/TG/heim

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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).


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.

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
  • Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language)

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.

Proposed (see main page discussion for details):

  • Mounted Combat Rules
  • Additional Mounts from Empire in Flames
  • Shadow Hunters, Dark Elves, Carnival of Chaos, and Pit Fighter Bands amendments
  • TWF penalties apply to Battle Monk fist-fighters
  • Cathayan Routing clarifications

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

Errata

Advances

These are just for normal warbands. Some warbands (Namely Ogres iirc) have different advancement schemes.

  • Heroes: 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
  • Ogre Heroes: 4, 8, 12, 16, 20, 28, 34, 40, 48, 56, 64, 72, 82, 92, 102, 114, 126, 138, 152, 166, 180
  • Henchmen: 2, 5, 9, 14
  • Ogre Henchmen: 4, 10, 18, 28.


Printable Roster Sheet (useful for tracking advancements)

Getting Started

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.


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

Draxxon's Game Table

Coffee's Game Table

Quinze's Game Table

Draxxon's Second Table

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.)

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).

Notable Moments

To be filled in as people trickle in...