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Murray145
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PostSubject: Wildwoods Campaign   Wildwoods Campaign Icon_minitimeFri 29 Apr 2011 - 7:38

The Wildwood is located in the south-east corner of Athel Loren near the Pine Crags.

It is a shadowy, twisted place even in comparison to the rest of the forest. It remains sealed to the Wood Elves, as if the forest does not wish them to enter the strange and hostile area, and any who do wander into the Wildwood are never seen again.

In this campaign the Forces of Chaos are attempting to reclaim the structures known as Waystones, but will have to face the residents and the forest itself to get there.


Forces of Chaos Warbands
-Carnival of Chaos
-Beastmen Raiders
-Cult of the Possessed
-Norse Raiders

Forces of Athel Loren
-Way-watchers
-Tree Kin

Other Warbands:
Anyone can brave the Wild Woods in search of money and power.


Terrain: The Wildwoods is a dangerous land, the trees themselves move to disorientate anyone who is unfortunate enough to travel through. But the powers residing in the Waystones scattered in the woods are more than enough incentive for the Forces of Chaos and other outside forces to traverse this cursed land. Every turn the woods themselves will move 1d6 - 2 inches in a random direction.





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PostSubject: Re: Wildwoods Campaign   Wildwoods Campaign Icon_minitimeFri 29 Apr 2011 - 9:11

Forces of Athel Loren

Waywatchers Warband:





Waywatchers are solitary individuals who wander Athel Loren, often alone. They are guardians of the pathways which lead into and traverse the forest. They are able to lie unnoticed and unmoving for days on end before springing into action to slay a startled foe.

It is often young Elves or trained scouts that feel the call of the forest strongest; it is these who are destined to become the Waywatchers. Such individuals are more comfortable in the embrace of the forest than in the presence of their kin. They drift further from the Elven halls, spending more and more time in Athel Loren; until eventually their kin only see them again during times of strife or invasion when they reappear to protect the forest.

Waywatchers are unparalleled marksmen and are capable of a tremendous rate of fire. They are able to loose an unerring stream of black-shafted arrows one after the other, each felling a predetermined foe.


Choice of Warriors:
An Asrai Wayfarers, Wood Elves, warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.

Shadow Sentinel: Each Waywatchers warband must contain one Shadow Sentinel. No more,no less.
Waywardens: Each warband may have up to two Waywardens.
Spell Weaver: Each warband may have up to one Spell Weaver.
Waywatchers: Each warband may have up to eight Waywatchers.
Wolf Hounds: Each warband may have up to five Wolf Hounds.
War Dancers: Each warband may have up to four War Dancers.

Special Rules:

Forest Walk: Waywatchers move through forest and woods terrain without penalty.

Asari Archery:Waywatchers do not suffer a -1 to hit penalty for moving and shooting.

Starting Experience:


The Shadow Sentinel starts with 20 experience.
The Waywardens start with 12 experience.
The Spell Weaver starts with 8 experience.
All Henchmen start with 0 experience.

Waywatchers Skill Table:


Shadow Sentinel may choose skills from the Combat, Shooting, Speed, and Special Skills.
Waywardens may choose skills from the Shooting, Speed, and Special Skills.
Spell Weavers may choose skills from the Academic, Speed, and Special Skills.

Maximum Characteristics:

Waywardens have the same maximum characteristics as stated for Elves in the Mordheim rule book.

Waywarden Equipment List

Waywatchers

Hand-to-Hand Weapons:
-Dagger 1st Free/2nd 2 gc
-Sword 10 gc
-Spear 10 gc
-Axe 5 gc
-Halberds 15 gc

Missile Weapons:
-Bow 10 gc
-Long Bow 15 gc
-Elven Long Bow 35 gc
-Glade Guard Longbows 40 gc

Armor:
-Light Armor 20 gc
-Shield 5 gc
-Buckler 5 gc
-Helmet 10 gc

Miscellaneous Equipment:
-Hunting Arrows 25 gc
-Elven Cloaks 85 gc

Glade Guard Longbows: Range 30"; Str 4; Special Rules: Accurate; Pick Target.

Accurate: The Glade Guard Longbow does not suffer the usual -1 modifier to hit for long range.
Pick Target: A model armed with a Glade Guard Longbow can target any enemy model in sight, not just the closest one.

HEROES



1 Shadow Sentinel: 65 gold crowns to hire.

M 5; Ws 4; Bs 4; S 3; T 3; W 1; I 5; A 1; Ld 8
Weapons and Armor: Shadow Sentinels may choose weapons and armor from the Waywatcher's Equipment list.

Special Rules:

Leader:Any warrior within 6" of the Shadow Sentinel may use his Leadership when taking a Leadership test.

0-2 Waywardens: 45 Gold crowns to hire
M 5; Ws 3, Bs 4, S 3, T 3, W 1, I 4, A 1, Ld 7
Weapons and Armor: Waywardens may choose weapons and armor from the Waywatcher's Equipment list.


0-1 Spell Weaver: 45 gold crowns to hire.

M 5; Ws 4, Bs 3, S 3, T 3, W 1, I 4, A 1, Ld 7
Weapons and Armor: Spell Weavers may choose weapons and armor from the Waywatcher's Equipment list.

Special Rules:

Wizard: Spell Weavers are wizards and so are able to use the Wild Woods Magic List.

HENCHMEN


0-8 Waywatchers; 35 gold crowns to hire.
M 5; Ws 3, Bs 4, S 3, T 3, W 1, I 4, A 1, Ld 7
Weapons and Armor: Waywatchers may choose weapons and armor from the Waywatcher's Equipment list.


0-5 Wolf Hounds; 25 gold crowns to hire.

M 6; Ws 4; Bs 0; S 4; T 3; W 1; I 4; A 1; Ld 6
Weapons and Armor: Wolf Hounds have vicious teeth and claws. They will never use weapons or armor of any kind.


Special Rules:

Animal: Wolf Hounds are animals and thus gains no experience.

0-4 War Dancers: 40 Gold crowns to hire.
M 5; Ws 4; Bs 3, S 3, T 3, W 1, I 5, A 1, Ld 7.
Weapons and Armor: Wardancers are equipped with weapons from the Waywatcher's Equipment list but do not wear armor of any kind, instead they wear talismanic tattoos. In addition they do not use Missile Weapons.

Special Rules:

Talismanic Tattoos: The Wardancer has a 6+ Armor Save that cannot be altered in any way.

Shadow Dance of Loec; before each round of combat that the War Dancers are in, roll a d6 to see which dance the War Dancers are preforming. Remember: All War Dancers in the same squad must use the same dance.

1-2 Whirling Death - The War Dancer's blades hits with uncanny precision. While preforming this dance the War Dancer has a +1 to hit this round of combat.
3-4 Storm of Blades - The War Dancer rains a flurry of blows onto their target. The War Dancer gains +1 attack.
5 Shadow Coil - With agile grace the War Dancer evades all attacks of their enemies. The War Dancer's save is increased to a 5+.
6 Woven Mist - The sinuous movements of this dance distract and confuse the enemy. All enemy units in close combat suffer a -1 to their attacks to a minimum of 1.

Special Skills

Fury of Kurnous: On the round that the model charges he gains an additional +1 attack.

Lethal Shot: The Waywatcher is adept in hitting his enemies in the weak points of their armor. The Waywatcher adds +1 to his to Wound Roll.

Forest Stalker: The Waywatcher is clad in woven raiments designed to help them vanish into the background making them almost impossible to spot. The enemy suffers -1 to hit modifier when shooting at them.

Hit and Run: The waywatcher with this skill may break from combat after combat has been resolved, the Waywatcher then runs 2d6 in the controlling players choosing.

The Wild Hunt: The waywatcher either lets out a ghostly howl or unleashes a great war cry. This model causes fear on the turn it charges.


Magic of the Wild Woods.

Tree Singing; Difficulty 6+
The Wizard is able to use this spell on a piece of terrain within 6" that includes trees or other plant life. This piece of terrain is then moved 1d6" in the controlling players choosing.

Oak skin; Difficulty 8+
The Wizard may cast this spell on a model within 6" that model increases its armor save to 4+ until the next turn.

Fury of the Forest; Difficulty 7+
Twisting branches and thorns burst into spontaneous growth. The spell may be cast upon a single engaged enemy with in 10", the spell causes d3 str 4 hits.

Ariel's Blessings; Difficulty 5+
The wizard may heal any one model within 2" of the Spell Weaver. The warrior is restored to his full quota of Wounds. In addition, any living enemy models (not Undead or Possessed) within 2" of the Priest will be lose 1 Attack during the next round of combat due to the potent fumes of the ale.

Awaken the Forest; Difficulty 9+
The spell is cast on a single building/terrain within 4". Any enemy models touching the building will suffer a single S3 hit. In addition the building will collapse and any models on it will count as having fallen to the ground (for example a model falling 5" to the tabletop must pass two Initiative tests to avoid taking D3 S5 hits.) Remove the terrain feature from the board for the rest of the game.

Weaving Roots; Difficulty 7+
Plants, vines and even small trees burst forth from the earth, hindering all those who attempt to move through them. All models (friend as well as foe) within 12" of the Wizard can only move at 1/2 speed until the next shooting phase. Difficulty: 8


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PostSubject: Re: Wildwoods Campaign   Wildwoods Campaign Icon_minitimeFri 29 Apr 2011 - 10:33

Tree Kin Warband:

Treekin are tree-like humanoid creatures, that mainly inhabit Athel Loren. Treekin in their normal state manifest as small, glowing orbs. However, they are more than capable of changing their shape and appearance at will. In times of conflict the spirits of the forest bind themselves to the husks of dead trees and fallen branches to enter the fray, willing the dead limbs to move silently through their forest home.

Choice of Warriors:
An Treekin warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.

Briar Lord: Your Warband must include one Briar Lord. No more, no less.
Branch Wraith: Your warband may include up to one Branch Wraith.
Branch Nymph: Your warband may include up to three Branch Nymphs.
Dryads: Your warband may include up to eight Dryads.
Sprites: Your warband may include any number of Sprites.
Treeman: Your warband may include up to one Treeman.

Starting Experience:
The Briar Lord starts with 20 experience.
Branch Nymphs start with 12 experience.
The Branch Wraith starts with 8 experience.
Henchmen start with 0 experience.

Maximum Characteristics:
Treekin have the following Maximum characteristics:
M5; Ws 5; Bs 3; S 6; T 6; W 4; I 5; A 4; Ld 9

Treekin Skill Table:
The Briar Lord may choose from the Combat, Strength, Academic, and Special Skills
Branch Nymphs may choose from Combat, Strength, Speed, and Special Skills.
The Branch Wraith may choose from Combat, Academic, and Special Skills.
Henchmen may choose from the Combat and Strength skills.

Treekin Equipment List:
Treekin do not have any weapons or armor of any kind, instead they may choose items listed from the Timber-Crafting section.

In addition, every Tree-Kin is armed with spiny branches, this branches count as being armed with a Dagger.

Special Rules

Not Human: The Tree Kin do not work with others at anytime. Tree Kin Warbands may never acquire hired-blades.

Forest Walkers: The Tree Kin do no suffer from any penatlies for moving through woods.

Flammable: The Tree Kin are made from Trees and there for are flammable. This means that any wound caused by a fire-based attack adds +1d6 to the Serious Injury Chart (i.e 1d66+1d6)

Tree Singing: Each Tree Kin hero may use the Tree Sing ability (use this ability on a piece of terrain within 6" that includes trees or other plant life. This piece of terrain is then moved 1d6" in the controlling players choosing.)

Heroes

1 Brair Lord ; 80 gold coins to hire.
M 4; Ws 4; Bs 3, S 4, T 4, W 1, I 3, A 1, Ld 8
Weapons/Armor: May choose up to four upgrades from the Timber Craft section.

Special Rules:

Leader: Any warrior within 6" of the Treeman may use his Leadership characteristic when taking Leadership tests.

0-1 Branch Wraith; 40 gold coins to hire
M 4; Ws 4; Bs 3; S 3; T 4: W 1; I 3; A 1; Ld 7
Weapons/Armor: May choose up to two upgrades from the Timber Craft section.

Special Rules:

Wizard: An Branch Wraith is a wizard and uses Wild Wood Magic. See Wild Wood Magic for its spell list.

0-3 Branch Nymph; 40 gold coins to hire
M 4, Ws 4, Bs 3, S 3, T 4, W 1, I 3, A 1, Ld 7
Weapon/Armor: The Branch Nymph may choose up to three upgrades from the Timber Craft section.

Henchmen:

0-8 Dryads; 25 gold coins to hire
M 4, Ws 3, Bs 3, S 3, T 4, W 1, I 3, A 1, Ld 7
Weapon/Armor: Each Dryad may choose up to two upgrades from the Timber Craft section.

0+ Sprites; 15 gold coins to hire
M 4, Ws 3, Bs 0, S 2, T 2, W 1, I 3, A 1, Ld 10
Weapon/Armor: Sprites do not use weapons or armor, and may not choose any upgrades from the Timber Craft section.

Special Rules:

Swarm: You may summon as many Sprites as you wish (i.e. you may have more than five Sprites in a Henchman group).

Forest Spirit: Spites are inherently magical creatures who attach themselves to particular areas or people. Therefore they never gain Experience.

Immune to Poison: Sprites are creatures of magic and do not have flesh. They are totally immune to all poisons and diseases.
-
Immune to Psychology: Sprites are magical creatures and do not know the concept of fear. They automatically pass any Leadership-based test they are required to take.

Vengeful Sprites: Every unit of Sprite must choose a power, this power applies to every swarm in the squad.
- Blights of Terror: the Sprites cause fear
- Muster of Malevolents: The Sprites may fire a hail of magical energy. It has a range of 6" and unleashes D3 str 2 shots. These shots always hit on a 4+.
- Murder of Sprites: The Sprites have +D3 attacks in close combat.
- Annoying of Netlings: Attackers may only hit the sprites on a roll of 5+ in close combat.

0-1 Ancient: 200 gold coins to hire.

M 6, Ws 3, Bs 1, S 5, T 4, W 3, A 3, Ld 7
Weapons/Armor: Ancients are reached the apex of their growth, they may not choose any upgrades from the Timber Craft section

Special Rules:

Fear: Ancients are frightening monsters which cause Fear.

Petrified Bark: The Ancient has a 4+ Armor save

Boundless Wisdom: Ancients have seen the birth of lesser races, they have nothing more that they could learn. Ancients never gain experience.


Special Skills:


I am the Forest:A Tree Kin with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

Impale: The Tree Kin with this skill uses its branches in the same way a Knight uses a lance. When charging into combat it receives +2 to its strength.

Spirit Walker: If a Tree Kin is in a Forest or other similar terrain feature during the move phase of the Tree-Kin turn, may instantly be removed from the table and replaced within another forest or similar terrain feature, facing any direction, this model may not move any further that turn.

Eternal Rage: The Tree Kin is filled with deep and abiding loathing of all non-tree kin. The Tree Kin may re-roll all failed "to hit" rolls on a charge.

Call of the Forest:(Only one model may have this skill) The Treekin can use this ability only once, before each battle. D3 Sprites are summoned to fight alongside the warband during this mission. They do not count towards the maximum size of the warband and disappear again after the battle. Place these Sprites within 6" of the Tree Kin at the start of the mission.


Timber Craft:


Scything Talon: The Tree-Kin's arm is turned into a blade like branch. A Tree-Kin with this ability gains the 'Parry' Special Rule.
Cost: 10 Gold Coins

Tangle of Vines: At the end of the Tree-kin's arm is long set of thick vines, at the end they all come together to meet at a single mass of vine and spiked wood. A Tree-kin with this upgrade counts as being armed with a two handed weapon, and as such he gains +2 Strength on the turn that the Tree Kin charges, and always strikes last.
Cost: 15 Gold Coins

Extended Branch: The Tree-kin's arm is a long sharpened branch. A Tree-Kin with this upgrade will always Strike First.
Cost: 10 Gold Coins

Knotted Branch: The models arm is a massive lump of knotted wood. A model with this upgrade has the concussion special rule.
Cost: 5 Gold Coins

Strangle-Roots: The tree-kin plunges its roots into the ground, only to have them erupt elsewhere, clutching and tearing the foe. This counts as a shooting attack. Pick one enemy model within 6". The targets takes D3 Str 3 hits (Str 5 if the target is at least partially near a piece or woodland terrain).
Cost: 10 Gold Coins

Blister Bark: If the Tree-Kin with this upgrade loses a wound in close combat, anyone in base contact with the model suffers a Str 3 hit from exploding bark.
Cost: 25 Gold Coins

Extra Limb: The Tree-Kin sprouts another arm, this gives the model +1 to its attack characteristic when fighting in hand-to-hand combat. This arm may not be armed with an upgrade from the Timber Craft Upgrades.
Cost: 30 Gold Coins

Limber Bark: The Tree-Kin's roots and legs are as long and able to bend and move with grace. The model gains +1 Movement
Costs: 30 Gold Coins

Thick Bark: The Tree-kin's bark become hardened and gives the model a 6+ armor save.
Costs: 20 Gold Coins

Petrified Bark: The Tree-kin's bark is hard as metal and gives the model a 5+ armor save.
Costs: 50 Gold Coins

Thicket: The Tree-kin's leaves are amassing in a way that obscures the model. This gives the model a +1 to his armor save.
Costs: 5 Gold Coins.


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PostSubject: Re: Wildwoods Campaign   Wildwoods Campaign Icon_minitimeFri 29 Apr 2011 - 10:38

What's a Glade Guard Longbow? I don't see rules for it.
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PostSubject: Re: Wildwoods Campaign   Wildwoods Campaign Icon_minitimeFri 29 Apr 2011 - 15:33

Dude, you really gotta start posting things in separate threads... it's trickier responding to 2 or more different things in one thread.

Elves: I don't get to say this very often, but it's a treat to see an elf warband that doesn't look completely broken! Testing, of course, is always necessary, but it looks good on paper. A few small things:

Skill charts: You can probably let the waywatchers learn combat too. I don't think it will break them.

Wardancers: Ditch the "every wardancer must dance the same". Makes sense in WFB, but not needed in Mordheim, in my opinion.

Lethal Shot: Can this be used in hth combat, or only while shooting?

Hit & Run: An "auto-run" is too good. May I suggest you have to take a test? Ld test? Initiative test, maybe? (A roll of 6 always fails). Use the Pirate Skill Swashbuckler as a good reference to base it off of.

Also, Waywatchers are reknowned for their scouting and trapping. I think Infiltrate and "Set Traps" as skills would definitely fit the style. These would be "waywatcher only" skills, of course. (Speaking of which, you got to specify which skills can be taken by anyone, and which are waywatcher only.)
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PostSubject: Re: Wildwoods Campaign   Wildwoods Campaign Icon_minitimeFri 29 Apr 2011 - 16:15

Dryads -

Good news - It doesn't look completely broken.
Bad News - it really doesn't resemble the Dryads.

First off, here are the base stats for Dryads:

5 4 0 4 4 1 6 2 8

Obviously, you can't have a full warband of those guys, that would be a joke (and, like the Warriors of Chaos warband, you'd have people crying "foul play!") However, you can't really call a unit "Branch Nymph" (the dryad champion) and give it stats that are far UNDER a rank and file dryad. Worse still, you call the leader a Treeman, which is the biggest, toughest unit in a Wood Elf army (S6, T6). Seeing a weak S4 version is just baffling.


So, here's a few ideas:

Movement: this is an easy one. Change all movement to 5 to match the Dryads.

Equipment: When master and I attempted to make a Dryad warband a few years ago, we did the same thing as you: equipment that matches both plants and weapons. It was funny and awkward, no matter how we spun it, and I was never quite happy with it. So, with no offense to Master or you, I'm going to suggest something heretical; NO EQUIPMENT.

This now makes the high Dryad stats more reasonable. 2 Attacks is deadly when you equipment, but is less unbalanced if you can't have a second hand weapon (for example, look at Ghouls). Likewise, 3-4 heroes with S4 seems a lot less broken if you can't wield halberds or double handed weapon.

It also gives them a nice weakness in campaigns: any equipment they find is completely worthless, and only as good as its sell value.

Now, one by one comparision:

Treeman: CHANGE NAME. Maybe call this the Branch Nymph? Sylph? Hamadryad? Stats should at least match the default Dryad from the Wood Elf army (so at least ONE model in the warband matches the Dryad stats). Even with equipment, this shouldn't be too broken.

Branch Nymph: if you go with the no equipment, you can probably raise her to S4 and A2.

Dryad Henchman: As they are weaker than normal Dryads, need a different name. Nymph? If you go with the no equipment, you could probably raise her S to 4 or A to 2 (probably not both, though)

Spites: when do you choose the spite ability, when he's hired? (Also, 1D6 attacks is WAY strong, whether it's the Muster or the Murder effect. 1 or 1D3 would be a little more balanced.)

Ancient: Looks like a copy of the Troll, really. Why not use the Treekin stats/rule from the Wood Elf army?

M WS BS S T W I A Ld
Tree Kin 5 4 0 5 5 3 3 3 8
Special Rules: Forest Spirits; Scaly Skin (4+); Flammable; Fear


Call of the Forest: No, no, no. You instantly double the number of spite henchmen in your warband? Also, it doesn't say that there's a little to the number of times you can USE this, or how many heroes can take it. I recommend you make it like the Children of Horned Rat spell, and that you start the game with a free 1D3 Spites, which can go over the number of max warband members. Maybe limit it to one hero per warband.
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PostSubject: Re: Wildwoods Campaign   Wildwoods Campaign Icon_minitime

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