Reply author: EthlorienReplied on: 07/04/2008 12:43:31
Message:
Official Entry:
Houses of MordheimWhen 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: MasterReplied on: 07/04/2008 17:28:50
Message:
Mansion of SerathusBefore 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

. 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: StyrofoamKingReplied 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: EthlorienReplied 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: StyrofoamKingReplied 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: BaikenReplied 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).