Showing posts with label Mordheim. Show all posts
Showing posts with label Mordheim. Show all posts

Deathknell Watch

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This is my version of the Deathknell.  Well the unfinished version that's just primed.  I took out some parts and added in things that I wanted to.  Not too mention the stairs were not fitting on correctly. 

So I'm adding the Mordheim ladders, I added a stray Gargoyle I found, a telescope from the other watch tower and an extra door.  Also some other bits here and there too.  I'm hoping to have this done in the next day or so.


















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Looking for a different kind of role playing game? Try Disparity .

The Warbanner Podcast Review

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This is another podcast I found the other day. Except I wasn't as big of fan of The Warbanner as I was of Dice Like Thunder. The audio was too soft and the main speaker talked a little too slowly. They also tend to ramble a bit too much as well and include strange interlude music. The Warbanner people not only talk about Games Workshop related games like Warhammer, Warhammer 40K, Blood Bowl, Battlefleet Gothic, Mordheim but games like Warmachine and Hordes from Privateer Press, Confrontation and AT-43 from Rackham games. They do have a female gamer as well but she just started playing table top games. The people from the Warbanner do try and put on a good show and they are very informative but they tend to interrupt each other sometimes.

If you look on their website they do have a pictures gallery, and you can listen to some of their current podcasts right there. A little bit about them is that, "This podcast consists of everyday gamers talking about the in and out of the gaming world. We take a look at the top resellers in the gaming industry. Our Podcast will cover new releases of models that hit the shelves. We’ll discuss topics that are making headlines. And finally we’ll take the fight to the tabletop and see how they preform on the battlefield." The people who make this possible are Philip Johnson, Mike T., Jim E. and Lady Rain. Don't get me wrong it's really not that bad and they do cover a lot of material.

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Mordheim Scenario: Necrotrap

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Necrotrap: by Brian Fortney

Our heroes have just returned from slaying their enemies and are eager to cash in their wyrdstone. The market is eriely quiet. All the tables and booths are empty. Where is everyone? A low moan from down an alley heralds the shambling hoard of newly risen dead that stalk towards the pocket of heroes. Somehow, the Necromancer knew they would be there and sent the brave warriors a small army to finally dispatch them. At a time like this, all a man can really do is run...

Terrain: The table should have the town square/monument dead center of the table. All other buildings should make rings around the edge of the table so that there is a no=man's land between the square and the rest of the terrain.

The players: This scenario requires at least one "hero" player and at least one "arbitrator" player. The hero player(s) basically pick their favorite warband and use ONLY the heroes. This is to simulate the heroes from the warbands going to the trading post after a game. The hero players do not use hired swords a you can not send a hired sword to the rare trade post. Heroes which must miss a fight due to injuries (i.e. a smashed leg) will obviously not appear in this battle. NO henchmen will be in this battle (for obvious reasons) unless they are "lads got talent". The warbands do not have to be friendly towards one another (i.e. players can use Skaven, Sisters or Sigmar, Possessed Cultists, and Witch Hunters without any problems). Hero players cannot be undead as they would have been helping set up the ambush against their living rivals. Just because all these different warband heroes are in the same predicament doesn't necessarily mean they can't kill each other. Smart hero players will use the other players as zombie chow rather than get swarmed while trying to kill other heroes.

The arbitrator player(s) will be using zombies and unexperienced ghouls. There will be three zombies for every hero on the table and also two ghouls for every warband leader on the table. This means in a one-on-one battle, where the hero player has a Middenheim captain and two youngbloods, the arbitrator player will be using nine zombies and two ghouls. The undead models will be split up as evenly as possible between all arbitrator players.

Deployment: The Hero players must deploy their models no more than 8" from the square. The arbitrators must set up the undead models 8" from the table edges, having at least one model per table edge. The undead are coming from all sides in the ambush.

The objective: The arbitrators must prevent the heroes from exiting any of the table edges. The heroes must exit the board by pushing through/weaving around the undead and moving past the table edge. Please note that exiting the table requires a declared charge and the undead within 2" of this path must intercept the fleeing hero. First hero to exit the table receives a wyrdstone shard for his/her warband.

Routing: NO one routes in this battle. The heroes want to get out of harms way and can't rout. The purpose of this scenario actually is trying to escape combat. The undead are compelled by forces much stronger than what's left of their deadened wills.

Ending the game
: The game ends when either A. all the heroes get off the table, B. when all the heroes die, or C. when all the undead are slain!

Experience: +2 for surviving, +1 per enemy out of action, and +1 for the warband leader if all his warband's heroes exit the table. The arbitrators have no need for experience points.

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Mordheim Scenario: The Inferno

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Inferno: by Brian Fortney

Setup: The warbands have been searching a particularly dry dusty section of the city. All the warbands have heard about the wealth of wyrdstone in the district. All of a sudden, there is a crackling in the air, a waft of hot smoke, and the city is a blaze!

Players: Ideally written for one-on-one games, this scenario will work for group games (3 or more). However, the city will burn to the ground much faster so make sure there are plenty of buildings.

Note: You will also need White Dwarf Issue number 240 for Random encounters. Many of the rules for this scenario are detailed there in.

Terrain: Stone ruins and monuments are good but will never ignite. The buildings in the scenario should be numbered (with counters) and placed in a group in the center. There is no exact science to how these buildings should be placed except that it obviously is supposed to look like a ruined city.

Special Rules: Before deployment, place 2d6 wyrdstone counters in the center. After deployment, roll to see which building catches on fire first. Place a fire marker on it if you have one. Although for this scenario it really is a good idea to make your own counters or perhaps the ones from either Epic or Battlefleet Gothic will work too. Buildings with fire markers now count as burning buildings as described in WD #240. Before each movement phase, roll to see which building catches on fire next. If a building is all ready on fire, place a second fire marker on it and proceed. Should a building have three fire markers on it, it collapses (just like collapsing building results in WD #240). If a building with wyrdstone in it collapses (and is removed accordance to the rules), that shard is lost in the rubble and can not be recovered even at the end of the battle.

Ending the Game
: The game ends when the last warband routs. If you have people running inside of flaming houses, you will definetly have to rout often!

Experience: +2 for surviving, +1 for holding wyrdstone at the end, +1 per enemy out of action, and +1 for the leader whose warband collected the most shards.

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Skaven Special Characters

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On the right we have Thanquol who is an extremely dangerous Grey Seer. He employs the most devious tactics in true Skaven fashion, has quickly risen though the ranks of his order. He is cunning, evil and down right dirty in his use of betrayal and murder to get to where he is today and no one will stand in his way! Then on the left is a Mordheim Skaven Assassin. Skaven assassins have access to magic items and have poisoned attacks.
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This is a ruined temple that I created using wedding cake pillars, Gargoyles from a Halloween pack from the craft store, a snotling, the beams are from Mordheim terrain, the tiling is a PSN & XBOX 360 card cut up and painted, the altar is actual clay. On the altar itself is a book from the Skaven box set, a skull from the skeletons and the top of a staff for once again the Skaven. All of which equals instant terrain.