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Mordheim: City of the Damned

InquisitorInquisitor Registered User regular
edited August 2007 in Critical Failures
Mordheim.gif
“Listen now to my tune: ah, how my
flute sings! Heed my call mortals, and
do not think of the thing that waits you
in the shadows where my siren’s call
lures you. Come men, come rats, come
the creatures of the dark. Hear not the
cries of those who have gone before you,
see not the brink of the abyss where your
dancing steps take you.

Dance to the tune of my flute, even if
you feet are raw and bleeding. Smile
with me, even if it is the smile of skulls
and your skin peels away. Laugh with
me, though your throats may choke
with bile. For you are all my puppets, and I
shall lead you in a merry dance.

The merry dance of death.”

Welcome to Mordheim, The city of the damned.

Intro.jpg

"In the year of Our Lord Sigmar 1999, the twin-tailed comet – His symbol – fell upon the corrupt city of Mordheim. Now known as the City of the Damned, all that is left are smoking ruins and the mysterious shards, presumably fragments from the comet, known as wyrdstone. Players take their mercenary warbands into the deserted streets of Mordheim to search and fight for precious wyrdstone. However, humans are not the only denizens of the Damned City to covet the Chaos-touched shards.

With the Empire in flames, Warbands clash in the City of the Damned"

What is Mordheim?
Spoiler:

Well, who is down there in that damned city, fighting eachother for precious wyrdstone and power? Well...

Warbands.jpg
Spoiler:

Well, why play Mordheim, you might ask? Well, it's one of games-workshops abandoned special list games so the rulebooks, the expansions, and all the articles they ever made about it are online and free.

Another reason is that most warbands cap at around 15 models, the more swarmy ones around 20. That's right. One Warhammer regiment box can found your entire warband. Couple that with a free rulebook and you got yourself one low entry fee.

It plays alot like Warhammer Skirmish (in fact, Warhammer Skirmish is based off of Mordheim). Your warbands level up, grow, lose members, get battle wounds, rare equipment and build grudges. You can have campaigns and linked scenarios as your warband grows is size and fame.

Another fun point is since you only have like 15 guys, you don't feel bad going to town with the conversions. It's alot easier to convert a small warband then a whole army. And since these guys can have different equipment, and lose eyes or limbs, conversion opportunities are always arising.

I know that Mordheim is rather small time, so I think I'll also dedicate this thread to all the other Specialist Games-Workshop games, so we have alot to talk about.

I honestly urge all of you to give Mordheim atleast a shot, especially if you have a decent sized group of gaming friends that meets frequently. You can get some great campaigns going. If any of you already play Warhammer, you practically have all you'll need to start a Mordheim warband. Did I mention that Mordheim is a GREAT excuse to make all sorts of fun terrain? It's a ruined, decaying city. So you can go nuts.

Anyway, I think this OP is long enough now.


Also, all drawings, models, and text in quotes or text in parts of pictures is obviously from Games-Workshop and not of my own production. Figured I'd say that...just incase.

Edit:

Here's the official Mordheim Website. It has tons of resources and downloads to help get you started.

Inquisitor on
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Posts

  • NorgothNorgoth Registered User regular
    edited April 2007
    Man I love mordheim, its like necromunda fantasy style. I have a warband consisting entierly of pirates. It brings me so much joy.

    [SIGPIC][/SIGPIC]
  • InquisitorInquisitor Registered User regular
    edited April 2007
    I need to find more people who play it. I have no one at the moment. I am seriously considering going to my local GW and putting up flyers or something to try to round up players. I am pretty certain they have a "bring whatever GW games you have" to the store night. So maybe I can't round up some people.

    afaossig.jpg~original
  • NorgothNorgoth Registered User regular
    edited April 2007
    My local GW runs a mordheim season every so often, with current campagin status and such on the wall. If you ask at your local store you may be able to rustle up some interest.

    [SIGPIC][/SIGPIC]
  • SilpheedSilpheed Registered User
    edited April 2007
    I really wish that there were people playing this or Battlefleet: Gothic at my university but the only thing the neckbeards here play is tabletop RPG's.

  • InquisitorInquisitor Registered User regular
    edited April 2007
    I played Battlefleet Gothic once against a friend. It was both our first time playing. It was a ton of fun even if we spent most of the game sliding past eachother as we learned to manuvere and deal with momentum.

    I saw some better players play it later that day and I was blown away by the amount of strategic depth and forethought you have to put into some of the games manuveres.

    It's also pretty cool that it's a rather cheap GW game because you only need a handful of ships.

    That's one thing that has always suprised me about GW games. You think their cheaper ones to be really popular as they have less of a time and money commitment to get fun out of. Yet it is there games where you have to buy and paint tons of models that are really popular.

    afaossig.jpg~original
  • TechnicalityTechnicality Registered User regular
    edited April 2007
    I've been thinking of making a western styled all black powder band for a while now. Just as an excuse to do some human conversion.

    Blunderbuss, handguns, and heroes with pistols. Anyone tried this before, or seen something similar in action? I don't want to make it and find out its boring to play.

    handt.jpg tor.jpg

  • EchoEcho very gravitas Super Moderator, Moderator mod
    edited April 2007
    I'm hot for some unwashed Witchhunters. If I didn't have a ton of stuff to paint first I'd get a warband.

  • Mr_RoseMr_Rose Registered User regular
    edited April 2007
    I've been thinking of making a western styled all black powder band for a while now. Just as an excuse to do some human conversion.

    Blunderbuss, handguns, and heroes with pistols. Anyone tried this before, or seen something similar in action? I don't want to make it and find out its boring to play.
    All I know is that it will be hella expensive and you won't get much in the way of other shiny toys or henchmen if you go with that. Marienbugers have more money to start with so that's a good way to go

    PS When you figure out a warband and such, make sure you have the maximum number of heroes or your campaign will end in doom, shortly after the first game.

    PPS Or if you don't like campaign rules, you could just use the "one-off" game rules from the back of the book that let you buy upgrades and junk for cash...

    ...because dragons are AWESOME! That's why.
    DropBox invite link - get 250MB extra free.
  • Der Waffle MousDer Waffle Mous WALK 3X FASTER New Yark, New Yark.Registered User regular
    edited April 2007
    the OP might want to link to the Specialist Games site.


    It has the Empire in Flames expansion, among other things.


    It has chaos carnies.

    zaku.png
    Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: WaffleMous#1483
  • InquisitorInquisitor Registered User regular
    edited April 2007
    Yeah, I'd agree with rose on this one. Go with Marienburgers for the extra 100 starting crowns.

    Also, maybe you should use the optional black-powder rules. Sure, it has the chance of your gun blowing up and killing you everytime you shoot. But it cuts the costs of guns down by 20%.

    And yes, having as many starting heroes as you can in a warband is a very good idea, helps your exp go a long way.

    Lastly, editing the OP, cant believe I forgot to link to the website.

    afaossig.jpg~original
  • TechnicalityTechnicality Registered User regular
    edited April 2007
    Yeah, I know its not the most sensible of setups and I'll have to make sacrifices. The rough plan was to max out on heroes with a pistol each, then spend the rest on half handgun half blunderbuss.

    Will be for campaign, as I am hoping to end up with hilarious one armed bandits.

    Black powder rules are the main reason I am even considering it. I love stuff that has the potential to self destruct :D

    handt.jpg tor.jpg

  • InquisitorInquisitor Registered User regular
    edited April 2007
    The blunderbuss is one of the greatest weapons ever. A long barrel with gunpowder and as many nails and pieces of scrap metal you can cram into it? Yes please! I've seen warbands that were too clumped together be devastated by those things.

    So, for my GW army I was thinking of making a Reiklander Warband. I figure since they are more mundane humans they will provide a good counter-balance for the more exotic armies I am sure people will want to field.

    Since there are no official GW models anymore for basic Reiklander troops I was thinking of getting one sprue of Bretonnian Bowmen, one sprue of Wood Elf Glade Gaurd and one of Empire Militia and kit bashing them together to produce some archers for my warband. I was thinking of the hoods and capes from the Wood Elfs and then a mixture of bodies from the other two. I want them with bows and axes, anyone know of a good sprue with about five or so axes in it?

    For the heroes I was probably gonna go for an Empire general and maybe some of the warrior priests. Not sure what to do for the young bloods though.

    afaossig.jpg~original
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Super Moderator, Moderator mod
    edited April 2007
    I've always wanted to play this game.

    So bad.

  • InquisitorInquisitor Registered User regular
    edited April 2007
    I've always wanted to play this game.

    So bad.

    You can make it happen Rank!

    Just round up any of your friends with Warhammer models and go to town.

    You just have to believe!!

    afaossig.jpg~original
  • ShamusShamus Registered User regular
    edited April 2007
    This thread is making me look at models.

    I love the idea of small warbands killing each other in a ruined and damned city.

  • Panda4YouPanda4You Registered User regular
    edited April 2007
    Why weren't round 40k bases standard in mordheim? They seem better suited for that kind of gameplay.
    Pretty awesome OP btw.

    "In this discussion of copyright it's actually appropriate to call it theft:
    This music is being (preemptively) removed from the public domain; it's being stolen from the people."
  • WrenWren Registered User regular
    edited April 2007
    a place like this would make a pretty badass free for all PvP zone in warhammer online. no idea if the dates match up

    tf2sig.jpg
    TF2 - Wren BF3: Wren-fu
  • InquisitorInquisitor Registered User regular
    edited April 2007
    If memory serves Mordheim occurs a good 500 years before standard Warhammer. A mordheim style area would still get major thumbs up from me, heck, a Mordheim MMO would get major thumbs up from me.

    No idea why round bases werent standard for Mordheim. No reason for the square bases, your models dont need to rank up. Maybe they did it so standard Warhammer models would fit in better.

    afaossig.jpg~original
  • Anime OwnsAnime Owns Registered User
    edited April 2007
    Has anyone actually played a Carnival of Chaos warband?

    The models are so cool, but I've haven't read the rules yet.

  • InquisitorInquisitor Registered User regular
    edited April 2007
    The rules for the Carnival of Chaos are here

    I gave them a quick skim and they seem really interesting. One of the more interesting things was that they can infect people of other warbands with a disease that can slowly sap them of their strength from game to game. From game to game it can also spread to more and more members. That means one fight with the carnival of chaos (if you dont control the spread of the diesase) can cripple your warband and leave it racked with plague.

    afaossig.jpg~original
  • Zetetic ElenchZetetic Elench Registered User
    edited April 2007
    I've always loved the idea of the mordheim/necromunda style game, but never got a chance to play it. Imagine how much we'll be able to do with this stuff when the GITS comes to fruition, huh?

    I think what I like the most is the constantly changing nature of the characters. Like said above, everyone's constantly losing eyes and limbs.

    nemosig.png
  • EchoEcho very gravitas Super Moderator, Moderator mod
    edited April 2007
    I've always loved the idea of the mordheim/necromunda style game, but never got a chance to play it. Imagine how much we'll be able to do with this stuff when the GITS comes to fruition, huh?

    Oh shits, the month-long forum campaigns over gold and territory!

    'scuse me, need new pants.

  • Zetetic ElenchZetetic Elench Registered User
    edited April 2007
    That, and the ability to mod the ruleset for entirely new settings.

    nemosig.png
  • DayspringDayspring the Phoenician Registered User regular
    edited April 2007
    What are the non-human races to play? Would Orcs or Lizardmen be likely to make an appearance?

  • GaddezGaddez Registered User regular
    edited April 2007
    Ahh mordheim. The first Game I ever played from Games-workshop.

    Theres only ever been a handful of problems I've had with the game (bear with me whilst I enumerate the worst offfenders).

    1. Black powder weapons: God these things were worthless. Combining a crappy rate of fire with move or shoot and a high cost meant that virtually no on would ever take the stupid things, since the crossbow was better in just about every way (and more widely available).

    2. Armor: Armor was a total joke in mordheim. Models with strength higher then 3 were signifigantly more common then in WHFB, the cost was so high to aquire a decent save (a 4+ save would be heavy armor and a shield; you could easily buy and equip another henchmen for that much), and critical hits negated them. In short, only my leader ever ran around with any armor.

    3. The rules revision: I'd like to meet the ard tard who thought that some of the things in there were a good Idea. Things like the mega nerf to spears (no off hand weapon and they no longer strike first by default) and whip (losing the reach rule for an extra attack in the first round of combat was intense bullshit). Then there were things like allowing bows to perform quickshot while moving (cuz they weren't popular enough before).

    4. two hand weapons: It annoyed me to no end that the default armament for every character pretty much became two hand weapons (usually clubs or axes), since the extra attck was always more useful then a +1 to armor save from shields, or the big bonus to strength from a great weapon/halberd. I remember actually testing out what would happen in mordheim if one were to remove the extra attack from an additinal hand weapon, and found that so many of the things that were broken before were fixed by this nerf, specificly parry, armor, and the frequency of critical hits.

    Spoiler:
  • InquisitorInquisitor Registered User regular
    edited April 2007
    Dayspring wrote: »
    What are the non-human races to play? Would Orcs or Lizardmen be likely to make an appearance?

    There are rules for an Orc and Goblin Warband. They are pretty cool. You get squigs, fanatics, big ol orc bruisers, easy acess to madcap mushrooms and other stuff. They have their own special set of skills that are pretty nice.

    http://www.specialist-games.com/assets/damobrules.pdf

    Those are the rules for the Da Mob of Orcs and Gobbos, so you can see if ya like them. Oh the joys of GW publishing the rules and most of the supplements for free!

    I'm not so sure about Lizardmen. They are like, an ocean away so I am not sure what they were doing 500 years ago during the time of Mordheim.

    Also: While I agree with most of the points above, I have to disagree with black powder weapons being worthless. I've seen them used to pretty devastating effects, especially pistols and blunderbuss. I was unaware of the rule revision. I think it dumb that you cant use an offhand weapon with a spear, and if they dont strike first whats the point? I always just had a houserule that you can't duel-wield spears (too beardy) but everything else goes. Armor for the most part is worthless. A guy with Str3 and an axe(5g) negates you 20g light armor, a guy with Str 4 and an axe negates your 50g heavy armor. Though, if you get a guy with gromil armor with a shield on a warhorse with some barding (1+ save) then that is pretty scary (though watch out for great weapons). Armor probably needs a buff, and dual-wielding probably needs a tweak (like, cant crit on your offhand attack or something).

    afaossig.jpg~original
  • GaddezGaddez Registered User regular
    edited April 2007
    Dayspring wrote: »
    What are the non-human races to play? Would Orcs or Lizardmen be likely to make an appearance?

    They both have warbands in mordheim; Orcs and goblins have 4 If you include the polpular Karak Azgal setting, including

    *Orcs and goblins (official)
    *Jungle goblins (lustria, semi official)
    *Night goblins (Karak Azgal, unofficial)
    *savage orcs (karak azgal, unoficial).

    Lizard men are Rather... odd I found, due in no small fact that the warband is built completely in reverse to what you'd probably expect.

    For starters, the guy who designed the warband was obssesed with skinks. Almost all of your starting heroes are skinks, and you can never have more saurus then you have skinks. In Warhammer it may be all well and good to have an army comprised entirely of skinks since they can evade combat more easily, but in mordheim It's a whole different story. Once they get into combat, Skinks tend to die in a hurry, due in no small part to the fact that the froggies are one of the only units that are T: 2, meainging that they are almost always being wounded on at least a 3+. needless to say, theres a high turn over rate on them.

    The saurus aren't exactly all that great either. The henchmen that you get have an utterly abysmal inititative of 1, which virtually guarantees that there opponents will get to strike them first unless they're up against zombies. Furthermore, in mordheim initiative is tested against any time you want to climb up or down somthing. Thus, a player with a couple of crossbows could conseiably just sit on top of a building and shoot them whilst the saurus just stare at the wall, trying to concieve a way for them to climb up it.

    Spoiler:
  • timspork's ghosttimspork's ghost Ghostbuster Hook & Ladder 8Registered User regular
    edited April 2007
    God damn it! don't get me interested in this right now. I have 3 fucking 40k Battleforces to build and now I want to get an milita box set. Damn you all.

    3a6d8230-e44a-450d-989b-b8c17c4043da_zpsf1979ceb.jpg
    (3DS Friend Code) 5472-6198-4568 (PSN) timspork (Steam) timspork
  • GaddezGaddez Registered User regular
    edited April 2007
    The rules revision happened five or so years ago, so small wonder that you haven't heard of it before. by and large it just clarified a few things, broke the utter twinkery of the unstoppable vampire and screwed up a few other things.

    And perhaps I wasn't clear about which Black power weapons I found particularly awful: The hand gun and the Hockland long rifle. The Hand gun was just trumped by the crossbow in every way except for armor penetration (irrelivent since nobody wears a signifigant amount of armor in mordheim) and that you can use superior black power with it (only availabe to heroes though). The long rifle was a pretty nifty weapon, but it sadly suffered from a ridiculously high cost; Unless you got it right at generation, it would take you 4 or five games to save up for one (assuming that you didn't want to improve your warband at all before that).

    To be specific with how spears lost there strike first rule: They made it so that you compare initiative when your model is charged. If yours is higher, you strike first. If yours is the same you roll off. If yours is less your SOL. Thus, the spear won't help you worth a dam if your an orc, dwarf, or saurus.

    Having a dude as decked out as you mentioned with armor is just begging for him to be gang raped by henchmen. Assuming that this is late in the campaign, I've probably got a squad with an extra attack and hand weapon, who will rush him and dump a whole whack of attacks into him. I can almost guarantee that one of them will come up a critical hit and that will almost assuredly ignore your heroes armorsave by default.

    The two suggestions that I remember being popular a few years back for mordheim for dealing with addtional hand weapon, were either making it a skill, or tacking on a penalty f -1 to hit with that weapon.

    Spoiler:
  • MorskittarMorskittar Registered User regular
    edited April 2007
    Inquisitor wrote: »
    If memory serves Mordheim occurs a good 500 years before standard Warhammer. A mordheim style area would still get major thumbs up from me, heck, a Mordheim MMO would get major thumbs up from me.

    'Bout 522/23 years. It was razed to the ground by Magnus the Pious after the Great War, so exists only as tangled, haunted ruins. Still... pretty damn perfect for an RPG-style adventure.

    I love Mordheim.

    snm_sig.jpg
  • InquisitorInquisitor Registered User regular
    edited April 2007
    I usually played with the optional critical hit table, and a decent amount of the rolls you can make there dont instantly penetrate armor, but a decent amount do. Armor is definately on the weak-side in Mordheim. But, I am okay with that because it keeps the lethality of the game pretty high.

    afaossig.jpg~original
  • GaddezGaddez Registered User regular
    edited April 2007
    Morskittar wrote: »
    I love Mordheim.
    Doesn't hurt that one of the nastiest warbands in the game is Skaven eh Morskittar?

    Spoiler:
  • timspork's ghosttimspork's ghost Ghostbuster Hook & Ladder 8Registered User regular
    edited April 2007
    Ok I hate you all now. I just read the rules ant want to play this. I'm off to pick up some black spray paint so I might get a box of Fantasy guys to mess with in between building my Ravenwing. I'm assuming the Empire Milita box is a good starting set for some form of human force?

    3a6d8230-e44a-450d-989b-b8c17c4043da_zpsf1979ceb.jpg
    (3DS Friend Code) 5472-6198-4568 (PSN) timspork (Steam) timspork
  • CarnivoreCarnivore Registered User
    edited April 2007
    Moar liek Mordheim: City of awesome mirite?


    I watched a game of mordheim absolutely ages ago in a GW store. It was pretty awesome. Helps that the board was insanely good.

    hihi.jpg
  • GaddezGaddez Registered User regular
    edited April 2007
    Ok I hate you all now. I just read the rules ant want to play this. I'm off to pick up some black spray paint so I might get a box of Fantasy guys to mess with in between building my Ravenwing. I'm assuming the Empire Milita box is a good starting set for some form of human force?

    Considering that human militia is what comes inside of the boxed set (along with some white wolf bits), your pretty good to go.

    Seriously, 1 box of them will pretty much proxy any of the human warbands,

    Spoiler:
  • Jealous DevaJealous Deva Registered User regular
    edited April 2007
    http://www.specialist-games.com/forum/topic.asp?TOPIC_ID=1897&whichpage=1

    These rules seem pretty good for adressing the armor thing.

    I always wanted to find a way to integrate necromunda's overwatch with missile weapons in mordheim for a few more tactical options.

  • timspork's ghosttimspork's ghost Ghostbuster Hook & Ladder 8Registered User regular
    edited April 2007
    Gaddez wrote: »
    Ok I hate you all now. I just read the rules ant want to play this. I'm off to pick up some black spray paint so I might get a box of Fantasy guys to mess with in between building my Ravenwing. I'm assuming the Empire Milita box is a good starting set for some form of human force?

    Considering that human militia is what comes inside of the boxed set (along with some white wolf bits), your pretty good to go.

    Seriously, 1 box of them will pretty much proxy any of the human warbands,

    Glad to hear it since I just picked a box up.

    3a6d8230-e44a-450d-989b-b8c17c4043da_zpsf1979ceb.jpg
    (3DS Friend Code) 5472-6198-4568 (PSN) timspork (Steam) timspork
  • DraevenDraeven Registered User regular
    edited April 2007
    arent they supposdily looking into re-doing mordehim ? so its more inline with warhammer rules as is? my lgs has about 4 boxes of mordehim warbands for 50% off , used to have the starting box for that too, but being a dumb ass i baught 6th edition instead .

    Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."

  • WallyWally Registered User
    edited April 2007
    Morskittar wrote: »
    Inquisitor wrote: »
    If memory serves Mordheim occurs a good 500 years before standard Warhammer. A mordheim style area would still get major thumbs up from me, heck, a Mordheim MMO would get major thumbs up from me.

    'Bout 522/23 years. It was razed to the ground by Magnus the Pious after the Great War, so exists only as tangled, haunted ruins. Still... pretty damn perfect for an RPG-style adventure.

    I love Mordheim.

    I'm really hoping they find some way to tie it into Warhammer: Age of Reckoning.

  • gredavingredavin Registered User regular
    edited April 2007
    I ran this with a group of friends, using the official map.
    Link: http://www.mordheimer.com/downloads/resources/mordheim.jpg

    Maybe you can get some use of it.
    Spoiler:

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