Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: Eliazar on January 24, 2011, 03:22:15 PM
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Devils Den Challenge #14 - Non-combat items
Topic author: MyLittlePwny
Subject: Devils Den Challenge #14 - Non-combat items
Posted on: 04/07/2008 12:46:35
Message:
Short and simple, without further introduction, i present to you:
DEVILS DEN CHALLENGE #14!! WOOOOO!!!
(Non-combat items)
The rules are as follows:
Write rules for an item.
The more combat-minded the item is, the worse!
Examples:
Rope&hook and Lantern: GOOOOD! (nothing with combat yay)
Rabbits foot and torch: ok... i guess (can re-roll combat rolls and be used as club)
Lucky charm and familiar: BAD! BAD BAD BAD! (only affects combat)
(yeah i know familiar can be used to re-roll flight spells as well but still :P)
So get going people, write me some new items for mordheim that's not used in combat! YAY!
Reply author: Baiken
Replied on: 05/07/2008 04:01:35
Message:
Baiken's Official Entry:
Equipment Kits Rare: 8
Each equipment kit represents training of lifestyle of the person wearing it. Each kit provides a list of minor abilities or benefits. In most cases, only kit per model, with the exception of the Field Kit, see below. Kits can be bought one at a time and henchmen groups need not be equipped with all the same kits. Once a kit is applied, it is permanent and can not be moved to another player; buying a Kit is kind of like buying a hint of background story.
Exploring Kit 20gc
Heroes and Henchman
Head-mounted Lantern: Lantern. Every Lantern above 3 (4=1, 5=2, etc.) in the warband gives +1 on one exploration dice of choice. Only one die may be modified this way per bonus gained.
Good shoes: +2 inch move in rough terrain, added after other movement adjustments are calculated.
Surveyor's Notepad: Create an item labeled "City Map: 00" in one of your Hero's inventories. For every Exploring Kit in the warband that does not go OOA by the end of the battle, add 1 to the city map count. When you get to 60, you have compiled a Master Map of Mordheim.
Merchant's Kit 35gc
One per warband. Can't be used by Sisters of Sigmar, Skaven or Undead.
Fancy Clothes: +2 on all hero's search for rare item rolls
Trade Scale: Subtract 1d6 gc from all rare item purchases by the warband
Market Watch: during the wyrdstone trading phase, roll 1d6:
1: Wyrdstone sells for 5 gc less per stone sold
2-5 No effect, market stays the same
6: Wyrdstone sells for 5 gc more per stone sold
Caster's Kit 35gc
Spellcasters only
Curly-toed shoes: the rest of the warband secretly laughs at your goofy shoes. No effect.
Glowing Wand: Lantern every Lantern above 3 (4=1, 5=2, etc.) in the warband gices +1 on one exploration dice of choice. Only one die may be modified this way per bonus gained.
Good components: +1 bonus when rolling to cast first spell per round.
Good spell book: Reroll one failed Difficulty Check. Second result stands.
Pious Kit 15gc
Good aligned human henchmen , only 1 kit per henchman group.
Personal Discomforts: Model has -1 Initiative as the henchman prefers to endure life's hardships instead of comforting them, which takes it's toll on the body.
Field Mass: Before battle, the holy take the time to ease the apprehension of their fellows. Roll 1d6 for each henchman group containing a Pious warrior.
1-5: The men are readied to serve. No bonus.
6: Inspire brotherhood; If the henchmen stays within 6 inches of the model equipped with the Pious Kit, they will recieve +1 on their first Ld roll versus an evil warband. Any henchman outside the 6" radius loses the bonus for the rest of the game.
Field Choir: If there are 3 or more Pious Kits in one warband, that warband will add holy hymns to it's daily activities. When deployed, all models may be deployed 2 extra inches onto the field.
Field Kit 20gc (Heroes only, may be stacked with other kits)
A Sturdy collection of essentials
Sleeping gear: A bedroll and sturdy pillow ensure a good night sleep. Can deploy 3" farther infield during set up than normal.
Lantern: Every Lantern above 3 (4=1, 5=2, etc.) in the warband gives +1 on one exploration dice of choice. Only one die may be modified this way per bonus gained.
Cooking gear: Clanking cookware increases the range that nearby models can detect you when you are Hidden by 2 inches.
I could have kept going and going and going with yet more Kits, but I had to cut myself off after I realized I had sort of created a whole new class of equipment! Many other options to explore, and I may yet add more later as the mood strikes, but consider anything above the double lines my official entry, new stuff would be below :)
Reply author: Chad
Replied on: 07/07/2008 07:44:54
Message:
I expect everyones waiting to see what they have to beat. Wait until everyone else has entered, then make one bit better = victory. But I don't want to be a hypocrite:
Chad's official entry:
Mining equipment
35GCs
Every nation, people and species of the old world and beyond has some sort of mining equipment; whether for digging flint for forest goblin spears, or mining ithilmar for elven armour. The tools used for such work vary from the claws of a skaven slave to a steam powered drill of the most advanced of dwarf engineers. All of which can be used in the ruins of Mordheim, and beyond, to peacefully aid a warband in its attempts to slaughter the foe.
No large targets, models subject to stupidity or mounted models may be equipped with mining equipment.
Any models with mining equipment must be deployed separately, and after, the rest of the warband.
In the deployment stage all models with mining equipment are put to one side. Deploy all remaining models as usual.
In your first turn of the game place a token (small coin or some such) up to 18†away from the edge of your deployment zone, this represents the intended end of the tunnel. You must roll to find out if they come on each turn. On your first turn roll a D6, on a roll of 4+ you roll both scatter die and a D6, move the token the distance (in inches) indicated by the D6 in the direction of the scatter, if a hit is scored you don’t move the token or if a one is rolled you must roll on the accident chart (below). You deploy all tunnelling models within 2†of the token. In the second turn they appear on 3+, in the third 2+ and fourth+ auto.
If the token ends up in a piece of impassable terrain or water then roll on the accident chart.
If a model comes out of a tunnel into base contact with an enemy then neither model counts as charging.
Accident chart (D6)
1 Cave in! All tunnelling models must pass an I test or take a S4 hit.
2-3 Too far. The token is moved 3D6†directly away from your deployment zone, if this takes it over a table-edge then the tunnelling models don’t show up this game.
4-5 Too close. The token is moved 3D6†directly towards your deployment zone, if this takes it over a table-edge then the tunnelling models don’t show up this game.
6 Deep strike. The token is placed in the dead centre of your opponents deployment zone. Then scatter as above, ignoring any rolls of 1. If playing a multiplayer game randomly pick an enemy deployment zone.
Reply author: Ethlorien
Replied on: 07/07/2008 11:03:54
Message:
Ethlorien's Official Entry:
Market Stall
Cost 30+3d6 gold crowns, Rare 5
In and around the settlements of Mordheim, gold and wyrdstone flow like water. Vendors of all walks of life set up their shops and stalls, from the merchant prince of Estalia, to the shady rogue in the back alley. Not content enough to just sell your wyrdstone to the highest bidder, you too have caught to bug to seel your wares, setting up a rickety little stall during your downtime.
Between games, you can sell excess wares at your Market Stall, looking for a few extra bits of coin. All items you sell through your market stall earn you an extra 1 gold crown each (IE, if you sell a 10 gold crown weapon, you receive 6 gold crowns). If you sell a rare item, you gain an additional gold crown based on its rarity value (IE, a Rare 7 item that sells for 30+2d6 gold crowns, you would sell for 22 gold crowns). Wyrdstone cannot be sold through your Market Stall (as only the richest and nefarious people commonly purchase it).
In the event you need funds more then you needs warriors, during a scenario one henchman can stay out of the battle and man the shop while your warband is away. At the end of the scenario, consider your warband to have acquired 1 more piece of wyrdstone then normal (to represent the sales he made whilst you were off adventuring). Note: the henchman left to man the shop must be humanoid and have at least some intelligence.
Reply author: Ethlorien
Replied on: 07/07/2008 11:16:05
Message:
Ethlorien's Unofficial Entries:
Just having a spot of fun with this one, thought I'd add a couple of unofficials here.
A Wedge of Wood
Free, Common
It's a wedge of wood...
A wedge of wood can be used to jam into the base of a door, making it harder to open for others. A wedged door requires a strength check to open, at a -1 penalty. If a warrior is on the other side, also trying to keep the door shut, then it is an opposed strength check, whereby the defender gains a +1 to his strength check.
Enchanted Griffon Feather
15+1d6 gold crowns, Rare 6-11 (see special rules)
In and around Mordheim, you can find just about anything immaginable, from talking frogs to portable holes that lead into the realm of chaos. Merchants will sell anything they think, or pretend, is useful. Many are mere trinkets, baubles, and hoaxes. Yet there are those bits and pieces that, once in awhile, prove to be just what they were intended to be.
One use olny. A hero may use an Enchanted Griffon Feather immediately upon falling. The hero will land upon the ground, but suffer no damage for the fall itself. Yet a hero must be wary when he pruchases an Enchanted Feather, for it is something that is easily replicated yet often lacking the required specifics to save your life.
When a hero wishes to purchase an Enchanted Griffon Feather, roll for rarity. On an 11+, they find a vendor who is selling exactly what they are looking for. On a roll of 9-10, they find a vendor whos wares are questionable. Upon using the Enchanted Griffon Feather, the hero rolls a die. On a 6+, the feather was a fake and the hero suffers falling damage as normal. If, on his rarity roll, he rolled a 7-8, the potential for the Enchanted Griffon Feather to be a fake is 5+. Lastly, a roll of Rare 6, leaves a 4+ chance that the Enchanted Griffon Feather is a fake. If, upon rolling the Rarity a Hero no longer wishes to purchase the feather, they may not search for another feather until after the next battle.
Wyrmfire Leaf
20+3d6 gold crowns, Rare 10
Named for the searing burns it leaves in your throat upon chewing it, this narcotic is found among amongst the denizens of Mordheim. This drug brushes off pain, energizes the mind, and makes the addict feel far better then his body might suggest.
One use only. By taking Wyrmfire Leaf before a battle, heroes that would be unable to join the fight, be it through their injuries or as a result of a cask of Bugman's, can indeed participate in the battle. Despite the feeling it gives them, their bodies are in fact protesting this harsh treatment in the form of these heroes suffering -1 to their Initiative rolls for the duration of that battle. If, for some reason, a hero would miss multiple games, then a dose of Wyrmfire Leaf works for only 1 game at a time (IE, a Hero who must sit out two games could take a dose of Wyrmfire Leaf for the first game and sit out the second, take a dose for each game, or miss the first game and take the Leaf for the second game).
Note: Wyrmfire Lead can do nothing for a Hero that is missing the game due to death, capture, etc...
Okay, this next one is a direct rip-off of Baiken's entry. It's a compliment though as I liked his idea so much. @Baiken, if you disaprove, I will remove it immediately.
Entomologist's Kit
1 per Hero (yes, you could give up searching for Wyrdstone and just hunt bugs)
35 gold crowns, Rare 8
The Entomologit's Kit follows the same rules as other Kits, as per baiken's rules.
While wyrdstone is the main reason adventurers delve into the dark streets of Mordheim, it is not the only reason. Within the empire, there are those who care not for the stones itself, but for their effects on the city. One such faction, the Entomologist's Association, is very curious to see the effects the mutating power of wyrdstone has upon the insects of the city, who themselves are often overlooked. Thus, they hire mercenary warbands heading into the city, requesting they send back samples of said insects.
An Entomologist's Kit includes:
-A butterfly net
-A container with tiny air holes
-An illustrated book of insects
At the end of any battle, a hero (equipped with the Entomologist's Kit) may choose to go off looking for insects, instead of searching for wyrdstone. If so, roll a die and consult the following table:
1 - Nothing: not a single bug creeping about the place.
2 - Minor Find: you find an insect, yet unfortunately, it is not one warped by chaos. The Association sends you 5 gold crowns for the find, though.
3 - Average Find: you find an insect clearly warped by chaos and send it on to the Association. Unfortunately, this breed is easily corrupted and many such examples have been received before. For your troubles, the Association sends you 2d6 gold crowns.
4 - Swarm: you find a swarm or nest of warped insects. While alone these creatures are about average, the Association is thrilled to get a large number of them at once for testing. You find 1d3 Average insects (worth 2d6 gold crowns each).
5 - Major Find: You find a rare specimen, warped beyond recognition by chaos. Sending this bug on to the Association will bring them much joy and you a bag of coin worth 50 gold crowns.
6 - Unique Find: the insect you have in your hand is unique to this world. Created by chaos, it is the only one of its existence. The Association is overjoyed by this rare find and send you 50+5d6 gold crowns as payment.
Wyrdstone Eye
25+2d6 Gold Crowns, as well as a shard of wyrdstone. Rare 12
With the right material, enough gold, and the proper surgeon (preferably one who is on the run from the Empire and living around Mordheim), even the loss of an eye can't stop you!
Once a hero has found a surgeon (rare 12) and paid him his fee (25+2d6gc), he must then sacrifice a shard of wyrdstone to be smoothed, rounded and inserted into his eye socket.
The operation is dangerous and on the roll of a 5+ that hero will miss the next battle as he recoups from his ordeal. If he rolls under that, or after his missed a battle, that hero no longer counts as beeing blind.
A Hero with a Wyrdstone Eye who is blinded again, will lose the other eye, before his magical one. If, in the event, a hero has two wyrdtsone eyes and suffers losing one again, he must go through the procedure once more, and this time the warband who put out the Wyrdstone Eye gains a further shard of wyrdstone after the battle.
Reply author: Johan Willhelm
Replied on: 08/07/2008 05:54:48
Message:
Johan Willhelm's Official Entry
Pliers
10 GC + D6 GC
Rarity: 6
There are a multitude of ways to earn money in the City of the Damned. Many a noblemen's teeth started life in the skull of an adventurer in Mordheim.
A model who is not taken OOA and is on the winning warband's side at the end of a battle may use pliers instead of hunting for wyrdstone. In the post battle sequence keep a note of the number of warriors (on both sides) who "die" (are permanantly removed from the roster).
For every 3 casualties the warband with the character with the pliers gains a shard of wyrdstone representing the value of teeth he has ripped from the still warm corpses!
If he draws teeth from casualties which are not a multiple of three they are kept in the warband's stash. There are no bonuses for having multiple modles with pliers but you are more likely to have one standing at the end of the battle.
A set of Vampiric teeth are in high demand are worth a shard of Wyrdstone on their own.
Reply author: skavenslayer
Replied on: 08/07/2008 06:51:51
Message:
Skavenslayer´s Official entry.
Re-animated wizard hand:
Rarity: 9 (8 for necromancers)
Cost: 15+2D6
When a wizard dies in Mordheim, the power off warpstone in the air and ground, will sometimes re-animate the hands of the wizard, giving them intelligence and willpower of their own. Other power full wizards can try to bind the will of the hand to them, using the hand as a guide of power.
The nature af the spell makes it easier for necromancers to use the hand to his advantage.
After all warbands have set up roll a LD test (+1 for necromancers), if it is passed you are allowed to re-place D6 of your warriors (not infiltration) and advance them 6" forward.
After the game the wizard gets +1/-1 to exporation for every enemy he puts OOA.
If the wizard himself is put OOA, after the game roll a D6, on a 1 the hand leaves the warband. Add +1 to the roll if also losing.
Reply author: Master
Replied on: 08/07/2008 18:55:07
Message:
Master's Official entry
Ring of transportation:
This is a magical artefact which you get if you roll a magical artefact that has already been found.
No-one really knows the whereabouts of this item, some suggest it was created centuries ago, by the chaos god Tzeentch. Others suggest it is an ancient artefact of the old ones. It first appeared in history in the hands of Al'Haddin, a thief from araby who used it to win the heart of a local Sheiks daughter. Nevertheless he later gave the ring away once he had his love, and the ring passed through generations, far and wide. Somehow it always shows up different places in history, Markon Tuthion used it to rob an entire library of forbidden magic books, before the ring was confiscated. The next appereance was the necrarch vampire Trazhulus who used it to travel to Mordheim, and in a frail attempt tried to slay the shadowlord himself. Although no-one knows why the shadowlord did not keep the item and let it go.
The warrior with the ring of transportation (also known as Al'Haddins ring) may in the movement phase forgo the rest of his turn in order to move to any point of the table he can see. If he does so, he may not do anything else this turn, apart from pivoting on the spot. However, even though he sacrifices this, there is a chance the ring doesn't work, the warrior must pass a leadership test, with a -1 modifier for each time the ring has been used this game.
If the test is succesfull the warrior moves to the designated spot, however, note that he cannot charge by doing this.
If the test is failed roll on the mishap table below:
1. The warrior is transported 3d6" in a random direction (scatter dice suggested), if a triple is rolled he is either transported the distance up, and falls from the height.
2. The warrior suffers d3 S5 hits.
3. The warrior is stunned.
4. The ring disappears. (and is lost)
5. One random warrior (friend or foe) within 6" is moved to the designated spot.
6. The warrior is moved to the spot, but everyone within 6" is moved with him, keeping the same formation.
Reply author: MyLittlePwny
Replied on: 18/07/2008 14:24:57
Message:
Hey guys, really sorry about the long time - my internet is broken and i've been insanely busy - will declare the winner now and more info will follow as soon as i get back online with explanations..
Winner: BAIKEN!!!! (woo!) sorry to all you birthday guys
(get movin with the next challenge or i fear the impatient others will paint you pink haha)