Reply author: Anders RasmussenReplied on: 12/02/2008 06:58:42
Message:
This one goes out to you MyLittlePwny...
Cracked-Up WardancerThe High Elf Sea Guard comes to Mordheim by boat to seek honour, the Shadow Elves comes from the darkness to seek revenge, the Wood Elfs comes from the deep forest to hunt and hurt – and the Cracked-Up Wardancer comes out of no-where to, well... get Cracked-up.
May Be Hired: Any warband may hire the Cracked-Up Wardancer, but only Elves, Haflings and Humans may pay the up-keep (and keep him for more than one battle – when the fog lifts he can see more clearly who is friend and foe)
Hire fee: 15gc
Upkeep cost: 5gc or see “The Urges†rules
Rating: 5+ exp
M-2D6 WS-4 BS-4 S-3 T-3 W-1 I-4 A-1 Ld-7
Equipment: The Cracked-Up Wardancer is equipped with a single sword – he forgot the other one some time a long the way.
Skill List: May choose from Combat and Special skills (they forgot all their speed-related abilities)
Special rules
The Dance-Movez: Cracked-Up Wardancer is still trying to dance even tough he is just to stoned to get the groovy moves right,
To represent this, when moving the Wardancer, roll 2D6 for the distance they move. If the roll i an even the you control the direction the Wardancer mores, but if it is uneven then he moves in a random direction.
Otherwise the move is treated the same way as a Cave Squig from Da Mob.
The Close-Dance: Cracked-Up Wardancer haven't lost all of his dance-and-fighting moves, but he has a hard time getting started. To represent this, any enemy gets a +1 to hit the Cracked-Up Wardancer in the first round of combat, but in any subsequent round the unpredictable moves of the Wardance means the enemy gets -1 to hit.
Smokey-Sight: Cracked-Up Wardancer halves his Initiative when spotting hidden enemies.
The urge: You can before a battle give the Cracked-Up Wardancer any drug available in your campainge, to let him get the benefits (and hazard of being addicted). If you do so you don't have to pay the up-keep cost after the battle (and warband that normally are not allowed to pay the up-keep may keep him).
Special skills
Groove tattoo: Cracked-Up Wardancer gets a 6+ armour save that can never be modified. They also ignore spells that target/affect them on a D6 roll of 6+.
The Vision: â€Hey Dude! I know where the Green Stuff is!â€. A Cracked-Up Wardancer with this skill has a â€vision†of where the Wyrdstone is. In the exploration phase you may re-roll one dice and add +1/-1 to the result. Unfortunately there is a down-side of letting a crack-pot helping, and two of your heroes is now forced to â€bound†with the Cracked-Up Wardancer and may not roll to find any items/hiredsword or other.
Reply author: ChadReplied on: 12/02/2008 06:59:41
Message:
Chad's oficial entry:
Some of the empire’s state troops just don’t cut the mustard; some can’t fight, some can’t shoot, others are just cowards. As much as it pains the emperors (all three of them) some of their soldiers aren’t stalwart defenders of the empire, they are just plain pathetic.
Failed Soldier
Hire/Upkeep 15/5 GC
Rating: the Failed Soldier increases your warband rating by 5 points plus any experience points he has.
M-4 WS-3 BS-3 S-3 T-3 W-1 I-3 A-1 LD-4
Weapons and armour: The Failed Soldier has either a sword, halberd or spear (you choose) he also has a shield and light armour.
Skills: the Failed Soldier may choose from Speed and Combat skills.
Special rules:
Hider, the Failed Soldier may hide in the open, if he is within initiative range of an enemy then they spot him automatically.
Run, unless there are 2+ friendly warriors within 3†all models with a S and T of 4+ cause Fear in the Failed Soldier.
Bossed about, if the leader is within 4†then the Failed Soldier can use his leadership.
Big girls blouse, the Failed Soldier auto-fails all alone tests.
Reply author: FlavioReplied on: 13/02/2008 09:53:27
Message:
One-legged Leierkastenmann (Barrel Organist)15gc to hire/ 5gc upkeep
Rating: 5 + experience
M3 WS2 BS2 S3 T3 W1 I3 A1 Ld6
Equipment: Liederkasten, Dagger
Liederkasten: The Barrel Organ is a strange and heartless intrument and its sounds can prove unnerving in the infernal ruins of Mordheim, particularly to listeners that don't have a chance to see from where the spectacle is comming.
---Enemies charged by the Leiderkastenmann must take an all alone test: Should they fail, they immediatly flee 2D6" directly away from him. Any warriors currently engaged in close combat with the fleeing warrior(s) will not score one automatic hit as everyone will be too dumbfounded to realise what's going on, but the Leiderkastenmann himself will get a free jab with his dagger.
Reply author: GraniteReplied on: 17/02/2008 22:59:33
Message:
New Hired Sword
"Canadian"Hire/upkeep 15/5gc
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 8
Equipment:
6pack of Canadian (bugmans ale), Beavertails (counts as halfling cookbook), Hockey Stick, Toque
Special Rules:
So Youre Canadian Eh? : this skill represents how very difficult it is for anyone to understand exactly what the Canadian is saying. The Canadian may never use anyone else leadership. In addition, if when the leader is stunned/OOA a rout test is required, and the Canadian has the highest leadership, the warband auto routs (the rest of the warband misinterpret the Canadians ramblings about some Leafs and some Senators to mean run for the hills)
TGIF? : everyday is TGIF for canadians. You do not need to roll the difficulty when looking for a 6 pack (bugmans Ale) though you must replace his ale after every game.....errr...battle. If you do not, roll once on the injury chart for a random member of the warband, after which, the Canadian swaggers off into the sunset, whistling a strange tune about some such night of hockey in Canada.
Happy Hour?: the Canadian can find a reason to start drinking at any moment. Roll a d6 before every fight, if you roll a 1 or a 2, he is tanked, and suffers from stupidity until he gets knocked down....after which he suffers from frenzy when he gets back up.
Who's that weirdo?: having a Canadian in your warband is often frowned upon. Merchants dislike trading with canadians, and anyone who associates with them. -1 to all difficulty rolls when searching for rare items.
Skills:
May choose from Combat, Strength and Speed
Special Skills
Slap Shot: the Canadian may make a ranged attack with his Hockey Stick. In this case, the hockey stick looses all of its characteristics for the shooting phase only, and counts as a sling, with all its inherent abilities. No ammo is needed as the Canadian uses rubble as his projectile. If the Canadian takes an opponent OOA with at least one of these shots, he must spend the next turn moving d6 inches in random direction (if he moves into BtB with an opponent, counts as charging) hooting, hollaring and pumping his hand in the air shouting 'goaaaaal' and may do nothing else. He will cause fear in this turn as opponents will be frightened by such ridiculous behaviour
Special Items:
Toque: exact same as a helmat, but far more fashionable
Hockey Stick: Two-Handed Halberd (ie +1 to Strength), but add the parry rule. If an opponent is engage with the Canadian, and a member of the Canadians warband, the Canadian can forgo all his attacks to make a CrossCheck attack. A cross check Auto hits, but must go dead last.
Reply author: UfretinReplied on: 19/02/2008 00:47:24
Message:
Attention-Deficit Hyperactivity Disorder (ADHD) high elf youthPossibly the most annoying elf in all existence he never seems to calm down. Still very young he dreams of becoming the greatest warrior of all time and to prove himself he has come to mordheim.
Hire/upkeep 15gc/5gc
Rating 5 + exp
May be hired by: Any goody warband that will have him.
M/6, WS/1, BS/1, S/2, T/2, W/1, I/7, A/5, LD/4
Equipment:Sword, Dagger
Skill List:Speed
Special Skills: Step aside, Dodge
Special Rules:
Cry Baby: If the young elf ever receives a wound he immediately runs away. He will run directly off the board and the warband that hired him finds him after the battle crying and take him back (if they want him). While the elf is running away a member of his warband may attempt to stop him by running up to him and calming him down, a model may attempt this by having base to base contact with the elf and passing a leadership test.
EXTREMELY ANNOYING!!!: The closest friendly model within 2" of the young elf must take a leadership test every turn to see if he can resist the urge to shut the young ******* up with his fist. If the warrior fails he immediately charges and makes one unarmed attack against the young elf, the young elf will not retaliate but if he receives a wound refer to the cry baby special rule. Note: The EXTREMELY ANNOYING!!! rule only applies when the young elf and the friendly model are both out of combat.
Young Fool: The young elf is out to prove himself in battle, he doesn't care for any strangely glowing stones. When the young elf sees any enemy models he will want to immediately charge them. A friendly model may make a leadership test to see if they can hold back the fool. If the leadership test is failed or no friendly model is within 6" the young elf will immediately charge the enemy model he sees, if the enemy is out of charge range he will still run full speed at them.
Reply author: MyLittlePwnyReplied on: 20/02/2008 11:01:24
Message:
*cuts off drumroll early*
It was a really close call but i have to give the trophy to Styro! That witch elf hippie is perfect haha! 
though i'm still laughing myself to sleep when i picture the cross-eyed crossbowman haha! but yeah, pacifist hippie in mordheim is great styro!! congratulations, and all of you other guys who almost won, GREAT JOBS 
(zontarion will make next challenge i guess, can't wait!

(and chad, NO! just NO!)
Reply author: EthlorienReplied on: 04/09/2008 11:03:29
Message:
Emo Vampire15gc to hire, 5gc upkeep
May be hired: Only Undead warbands can hire the Emo Vampire (or any warband whose leader is a Vampire).
Vampire's have no qualms about using others to do their bidding, as is evident in the Dregs roaming about Mordheim. Yet better still then those ruined bodies, are the dreamers and romantics that come to Mordheim - those impressionable youths that are easily swayed by stories. These are the Emo Vampires, young men and women who believe Vampires to be regal and charming, to be interesting and to be worshipped. Such is the craving to be accepted by these dark individuals, they themselves begin to believe they are vampires as well. Sad as it is, a true vampire cannot help but use these poor souls.
Emo Vampire
M4, WS2, BS2, S2, T2, W1, I2, A1, Ld5
Gear: Sword and dagger
Skills: May choose from Combat and Speed skills.
Special Rules: Pretend Vampire, Dispel Illusion
Pretend Vampire: Such is the Emo's dedication to his master, the Vampire can freely work his dark arts and powerful illusions upon this poor soul. As such, at the start of the game, the Emo Vampire's stats (M,WS,BS,S,T,W,I,A,Ld) and abilities (Leader, No Pain, Immune to Poison/Psychology, Cause Fear) are exactly the same as those of a starting Vampire (no xp, only skills the Emo himself has learned) The deploying warband player does not tell his opponent(s) who the true vampire is, and who the Emo is (let them find out).
Dispel Illusion: While a true vampire is a terror to behold, a pretend one not so much. Once a warrior has made contact with an Emo Vampire through close combat, the illusions placed upon him by the true vampire fades away. Immediately, and for the rest of the game, his stats revert to normal (as above).