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 Under Lock and Quay (a Flame On Mordheim campaign)

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WarbossKurgan
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PostSubject: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 28 May 2010 - 9:04



For many years one of the seedier inns of the harbour town has run a Fighting Pit in its basement. The Lock and Quay inn is known throughout Vercuso as the place to see the most brutal of entertainments.

Many heroes have met their fate there after being captured by a rival warband and sold to the owner (known only as The Quartermaster) of the Lock and Quay. These unfortunates are forced to fight for their lives against the Master’s other slaves for the entertainment and amusement of his customers. A great deal of money changes hands in that basement in bets placed on the Pit Fighters, some of whom have become popular characters with the baying crowds for their particular skills.

The streets of Vercuso are abuzz this summer! Two rival local newspapers have taken a close interest in the underground pit fighting in Vercuso. The Rum and The Daily Sail have each “sponsored” a number of fighters and several local warbands have also supplied pit fighters. The newspapers have arranged The Ultimate Pit Fighter Championship! This is a knockout tournament with a prize and bragging rights for the Warband (or Newspaper) sponsoring the winning fighter and the promise of freedom for the pit fighter.







Rules (and stuff) to follow soon!


Last edited by WarbossKurgan on Mon 12 Jul 2010 - 4:07; edited 3 times in total
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 28 May 2010 - 9:09

Quote :
Pit Fighter Characters

Pit fighter characters start with the normal Pit Fighter hired sword characteristics and 22 experience. They count as heroes for experience, advances and injuries and are limited by human max stats. If a pit fighter is injured and rolls 'Sent to the Pits' or 'Captured', treat the result as 'Fully recovered' – these celebrities are heavily sponsored and valuable!

Equipment
Either of the following options:
• Morning star, spiked gauntlet (additional hand weapon and buckler), helmet
• Up to 35gc of equipment chosen from the trading chart. To reflect the exotic origins of some pit fighters, rare items are automatically available. Items with variable cost are bought at their highest possible price

A pit fighter’s weaponry is his trademark – pit fighters cannot change their equipment, nor buy new kit during the campaign.

Skills
A pit fighter may choose from combat, speed and strength skills.
That's how to build your pit fighter, here's how to get him fighting:

Quote :
Pit Fights

Set-up
Fights take place in a 12” diameter arena. Before deploying their fighters the players must set-up the following objects anywhere in the arena in a mutually agreeable manner:
• 1 obstacle (maximum 4” long and minimum 1” high)
• D3-1 pit traps (large infantry base size)
• D3-1 mud puddles (large infantry base size)

Deployment
Roll off to see who deploys first. Fighters must be deployed at least 4” away from the centre of the arena and at least 8” away from each other. They cannot be deployed on pit traps or mud puddles.

Manoeuvres
At the start of the fight, and each time the fighters reengage, the fighters must employ tactical ruses to gain the initiative in the combat. To establish how the fight starts (or restarts), both players secretly choose one of the following manoeuvres using the cards. The cards are left on the table having been played until three have been used when they are returned to the pack to be reused.

http://www.flameon.co.uk/files/Mordheim/Action_Cards.pdf

1. Are you not entertained?
The fighter may not move except to turn on the spot as he works the crowd. His opponent gains +1 to hit but a crowd point is automatically generated (+2 if both choose to do this).
2. Evade
The fighter moves D3" in a direction nominated before rolling, and may then use a spell, pistol or throwing weapon. In the first manoeuvre of the fight any missile weapon may be used (unless it is a move or fire weapon, obviously). If shooting at a charging enemy, the shot is resolved at the midpoint of the enemy’s charge move with an extra -1 to hit penalty. If both fighters opt to use missiles they do so simultaneously.
3. Stand and shoot
The fighter does not move, and grants his opponent +1 to hit. He may use a spell, pistol or throwing weapon. In the first manoeuvre of the fight any missile weapon may be used. If shooting at a charging enemy, the shot is resolved at the midpoint of the enemy’s charge move with a -1 to hit penalty. If both fighters opt to use missiles they do so simultaneously.
4. Brace
The fighter takes a defensive stance. He does not move and will strike last, but his opponent suffers a -1 to hit penalty. If both fighters choose to brace themselves they will both move 2" to their right, still facing each other and will both have to choose a manoeuvre again.
5. Charge
The fighter charges his opponent at charge speed (normally 8”). If his opponent is found to be out of charge range, a charging fighter moves as per a failed charge. If both fighters are charging or charging headlong, they move simultaneously and meet half way (or at a proportionate distance if one is faster). The charging fighter will strike before opponents who did not charge at all; after opponents who charged headlong; or in initiative order against opponents that charged as well (roll off in the case of a tie).
6. Headlong charge
The fighter throws himself violently at his opponent. He moves towards him at charge speed (as per charging above) and will strike first unless his opponent also charged headlong in which case they will fight in initiative order (roll off in the case of a tie). In addition, he will gain a +1S bonus but will grant his opponent +1 to hit.

The first fighter to roll to hit in combat has taken the initiative. This turn is ‘his turn’ which will affect breaking from combat (see below) and recovery from being ‘knocked down’ or ‘stunned’. If the fighters remain engaged, the fighters’ turns alternate as normal but if they become unengaged the fight ‘resets’ and they must repeat the manoeuvre procedure to gain the initiative again. If a fighter is knocked down or stunned out of combat (due to shooting, traps etc.), the normal turn sequence ensues, with the standing fighter taking the first turn.

Fear in pit fights
Fear works slightly differently in pit fights. If facing a fear-causing fighter, take a Ld test before choosing your first manoeuvre. If the test is failed you may only brace yourself (the usual penalty for failing a fear check when charged still applies). This is the only fear check that must be taken and only needs to be taken once per fight.

Pushing back
Before rolling to hit, players must declare if they want to wound the opponent or push him back.
• If they decide to wound, work out the attack as normal.
• If they decide to push the opponent back, no damage is inflicted but on a successful roll to wound the opponent will be moved 1” directly away or 2”if a critical hit was rolled. If the opponent hasn’t attacked yet he will lose his chance.
A fighter can only choose to push his opponent once per three manoeuvre cards played.

Subsequent rounds & Escaping
If fighters have become unengaged they must each choose manoeuvres again as described above once they are both on their feet. While at least one model is knocked down or stunned the fighters alternate turns as per normal rules.

If the fighters are engaged in combat, fight as normal (either hitting to wound or pushing back as above) in initiative order (roll off in the case of a tie). Alternatively, a fighter engaged in combat may decide at the start of the round to try and escape from the combat (see Rulebook page 161). If successful, this will generate a crowd point.

Pit traps and mud puddles
If a fighter voluntary moves or is pushed over a pit trap or a mud puddle he has to take an Initiative test. A -1 penalty applies if the fighter has been pushed.
If the test is failed the following effects apply:
• Pit traps: the fighter is stunned even if he has more than one wound left
• Mud puddles: the fighter is knocked down even if he has more than one wound left

Obstacles and arena edges
These count as impassable terrain. If obstacles are high enough they also block line of sight. If a fighter is pushed against any of them he will take a S3 hit that cannot inflict critical hits. A fighter defending an obstacle can only be hit on a 6 and can automatically escape from combat (no crowd points are gained in this case).

Crowd points
If a fight is particularly exciting, the contestants gain extra experience due to their celebrity status. The excitement generated is measured in 'crowd points':
• +1 crowd point for the Are you not entertained? manoeuvre
• +1 crowd point for every round of combat fought
• +1 crowd point for every critical hit
• +1 crowd point for 'knocked' down or 'stunned' result (whatever the cause)
• +1 crowd point for successfully escaping from combat
• -1 crowd point for every spell cast
Crowd points are recorded by adding ‘spectator’ models to the edge of the arena!

If a fight generates 10 or more crowd points, all those taking part gain +1 experience; if it generates 20+ crowd points they gain +2 experience, etc. Win the crowd, and you will win your freedom.

Experience

Both Pit Fighter characters and heroes fighting as a result of an injury can gain experience (in which case the following table replaces experience detailed on the serious injury table).
• +1 for participating in the fight
• +1 for winning in the fight
• +1 or more for crowd points (see above)
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WarbossKurgan
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 28 May 2010 - 9:20

Pit Fighter Roll Call
zelophahad wrote:

Putrhed Putrhedson


Putrhed Putrhedson is a norseman who was captured in battle by Sartosan pirates many years ago and has been enslaved as a pit fighter ever since, becoming something of a celebrity in the Sartosan pit fighting scene. His style is brutal and uncomplicated as befits his racial heritage. His unusual longevity as a pit fighter could simply be down to luck, but rumours abound about pacts with the dark gods of his homeland.

Sword (10), Axe (5), Dagger (0), Helmet (10), Lucky charm (10)

Bad Max


No one knows the origins of Bad Max, including himself, for he was captured by Dark Elf slavers as a young child. For some reason, they picked him to be trained up for their own fighting pits, and he has picked up various exotic techniques from his time in Naggaroth. He is a relative newcomer to the pit at Vercuso, brought in by a band of Druchii corsairs who are currently in town.

'Ithilmar' mace (9), Axe (5), Throwing knives (15), Net (5)

Ruthog

Looks a lot like an Tilean ogre.

Two-handed axe, light armour

zelophahad (model by WarbossKurgan) wrote:




Pauly Disgized

Suspected of being a wizard, bookish Pauly is shrouded in mystery and a real fish out of water in the fighting pit. Preferring to make use of his pistol doesn’t please the crowd, but it helps keep him alive!.

Pistol (15), helmet (10), sword (10)


Andy wrote:
This guy will be in a body bag by the end of the week:

Billy Barracuda

Billy Barracuda is a halfling and is thus preternaturally weak, rampantly overweight and can't swing a sword to save his life. He is, however, as vicious as a grass viper. With little to no combat skill he survives using his wits, his instincts and a flagrant disregard for sportsmanship. Some say he is an Empire intelligence agent; some say he is a notorious bank robber on the run; some say he's only here for the after-fight scones...


Equipment: Two swords (20), helmet (10), rope and hook (5)

Davespaceman wrote:
Here's my guy,
Douglas

Captured whilst lost on the island and sold to the pits Douglas has been regretting buying that "treasure" map from a man in a tavern, that said he's not been having too bad of a time of it it seems although a poor treasure hunter, his size and ability to fight with little or no regard for himself his opponent or even the crowd has earned him notoriety on the local fight circuit.

Morning star, spiked gauntlet and helmet




I'm also building an ogre who I'm going to write about even if he ends up being too impractical to actually use
blessed knight wrote:
Rumoured to be a Priest to the Pirate Captains of Sartosa, His hobbies include Pillaging, Drinking and the occasional murder. To wind down after successful raid he likes nothing better, than to don the Deathshead and indulge in a spot of pitfighting

starting stats based on a 'Brother' Superior.

2 steel whips (10 each), Sling (2), 3 x garlic (1 each) and a helmet (10)

WarbossKurgan wrote:
Chang-Hi

A saffron-robed Cathayan Dragon Monk duped into travelling to Vercuso with the Gloomwyrms and quickly sold into slavery by them for a tidy profit. He refuses to use any weapons other than his wooden staff but his bare-handed fighting skills are more than a match for any but the most skilled opponent.

Martial Arts and a long staff ("Counts as" Morning star, spiked gauntlet and helmet)



WarbossKurgan wrote:


Ironhead

Believed to have been burned in a black powder explosion, this ex-pirate hides his horribly scared face beneath a mask of iron. His true identity is unknown as he lost his voice in the same fire that took his looks.

Morning Star, Spiked Gauntlet and Helmet


WarbossKurgan wrote:


Braceface

Once a Flagellant who came to the island with a Witch Hunter band to root-out evil and "save" mankind from sorcery, this misguided fool was the last survivor of his group. Condemned to a life in the Fighting Pits that he barely seems aware of, his ferocity and aggression make him unpopular with the punters as he rarely drags a fight out for their entertainment.

Sword, Buckler, Helmet, Lucky Charm

Andy wrote:


Moloch the Mer-man

A resident of the briny deep, Moloch is an old hand and a fan favourite of the pits. His fighting style resembles the hunting pattern of the Spined Vercusian Octopus; first he pinions his opponents against a wall with his trident before moving in for the kill with his brutal knife. He has been known to devote his victories to the sea god, Pus-Eyed Don.

Spear (10); throwing knives (15); helmet (10);

I'm offering this pit fighter to be used along with others such as Paulie Dizguised etc. I tried out a quicker, rougher style of painting with his model and so he was done in no time (amazingly quick actually). I think we can all agree that he isn't very well painted, although I was happy with the conversion work so thought I'd put him forward. Wink

Godfather Viktor wrote:


Ruthog

A young Ogre, landed on Sartosa after some adventures in the Border Princes. He boasts that he killed an Ice Drake and sports one of its fangs as a lucky charm. Popular for the powerful swings of his huge axe it is not clear how he ended up as a slave in the pits.
Equipment: double-handed weapon, gut plate (count as helmet), lucky charm


Pustus

The descent of this Skaven into the pit is signalled by the vile smell that constantly sorrounds him. Beside his vicious tactics, that's probably the main reason for his unpopularity amongst the Lock and Quay's fighters.
Equipment: flail, throwing stars, net

Davespaceman wrote:


Conan (Skeletor)
This once mighty Chief of a barbarian horde was cut down in his prime and reanimated into the servitude of the famed necromancer Janus Anastasis serving his master well he was rewarded with much more than the life of a mindless corpse he now has the rudimentry faculties of a sentient being and put to work in the UPFC he could almost pass for human now were it not for the lack of facial tissue.

Axe, Sword, Sling.


Dazza wrote:
Scabbisnout The Despicable, Destroyer of Worlds

Helmet, Spiked Gauntlet & Morning Star.
Sponsor: The Eastland Blue Moon Tribe

Goblins of all species are particularly proud of their noses and any imperfection and diminished size is often ridiculed as a sign of ineptitude.
Scabbisnout as you might guess from his given moniker suffers from such an infliction.
He compensates for this however by being exceptionally vicious, cruel an typically for a Night Goblin, cowardly and insane; for he believes it will be his destiny to DESTROY THE WORLD!!
The only thing holding him back though was of course his nose. His tribe just wouldn't take him seriously no matter how many acts of depraved cruelty or back he stabbed. Primitive attempts of rhinoplasty were performed ( an insertion of horns through his nostrils) but this still failed to inspire his brethren to gather behind his grand vision.

Only by entering and winning the Ultimate Pit Fighting Championship! can he prove his worth for all Goblinkind and shake off the shackles of discrimination!



Le Chuck Norris

Thick Skull, Unparalleled martial art skills, Tutu. (Helmet, Spiked Gauntlet & Morning Star)
Sponsor: Papa Jingle's Cirque D'Extraorinaire

Le Chuck Norris's past is a mysterious one, some say his youth was spent with the mist shrouded mountain tops of Cathay learning the secrets of the martial cults that reside there. Others preach rumours of how he was the star of musical stage shows in Tilea. The only truths known however is that his fists are registered lethal weapons, he's fab dancer and that he really suits pink!


The Warbands:

zelophahad wrote:
The Merrie Men of Chalons are just in it to buckle their swashes.
WarbossKurgan wrote:
Da NachtJägers are sharpening their wooden stakes!
Andy wrote:
I will be entering with halflings. Combat halflings.
Davespaceman wrote:
Raziels court for me with possible intervention of the Vercuso watch if order needs to be restored and if the painting bug strikes me.
Dazza wrote:
The Eastland Bluemoon tribe (Night Goblins) will be entering the fray, whether there'll be another band of warriors entering Vercuso? Well we'll have to see. P)
Godfather Viktor wrote:
Skrikit and his Hold Rats will be back and the Plague Covenant (Clan Pestilens) might join them later on.
blessed knight wrote:
The Estallian Inked Vistors will hopefully be along too!
Andy wrote:
Beastmen again please: Craggy Hill Creepers


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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 28 May 2010 - 10:19

Awesome!! The miniatures are beautiful and the rules look very interesting. I love what you come up with!

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 28 May 2010 - 11:58

It will take me awhile to fully digest/appreciate The Rules...rules have a certain effect on moi . HOWEVER, it looks like a GREAT premise for a game; AND the minis are BEAUTIFULLY WELL DONE!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 28 May 2010 - 18:00

Great stuff WbK. What's this spell stuff? Magical Pit Fighters? I never seen the like!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sat 29 May 2010 - 1:31

It's just in case a spell-casting Hero gets Sold to the Pits on the injury table. Very Happy
Shooty Pit Fighters are just as odd! lol!
We have been play-testing this week and it looks like we have created a monster - it's SO much fun!!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sat 29 May 2010 - 3:57

WarbossKurgan wrote:
It's just in case a spell-casting Hero gets Sold to the Pits on the injury table.

Doh! Forgot Sold to Pits!

Enjoy!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 31 May 2010 - 4:45

More Pit Fighters:

WarbossKurgan wrote:


Ironhead

Believed to have been burned in a black powder explosion, this ex-pirate hides his horribly scared face beneath a mask of iron. His true identity is unknown as he lost his voice in the same fire that took his looks.

Morning Star, Spiked Gauntlet and Helmet


WarbossKurgan wrote:


Braceface

Once a Flagellant who came to the island with a Witch Hunter band to root-out evil and "save" mankind from sorcery, this misguided fool was the last survivor of his group. Condemned to a life in the Fighting Pits that he barely seems aware of, his ferocity and aggression make him unpopular with the punters as he rarely drags a fight out for their entertainment.

Sword, Buckler, Helmet, Lucky Charm

Godfather Viktor wrote:
Ruthog

A young Ogre, landed on Sartosa after some adventures in the Border Princes. He boasts that he killed an Ice Drake and sports one of its fangs as a lucky charm. Popular for the powerful swings of his huge axe it is not clear how he ended up as a slave in the pits.
Equipment: double-handed weapon, gut plate (count as helmet), lucky charm

Pustus

The descent of this Skaven into the pit is signalled by the vile smell that constantly sorrounds him. Beside his vicious tactics, that's probably the main reason for his unpopularity amongst the Lock and Quay's fighters.
Equipment: flail, throwing stars, net

Davespaceman wrote:
Conan (Skeletor)
This once mighty Chief of a barbarian horde was cut down in his prime and reanimated into the servitude of the famed necromancer Janus Anastasis serving his master well he was rewarded with much more than the life of a mindless corpse he now has the rudimentry faculties of a sentient being and put to work in the UPFC he could almost pass for human now were it not for the lack of facial tissue.

Axe, Sword, Sling.



The Warbands:

zelophahad wrote:
The Merrie Men of Chalons are just in it to buckle their swashes.
WarbossKurgan wrote:
Da NachtJägers are sharpening their wooden stakes!
Andy wrote:
I will be entering with halflings. Combat halflings.
Davespaceman wrote:
Raziels court for me with possible intervention of the Vercuso watch if order needs to be restored and if the painting bug strikes me.
Dazza wrote:
The Eastland Bluemoon tribe (Night Goblins) will be entering the fray, whether there'll be another band of warriors entering Vercuso? Well we'll have to see. P)
Godfather Viktor wrote:
Skrikit and his Hold Rats will be back and the Plague Covenant (Clan Pestilens) might join them later on.
blessed knight wrote:
The Estallian Inked Vistors will hopefully be along too!
Andy wrote:
Beastmen again please: Craggy Hill Creepers


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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 31 May 2010 - 5:31

Beyond being an EXCELLENT game, this is a FINE excuse for making up some REALLY COOL & UNIQUE minis. TERRIFIC looking group of Psychos!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 31 May 2010 - 8:15

Really cool dudes! Smile
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sun 25 Jul 2010 - 11:22



Die Chroniken der NachtJäger

Da NachtJägers
Orc WItch Hunters and followers of Sigmork

Heroes

Witch Hunter Kaptain Fängmorder (Orc Boss)
Sword, Club, Dagger

Warrior Priest Grimmig (Orc Shaman)
Two Handed Hammer, Dagger, Fire of Gork

Witch Hunter Heftig (Orc Big’Un)
Sword, Club, Dagger

Witch Hunter Düster (Orc Big’Un)
2 Clubs, Dagger

Henchmen

Sigmork's Hammerz (Orc Boyz)
Zealot Wütend, Zealot Hoch, Zealot Hartnäckig, Zealot Finster, Zealot Ausrufer
2 Clubs, Daggers

Fishgutz! (Orc Boy)
Zealot Mummfisch
Sword, Dagger

Prophets of Doom (Orc Boyz)
Zealot Gräber, Zealot Mürrisch
Axe, Club, Dagger

Warband Rating: 120

The first game of the campaign took place on Friday and a report with photos will follow soon. This is may starter warband.


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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sun 25 Jul 2010 - 11:26

Cheese hunt!

Godfather Viktor wrote:
Vorgheim 23, 2010 IC

With a couple of warpstone shards in their paws already, the Hold Rats were heading back to their lair when they noticed a bunch of green-things shouting and waving heavy books and symbols. Apparently they had something to say about the behaviour of some man-things holed up in a tall building. And a nice smell of cheese was coming from that same building!

"Well-well, man-things with cheese! Sure-sure they're Bretonnian!" squeaked Skrikit "We'll have the cheese, the green-things can have the man-things!".

The Hold Rats just had the time to take position into a ruined house that a hail of arrows coming from the man-thing sent Skrikit, his second in command Izkit and most of the Festearing Pikes to the ground.

Shooting his warplock pistol at an incoming, yelling orc Squeech remembered the old Skaven saying "Run today, fight tomorrow!" and took the Hold Rats away from the streets.

Later that evening, recovered from a light harrow wound, Skrikit swore in the name of the Horned Rat he would feast on the Bretonnian cheese. Failing that, he would feast on the cheesy Bretonnians.

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sun 25 Jul 2010 - 11:38

Aaaah! Flame On returns to the Boring! Welcome back lads!

(Now about this definition of 'soon' ya' all have...)
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sun 25 Jul 2010 - 11:41

Von Kurst wrote:
(Now about this definition of 'soon' ya' all have...)
Embarassed It was supposed to be a lot sooner. Real Life got in the way. Suspect
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Sun 25 Jul 2010 - 11:43

Pesky real life! I hope it was something wonderful or at least not too serious.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 26 Jul 2010 - 2:45

Die Chronik der NachtJäger

Night of the Day of the Dawn of the House of the Return of the Terror
Binnacle Yard, 23rd July, the year ten

Somewhere in the distance a lonely bell tolled seven times. A thin mist drifted in from the harbour and clung to the ruined buildings around the yard. Kaptain Fängmorder and the NachtJägers looked cautiously around the corner of a ruin at the gray-walled inn that loomed over the square. An Outlaw bowman could be made out in each window, even through the fog.

“These are surely the cultist we caught red-handed in the Labyrinth not a week ago?” mused Fängmorder, half to himself, “They will be a thorn in the side, I think. They must be dealt with…” he scratched his goatee beard and thought for a minute or two.

“Heftig: take a few Boyz over that way and making a lot of the noise. Try not to be getting shot but make sure they are shooting at you!” said Fängmorder.

The big Orc grinned and nodded. He pointed at three of the nearest Zealots and they ran off into the mist.

“Grimmig: be ready to let loose the Fires of Sigmork to enlighten these cultists!”

~~~

The NachtJägers tried to sneak up on the Merrie Men, Heftig and three Zealot-Orcs occupied a small ruin directly in front of the Outlaw’s position in the Cod and Cutlass, the rest of the warband advanced quickly along the left flank, keeping out of sight as much as possible.







Heftig’s group found themselves outflanked though - the Hold Rats appeared in the building across the street! Sling stones skipped off the cobbles and plaster exploded from the walls around them as warplock pistol reports echoed between the walls. The Zealots raced across the street to attack the Skaven. Just as a group of Hold Rats (including their Assassin) broke cover and got ready to charge the group the Orcs exploded into a loud “theological discussion”, leaving themselves dangerously exposed. Russell the Crow utterly failed to hit anything with his longbow but luckily the rest of the Outlaws could not resist the targets that the Skaven in the open presented and felled all three!





Kaptain Fängmorder’s group got to the side wall of the Cod & Cutlass unmolested and started to climb the walls to come to grips with the Outlaws. Grimmig blasted Russell the Crow with the righteous Fires of Sigmork. The unlucky Outlaw wasn’t badly hurt but stumbled back and toppled from the top floor of the inn. He landed heavily on the floor below with a sickening crunch!



In revenge for their fallen leader the Outlaws rained down arrow after arrow on Grimmig – the Orc Warrior Priest Shaman ducked back behind the Harbour Master’s Cabin but too late: two of the arrows found their mark and the Shaman fell.

The next volley of the Outlaw’s hunting arrows sent the Hold Rats scampering away from the fight and as the Zealots in his group scrabbled up the walls outside, Fängmorder charged Jon le Petit through the pub’s front door, his hammer and sword both bit home hard and the big guy went down. The Outlaws scattered, leaving the Witch Hunters to pick through their abandoned valuables.

~~~
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 26 Jul 2010 - 3:36

Looks like a win for the Green boys! Good start Boss!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 26 Jul 2010 - 3:40

Indeed it was!
I lost my Shaman so most of my income (a mighty 7 shards of wyrdstone!) went on replacing him (and his two handed hammer!) but I had enough left to buy two crossbows for the Prophets of Doom.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 26 Jul 2010 - 3:50

Oy! Good thing you made some money then!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 26 Jul 2010 - 4:30

HOORAY FOR THE GUYS IN GREEN! The photos are EXCEPTIONALLY NICE adding just the right touch to a FINE TALE.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Wed 28 Jul 2010 - 8:29

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 30 Jul 2010 - 4:02

Die Chronik der NachtJäger

Night of the Ambush of the Living Dead and the Living Rats
The Battery (in the Shambles district), 29th July, the year Ten.

The NachtJägers are entrenched in a derelict inn when the Hold Rats and Raziel’s Court simultaneously attack.

~~~

The Orcs peered out into the moonlit night but a thick fog lay heavy across the port town, obscuring all but the tallest buildings. A slight breeze swirled the cloying mists revealing the street only intermittently.

“Wait for morning we cannot with so much Wyrdstone shards - they will come for them. We must be moving now.” said Kaptain Fängmorder as he picked up his gear. The other NachtJägers followed his example.






Suddenly a group of Skaven, including an Assassin, charged along walkways towards the first floor of the inn as the Orc Witch Hunters hurriedly fired crossbow bolts and Grimmig blasted the holy green fires of Sigmork at them. Mummfisch was first into the fight, running along the walkway over the street, straight into the Skaven Assassin and a Night Runner. The Assassin swiftly dealt with him and pitched him off the bridge. The Assassin then deftly leapt from the bridge into combat with the Orc Witch Hunters.









The undead came at the Orcs from their left flank, the Strigoi Vampire, surrounded by a pack of Crypt Ghouls, rushed into the ground floor where Witch Hunter Düster and a few Zealots met their charge. Duster fended off their attacks for a few minutes but he was soon overwhelmed by the Vampire and a swarm of rats. Ausrufer smashed Raziel to the ground with his brass bell but the creature of the night leapt up a moment later.















Witch Hunter Heftig leapt down from the broken floorboards of the first floor but misjudged his landing and fell sprawled across the floor amongst the Wyrdstone shards that Düster had dropped when he fell!

More crossbow bolts and holy fire poured down from the upper stories into the ranks of Ghouls that followed the first wave - it was not enough to stem the undead tide but the Skaven Assassin was knocked insensible. The Ratmen disappeared into the fog.



Ausrufer knocked Raziel to the ground but the Vampire quickly sprang to his feet and slammed the Cryer against a wall. Fängmorder jumped down behind the Vampire and brought his hammer down on the beast’s back. Ausrufer scrabbled away and the Orcs fell back from the undead assault using the fog to cover their escape.

~~~


Last edited by WarbossKurgan on Sat 31 Jul 2010 - 6:55; edited 1 time in total
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 30 Jul 2010 - 5:56

Ouch! Trapped between rats and ded uns, not a comfy place to be for orcs.

Great dialog and ballsy tactics with those diving charges Boss. Get 'em next time.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 2 Aug 2010 - 2:21

Night of the Crossbows
Vercuso Bridge, 30th July, the year Ten.

~~~

The Witch Hunters realised they were about to be attacked by a swarm of Rats and Ratmen so Grimmig and the Zealots took up defensive positions in the windows of two buildings, their five new crossbows would be given the best field of fire possible. Fängmorder, Heftig, Düster and Mummfisch stayed on ground-level, just out of sight from the street.









The first wave of Giant Rats was dealt with but the following wave of Skaven was a little tougher. Skrikit the Assassin allowed a Night Runner get ahead in the charge and hook his barbed spear into Fängmorder’s leg. The Witch Hunter Kaptain was pulled off balance and hauled to the floor and the Assassin pounced on him…



Grimmig roared out a curse and hurled two bolts of green fire at Skrikit. The Ratty Assassin was knocked down in a ball of flame and started rolling on the ground to extinguish the flames.



When the Orc’s crossbows started to take a toll on the third wave of Skaven, the Hold Rats - with their leader temporarily out of the fight – turned tail and ran.

~~~
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Today at 15:19

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