Reply author: StyrofoamKing
Replied on: 15/08/2008 12:38:07
Message:
ORC PIRATE & GOBLIN SWABBIE
Orcs are born raiders, and the High Seas are no exception. An Orc smart enough to steal a ship WITHOUT setting it alight will quickly amass a crew terrifying enough to challenge any naval man o' war. With a Goblin Swabbie acting as a shield, the Orc Pirate is ready to fight on land or sea.
May Be Hired By: Any Orc, Goblin, or Ogre Warband.
Hiring Fee: Upon hiring, you mut hire an Orc Pirate & Goblin Swabbie at the same time.
Orc Pirate: Hiring 25gc, 10gc Upkeep
Goblin Swabbie: Hiring 10gc, 1D6gc Upkeep
. M WS BS S T W I A LD
Orc 4 4 3 4 4 1 3 1 7
Gob 4 3 3 3 3 1 2 1 5
Orc Weapons: 2 Cutlasses, 1 Dagger, 1 Booma Pistol, Toughened Leathers
Orc Skill List: Combat, Shooting, Pirate
Booma Pistol Special Rules: The Booma Pistol works exactly like a normal Pistol, except that it has Strength 5. It also Misfires on a Natural 1 when rolling to Hit and/or Rolling to Wound.
Goblin Weapons: 1 Sword, 1 Dagger, Boot Hook, Belaying Pin
Goblin Skill List: Shooting, Speed, Pirate
Goblin Special Rules:
'Spendible: The Pirate doesn't consider his Swabbie as an equal, and has no problem shooting into a combat that involves only the Swabbie and enemy models. Shoots are distributed randomly.
'sential: As expendable as the Swabbie is, the Orc Pirate insists on having a dear crew mate with him. If the Swabbie dies in the post game, you MUST buy a replacement Swabbie, or the Pirate will refuse to fight. You do not need to roll for finding a replacement Swabbie, but find one automatically.
Orc Special Skill:
Booma Builda: The Orc Pirate is a master of Building Weapons (but only for himself.) If his Booma Pistol is stolen or explodes, the Pirate may replace it the next game for free. He may only carry/own one Booma pistol at a time, and may not give it to any other warriors nor sell it.
Goblin Special Skill:
Pin Thrower: The Goblin may throw three Belaying Pins in a single shooting phase, so long as he has not moved. He may target multiple targets. This may not be used with Quickshot.
Reply author: Ethlorien
Replied on: 18/08/2008 10:53:40
Message:
Ethlorien's Unofficial Entry:
Here's another idea I had, but didn't want to risk disqualification if this one was deemed a trio of hired swords.
Elven Prince & Servant
50 gold crowns to hire, 25 gold crowns upkeep
The princes of Ulthuan are rich, spoiled, and easily bored. When one lives for thousands of years, one can grow tired of the same old things day in and day out: for some battle no longer holds any glory, love no longer has any meaning, music no longer brings any joy. For some high elf princes, one is ever on the look for more dangerous and interesting hobbies to enjoy - in order to pass the long years of existance. For some of these haughty princes, they have taken the joy of hunting to a new level.
May be Hired: Any warband may hire the Elven Prince & Servant, except for those specifically dedicated to evil: Undead, Chaos, etc. Furthermore, an Elven Prince & Servant will never work with a warband that has even a single dwarf in its numbers.
Rating: An Elven Prince & Servant increases a warband's rating by 25 points, +1 point per experience gained.
Elven Prince
WS4, BS4, S3
Gear: Lance, Elf Bow, Hunting Arrows
Special: Works as a Team
Skills: May choose Quick Shot and Trick Shooter only from the Shooting skills. He may also choose Luck from the Special skills. Note: the skill Luck benefits only the Prince's rolls, not those of his eagle.
Elven Servant
M5, W2, BS3, S3, T3, W1, I4, A1, Ld7
Gear: Spear, Light Armour, Helm, Dagger
Special: Excellent Sight, Works as a Team
Skills: Speed, Shooting, Special
Great Eagle
WS4, S4, A2
Gear: Claws
Special: Fly, Works as a Team
Skills: None (see Works as a Team below).
Excellent Sight: Elves have eyesight unmatched by mere humans. The Elven Servant spots Hidden enemies from two times as far away as other warriors (ie, twice his his Initiative value in inches).
Fly: A Great Eagle can soar above the city of Mordheim indefinately. With its vast wings, powerful muscles, and the warm, magical air rising from the Cursed City, a Great Eagle needs never land. See Works as a Team below for more rules on this.
Works as a Team: The Elven Prince and his Servant work as a team while hunting. The servant is the prince's eyes and ears throughout the city of Mordheim, directing the nobleman where to hunt. As such, the Elven Servant is the only model representing this duo on the table top. The Elven Servant works exactly the same as any other warrior. At the end of the Elven Servant's actions, the controlling player rolls a die - to signify the Elven Servant marking a target and calling for his master. The target may be chosen after the roll is made.
D6 - Elven Prince actions
1 - The wyrdstone mists of Mordheim are too heavy, the Elven Prince does not see his Servant's signal and takes no action this turn.
2-4 - The Elven Prince lets fly an arrow. The attack is made with the Elven Prince's BS skill. The Elven Prince will always suffer a -1 penalty for long range, but will incur no other penalties. If he has the Trick Shooter skill, he may fire into buildings.
5 - The Elven Prince races down out of the sky to skewer an enemy with his lance before returning to the skies. The Elven prince makes a single melee attack. If struck, this attack benefits from +2S because of his lance. This attack may never be against a warrior inside a building, whether the Elven Prince has the Trick Shooter skill or not.
6 - The Elven Princes flies his Great Eagle across the battlefield, the creatures talons raking his enemies. The Great Eagle may make two attacks (as per its profile). These attacks may be against a single enemy the Elven Servant can see, or against two seperate enemies the Elven Servant can see. This attack may never be against a warrior inside a building, whether the Elven Prince has the Trick Shooter skill or not.
Note: the above attacks must be against an enemy that the Elven Servant can see - excluding enemies inside buildings, unless the Elven Prince gains the Trick Shooter skill and then only with his Elf Bow. This enemy(ies) can include any warrior(s) the Elven Servant is currently engage in combat with as well (as the Elven Prince and Servant work so well together, there is no fear of a stray arrow or talon harming the servant in an attack). If the Elven Servant is OOA, the Elven Prince looses the aid of his servant and cannot make any further attacks.
Skills: While the duo gains experience together, when a skill is gained, the player must specify which warrior, Prince or Servant, is taking the skill gain. Also, the Elven Servant may choose the Special skills Fey and Luck from the Elf Ranger skill list. The Elven Prince may choose Luck.
Death: If the Elven Servant dies, he must be replaced before the Elven Prince will resume the hunt. A new Elven Servant can be hired for 15 gold crowns. While the Elven Prince will not lose experience or advancements, the Elven Servant starts fresh. Obviously, as is the nature of this Hired Sword, the Elven Prince can never be slain.
Empire in Flames: This Hired Sword would also work in any wilderness campign also. The only modification to him would be on the roll of a 1, under the Elven Prince Actions, change the obscuring Wyrdstone Mists of Mordheim to a wisp of cloud or dense fog.
Reply author: Ethlorien
Replied on: 18/08/2008 13:55:52
Message:
Yet another entry (as you can tell, I'm quite enjoying this one):
Deadly Duo
50 gold crowns to hire, 30 gold crowns upkeep.
The bravados of Miragliano are both deadly and cunning. Experts with blade and dagger, they make excellent close-quater fighters. When working in pairs, they truly become a deadly combination, feeding off each others strengths.
May be Hired: Any warband may hire a Deadly Duo
Rating: +35 points, +1 point per experience gained.
Deadly Duo
M4, WS4, BS3, S3, T3, W1, I4, A1, Ld8
Gear: Sword, Dagger, Throwing Knives
Skills: May choose from Combat, Speed, and Shooting skills.
Special: Deadly Duo
Deadly Duo: A Deadly Duo works together. The closer they are, the deadlier they become. To represent this, a Deadly Duo gains benefits according to how closely the two models are to each other on the game table. See the chart below:
Distance between Deadly Duo
Further then 3" apart - no benefit.
3" - +1I
2" - +1WS
1" - +1 to Parry rolls
less then 1" apart - Any time one of the Deadly Duo warriors is struck in Close Combat, the other may make an immediate bonus attack against the warrior who struck the Deadly Duo.
Note: all bonuses stack (ie, if the warriors of a Deadly Duo are 2" apart, they both gain +1WS and +1I).
Death: A Deadly Duo fights as well as they do because of past experience and a strong sense of brotherhood. If one of the members of a Deadly Duo is slain, then the other member will leave the warband. If a player wishes to hire another Deadly Duo, they must pay the Hire fee as per normal and start over with a fresh Deadly Duo.
Reply author: Master
Replied on: 19/08/2008 15:46:23
Message:
Masters unofficial Entry:
Odd couple!
"People can get married for the weirdest of reasons, out of fear, out of monetary need and sometimes, ok rarely... Ok It happened once in history I think Out of love.
In mordheim, Love is not a matter of race, and therefore the oddest couple appear as hired swords!"
Hire fee: 45gc
Upkeep: 20gc
May be Hired: Obviously these guys can love anyone, and therefore they can ally everyone.
Roll 2d6 2 times to generate what the odd couple consists off, one must be a female and one must be a male (due to religious reasons off course). They will have the exact same stats as the noted model, but with the exceptions noted below.
Equipment are written afterwards, except for HS who have their usual Equipment.
2 - Giant Rat -well someone married a Giant rat, the other partner gets stupidity!
3 - Warhorse - Erm, better not ask too many questions! ((AND NO PUNS ABOUT MOUNTING WANTED!))
4 - Halfling Scout - But the one married to him/her eats all the good food, so no +1 to warband size.
5 - youngblood - Sword, Bow, Dagger.
6 - Orc Big'un Rules from the O&G Warband - 2x Axe, shield.
7 - Champion - Sword, Crossbow, Dagger. Roll 1d3 to determine origin, 1-2 = Marienburg, 3-4 = Reikland, 5-6 = Middenheim.
8 - Dwarf Thunderer - Crossbow, 2x Dwarf Axe, Heavy armour. Shooting, combat & strength skills.
9 - Black Skaven - Fighting Claws.
10 - Elf Ranger.
11 - Dark elf Assassin - Hired sword from the lustria setting.
12 - Vampire - 2x Sword.
Special Rules:
Madly in love (or in need of money): Both models must stay within 6" of each-other, if one of them is taken out of action, the other one will hate the one who take him/her out of action.
Life Insurance: If one from the couple dies (IE goes OOA and rolls 1-2 after the battle), you must pay d6X10gc to other one, or the same amount in equipment, after which he leaves the warband.
You'll notice that there are no spellcasters on this table, that is entirely intentional, spellcasters don't get married... they have their wands you know...
Reply author: Master
Replied on: 23/08/2008 10:37:18
Message:
Gindar and Flint
Hire fee: 110 GC
Upkeep: 50 gc
Gindar, a young high elven ranger, once travelled in the world edge mountains when he found trace of a yheeti he decided to track it down, but the yethies are for some reason very intelligent, so as he followed it, it kept just outside of an arrows reach, and due to the bad weather, Gindar couldn't get a good shot in. As the weather grew worse the elf was obscured by the thrill of the hunt. And suddenly the yheti ambushed him, he made his shot, and hit it in the leg, but it just seemed to make it angrier, and the elf was in deep trouble. When all hope was lost, Flint passed by, as he had also trailed the yheti for several days, he drew his might axe, and he chopped of the head of the yheti with a single blow. Since then they've been best friends, and Gindar has had many opportunities of repaying this debt. Although they are best friends, they are also in a fierce competition, both trying to prove that their race is superior to the others.
May Be hired: By any "good" warband, or an imperial one.
Special rules:
Fierce competition: Whenever Gindar or Flint takes an opponent out of action, make a note, or give him counter. If they have an equal number of counters, then no chance is made, if not the one with the lowest number of counters suffer from the "I'll show him" detailed under each character.
Gindar:
M WS BS S T W I A LD
5(6) 4 5 3 3 2 7 2 9
Equipment: Elven Cloak, 2 Swords, Elven Bow, Light armour, Elven Boots (+1 Movement), Lucky Charm.
Special Rules: Seeker (see the elf ranger). Excellent Sight (see the elf ranger).
Mighty Shot: Instead of firing twice with quick shot, Gindar may choose to fire one shot with S4 (two shots if he suffers from I'll show him).
Skills: Quick shot, Trick shooter, Lightning reflexes, Strike to Injure, Luck (see the elf ranger), Fey Quickness (see the dark elf warband), Dodge, step aside.
I'll show him! If Gindar suffers from I'll show him, he may fire an extra arrow per turn.
Flint:
Flint is a dwarf slayer, of nigh unmatched combat ability.
M WS BS S T W I A LD
3 5 3 4 4 3 3 2 10
Weapons & Armour: An outrageous amount of axes (both double-handed & single-handed), Lucky Charm.
Special Rules:
Dwarf Slayer: As a dwarf slayer Flint automatically passes all leadership tests he is required to take! (instead of deathwish, due to the I'll show him rule).
Hard to Kill: (see the dwarf slayer).
Hard Head: (See the dwarf slayer.
Legendary Slayer: If flint takes an opponent out of action, and he hasn't leapt yet, he may immediately make his leap, if he comes into close combat with another enemy, he may immediately continue to fight again.
Skills: Combat Master, Berserker, Monster Slayer, Web of steel, Leap, Resilient, Strongman, unstoppable charge, Strike to injure.
I'll Show Him! If Flint is behind, he suffers from frenzy.
Reply author: Ethlorien
Replied on: 23/08/2008 18:03:29
Message:
While I believe the comp is over, thought I'd toss in one last unofficial entry anyways.
The Ghost and The Darkness
Tales tell of these great beasts, but none can say for certain from whence they came. perhaps the magical heights of the Anulii Mountains, or even the dark, chaotic wastes of Naggaroth. They are great lions, powerful and terrible. Only the elves of the Old World have the knowledge and willpower to tame these wild creatures.
120gc to hire, 40gc upkeep (this price reflects the fund needed to feed and care for these beasts).
May be hired: The Ghost and The Darkness may be hired by any Elf warband.
The Ghost
M9, WS4, BS0, S4, T4, W2, I4, A2, Ld6
Special Rules:
Cause Fear, Pounce, Animal
The Darkness
M8, WS5, BS0, S4, T4, W2, I4, A2, Ld6
Special Rules:
Cause Fear, Pounce, Animal
Pounce: On a successful charge, The Ghost and The Darkness will gain an additional S5 bite attack.
Death: If either The Ghost or The Darkness is slain, the other will gain Frenzy until the end of the game. Afterwards, the surviving creature will wander off - never to be seen again.
Reply author: Zontarion
Replied on: 25/08/2008 13:21:58
Message:
It's a bit late, but if you haven't started judging feel free to allow it in!

(I'll be perfectly happy if you don't, btw).
Ashrak and Narian - The Brothers of Shadow
Ashrak and Narian will take hire with any warband who will allow themselves to take up the company of renowned assassins. Not much is known of these brothers, but allegedly they came to Mordheim with a full retinue of Witch Hunters to cleanse out the Heretics. What happened to the rest of their party is not known, and few dare to ask the question - even fewer survive.
What is known is that they have an uncanny ability to work together, surrounding their prey and hunting them down as animals. Many of their targets have just sighed from relief of escaping one brother - only to be slain by the other.
May Be Hired By: Any Non-Good Warband may hire Ashrak and Narian
Hiring Fee: 70 gold
Upkeep: 40 gold (see the special rules below as well)
Special Rules:
Burn the Witch!: Perhaps a remnant of their Witch Hunter days, both brothers suffer from Hatred towards all spell casters, but for the right pay, they will still let Warbands with spell casters hire them.
Thieves: The Brothers of Shadow survives on the death of others. For every enemy either one of them puts OOA reduce their upkeep by 1D6 gold.
Telepathic: Many rumors surround the Brothers, and many are the times that they have come to eachothers rescue in the very last minute - some even say they share their visions! For charging purposes, both models counts as having line of sight where either one has: One brother can charge enemies he can't see as long as the other one can see them.
Shadow Strike: If one brother charges an enemy that only the other one could see, he gets an additional attack in the turn that he charged.
Distraction: If both brothers are within 8 inches of an enemy model, Ashrak can distract that enemy (only one) and allow Narian to get +1 to hit with all attacks directed at that enemy for the rest of that turn, be it shooting or close combat.
Ashrak
M WS BS S T W I A LD
4 5 3 4 3 2 4 2 9
Equipment: Sword, Dagger, Light Armor, Rope and Hook. His sword is always covered in Dark Venom poison.
Skills: Sprint, Combat Master, Step Aside, Expert Swordsman and Jump Up.
Narian
M WS BS S T W I A LD
4 3 4 4 3 2 6 1 8
Equipment: Sword, Buckler, Throwing Knives, Rope and Hook. His Throwing Knives are always covered in Black Lotus poison.
Skills: Leap, Acrobat, Dodge, Knife Fighter, Trick Shooter and Eagle Eyes.