Title: Mordheim Post by: EvilGinger on 07 May 2011, 20:26:10 This is Games workshops skirmish game based in the same world as WHFRP it involves forces of 8-15 fighters including up to six heroes fighting initially in the chaos smitten city of Mordheim but after the release of the Empire in flames supplement any where in the empire or outside.
There are lots of options for warbands which are what the forces are called & its very easy to create additional ones, without breaking the game. It is also possible to expand the stating cash and maximum force size for actions in the border princes or similar lawless areas. I would love to start running this game in Burton would any one else be interested in joining me? http://www.boardgamegeek.com/boardgame/3565/mordheim-city-of-the-damned >:DGinger Title: Re: Mordheim Post by: EvilGinger on 07 May 2011, 20:33:29 Just to add I would likely run this at the Portal wargames club on Wednesdays to give me a change from doing a policeman's lot every week I also sort of guess my players for a policeman's lot every week might be a bit interested.
Portal games group link http://www.facebook.com/home.php#!/home.php?sk=group_25594690999¬if_t=group_activity >:DGinger Title: Re: Mordheim Post by: Snakes in the Tiki Lounge on 07 May 2011, 22:19:24 Theoretically interested, but with the exception of weeks like recently with the DM on holiday, wednesdays aren't going to be a goer, really. Keep me posted though, as you never know.
Title: Re: Mordheim Post by: EvilGinger on 07 May 2011, 22:29:28 I will Tiki indeed I will.
& for any one wanting all the gorry details about this game here is the goldmine. http://www.mordheimer.com/index.htm with due credit to Stu of the Portal Games group for pointing it out >:DGinger Title: Re: Mordheim Post by: EvilGinger on 08 May 2011, 16:56:02 The setting for the campaign is likely to be the Border Princes a setting I borrowed from a RPG supplement for 2nd ed Warhammer fantasy role play which I can't locate on the interweb at the moment.
The border Princes is a wide land south of and partly isolated from the human nations of Bretonia & the Empire & north of but similarly isolated from the human Kingdoms of Estralia it is a bleak wild land scared by battles so ancient they are forgotten & beset by monsters both common & uncommon. The land is barren and often very dry as it sits between mountains but its a place no one wants unless they are desperate, but with plenty of opportunity for those desperate enough to risk its terrible dangers to become wealthy successful or plain Dead. Each of you have marched into this land with your small force of followers and made a secure camp either in one scattered "native villages" or a fort of your own construction and form there as Capitan of your army & lord of your domain you send your forces forth to explore & conquer the land around. Starting rules Each warband starts with forces as per the warband list, but with 1000gold to buy hero's troops & gear with & may field up to twice the maximum number of figures noted in a game but hero's are limited to 6 & number limits on specialist troops remain fixed. Troops are bought in groups of 1-5 with the same gear. For example a Mercenary warband could still only have 5 swordsmen & 5 marksmen & six hero's but could make the numbers up to 30 with warriors. There would be more fighters in each warband than this but its a dangerous land & some will be needed to guard the strong hold & prevent the enslaved locals form running off so your warbands roster is as many as can be sent out. Game rules **Under construction**** The game is played in turns each being about a week if that matters Each of which has a number of phases First The warband will go out and explore & may encounter an other warband(s) or indigenous monsters in the process. Playing out the encounter as a scenario. Each warband will roll for a scenario & every one who rolls the same scenario will run into each other, if only one warband rolls a scenario then they automatically win having got lucky unless the scenario rolled involves indigenous monsters in which case they have to fight the third force. After which the winner will have a choice to either conquer the area giving a low but reliable income or loot which gives them a lot more wealth but this is a one off bonus. The others may go else where & loot with what hero's they have left standing after the fight. Looting is done as exploring, using a modified version of the tables in an empire in flames. Scenarios Roll 2d6 2 The warband with the lowest warband rating gets to chose the scenario 3 Into the Ruins (Scenario 1) 4 The ford (Scenario 2) 5 The lost caravan ( scenario 3) 6 A warm welcome (scenario 4) 7 Skirmish (scenario 5) 8 Into the woods (Scenario 6) 9 Defend the find (Scenario 7) 10 Its only a small Waaaghh! ( Scenario 8) 11 The tombs of the lost Empire ( Scenario 9) 12 The warband with the lowest warband rating gets to chose the scenario 1 Into the Ruins One or more warband discovers an area of old ruins of uncertain age which may contain valuable loot. Terrain should be rural but include a significant area of ruins in which a number of objective counters should be placed 1-3+1 per warband involved when a figure moves into contact with a counter roll a D6 1= Hazard figure takes a hit from a strength four attack 2-4 nothing interesting 5 a few coins roll 1d6gc 6 Valuable relic ( sell as warp stone) Conquering this will give +2d6 Gold for the first 1-6 campaign turns after it its conquered before its looted dry & generates normal income. 2 The ford 1-4 a Rural encounter featuring a ford which the warband with the lowest warband must hold against any other warband 5 a Same as above except the ford is not there any more but there is a ferry run by some bandits who will attempt to ambush the people they charge to cross mid stream. 6 an abandoned stone bridge defended by a large angry troll who can be bribed to cross Conquering this will give +1-3 Gold per turn as its a major crossing point & valuable to control 5 Skirmish 8 Its only a small Waaagh!! 1-3 its as advertised a band of green skins is beginning to build up enough that they feel the need to go on the Waaaagh! fought in a wilderness area the warbands encounter this & have to fight along with small bands of orcs trying to join the main force & similar sized bands of goblins trying to avoid being co opted. 4-6 Its a beastman raid rather than a Waaagh with fewer but more organised raiders for the warbands to fight Conquering this will give normal income 9 The tombs of the lost Empire The warbands have stumbled upon ruins form a truly ancient empire & fight to be the first in centuries to explore them unfortunately they have guardians who will resist all invaders 1-2 Barrows of Human kings from long before the empire fought in a very wooded rural with several hills which on investigation turn out to be the barrows of a line of long forgotten human kings who resent being disturbed & rise up to defend their resting places. 3-4 A Dwarf hold form the dwarves imperial age A rural area with scattered surface ruins giving access to extensive but badly damaged under works which are full of hazards 5-6 A High Elf outpost from before the war of the Beard A rural area with scattered ruins and a mysterious obelisk Conquering this will give a bonus depending on what was found 1-2 3d6 gold once & on 5+ a magic weapon 3-4 7d6 gold once 4+ a set of Gormil plate 5+ a Gormil weapon (axe or hammer) but roll a check for every hero in the band and if its 1-2 they have been hurt exploring & have to roll on the wounds table as does every warrior in the band being killed on a roll of one. 4-6 as per the dwarf hold but 4d6 gold & 5+ a illithmar weapon or armour Income A warband holds their stronghold which gives them 2d6 gold per campaign turn & can conquer 1 area per hero they have and each gives them 1d6 gold per area at the end of the campaign turn. >:DGinger Title: Re: Mordheim Post by: EvilGinger on 09 May 2011, 14:43:21 I will split up the rules over a couple of posts but I am working on them hard between every thing else I have on at the moment but need to get my frazzled mind around it so it all makes what passes for sense.
>:DGinger Title: Re: Mordheim Post by: EvilGinger on 15 May 2011, 16:28:59 I will get back on with this when I have recovered from Beer & Pretzels +:sleepy2=+::sleepy2: +:sleepy2=+::sleepy2: +:sleepy2=+::sleepy2:& replaced the Painting lights which burned out whilst doing so
>:DGinger Title: Re: Mordheim Post by: Pug118 on 17 May 2011, 20:32:25 This could be interesting.
It's not often you get something free out of games workshop ::) but here's the link to the rules PDF's for anyone who's interested: www.games-workshop.com/gws/content/article.jsp?catId=cat480008a&categoryId=1100010§ion=&aId=5300009 Title: Re: Mordheim Post by: EvilGinger on 17 May 2011, 22:33:51 Which is good but it only goes to show the calibre of individual in charge at GW that they give away one of their best products however I wont moan even if my hard copy cost me £40 & worse a visit to one of their stores<shudder>
>:DGinger Title: Re: Mordheim Post by: Snakes in the Tiki Lounge on 17 May 2011, 23:51:05 If they've stopped selling that particular edition, this actually makes a lot of sense, business-wise.
It gives people a reason to look for GW miniatures, to fill out the warbands in question and could keep interest in mordheim ticking over to the point where if they bring it back for a new edition, there would be more demand for the probably expensive new box-set than there might be otherwise. Title: Re: Mordheim Post by: EvilGinger on 19 May 2011, 21:21:06 This has now got sufficiently complicated that I am working on the scenarios off line & I will post them when I have worked them through I am also increasing the size of the Scenario table to 2-20 for a bit more variety & borrowing a terrain generator form am other set of rules to randomly generate the tables.
>:DGinger |