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Mordheim Campaign

UserPost

9:08 am
Sat 6-5-10


Nessie

Member
1

Post edited 4:16 pm – Sat 6-5-10 by Nessie


In search of adventure, wealth or certain doom?

All await you in The City of the Damned.

Come join the Mordheim Campaign this summer beginning June 15th.

Accelerated Campaign Rules:

Beginning Warband Funds: 1000 GC

Upgrades: See page 165 of the Official Rule Book for upgrade rules. When upgrading it is important to record the gained experience on your warband roster. Each bold box is an upgrade mark.

Warband Composition: No Warband may have more than 50% of its members armed with ranged weapons.

Experience: Every 1 point of experience will count as 2. (except the following)

+2 EXP for a WYSIWYG Warband

+2EXP to Each fully Painted model. No need to rush though, you can get these points at any time during the campaign.

Exploration: All gold received will be doubled.

Warbands: See Mordheimer for a list of Warbands. Table Top Geeks is also a great resource. 

There are some broken "experimental" warbands such as Black Orcs which can not be used in this campaign. If you're unsure just PM me.

If you'd like to get some practice before the campaign starts, you're welcome to join us in a game this Tuesday. I'd be happy to cover game mechanics, conversions or painting.

 

3:21 pm
Sun 6-6-10


Lance Davenport

Berkeley

Moderator
2

Awesome! Count me in with Middneheimers!

Lance

"And now I'll use McMourning to cast Dissection on the Canine Remains…"

Davenport

12:35 pm
Mon 6-7-10


Joshua Fricke

Oakland

Member
3
I am excited for this. Hoping to find time to play and assemble/paint a new gang.

~ Joshua

3:00 pm
Mon 6-7-10


Andrew Bruch

Guest
4

Los Ogros!  Thanks for organizing.  this will be my first campaign for this game and my ogre warband.  If they can stay fed them should prove to be tough adversaries. 

Let me know when you are free Nessie, I still need some GS help.  I will be there tomorrow 6/8/10 with GS in hand.  Thanks!

5:27 pm
Mon 6-7-10


Nessie

Member
5

I'll be there too Andrew. Happy to help.

8:59 am
Tue 6-8-10


Andrew Bruch

Guest
6

Sweet!  Los Ogros thank you.  You and your warband shall be spared…for now.

7:47 pm
Mon 6-14-10


Nessie

Member
7

Post edited 7:44 am – Tue 6-15-10 by Nessie


Okay. The Campaign begins tomorrow. We'll start at 7PM unless everyone is there earlier. 

I'll post the scenario details of the first game soon. 

Before the first game I'd like to clarify a couple house rules we'll be using.

1. WYSIWYG is just for one weapon. If the model has 2 weapons only one needs to be modeled. There is also no need to model armor.

2. Underdog Bonus: I understand that it's difficult to make each game every week. To ensure that you won't get clobbered when you return from a break we'll be using the Underdog rules described in the Campaign section of the rule book. 

So, if you miss a game, you can catch up by using the Underdog rules BEFORE your next game. 

3. When using 2 one handed weapons the off hand strikes at -1 To Hit.

4. +2 GC for each model named. 

The bonuses are collected after the first game.

Extra Hires are also purchased after the first game.

1:12 am
Tue 6-15-10


Nessie

Member
8

Post edited 8:26 am – Tue 6-15-10 by Nessie


Mordheim Campaign: Game 1

Until a fortnight ago the Baron Willebrord Snell of Bechafen, Ostermark  was held under the spell of his royal soothsayer, Typhon Gantry. Typhon had been sneaking a poisonous draught into the Baron’s tea prior to their weekly leaf readings. The Baron’s Clerics were baffled by Snell's inexplicable behavior. For months the soothsayer had fleeced the Baron of much wealth. His scheme progressed with such ease that he grew cocky and complacent. Inevitably Tyhpon’s overconfidence became his undoing, and late one night while rushing to brew the Baron's draught he added a dash of monk’s hood instead of a pinch of ground mandrake root. The blunder had a sobering effect on the Baron. Upon drinking the botched potion he snapped out of the manipulative spell and ordered the Dark Wizard executed. In a blinding flash of light and smoke Typhon had vanished.

Baron Snell exhausted all of his resources in tracking the wizard to the city of Mordheim. Although he had the bastard cornered, not one of his knights or trackers would dare enter the damned city. The Baron grew frustrated, as he knew his quarry would only gain strength as time slipped past. In desperation, he used his wealth to enticed the dregs of the surrounding regions to venture forth and capture the Dark Wizard.

Game Effect: Raining Fish

Typhon has gained considerable power since entering the city of the damned. He has learned to manipulate the weather.

Before each game of the campaign roll 3D6 and add the total to determine the weather effect. Consult the table provided by the Campaign writer.

Game Effect: Sunday Morning Coming Down 

The warbands spent the previous night in premature celebration of the capture of Typhon Gantry. As they awaken to search for their bounty, they find that the sun is too bright, the cocks crow is too loud, and dawn seems to have come too early. They are all suffering from hangovers and will take a while to clear their heads…

Each Hero in the warband halves their Initiative. Roll a dice at the start of every turn for each Hero in the warband. If the score is equal to or lower than the Hero’s Toughness then they have shaken off the effects and no longer suffer the penalty.

Scenario: The Writing’s On The Walls

 Typhon Gantry has been in the city for 2 weeks and he is well hidden. However, since his entry, strange scribblings have been found in the alley ways of Mordheim. Perhaps this chicken scratch will provide some clue as to the whereabouts of the Dark One?

TERRAIN

Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. If your terrain collection allows, a dense warren of narrow, crooked streets is ideal. In any case, the centre of the table should have two buildings, placed close together so as to form an alley, one inch wide. The map will be written in this alley. Because of the ruins, close confines of the alley, trash, etc., the alley is considered difficult terrain.

WARBANDS

The warband with the lower warband rating chooses whether to set up first or last. The first player then chooses which table edge to set up on, and places all of his warriors within 8” of that edge. His opponent then sets up within 8” of the opposite edge. Because of the dense, mazelike construction surrounding the alley, skills or abilities which allow special deployment may not be used.

SPECIAL RULES

The map on the alley wall was written by the Dark Wizard, and the warriors in Mordheim will have a tough time puzzling it out in the middle of a fight! In order to understand the map, a hero must be moved into the middle of the alley, and must spend two full turns doing nothing but studying the writing. Heroes who have taken at least one Academic skill may decipher the writing in one turn rather than two.

Once a warband has no further use for the map, they may ruin the wall so other warbands can't follow the directions! The wall has 1 Wound, and a Toughness of 7. Attacks against the wall automatically hit, and any wound ruins the map. Anyone attacking the wall must be in the alley (they cannot ruin the map from the other side of the wall).

The warband to decifer the map has gained a master map of mordheim.

STARTING THE GAME

The player with the lower warband rating has first turn.

ENDING THE GAME

If one warband is able to decipher the writing on the wall, and then ruin said writing, the scenario ends immediately, and that warband wins. If both warbands manage to decipher the writing, then the scenario ends in a draw. If one warband deciphers the writing and then routs, the game ends in a draw. If the writing is somehow ruined before it can be deciphered by either warband, the scenario ends in a draw. Alternatively, if one side routs, the other wins. The winners are assumed to decipher and orient the writing at their leisure.

EXPERIENCE

+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Exp.

+1 Winning Leader. The leader of the winning warband gains +1 Exp.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for any enemy he puts out of action.

+1 for Deciphering the Writing. Any Hero who deciphers the writing during the battle (limit 1 per warband) gains +1 Experience.

+1 for Ruining the Writing. Any Hero who ruins the writing (after it has been deciphered!) earns +1 Experience.

8:53 am
Tue 6-15-10


Lance Davenport

Berkeley

Moderator
9

Awesome! His head shall be mine! My men do not fear to enter the city!

Lance

"And now I'll use McMourning to cast Dissection on the Canine Remains…"

Davenport

12:39 am
Wed 6-16-10


Nessie

Member
10

Great first game guys!

Here are the results of the first match:

Andrew (Ogres): 1 Campaign Point 

Warband Rating: 249

Lance (Middenheimers): 0 Campaign Point

Warband Rating: 195

Donald (Undead): 1 Campaign Point

Warband Rating: 175

Greg (Orcs): 0 Campaign Point

Warband Rating: 175

Campaign Points can be redeemed at any time for 2 EXP. per 1 CP.

However, The player with the most CP points at the end of the campaign wins. 

The winner will receive an End Game Gift Card for the value of a Regiment Box.

10:50 am
Wed 6-16-10


Greg Paull

Pacifica

Member
11

+2 EXP for a WYSIWYG Warband

+2EXP to Each fully Painted model. No need to rush though, you can get these points at any time during the campaign.

So, can I go ahead and give that to my guys now since I had all of this last night!

11:51 am
Wed 6-16-10


Nessie

Member
12

Yup! And don't forget the gold for naming your guys.

4:49 pm
Wed 6-16-10


Lance Davenport

Berkeley

Moderator
13

Oops I forgot those as well, wysiwyg and naming gold for me

Lance

"And now I'll use McMourning to cast Dissection on the Canine Remains…"

Davenport

11:22 am
Mon 6-21-10


Nessie

Member
14

Post edited 6:31 pm – Mon 6-21-10 by Nessie


The Campaign continues tomorrow.

Game 2: Rats! 

Scenario: Hidden Treasure

That Wizard is proving difficult to find. Your Warband is growing restless. It’s about time this venture paid off. There is a rumour that one of the ruined buildings has a concealed cellar with a treasure chest hidden in it. Two rival warbands have heard about the cellar and are now searching the area. Who knows what they will find?

set-up

Both players roll a D6 and whoever rolls highest chooses which warband sets up first. This warband is deployed within 8″ of any table edge the player chooses. His opponent sets up within 8″ of the opposite side.

Special Rules

All the warriors (not animals!) in each warband know roughly what they are looking for and must inspect the buildings to find the treasure. Each time a warrior enters a building which has not been previously searched by either side roll 2D6. On a score of 12, he has found the treasure. Buildings in the deployment zones are not searched (since they have already been thoroughly ransacked)

If you have not scored 12 with any roll when there is only one building left to search, the treasure will automatically be found there. However, warbands may not skip a building in their search. They must be thorough and check each building as they advance. After finding the treasure chest, the warrior must then take it to safety via his own table edge. Carrying the treasure chest will slow the warrior carrying it to half speed. Two or more models may carry the chest without any penalty. If the carrier is put out of action, place the treasure chest at the spot where he fell. Any man-sized model may pick it up by moving into base contact with it.

Whoever recovers the chest may roll on the following chart after the game to see what the chest contains.

Treasure Table:

D3 pieces of wyrdstone Automatic

Ithilmar armor 3+

Ithilmar Sword 4+

Gromil Armor 5+

Gromil Weapon 4+

The Boots and Rope of Pieter 6

Pieter, the master thief of the Guild of Shadows, was the most famous of all the cat burglars of Mordheim. He earned the nickname ‘Spider’ for his daring robberies. The secret of his success was a pair of enchanted boots and a magical rope which he had acquired from far-off Araby.

A model wearing these boots may move normally (including running, charging, etc) on any kind of terrain, including vertical surfaces. When moving the model, simply adds the distances moved horizontally to that moved vertically, with no Initiative test needed (except to jump across gaps).

starting the game

Warbands which read the writing on the wall last game must designate a hero and role 1D6 on the following table at the start of the next game to determine their interpretation of the clues.

  1. 1.   “Klaatu Varada…Neck Tie” A misreading of the words sets off a curse. A hero suffers -1 to all dice rolls this game.
  2. 2.    “Veskit wuz here”, nothing of importance was written.
  3. 3.   The writing guide the reader to a cache of gold. You findind 6D6 gold crowns.
  4. 4.   The writings reveal all hiding places in the area. During this game, one hero can hide anywhere, even in the open,.
  5. 5.   A hero learns of a secret passage in a building. Choose one building at the start of the game. The hero may enter this building one turn and appear in any other building on the next turn.
  6. 6.   The writing have eluded to the location of a great treasure. The hero may find treasure on an 11 or 12.

Roll a D6. The player rolling highest has the first turn.

ending the game

When one warband gets the treasure to safety, or a warband fails a Rout test, the game ends. The victorious warband then gains the treasure chest.

experience

+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winning warband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

+2 For Finding the Chest. If a Hero finds the treasure chest he earns +2 Experience.

Game Effect: Raining Fish

Typhon has gained considerable power in the past two weeks. He has learned to manipulate the weather.

Before each game of the campaign roll 3D6 and add the total to determine the weather effect. Consult the table provided by the Campaign writer.

 

Game Effect: INFESTATION

This area of Mordheim is infested with rats, bats and other verminous creatures which will swarm out to attack anything that disturbs their lairs.

Every time a model enters a building, roll a D6. On a roll of a 1-2 the model is attacked and suffers D6 Strength 1 hits. Roll for models deployed in buildings at the start of the game, before the first player’s turn.

9:53 pm
Mon 6-21-10


Lance Davenport

Berkeley

Moderator
15

Nice scenario! Can't wait to play.

Lance

"And now I'll use McMourning to cast Dissection on the Canine Remains…"

Davenport

5:09 pm
Mon 6-28-10


Nessie

Member
16

Game 3: If these walls could talk…

 

The riches discovered during the last venture have calmed your crew’s mutinous grumblings, but not without consequences. An idiotic henchman let his rodent wounds fester and allowed a plague to join your ranks. The warband needs a place to rest. While in search of suitable shelter you happen upon an eerily deserted section of Mordheim. The walls of every building are covered with the enigmatic scrawlings of the Evil Wizard, Typhon Gantry. The air is thick with dark magic and the faint glow of wyrdstone emanates from every shadow. You have found the scent of your quarry.  The reward will surely be yours if you can claim the territory before your enemies.

SPECIAL RULES

Occupy:

The objective is to capture D3+2 of the buildings on the tabletop. Mark these buildings, starting with the one closest to the centre of the table, working your way outwards to the next nearest building. A building is occupied if at least one of your standing models is inside and no enemy models are inside the building.

Wyrdstone:

Each warband is carrying 2D3 shards of wyrdstone at the beginning of the battle.

Both warbands gain all the wyrdstone they were carrying at the beginning of the battle, minus the number of their own Heroes that were taken out of action during the game, down to a minimum of zero. In addition, they gain one extra shard of wyrdstone for each enemy Hero they take out of action, up to the maximum number of shards the opposing warband was carrying at the beginning of the battle.

 

The power in the stones:

The warband which possesses the most wyrdstone at the end of the game is subject to the tainted influence of the mystical shards. Roll on the following table to determine a hero’s fate.

 

1 Weakened. The model has lost some of its life force to the stone. One of the model's characteristics is permanently reduced by one. Roll 2D6 to see which characteristic suffers:

1-2 Movement            5-6 Strength

3 Weapon Skill            7-8 Toughness

4 Ballistic Skill           9-10 Initiative

11-12 Leadership

If any characteristic is reduced to 0 as a result of the weakening, the model becomes a Chaos Spawn. See 'Becoming a Chaos Spawn'.

 

2-4 SHAZAM! Exposure to the stone's magic has made the warrior physically strong.

Roll a D6 to see which characteristic is affected:

1 +1 Initiative             4 +l Toughness

2 +1 Movement          5 +1 Attacks

3 +1 Strength            6 +1 Wounds

 

5-6 Mutation! The corrupting power of Chaos has caused the model to gain a mutation. Roll on the Random Mutation Table.

1 Hideous                   4 Black blood

2 Tenticle                   5 Spikes

3 Extra Arm                6 Great Claw

ending the game

There is no need to take any Rout tests – as the game lasts for a maximum of eight turns. If one warband voluntarily routs, the game ends and the winning warband is considered to occupy all of the buildings on the table.

 

Experience

+1 Survives. If a Hero or a Henchman group survives they gain +1 Experience.

+1 Winning Leader. The leader of the warband who controls the highest number of buildings at the end of the battle gains +1 Experience. If both sides occupy the same number of buildings, then the battle is considered to be a draw and neither leader gains this bonus.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

 

Game Effect: Raining Fish

Typhon has gained considerable power in the past two weeks. He has learned to manipulate the weather.

Before each game of the campaign roll 3D6 and add the total to determine the weather effect. Consult the table provided by the Campaign writer.

Game Effect: FLU

Mordheim has been swept by an epidemic of influenza and some of the warriors may be suffering its debilitating effects.

 Roll a dice for every model in the game. On a roll of a 1-2 they have caught the ‘flu and suffer -1 WS, -1 BS and -1I for this battle.

Game effect: Derelict Buildings

The buildings in this part of Mordheim are controlled by the Dark wizard’s evil scrawlings!

At the start of each player’s turn test for the collapse of each occupied building. Roll one die for each model (friend or foe) in the building. If two or more rolls come up with the same score (two or more ones, two or more twos, etc.), the building collapses. Of course, this means that a single model in a building cannot collapse it, but if more two or more models are in the same building, the chances of a collapse increase. Models that are inside a collapsing building count as falling. Note that a building doesn’t collapse totally, there’s no need to replace it, and models may enter it again as normal.

10:49 pm
Mon 7-5-10


Nessie

Member
17

Post edited 5:51 am – Tue 7-6-10 by Nessie


Game 4: The Root of All Evil 

As you sneak through the shadows of Mordheim you notice the faint glow of wyrdstone growing ever brighter. Upon closer inspection you find an area littered with shards of wyrdstone and at its center amidst a pile of unusually bright shards you see Typhon Gantry encased in a dome of light.

 

The Dark Wizard is using the stones to cast some diabolical spell. His attention is focused on his incantations. Perhaps you can have your cake and eat it too. You plan to catch the distracted Wizard, but first you want to collect as much wyrdstone as possible, maybe even a few of his special shards.

Scenario: Wyrdstone Hunt 

terrain

Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item.

We suggest that the terrain is set up within an area roughly 4' x 4'.

special rules

Once you have placed the terrain, put some Wyrdstone counters on the tabletop to represent where the shards are. There will be 4D6 counters in total.

Each player takes it in turn to place a counter. Roll a D6 to see which player goes first. The counters must be placed more than 10″ from the edge of the table and at least 6″ away from each other. Note that counters are placed before deciding which edge the warbands will play from, so it is a good idea to put counters towards the middle of the table. Warriors can pick up the counters simply by moving into contact with them. A warrior can carry any amount of wyrdstone without any penalty.

Warriors cannot transfer their wyrdstone to another warrior. If the warrior who is carrying a counter is taken out of action, place the counter on the table where he fell.

warbands

All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8”x8″ table corner of his choice. Continue in descending order.

starting the game

All players roll a D6. The highest scoring player takes the first turn.

ending the game

The game ends when all other warbands fails a Rout test. The routers automatically lose.

experience

+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winning warband gains +1 Experience.

+1 per Wyrdstone Counter. If a Hero or Henchman is carrying a Wyrdstone counter at the end of the battle he receives +1 Experience.

+1 Per Enemy Out of Action.  Any Hero earns +1 Experience for each enemy he puts out of action.

wyrdstone

Your warriors earn one shard of wyrdstone for each counter still in their possession at the end of the battle.

Game Effect: Raining Fish

Typhon has gained considerable power in the past two weeks. He has learned to manipulate the weather.

Before each game of the campaign roll 3D6 and add the total to determine the weather effect. Consult the table provided by the Campaign writer.

Game Effect: WYRDSTONE HOARD

The surrounding area is littered with more than the usual amount of wyrdstone. While this may prove to be very profitable for the warbands, the presence of so much wyrdstone has whipped the winds of magic into a near-uncontrollable tumult.

Any model attempting to use magic during the game must take its Leadership test on 3D6 rather than 2D6.

Any Model who reaches Typhon Gantry’s pile of shards has taken possession of a powerful stone. Roll on the table below to determine the type:

1-2 Stone of Healing. A model who carries this stone may heal one model within 2″ of him (including himself) during each recovery phase. The warrior regains one lost Wound. Note that this healing is only beneficial to models who have more than one Wound on their profile.

3-4 Stone of Might. A model who carries this stone into battle will have one characteristic increased for the duration of the battle. Roll a D6 to see which characteristic is affected before each battle:

1 +1 Initiative        4 +l Toughness

2 +1 Leadership  5 +1 Attacks

3 +1 Strength        6 +1 Wounds

5-6 Spell Stone. Any model who carries this stone into battle may cast one randomly determined spell for the duration of the battle, using the normal rules for spell casting. The spell should be determined at random from the Lesser Magic spell list, and a different spell should be generated before each game in which the stone is used. This means the stone will be more useful in certain battles than others, depending on which spell it happens to provide for that game.

Game Effect: Typhon’s Shell

The shell is automatically hit by any close combat attack. Missile weapons have no effect. The Shell has toughness 6 and three wounds.  Any model which wounds the shell gains a magic item. Roll on the magical artifacts table P. 141.

2:03 pm
Tue 7-6-10


Lance Davenport

Berkeley

Moderator
18

Nice jucy scenario. I have a couple of questions though.

I assume Typhon is in the center of the board? What happens when you break his shell? Is he inside or does he transport away or was it just an illusion Michael? When you brak the shell do you get to use the magic item immediatly?

Not sure what you are intending with the 3D6 for LD tests when casting spells. Normally you want to roll high for this so 3D6 is better? The description while cool, makes it sound like a bad thing? Anyway if it's supposed to be easier to cast than no problem.

Peace,

See you there.

Lance

"And now I'll use McMourning to cast Dissection on the Canine Remains…"

Davenport

4:57 pm
Tue 7-6-10


Nessie

Member
19

Typhon is in the center.

The magic item is received after the game.

The Wyrdstone Hoard rule should add Roll 3D6 and take the lowest 2 results.

3:27 am
Wed 7-7-10


Nessie

Member
20

Current Standings with 4 Games Left to Go:

Andrew: 4 Campaign Points

Donald: 3 Campaign Points

Lance: 0

Joshua: 0

Greg: 0

@Joshua & Greg: You guys are welcome to play a make up game if you have the time. The winner would get a CP and will have access to all of the other treasures mentioned in the last scenario.