Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: Eliazar on April 27, 2009, 09:31:16 PM
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Devil's Den #11 If Mordheim be the food of love...
Topic author: Wild Untamed Thing
Subject: Devil's Den #11 If Mordheim be the food of love...
Posted on: 23/05/2008 05:42:47
Message:
In the city of the damned you hear a lot about greed, a lot about hate, but precious little about love.
Yet it undoubtedly exists. Sisters of Sigmar have been cast from their Rock fortress for romantic transgression; young nobles have turned Freelance after being crossed in amorous ventures; successful mercenary captains make glittering marriages to what remains of the city's nobility, and Vampires have been known to lay their perverted unlives on the line for the sake of a fresh maid to claim as their bride.
Portray this relatively unsung aspect of Mordheim life: whether through the drama of a scenario, the opportunism of a Hired Sword (if you go in for mercenary affection), through a special rule, or whatever.
Get your entries in by next Saturday (30th or 31st May I think, can't quite remember), midnight GMT, or whatever suits, won't be that strict about closing attempts on the dot.
Reply author: Ethlorien
Replied on: 23/05/2008 09:30:12
Message:
This is from something I've been working on for a while, but I thought I would share this section with you folks as it seemed to pertain to the challenge.
Carousing
Some men like ale, some men like drugs. They all like women. While a few drinks can relax a man, some prefer the warm embrace of a woman during those long nights around Mordheim. There’s nothing quite like a cuddle and a kiss to loosen a man up after a long day fighting.
Between battles, any member of a warband may go ‘carousing’. This can be in the form of spending a little time with a local girlfriend, to visiting one of the reputable Ladies of the Evening that ply their trade around the settlements of Mordheim. What they do during this time is their own business (insert wink), but the end result is the same.
Note: You’ll note that the rules are given in a human male’s perspective. This is simply for ease, as warbands tend to be male-dominated. Yet these rules apply just as easily and in the same effect to men and women of every race. Even a Beastman needs a little lovin’ now and again.
The Price
Women cost money, it’s that simple. Whether it’s buying your girlfriend a gift, treating a lovely woman to diner, or handing over payment for services rendered, it costs to have company. In the end, the rules are straightforward and basic: any hero or henchman of humanoid standards (no animals, undead, but we’ll let centigors slide, etc…) may pay the sum of 2d6x5 gold crowns for an evening of carousing. The price must be paid upfront. If the warrior cannot afford this, they do not get another chance until after their next mission. This price includes the gift, the meal, and whatever may come of it.
The Benefit
The benefit equates to: a Hero may re-roll on the injury chart once. This is the result of a relaxing evening, a good time had, the tender care of a woman’s embrace, etc… The second roll stands, no matter the result (‘He had a heart attack doing what!’) Furthermore, all warriors who indulged themselves may partake in the next scenario, even if the rules would prevent them otherwise (whether you’re sick, tired, or missing an arm, nothing sends a warrior back into battle like an enraged noble storming in on you while you’re with his daughter).
The above rules are dependant upon the warrior in question being wounded. For those warriors unharmed in the previous battle who spend a night in love or lust, they may re-roll any one roll during their next adventure (as always, a re-roll may never be re-rolled).
Note: the exception to the above rules is, of course, death.
Reply author: Chad
Replied on: 23/05/2008 13:20:52
Message:
Okay, a bit sexist, sorry.
Chad's oficial entry
Boss’s Girlfriend 55 Gold Crowns to hire
(replaces one Champion/Sergeant/etc. in any Human Mercenary warband)
Hero choice for all Human Mercenaries (including Averlanders, Ostlanders, etc.)
As essential to wealthy leader as his warhorse, duelling pistols and suit of gromril armour is his girlfriend. A well dressed consort represents a pinnacle of achievement for most leaders. Although sometimes costly she will impress important guests and employers, and even help command the men.
Skill list-Shooting-Speed-Academic.
M-4 WS-2 BS-2 S-3 T-3 W-1 I-3 A-1 LD-7
Equipment: uses the same equipment list as the warband’s leader.
Special rules: Apple of My Eye, Difference, Beguile, and costly.
Apple of My Eye, if the Boss’s Girlfriend goes OOA then the Leader of your Warband suffers from Hatred for the remainder of the game.
Difference, the underlings of your Warband realise that it doesn’t pay to upset the Boss’s Girlfriend, any member of your warband (not the leader) within 4†of the Boss’s Girlfriend may use her Leadership. Provided she is within Leadership range of the Leader (6â€, 12†for Rieklander Captain, etc.).
Beguile, all male, human (not possessed, flagellants or models that have access to prayers) models must pass a Leadership test before charging the Boss’s Girlfriend. In subsequent turns of combat they must pass a Leadership test or lose all attacks this turn.
Costly, after each game the Leader of your Warband must pass a Leadership test or pay 1D6GCs on dresses, better rooms, perfume, etc.
Reply author: StyrofoamKing
Replied on: 23/05/2008 19:09:24
Message:
STAR-CROSSED LOVERS (SCENARIO)
Based on Hired Sword “Fallen Sister†by Tom Bell,
Inspired by “Romeo & Juliet†by William Schakestange… er, Shakespeare
The sisters, in their fortified monestary, have kept all manners of evils out. Their prayers and vigilance has pushed back many forces deemed unstoppable.. save one: True Love. A young sister has fallen for a local warrior outside the monestary, and the two have taken it upon themselves to elope. Though the warrior has managed to persuade a rival warband to aid him in their escape, the Lovers have found harsh resistance: in both the Warrior’s fellow Warband members, and the young girl’s fellow Sisters.
terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. We suggest that the terrain is set up within an area roughly 4' x 4'.
warbands
Randomly roll to see which player is Attacker, and which player is defender. After that, each player rolls off. Whoever scores higher decides which table edge the attacker sets up on. The attacker sets up first, any distance within 12†from the table edge. The Attacker deploys, in addition to his normal Warband forces, with the Young Lovers (see below). The defender sets up anywhere on the table as long as all his warriors are at least 14" away from any attacker.
SPECIAL RULES
Young Lovers: A pair of young, star crossed lovers. The girl has all the rules and equipment of a Fallen Sister (reprinted below), except that she cannot cast Spells. The young man, however is taken from the Defender’s warband. The hero with the youngest experience on the Defender’s warband is the love-struck hero of this tale, and has temporarily joined the attacker’s warband. Both of the Lovers are controlled by the attacker. While under the attackers control, the attacker may not attack them, steal/trade their equipment, walk them off cliffs, or any other actions that the player would normally do with his own warband members.
RUNAWAY SISTER
M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 8
Weapons/Armour: Steel whip, Sigmarite warhammer, dagger, sling, light armour.
Special Rules:
Ashamed and afraid: A Runaway Sister has risked much in her attempts to escape the Abbey and the notice of her former sisters. She must make a leadership test in order to charge any member of a Sisters of Sigmar warband, or a Warrior- Priest from a Witch Hunters warband.
Loyal Ties: Much like the Sister is afraid of attacking her fellow former-sisters, the Male Lover is hesitant to attack his dear friends and former comrades. He must successfully make a leadership test in order to charge any member of his former warband. However, should the Runaway Sister be taken out of action, the Young Warrior is so overcome by grief, that this rule no longer applies to him, and he may charge at will!
Angry Sisters: Starting on the Second turn, the Defender rolls a D6 each turn. On a roll of 4+, a group of angry Sisters appear, attempting to stop the Lovers from escaping. The Sisters consist of 2 Sister Superiors (armed with Sigmarite Warhammers, Normal Hammers, and Light Armor), and 3 Sigmarite Sisters (Armed with 2 Normal Hammers Each.) They are under of the control of the Defending Player.
starting the game
The attacker has the first turn.
ending the game
If one of the warbands fails a Rout test, the game ends immediately and the routing warband loses. Due to the Noble Cause of the Young Lovers, the Attacking Warrior will not need to take break tests until he has lost 50% of his warband, instead of the normal 1/2 (he may still voluntarily route at 1/4 if he desires.) This extra courage only applies so long as both Young Lovers are still on the Board. If the attacker manages to move both of the Young Lovers within 2" of the defender’s table edge, they have broken through and he wins the game.
experience
+1 Survives. If a Hero or a Henchman group survives the battle, they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Breaking Through. If the two lovers break through, all Members of the Attackers warband earns +1 Experience for breaking through enemy lines. If the warrior is a Henchman, then the whole group gains +1 Experience.
0 Exp - Betrayal: The Male Lover that fought for the Attacker gains no experience this battle. He is a fool and a turncoat.
POST GAME
If the Attacker wins, the Lovers happily escape and are wed. You may have the Sister join your warband, and she has all the normal rules of a Fallen Sister, and may cast spells (even if the warband cannot normally hire a Fallen Sister.) You do not have to pay a hiring fee, but must pay upkeep as normal. In addition, the Male Young Lover has fallen out with his warband. The Defending player chooses one of the two below:
1. Banished: The Defending Player banishes the turncoat young hero temporarily. The hero misses the next 3 Games.
2. Dead to Us!: The Defending Player relieves the Lover from his post. The Lover is permanently removed from the Defender’s warband, but not before returning to the Defender all of the Lover’s equipment (except for his trusty dagger, of course.) The Defender may of course buy a new hero to replace the leaving hero.
If the DEFENDER Wins, the Lovers are returned to their proper homes. If they commit a tragic double suicide, it is not within the time frame of this campaign. The Matriach thanks you for preventing their escape, and pays the D6x10gc to the Defending Player.
VARIANT
If the Defending player is a Sigmarite Warband, the OPPOSITE Happens: She escapes with a Young Witch Hunter! He is treated as a Witch Hunter, Equipped with a Sword, Hammer, Dagger, Crossbow Pistol, and light armor. He is followed by a Witch Hunter Captain (same equipment as above), a Warrior Priest (Two Hammers), and Four Zealots (Axes and Daggers). If the Attacker successfully escapes, the Young Witch Hunter Lover joins on. He is treated exactly as a Hired Sword, who adds +5 Rating + experience, and who doesn’t require upkeep.
Reply author: MyLittlePwny
Replied on: 24/05/2008 11:30:27
Message:
MyLittlePwny's entry: Hot nun love <3
Sisters of sigmar may when starting a warband choose 1 hero and 1 henchmen who's 13580 (writing leetspeak if there's small children around hehe) The 2 models are madly in love with each other and must stay within 8" of each other at all times.
Bonuses: The loving models will do anything to save each other and they may intercept models charging their loved one within 4" of the charge route instead of the normal 2". In addition, if one of the models is taken OOA and the other isn't, the surviving one will drag the wounded to safety and aid her. No serious injury is rolled for, but if the henchmen is OOA and the heroine rescues her, there will be no roll for wyrdstone/rare items either.
Not so good: If one of the models dies, the other will get the rule "Grief", which works just as Old Battle Wound ie. roll a dice before each battle, if you roll a 6 the model is struck with sudden grief over the lost love and cannot do anything but sulk in a ruin and be emo
Reply author: Ethlorien
Replied on: 26/05/2008 20:33:45
Message:
Ethlorien's Unofficial Entry:
Madly in Love
Sometimes, when a warrior is struck in the head so hard, his mind can shift and alter. It is not unheard of for a warrior, who has taken one to many blows to the head, to act strangely, forget important events, total loss of memory, or even, shudder, to fall madly in love...
Madly in Love replaces a roll of '63' on the Heroes' Serious Injury Chart. A roll of 62 will still result in Hardened.
Any Hero afflicted with this wound has suffered an extreme head wound. As a result, they have now fallen madly in love with the very one who has knocked them down. For the duration of the campaign, the afflicted Hero is in Love with the warrior who put them Out Of Action. If the warrior was put OOA by any other means, then they Love the enemy warband leader whom they fought against when the injury occurred. Furthermore, warriors in Love, also suffer from Don't Hurt the One You Love rules below.
Love: A warrior in Love with another warrior cannot attack, shoot, or cast a spell upon the warrior whom they have fallen in love with. If the warrior they are in love with is the nearest warrior, then they may fire upon the next closest warrior. In regards to the one they love, the afflicted warrior is Immune to Psychology (IE, they cannot scare their loved one if they have fear,they cannot be scarred by their loved one, they will not automatically charge their loved one if they have frenzy, etc...).
Don't Hurt the One You Love: If the one who Love charges you, you must flee immediately (as though you had failed a Fear test). If one of your own members charges the warrior whom you Love, then you must inercept that charge, if able. You must intercept such a charge at up to twice the normal distance (4"). Intercepting your own warband member will just interupt his charge and not begin a combat between allies, of course.
EDIT: And yes I would love to see a Black Skaven fall in love with an Ogre, a Sister Superior fall in love with a warhound, or a Mutant fall in love with a Vampire. :)
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Reply author: Myntokk
Replied on: 28/05/2008 23:17:16
Message:
Here's my entry:
The Lonesome Countess
A scenario for 3-6 players.
Though there are many vampires inhabiting The City of the Damned, most are evil-natured and far more concerned with killing off their rivals than in "acquiring" a companion to join them in eternal bliss. The Countess is one of these love-struck anomalies amongst the undead, however, and sits alone in her abode yearning for the company of a strapping young vampire, freshly turned to the undead. Although her lair is far from the most active areas of the city, occasional adventurers do wander her way, and she inevitably attempts to "persuade" them to join her in her tower.
Terrain: In the center of the board should be a tower, mansion, or similarly distinct building. Players then take turns placing terrain pieces to fill up the table.
Set-Up: Each player must select a single hero from their warband to partake in this scenario, no warriors other than the chosen hero may participate. Players follow the standard multi-player deployment set-up (depicted below).
--1--
2....6
3....5
--4--
Special Ruels: The Countess should be placed in the center building. The Countess takes her turn after all players have finished their turns. She will always move in a random direction unless there is a Hero within she charge range, in which case she will charge him or her.
The Countess
M WS BS S T A W I LD
5 6 3 4 5 2 2 5 10
The Countess carries a rapier.
Skills: Lightning Reflexes, Jump Up, Step Aside, Dodge.
Beguile: Whenever a player attempts to attack The Countess - on a roll of 5 or 6 the Hero is transfixed by her beauty and will not attack her, nor may he do anything else this turn.
A hero taken Out of Action by The Countess does not roll on the serious injuries chart. Instead, roll a single die; on a result of 1-3 the Hero has been turned to a vampire and joined The Countess in matrimony - remove him from your roster. On a 4-6 he has successfully convinced her to set him free, striking a soft spot in her heart, and he finds his way back to his warband.
In addition, warband ratings are calculated as the rating of the participating Hero only, and underdog bonuses should be calculated according to the following chart for this scenario:
Rating Difference/XP bonus
10/1
25/2
40/3
55+/4
Ending the Game: The objective of each of the Heroes is to escape off of the opposite board edge before the enamored vampire can get her hands on them (Heroes beginning on one of the side deployment zones must escape off of the diagonally opposite edge, i.e. a Hero starting the game in deployment zone 2 would have to escape through deployment zone 5, not 6). The game ends either when one of the Heroes is taken Out of Action by The Countess, The Countess is taken Out of Action by one of the Heroes, or all participants have crossed the board and escaped. The winner is the Hero that escaped first. If no Heroes have escaped before The Countess takes one of them Out of Action then none of them receive bonuses for winning. If a Hero takes The Countess Out of Action he may take her rapier and D6 x 10 gc.
Experience:
+1 per enemy taken out of action
+1 for winning
+1 for taking The Countess out of action
+1 for being taken by The Countess, but getting away
Reply author: Johan Willhelm
Replied on: 30/05/2008 07:58:22
Message:
Johan's Official Entry
A Scenario: Tis Midsummer Night and Time to be Dreaming
with apologies to Bill Shakespeare . . . who's a hack compared to the magnificent Kit Marlowe anyway
Mordheim is an eerie place since the comet came, but just prior to it's arrival Mordheim was a place of merriment, joy and intrigue. Perhaps the city still resonates with such memories but with a warped twist . . . Warriors bond with those they may have loathed on any other night. Some suspect the had of the Shadowlord - maybe even Tzentch or Slanesh!
Terrain
A standard Mordheim board: ruins, buildings and hovels liberally scattered around.
Warbands
Each Player selects as many heores as there are players.
eg 3 players means each player selects 3 heroes.
Then secretly number these heroes 1-number of players
eg 3 players = 3 heroes numbere 1-3
Now draw numbers for each of the players from a hat (I seem to recall someone on the board loves hats, no matter)
(Nearly there)
Then Player 1 gets all the "1" heroes Player 2 gets the "2" heroes and so on.
The Game
Now play a standard warband skirmish with your strange new bands . . .
Ending the Game
The game ends when all but one warband has been routed or taken OOA
All heroes now revert back to their original owners.
Experience
+1 per enemy taken out of action
+1 for winning leader
+1 for taking a model out of action which is nominally from your warband
Reply author: Johan Willhelm
Replied on: 03/06/2008 07:23:27
Message:
Optional Rule for: Tis Midsummer Night and Time to be Dreaming
In addition to the enchanted heroes each player retains his warbands henchmen, they are deemed not worthy of the enchantment meted out on the heroes and do not change sides.
Reply author: Wild Untamed Thing
Replied on: 03/06/2008 20:25:54
Message:
OK. Decision made, just about
Ethlorien, I loved your Madly In Love entry, but it was postmarked emphatically as Unofficial, so I suppose I have to leave it aside. Beautifully simple and funny though.
I was pretty fond of Chad's winsome hired sword, but there were three high quality mega-scenarios here that edged to it. It came to a battle of the Shakespeares, plus a spot of Bram Stoker/Cleopatra/general seduction fun. Step up StyrofoamKing, Myntokk and Johan...
Johan's scenario was really elegant and refreshing and had the massive benefit of involving love n' Shakey, but for once NOT R & J. However, I almost wanted more. A mutated Bottom or something. I want to try this out though, for sure
Myntokk's scenario was very integrated into the Mordheim world, again workable and fun, and with a nice quirky reward in the countess's rapier (could it be jeweled and sellable for an unusual price)? Wasn't so sure, if I have to quibble, about so much of the warbands being left out though.
Styro - the victory is, a little predictably, yours! Despite dealing with the hoary old R & J territory, I think your scenario conveyed the young lovers' longterm future in a hilarious way; their reluctant combat with their former friends even smacked of the Mercutio/Tybalt duel, my favourite bit of the play...ok so this scenario's running was quite Byzantine, but I think it would add a really spicy element to any campaign's mix.