/TG/heim:JT and Friends Private League
Participating Warbands
Vannenschmidt's Royal Regimental Remnant (Averlander Mercenaries):78
Dakka's Lads (Orcs and Goblins):132
The Malaphim (Possessed): 43
The Rötkriegers (Reiklander Mercenaries): 76
Revenants of Sângeluna (Undead): 120
Records
1) Dakka's Lads Win vs. The Rötkriegers in a Surprise Attack(Notable Casualites: None): During their first foray into the city in search of Wyrdstone, one of the younger members of the Rötkriegers spied a green figure in the building - they had stumbled into an Orc raiding party! Hoping to wipe out the beasts the Rötkriegers attacked, but the terrain (and terrible luck) flummoxed their attempt. Alois eventually called a retreat to search for Wyrdstone elsewhere and leave the beasts to their looting.
2) Dakka's Lads Win vs. Vannenschmidt's Royal Regiment in a Wyrdstone Hunt(Notable Casualties: Korbo the Goblin is eaten after the battle for being too much of a prick.): Hearing of the formidable Warboss Ironteef, von Vannenschmidt decided to prove his worth in the region by defeating this powerful Orcish warband and taking their ill-gotten gains for his own. He and his men intercepted Dakka at an area rich in Wyrdstone - however, von Vannenschmidt was only able to inflict meager damage upon the goblin motley before his hat took a serious blow, leading to him calling an all out retreat to go search for a tailor, leaving the Orcs to plunder the area.
3) Revenants of Sângeluna Win vs. Dorfs (Notable Casualties: Dorf Engineer, Dorf Minion. Dorf Warband decides to leave the area to regroup): Whilst picking through the rubble looking for wyrdstone, Nilphar Vrokstien and his cadre of undead were ambushed by dwarven treasure hunters. The valiant, yet piss-drunk troll-slayer Finn charged into the disorganized undead rabble, struggling to land blows against the humble wight Drom. As Nilphar regrouped his forces and launched a counter attack against them, Finn finally cut down Drom, but he himself was later surrounded and mauled into submission by the encroaching zombies. Morgrim and Dizmad, along with their sharp-eyed gunsmith Gottri, held their line against their enemies despite the loss of their companion. Morgrim was the next to fall, having been laid low by the vengeful Kreiger, Drom's brother-in-death. He directed his fury against Dizmad next, skewering him to a zombie as he rushed in for the kill. Gottri stubbornly remained steadfast on the roof of a nearby building, before being cornered by Nilphar and one of his repulsive zombie minions. During the melee, this zombie showed some memory of his former life as a man from Nippon and with a swift, flying kick, knocked Gottri from the roof where he feel to his death. Beaten and broken, Morgrim and Finn escaped with their lives, leaving the vampire and his troop to their continue their nefarious survey.
Rules
Part 1 (Basic Rules)
Part 2 (Core Warbands)
Part 3 (Leveling Up, Buying Stuff, Extra Rules)
Other Warbands Not Listed in Part 2
http://www.mordheimer.com/warbands/official.htm
Advancement Points
- 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)
House Rules
General
-You may Select Warbands from the "Official" List. This includes Reiklanders, Averlanders, Ostlanders, Marienburgers, Middenheimers, Kislevites, Witch Hunters, Sisters of Sigmar, Dwarf Treasure Hunters, Possessed, Carnival of Chaos, Undead, Beastmen, Skaven and Orcs. Picking other warbands requires deliberation.
-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.
-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.
-Don't be a whiner.
-Don't be a bad sportsman.
-Accept that Mordheim is not fun, it is Fun.
Maps and Scenarios
-A Map is 48x48 units. A Token should be 70x70 pixels, except in the case of large units, which are 140x140
-If you roll a Scenario that a player played last time, they have the right to demand re-roll. Second Roll Stands.
-Roll a D6 for Maps. 1 = Ditchtown. 2 = Mordheim Outer Plaza. 3 = Mordheim Street. 4 = Treasury. 5-6 = Player with Lowest Warband Rating chooses.
-Scenario may change this. "Defend the Find" Always uses the Treasury Map. "Street Fight" always uses the Street Fight Map.
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.
-The Special Blackpowder Weapons Rules (Page 120) ARE in Effect. All Blackpowder Weapons have their cost reduced by 20%. This means the costs are thus. The Special Blackpowder rules lead to a misfiring of the gun on a roll to hit of 1.
*Handgun = 28 *Hunting Rifle = 160 *Blunderbuss = 24 *Pistol = 12 (Brace = 24) *Dueling Pistol = 24 (Brace = 48)
-Weapon Unique Critical Hits ARE in Effect (Page 116)
-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. *Only during warband creation
Special Rules
-Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review.
-You MAY Attempt to Escape from Combat (Page 117)
-Rewards of the Shadowlord table may be used by Possessed Warbands.
-Sisters of Sigmar Righteous Fury applies to all Chaos-aligned Warbands. (Possessed, Carnival, Undead, Skaven, Beastmen)
Buildings
Buildings are assumed to be fairly ruined and/or flimsily built. Unless otherwise noted, all buildings:
-Are 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.