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[Mordheim] Campaign 2014

Lähetetty: La 12.04.2014 04:21
Kirjoittaja Jarva
Kuva

Geheimnisnacht - the Mordheim campaign

(note: the English fluff below the Finnish version)


Oppineiden, shamaaneiden, yhteisöjen vanhempien ja muiden viisaiden miesten ennustukset yötaivaasta eivät valehdelleet: Geheimnisnacht oli tulossa. Geheimnisnacht, Mysteerien Yö, tuo vuoden kohtalokkain yö, jolloin Kaaoskuu Morrsleib on täysi ja kiertää läheltä maailmaa. Tapahtuma tunnetaan lähes kaikissa kulttuureissa, vaikkakin nimetty eri tavoin. Morrsleb tulisi pian verhoamaan kaiken sairaalloisen vihreään valoonsa ja sekoittaen maailman kauttaaltaan. Kaikki selväjärkiset pelkäävätkin tätä syystä, sillä se ei ole vain pelkkä harmiton ilmiö, kuten kauniit tuliset valot, jotka värittävät pohjoisen yötaivaita. Kaaoskuun läheinen sijainti maailmaan voimistaa Magiatuulet entistä voimakkaammiksi, luo mieltä hämmentäviä tapahtumia, mutatoi ja sekoittaa kaiken elävän ja elottoman, herättää mitä omituisemmat ja kauheammat otukset piinaamaan maailmaa. Yö ja päivä tulisi olemaan myös yhtä. Ja mikä pahinta, tämän kelmeän vihreä vieras tekisi itselleen tietä jo kauan ennen varsinaista aattoa, voimistuen päivä päivältä kunnes lopulta, Mysteerien Yönä, se olisi täydessä koossaan, kaikessa korruptoivassa muodossaan ja tarkastellen maailmaa taivaalta kuin pojankoltiainen muurahaisia kärventävän suurennuslasin kanssa.

Morrsleibin pelätty katse tulisi testaamaan kaikkien elollisten selväjärkisyyttä ja taitoa selvitä konflikteista.


~

The scholars', shamans', commune elders' and other wise men's interpretations of the night sky didn't lie: Geheimnisnacht was coming. Geheimnisnacht, the Night of Mysteries, the most ill-omened night in a year when Chaos moon Morrsleib is full and orbits nearest the world. The event is well known almost in every culture, although named differently. Morrsleib would soon embrace everything in its sickly green light and disarray the world completely. Every sane man fears this period for a reason because it's not mere harmless phenomenom like the beautiful fiery lights that color the night skies of north. Chaos moon's close position makes the Winds of Magic run wilder, creates mind baffling events, mutates and deranges living and lifeless, awakes creatures, bizarre and horrid, to cause havoc in the world. Night and day would also be one. And the worst part being that this pallid green guest would make a way for itself long before the actual eve, becoming more powerful each day and finally at the Night of Mysteries, it would be a full moon: its most corrupting state and observing the helpless world like a rascal kid examining ants with his scorching magnifying glass

Morrsleib's dreaded stare would test every living being's sanity and skills to survive through conflict.


______________________________________________________________________________________________

Cheers everybody, here comes the campaign (with a splendid header! An akward photomanipulation...). I suppose there's no need for a separate enrolment for the campaign, just hop in when we are having games. The campaign's duration is still open.

The campaign games are held on every other Monday at 16.00-19.00, in paired numbered weeks (week 16, 18, 20...) in Joensuu's Fantasiapelit. The campaign starts at April 14th. (=next week!)
The campaign uses ”Revisions” house rule set (you can download the package (including rules and warbands) from this link). Ignore this part of the house rules: “Never may more than 2/3 of the warriors of a warband carry a missile weapon with range more than 12".” (I found it rather artificial, sorry) . So check it out before you start your warband! Any warband that are commonly accepted are ok to play. Ask if you are unsure.



And yikes....I just remembered that I haven't booked those Mondays for us in Fantasiapelit. So please, can somebody go and book a table for us? I'm in Helsinki for a whole weekend so I can't do it. Shame on me.

I'll post the first scenario on Sunday.

Re: Geheimnisnacht - Mordheim campaign (14.4. ->)

Lähetetty: La 12.04.2014 09:09
Kirjoittaja Rune
Ignore this part of the house rules: “Never may more than 2/3 of the warriors of a warband carry a missile weapon with range more than 12".” (I found it rather artificial, sorry) . So check it out before you start your warband! Any warband that are commonly accepted are ok to play. Ask if you are unsure.
I just hope you guys won't abuse this... :) The shooty warbands with, like, 15 slings or an elven warband of 6/6 guys having bows is just a wee bit dull. And the slings overpowered. It's artificial, yes, but the easiest fix to an annoying problem.

Good luck with the games! I'll try to drop by and have a wee look from time to time.

Re: Geheimnisnacht - Mordheim campaign (14.4. ->)

Lähetetty: Ma 14.04.2014 00:24
Kirjoittaja HeresyBrush
Hi,

Arg!, I don't have my band in my hands yet, I hope I will receive a parcel with it at the end of the week.

I usually leave the job at 16 o´clock, so I will arrive a bit late. Are you planning to play tomorrow some game?, I can't remember the last time I play Mordheim, so I can see the game and refresh the rules.

Ah!, and thank you very much for run the campaign also in English :)

Re: Geheimnisnacht - Mordheim campaign (14.4. ->)

Lähetetty: Ma 14.04.2014 00:57
Kirjoittaja Jarva
Scenario 1: Supply Run

Geheimnisnacht approaching and farm owners getting their families and lifestock safe, you realize its wise to start gathering supplies to survive the oncoming days of horror. Morrslieb's corrupting influence would be visible days before the actual Geheimninacht eve and it doesn't help that you are far away from a shelter provided by home or allies. Only a mad man would leave himself without a shelter or food in those dreaded days!

Fortunately for you, your source indicates a nearby village. You start to head into the village, hoping that somebody would have left their food storages behind. Soon you notice that you weren't the only one who had the same idea...


____________________________________

Objective
Warbands encounter each other while scavenging the table for loot counters.

Deployment
All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8" of the table edge of his choice. The player with the next highest roll sets ups next and so on.

Ending the game
The game ends when one warband fails its Rout test.

Experience

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

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


Scenario special rules:

Place D3 counters and one counter per player on the table to represent where the loot are.

Models can pick up the counters simply by moving into contact with them. A model can carry any amount of loot without any penalty. Model can transfer their loot to another model. If the model who is carrying a counter is taken out of action, place the counter on the table where he fell.

Determine the find by rolling 2D6 when a model picks a loot counter. The result will remain if the counter is dropped or given to other model. Remove the counter from the game after a result 2, 6, 8, 9,11 or 12.


Loot roll results:

2 - Give us the valuables or else!
The model is ambushed by thieving thugs and loses all his equipment and possible counters he's carrying. Poor lad is left naked in the scene! If there are other models in the same terrain piece (or room if in a building), they'll also be robbed.

3-5 - Supply
Bread, meat, vegetables or other, although somewhat stale, food. This is why you came here! Value 5 gold and 1 experience point.

6 - Nothing
You search the area but find nothing useful.

7 - Disguised treasure
What you thought to be an common container, is actually a stash of high valuables that the owner planned to get back later. The treasure is worth 2+3D6 gold (roll immediately).

8 - Flock of bats
The model startled a flock of bats and they hastily escape by flying past the model. The model is immediately knocked down (and wishes that nobody saw it).

9 - Don't leave me here!
You find somebody hiding in the surrounding area. The shaken person insists you to take him with your warband as he surely won't survive alone oncoming Geheimnisnacht. You gain 25 gold to recruit one new henchman for your warband. Any unspent gold is lost.

10 - Useful lore
The model finds a book, notes or other information telling about Geheimnisnacht. The model gains 2 experience points and may re-roll failed hits when fighting against daemons or magical creatures and any tests related to Geheimnisnacht from now on. If other model has already rolled Useful lore, count this result as Nothing.

11-12 - Giant Spider
A giant spider appears from the shadows! Place a spider model against the model who picked the counter. The model is now in combat with this eight-legged terror. Slaying the spider is worth 1 experience point.
  • Profile
    M7 - WS3 - BS0 - S4 - T3 - W1 - I4 - A1 - Ld4


    Paralytic Poison:
    The spider has a sharp sting on its rear that strikes with paralytic poison! If 6 is rolled in the spider's hit turn and the opponent fails his armor saves, the opponent is poisoned and can't fight anymore. Jump into Ill-fated afterparty in the player's next turn.

    Ill-fated afterparty:
    If the attacked model's wounds are reduced to zero or he was poisoned and there aren't other models fighting with the spider, roll D6:
    • 1 - What was that?!
      The spider is intimidated by nearby sounds and quickly scuttles back in the shadows and leaves its target alone. Remove the spider from the game The attacked model count as knocked down, or stunned if he was poisoned.

      2-6 - Lemme go, monster!
      The spider grabs its defeated victim and starts to wrap him in a sticky web – but not without a (another) fight! The victim may attack the spider with -1 hit modifier. If the victim was hit by paralytic poison, he can't fight back at all and moves to phase 2 in the player's next turn. This phase can be interrupted if other model charges the spider.
      • Attack results:
      • If the spider is killed, the lucky victim is saved and counts as knocked down.
      • If the attack hits but doesn't kill the spider, repeat Lemme go, monster! phase again in the player's next turn.
      • If the attack misses, continue on the phase 2 in the player's next turn.


        Phase 2: Webbed
        The victim is completely covered in web and can't do anything. Count him as stunned. Another model may release the victim if he moves into contact with him. If the model isn't released, the spider isn't killed or in combat with another model, continue on the phase 3 in the player's next turn. If the spider is slain after phase 2, the victim will remain stunned until other model moves into contact with him. That's very tough web!

        Phase 3: NOOOOOOOOO!
        The hapless, tightly packed victim is dragged into underground caverns and is never seen again. Remove the model from the game and the warband's roster. All his equipment are also lost.


So, here's the first scenario. Don't get intimidated by the rules: they might look complex but they're just "fluff-ed" version of the original wyrdstone hunt. Throw me a question (or suggestion) if there are anything odd or improvable.

Re: Geheimnisnacht - Mordheim campaign (14.4. ->)

Lähetetty: Ma 14.04.2014 01:19
Kirjoittaja Jarva
HeresyBrush kirjoitti:Hi,

Arg!, I don't have my band in my hands yet, I hope I will receive a parcel with it at the end of the week.

I usually leave the job at 16 o´clock, so I will arrive a bit late. Are you planning to play tomorrow some game?, I can't remember the last time I play Mordheim, so I can see the game and refresh the rules.

Ah!, and thank you very much for run the campaign also in English :)
Yes, the first game is tomorrow at 16.00, welcome to watch it! Luckily Mordheim has underdog rules, so you can join the game next time with your warband.
Rune kirjoitti:The shooty warbands with, like, 15 slings or an elven warband of 6/6 guys having bows is just a wee bit dull. And the slings overpowered. It's artificial, yes, but the easiest fix to an annoying problem.
Nah, we will gather a proper lynch group and show'em. That'll do it *mighty fist shake*.

Re: Geheimnisnacht - Mordheim campaign (14.4. ->)

Lähetetty: Ma 14.04.2014 11:33
Kirjoittaja Rune
Jarva kirjoitti:
Rune kirjoitti:The shooty warbands with, like, 15 slings or an elven warband of 6/6 guys having bows is just a wee bit dull. And the slings overpowered. It's artificial, yes, but the easiest fix to an annoying problem.
Nah, we will gather a proper lynch group and show'em. That'll do it *mighty fist shake*.
Hooray!! \o/ Burn the slingers!

Re: Geheimnisnacht - Mordheim campaign (14.4. ->)

Lähetetty: Ti 15.04.2014 00:10
Kirjoittaja Jarva
Boils and scratches! Seems like the soft-bellied non-believers dug themselves holes and hid beneath the dirt since there were just Plague Lord's rival disciples fighting each other tonight. Or perhaps the sick and infected had gotten the secret spider cake recipe in theirs hands and no other knows it's gooey, but delicious, taste is worth fighting for. Although there weren't any spiders seen today, just bats (and a hobo who was tossed to the street from a warehouse roof). Sutenööri's Tainted One also showed the promising "Pancake Landing Style" when coming down from a 3 storey building. I also noticed how well the plaguebearers do in the field, as opposed to what I thought.

But seriously, there were just me and sutenööri playing (= fascinating Nurgling duels of two Carnivals! Those Clouds of Flies made it even more interesting), and HeresyBrush as audience. We came to the conclusion that we'll just test the first scenario today and have a proper campaign start in the next time as we'll have more players (total of 4 so far).

Re: [Mordheim] Geheimnisnacht, the campaign (14.4. ->)

Lähetetty: Ti 15.04.2014 00:44
Kirjoittaja Salsa
Yeah, I was unable to join there today. :(
But you plan to run every other monday? If so, I'll try to arrive next time.

Re: [Mordheim] Geheimnisnacht, the campaign (14.4. ->)

Lähetetty: Ke 16.04.2014 21:51
Kirjoittaja Jarva
Salsa kirjoitti:Yeah, I was unable to join there today. :(
But you plan to run every other monday? If so, I'll try to arrive next time.
Yes, the next game will be at 28.4.

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Pe 25.04.2014 15:37
Kirjoittaja Jarva
House rule update.

If anybody doesn't have anything against it, we'll change the armor save modifiers to start from S5 instead of S4, and also shields to have additional +1 AS against shooting. I think it'll make the armor (and consequently, the axes and other armor piercing weapons) more worthwhile purchases.

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Pe 25.04.2014 20:20
Kirjoittaja Salsa
Jarva kirjoitti:House rule update.

If anybody doesn't have anything against it, we'll change the armor save modifiers to start from S5 instead of S4, and also shields to have additional +1 AS against shooting. I think it'll make the armor (and consequently, the axes and other armor piercing weapons) more worthwhile purchases.
This will become slight interesting with S3 Henchmen, they can acquire strength upgrade only once so typically they don't get better strength than 4. Armour is invaluable even in it's current form as it is, just players typically don't use fancy armors with Warband before they've gotten some experience and bonuses.

Edit: To explain it further, one of the victory conditions is to get opposing Warband's members to out of action is on every scenario, by increasing the required strenght for AS modifiers matches are likely lasting longer, maybe too much.

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Su 27.04.2014 22:21
Kirjoittaja Jarva
Salsa kirjoitti:
Jarva kirjoitti:House rule update.

If anybody doesn't have anything against it, we'll change the armor save modifiers to start from S5 instead of S4, and also shields to have additional +1 AS against shooting. I think it'll make the armor (and consequently, the axes and other armor piercing weapons) more worthwhile purchases.
This will become slight interesting with S3 Henchmen, they can acquire strength upgrade only once so typically they don't get better strength than 4. Armour is invaluable even in it's current form as it is, just players typically don't use fancy armors with Warband before they've gotten some experience and bonuses.

Edit: To explain it further, one of the victory conditions is to get opposing Warband's members to out of action is on every scenario, by increasing the required strenght for AS modifiers matches are likely lasting longer, maybe too much.
Ah, you're right. We have just 3 hours to play per scenario so the game might became too lengthy. But I'm ok with either option and we can also ask people's opinion at tomorrow's game.


As scheduled, the campaign (re)starts tomorrow at 16.00 in Fantasiapelit. So be around, folks!

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Ma 28.04.2014 01:36
Kirjoittaja Salsa
Jarva kirjoitti: Ah, you're right. We have just 3 hours to play per scenario so the game might became too lengthy. But I'm ok with either option and we can also ask people's opinion at tomorrow's game.


As scheduled, the campaign (re)starts tomorrow at 16.00 in Fantasiapelit. So be around, folks!
Indeed, I've thought and imagined life being dangerous in Mordheim, to some Warbands it's road to fame and to others for a shallow grave. That's why I've easily accepted the deaths. :)

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Ma 28.04.2014 22:13
Kirjoittaja Salsa
It was a quite mess on streets today as Carnival of Chaos, The Green mob and Humans clashed together when Mortek's Swifthammers made slowly approaching but quick sweep from another chaos warband.
I'll look into getting another warband ready for use, but would it be ok if I use 2 warbands? Course I won't use both of them at same match. :)

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Ma 28.04.2014 23:05
Kirjoittaja HeresyBrush
Eh eh, remember the thief...the poor humans suffered from all sides! :P. In fact, the Captain decided to "run away". And it was so funny the double slip of some chaos warriors.

I think It doesn't care if you use as many warbands as you wish. But if you have to share your time and earned experience between several warbands, at the end of the campaign a player who plays with only one warband will have too much equipment, abilities and so forth, compared with your warbands.

Anyway, as far as I'm concerned, I'm looking for some old style lizardmen to prepare another warband, because I want to have another option in case I need.

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Su 11.05.2014 15:51
Kirjoittaja Jarva
Scenario 2: The Struggle for Shelter

The foul mists roused by the waxing Chaos Moon has already started to gather in the horizon and nearby woods. This is not left unnoticed by you. After scavenging any supplies you were able after the previous battle, you plan to look for a shelter from another place, hoping that you won't meet your last adversaries again. The Empire is dotted by many small settlements so you quickly come by one. Although not sure is it occupied or not, you surely don't want to find out what might lurk in the mists if you stayed outside...



Objective:
The objective is to capture one or more marked buildings on the tabletop. A building is occupied if at least one of your standing models is inside and no enemy models are inside the building.

Deployment:
All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8" of the table edge of his choice. The player with the next highest roll sets ups next and so on.

Ending the Game
The game lasts for a maximum of eight turns. If one warband voluntarily routs, the game ends.

Terrain:
Among other terrain, preferably wilderness themed, there will be D3+2 marked buildings to represent the capturable buildings. Use counters etc. to mark the buildings. The buildings follow the rules explained in Empire in Flames expansion (locked, combat through doorways). Make a Occupy roll when a model enters a building first time.

Villagers:
As soon as a warrior from any warband approaches within 8" of a marked building, place D3+1 villagers outside of the building, no closer than within 5" of the warrior. The villagers move in their own turn. Count each villager group as a separate group of Henchmen. At the start of its turn, the villagers will automatically charge any warriors that are within charge range. If there are no warriors within charge range, the villagers will move so that it is always within 5" of the building it came from (ie. If a previous charge had taken it further than 5" from its parent building).

  • Villager

    Profile M 4 – WS 2 – BS 2 – S 3 – T 3 – W 1 – I 2 – A 1 – Ld 6

    Weapons/Armor:
    Villagers are armed with an assortment of farming tools, makeshift
    weapons and flaming torches. Each model counts as being
    armed with a club and a flaming torch (club, -1 to hit & cause fear). They do not wear
    armor.

    Fanatical:
    Because they are defending their homes, the
    villagers are filled with inhuman fury. They automatically
    pass any Leadership-based tests they are required to take.

Experience

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

+1 Winning leader. The winning warband is determined by the number of occupied buildings and in the case of draw, by enemies put out of action. The leader of the winning warband gains +1 Experience.

+1 Occupied. Any Hero occupying a building at the end of the game gain +1 Experience.

+1 Unlocking a Door. If a Hero or Henchman successfully unlocks a door
he receives +1 Experience.

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



Occupy rolls

When a models manages to open a locked door, roll D6


1 - WHOA, look out!
The building is defended by group of crossbowers! Make Initiative test. If failed, the door opener is shot by 1+D3 crossbow shots. After the test and possible shots he moves 2 inches away from the door, direction decided by the owning player. From now on, the defenders inside building shoot D6 crossbow bolts out of the doors and windows of the building at the nearest warband members (they’re not particular about which warbands they shoot at!). Each bolt will be directed at a different target if possible. Crossbow bolts are fired with a BS3, modified by range and cover as normal (and, of course, the guys inside must be able to trace a line of sight from a door or window to the warband member). Also, the building can not be occupied and thus it doesn't give any experience.


2 - Valuables
You find a good share of gold and jewellery, worth of 5+5D6 gold.


3 - There they come again!
Generate another villager group inside the building. They just won't give up their house so easily!


4 - Stash of Wyrdstone
You found a D3 wyrdstone(s)!


5 - What in the Warp..?!
As you open the door, a mindless chaos spawn burst out from the building, ignoring the door opener, knocking him down, and spurting 2D6 inches forward, charging any model on its path. The spawn stays in the game and wander around as described in its Movement special rule. The slayer of the spawn gain 2 Experience and Disturbing Amulet
  • Spawn

    Profile M 2D6 – WS 3 - B 0 - S 4 - T 4 - W 2 - I 3 - A 2D6 - Ld10


    Fear:
    Spawn are disgusting and revolting blasphemies against nature and cause fear.

    Psychology:
    They are mindless creatures, knowing no fear of pain or death. Spawn automatically pass any Leadership based test they are required to make.

    Movement:
    The Spawn moves 2D6" towards the nearest model in each of its Movement phases. It does not double its movement for charging, instead if its movement takes it into contact with a model it counts as charging and engages that model in close combat.

    Attacks:
    Roll at the beginning of each Close Combat phase to determine the spawn’s number of Attacks for that phase.

    Disturbing Amulet
    Among the bloody and hacked mess of tentacles and other parts you can't even recognize, an peculiar looking amulet catches your eye. The thing is highly captivating and urges you to wear it. The Disturbing Amulet is a wearable item and forces its carrier to roll a D6 test at start of the carrier's every turn. On a roll of 1 the carrier suffers of a failed Stupidity. On roll of 6, he gains +1 WS, +1 BS, +1 I and +1 A until start of his next turn. After every game, the carrier also rolls a D6: if it's 1-3 nothing happens but on 4-6 carrier's Leadership value is reduced by one, as the amulet takes its toll on the carrier. If the carrier's Ld is reduced to 1 or if any of his Ld tests result 2, he is turned into a chaos spawn! The spawn stays in the current battle if he is in one, and after it he disappears into the wilds, joining the other foul beings in the shadows.

6 - Knight's Equipment
You notice a spot in the building where the floor blanks creak suspiciously. As you check out what's under them, you surprisingly find a knight's equipment. Seems like the building belonged to a former knight! You receive shield, helmet (those fancy ones!), heavy armor and well-balanced long sword (+1 WS, two- handed).

Re: [Mordheim] Geheimnisnacht, the campaign: 28.4. Scenario

Lähetetty: Su 11.05.2014 16:02
Kirjoittaja Jarva
Salsa kirjoitti:I'll look into getting another warband ready for use, but would it be ok if I use 2 warbands? Course I won't use both of them at same match. :)
It's ok, because the only disadvantage (having a less experienced gang) would concern just you.

Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Lähetetty: Ma 12.05.2014 19:33
Kirjoittaja Orcs are da best
I noticed on the way home that my warband got some advances. Salsa can confirm that I actually rolled a lad gots talent with my orc archer group and the goblins got +1 ws. Also I could buy a handgun for the new hero and hire new archer orc.

So now you all can take some sweet sweet beatings from my orcs with added spice of having handgun bullets to the mix.

Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Lähetetty: Ma 12.05.2014 19:35
Kirjoittaja Salsa
Orcs are da best kirjoitti: So now you all can take some sweet sweet beatings from my orcs with added spice of having handgun bullets to the mix.
We all "hope" that orc can use that gun.

Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Lähetetty: Ma 12.05.2014 22:29
Kirjoittaja Jarva
Thanks for the game again, folks. As I mentioned to Orcs are da best afterwards, the custom scenario was rather complex to play properly in just 3 hours. There were just too much stuff going on, which I noticed later. But it was nice change to a usual game play, I enjoyed - even though my sickly warband was just having a awesome woodland adventure during the whole game...

And thanks for Rune for lending his imperial fellas. Those bloodthirsty guys downed the would-be Lord of End Times himself!
Salsa kirjoitti:
Orcs are da best kirjoitti: So now you all can take some sweet sweet beatings from my orcs with added spice of having handgun bullets to the mix.
We all "hope" that orc can use that gun.
I was also wondering can they actually use that stuff. But that's an good excuse to buy those orc pirate conversion bits and make the game even more jolly!