Sivu 2/8
Re: [Mordheim] Campaign 2015
Lähetetty: Ke 03.12.2014 12:18
Kirjoittaja HeresyBrush
Who wanna to prepare the new scenario?
By the way, I have another question adressing the blunderbuss issue.
My flagellants can wear armors from the flagellants equipment list. However, in that list there isn´t any armor (there is a subtitle for armors, but no options are shown). So, my question is: can I use Toughened Leather armor from Opulent Goods?
Re: [Mordheim] Campaign 2015
Lähetetty: Ke 03.12.2014 15:10
Kirjoittaja Varapalmus
Well, that suggestion from you actually made me think about trying my hand at it, so I'm working on one at the moment. Though I don't think I'm quite experienced enough to produce anything balanced. I'll post it here once it's ready, and you guys can decide if it's good enough to use in a game.
Re: [Mordheim] Campaign 2015
Lähetetty: Ke 03.12.2014 19:33
Kirjoittaja Varapalmus
Alright, here's my attempt.
THE BOUNTY
Rumor on the streets says that a bitter merchant has posted a bounty on the heads of all newcomers to Mordheim. Unless they want to be beset by every poor sod wishing to make some quick coin, the warbands must silence the man. But first they have to find him...
Special Rules
The Perfect Ambush: While setting up the board, place nine buildings on it. Each player then nominates one of the buildings (in secret) to hold a Bounty Hunter. (refer to the Fortune Hunters supplement) When another player occupies the building, they count as having rolled a 1 on the table used in The Merchant special rule. If the player who nominated the building walks into it, they roll normally.
When fighting the Bounty Hunter, If the unit is a hero and is taken out of action, the Bounty Hunter will attempt to escape with his captive. If he survives and leaves the board, the hero taken out of action won't need to roll on the Serious Injuries table: Treat them as if they'd rolled a Sold To The Pits result.
If the unit is a Henchman, the Bounty Hunter will leave combat as soon as they're knocked down, stunned or taken out of action, and attempt to attack the nearest Hero.
Hide and Seek: The cunning old man is hiding in one of the buildings on the battlefield, but the warbands have no idea which of them. When an unit occupies a building, roll a D6 and refer to the following table:
1 - Ambush!: The unit is charged by a Bounty Hunter.
2 - Boobytrapped: The unit walks into a trap. A small bomb, a crossbow with an automatic trigger or the like activates, and they take a S3 hit.
3 - Nothing: The building is empty, and there's not even anything of value to steal.
4 - Nothing: As above
5 - Loot!: Rummaging through the building, the unit finds a piece of Wyrdstone!
6 - The Merchant!: The unit has found the merchant! Further rolls of 6 count as the Loot! result.
When all but one of the buildings have been searched, but the merchant is yet to be found, he'll be automatically hiding in the last building. In this case, the merchant will no longer try to escape as per the Catch The Bastard! special rule. Occupying the building counts as having moved into base contact with the man.
Catch the Bastard!: When the merchant is found out, he immediately escapes through a back door or a secret entry, and runs for it. Place the merchant on the opposite side of the building, as far from any models in the warband as possible. He then moves 2d6 inches, but never towards another model. In the following turns he moves 1d6 inches away from the nearest model, and never over the edge of the board.
If the model catching the merchant is a henchman, take a strength test. If passed, the henchman takes a hold of the man. They may then drag the merchant around, with -1 to their Movement value, or with a Movement value of 4 if theirs would be higher.
If a hero that can be assumed to have enough wits to speak and intimidate the man, roll leadership, and refer to the following:
Double ones: The hero is extremely succesful, and manages to scare the man badly enough to retract the bounties...And make a new one in their stead. Choose one enemy hero on the table. In the next game, the player has an Imperial Assassin under his control. This model starts at the center of the table, and its mission is to take the target hero out of action.
How the player goes about this is something he can decide on his own, but the Assassin can never charge another model, nor take part in claiming any possible objectives.
Pass by one or more: Success! The man is cowed and swears to retract the bounties and give the hero a reward, as long as the warband escorts him to safety.
Pass on the nose: More pressure needed. The man is willing to listen to the hero. A pistol held against his forehead, or a knife resting on his neck helps. Next turn, roll again with +1 Leadership. All failures after this count as if they had rolled this result instead.
Failure by one or more: Failure! The man argues and struggles. Take a strength tests. If failed, the Merchant tries to run. Move him 1d6 inches away from the hero, who can choose to take a free strike against the man. If it hits, he's automatically taken out of action. If the test is succesful, the hero has a good hold on the man. Roll leadership again next turn.
Double Sixes: Surprise! In a surprising show of agression, the merchant whips out a pistol and tries to shoot the hero! Take a S4 hit, and roll to wound as normal. Whatever happens, the Merchant flees 2d6 inches, putting the distraction to good use.
Kill The Bastard!: Instead of attempting to talk to the man, you may attempt to simply kill him. If the merchant dies, there's nobody to pay the bounties, after all. Looting his body, the killer finds 10 gc, a piece of Wyrdstone and a Dueling Pistol up in his sleeve.
Save the Bastard!: After a deal has been made with the merchant, he will attempt to move off the table with a Movement value of 4, under the control of the player who talked to him. If stunned or knocked down for whatever reason, a nearby model from the warband that made the deal can carry the man, moving with -1 to his Movement value.
If the merchant reaches the edge of the board, he survives. The warband that saved him receives two pieces of Wyrdstone, a Common item of their choice and +1 to a single roll when trying to find a Rare item, as they make use of the merchants contacts. After that single roll, whenever it's made, the merchant considers the debt settled and will never speak of what happened again.
Finishing The Game
The game lasts until the merchant is either dead or has crossed the edge of the board.
Whoever deals with the merchant, be it by saving or killing him, wins the match.
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. A Hero earns +1 Experience for each enemy he puts out of action.
+1 Troubleshooter. Whoever dealt with the merchant, no matter how, gains +1 Experience, unless they're a henchman, in which case the leader of the warband gains the experience.
Oh, and cramming extra things into my post, my sister found the idea about the prince being worn on the head of a model as amusing as I did, and so we have this:
http://oi58.tinypic.com/1zfszza.jpg
Re: [Mordheim] Campaign 2015
Lähetetty: Pe 05.12.2014 20:07
Kirjoittaja Gilaelin
Hey. Might be that I need to skip tomorrow's game as I need to spend tomorrow evening with other things and I want to play with my new FB wood elves before I have to take my leave. As you still have four players this is probably not a problem but I just wanted to inform you. And if I play my other games quickly enough, it might be that I still have time to shoot some arrows in Mordheim too. Anyway, I shall play again in next Monday's regular session.
Re: [Mordheim] Campaign 2015
Lähetetty: La 06.12.2014 20:40
Kirjoittaja Varapalmus
Are there multiple editions of the Revisions file? Because according to the one I downloaded, blunderbusses ARE strength 4!
Handgun ja Hochland Long Rifle, LRB, sivu 33:
Strength: 5.
Blunderbuss, LRB, sivu 34:
Strength: 4
Re: [Mordheim] Campaign 2015
Lähetetty: La 06.12.2014 23:36
Kirjoittaja Rune
Well, I remember writing that errata down. They're supposed to be S4.
Re: [Mordheim] Campaign 2015
Lähetetty: La 06.12.2014 23:59
Kirjoittaja Salsa
Honestly I find S3 Blunderbuss being already ridiculously good and rifles with S4 and extra -1 Armor Save being devastating.
I don't find any point in those Erratas personally. :)
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 00:23
Kirjoittaja Rune
Salsa kirjoitti:Honestly I find S3 Blunderbuss being already ridiculously good and rifles with S4 and extra -1 Armor Save being devastating.
I don't find any point in those Erratas personally. :)
Well, my experience with Mordheim stated pretty clearly that something that you can shoot only every other turn is crap. :) Utter, devastating and hopeless crap. Thus the errata.
But do as you will! Just saying that the changes were written down for a reason at the time. ;)
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 00:37
Kirjoittaja IRiaD
Do you still accept players? I might be able to join in on the fun (though I'm only able to play one game next monday, after that I'll be visiting my family for christmas) if I manage to find out where my old warbands are...
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 10:33
Kirjoittaja HeresyBrush
Hi,
I'm fine with S3 blunderbass. The point of this weapon is not the damage, but is the "psychological" effect. But we can decide between all :)
IRiaD kirjoitti:Do you still accept players? I might be able to join in on the fun (though I'm only able to play one game next monday, after that I'll be visiting my family for christmas) if I manage to find out where my old warbands are...
I don't have any problem!, we are currently 5 players and indeed it's better a pair number of players. During the last campaign we started 5 or 6 players, but at the end only 3 remained (the best ones, of course :P :P :P). So It's nice.
Regards.
PD: beware of camping in buildings...

Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 13:37
Kirjoittaja Varapalmus
Well, blunderbusses having S3 is alright with me, at least. It's a weapon that does an automatic hit, and has the potential to hit a good number of targets in one go. Automatic hits alone make it a very scary thing.
However, Handguns being S5 is very welcome. They're awesome weapons, but badly overshadowed by crossbows after all.
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 19:52
Kirjoittaja Gilaelin
Rather than giving anything extra strength, I would just make hand guns able to shoot every turn. That would balance the weapon and make it even with crossbows. Strength is so powerfull stat in this game and on the other hand armors are rather weak and costly equipments. So I personally see no point in presenting more high strength ranged weapons to the game and by thus making armor even weaker. At least with high strength melee weapons and warriors, you have opportunity to strike back if you survive. For same reason, and for those already listed, I see no point why blunderbusses should be anything but s3.
But then again. I'm quite flexible with these things, so I can live with any decision you guys come up with. =)
Btw, as we are making the revisions work better for our gaming group and as already we are not using all the revision rules and have created some new ones, should we maybe sometime make a new revision pdf where are written down only the revisions we are using?
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 21:05
Kirjoittaja Varapalmus
Well, it won't take Juha long to have a T5 2W dude on horseback with a +1 or +2 armor save. A S5 gun might actually have a chance of toppling that guy :p
That said, being able to shoot every turn works as well. Of course, this makes the Hunter skill obsolete, but that can be changed as well.
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 21:50
Kirjoittaja Sutenööri
Simple scenario! I wrote it quickly because of the coma after the weekend on whisper! Give comments and see if it's proper!
Altar of Ultimate power
Game lasts for 6 turns, the game doesn't end when a player routs.
Terrain: Place a small altar on the middle of the table.
Winning the game: The player with the most models within 6" of the altar after 6 turns is the winner.
If your leader is within 6" of the altar at the end of the game it blesses you with it's power. You may make an additional roll on the heroes advancement table, the winner may reroll his/her roll!
+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 extra Experience.
+1 Per enemy Out Of Action: Any Hero earns +1 Experience for putting an enemy Out Of Action.
Wheeeeeee...
-Juha-
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 22:08
Kirjoittaja Varapalmus
Things will be very heated and close and personal...I like it! Of course, it means we puny humans will have to form an alliance to push your bloated carnival off the altar. Let the backstabbing begin!
Re: [Mordheim] Campaign 2015
Lähetetty: Su 07.12.2014 22:34
Kirjoittaja Rune
Gilaelin kirjoitti:Rather than giving anything extra strength, I would just make hand guns able to shoot every turn. That would balance the weapon and make it even with crossbows.
Well, Handgun would be inferior to a crossbow even then - 30" trumps 24" range. They would also fill a very similar role - something that could be avoided in games with options.
Just trying to explain my reasoning here. :) Underlining that I'm not saying I'm absolutely right, but referring to WHY I think that's a better balancing option.
Even as I've written it a handgun is mathematically an inferior choice to a crossbow. Shooting only every other turn is such a hinderence.
Re: [Mordheim] Campaign 2015
Lähetetty: Ma 08.12.2014 19:02
Kirjoittaja Sutenööri
Buahaha! I found the barding for my warhorse, I also bought heavy armour, shield, sword, and helmet! So beware the horseman is coming!
I also forgot that my FattyMcFatty killed 1 guy on top of the roof, so he should have gotten advancement too, I'll just roll next time were playing!
-Juha-
Re: [Mordheim] Campaign 2015
Lähetetty: Ma 08.12.2014 19:27
Kirjoittaja Varapalmus
Soon you'll all be begging for my Handgunners to shoot the bugger down. That said: Damn! I forgot to roll for acquisition. Guess I'll be doing that before the start of the next game.
P.S: That was an incredibly bloody fight, (Poor Sebastian) and the power of a sigmarite priest was proven. Damn Ogre took, what, five wounds and still kept going?
Re: [Mordheim] Campaign 2015
Lähetetty: Ma 08.12.2014 22:58
Kirjoittaja Gilaelin
Elves really got beaten this time by that vampire. I kinda expected that 4 s5 attacks and 4 s3 attacks that I stroke against the vampire would have felled the beast but this time it was just not be thus. Well, luckily no-one died. My leader lost one bs point but got side step. Also, my star player Faen now has lightning reflexes so he strikes always first with his elven great sword. Also, my rating is probably still so small that I will get underdog points from the next game, so I think I can still catch up even if that bloody vampire cleaned floors with my elves today. And next time, I will stuff that fanged beast with arrows. Mark my words. ;)
Re: [Mordheim] Campaign 2015
Lähetetty: Ma 08.12.2014 23:39
Kirjoittaja HeresyBrush
Yeah!, it was an amazing (and bloody) combat! Indeed, I like very much these scenarios where players hit each others in the center of the town! (including backstabs...ejem Jere. Sigmar doesn't forget :P)
The Ogre only lost two wounds in total. Anyway, if you think that this spell is overpowered we can review it :D !