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==League Rules== Only core warbands, gear, charts, etc. are available. I know this won't appeal to all, but that's why I'm limiting it to 10 players, hopefully we can get enough just interested in core alone. Available warbands are: *Riekland Mercenaries *Middenheim Mercenaries *Marienberg Mercenaries *Cult of the Possessed *Witch Hunters *Skaven *Undead *The Sisters of Sigmar ===League Overview=== '''League rounds will be played over 3 day intervals, maximum two matches a person.''' Every match will be posted with results, and hopefully some fun and interesting story to go with it! So for example, today is 3-18-13, and is the first day of the league round. So between today and tomorrow I can play two games with anyone in my league, and those two games will count towards the league. These two games are the only games you will roll for experience, loot, injuries, things like that. You can obviously play for fun with others but they will not generate anything towards the league. Once the league round is over whether you've played two games or not, it will move onto the next round. I'm hoping this is a fast enough pace so people do not get bored, but slow enough to give everyone time to get games in. I don't think it will be a problem since many people are playing multiple games each day. <div class="toccolours mw-collapsible mw-collapsed">'''House Rules''' <div class="mw-collapsible-content"> *'''Light armor and heavy armor will be half of listed price at Warband Creation.''' Round up for values. Once the campaign starts, these will revert to their original prices. *'''Fighting with two weapons will incur a -1 to hit penalty.''' This does not apply to models who have multiple attacks listed on their profile, but only to those who duel wield weapons. This does not apply to Paired weapons. *'''New Sling Profile.''' ''16" range, S2 on double attack second shot.'' This means to fire twice with a sling you will have to take the -1 to hit, cannot move for that turn, and can only fire up to 8 inches away. *'''Building Conventions''': Buildings will be by default 3 inches high. This means there will always be a ground floor, a 2nd floor, and a roof. All building can be seen into, but not through. All buildings are scalable from any side as per the climbing rules. Buildings will be accessible to the first floor from any side freely, but can only reach the 2nd floor and ceiling by either climbing, jumping to from another building of an equal height, or climbing a marked feature inside the building. (I'm hoping to make a handful of maps and mark most buildings interior with stairs or rubble piles that lead to 2nd floor and roof. Also you can jump from one roof to another roof with appropriate checks, or from one 2nd story window to another with said checks.) *'''All Terrain shall be agreed upon before every match.''' Please do not forget, as this has caused arguments as to what is Difficult, very difficult, cover, things like that. *'''Token sizes.''' 70x70 for "human-sized" model or rough equivalent. 140x140 for large models (ogres, trolls, etc.). 70x140 for cavalry and mounted models. *'''Heavy armor/shield combination gives -1 Initiative, no Move penalty.''' Instead of -1M, you get -1I for the combination. *'''Great Weapon upgrades.''' If you pay the cost of a great weapon and the cost of a regular hand weapon, you receive a great weapon version that gains the special rule of the smaller weapon. Ex. paying 15gc for a great weapon + 5gc for an axe gives you a great axe that has +2S, strikes last, and cutting edge. *'''New combat skill "Ambidextrous".''' This lets your hero ignore the -1 for fighting with two weapons and can be learned by any hero with combat skill access. </div></div> IF ANYONE HAS ANY SUGGESTIONS OR SEES ANYTHING I'M MISSING, LET ME KNOW! I'm Mike M, Grunt9101, Bloodhoof, which ever name you see me under just drop me a line and I'll get back to you asap! :) ===League Scoring=== Everyone will start in one zone on the edge of the map. Over the course of the League, you will gain territory, wyrd stones, and notoriety through victories. A combination of these three factors will determine who wins. *Every victory will count as +1 point *Each territory held will count as +1 point *Each wyrd stone will count as +1 point At the end of 10 League turns, we will tally up the totals of these three factors and who ever has the most wins! There will also be a special mission you may play. You can only play this mission two ways. if you roll choose your own, or if you roll skirmish and then roll a 4+ on a die. If you do, you may play "Territory Grab". '''Territory Grab''' Follow all the normal rules for the Skirmish mission, except at the end of the game if the attacker wins, roll a die. on a 3+ they are able to gain control of a territory the defender controls that borders their own area. If the attacker loses, the defender rolls a die and on a 5+, he is able to gain control of one of the attackers territories under the same stipulations! These rules are to reflect the high risk, high reward of starting a full blown territory war. This mission type also counts as +2 victories, instead of the usual +1. Word of your expanding power in Mordheim strikes deeply in the other bands nearby, gaining you extra notoriety.
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