May 24, 2025, 11:27:55 AM

Author Topic: Resurrection: DD#12 - Lions, Tigers, Bears - Oh my!  (Read 3634 times)

Offline Eliazar

  • Active Member
  • *
  • Posts: 75
Resurrection: DD#12 - Lions, Tigers, Bears - Oh my!
« on: April 27, 2009, 09:36:07 PM »
Devil's Den #12 Lions, Tigers and Bears-Oh My!
Topic author: Johan Willhelm

Subject: Devil's Den #12 Lions, Tigers and Bears-Oh My!
Posted on: 05/06/2008 05:50:28
Message:
Lions Tigers and (Undead?) Bears - Oh My!

Due to the generosity of Styro, Myntokk and Wild Untamed Thing the setting of this week's Challenge has fallen to myself.

This week's Devil's Den Challenge revolves around the animal kingdom. There are already a smattering of animals present in Mordheim (wardogs, wolves and bears) but not nearly enough in my opinion! You're job is to add to their number, the only sticking pint being an animal (or animals) need to be involved somehow.

This can be an event, a hired sword, a scenario, equipment, a warband (ambitious . . .) whatever!

Closing Date is midnight June the 14th Saturday . . . but if any sneak in the following day is cool

Oh and thanks to Styro who I tested this idea on yesterday - he has a whole 24 hours on the rest of you! Hurry!

Reply author: StyrofoamKing

Replied on: 06/06/2008 00:34:29
Message:
you make it sound like I'm cheating....

Ooookay, here's my entry: (looks long as HELLL, but it's pretty simple once you get the concept, namely "bet money, pick animal, fight.")

BEAR BAITING
A Mordheim Mini-Game*

WHAT is a Mini-Game? Easy: A quick game to play between players. Ideal for gaming groups (waiting for that one player who's always 15 minutes late), or to play while waiting for a sister game to finish up. They can directly or indirectly involve your warband and can give a slight bonus, but nothing earth-shattering.

Bear-Baiting is a fairly common and simple game in origin: tie a bear to a post, and sick a bunch of hungry dogs upon him. Sometimes the bear wins, sometimes the dogs, but either way it is bloody and savage to the nth degree. Even before the comet, it was a popular sport in the city of Mordheim. In it's time of darkness, the event remains mainly unchanged save the state of mutated creatures being added to the menagerie. Stranger still, on odd days, the creatures in the pit are bipedal in nature, something between humans and monsters... but these creatures are uncommon, and are reserved for the high-rollers. Mercenary captains have squandered their warband's fortunes at such events, while penniless Ostlanders have left richer than Border Princes. So, ask yourself, are YOU ready for the game?

HOW TO PLAY
Bear-Baiting is a gambling game, played by two players at a time (there are extended rules for 3+ players later.) The money being staked is taken from a Warband's treasury, and may not taken on credit or merchandise unless the opposing player agrees, and only ONE player may put merchandise up as collateral. Both players must agree to the same price mutually (meaning, in normal cases, the poorer player sets the bet.) There are three ways to attend a Bear-Baiting:

HOUSE vs. HOUSE
The animals fighting in the pit are owned by the manager of the event. After deciding on the mutual wager, both sides choose one animal from the list below (randomly choose which player picks first). The cost of the animal cannot exceed the Wager money x2. Once one player has chosen their animal, the other player may choose one or two animals, whose total cost equals or is less than the original animal's cost. After both sides have chosen their animals, they proceed to the Fight (see below). After the battle is over, the winner receives the money he wagered, while the loser deducts the money from his treasury.

{Example1: Two players make a measly wager of 5gc. Player A rolls first to pick animals: he must pick a single animal worth up to 10gc to wager his money on. He picks a Monkey (ook.) Player B now chooses which animals to choose from: he may choose another animal worth 10gc (Monkey, **** Fighter), or two animals that total 10gc (eg. Two Snotling Runts, worth 5 each.) He chooses the **** Fighter. They fight, the **** Fighter wins. Player A loses 5gc, Player B wins 5gc.}

PLAYER vs. HOUSE
This is a chance for a player to not only risk his money, but animals from his warband! After agreeing on a price, the player who's staking one of his animals puts his animal forward. The opposing player than chooses one or two animals from the List below that total cost of the First animal. (For Player vs. House battles, the amount of money wagered does not limit the animals allowed to fight.) If the Player's animal loses and is taken out of action, the first player loses the bet and the House Player wins the money, and roll for injury as if the animal had been injured in battle. If the Player's Animal wins the battle, the first player wins the bet and the House Player loses the money and the Player's Animal gains 1 Experience. This is an EXCEPTION to the rule that Animals and/or Undead cannot gain experience. They only gain 1 Experience if they win, and gain only 1 experience per fight, regardless of have many animals he faces. If the animal that gained experience is part of a group, he is broken from the group and forms a henchmen group of his own. Whenever a fighting animal reaches a new level, roll on the Henchmen chart for advances, reroll any rolls of "That Lad's Got Talent." The new experienced animal henchmen group may not recruit members into that group.

{Ex2: An Undead player and a Mercenary player agree to bet for 15gc. The Undead puts one of Dire Wolves (50gc) into the fight. The Mercenary chooses a Cold One Beasthound (30gc) and a Piggie (20gc) from the House's Animals, to fight the Dire Wolf. If the Dire Wolf is taken out of action, it rolls for injury and the Undead Player loses 15gc and the Merc Player gains 15gc. If the Undead Player wins, he wins 15gc, the Merc player loses 15gc, and the Dire Wolf gains +1 Experience.}

PLAYER VS. PLAYER
Both players agree to a bet. If both players wish to put animals into a fight, the more expensive animal is put in first. If the second player's animal costs more than 5gc less than the first animal, the player may borrow a single animal to the House animals or his own warband to control, so long as the combined cost of the two animals is not greater than the First animal. The same rules for Player vs. House apply after this point.

{Ex.3 A Beastmen Player and a Carnival of Chaos player decide to battle, with the stakes of 50gc. The Beastmen Player drops his Minotaur (200gc) into the pit. If the Carnival player were to play only his Nurgling (15gc), he'd be bound to lose... so he borrows a Chaos Spawn (180gc) to add to his total. If the Minotaur is taken out of action, it rolls for injury and the Beastmen Player loses 50gc and the Carnival Player gains 50gc, and the Nurgling gains +1 Experience. If the Minotaur takes both the Nurgling and the Spawn out of action, the Beastmen Player wins the 50gc, the Minotaur gains +1 Exp, the Carnival player loses 50gc, and rolls for injury for the nurgling. If the nurgling is taken out of action but the Spawn wins the fight, the Carnival player still wins the money but the Nurgling gains no experience and still rolls for injury.}

MULTIPLE PLAYERS
If all parties agree, two players may join together to fight against a single player. If so, they must also split a bet. {For example, Player A & B bet 15gc each, player C bets 30gc against them.} Rolling off who gets to pick first, the Players then take turns, based on alliances, on picking their one or two animals to reach a mutually agreed sum of money.

(Ex. Players A&B roll off against Player C: Players A&B roll a 3, Player C rolls a 2. Player A picks an animal, then Player C. Player B picks an animal, then Player C.)

If one side wants to drop an animal from their warband, they always go first (meaning, if Player C wants to drop his Warhound, and Player A & B don't want to drop any animals from their warband, the order goes Player C, Player A, Player C, Player B.) If both sides want to drop animals, randomly choose which sides goes first, like above.

The totals between the two sides cannot be greater than 4gc.

TWO ON TWO: It is possible for Two on Two matches to occur, or 3 on 3, or 3 on 4. The important parts are:
*Each side equals the other side in cost
*That no side outnumbers it's opponent by more than one animal
*There is always two sides: three way battles are a BAD idea in this setting!


FIGHTING
The arena is an area 1'x1'. Minimal terrain is set up around the area, but no elevations unless slopes and ramps are provided. Both players take turns choosing a corner, and drop their animals as close to the corner as they can.

Couching:
Both Players may also choose one Hero from their warband, who is not missing next game, to be a Couch for the Animal they are betting on, who is placed in the Player's corner, just outside of but touching the 1'x1' area. Normal heroes will provide no bonus what-so-ever, but Leaders may still provide their Leadership to their animals within 6" of them, or the Leader's normal range. If a warband has certain heroes that provide other bonuses for animals (Dark Elf Beast Master, Kislev Bear Tamer), those heroes still provide that bonus as normal. Other than provide psychological bonuses from abilities or skills, the Couch may not do anything else, including shooting, casting spells/prayers, moving, using items.

Randomly determine which player goes first. That player's starts off, and controls the animal(s) as if it were in his warband.

Tough Crowd: If three rounds go by, and no animal has charged or attempted to charge, the crowd gets restless for blood. At the start of each round, randomly determine an animal, who gets hit by thrown debris from the crowd. The animal takes a leadership test. If the test fails, roll 1D6:
1-2 Scared: The animal moves 2D6 in a random direction.
3-4 Stunned: The animal stays where he is, and cannot move or charge next turn.
5-6 Maddened: The animal immediately moves 2D6" towards the nearest animal, friend or foe. If this takes it into base contact with the animal, it counts as a charge, and the animal attacks.

The crowd will continue this until an animal is successfully charged. In, in the future rounds, three more rounds go by with no charging, the crowd will start to throw again, and so on.


THE HOUSE ANIMALS /
The following is a list of animals to use in the battle, to be borrowed from the House. {Note: I'm sure that by the end of the challenge, there will be some MORE great animals to add to the list... after the contest ENDS, of course.}

SPECIAL RULES / BONUSES
There are a few small bonuses and penalties to animals, which are listed BEFORE the House List. All new or less commonly known animals are in bold, with rules posted AFTER the list.

DOGS OF WAR: There are many examples of Dogs that fight at a higher level than their cost suggests. For the purpose of wagering and pairing up fights, the following dogs count as being Costing 25gc: Warhounds (Withc Hunters, Horned Hunters), Hounds (Protectorate of Sigmar), Warhounds of Chaos (Beastmen, Chaos Maruaders).
DOGS, CONT: Wardogs bought as equipment, count as 25gc (not 25+2D6). Also, Wolfhounds (from Brahm's Vampire Slayers), as SO powerful, they fight as being cost 30gc. Ouch!

RAT PACK: If two Giant Rats are fielded together one one side, and neither is taken out of action, they both receive +2 Leadership.

MAGIC MEDDLING: If a Wizard's Retinue player wants to field familiars from his warband, they count as costing 15gc. All familiars (except the Dog) gain a 5+ modifiable armor save, due to their wizard's influence *cough*meddling*cough*.

ANIMAL, M, WS, BS, S, T, W, I, A, LD, COST, WARBAND
Snotling Runt, 4, 1 , 1 , 1, 1, 1, 4, 1, 3, 5gc, Snotling
Fighting ****, 4, 3, -, 2, 2, 1, 3, 2, 4, 10gc, BearBait
Monkey, 5, 2, 2, 3, 1, 1, 5, 1, 5, 10gc, BearBait
Dog Familiar, 6, 4, -, 3, 3, 1, 4, 1, 5, 15gc, Wizard Retinue
Cat Familiar, 6, 4, -, 2, 2, 1, 6, 2, 5, 15gc, “
Raven Fam., 2*, 2, -, 1, 1, 1, 4, 1, 5, 15gc, “
Viper Fam., 3, 4, -, 2/4*, 1, 1, 5, 1, 5, 15gc, “
Tomb Scorp., 5, 2, -, 2*, 2, 1, 4, 1, 4, 15gc, Tomb Guardians
Hunting Dogs, 6, 3, 3, 3, 3, 1, 5, 1, 6, 15gc, Killer Shrike’s Vampire Hunters
Nurglings, 4, 3, 0, 3, 2, 1, 3, 1, 10, 15gc, Carn. Of Chaos

ANIMAL, M, WS, BS, S, T, W, I, A, LD, COST, WARBAND
Giant Rats, 6, 2, -, 3, 3, 1, 4, 1, 4, 15gc, Skaven
Wolves, 9, 3, -, 3, 3, 1, 3, 1, 5, 15gc, Norse
Cave Squigs, 2d6, 4, -, 4, 3, 1, 4, 1, 5, 15gc, Orc & Goblin
Piggies, 5, 4, -, 3, 4, 1, 3, 1, 4, 20gc, Halflings
Warhounds, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Witch Hunter
Hounds, 6, 4, -, 4, 3, 1, 4, 1, 6, 25gc, Protectorate. Of Sigmar
Warh. Of Chaos, 7, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Beastmen, Chaos Maruders
Wardog, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Equipment
Hounds, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Slavers (Relics)
Wild Dogs, 6, 4, -, 4, 3, 1, 4, 1, 5, 25gc, Fallen (Relics)

ANIMAL, M, WS, BS, S, T, W, I, A, LD, COST, WARBAND
Cold One Beasthounds, 6, 3, -, 4, 4, 1, 1, 1, 4, 30gc, Dark Elves
Wolfhound, 6, 3, 3, 4, 4, 1, 3, 1, 10, 30gc, Brahm’s Vampire Hunters
Chaos Hounds, 6, 4, -, 4, 4, 1, 4, 2, 6, 45gc, Killer Shrike’s Beastmen & Aspiring Champions
Dire Wolf, 9, 3, -, 4, 3, 1, 2, 1, 4, 50gc, Undead
Trained Bear, 6, 3, -, 5, 5, 2, 2, 2, 6, 145gc, Kislev
Tiger, 7, 4, -, 5, 4, 2, 5, 2, 6, 170gc, Ind/BearBait
Chaos Spawn, 2d6, 3, -, 4, 5, 3, 2, D6+1, 10, 180gc, Chaos Maruaders
Abomination, 4, 3, -, 4, 5, 3, 2, 3, 5, 190gc, Necrach
Kroxigor, 6, 3, -, 5, 4, 3, 1, 3, 8, 200gc, Lizardmen
Troll, 6, 3, 1, 5, 4, 3, 1, 3, 4, 200gc, Orc & Goblin
Minotaur, 6, 4, 3, 4, 4, 3, 4, 3, 8, 200gc, Beastmen
Rat Ogre, 6, 3, 3, 5, 5, 3, 4, 3, 4, 210gc, Skaven

NEW/UNCOMMON ANIMALS
Snotling Runt (by Ram Rock Eddy & Styrofoam King).
Special Rules:
WEAPONS AND ARMOUR:
Runts carry a Pointy Stick (same as a Dagger) and Small Pebbles (see below).

Small pebble (free)
Range: 6" Strength: As User
Special Rules:
Thrown Weapon: Runts suffer no penalty for moving or firing, or for firing over half range.
Non-Piercing: Pebbles add +1 to enemy has armour save +1.

SPECIAL RULES
"Dodgey" & "Smallest of the Small" : Runts have a 6+ Dodge/step aside save in the same way as the Dark Elf Skill Fey Quickness. Furthermore, All runts are at minus two (-2) to be hit from ranged attacks because they are so diminutive and hard to hit from a distance.
"Not so tough gits.”: When you roll on the injury table for Snotlings, a roll of a 1 is knocked down 2-3 means stunned and 4-6 means OoA. Runts who go OOA will die on the roll of a 1-4 rather then just 1-2.
Not Animal: While dumber than hell, Runts are not actually animals. They may climb like non-animals.

FIGHTING **** – by Styrofoam King, for Bear-Baiting
No Special Rules

MONKEY – by Styrofoam King, for Bear-Baiting
Special Rules:
Climb: Monkeys may attempt to climb just like non-animal models.
Improvise Missile: Monkeys are adept at throwing rocks, fruit, and... other... things. Any shooting phase that the monkey isn't in combat, he may attempt to find a missile weapon. Roll 1D6: on a 4+, he has found a missile to throw this turn or any other turn that he's not in combat. He may find any number of objects, but may only carry one at a time (no hoarding.) The Missile has a range of 6", may be thrown over half range and/or may move and throw with no penalty, hits at -1 Stength
Improvised Missile
Range: 6" Strength: As User -1
Special Rules:
Thrown Weapon: Monkeys suffer no penalty for moving or firing, or for firing over half range.
Non-Piercing: Missiles add +1 to enemy has armour save +1.

Hunting Dogs –from Killer Shrike’s Vampire Slayers
Special Ability: Keen Senses: Hunting dogs may detect any hidden Undead or members of an Undead band at triple Initiative range; they may detect all other hidden models at double Initiative range. Additionally, they alert thier masters to the presence of such beings as well. therefore detected models are no longer counted as being hidden. Finally, Hunting Dogs may track the scent of the Undead; therefore in any scenario in which an Undead bands lair is sought, Hunting Dogs automatically detect such a lair if within 6" of it or its entrance.

Chaos Hounds (from Killer Shrike's Aspiring Champions & Chaos Beastmen)
Special rules: Cause Fear

Tiger (by Master, written for the {now shelved} Kingdoms of Ind Campaign)
Special Rules:
Large.
Fear Causing,
May climb
Pounce: when charging the tiger doubles it's attacks


Reply author: Master
Replied on: 06/06/2008 05:50:00
Message:
Heh, styros solution was to create ALL animals... clever...

Anyway, it looks very cool, good job...

Well...

This is what inspired me for my entry:
(Taken from the rulebook under wardog):
"You could also use the profile above to represent one
of the more exotic animals used by the warbands of
Mordheim, such as trained bears, Chaos familiars or
even fighting monkeys from the far-off Southlands!"

Here is my entry:
Ook'I'Agh The fighting monkey!
No'one really knows how the legendary fighting monkey arrived in Mordheim, some suggests he was taken on by a group of merchants before the comet changed the world. No one really knows where he came from either, although sources suggest the southlands. The little monkey was found in a tribe, that had nursed him from little, he had learned to use their scimitars somehow, and he always carried 4 tiny scimitars with him, along with a sling. All the merchants that saw this little monkey was startled, and offered hundreds of gold for it, as it could be resold in the richer places for thousands of gold. The tribe would not sell the monkey. Sources suggests that the monkey was stolen by some bandit-merchants, and they fled to the civilized world with him, through the chain of commerce, Ook'I'Agh remained his name, as that was what he said when people offered him bananas. It was around this time that the comet struck, not warping his outside, but somehow it posed even more intelligence into the monkey head, and although he never learned to speak, he is said to be the greatest chess player in Mordheim.

Hire Fee: 4 clusters of Bananas. - Each Cluster is a Rare 6 object that costs 15+2d6gc.
Upkeep: 1 Clusters of Bananas.
May be Hired:Ook'I'Agh may be hired by any warband! Although some warbands find it ridicoulous to field a monkey and therefore will not hire him.

Rating: Ook'I'Agh Increases the warband rating by +60 points.
M WS BS S T W I A LD
5 5  3  4 3 2 8 2 6

Weapons & Armour: Ook'I'Agh Carries 4 Masterwork Scimitars (one in each hand) and a sling.
Because he stands on one hand, Ook'I'Agh may only use three of his 4 scimitars at once, to gain +3 attacks, thus gaining a total of 5 attacks. He may however use all his scimitars when making diving charges, giving him a totals of 6 attacks.
Scimitars: These scimitars where created for Ook'I'Agh by the southlands tribe which revered him as a god, referring to him as "the Chosen Monkey". These counts as swords that give +1 to injury rolls.

Skills: Scale Sheer surfaces, Sprint, Acrobat, Leap, Lightning reflexes, Dodge, Jump up, Step aside, Web of steel, expert swordsman, Riposte - From the Sartosa campaign, reprinted here for the ease of it.
Riposte: Whenever Ook'I'Agh parries an attack he may immediately strike an attack with one of his scimitars.
4 armed swordsman:
"Twice as good as the best two-armed swordsman!"
Ook'I'Agh is an impenetrable defender therefore he may re-roll any parry roll he makes, just as if armed with a sword and a buckler.
Small & Agile: Ook'I'Agh jumps about and therefor is at -1 to hit with missile weapons.

If you want, you can field Ook'I'Agh, in the Bear baiting mini-game, in which case he is worth: 150gc.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
  • *
  • Posts: 75
Re: Resurrection: DD#12 - Lions, Tigers, Bears - Oh my!
« Reply #1 on: April 27, 2009, 09:38:33 PM »
Reply author: Chad
Replied on: 06/06/2008 08:53:08
Message:
Chad's oficial entry (their's no mistaking it!)

Extra mounts
All additional mounted rules that apply to the blazing saddles article apply here

Big Pig
“Oi owns a pig! Oi owns a big pig! Oi owns a really big pig!
 Tis so big a pig oi ride it in der mornin’!
I ride it in der evenin’!
Oi ride it all der way ter Mordheim! And I rides it backs again!” Unknown Halfling farmer/adventurer/drunk.
Cost 60GCs
Rarity 9+ (5+ in EIF)
Halflings only
M WS BS S T W I A LD
6  3  0 4 3 1 3 1  6
Special rules: Thick hide, not for riding.
Thick hide: 1+ to riders’s armour save. 2+ with normal mounted save.
Not for riding: 1+ to Whoa Boy rolls. No missile weapons may be fired by a model riding a Big Pig.

Really Giant Rat
As a clan Moulder Skaven once said: “You call that a rat? This is a rat!”
Cost 90GCs
Rarity: 11+
Skaven only
M WS  BS S T W I A LD
9  3   0 3 3 1 4 1  6
Sewer dweller: treats narrow tunnels and shallow water as open terrain.

Crippled wyvern
Orc warlord: “Dis wyvern’s wings are all trasheded! I no ride trasheded wingsy wyvern in da battle!”

Goblin groom: “Den whats should I do wiv it, boss?”

Orc warlord: “Gives its to one uv ‘em orcsies goin’ ter Mord… Mordhe… Dat place where da humies fight!”

Goblin groom “Yes boss”

Cost 90GCs
Rarity 12+ (“Der gobos keep eatin em all”)
Orcs only
M WS BS S T W I A LD
8  3  0 4 4 1 3 1  4
Special rule: no wingses, Battle schooled.
No wingses: if a crippled wyvern falls or is knocked down it suffers a strength 3 hit.

Reply author: Ethlorien
Replied on: 06/06/2008 09:44:59
Message:
Daniel's Official Entry:

Edit: Dammit! I swear I didn't see Master's entry this morning!
Edit2: They'll allow dammit, but they block a word that rhymes with mugger? Utter poppy****!.

Trained Monkey
Rare 10, Cost 30 +3d6 gold crowns.*
*Rare 9, 25 +2d6 gold crowns for Lustrian and Arabyan warbands.

A prized pet among the nobles of the Old World, these little primates come from far and distant lands: from southern Araby and even from across the ocean from strange and distant Lustria. While used by the wealthy as pets and 'little friends' these monkeys are sought after by other wealthy men too, those of ill-repute, for deeds of crime and petty violence.

A Trained Monkey is considered equipment in every sense. A Trained Monkey can only be pruchased by a Hero, and a warband may only ever have a maximum of 1 trained monkey at any given time. A Trained Monkey does not count towards the warband's maximum warband size.

A Trained Monkey may be purchased by any warband and is simply representative of that warband: a simple monkey for Mercenaries, a mutated monkey for Possessed, a zombie monkey for Undead, etc...

Special Rules:
One-handed, Trained, Two Monkeys, Sly Little ******, Pees on your Leg

One-handed: A Trained Moneky comes on a leash and must be held by its owner (the purchasing hero) at all times. As such, a Hero with a Trained Monkey may not use two-handed weapons.

Trained: A Trained Moneky always accompanies its master into battle. During the Close Combat phase, a Trained Monkey can be commanded to perform one of the following acts:

-Bit yer Ankles: A Trained Monkey can be used to bite the ankle of any warrior in Close Combat, up to 4" away from its master. This is an automatic S1 hit, with no armour save allowed. If a warrior is not engaged in Close Combat, then it is aware of the monkey and not elligible to be bitten.

-Whoop and Holler: A Trained Monkey can be commanded to jump about, screaming and flailing and throwing its feces in order to distract its master's enemies. All attacks against the monkey's master suffer -1 to hit.

-Pick yer Pocket: A Trained Monkey can be commanded to pick the pocket of any warrior within 4" of its master who is engaged in Close Combat. A picked pocket will result in d6 gold crowns to the master's warband. This gold does not come out of the enemy warband's coffers (as it is assumed to be something the individual warrior was keeping hidden from his allies).

-Scratch yer Face: A Trained Monkey can be commanded to leap upon the face of any warrior within 4" of its master who is engaged in Close Combat. The warrior then spends the turn trying to get the bloody monkey off its face and thus may make no attacks until the start of its next turn.

Two Monkeys: If two enemy Heroes both have monkeys and are within 4" of each other, their monkey's will not benefit from the Trained rule. They are too busy fighting/having sex with each other.

Sly Little ******: Between scenarios, a Trained Moneky can be sent off to spy/steal from another warband. To do so, the Hero must make two checks, Initiative and Leadership. If both are passed, the warband may a) choose the next scenario as well as being the attacker/defender, or b) have the monkey steal d3 shards of wyrdstone from the enemy warband (this wyrdstone is taken from the enemy warband's treasury and may not exceed the amount of wyrdstone that warband has).
If one of the tests, I or Ld, is failed, then the monkey got lost and comes back empty handed. If both tests are failed, the monkey is lost/slain/eaten and removed from the warband.

Pees on your Leg: During the movement phase, the owner of the monkey rolls a die. On a 5+, the monkey will stop and pee all over its master's leg, laughing madly. This action has no effect on the game, it's just funny.

Optional Rules: Any of the following optinal rules can be used, if all players agree.
-Every Hero may purchase a Monkey.
-Random action: during the Close Combat phase, instead of choosing what your monkey does, roll a die. 1-4 follows the actions listed under Trained accordingly, 5-6 the player may choose the action.
-Pick yer Pocket: the gold stolen from the warriors does come out of the warband's coffers.
-Drop the Pees on your Leg rule.

Reply author: Ethlorien
Replied on: 06/06/2008 10:48:02
Message:
Unofficial Entries by Ethlorien:
EDIT 6/16/08: added one last one before this comp is over.


Unoffical #1
War/Dark Lion*
I dragged this one up from my Noble Sons of Ulthuan Warband, thought it would be appropriate.
*A War Lion may be hired by any High Elf warband, a Dark Lion hired by any Dark Elf warband. Treat a War/Dark Lion as a henchman.

0-1 War/Dark Lion
100 Gold Crowns to Hire
Trained by the elves of Chrace, these mighty beasts are often given as gifts to noble families. Often, when a father has a son, he shall gift him with his own lion, as a protector, a pet, and a companion.
Yet all too often these great and wondrous beasts are stolen from their High Elf masters by the Druchii. Taken back to their dark continent and twisted and warped into a terrible monster.

Profile M8, WS5, BS0, S5, T4, W2, I4, A2, Ld6

Special Rules:
Cause Fear, Animal, Barding, Leap

Cause Fear: These massive lions can strike fear in the hearts of even the bravest of warriors. War/Dark Lions cause Fear in their enemies.

Animal: A War/Dark Lion is an animal, and as such does not gain experience.

Barding: A War/Dark Lion can be given Barding (it does not come with it), granting it a 6+ armour save. Due to its size and strength, a War/Dark Lion wearing barding does not decrease its movement.

Leap: Though a War/Dark Lion cannot gain experience, it begins the game with the skill Leap.


Unofficial #2
Here's another one I thought would actually prove pretty valuable in Mordheim.

Pack Mule
30 gold crowns, Rare 7
Available to any warband (though not Skaven or Undead, as they'd sooner just eat it)

Pack Mules are a must for any warband venturing further into Mordheim then a mere day's walk. These stubbourn beasts are enduring and can carry upon their backs a massive amount of gear.

A Pack Mule is considered a piece of equipment. Unlike a regular mule (as per the EiF supplement) It does not go into battle with the warband. A Pack Mule does not take up room in a warband in regards to a warband's maximum size.

Special Rules: Beast of Labour

Beast of Labour: A Pack Mule is a beast of labour and despite its size can carry a considerable amount of equipment without effort. A warband with a Pack Mule increases its maximum warband size by 1 and can be combined with other warband increasing items/rules/hired swords, such as the Halfling Cookbook.


Unnofficial #3
Trained Familiar
Rare 12, 40 + 3d6 gc

For the practitioner of magic, a familiar is a creature of great importance. The being is more then a pet, it is a link to the animal world, an extension of the wizard himself. A truly devoted familiar becomes more a companion and less a tool. Wizards eventually form a bond with their familiar, and the two work together in unision and harmony. And can do so even over great distances.

A Trained Familiar works exactly the same as a piece of equipment and grants all the abilities listed below (Magical Link, Insignificant Creature, Broken Bond). It does not count toward a warband's maximum size, nor does it have any stats. A Trained Familiar may only be purchased by and work in conjuction with a wizard (not a priest/sister). A wizard may have only 1 Trained Familiar at a time. Trained Familiars can be of any animal type, dependant upon the warband itself: rats for possessed, bats for undead, cats for mercenaries, etc...

Magical Link: A Trained Familiar creates a magical link between itself and its owner. The beneift of this link is that through the creatures eyes and ears a wizard (not a priest/sister) is aware of his surroundings in a way beyond the means of mere mortal eyes. The in-game benefit of this is that a wizard may cast his spells through the eyes of his Trained Familiar. This grants the wizard the ability to cast spells upon warriors that are not within his line of sight. In essence, the wizard may cast his spells upon any model on the table.

Insignificant Creature: As the familiar is a tiny creature of little importance, a Trained Familiar is considered to be moving about the table at all times, but is not represented by a model, nor can it be the target of spells or attacks.

Broken Bond: If a wizard with a Trained Familiar is put OOA, the bond between master and familair is broken and the creature will revert to a normal animal and be lost (remove from wizard's equipment).

Reply author: Onisuzume

Replied on: 06/06/2008 15:28:06
Message:
Onisuzume's Official Entry:

Mounted Freelancers from Far and Wide!

Six new mounted hired swords for hire.
All the rules found in the Blazing Saddles article apply here.

Cold One Rider
80 gold crowns to hire + 30 gold crowns upkeep.
The cold one made its way through the undergrowth, its rider hanging low over him. As the branches made way, the rider sat up again and kicked his mount into a charge. Soon he would have another head as his trophy.
May be hired: Amazone, Dark Elf, Lizardmen and Mercenary warbands may hire Cold One Riders. The rider is dependant on the hiring warband.

Rating: A Cold One Rider increases the warband's rating by +30 points plus 1 point for each experience point he has.

Profiles:
Profile(Cold One): M7 WS3 BS0 S4 T4 W1 I3 A1 Ld3
Profile(Amazone Rider): M4 WS4 BS3 S4 T3 W1 I4 A1 Ld7
Profile(Dark Elf Rider): M5 WS3 BS4 S3 T3 W1 I5 A1 Ld8
Profile(Saurus Rider): M4 WS3 BS0 S4 T4 W1 I1 A1+1 Ld7
Profile(Mercenary Rider): M4 WS4 BS3 S4 T3 W1 I4 A1 Ld7

Equipment:
All: Cold One, Shield and Sword.
Amazone: Spear, Sun Gauntlet.
Dark Elf: Light Armour, Repeater Crossbow, Spear.
Saurus Rider: Light Armour, Spear.
Mercenary: Heavy Armour, Lance.

Skills:
Cold One Riders may choose from the Cavalry, Combat and Strength skills when they gain new skills. Cold One Riders start with the Ride Cold One skill.

Special Rules:
Cold One: Animal, Fear, Scaly Skin(5+) Stupidity.
Dark Elf: Kindred Hate, Excellent Sight.
Lizardmen: Bite Attack, Cold Blooded, Scale Skin (5+)

Dark Rider
80 gold crowns to hire + 30 gold crowns upkeep
The rider rode quietly through the ruined sreets, his mount equally silent. His skeletal hands held the rotting reigns of what used to be a horse. He then stopped infront of a partially ruined manor and waited...
May be hired: Possessed or Undead warbands may hire a Dark Rider.
Rating: A Dark Rider increases a warband's rating by +30 plus 1 for each point of experience he has.

Profiles:
Wight: M4 WS4 BS0 S4 T4 W1 I2 A1 Ld7
Skeletal Steed: M8 WS2 BS0 S3 T3 W1 I2 A1 Ld5

Equipment:
Barding, Heavy Armour, Helmet, Lance, Shield and Sword.

Skills:
A Dark Rider may learn Cavalry, Combat and Strength skills when he gains new skills. Dark Riders start with the Ride Skeletal Steed skill.

Special Rules:
Fear, May not Run, Immune to Psychology, Immune to Poison, No Pain, Bound.
Bound: The Skeletal Steed's existance is bound to that of its Dark Rider, and turns to dust should the Dark Rider be killed.

Barding
50gc rare 10 Riding Horses, Warhorses, Chaos Steeds, Nightmares, Elven/Dark Steeds and Skeletal Steeds only.
Barding increases the armour save of a mount by +1. This extends to the rider if he's riding the mount.

Skeletal Steed
100gc, rare 11 Undead only.
M8 WS2 BS2 S3 T3 W1 I2 A1 Ld5
Special Rules:
Fear, May not Run, Immune to Psychology, Immune to Poison, No Pain, No Brain.

Saburai
60 gold crowns to hire + 30 gold crowns upkeep
Alternatively; a warband may pay him a wyrdstone shard as his hire or upkeep fee.
He survayed the city before him from behind the dreadful visage of his mask. His lord ordered him to go here and gather as many of the star-stones as he could, and obey he would.
May be hired: Mercenaries, Sisters of Sigmar and Witch Hunters warbands may hire a Saburai.
Rating: A Saburai increases a warband's rating by +30 plus 1 for each experience point he has.

Profiles:
Saburai: M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8
Warhorse: M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Equipment:
Heavy Armour, Helmet, Longbow, Spear and Sword.

Skills:
A Saburai may choose from the Cavalry, Combat and Shooting skills when he gains new skills. A Saburai starts with the Ride Warhorse skill.

Saddleborn
50 gold crown to hire + 25 gold crowns upkeep.
He galloped through the winding streets, it was very different from where he grew up; the vast open plains of Kislev. He dreamed back to the time of his youth untill a sudden movement snapped him back into the present. He notched an arrow and let it fly...
May be hired: Dwarven, High Elven and Human warbands may hire a Saddleborn.
Rating: A Saddleborn increases a warband's rating by +20 points plus 1 point for each experience point he has.

Profiles:
Saddleborn: M4 WS3 BS4 S3 T3 W1 I4 A1 Ld7
Warhorse: M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Equipment:
Bow, Light Armour, Shield and Sword.

Skills:
A Saddleborn may choose from Cavalry and Shooting skills when he gains new skills. A Saddleborn starts with the Ride Warhorse and Horse Archer skills.

Skink Outrider
40 gold crowns to hire + 20 gold crowns upkeep
As his mount reached the hilltop he stopped to survay the valley below. In the far distance he could see the approaching warband. Soon they would fall into the ambush...
May be hired: Lizardmen, Mercenaries and Shadow Warrior warbands may hire a Skink Outrider.
Rating: A Skink Outrider increases a warband's rating by +20 plus 1 for each experience point he has.

Profiles:
Skink Outrider: M6 WS3 BS3 S3 T2 W1 I4 A1 Ld6
Horned One: M8 WS3 BS0 S4 T4 W1 I3 A1 Ld3

Equipment:
Javelins, Shield and Spear.

Skills:
A Skink Outrider may choose from the Cavalry, Combat and Shooting skills when he gains new skills. A Skink Outrider starts with the Ride Horned One skill.

Special Rules:
Skink Outrider: Aquatic, Cold Blooded, Jungle Born, Scaly Skin (6+)
Horned One: Fear, Jungle Born, Scaly Skin (6+)

Horned One
100gc rare 11 Lizardmen(Skinks) only.
M8 WS3 BS0 S4 T4 W1 I3 A1 Ld3
Special Rules:
Fear, Jungle Born, Scaly Skin (6+)

Winged Lancer
80 gold crowns to hire + 30 gold crowns upkeep
He kicked his horse into a gallop, the wing on his back emitted a shrill scream. While speeding at the hapless mutant, he lowered his lance...
May be hired: Mercenaries, Sisters of Sigmar and Witch Hunters warbands may hire Winged Lancers.
Rating: A Winged Lancer increases a warband's rating by +30 plus 1 for each experience point he has.

Profiles:
Winged Lancer: M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7
Warhorse: M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Equipment:
Heavy Armour, Helmet, Lance, Shield and Sword.

Skills:
A Winged Lancer may learn Cavalry, Combat and Strength skills when he gains new skills. Winged Lancers start with the Ride Warhorse and Combat Riding skills.

Special Rules:
Glorious Charge: Any model charged by a Winged Lancer must make a Fear test.

Reply author: MyLittlePwny
Replied on: 14/06/2008 04:08:12
Message:
Here's a little animal spell from MyLittlePwny's magical library (of doom)

Locust swarm
Lesser magic spell list addon (roll a d8 or something clever)

Locust swarm: Difficulty 9

Range: 12", requires line of sight.

Effect: The affected model is swarmed by insects that crawl in every opening and sits everywhere on the poor guy. Every time the model does one of the actions on the list below he will suffer an immediate s1 hit. If the hit wounds, treat any OOA rolls as stunned) The effect lasts until the caster is injured IE knocked down, stunned or OOA.

A further effect is that the model is so distracted that he/she recieves -1 to hit in both shooting and hand to hand.

The model cannot hide while affected by the swarm.

Actions that will anger the mighty swarm of doom:
Running
Climbing
Jumping
Shooting
Being hit by missile weapons (roll the wound before the shots wound roll)
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
  • *
  • Posts: 75
Re: Resurrection: DD#12 - Lions, Tigers, Bears - Oh my!
« Reply #2 on: April 27, 2009, 09:39:38 PM »
Reply author: Zontarion
Replied on: 14/06/2008 08:34:00
Message:
Captain's Monkey
Any real Pirate Captain with any level of self respect has a pet. A Piratey pet. Most of the old school Pirates, like Long John Silver, Short Jack Gold (John Silver's dwarven first mate who succesfully mutineed against his captain), 'The Hook' and many other Pirates of the sea have always had Parrots as their sidekicks. However, Parrots aren't nearly as in now as they have been - anyone able to plunder a small village can steal a trained Parrot. It takes real guts to steal and befriend a monkey!

Cost: 40 gc
Upkeep: 15 gc
M WS BS S T W I A LD
4  3  4 3 3 2 5 1  6


Equipment::
The Captain's Monkey is equipped with a brace of pistols, it suffers no penalties for fighting bare-handed in close combat.

Skills: Sprint, Scale Sheer Surfaces, Acrobat, Nimble, Pistolier.
The Captains Monkey can choose from Shooting or Speed Skills.

Guns don't kill people, Monkeys with guns kill people! So trained is this monkey that it has been entrusted with a pair of pistols. Having 4 arms that are all able to operate these guns, the Monkey can fire a single gun even after running (but will still suffer the -1 modifier for moving, and won't benefit from Pistolier).

It's funny because it's Monkeys: Whenever the Monkey looses a Wound it will start schreeching, jumping up and down and make a terrible noise. Any enemy model within 8'' must make a Leadership test or start laughing. A laughing enemy model suffers -1 to hit in both HtH and shooting. Models will continue laughing for one full turn (meaning one shooting phase and one clost combat phase per player).

If you have any poo, toss it now: If ever the Monkey run's out of ammo, loaded Pistols or simply feels annoyed it will throw feces at it's enemies. In the shooting phase you can choose to toss poo at an enemy warrior. Roll to hit using the Monkey's BS. If it hits the target take an initiative test. If failed the model is grossed out and cannot move, shoot or cast magic in his next turn - he's too concentrated removing poo from his clothes and eyes.

Reply author: Long_John_Silver
Replied on: 14/06/2008 18:57:03
Message:
Murder of Crows

A flock of crows is called a murder, and, so it seems, a flock of murders is called a Mordheim.

Thriving cities are usually filled with all manner of pidgins and finches. Mordheim on the other hand is filled with large and particularly bold crows. These vile creatures flocked to the city after its destruction. The crows are merely a nuisance to healthy, able bodied warriors, but can be quite deadly to the weak and injured.

Rules:
Attacks the weak: when a warrior is knocked down or taken out of action they are attacked by a murder of crows. Role a D6: that is the number of crows that attack the wounded warrior. If the warrior it merely knocked down he is able to swat away D6 number of crow attacks, each crow that is not blocked makes an automatic strength 2 hit on the warrior, armor saves taken as normal. If the warrior is stunned he/she is unable to make any attempt to swat away the crows.

After the battle if a warrior was taken out of action by a murder of crows, role on the serious injury chart. Because of the relative diminutive size of the crows they rarely injure anything that is not a vulnerable area. Only “Blinded in One Eye” (31), “Hand Injury” (34), and “Horrible Scars” (64) can happen to the warrior, all other results are treated as a full recovery.


Ha Ha, well this is my idea I came up with from the time I spent in India and was attacked by a bunch of crows in Calcutta.

Edit: I would have my crows used as a random happening in campaigns that did not use a map or have them flock around certain areas of the map for campaigns that do make use a map.

Reply author: StyrofoamKing
Replied on: 16/06/2008 23:50:11
Message:
Unofficial Entry: Chimera!

It is possible for a player to attempt to mutate an animal past it's natural abilities. To do so, the creature is subjected to raw wyrdstone, enough to kill any lesser creature. They attempt to make the creature: a Chimera!

This may only be done by evil warbands (ex. Chaotic, Skaven, Undead, or Dark Elf), and who have access to animal henchmen or equipment. In the City of Mordheim, itself, however, some men are driven by desperation: when playing a campaign set in the City of the Damned, Neutral Warbands without prayer casters may use the Chimera rules. If a prayercaster joins the group, any chimeras are immediately destroyed.

Attempting to make a Chimera requires an animal of some sort as part of your warband. In addition, you must pay 1 Wyrdstone and 1D3x10gc to an Alchemist to aid you in your experiments. Roll 1D6:

1-2: Tragedy! Roll on the following table:
. . . . .1-2 Dead! the creature takes more than it can take, and is removed from your warband.
. . . . .3-Death's Door! The creature takes ill. If you want to save it, you must pay another 1D3x10gc to the Alchemist to save it.
. . . . .4-5 Weakness! The animal loses a random stat. If this would lower a stat less than 1, reroll the stat decreased.
. . . . .6 Spawn! The creature becomes a lesser Chaos Spawn! See the "Power of the Stones" article. A Spawn cannot receive any further Chimera bonuses.

3 - Nothing happens! The Animal is fine, and you're convinced the Alchemist is a fraud!

4-6 The experiment is successful, in one degree or another. Roll 1D6
. . . . .1 - Lesser Vigor! The creature gains +1 Movement, Weapon Skill, Initiative, or Leadership. Determine randomly.
. . . . . 2- Greater Vigor! The creature randomly gains +1 Strength, Toughness, or Attack. Determine Randomly.
. . . . . 3- Merging! The creature is compatible to be merged with another creature. You may (immediately or in the future) buy another animal of the same or different type as the Chimera animal, and sacrifice this animal (you may only do this once, unless you roll 'Merging' multiple times). If you already own another animal in your warband, you may sacrifice it instead. Depending on the cost of the animal sacrificed, the Chimera gains a bonus. 15gc or less: The animal gains your choice: +1 Strength, Toughness, Wound or Attack. 16-40gc The animal gains +1 Wound, and your choice of the following: +1 Strength, Toughness, or Attack. 41-75gc: The animal gains +1 Wound and two non-Wound stats of your choice. 76gc+: The animal gains +1 to all stats.
. . . . . 4- Lesser Mutation: The animal gains a random mutation from the Power of the Stones mutation table.
. . . . . 5- Greater Mutation: The animal gains a random mutation from the Possessed Mutation list.
. . . . . 6- Planned Mutation: The animal gains a mutation of your choice from the Possessed Mutation list.

Reply author: Johan Willhelm

Replied on: 17/06/2008 05:39:26
Message:
Ok folks - it's here, the results you've all been waiting for (a good 24 hours late indeed - sorry!). May I say first that the entries were cracking all round and I have a particular soft spot for two of the unofficial entries: Ethlorion's "War Lion" and Styro's "Chimera". I also feel that all you guys have spent far too much time thinking about monkeys . . .

So without further ado I give you the following:

Runners Up (in no particular order):

Styro's rules for Bearbaiting - I can see this being used as a "beer and pretzels" game between bouts of Mordheim and I can't wait to play with it in my group.

Master's "Ook I Agh" - monkey hired sword. Of all the monkey's this was my favourite purely due to the fact he carries 4 swords one of which can only be used in diving charges. I lurve diving charges.

MyLittlePwny's Locust spell - interesting take on the animal theme and I think the lesser magic section could do with been expanded. Also the spell itself is really characterful.

But In First place - & thus the winner:

Long John Silver's - Murder of Crows

I thought this suited Mordheim to a tee and the attention to detail (attacking exposed areas on the body in the injury chart) was genius. The crows of Mordheim are a pain but they're not going to kill of your band. So Congratumalation Long John!
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)