DD #21 - Warband Artifacts - Winner Declared!
Topic author: Ethlorien
Subject: DD #21 - Warband Artifacts - Winner Declared!
Posted on: 14/10/2008 11:10:30
Message:
Okay, so for the next Devil's Den, I'd like to see some new artifacts. To make things a little different, rather then random artifacts of power, these ones are to be warband specific.
Now I know artifacts are determined randomly, yes, but let's say for sake of argument you could pick one, buy one, or your campaign allows for you to determine your own when you find an artifact, etc...
So, what I'd like to see is an item of power that specifically empowers or goes very well with a specific warband.
I'll accept entries for a week, and will probably judge next tuesday morning, Oct 21st.
Good luck to all
Reply author: StyrofoamKing
Replied on: 16/10/2008 09:37:17
Message:
Here's one, taken from Warhammer Quest (ah, the memories)
DARTING STEEL DAGGERS - Halfings Only - 200gc, Rare 13
A pair of daggers, their blades devoid of any blemish. However, hidden from the naked eye lie runes of grat power and speed.
This pair of Daggers provide +1 Attack, in addition to the additional attack gained by having a second weapon (meaning +2 Attacks total.) Also, all attacks with the daggers automatically hit, with no chances to parry. However, the daggers still provide a +1 to enemy armor saves, and will never cause critical hits. They may never be poisoned, and must always be used as a pair. Their attacks count as magical.
Reply author: Master
Replied on: 16/10/2008 11:23:22
Message:
Masters Official entry (So far):
Da Cleava of doo-uuh-om!
When rolling for magical artefacts, any orc warband may instead choose da Cleava of doo-uuh-om! Instead.
This giant two-handed axe stand as tall as a grown man, it has been used by only the most powerful of orcs. This axe is said to be able to cleave even a rhinox right through with a single blow. Although this is orcs saying this, they are known to exaggerate.
This Giant two-handed axe can only be used by an orc with S4 or more.
Da cleava ignores armour saves.
If the model that uses the cleava has twice the strength (incorporating all bonuses and penalties) than that of his target, no injury roll is made, instead the target is automatically taken out of action.
Reply author: Beardling
Replied on: 16/10/2008 23:58:38
Message:
Cuirass of Change
The cuirass of change was the grand invention of the mad mage Ludwig von Strossheim. He was an elderly battle mage of the gold order, who had spent his younger years fighting in the north against the predations of chaos. He retired from the field of battle at the age of fourty after loosing a magical duel with a champion of chaos. During his long recuperation in Mordheim, he bent his considerable mind towards the creation of an artifact of power, of which he told his superiors and collegues would grant him vengeance for his loss. As his work progessed he became more and more reclusive, until eventually none but his servants saw him anymore. When the comet that destroyed Mordheim struck, Ludwig had just finished his cuirass, and he died shielding it with his own body during the disaster. His tower, and his body, were utterly destroyed during the cataclysm, but his cuirass survived, albeit not completely intact. Logged into the center of it is a fist sized chunk of wyrdstone, that has completely fused with the armor. It is impossible to tell what the wyrdstone has done to the origional enchantments. Since that day the cuirass has appeared upon the warped forms of several followers of the dark master, and when the wearer is struck down it dissapears again, only to resurface somewhere else within the damned city.
Cult of the Possessed Only
* If the cult of the possessed finds a magic artifact, they may choose to find the Cuirass of Change instead of rolling.
Rules
* Armor save equal to the strength of the attack. For example, a str 3 attack would give the user a 3+ armor save. A str 6 attack would give a 6+ save. A str 7 attack would give no armor save.
* If affected by a spell, other than the wearer's, then on the roll of a 5+ it effects the caster instead!
* May *only* be worn by models that can cast spells.
(*) If the user passes an armor save, then roll a d6.
1. The cuirass begins to vibrate and pure magical energy is unleashed into the wearer. Roll a d66 and consult the random mutating table here:
http://mordheimer.com/optional_rules/power_stones.htm. For every 3 mutations gained, roll a d6. On a 3+ the wearer becomes a spawn. If this happen, the cuirass is lost, but may be found again. Ex: 3 mutations are gained, the wearer rolls a 2. If another 3 mutations are gained, then he must roll again.
2. The cuirass shudders, and with it the entire area around it does as well. The wearer is automatically knocked down, as is every model (friend and foe) within 6d6''. Every building within that range collapses on the roll of a 1 on a d6. Any model inside the building takes d3 str 4 hits, and any model off the ground takes falling damage as well.
3-4. No effect.
5. Call of chaos. The air thickens, and takes on a sickening scent. Magical energy floods into the area. For the rest of the battle, when anyone casts a spell roll 3d6 to see if it works and pick the highest two results. If any two dice come up as 1's, then the caster takes a str 4 hit, as the magical energy fries his brain.
6. Possessed! A daemon temporarily takes control of the wearer and will retain control until he can pass a ld test during his recovery phase, or is stunned. Until then, the wearer is frenzied and gains the skill jump up (he doesn't feel any pain, so he just gets back on his feet). However, he may not cast any spells, and when he regains control of himself he takes d3 str 1 hits, as he forces the daemon out of his mind.
Reply author: StyrofoamKing
Replied on: 17/10/2008 10:27:20
Message:
OOOH! New official entry:
EDITED FOR CLARITY
CROWN OF SORCERY - Mercenaries Only. May not be used if a Priest is in your warband.
A heavy circlet of old gold, all runes and carvings on it's surface have been worn away by the centuries. But the power has faded not, and the wearer is quickly endowed with the wisdom and power of it's former bearers. But if a crown still has a piece of each mind that it circles, how long before a portion of it's current wearer is stolen away?
The crown itself is magical, and cannot be worn with a helmet. Once put on a person's head, it MAY be taken off, robbed or stolen, but may NOT be given to another hero. Upon finding, the crown itself has NO special powers whatsoever. However, with each battle, the crown itself gains experience, much like a henchmen. After each battle that the crown gains an advancement, roll on the "Power of the Crown" chart below. If the crown maxes out of experience (14), the crown no longer gains experience after battle and gains no further abilities.
POWER OF THE CROWN CHART
1 - Reroll on the following chart (rerolling any further rolls of 1), but also roll on the Madness chart below.
2-3 - Roll once on the Henchmen Advancement Table. The Hero gains that benefit while wearing the crown. The crown will only grant 1 of each ability. If you roll a 10-12, you may choose to reroll, or to gain 1 skill you may normally learn or an Academic Skill.
4-6 - The hero learns a spell from the Necromancy spell list. You may now purchase Zombies, in addition to your normal henchmen choices.
MADNESS CHART
These madnesses effect the user as long as he is wearing the crown- if the user takes the crown off for a battle, he does not gain any of the benefits or madness effects. The exception is if you roll 'Dawn of the Possessed'; once the crown maxes out experience, the effect lingers whether or not the user is wearing the crown. Likewise, if 'Fused' is rolled, any further or previous Madness rolls always take effect, as the user cannot remove the crown.
1 - Disfigured: The user's skin becomes bleached, and his body shrivels. He may no longer search for Rare Items nor use any Trading skills (ex. haggle.)
2 - The Dawn of Possession: The hero realizes that the spirit of the crown is taking over. If the Crown maxes out experience, immediately gain 2 Additional Rolls on the Power of the Crown Chart. However, once the crown reaches max experience, the hero no longer gains experience himself, as his mind is a complete blank. You may take off the crown before any battle (unless fused), up until the point where the crown maxes out experience. Afterwards, the hero no longer gains experience, even if the crown is lost or stolen. Ask yourself, is it worth the price?
3 - Fused: The crown has fused itself to the wearer's very skull. It may never be removed, stolen, sold, or lost.
4 - Trapped in his Own Head: The user may no longer use the Leader's leadership when taking tests. Likewise, any Leader wearing the crown may not have other members use his leadership for tests.
5 - Heart of Ice: Any time you find Prisoners or Captured enemies, you must take a Leadership test: if the test fails, the Hero mercilessly slays them, against the wishes of the rest of the warband.
6- Cold Fury: The user is immune to all psychology. If the leader, he must still take Rout checks.
Reply author: Johan Willhelm
Replied on: 17/10/2008 18:15:32
Message:
The Battle Shrine of Sigmar 150GC
The Sisters of Sigmar had chapels throughout Mordheim and when the comet fell while their monastry was spared their parish churches were not. Why this is none can say, in the rubble of such places the altars were untouched. Some warbands take it on themselves to bring these shrines to battle where they inspire the Sisters to greater things.
Warhorse
M8, WS 3, BS3, S3, T3, W1, I3, A1, Ld7
The Battle Shrine of Sigmar a small cart pulled by a single warhorse. It counts as a mount and can accomodate one hero. Treat exactly like a mounted model.
Strikes with the Force of Sigmar's Hammer
As the Battle Shrine of Sigmar thunders forth it causes hits on impact with an enemy model (see what I did there?) Everytime it charges an enemy model that model recieves D3 S4 hits.
Pray to Sigmar!
The Battle Shrine of Sigmar can cast 1 prayer automatically each turn. Note Remains in Play prayers are dispelled if you cast another prayer.
Aura of Sigmar
All sisters gain +1 Ld if within 6" of the Battle Shrine. Novices gain Frenzy if they start the turn within 6".
Reply author: Chad
Replied on: 20/10/2008 06:44:09
Message:
Prof. Kraza’s Axe Hurler
The crossbow was simple weapon… Until “Crazy†Kraza got his hands on it. By adding a catapult arm with a guttered bed Kraza turned this harmless impaling device into a wyrdstone-axe throwing system of destruction. Kraza eventually found his way to Mordheim (in search of new axe-heads, no doubt) were he was lost in the ruins. Many people have searched the ruins for his Axe Hurler, none have found it.
Anytime that a Dwarf warband rolls an artefact they may choose to get this instead.
Axehurler statistics:
Range: 24- Strength: 5
Special rules: Cutting edge, Move or fire.
Cutting edge: An axehurler has an extra save modifier of -1, so with
Strength 5 the axehurler has a -3 armour save modifier.
Move or fire: You may not move and fire an axehurler on the same turn,
other than to pivot on the spot to face your target or to stand up.
Wyrdstone heads: you may re-roll al `to-wound’ dice, you may not re-roll a re-roll.
This is an adaptation of Chad Nadir Wilson's (myself) Axehurler.
Reply author: Ethlorien
Replied on: 21/10/2008 09:16:39
Message:
Alright then, time for a winner:
In 3rd place: Crown of Sorcery by Styro
I quite liked this one. Me, I'm a big fan of bookkeeping - the more to keep track of the better as I like in-depth rules and games. Thought the effects of this were interesting, and loved the Madness chart. Well done.
In 2nd place: Battle Shrine of Sigmar by Johan
This one was very cool. Loved the image of this one, picturing Sisters of Sigmar marching down the streets of Mordheim with this battle shrine in tow. Very cool idea, simple and straightforward rules. Thanks.
Finaly, 1st place and the winner: Cuirass of Change by Beardling
First off, I just loved the fluff on this one - very excellent read. Thought is was an excellent artifact for a Possessed warband; some very cool powers associated with this one. Very nice indeed.
There you have it.
Thanks to all entries, very nice work by all. To Beardling - congradulations on the victory, now bring on DD #22!
Reply author: MyLittlePwny
Replied on: 22/10/2008 00:30:15
Message:
Excalibam - Sword of the Kings lesser known uncle Boris.
(Human mercenary only)
The lady of the lake had a not quite so famous sister, The lady of the well, who just happened to dwell in all kinds of wells in Mordheim.
When the 'chosen one' would pass by her she would hand out rewards for her entertainment - often in the form of her mass produced Excalibur copies.
When rolling a double 1 on exploration and getting the "Well", if the hero fails, the lady will come to the surface. The player may choose to send in another hero who, if he makes the roll, will miss the next game "entertaining" the lady. Once he's out of the well, he'll recieve the magical artefact (read: massproduced copy); EXCALIBAM!
(All mercenaries can do this, she's not picky)
Stats: Excalibam counts as a sword in every way and furthermore the player rolls a dice before every battle to see if the darned copy will work. on 1-4 nothing happens and it is just a regular sword for the battle, but on 5-6 the 'maaaagical artefact of doom' will have +1 to both 'to hit' and 'to wound' rolls for the remainder of the battle.