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===Marauders of Chaos=== With this warband, you can upgrade your heroes faster after some matches. There’s the Eye of the gods special rule which grants the chieftain obtain a mark or become a giant twisted abomination whose actual name can’t be said. If you won the preceding battle, roll 2d6, adding +1 to the result for each enemy model the leader took Out of Action, on a 12 or more you get the mark for the leader. If you lose, roll a 2d6, adding +1 to the roll for each friendly hero that was taken out of action during the battle. On a 12 or more, the leader becomes a Chaos s…uper mutant. This test happens after each battle, when the leader gots a mark, the tests won’t be taken anymore for the leader (if the leader dies, the remaining hero must do the quest for the mark again) The EotG test won’t be taken if the leader didn’t take part of the battle. The warband can’t have more than a single chaos super mutant, so, if your leader or your condemned becomes one and your warband has one already, they are abandoned which means they’re completely erased from the warband roster. ====The Warband==== Leader: Chieftain (95 gc): It has a nicer stat line than your average merc captain, with S/T 4, I 5 and WS5. Heroes: Seer (0-1, 45 gc) It has S, T and WS 4, Ld 8 and I4, but hey, that’s a spellcaster in your stock warband. They get marks automatically when hired, which defines the type of magic they can use. (Not very) Fun fact, with this guy you can port fucking nurgle’s rot as a spell picking the nurgle mark. Champions (0-2, 45 gc each) S 4, Ld 7, WS 4, These are the ones you want as bodyguard for your seer when he isn’t well equipped and more focused on casting spells. Henchmen: Marauders of Chaos (35 gc, any number) WS 4 basic trooper, noice Chaos Warhounds (15 gc, 0-5) WS/T 4!!! Chaos Spawn (180 gc, 0-1) The big guy of the group. It's good to keep it around. Or don't and use the money to get more marauders (or more hounds if kurgan) The spellcaster is a seer, who has to choose a mark (even khorne) to determine which spells casts or what does. Moving on, marks are exclusive to leaders and seers. ====Marks==== The mark of chaos undivided; Leader: at 6' (and 12' with battle tongue) every friendly model may reroll failed Leadership tests. Seer, use chaos rituals (consult possessed warband), and include 0-3 gors (but reroll any “lads got talent” result for those) Tchar, the eagle (Tzeentch); Leader: Makes it a spellcaster (but -1 to casting rolls if it wasn't a wizard before) Learn a random spell from the tchar lore. Seer: Learn 2 spells from the rituals of tchar, choose one, the other by the dice. Arkhar, the dog (Khorne) Leader: Frenzy, +4 any spell is negated Seer: Seer? Magic? Sorcery? NO, it becomes a blood father that can upgrade some of their stats (WS, S, T, I but only a +1) for each model taken OOA in hand to hand combat until the end of the battle and can also choose from the strength skills list at the moment of choosing a new skill. Onogal, the crow (Nurgle) Leader: Immune to poison, +1 T, reroll on serious injuries table once. Seer: Use rituals of nurgle, immune to poison. If you choose this mark, you'll be able to pick blessings of nurgle when having the mutation skill. And the rituals of nurgle give you nurgle's rot. Also the blessing. Yknow what to do. Shornaal the Serpent (Slaanesh) Leader: Some ability that, with some rolls, makes the attacker suffer a hit automatically against your hero, if they don't do the test, they can't attack your hero. If they pass the test, they can attack your hero normally. Is tricky to explain so better check the BTB document. Seer: use Shornaal rituals and give the warband an equivalent to bugman's that can't be sold (cause cocaine juice recipe is mommy’s secret). ====SUBFACTIONS FOR MORDHEIM==== Norse: +1 rarity rolls, but eye of the gods happens at 13+, so grab tattooed body skill when you have the chance to do so. Kurgan: WHO LET THE DOGS OUT?! They can include any number of warhounds (Pack of hounds, 'ere we go!), have common bows at 10 gc but a -1 on any rarity test that isn't a great axe or a barbed whip. Hung: Mongol chaos worshippers from the far east. Max. Members are 12 and have warhorses at 40 gc, and every hero or lad’s got talent automatically acquired the Ride Warhorse skill. In the BTB setting there's no restriction for mounted models per warband. ====The special skills list==== Chosen of Chaos: Congrats. You’ve been rewarded by the gods without ending up as a semi sentient warped flesh abomination. Use the Chaos Warrior stat profile in the warband document. Tattooed Body: Leader only. Using the power of rock and roll (also natural pigments and dead foes’ blood) your chieftain tattoos itself attracting the god’s sight. EoTG happens on a 10+ roll and 11+ for Norse. That means you can get a mark easily… and become a spawn easily. Sweeping Blow: Whenever the Hero takes an enemy model out of action using a double-handed weapon he may immediately make an additional attack against another model in base contact. Requires the Strongman skill. Mutant: You are able to buy a mutation. If you choose the mark of the crow, you can also buy blessings of nurgle with the exception of the mark of nurgle blessing (It doesn’t specify that cult of the possessed mutations are locked if you choose the crow mark, but if it doesn’t, you should be able to choose from both lists. That is powerful) You can choose this skill more than once, having to acquire it for each mutation you want to take Heart of the warrior: Only the warband’s leader may have this skill. He may re-roll any failed Rout test and is immune to fear and all alone tests. ====Special Items==== Great Axe: 25 gc, Rare 8, only models with the Chosen of Chaos skill can equip it. It’s two handed, with a strength as User +2, and its strike last effect can be deleted if the warrior has the Strongman skill. A Great Axe has an extra save modifier of –1, so a model with Strength 4 using a Chaos Battle Axe has a –4 save modifier in hand-to-hand combat. Barbed Whip: 15 gc, only one hero can have it, with a strength equal to user’s. It cannot be parried, has the whipcrack rule (see sisters of sigmar), the Hero may use his whip to make the Enrage: Warhounds charge wildly. As long as he is not involved in close combat all Warhounds of Chaos within 4” gain +1 attack. As you can see, taking the Strongman skill is important. ====“Let the chieftain die, keep the seer"==== It works surprisingly well. The thing is that you get both of the benefits of the mark. If you get lucky enough or unlucky enough to get your chief dead, you can still run a campaign pretty good with the seer. With the Chaos Undivided mark you can have the gors and act as a Cult of the Possessed Magister with the L tests re-roll at 6”. Two out of five With the Eagle mark you’ll have three tchar spells, two random, one chosen. Three out of five With the Dog mark, you’ll have a blood-priest that can say fuck off to spells on a d6 of 4+, have frenzy indefinitely, temporarily upgrading its stats with each enemy taken down in glorious hand-to-hand combat with a passed leadership test and take strength skills Four out of five With the Crow mark you can act as a carnival of chaos blessed one and carnival master, having access to the spells (daemonic vigour is replaced with one listed in the BTB document) and the mutations with the needed skill, also having +1 T and being immune to poisons. Four out of five With the Serpent mark… uhh… I'm going to copy-paste it straightforward from the file: Enemy models that are not immune to psychology cannot attack the Hero in close combat unless they pass a Ld test with 3D6, discarding the lowest D6 result. If the roll is failed, these models are hit automatically in close combat. Once they pass, they do not have to test again for the duration of the battle. Note that the Lizardman’s Cold Blooded special rule cannot be applied to this effect. Far from that, you can use the rituals listed in the btb document and do the mommy’s cocaine juice recipe/chaos unsoldable bugman’s ale if it wasn't taken OOA instead of searching for rare items. Three out of five
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