Specialist Arms Forum

Mordheim => [Mord] Discussion => Topic started by: Eliazar on April 24, 2009, 02:40:06 PM

Title: Resurrection: DD#03 - Lowcost HS
Post by: Eliazar on April 24, 2009, 02:40:06 PM
Devil's Den Challenge #3: Lowcost HS (WINNER)
Topic author: MyLittlePwny

Subject: Devil's Den Challenge #3: Lowcost HS (WINNER)
Posted on: 11/02/2008 08:54:42
Message:
Since Zontarion aint logging in to the forum and answering me on phone i will take the chance (and honor) of opening the next challenge in his place. If i should ever win one myself, Zontarion will get my prize of creating next weeks challenge...
If anyone object, please whine to a MOD and make them delete this topic

So here it is!

Devil's Den Challenge #3
Most warbands in Mordheim is packed with warriors able to defend themselves and maybe even more than that, able to kill others or even do magic! BUT there's also the bunch of guys with too high thoughts about themselves that no warband will have join them as regulars. These guys will have to earn their living in the City of the damned by renting out themselves to whatever warband might need them temporarily (of course, it's just a start until their reputation reaches heavenly heights and they will get their very own warband )

Rules:
Write a Hired sword who suck, but is still a little useful
The Hired Swords must have 15gc cost and 5gc upkeep! The rating is 5+exp.
(pretty simple huh?)


Reply author: MyLittlePwny
Replied on: 11/02/2008 09:08:40
Message:
Here's my unofficial entry:

Propaganda Wizard

Some humans are born with the talent of magic, some are not. Some are in the middle, where they have a little magic in them, but absolutely no talent!
Some of these mages have been rejected by wizard after wizard in their search for a master who could train them properly and this have build up a burning hate against everything.
These mages often channel their rage by gathering mobs of peasants and with a little help of their magic (when it works) turn them into a bloodhungerin angry mob.
To make their living in the city of the damned, they have to hire themselves to any warband who will hire them and the Propaganda wizards, as they've been named, is fine with that as long as there's another warband to hate.


15 gc hire - 5 gc upkeep

M :4
Ws:2
Bs:2
S :3
T :3
W :1
I :3
A :1
Ld:7

Weapons/Armour: The Propaganda Wizard carries a staff.


The Propaganda wizard may choose skills from the academy list.


SPECIAL SKILLS: Propaganda.

Propaganda: The wizard uses his very unstable magic combined with his hatred for everything to affect the minds of those near him. In the shooting face, the Propaganda Wizard can try to do some magic of hate and thus driving friendly, non-animal, non-stupid units into a rage against the current enemy.
Roll as if he was casting a spell with difficulty 7. If the spell succeeds, every warband member within 6 inches gets hatred untill the start of the players next turn. If the spell fails, the wizards lack of training has caused the spell to backfire and he's made the affected units adore the enemy. Those affected by the spell only hits on natural 6's (both melee and shooting) for the duration of the spell.


Reply author: Master
Replied on: 11/02/2008 09:51:45
Message:
Beaten Up Goblin!
Goblins get beat up, but some more than others. Those that are beat up the most have to sell their service to the lowest bidder!
May Be Hired: By any warband, except for dwarves and High elves.
Hire fee: 15gc
Upkeep cost: 5gc
Rating: experience +5.
M WS BS S T W I A LD
4 2  2  3 4 2 3 1 5

Equipment: The goblin carries nothing but a simple club.
Special Rules:
Beaten up! The goblin is used to be beaten up, this gives him his high toughness, however he also starts out as having rolled the multiple injuries. (if he suffers Bitter Emnity he will hate Everyone!)
Used to a Beating: This gives the goblin the high number of wounds, in addition, if the goblin is taken out of action, roll for serious injuries as if he was a hero!
Skills: The Beaten Up goblin may chose from Combat skills when gaining a level.



Reply author: Chad
Replied on: 11/02/2008 12:09:09
Message:
Chad's unoficial entry:

Wraith
These soulless shells of what was once a mortal man are now nought but a shadow, a vessel for discontent loathing and regret. Wraiths attempt to take their anger and regret out on the innocent by aiding the wicked and the evil.

May be hired: The undead and any chaotic warbands (not Skaven or dark elves) may hire a wraith.

15 GCs to hire- 5 GCs upkeep.
A wraith puts up your warband rating by 5+.

M-6 WS-0 BS-0 S-0 T-3 W-1 I-3 A-0 LD-7
Special rules
Ethereal, wraiths can move through any obstacles if they pass an initiative test for each one, but not other models or water. They can never be charged or shot at, they can only be damaged by magic. If a wraith is in the upper story of a building then they must pass an initiative test at the start of each turn or fall through to the floor below.
Fallen wizard, wraiths know one spell, which is detailed below.
Cannot run, wraiths can never run, they must use their ordinary movement.
Too late to learn, wraiths do not gain experience.
Immune to psychology, wraiths are immune to all psychology as described in the rulebook, but can still flee if made to by a spell.

Whispers of the dead
Dificulty-4
One enemy model within 10 inches of the wraith must pass a leadership test or flee 2D6 directly away from the wraith. Since the wraith is obsessed with one particular enemy, once cast all successive castings in this game must be targeted at the same model, or not at all.


Reply author: Ans-Mod Brahm Tazoul
Replied on: 11/02/2008 13:24:11
Message:
Brahm's Official Entry:

Cross-eyed Crossbowman
Not everyone cuts a regal path with chissled features and that je ne sais quoi. Some people are just plain ugly. And then there's this guy... leave it to someone in Mordheim to choose a job that they're nearly completely inept at handling.

PROFILE  M  WS  BS  S  T  W  I  A  Ld
Crosseye 4   2   2  2  3  1  2  1   5


Weapons/Armour: The Cross-eyed Crossbowman comes equipped with a Crossbow (d'uh) and a dagger.

Skills: The Cross-eyed Crossbowman may choose from the Speed skill list, or alternatively may choose the skill listed below.

Lucky Cross-eyed bast'ard: The gods of fortune (or perhaps pity) do occasionally smile down upon ugly gits. Should the Cross-eyed Crossbowman roll a natural "6" to hit, he immediately inflicts a wound, regardless of modifiers to strength, armour, or the model's toughness.


Reply author: Ethlorien
Replied on: 11/02/2008 14:24:50
Message:
Quixotic Dandy
15GCs to Hire, 5GC Upkeep

Profile
M4, WS3, BS3, S3, T3, W1, I3, Ld7

Gear: Sword-Cane

Skills: The Quixotic Dandy may choose from the Combat and Speed skills.

Special Rules:
Sword-Cane: No true warrior would ever think this fopish noble has any skill, nor what it takes to survive in Mordheim. While they may be right, they'll still be surprised when he draws a sword from his cane!
A sword-cane is treated exactly the same way as a hand weapon. The only difference is that the first attack made in any Close Combat by a Quixotic Dandy gains the Strike First rule.

Idiolistic: Growing up on stories of heroism has inspired this young, weak, son of a lesser noble to attempt his own deeds of greatness. He is always quick to rush into danger, never really thinking things through...
The Quixotic Dandy does not suffer from All Alone tests.

Rude Awakening: While he is a lover of adventure and dramatics, the minute blood starts to spill, the game's all over for this young lad.
Anytime a Quixotic Dandy suffers a wound (be it knocked down, incapacitated, etc), he must immediately make a Leadership test. This test must be taken with his own leadership. Failure means an automatic flight for the Dandy. Future Rout Tests can be attempted using the warband leader's leadership (provided all normal rules apply).
Furthermore, anytime a Quixotic Dandy is taken Out Of Action, he immediately leaves the warband. Either he is A) Dead, or B) realized that adventuring is serious stuff and is too dangerous for him to attemtp further.


Reply author: StyrofoamKing
Replied on: 11/02/2008 16:36:34
Message:
HATTER
A master of the millinery arts, it is possible for you to hire yourself a Hatter. While they are common in every town, there are only a few left in Mordheim, and they are all mad as fruitbats. Though, you get the impression that they might have been BEFORE the comet hit...

May be Hired By: Any warband that may have armor! Business is so slow, they'll work for anyone!
M WS BS S T W I A LD
4  2  2 3 3 1 3 1 7

Equipment: He is armed with two pairs of very expensive scissors (treat as Ithilmar Daggers). He always wears a hat of your choice from the list below (you may change it between games, and may wear it regardless of who is normally allowed to.)

Skill List: The Hatter may learn from the Academic or Speed list. Note, he also has special skills below.

SPECIAL RULES
Hatmaker: A Hatter may make Hats, which cost 10gc each and have all the normal rules as Helmets, but they also have a special rule that is permanently added on (see below). When you first hire him you may immediately buy 1 Hat, and you may buy 1D3 Hats per postgame. You may not purchase a Hat from him if he was taken out of action this game. He makes hats before rehiring, so you may buy hats and then choose not to pay upkeep.

~Silk Hat- All the rage in Marienburg. Gain +1 bonus when attempting to find Rare items. May only be used once per post game for every Silk Cap, and may not be used if the Silk Hat wearer is taken out of action.

~Flaming Brazier Hat- Tre chiche for the Witch Hunter of today! The model always has a lantern, which never takes up a hand.

~Cap 'n Bells - Jester's Cap, great at parties! +1 to the first Step Aside roll each turn. Unfortunately, may never hide!

~Dark Hood- Perfect for the Dark Practitioner on the go. The helmet may be worn by Spellcasters, even without the skill 'Warrior Wizard'.

~Habit - A Sister of Sigmar standard. The Sister gains +1 Leadership on the first Leadership test she is required to take. May be worn by Warrior Priests too, though they look quite silly.

~Closed Helm - Bretonnia is SO last year, but the customer is always right! Prevents Stunning on 3+ instead of 4+. The user is half Initiative when spotting hidden enemies, and cannot use missile weapons.

SPECIAL SKILLS
Multitasker - The Hatter can make any number of Hats each postgame instead of only 1D3.

Mad as a... well, you know - The Hatter has breathed in the quicksilver a little too much, and is now loopy as all heavens. He is Immune to Psychology.



Reply author: Matumaros
Replied on: 11/02/2008 19:30:32
Message:
Matumaros' UNofficial Entry:

ORPHAN KID
After the comet struck Mordheim many kids were left alone in the dangerous streets to care for themselves. Those brave enough found a way to survive and will gladly share their skills with those offering protection, an easy meal and some company.

May be hired by: Mercenaries, Kislevites, Dwarf Treasure Hunters and Sisters of Sigmar.

M:4/WS:2/BS:2/S:2/T:2/W:1/I:4/A:1/Ld:5

Equipment: The kid is armed with a Sling, a Dagger and a Lucky Charm.

Skill List: The kid can choose from Speed skills.

SPECIAL RULES
Sneaky: The kid may run and hide in the same turn.
Abandoned: The kid must test for All Alone if there are no friendly Heroes within 6" at the beginning of the controlling player's turn.
Scavenger: If the kid was not taken out of action or didn't flee out of the table you may re-roll one Exploration dice.

SPECIAL SKILLS
Step Aside: Each time the kid suffers a wound in close combat he may make an additional saving throw of 5+. This save is never modified.
Streetwise: After the battle one of your Heroes may add +2 to his roll to find rare items. This does not stack with the Streetwise Academic skill.
Infiltration: The kid and one of your Heroes may be placed on the battlefield after the opposing warband and anywhere on the table within 1" of each other as long as they are out of sight of enemies and more than 12" away from them.

Reply author: Granite
Replied on: 11/02/2008 19:57:55
Message:
Long Time Buddy

M WS BS S T W I A LD
4 2 2 3 3 1 3 1 7

Equipment list
Light Armour, shield, Club, Lucky Charm

Skill List
Speed

Skills
none (originally had dodge to start, but probably a bit too good)

Special Skills
Take One For the Team: Once per turn, if another member of the warband within 3 inches of the Long-Time Buddy gets hit by a ranged weapon, instead, the Long-Time Buddy is hit as he jumps in front of the shot. Roll to wound as normal, as if Long-time Buddy was the original target. Long-Time buddy must not be engaged in HtH in order to Take One For the Team.

Remember When..: Because Long-Time buddy has such a history with some of the members of the warband, he loves to remenisce about the old days. When rolling for exploration, -1 from the highest dice roll to represent his distracting the warband as he tells them of the good old days

Reply author: saltbush

Replied on: 11/02/2008 20:57:27
Message:
My Entry

Name: Old Orc Rating: 5+ 1/xp
Hire/Upkeep: 15/5 Skills Allowed: Combat, Strength
M WS BS S T W I A LD
4 . 4 . 2 .3 4 1 1 1 7
Equipment: Club, leather armor (use light if you don't have leathers), Helmet,
Skills: Wounded, Animosity, Hates goblins.

The old Orc is an orc that is past his prime, however he is willing to pick up his club and fight for the highest bidder.

Wounded: The Old Orc has been through a lot of battles and has picked up an injury or two in his travels, after hiring the orc you must roll on the serious injury chart. Reroll Dead, Robbed, lost, Captured or Sold to the Pits. If he rolls bitter enmity then he hates all dwarf’s.

Animosity: See greenskin warband, (note he treats all other warband members as hired swords)

Reply author: StyrofoamKing

Replied on: 11/02/2008 21:19:41
Message:
has to suck, eh? How's this? Too Good?

PACIFIST WITCH ELF
Every coin has it's opposite side: hate and love, destruction and creation. Therefore, it's not inconceivable that a Witch Elf would overthrow her upbringing and become horrified by the bloodshed she has wrought. These Witch Elves often through their peace in another Elven goddess of grace and beauty, like Isha or Lileath. Occasionally, they even find inspiration with the human priestesses of Shallya or join a Sister of Sigmar covent. Either way, they have vowed to never attack another living or even unliving creature, but devote their energies to shielding others from harm.

May be hired: By any good warband.
M WS BS S T W I A Ld
5  4  3 3 3 1 5 0 8

Equipment: Armed with a Sword and Buckler (remember, can't attack!). Wears Light Armor.
Skill Lists: Your Witch Elf may learn Combat or Speed skills.
SPECIAL RULES
Love not Hate: a Pacifist Witch Elf may not make any attacks at all. If the Pacifist Witch Elf gains additional Base Attacks, she instead may attempt to parry an additional attack each turn. The buckler may be used to reroll any one parry attempt.
Special Training: If you roll Strength or Attacks on the Advancement table, you may choose to learn a skill instead.

SPECIAL SKILL
Defender: Instead of parrying attacks against herself, she may attempt to parry attacks against another warrior. For each parry the Witch Elf gives up, she may attempt to parry an successful hit against a friendly model within 1". She must be in hand-to-hand combat with the attacker to use this abilitay. The defended warrior may not attempt parry attacks.

{{Note: if using the Sartosa Pirate Skills, the Witch Hunter may not gain attacks from the skill 'Riposte'.}}


Reply author: ANSWER_MOD_DABANK
Replied on: 11/02/2008 21:23:18
Message:
Bunny “Ramon” Wigglesworth

Cost 15 GCs Upkeep roll 4 D6(Someone has to pay for his clothes!)I will let you tell him he is only 5gcs for upkeep.

Hails from the Imperial Navy. He has spent many years in the Navy teaching young men to be seamen. Bunny has dedicated himself to giving both young and old their “sea legs”.

May Be Hired: By any warband, but especially the Elves.

Weapons/Armour: “Man Rapier”, Man Rapier is like a regular rapier but requires two hands as it is wider than a normal rapier. Follows all rules normally afforded to a rapier but requires two hands and add +2 Srength.

Bright Clothing: Will cause all that shoot at him to roll a D6. 1-3 means the clothing was so bright that the shooter suffers -2 modifier as it distracted them. 4-6 means the shooter can clearly pick out the target and gains +2 modifier.

Carries a whip. Applies all normal rules. You can put a pun here.

Powder: One use item in HTH. Bunny pulls out his powder case and may fling into the eyes of his enemy. The enemy model will be unable to attack or defend themselves for one turn.

Battlecry: "His clothes are bold, his mind uncanny, give him your gold or he'll whip your fanny!"

M/4 WS/3 BS/3 S/2 T/3 W/2 I/5 A/3 LD/8

Special Rule: Transfix: If your hero fails a leadership at the end of the game he falls for Bunny's charm and loses -2 leadership as his men have lost faith in him.(This occurs at the end of the game). If your hero passes he whistles nervously but his leadership radius expands by 4 inches.


Reply author: Beardling

Replied on: 12/02/2008 04:37:48
Message:
Bone Pickers
When Mordheim fell, some citizens survived the cataclysm. Of these poor souls, a common job is that of the bone picker. They wander the ruins, trailing after mercenary warbands, looting both the dead and the wounded. They are not really part of the warband, but for those who are followed by a bone picker they can become an extra source of income...

Hiring Cost: 15gc, Upkeep: see special rules

M-4 WS-2 BS-2 S-3 T-3 W-1 I-4 A-1 Ld-6
Equipment: Club, dagger
Special Rules:
Coward: Bone Pickers are not warriors, they are only interested in looting the dead and the dying. They will never charge an enemy, unless he is knocked down. If he is stunned, then the bone picker must loot the model instead. Furthermore, he will never get within 8'' of an enemy unless it will take them within 8'' of a stunned/ooa model.
Looter: If a bone picker moves into contact with any enemy which has been stunned or taken out of action (a marker should be placed where a model has been taken OOA) the bone picker will loot the fallen warrior. After the battle the warband they are a part of will shake the bone picker down, taking from them all that they can find. This will equal to a base amount of d6gc per enemy looted, as well as d3gc if he survives the battle. For every advance that the warrior has received the bone picker will add 2gc to the roll. For example, if the bone picker loots a stunned mercenary captain who has received 6 advances, then the bone picker will find d6+6gc, as well as d3 from the miscellaneous valuables he manages to find. The 5gc upkeep cost, as well as the 15gc hiring cost represents money stolen from the warband when the bone picker decided to tag along.
Title: Re: Resurrection: DD#03 - Lowcost HS
Post by: Eliazar on April 24, 2009, 02:43:18 PM
Reply author: Anders Rasmussen
Replied on: 12/02/2008 06:58:42
Message:
This one goes out to you MyLittlePwny...

Cracked-Up Wardancer

The High Elf Sea Guard comes to Mordheim by boat to seek honour, the Shadow Elves comes from the darkness to seek revenge, the Wood Elfs comes from the deep forest to hunt and hurt – and the Cracked-Up Wardancer comes out of no-where to, well... get Cracked-up.

May Be Hired: Any warband may hire the Cracked-Up Wardancer, but only Elves, Haflings and Humans may pay the up-keep (and keep him for more than one battle – when the fog lifts he can see more clearly who is friend and foe)
Hire fee: 15gc
Upkeep cost: 5gc or see “The Urges” rules
Rating: 5+ exp

M-2D6 WS-4 BS-4 S-3 T-3 W-1 I-4 A-1 Ld-7

Equipment: The Cracked-Up Wardancer is equipped with a single sword – he forgot the other one some time a long the way.

Skill List: May choose from Combat and Special skills (they forgot all their speed-related abilities)

Special rules
The Dance-Movez: Cracked-Up Wardancer is still trying to dance even tough he is just to stoned to get the groovy moves right,
To represent this, when moving the Wardancer, roll 2D6 for the distance they move. If the roll i an even the you control the direction the Wardancer mores, but if it is uneven then he moves in a random direction.
Otherwise the move is treated the same way as a Cave Squig from Da Mob.

The Close-Dance: Cracked-Up Wardancer haven't lost all of his dance-and-fighting moves, but he has a hard time getting started. To represent this, any enemy gets a +1 to hit the Cracked-Up Wardancer in the first round of combat, but in any subsequent round the unpredictable moves of the Wardance means the enemy gets -1 to hit.

Smokey-Sight: Cracked-Up Wardancer halves his Initiative when spotting hidden enemies.

The urge: You can before a battle give the Cracked-Up Wardancer any drug available in your campainge, to let him get the benefits (and hazard of being addicted). If you do so you don't have to pay the up-keep cost after the battle (and warband that normally are not allowed to pay the up-keep may keep him).

Special skills
Groove tattoo: Cracked-Up Wardancer gets a 6+ armour save that can never be modified. They also ignore spells that target/affect them on a D6 roll of 6+.

The Vision: ”Hey Dude! I know where the Green Stuff is!”. A Cracked-Up Wardancer with this skill has a ”vision” of where the Wyrdstone is. In the exploration phase you may re-roll one dice and add +1/-1 to the result. Unfortunately there is a down-side of letting a crack-pot helping, and two of your heroes is now forced to ”bound” with the Cracked-Up Wardancer and may not roll to find any items/hiredsword or other.

Reply author: Chad
Replied on: 12/02/2008 06:59:41
Message:
Chad's oficial entry:

Some of the empire’s state troops just don’t cut the mustard; some can’t fight, some can’t shoot, others are just cowards. As much as it pains the emperors (all three of them) some of their soldiers aren’t stalwart defenders of the empire, they are just plain pathetic.

Failed Soldier

Hire/Upkeep 15/5 GC
Rating: the Failed Soldier increases your warband rating by 5 points plus any experience points he has.

M-4 WS-3 BS-3 S-3 T-3 W-1 I-3 A-1 LD-4
Weapons and armour: The Failed Soldier has either a sword, halberd or spear (you choose) he also has a shield and light armour.
Skills: the Failed Soldier may choose from Speed and Combat skills.
Special rules:
Hider, the Failed Soldier may hide in the open, if he is within initiative range of an enemy then they spot him automatically.
Run, unless there are 2+ friendly warriors within 3” all models with a S and T of 4+ cause Fear in the Failed Soldier.
Bossed about, if the leader is within 4” then the Failed Soldier can use his leadership.
Big girls blouse, the Failed Soldier auto-fails all alone tests.


Reply author: Flavio
Replied on: 13/02/2008 09:53:27
Message:
One-legged Leierkastenmann (Barrel Organist)

15gc to hire/ 5gc upkeep
Rating: 5 + experience

M3 WS2 BS2 S3 T3 W1 I3 A1 Ld6

Equipment: Liederkasten, Dagger

Liederkasten: The Barrel Organ is a strange and heartless intrument and its sounds can prove unnerving in the infernal ruins of Mordheim, particularly to listeners that don't have a chance to see from where the spectacle is comming.
---Enemies charged by the Leiderkastenmann must take an all alone test: Should they fail, they immediatly flee 2D6" directly away from him. Any warriors currently engaged in close combat with the fleeing warrior(s) will not score one automatic hit as everyone will be too dumbfounded to realise what's going on, but the Leiderkastenmann himself will get a free jab with his dagger.


Reply author: Granite
Replied on: 17/02/2008 22:59:33
Message:
New Hired Sword

"Canadian"

Hire/upkeep 15/5gc

M WS BS S T W I A LD
4 3 3 3 3 1 3 1 8
Equipment:
6pack of Canadian (bugmans ale), Beavertails (counts as halfling cookbook), Hockey Stick, Toque

Special Rules:
So Youre Canadian Eh? : this skill represents how very difficult it is for anyone to understand exactly what the Canadian is saying. The Canadian may never use anyone else leadership. In addition, if when the leader is stunned/OOA a rout test is required, and the Canadian has the highest leadership, the warband auto routs (the rest of the warband misinterpret the Canadians ramblings about some Leafs and some Senators to mean run for the hills)

TGIF? : everyday is TGIF for canadians. You do not need to roll the difficulty when looking for a 6 pack (bugmans Ale) though you must replace his ale after every game.....errr...battle. If you do not, roll once on the injury chart for a random member of the warband, after which, the Canadian swaggers off into the sunset, whistling a strange tune about some such night of hockey in Canada.

Happy Hour?: the Canadian can find a reason to start drinking at any moment. Roll a d6 before every fight, if you roll a 1 or a 2, he is tanked, and suffers from stupidity until he gets knocked down....after which he suffers from frenzy when he gets back up.

Who's that weirdo?: having a Canadian in your warband is often frowned upon. Merchants dislike trading with canadians, and anyone who associates with them. -1 to all difficulty rolls when searching for rare items.

Skills:
May choose from Combat, Strength and Speed

Special Skills
Slap Shot: the Canadian may make a ranged attack with his Hockey Stick. In this case, the hockey stick looses all of its characteristics for the shooting phase only, and counts as a sling, with all its inherent abilities. No ammo is needed as the Canadian uses rubble as his projectile. If the Canadian takes an opponent OOA with at least one of these shots, he must spend the next turn moving d6 inches in random direction (if he moves into BtB with an opponent, counts as charging) hooting, hollaring and pumping his hand in the air shouting 'goaaaaal' and may do nothing else. He will cause fear in this turn as opponents will be frightened by such ridiculous behaviour

Special Items:
Toque: exact same as a helmat, but far more fashionable
Hockey Stick: Two-Handed Halberd (ie +1 to Strength), but add the parry rule. If an opponent is engage with the Canadian, and a member of the Canadians warband, the Canadian can forgo all his attacks to make a CrossCheck attack. A cross check Auto hits, but must go dead last.


Reply author: Ufretin
Replied on: 19/02/2008 00:47:24
Message:
Attention-Deficit Hyperactivity Disorder (ADHD) high elf youth

Possibly the most annoying elf in all existence he never seems to calm down. Still very young he dreams of becoming the greatest warrior of all time and to prove himself he has come to mordheim.

Hire/upkeep 15gc/5gc
Rating 5 + exp

May be hired by: Any goody warband that will have him.

M/6, WS/1, BS/1, S/2, T/2, W/1, I/7, A/5, LD/4


Equipment:Sword, Dagger

Skill List:Speed

Special Skills: Step aside, Dodge

Special Rules:
Cry Baby: If the young elf ever receives a wound he immediately runs away. He will run directly off the board and the warband that hired him finds him after the battle crying and take him back (if they want him). While the elf is running away a member of his warband may attempt to stop him by running up to him and calming him down, a model may attempt this by having base to base contact with the elf and passing a leadership test.

EXTREMELY ANNOYING!!!: The closest friendly model within 2" of the young elf must take a leadership test every turn to see if he can resist the urge to shut the young ******* up with his fist. If the warrior fails he immediately charges and makes one unarmed attack against the young elf, the young elf will not retaliate but if he receives a wound refer to the cry baby special rule. Note: The EXTREMELY ANNOYING!!! rule only applies when the young elf and the friendly model are both out of combat.

Young Fool: The young elf is out to prove himself in battle, he doesn't care for any strangely glowing stones. When the young elf sees any enemy models he will want to immediately charge them. A friendly model may make a leadership test to see if they can hold back the fool. If the leadership test is failed or no friendly model is within 6" the young elf will immediately charge the enemy model he sees, if the enemy is out of charge range he will still run full speed at them.

Reply author: MyLittlePwny
Replied on: 20/02/2008 11:01:24
Message:
*cuts off drumroll early*
It was a really close call but i have to give the trophy to Styro! That witch elf hippie is perfect haha! :D
though i'm still laughing myself to sleep when i picture the cross-eyed crossbowman haha! but yeah, pacifist hippie in mordheim is great styro!! congratulations, and all of you other guys who almost won, GREAT JOBS :D


(zontarion will make next challenge i guess, can't wait! :)


(and chad, NO! just NO!)



Reply author: Ethlorien
Replied on: 04/09/2008 11:03:29
Message:
Emo Vampire

15gc to hire, 5gc upkeep
May be hired: Only Undead warbands can hire the Emo Vampire (or any warband whose leader is a Vampire).

Vampire's have no qualms about using others to do their bidding, as is evident in the Dregs roaming about Mordheim. Yet better still then those ruined bodies, are the dreamers and romantics that come to Mordheim - those impressionable youths that are easily swayed by stories. These are the Emo Vampires, young men and women who believe Vampires to be regal and charming, to be interesting and to be worshipped. Such is the craving to be accepted by these dark individuals, they themselves begin to believe they are vampires as well. Sad as it is, a true vampire cannot help but use these poor souls.

Emo Vampire
M4, WS2, BS2, S2, T2, W1, I2, A1, Ld5

Gear: Sword and dagger

Skills: May choose from Combat and Speed skills.

Special Rules: Pretend Vampire, Dispel Illusion

Pretend Vampire: Such is the Emo's dedication to his master, the Vampire can freely work his dark arts and powerful illusions upon this poor soul. As such, at the start of the game, the Emo Vampire's stats (M,WS,BS,S,T,W,I,A,Ld) and abilities (Leader, No Pain, Immune to Poison/Psychology, Cause Fear) are exactly the same as those of a starting Vampire (no xp, only skills the Emo himself has learned) The deploying warband player does not tell his opponent(s) who the true vampire is, and who the Emo is (let them find out).

Dispel Illusion: While a true vampire is a terror to behold, a pretend one not so much. Once a warrior has made contact with an Emo Vampire through close combat, the illusions placed upon him by the true vampire fades away. Immediately, and for the rest of the game, his stats revert to normal (as above).