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[[/TG/heim: Facepuncher's Punchers of face (Norse Marauders of Chaos)]] - warband rating 124
[[/TG/heim: Facepuncher's Punchers of face (Norse Marauders of Chaos)]] - warband rating 124


[[/TG/heim: Clan Landprecht (Ostlander Mercenaries)]] - Warband Rating: 106
[[/TG/heim: Clan Landprecht (Ostlander Mercenaries)]] - Warband Rating: 128


[[/TG/heim: Sergei's Soldiers (Reikland Mercenaries)]] - Warband Rating: 92
[[/TG/heim: Sergei's Soldiers (Reikland Mercenaries)]] - Warband Rating: 92
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[[/TG/heim: Hoedemaeker's Landmacht (Marienburg)]] - Warband Rating: 81
[[/TG/heim: Hoedemaeker's Landmacht (Marienburg)]] - Warband Rating: 81
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==Open League Houserules and other Clarifications==
==Open League Houserules and other Clarifications==

Revision as of 03:30, 18 March 2013

Basically, /tg/ plays Mordheim over Roll20, with all the associated tales of tragedy, horror, and cursing at the fickle nature of the dice gods. Aside from Roll20, you can also try to contact players through #mordheim on sup/tg/'s IRC server: irc.thisisnotatrueending.net (you can use their integrated chat client and type /join #mordheim if you don't have an IRC client).


Open League Overview

League format is pick-up-and play - play as many games (or as few) as you want or can manage. Even if you're outmatched, battles in Mordheim usually end at the 25% casualty mark due to the Rout rules, and inexperienced warbands gain extra experience when going up against much stronger ones. And while more games might bring in more experience and loot, they also bring in more risk. It's also a good idea to try and avoid playing against the same warband twice in a row, especially if you gave them a particularly bad thrashing. Finally, you're free to retire a warband at any time at start from scratch with the default 500gc limit - nothing carries over, of course. But we recommend sticking with a band even if you have a couple of bad games; the underdogs rule means that recovery is always possible.
Note: As the Open League is well, open, involving many different splats, unofficial warbands, and other wild craziness, expect continual discussion on and revision of houserules. The latest houserule discussion can be found in the talk page.

Participating Warbands List

/TG/heim: Da Proud Toofs (Orcs&Goblins) - Warband Rating: 124

/TG/heim: Hoestermann's Mans (Reikland) - Warbanding Rating: 78

/TG/heim: Barrett's Privateers (Pirates) - Warband Rating: 93

/TG/heim: D0rf's Dorfs (Dwarven Treasure Hunters) - Warband Rating: Inactive?

/TG/heim: Sulemain's Magnificent Menagerie (Cult of the Possessed) - Warband Rating: 94

/TG/heim: General Mills' Undead Army (Undead) - Warband Rating: Inactive?

/TG/heim: Kalmar's Acqusitions, Inc (Merchant Caravan) - Warband Rating: 78

/TG/heim: Wicked K's Company (The Restless Dead) - Warband Rating: 134

/TG/heim: Van Helsing's Avengers (Witch Hunters) - Warband Rating: 137

/TG/heim: Blood Hoof's Raiders(Beastmen Raiders) - Warband Rating: 148

/TG/heim: The Blackfur Horde (Skaven) - Warband Rating: 133

/TG/heim: Iron Biters (Ogre Maneaters) - WarBand Rating: 121.5 *Retired*

/TG/heim: Hungry Khagan's Thumpers (Ogre Maneaters) - WarBand Rating: 146

/TG/heim: Wu's Manchu (Battle Monks of Cathay) - Warband Rating: 151

/TG/-heim: Berthas Redemption (Sisters of Sigmar) - Warband Rating: 85

/TG/heim: The Good Company of Sir Aillas (Bretonnian Knights) - Warband Rating: 33, most like disbanding

/TG/heim: Kwikkritt's Killers (Skaven) - Warband Rating: 136

/TG/heim: Clan Bladeborne (Middenheim Mercenaries) - Warband Rating: 74

/TG/heim: Toofy Crows (Orcs&Goblins) - Warband Rating: 141

/TG/heim: Giacomo's Gravediggers (Marienburg) - Warband Rating: 99

/TG/heim: The Crew of The Smoking Dog (Pirates) - Warband rating: 58

/TG/heim: Facepuncher's Punchers of face (Norse Marauders of Chaos) - warband rating 124

/TG/heim: Clan Landprecht (Ostlander Mercenaries) - Warband Rating: 128

/TG/heim: Sergei's Soldiers (Reikland Mercenaries) - Warband Rating: 92

/TG/heim: House Lavendel (Undead) - Warband Rating: 103

/TG/heim: Amar-Sin's Slavers (Chaos Dwarfs)

'''/TG/heim: Beef Eaters (Cult of the Possessed)'''

/TG/heim: The Creatures of the Night (Undead) - Warband Rating: 78

/TG/heim: Hoedemaeker's Landmacht (Marienburg) - Warband Rating: 81

Open League Houserules and other Clarifications

General

  • Unlike Warhammer Fantasy, you do not have to charge in a straight line in Mordheim (you can charge models behind corners with an Initiative test). You still need to take the shortest possible route to the target.
  • Rolling should be done in the presence of a witness. Roll20 does keep chat logs for a few hours, but 2+ live witnesses are encouraged.
  • Ensure diagonals are being measured via Euclidean rules. (Check the page options on the map you are using.
  • Go over any changes in the regular rules you wish to use with your opponent before beginning, and ensure both of you are familiar with the scenario.
  • Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF).
  • Don't be a dick.

Weapons

  • Using two melee weapons at once incurs a -1 to-hit penalty. This does not apply to characters that have multiple attacks, but applies to all attacks in a round if the character chooses to gain a bonus attack from an extra weapon.
  • Sling flurry is at S2 (the double attack). Single shots may still be made at S3.
  • Light armor and Heavy armor are half the listed price, rounding up. This also applies to Gromril and Ithilimar armor as well. *Only during warband creation

Warband-specific

  • Amazon, Shadow Hunters, Pit Fighters, Dark Elves disallowed. (discussion is ongoing regarding Amazons and Pit Fighters)
  • Carnival of Chaos with Nurgle's Rot is not allowed. (havoc to keep track of in an Open League)
  • Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language)
  • Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review.
  • Vehicle rules from Empire in Flames are in use. Wagons are always available for Merchant Caravans, but currently under review for other warbands.
  • TWF penalties apply to Cathayan Battle Monk fist-fighters
  • Cathayan Peasants count towards warband size for determining when to take a Rout check. They are not counted towards the number of warriors put Out of Action for the check.
  • Rewards of the Shadowlord table may be used by Possessed Warbands.

Buildings

Buildings are assumed to be fairly ruined and/or flimsily built. Unless otherwise noted, all buildings:

  • Aare assumed to be 3" high
  • Are climbable to the roof/high ground from anywhere in the building.
  • Can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants.
  • May be entered from any side.


Proposed (see main page discussion for details):

  • Additional Mounts from Empire in Flames
  • Wagon availability
  • Amazon and Pit Fighter band amendments
  • 25% armour discount during play for light and heavy armour only
  • Ogre xp clarifications

Sub-Leagues

With the large number of players now available in the Open League, players may want to put together smaller and more highly-organized invitation leagues of their own, either with their own restrictions, specific themes, or locations different from Mordheim. This section collects links to individual sub-league pages:

/TG/heim: Sub-League Page

Core Rules & Warbands

Main Rules

Core Warbands
Includes 3 Mercenary Companies, Cult of the Possessed, the Undead, Skaven, Witch Hunters, and Sisters of Sigmar.

Scenarios, Experience, Income, and Long-term Injuries

Weapon/Armour/Equipment PDF Arms & Equipment Guide

Map Generator

Mordheim Annual Errata (the official Errata - newer versions of the rulebook will include most of this)

Other Errata Compilation (note sources, some are "official" GW answers, some are answers by the author (Tuomas Pirinen) while some are common community rulings.)

Advances

These are just for normal warbands. All warbands use the same advancement scheme, but some (like Ogres) have penalties to the xp they earn.

  • Heroes: 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
  • Henchmen: 2, 5, 9, 14

(For Ogre bands, cut gained xp in half and count in increments of 0.5. So an Ogre hero who earns 1 xp would only gain 0.5xp, but would count the original 1 towards warband rating)


Printable Roster Sheet (useful for tracking advancements)

Getting Started

Mordheim is set 500 years before the "present" Warhammer Fantasy timeline, and is centred around the ruined city of Mordheim, destroyed in a night of fire by a warpstone comet. It is a dark time, with prophets speaking of Sigmar bringing judgement to his people, and of dark cults springing up around the civil-war wracked Empire in the wake of Sigmar's abandonment. In Mordheim, you lead a small warband of adventurers, treasure-seekers, and fortune-finders that race through the streets of the city searching for shards of wyrdstone to either sell them to the highest bidder, use them to gain greater power, or lock them safely in the vaults of Sigmar!

You'll need to create a Roll20 account to join one of the current game tables and chat with existing players. Feel free to ask questions or ask for comments there or in the /tg/ thread (but try to avoid cluttering the chat while a game is in progress).
First off, make sure to read through the entire ruleset, including rules for Campaigns. Then you can start brainstorming warband concepts. Mercenaries are a solid all-round pick, but most of the warbands in the Core book are solid picks. Remember that fluff and creative use of tokens can go a long way (you don't necessarily need to use a specific army list for an army - you can represent Brettonnians with Middenheimers if you so choose). Follow the rules in the warband list for generating a starting warband - note that rare equipment, if available for purchase at warband creation, will not be as easily available once the warband is active in the campaign(the same generally applies to other things like mutations for Chaos factions). Starting spells and other random attributes should be rolled in the presence of a witness (preferably a few) on Roll20.

Then you'll need to create a page for the warband on 1d4chan, which is done in the regular way. Be sure to include a link back to /tg/heim, and a link on this home page! Your Warband's 1d4chan page should have your warband's name and rating, your warband's heroes (and their experience, advancements, equipment), as well as henchmen (and their experience), current gold in the treasury, any remaining wyrdstone, and weapons/items in the inventory. Adding in a characteristic profiles for each model is recommended. Try to update it after every battle, or at least before the next battle so your opponent has a reference.

Copy-paste this text to your wiki page to enter statlines, replacing fields as appropriate:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|- 
| 4
| 4
| 4
| 3
| 3
| 1
| 4
| 1
| 8
|-
|}







 Don't delete the newlines above!

and you should get a result that looks like this:

M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8




(Note that the large blank space is for some reason important to make sure shit doesn't get messed up)


Playing on Roll20

Since the chat window isn't different for each new page in the same campaign, games are spread out over several campaigns on Roll20, or "Game Tables." You will need a Roll20 account to join one of the following tables. Contact the table's GM to be promoted to GM status. This will allow you to upload tokens to your own personal library, manipulate tokens on the board, and also edit the map in use. Randomly generated urban maps can be found on Wizard Dawn

Note: When setting up a table and making the Roll20 map, be sure to make it 48x48 units (Size of normal Mordheim board in inches), and set diagonal measurement to "3.5 D&D/Pathfinder" So it measures it correctly.

Tokens should be sized at 70x70pixels, be of a square shape, and hopefully represent the character in some way (nameplates can be toggled on in Roll20, but being able to tell at a glance is helpful). A border is recommended for convenience of checking edges and base-to-base contact. Similar pictures for henchmen and unique pictures for heroes are also recommended to help with differentiation. An image with an easily visible orientation (like a face) is also helpful, because tokens are often rotated and flipped to represent knock-downs and stuns.

Note: Roll20 measures auras starting from the token edge. For a 70x70pixel token, the distance you need to compensate for is 0.5 - adjust aura distances by this amount. For a 45x45 pixel token (standard measuring template size), the distance adjustment is 0.3.

Note: ENSURE "DIAGONALS" IN PAGE SETTINGS FOR THE MAP ARE SET TO EUCLIDEAN (or alternately D&D4e). IF NOT, DIAGONALS WILL NOT BE PROPERLY CALCULATED USING THE MEASURING TOOL. (You can also make a "ruler" token for measurement by resizing a token in increments of 70 pixels).


Sample Tokens (note you will have to resize these to 70x70

Draxxon's Game Table (Mordheim)

Coffee's Game Table (Mordheim: Good Edition)

Quinze's Game Table (Mordheim Outskirts)

Draxxon's Second Table (Mordheim: Second Room)

Guy's Game Table (Mordheim Table)

MILLANDSON's Game Table (Mordheim - Dare you enter?)

Funk's Game Table (Bunbun Mordheim)

Link unknown - Arthur's Table (Mordheim Table)

Please update this with any other Mordheim tables you are aware of! For whoever made the campaign, please make your campaign LFG so anyone can join, and keep up on promoting any new players to GM (Hover over their player name on the main campaign page to do so) so they have an easier time playing and loading images.

List of Skirmishes

Barrett's Privateers vs. Da Prouf Toofs (3-14-13, Finished. Proud Toofs stomp Privateers, but not before they make off with most of the wyrdstone)
The Privateers could hear the Orcs coming before they appeared, thanks to the incessant squabbling and krumping of each other, but nevertheless while the Privateers managed to get their fastest men and cabin boys out with the Wyrdstone, the orcs permanently smushed a dimwitted crewman, and while the Boss krumped Steady-hand Pete, the Helmsman, so hard he embedded into the ground, he made a full recovery, attributing his success to his 'lucky leather coat.' Nevertheless, the Privateers withdrew, leaving the choice pickings of the area to the Orcs.
Sulemain's Magnificent Menageries vs. Wicked K's Company (3-14-13, Finished. Wicked K's Company wins)
Sulemain's Menagerie, arriving at the outskirts of town, finds their path into the city proper blocked by a Liche, Karlsbad the Wicked, and his apprentice Necromancer slowly unearthing an army of the dead from the graveyards outside of town. The newly risen dead quickly assemble into ranks and face off against Sulemain's twisted monstrosities, seeking to break past into the city proper where wyrdstone awaits. Sulemain and Karlsbad, both potent sorcerers, engage in a sorcerous duel as the Liche's zombie minions shuffle forward. Eligos, Sulemain's champion, rends a zombie limb from limb but struggles to deal telling blows to the rest. Karlsbad finally finishes his incantation a split second before Sulemain completes his attempt to enspell the Liche's bodyguards - and strikes Sulemain down with a blast of black death. His Grave Guards, sensing opportunity, rush forward and cut down one of Sulemain's mutant bodyguards. Demoralized and outnumbered on all sides, the Menagerie scatters into the back alleys of Mordheim, loyal Ose carrying his wounded comrades to safety.
Kalmar's Acquisitions, Inc vs. Hoestermann's Mans (3-14-13, Finished. Kalmar edges out a narrow victory.)
Kalmar's band of capitalist scum finds some of Hoestermann's men all alone looking for loot. never passing up an opportunity for a quick grab of coins they decide to mount a hostile acquisitions of their wealth. Things turn drastically when the rest of the Hoestermanns come in from different flanks. It started as a scrap, devolved into a fracas and then it went downright nasty. Both leaders suffered greatly in this fight - Hoestermann comes out with multiple injuries, while Kalmar is scarred badly. Will they move on and let past be past, or is this the beginning of a long rivalry?
Hoestermann's Mans vs. Blood Hoof's Raiders (3-14-13, Finished. Blood Hoof's Raiders victory).
Bloodhoof laid four of his beasts in an ambush to stop the large group from breaking through, and he took the rest of his herd north to slaughter the small group. The plan worked perfectly as bullets and bolts rained down upon them, all seemingly deflected aside. The dark gods surely favored Bloodhoof as he slaughtered two smoothskins that day. Finally the southern groups engaged in fighting and two more men went down with no casualties in return, and the battle was over as the humans limped away. Three of the musket men lay dead and were dragged back to the lair, to be devoured that night in celebration.
Iron Biters vs. Blackfur Horde (3-15-13, Finished. Blackfur Horde victory).
The rat swarm raced ahead, scouring the ruins for precious wyrdstone while the lumbering of the Ogres came ever closer. The giant rats fled in terror or simply froze in bestial fear when the brutes finally approached, crushing rats beneath them. Even their leader, a fearless (For Skaven, at least) assassin cowered before one of their charging warriors. However, to the surprise of everyone including the Skaven, the combination of the gnawgin magical hordes of rats summoned by the skaven seer and a particularly ferocious and tough giant rat ended up downing one of the ogres (Although not fatally), and after the venom from the assassin's blades dazed and nearly killed another Ogre, the brutes decided to retreat and leave the Skaven with their wyrdstone prize.
Iron Biters vs. Sulemain's Menagerie (3-15-13, Finished. Iron Biters victory). Notable casualties: Eligos, Possessed champion.
Sulemain's experiments on the captives his mutants have been taking in Mordheim have not gone unnoticed. Noticed by none other than a very hungry pack of Ogres. In an attempt to hold the Ogres away from the prison pens, Sulemain - still too weak to take the field - arrayed his warriors to attempt to stop their breakthrough. The fearsome Ogre Captain of the Iron Biters clashed in brutal hand to hand combat with Eligos, Sulemain's champion, and broke the possessed monstrosity in two upon his knee. The morale of the Menagerie collapsed upon Eligos's death, leaving the Ogres free to wander into the prisoner pens and help themselves to a meal.
Sulemain's Menagerie vs. Van Helsing's Avengers (3-15-13, Finished. Avengers victory). Notable casualties: Jacob Schnell, Witch Hunter.
After being evicted by a band of hungry Ogres, the Menagerie nearly blundered into a Witch Hunter ambush - another band that Sulemain's activities had drawn the attention of. Ose's keen senses however picked up the scent of hounds, and Barbados led the ragged band around to ambush the ambushers! In a brutal surprise attack the Menagerie stormed the Hunters lying in wait, taking three hounds out of action and a Flagellant. One of the junior hunters tried to crawl clear of the ambush, only to have his throat cut by one of the Brethren. Barbados was so pleased at the recruit's bloodthirstyness he elevated him to Sworn Brother on the spot! But the Witch Hunters quickly rallied, their Captain returning to the field and their Warrior Priest rallying the rest in the name of Sigmar. Rather than risk a pitched battle with their hated foe, the Menagerie took stock and withdrew, conceding the field for the time being.
Iron Biters vs. Hungry Khagan's Thumpers (3-15-13, Finished. Iron Biters victory)
Day 1- We found way to strange ruined city we hear full of food n fun. Firstd thing we see is more ogres. Dey was surchin da place, probably for tastee snax. We rushd up to give traditnal greetin and was suprisd by how xcited dey was to see other ogres. We tradeid greetins for a bit but dey was too excited so we decided to go.

Jinn thougt maybe he was hert cause two of da big ones jummpd up and down on him for a bit, but it turned out it was just dirt. Temmu did get one of his eyes taked by um and whined for hours about it beein his luky eye, so we sol one o dese weerd rocks we found and baut some dinner from little humans.

We all agre, pretty good day.


Wicked K's Company vs. Kalmar Acquisitions. (3-15-13, Finished. Kalmar Acquisitions Victory) Notable Casualties: Sir Henry Twospook, Grave Guard. Honourable mention to Bard Magnifikusson for getting run over by a wagon and surviving unscathed.

Iron Biters vs. Blood hoof Raiders(3-15-13, Finished. Blood Hoof Raiders victory)

Barrett's Privateers vs. Hungry Khagan's Thumpers (3-16-13, Finished. No blows were struck, and Khagan made off with the chest)
Day 2- Today we meet little fancy humans. Dey not so xcited to see us as other ogres, but dey try hard neway. Dey show us dem toys and one made a propa ogre boooom. We was all impresseded. Den we play game of hide'n'find wit dem to help my Thumpers wit "tac-tix". Dos nice little fancy men even let us keep a chest we finded. Afterwards dey met anoder little man wandering in da city and dere captan let him be in his cru. We met anoder ogre too. He was wandern roun da city wit no idea wat he was doin. He hunter down from da mountans hear of interestin stuff heer. We let him join da Thumpers and give him Temmu's gear. Temmu whined again for hours and hours till I finally brok down and bought him an axe. Now hes happy agan. Anoder good day.


Wu's Manchu vs. The Good Company of Sir Aillas (3-16-13, Finished. Wu's Manchu Victory)

Wicked K's Company vs. Da Proud Toofs (3-16-13, Finished. Wicked K Victory)
Fresh from their relatively bloodless victory over the privateers, Da Proud Toofs were aimlessly wandering the streets of Mordheim when they heard a terrible moaning. With a gleeful roar they charged towards it's origin. Unfortunately for them, the undead had long since heard them coming and had organised themselves accordingly. The orcs ran face first into a volley of arrows and a line of disciplined (if somewhat decomposed) infantry. Toofsnatcha spotted the thin form of Karlsbad the wicked some way off from the main combat, and charged straight for him. Despite managing to floor his bodyguard, the grave guard know as Zigmund Yorschleit, he was quickly dragged underground by the many dead buried under Mordheim. The battle only went downhill for the orcs after that. Although they finally managed to batter Zigmund into insensibility (permanently damaging his nerves) the undead won by quite a margin. The orcs fled, vowing revenge...

The Good Company of Sir Aillas vs. Blood Hoof's Raiders (3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).

Wu's Manchu vs. Sulemain's Menagerie (3-16-13, Finished. Wu's Manchu victory. The Menagerie unearths a hidden treasure, but are unable to escape with it before the Manchu rout them.)
"A group of funny looking humans in strange clothes? And they're unarmed? And they are retrieving a treasure cache in the area? Excellent news, Barbados! Now bring me some captives and gold!" Sulemain said to his chief mutant. Unfortunately for Barbados, he had never heard of the Battle Monks of Cathay, or that their strange clothes indicated a level of unparallelled mastery in the art of fighting *without* weapons...

Iron Biters vs. Da Proud Toofs vs. Kalmar Acquisitions, Inc. vs. Skugg's Marienburgers (3-16-13, Finished. Iron Biters sneak off with the treasure while the Proud Toofs rampage among the humans.)

Iron Biters vs. Van Helsing's Avengers (3-16-13, Finished. Avengers' Victory. Van Helsing's Avengers hounds harry the Ogres into a rout during a Skirmish).

Clan Bladeborn vs. Hungry Khagan's Thumpers (3-16-13, Finished. Khagan's Thumpers Victory) Notable Casualties: Devesh Forktongue
Day 3- Nu day, nu weerd tings to see in dis city. Today was different from past days cause we meet much less frendly humans. Dees ones just jumpd and yelld and shot me! Reely hurt too. Dey wasnt wearin much cloths for humans and maybe dats why dey was so loude. I thought about givin um some cloths but decided no when they shot me. Instead we ran around dis buildin and jumped on um a few times yelling reel loud till they rund off. Dere was dis one human female dey had to drag off cause she was yellin and foamin in da mouf tryin to get at us. Yelled her name was axe-lea. Said shed be back for us. hurhur
The Good Company of Sir Aillas vs. Hungry Khagan's Thumpers (3-17-13, Finished. Khagan's Thumpers Victory) Notable Casualties: Sir Aillas, Sir Aillas's Horse
Day 4- Been heer long time now. City just right excitement for us. Been seein nu tings every day. Today we see someting I hear of but never tink I see. We was all spread out ova a big bit ov city lookin for food and goin thru interestin stuff when up prances dis night like from da old storees. Ee was so sparkly we all just stood around and stared at im. Till he hit Temu dat is. Temu startd cryin and flailin about and I had to go in and settle him down. In de end we eated da night and hiz fancee horse to calm down Temu, but I feltd bad cause he was so sparklee and from da storees and all. Still, at least da horse tasted good.

Iron Biters vs. Sergei's Soldiers (3-17-13, Finished, Iron Biters victory) Ambush (Defenders) Scenario.

Iron Biters vs. Wu's Manchu (3-17-13, Finished, Iron Biters victory)

Kwikkritt's Killers vs. Toofy Crows (3-17-13, Finished. Toofy Crows wins. Hidden Treasure scenario.) Notable casualties: Kreep, black skaven.
The skaven and the orcs, both newly arrived to Mordheim, arrived simultaneously at the location of a supposedly large treasure cache. A battle quickly broke out, with both teams desperately searching the ruined buildings while fighting off the opposition. Eventually the chest was found, but Kreep the black skaven was eaten by a squig as he tried to make off with it. While the majority of the orcish elites were held off by simple rats, the bouncing animals managed to do enough damage to rout the ratmen and secure the treasure.
Kwikkritt's Killers vs. Toofy Crows (3-17-13, Finished. Toofy Crows wins. Skirmish scenario.) Notable casualties: None
The Killers were looking to settle the score with their new favoured enemies, and waited in ambush to attack the greenskins. Things didn't go quite as planned for Kwikkritt (again), and this time he was put out of action by the Toofy Crow's leader himself. The stoic members of Team Hiit, who had all survived after being taken out of action in the previous engagement didn't fair so well, with two of their four being pin-cushioned by sustained goblin bow fire (this ended up going to the runt's heads though, as two of the three were killed by their orc superiors for being to mouthy after the battle). Klobba, the newest member of the Killers was taken out after surviving a 4v1 combat, but all this achieved was a deep-seated hatred of the entire Toofy Crows warband. The grudges grow deeper.

Berthas Redemption vs. Facepunchers Punchers of Face (3-17-13, Finished, Facepunchers victory) Skirmish Scenario. Notable casualties: Hilda Thrice-Blessed, the blind sharpshooter.

Wicked K's Company vs. Iron Biters (3-17-13, Finished, Iron Biters victory) Skirmish Scenario. "Notable" casualties: A zombie. Highlights include Wicked K. Jumping off a roof onto an Ogre, and a Wight archer almost taking down an ogre all by himself. Not quite.

Amar-Sin's Slavers vs. Kwikkritt's Killers (3-17-13, Finished. Kwikkritt's Killers win. Defend The Find scenario.) Notable casualties: None
Amar-Sin was having a good day; his warband had no sooner arrived in the ruined city than they had found an untouched treasure trove of wyrdstone. His luck was about to change however, as his plunder had not gone unnoticed: Kwikkritt and his ailing Killers had been watching the dwarves for a while, and when the driver of the huge Chaos Engine went inside to join the search the ratmen pounced. A hail of rocks peppered the beleaguered dwarves, and despite Amar-Sin's best efforts his makeshift stronghold was soon overrun. Pocketing as much wyrdstone as he could, he beat a hasty retreat, leaving the majority of the spoils to the skaven.

Facepuncher's Punchers of Face vs. Hungry Khagan's Thumpers (3-17-13, Finished. Khagan's Thumpers victory)

Iron Biters vs. Sergei's Soldiers (3-17-13, Finished, Iron Biters victory) Wyrdestone Hunt Scenario.

Clan Landprecht vs. Blood Hoof's Raiders (3-17-13, Finished. Blood Hoof's Raiders win. Wyrdstone Hunt scenario.) Notable casualties: None
The rumor of a wyrdstone wagon being driven out of the city made the rounds in Mordheim, search parties went far and wide to find the precious resource. Clan Landprecht and Blood Hoof's Raiders met over one such field of wyrdstone. The Ostlander family ran out first, Un-Un the Ogre scooping up some wyrdstone as Kunard and Ulrich were taken down by the vicious warhounds Maim and Murder. Un-Un kicked one of the many dogs away in return but as the second wave of hooting Beastmen arrived the Ostlanders fell back, leaving the field to the Chaos beasts. The Ostlanders used the money to heal two cousins of Ulrich who immediately volunteered to join the family's raids.

Notable Moments

To be filled in as people trickle in...