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Offline Eliazar

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Resurrection: DDC#15 - The one's that did not die
« on: January 24, 2011, 03:24:03 PM »
DD #15 - The Ones That Did Not Die

Topic author: Baiken
Subject: DD #15 - The Ones That Did Not Die
Posted on: 21/07/2008 02:29:18
Message:
Devil's Den
15
The Ones That Did Not Die

Welcome to the 15th Challenge of the Devil's Den. Today's job went through several versions before coming to rest on what it is now. I hope everyone enjoys!

Today, I want you to create a warband list based on the surviving generic citizen's of the city. The local shop owners, the gangs of kids, scholars, cross-dressing Elves (we all know they do it) or just a block-party of randoms that stuck together after the fall of Sigmar's Hammer. They should represent the strife of survival in the City of the Damned. Also, I'm a sucker for tongue-in-cheek humor :)

Use at least 3 or 4 Henchmen Groups and no more than 3 Hero Groups plus one Leader in your list. No limit on the total number of groups you can create, and extra content is extra credit. The maximum number in your band is up to you, but the max number should represent your average units power (re:skaven). I can't really think of any reason for this not to be a Human only warband, but if you can make it sound convincing, bring it on. You don't have to have a magic user, but if you don't, remember to try to balance it with something else.

Everything else is up to you. Feel free to mod the bejeezus out of standard rules from the book with Special Rules. As you can possibly imagine, fluff is going to count big here here. Be creative :)

Categories this time are: Overall, Best Theme, Best Hero, The Eye Catching Moment, and The Lemming Award, also known as The Redshirt.

Winner will be declared on the 31st.


I realize after the fact this will be sort of a behemoth for some people, so if anybody wants to team up, let me know ahead of time and I'll keep track of it in this post.

Good luck!

Reply author: JamSandwich
Replied on: 21/07/2008 08:35:54
Message:
JamSandwich’s Official Entry
(and first)
______________________

Old War Veterans!
______________________

Starting Funds
The warband starts with 500 gc to spend as it wishes following unit numbers and weapons restrictions.

Choice of Warriors
An Old War Veterans band must include a minimum of 3 models, and can have a maximum of 12 models including 5 Heroes and 1 leader. A starting warband must be lead by a Decorated War General, but should he be killed they may not acquire another; a new leader will step forth from amongst the members of the band.

Starting Experience
Your Decorated War General starts with 20xp and chooses from the Combat, Shooting, Academic and Special skill list.
Your War Veteran Captain starts with 8xp and chooses from the Combat, Shooting, Academic and Special skill list.

All Henchmen start with 0.
______________________
Special Rules
______________________

Old
These here old timers are young in spirit and bravery, buuuut are old in body! When ever an old person is hurt in anyway roll on the serious injury table immediately, due to the likelihood that they probably will get hurt or die to death just from getting hit with anything. Also old people cannot run! (Lol obvious)

Old Battle Wound
All your old people, excluding you Decorated War General, follow the rules for the old battle wound serious injury.

Failing Body
Because your old people are so freaking old, they no longer have control over their bodily functions anymore. Every players turn roll just like animosity, but the D6 results are:

1 - CRACK!: Your old person has broken something important. Roll on the serious injury table immediately, the only results you can get are: 16-21(Multiple Injuries), 22(Leg Wound), 23(Arm Wound), 34(Hand Injury).

2-5 – OH THERE GOES THE OL’ BLADDER AGAIN!: Your old person has just soiled their self and don’t even notice. They move forward at half their movement, and anyone willing to charge this model must take a “OH GROSS” test, unless the opposing warband has no sense of smell (pretty much a LD check). If failed the opponent has -1 to hit due to the smell.

6 – WEEEEeeeee!: Your old person is having memories of his glory days on the battle field, they must charge an opponent even if they cause fear as they are so out of it and think they’re a regiment of whatever-they-weres.

OH BOLICS!!!
Your old person has either just tried to charge a fear causing enemy or is being charged and he’s trying to control his bodily functions! Roll a “I SAY I FEEL QUITE POORLY!” test (fear test but at a -2 LD, because they just aren’t what they used to be), if failed they either soiled themselves or had a heart attack! Roll a D6 on a 1 they’ve had a heart attack and are immediately treated as stunned, if a turn passes and they are not killed they are completely dead! On a 2-6 they just soil themselves! The opponent has -1 to hit due to the smell.

Note: that as your old people “gain” skills they’re not really learning the skills, they’re just remembering them.
______________________
Glory Days Equipment List
______________________

Hand-to-hand Combat Weapons
Dagger. . . . . . . . . . . . . . . 1st free/2 gc
Mace. . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . 3 gc
Axe. . . . . . . . . . . . . . . . . . 5 gc
Sword. . . . . . . . . . . . . . . 10 gc
Morning star. . . . . . . . . . . 15 gc
Double-handed weapon. . 15 gc
Spear . . . . . . . . . . . . . . . . 10 gc
Halberd. . . . . . . . . . . . . . 10 gc
Missile Weapons
Crossbow * . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Duelling pistol * . . . . . . . . . 25 gc (50 for a brace)
Bow . . . . . . . . . . . . . . . . . 10 gc
Armour
Light armour . . . . . . . . . . 20 gc
Heavy armour * . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . .10 gc
* - May only be taken by heroes
______________________
Special Skills List
______________________

Fearless: Your old person has just remembered what things he used to battle in the old days and has now mustered up the courage he had back when he was younger. Your old person is now immune to psychology.

Old War Songs: Your leader has remembered the old battle songs he would sing with his men at the most dire of times back in the day. Your leader may re-roll failed rout tests. This skill may only be taken by your leader.

Hinge Replacement: Your old person has had one or two artificial joints surgically added by a renowned surgeon. You old person no longer suffers from the “crack” result on the failing body table. Also your old person may choose from the speed skills list. There is a chance that the surgery has gone horribly wrong. On a roll of a 1 your old person has completely died. This also takes up your next advancement roll.
______________________
Heroes
______________________

(1) Decorated War General Cost: 50gc
M-4 WS-4 BS-3 S-3 T-3 W-1 I-3 A-1 LD-7

Equipment
Your Decorated War Hero may be equipped with weapons/armour chosen from the glory days equipment list.

Special Abilities/Rules
Leader, Old, Failing Body, Immune to Psychology.

(0-3) War Veteran Captains Cost: 35gc
M-4 WS-3 BS-3 S-3 T-3 W-1 I-3 A-1 LD-6

Equipment
Your Decorated War Hero may be equipped with weapons/armour chosen from the glory days equipment list.

Special Abilities/Rules
Old, Old Battle Wound, Failing Body,

______________________
Henchmen (Groups of 1-5)
______________________

(0+) War Veteran Captains Cost: 20gc
M-4 WS-2 BS-2 S-3 T-3 W-1 I-2 A-1 LD-5

Equipment
Your Decorated War Hero may be equipped with weapons/armour chosen from the glory days equipment list.

Special Abilities/Rules
Old, Old Battle Wound, Failing Body.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DDC#15 - The one's that did not die
« Reply #1 on: January 24, 2011, 03:25:29 PM »
Reply author: Ethlorien
Replied on: 21/07/2008 20:44:04
Message:
Ethlorien's Official Entry:

The Daughters of Slaanesh
A warband of Titillating Torture and Seductive Slaughter

The days leading up to the destruction of Mordheim were days filled with debauchery and all manner of strange, dark, and disturbing acts.
When at last the comet struck the city of Mordheim, where Sigmar protected his daughters, the Sisters of Sigmar, so too did Slaanesh protect his own children, the Daughters of Slaanesh. Where Sigmar protected his children from the harm of the comet’s mutating power, Slaanesh blessed his little girls and let the fury of the comet shape and empower them. These were the Daughters of Slaanesh and their thirst for pleasure and pain is unquenchable…


Choice of Warriors
A Daughters of Slaanesh warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 15.

Bride of Slaanesh: Each Daughters of Slaanesh warband must have one Bride of Slaanesh to lead it: no more, no less.

Courtesan: Your warband may include up to 3 Courtesans.

Pleasure Witch: Your warband may include a single Pleasure Witch.

Little Daughters: Your warband may include up to 5 Daughters of Slaanesh.

Daemonettes: Your warband may include up to 3 Daemonettes.

Harlots: Any number of models may be Harlots.


Starting Experience

A Bride of Slaanesh starts with 20 experience.

Courtesans start with 8 experience.

A Pleasure Witch starts with 0 experience.

Henchmen start with 0 experience.


Special Rules

Where the Sisters of Sigmar are holy, the Daughters of Slaanesh are unholy. Where Sisters are just and honourable and pure, the Daughters are depraved, lustful, and vile. Even before the coming of the comet, the Sisters of Sigmar worked to get such girls off the street as the Daughters of Slaanesh tried to lure into their cults and pleasure dens. Ever at adds, these two factions often came to blows. With the coming for the comet, such enmity only grew in strength and potency.

Now the Sisters fight for their very survival, to rid the streets of Mordheim from such evil and depravity as is embodied within the Daughters of Slaanesh. As for the Daughters, they see in the Sisters what they could have been, had they not found their father, Slaanesh, had they not found the dark alleys of pleasure and torture. For that, they hate the Sisters with all their hearts and souls. Within the streets of the Cursed City, these two factions are but the physical manifestations of Sigmar fighting Slaanesh.

Bitter Enmity: Because these two factions are at such odds within one another, Daughters of Slaanesh Hate Sisters of Sigmar, just as Sisters of Sigmar Hate Daughters of Slaanesh.

Servants of Chaos: As the Daughters of Slaanesh are also a warband of chaos worshippers, they may choose results, use items, and suffer penalties normally reserved for other chaotic warbands (Cult of the Possessed, Carnival of Chaos).

Payment in Pleasure: Slaanesh can bring out the most lustful thoughts of any man, woman, or beast. Is power is seduction. For this reason, men flock to such warbands as the Daughters of Slaanesh, for they know these sensuous women will give them not only gold for their services. . .
Daughters of Slaanesh may only hire evil-aligned hired swords and dramatis personae. Be they man or woman or beast, these hired swords cost 5gc less to hire and to upkeep, due to the Daughters ‘other means’ of keeping the people interested in employment.


Gifts of Pleasure

A true Daughter of Slaanesh, one who has been blessed many times by their father, is indeed a difficult creature to face in battle, for their enemies’ very senses and compulsions to fight will evaporate before their beauty and grace.

Slaanesh rewards his little girls well, and Daughters of Slaanesh may use the following skill list instead of the standard skill lists.

Aura of Slaanesh
The Daughter is blessed with the very essence of Slaanesh himself. The air around her shimmers with his divine, chaotic beauty. All enemies in Close Combat with a model who has the Aura of Slaanesh suffer –1 to their Leadership score.

Soporific Musk
The very breath and scent of the Lord of Pleasure wafts from the body of this heroine. All enemies in Close Combat with a model exuding Soporific Musk are so distracted by the smell that they suffer a –1 to their attack rolls.

Gaze of Acquiescence
With their eyes imbued with the very power of their god, enemies before these stunning women are struck by those divine eyes and lose themselves to the depthless beauty. Any enemies in Close Combat with a model who has the Gaze of Acquiescence must first pass a Leadership test in order to attack.

Chaos Armour
The most devoted of Slaanesh little girls is gift with stunning, beautiful armour to keep her safe and secure. Dark, tight pieces of plate over mail give these women the look of an armour snake, impenetrable and memorizing. Only the warband leader may choose this skill. A suit of Chaos Armour can be combined with a shield or buckler as normal, and grants both a 4+ armour save as well as the benefits of a Helm. A spellcaster wearing Chaos Armour may still cast spells.

Mark of Slaanesh
To be marked by the lord of pleasure is a great honour, granting the marked a boost in speed and agility beyond mortal comprehension. Models marked by Slaanesh will be true terrors in the battlefield, their blows flying faster then the eye can follow. A model with a Mark of Slaanesh gains the Strikes First ability.


Daughters of Slaanesh Skill Table

Bride of Slaanesh Combat Academic Strength Speed Special
Courtesan Combat Strength Speed Special
Pleasure Witch Academic Speed Special


Daughters of Slaanesh Equipment Lists

The following lists are used by the Daughters of Slaanesh to pick their equipment.

Hand-to-hand Combat Weapons
Dagger…………………………….1st free/2gc
Mace/Hammer.……………………3gc
Sword……………………………...10gc
Flail………………………………..15gc
Whip of Pleasure…………………..10gc

Missile Weapons
Sling……………………………….2gc

Armour
Light Armour...……………………20gc
Shield/Buckler.……………………5gc
Helmet……………………………10gc


Special Weapon

Pleasure Whip
10 gold crowns
Availability: Common (Daughters of Slaanesh only).

Just as the Sisters of Sigmar claim their steel whips to be a weapon unique to their sisterhood, so too do the Daughters of Slaanesh claim the whip of pleasure was of their design.

Range____________Strength______Special Rules_______________
Close Combat As user Cannot be parried, Whipcrack

Special Rules
Cannot be parried: The whip of pleasure is a flexible weapon and the Daughters use it with great expertise. Attempts to parry its strikes are futile. A model attacked by a whip of pleasure may not make parries with swords or bucklers.

Whipcrack: When the wielder charges, they gain +1 Attack for that turn. This bonus attack is added after any other modifications. When the wielder is charged, they gain +1 Attack that they may only use against the charger. This additional attack will ‘strike first’. If the wielder is simultaneously charged by two or more opponents they will still only receive a total of +1 Attack. If the wielder is using two whips at the same time then they get +1 Attack for the additional hand weapon, but only the first whip gets the whipcrack +1 Attack.


Heroines

1 Bride of Slaanesh
60 gold crowns
The matrons of these depraved cults, these powerful, sensual women call themselves the Brides of Slaanesh. In their hearts, they have given themselves to the Lord of Pleasure for all eternity, asking only for his gentle caress, his soft kiss. Their bodies are beautiful, their movements exotic, their skill at arms deadly.

Profile M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8

Weapons/Armour: The Bride of Slaanesh may be equipped with weapons and armour chosen from the Daughters of Slaanesh Equipment list.

Special Rules
Leader: Any warband member within 6” of the Bride of Slaanesh may use her Leadership characteristic when taking any Leadership tests.

Mark of Slaanesh: A Bride of Slaanesh, chosen of the Lord of Pleasure, begins the game with the Mark of Slaanesh, as per the Gifts of Pleasure section.

0-3 Courtesans
35 gold crowns
Women of stunning beauty and minds as sharp as their blades, these ladies of the evening are deadly adversaries. Smooth like silk, they are the serpents of the streets, striking with deadly precision.

Profile M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7

Weapons/Armour: A Courtesan may be equipped with weapons and armour chosen from the Daughters of Slaanesh Equipment list.

0-1 Pleasure Witch
30 gold crowns
A dark and mysterious lady, a Pleasure Witch was once a temptress herself, until she fell into the arms of Slaanesh. Now a practitioner of the dark arts, a Pleasure Witch combines her lust for flesh with her lust for power.

Profile M4 WS2 BS2 S3 T3 W1 I3 A1 Ld7

Weapons/Armour: A Pleasure Witch may be equipped with weapons from the Daughters of Slaanesh Equipment list. They never wear armour.

Spells of Pleasure: A Pleasure Witch studies the teachings of Slaanesh and as such is a Wizard. A Pleasure Witch uses the Lore of Pleasure when determining spells.

Henchmen

0-3 Daemonettes
45 gold crowns
Drawn to the cruel and lustful nature of the Daughters of Slaanesh, these sultry fiends from the Realm of Chaos will often join the ladies of the evening in their dark journeys through the streets of Mordheim.

Profile M5 WS4 BS0 S3 T3 W1 I4 A2 Ld7

Weapons/Armour: Daemonettes, being creatures from the Realm of Chaos wear no armour, nor do their wield mortal weapons. Rather, Daemonettes have large, deadly claws instead of hands and as such count as having an additional weapon (already shown in their profile)

Special Rules
Aura of Slaanesh: As the Gift of Pleasure of the same name, enemies in Close Combat with Daemonettes suffer –1 to their attack roles.

Daemon: Being creatures from the Realm of Chaos, Daemonettes do not gain experience. Also, being magical in nature, Daemonettes gain a special 4+ armour save against spells and prayers.

Cause Fear: Otherworldly and alien to behold, Daemonettes cause Fear in the hearts of their enemies.

Harlots
15 gold crowns
The young and eager mistresses of Mordheim, these women flock to the Brides of Slaanesh, ever willing to prove themselves to their matrons in any way possible.

Profile M4 WS2 BS2 S3 T3 W1 I3 A1 Ld6

Weapons/Armour: The Harlots may be equipped with weapons and armour chosen from the Daughters of Slaanesh Equipment list.

0-5 Little Daughters
25 gold crowns
The stray girls of Mordheim, these young women are picked up by the Daughters of Slaanesh and educated in the ways of the Lord of Pleasure. They are quick learners and their young bodies are easily moulded into forms more pleasing to the eyes of Slaanesh.

Profile M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Weapons/Armour: The Little Daughters may be equipped with weapons and armour chosen from the Daughters of Slaanesh Equipment list.

Special Rules
Inexperienced: Due to their youth and vulnerability, a warband may only have one group of Little Daughters. That means that any given Daughters of Slaanesh warband may only ever have at most 1 henchman group of 5 Little Daughters. Of course, Little Daughters are still eligible for The Lad’s Got Talent roll.

In His Image: When the Lord of Pleasure favours a Little Daughter, he will bestow upon her a gift of his design. To represent this, Little Daughters may purchase Blessings from the Father. These mutations may not be purchased upon warband creation, but rather during any post-battle sequence. Furthermore, only 1 Blessing from the Father may be purchased for the Henchman group per experience point gained.


Gifts from the Father

Given to the Little Daughters of Slaanesh for recognition of their potential, these Gifts may be purchased for Little Daughters. One will note immediately that while these benefits are identical to the ones listed in the Cult of the Possessed Warband in the Mordheim Rulebook, their price is somewhat higher. This is based upon the fact that they can be purchased anytime, and that second and subsequent Gifts are not made at double their value, as per Possessed mutations.

Daemon Soul
A Daemon lives within the Little Daughter’s soul. This gives her a 4+ save against the effects of spells or prayers.
Cost: 30 gold crowns

Great Claw
One of the Little Daughter’s arms ends in a great, crab-like claw. She may carry no weapons in this arm, but gains an extra attack in hand-to-hand combat with a +1 Strength bonus.
Cost: 60 gold crowns

Cloven Hooves
The Little Daughter gains +1 Movement.
Cost: 50 gold crowns

Tentacle
One of the Little Daughter’s arms ends in a tentacle. She may grapple her opponent in close combat to reduce his attacks by –1, down to a minimum of 1. The Little Daughter may decide which attack her opponent loses.
Cost: 45 gold crowns

Scorpion Tail
The Little Daughter has a long barbed tail with a venomed tip, allowing her to make an extra Strength 5 attack in each hand-to-hand combat phase. If the model hit by the tail is immune to poison, the Strength of the hit is reduced to 2.
Cost: 50 gold crowns

Extra Arm
The Little Daughter may use any single-handed weapon in the extra arm, giving her +1 attack when fighting in hand-to-hand combat. Alternatively, she may carry a shield or buckler in the extra arm.
Cost: 50 gold crowns


Lore of Pleasure

Those servants of Slaanesh who travel along the road of torture and pain and pleasure and seduction will be granted great powers. The Pleasure Witches of Mordheim can draw upon such power, magical spells torn straight from the Realm of Chaos and unleashed upon the mortals of the Cursed City.

D6 Result
1 Seductive Scream Difficulty 7
With a shriek of fury, a Pleasure Witch can unleash a scream that sends shivers down a warrior’s spine, wracking him in blissful agony.

The Seductive Scream has a range of 18” and causes one Strength 4 hit. It strikes the first model in its path. Armour saves are taken as normal (ie, with a –1 modifier).

2 Excruciating Pleasure Difficult 7
Reaching out to her comrades, a Pleasure Witch can cause intense, wondrous pain coursing through the veins of her sisters.

Excruciating Pleasure can be cast upon a single member of her own warband. The targeted model takes a single Strength 2 hit. If they survive, the model will gain Frenzy until the start of the Pleasure Witch’s next Shooting phase.

3 Delusions of Lust Difficulty 7
To the eyes of her victims, the Pleasure Witch can create an illusion of that which they covet most, that which they most desire. For Slaanesh is the god of Desire, and he knows exactly what all men want.

This spell may be cast upon an enemy model up to 18” away and within sight of the Pleasure Witch. If successfully cast, the target then sees an illusion of his desire up to 12” (dictated by the Pleasure Witch). If engaged in combat, the target will become distracted and suffer from the Strikes Last rule. If the target is not in combat, during his next Movement phase, the target must pursue with all haste towards the illusion. After that, whether he reaches it or not, the illusion is dispelled. A model will only fall for Delusions of Lust once per battle, and the target will never purposefully harm himself attempting to reach the illusion (won’t jump off a ledge, run through a fire, etc…).

4 Delicious Rapture Difficulty 7
Empowered with the hunger of Slaanesh, a Pleasure Witch will claw and bite at her enemies, eating their flesh and drinking their blood.

If successfully cast, the Pleasure Witch may forgo all her normal attacks during the Close Combat Phase and assault a single model with 2d6 Strength 1 hits.

5 Delectable Spasms Difficulty 9
The Pleasure Witch calls upon the lusts of the victim which exists in the inner soul of all living beings.

The spell has a range of 12” and must be cast on the closes enemy model. Roll a D6 and add the Pleasure Witch’s Leadership to the score. Then roll a D6 and add the target’s Leadership to the score. If the Pleasure Witch beats her opponent’s score she gains control of the model until the model passes a Leadership test in his own recovery phase. The model may not commit suicide, but can attack models on his own side, and will not fight warriors from the Pleasure Witch’s warband. If he was engaged in hand-to-hand combat with any warriors of the Pleasure Witch’s warband, they will immediately move 1”apart.

6 Vision of Desire Difficulty 6
By reaching into the minds of her allies, a Pleasure Witch can show her sisters what gifts await them should they please the Lord of Pleasure. To gain such gifts, these women will do anything…

This spell may be cast upon any warrior in the Pleasure Witch’s warband up to 18” away and within line of sight. The target will become immune to All Alone Tests as well as Fear until the start of the model’s next Shooting Phase.


Notes
I’ve always liked the image of the Sisters of Sigmar, yet just as much have I always been a fan of Chaos. Favoured of all the Chaos Gods to me has always been Slaanesh, the Prince of Pleasure. One will see immediately the similarities between these two warbands, the Sisters and the Daughters. I wanted something familiar, yet new and exciting to play. In the Daughters of Slaanesh, I felt I created a warband that is the true opposite of the Sisters, and yet they are so similar.

To me, I felt a Sisters of Sigmar turned Chaos Worshipers was inevitable, and I felt I was able to capture that in the Daughters of Slaanesh. After all, the Sisters of Sigmar were wayward daughters of rich nobles taken under the tutelage of the holy sisters. The Daughters of Slaanesh is a warband that shows what happened to those poor girls that did not get that chance.

One will also note, again, the similarities of this warband with the Cult of the Possessed. Again, this was done to mark the relation of one warband of Chaos to another. The mutations and even one of the spells from the Lore of Pleasure are taken directly from the Cult of the Possessed to give players a tie to Chaos.

The idea of the Daughters of Slaanesh appealed to me, for the very nature of Mordheim is chaos. The Hammer of Sigmar struck down the city, for they had given over to chaos and to all manner of debauchery. In the Daughters, I wanted a warband that truly revealed just how far some had sunk before the coming of the comet, and how they had survived since.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
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  • Posts: 75
Re: Resurrection: DDC#15 - The one's that did not die
« Reply #2 on: January 24, 2011, 03:26:15 PM »
Reply author: Johan Willhelm
Replied on: 23/07/2008 08:46:12
Message:
The Mordheim Operatic Repertory Theatre

Mordheim was renowned as a centre for the arts and it's theatre company was the talk of the Empire. The productions of "Taming of the Skaven", "The Tragical History of Dr Horstman" and "A Middenheim Tale" (With the famous stage direction - Exit pursued by Ulric) were rearded as some of the finest.

When the Comet fell some of the actors survived and make a living of sorts performing for the various encampments. However the Comet made the actors (more) unhinged and some Dramatic Societies are warbands and perform on the field of battle.


You have 500gc to form your warband

Choice of Warriors

Heroes

You must start with 1 Director no more no less.

You may have 0-1 Leading Man

You may have 0-1 Leading Lady

You may have 0-2 Budding Thespians

Henchman

You may have any number of Extras

You may have 0-3 Stagehands

You may have 0-3 Lighting crew



Hired Swords – the theatre is famously welcoming, all hired swords may be hired by The Mordheim Operatic Repertory Theatre.


Stage Props List

Hand-to-hand Combat Weapons
Dagger. . . . . . . . . . . . . . . 1st free/2 gc
Mace. . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . 3 gc
Axe. . . . . . . . . . . . . . . . . . 5 gc
Sword. . . . . . . . . . . . . . . 10 gc
Morning star. . . . . . . . . . . 15 gc
Double-handed weapon. . 15 gc
Spear . . . . . . . . . . . . . . . . 10 gc
Halberd. . . . . . . . . . . . . . 10 gc

Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Duelling pistol . . . . . . . . . 25 gc (50 for a brace)
Bow . . . . . . . . . . . . . . . . . 10 gc
Throwing Knives . . . . . . . . 10gc

Armour
Light armour . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . .10 gc

Hero Skill Lists:

Director: Combat, Shooting, Academic, Special

Leading Man: Combat, Strength, Special

Leading Lady: Speed Shooting, Special

Budding Thespians: Combat, Shooting, Speed, Special

Starting Experience

Director 20xp

Leading Man 8xp

Leading Lady 8xp

Budding Thespians 0xp


Heroes

1 Director 60gc

Ahh Maestro, the Big Cheese, the Main Man and the guy with the money . . . HE runs the show and won’t let anyone forget it.

M4, WS 4, BS 4, S3, T3, W1, I3, A1, Ld 8

Special Rules
Leader: Any warrior within 6” of the Director may use his Leadership characteristic when taking a Leadership test.

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.



0-1 Leading Man 35gc

Every Theatre needs their leading man. Dashing, charming someone for the extras to grouse about. He usually has a cleft chin and a glint in his eye.

M4, WS 4, BS 3, S3, T3, W1, I3, A1, Ld 7

Special Rules
Centre Stage: Such is the Leading Man’s desire to hog the limelight if there is a foe within charge range he must charge him. However so emboldened by this piece of derring-do he will gain +1A in the first round of combat.

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.



0-1 Leading Lady 35gc

“Is this the face that launched a thousand ships? And burnt the topless towers of Ulthuan?” very possibly. A leading lady is clad in the beauty of a thousand stars. She’s hot . . .

M4, WS 3, BS 4, S3, T3, W1, I4, A1, Ld 7

Special Rules
Is that a Greatsword in your pocket or are you just pleased to see me? – Such is the outstanding beauty of the Leading Lady she will always fight in Initative order. Some will love her, some will envy her but they all stop and stare.

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.



0-2 Budding Thespians 15gc

The theatre is often a refuge for the wild youngsters who do not wish to be tethered down. Many a leading man and lady started their theatrical life as a promising youngster.

M4, WS 2, BS 2, S3, T3, W1, I3, A1, Ld 6

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.


Henchmen

Extras 25gc

Spear carriers, servants and the inconsequential parts nobody wants. These are the Extras who form the bulk of the Theatre

M4, WS 3, BS 3, S3, T3, W1, I3, A1, Ld 7

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.


0-3 Stagehands 30gc

Strong silent types who can lift large pieces of set with ease. These are the musclemen of the Troupe.

M4, WS 2, BS 2, S4, T3, W1, I3, A1, Ld 7

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.


0-3 Lighting Crew 30gc

The drummers of the theatrical world. There’s something odd about “Techies” as they talk in unfathomable jargon. But they’re useful folks to have around. They’ve got plenty of practice of crawling around high places in the dark.

M4, WS 3, BS 3, S3, T3, W1, I4, A1, Ld 7

Special Rules
Excellent Eyesight: Lighting crew always count as having a lantern for spotting nearby hidden enemies.

Weapons/Armour: May be equipped with weapons and armour from the Stage Props list.




Special Skills – Theatrics

There’ll Be Overtime! – May only be taken by the warband leader. Seeing his fellows flagging the leader endeavours to persuade them to hang in there by appealing to their wallets.

A Leader may declare they’re using this skill at the start of their turn. For the duration of the battle the Leader takes rout tests with 1+ Ld. However the warband counts as one size larger when working out how much gold they get for selling wyrdstone.

But I have to finish my speech! – Some actors just don’t know when to leave the stage. This is one of those actors.

Whenever the hero is taken Out of Action immediately roll a single dice. On a roll of 6 the hero stands up on one wound immediately. His hunger for attention outweighs mere wounds. Any other result the hero is removed from the table as normal. This skill may be used multiple times during a battle.

Stage Fighting – Take that, and that, and that! You vile cur!

The warrior has learnt extensively the art of stage fighting. When in close combat the warrior may elect to stage fight. This adds +2 attacks for the duration of the fight but the warrior’s blows are at -1 strength. No critical hits are caused when stage fighting.

Reply author: Chad
Replied on: 26/07/2008 09:47:55
Message:
In order for you to fully appreciate my entry, let me explain my inspiration. I thought of the humble lungfish, and how it shows us the evolutionary path that led us to where we are today. This led me to the evolutionary path of the skaven; they were humble rats once. So I have written a warband that is to skaven as the lungfish is to mankind. And their is only time left for me to hope that Baiken is not a creationist.

Chad's official entry


Rat-Men

After the Comet struck Mordheim the, already unusually large, sewer rats of the city became mutated into humanoid wretches. They tried to join the Skaven, but where hunted and killed; by the vile Skaven. Who viewed them as both an impure version of themselves and a threat to the Great Clans. Forced to wander the City of the Damned these rat-men form ragged bands of sickly mutants. Without even the crude social-structure of the Skaven, they live, die and fight as they did as rats. With a mindless, pointless abandon; caring only for food and Wyrdstone, which many of them have become addicted to. With a language even cruder than that of the orcs, they fight each other, and any race foolish enough to come within range, with their teeth and crude clubs.

You have 500GC to recruit and equip your warband

Warband selection
1 Rat King, you must have on Rat King; no more, no less.
0-3 Rat Fighters, you may have up to three Rat Fighters.
0-1Lighter, you may have one Lighter.
Ratties, you may have as many Ratties as you want.
0-3 Mutie Rats, you may have up to three Mutie Rats.
0-1Rat Spawn, you may have one Rat Spawn.

Max size: you may have up to 20 models in your warband.

Maximum stats

Stats     M WS BS S T W I A LD
Rat-Man   5 7  3  5 4 3 6 4  8


Hired swords: rat-men may only hire the warlock, witch and ogre-bodyguard.

Experience
The Rat King Starts with twenty experience points
Rat Fighters start with eight experience points
A Lighter starts with twelve experience points
All henchmen start with no (zero) experience points

Skills

        Combat    Shooting    Academic    Strength    Speed    Special
Rat King  *                      *           *          *         *
Fighters  *                                  *          *         *
Lighter   *                                  *          *         *

Special rule:
Claws: all rat-men (not rat spawn!) permanently count as having one dagger.

Rat-men equipment list

Weapon                                         Cost
Club--------------------------------------------3GC
Flint rock (axe)--------------------------------5GC

Missile weapons
Stones (throwing knives)-----------------------15GC

Armour
Toughened leathers-----------------------------10GC


1 Rat King 60GC
These are the leaders of the group, driving the other rat-men onto the enemy. They care for little but the thrill of battle and the taste of wyrdstone.

M WS BS S T W I A LD
5 5  3  3 3 1 4 1  7

Special rules: Leader, any friendly warrior within 6” may use the Rat King’s leadership instead of his own.
Equipment: may choose weapons and armour from the rat-men equipment list.

0-3 Rat Fighters 35GC
Second only to the Rat King, these “fightester ones” are their leader’s personal favourites. Staying close him on and off the battle-field. He can trust them simply because they aren’t clever enough to even try to depose him.

M WS BS S T W I A LD
5 4  3  3 3 1 4 1  6

Equipment: may choose weapons and armour from the rat-men equipment list.


0.1Lighter 40GC
These are the rats whose mutations give them magical powers, they can shoot lightning bolts from their fingers, and they can control those around them with their exceptional powers.

M WS BS S T W I A LD
4 3   3 3 3 1 4 1  7

Special rules: Magic, may cast spells from the Rat-Mystics spell list.
Equipment: may choose weapons and armour from the rat-men equipment list.


Henchmen

Ratties 25GC
Similar to rats with hands in appearance, Ratties make up the bulk of the warband.

M WS BS S T W I A LD
5 3  3  3 3 1 3 1  5

Equipment: may choose weapons and armour from the rat-men equipment list.


0-3 Mutie rats 35GC
These are rats that have been more affected by the wyrdstone than the others, with far more advanced intelligence than the ratties they scurry around the battlefield looking for an enemy to descend upon and destroy with unrivalled ferocity.

M WS BS S T W I A LD
5 3  3  3 3 1 4 1  7

Special rules: Frenzy
Equipment: may choose weapons and armour from the rat-men equipment list.


Rat Spawn 80GC
These are entire swarms of rats mutated into a single, living, entity. Their appearance is that of a huge mass of twisting fur and teeth. With a confused, and violent, mind nesting at its core; these things tear around the field dealing out death and destruction.

M WS BS S T W I   A    LD
7 3  3  4 4 4 3  D6+1  10

Special rules: Fear, Immune to Psychology, No experience
Equipment: none, rat spawn have no need of weapons and suffer no penalties for this

Rat Mystics (spells)

1Wyrd explosion
Difficulty 6

The entire city is full of buried wyrdstone; the magician causes some to explode under his enemies!

The nearest enemy, within 12”, takes D3 S4 hits with no armour saves allowed.

2Mighty paw
Difficulty 7

One of the magician’s paws grows into a giant pad. Perfect for smashing his enemies into the dirt!

The caster counts as having a club with 2+S and 1+A. Lasts until next time he takes a wound.

3Strength of the wyrd
Difficulty 9

The Lighter uses the power of wyrdstone to strengthen him and his comrades

All friendly models within 8” of the caster (including the caster) are at 1+ strength until the caster takes wound or attempts to cast another spell.

4Wyrd smoke
Difficulty 7

The Lighter causes a huge cloud of green smoke to envelope him and his warband. Protecting them from fire.

All shooting within 18” of the caster is at 2-. Any shooting in which either the shooter and/or the target are within 18” counts. Lasts until the end of the casters next turn.

5 Healing stones
Difficulty 6

The Lighter uses the power of the wyrdstone to heal his comrades

All friendly models within 6” of the caster have on wound healed, this may not take them above their staring value. In addition all friendly models within 6” who are knocked-down or stunned immediately stand up.

6 Wyrdfire
Difficulty 8

The Lighter sends a huge, billowing cloud of green flame at his enemies.

The closest enemy model within 8” of the caster takes D3 S4 hits. All models (friend and foe) within 2” of the target take one S3 hit.

Rat-Men special skills

Magically atuned: learns Rat Mystics, immediately roll for first spell.

Mutated: may purchase on mutation from the possesed list.

Poison claws: causes criticals on a 5-6, rather than a 6, when using his free dagger (claws).

Rock fighter: as knife fighter. But with rocks (see above).


Dirk felt sullen. It wasn't for any good reason. It was the rain; it was the men's grumbling; it was his champion's constant hints that he'd make a better leader; but most of all it was because he needed a fight. A fight would let him take his frustration out on someone, it would shut his men up. It might even shut up sergeant Breton. To get his fight he had to find those Middenheimers his marksman had seen.
It took three hours of searching to find them.
It finally happened when they turned a corner and saw them at the end of a very long street. Both parties launched into a lumbering run, readying weapons as they went.
they were still a hundred yards apart when a paving stone in the center of the street flew straight up into the air; riding on a plume of fire. They all skidded to halt as strange half-rat, half-men started pouring out of the hole. They formed a crude circle around the hole, defending an escape route.
Both warbands reached the rat-men at the same time. Pistols banged, hammers smashed, swords lunged and rats bit.
Dirk ran his sword through a vile creature only to find that what he'd thought was flimsy wring was solid. He'd wanted to step through a gap and hack them apart from behind. They were hopelessly outnumbered. He gave the signal to retreat. He'd trained his men well. They broke a exactly the same time, giving themselves a crucial head-start.
The Rat's leader ran after them and his group followed. One of the rats sent a huge cloud of fire that burnt half Dirk's warband to a crisp. Dirk darted through a doorway into a ruined inn. As he turned to lock the door he saw Breton, his champion, running towards him; clearly hoping to escape by the same route. Dirk raised his pistol, allowed Breton to see what he was doing and fired. The bullet hit the champion square btween the eyes. Dirk slammed the door, dropped the locking-bar into place; and made his escape at the cost of his dratted warband.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
  • *
  • Posts: 75
Re: Resurrection: DDC#15 - The one's that did not die
« Reply #3 on: January 24, 2011, 03:27:32 PM »
Reply author: Master
Replied on: 31/07/2008 18:41:41
Message:
Masters Official Entry:
Orphanage

When the comet hit Mordheim, many homes where struck, and many people died, although a lot of kids died, some also survived, they formed into street gangs, sometimes these orphanages where already established when the comet hit sometimes the weren't. Nevertheless, the gangs of kids group up and fight, and some of them are good at it too!

Choice of warriors: You must field a minimum of 3 warriors, and a maximum of 30.

Warband Selection:
Heroes:
You must have one Street-kid, he organizes the kids into brawling warriors! He starts with 16 experience.
You may have up to two teenage girls. (as long as you don't tell them about the other one) They start with 1 experience each... But no experience points...
You may have one old matron in your warband. Starts with 6 experience points.
You may have one gifted kid. (No not gifted in that way... *SIGH*) Starts with 4 experience points
Henchmen:
You may have any number of little girls. (No... Don't try to collect these in real live...)
You may have any number of pick-pockets.
You may have up to three mistaken halflings.
You may have up to two ogre kids.

Equipment list:
Close combat weapons:
Kitchen knife (Dagger). 1st free/ 2gc
Frying pan/Table-leg(club). 3gc
Axe................... 5gc
Spear/sharpened stick. 10gc ((The most expensive sharpened stick you'll ever experience))
Sword*................. 10gc
Double-handed weapon... 15gc
Missile Weapons:
Thrown rocks........... 1gc
Sling.................. 2gc
Bow*................... 10gc
Armour:
Table (Shield).......... 5gc
Light Armour............ 20gc
Toughened leathers...... 5gc
Cooking pot (helmet).... 10gc
Pot Lid (buckler)....... 5gc
*Heroes, Ogres, & Halflings only.

New weapon:
Thrown stones:
Range: 8" Strength: As user -1 Special rules: Boing!
Boing! A thrown stone stuns on a roll of 3-5 instead of 3-4.

1 Street Kid 50gc
Living in the streets is tough, so a kid who does that and only joins up with the orphanage for food, is the strongest of them, and that makes him the leader.
M WS BS S T W I A LD
4 3  3  3 3 1 4 1 7

Weapons & Armour: Any... From the list.
Leader.
Are you a wuss? The Street kid is the greatest mocker

0-2 Teenage girls 20gc
For some reason, the street kid likes to hang around these, although no grown up does. They however, enjoy the protection of a childflock.
M WS BS S T W I A LD
4 2  2  3 3 1 4 1 5

Weapons & Armour: Any... From the list.
Most annoying thing ever! Teenage girls cause fear!
But Wauw! Teenage girls look pretty good though, when they are not talking. (No chauvanism here at all) Any warrior attempting to strike a teenage girls that is knocked down or stunned, must first pass a leadership test with -2 or he cannot attack this turn.

0-1 Old matron 30gc
Oh how she cares for her little children... As long as they protect her that is.
M WS BS S T W I A LD
4 1  2  2 2 1 2 1 8

Weapon & Armour: Any, from the list.
Mother of all: All the kids regard the matron as their mother, they may use her leadership if they are within 6" of her.

0-1 Gifted kid 30gc
He can bend the winds of magic, and has the attention of the gods, however he has huge troubles getting the attention of the teenage girls.
M WS BS S T W I A LD
4 2  2  2 2 1 3 1 6

Weapons & Armour: Any from the list. If he wears armour he cannot cast spells, unless he has the appropriate skill.
Wizard: The Gifted kid is a wizard and starts with one spell from the lesser Magic list.

Henchmen:

Little girls 15gc
Look it's a little girl! who could hit a little girl? (and they are scary as hell too!
M WS BS S T W I A LD
4  2  2 2 2 1 3 1 6

Weapons & Armour: Any from the list.
Damned frightening: Little girls are damned frightening when walking around in the city of the damned, any warrior within 6" must test for all alone at the start of their own turn, even if they are within 6" of a friendly model. Each model can only be affected by this ability once.
Aaaw It's just a little girl: Who would hit a little girl? In order to attack a little girl, a warrior must pass a leadership test, if failed he can attack any one else in base to base contact.

Pick Pockets 25gc
Somehow you never have any pockets when you are near those kids!
M WS BS S T W I A LD
4 2  2  2 2 1 3 1 5

Weapons & Armour: Any from the list.
Pick pockets: If a pick pocket is in base to base contact with any enemy taken out of action, your warband immediately gains D6 gold.
In addition when searching for wyrdstone you may roll a D6 for each pick pocket, on a 1 they have been caught (remove them from the roster), on any other roll they get that much gold.

0-3 Mistaken Halflings 20gc
What you mean they aren't kids? They sure look like kids to me!
M WS BS S T W I A LD
4  2  4 2 2 1 4 1 8

Weapons & Armour: from the list.
Born to throw: Halflings get +1 to hit with thrown stones.

0-2 Ogre Kids: 90gc
What are those doing with the orphanage? Kids you say! But they are larger than my horse!
M WS BS S T W I A LD
5  3  1 4 4 2 3 1 6

Weapons & Armour: From the list.

Dimwitted: Ogre kids gain experience at half rate.
Not that big: Ogre kids are not large, however if they ever become heroes they will immediately become large. When they become heroes, they will also cause fear!
Not an archer: Ogre kids may not take shooting skills if they become heroes, however, on the other hand, they are never required to take an increase in ballistic skill, and may instead re-roll such a roll.

Reply author: StyrofoamKing
Replied on: 08/08/2008 20:37:42
Message:
RAT-CATCHERS
While the citizens above ground celebrated and lavished themselves wantonly even as the comet plummeted upon their heads, the lowly but hardworking men of the Rat Catchers were underground, keeping the sewers and catacombs free from vile creatures. The comet obliterated most of the citizens upon impact, but the Rat Catchers underground and far from the city center were more or less unaffected by the impact itself. Now these Rat Catchers band together, continuing to clear the sewers... now out of shear survival!

Warband size is 3-15. Start with 500gc.

Special Rules:
Darkness Dwellers: The Rat Catchers are used to the dark, and have little fear of it. In any scenarios that involve darkness, they have equal bonus as any Skaven, for both visibility and fear.

Fleet-footed: Anytime a Rat Catcher gains a Strength, Toughness, Attack, or Wound on an Advancement Roll, you may instead have the Rat Catcher gain +1 Movement. This bonus may only be given to a Rat Catcher once, and it cannot take him past Movement 5.

CATCHER Equipment List
Dagger Free/2gc
Club 3 gc
Axe 5gc
Sword 10gc
Spear 10gc
Double Handed 15gc

Shooting
Bow 10gc
Throwing Knives 15gc

Armor
Shield 5gc
Buckler 5gc
Light Armor 20gc

MUDSLINGERS Equipment
Dagger Free/2gc
Club 3 gc
Axe 5gc
Sword 10gc

Shooting
Slings 5gc
Bow 10gc
Throwing Knives 15gc

Armor
Shield 5gc
Buckler 5gc


1 Sewer Lord - 60gc
M WS BS S T W I A LD
4  4  4  3 3 1 4 1 8
May Choose any equipment from the Catcher Equipment List
Skills: Com, Shoot, Acad, Str, Spd, Special

0-2 Eradicators - 35gc
M WS BS S T W I A LD
4  4  3  3 3 1 3 1 7
May Choose any equipment from the Catcher Equipment List
Skills: Com, Shoot, Str, Special

0-2 Rat Trappers
M WS BS S T W I A LD
4  2  2  3 3 1 3 1 6
May Choose any equipment from the Catcher Equipment List
Skills: Com, Shoot, Spd, Special

HENCHMEN
Hunters - 25gc
M WS BS S T W I A LD
4  3  3  3 3 1 3 1 7
May Choose any equipment from the Catcher Equipment List

0-5 Mudslingers -25gc
M WS BS S T W I A LD
4  3  3  3 3 1 3 1 7
May Choose any equipment from the Mudslinger Equipment List
Special Rule: Mud Sling: Instead of using a normal Sling ammo that causes damage, a Mud Slinger may attempt to shoot a model with mud (or worse) from the ground. If the attack hit, it causes no damage, but the model hit is at -1 to hit the next time they are shooting or attacking in combat, and are at -1 to hit for the entire phase. This is not cumulative, and multiple hits on the same target will not make him more than -1 to hit.

0-5 Tunnel Fighers -35gc
The toughest of the Rat Catchers, they fight worse than rats and stray dogs. They battle mutated creatures of the worse kind, and are fierce when cornered.
M WS BS S T W I A LD
4  4  3  3 3 1 3 1 7
May Choose any equipment from the Catdcher Equipment List
Special Rule: Pit Fighter Skill


SPECIAL SKILLS
Infiltrate: The model may be placed anywhere on the board, so long as it is 12" from any enemy model (or special scenario objectives) and is not in any enemy line of sight.

Exterminator: The model now hates all Skaven and Giant Rat models. May not be taken with the skill "Rat Trainer".

Rat Trainer: The Warband may now buy up to five Giant Rats (from the Skaven list), which may only be deployed in a game when the hero with the skill is deployed. While the rats are within 6" of the Rat Trainer, they may test using his Leadership. The rats skill count towards the limit of warband members, and the skill "Rat Trainer" may not be taken by a model with "Exterminator."

Lantern Fighter: If the hero is equiped with a Lantern, he may make an additional attack with it. It is at User's Strength +1, and deals Fire Damage to Mummies, Trolls, and Treeman. If the model rolls a natural 1 with the Lantern to hit, it has gone out for the rest of the game, and no longer has a +1 to Strength, Fire Damage, nor the normal bonuses a Lantern gives. It may still be used as a weapon, in which case it counts as a dagger (deals crits like a Club).


Styro's Idea: A fast, short ranged human counterpart to the Eshin Skaven. They are waaaay behind normal humans in terms of equipment and range, but ahead of skaven in Ld and Elite Henchmen. Who will surviiiiiiiive?

Reply author: Zontarion
Replied on: 10/08/2008 11:44:46
Message:
The Village People
After the crash of the Twin-Tailed Comet in the center of Mordheim, almost all life in the Damned City was either extinguished or corrupted beyond recognition. Further away, in the small village communities of the nearby wildernesses, the effects were not as immediate. Besides the huge flash of green that lit up the sky, and the lack of demand for the grain and other crops produced, not much was initially felt in these small societies. However, as time went by the crops stopped growing and the soil of the fields became almost ash grey. Self sustainability soon became an impossibility. As the bands of adventurers and worse began flocking to The Damned City for the supposed riches that remained there for the plunder, more and more villagers realized that this might be the last chance for survival - venturing into the City of the Damned itself.

Choice of Warriors
A Village People warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit your initial warband. The maximum number of warriors in the warband may never exceed 25.

Village Mayor: Each Village People warband must have one Village Mayor.
Village Scholar: Your warband may include up to two Village Scholars.
Village Guards: Your warband may include up to two Village Guards.
Village Blacksmiths: Your warband may include up to three Blacksmiths.
Village Idiot: Your warband may include a single Village Idiot.
Villagers: Your warband may include any number of Villagers.


Starting Experience

A Village Mayor starts with 12 experience.
A Village Scholar starts with 8 experience.
Village Guards start with 4 experience.
Henchmen start with 0 experience.

                Combat  Shooting  Academic  Strength  Speed  
Village Mayor     X        X         X                  X          
Village Scholar                      X                  X          
Village Guard     X        X                    X

Heroes Equipment List                   Henchmen Equipment List

Dagger             2 gc                 Dagger             2 gc
Hammer             3 gc                 Club               3 gc
Axe                5 gc                 Axe                5 gc
Sword             10 gc                 Flail             15 gc
Halberd           10 gc                 Spear             10 gc
2-Handed Weapon   15 gc                 2-Handed Weapon   15 gc
                                        
Short Bow          5 gc                 Short Bow          5 gc
Bow               10 gc                
Long Bow          15 gc                
Crossbow          25 gc                

Light Armor       20 gc                 Light Armor       20 gc
Heavy Armor       50 gc                 Shield             5 gc
Shield             5 gc                
Helmet            10 gc                

Heroes
1 Village Mayor - 50 gc

Every village has a Mayor, whether he's elected or is the leader because of heritage. When the impending doom of the village became apparent the Mayor created a party to venture into Mordheim and gather riches so the people of the village could survive.
M WS BS S T W I A LD
4  4  3 3 3 1 3 1 8

Weapons/Armour: The Village Mayor can choose equipment from the Heroes list.

Leader: Any warrior within 6" of the Village Mayor may use his Leadership value when taking Leadership tests.


0-2 Village Scholars - 40 gc
With him the mayor usually brings the brightest heads of the Village to council him. Teachers or doctors, they follow along, frightingly, hoping they can have a positive impact on the fare of the expedition and reduce the number of lost lives.
M WS BS S T W I A LD
4  2  2 3 2 1 3 1 7

Weapons/Armour: The Village Scholars can choose equipment from the Henchmen list.

Medic: Whether a Scholar is a doctor by profession or has merely read a few books on medical procedures, they are able to cure minor wounds. After each battle each Scholar who was not taken out of action can tend to the wounds of a single fallen model. A Henchmen (who is not the Village Idiot) who rolled a 1-2 on his injury roll can be saved on a roll of 4+. If both Scholars work on the same Henchmen this roll is improved to a 3+ (though still only 1 roll). A Hero who has gotten an injury* can be of this injury on a roll of 5+. If both scholars work on the same Hero the roll is improved to a 4+. A Hero who has sustained Death can be saved if both Scholars work on him and they roll a 6.

* Injuries that can be healed are: Leg Wound, Arm Wound, Madness, Smashed Leg, Chest Wound, Blinded in one Eye, Old Battle Wound, Nervous Condition, Hand Injury and Deep Wound. If a Hero suffers Multiple Injuries the injuries are treated seperatly. Old wounds can not be healed after later battles, only fresh wounds are treatable by the Scholars.

Learned: Whenever a Scholar rolls a skill for advancement he may instead spend some time reading one of the many books he insisted on bringing to the city and reap some of the benefits written within:

Herbal Medicine: The Scholar is granted knowledge of many herbs that can be used for treating wounds, however only a few of them is native to Mordheim. The Scholar is now able to reroll the die in any Medic-Operation he takes part in.

Book of Battle: The Scholar learns some of the basic principles of combat and may now choose Combat skills when he rolls a Skill advance.

Educational Theory: The Scholar learns of education and it's benefits to a community. From now on the Scholar may choose to grant his experience point for surviving to another Hero or a Henchmen group.


0-2 Village Guards - 35 gc
The Guards of a Village are self-written as members of the expedition, being the only ones in the village who have ever had proper combat training. Unfortunatly most villages only have a few Guards to tackle the occasional drunken townsperson and rescue the runaway cattle.
M WS BS S T W I A LD
4  4  3 3 3 1 3 1 7

Weapons/Armour: The Village Guards can choose equipment from the Heroes list.


Henchmen

Villager - 15 gc
The bulk of every village is the ordinary villager. Farmers, millers, innkeepers etc. are all represented here.
M WS BS S T W I A LD
4  2  2 3 2 1 2 1 -

Weapons/Armour: The Villagers can choose equipment from the Henchmen list.

Frightened Sheep: The Leadership score of a Villager is equal to the number of friendly warband members within 2 inches. This means that a villager will always fail an all alone test.

Not quite Heroic, yet: The first time a group of Villagers roll TLGT, the whole group gains a point of toughness instead of a Hero promotion. If the group rolls a second TLGT treat it as usual.

0-3 Blacksmiths - 30 gc
Being among the strongest in the village and able to supply the expedition with aditional weapons, the Blacksmiths were obligated to come along to the Damned City.
M WS BS S T W I A LD
4  3  2 3 3 1 3 1 7

Weapons/Armour: The Blacksmiths can choose equipment from the Henchmen list.

Strongman: As the Strength skill.

Blacksmithing: If a Blacksmith wasn't taken out of action he can try to produce a weapon or piece of armor that is on one of the equipment lists posted above in the post combat phase. First choose what each Blacksmith tries to produce (cooperation for faster production is possible). Then roll a D6 for each Blacksmith and subtract 1 from each die, this is the amount of work the Blacksmith gets done on the item. If the amount is equal to or more than the cost of the item the blacksmiths are done, if not write down the progress of the item, and they can continue working after your next battle. **


0-1 Village Idiot - 90 gc
He used to be a regular villager, but was one of the first ones to venture further away from the farming community to find out what had happened in Mordheim and it's surroundings. When he returned, or was found again, he had been changed. The Scholars quickly determined that he had been tainted by the Chaos in the City, but since he was a former friend, no one had the heart to reject him. Bringing him with the expedition was a good idea, he fights ferociously and fears nothing.
M WS BS S T W I A LD
4  3  0 4 4 2 2 2 9

Weapons/Armour: The Villagers can choose equipment from the Henchmen list.

Mindless: The Village Idiot has experienced things unimagineable and his mind has been scarred beyond recognition. He fears nothing the Damned City can throw at him, as he has seen it all already. The destruction of his intellect renders him stupid unless a friendly Hero is within 6 inches, and unable to gain experience in any way.


** Blacksmithing examples:
A single blacksmith tries to create a Club. Since the Club is worth 3 gold, he needs to roll a 4+ for it to suceed. If he rolls a 1, nothing get's done. If he rolls a 2 or a 3 the Club is partly done and can most likely be finished after the next game.
All 3 Blacksmiths join together to create a hefty piece of Heavy Armor. They need to get 50 gold pieces worth of job done, and it will likely take some time. They roll together a 3, a 6 and a 2 for a total of (3-1)+(6-1)+(2-1) = 8. The Heavy Armor still lacks 42 points of blacksmithing and likely won't be done untill many games ahead.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
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  • Posts: 75
Re: Resurrection: DDC#15 - The one's that did not die
« Reply #4 on: January 24, 2011, 03:27:48 PM »

Reply author: Baiken
Replied on: 12/08/2008 19:29:41
Message:
Finally! My beloved compy is back in one piece! Sorry about the delay everyone, it was for the most part unavoidable. Ok, on to what everyone is waiting for, and for expediency's sake, I'll keep this brief :)

Best Theme: Old War Veterans by Jamsandwich. I can just see them hobbling around the city complaining about the lack of minced foods to eat.
Best Hero: Gifted Kid by Master. I picture this kid brimming with power that he barely knows how to control and it reminds me of Tetsuo on Akira. Oh hell yeah.
The Eye Catching Moment: How long it took me to get this judged. Ridiculous! Also, the Mistaken Halfling by Master was a nice touch :)
The Lemming Award: The Villager, by Zontarion. Finally, a reason to combine the zombie sprues with the militia sprues!


And now, the award for best warband Overall:

The Mordheim Operatic Repertory Theatre by Johan Willhelm! Great fluff, awesome theme, special rules and keeping with the desired flavour of the contest. Great entry!

Once again, everyone did an excellent job and all your efforts were commendable. Sorry for all the delays, it was sadly unavoidable, but I'm back up to steam now and looking foreward to the next contest!
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)