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Mordheim => [Mord] Discussion => Topic started by: Eliazar on April 27, 2009, 09:21:26 PM

Title: Resurrection: DD#09 - Literature Characters
Post by: Eliazar on April 27, 2009, 09:21:26 PM
Devil's Den Challenge 9: Literature Characters
Topic author: Master

Subject: Devil's Den Challenge 9: Literature Characters
Posted on: 25/04/2008 09:39:57
Message:
So, as this contest has developed a lot, I've seen a lot of imaginative new rules, stuff and other... some even had entire mini-games, however, this time i ask you to do something very simple...

or is it?

Well, to the challenge!

Create a dramatis personae that is based on a character from a movie, a novel or any other kind of literature, which could be set in Mordheim! We don't want no terminators and robo-cops running around! they have to be able to be converted to the warhammer universe.

As this has been done loads of time before, it must be an unpublished character.

Victory will be decided from 4 criterias:

Theme: Does the character capture the feel of the original character.
Originality: We want something new and dashing, not just old wine on new bottles, please be sure to make your character original, and think about new stuff!
Balance: One of the most important features, the character must be balanced.
Context: Does he fit into the warhammer world?

The contest will end Saturday third of may night (at 0), however this is danish time which means it is one hour after GMT. So it ends saturday night at 23 o'clock GMT.

Well, anyway... Good luck, you need it...

Reply author: Ethlorien

Replied on: 25/04/2008 12:10:17
Message:
Okay, so here's a fun one. I had a bunch of ideas for characters from books, but figured I'd go with one that everyone knows.

Dramatis Personae - Link

A warrior of renown from the lands of Hyrule, Link is ever on a quest to rid the world of evil. He has travelled the lands, faced many dangers, and acquired many tools and artifacts along the way. At last his travels have taken him to the doomed city of Mordheim, where rumour has it that Ganondorf himself has allied with the powers of Chaos and is seated next to Be'lakor. While he is a stalwart warrior, fearless and courageous, he understands the need for allies and will often times sell his services to other warbands.

Hire Fee: 150 gold crowns to hire.
EDIT: 40 gold crowns upkeep.

May be Hired: Any good-aligned warband may hire Link.

Rating: Link increases a warband's rating by +100.

Link M5, WS8, BS6, S3, T3, W2, I5, A3, Ld9
Epona M8, WS3, BS0, S3, T3, W1, I3, A1, Ld6

Weapons/Armour: Sword of Hyrule, Light Armour, Shield of Hyrule, Longbow, Hunting Arrows, Faerie in a Bottle, Chain Claw, Epona, Iron Boots.

Skills: Combat Master, Expert Swordsman, Step Aside, Quick Shot, Eagle Eyes, Leap, and Dodge

Special Rules:
Sword of Hyrule: Link's magical sword ignores all armour saves.

Shield of Hyrule: Works like a normal shield. In addition, Link gains a further +1AS against non-magical missiles.

Faerie in a Bottle: Upon being taken OOA, the Faerie will escape Link's bottle and revive him to full health. After which it flies away. One use per game.

Chain Claw: The Chain Claw can extend up to 8" away. If fired at a ledge, window, floor, etc, Link can automatically climb. (Note, the claw can be fired in any direction, up to 8" away, for purposes of determining climbing). This action must be performed during the movement phase. It does not count towards his movement allowance. Link may use his Chain Claw then charge and enemy.
Furthermore, the Chain Claw can be used as a weapon, during the shooting phase. It may fire 8", but Link suffers no penalties for moving or long range. Upon a successful hit, the enemy struck must pass a Strength test or Link steals his weapon (while Link won't use the weapon, it is none the less discarded).

Epona: Epona is Link's trusted steed and follows all the normal rules for mounts.

Iron Boots: At the start of any of his turns, a player may declare Link is wearing his Iron Boots. If this is done, Link's movement is reduced by 2 and he may not charge for the duration of the turn. While his Iron Boots are equipped he gains a special 4+ save against being knocked down. Furthermore, while wearing the boots, Link cannot fall off ladders, ledges, etc due to a failed initiative roll.

Wolf Form: At the start of his turn, a Player may choose to have Link adopt his wolf form. While in Wolf Form, link's profile changes to the follow:

Wolf Form M8, WS4, BS0, S4, T4, W2, I6, A3, Ld9
Weapons/Armour: Bite and Claws (suffer no penalties for fighting unarmed)
Special Rules: Cause Fear, Thick Hide (6+ AS)

Note: While in Wolf Form, Link retians all skills. A player may choose to turn back into Link form at the start of any of his turns.

Reply author: Myntokk
Replied on: 25/04/2008 13:38:43
Message:

Alonso Quixano
A noble hailing from distant Estalia, Alonso Quixano has ventured into the City of the Damned to earn honor and fame slaying evil monsters in the name of chivalry. Past his prime and of his rocker, Alonso is somewhat unpredictable and is accompanied by his "young squire," Pancho Sanza.

Hire Fee: 70 to hire the pair, +20 upkeep
May Be Hired: any good-aligned warband
Rating: Alonso and Pancho add 40 to the warband's rating.

Alonso - M4, WS4, BS2, S4, T3, W2, I2, A2, LD9
Pancho - M4, WS2, BS3, S3, T3, W1, I2, A1, LD7

Equipment:Alonso wears heavy armor, a helmet, and a lucky charm and carries a shield, lance, and sword. Alonso rides a horse.
Pancho carries a mace and a short bow, and wears a lucky charm. Pancho rides a donkey.

Skills: Alonso has the following skills - Ride (horse), Unstoppable Charge, Combat Riding.
Pancho has the following skills - Ride (donkey), Horse Archer.

Special Rules:
Quixotic: So engulfed in his quest for honor, Alonso does not have to take a fear check when charging or being charged by an opponent that causes Fear. Additionally, while as long as Alonso is not Out Of Action, Pancho automatically passes any Leadership tests he is required to take.
Monster-slayer: When fighting against a large creature in close combat, Alonso will always wound on a roll of 4 or better.
"A Giant, Pancho!": Whenever Alonso declares a charge, roll a die before moving him. On a roll of 1, he has convinced himself that some nearby structure is a giant beast, and he will charge the nearest building or terrain piece if there is one within range. Place Alonso in base contact with the structure and he suffers a Strength 3 hit.
Devoted: Alonso and Pancho may only be hired as a pair. Pancho will only stay with the warband as long as Alonso does - if Alonso leaves for any reason then so does Pancho. However, if Pancho dies Alonso will remain, but his Leadership is reduced to 7 and he always subtracts 1 from his "A Giant, Pancho!" rolls.

Reply author: Chad
Replied on: 25/04/2008 13:53:38
Message:
Chad's offical entry:

Akari Takeo

Akari Takeo was born in a remote mountain village inhabited by fanatical religious outcasts village in Nippon, when his village was sacked by a tyrannical warlord he was rescued, and eventually adopted, by Akari Shygura, a rival and more benevolent lord. It was soon realised that he must have Tribe blood in him, when the Tribe started a campaign to kidnap and force him to serve them as an assassin. Takeo soon fled to the Old World to escape the Tribe’s nefarious plans for him. But he lives in constant fear that the Tribe will come looking for him in that most distant of outposts: Mordheim…

Hire/Upkeep: 150/80GCs
Rating: Takeo increases your warband rating by 100 points, plus one point for each experience point he has.

Akari Takeo
M-5 WS-6 BS-3 S-3 T-3 W-2 I-6 A-3 LD-9
Equipment, two assassin’s daggers (parry, -1 to enemy armour save) and throwing knives.
Skills: Scale sheer surfaces, Leap, Sprint, Vaguely invisible, Lightning reflexes, Assassin, Tribal spell and Pacifist.Takeo may choose skills from: Combat, Speed and shooting skill lists.€

Vaguely invisible, anyone shooting at Takeo suffers from a -1 to hit with all missile weapons, In addition Takeo always strikes first and benefits from a 6+ invulnerable save.

Assassin, Takeo benefits from 1+ to all to-wound rolls in close combat, causes criticals on a roll of 5-6 and always hits a close combat opponent on a roll of 2+.

Tribal spells: unlike other spell lists there is only one Tribal spell, Take starts with it.Sleeping glance 7+ to cast (may be cast while in combat, at -1 to cast).Pick one enemy model within 1”, this model must pass a LD test: if failed they count as stunned. Models who suffer from stupidity auto fail their LD test.

Pacifist: Any stunned models that Takeo takes OOA need not roll for injurys after the game, since he just gives them sleeping poisons rather than attempt to seriously hurt them!

Maximums: due to his Tribe blood Takeo has higher max stats than normal humans.M-5 WS-7 BS-6 S-4 T-4 I-9 A-4 LD-10

I hope it's not too complicated!
Cheers.

Reply author: Johan Willhelm
Replied on: 25/04/2008 13:57:57
Message:
Johan Willhelm's Official Entry

Captain Sharpe


A warrior from Albion has come to Mordheim to seek fortune, justice and possibly yet another lass amenable to his rugged Sheffield charms. Sharpe is respected, loved and feared in equal measure by his men, he has only three rules:

Fight like devils
Don’t steal unless you’re starving
Don’t get drunk without permission

Hire Fee: 75GC to hire 20 GC upkeep
May Be Hired: Any Good Aligned Human Warband
Warband Rating: Sharpe adds 45 to your warband rating

Captain Sharpe

M 4, WS 4, BS5, S 4, T4, W2, I4, A3, Ld 9

Equipment: Sharpe’s Sword, Sharpe’s Rifle, Sharpe’s Light Armour, Sharpe’s Superior Black Powder

Sharpe’s Sword: A heavy cavalry blade which a man of Sharpe’s stature wields with ease. +1 Strength in combat

Sharpe’s Rifle: As Hochland Long Rifle

Sharpe’s Light Armour: As Light armour

Sharpe’s Superior Black Powder: Sharpe has a reputation for “finding” the equipment he needs. Sharpe always has access to Superior Black Powder. You do not need to buy him Superior Black Powder between games.


Skills: Hunter, Step Aside, Nimble, Pit Fighter, Dodge, Tap Shooter (explained below), Inspiring(explained below), Gutter Fighter (explained below)

Inspiring: Such is Sharpe’s derring-do and bravery he exudes authority to those in the ranks. Any friendly Henchman within 6 inches can use Sharpe’s leadership value.

Tap Shooter: It takes time to load a rifle – time can often be in short supply. Before he shoots with Sharpe the player may announce he is Tap Shooting. Instead of ramming down the charge and ball Sharpe will merely strike the butt against the ground and fire. Due to this he is able to fire 3 times in one turn, however the shots will be at -1 to hit and only be Strength 3 (if using Sharpe's Superior Black Powder Strength 4). You may only Tap Shoot if you have not moved that turn.

Gutter Fighter: Sharpe was not always a rifleman .Growing up he was one of the many street urchins who fought in the back alleys of the cities. As such Sharpe is no gentleman.
In addition to Sword attacks Sharpe may also make a special attack, it may be assumed that this will be one of his cavalry boots aiming for a “vulnerable” area. This occurs at the end of the combat phase if Sharpe is not knocked down, stunned or taken out of action. Sharpe gains an extra S4 attack. Roll to hit and wound as normal. Saves are allowed.

Reply author: ANSWER_MOD_DABANK

Replied on: 25/04/2008 14:02:01
Message:
Frerick Krugerstein: AKA Freddy

Hire Fee: 100
Upkeep: 50
Only purely Nefarious warbands may hire da Kruger.
Experience: Adds 75 experience.

There once was a banker named Fredrick Krugerstein he was famed to be from Mordheim. Fredrick worked out of The Merchant’s Quarter, known as the district of the Flying Horse. This was a bustling environment with merchants and traders from all over the known world. He was alleged to be a very proficient banker who dabbled in all the commodities that Mordheim handled. The plot thickens as it is rumoured that Fredrick had a dark side, a side that many of his peers never knew about. Fredrick had a lust for blood, though from a business relationship you would never have known it. A night he would go out and look for “victims” those he deemed outcasts, vagrants, homeless and etc. Since the disaster, Fredrick roams Mordheim with a blood thirsty desire for death and carnage. Gone are the days of family and banking, now are the days for the hunt.

Profile M WS BS S T W I A LD
Freddy Kruger 5 5 4 4 5 3 5 4 8


Weapons/Armour: Freddy, as he is known on the streets, carries a pair of claws and throwing knives. See page 92 of the Mordheim Rulebook under Weeping Blades. Freddy is alive but that could be debated. He is not Undead.

Skills

Freddy has the following skills: Dodge, Step Aside, Scale Sheer Surfaces, Mighty Blow, Sprint, Acrobat, Jump Up, Fearsome and Leap.

Special Rules

Unfeeling. Freddy is a cold, calculating killing machine. He is immune to Psychology.

No Pain. Freddy is burned and scarred. This gives him a high Toughness and 3+ armour save.

Immune to Psychology: Frankenheim is not affected by psychology and will never leave combat.

Reply author: Ethlorien

Replied on: 25/04/2008 15:45:19
Message:
Unofficial Entry (for obvious reasons):

Dramatis Personae
Karsa Orlong (if you think he's over the top, try reading the Malazan Book of the Fallen series by Steven Erikson).

A Theloman Toblakai, Karsa Orlong began his journey as nothing more then a half giant seeking to slaughter humans for fun. Now, years later and across a half dozen continents, Karsa has become a power unto himself. He is unstoppable in battle, a teblor of supernatural ability. He has faced the greatest monsters in Ages and walked away, he has defied the very gods themselves. He borders on accension himself. He is Karsa Orlong and all shall witness!

Hire Fee: You couldn't afford him.
Upkeep: None - when he's done, everyone is dead anyway.

Karsa Orlong M6, WS10, BS4, S7, T10, W6, I6, A4, Ld10

Weapons/Armour: Karsa Orlong wields only his great flint sword.

Skills: Strike to Injure, Combat Master, Web of Steel, Expert Swordsman, Mighty Blow, Resilient, Strongman, and Sprint.

Special Abilities:
Frenzy, Hatred (everything), Immune to Poison, Regeneration, Souls of the Dead, Fearless, Teblor, Ototaral, Ascension

Flint Sword: Same as a Great Weapon with the following rules:
Karsa's Flint Sword cannot be destroyed and always ignores armour saves (normal or otherwise).

Souls of the Dead: Behind Karsa trails all the souls he has slain as well as etheral chains binding him. Karsa Orlong causes fear in his enemies, even if they themselves cause fear.

Fearless: Karsa Orlong is fearless and as such needs never roll for All Alone Tests.

Teblor: Being of the Theloman Toblakai, Kars has a thick skin and can shrug off pain easily. In addition to Regeneration, Karsa Orlong has a special 5+ save against all non-magical attacks.

Ototaral Skin: Karsa took to coating his skin in Ototaral, that special mineral that deadens magic. As such, Karsa Orlong is immune to all magical attacks (but not nescesarily their effecst and causes).

Ascension: Such is his might, Karsa Orlong verges on ascension, almost a god himself in power. As such, in the event he is taken OOA, Karsa Orlong need not roll on the injury chart, but will return the next game strong and able.

Completely over the top, I know. But he's always been my favourite character from any piece of litterature.

Reply author: Chad
Replied on: 26/04/2008 09:38:37
Message:
Chad’s unofficial entry:

Captain Fishdock
Captain Fishdock was born in Marienburg. And spent the firs thirty five years of his life at sea, one day when on shore leave he realised that all Marienburgers are in fact “FRESHWATER FILIBUSTERING NUMPTYS!” and moved inland to help “toughen up” the “LUBBERLY WEAKLINGS” of Mordheim.

May be hired: by all Pirate bands, and non Marienburg human mercenaries.
Cost/Upkeep 60/25 GCs (Whisky’s expensive)

Captain Fishdock
M-4 WS-4 BS-2 S-4 T-3 W-2 I-2 A-1 LD-10
Equipment: Whisky Captain Fishdock has an endless supply of whisky-and counts as permanently under its influence, making him immune to all psychology, Bottles (two clubs), Pistol.
Special rules: Frenzy, Hail of insults, Guardian angel.
Skills: Captain Fishdock may choose from combat and strength skills.

Hail of insults, in the shooting phase you may select any enemy model not in combat within 12” (he’s that loud!), the model must pass a LD test on 2D6 or flee directly away from the Captain, if they pass they must spend their next movement phase moving directly towards the Captain; and if possible into combat .

Guardian angel, Captain Fishdock has proved that there’s a guardian angel who watches over drunks. The Captain receives 1+ to serious injury rolls.

If anyone else was intending to use Haddock feel free, it´s just an unoficial after all.
Title: Re: Resurrection: DD#09 - Literature Characters
Post by: Eliazar on April 27, 2009, 09:23:23 PM
Reply author: MyLittlePwny
Replied on: 26/04/2008 12:12:04
Message:

Vassili Zaitsev

Vassili Zaitsev (http://en.wikipedia.org/wiki/Vassili_Zaitsev) - Russian WWII sniper/hero, the movie "Enemy at the Gates" has been made about him

The Kieslev sniper Vassili Zaitzev was raised in the mountains and had been hunting with a rifle since he was old enough to lift it. He is famous for his incredible skill with his custom made long range rifle "Victor" and is said to hit a bug from a distance of 600 feet. He fights passionate against the strong and has vowed always to help the weak.

Hire Fee: Zaitsev will join any warband with an underdog rating of 80 or more. He will demand gold from the ones who could have a chance to win but the utterly helpless he will help for free (look at the table below to see cost)
Rating difference - Cost
80-89 - 50
90-99 - 40
100-109 - 30
110-119 - 20
120-129 - 10
130+ - Free

May Be Hired: Any warband with 80 or more underdog rating.

Warband Rating: Zaitsev will leave after the combat has been settled - never being a part of the warband, he doesn't change the rating.

Vassili Zaitsev:

M-4
Ws-3
Bs-8
S-3
T-3
W-1
I-4
A-1
Ld-8


Equipment: "Victor" (As Hochland Long Rifle but with range: 60 and no chance of misfire), Dagger, Helmet.


Skills: Dodge, Hunter, Trick Shooter, Eagle Eyes, Expert Sniper (see below), Sniper Tactics (see below).


Expert Sniper: Vassili is so well trained in the art of hiding and waiting that any shooting against him while he's in cover will have a -2 to hit.

Sniper Tactics: Vassili is an expert at choosing the sniper spots the enemy wouldn't think him to. When deploying your warband, you may place 4 counters anywhere in your deployment zone or 8" from it (if you have 8" deployment, place them anywhere within 16" of the table edge) - Choose one, write it on a note and place the note face down on the table. Vasily Zaitsev is the one you've chosen and may choose to stay hidden until he moves or shoots, then he is revealed.

Reply author: StyrofoamKing
Replied on: 26/04/2008 12:26:40
Message:

Auguste Lupin, the Nobleman Thief
A Bretonnian noble of high blood, but low income, Auguste's beloved mother was treated like a slave by the same relatives who took her in out of 'charity'. Auguste obtained his revenge by stealing their relative's most prized jewels, at only the tender age of six. Since then, he has stolen jewelry from the most gluttonous of aristocrats, and stolen artwork from collectors who do not value art beyond what it costs. Not only is he a skilled thief, but August is a master of disguise, and has spent so many years in various disguises that he no longer knows what his true face looks like!

Hiring Cost: 70gc to hire. His upkeep is 25gc, plus, if he stole any items last game, you must sell them off and give half of the profit to Auguste.

May be Hired: By any but Skaven, Undead, Greenskin, and Chaos.
M WS BS S T W I A Ld
4  5  5 3 3 2 6 1 8


Equipment: Two Ithilmar Daggers, and a Rope and Hook
Skills: Auguste has the following skills; Leap, Dodge, Step Aside, Scale Sheer Surfaces, Acrobat. He also has the Sartosa Skill, Riposte (reprinted below for convenience.)

Riposte: Whenever Auguste successfully parries an attack, he may immediately make an extra attack against the model whose attack he parried. This attack takes place before the originally attacker finishes the remainder of his attacks.

SPECIAL RULES:
Flashing Blades: Even though he is armed with two daggers, Auguste may parry attacks as if he was armed with a sword and buckler.
Master Thief: Auguste may immediately open any locked door he is in contact with (see 'Empire in Flames'.) Also, if Auguste makes a successfully wound (that isn't saved) against any model carrying wyrdstone, you may have Auguste steal 1 shard instead of dealing damage.
In certain scenarios, Auguste may also steal treasure as well. If playing the Scenario "Hidden Treasure", if in contact with the chest, you may choose to have Auguste attempt to steal one random Item from the chest. He must be in base contact with the chest at the end of his movement phase, and can do nothing else in the combat phase. After randomly determining the item, roll to see in Auguste acquires it, using the same D6 roll needed as if he had won the scenario (ex. 3D6= Auto, Suit of Light Armor=4+, etc.) If successful, he has stolen that item from the chest, and whichever player ends up with the chest may not gain that as a prize. If unsuccessful, he may steal a different random item from the chest in future turns. He may only successfully steal one item per game, and may only attempt to steal each item once.

If playing the Scenario Wizards Mansion, or similar multiplayer scenario (ex. Sartosa Scenario "King of the Hull") that deals with a specific terrain feature, Auguste may also attempt to steal a prize item. All the above rules apply, with the following exceptions: he must end his movement phase 3" inside the building; and if the treasure list is 6 items or longer, you may choose which item he attempts to steal. If any non-animal warrior takes Auguste out of action while he is carrying a stolen item, that warrior now gains that item. If an Animals takes Auguste out of action, the item remains with Auguste's fallen body until a non-animal warrior picks it up.

Master of Disguise: Instead of fielding Auguste as an extra member to your party, you may choose to disguise him as another model. At the start of the game, record secretly which model he is masquerading as, choosing one of the following:

Member of Your Warband: Auguste hides himself as a member of your warband. He is treated as a member of your warband, except that he cannot use any skills unless both Auguste and the model he represents have learned them. He may pretend to be a Hired Sword. You may reveal his true identity at the start of any phase. Alternatively, he may be revealed when hit (see below).

NPC: You may choose to have Auguste disguised as any NPC character on the board, provided that killing /subduing /rescuing the NPC is not the goal of the scenario (ex. he could not pose as the evil Necromancer, but can pose as one of his bodyguards.) You may choose to reveal Auguste's true nature at the start of any phase PROVIDED there is a friendly or non-friendly warrior that is controlled by a player within 16" of Auguste (aka non-NPC). Alternatively, he may be revealed when hit (see below). He may not declare any charges unless he is within 16" of a player-controlled model.

Whenever Auguste is in disguise and is hit with a missile or a spell, you have two options: to immediately reveal his identity, or to roll for damage using Auguste or the Disguised Model's stats, WHICHEVER IS LOWER. While Disguised, Auguste cannot use any skills, unless the disguised model also possesses them (ex. Dodge.) Whenever attacked in hand-to-hand combat, you may choose to immediately reveal him, or may have Auguste defend himself with Weapon Skill equal to his own or the model he is disguised as, WHICHEVER IS LOWER. If the attack hits in hand to hand, you MUST immediately reveal Auguste's identity. Likewise, if Auguste ever charges a model, his identity is immediately revealed.

You may have Auguste disguised as any non-Large, non-animal model, given the above rules. This means he can disguise himself as nearly any mortal race (halfling, dwarf, skaven), undead, and even demon (yeah, he's that good.)


Reply author: StyrofoamKing
Replied on: 28/04/2008 00:02:40
Message:
Ganymede: You'd love my converted warband... consists of Shakespeare (pics and rules for him in LoD), Hamlet, Othello, Falstaff, Bottom, Tybalt, and Fair Kate. I also have two forgettable crossbowmen, whom I've dubbed Rosencratz & Guildenstern. By any chance, is your profile name a reference to 'As You Like It'?

Although anyone can steal him if they want, if the contest doesn't close till NEXT sat, I'll have time to make a second, unofficial character: Doctor Syn, aka, the Scarecrow of Romney Marsh!

Why no puck? Mostly, cause I wanted to stick to humans. If I did have a puck, he'd be a human with impish costume and makeup. Also, I generally wanted one person per play... if I completely ran out of usuable characters, I'd loop back and repeat some. (Rosen & Guild make an exception, as Tom Stoppard made them just as fun if not more so than any of William's characters.)


Reply author: Baiken
Replied on: 01/05/2008 01:24:35
Message:
Baiken's Official entry: Kahlan and Zedd

A journeying Confessor always has a Wizard to protect her. Kahlan and Zedd are weary travelers on a long quest of their own, but have stumbled upon the ruins of Mordheim in their journeys. Unable to leave without inspecting the disaster and seeking survivors, Zedd and Kahlan journey into the city.


Hiring cost: 190gc Upkeep:45gc

May be hired: Good aligned Human warbands.

Kahlan

A picture of statuesque beauty, Kahlan has been trained by Kings, Generals, Diplomats and Wizards, groomed to rule a nation. Her journeys have taken her across the world and back and Mordheim is a curiosity that can not be passed up.


M WS BS S T W I A Ld
4...5...3..3.4..2.3.2.10


Equipment: Sword, Long Bow, Light Armour.

Skills:
Weapons Training(Missile and H2H)
Tactician
Strike to Injure
Street Wise
Combat Master
Waste not want not: Being of practical military training, one can not overlook an opportunity to get something more useful if it comes along. Kahlan can loot weapons from any enemy taken OOA within 1 inch of her, but can not hold more weapons than normal, and will always retain her prized sword above and beyond the normal two one-handed weapon limit. Excess weapons are immediatley discarded. Aquired weapons are discarded after the battle. Assume that because Kahlan discarded them, the enemy warband can recover them again.

SPECIAL RULES:
Queens Bow Down to Me
At the lift of a hand, the highest royalty are made to kneel in servitude.
Kahlan has the Leader skill and is in command of any warband she is with. The Leader skill extends for 14". She will always pass her first rout test, and is immune to All Alone.

Touch of a Confessor
The mystic touch of a confessor will instantly enslave the mind of it's victim, devoting individual to the will of the Confessor. When in H2H with an enemy, the confessor may opt not to attack, but instead try to grab and make contact with her foe. Roll to attack using Kahlan's WS -1. No wound roll is needed, but saves (armour, step aside, etc) are still rolled. If she hits, then the target is touched, and for the remainder of the game is under the Confessor's player's control. This model will never move more than 4 inches away from the confessor, and is immune to Fear. This effect lasts until the end of the game, and can only be used successfully once during a game. While under her control, the afflicted model shares information with his new mistress. Next time these two players play, weather or not Kahlan and Zedd are retained, the party that had the Confessor will choose the next scenario.


Zedd

First Wizard Zorander is a frail looking old man with crazy white hair. He prefers to dress in simple robes. An experienced traveler, he is tougher than he looks. He is good friends with Kahlan, acting as adviser and protection.

M WS BS S T W I A Ld
4...2...3..2.3..2.3.1..9

Equipment:
Sword-cane (treat as a Rapier)
Skills:
Hunch
Magical Aptitude
Haggle
Mind Focus

SPECIAL RULES:
Wizened
Zedd is old and has seen many things. As such, he has access to Academic skills that normally only the Leader may take.

Changer of Things
Zedd's greatest ability is the power to change This into That. During the Exploration phase, he can fabricate an item not worth more than 25gc out of scrap laying around. He can do this once per game during the exploration phase only. Roll 1d6 when an item is made. On a 1, the materials crumble and the item is worthless.

Healing Touch
Zedd hates the suffering that mankind must sometimes endure, so he has spent a great amount of time using his magic to cure the sick and wounded.
If in base to base contact with a friendly model at the beginning of a turn, Zedd may restore their lost wounds to full on a 2+. A healed model may stand. Healing takes a lot out both of them, so they may both only move at half their movement rate for this turn.

MAGIC

Zedd knows 3 of the following spells.
1) Airpunch: With a bony clenched fist, Zedd summons a knot of hardened air to impact his foes. Make one S3 hit against an enemy model within 10 inches of Zedd. Successful wound knocks target d6 inches in the direction of the caster's choice. Difficulty 8

2) Fleas! Zedd conjurs a cloud of fleas to infest his enemy's clothes and gear. Select one target model within 12 inches, including friendly models. All enemy models within 4 inches of the target must take an Initiative test, including the target if it is also an enemy model. Failure means the enemy can't stop scratching and can't move for one turn! Treat afflicted creatures as Knocked Down while still allowing rolls for Parry and Step Aside. Models engaged in H2H combat strike last. Difficulty 8

Note: Targets of a furry nature (Skaven, beastmen, ratogres, etc) make the Initiative test two turns instead of just one. Edit for clarification and rules-lawyering The second roll is made during the enemy's next recovery phase after the spell is cast, with the result affecting the following turn.

3) Wizard's Fire: With a look of concentration, Zedd conjurs a ball of molten flame that rages towards the enemy. Choose a target enemy model within line of sight. Target suffers 1 S5 hit with no armour saves. If the warrior survives the hit he must discard hir armour as the fire will stick to it and make it unbearably hot. Unarmoured models will take one S2 hit in the following recovery phase. Difficulty: 10

4) Read the Clouds: A glance into the sky gives Wizard Zorander a glimpse of things to come. Good omens give the men confidence.Target friendly model within 6 inches will pass their first Leadership test. Target does not have to stay within 6 inches of Zedd to keep this bonus. Difficulty: 6

5) Go Unnoticed: Sometimes a trick is the best magic. Zedd manages to distract anybody in the area that might be looking right at him. Zedd and all friendly models within 2 inches of him are considered to be Hidden, regardless of surrounding terrain. Spell lasts until the end of next turn. Normal rules for detecting Hidden models apply. Difficulty: 7

6) Steel into Gold: Zedd knows what greed lurks in the hearts of most beings, and cleverly uses that against them. One of an enemy's weapons turns to gold! As gold is soft, it is useless as a weapon and so is effectively lost immediatley, but can be sold after the game for 3x what it would cost to buy. Cannot be cast on friendly models or models not engaged in H2H. EDIT Diffuculty: 8

Reply author: Master
Replied on: 03/05/2008 17:15:14
Message:
Ok, So here it is! The conclusion to the competition!
First, I want to say it was a close run, but i decided not to split any places and therefore chose only the three best.

Da, Da, Da DAAAA!

Third place goes to...
Chad With
Akari Takeo
Oooh, I love assassins, and this nipponeese warrior has what it takes, he is well written, and balanced, however he seems a little out of place in Mordheim which is his achilles heel, even though he is a wonderful character, and based on what I've read on background for this character he is a wonderful character!

Second place Goes to! ...

Do you really wanna know?
Sure?

Well, second place goes to:

StyroFoamKing with
Auguste Lupin
Arsene Lupin fits well into the warhammer world, of nobility and backstabbing. Making him a Brettonnian noble is a stroke of genius, he fits wonderful into the setting, but again is a little out of place in mordheim. He is very Original and his abilities also resemble this, the disguise and battlefield stealing abilities are rare sought after, personally I am not sure on the balance, but that can be discussed.

To the first Place!

Are you sure you wanna know?

We could stop here...


Please, really stop, you don't wanna know...

Don't read further, the winner is a very good character!

I SAID Stop!

Ok, then if I can't stop you, I might as well tell you who the winner is...

You sure you wanna know?

Well here it comes...
First place goes to:

Myntokk With
Alonso Quixano

Don Quijote is a wonderful story, and it fits perfectly into the warhammer world, and precisely something an estalian halfling could do, the lance is odd, but so is it with a mounted halfling! The character seems balanced, and he is original with the possibility to ride right into buildings, the character is also known by everyone. This is why Alonso wins the competition, because of originality, context, balance and theme, all four combined into these two halflings!

Well, Myntokk, up to you to make Devil's den #10...