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==The Sealed City== Site: http://sealedcity.blogspot.com/p/setting.html The Sealed City is Is an unofficial supplement set in a once hidden city in the Great Ocean. Accidentally discovered by a Tilean carrack fleeing from Dark Elf slavers, the city is located on a vast plateau-like island, which seems to have emerged from the ground of the sea. The city itself could also be seen as a single structure of cyclopean size, streaked by several layers of walls and topped by a lithic roof. When the carrack's sailors brought back a blueish glowing mineral and broken clockwork devices to Tilea, their worth was perceived by an alchemist of House Fierezza, a noble Tilean family, and he persuaded the family's patriarch Ricardo di Fierezza thereafter to fund an expedition to the discovered island. This is still being made but has /will have rules for the following new warbands Pristekk Completely cut off from their tunnels, the Skaven desperately defend their outpost in the city's rock. Clockworkers Outcast engineers from the Empire decipher the city's wonders and build up a force of clockwork creatures. House Guard The personal guards of the expedition's three financiers: Riccardo di Fierezza, Luca di Baluardo and Ginevra Halcon. Maidens of Dusk and Dawn A prophecy is fulfilled and therefore every newcomer is treated like a deadly foe. Pirates of the Great Ocean Ruthless and sinister seafarers, held together by hard cash and promised fortunes. Silent Brotherhood Operatives, assassins, informers. They are everywhere and nowhere at once. The Brood of Ghurash Too long these horrific Trolls have dwelled in the dark depths - or long enough to have little in common with trollkind anymore. ====Warhammer 40.000: Death World==== An unofficial homebrew written by [[User:TheWiseDane]], Death World is a fully separate skirmish wargame based on Mordheim and the Border Town Burning unofficial supplement. The game is set on the dusty planet Pax Primus somewhere in the Halo Stars. Players take control of treasure hunters, raiders, cults and mercenary bands that traverse the Wastes to gain Loot and beat their rivals. It also features a campaign system that pits players into a story of survival and chaotic corruption; one that could end with the creation of another [[Great Rift]]... The rules are mostly the same as Mordheim, barring a few changes here and there. The Warbands are the versatile Remnants, brutish Orks and kunnin' Meks, Witch Hunters sent by the Imperium, mysterious, [[Eldar]] Dunedancers, the Devoted to Chaos and disgusting Nurglites. The game is still in beta and may need changes; if you find an issue or problem, feel free to write it to [[User:TheWiseDane]]. * [https://www.dropbox.com/s/mwbu8a0fd5pm1xm/40k%20Death%20World%20-%20Rulebook.odt?dl=0 Rulebook] * [https://www.dropbox.com/home/40k%20-%20Death%20World/Final%20Books?preview=40k+Death+World+-+Cheat+Sheet.odt Cheat Sheet] Since the Rulebook, I have written a few additional expansions for those who want to test them. These have not been thoroughly tested. * [https://www.dropbox.com/s/yxr0qfm3fw7yaj0/40k%20Death%20World%20-%20Chaos%20Raiders.odt?dl=0 Chaos Raiders Warband] * [https://www.dropbox.com/s/8cdhcrh6vs9keqz/40k%20Death%20World%20-%20Redemptionists.odt?dl=0 Redemptionists Warband] * [https://www.dropbox.com/s/850t8wjiclusg9n/40k%20Death%20World%20-%20Rebel%20Grots.odt?dl=0 Rebel Grots Warband] * [https://www.dropbox.com/s/frbspix757yg1e2/40k%20Death%20World%20-%20Special%20Characters.odt?dl=0 Special Characters] (Lugnut is not written yet, disregard his segment) === New Rules === Mordheim is old and very VERY unbalanced, and thus many campaigns choose to use house rules to make the game a bit more fun. This is not a definitive list of what you need to have, but rather the most common ways to create more balance. ====Common House rules in campaigns:==== *No elves (or limit them to max t3) *No Nurgles Rot (absolutely ruins campaigns and definitely not fun) *No Rabbits foot (makes Wyrdstone Hunter obsolete) *Armour starts going down at S5 instead of S4 (armour is overpriced for it's effectiveness) Dual wield fixes *Shields give +5as or. *-1S for attacks made with a second close combat weapon aside from the dagger (There's no reason not to take that second sword for a second attack) General nerfs *Slings lose extra attack or go down 1s
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