/TG/heim
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).
Participating Warbands
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.
/TG/heim: Da Proud Toofs (Orcs&Goblins) - Warband Rating: 90
/TG/heim: Hoestermann's Mans (Reikland) - Warbanding Rating: 78
/TG/heim: Barrett's Privateers (Pirates) - Warband Rating: 71
/TG/heim: D0rf's Dorfs (Dwarven Treasure Hunters) - Warband Rating:
/TG/heim: Sulemain's Magnificent Menagerie (Cult of the Possessed) - Warband Rating: 71
/TG/heim: General Mills' Undead Army (Undead) - Warband Rating:
/TG/heim: Kalmar's Acqusitions, Inc (Merchant Caravan) - Warband Rating: 78
/TG/heim: Wicked K's Company (The Restless Dead) - Warband Rating: 115
/TG/heim: Van Helsing's Avengers (Witch Hunters) - Warband Rating: 121
/TG/heim: Blood Hoof's Raiders(Beastmen Raiders) - Warband Rating: 95
/TG/heim: The Blackfur Horde (Skaven) - Warband Rating: 133
/TG/heim: Iron Biters (Ogre Maneaters) - WarBand Rating: 45
/TG/heim: Hungry Khagan's Thumpers (Ogre Maneaters) - WarBand Rating: 40
/TG/heim: Wu's Manchu (Battle Monks of Cathay) - Warband Rating: 122
Houserules and other Clarifications
- 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.
- Slings are S2
- 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
- Amazon warband is not allowed
Unless otherwise noted:
- All buildings are assumed to be 3" high
- All buildings are climbable to the roof/high ground from anywhere in the building.
- All buildings can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants.
- All building may be entered from any side.
- 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.
Core Rules & Warbands
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
Other Warbands
Carnival of Chaos (Nurgle warband), page 58
The Black Dwarves (Chaos Dorfs)
The Restless Dead (Skeleton-focused Undead, lead by a Liche)
Pit Fighters (Note: Some consider them OP, so you may get flak for using them)
Shadow Warriors (Note: Some consider them OP, so you may get flak for using them)
Outlaws of Stirwood Forest (Robin Hood & Company)
Tomb Guardians (Tomb Kings warband)
Feel free to add other GW-released warbandsif you have a link to the pdf.
How to make statlines!
Copy-pate this text for your wiki page to enter statlines:
{| 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.
free tokens: http://www.filedropper.com/tokens
List of Skirmishes
Barrett's Privateers vs. Da Prouf Toofs (3-14-13, Ongoing)
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).
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.
Notable Moments
To be filled in as people trickle in...