May 24, 2025, 11:48:45 PM

Author Topic: Devils Den 25 - Weather effects  (Read 6226 times)

Offline Master

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Devils Den 25 - Weather effects
« on: May 06, 2009, 09:23:26 PM »
Well, the title says it all.

I want you to make up some way of incorporating weather into a game of mordheim, be it through random happenings or anything, I don't care whether the weather is ordinary or chaotic, it just have to have something to do with the weather.

The entries will be judged based on originality, balance, and similar things. So get to it start working and let chaos rain... Erm... yeah...

Devils Den 25 is hereby started and will end 13-5
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>

Offline StyrofoamKing

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Re: Devils Den 25 - Weather effects
« Reply #1 on: May 08, 2009, 02:41:40 PM »
Alright, here's something a little fun:

PLAGUE WIND SCENARIO
by StyrofoamKing
Grandfather Nurgle has cast his eye upon this tiny little quarter of the city, and set his dark winds howling from the North.  The vary air is bursting with it disease and decay, and only the strongest can suffer its effects without losing their body or soul.

HOW TO USE PLAGUE WIND
Plague Wind is a variation on the Scenario 'Occupy', with all of the normal rules applying.  Now that the plague wind is in full force, there's even MORE reason to squat yourself down in buildings!

PLAGUE WIND RULES
At the start of every turn, that player rules 1D6 for each model that starts his turn out in the open (IE not in a building or within 1" of a building.)  On a roll of 1, the foul wind has affected that warrior, and they must roll 1D6 on the following Wind chart.  The wind has no affect on models that start and end their turn within building range (not a bad strategy!)

WIND CHART
1 - The foul wind causes your warrior to cough up blood and bile.  He is unable to move, shoot, or cast spells this turn. If in hand to hand combat, he may only make 1 attack this turn. Also, the warrior loses -1 Toughness for the rest of the game. If your warrior's toughness decreases lower than 1, he is taken out of action.  These effects only last till the end of the scenario.
2-5 Your warrior coughs and sputters. He is unable to move, shoot, or cast spells this turn. If in hand to hand combat, he may only make 1 attack this turn.
6 - The warrior finds a burst of energy within him (hopefully enough to carry him out of the open air!)  He may move an additional 4" this Movement phase.

UNAFFECTED MODELS
Models that are immune to Poison or count as Unliving (true Undead and Daemons) are unaffected by the Plague Wind.  Likewise, ALL of the members of a Nurgle Warband are unaffected by the Plague Wind (although, for this scenario, they count as having an extra +15 points to the rating of their warband.)

While not immune to the Plague Wind itself, any Greenskin in the open that is rolling to see if he is affected by the Plague Wind does not have to roll for Animosity.  Even Greenskins realize when it's not a good time to fight!

LEPERS
Scattered around the city are 1D6 Lepers.  They will start in the open street, and move 2" each turn towards the closest building, in a sad attempt to escape the Plague Wind. At the end of each round, roll 1D6 for each Leper.  On a roll of  1, the Leper dies a terrible, hacking death... only to come back as one of Nurgle's Carriers.

Code: [Select]
. . . . M WS BS S T W I A LD
LEPERS  1  2 2  2 2 1 2 1 5
CARRIER 4 4  2  3 4 1 2 2 10

EQUIPMENT: Carriers fight with rancid fingers, not weapons. No penalty for fighting unarmed.
CARRIER SPECIAL RULES:
Daemonic: Carriers count as Daemons/Possessed for the purpose of spells and magical items. 
Mutations: They have the Mutations Stream of Corruption and Black Blood. 
Hostile: Carriers will move towards and charge the nearest model.  It will not discriminate against Nurgle warbands (consider it a test from above!)


Heroes that take out a carrier receive +1 Experience.  There is no experience given for taking out a Leper (although, it might be prudent for the overly cautious to do so).

EDIT:
POSTGAME: 
If there was a Nurgle Warband in the game, after all players roll for causalities, make note of every non-Nurgle hero/henchmen that died (and was not taken as Swabbies or resurrected by an Undead spell.)  The Nurgle player may gain a free Nurgling for every death that occurred, not including deaths of his own warband members, nor the deaths of Lepers/Carriers.  'Nurgle Warbands' count as Carnival of Chaos warbands, or Chaos Marauder warbands led by a Nurgle-marked leader (the leader does not have to be present this game.) Other, unofficial Nurgle-based warbands may also be accepted with your gaming group's consent.
« Last Edit: May 11, 2009, 06:17:29 PM by StyrofoamKing »

Offline Baiken

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Re: Devils Den 25 - Weather effects
« Reply #2 on: May 09, 2009, 06:48:46 AM »
And StyrofoamKing sets the bar high. An inspired entry :)

Offline StyrofoamKing

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Re: Devils Den 25 - Weather effects
« Reply #3 on: May 11, 2009, 06:06:17 PM »
Baiken: Thanks much.  During 'Free Comic Book Week', they were handin out a 'Warhammer Online' comic, starring a Tzeentch Chieftain wading into Nurgle territory.  Really inspiring stuff.

Made a small edit to the above, giving a further bonus to the group.

EIDT:

Thought I'd throw in an Unofficial entry while I'm at it.  ;D

CLOUD GAPS
A Darkness Variation by StyrofoamKing
Darkness Rules taken from 'Relics of the Crusade', original authorship uncontested.

Darkness: (reprint) When it's dark there are many factors that effect how far a warrior can see, like the strength of the moon or the thickness of the clouds.  At the beginning of a scenario determine the visibility limit.  It will be 3D6".  Also, every warrior is at -1 to hit in close combat, unless they are fighting against an illuminated model.  Various items can help a warrior when affected by darkness  A model equipped with a torch is not affected by the penalty during close combat  A warrior bearing a lantern can illuminate one model within line of sight and at up to 24" at the end of his movement . Any model equipped with a torch or lantern, or who is on fire counts as being illuminated.  Elves, skaven, orcs, goblins, dwarves and undead warriors all add +6" to the visibility limit for themselves.

SHIFTING CLOUD RULES
Based on the wind and movement of the clouds, the wind and weather can drastically affect the level of darkness on any given area.  When playing a scenario with Darkness, you may decide to add in the 'Shifting Clouds' as a Weather condition.  If so, here are the following changes to the above rules:

SET-UP: Create a Cloud-Gap template to be used by the group.  Any circle with a diameter between 10-16" is acceptable (I recommend 11", as it can easily be made on two pieces of computer paper.)  This circle starts in the center of the board at the beginning of the game. 

SPECIAL RULES: This circle represents a shifting gap in the clouds, illuminating a large patch of the ground below with moon light.  It is a visible to the models, and has not effect on movement (nor is a 'barrier' in any sense.)  The only difference is that any models underneath it counts as being illuminated, and may be shot at as normal.  Likewise, they do not suffer a -1 to hit in combat, assuming their opponent is illuminated as well.  If a model under the cloud gap wants to shoot, he suffers the normal darkness rule if his target is not within the gap, but has his sight restricted as normal.

CLOUD-GAP MOVEMENT:  As stated above, the Cloud-Gap starts in the middle of the board.  At the start of every player's turn, roll 1D6: on a 1 or 2, the Gap moves 4D6" inches in a random direction.   Move the template over, so that all players may note which warriors are now being illuminated.  (It's a good idea to leave a marker every time it moves, so that the template may be withdrawn from the table and replaced with little difficulty.)  The template will remain in that spot each turn until another 1 or 2 is rolled.  If the Cloud Gap moves off of the board (or has the majority of the template off of the board), it will remain in the spot until another 1 or 2 is rolled.  After that, it will return to the center, and move from them. 

This does not represent, of course, a single patch of cloudlessness, but an ever shifting bank of clouds, with several holes of (mostly insignificant) size.  If you feel daring, try it with a bigger cloud gap, or with two cloud gaps drifting independently from each other.

« Last Edit: May 11, 2009, 08:55:36 PM by StyrofoamKing »

Offline Master

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Re: Devils Den 25 - Weather effects
« Reply #4 on: May 21, 2009, 01:16:11 AM »
Erm Styro won...

Twice...

Perhaps we should take a break from Devils Den?
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>

Offline StyrofoamKing

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Re: Devils Den 25 - Weather effects
« Reply #5 on: May 21, 2009, 12:56:23 PM »
err.... Yay?  ???


I mean, seriously guys, I enjoy the competition.  If I WANTED to win by default, I would have crept into your front yards, sneak myself through an open window, lie in wait under your beds, and threatened your life as soon as the lights were out.  Simple as that.  (I mean it. Ram Rock can back me up on this.)

Oh, and I DO know where you live.

Offline Baiken

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Re: Devils Den 25 - Weather effects
« Reply #6 on: May 22, 2009, 03:19:11 AM »
CRAP and here I was just putting together a late entry to try and get some interest back :p Oh well I'll still post it anyways when it's done :)

Offline Ram Rock Ed First

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Re: Devils Den 25 - Weather effects
« Reply #7 on: May 22, 2009, 09:15:28 AM »
err.... Yay?  ???


I mean, seriously guys, I enjoy the competition.  If I WANTED to win by default, I would have crept into your front yards, sneak myself through an open window, lie in wait under your beds, and threatened your life as soon as the lights were out.  Simple as that.  (I mean it. Ram Rock can back me up on this.)

Oh, and I DO know where you live.

Yeah, don't trust Dave here, especially with your home address details, he'll get you good and proper and if you've forgotten to rein in the Guard Squigs that night, you're in trouble (How's the Orky Fungus infection going Styro, hah! That's what you get for hiding under a gobbo's bed! :P).

Oh, in answer to Styro's post, he's done this before, so he wanted to win by default.

Maybe extend the length of time for each challenge by another week whilst forum numbers are down?

What's the next challenge Styro? Seriously, you should do something amusing like: Here is 2,000 gold crowns, using the Morhdeim Rule book and the 2002 Annual only, make the most broken warband you can from teh rules in teh back of the Mordheim Rulebook (price rare items as the base cost only). :p I'll show ya! ;p

Ram.
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline StyrofoamKing

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Re: Devils Den 25 - Weather effects
« Reply #8 on: May 22, 2009, 12:51:02 PM »
Watch your tongue, Ram Rock, or I'll force you to do Master & my dirty work, and make it a 'pirate' themed challenge (mwah ha ha.)

Offline Ram Rock Ed First

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Re: Devils Den 25 - Weather effects
« Reply #9 on: May 22, 2009, 02:26:17 PM »
Watch your tongue, Ram Rock, or I'll force you to do Master & my dirty work, and make it a 'pirate' themed challenge (mwah ha ha.)

So long as you provide the outfit and I can speak in ye olde pyrate lingo then tha' be fine lad. ARRRR! *looks piratey and threatening in his snarl*
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Baiken

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Re: Devils Den 25 - Weather effects
« Reply #10 on: May 24, 2009, 12:31:44 AM »
There :) Enjoy!


Meteor Strike

When Sigmar's Hammer fell  upon the doomed city, some shards were so charged with Chaos energies that they ripped through reality and disappeared before they touched the ground. Now they reappear at random, re-emerging into reality with a thunderous peal, changed by the trauma of the warp.

Roll 2d6 just before the first turn after deployment, then at the beginning of each round thereafter. On a score of 11 or 66, a comet tears back into reality over the city. Place a target in a randomly determined location and roll 1d8 to determine a random direction and 2d6 to determine the distance the target scatters. Roll 1d6 to determine what type of comet falls.

Comet type 1d6
1: Crushing Thunder - The comet detonates in mid air! The shockwave hits a 12" circle centered on the target. S3 hit on all models in the area, and all are Knocked Down. Any building or ruin more than 50% covered by this ares is considered to be reduced to Difficult Terrain. Adjust the terrain as appropriate.
2: Glowing green jewel - The wyrdstone in this comet grew as a result of such direct exposure to the void. Marker is roughly 2x2 circle. Any model within 2" of the marker when it lands suffers a S3 hit. Can be mined for wyrdstone shards by 3 or more henchmen. Each henchmen beyond the third increases wyrdstone production by 1. Only models not in hand to had combat at the beginning of their turn can mine the comet, and may take no other actions this turn. No more henchmen can mine than can fit in base to base contact with the marker. Only Heroes may carry the shards. You cannot have this result twice.
3: Iron Destroyer - The once small shard has transmuted into a large ball of rock and iron that hits the ground hard and keeps rolling. Determine a random direction from the marker. The meteor crashes and bounces through anything in its path in this direction until it disappears off the board. All models within 2" on either side of this straight line must make an Initiative test or take a S5 hit (4" total across). If the check is made, then the model is knocked down within 1" of where it started with no injuries.
4: Shardfall CometGlowing green shards thud to the ground around the city. Place 1d6+2 wyrdstone shards in random locations, not closer than 6" to any other model or closer than 4" to each other. They are too hot to be picked until the beginning of the next round.
5: Flames of Damnation - This purple fiery ball hurtles to the ground, erupting into an inferno and destroying anything it hits. All models within 4" of the target take a S3 hit from the erupting flames. At the beginning of each turn thereafter, each model makes a T test or takes a S2 hit at the beginning of their turn as they continue to smoulder. Passing the T test ends the effect.
6: Judgement Day - Roll again twice on this table! Determine a second location for the second comet to fall.
« Last Edit: May 24, 2009, 04:02:44 AM by Baiken »

Offline Master

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Re: Devils Den 25 - Weather effects
« Reply #11 on: May 24, 2009, 01:15:15 PM »
Ok perhaps we should extend the time limit :D

I really like your entry Baiken, but I like Styros too, If it had been in better time You'd won though Baiken.

@Ram Rock, that's actually a good idea :D
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>