Devil's Den #12 Lions, Tigers and Bears-Oh My!
Topic author: Johan Willhelm
Subject: Devil's Den #12 Lions, Tigers and Bears-Oh My!
Posted on: 05/06/2008 05:50:28
Message:
Lions Tigers and (Undead?) Bears - Oh My!
Due to the generosity of Styro, Myntokk and Wild Untamed Thing the setting of this week's Challenge has fallen to myself.
This week's Devil's Den Challenge revolves around the animal kingdom. There are already a smattering of animals present in Mordheim (wardogs, wolves and bears) but not nearly enough in my opinion! You're job is to add to their number, the only sticking pint being an animal (or animals) need to be involved somehow.
This can be an event, a hired sword, a scenario, equipment, a warband (ambitious . . .) whatever!
Closing Date is midnight June the 14th Saturday . . . but if any sneak in the following day is cool
Oh and thanks to Styro who I tested this idea on yesterday - he has a whole 24 hours on the rest of you! Hurry!
Reply author: StyrofoamKing
Replied on: 06/06/2008 00:34:29
Message:
you make it sound like I'm cheating....
Ooookay, here's my entry: (looks long as HELLL, but it's pretty simple once you get the concept, namely "bet money, pick animal, fight.")
BEAR BAITING
A Mordheim Mini-Game*
WHAT is a Mini-Game? Easy: A quick game to play between players. Ideal for gaming groups (waiting for that one player who's always 15 minutes late), or to play while waiting for a sister game to finish up. They can directly or indirectly involve your warband and can give a slight bonus, but nothing earth-shattering.
Bear-Baiting is a fairly common and simple game in origin: tie a bear to a post, and sick a bunch of hungry dogs upon him. Sometimes the bear wins, sometimes the dogs, but either way it is bloody and savage to the nth degree. Even before the comet, it was a popular sport in the city of Mordheim. In it's time of darkness, the event remains mainly unchanged save the state of mutated creatures being added to the menagerie. Stranger still, on odd days, the creatures in the pit are bipedal in nature, something between humans and monsters... but these creatures are uncommon, and are reserved for the high-rollers. Mercenary captains have squandered their warband's fortunes at such events, while penniless Ostlanders have left richer than Border Princes. So, ask yourself, are YOU ready for the game?
HOW TO PLAY
Bear-Baiting is a gambling game, played by two players at a time (there are extended rules for 3+ players later.) The money being staked is taken from a Warband's treasury, and may not taken on credit or merchandise unless the opposing player agrees, and only ONE player may put merchandise up as collateral. Both players must agree to the same price mutually (meaning, in normal cases, the poorer player sets the bet.) There are three ways to attend a Bear-Baiting:
HOUSE vs. HOUSE
The animals fighting in the pit are owned by the manager of the event. After deciding on the mutual wager, both sides choose one animal from the list below (randomly choose which player picks first). The cost of the animal cannot exceed the Wager money x2. Once one player has chosen their animal, the other player may choose one or two animals, whose total cost equals or is less than the original animal's cost. After both sides have chosen their animals, they proceed to the Fight (see below). After the battle is over, the winner receives the money he wagered, while the loser deducts the money from his treasury.
{Example1: Two players make a measly wager of 5gc. Player A rolls first to pick animals: he must pick a single animal worth up to 10gc to wager his money on. He picks a Monkey (ook.) Player B now chooses which animals to choose from: he may choose another animal worth 10gc (Monkey, **** Fighter), or two animals that total 10gc (eg. Two Snotling Runts, worth 5 each.) He chooses the **** Fighter. They fight, the **** Fighter wins. Player A loses 5gc, Player B wins 5gc.}
PLAYER vs. HOUSE
This is a chance for a player to not only risk his money, but animals from his warband! After agreeing on a price, the player who's staking one of his animals puts his animal forward. The opposing player than chooses one or two animals from the List below that total cost of the First animal. (For Player vs. House battles, the amount of money wagered does not limit the animals allowed to fight.) If the Player's animal loses and is taken out of action, the first player loses the bet and the House Player wins the money, and roll for injury as if the animal had been injured in battle. If the Player's Animal wins the battle, the first player wins the bet and the House Player loses the money and the Player's Animal gains 1 Experience. This is an EXCEPTION to the rule that Animals and/or Undead cannot gain experience. They only gain 1 Experience if they win, and gain only 1 experience per fight, regardless of have many animals he faces. If the animal that gained experience is part of a group, he is broken from the group and forms a henchmen group of his own. Whenever a fighting animal reaches a new level, roll on the Henchmen chart for advances, reroll any rolls of "That Lad's Got Talent." The new experienced animal henchmen group may not recruit members into that group.
{Ex2: An Undead player and a Mercenary player agree to bet for 15gc. The Undead puts one of Dire Wolves (50gc) into the fight. The Mercenary chooses a Cold One Beasthound (30gc) and a Piggie (20gc) from the House's Animals, to fight the Dire Wolf. If the Dire Wolf is taken out of action, it rolls for injury and the Undead Player loses 15gc and the Merc Player gains 15gc. If the Undead Player wins, he wins 15gc, the Merc player loses 15gc, and the Dire Wolf gains +1 Experience.}
PLAYER VS. PLAYER
Both players agree to a bet. If both players wish to put animals into a fight, the more expensive animal is put in first. If the second player's animal costs more than 5gc less than the first animal, the player may borrow a single animal to the House animals or his own warband to control, so long as the combined cost of the two animals is not greater than the First animal. The same rules for Player vs. House apply after this point.
{Ex.3 A Beastmen Player and a Carnival of Chaos player decide to battle, with the stakes of 50gc. The Beastmen Player drops his Minotaur (200gc) into the pit. If the Carnival player were to play only his Nurgling (15gc), he'd be bound to lose... so he borrows a Chaos Spawn (180gc) to add to his total. If the Minotaur is taken out of action, it rolls for injury and the Beastmen Player loses 50gc and the Carnival Player gains 50gc, and the Nurgling gains +1 Experience. If the Minotaur takes both the Nurgling and the Spawn out of action, the Beastmen Player wins the 50gc, the Minotaur gains +1 Exp, the Carnival player loses 50gc, and rolls for injury for the nurgling. If the nurgling is taken out of action but the Spawn wins the fight, the Carnival player still wins the money but the Nurgling gains no experience and still rolls for injury.}
MULTIPLE PLAYERS
If all parties agree, two players may join together to fight against a single player. If so, they must also split a bet. {For example, Player A & B bet 15gc each, player C bets 30gc against them.} Rolling off who gets to pick first, the Players then take turns, based on alliances, on picking their one or two animals to reach a mutually agreed sum of money.
(Ex. Players A&B roll off against Player C: Players A&B roll a 3, Player C rolls a 2. Player A picks an animal, then Player C. Player B picks an animal, then Player C.)
If one side wants to drop an animal from their warband, they always go first (meaning, if Player C wants to drop his Warhound, and Player A & B don't want to drop any animals from their warband, the order goes Player C, Player A, Player C, Player B.) If both sides want to drop animals, randomly choose which sides goes first, like above.
The totals between the two sides cannot be greater than 4gc.
TWO ON TWO: It is possible for Two on Two matches to occur, or 3 on 3, or 3 on 4. The important parts are:
*Each side equals the other side in cost
*That no side outnumbers it's opponent by more than one animal
*There is always two sides: three way battles are a BAD idea in this setting!
FIGHTING
The arena is an area 1'x1'. Minimal terrain is set up around the area, but no elevations unless slopes and ramps are provided. Both players take turns choosing a corner, and drop their animals as close to the corner as they can.
Couching:
Both Players may also choose one Hero from their warband, who is not missing next game, to be a Couch for the Animal they are betting on, who is placed in the Player's corner, just outside of but touching the 1'x1' area. Normal heroes will provide no bonus what-so-ever, but Leaders may still provide their Leadership to their animals within 6" of them, or the Leader's normal range. If a warband has certain heroes that provide other bonuses for animals (Dark Elf Beast Master, Kislev Bear Tamer), those heroes still provide that bonus as normal. Other than provide psychological bonuses from abilities or skills, the Couch may not do anything else, including shooting, casting spells/prayers, moving, using items.
Randomly determine which player goes first. That player's starts off, and controls the animal(s) as if it were in his warband.
Tough Crowd: If three rounds go by, and no animal has charged or attempted to charge, the crowd gets restless for blood. At the start of each round, randomly determine an animal, who gets hit by thrown debris from the crowd. The animal takes a leadership test. If the test fails, roll 1D6:
1-2 Scared: The animal moves 2D6 in a random direction.
3-4 Stunned: The animal stays where he is, and cannot move or charge next turn.
5-6 Maddened: The animal immediately moves 2D6" towards the nearest animal, friend or foe. If this takes it into base contact with the animal, it counts as a charge, and the animal attacks.
The crowd will continue this until an animal is successfully charged. In, in the future rounds, three more rounds go by with no charging, the crowd will start to throw again, and so on.
THE HOUSE ANIMALS /
The following is a list of animals to use in the battle, to be borrowed from the House. {Note: I'm sure that by the end of the challenge, there will be some MORE great animals to add to the list... after the contest ENDS, of course.}
SPECIAL RULES / BONUSES
There are a few small bonuses and penalties to animals, which are listed BEFORE the House List. All new or less commonly known animals are in bold, with rules posted AFTER the list.
DOGS OF WAR: There are many examples of Dogs that fight at a higher level than their cost suggests. For the purpose of wagering and pairing up fights, the following dogs count as being Costing 25gc: Warhounds (Withc Hunters, Horned Hunters), Hounds (Protectorate of Sigmar), Warhounds of Chaos (Beastmen, Chaos Maruaders).
DOGS, CONT: Wardogs bought as equipment, count as 25gc (not 25+2D6). Also, Wolfhounds (from Brahm's Vampire Slayers), as SO powerful, they fight as being cost 30gc. Ouch!
RAT PACK: If two Giant Rats are fielded together one one side, and neither is taken out of action, they both receive +2 Leadership.
MAGIC MEDDLING: If a Wizard's Retinue player wants to field familiars from his warband, they count as costing 15gc. All familiars (except the Dog) gain a 5+ modifiable armor save, due to their wizard's influence *cough*meddling*cough*.
ANIMAL, M, WS, BS, S, T, W, I, A, LD, COST, WARBAND
Snotling Runt, 4, 1 , 1 , 1, 1, 1, 4, 1, 3, 5gc, Snotling
Fighting ****, 4, 3, -, 2, 2, 1, 3, 2, 4, 10gc, BearBait
Monkey, 5, 2, 2, 3, 1, 1, 5, 1, 5, 10gc, BearBait
Dog Familiar, 6, 4, -, 3, 3, 1, 4, 1, 5, 15gc, Wizard Retinue
Cat Familiar, 6, 4, -, 2, 2, 1, 6, 2, 5, 15gc, “
Raven Fam., 2*, 2, -, 1, 1, 1, 4, 1, 5, 15gc, “
Viper Fam., 3, 4, -, 2/4*, 1, 1, 5, 1, 5, 15gc, “
Tomb Scorp., 5, 2, -, 2*, 2, 1, 4, 1, 4, 15gc, Tomb Guardians
Hunting Dogs, 6, 3, 3, 3, 3, 1, 5, 1, 6, 15gc, Killer Shrike’s Vampire Hunters
Nurglings, 4, 3, 0, 3, 2, 1, 3, 1, 10, 15gc, Carn. Of Chaos
ANIMAL, M, WS, BS, S, T, W, I, A, LD, COST, WARBAND
Giant Rats, 6, 2, -, 3, 3, 1, 4, 1, 4, 15gc, Skaven
Wolves, 9, 3, -, 3, 3, 1, 3, 1, 5, 15gc, Norse
Cave Squigs, 2d6, 4, -, 4, 3, 1, 4, 1, 5, 15gc, Orc & Goblin
Piggies, 5, 4, -, 3, 4, 1, 3, 1, 4, 20gc, Halflings
Warhounds, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Witch Hunter
Hounds, 6, 4, -, 4, 3, 1, 4, 1, 6, 25gc, Protectorate. Of Sigmar
Warh. Of Chaos, 7, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Beastmen, Chaos Maruders
Wardog, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Equipment
Hounds, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Slavers (Relics)
Wild Dogs, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Fallen (Relics)
ANIMAL, M, WS, BS, S, T, W, I, A, LD, COST, WARBAND
Cold One Beasthounds, 6, 3, -, 4, 4, 1, 1, 1, 4, 30gc, Dark Elves
Wolfhound, 6, 3, 3, 4, 4, 1, 3, 1, 10, 30gc, Brahm’s Vampire Hunters
Chaos Hounds, 6, 4, -, 4, 4, 1, 4, 2, 6, 45gc, Killer Shrike’s Beastmen & Aspiring Champions
Dire Wolf, 9, 3, -, 4, 3, 1, 2, 1, 4, 50gc, Undead
Trained Bear, 6, 3, -, 5, 5, 2, 2, 2, 6, 145gc, Kislev
Tiger, 7, 4, -, 5, 4, 2, 5, 2, 6, 170gc, Ind/BearBait
Chaos Spawn, 2d6, 3, -, 4, 5, 3, 2, D6+1, 10, 180gc, Chaos Maruaders
Abomination, 4, 3, -, 4, 5, 3, 2, 3, 5, 190gc, Necrach
Kroxigor, 6, 3, -, 5, 4, 3, 1, 3, 8, 200gc, Lizardmen
Troll, 6, 3, 1, 5, 4, 3, 1, 3, 4, 200gc, Orc & Goblin
Minotaur, 6, 4, 3, 4, 4, 3, 4, 3, 8, 200gc, Beastmen
Rat Ogre, 6, 3, 3, 5, 5, 3, 4, 3, 4, 210gc, Skaven
NEW/UNCOMMON ANIMALS
Snotling Runt (by Ram Rock Eddy & Styrofoam King).
Special Rules:
WEAPONS AND ARMOUR:
Runts carry a Pointy Stick (same as a Dagger) and Small Pebbles (see below).
Small pebble (free)
Range: 6" Strength: As User
Special Rules:
Thrown Weapon: Runts suffer no penalty for moving or firing, or for firing over half range.
Non-Piercing: Pebbles add +1 to enemy has armour save +1.
SPECIAL RULES
"Dodgey" & "Smallest of the Small" : Runts have a 6+ Dodge/step aside save in the same way as the Dark Elf Skill Fey Quickness. Furthermore, All runts are at minus two (-2) to be hit from ranged attacks because they are so diminutive and hard to hit from a distance.
"Not so tough gits.â€: When you roll on the injury table for Snotlings, a roll of a 1 is knocked down 2-3 means stunned and 4-6 means OoA. Runts who go OOA will die on the roll of a 1-4 rather then just 1-2.
Not Animal: While dumber than hell, Runts are not actually animals. They may climb like non-animals.
FIGHTING **** – by Styrofoam King, for Bear-Baiting
No Special Rules
MONKEY – by Styrofoam King, for Bear-Baiting
Special Rules:
Climb: Monkeys may attempt to climb just like non-animal models.
Improvise Missile: Monkeys are adept at throwing rocks, fruit, and... other... things. Any shooting phase that the monkey isn't in combat, he may attempt to find a missile weapon. Roll 1D6: on a 4+, he has found a missile to throw this turn or any other turn that he's not in combat. He may find any number of objects, but may only carry one at a time (no hoarding.) The Missile has a range of 6", may be thrown over half range and/or may move and throw with no penalty, hits at -1 Stength
Improvised Missile
Range: 6" Strength: As User -1
Special Rules:
Thrown Weapon: Monkeys suffer no penalty for moving or firing, or for firing over half range.
Non-Piercing: Missiles add +1 to enemy has armour save +1.
Hunting Dogs –from Killer Shrike’s Vampire Slayers
Special Ability: Keen Senses: Hunting dogs may detect any hidden Undead or members of an Undead band at triple Initiative range; they may detect all other hidden models at double Initiative range. Additionally, they alert thier masters to the presence of such beings as well. therefore detected models are no longer counted as being hidden. Finally, Hunting Dogs may track the scent of the Undead; therefore in any scenario in which an Undead bands lair is sought, Hunting Dogs automatically detect such a lair if within 6" of it or its entrance.
Chaos Hounds (from Killer Shrike's Aspiring Champions & Chaos Beastmen)
Special rules: Cause Fear
Tiger (by Master, written for the {now shelved} Kingdoms of Ind Campaign)
Special Rules:
Large.
Fear Causing,
May climb
Pounce: when charging the tiger doubles it's attacks
Reply author: Master
Replied on: 06/06/2008 05:50:00
Message:
Heh, styros solution was to create ALL animals... clever...
Anyway, it looks very cool, good job...
Well...
This is what inspired me for my entry:
(Taken from the rulebook under wardog):
"You could also use the profile above to represent one
of the more exotic animals used by the warbands of
Mordheim, such as trained bears, Chaos familiars or
even fighting monkeys from the far-off Southlands!"
Here is my entry:
Ook'I'Agh The fighting monkey!
No'one really knows how the legendary fighting monkey arrived in Mordheim, some suggests he was taken on by a group of merchants before the comet changed the world. No one really knows where he came from either, although sources suggest the southlands. The little monkey was found in a tribe, that had nursed him from little, he had learned to use their scimitars somehow, and he always carried 4 tiny scimitars with him, along with a sling. All the merchants that saw this little monkey was startled, and offered hundreds of gold for it, as it could be resold in the richer places for thousands of gold. The tribe would not sell the monkey. Sources suggests that the monkey was stolen by some bandit-merchants, and they fled to the civilized world with him, through the chain of commerce, Ook'I'Agh remained his name, as that was what he said when people offered him bananas. It was around this time that the comet struck, not warping his outside, but somehow it posed even more intelligence into the monkey head, and although he never learned to speak, he is said to be the greatest chess player in Mordheim.
Hire Fee: 4 clusters of Bananas. - Each Cluster is a Rare 6 object that costs 15+2d6gc.
Upkeep: 1 Clusters of Bananas.
May be Hired:Ook'I'Agh may be hired by any warband! Although some warbands find it ridicoulous to field a monkey and therefore will not hire him.
Rating: Ook'I'Agh Increases the warband rating by +60 points.
M WS BS S T W I A LD
5 5 3 4 3 2 8 2 6
Weapons & Armour: Ook'I'Agh Carries 4 Masterwork Scimitars (one in each hand) and a sling.
Because he stands on one hand, Ook'I'Agh may only use three of his 4 scimitars at once, to gain +3 attacks, thus gaining a total of 5 attacks. He may however use all his scimitars when making diving charges, giving him a totals of 6 attacks.
Scimitars: These scimitars where created for Ook'I'Agh by the southlands tribe which revered him as a god, referring to him as "the Chosen Monkey". These counts as swords that give +1 to injury rolls.
Skills: Scale Sheer surfaces, Sprint, Acrobat, Leap, Lightning reflexes, Dodge, Jump up, Step aside, Web of steel, expert swordsman, Riposte - From the Sartosa campaign, reprinted here for the ease of it.
Riposte: Whenever Ook'I'Agh parries an attack he may immediately strike an attack with one of his scimitars.
4 armed swordsman:
"Twice as good as the best two-armed swordsman!"
Ook'I'Agh is an impenetrable defender therefore he may re-roll any parry roll he makes, just as if armed with a sword and a buckler.
Small & Agile: Ook'I'Agh jumps about and therefor is at -1 to hit with missile weapons.
If you want, you can field Ook'I'Agh, in the Bear baiting mini-game, in which case he is worth: 150gc.