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Author Topic: Resurrection: DD#07 - Mordheim - the city itself  (Read 3428 times)

Offline Eliazar

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Resurrection: DD#07 - Mordheim - the city itself
« on: April 25, 2009, 04:22:53 PM »
Devils Den Challenge #7:
Topic author: Baiken

Subject: Devils Den Challenge #7: WINNER
Posted on: 05/04/2008 12:37:44
Message:
Welcome the the seventh Devil's Den Challenge!!

After careful consideration, I have decided to base this Devil's Den challenge on an all too often neglected mechanic of Mordheim: the city itself!

What I'm looking for is a good set of special rules for specific buildings that will give a bonus to an occupying model/warband during the game, or affect post game, or maybe even have repercussions that reach into the next game! These can be racial specific bonuses (ie desecrated temple for possessed, graveyard for the undead for obvious examples), or generic bonuses that apply to one or all participating players. Campaign-wide, all encompassing bonuses? Why not! Just make the back story explain why it's so important, and try to call them something a little more interesting than "the inn" or "the smithy" :)

A few quick guidelines, the contest begins as of now and will remain open until next Sunday, the 13th. Judging will begin on the following Monday, with the final winner announced on Tuesday or wed. I'll allow entries to be edited up until contest close, just make a post in the thread stating you've made changes.

So pull out the tourist's map to Mordheim, put on your stomping boots and point out some of the city's finer locations and establishments!

Reply author: Ans-Mod Brahm Tazoul

Replied on: 05/04/2008 13:10:05
Message:
Brahm's Official Entry:
Haunted House
This special rule can be used in any scenario, as long as it is discussed prior to the beginning of the game. Any dwelling in Mordheim has had death and horror in equal amounts within it's walls. With the falling of the comet, men, women and children by the hundreds perished where they slept. Some spirits do not rest easily since that fateful eve...

A House is "Haunted" on a D6 roll of 5+. Make the roll once any member of any warband enters the dwelling, and mark it as Haunted with a token. Haunted Houses are subject to the following effects:
* All shooting from within the building are at -1 as the shooter is concerned with those mysterious noises and that movement they saw out of the corner of their eye.
* All models must take an "All Alone Test" each round they are within the Haunted House, regardless of companions nearby. Should a model fail an "All Alone Test", all further tests are taken at -1. These results are cumulative, so if two models run, then tests are taken at -2 etc.

No real damage can be done to models within a Haunted House, but it takes nerves of steel to remain in one for more than a moment or so.


Reply author: MyLittlePwny

Replied on: 05/04/2008 14:54:18
Message:
MyLittlePwny's Official Entry


Barricaded house:


Sometimes it can be wise to close the door behind you. In the city of the damned, there isn't too many doors left after the meteor hit - not in their frames anyways. Many people in mordheim, especially marksmen and the like, would like to know that their back is safe when taking aim at the enemy and these often barricade the entrances to the house they're standing in to avoid attacks.
A model standing inside a building within 1" of a doorway or a window may choose to spend an entire turn doing nothing else but gathering scattered wood stone and metal to barricade the opening. Once it is barricaded, place a marker at the opening. It is not possible to see or move through a barricaded opening but any model who wants to tear it down can charge it. Any attacks automaticly hit and must wound against the barricades toughness 6. If a wound is inflicted, the barricade is torn apart and the opening is free again.


Reply author: Chad
Replied on: 06/04/2008 09:53:47
Message:
Chad's oficial entry:

Executioner's tower
If both players agree, then the executioners tower is placed roughly in the center of the board, before all other terrain is deployed.

Zombie, the wyrdstone in the air has turned one of the lynched bodies hanging outside the door into a zombie! Any model within 1" of the lynched zombie takes two WS-2 S-3 attacks, the zombie may not be attacked or shot at. No model may hide within 4" of the zombie, as its vain attempts to reach them will attract attention.

Telescope, the tower doubles up as a watchtower (why build two buildings when one will do) and their's still an old telecope on the roof.
Any one model in base contact with the telescope counts as being equipped with a telescope (see pirate warband by Tim Huckleberry).

Reply author: Johan Willhelm
Replied on: 06/04/2008 18:33:42
Message:
Hi there! I used to post many years ago but generally I just lurk these days. Still play Mordheim though (for tis the finest game in GWs stable) and thought I'd have a crack at this:

Oh yeah and offical entry: Bear Pit

"The Sigmarites objected to Bear baiting not so much for the pain it caused the bear but that the spectators all deserved to be burnt as heretics" - Unknown

Bear pit - before the fall Mordheim was a city of many dubious pleasures. Bear baiting was one such past time. Place a 6inch diameter circle on the board - preferably in a clearing or plaza type area. Next to it place a small shack (big enough for one or two models) this was the ticket booth.

Bear pit - the bear pit is counted as being 3inches deep (in gaming terms) follow standard rules for climbing up and down buildings. At the bottom are two pieces of warpstone. If a warrior enters the pit he must taken initiative test. If passed there is no effect if failed. ..

Undead Bear! - Undead bear will remain in the pit but will attack any one in it! Charges intruder on turn it is discovered

M--6
WS-3
BS-0
S--5
T--4
W--2
I--3
A--2
LD-5


Immune to Psychology

Causes fear


Raid the ticket booth - if a warrior is inside the ticket booth he may raid it instead of shooting. He may not raid it if in close combat. If a warrior passes a leadership test he's found some loot roll on the following table:

1 - 2d6 gold coins
2 - Fighting manual ( gives the warrior who reads it Weapons Training Skill)
3 - D3 doses of Crimson Shade
4 - blunderbuss
5 - throwing daggers
6 - morning star

Once something is found the booth cannot be raided again.

-------------------------------------------------------

The Bordello -Scenario

Defenders can only be mercenaries - sorry!

It is well known that Mordheim was regarded as something of a city of vice. There are still some establishments that exist - indeed thrive - on the influx of mercenaries to the area. A rival warband has learnt that another warband frequents such a place and plan to catch them with . . . their guard down . . .

Place the Bordello in the middle of the board at the beginning of the game. The defending player must choose at least 1 hero and 1 henchman group (if there are henchman groups) to begin the game in the bordello. Take a leadership test for each other hero or henchman group. If passed they stay off the board and are brought on as reinforcements as in the "Surprise Attack Scenario - Mordheim Rulebook" if failed they set up in the bordello

The attacking player sets up within 12 inches of the table edge (note any table edge so he can set up surrounding the bordello)

Special Rules

Attacker goes first

He aint got no pants on! - The defending warband start the game . . . indisposed and a little worse for wear. All henchman in the bordello count as being knocked down at the start of the battle. Heroes are stunned due to the higher value nature of their engagement.

All models that started the game in the bordello now "Hate" all opponents for the duration of the game for having being disturbed. Heroes suffer from frenzy as well . . .

Bob - he owns the bordello and isn't about to see it trashed for no man! The defending player gains a pit fighter for the duration of the battle. He sets up in the bordello but is not stunned or knocked down although he suffers from hatred and frenzy

He also has a dog named Fluffy - use the wardog rules from the Witch Hunter warband

If the attacking warband are Sisters of Sigmar or Witch Hunters they Hate all opposing models.

Game ends when one warband routs.

If the defender wins Bob rewards them with a night in and a barrel of ale. When selling warpstone use the next "smallest band for warriors in warband" when calculating how much you get. You also gain a barrel of Bugmans XXX

If the attacker wins they gain the Bugmans XXX from looting the place but no hospitality.

Exp:

1+ hero or henchman group survives

1+ winning leader

1+ for each enemy model a hero puts out of action.

Did some light spelling editing

changed Bear WS to 3 - good advice from Mylittlepwny

Reply author: Deacon87
Replied on: 06/04/2008 19:00:23
Message:
Official entry.
Darkened Alleys.

Who knows what lurks in every shadow within the City of the Damned.
What waits behind every corner with hungry and greedy eyes staring and waiting ready to pounce on the unwary, the weak and the misfortunate...

A darkened alley exists between two close ruined buildings, probably more than one depending on the scale and positioning of existing scenery. Any Henchman group consisting of three models or less attempting to negotiate their way through must make a leadership test to do so. Or they feel that... 'Something aint right ere...' And refuse to go any further. Until of course they regain their composure with a sucessful roll in future turns.


Fleeing Henchmen groups that proceed down these alleys may find that one of their number has gone missing during the panic... On a D6 score of six, one of they're comrades has gone missing for the duration of the fight. Ambushed, robbed, beaten or worse...
(Feel free to make your own decisions on the seriousness of the matter before the game has started with your opponent, by agreeing how dangerous this terrain would be for the sake of campaigns or simple skirmish. All areas of Mordheim are dangerous. But some are more dangerous than others...)
Note that Fleeing models do not take an additional Leadership test to venture through a Darkened Alley. They are too busy running away from certain death to think clearly about their situation.

Heros can move freely. They are tough enough to stare such danger in the face and walk away without a bruise. Hired Swords also fall under this category. And Undead are nothing more than puppets on invisible strings. They too are also unaffected. Dregs however are not.
Henchmen within 6" of their leader may proceed down a Darkened Alley without making any Leadership rolls.


Reply author: StyrofoamKing
Replied on: 07/04/2008 00:19:22
Message:
Official Entry: This Ol' House!
The Old House is a large building place in the middle of the board. If playing the Scenario "Wyrdstone Hunt", D3 of the shards start in the middle of the building on the highest floor possible, plus an additional shard. If playing the scenario "Treasure Hunt", any model that manages to get to the highest floor and the middle of the building and look for the treasure will automatically find the treasure, unless someone else already discovered it. If the building contains treasure, no modle may be deployed in it or within 12" of it.

Inside "this old house", all Ladders count as Difficult terrain, and the any model attempting to climb it temporarily loses 'Climb Shear Surfaces', based on the rickity nature of the abode. Each anytime a model moves in the house, roll 1D6; On a roll of 1, roll on the OLD HOUSE CHART below. Large Models roll on the OLD HOUSE CHART on a roll of 1 or 2.

Likewise, each Combat Phase, roll 1D6 for each combat. If a 1 is rolled, randomly determine which model it affects. Large Models count as two people when determining which model is affected (i.e. twice as likely to be affected.)

THIS OLD HOUSE CHART
1 Collapse! The Floor the warrior is on collapses, and all models and warriors fall (roll for normal damage as normal.) If the model is on the bottom floor, the floor immediately above him collapses; he takes fall damage, equal to the height of the floor above him. If playing the scenario Wyrdstone Hunt, one of the shards that was on the top floor can be found on a successful 2D6 roll of 10+ in the Recovery phase (more than one attempts may be made by separate warriors or over several turns). If playing the scenario Treasure Hunt, the treasure can be found in the rubble/building using the normal terms.

2 Shake! The whole building shakes, from the force of people moving. Anyone else attempting to move in the building this turn or attempting to enter the building must first pass a fear test. In in combat, they must pass a fear check or they hit in 6s.

2 Bonk! The warrior suffers a S3 hit, due to falling debris.

3 Snap! The floorboards beneath the model snap beneath him. He most pass an Initiative test or fall the floor immediately below him. Mark the spot as a 25mm hole from now on. If the model is on the ground floor, this roll has no effect.

4 Close shave! A few feet away from the warrior, the ground gives way. A 25mm hole appears 1D3" away from the warrior in a random direction. Any model with 50% or model of his base over this hole must make an initiative test or fall in.

5 Whoops! The warrior trips on an old floor board and stumbles 1D3" forward. If this brings him into the contact of an enemy, it counts as a charge (if the enemy causes fear and the charger fails the test, he hits on 6s). If this brings him into contact with a wall, he is automatically knocked down. If this takes him off a ledge, he falls as normal. Otherwise, he is fine.
EDIT: If the warrior is already in combat, he loses one attack this turn (down to a minimum of 1 attack).


6 Ouchie! The warrior stubs his toe or gets a splinter. He suffers a Strength 1 hit, but is otherwise fine.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DD#07 - Mordheim - the city itself
« Reply #1 on: April 25, 2009, 04:24:01 PM »
Reply author: Ethlorien
Replied on: 07/04/2008 12:43:31
Message:
Official Entry:

Houses of Mordheim


When Sigmar's Hammer struck Mordheim, such was the chaos and upheaval that reality itself was twisted and torn, ripped asunder by the force of His might. The realm of chaos was revealed and its power bled into the mortal realm, corrupting and chaotic. But a portal goes both ways, and where Chaos can enter so too can one leave.
There exists such places throughout Mordheim; doorways into the realm of chaos and beyond. Few and far between as they are, occasionally someone, or something, finds such a portal and crosses it. Oftentimes, they leave the mortal place of existence ignorant of what and where they have just gone.
And while the majority of these poor souls are lost forever, sometimes, just sometimes, they return...

Players must all agree before the start of their game or campaign if indeed they will be using the rules for Houses of Mordheim. If so, then the following rules apply.

Anytime a model walks through a doorway, they are required to roll three dice. On the roll of a tripple six, that model wanders beyond the realm of Men, into the Realm of Chaos, and is lost for all eternity (removed from their warband roster). In the event a tripple 1 is rolled, then the model has wandered beyond the realm of Men, but may indeed return someday - consult the chart below. Any other roll produced simply results in the doorway being just a regular doorway.

Note: for the purpose of Rout tests, a model who has wandered into a House of Mordheim and dissapeared is considered a casualty. Furthermore, a portal leading to another realm works only once per game, after which it becomes a normal doorway. Due to its rarity, only one portal can be rolled for each game (be it a 111 or a 666).

Houses of Mordheim, roll a d6:

1 - Otherworldly Experience: The model has journeyed beyond the Old World, into realms of wonder and despair. he has returned with experience beyond the reach of mere mortals.
The model returns in 1d3 games. He comes into play from any doorway, at the start of that player's second turn. The model returns with 1d6 experience gained (as well as any advancement this would grant him).

2 - Windwalker: His journey beyond the physical plane has allowed this warrior to stride along the very winds of magic.
As a roll of 1. Furthermore, the model is now immune to all magic spells.

3 - Survivour: If one can walk in realms beyond the grasp of mortal men, one can walk anywhere and survive.
As a roll of 1. Furthermore, the model gains a 4+ ward save.

4 - Strange Alliances: The warrior's journey has taken him to lands where men have never trod, where creatures immeginable exist. Upon one such joruney, the warrior was fortunate enough to befriend one such creature and their souls have been bound together in friendship.
As a roll of 1. Furthermore, the model gains a Daemonic bodyguard. This bodyguard remains adjacent to the model at all times (whether he charges, flees, routs, etc...). It has a WS4, BS0, S4, T4, W1, I4, and A1. All attacks made against the model must be directed against the bodyguard. If the bodyguard suffers a wound, it dissipates immediately. This special bodyguard will return at the start of every game and is lost only if the model itself is slain or leaves the warband.

5 - Immortality: The experience within the realm of chaos have gifted this warrior greatly. Food, water, sleep, meaningless to this individual. He can know no lasting harm; he can die, but is reborn each morning. Even the passing of the years flows around him, for in a decade, a century, or a millennia, this warrior shall still be standing.
As a roll of 1, except that the experience gained is 1d6+1. Furthermore, the model is Immortal. if this model is put OOA, they do not roll for injuries, but simply return for the next game at full health.

6 - A Legend is Born in the Fires of Chaos: Where this man walks, the earth trembles. Songs shall be sung of his deeds and journeys for all the ages to come. He has been to hell and back, stared death in the eye and laughed. Returned to the mortal realm, this warrior stands high beyond the reach of his brethren.
The model returns to the warband in 1d6+1 games. He comes into play as a Hero. He comes into play from any doorway, at the start of that player's second turn. The model returns with full experice (IE, the player may immediately roll for every advancement he would then be elligible for as a Hero). Furthermore, the model is equipped with a random Artifact. Lastly, the Hero may choose to benefit from one of the above conditions; Spell Immunity, Ward Save, Daemonic Bodyguard, or Immortality.

This one was a lot of fun! I would love to hear some feedback on this as, win or lose, I want to flesh this one out a little.


Reply author: Master
Replied on: 07/04/2008 17:28:50
Message:
Mansion of Serathus
Before the comet struck many people just though that the mansion of serathus was an empty haunted house, some people heard screams from the hill but they disregarded it, eventually kids went into the house but they were never seen again, and the people disregarded the house as haunted, although every time their children disappeared new unmarked tombstones appeared in the graveyard. When the comet fell the mansion was left unscratched, although it is now rumoured that the nefarious vampire within has artifacts of untold power. This draws many a bold adventurer, and many holy warriors to purge the den of evil.

Terrain: The mansion is based in the middle of a large courtyard, in the middle of a table around 8 by 8 feet. The mansion is suggested to be 2 by 2 feet, the courtyard is scattered with gravestones (I recommend using d6 per warband involved), and should be about 2 feets around the mansion (being 4 by 4 feet). If you have a hill, the mansion and courtyard should be based upon it, as well as have about 3 stories.

Special Rules: Once a living warrior enters the mansion, all the graves produce a single child Zombie, in addition after the first wave of child zombies each gravestone will produce one zombie on 4+. The child zombies move mindlessly as fast as possible (charging if within range) towards the closest living model.
Child Zombie:
M WS BS S T W I A LD
4 2  0  2 2 1 1 1 2

Fear Causing,
Horde of Kids!for each full number of 4 child zombies within 6" of a warrior that warrior deducts one from his leadership score.
Inside the House:
Inside the house randomly place 8 shade-markers, these markers cannot be attacked, they never leave the house. When the shade markers get within 12" of any model that is inside the house they will charge. Once they engage (either by charging or being charged) roll 2d6 on 10 or more it is Serathus the vampire, if not the marker is removed and was nothing but a reflection in one of the many mirrors of Serathus. Once Serathus appears all the other markers are removed.
Serathus has the following stats:

M WS BS S T W I A LD
6 7  4  6 4 3 7 4 10

He wears the Drinker of Fear, a magical sword, and he has a gromril armour with a rune of luck that allows the wearer to re-roll one dice per turn. He also has a Rabbits foot.
Special Rules:
All the vampire special rules.
Serathus is also a powerful spellcaster, he has the re-animation spell, the spell of doom (difficulty 7) and the lifestealer spell (difficulty 8). If not controlled by a player he will cast a random of these spells each turn, if there is no target within range he will just use one of the other spells.
Serathus also has the following skills:
Unstoppable Charge, Expert Swordsman, Web of Steel, Strike to injure, Jump up.
The Drinker of Fear: The drinker of fear adds +1 strength, and whenever the wearer of the drinker hits an opponent roll a d6 and add the strength of the user, then deduct the leadership of the opponent if this is a positive number the wearer of the drinker of fear heals that many wounds, while the warrior that is hit loses that many wounds. This special ability can only be used once per combat phase.

End of the game: Whenever Serathus is slain place an equipment marker on the spot where he fell, treat it as a wyrdstone token, but the warrior needs to carry it off the table to get anything from it, a routing warrior leaves it behind. If a warrior manages to get the equipment marker of the table the warband wins and gains the equipment of Serathus.

Experience:
+1 For surviving.
+1 For each enemy out of action, not counting child zombies.
+1 For each wound taken from Serathus.
+1 For bringing the equipment marker of the table.
+1 for each four child zombie out of action.


Reply author: StyrofoamKing
Replied on: 07/04/2008 22:16:40
Message:
Ethol: Triple 1s don't show up very often... that's once every 216 doorways...

And I don't know about your scenary, but about half of my buildings don't even HAVE doorways... only broken openings in the walls. Still, a nice concept and good rules.


Reply author: Ethlorien
Replied on: 07/04/2008 23:28:55
Message:
Thanks Styro! Yeah, I knew it would be rare - but I hadn't done the math. Some of the results are pretty good, so I didn't want warriors jumping through time and space left, right, and centre. But, something a little more common might be better in the future.

As for terrain - well, I've got the original boxed set terrain, two boxes of the blood on the streets, the Warhammer fortress, and the buildings made for the Nemesis Crown campaign. A Fair bit of doorways, but I do see your point. Perhaps I could change it to doorways, archways, or crumbling/ruined doorways even?

I originally thought the idea was alright, just an extra rule to remember at the back of your head anytime a warrior walked through a doorway. Figured it would perhaps come up once or twice or even thrice during a campaign. Not often, but enough to add a little flair now and again.

I must say: I did enjoy your entry, Styro. We should, after this, just combine both our rules into one disastrous house of horror: Shake, bonk, snap, close shave, whoops, built along a tear in the space-time continuum, ouchie! :)


Reply author: StyrofoamKing
Replied on: 08/04/2008 10:32:29
Message:
Hmm. I'd love the idea of literally tripping and stumbling into another dimension.

Might I suggest, Ethol, that you make it a Scenario instead, that way you don't have to fear doorways the entire campaign. Or make it a specific warped building that always has this rule (giving the building a certain bad reputation.)

They roll 2D6 each time they walk through the door/into a ruins? If they roll a 2, roll one more D6: on a 2+, they roll on your chart, on a 1, they go POOF!


Reply author: Baiken
Replied on: 16/04/2008 09:34:40
Message:
That being said, tonights contest resolves as follows:


The Spartan Award


Awarded to the entry that personifies sleek, efficient and highly playable rules without sacrificing fun!

The Spartan goes to: MyLittlePwny! Good job!


Runner Up


Today's runner up: Master! The Mansion of Serathus is a behemoth of an entry, more akin to a scenario than anything else, though it does make for an awesome encounter. Well thought out, well written, and with plenty of action for everyone. But it's abundance was ultimately it's undoing as it gets edged out by...


The Winner!


For overall playability, flavour and fun, I give the crown to...

StyrofoamKing and This Ol' House! This is great! Basic, easy to follow rules, but enough there to make it a good focal point on the board (espcially if combined with one of a few choice scenarios).

"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)