Mordheim Big Game, Ideas
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The Boss
      
Group: Admin
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Joined: 28-June 06

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We got talking last session about trying to organise a big game of Mordheim, the idea being that we set up a big table representing the area of Mordheim the warbands would be fighting in and have all the warbands deploy in different areas and move around the city fighting each other, buying stuff at shops, exploring and other wholesome warband activities, basically like playing the whole campaign sequence with models rather than just the actual battles. So the purpose of this thread is to come up with ideas for how this will work and fun events which can happen in the game, so, onward.
We came up with the idea of "cards" on Sunday, each card has an event on it saying you have found something or you have to do something or some other event. So we need to come up with a set of cards, post up your ideas here and we can discuss how we want them to work. I was thinking we could say draw a card at the start of every turn, and you draw from a different pile depending on what area of the city you are in (e.g. Slums, Markets, The Pit...). Or else just every time you go into a building, but then I think you would be drawing too many.
I also think it would be cool if the players can devise stuff between them (as we won't have a games master), so say someone decides they want to try and poison Digl's leader they would talk to another player and maybe devise how it's going to work quickly and maybe come up with something that the poisoner has to do to be successful (reach the Possessed base or something).
Bases was another idea, have somewhere you start from and recruit new members from, or heal wounded guys e.t.c.
Anyway start brainstorming.
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| QUOTE | Harry,
With all the running, fishing, gaming, music, forum spell checking and apparently good schooling, do you every have any time for rooting bitches and playing playstation? |
Fire Kobolds' current points = 2500 woop
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| Digl |
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^ (Troy)
      
Group: Admin
Posts: 462
Member No.: 3
Joined: 28-June 06

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Here are some of my initial ideas, though they were made under the asumption a model would walk into a building (for example) and 'find' the card.
(Hidden) = Not shown to other players. Kept 'in hand' to be used whenever.
GOOD - Gc boost - Shard boost - Equipment found - (Hidden) - Smoke bombs. At the start of any of your movement phases you may deploy your smoke bombs if the model with them is in combat. Roll a D6: 1-2 - The bombs were duds. The model using them strikes last in the next combat . 4-6 - Poof! The model immediately leaves the combat and stands 1" away from his previous position (direction chosen). He may then act normally in the movement phase (charge, hide, cast spells etc.) and may even charge back into the same opponent. One use only. - (Hidden) - Ring of Power. Bound Spell rules. Casts a Fireball - 12" range, 1 S4 hit. - (Hidden) - Null Stone. May be thrown in the shooting phase. Place a marker anywhere within 6" of the thrower. Roll an artillery and scatter dice to see where the stone lands (divide the result on the artillery dice by 4 to determine distance). As long as the stone is in play, no spells may be cast within 8" of it, and all remains-in-play type spells will be dispelled when the model effected moves within this 8" radius. Roll a dice at the start of each of the owner's turns. On a 1-4 the stone crumbles to dust and is removed. On a 5 the stone remains in play. On a 6 the stone's radius of nullification increases by D6". - Armoury - Roll a D6. 1 - D3 Daggers 2- D3 Swords 3 - Great Sword 4 - Light Armour 5- Heavy Armour 6- Gromril Armour - Drug Dealer. Fight him. Stats of a Flagellant (with 2 daggers) under the influence of Crimson Shade. If you lose, he runs off. If you win, roll a dice. 1-2 - Madcap Mushroom 3-4 Crimson Shade 5-6 Mandrake Root - Garlic Stall. If the model happens to be a Vampire, it must run 2D6 away from the place the stall was found in a random direction. The controlling player must scream "Aaaaaaaaaa!". Otherwise, you gain some garlic. Woot.
BAD - Turns into a Possessed with a Great Claw. Runs around randomly and kills everyone. A bit too powerful? - Trap. Become knocked down.
- Challenge for leadership. Leader and second highest Ld (?) duel, first to at least knock down wins and becomes leader. If one is OOA roll injuries as normal. If existing leader wins he gets +1 Ld (or Exp?).
MIXED - Find an opponent. Must battle him. If you win, you steal his items. If he wins, you die? Or just leaves you knocked down or stunned? - Potion. May drink. Roll a D6. 1 - Poinsoned. Model immediately taken OOA. 2-5 - Strengthened. +1 to any stat (may exceed maximum stats). Lasts for the rest of the game. 6 - Monsterous. The model becomes a Monstrocity. +1 to all stats (may exceed maximum stats), but cannot use any weapons, armour or spells. Does not suffer -1S from being unarmed. Roll a dice at the start of each of the Monstrocity's movement phases. On a 1-2 the model returns to normal and loses all stat bonuses. On a 3-4 the model will remain a Monstrocity. On a 5-6, a further +1 is added to all stats, and the model remains a Monstrocity. If the Monstrocity rolls two of the latter results in the course of a game, it will gain another +1 to all stats, but will be placed OOA at the end of that turn. This effect only lasts for the length of the game, or until the model returns to normal.
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