May 24, 2025, 03:38:17 AM

Author Topic: Resurrection: DDC#16 - Seeing Double  (Read 3132 times)

Offline Eliazar

  • Active Member
  • *
  • Posts: 75
Resurrection: DDC#16 - Seeing Double
« on: January 24, 2011, 03:28:50 PM »
Devil's Den Challenge #16 Seeing Double . . .
Topic author: Johan Willhelm
Subject: Devil's Den Challenge #16 Seeing Double . . .
Posted on: 14/08/2008 07:00:00
Message:
Devil's Den Challenge #16 Seeing Double . . .

Hokey Smokes

This weeks Devil's Den Challenge involves inventing a new type of Hired Sword. So far so easy, but wait! This new hired sword has to come as a pair.

I'm hoping for animal trainers, organised highwaymen and for some weird reason circus performers. The more outlandish the better.

The catergories will be:

Best Overall

Weird and Wonderful

and "I say that's clever" - for the most ingenious use of co-operation between the hired swords.

Closing date:
Friday 22/08
Any queries do ask
Reply author: Ethlorien
Replied on: 14/08/2008 11:25:09
Message:
Alright, so here we go again:

Mootland Manslayers

45 gold crowns to hire a pair (see Manslayer diversity below), 15 gold crowns upkeep.

While the Halflings of the Moot are a calm and peaceful people, it is not unheard of for them to take up arms and strike off into the world - searching for fame and adventure. Yet of these, there are those few stouts who, over time, lose the thrill of the adventure and are themselves devoured by the lust of blood, laughing maniacally as they kill.
Shunned by their fellows, these little vagabonds often stick together - as few others can tollerate their bloodlust and wild laughter.

May be Hired: Any warband may hire a pair of Mootland Manslayers.

Rating: A pair of Mootland Manslayers adds 15 points to a warbands rating, +1 point per experience earned.

Mootland Manslayer - Base stats
M4, WS2, BS4, S2, T2, W1, I4, A1, Ld8

Skills: Mootland Manslayers may choose from the Speed skill, as well as choosing from either Shooting or Combat (once this choice has been made, it may not be reversed).

Special Rules:
Manic Laughter: Once per game, at the start of that player's turn, a Mootland Manslayer may cackle like a lunatic. Until the start of his next turn, that Mootland Manslayer is considered to cause Fear (and is himself immune to Fear).

Manslayer Diversity: While all Mootland Manslayer's are rare, each one is themselves unique. To represent this, when hiring a pair of Mootland Manslayers, the player must choose two different manslayer builds from the list below.

Cutthroat
WS increase to 3
Gear: Two Long Daggers (counts as daggers, but without the armour penalty)
Special Rules: Sneaky - For purposes of hiding, enemies trying to spot a Cutthroat Manslayer halve their Initiative.

Pigsticker
WS increase to 3
Gear: Two Long Daggers (counts as daggers, but without the armour penalty)
Special Rules: Gut - On the charge, any successful hit from a Pigsticker Manslayer gets +1 to wound rolls.

Facebitter
A increase to 2+1 (2 unarmed, 1 bite)
Gear: Sharpened teeth and nails.
Special Rules: Savage - A Facebitter will never wear armour or wield weapons.
Bloodlust - A Facebitter Manslayer is subject to Frenzy, which can never be lost.

Knifefighter
WS increase to 3
Gear: Two Long Daggers (counts as daggers, but without the armour penalty), Long Dark Cloak (counts as Light Armour)
Special Rules: Knifefighting - While wielding a long dagger, a Knifefighter Manslayer gains the parry rule. As he is equipped with two long daggers, he may parry once and re-roll his parry result once.

Ghostwalker
Skills: remove Combat, add Academic. From Academic, may choose the Sorcery and Arcane Lore skills only.
Gear: Spear
Special Rules: Spiritwalker - A Ghostwalker Manslayer may choose the Arcane Lore skill without requiring a Tome of Magic.
Spiriteater - If a Ghostwalker Manslayer is within 4" of a warrior who is put OOA, he gains a special 6+ ward save. This ward save can be increased to a maximum of 5+ (if he is near a second warrior who is put OOA). This benefit lasts until the end of the scenario.

Fleetfooted
M increase to 5, I increase to 5
Gear: Two Long Daggers (counts as daggers, but without the armour penalty)
Special Rules: A Fleetfooted Manslayer gains a special +1AS vs non-magical ranged attacks. This ability stacks with any other special skill or armour he may have.

A note on Long Daggers: These blades are made for halfling hands. As such, any other warrior wielding one treats them as a normal dagger. Any Halfling may use them as normal.

Reply author: Ethlorien
Replied on: 14/08/2008 16:37:25
Message:
Sorry to double post - but I was just wondering (and you said we could ask questions):

For price, what happens when one of the two are killed? Is that up to the individual entry, a flat half rate, a replacement henchman, or does it even matter as this is just a fun contest?

Reply author: Ram Rock Ed First
Replied on: 14/08/2008 22:51:14
Message:

Maybe make a rule stating that you roll a dice and on a 4+ a new replacement is found on a 1-3 the remaining member leaves the warband, then again it could be quite unique to each pairing.

Ram Rock Ed First the Master Gingerbread Man, Dutiful Follower of The Order of Phanatic and Worshipper of Fantastic Mr. Mork (Hello Mork!) and the Most Holy of Holies, The Almighty Moon itself.

Reply author: JamSandwich
Replied on: 15/08/2008 04:03:59
Message:
- JamSandwich’s Official Entry -

Ogre Hunter
May be hired by any warband because Ogres are pretty much mercenaries.

240gc to hire, 60 gc Upkeep.

The Ogre Hunter and his sabretusk add a rating of 60, and +1 for each experience the ogre hunter has.

He may choose from Combat, strength, and shooting skills.

M:6/WS:4/BS:4/S:4/T:4/W:2/I:3/A:2/LD:8

Weapons/Armour: Ogre club*, light armour, belly plate**, crossbow, hunting bolts***.

Skills: Hunter, nimble, eagle eyes

Huuuuge: Ogres are big, massive and frightening creatures. The ogre hunter causes fear. The ogre hunter is a Large target. He also ignores all alone tests. An ogre can never have ithilmar nor gromril nor heavy armour - they don't make it in such sizes!

All to easy: It is nothing unusual for an ogre to slap a man. He does that all to often and doesn't learn much new from that. All Ogres receive half the experience points for taking a man-sized models (like on 20 or 25mm bases) out of action. They still receive the full experience point for taking a mounted model or a monster out of action. Also ogre henchmen and heroes apart from the runts receive half the experience point for surviving the battle, unless they got out of action during that battle. Then they receive normal points for that.

Don't fight with eating knives: Ogres don't use daggers for fighting, just for eating. They don't carry them on the battlefield. If forced to, by loosing a weapon or dont carrying any weapon, they will fight unarmed. But since their physical strength the -1S penalty does not apply, but the +1 enemy armour save still does. They may make more than one unarmed attack, depending on their Attacks value. Note that you cannot combine this unarmed attack with another weapon, so it doesn't count as an additional attack like the dagger would. It can only be made if the ogre doesn't have any other weapons at his disposal.

Sabretusk
The ogre hunter likes to release his sabretusk apon the enemy.

80 gc to hire. (upkeep is represented in hunter’s upkeep)

M:8/WS:4/BS:0/S:4/T:4/W:2/I:4/A:2/LD:4

Weapons/Armour: None! Apart from their fangs and nasty tempers the sabretusks don’t have weapons and can fight without any penalties.

Special Rules:
Fear: Sabretusks cause fear as described in the rulebook.

Animal: Sabretusks are animals and never gain experience.

Large: Sabretusks are large and bulky. If you’re shooting, you may choose a sabretusk over other enemies.

Bloodgreed: If a sabretusk manages to take out all of its enemies in combat then on a roll of 4+ the sabretusk is now subjected to frenzy as described in the living rulebook.

Companionship: If the sabretusk is within 6" of the hunter he may use the hunter's leadership.

*- Ogre club: "In case you younguns haven’t realized it yet , we ogres is bigger den the thinlings ,an that means our weapons is bigger too an bigger weapons is harder too block ....wut you don’t believe me ?!? Ere is a sword go fight a giant ya ungrateful runt ...kids these days..."
Follows the normal rules for a club. In addition to it, the club is so massive , that it cannot be parried in any way.

**- Belly Plate: For ogres, their belly is the most important part of the body, in fact more important than the head! Some ogres like to wear great belly plates blessed by the prophets of the maw that they treat as lucky charms.
Gives you +1 armour to your save and you can ignore the first hit received in battle on a roll of 4+. Note: Having a lucky charm and a belly plate won’t give you any additional bonus. Only one roll against the first hit can be made! The belly plate also may only be worn by an ogre because compared to a human and ogre belly plate is nearly the size of them!

***- Hunting Bolts: Nothing makes an Ogre Hunter more happy than seeing the prey go down, but he needs the right equipment for the job!
Follows the rules for hunting arrows, only they’re used for crossbows.

Reply author: Master
Replied on: 15/08/2008 09:52:00
Message:
I also had the idea for an ogre throwing a halfling, it's a good idea, but when it's already been suggested I think I'll do something else:

MindBender
Cost 100gc Upkeep 40gc
Magic is a powerful tool, it can create sudden bonfires, and kill at sight. It can make someone love you and someone despise you. It can make trees grow and weapons melt. It is, however argued that though all these means of using magic are powerful, none is as powerful as the magic of the mindbender. Even if it is outlawed in most parts of the empire, mindbenders thrive in Mordheim, where they can use their magic on the weak-willed, often enslaving powerful creatures to their will.
May Be hired: Any warband, apart from witch hunters, sisters of sigmar or dwarves may hire a mindbender.
Rating: A mindbender increases your rating by 40 points, + his amount of experience.
Profile:
M WS BS S T W I A LD
4 2  2  3 3 1 3 1 8
Weapons & Armour: Sword & Staff.
Wizard: A mindbender is a wizard, and in addition to the Domination spell he knows one spell from the lesser magic spell.
Skills: From academic or special skills.
Special rules:
Thrall:
The Mindbender has various ways of gaining a Thrall, all are detailed below, but whatever the meansm some common rules apply. From the point the Mindbender takes control of the victim, he advances like a henchmen, if he already was a henchman he is kept at his current experience level if he was a hero or hired sword, he starts at 0 experience.
At the beginning of each game (after deployment), where the mindbender employs a thrall, he must roll 3d6 and add his leadership, the thrall does the same, if the mindbender scores equal or higher, then the thrall is under his control and suffers from stupidity in the game, due to the difficultness of the spell. If the thrall scores higher than the Mindbender, he has broken the control and will count as a player as his own, and will take his turn just before the player with the mindbenders turn, he will hate the mindbender, and each turn he will move as fast as possible towards the mindbender, charging if possible. If he is prevented from marching, and cannot reach the Mindbender with his charge, he will charge the closest warrior in that general direction.
If a thrall is kept under control, any time he is within 12" of the mindbender, he can use his leadership.
The Mindbender can only have one thrall at a time.
Equipping Thralls: Equipment can be given to the thrall, but it cannot be taken from him, as long as he remains a thrall, he ignores the rules for maximum number of weapons.

Enthrall: If you have captured an enemy hero or dramatis personae, the mindbender may try to take control of him, both roll 2d6 and add their leadership, if the Mindbender scores higher than his opponent (not equal), then he may add him as a thrall, remember that dramatis personae never gain experience, not even as thralls.

Domination: Difficulty 8
The Mindbender may try to take control of a warrior within 12", both roll 2d6 and add their leadership, if the mindbender scores higher than his target he has taken control of his target, until the end of the game, the targets counts as a thrall, and can be in addition to the existing thrall (but no exp change). If the target is a hero or dramatis personae, both players must roll 2d6 and add their leadership each turn, if the hero or dramatis personae scores equal or higher, he is free from the domination of the mindbender, if not, the Mindbender keeps the control. After the game a hero or dramatis personae automatically breaks free, but a henchman or hired sword must try to break free, they roll 2d6 and add their leadership, the mindbender does the same, if the henchman or hired sword scores equal to or higher than the mindbender, then he breaks free, if not he is a thrall, as per the thrall rules.
Even though this spell gives you the ability to have another Thrall for an entire game, but you can only keep one thrall (the master says: No only one pet).

Starting Thrall: The Mindbender starts with one thrall, this is a swordsman, with two swords, he has been under the control of the Mindbender for so long that he doesn't suffer from stupidity, and do not need to roll each game.

Special Skills:
Instead of choosing an academic spell or lesser magic spell, the Mindbender can choose one of the following special skills:
Puppetmaster: The Mindbender has mastered his knowledge of the mind is enhanced he adds +2 to his leadership for all purposes of opposed rolls.
Servant: The mindbenders thrall does not suffer from stupidity, if the mindbender has this skill.
"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#16 - Seeing Double
« Reply #1 on: January 24, 2011, 03:30:24 PM »
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.
"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#16 - Seeing Double
« Reply #2 on: January 24, 2011, 03:30:36 PM »

Reply author: Myntokk
Replied on: 26/08/2008 02:12:14
Message:
It's late, so you don't have to count it in the judging but since you haven't announced a winner I thought I'd throw mine in.

Grimsnort & Drizbit

Once a renowned goblin engineer, Drizbit and his strong-arm Grimsnort were both horribly disfigured when one of his inventions exploded in teh workshop, leaving them both dismembered. The catastrophe left Drizbit legless and Grimsnort armless. Few greenskins get along so well as this Ork & Goblin odd couple, which is especially remarkable given their history, but their's is a partnership born out of necessity rather than companionship. Grimsnort now bears Drizbit on his back in a harness, acting as his legs, while Drizbit has his arms free to fight as need be.

May Be Hired: Norse, Possessed, Pit Fighters, Pirates, Bandits, or any skaven, greenskin, or human mercenary warband may hire Grimsnort and Drizbit. They may not be hired by any warband that contains an elf or dwarf.

Hire Fee: 50 gold +20 upkeep

Grimsnort
M - 4
WS - 4
BS - 0
S - 4
T - 4
W - 2
I - 1
A - 1
LD - 7
Equipment: Grimsnort wears heavy armor, a helmet, and iron shod boots.
Skills: Ferocious Charge

Drizbit
M - 0
WS - 2
BS - 4
S - 3
T - 3
W - 1
I - 3
A - 2
LD - 6
Equipment: Drizbit wears light armor and carries a brace of dueling pistols and a pair of daggers.
Skills: Trick Shot

Special Rules.
Inseperable: Although they have separate profiles, Grimsnort and Drizbit are littlerally inseparable and occupy a single base. Opponents must roll a die before attacking them. For ranged attacks, on a 1-4 the attack is targeted at Grimsnort, on a 5-6 the attack is targeted at Drizbit. When engaged in close combat attack, Grimsnort is targeted on a 1-3 and Drizbit on a 4-6. If one is Knocked Down, Stunned, or Out of Action then the other may continue to fight as normal. If at the end of the game one is Out of Action but the other is not, treat Captured & Sold to the Pits as a full recovery instead.


Reply author: Johan Willhelm
Replied on: 26/08/2008 06:35:57
Message:
Hokey Smokes apologies for the delay - computer's out of action and yesterday was a Bank Holiday so the library was shut . . .


First though a quick thanks for taking a vague instruction from me and turning it into awesome hired swordage!

So on with the winners!

The "Weird and Wonderful" winner is:

clearly going to Master for the Odd couple

only in the warpstone bedecked city of the damned could such an idea be thought


The "I say that's clever" winner is:

Myntokk for Grimsnort & Drizbit

I have little to no idea from whence this idea came but it's cracking and really shines in the combination element!



Extra catergory! The "I can see that happening" winner:

JamSandwich for Ogre Hunter

Basically an award for a supremely viable entrant. I loved the image of an Ogre Hunter striding around encampmentys ooking for work - plus I have a soft spot for animals in Mordheim and this was worked really well I feel.


And finally the "Best Overall" is:

Ethlorien for "Mootland Manslayers"

I adore customisability (if it is indeed a word) and plucky halflings should always come in pairs. Excellent from start to finish. Well done!
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)