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*NEW* Mordheim Online Campaign Thread (1 viewing) (1) Guest
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TOPIC: *NEW* Mordheim Online Campaign Thread
Duncoman (User)
profile icon User Offline United Kingdom flag
  #148293
*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
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) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Beastmen Raiders (ashjwest) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
PARTICIPANTS
Skaven (LazyPapa) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Orcs and Goblins (klinktastic) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Lahmian Vampires (lastsurvivor00) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Cult of the Possessed (fatbat) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Averlanders (Hellkite) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Bretonnian Chapel Guard (LordNecro) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

ON HIATUS
Blood Dragons (thevoiceofjamesearljones)- This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Strigoi (The Red Cross Knight)- This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Bretonnian Brigands (Ackermanus) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Dwarfen Treasure Hunters (spearhead4) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
Pirates (vladamex) - This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
---------------------------------------

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.

---------------------------------------
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.

----------------------------------
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.

-------------------------------------------------------------
Last Edit: 2014/08/15 11:59 By Duncoman.
The Muster of the Marshal (My Army Journal)
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Ashjwest (User)
profile icon User Offline United Kingdom flag
  #148300
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Dukedom of the Dead – Exploration Table


Doubles



(1 1) Travellers Sack
By the side of the road you spot an abandoned sack.

Inside the sack you find contents worth d6 GC.

(2 2) Razed Village
The warband comes upon a miserable collection of dwellings which are run down. This site looks scorched…

The warband searches the ruins and find 2D6 gold crowns buried in the earth and a functioning lantern.

(3 3) Corpse
You find a still-warm corpse. A chipped dagger sticks out of his back. Surprisingly, his possessions have not been looted.

To see what you find when you search the corpse, roll a D6:
1-2 D6 gc
3 Dagger
4 Axe
5 Sword
6 Suit of light armour



(4 4) Refugees
The warband sees a motley collection of sorry-looking folk dressed in rags. Could these be village folk fleeing from that cursed tower?

If the warband is Human (not Possessed!), Elf (not Dark Elf), Dwarf (not Chaos Dwarf), or Halfling, the refugees beg for their help, and give the warband information about the lands nearby. Roll a D6:
1-3 The information is lies and useless.
4-6 The information is useful and the warband may roll one dice more than normal for Exploration after the next game.
If the warband is none of the above types, they may sacrifice the poor unfortunates to their Dark Gods (or simply feed on them!) – the leader of the warband gains +1 Experience.

(5 5) Abandoned Cart
Half buried in a marsh is an overturned wagon – the covered type that nobles travel in from the city to their estates in the country. The skeleton of the driver still rests at the head of the wagon.

Roll a D6 to see what you find:
1-2 Local Map (Counts as Mordheim Map see the equipment section of the rulebook)
3-4 A purse with 2D6 gc
5-6 Jewelled sword and dagger. These can be kept or sold at twice the value of a normal sword and dagger, but note that the normal selling price is half the actual cost (see the Trading section for rules on selling items), so the jewelled sword will sell for 10gc, for instance.


(6 6) Hollow Tree Stump
In a hollowed out tree stump you spot a gleaming object, on closer inspection you see that it is a golden ring. Surrounding the ring however are some vicious looking plants, probably poisonous.

You may choose a hero to retrieve the ring, who must take a toughness test to stave off the effects of the poison. If he fails the test roll a d6;
1 – The poison has racked the hero’s immune system, he suffers a permanent -1 to his toughness.
2-5 – The hero spends some time recovering from the effects, he must miss the next game.
6 – The hero’s powerful resilience wards off any harmful effects and is well prepared to deal with further poisons. He recovers fully and is now Immune to Poison.
Regardless of whether the test is passed or failed you retrieve the ring, which you may sell for 12 GC. Obviously any hero who is already immune to poison does not have to test.


 
Triples




(1 1 1) Market Hall
The market hall was raised up on pillars, with the timbered corn exchange above the open market place. The upper storey has been badly damaged, but the covered market still offers a good deal of shelter. The remains of the last market day are still lying around on the cobbles. Most of this is broken pottery and iron pots.

You find several items worth 2D6 gc in total.

(2 2 2) Wounded Explorer
At the side of the road lies yet another dead traveller. At the sound of your approach, the stranger rolls over and tries
to get your attention. It could be a trap…


Beastman, Possessed and Carnival of Chaos warbands may sacrifice this man to let their Leader gain +1 Experience Point. Undead warbands can finish him off and gain a zombie at no cost. Human warbands can bring him to their caravans and let him return to full health. You may then let him join the warband, though you will need to equip him with weapons and armour. He can be added to an existing Henchman group, with the same characteristics as the rest of the group, even if they have already accumulated experience. Chaos Dwarfs, Maneaters and any other warbands can take the man captive and may sell him for 2D6 gold crowns.

(3 3 3) Secluded Cottage
The warband comes upon a motley dwelling which has tumbled down. There are a few heirloom trophies hung above an old fireplace in the hearth…

If the warband searches, they find 2D6 gold
crowns, D6 daggers, a sword and a war horn.

(4 4 4) Smithy
The furnace and toppled anvil make it obvious what work was done here. Most of the iron and the tools have been looted long ago. Coal and slag litter the floor but there may still be weapons to be found among the debris.

Roll a D6 to determine what you find inside:

Roll a D6 to see what you find:

1 Sword

2 Double-handed weapon

3 Flail

4 D3 Halberds

5 Lance

6 2D6 gc worth of metal

(add the value to your treasury).



(5 5 5) Fletcher
This hovel was once the workshop of a fletcher – a maker of bows and arrows. There are bundles of yew staves and willow rods everywhere.

Roll a D6 to see what you find:

1-2 D3 Short bows

3 D3 Bows

4 D3 Long bows

5 Quiver of hunting arrows

6 D3 Crossbows

(6 6 6) Stray Beast

Alongside a glade, deep in the woods, your warband finds a wild beast. The beast stops on sight of you, before approaching curiously . Could this animal be tamed?

Your warband gains an applicable ridable mount at no cost (see list below). If your race is not capable of obtaining standard mounts you find a large game animal which is hunted to prepare a feast reducing your effective warband size by three (A warband of size 10-12 counts as a warband of size 1-3) when you next sell treasure. If your warband tames the beast, one chosen hero automatic gains the applicable ride skill, as the bond between beast and rider forms remarkably quickly. If all of your eligible heros are mounted on the applicable beast count the result as game animal. (Remember a mount is counted as equipment, so no mounted ghoul heroes...)

Humans - Warhorse
Undead - The fresh corpse of a powerful warhorse, perfect to raise as a nightmare.
Chaotic Humans - A grand black warhorse, wearing reigns embedded with a shard of warpstone. Chaos Steed.
Orcs - Warboar
Goblins - Spider or Wolf
Elves - Elven Steed
Beastmen, Dwarves, Skaven: Game animal

 
Quadruples



(1 1 1 1) Armourer
A breastplate hanging from a pole drew your attention to this place, obviously too high up to be easily looted. The workshop is ruined and the forge has been smashed. Rooting about in the soot, you find various half-finished items of armour.

Roll a D6 to see what you find:

1-2 D3 Shields or bucklers (choose which)

3 D3 Helmets

4 D3 Suits of light armour

5 D3 Suits of heavy armour

6 Suit of Ithilmar armour

(2 2 2 2) Wounded Warband
The warriors hear faint groans nearby and upon investigation find a small band of warriors, like themselves, sprawled throughout a small clearing. The warriors are covered in blood and have numerous obvious wounds.

If the warband helps these men in need, the wounded warband will give them their stash (2D6 GC and D3 Treasures). If the warband decides to dispatch the wounded warriors instead, they gain 3D6 GC and the warband’s leader gains d3 Experience Points.

(3 3 3 3) Treasure Stash
The warriors are wandering through the woods when one of the henchmen notices a pile of leaves that looks a bit odd.

Investigation reveals that something was buried here recently. Digging up the area earns the warriors a small chest. Inside the chest the warband finds D6x10 GC.

(4 4 4 4) Questing Knight
Marching along a forest path, you hear the sound of a warhorse approaching. Through a gap in the tree's you see a knight approaching, catching sight of your warband a brief silence ensues, as both parties decide on their next actions.

The knight will stand down if your warband is allied with Bretonnia or otherwise of goodly intention, travelling alongside until camp is made for the night. As he regales you with stories of his deeds you earn 2d3+1 experience points which are distributed evenly between the heroes of your warband. In addition roll a d6, on a 4+ the knight passes on your story to the lords of the surrounding area and you gain +1 CP.

The knight will offer a challenge of single combat to any warband that is an enemy of Bretonnia, undead, chaotic or of any other monstrous race that poses a threat to his homeland. You may choose to accept the challenge or attack the knight on mass. If you accept his challenge you must choose one of your hero's to fight him. Roll to see who charges. The knight's statistics and equipment are as follows;

Knight
M - 4 WS - 4 BS - 3 S - 4 T - 3 W - 1 I - 4 A - 2 Ld - 9 Sv

Warhorse

Equipment; Broadsword, Shield, Gromil Armour, Warhorse

Skills; Strongman, Untiring: The Knight ignores movement penalties for wearing armor while on foot. In addition, strength, axes, critical hits, and similar modifiers cannot reduce the saving throw lower than 5+, nor will it be ignored by any non-magical means.

Broadsword - 15gc, Common
Range: Combat, Strength: As User +1S
Special Rules: Difficult to Use, Strike Last (Negated by strongman skill)

The knight also carries 2d6 GC. He will never leave the combat and the fight must continue until one character is OOA.

If your hero wins the challenge, you retrieve the knights equipment and gold (the warhorse is killed). The hero gains 3 experience and your warband gains +1CP.

If the knights wins the challenge roll on the serious injuries chart for the hero treating 36 - 66 as full recovery, if he survives he gains 1 experience. The knight escapes the wrath of your remaining warband in the ensuing confusion

If you decide to attack the knight on mass, you receive the knights equipment and gold (the warhorse is killed). However, enraged by your lack of honour the knight manages to kill d3 random non large henchmen before he is brought down (remove tme from your roster). Your warband leader also gains 1 experience.

(5 5 5 5) Strange Lake

From a distance you see what you think is a small lake,
which changes size, shape and colour as you approach it. You blink and no two members of the warband can agree on exactly what it looks like. The
sheer mind-bending qualities of the water is encouraging you pass it by all the more quickly. Entranced by the shimmering water, one more curious hero approaches the water;


Randomly determine one hero that is entranced by the water (heroes that are immune to psychology can not be chosen) . As he touches the waters, a strange tingling sensation travels up his arm. Roll a d6 to see what effect the lake has on the warrior;

1 - The hero is driven mad by the water, constantly raving about it's beauty - He is now subject to Stupidity
2 - 3 - The hero becomes quiet to the world around him, nothing will compare to the flickering colours - He becomes immune to psychology.
4 - 5 - The hero intently takes great inspiration from the water, he gains 2d3 experience points.
6 - Something glitters under the surface of the water - Roll a D6 - 1 - 3 You've found a lesser artefact (roll on the lesser artefact table) 4 - 6 You've found a shard of Vengeance!


(6 6 6 6) Crashed Caravan
The warriors see cadavers strewn all over this ground, several arrows protruding from each other body. You’ve heard a lot of stories about what happens to merchant caravans that stray even a little off the trail…

If the warriors loot these bodies, they find all of the following items of value:

D3 swords
A suit of light armour
D6 daggers
2D6 gold crowns.

In addition, roll a D6 – on
a result of 4, 5 or 6, the warband finds a Map of The Three Dukedoms (Mordheim Map) on one of the bodies.

In addition roll a D6, on a result of 5 or 6 the caravan is hiding a shard of Vengeance!

 
Quintuples



(1 1 1 1 1) Noble's Mansion
A grand mansion, that is strongly built from stone, has survived the cataclysm remarkably well. A carved coat of arms adorns the lintel above the doorway although it has been defaced by raiders and the symbols are now unrecognisable. The door itself, has been smashed open with axes and hangs open on its hinges.

Inside, hidden amongst the debris, you find D6x12 gc to add to your treasury.

(2 2 2 2 2) Crumbled Tower
Though not much is remaining from the tower, it looks that once a wizard might have lived here.

Roll a D6:

1-2: 3D6 GC and scroll of Silver arrows of Ahra. A hero may read the scroll during one of his shooting phases and he may cast the spell if he passes the Diff roll. One use only. A spell caster may read it and gain +2 on the difficulty roll if he already knows the spell.

3-4: You find a wizard cloak, any one wearing it will get a 6+ armour save (not cumulative with LA & HA) and is -1 to shoot at. If a wizard (spellcaster) wears it he raises the save to 5+. The cloak does not prohibit the use of magic.

5-6: You find a magician's tome. This tome can only be used once. Roll a D6, on a 5+ you may learn lesser magic spells if you gain a skill advance, otherwise you will gain a 5+ save against spells.

In addition roll another D6, on a 5 or 6 you find a shard of Vengeance hidden in one of the old wizards chests.

(3 3 3 3 3) Trade Hall
You stumble across the ruins of a trading hall. Although now it's not much more than a pile of collapsed stone and timber, you find a small box in the ruins.

Inside the box you find 2d6 x 5 gc. Also if you roll a double you have found a Traders Amulet. Any hero that wears the amulet gains the haggle skill.

(4 4 4 4 4) Glowing Pool
A strange light seems to emanate from a
rather large pool. But before you can
investigate a large dog attacks you.


If you pass a Ld-test (choose which hero will step forward) the wardog will yield to the hero and the hero thus gains a wardog (Unlike standard wardogs, he doe not count towards the maximum number of warband members). If he fails he has to fight the wardog. Roll to see who charges, the fight lasts 2 rounds. After that the rest of the warband steps in and the dog flees. In the Pool you find a strange glowing stone. You may sell it for D3 x 15 GC, or you keep it. This allows you 1 reroll on the serious injury chart.

(5 5 5 5 5) Ambushed Warband
The warriors see bodies strewn all over this clearing, several arrows protruding from each one. That old hermit did warn you about the folk of the woods preferring their privacy…

If the warriors loot these bodies, they find the following items of value: D3 swords, 1 suit of light armour, D6 daggers, D3 spears, D6 shields, and 2D6 GC. In addition, roll a D6 – on a result of 5 or 6, the warband finds a shard of Vengeance on one of the bodies.

(6 6 6 6 6) TBD


 
Sextuples



(1 1 1 1 1 1) Strange Gem
Glowing in the undergrowth you find a strange magical gemstone.

Roll a d6 to determine the properties of the stone. The hero carrying the stone receives the following benefit

1. Topaz of Luck - You may reroll one dice per battle (Acts like a rabbits foot that isn't destroyed on use)
2. Quartz of Fury - The gem increases the warriors attacks by 1.
3. Emerald of Swiftness - The gem increases the warriors initiative by 1.
4. Ruby of Might - The gem increases the warriors strength by 1.
5. Sapphire of fortitude - The gem increases the warriors toughness by 1.
6. Diamond of Wisdom - The warrior gains d3 experience for surviving battles, instead of the standard 1.


(2 2 2 2 2 2) Witch's Hovel
Through a gap in the trees you see a small wicka hut with various animal remains and strange carvings. There doesn't seem to be any occupants but there are some strange objects inside.

Results TBD.

(3 3 3 3 3 3) TBD

(4 4 4 4 4 4) TBD

(5 5 5 5 5 5) TBD

(6 6 6 6 6 6) TBD


 
Vengeance, l'ancienne Estramaçon de Bretonnia

Vengeance was a magical great sword of phenomenal power, broken and lost for millennia, even the shards still hold remnants of it's true power. Pieces of the great sword are carried as equipment, bestowing gifts on the wielder.

Such is the magical nature of the sword, its will to be reformed, if any model carrying a shard of Vengeance is taken OOA in close combat the shard is dropped. Place a counter where the warrior was standing representing the dropped shard, this can then be picked up by any non animal warrior by moving over it. You may NOT pick up the shard when charging, as the warriors focus is completely on his enemy. If the shard is taken by a henchmen he must give it to a hero after the battle. If the shard is unclaimed at the end of the game the warband that did NOT rout will claim it. If neither warbands rout, due to scenario rules, then the shard will be reclaimed by its original owner. Shards must be carried by a hero, except in the above circumstance, and if two or more shards are obtained within a single warband they must all be carried by the same hero at the start of a battle.

Roll a D6 and use this table to determine which shard of Vengeance you find when a result in the Exploration Chart indicates that you have found a shard of Vengeance. In a campaign none of these items can appear more than once, so if you find a shard which is already in someone else's possession roll again.

(If you find a shard please notify me so I can amend this list to reflect that)

(1) The Pommel of Vengeance
Arrows, bolts, thrown knives, sling stones and other projectiles appeared to change direction at the last second. The bearer of the blade seemed impervious to missile attack.

The bearer of the Pommel of Vengeance has an additional 4+ save against shooting attacks, which is taken before armour saves.

(2) The Grip of Vengeance
Easily pushing aside the defences of his enemies, the lord's greatsword never missed its target.

The bearer of the Grip of Vengeance increases his weapon skill by 1, this applies both current and maximum statistics. In addition the warrior may now choose combat skills as well as his standard skill tables.

(3) The Crossguard of Vengeance
As the wizards fire raced along the length of the great blade, ornate runes and a great gemstone began to glow. His last living sight was of his finest magic being absorbed into the hilt of the blade, before it fell upon his defenceless form.

The bearer of the Crossguard of Vengeance has a 4+ save against the effects of harmful magic, which is taken before armour saves.

(4) The Forte of Vengeance Owned by klinktastics Orcs and Goblins
An ancient saga tells of a mighty king pitted in battle against against a chaotic black dragon. Burnt and bloodied the king took his mighty sword, and in one great strike carved through the neck of the beast, dragonscale, muscle, sinew and bone all gave way to the potency of the blade, severing its head from its neck.

The bearer of the Forte of Vengeance increases his strength by 1, this applies both current and maximum statistics. In addition the warrior may now choose strength skills as well as his standard skill tables.


(5) The Edge of Vengeance
Despite the great size of Vengeance legends tell of how the greatsword allowed its bearers to strike at enemies with astonishing quickness.

The bearer of the Edge of Vengeance increases his initiative by 1, this applies to both current and maximum statistics. In addition the warrior may now choose speed skills as well as his standard skill tables.


(6) The End of Vengeance
The king's enemies quickly learned that attacking him on mass achieved nothing but the mass death of their warriors, his blade never resting until the slain littered the floor around his feet.

If bearer of End of Vengeance takes an enemy OOA in close combat he can immediately make an additional attack against another enemy that he is in close combat with. This can continue until he fails to take an enemy OOA or has no enemies left standing in close combat.



In addition to the individual benefits, for each shard of Vengeance beyond the first a warrior carries, the following benefits apply;

2-3 Shards: The bearer of the shards hates any warrior that also carries shards of Vengeance. As the heroes desire to find other shards grows you may roll two exploration dice for him while there are still shards to find.

4-5 Shards: The bearer of the shards is affected by frenzy when fighting a warrior that is also carrying shards of Vengeance (he must charge if within range and he fights with double his attack characteristic). The hero is now obsessed with looking for the remaining shards, you may roll three exploration dice for him while there are still shards to find.

6 Shards: The shards of Vengeance are all together! If you have the funds, you must find a worthy smith and have Vengeance remade, this costs 125 GC and the hero will miss the next battle whilst the smith is working. If you cannot afford to remake the sword you may not spend any gold until the sword has been remade.


Vengeance, l'ancienne Estramaçon de Bretonnia - Reforged

Vengeance, an artefact of great legend, often thought of as a myth, told to young nobles to spur on the desire to perform great deeds. The blade was an ornate magical greatsword, wielded by the most powerful kings and lords of ancient Bretonnia, it has been the end of many a powerful foe. Now the shards of Vengeance have been gathered together and reforged anew into a weapon of awesome power.

Range: Close Combat Strength: As user +2

Special rules: Two handed, The Resolve of Vengeance, The Jealousy of Vengeance, The Skill of Vengeance, The Speed of Vengeance, The Strength of Vengeance, The Fury of Vengeance.

Special Rules:

Two Handed: A warrior armed with Vengeance may not use a shield, buckler or additional weapon in close combat. He gets additional +1 armour save bonus against ranged attacks if he carries a shield.

The Resolve of Vengeance: A warrior may parry with Vengeance. A warrior armed with Vengeance has a 4+ save against ranged attacks and magic that is taken before any armour saves are made.

The Jealousy of Vengeance: A warrior carrying Vengeance may not use any other weapons. If a warrior carrying Vengeance is taken OOA then Vengeance will be dropped. Place a counter where the warrior was standing representing Vengeance; this can then be picked up by any non animal warrior by moving over it. You may NOT pick up Vengeance when charging, as the warriors focus is completely on his enemy. If Vengeance is unclaimed at the end of the game the warband that did NOT rout will claim it. If neither warbands rout, due to scenario rules, then Vengeance will be reclaimed by its original owner. If Vengeance is taken by a henchman he must give it to a hero after the battle.

The Skill of Vengeance: A warrior armed with Vengeance increases his weapon skill by 1, this applies to both current and maximum statistics. He may take combat skills in addition to his current skill tables. If the warriors weapon skill is 3 or more above his opponent all attacks will hit on 2+.

The Speed of Vengeance: A warrior armed with Vengeance increases his initiative by 1, this applies to both current and maximum statistics. He may take speed skills in addition to his current skill tables.

The Strength of Vengeance: A warrior armed with Vengeance increases his strength by 1, this applies to both current and maximum statistics. He may take strength skills in addition to his current skill tables. All attacks made with Vengeance cause a critical hit on a roll of 5 or 6.

The Fury of Vengeance: If bearer of Vengeance takes an enemy OOA in close combat he can immediately make an additional attack against another enemy that he is in close combat with. This can continue until he fails to take an enemy OOA or has no enemies left standing in close combat.





Battle Chronicler - Tips, Conventions and Best Practices

Since Mordheim is a skirmish game we do not use the wheel function within Battle Chronicler, so you will need to turn this off. This option can be found under Edit>Preferences as below;





Rules Clarifications




Questions and Answers
Last Edit: 2014/07/21 22:56 By Ashjwest.
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Duncoman (User)
profile icon User Offline United Kingdom flag
  #148302
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Ashjwest wrote:
It might be an idea to try and regulate how many "good" vs "evil" warbands are involved. I'd like to see a CP system again, with some more thoughts on balancing them out (the evil one in the last campaign stood out a little IMO).


Will take that on board and have a think RE: Good and Evil warbands. I do think CP will re-appear, it's a nice way of keeping track of how 'advanced' a warband is, and warband bonuses will probably be connected to it.

Ashjwest wrote:
With the "enforcer" warbands you talked about, would this be your perminant band or a dynamic spare warband? What about the idea of objective specific Bertha style dramatis persons(?) that would help out weaker warbands when taking on the powerhouses.

It would be a 'spare' warband- in Mordheim/Necromunda/Inquisitor campaigns I've been involved with in my local gaming group, the 'enforcers' are a police force essentially- if one group gets lucky early on and starts running away with it too quickly (making the whole campaign a lot less fun/pointless) they have to play the enforcer warband, who are designed to take them down a peg or two. Having Dramatis Personae would be a good idea. Perhaps if your rating=x less than your opponent you get to roll on a good/evil Dramatis Personae table with a choice of three.

Ashjwest wrote:
We should really discuss the mechanics of how we'll use battle chronicler for multi player games. Also it's not great at representing the 3d nature of Mordheim. I miss dropping people from the top of towers

Yes, we should. At some point... And I know Battle Chronicler isn't perfect, but if we say moving up a floor takes 2" it's generally easy enough to say 'I've moved my model up two floors' in the email. It's not perfect, but it's equal for everyone and saves confusion.

Conveniently putting this campaign in the countryside makes it less likely we'll have big buildings.

Ashjwest wrote:
Not sure about fluff bonus's, while its great to get as much in as possible I don't think penalising the people who don't want or have time to write fluff is the best way to go.

It's difficult- a story-driven campaign is generally more fun if people put in their own little bits. I wouldn't make the bonuses so massive that people who didn't want to or couldn't write anything would be penalised for doing so. I'll have a think about it.
The Muster of the Marshal (My Army Journal)
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starwarsdrip (User)
profile icon User Offline
  #148338
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
I'm definitely interested in playing. Is it possible to find the mousillon warbands anymore on the net? I dont remember exactly but i think they had a woodsman or herrimuaults warband..
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Duncoman (User)
profile icon User Offline United Kingdom flag
  #148339
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Pretty good one stop shop. http://www.mordheimer.com/

There's also a bunch of articles etc. here: http://www.specialist-arms.com/fanatic/
The Muster of the Marshal (My Army Journal)
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Ashjwest (User)
profile icon User Offline United Kingdom flag
  #148350
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Mordheim PDF collection


Try this

Sounds good Duncoman, I be happy to have a go at designing a dramatis personae or two if we go that way.

Anyone else interested in getting involved? The more the merrier!
Last Edit: 2014/03/12 07:33 By Ashjwest.
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Ackermanus (User)
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  #148361
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Liking the ideas so far, namely the enforcer warband. Not sure about the CP for fluff idea: I get where it's coming from, and for me at least it's a good way of "forcing" me to not be lazy when it comes to writing AARs and the like, but I can easily see some people taking issue. Although I suppose it would be better to vote about it than speculating.

The setting seems good, although I didn't have the chance to look at the Thy Soul to Keep campaign yet. I'll post something more constructive in this regard later. For now I would just like to say I'm still interested in this, and to suggest a couple of rules changes based on what I saw last campaign.

One thing I was going to suggest was the removal of critical hits. They make armour too unreliable (except in high toughness characters) and using two weapons far too lethal. They also lessen the strength of big creatures. Perhaps critical hits could be a combat skill?

Also, in a campaign I sadly only got to see the beginning of, they changed the way charges work in that charging would only give you +1I. This seemed like a pretty good idea, to make initiative more important (as combats are often decided in one turn). I would also perhaps consider making lucky charms and rabbit's feet one use items, to avoid them becoming near obligatory items like before.
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Ashjwest (User)
profile icon User Offline United Kingdom flag
  #148385
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Ackermanus wrote:

For now I would just like to say I'm still interested in this, and to suggest a couple of rules changes based on what I saw last campaign.

One thing I was going to suggest was the removal of critical hits. They make armour too unreliable (except in high toughness characters) and using two weapons far too lethal. They also lessen the strength of big creatures. Perhaps critical hits could be a combat skill?

Also, in a campaign I sadly only got to see the beginning of, they changed the way charges work in that charging would only give you +1I. This seemed like a pretty good idea, to make initiative more important (as combats are often decided in one turn). I would also perhaps consider making lucky charms and rabbit's feet one use items, to avoid them becoming near obligatory items like before.


I agree with the thing about critical hits they can really be a game changer. I'd still like to see them included however. How about this; A new critical hit table;

Critical Hit Table


1- Normal Wound
2- Normal Wound
3- Normal Wound
4- Hits a vital part - 1 Wound = 2 Wounds with armour saves
5- Hits exposed spot - 1 Wound = 2 Wounds No armour saves
6- Master Strike - 1 Wound = 2 Wounds No Armour saves +2 to Injury Rolls

Two weapon fighting is overpowered in Mordheim so maybe it could be an idea to nerf that. -1 to hit when using two hand weapons (on both attacks) is the best option IMO.

I have to, however, disagree on the changes to the charge rules. It would really empower warbands with a high base initiative (Skaven, Elves etc). These generally tend to already have the advantage of a high movement so getting charges in against them takes a good amount of tactics at times. With that change normal base initiative warbands are going to have to roll off to strike first (thats another point, lots of extra rolling) and low initiative warbands will basically always strike last no matter what they do. Not sure how this changes the length of close combat, if the charger is powerful enough to have a good chance of taking an enemy OOA in one round then he will still do it if he gets to attack (if he doesn't then the combat is over anyway).

I agree on the one use item lucky charms and rabbits feet. That would make them more suited to purchasing with spare money (how I would think they are intended).
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Duncoman (User)
profile icon User Offline United Kingdom flag
  #148388
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
First off guys, thanks for all the feedback, this is really helpful in dialling in where we want the campaign to go and what we want it to be- so important with people I've never actually met!

Ackermanus wrote:
Liking the ideas so far, namely the enforcer warband. Not sure about the CP for fluff idea: I get where it's coming from, and for me at least it's a good way of "forcing" me to not be lazy when it comes to writing AARs and the like, but I can easily see some people taking issue. Although I suppose it would be better to vote about it than speculating.

Vote? What is 'Vote'? This is a dictatorship now! Seriously though, I will set up a vote on this as it will obviously be a bit of a bone of contention. I'd like to say completely 100% seriously that I am not doing it to make life more difficult for people to take part (we all have lives outside of this after all!), but simply to give a little nod of thanks to people who go that extra bit that makes the whole campaign a more enjoyable experience for all involved.

The various campaigns I have been involved with IRL have generally gone down four main 'angles' RE:Fluff bonuses;

1. Bonus GC
2. Bonus CP
3. Bonus Abilities (Mary Sue-ing just to get extra abilities will not be accepted)
4. No Bonus throughout the campaign, but a reward for the final big battle.

Any various combination of the above things are what I'd like to do. Amounts of reward are obviously going to have to be carefully gauged. I'll run through some hypothetical campaigns and come back with more concrete numbers/ideas for everyone.

Quick note on the 'enforcer' warband- there will also be four or five 'floating' warbands for people to use (like there were in the last campaign), but the 'enforcers' will be the most OP warband I can find (Wood Elves seems a good shot, and fitting, with my plans for location)- their job is not to be balanced and fair (hopefully they won't be needed at all), but to be downright nasty. If you're drawn up against them take it as a sign you're doing very very very well indeed!


The setting seems good, although I didn't have the chance to look at the Thy Soul to Keep campaign yet. I'll post something more constructive in this regard later.


For those who haven't seen 'Thy Soul to Keep' before (I have no idea why I remember it at all frankly, it's odd how the human brain operates), here are some links to the second and third parts. They were printed in UK WD 214-216, but I don't have 214 and can't find the resource anywhere, so if anyone does I would be infinitely grateful if you could find it and scan the relevant pages.

I'd like to use the scenarios (tweaked slightly) as 'special events'. They're not something to build a campaign on (too specific for every single game and being set in Mordheim, obviously...), but they are nice 'extras' to a primarily wilderness-based campaign.

Ackermanus wrote:

One thing I was going to suggest was the removal of critical hits. They make armour too unreliable (except in high toughness characters) and using two weapons far too lethal. They also lessen the strength of big creatures. Perhaps critical hits could be a combat skill?


Ashjwest wrote:
I agree with the thing about critical hits they can really be a game changer. I'd still like to see them included however. How about this; A new critical hit table;

Removing critical hits, for me, takes out one of the great randoms of Mordheim. With them even the lowliest zombie, dog, or dreg can be a superhero (with some lucky dice rolling of course). I like Ash's altered critical hit table, as it still keeps that element of surprise and randomness whilst being a little less predictable. We'll see how other people think, but for now Ash you seem to be on to a winner. On a side note, Armour prices will be the same as the last campaign (i.e. heavily reduced, EVERYTHING MUST GO pricing), and shields will afford the same +2 in CC, +1 against shooting bonus that they did last time. Warbands will be better protected than a 'vanilla' campaign, meaning that critical hits will be more necessary to crack them, another reason I'm loathe to remove them.

Ackermanus wrote:

Also, in a campaign I sadly only got to see the beginning of, they changed the way charges work in that charging would only give you +1I. This seemed like a pretty good idea, to make initiative more important (as combats are often decided in one turn).


Ashjwest wrote:
I have to, however, disagree on the changes to the charge rules. It would really empower warbands with a high base initiative (Skaven, Elves etc). These generally tend to already have the advantage of a high movement so getting charges in against them takes a good amount of tactics at times. With that change normal base initiative warbands are going to have to roll off to strike first (thats another point, lots of extra rolling) and low initiative warbands will basically always strike last no matter what they do. Not sure how this changes the length of close combat, if the charger is powerful enough to have a good chance of taking an enemy OOA in one round then he will still do it if he gets to attack (if he doesn't then the combat is over anyway).

I sit on the side of leaving the rules 'as is' and the charger always striking first (unless your opponent has a spear or special abilities, clever fellow), but I can see your side Ackermanus. I'll definitely have a think about it.

Ackermanus wrote:
I would also perhaps consider making lucky charms and rabbit's feet one use items, to avoid them becoming near obligatory items like before.

I'm definitely making Rabbits Feet and Lucky Charms one use only. Not one use per game, one use per campaign (although you can replace them after a game, as per a normal transaction). They're disposable items and should be so. So be careful when you choose to use that re-roll! That's the way my local group plays it and it works nicely.

Ashjwest wrote:
Two weapon fighting is overpowered in Mordheim so maybe it could be an idea to nerf that. -1 to hit when using two hand weapons (on both attacks) is the best option IMO.

The -1 to hit is a good idea, and I think we'll keep that for 'mismatched pairs' (i.e. hammer and sword, hammer and dagger, dagger and sword etc.). If you use two of the same weapon I think it'll be fair that you can fight without the nerf. It makes two weapon fighting more expensive, a more difficult decision (two hammers? Two swords? Two daggers? Mix?), but keeps it in for purists.

I may also add a learnable skill to the combat table to remove the -1 to hit for mismatched weapons.


'phew' I think that's everything so far...
The Muster of the Marshal (My Army Journal)
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  #148392
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
I would be interested in playing, though I am definitely new to this. I was thinking of running a Tomb Guardian Warband (Barrow Guardians, as the case may be) but I liked the look of some of those experimental warbands...

Edit: Apparently, the Tomb Guardians are woefully underpowered (booooo), so I would most likely run a Strigoi Vampire warband instead.
Last Edit: 2014/03/05 18:48 By The Red Cross Knight.
"The Red Cross Knight was holding the roof of the main keep alone... And he couldn't be beaten. Not by goblin or troll or giant! Not by the dozens or the hundreds! He lasted for over an hour and I began to believe he'd win all on his own.... until they set the dragon against him."
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Ackermanus (User)
profile icon User Offline
  #148415
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Regardless of how the rules changes pan out, I will most likely play as the Knights Errant, as I find it a personal reason of shame that in two campaigns I failed to play as the Bretonnians. Blasphemy! Them or the Chapel Guard, still not entirely sure on which to choose.

In any event, one of the reasons I do not like critical hits is that there are already plenty of ways to bypass armour (just like in normal warhammer), and many of these weapons take second seat (greatly reducing warband variety) precisely because the answer to most problems is "swarm them with numbers".

Gunpowder weapons are usually right out. Great weapons, due to their ASL, can only be used by models with the appropriate skill. That leaves the halberd, but for the same armor-piercing effects you could get two axes. And are you really going to pay four times the normal price for a gromril weapon just for -1 save? Unless the opponent has a very high toughness (which is impossible for most warbands), two weapons always win.

Then, even with the reduced prices, a suit of heavy armour still costs about as much as a new warband member, which is usually a far better investment because not only is it an extra meatshield/attacker, but it also increases the number of casualties before a rout test. Add to that that heavy armour "dies" with the wearer, and well...

All this said (my apologies for the long rant!), I do understand that there is a certain thrill to rolling to wound and hoping for a six. It just saddens me that such an interesting element is largely responsible for making a large quantity of equipment subpar.

As for the charge idea, I suggested it because the last two campaigns, whenever a character received an advance, my thought was always "please anything but initiative (or leadership if not the leader)". It always felt that to make use of it you had to either use a spear (terrible option except with very skilled warriors, like a certain vampire) or spend a valuable skill in it. Add to that the fact that ideally your heroes shouldn't be getting charged often anyway, and well...

Oh, and I finaly read the white dwarf campaign: quite interesting, shame there were no reports of skirmishes, only the campaign rules and a few comments by the players.
Last Edit: 2014/03/05 12:47 By Ackermanus.
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Duncoman (User)
profile icon User Offline United Kingdom flag
  #148425
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Ackermanus wrote:

In any event, one of the reasons I do not like critical hits is that there are already plenty of ways to bypass armour (just like in normal warhammer), and many of these weapons take second at (greatly reducing warband variety) precisely because the answer to most problems is "swarm them with numbers".

Gunpowder weapons are usually right out. Great weapons, due to their ASL, can only be used by models with the appropriate skill. That leaves the halberd, but for the same armor-piercing effects you could get two axes. And are you really going to pay four times the normal price for a gromril weapon just for -1 save? Unless the opponent has a very high toughness (which is impossible for most warbands), two weapons always win... All this said (my apologies for the long rant!), I do understand that there is a certain thrill to rolling to wound and hoping for a six. It just saddens me that such an interesting element is largely responsible for making a large quantity of equipment subpar.


Thanks for explaining your reasons Ackermanus- I can see your issues with critical hits a bit more clearly now.

I propose the following critical hit table:
1,2,3 - no bonus
4- 2w, armour save.
5- 2w, armour save, +2 to injury rolls
6- 2w, no armour save, +2 to injury rolls

This reduces the 'no armour' effect, meaning the items such as you listed better value. This decreases the likelihood of ignoring armour by a third.


As for the charge idea, I suggested it because the last two campaigns, whenever a character received an advance, my thought was always "please anything but initiative (or leadership if not the leader)". It always felt that to make use of it you had to either use a spear (terrible option except with very skilled warriors, like a certain vampire) or spend a valuable skill in it. Add to that the fact that ideally your heroes shouldn't be getting charged often anyway, and well...


I think that is part and parcel of the game- you don't want certain advances but the table could crop them up. The chance of doing so is equal for everyone involved.

As for the whole spears/charging thing, as I am considering allowing mounted models as per the Empire in Flames rules this should be a little different.

Oh, and I finaly read the white dwarf campaign: quite interesting, shame there were no reports of skirmishes, only the campaign rules and a few comments by the players.

'sigh' I know, WD has always been a little succinct when it comes to Mordheim, or specialist games at all in fact...
The Muster of the Marshal (My Army Journal)
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Ashjwest (User)
profile icon User Offline United Kingdom flag
  #148431
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
An interesting method of making armour more viable is to allow armour to give a save against serious injuries. Before rolling for a serious injury for a model with armour that went OOA you roll to save;

Light armour: 6+ Save to ignore serious injuries

Heavy and illmithar armour: 5+ Save to ignore serious injuries

Gromil armour: 4+ Save to ignore serious injuries.


The -1 to hit on mismatched weapons is a step in the right direction but I can't help but feel that it's just going to force people to take matched weapons (therefore reducing the variety of options available to equip people) If it where up to me I'd say it has to be all or nothing, either -1 to hit on both weapons (or -1 WS, which reduces the effect of this on skilled warriors) or keep it RAW. Obviously the ambidextrous skill is required if we change things.

The Red Cross Knight wrote:
I would be interested in playing, though I am definitely new to this. I was thinking of running a Tomb Guardian Warband (Barrow Guardians, as the case may be) but I liked the look of some of those experimental warbands...

Having just looked at the tomb guardian warband, I'd suggest going for a different list, they seem to be very underpowered. Having only four starting hero's and a maximum of two experience gaining henchmen would make the campaign experience miserable at best. Can I suggest looking at The Restless Dead (They are under experimental in the previous link I posted). They seem to be a much better band, two casters and some interesting henchmen choices, especially if you acquire/start with a bone goliath (very scary! Might need to look at the Border Town Burning full rulebook as they are with the hired swords).

You can find it here;

http://bordertownburning.ciantygames.com/
Last Edit: 2014/03/05 18:44 By Ashjwest.
The administrator has disabled public write access.
  #148432
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Having just looked at the tomb guardian warband, I'd suggest going for a different list, they seem to be very underpowered. Having only four starting hero's and a maximum of two experience gaining henchmen would make the campaign experience miserable at best. Can I suggest looking at The Restless Dead (They are under experimental in the previous link I posted). They seem to be a much better band, two casters and some interesting henchmen choices, especially if you acquire/start with a bone goliath (very scary! Might need to look at the Border Town Burning full rulebook as they are with the hired swords).

You can find it here;

http://bordertownburning.ciantygames.com/


Thanks for the advice! I was just doing my own research during a break at work and I basically found the same. They appear to be woefully underpowered (which is ridiculously lame, I might add). I may run a Strigoi-themed Vampire warband instead. Got to love the Lost Children of Mourkain.
Last Edit: 2014/03/05 18:51 By The Red Cross Knight.
"The Red Cross Knight was holding the roof of the main keep alone... And he couldn't be beaten. Not by goblin or troll or giant! Not by the dozens or the hundreds! He lasted for over an hour and I began to believe he'd win all on his own.... until they set the dragon against him."
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Ashjwest (User)
profile icon User Offline United Kingdom flag
  #148434
Re:*NEW* Mordheim Online Campaign Thread 3 Years, 8 Months ago
Using The Aristocracy of the Night rules (see unofficial under that link) the Strigoi undead warband is crazy powerful, especially the vampire (who can become almost godlike, just look at the skill list). I personally would be ok with it (just), as not using items or equipment on the vampire and no hired swords kind of makes up for this. I'd put the question out there though if that's what you intend to go with.
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