Sulemain's champion, rends a zombie limb from limb but struggles to deal telling blows to the rest. Karlsbad finally finishes his incantation a split second before Sulemain completes his attempt to enspell the Liche's bodyguards - and strikes Sulemain down with a blast of black death. His Grave Guards, sensing opportunity, rush forward and cut down one of Sulemain's mutant bodyguards. Demoralized and outnumbered on all sides, the Menagerie scatters into the back alleys of Mordheim, loyal Ose carrying his wounded comrades to safety.
Kalmar's Acquisitions, Inc vs. Hoestermann's Mans (3-14-13, Finished. Kalmar edges out a narrow victory.)
Kalmar's band of capitalist scum finds some of Hoestermann's men all alone looking for loot. never passing up an opportunity for a quick grab of coins they decide to mount a hostile acquisitions of their wealth. Things turn drastically when the rest of the Hoestermanns come in from different flanks. It started as a scrap, devolved into a fracas and then it went downright nasty. Both leaders suffered greatly in this fight - Hoestermann comes out with multiple injuries, while Kalmar is scarred badly. Will they move on and let past be past, or is this the beginning of a long rivalry?
Hoestermann's Mans vs. Blood Hoof's Raiders (3-14-13, Finished. Blood Hoof's Raiders victory).
Bloodhoof laid four of his beasts in an ambush to stop the large group from breaking through, and he took the rest of his herd north to slaughter the small group. The plan worked perfectly as bullets and bolts rained down upon them, all seemingly deflected aside. The dark gods surely favored Bloodhoof as he slaughtered two smoothskins that day. Finally the southern groups engaged in fighting and two more men went down with no casualties in return, and the battle was over as the humans limped away. Three of the musket men lay dead and were dragged back to the lair, to be devoured that night in celebration.
Games on 3-15-13
Iron Biters vs. Blackfur Horde (3-15-13, Finished. Blackfur Horde victory).
The rat swarm raced ahead, scouring the ruins for precious wyrdstone while the lumbering of the Ogres came ever closer. The giant rats fled in terror or simply froze in bestial fear when the brutes finally approached, crushing rats beneath them. Even their leader, a fearless (For Skaven, at least) assassin cowered before one of their charging warriors. However, to the surprise of everyone including the Skaven, the combination of the gnawgin magical hordes of rats summoned by the skaven seer and a particularly ferocious and tough giant rat ended up downing one of the ogres (Although not fatally), and after the venom from the assassin's blades dazed and nearly killed another Ogre, the brutes decided to retreat and leave the Skaven with their wyrdstone prize.
Iron Biters vs. Sulemain's Menagerie (3-15-13, Finished. Iron Biters victory). Notable casualties: Eligos, Possessed champion.
Sulemain's experiments on the captives his mutants have been taking in Mordheim have not gone unnoticed. Noticed by none other than a very hungry pack of Ogres. In an attempt to hold the Ogres away from the prison pens, Sulemain - still too weak to take the field - arrayed his warriors to attempt to stop their breakthrough. The fearsome Ogre Captain of the Iron Biters clashed in brutal hand to hand combat with Eligos, Sulemain's champion, and broke the possessed monstrosity in two upon his knee. The morale of the Menagerie collapsed upon Eligos's death, leaving the Ogres free to wander into the prisoner pens and help themselves to a meal.
Sulemain's Menagerie vs. Van Helsing's Avengers (3-15-13, Finished. Avengers victory). Notable casualties: Jacob Schnell, Witch Hunter.
After being evicted by a band of hungry Ogres, the Menagerie nearly blundered into a Witch Hunter ambush - another band that Sulemain's activities had drawn the attention of. Ose's keen senses however picked up the scent of hounds, and Barbados led the ragged band around to ambush the ambushers! In a brutal surprise attack the Menagerie stormed the Hunters lying in wait, taking three hounds out of action and a Flagellant. One of the junior hunters tried to crawl clear of the ambush, only to have his throat cut by one of the Brethren. Barbados was so pleased at the recruit's bloodthirstyness he elevated him to Sworn Brother on the spot! But the Witch Hunters quickly rallied, their Captain returning to the field and their Warrior Priest rallying the rest in the name of Sigmar. Rather than risk a pitched battle with their hated foe, the Menagerie took stock and withdrew, conceding the field for the time being.
Iron Biters vs. Hungry Khagan's Thumpers (3-15-13, Finished. Iron Biters victory)
Day 1- We found way to strange ruined city we hear full of food n fun. Firstd thing we see is more ogres. Dey was surchin da place, probably for tastee snax. We rushd up to give traditnal greetin and was suprisd by how xcited dey was to see other ogres. We tradeid greetins for a bit but dey was too excited so we decided to go.

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)

Games on 3-16-13
Barrett's Privateers vs. Hungry Khagan's Thumpers (3-16-13, Finished. No blows were struck, and Khagan made off with the chest)
Day 2- Today we meet little fancy humans. Dey not so xcited to see us as other ogres, but dey try hard neway. Dey show us dem toys and one made a propa ogre boooom. We was all impresseded. Den we play game of hide'n'find wit dem to help my Thumpers wit "tac-tix". Dos nice little fancy men even let us keep a chest we finded. Afterwards dey met anoder little man wandering in da city and dere captan let him be in his cru. We met anoder ogre too. He was wandern roun da city wit no idea wat he was doin. He hunter down from da mountans hear of interestin stuff heer. We let him join da Thumpers and give him Temmu's gear. Temmu whined again for hours and hours till I finally brok down and bought him an axe. Now hes happy agan. Anoder good day.

Wu's Manchu vs. The Good Company of Sir Aillas (3-16-13, Finished. Wu's Manchu Victory)

Wicked K's Company vs. Da Proud Toofs (3-16-13, Finished. Wicked K Victory)
Fresh from their relatively bloodless victory over the privateers, Da Proud Toofs were aimlessly wandering the streets of Mordheim when they heard a terrible moaning. With a gleeful roar they charged towards it's origin. Unfortunately for them, the undead had long since heard them coming and had organised themselves accordingly. The orcs ran face first into a volley of arrows and a line of disciplined (if somewhat decomposed) infantry. Toofsnatcha spotted the thin form of Karlsbad the wicked some way off from the main combat, and charged straight for him. Despite managing to floor his bodyguard, the grave guard know as Zigmund Yorschleit, he was quickly dragged underground by the many dead buried under Mordheim. The battle only went downhill for the orcs after that. Although they finally managed to batter Zigmund into insensibility (permanently damaging his nerves) the undead won by quite a margin. The orcs fled, vowing revenge...

The Good Company of Sir Aillas vs. Blood Hoof's Raiders (3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).

Wu's Manchu vs. Sulemain's Menagerie (3-16-13, Finished. Wu's Manchu victory. The Menagerie unearths a hidden treasure, but are unable to escape with it before the Manchu rout them.)
"A group of funny looking humans in strange clothes? And they're unarmed? And they are retrieving a treasure cache in the area? Excellent news, Barbados! Now bring me some captives and gold!" Sulemain said to his chief mutant. Unfortunately for Barbados, he had never heard of the Battle Monks of Cathay, or that their strange clothes indicated a level of unparallelled mastery in the art of fighting *without* weapons...

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).

Clan Bladeborn vs. Hungry Khagan's Thumpers (3-16-13, Finished. Khagan's Thumpers Victory) Notable Casualties: Devesh Forktongue
Day 3- Nu day, nu weerd tings to see in dis city. Today was different from past days cause we meet much less frendly humans. Dees ones just jumpd and yelld and shot me! Reely hurt too. Dey wasnt wearin much cloths for humans and maybe dats why dey was so loude. I thought about givin um some cloths but decided no when they shot me. Instead we ran around dis buildin and jumped on um a few times yelling reel loud till they rund off. Dere was dis one human female dey had to drag off cause she was yellin and foamin in da mouf tryin to get at us. Yelled her name was axe-lea. Said shed be back for us. hurhur
Games on 3-17-13
The Good Company of Sir Aillas vs. Hungry Khagan's Thumpers (3-17-13, Finished. Khagan's Thumpers Victory) Notable Casualties: Sir Aillas, Sir Aillas's Horse
Day 4- Been heer long time now. City just right excitement for us. Been seein nu tings every day. Today we see someting I hear of but never tink I see. We was all spread out ova a big bit ov city lookin for food and goin thru interestin stuff when up prances dis night like from da old storees. Ee was so sparkly we all just stood around and stared at im. Till he hit Temu dat is. Temu startd cryin and flailin about and I had to go in and settle him down. In de end we eated da night and hiz fancee horse to calm down Temu, but I feltd bad cause he was so sparklee and from da storees and all. Still, at least da horse tasted good.

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)

Kwikkritt's Killers vs. Toofy Crows (3-17-13, Finished. Toofy Crows wins. Hidden Treasure scenario.) Notable casualties: Kreep, black skaven.
The skaven and the orcs, both newly arrived to Mordheim, arrived simultaneously at the location of a supposedly large treasure cache. A battle quickly broke out, with both teams desperately searching the ruined buildings while fighting off the opposition. Eventually the chest was found, but Kreep the black skaven was eaten by a squig as he tried to make off with it. While the majority of the orcish elites were held off by simple rats, the bouncing animals managed to do enough damage to rout the ratmen and secure the treasure.
Kwikkritt's Killers vs. Toofy Crows (3-17-13, Finished. Toofy Crows wins. Skirmish scenario.) Notable casualties: None
The Killers were looking to settle the score with their new favoured enemies, and waited in ambush to attack the greenskins. Things didn't go quite as planned for Kwikkritt (again), and this time he was put out of action by the Toofy Crow's leader himself. The stoic members of Team Hiit, who had all survived after being taken out of action in the previous engagement didn't fair so well, with two of their four being pin-cushioned by sustained goblin bow fire (this ended up going to the runt's heads though, as two of the three were killed by their orc superiors for being to mouthy after the battle). Klobba, the newest member of the Killers was taken out after surviving a 4v1 combat, but all this achieved was a deep-seated hatred of the entire Toofy Crows warband. The grudges grow deeper.

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.

Amar-Sin's Slavers vs. Kwikkritt's Killers (3-17-13, Finished. Kwikkritt's Killers win. Defend The Find scenario.) Notable casualties: None
Amar-Sin was having a good day; his warband had no sooner arrived in the ruined city than they had found an untouched treasure trove of wyrdstone. His luck was about to change however, as his plunder had not gone unnoticed: Kwikkritt and his ailing Killers had been watching the dwarves for a while, and when the driver of the huge Chaos Engine went inside to join the search the ratmen pounced. A hail of rocks peppered the beleaguered dwarves, and despite Amar-Sin's best efforts his makeshift stronghold was soon overrun. Pocketing as much wyrdstone as he could, he beat a hasty retreat, leaving the majority of the spoils to the skaven.

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.

Clan Landprecht vs. Blood Hoof's Raiders (3-17-13, Finished. Blood Hoof's Raiders win. Wyrdstone Hunt scenario.) Notable casualties: None
The rumor of a wyrdstone wagon being driven out of the city made the rounds in Mordheim, search parties went far and wide to find the precious resource. Clan Landprecht and Blood Hoof's Raiders met over one such field of wyrdstone. The Ostlander family ran out first, Un-Un the Ogre scooping up some wyrdstone as Kunard and Ulrich were taken down by the vicious warhounds Maim and Murder. Un-Un kicked one of the many dogs away in return but as the second wave of hooting Beastmen arrived the Ostlanders fell back, leaving the field to the Chaos beasts. The Ostlanders used the money to heal two cousins of Ulrich who immediately volunteered to join the family's raids.
Games on 3-18-13

Sergei's Soldiers vs. Da Burrs (Outlaws of Stirwood Forest) 3/18/13 (Sergei's Soldiers Victory)Surprise Attack

Clan Landprecht vs. House Lavendel (3-18-13, Finished. House Lavendel win. Surprise Attack scenario.) Notable casualties: Johan Wasserfell
The Landprechts while patrolling the slums near where they live, stumble upon some wandering undead. Quickly they try and organise an attack to repulse the fiends. They catch Ofelia Stolven and Marrowtooth the Ghoul! immediately they gang up on the undead servants to overwhelm them. Then the groan of many throats emerges from the South as a zombie horde shumbles towards the Ostlanders. A trap! The Vampire and her lieutenants appear all around, their necromancer slinging dark winds. The twins and Un-Un try to hold off the Vampire as the rest of the family makes for Lady Alicia von Lavendel's lieutenants. They down all but one but the Vampire cuts through Kunrad and Un-Un like hot knife through Halfling butter, taking Kunrad's eye for the trouble. Riel manages to cave in Johan's skull before they are forced to retreat by an advancing horde of undead.
Clan Landprecht vs. Wu's Manchu (3-18-13, Finished. Clan Landprecht win. Occupy scenario.) Notable casualties: None
The Landprechts investigate a tavern rumor of a intersection surrounded by buildings filled with Wyrdshards while Wu's Manchu hunt down a possible comet impact site. The two sides collide at the intersection, the Landprechts occupy two of the four buildings and hold out as bolts wizz by their heads. Eventually the attack comes in the form of Eastern warriors led by Master Chun. A dirty street fight in alleyways and ramshakle buildings commences near the intersection which leaves wounded on both sides. The Priestess of Rhya who had struck the first blow of the fight is almost taken out by accurate crossbow fire. However the tide turns when Un-Un the Ogre and Ulrich Landprecht join the fight. Dong Long whistles for a retreat and the Landprechts luck turns around for their first successful encounter on the streets of nefarious Mordheim.
Bertha's Redemption vs. Sulemain's Menagerie (3-18-13, Finished. Bertha's Redemption successfully Defends the Find.) Notable casualties: None
The Menagerie and Bertha's sisters clash in a ruined graveyard over the a Sigmarite relic deep in an ancient graveyard. The sister's faith in Sigmar holds, and none of them are tricked by the illusions Sulemain attempts to weave, forcing him to commit his mutants to vicious close combat. Bertha herself, channeling the righteous wrath of Sigmar, cuts her way through the melee like the fist of an angry god, slaying Moloch the Beastman and knocking Brother Crowley senseless. In the haste of the retreat, Barbados is stuck behind enemy lines. Not willing to lose his trusted lieutenant, Sulemain redirects the Menagerie to recover him, but is forced to give up even more of the area to the Sisters.

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

Da Proud Toofs vs. Toofy Crows (3-18-13, Finished. Toofy Crows win. Hidden Treasure scenario.) Notable casualties: None
Two orc warbands, unaware of each others' existence, learned of a cache of gold seperately. Figuring that they could use something shiny, or at least a potential good scrap in case someone else was looking for it as well, the two of them ended up on a collision course, much to the joy of the orcs on the both side (the goblins, however, were not as happy about it). After a big, messy scrap in the middle, Toofy Crows ended up beating down most of Da Proud Toofs. After a gentleorc's agreement and a firm handshake, Da Proud Toofs left to heal their wounds, leaving the treasure for the Crows. As the only real casualities were a few goblins, there was no animosity on either side and both grounds departed on friendly terms.

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.

Giacomo's gravediggers vs. Kalmar's Acquisiton Inc. vs Amar-Sins Slaver's
Playing Wyrdstone Hunt, ended in a draw.The three parties met in a ruined Morr's garden on the outskirts of Mordheim, there according to rumors, parts of the rocks of a bigger impact nearby rained down and desolated the graveyard.The three met each other coming from different sides, their price in the middele, several chunks of warpstone. Giacomo and kalmar had fought together before and Giacomos band of mercenaries were hired with the gold of Kalmar and together rained down death on the dwarfs in which one of theire bow wielding slaves was killed.The dwarfs, who had captured to shards of wayrdstone, tried to secure a defensible position while they were charged by the Tileans.During this Kalmar had secured 5 wyrdstone shards and decided to capitalize from this and proposed to the dwarfs that an armistice could be bought if the dwarfs were willing to proccur a blunderbuss for him. The deal was made, the merceneries of Giaccomo were called back and were payed by kalmar with three shards. The chaos dwarfs proposed that they would smith an obsidian Greataxe for kalmr to a good price instead of the Blunderbuss.kalmar payed them for their work and now is in possession of a weapon that i worth a small fortune.
The Crew of The Smoking Dog vs. Van Helsing's Avengers (3-18-13, Finished, Smoking Dog victory)
Playing Occupy, ended in victory for The Crew of The Smoking Dog. Drawn to one of the many neighbourhoods, looking for loot, Van Helsing and his compatriots found themselves suddenly beset by pirates, looking for treasure themselves! The Pirates lost two Gunners to bow fire and a pack of Wardogs, but Crewman 'Batshit', First Mate 'Pork Belly' and Captain 'Smoky' D'Jure managed to defeat two Flagellants, one Witch Hunter and stirke down a Warrior Priest and another Witch Hunter between them. The Witch Hunters, feeling Sigmar was not with them, fled the battlefield, although carrying a sizeable stash of accursed Wyrdstone. The Pirates rejoiced and after pilfering the remaining wyrdstone, discovered a map of the city, although obviously meant for tourists, not treasure hunters. Hans Belshek found himself facing down a formidable Pit Fighter, but bested him, escaping with gold and new skills, while Thomas Cruise found a wound from the crazed Batshit's mace had not fully healed. But, they discovered another Flagellant to serve in their cause. The Crew, on the other hand, found themselves with a new Crew Member in their ranks and The Captain indulged himself in purchasing a new pet.
Da Burrs vs Hoestermann's Mans (3-18-13, Finished. An exceptionally actionless game of Occupy, with a victory to Da Burrs.)
The two bands crept towards each other, each hiding behind cover to avoid the other side's extensive shooting capabilities. Towards the end, a bit of a fight broke out, with a lot of arrows failing to hit anybody and a marksman stabbing Brian Urlacher (he was fine).
Sergei's Soldiers vs. House Lavendel (3-18-13, Finished. House Lavendel is Victorious in an Occupy scenario.) Notable Casualties: Lady Alicia takes a bullet to the heart and is rendered dormant. Jasper is shot by his own team and subsequently eaten by zombies.
In an area of the city rumoured to have stashes of Wyrdstone, the forces of House Lavendel encountered Sergei's Soldiers. Both forces quickly seized two buildings. Lady Alicia, however, was not content with sharing. Leaving her human minions to secure one of the buildings she rushed ahead of her zombie horde to assault one of the ones held by Sergei's Soldiers, back up by the Necromancer Anselm Mayerstein. Lady Alicia defeated the guards posted there... only for a shot to smash through the window, right into her vampiric heart, laying her low! The Pistollier Maxmillian had defeated the vampiress, and then used his skills to bring down Anselm Mayerstein as well, severing the leadership of the undead band. However, the horde of zombies was not dismayed and continued their assault on the building - eating the young Jasper (who had been laid low by his own ally's blunderbuss), and ripping open Maxmillian's skull to get at his brains (though he survived). Sergei's men abandoned the building, giving victory to the undead - but a bitter one, Anselm crawled away with a terrible wound, preparing to gather the expensive ingredients to resurrect his mistress.

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.

Bertha's Redemption vs. The Black Gang of Arum (3-18-13, Finished. Bertha's Redemption Victory) Notable Casualties: The Sharpshooter Charles of Egmond.
Shortly after arriving in town and setting up a base of operations to start harvesting the valuable wyrdstone, The Black Gang of Arum was raided by the Bertha's Redemption group of the Sisters of Sigmar. During their brutal raid the Sisters took almost all of the Gangs acquired wyrdstone and severely injured Lord Donia, with the Black Gang being forced to retreat from their new home base. Though flawlessly executed by the Sisters, their cunning raid claimed only one member of the Black Gang, the brave Tilian sharpshooter Charles of Egmond who stayed behind to fight a one man staling action so the others could escape. Though the recovering Lord Donia sent out in search of a new sharpshooter soon after the battle, the whole gang mourns the loss of the brave Tilian.
Barrett's Privateers vs. Amar-Sin's Slavers (3-18-13, Finished. Slavers steal the chest before the Privateers even knew it was there) Notable Casualties: No blows exchanged.
The Privateers were getting excited when they heard about the hidden chest of loot in a nearby alleyway. While there were rumors of a chaos dwarf warband in the area, they paid it little heed and just had Deaf Johnson watch over them with his handgun from a rooftop, where he promptly moved into position and fell asleep. The rest of the crew were alerted to the location of the chest when they heard the distant cries of glee from the dwarves' human slave, and all they got was a brief glimpse of it way down an alley before it was gone, much to their dismay. However, the lack of and kind of injuries led Captain Barrett to believe that Deaf Johnson had expertly kept them at bay, and so he was promptly shaken awake and promoted over a keg of grog they found in a ruined house.
Clan Landprecht vs. The Black Gang of Arum (3-18-13, Finished. The Black Gang of Arum Victory. Chance Encounter scenario.) Notable Casualties: None
The Landprechts drunkenly stumble their way down the streets of Mordheim as they hear the scuff of feet and the sound of human voices. The Ostlanders divide into two groups, each one with an Ogre and charge across an open field to attack. Out of the shadows of the far buildings and over window sills came a barrage of bolts and arrows. pin-cushioning Un-Un and Uncle-Un. As Cousin Emil breaks into a room he is plucked in the heart by a bow shot while Cousin Ingel is stabbed to death by three men in a gutter. Ulrich calls off the attack on the obviously well trained proffessional soldiers holding out in the slums nearby. The next day the Ogre's were forced fed beer until they fell unconscious so the family could pull out all the arrows and bolts from their hide safely.
Games on 3-19-13
Blood Hoof's Raiders vs. Toofy Crows (3-19-13, Finished. Toofy Crows Victory. Surprise Attack scenario.) Notable Casualties: Splatter Horn
As the orcs were celebrating their last victory and looting around the town for things to fight and food to eat, the Beastmen carefully ambushed them, catching the Toofy Crows boss, Bad Skabfang, with only his right-hand orc and a few little goblins. Toofy Crows charged bravely back, slaying Splatter Horn, but Blood Hoof beat them down fast and mercilessly right after. However, the tides turned when the orc reinforcements arrived: exercising surprising cunnin', they hid in nearby houses and led them towards them, charging them and eventually routing the beastmen in a very close match. Mud-Fang of the Blood Hoofs ended up getting shanked by a lone goblin that he charged, much to the surprise of everyone. Esepcially the goblin.
Da Burrs vs. Da Proud Toofs (3-19-13, Finished. Da Proud Toofs Victory. Chance Encounter Scenario.)
Da Burrs unsurprisingly heard the orcs coming, and hid themselves among the ruins. The orcs advanced, unaware of the danger. Eventually Da burrs revealed themselves, and launched a hail of arrows at their green opponents. However, luck was not on their side as most of the arrows missed and not a single orc was downed. The orcs roared and charged towards the men on the rooftops, but Da burrs managed to fire another volley first. This time they succeeded in felling the orc warboss, but no-one else. Once battle was joined, the orcs superior strength made the fight a short one. Da burrs were routed, but not before they were relieved of their wyrd stone.
Kalmar's Acqusitions, Inc. Da Proud Toofs (3-19-13, Finished. Da Proud Toofs Victory. breakthrough Scenario.) Noteable casualties: Grazak Brainbreaker, orc big 'un
Kalmar's Acqusitions inc. were in the middle of excavating a find when da proud toofs (loudly) snuck up on them. Kalmar's men formed defensive positions. They lasted about 10 seconds once the weight of the orc mobs bore down on them. The first tragedy struck when the troll smashed through the house occupied by Olaf, Bashheart and Olson. The brave Bashheart led a short offensive on the troll who promptly smacked him and olaf to the ground. The orc boss came in after the troll and casually stomped Bashheart. Meanwhile, on the other side of the battlefield Honda was having a scrap with two orcs and Hamsun the pikeman was shot down by an unusually accurate orc. Roland-sama did not let the orcs get away with this easily and in a flurry of blades and shrill, unmanly cries he cut his won opponent, Grazak Brainbreaker, to ribbons. At this point Kalmar called a retreat and the orcs merrily stole all the wyrdstones rightfully belonging to Kalmar's Acqusitions, Inc. Later, the orcs bought a relic from kalmar. No point in letting these scuffles get in the way of business
Roland-Sama (Kalmar's Acqusitions, Inc.) vs Master Jeet (Wu's Manchu) (3-19-13, Finished. Victory. Duel Scenario.)

City at noon,

Wind is howling.

Those abs of steel!

New warrior born.

-- Last poem of Tian Zhen, dead poet.

The Black Gang of Arum vs. Amar-Sin's Slavers (3-19-13, Finished. The Black Gang of Arum's Victory. Chance Encounter Scenario.)
After fully securing their new hideout and driving off the interlopers the Black Gang started pushing their patrols out further and further to gain a sense of the city around them. Upon seeing how things were developing in this chaotic town Lord Donia ordered that a large mission be taken to locate a surviving local to give them information. The search was a surprisingly long affair since the ruins of the city slowed movement most movement to a crawl. Additionally, the gang was slowed by a brief run-in with a band of dark dwarves. However, thanks to some clever positioning on order of Wijerd Jackson and a show of marksmanship the gang was able to avoid a major confrontation. The intelligence mission was ultimately successful, finding a useful if crazed local, but having the unintended benefit of bringing a traveling hunter to the bands attention.

Wu's Manchu vs. Blood Hoof's Raiders (3-19-13, Finished. Blood Hoof's Raiders Victory. Breakthrough Scenario.)

Hoestermann's Mans vs. Sulemain's Menagerie (3-19-13, Finished. Sulemain's Menagerie scatter Hoestermann's men in a Chance Encounter.) Notable Causalties: Siegfriede Bellegarde

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.

Wicked K's Company vs. Sergei's Soldiers vs. Barret's Privateers (3-19-13, Finished. Barret's Privateers Victory. Occupy Scenario.) Highlight of the match is definitely Wicked K., all by himself, parkouring across the rooftops towards the central occupy target, after his Company got devastated in a hail of lead, and trying to capture it from Cackles, a lone Swabbie, on the last turn of the match. He failed to put down the swabbie in time.
With the crack and hiss of gunfire and arrow-shot in the distance, and the occasional sphincter-clenching "Boom!" of a blunderbuss, the Privateers advanced. Occasional glimpses of men with elaborate firearms and terrible undead monstrosities could be seen, but for the most part they remained comfortably distant. The Privateers bit back and hid in the shadows, hoping to avoid undue attention from the men with doubtlessly-better firearms. Only a lone creature, a terrible undead mage, dared come even close to the buildings they were holding, only to be unpleasantly surprised by Cackles, who the captain had said should explore it to find "shinies." Overall, the secured buildings offered a valuable supply of wyrdstone, and a decent map of the area under an old cart. The Privateer's luck was starting to look up at last.


From Sergei's Soldiers Perspective: While searching a small ruined town for more of the ever popular wyrdstones, Sergei and his Soldiers encountered two other roving warbands. The one that arrived to his east was composed of pirates, who also shared his love for firearms. The other warband, approaching from the north was composed of the undead, though with significantly fewer zombies than the last, though it was lead by a Lich. Sergei lead his many north towards the center of the town, his goal was to occupy one of the several buildings believed to have wyrdstones within. He placed the marksmen withing a tower to provide covering fire, while he lead the warrior and Mad Max up the right flank, and Alexander led Clyde and Kyle up the left. While the Pirates moved into the western portion of town unopposed, the undead descended upon Sergei and his men. Up until now, Max had managed to keep his madness in check, but once he saw the approaching undead horde he could not help but draw out his pistols to try to bring them down. Unfortunately either luck or the wind was not on his side, and he did not hear Sergei's command to regroup with Alex, and was left alone on the right flank, when an undead archer made a lucky shot that brought him down. Not wanting Max to suffer the same fate as Jasper had in the previous fight, Sergei ordered both Clyde and Kyle to fire their blunderbusses into the approaching undead horde. The maelstrom of lead and shrapnel that was unleashed was truly a sight to behold. Three of the undead were immediately taken out of the fight, including the archer that had wounded max. Several other zombies were also knocked of their feet by the blast, only to get right back up and continue their shuffle towards Sergei and his Soldiers. Before tactically withdrawing his men from a fight he knew they could not win, Sergei had his marksmen let fly 2 additional volleys into the undead army, taking out a zombie, another of their heroes, and injuring their leader in the process. Aside from Maximillian, who ended up making a full recovery, the rest of Sergei's Soldiers escaped from the battle unscathed.
Amar-Sin's Slavers against Giaccomos Gravediggers against the Beef Eaters ( Finished. Amar Sin's Slavers win)
Amar-Sin's Chaos dwarfs drrudged through the muddy streets of inner Mordheim when they suddendly came into contact with Beast men and cultists.They fortified their position only to see that the horde threw themselves against Giaccomos Gravediggers, whom they had fought against before.They still kept a grudge for it were Giaccomos men who destroyed their property(an enslaved bowman)and had driven them into a corner at the mercy of the merchant Kalmar who had bought the sellswords.

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.
Games on 3-20-13
Sergei's Soldiers vs Clan Landprecht (3/20/2013 Treasure Hunt, Loss)
Roger's Raiders vs Capitalism, Ho! (3/20/2013 Skirmish, Victory to the Raiders)
Klamar`s Aquisition, Inc (Merchant Caravan) vs Berthas Redemption (Sisters of Sigmar) (3/20/2013 Chance Encounter, Victory for the Sisters) Notable casualties: Grieg the Pikeman Highlights: Seven 1s out of eight dice rolls on the Sisters main charge.
While searching the nearby Swamps for a band of mutants that they had chased there, thes Sisters under Matriarch Bertha chanced upon Kalmar`s merchant caravan that was busy pulling their wagon through the muck. When Gertrud spotted the crazed Warlock Pluudinius Excellent among the Merchants the Sisters prepared for battle. Securing favourable terrain, they let the merchants advance on them through a hail of sling-bullets. When Bertha and her most trusted Lieutants charged the enemy formation alongside the Ogre Wun-Wun, a short and brutal melee followed, that scattered the merchants. While the mad Warlock escaped, Bertha was able to capture some wyrdstone Kalmar had gathered.
Da Proud Toofs vs. The Black Gang of Arum (3/20/2013 Finished. The Black Gang of Arum's Victory. Defend the Find Scenario)
The black gang of Arum happened upon the orcs as they were half way through excavating a sizeable lump of wyrd stone that was lodged in what was once a village green. The orcs hurried to defensive positions, but the accurate and disciplined fire from the black gang forced them to flee. Snazzchomper, the orc boss, was captured before the escape could be implemented and was ransomed back to his gang for the sum of one wyrd stone and the promise that he would one daty help the black gang in their fight against 'the man'. Upon arriving back at their camp, the Proud toofs found a huge ogre waiting for them. Rather than attack it, Snazzchomper rushed forward and embraced the hulking figure. He was an old comrade from the boss's pit fighting days, and had come to repay an old debt.
Wu's Manchu vs. Giacomo's Gravediggers (3/20/2013 Finished. Giacomo's Gravediggers Victory. Wyrdstone Hunt Scenario)
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Kwikkritt's Killers vs. Da Proud Toofs (3-20-13, Finished. Da Proud Toofs Victory. Wyrdstone Hunt Scenario.)
Both groups had heard about a large amount of wyrd stone in the area, and had come to investigate. Upon sight of their enemies, the rats were horrified to see that they were accompanied by an ogre and a troll. Some slings and arrows were exchanged before both sides involved themselves in the bloody business of combat. The troll and ogre both made short work of the giant rats and verminkin sent to block them, and Sneek was struck so hard by the troll that he entered a state of permanent rage (rolled madness, frenzied, on the injuries chart). Eventually the rats fled, deciding that discretion was the better part of valour.
Kwikkritt's Killers vs. Clan Bladeborne (3-20-13, Finished. Kwikkritt's Killers Victory. Wyrdstone Hunt Scenario.)
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Capitalism Ho!(Dwarfen Treasure Hunters) vs Horst`s Outlaw Gang (Outlaws) (3/20/2013 Skirmish, Victory for the Dwarfes) Notable casualties: none Highlights: Four Outlaws with two weapons each piling on a knocked down Trollslayer without being able to harm her.
As the Outlaws venture into the outskirts of Mordheim for the first time they chance upon a band of Dwarfen Treasure Hunters. Unwilling to share the Wyrdstone deposit they just found with anyone, the Dwarfes open fire with their crossbows. The outlaws quickly take up position amongst the buildings and pepper the oncoming Dwarfes with arrows, to small effect. The Dwarfen Noble and his two Trollslayer companions wade through the hail of arrows unfazed and and force a long and winding close combat on the Outlaws. Even vastly outnumbered, the Dwarfes prevail by pure stubborness and the Outlaws make a hasty retreat after securing some of the Wyrdstone. The melee takes its toll on Father Josef, who gets half his face choped of by a dwarfen sword and the Dwarfen Noble, who suffers a deep chest wound when Horst`s blade pierces his Gromril Armour.
Amar-Sin's Slavers against the ladies of the Night (3/20/2013 Occupy, Victory for the Vampire) Notable casualties: Ekur the gaoler Highlights: The vampire and the Ghuls critical wounded and killed ekur as well as they crippeled Shulgi's hand.The enslaved necromancer was bought back by his Lady

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°

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Games on 3-21-13
Alliance of Convenience (Clan Landprecht and Sulemain's Magnificent Menagerie) Vs Order (Price's Outfit, Roger's Raiders, The Good Company of Sir Aillas and Capitalism, Ho!) Vs Disorder (Facepuncher's Punchers of face and Amar-Sin's Slavers (3/21/2013 Occupy, Victory for Order) Notable casualties: None. Highlights: Ulrich fired a pistol shot, massively crit'ing a chaos spawn for 2 wounds and then tried to dive off a balcony at a warhound, landing flat on his face and stunning himself. A Brethren held off three Chaos dwarves for two whole rounds until finally, during the last close combat of the game, being captured by Shulgi and his mancatcher. Brother Barbados after taking down a chaos spawn and a hound is captured and ransomed back for the third time.
The warbands assembled followed a series of riddles and rumors written on pages nailed across the city by a figure only known by his signature, "The White Bear". They spoke of riches untold and a fountain of wyrdstone to be found in the Southern reaches of Mordheim. It was there that a Jail, an Old Church once dedicated to Sigmar and a Townhall long abandoned that the riddles pointed to. Men and Dwarves joined forces in a homage to the days of old as they spotted Northern beserkers and slaver Dwarves most foul. The Landprechts watched this from afar and were about to pull back when a man in a turban arrived with a column of chaotic looking wretches in tow. Promising to share the loot and be on his way if the Landprechts helped him triumph. It was then that the three forces marched on the blood slicked streets of Mordheim. Bolts and arrows flew, swords and axes clashed and the winds of magic collided as the greatest battle of Mordheim yet reached a bloody crescendo.

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.

Wicked K's Company vs. Da Proud Toofs vs. Toofy Crows (3-21-13, Finished. Da Proud Toofs Victory. The Lost Prince Scenario.)
After a rather wealthy and influential merchant had made it clear that he does not approve his son's exploration of the town of Mordheim and that he needs him recovered immediately, and that he is quite willing to pay for it, several nearby warbands took an interest in this and decided to to go save the brat, whether he likes it or not. Arriving to the location pretty much at the same time, the boy was soon surrounded by two seperate groups of orcs and one group of the walking dead. His attempts to escape were quite futile, as Vargaras the Ogre picked him up and carried him over to the Proud Toofs' side. Despite everyone's attempts to stop them, it was futile; the ogre recovered the boy while Da Proud Toofs were fighting a battle on two fronts, holding them off and generally performing admirably well.
The Good Company of Sir Aillas vs. The Doombringers (3-21-13, Finished. Doombringer victory. Breakthrough scenario.)
The Bretonnians heard rumors that the bones of Sir Aillas lay to the south, thrown to the ground after the Ogres had consumed him. From the north however attacked a force of the horrid Possessed, a pair of great clawed daemons pinning them inside a building, felling one of the doughty men-at-arms despite the best efforts of the knights.
Beef Eaters(Cult of the Possessed) vs Horst`s Outlaw Gang (Outlaws) (3/21/2013 Skirmish, Crushing victory for the Cultists) Notable casualties: Lieses Eye, Horsts Arm
During their explorations Horst`s band of outlaws comes under attack from deranged cultists and the monster that they whorship. While the outlaws scramble to get on the roof of a building the mad priest Josef charges the dark magister that seems to be coordinating the cultists. The magister manages to dodge the frenzied hammerblows and is soon supported by a towering Beastman that helps fighting Father Josef off. When the possessed monstrosity reaches the house the outlaws have chosen to hole up in, not everyone has reached the roof yet. Sending his men up on the roof first, Horst fights a desperate standoff, holding the creature back for sometime before he gets horribly mauled. The cultists surround the house and start to climb it from all sides. Brian the mutant reaches the rooftop first and gets charged by four outlaws. Shrugging off the attacks, he cuts Lieses face with a backhand swing that costs her an eye and throws her of the roof. Thats the last straw for the outlaws, who break and flee in disarray.
The Good Company of Sir Aillas vs. The Black Tide (3-21-13, Finished. Black Tide victory. Defend the Find scenario.)
The Bretonnians, after suffering defeat at the hand of the Possessed once more attempt to find the bones of Sir Aillas, mistaking a ruined building with a cache of wyrdstone as the former encampment of the ogres. Forced to defend it from an attacking band of Skaven, Dhrone effortlessly struck down the assassins' leader and sent covering fire down from the roof while Sir Quixote and the Men-at-Arms laid in wait. The Skaven were at first repulsed, but several lucky blows from the Verminkin laid low Dhrone and Quixote and the find was abandoned.
House Lavendel vs Zlatlan Seekers (3/21/13 Chance Encounter, Victory for Zlatlan Seekers) Notable casualties: None
The Necromancer Anselm Mayerstein returned to the ruins of Mordheim, desperate to find more wyrdstone to sell in order to fund the expensive ritual to resurrect his vampiric mistress. After leading his undead hordes and his Lady's human minions, he suddenly lead his forces right into another warband - comprised of a very strange sight - lizardmen! A quick skirmish quickly broke out as the surprised warbands turned to violence. The lizardfolk, particularly the mighty Rekzelt, began smashing apart House Lavendel's zombies - seeing that they were not suited to face such violence, Anselm ordered a retreat - however, Zachtlen Obervoss was left behind and kidnapped by the beasts. Anselm later had to parley with the creatures for Zachtlen's return, though the Lizardmen did take the Wyrdstone shard the man had been carrying, and a far amount of gold from Anselm.
Marienburg Musketeers(Marienburger Mercenaries) vs Horst`s Outlaw Gang (Outlaws) (3/21/2013 Suprise Attack, Horsts gang emerges victorious)
When Horsts gang splits up to search a flooded marketsquare Liese gets suprised by a band of Marienburgers. An unprovoked crossbow bolt sends her flying from the roof she was currently climbing. When the girl is helpless before him, trying not to drown in the water, the vile mercenaries captain, Ludwig "the King", fires his golden duelling pistol at her with a villainous laugh. Drawn by the girls scream, the rest of the gang arrives on the scene. With rightous anger the Outlaws unleash a hail of arrows on the Marienburgers and take down "the King" himself and two of his henchmen. When his men scramble away "the King" is picked clean of valuables by the local dregs before he comes to his senses.
Criminal Syndicate Alliance (Wu's Manchu and Giacomo's Gravediggers) vs. Toofy Crows vs. Wicked K's Company (3/21/2013 Finished. Syndicate Victory. Skirmish Scenario.)
Games on 3-22-13
Sergei's Soldiers vs Zlatlan Seekers (3/22/2013 Occupy, Zlatlan Seekers Victory) Notable Casualties: Kyle of Sergei's Sodleirs and Rekzl of Zlatlan Seekers
During yet another search for wyrdstone, Sergei's band ran into another and a conflict erupted. Each side sought control over a few key buildings that were believed to be holding wyrdstone. The Lizardmen swarmed into the buildings early on, but they took sever casualties as they tried to press Sergei's forces. However, without the aid of Alexander or Sergei, leadership was left to Maximillian, and while his decisions and tactics where sounds, they could not overcome the superior numbers of the enemy, even after taking out 40% of their force. After Clyde and Kyle fell in battle, Maximillian made the decision to withdraw before further casualties were sustained. During the fight Kyle was able to take out a key leader of the lizardmen, enraged at his death, the lizardmen charged Kyle, and the wounds he sustained were too severe and he did not survive.
Black Hill Gang vs Ardeshir the Sorcerer (3-22-13 Skirmish, Victory for Ardeshir the Sorcerer) Notable casualties: None
Two Mordheim newcomers happened to meet up on accident, and for some reason, decided to go for each others' throats. Perhaps the Black Hill Gang was interested in partaking in Ardeshir's fine jewelry. Whatever the case, Ardeshir's men rushed swiftly past the bowfire, and after they beat up a few men, the outlaws ended up routing.
Sergei's Soldiers vs Marienburg Muskeeters (3/22/2013 Defend the Find, Sergei's Soldiers Victory)
After recuperating, Sergei was eager to lead his Soldiers into another fray. He lead them the the heart of the city where rumors said that a great cache of wyrdstone was hidden. Sergei was lucky enough to locate the cache quickly, but not enough to get out without notice. Another band of human mercenaries, dressed most flamboyantly assaulted the building they were holed up in as they attempted to dig out the treasure within. Sergei directed the Marksmen's fire, but no matter the accuracy of their shots, they could not pierce the armor of the enemy crossbowmen, who on the contrary could not hit the broadside of a barn. Clyde distinguished himself charging headlong into the enemy wounding several of them and taking out two of them himself. At one point in the fight, even though he was taking missile fire from every direction, he did not lose his cool, and continued to harass the enemy. Max showed his worth and took out several enemies as well, while Kenny earned an advance by bashing a swordsmen who had already been thrown to the ground. After the fight, the two parties parted peaceably, even though several henchmen had died, and even had the decency to conduct a few trades between themselves
Black Hill Gang vs Torsvig Survivors (3-22-13 Occupy, Victory for Black Hill Gang) Notable casualties: None
To be filled in
The Blight Lord's Followers vs. Capitilism, Ho! (3-22-13 Skirmish, Victory for The Blight Lord's Followers)

Notable casualties: Arallya(Dwarf slayer) Jim (Dwarf Expedition leader)

The two bands met amongst the slums of Mordheim, Myrzitch's pack in a pitted fight against Jim's dwarven treasure hunters. stray crossbow bolts flew over head as the skaven skulked through buildngs and debre, closing in on the unsuspecting slayers and warriors advancing down the street. Once they were close enough, Sorcerer Ixtizt let loose with a torrent of warp flame, engulfing slayer Arraya in white green flames.She screamed for a moment and then crumpled to the ground, as quiet and still as a corpse. Sling shots flew down the street as the rest of the dwarves charged, but the rubble and distance kept them from closing in combat. The skaven taking the chance to counter charge did just that, and after a few short seconds of combat the slayer Ranpah lay unconcious on the street, both his legs broken by plague censers. Rot eyes, after missing the last battle had much pent up rage and hatred for the dwarves, so unleashed a series of deadly blows upon the Dwarven leader Jim. Only able to parry so much the dwarf succumbed to a deadly blow to the head, flecks of warpstone within the censer embedded in his cracked skull. Now three dwarven bodies lay on the street, and the skaven advanced into the buildings the Quarrelers were firing from. Soon Myrzitch charged and beat down one of the three dwarven women within, breaking the rest of the dwarven band. Before the companion of the quarreler could escape the plague followers were on her, capturing and selling her into slavery. The day was won through much dwarven spilled blood, only showing the might of The blight lords Followers once more.
The Doombringers vs. The Beef Eaters (3-22-13 Breakthrough, Victory for The Doombringers)
The Doombringers continue their terrifying advance through the lands of Mordheim, pillaging and murdering everything in their way. Eventually, they stumbled upon savages just like them. In this battle, there was only glorious slaughter without the slightest bit of tactics or tricks, and the Dark Gods were extremely pleased by the impressing showcase of luck, skill, power and bloodshed that has been demonstrated. Gromnir, against all the odds, prevailed in a one against many battle, where he had to take on not only human cultists, but also a bigger, stronger Possessed than himself. Throughout the whole encounter, The Doombringers took minimal damage, whilst The Beef Eaters sustained heavy injuries, especially their leader, whom Gromnir decided to make an example of for all to see.
Barrett's Privateers vs. Kalmar's Acquisitions, Inc (3-22-13 Treasure Hint, Privateers manage to finally secure their first chest of loot in Mordheim)
The pirates began sprinting ahead, watched over by Lil' Mark and his deadly crossbow while the wagon of kalmar rumbled forward down the alley. Things were going well, Roland-sama was having a ball exploring various buildings, when the unthinkable happenned. A distant rumble, like that of thunder, was heard, and a pair of men who looked like father and son stepped out, cradling massive blunderbii. Before Olson could react, they fired, unleashing a hell of rock salt, bits of gravel, and spare chicken bones into the wagon. While the wagon and it's treasures were unharmed and the wheels rode down the offending men, the distraction proved lethal, as Mr Harker leapt forward and shot Kai through the jaw before beating Honda down into submission.
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."
The Blight Lords Followers vs. Wu's Manchu (3-22-13 Surprise Attack, The Blight Lords Followers Victory)
Iron Biters vs Berthas Redemption (3-22-13 Treasure Hunt, Victory for the Sisters) Notable casualties: None
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.
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.
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.
The Good Company of Sir Aillas vs Kanar's Last Chance (3-23-13 Occupy, Victory for the Dwarves) Notable casualties: None
Sir Allias' Company, bereft of their knight, found themselves locked in combat with a small, heavily equipped dwarvish warband! While Sir Allias' Company seemed to roundly Trounce the Dwarves, not having a single member of their number struck out of the combat (despite the Squire nearly breaking his neck trying to assault the Dwarvish lord with a diving charge), they failed to notice a single member of the Dwarvish treasure hunters, who snuck into one of the three wyrdstone stuffed houses, making off with the treasures while the Brettonians were distracted.
The Good Company of Sir Aillas vs Rauschenplatts Landsknechte (3-22-13 Street Fight, Victory for the Bretonnians) Notable casualties: None
Their honor lessening day by day in the squalor of Mordheim, the remainder of the Sir Aillas's company equip a pair of peasant bowmen, effortlessly clearing a street of a group of Marienburg mercenaries who stood in their way in their quest to find the bones of Sir Aillas.
Games on 3-23-13
Sergei's Soldiers vs Rotnik's Roughneckz (3/23/2013 Occupy, Sergei's Soldiers Victory)
Another search for wyrdstone interrupted, another battle for Sergei and his Sodliers. This time the enemy was a small group of Orcs, who also had the assistance of a troll. The close confines of the streets made the marksmen ineffectual, and when the enemy did come into range, their tough hides proved troublesome for arrows to pierce. The true threat of the enemy was the troll, it held Alexander in combat, and knocked him off of his feet several times. Even after the marksmen were able to pierce his hide, he managed to heal all of the wounds. Unfortunately the complexities of close combat were a little to much and he was left drooling in a confused state. Seeing this, the Orc Boss fled the battlefield.
Barret's Privateers vs. Amar Sin'S Slavers (3/23/2013 Treasure Hunt, Amar Sin's Slavers Victory)
And again the chaos dwarves under Amar-Sin met Captain Barrets crew while they both where searching for a chest full of treasure. the dwarves could not rereate their succes in their first hunt against the privateers and a long drawn out battle ensured.The Privateers peppered theire opponents with gunfire and nearly dropped several, but luck was on the side of the chaos dwarves.This time time the chest wasn't found and the battle was decided in bloody melee.It ended with the death of Amduq and several wounds for Captain Barret, but in the end his men routed after he was sent to the ground.But the next treasure hunt awaits and both will be ready.


The Good Company of Sir Aillas vs Horsts Gang of Outlaws (3-23-13 Wyrdstone Hunt, Victory for the Outlaws) Notable casualties: None
When Horst`s Gang and the Bretonians of Sir Aillas band chance upon the same wyrdstone cache, the Bretonians, unwilling to risk entering open ground try to beat the Outlaws at a long-range shootout. It goes badly for them, and as their bowmen are struck down one by one, the Bretonians have to pull out, leaving most of the wyrdstone to the Outlaws.
The Lost Legion of Mad Lord Neemho'Ptekh - Vs. Kanar's Last Chance: (3-23-13 Ambush. Kanar's Victory)
Upon arriving in the wrecked city, Lord Neemho'Ptekh ordered his troops to spread out and scout the area. Unfortunately their arrival was observed and they were soon ambushed by a troupe of dwarves. The Lost Legion was spread out and vulnerable as the dwarves attacked. Lord Neemho'Ptekh called all of his troops back together as fast as he could and proceeded to layabout himself with his sword, striking down two of his attackers. Sadly, the dwarves were to many, and the Lord decided to pull back and await another day.
Dzit's Expedition vs Price's Outfit (3/23/2013 Occupy, Price's Outfit victory) Notable casualties: Dzit Deathfur, two giant Rats
Arrived in Mordheim, Dzit's warband immediatly meets Marienburger man-things. The Skaven quickly gain control of two important buildings, and leave the young Night Runners to cover the advncing horde. The mercenaries start shooting all their weapons, and a blunderbuss centers one of the Giant Rats. The marksman's hochland rifle is not that lucky, and jams, while one of the youngbloods manages to hit his swordsman, stunning him. Under the central building the fighters are idly hitting each other, until Price himself strikes Dzit, who falls to the ground muttering curses. His warband panics, and the younger vermins quickly scamper away. Kzat rushes at his brother, darting between the mercenary captain and his champion, while Grick holds off the enemies. The Black Rats bravely (and quite oddly) drag their leader away, back into the shadows. Two Giant Rats lay dead on the street, in the silence of the Cursed City.
Iron Biters vs Berthas Redemption (3-23-13 Ambush, Victory for the Sisters) Notable casualties: Jugo Iron Biter, Maneater Captain
After her recent run-in with the Iron Biters Bertha realized that the Maneater warband probably where the biggest threat roaming the ruins at the time. Taking it upon her to rid the city of the villainous Ogre she prepared an ambush, requesting the best scouts from Sigmars Rock to keep track of the Ogres movements in the city. Waiting for the right moment, the Matriarch decided to strike when Jugo Ironbiter, the ogre leader, was isolated, with just one more bull around. Gertrud unleashed her ogre disciple Wun-Wun at Jugo to distract him, so that the Sisters could surround the villain. While the two huge bulls clashed, the Sisters rushed in from all sides. When Jugo finally managed to wrestle down Wun-Wun, Siegrun saw her chance and jumped forward, swinging her Warhammer around in a wide arc, burrying it deep in the Maneaters skulls. The remaining bull was quickly surrounded and after some fierce hand-to-hand combat subdued. When the remaining Ogres arrived at the scene they put up a brutal fight, that saw Bertha battered and bruised. When the Ogres finally fled, leaving behind the corpse of their hero Stump Eyesnatcher, Bertha swore to hunt down the rest of the band, not satisfied with the mere death of their leader.
Barrett's Privateers vs Hoestermann's Mans (3-23-13 Skirmish, Victory for the Privateers in a cloud of gunsmoke) Notable casualties: None
Despite a stealthy approach from the Mans, as they rushed out in a hail of arrows and battle-cries the Ben brothers yet again unleashed their merciless blunderbii, making more of a noise and stink than inflicting any real damage. However, the loss of Hoesterman as he was knocked out by a lead slug to the head from the Privateer's helmsman was enough to convince the rest of his men to flee.
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.
Roger's Raiders vs Goon squad vs Nomad Valkyries (3-23-13 Occupy, Victory for the Valkyries) Notable casualties: Manhunt
To be filled in later.
Kirsch and Sons vs Rotnik's Rotters (3-23-13 Street Fight, Victory for Kirsch and Sons) Notable casualties: None
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.
Games on 3-24-13
Dzit's Expedition vs Snik's Snickers (3-24-2013 Treasure Hunt, Expedition Victory) Notable casualties: Ammers, Snickers' Black Skaven.
The Expedition overhears a conversation between other Skavens: there's a treasure, hidden somewhere in the ruins, and a fight quickly breaks out. Rats of both factions skitter to the closest houses, and shortly after the beginning of the battle, Dzit uncovers a dusty chest in a crumbling mansion, and starts dragging it away. The other warband run after him, but the members of the Expedition cover their leader's retreat, stopping most of the pursuers. One Verminkin of the Dirty Furs charges the fearsome Ammers, an hardened, horribly scarred Black Skaven, and with everyone astonishment, the small rat fools his opponent, driving his spear through the chest of the veteran, killing him on the spot. Snick decides that enough it's enough, and the Snickers flee the battlefield.
Barrett's Privateers vs Snik's Snickers (3/24/2013 Chance Encounter, Privateers Victory)
The Snickers advanced on the distant man-things on the central rooftop of the ruined plaza. However, despite summoned vermin reinforcements from the sorcerer's magics, the blasted blunderbii of the man-things blew through their giant rats and verminkin.
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.
Hoestermann`s Mans vs Horst`s Band of Outlaws (3-23-13 Ambush, Victory for the Outlaws) Notable casualties: none
The Outlaws catch two of the Reiklanders while they search through a flooded marketsquare. After taking their wyrdstone tokens, Uwe graciously allows them to leave unharmed. Shortly afterwards the Outlaws find a brand new Hochland Long Rifle in an abbandoned Gunsmith`s Shop.
Squelch's Gutter-crawlers vs Horst`s Band of Outlaws (3-23-13 Skirmish, Victory for the Outlaws) Notable casualties: Toe-Biter the giant rat and Tweek the Nightrunner
The Outlaws met another Band of rat-things in the location they wanted to scour through.

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.
Squelch's Gutter-crawlers vs Kirsch and Sons Expedition (3-23-13 Wyrd Stone Hunt, Victory for the Gutter-crawlers) Notable Casualties: Warrior Victor Lukin slain.
Squelchs squad was scouring the over grown ruins of a forgotten noble mans estate for wyrdstone when they noticed that Kirschs men were also nosing around there.They quickly moved into position, skittering from cover to cover and the high grass to evade the vigilante marksmen of captain kirsch.He cautiously moved his men into position to go ofr a charge, but was counter charged by the speedy rat-men.

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. .
Games on 3-25-13
Kirsch and Sons vs Ardeshir the Sorceror (3-25-2013 Wyrdstone Hunt, Ardeshir the Sorceror's victory) Notable casualties: None.
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.


Games on 3-26-13
The Blood Legion vs Brethren of the Crow (3/26/2013 Street Fight, Brethren of the Crow Victory)
The Blood Legion advanced down the winding streets of Mordheim when a band of merciless Norse marauders turned a corner and spotted them. They let out a battle cry and ran forwards, their dogs growling and hurtling themselves at Sir Sauvageon's minions. The Vampire and his wretched necromancer fired arrows upon the horde before the Legion charged out of the darkness. A long battleline, 7 abreast formed, with both sides gaining and losing ground. A wardog was killed and Hrolm was defeated by the Vampire, he would later go into frenzy back at camp screaming out for the Vampire's head. The Norse hit back though, the condemned Sigulf cast down the Vampire. This caused a cascade of half the battleline to collapse and the Vampire called for a retreat before the mighty Northerners.
Igor's Northern Expedition vs Graz'Thraka's Git Stompaz (3/26/2013 Treasure hunt, Igor's Northern Expedition Victory)
Kirsch and Sons vs Rotnik's Rotters (3/26/2013 Surprise Attack, Rotnik's Rotters' victory) Notable Casualties: Captain Ewald Kirsch.
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.
Games on 3-27-13
The Blood Legion vs The Order of Chimera (3/27/2013 Hidden Treasure, The Blood Legion Victory) Notable casualties: None
A cackling mad priest of Ranald whopped and hollered down the streets of Mordheim, telling of a treasure chest full of wyrdstone was hidden nearby. The Legion and The Order barely caught sight of each other before the Vampire Sir Sauvageon stole off into the night with the chest.
The Blood Legion vs The Order of Chimera (3/27/2013 Skrimish, The Blood Legion Victory) Notable casualties: None
Seeing his forces grow more experienced Sir Sauvageon led his minions upon the grounds just South of the Temple of Sigmar. The Templar Order of the Chimera stood against this threat, marching forth with the Priest of Sigmar, Father Cam Cammerson, calling out the elusive Vampire. The Undead cowardly hid and fired arrows from windows until they were found by the wardog Fido. The ghouls rushed out to battle, as did the Sir Sauvageon. A rough battle formed on the street with the Priest of Sigmar and the enigmatic "Enagem" rolling up the Undead flank. While the redoubtable dog Buster held off a vampire, dreg and ghoul until the very end. Luckily for the Blood Dragon vampire his minions laid low enough of their enemies to force a retreat back to hollowed ground where he could not follow, Leaving behind the deceased Fido for the ghouls to munch on.
Graz'Thraka's Git Stompaz vs The Order of Chimera (3/27/2013 Chance Encounter, The Order of Chimera Victory) Notable casualties: Yom Fischer, and Enagem from the Order of Chimera
The stench of orks permeated the air as The Order of Chimera made back to camp after scavenging up a few wyrdstone shards. The orks were nearby and keen on stealing the Order's precious cargo. Ranged fire proved mostly useless in the cityscape as bullets and arrows tore apart the ruined buildings around the thick of the battle. The charge was led by the frenzied Enagem seeing first contact and blood spilled as the orc was run through by his might halberd. The rest of the army soon fell into formation before the ork wall came crashing down upon them. A bloody conflict ensued as ork, dog and man tore each other apart in the melee. Notable moments include when Git'basha the ork Big 'Un was incapacitated by Father Cam's might double warhammers. And the eventual fall of two of the Order's heroes, including it's commander. As the orks retreated licking their wounds the Order was in far worse shape as Enagem and Yom Fischer the commander both failed to recover from their grievous wounds. The Order was last seen going its separate ways, scattered to the four winds.
Graz'Thraka's Git Stompaz vs The Blood Legion (3/27/2013 Occupy, Graz'Thraka's Git Stompaz) Notable casualties: None
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.
Kirsch and Sons vs The Association of Righteousness (3/27/2013 Occupy, Association of Righteousness victory) Notable casualties: Jean Polnareff, Marksman Hero
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.


Games on 3-28-13
Kirsch and Sons vs The Thundering Hammers (3/28/2013 Treasure Hunt, Kirsch and Sons) Notable casualties: None
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.


Games on 3-29-13
Sergei's Soldiers vs Barrett's Privateers (3/29/2013 Occupy, Loss)
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.
Kirsch and Sons vs The Black Huntress (3/29/2013 Skirmish, The Black Huntress' victory) Notable Casualtie: None.
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.
Games on 3-31-13
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.
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.
Games on 4-1-13
Kirsch and Sons vs The Excellent Company of Count de Vries (4/1/2013 Wyrdstone Hunt, Count de Vries' victory) Notable Casualties: None.
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.
Kirsch and Sons vs Salvatorie's Street Sweepers vs Da Burrs (4/1/2013 Treasure Hunt, Kirsch and Sons' victory) Notable Casualties: None.
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.
Games on 4-2-13
Barrett's Privateers vs the Children of Chaos (4/2/2013 Hidden Treasure, Privateer's victory) Notable Casualties: None.
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.
Sabra'Korr's Slavers vs the Children of Chaos (4/2/2013 Wyrdstone Hunt, Children of Chaos victory) Notable Casualties: None.
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...
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.
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.
Games on 4-3-13
The Children of Chaos vs Squire Minidar's Merry Band of Miscreants (3/28/2013 Skirmish, Children of Chaos victory) Notable casualties: None
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.
The Beasts in Velvet vs the Children of Chaos (4/2/2013 Defend the Find, Children of Chaos victory) Notable Casualties: None.
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.
Games on 4-4-13
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.
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.
Barrett's Privateers vs Erik the Viking's Savage Bloodletters (4/4/2013 Occupy, Privateer victory) Notable Casualties: None.
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."
Sabra'Korr's Slavers vs The von Falle Family (4/4/2013 Street fight, von Falle victory) Notable Casualties: None.
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.
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.
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.
Barrett's Privateers vs The von Falle Family (4/4/2013 Defend the Find, Privateer victory) Notable Casualties: None.
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.
Sabra'Korr's Slavers vs Xitolan's Observers (4/4/2013 Treasure Hunt, Sabra'Korr's Slavers victory) Notable Casualties: Piktak, Skink Brave.
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.
Barrett's Privateers vs The Legitimate Businessman's Social Club (4/4/2013 Wyrdstone Hunt, Privateer victory) Notable Casualties: None.
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.
Games on 4-5-13
The Beasts in Velvet vs The Children of Chaos (4/5/2013 Breakthrough, Beasts victory) Notable Casualties: None
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.
The Children of Chaos vs The Followers of the Handyman (4/5/2013 Occupy, Children victory) Notable Casualties: The Handyman
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.
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
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.
Games on 4-9-13
Sabra'Korr's Slavers vs Team USA (4/9/2013 Skirmish, Team USA victory) Notable Casualties: None.
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.
Games on 5-21-13
The Jeweler's Cut vs The Circus of Values (4/9/2013 Skirmish, Jeweler's victory) Notable Casualties: None.
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.
Games on 5-28-13
Horned Beasts of Grognard vs. The Gob Smackers (5/28/2013 Surprise Attack, Grognard Victory) Notable Casualties: Cap'n Crunch (Multiple injuries).
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.
Games on 5-29-13
Horned Beasts of Grognard vs. The Gob Smackers, Rematch (5/29/2013 Hidden Treasure, Grognard Victory) Notable Casualties: None.
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.
Games on 6-2-13
Thrum's Grudgebearers vs. Malkavian's Menagerie Magnifique (6/2/2013 Hidden Treasure, Menagerie Victory) Notable Casualties: None.
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.
Games on 6-5-13
Sisters of the Blazing Hammer vs. Monty's Regulators (6/5/2013 Monster Hunt, Sisters Victory) Notable Casualties: None.
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.
Games on 6-6-13
Sisters of the Blazing Hammer vs. Compania Limitada te Saquero de Mordheim (6/6/2013 Wyrdstone Hunt, Sisters Victory) Notable Casualties: None.
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.

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...