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Mordheim Campaign

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5:27 pm
Sun 7-11-10


Andrew Bruch

Guest
21

Hey all,

I will be out of town this Tuesday for work.  Can I make up my game by playing a double header next week?  Let me know.  Thanks and good luck.

2:27 am
Tue 7-13-10


Nessie

Member
22

Post edited 5:07 pm – Tue 7-13-10 by Nessie


Game 5: Typhon’s Rift

 

Your warband was too late. The Dark Wizard managed to complete his incantation, tearing the very fabric of time and space. He evaded capture once again by entering his temporal rift. The nexus between our realities has had a strange effect on the remaining wyrdstone in the area. Perhaps this temporal portal requires further inspection.

 

Scenario: Magical 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 the location of the shards. There will be D6 counters per player 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: Power in the Stones

The aftershock of Typhon’s dimensional portal has transformed the wyrdstone in the area. For each shard of wyrdstone in your possession at the end of the game, roll on the table below to determine the type. If the shard is sold the effect is negated.

1-3 Stone of Normality. This is a just a normal shard of wyrdstone. I suggest you sell it.

 

4-5 Stone of Might. A model who carries this stone into battle will have one characteristic increased. Roll a D6 to see which characteristic is affected:

1 +1 Initiative        4 +l Toughness

2 +1 Leadership  5 +1 Attacks

3 +1 Strength        6 +1 Wounds

 

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: WYRD LIGHTNING!

The wyrdstone in this area has set up a weak magical field that discharges bolts of green lightning at erratic intervals.

At the start of each player’s turn, the player rolls a D6. On a roll of a 1-3, a bolt of warp lightning leaps across the buildings. Place a dice or other marker in the center of the battlefield. Roll the Scatter Dice and move the marker 2D6” in the direction indicated. The marker then scatters 2D6” again. Place a large blast template at this point. Any models wholely or partially under the emplate are struck by warp lightning and suffer a hit with a Strength equal to the roll of a D6.

Game Effect: Temporal Rift

Typhon’s incantation ripped the very fabric of time and space. Beyond this rift is another dimension into which Typhon has fled.

Place a small blast template in the center of the board. Any Leader who enters the rift within the first 3 turns will gain 10 experience and one of the remaining Magic items (determined by a D3). However, once within the rift the Leader may no longer participate in the battle. Remove the model from the game. To enter the rift the Leader must simply survive a single strength D6 hit from the rift energy. Critical wounds are possible.

10:08 pm
Wed 7-14-10


Nessie

Member
23

Here are the Current Standings:

Andrew: 4 CP

Donald: 3 CP

Lance: 1 CP

Joshua: 0 CP

Greg: 0 CP

P.S. I understand both Greg and Andrew need to make up the last Game. Greg please don't forget to do your underdog bonus before you play. Also, please PM the game result to me. Good Luck.

12:49 pm
Sun 7-18-10


Lance Davenport

Berkeley

Moderator
24

Sweet, I painted up the town square yesterday here are some shots:

http://i42.photobucket.com/albums/e306/lanbd0525/TownSquareRear.jpg

http://i42.photobucket.com/albums/e306/lanbd0525/TownSquareFront.jpg

http://i42.photobucket.com/albums/e306/lanbd0525/TownSquareAbove.jpg

Lance

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

Davenport

8:18 pm
Sun 7-18-10


Nessie

Member
25

Very Cool Man!

I can't wait to use it.

P.S. Can You bring the large tower for the next two games?

10:39 pm
Sun 7-18-10


Adan T

Berkeley (work)

Member
26

Sweet!!  That looks like the top of it comes off.  Does it?  How about those archways?  Do they open as well?   I was thinking combat arena… Cool

Lieutenant, Ordo Pacificus chapter, 40K Fight Club

4:55 pm
Mon 7-19-10


Lance Davenport

Berkeley

Moderator
27

Sure, i'll bring the tower.

Nah, I thought about making it removeable but decided against it since there will probably be buildings and ladders on top of it for most games. It would be cool but not very playable to have to move everything around in the middle of a game. The archways would make a good entry point to a sewer system on a second table, if that ever gets made…

Lance

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

Davenport

5:29 pm
Mon 7-19-10


Nessie

Member
28

Hey Lance,

Malifaux's new Terra-Clips make a sewer option which could solve this problem. 

2:44 pm
Tue 7-20-10


Nessie

Member
29

Post edited 6:34 am – Wed 7-28-10 by Nessie


Game 6: Pesky Portals

A loud crash rang out in the night as your leader came stumbling through into camp. He looked weary and terrified as he collapsed before the fire. He sat hunched and shaking over the water pale, faintly muttered something about the Dark Wizard’s lair.

Suddenly, he let out a roaring bellow and threw anything within reach at the cowering henchmen. Then as though it took all of his strength to do so, he ordered the warband back to Typhon’s Rift.

Upon your return to Typhon’s Rift you found the area littered with portals and a large tower where the central portal used to be. Oh, the master won’t be happy about this…

Terrain
Each player takes it in turns to place a piece of terrain set up within an area roughly 4’ x 4’. Place 2D6 portals on the board as in the Wyrdstone Hunt. One portal is leads to the central tower. Place it on the 1st floor.

Setup
Each player rolls a D6. Whoever rolls highest chooses who sets up first. Deploy in 8 inch corners

Special Rules
The Portals: Portals can only be entered once per turn for each figure. Roll on the portal chart when entering:

D6

Results

1

Portal does nothing and you walk straight through it.

2

Portal transports you to the nearest portal on the board.

3

Portal transports you to the furthest portal on the board.

4

Portal transports you to a random portal on the board (includes the chamber port as well {see 6})

5

Portal rejects you and an skeleton appears from another dimensional plane. It charges you immediately and if it survives guards that portal from now on (i.e. it will charge anyone who comes in it’s charging distance and then return to the portal).

6

Chamber Port: Portal transports you to the chamber room . Roll a D3 to see if you are in the 1st, 2nd, or 3rd floor

Skeleton:

M

WS

BS

S

T

W

I

A

Ld

Sv

5

4

-

4

3

2

3

2

2

5+


Capturing the Dark Wizard:

Once a player has made it into the Wizard’s Tower he must climb the stairs to meet Typhon at the top. Typhon must be knocked out before you can claim him.

Profile

M

WS

BS

S

T

W

I

A

Ld

Typhon Gantry

4

4

4

4

4

3

5

2

8

Weapons/Armor: Typhon wears the Mantle of Crows and carries a staff.

Skills: Typhon has the following skills: Sorcery, Fear and Dodge.

Spells: Typhon knows all of the Lesser Magic Spells and Decay of Ages (see description below.)

Special Rules:

  • Mantle of Crows: The mantle in appearance is a simple shabby cloak but has a hidden malign power. It attracts a murder of crows that circle around Typhon distracting his adversaries. Any enemy model in base-to-base contact with Typhon at the start of the Hand-to-hand Combat phase suffers a single automatic Strength 2 hit before any blows are struck.
  • Decay of Ages Difficulty 9 
    Gesturing to his hapless victim with a bony outstretched finger Typhon invokes the Decay of ages. Skin withers and cracks, muscles atrophy, bones become brittle as the victim ages horrifically in seconds. This spell affects a single warrior within 6″ of Typhon Gantry. The warrior must pass an immediate Toughness test on a D6 or they will lose -1 from all of their characteristics with the exception of Attacks and Wounds. In each subsequent Recovery phase they must pass a Toughness-test or will lose a further -1. As soon as they pass the test all characteristics are returned to normal. If any characteristic reaches 0 the model is taken Out Of Action. Typhon cannot cast this spell on more than one model at a time. If he decides to cast it again the effects on the previous victim are undone.

Starting the Game
Both players roll a D6. The higher player takes the first turn.

Ending the Game
The game ends when one warband has knocked out Typhon and captures him.

Experience
+1 Survives: If a Hero or 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.
+1 For Finding Typhon's Lair

+2 CP For Capturing Typhon

Game Effect: Exhausted Leader

The Dark wizard has a passionate curiosity for magical experimentation and your leader was his latest guinea pig.

As a result your leader will always fear Typhon and must rest for the first 2 turns of the game.

 

Game Effect: WYRD LIGHTNING!

Each Turn place a dice or other marker in the center of the battlefield. Roll the Scatter Dice and move the marker 2D6″ in the direction indicated.  Place a large blast template at this point. Any models wholely or partially under the emplate are struck by warp lightning and suffer a hit with a Strength equal to the roll of a D6. Repeat again.

11:37 pm
Tue 7-27-10


Nessie

Member
30

Great fun guys. A bit tense at times, but still fun. 

Here are the new standings:

Lance 4 CP

Andrew 4 CP

Donald 3 CP

Ted 1,000,000 Fluff Points*

*Fluff points don't actually count toward winning the campaign. They simply honor a cool player.

Next week is the last game of the campaign.

9:00 am
Wed 7-28-10


Lance Davenport

Berkeley

Moderator
31

Muhahahahaha! Your brothers soul is mine! You will be next!

Lance

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

Davenport

11:48 am
Tue 8-3-10


Nessie

Member
32

The End is Nigh

Curses!The Dark Wizard was seized by a pack of feral mercenaries. 

Perhaps we can still claim our bounty. After all it's a long and treacherous journey out of Mordheim. We can always ambush them along the way.

Terrain
The scenario is fought on a table roughly 4' times 4'. Exactly in the middle should be the Wizard's Tower itself. The rest of the battlefield should be covered by ruined buildings, terrain and obstacles that the ambushers can hide behind. Check out the map and see my version of the battlefield!

Setup
The warband that has just explored the Wizard's Tower is deployed on the roof of the tower. Note that only the Henchmen are deployed – not the Heroes!

The ambushers must be deployed adjacent to the table edge and out of line of sight of the Wizard carrying warband. They may be deployed in buildings too, if any buildings are adjacent to the table edge. The ambushers must deploy first followed by the Wizard carrying warband.

D3 Ambushing Heroes will enter the game each turn. Determine the heroes randomly.

Special Rules
Heroes: After the ambushing warband has moved, the treasure carrying warband must roll a D6. The result is the amount of Heroes that may leave the Wizard's Tower that turn. Choose randomly which models appear.

Chests: Roll a D6 for each Hero that appears: On a roll of 6 that model has brought with him a small chest of treasures that is represented by a counter.

A model carrying a chest gets a -1 Initiative modifier, and he cannot fight with two weapons. Chests can be swapped between models if they are in base contact with each other. The new model gets the above mentioned penalties for carrying a chest as normal, while the model carrying it before loses this penalty. 

If no Heroes appear to bring any chests with them, then pick one random Hero that is given a chest. This means that there will always be at least one chest in the game, which makes it all much more interesting! Chests are dropped if a warrior become knocked down, stunned or out of action. Place the chest counter on the battlefield. Any models that enter the chest may pick it up and carry it as normal, and a model who defeats an opponent in close combat in any way may overtake the chest of that enemy model.

Magical Curses: All the Heroes that have searched the Wizard's Tower for treasures are carrying an evil kind of magical curse from the tower. Place a Curse counter beside each Hero as they appear. If a Hero is Knocked Down or Stunned, roll a D6 on the table below.

Turn

D6

1

Blind: The eyes of the Hero begin to glow white, and he cannot see anything. For the rest of the battle the Hero will move D6 inches in a random direction (use a Scatter die to decide the direction). If he crashes into an enemy, then he will attack him or her, and if he crashes into a building, then he will get knocked down. His Initiative will count as being 1 for the rest of the battle too, but he will cause Fear to all enemies.

2

Bound: Suddenly some mystical, half transparent lightning arms in different colors appear from the earth and grab the Hero's legs. He cannot move anymore for the rest of the battle!

3

Drained: The Hero is drained for power, and his Strength will count as being 1 for the rest of the battle.

4

Teleported: The Hero is teleported into the Wizard's Tower and will appear in the warband's next turn. The Hero will then be standing up.

5-6

No effect

The Heroes can shake off their curses by defeating an opponent. If either they Knocked Down, Stun or put an opponent Out Of Action then the curse will be given to the opponent instead! If the model is suffering from any curses then (such as the Bound curse), then they will immediately lose it. This is the only way of getting rid of a curse – neither priests nor wizards can help on this point!

Starting the Game
The warband with the wizard gets the first turn.

Ending the Game
The battle ends once the Wizard is off the table. The warband to escort the wizard off the board earns 1 Campaign point.

Experience
+1 Survives: If a Hero or 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.

Game Effect: Assassin

Any Warband may select an assassin and a target. The assassin and target must both be heroes.

+1 CP for killing a Target with an assassin.

+1 CP for killing an assassin

12:12 pm
Tue 8-3-10


Lance Davenport

Berkeley

Moderator
33

nice and dirty. maybe the treasure should be worth a campaign point since treasure is moot at this point? Also are there any special rules for "escorting" the wizard off the table? Is he treated just like a treasure?

Lance

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

Davenport

9:34 pm
Wed 8-4-10


Nessie

Member
34

Great Campaign Y'all!

Thanks for playing.