/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).
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.
/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:
/TG/heim: Sulemain's Magnificent Menagerie (Cult of the Possessed) - Warband Rating: 94
/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: 128
/TG/heim: Van Helsing's Avengers (Witch Hunters) - Warband Rating: 137
/TG/heim: Blood Hoof's Raiders(Beastmen Raiders) - Warband Rating: 119
/TG/heim: The Blackfur Horde (Skaven) - Warband Rating: 133
/TG/heim: Iron Biters (Ogre Maneaters) - WarBand Rating: 91
/TG/heim: Hungry Khagan's Thumpers (Ogre Maneaters) - WarBand Rating: 94
/TG/heim: Wu's Manchu (Battle Monks of Cathay) - Warband Rating: 140
/TG/-heim: Berthas Redemption (Sisters of Sigmar) - Warband Rating: 89
/TG/heim: The Good Company of Sir Aillas (Bretonnian Knights) - Warband Rating: 59
/TG/heim: Kwikkritt's Killers (Skaven) - Warband Rating: 109
/TG/heim: Clan Bladeborne (Middenheim Mercenaries) - Warband Rating: 86
/TG/heim: Toofy Crows (Orcs&Goblins) - Warband Rating: 120
/TG/heim: Giacomo's Gravediggers (Marienburg) - Warband Rating: 82
/TG/heim: The Crew of The Smoking Dog - Warband rating: 58
/TG/heim: Facepuncher's Punchers of face (Marauders of Chaos) - warband rating 97
/TG/heim: Clan Landprecht (Ostlander Mercenaries) - Warband Rating:
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
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
Swords of the Empire (Hired Swords Compilation)
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.
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, with attendant effects on 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.
{| 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
List of Skirmishes
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)
Wu's Manchu vs. The Good Company of Sir Aillas (3-16-13, Finished. Wu's Manchu Victory)
The Good Company of Sir Aillas vs. Blood Hoof's Raiders (3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).
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 Moments
To be filled in as people trickle in...