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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?
Mordheim is a 28mm skirmish game fought between opposing factions in the ruins of a once-great city.

Five hundred years before the current time, the Empire was divided and the forces of Chaos prepared to invade. It was a dark era known as The Time of the Three Emperors. In the 2,000 years since Sigmar Heldenhammer had purged the lands that would become the Empire, the race of Man had become arrogant and largely corrupt. There was, of course, those that remained pure of heart and soul, men such as Magnus the Pious who would eventually rise up and reunite the Empire, but that was still three years away.

Mordheim, was once a great city capital of the Empire's most northern realm, Ostermark, and often referred to as the 'brightest star of the North' in its heyday. But as the years wore on, the corruption slowly enveloped the land and Mordheim in particular, like a over-ripened fruit, seemed to spoil. The only beacon of goodness and sanity in Mordheim was the Convent of the Sisterhood of Sigmar. The madness and depravity that now gripped the city was not to remain unpunished. Weeks before the end of the year 1999, the symbol of Sigmar himself - the twin-tailed comet - had appeared in the sky. It grew closer as the new year approached and a festival atmosphere grew in the corrupt city. As midnight of the final day of the year fast approached, it is said that Daemons crept from the shadows and mingled with the throng, crying joyously and cavorting with man and woman alike.

As the new year arrived and city was crammed and the prancing throng was at its zenith, the comet impacted upon the city. Sigmar had judged Mordheim lacking and all over the Empire the land shook! Only the Temple of Sigmar's Rock, home to the Sisterhood of Sigmar, who had locked themselves away weeks before the comets arrival, remained unblemished.

The city burned for weeks, those not instantly vaporised by the comet were slowly mutated and died in withering agony. Mordheim had become a crater of death. The comet had left one final gift, the ruins of Mordheim were now covered in shards of solidified Chaos, soon to become known as wyrdstone. When Mordheim finally stopped burning many mercenary warbands from all over the Empire and beyond came in search of the stuff, for it was said that wyrdstone could do anything; change your luck and fortune and turn lead into gold. Of course, Man was not the only race interested in wyrdstone, and many other creatures also now prowl the City of the Damned. It is also said that something stirs in the area known as The Pit a place where the comet struck deepest.

t is in this setting that players create and model rival warbands to fight over the spoils hidden within Mordheim. This is known as a campaign. As your warbrand progresses it will become more experienced and affluent, allowing you to buy better armour and weapons, gain skills and characteristic increases, and even recruit more mercenaries to your banner to replace fallen comrades.

In this setting, the Empire is fractured and as a player you can take a mercenary warband from one of the major warring provinces. The Reiklanders are good all-rounders, the berserkers of Middenheim excel in close-quarter fighting and the affluent Marienburgers have the best armour and weapons. As well as the mercenaries there are others that take to the deserted streets. The Witch Hunters are in Mordheim in force, the Sisters of Sigmar have strayed from their island-temple to reclaim the city, the Skaven covet the wyrdstone as do the Undead of Syvania, and the Possessed seem to follow their own agenda as dictated by the Shadowlord - he who now dwells at the bottom of The Pit.

The Mordheim range is comprehensive and covers all the major warbands. Players can also use the massive Warhammer range of Citadel miniatures to further personalise their Warbands.

The Mordheim boxed game contains the rules, innovative plastic and card buildings and two plastic gangs to get started. The Empire in Flames supplement expands the background of The Time of the Three Emperors into the wilderness and includes new Warbands such as Beastmen.

The City of the Damned setting is just one of many to use the Mordheim Skirmish and campaign rules. Since Mordheim has been published there have been many alternative settings and new warbands, and a good few are published here in the Alternative Settings section.

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

Warbands.jpg
MiddenheimersandReiklanders.jpg
Middenheimer.gifReiklanderChamp.gif

Marienburgers.jpg
Marienburger.gif


theundeadandwitchhunters.jpg
Undead.gif
WitchHunters.gif

SistersofSigmarandSkaven.jpg
SistersofSigmar.gif
Skaven.gif

CultofthePosessed.jpg
PosessedCult.jpg

Not to mention Orcs, Pirates, Dwarven Treasure Hunters, Elven Shadow Hunters, The Carnival of Chaos, Beast Men, Amazons, Bretonian Knights and much much more.

WarbandsEnd.jpg

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
«13

Posts

  • NorgothNorgoth cardiffRegistered 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.

    Norgoth on
  • 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.

    Inquisitor on
  • NorgothNorgoth cardiffRegistered 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.

    Norgoth on
  • SilpheedSilpheed Registered User regular
    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.

    Silpheed on
  • 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.

    Inquisitor on
  • 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.

    Technicality on
    handt.jpg tor.jpg

  • EchoEcho ski-bap ba-dapModerator 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.

    Echo on
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy 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...

    Mr_Rose on
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  • Der Waffle MousDer Waffle Mous Blame this on the misfortune of your birth. 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.

    Der Waffle Mous on
    Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: DerWaffle#1682
  • 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.

    Inquisitor on
  • 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

    Technicality on
    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.

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

    So bad.

    Rankenphile on
    8406wWN.png
  • 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!!

    Inquisitor on
  • 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.

    Shamus on
  • 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.

    Panda4You on
  • WrenWren ninja_bird 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

    Wren on
    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.

    Inquisitor on
  • Anime OwnsAnime Owns Registered User regular
    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.

    Anime Owns on
  • 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.

    Inquisitor on
  • Zetetic ElenchZetetic Elench Registered User regular
    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.

    Zetetic Elench on
    nemosig.png
  • EchoEcho ski-bap ba-dapModerator 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.

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

    Zetetic Elench on
    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?

    Dayspring on
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  • 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.

    Gaddez on
  • 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).

    Inquisitor on
  • 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.

    Gaddez on
  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered 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.

    Librarian's ghost on
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  • 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.

    Gaddez on
  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered 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.

    Morskittar on
    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.

    Inquisitor on
  • 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?

    Gaddez on
  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork 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?

    Librarian's ghost on
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  • CarnivoreCarnivore Registered User regular
    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.

    Carnivore on
    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,

    Gaddez on
  • 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.

    Jealous Deva on
  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered 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.

    Librarian's ghost on
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  • 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 .

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

  • WallyWally Registered User regular
    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.

    Wally on
  • 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.
    Gangs of New Mordheim
    
    Campaign Idea
    The game is based on the Mordheim map, divided into districts. The object of the game is to control as much of Mordheim as possible and become the most powerful faction. 
    
    
    Campaign Rules
    The miniature battles for Mordheim fit into a larger strategy element as players move armies, take territories and battle for supremacy. After creating your initial army and placing them on an appropriate district outside Mordheim, the game beings. It is broken down into turns, which are described below:
    
    1) Determine Turn Order 
    Players secretly bid an amount of gold remaining from their starting pool. The player with the highest bid begins each campaign turn first and play order continues down the line in increments of decreasing bid amount. 
    
    2) Move Armies
    You may move your warband or purchased units into any adjacent district, whether occupied or not. Movement can be restricted in the following ways:
    	Enemies control the Middle Bridge.
    	All Gatehouses are in control of one enemy player.
    	Random Events as described in Step 6.
    
    Also note that you may forgo movement in favour of searching for wyrdstone in an acquired territory. This is resolved just as it would be after a normal Mordhiem battle. You may only search for wyrdstone once per territory. (if taken by another warband, they may not also search for wyrdstone if it has been searched already.)
    
    If there are no conflicts, skip to step 4.
    
    3) Resolve Conflict/Declare Assault Type
    If there are enemy units in the district you are moving into, you must resolve the conflict with a miniatures battle. Player’s may choose X assault types detailed below.
    	Assault: Using a Skirmish scenario, the victor claims the territory as his own and the defeated player moves his surviving forces into an adjacent friendly district. If there is no friendly adjacent district, the force is utterly destroyed.
    	Scout: Not actually an attack, but preparing for one. Choose a hero from your warband and roll against his Initiative. If successful, the hero has infiltrated the territory and gained valuable tactical information. Next turn, if you assault the selected territory you choose whether to place your units first or last. You also gain +2 Movement to all units for the first round of the game.
    	Siege: This is a special maneuver used when attacking a district with another warband. You declare your intentions to attack a specified district and hold until the ally warband’s turn comes around. The defending player cannot attack the warband that initiated the siege. Battle is resolved with all combatants simultaneously.  
    	Theft: You are not intending to take over the district, merely loot it. Using Defend the Find scenario, although no one wins any wyrdstone. Instead, place a treasure chest on the map and should the attack succeed, the winner receives X amount of gold where X= district income directly out of the defender’s available gold. 
    
    4) Post Battle Sequence and Purchasing
    As per normal Mordheim rules. New purchased units arrive in your initial district and can be moved to new districts as outlined in step 2.
    
    5) Districts Summary
    Add up the numbers beside Prestige and Income for each of the districts under your control. Keep track of your totals on a separate sheet of paper. Once you have determined your totals, collect an amount of gold equal to the number of your Income total. This is the amount of available gold you have to spend on top of any loot you find in your travels. Also, when taking new territory, you must assign it a number between 2 and 12 (1 is your home base); no two territories can share a number. These numbers are used when determining Random Events in Step 6. If you roll a number that is not listed with a district, find the closest number to it. (ex. You roll a 5 and have two districts numbered 9 and 4, the roll applies to district) If they are the same amount apart, roll again.
    
    6) Random Events
    Each player must roll a d20 on the Random Events Table Below. When a random district is called for, roll 2d6.
    
    1-2) Civil Unrest!: One of your districts rises up against your rule with an angry mob. The district sends 2d6 units of an angry mob of equal numbers against your men. Put the bastards down! (Use Warrior stats at -1 Ld.)
    
    3-4) Fire!: A raging inferno has engulfed one of your districts and you must have your men retreat to the nearest friendly district. If there is no adjacent friendly district, your men are consumed by the fire and are immediately erased from play.
    
    5-6) Bounty!: Double the income of a random territory. This will apply the next time you proceed through to Step 5.
    
    7-15) All’s Quiet on the Mordheim Front
    
    16-17) Fog!: A random district is covered in fog for the entirety of the next campaign turn. Apply Fog rules to all combats that happen in this district.
    
    18) Earth Tremors!: The ground shakes and reduces the buildings to rubble. This district no longer has buildings in it. During the miniatures battle phase, no buildings are placed and the terrain is considered difficult terrain. Other impediments may be placed on the battle map (low walls, barrels, statues, etc) as normal.
    
    19) Rally to the Banner!: A random territory receives two free henchmen units of the players choice totaling no more than 40gp. (Must be of the same warband type.)
    
    20) Chaos!: The city rejects the gang wars and disrupts the supply trains. You may not purchase any new gear or units and you also lose all income on the next round. 
    
    District Properties Explained
    
    How Prestige Works
    
    Prestige is earned through gaining important territories. You use prestige to buy Dramatis Personae and Hired Swords. In order to hire such units, you must have a Prestige score equal to their cost in gold before they will even consider supporting your cause. 
    
    How Income Works
    
    Income is added revenue that is farmed from all your controlled districts. It is added directly to your available gold each campaign turn and you can draw from it to purchase new units, gear and freelance mercenaries. 
    
    How Station Works
    
    Station determines the maximum number of troops a district can support. No matter the Station number, you may never have more than one hero as part of a defense force. Stationed troops can never attack another district, but they can be moved to the main warband as reinforcements. A warband is still affected by size restrictions as per normal Mordheim rules. When a district is attacked by an opposing warband or a random event, the controlling player uses the units that are in that area at the time. 
    
    How General Bonus Works
    
    General bonus applies to any warband that takes the territory. The warband immediately gains the listed benefit and can apply its bonus to any of the following steps of the Campaign Turns remaining. It is generally assumed that the bonus only applies while the district is under your control, unless the bonus has a more permanent nature. (ie: Spellcaster learning a new spell.) If there is dispute about whether or not the bonus remains or is cancelled when the territory is lost, make a house rule vote and move on.
    
    How Special Bonus Works
    
    The extra bonus applies to the special warband listed with the description. All the same rules apply as with General Bonus.
    

    gredavin on
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