Reply author: MasterReplied on: 15/03/2008 12:50:04
Message:
Well, here is my entry:
0-2 Intelligent SwordWhen a powerful daemon prince is slain and set to return to the realm of chaos, some high mages have found that a way to stop it from doing so is to trap it's essence in magical items. Stones, Chairs and even Trees, are the favorites. However a high mage fell to chaos and he corrupted this technique to trap powerful daemons within weapons, his fellow chaos magicians quickly learned from him, and within a few years many of the powerful chaos wizards had such weapons. However the daemons inside the weapons where quite discontent with this entrapment, and as such some of them revolted, others fled, some fled to mordheim to serve be'lakor the new god, as they where no longer accepted by any of the chaos gods. (khorne also accepted a few into his service, but he disliked their powerful magical aura).
Cost: 100gc
May be Hired: By the possessed, they replace a possessed each.
M WS BS S T W I A LD
6 5 - 4 4 2 5 2 7
Weapons & Armour: it may be given None! But it can be given a lucky charm and a rabbits foot.
Special Rules:
Weapon Rules: Basically an Intelligent sword is just a sword, and as such it cannot parry because it would only be able to parry with itself. Instead it can chose to be a special kind of weapon:
Axe: +5gc the weapon gets +1S but -1T and gains the cutting edge special rule.
Hammer: +10gc the weapon gets the concussion special rule.
Plate Mail: +35gc, The weapon gets a 4+ armour save and +1T.
Spear: ´+10gc, -1ws, The weapon strikes first in the first round of close combat.
Great weapon: +20gc The weapon get's +1 Strength, but -2 Initative.
Hovering:
An intelligent sword (or any other kind of weapon) hoovers over the ground (how would it walk anyway), it can move in any direction, both horizontally and vertically, even moving in free air, and it never needs to take checks for climbing, it must however end is move on some kind of surface, but it can be any surface such as water or impassable rock. If the weapon cannot end it's move on a horizontal (or nearly horizontal) surface, then it cannot move there. The weapon still needs to take checks when making diving charges, as it temporary removes this ability when doing so.
Fear: A Flying weapon is quite scary and therefore it causes fear!
Just A weapon! An intelligent weapon may never be the warband leader, unless it is the only hero left!
Unfeeling: An intelligent weapon is immune to psychology, poisons and cannot take drugs!
Skills: When gaining new skill the intelligent sword may chose from Combat, Academic, Strength, and speed skills.
Maximum Stats: The intelligent weapon has the following max stats (note that weapon type also increases max stats):
M WS BS S T W I A LD
8 8 - 6 5 5 9 6 10
Reply author: eikaerosReplied on: 18/03/2008 19:32:34
Message:
0-2 Orc Brutes40 gold crowns to hire
Orc Brutes are the right hand (and frequently fist) of the Boss. They keep the boys in line through sheer menace, and can often be caught leading the charge into (and through) the heart of the enemy defenses. However, this headlong aggression comes with a price – if there’s one thing Orc Brutes hate more than peace and quiet, its taking orders, and often an Orc Boss finds himself having to slap the Brute down.
M WS BS S T W I A Ld
4 4 3 4 4 1 2 1 7
Weapons/Armor: Orc Brutes may be equipped with weapons and armor chosen from the Orc equipment list.
Special Rules:
Bellower: The stream of profanities and promised beatings that stream forth from the Brute inspire the most slack Orc or Goblin to sit up, take notice, and do whatever he wants. Any friendly orc or goblin model within 3" of the Orc Brute may use the Brute’s Leadership characteristic when taking Leadership tests.
Bounding Charge: Orc Brutes love violence, and are often impatient to get stuck in with their enemies. When declaring a charge, an Orc Brute may add an extra D3†to his charge radius. This result must be rolled before the distance is measured to see if the model makes it into base-to-base contact.
Yer not the Boss of Me: Whenever an Orc Brute makes an advancement roll, the leader of the warband must make a Leadership test to see if he can keep the Brute in line. If this test fails, the two squabble - roll a D6 and consult the table below:
1-3: Despite some squabbling and a few thrown punches, its business as usual in the Orc’s camp. No hard feelings and nothing’s lost except for a few teeth.
4-5: The Boss and Brute have more than a few strong words. The Boss keeps the upper hand, leaving the Brute to sulk miserably in the camp, kicking loose Squigs and maybe stomping an unlucky Goblin flat. The Brute misses the next game the warband plays.
6: The squabble degenerates into a serious case of killing – the Boss walks away from the scrap a little bruised but otherwise fine. The Brute, on the other hand, is definitely worse for wear, and has to roll on the Serious Injuries chart.
Orc Brutes start with 8 Experience, and may choose from the Combat, Strength, or Special tables when a skill is gained.
Reply author: Gobbo FreakReplied on: 19/03/2008 11:33:57
Message:
0-1 Mutated Skaven (replaces a Black Skaven). Since the skaven use the Warpstones not only for money, but also as food and all kind of other things, it may happen sometimes a skaven has eaten to much of it and he may start to mutate.
Mutated Skaven (cost to hire: 30gc + cost of the mutations)
M6 Ws4 Bs3 S3 T3 W1 I4 A1 Ld6
Special Rules:
Mutant: The Mutated Skaven must start with at least one mutation from the possessed rules in the rulebook. All mutations other than the first one will cost double their normal price.
Tail: If a mutated skaven chooses the Scorpion Tail mutation he cannot gain the skill Tail fighting later on in the campaign. In addition, if he chooses the Tentacle mutation he may choose to replace his tail (instead of an arm) with the tentacle. In that case he still cannot gain tail fighting later on in the campaign.
Reply author: niceguy073Replied on: 19/03/2008 20:23:55
Message:
SheriffNot all witch hunter bands have the priveledge of spiritual guidance from Sigmar. Although a Witch hunter may lead the angry mob the people are rallied by the words of the Sheriff.
40 gcs to hire, replaces the Warrior Priest in a Witch Hunter warband
M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8
Weapons/Armour: May pick any equipment off the Witch Hunter equipment list.
Special Rules:
Lax Morales: A sheriff's mob doesn't care much for laws or religious values (being "the ends justifies the means" kind of guy). He may hire any hired swords or Dramatis Personae available to a human mercenaries band. In addition, for any campaign they should be considered neutral rather than good.
Loud Mouth: The sheriff has a way with words and counts as having the "Leader" skill. If the Captain and Sheriff are both within six inches the Sheriff's Ld must be used even if lower as he drowns out the boss.
Unofficial Entry
Avatar of the SquashOnly the halflings could understand the complex world of evil vegetable spirits. A small group worship the dark Pumpkin King. Some train to become Avatars of the Squash, mighty Pumpkin Masked walkers on stilts, modeled on the scarecrows of the moot.
50 gcs to hire, may replace any hero other than the halfing elder in a halfling warband. (Rules on mordheimer.com, if anyone doesn't know)
M 5 WS 4 BS 0 S 3 T 3 W 2 I 4 A 2 Ld 7
Weapons/Armour: None, other than his stilts(already on profile) and wooden arms, giving no bonus (or decrease)
Special Rules:
Fear: The Avatar is a scary, frightening or outright hilarious sight to others. Other Models must test for fear as psychology section to overcome their fear/ stop laughing.
Carnivore: Many disciples of the Pumpkin King follow strict food laws, promising never to eat vegetables to save their souls from the dark vegedemons. An avatar counts as two models for selling treasure as the band tries to find meat.
P.S. Although I've been wanting to, I've haven't played a game of Mordheim so balance might be bad. I wanted to enter so I did anyway.
Reply author: saltbushReplied on: 23/03/2008 08:49:54
Message:
If its not too late here's my entry
Fimir Fimirs are mystical creatures that dwell in the swamps of the old world. Part swamp creature part deamon, they are strong creatures with a deep green skin and fierce temper. Having only one eye Fimirs tend to favor getting up close and personal with their foes.
A Fimir may be selected instead of one of the champs in a Beastman (beastigor), Orc (big'un) or possessed(mutant) warband.
Cost
85gc
Fimir M 4 WS 3 BS 1 S 3 T 4 W 2 I 2 A 1 LD 7
Max M 4 WS 6 BS 3 S 4 T 5 W 4 I 4 A 4 LD 9
A Fimir may never take shooting skills
Skills: Combat, Strength, Special
Starts with 12XP
Special Skills
Tail Thump: The fimir can use his tail for another attack, it is a clumsy but hvy blow, treat the attack as a normal club attack but with –1 to hit and +1 to Strength.
Tough Skin: This fimirs hide is thicker than normal and grants a 6+ armor save which can be combined with other armor normally.
Living Daemon: The daemon part of the fimir is stronger than normal, the fimir gains a 5+ daemonic save and causes fear.
Or may roll a D3 for a spell
1. Fog Mist: Being somewhat magical in nature Fimirs can summon a mist to protect themselves and others. If it succeeds all shooting in a 6†radius of the fimir is at –2 to hit. Lasts until the fimir is wounded or casts another spell. Difficulty 9
2. Stench of the Swamp: The Fimir calls upon the stench of swamp to engulf him. All H-t-h attacks are at –1 to hit the fimir. Lasts until the fimir is hit. Difficulty 8
3. Green Rage: The fimir can enrage his target. Choose any model within 8†(including the fimir himself) that model is now subject to frenzy. Difficulty 10
Reply author: Ans-Mod Brahm TazoulReplied on: 24/03/2008 12:47:17
Message:
quote:
Originally posted by Chad
saltbrush: What does the Fimir replace? And if it gets "blinded in one eye" is it removed from the roster (one eye to begin with)?
Cheers
I've stated this in the past, and shall do so again;
Remember that the serious injury chart was designed with the "majority" of the models in mind. What of an augur? She's already blind, so does she just ignore this roll? The simple answer is no.
Treat the roll as a serious head-injury instead; a constant ringing in the ears that puts your balance off, thus reducing your BS for the remainder of your career. Should you roll this result again, you're out; you've been boxed so severely that you can barely even stand without vomiting!
Reply author: ZontarionReplied on: 27/03/2008 08:40:02
Message:
The Third place goes to!
Mutated Skaven - by Gobbo Freak
Very nice, very simple! I've always wanted Skaven to have more chaos-action!

I'd probably up his cost a little bit, though.
The Runner up is:
Mutagor - by Ethlorien
I really like this one as well - perhaps except the Wings Mutation. That's a bit insane, imo.
And the winner is!
Lich - by BaikenI love this guy! I'd probably give him 2 starting spells instead of 1D2+1.
Ancient Knowledge is kinda... written in a weird way. It's a skill you can pick once, right? And when you have it, every spell caster has acces to another spell? So what happens if you loose the lich? And what happens when you hire a new one (granted that this is possible as with the vampire) - and then take the skill "again"?
An idea is to simply make the skill give all your spell casters acces to a specific spell?
I like the idea of a spell-heavy warband, and it seems to fit well with the whole undeath-thing!