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[Mordheim] Campaign 2014-2015 (FINISHED)

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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Well, only that i know of is shotgun, and it does not roll to hit.
Anyhow, i suppose the hit is randomized if there are multiple covers. It would make logical sense to me at least.
So if there's heresy's witch hunter with my kitten purring on it's shoulder fighting against glotking in power armor and a random marksman henchmen decides to shoot the glotking then there's equal chance on miss that it hits the kitten off his shoulder as it is to hit the witch hunter square in the buttocks.
.....
so, if said marksman happens to have trick shot (ignores cover), he cannot shoot "cover" since he ignores the -1 bs penalty?
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Just another scenario i cooked in my mind. Just putting it out here in case i forget:
Whispers of the Young and Foolish

Late at night, young warrior entered a lone inn in Mordheim.
He spoke of great treasure near the Hole left by the falling comet. A treasure wothy of an elven prince, or an elector count of the empire! Seperated from his warband, his friends eaten by ghouls or taken by the horrors of the night, he was the only survivor as far as he knew. And by freak chance he had stumbled into great vault of treasures, but he could not carry the treasure by himself and lingering is dangerous during the Night in Mordheim. He asked for all who were present to join him in his quest to claim the treasure.
However, old veterans of Mordheim know better than to trust spoken words alone so one of them asked the young lad "How are you going to find your way back to the treasure you speak of? The streets of Mordheim are like a maze!" And the young warrior answered: "I drew a map to lead me back to the treasure!"
However, in Mordheim even the walls have ears, and the smallest of critters could be a spy for the skaven, or for a vampire, or pehaps for even more wicked creatures...

As the dawn came, the warband that the young warrior had enlisted found him in a pool of blood, dead. And the map was nowhere to be found...


Scenario:
Whispers of the Young and Foolish
Terrain: Freely placed mordheim city terrain. At the middle of the table, place an enterable building with at least 6"x6" open (or at least slightly broken) floor. This is the "Treasure"
Deployment: One warband can elect to start at the middle table in the "Treasure" building. If multiple warbands want to start in the middle, randomly decide which on starts at the middle. Other warbands deploy as per standard deployment.
Game Lenght: 4 turns + special

Scenario special rules:
They followed us here...: The warband which started at the middle of the map had "claimed" the map from the young adventurer, but also got few unwanted followers!

The mission for warbands is to place their leader Inside the "treasure" building before the end of the standard game turns! Every leader who is inside the building at the end of the turn 4 and is not removed from play via "stunned" or "out of action" is egliable to join the "This treasure as mine!" event.

This treasure is mine!: As the warbands continue to pour into the fragile building, eager to claim the treasure, their leaders notice that large scale brawl could completely collapse the building, and potentially bury both the treasure and the warbands under rubble and stone. As the leaders shoo their henchmen back, a wordless pact is made between the leaders: The last one standing claims the treasure.
As their leaders begin to slowly walk towards eachother inside the building, waiting for someone to flinch, their henchmen wait outside, eagerly waiting for the deathmatch to start...


This is special set of turns that occur after the standard game turns have run out. Resolve these turns in this order:
1) see whom can participate in the "This Treasure of Mine!" turnset: Every warband who has it's leader inside "Treasure" Building and the leader is not Stunned or Out of Action can participate. Only leaders can participate: henchmen gather around the building to cheer their leader and to boo the other leaders!
If there are no leaders who are egliable to participate or decide not to, then this special turn set does not occur and the game ends normally.
2) those who are egliable to participate the special turnset can choose NOT to participate if they wish: This is a brawl to the death, and if the odds are against you...
3) Place your leaders inside the building is similliar manner to standard warband deployment (i.e, if 3 leaders are egliable to join place them in triagle. The leaders must not be in base contact with eachother at the start of the game!).
4) The special turns start! Randomize the starting player and subsequent players like you would with the standard game turns. The last one standing is decleared winner!
(to be "last one standing" all other leaders must be eitehr stunned or out of action).

Note that all wounds suffered and consumables used (like lucky charm) during standard game turns carry over to the special event turns! (so leader who had suffered 2 wounds and had used his lucky charm would start the special event turns with 2 wounds suffered and without his lucky charm)

"Boo Hiss!": As the warband see their leader in desperate sizuation, some turn to more unorthodox ways of cheering...
Once during the "This treasure is mine!" special event you can nominate one of your heroes to throw a rock at the brawling leaders. This throw can be executed even during your opponent's turn, but must be done in the shooting phase. The throw counts as ranged attack and hits on the throwers ballistic skill (with -1 modifier if the target is in melee, counting as "in cover") and has S3 and +1 armor modifier. However the throwing is not looked kindly upon the unfortunate target's warband and the throwing hero suffers D3 S3 hits with +1 armor modifier immediately after the initial rock throw has been resolved

Limitations: The fragile house was not built to support lumbering behemoths or warhorses!
Elephant in the china shop: If your leader is riding a horse, he must dismount in order to participate "This treasure is mine!" event or nominate a hero from his warband to participate in the event. If your leader is Large (i.e ogre or suchlike) he must select an hero from his warband list to participate instead. Note that the leader must be "egliable to join" the event (inside the building and not stunned or out of action) in order to be able to nominate an hero to fight in their stead.

Winning the game: Be the Leader who is Last One Standing!
The winner can roll D6 to see what the Treasure is all about: (all results are as described in "Six of a Kind" result of exploration roll)
1: The Pit +1D3 wyrdstone pieces
2: Hidden Treasure +1D3 wyrdstone pieces
3: Dwarf Smithy +1D3 wyrdstone pieces
4: Slaughtered Warband +1D3 wyrdstone pieces
5: Fighting Arena +1D3 wyrdstone pieces
6: Noble's Villa +1D3 wyrdstone pieces

Note that while your warband is looting the treasure, no heroes may be sent out to explore or seek out equipment/dramatis personnae.

Experience:
+1 For each model taken out of action by hero
+1 for surviving
+1 for winning leader
*shrug* Got the idea in my head late at night.
Viimeksi muokannut Meganiikko, Su 25.01.2015 12:01. Yhteensä muokattu 1 kertaa.
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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HeresyBrush
Viestit: 204
Liittynyt: La 24.08.2013 11:32
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Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja HeresyBrush »

I like the idea!

Kuva
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Gah!

Work came up again. I'll have to skip this game.

See you again in next monday.
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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Sutenööri
Viestit: 1122
Liittynyt: To 28.08.2003 17:30
Paikkakunta: Joensuu

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Sutenööri »

Hoblaa! Tomorrow once again some mordheim mayhem, shall we be playing the fight club mission?

-Juha-

PS: Jere can you bring me some horsies from the chaos chariot boxes? If you also have the "pulleys" and ropes saved those would be nice aswell!
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Varapalmus
Viestit: 720
Liittynyt: Ke 17.07.2013 18:46

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Varapalmus »

Sure, if I manage to. I'm heading home from Helsinki to tomorrow, so I might not have the time to find them.
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Sutenööri
Viestit: 1122
Liittynyt: To 28.08.2003 17:30
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Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Sutenööri »

Varapalmus kirjoitti:Sure, if I manage to. I'm heading home from Helsinki to tomorrow, so I might not have the time to find them.
Gasp! Anyway we have the warhammer 40k AND fantasy battle matches against each other! So plenty of time to deliver the bits!

-Juha-
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Inbound to game zone.
Ground troops have cleared the short range AAA so LZ is cold...

Too much 40k in too short period of time G_G
.......
Anyhow, we'll be playing the fight club, yes-yes?
Let's start by calling the dentist over because my T3 W1 A1 leader is going to smack you in the gobba.
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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HeresyBrush
Viestit: 204
Liittynyt: La 24.08.2013 11:32
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Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja HeresyBrush »

Yeah, the Fight Club should be nice! I will sharpen my pistols...I mean, swords :P
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
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Salsa
Viestit: 740
Liittynyt: To 05.03.2009 13:38
Paikkakunta: Lahti

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Salsa »

Blunderbuss is ready! \o/
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Varapalmus
Viestit: 720
Liittynyt: Ke 17.07.2013 18:46

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Varapalmus »

After going through the Coreheim rules, I've decided that holy crap I love this stuff. Some of the alternative lists from Mordheim require a bit of work to apply to the rules, but that's easily achieved by just comparing units to near-identical ones in Coreheim, and through the proper use of common sense.

That said, I suggest that when we start over, we use the rules. Continuing while using the rules might be possible, but a lot of things are different in Coreheim.

Edit: Clarification bolded. Also, critical hits in Coreheim are a bore. Random criticals are love (and life)
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HeresyBrush
Viestit: 204
Liittynyt: La 24.08.2013 11:32
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Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja HeresyBrush »

Hi,

We can re-start the Campaign whenever you want (of course, I would say inmediatly If new players are coming or old ones are returning).

Otherwise, Warhammer116 and Varapalmus are choosing new warbands at this moment to continue playing our current Campaign, meanwhile Sutenoori and I have very strong warbands (Salsa is in the middle after his strange behavior in last game :P). It will be unbalanced during 3-4 games. So, as far as I'm concerned, we can restart the Campaign right now using the new Coreheim rules :P. But if we decide to continue the current Campaign, I also agree :D, I'm planning to buy a warhorse to challenge Juha's one!.

Regards.
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Mission proposition:

New month dawns.
Gold Hunt

Mordheim is city that has died, yet is still very much alive.
The paradox that is the wyrdstone continues to corrupt the men, women and objects alike in the city of the Comet. As warbands search and retrieve parts of this chaotic substance, the wyrdstone-created fabric of reality begins to twist and shudder: As a result of these anomalities a shopping district that was previously ruined has now reverted back to the state where it used to be, before the falling of the comet!
Naturally, such occurances come with great chance of acquiring plenty of fresh loot, and rately go unnoticed.
Drawn to the streets, new warbands and old veterans rush to be the first ones to claim whatever the houses and shops might have contained.
But not everything is like it used to be... As the buildings and items came back to being, so did the people.

And they are no longer what they used to be...


Scenario: Gold Hunt
Terrain: Freely place at least 3+(number of warbands) buildings. Every building MUST be enterable.
Deployment: Standard warband deployment. No warband may start with any of their members inside, or within 2" of buildings
Game Lenght: 6 turns

Scenario Special Rules:


Restored Buildings: The buildings have twisted and warped back to the state they were before the comet fell. All valuables, placed into the containers. All treasures, back and ready to be looted!
Roll D6 for each building placed after deploying warbands, but before game turns start: This determines building's type, and what kind of treasures (or creatures....) are inside.

1-3: House: Just a house built for accomodating citizens, workers and other rabble. Nothing interesting here.
Loot: 3xD3 gold crowns
Creepers: 1D3 Insane citizens

4: Smithy: A Smithy. Lots of weapons and armor ready for the taking. However, the smith might not approve...
Loot: 1D2 swords and choose helmet, shield or buckler
Creepers: Revenant Smith

5. Store: Oh yes, this is what we're here for! Store that sold trinkets, potions, food and whatnot!
Loot: Choose 1: Lucky charm, Black Lotus or 2xD6 gold crowns
Creepers: 2D3 Insane Citizens

6: Church: This church used to be rich and powerful, praising the name of sigmar to all who wished to hear and also to those who did not. Now it's returned, but eerie sense of dread fills your mind, as you notice single book, bound in leather sitting in the middle of the prayer table.
Loot: Holy (unholy) Relic and 1D6 gold or 15+3D6 gold crowns
Creeper: Daemon of Chaos
(there can be only 1 church, any further building identification rolls count 6's as 5's.

Lootin'!: As the buildings are brimming with valuables, your mission is to loot as much as you can carry!
You can choose to loot an building at the end of your movement phase if:
1. The building has not been looted before
2. You have at least 1 hero inside the building you are attempting to loot
3. the hero is not engaged in combat, knocked down or stunned.
To loot an building, the hero looting it must pass initiative test. if the test is passed then the building is now looted! Place a marker at the base of the hero who made the loot roll and roll (if neccessary) for the loot's worth.
However, the looting has stirred something inside the building... Immediately after the loot value is determined, place creeper(s) on top of the loot marker. These creepers scatter 1D6 to random direction (roll for each one if there are multiple). If the roll places the creeper on top of, or within 1" of the looting hero or any other model, move the creeper the minimum distance neccessary to place him.
The hero can choose to either carry the loot or pass it to any other hero or henchmen within 2" after the loot value has been determined, before the creepers spawn.

Grabbing them loots!: Not only you need to find the good stuff, you need to secure it also!
Any henchmen (not animals tho) or hero may carry the loot marker. You can pick up the loot if you have model within 1" of the marker at any point of their movement and they have not ran (so you if you have M:5, you can move 3", grab the loot and then move 2").
If you can carry the loot marker to your deployment zone (i'e at the end of your turn, the model carrying the loot is within the deployment zone and is not engaged in close combat, knocked down or stunned), you automatically gain the loot carried. Add the loot to your band roster. At the end of the game, any models carrying the loot marker automatically add the loot to their warband's roster.
Loot carrying limitations: If the model carrying the loot is a) Suffers a hit in close combat or b) is stunned, out of action or knocked down, he drops the loot marker. The loot marker scatters 2" to random direction and can be picked up again by any model that moves within 1" of the loot marker.
Model carrying loot may also attempt to Run (if he is egliable to run). To make run move, the loot carrier must make initiative test at the end of his move: if the succeeds, he carries the loot with him. If he fails, the loot marker is removed and placed back at the location the carrier was before he ran.
Any single model can only carry one loot marker.

Creepers: The citizens of morheim, returned back to "life" by the warping and tearing of reality are not what they were in real life: They are withered, hollowed husks of what they were in life, stumbling towards any would-be thives with weak but eerie steps.
Creepers are placed on the table as per Lootin' special rule. After placement, they move and act during NPC turn. They must attempt to charge nearest non-creeper model, prioritizing Loot carriers. If there are no egliable charge targets within range, they must walk towards the nearest non-creeper model instead.
Creepers do not suffer penalties for not carrying weapons.
Creepers ignore line of sight and all forms of cover, concealement or hiding when they move or charge.
Creepers are immune to all psychology
Creepers ignore Knocked Down results from damage charts, and count Stunned as Out of Action instead.

Creeper profiles:

Crazed Citizens:
Minds broken, bodies shattered and souls consumed in the maelstorm that is chaos, these once-proud citizens now haunt those who still live...
M:4 WS:2 BS:0 S:3 T:2 W:1 A:1 I:2 LD:10
Special Rules: Fear

Revenant Smith: Once proud Weaponsmith, now but a phantom-like, withered being. However, he strikes with strenght unknown to living men...
M:2 WS:1 BS:0 S:5 T4 W:2 A:1 I:2 LD:10
Special Rules: Fear, Ignores Armor.

Daemon of Chaos: The church of Sigmar. Perversed by the warpstone and followers of chaos gods. As the church was returned to it's past glory, the long-dead priest's body found new use as one of the Daemons from the Great Hollow possessed his body. Now standing as a gargoyle above his church, he waits for the fool who dares to enter his realm
M:4 WS:7 BS:0 S:4 T:4 W:2 A:D6 I:10 LD:10
Special Rules: Fear, Enter and Despair!, Daemonic Armor, Brand of the Destroyer
(Enter and Despair!: when the Daemon of Chaos is placed on table, all units inside the building (including the daemon) take single S3 hit, counting as a melee hit (so it causes loot carriers to drop their loot) Daemonic Armor: the Daemon of Chaos has 3+ armor save, which is increased to 2+ against shooting attacks. This armor's save cannot be modified with armor modifiers or special rules. Brand of the Destroyer: Daemon of Chaos's attacks have -4 armor modifier and rolls 2D6 for any injury rolls, picking the highest)

Winning the game: Game ends after all but one warbands have routed, or 6 turns have passed

Experience:
+1 For each building looted by hero
+1 For surviving
+1 For causing wound on the Daemon of Chaos (so killing it nets 2 experience points)
(note that beside the Daemon, no experience is rewarded from killing the creepers)

Focus points of the scenario:
1. PvE
2. Backstabbing
3. Make the other guy do the hard work and grab his loot!
4. Jolly co-operation against the Daemon (should he spawn...)
Constructive critizism and opinions greatly appriciated. Battle report from the last game pending, it takes time to write.
Tomorrow, i'm sure.
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

I'll be playing tomorrow. Anyone else?
New skaven warband (decided that i'd stay with them rats) is ready to get stomped again. Because rats love cheese, i put some more grated cheddar on the whiskery bastards.

If someone plays chaos and/or undead, hands up! we need some creeper models.
Well, i've got skaven and imperial guard models to represent creepers but i suppose that it might be sorta difficult to forge a narrative where confused Guardsmen from Storm Lords company 5 are randomly summoned to fight against dark age peasants armed with pitchforks and crude black poweder weapons.
Oh, and Imperial Knight Demon ahoy!
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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HeresyBrush
Viestit: 204
Liittynyt: La 24.08.2013 11:32
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Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja HeresyBrush »

Hei,

Perfect, i will buy some of these :)
Kuva

I will attend tomorrow. We can use my Mariemburgers as creepers (about 12 figures).
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Oh no! My only weakness! Beside hammer-to-the-head i mean!

1'll bring Boneripper to represent the Daemon.

Any opinions about the scenario, by the way?
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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Varapalmus
Viestit: 720
Liittynyt: Ke 17.07.2013 18:46

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Varapalmus »

I'll be unable to show up tomorrow, will be working late :(
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

Apologies for writing bad scenario :c
Better luck for the next storywriter. So next scenario was trollhunt or did someone choose to write another?
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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Salsa
Viestit: 740
Liittynyt: To 05.03.2009 13:38
Paikkakunta: Lahti

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Salsa »

Jarva kirjoitti:Scenario 5: In the Beasts' Lair

Just when you were having a small respite after the last clash and thought you had managed to elude the beasts wandering in the mists, you bump into wandering group of trolls! After the overwhelming and desperate battle, you manage to escape but soon notice that your group is missing few members.The trolls must have taken them to their nearby lair! If you are quick, witty and dexterous, you still might be able to rescue them from the hungry mouths.


Terrain
Trolls have their camp in the middle of the table. Leave a small clearing to represent it.

Special rules
Trolls have captured 1 /4 warriors of each warband and have taken the captured into their makeshift camp in the ruins. Find out which models are captured by rolling an Initiative test for each of your warband member, in any order you want. Ignore the warband leader. Repeat until 1/4 have failed their tests. After every player has selected their captured models, place them alone or in small groups into the camp (lying down). The captured models can't do anything until they are rescued. Model is rescued when friendly warband member comes into contact with him. The model stands up immediately. Any model put out of action by trolls are taken to their camp and counts as captured model (if the troll survives the combat).
  • Designer's note: to have more enjoyable game, the warriors won't kill captured members of rival warbands because they fear that the threatened captives might try to awake the nearby trolls. They are also in a hurry to leave the place so they don't have time to start unnecessary fights.

Slumbering Brutes
Trolls are initially sleeping (perhaps they had some nice and filling appetizer). At any time, when warband member ends his movement or starts his turn within 4” of a sleeping troll, roll a D6. On a roll of 6 the troll awakes (add +1 to the roll for each model within 4" of the troll). The troll also instantly awakens if attacked. The troll's turn is always before the player’s who woke it. It will always move towards the nearest model, charging if possible. If there aren't any models in troll's line of sight (90* front arc) the troll just wanders around randomly (scatter dice, D6 inches).

Deployment
Place the captured models in the troll camp at first. Then place D3 + 4 trolls in and near their camp, laying them down, (they are sleeping). Finally players deploy their warbands, using normal warband set-up rules.

Ending the game
The game ends when one warband manages to get all his members off the table. That warband (and any allied warband) is the winner. The game's max duration is 6 game turns: if any warband haven't left the table then the winner is selected by the highest amount of escaped models (percentage of warband's initial size).

Finders, Keepers
While their hasty escape, the winning warband stumbles onto a abandoned troll treasure hoard. Seems like they were the first to find it! The winning warband (and any allied warband) gains treasures worth of two Troll loot rolls.

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 Putting a Troll out of action. The Hero that
puts a troll out of action gets a bonus +1 experience.


Troll

Profile M 6 - WS 3 - BS 1 - S 5 - T 4 - W 3 - I 1 - A 3 - Ld 4


Weapons/Armour: Trolls do not require weapons to fight but
often carry a big club (and have stunningly bad halitosis!). No modifiers.

Stupidity: Original Stupidty effect is replaced with the following rules:
  • Roll D6 when troll fails its Stupidity test

    1-3 - Troll acts as normally

    4 - Troll stands still

    5 - Troll walks 3 inches forward

    6 - Troll walks D6 inches towards the nearest other troll.
    If the troll reaches the other it makes single attack on it

Attacks: Troll attacks normally or makes vomit attack. Roll a D6 at start of each combat round:
  • 1-2 Vomit attack
    3-6 Normal attack
Vomit Attack: This is a single attack that automatically hits with a Strength of 5 and ignores
armour saves.

Fear

Regeneration

Troll loot

Trolls are sometimes carrying items that once belonged to their victims. Roll 2D6 after a warrior kills troll. The player immediately receives one of the following treasures:


2 - Drool-covered fish!... and hairy soap(?)

3 - D3 pieces of wyrdstone

4 - Gromril axe

5 - Suit of heavy armour

6 - Suit of light armour

7 - 5D6 gold coins

8 - Shield

9 - Helmet

10 - D3 swords

11 - D3 gems worth 10 gc each

12 - Imbued troll tooth (charm, 5+ regeneration)
Anything to revise here? I recall something was wrong with Troll's behavior, for some part.
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Meganiikko
Viestit: 5244
Liittynyt: Ti 22.10.2013 22:57
Paikkakunta: JNS

Re: [Mordheim] Campaign 2015

Viesti Kirjoittaja Meganiikko »

So when troll scatters, does it count as charge if it brings it to b2b with another non-troll model?
"Ferrus, your beard needs a shave." -Fulgrim
"Ok, hit me up fam." -Ferrus Manus
-One of the biggest miscommunications during 30th millennium.
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