Anyone wishing to take part in the Mordheim Online Campaign should post their interest here. We are currently in our
Tenth Game of the campaign.
For consideration in the Eleventh game of the campaign, rosters must be posted by
00:00 (GMT), Friday 29th August. If this deadline is missed, the deadline for inclusion in Game 12's matchups will be 00:00 GMT, Friday 12th September.
(NOTE: This official deadline for warbands is flexible at my discretion. There is typically someone able to give players who are new to the campaign a catch-up game, so please ask if you miss it)
The
Fluff and
Warband threads are here (for posting, well, Fluff and Warbands, oddly enough)
CONTACT DETAILS
GM'S
Witch Hunters (Duncoman) -
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Beastmen Raiders (ashjwest) -
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PARTICIPANTS
Skaven (LazyPapa) -
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Orcs and Goblins (klinktastic) -
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Lahmian Vampires (lastsurvivor00) -
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Cult of the Possessed (fatbat) -
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Averlanders (Hellkite) -
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Bretonnian Chapel Guard (LordNecro) -
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ON HIATUS
Blood Dragons (thevoiceofjamesearljones)-
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Strigoi (The Red Cross Knight)-
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Bretonnian Brigands (Ackermanus) -
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Dwarfen Treasure Hunters (spearhead4) -
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Pirates (vladamex) -
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CAMPAIGN RULES
- We will be using the normal Mordheim ruleset, with the addition of the Chaos in the Streets, Blazing Saddles, and Empire in Flames rules. These can all be found
here, along with warbands, scenarios, and additional rules that may be used throughout the campaign.
- We will be using the rules from the Empire in Flames supplement regarding exploration(i.e. Treasure instead of Wyrdstone, 'Lost' instead of 'Sold to the Pits' ). We will, however, be using the standard Mordheim exploration table.
- The exploration dice rolled at the end of the game will be equal to the amount of Heroes you started the game with (minus any who die in post-game injury rolls). Additional dice for skills/winning the game etc. are calculated as normal, but you can still only choose a maximum of 6 dice.
- All and any duplicate exploration dice are counted. i.e. if you get two/three doubles, a double and a triple, two triples, or a quad and a double, you are affected by
ALL the results.
- A henchman who gets LGT may chose 2 skill sets that their normal warband has access to (as per the normal rules) OR they may chose any of the 5 basic skill sets and only that one. This means a Dreg could gain Shooting but have no other skill sets.
Items
- Suits of Heavy and Light armour are 25gc and 10gc respectively. In addition, armour also provides your warband members with a 2D6 'saving throw' against serious injury post-game (roll before you roll on the Serious Injury table):
Light Armour: 11+
Heavy/Ithilmar Armour: 9+
Gromril Armour: 8+
- Shields provide +2AS in Close Combat, +1AS against Shooting. If you are mounted, they simply provide +1AS.
- Any combination of any two weapons other than Duelling Pistols and Skaven Fighting Claws gives your model -1WS in close combat as well as +1A.
- The 'Ambidextrous' skill is added to the Combat skills table, which negates this.
- Lucky Charms and Rabbits feet are one use only items- per campaign, not game. They can be replaced post-game as usual.
- Any skills or items not from the Mordheim Rulebook or Empire in Flames must be posted for discussion before you can take or purchase them.
Critical Hits Table
We will be using this, altered critical hits table.
1. No Effect
2. No Effect
3. No Effect
4. The hit causes 2 wounds. Saves as usual.
5. 2w, +2 to injury rolls, -2 to any armour saves.
6. 2w, +2 to injury rolls, no armour save allowed.
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OBJECTIVES AND CP
All warbands must pick one objective for the entire campaign.
+1 CP for playing a game
+1 CP for winning a game
+1 CP for having your leader take an enemy hero OOA (in close combat), who was not knocked down or stunned.
+1 CP for taking an enemy leader OOA (in close combat), who was not knocked down or stunned
+2 CP for passing 3 rout tests during the game
+1 CP for an act of heroism (ex: Fighting against an ogre sized or greater monster alone for a round and not being KD/S/OOA, winning a round of combat against 3 or more opponents, or for an action as determined by both players)
'ORDER' Objectives
To Cleanse the Land
Brave Knights from across Bretonnia have taken up the King and Dukes' call and hastened to the Three Dukedoms. Their reasons are many- duty, penance, glory, but whichever it is, they are here to rid the land of the menace that haunts it, for they believe in the necessity of a unified, safe Bretonnia.
- May be taken by any warband led by a Bretonnian knight
5 CP:
For the Land We Serve: Such is the esteem that the knight is held in, he gets +6'' to his 'leader' range. If he is taken OOA, all models in the warband will hate the model who did the deed.
10 CP:
Vision from the Lady: The knight who took the oath may re-roll 1 die roll during the game, or if it is not used, after the game.
20 CP:
Blessed by the Lady: All knights in the warband count as having lucky charms. If they already have lucky charms, the lucky charms work on a 3+.
30 CP:
Supped from the Grail: The Lady recognises the warband's deeds, and one knight in the warband (player's choice) becomes a grail knight. He gains magical attacks, becomes immune to psychology, gains +1 Ld (can take him above racial maximum), and gains a 4+ save against magic. He may no longer search for rare items, for he is now beyond such trifles. Players should no longer even think about doing anything dishonorable.
The Path to Lordhood/Freedom
Whilst some Knights seek to cleanse the land, others seek to take it over. Second sons, or men who have been displaced from their own lands, are all in need of a lordship of their own. The area of the Three Dukedoms will be a fantastic prize for he who wins it. To the people who live in the area however, being lordless has become a habit. There are those who whisper, huddled in corners of taverns, that perhaps they should take the opportunity to become a people under their own control- of the people and for the people. For surely their lords have only ever betrayed them...
- May be taken by any warband led by a Bretonnian Knight, Bowmen of Bergerac, or any other warband of a similar 'Peasanty' flavour
5 CP:
Oath Taken: So determined are they to prove themselves worthy of the land, all members of the warband are immune to psychology when charging.
10 CP:
It's all for Nothing if you don't have Freedom: Add +6" to your leader's leadership range.
20 CP:
Training Regime: When rolling to determine how much xp is available for new hires, you may re-roll 1d6. The second result stands. This represents the knight/rebel having a body of locals whom can be trained and drafted into service.
30 CP:
Loyalty Earned: All members within the 'leader's' range may re-roll failed psychology tests. You may also re-roll one rout test per game (this does not count towards determining CP).
The Respect of a King
For once in a generation, King Louen and the Dukes of Gisoreux and Bastonne have allowed outsiders over the border into the cursed realm of Mousillon. Many have taken this as a spur to help a benighted kingdom, or a chance for a simple adventure. For those who risk their lives for Bretonnia, rewards shall be forthcoming...
- May be taken by any 'good' non-Bretonnian warband
5 CP:
Repaying Trust: The most basic of tenents of the warband's passage into Bretonnia was the inherent trust that they would do the right thing. The warband's leader may re-roll failed psychology tests.
10 CP:
Honour is its own Reward (but Gold helps): Add +2D6GC to the warband's treasury. In addition, Add +d6 to the warband's rarity rolls from now on.
20 CP:
Defender of the Land: Given special dispensation by the Dukes and King, the warband may hire two members from the Bretonnian Knights list (You must have room for them! Henchmen groups up to two models in size count as one member). Note they must purchase weapons and armour from their options in that list (No Questing knights with repeater handguns!)
30 CP:
Citizen of Breton: In respect of their service, a Duke has made the Warband's leader a citizen of Bretonnia, eligible for help. In one game, the warband may call upon d3 bowmen (armed with longbows), d3 men at arms (armed with halberds and shields), and a single Knights Errant (armed with Sword, Heavy Armour and Shield). This may take their warband above its maximum number, but the temporary members do not count for exploration rolls and cost 4D6gc, taken immediately after the income sequence is over (Being a citizen, after all, means you've got to pay taxes!). If the player cannot afford them after the game, they will take all the GC that player has and disappear.
'Evil' Objectives
Enemy of the Realm
For some, their hatred of Bretonnia runs deeper than any other feeling. For many, it stems from the fall of Mousillion, and the loss of the False Grail.
- Any Evil warband, any warband led by a knight
5 CP:
Oath Taken: The leader has sworn to strike at Bretonnia/Defend Mousillon from the King and Fey Enchantress. He hates all Bretonnians who are not also enemies of the realm.
10 CP:
Blessing of the Gods: The leader may re-roll 1 die roll during the game, or if it is not used, post game
20 CP:
Dark Presence: All heroes now cause fear. If they already caused fear, then foes get -1 Ld on fear tests against them
30 CP:
False Grail Found: The warband finds the false grail of Mousillon. One hero may drink from it. If there is a knight in the warband, it must be drunk by a knight. He gains magical attacks, becomes immune to psychology, gains +1 Ld (can take him above racial maximum), and gains a 4+ save against magic. He may no longer search for rare items, for he is now beyond such trifles. The player should not even think about allying with a warband with a damsel.
There But For the Bashing of Heads
Why does there have to be a reason for anything? I just want to have a good time with like-minded people. Murdering, pillage, perhaps a bit of vehicular rampage on the back of a stolen wagon. You know. Usual Sunday afternoon stuff.
- Any evil warband
5CP:
"S'not a bad party!"- A fair bit of head smashing and general fun has happened, bringing others to the warband's cause. Any future warband hirings may reduce D6gc from their cost (roll each time you hire- groups of henchman count as one hire (so you lose D6gc from each group's price, not each individual).
10CP:
"Woooo!" - Breaking stuff often yields surprising results. Add +2D6GC to the warband's treasury. In addition, Add +D6 to the warband's rarity rolls from now on.
20CP:
"Here they come, flee!" - Word of the warband's antics has got around. The Warband's heroes now cause fear. If they caused fear before then the enemy must take the tests at -1LD.
30CP:
"BEST FUN EVER!" - Weeks of partying has altered the warband somewhat, attracting all sorts of n'er do wells and wrong'uns, as well as elevating some of its lesser members to near-legendary status. If there is a hero slot available, then one Henchman immediately gains 'Lad's got Talent', along with a single advance. If there is not, the warband may select a Hired sword to hire free of charge. Any upkeep costs are still incurred.
'Neutral' Objectives
Explorers of Mystery
Good or evil, many have come to the area of the Three Dukedoms out of fascination and a sense of exploration. Others have heard stories of a great construct, like nothing the world has ever seen, and come intent on destroying it, or studying the device for their own purposes.
- Any Warband
5 CP:
Rumours: The warband has collected a great deal of hearsay about the tower in the Forest. After every game they may choose one die rolled when exploring and change its result by one (to a maximum of 6 or minimum of 1).
10 CP:
Physical Evidence: Having tracked down an actual piece of the machine, the scholar of the warband decides to examine it to gain more information. One hero who can take Academic Skills (or a randomly determined hero if none in your warband can do so) misses the next game. However, the insights gained prove fruitful, so in that game's exploration phase you may roll an extra 2D3 towards your result (this can be in addition to your maximum of 6 exploration dice). In addition, if the result is a 6, your member gains a new Academic skill, chosen as if it was a normal advance. (i.e. it can be swapped for a random spell if they are a spell caster). Obviously if your hero can't take Academic skills he can't gain one, and so the advance is lost!
20 CP:
Detained Worker: A thief who is (wittingly or not) helping to steal materials for the device's construction is captured by your warband. If the warband is aligned with evil, he is tortured to death for information- any heroes with the 'Academic' skill option gain d3+1 experience (rolled once. If you have no members with the ability to gain Academic skills then it goes to your leader), and your warband gains +2D6GC. If aligned with good, after his questioning the thief is set free- albeit missing some fingers as punishment for his crimes. Your warband's leader gains a Master Map, and you gain +2D6GC.
30CP:
"Such power... I can feel it..." : After all your warband's hard work analysing and understanding the great machine atop the tower, you come to it more prepared than any other. When playing the final scenario of the campaign the warband's leader is affected by 'Soul Powers' in the same way as Teesla the Tinkerer (Solomon Vantor). In addition, having been briefed well in advance on the best way to destroy/disable the machine, all warband members gain +1 to wound when attacking it.
"Purpose of visit? Plun... I mean helping! Definitely not Plunder. No no no ..."
For once in a generation, King Louen and the Dukes of Gisoreaux and Bastonne have allowed outsiders over the border into the cursed realm of Mousillon. Unfortunately, as is the case with Man, Dwarf and even some of Elvenkind, duplicity has taken place regarding their intents. These people come for selfish reasons, for the treasure of a little-explored corner of the world, and the advancement of their own causes.
The forces of disorder need little to no excuse to be selfish. Plunder is the first order of the day!
- Any non-Bretonnian warband (No Bretonnian would stoop so low in their own Country!)
5 CP:
Connected: The warband gains +d6 to all rarity rolls (roll each time)
10 CP:
Deep Pockets: The extra +'x'd6 gc when buying rare items is reduced by 1. (ie: If an item costs 20+2d6gc, it now costs 20+1d6. Naturally, if an item only costs 20gc, then it won't be reduced).
20 CP:
Steady Income: The warband gains +1d3 gc after each game for each hero who did not go OOA
30 CP:
Black Market: The warband may buy items normally only usable by other warbands (ie: Sigmarite warhammers, warplock pistols, etc). Heroes still need the correct skill to use said items.
FLUFF
As this is a narrative campaign, there will be bonuses for those people who take the time to add to the lore behind the campaign.
Introductory Fluff
A single game related bonus is available for players that post some introductory fluff about their warbands. This should describe the major characters/personalities of your warband, describe the history and backstory and why they are in the Mousillon region of Bretonnia. This should be substantial in nature, including multiple paragraphs. Before any bonus is implemented your fluff will need to be qualified by a GM.
A warband with qualifying fluff will be able to choose a single Lore Skill to give to one of it's heroes. This Lore Skill must be related to the story which you have written for your characters. The Lore Skill may not be given to a hero who is not mentioned in your introductory fluff. The Lore Skill can be implemented once a GM has approved of it's use and applicability to your story.
The effects of a Lore Skill may be proposed by the contributing player. This will then be considered by the GM's and player community for balance. It may be helpful to modify an existing skill, or you may want to come up with something new. Bear in mind that these skills are not intended to be more powerful than an average skill and that if your skill is overpowered it may be adjusted or not accepted at all.
The following are examples of acceptable Lore Skills, you may choose to rename any of these skills to suit your lore, or you may, as mentioned above, create your own with GM permission.
Talented: Grant a hero a skill category they do not have access to ordinarily.
Mercenary Master: You may reduce hire costs and upkeep costs of hired swords by d6 gc. (Rolling before each payment)
Expert Quartermaster: Permanent +1 to warband size
Connections: +1 to all rare item rolls.
Cartographer: Maps are now Rare 7 and you add +1 to your roll to see which map you find.
If the hero with the Lore Skill is killed during the course of the campaign you may give another hero a Lore Skill, provided you come up with appropriate fluff.
On-Going Match Fluff
To qualify as acceptable fluff, a few paragraphs are required and should push the warband and characters' story forward in a moderate fashion. This is supposed to be a low hurdle to mitigate attempts as pushing out 2 sentence fluff pieces just to grab rewards.
Each warband would be eligible for 1 Fluff reward per cycle (even if your warband is in multiple games in a cycle) The fluff reward must be used that week or it expires. This is to restrict the potential build up of rewards by contributing players. A player contributes a qualifying piece of fluff will be giving one of the following rewards, which will be randomly generated by a GM.
(1) It's my lucky day!
The player may change a single dice result by +/- 1 in the post game.
(2) Gold and Treasure!
The player may re-roll one exploration dice.
(3) A rare offer.
The player may roll 3 dice when looking for rare items in the post game sequence.
(4) Everyone loves a discount.
The player may reduce the price of one item by 2d6 gc in the post game sequence.
(5) Live to fight another day.
You may treat one serious injury as full recovery. This is applied after serious injury armour saves and before rolling on the chart.
(6) What an experience.
After the battle you earn an extra d3 experience, which is divided as follows among your surviving heroes;
The first extra experience point goes to the hero with the most starting experience (typically a leader).
The next extra experience point goes to the hero with the next highest starting experience.
The last extra experience point goes to the hero with the 3rd highest starting experience.
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FIGHTING BATTLES
We will be using Battle Chronicler and dicelog along with email- setting up a new email account would be a sensible idea as you get a lot of emails. (I recommend setting up a new Gmail account as that particular email provider makes it easy to read back through the replies post-game, but that's up to you).
Download link for Battle Chronicler here:
http://www.battlechronicler.com/
It'll be standard that you also download the components pack for extra terrain options:
http://www.battlechronicler.com/components/
(I've copied and pasted the following from Pervavita's useful introduction to Mordheim online)
Rolling Dice
Step 1: Go to
www.dicelog.com
Step 2: Pick the option to mail your dice rolls. Fill out the forms (your account/password and who you are going to send it to)
Step 2b. You can also us a log so less e-mails spam your e-mail account and all rolls are tracked easier.
Step 3: Roll!
Here’s an example of how to do rolling efficiently. Let’s say that you have a warrior fighting a warrior. Your warrior charges and has a mace and a dagger. His has a sword and a shield.Write this in the message to your opponent:
1. Mace (hit)
2. Dagger (hit)
3. Parry (if applicable)
4. Mace (wound)
5. Dagger (wound)
6. Mace (armor save)
7. Dagger (armor save)
Will roll again for critical hits and injury.
Then choose 1d6 and roll 7 times. You’ll get the dice rolls, and match them up. So, let’s say you roll 6,5,4,3,4,2,5
6: hit with mace (1 hit)
5: hit with dagger (1 hit)
4: parry (not applicable, discard)
3: wound with mace (no wound)
4: wound with dagger (1 wound)
2: armor save against mace (not applicable, discard)
5: armor save against dagger (armor save made)
So in this case, with no critical hits and no injury rolls, you are done with that fight. By doing it this way, it’s pretty easy to keep track of what just happened, and you don’t need a separate email for every roll.
*Note there are other methods for rolling so feel free to experiment with what you think looks best so long as it’s clear to all what your rolling.
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