|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!
Either of the following options:
To reflect the exoticorigins 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.
A pit fighter may choose from combat, speed and strength skills.
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:
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.
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.
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).
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.
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.
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.
Before rolling to hit, players must declare if they want to wound the opponent or push him back.
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:
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).
If a fight is particularly exciting, the contestants gain extra experience due to their celebrity status. The excitement generated is measured in 'crowd points':
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.
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).
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)
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)
Looks a lot like an Tilean ogre.
Two-handed axe, light armour
|QUOTE ("zelophahad (model by WarbossKurgan)")|
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)
|This guy will be in a body bag by the end of the week:|
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)
|Here's my guy, |
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
|QUOTE ("blessed knight")|
|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)
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)
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
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
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. ;)
|QUOTE ("Godfather Viktor")|
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
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
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.
|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 Merrie Men of Chalons are just in it to buckle their swashes.|
|Da NachtJägers are sharpening their wooden stakes!|
|I will be entering with halflings. Combat halflings.|
|Raziels court for me with possible intervention of the Vercuso watch if order needs to be restored and if the painting bug strikes me.|
|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)|
|QUOTE ("Godfather Viktor")|
|Skrikit and his Hold Rats will be back and the Plague Covenant (Clan Pestilens) might join them later on.|
|QUOTE ("blessed knight")|
|The Estallian Inked Vistors will hopefully be along too!|
|Beastmen again please: Craggy Hill Creepers|
|QUOTE ("Godfather Viktor")|
|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.
|The Heretic's Handbook|
[center]A newcomer's guide to the forming, maintaining and expanding of your very own cult.[/center]
Praise for The Heretic's Handbook:
"A must read for any budding cultist, mass murderer or civil servant"
- The Chaos Wastes Shopper
"Before I read this book I was a fisherman on minimum wage. Now I have seven arms, sixteen heads and can pull people's faces off with my bellybutton"
- Lukas Toomanyheads, patriarch of the Purple Thumb Cult
"The prose is erudite, the ideas provocative and the... BLOOD FOR THE BLOOD GOD!"
- Belgar Blackaxe, champion of Khorne
Whether it be a revolution, an effort to take over the world or just a case of needing to increase attendance at the next local village fête, this book will guide you past all the pitfalls that most first time cultists encounter. From inception to completion, from putting up that first recruitment flyer to eating the heart of your most hated enemy, this book will teach you some neat tricks and tips and even a few shortcuts that the people in the industry don't want you to know. Loaded with historical facts, annotated diagrams and even a few jokes to ease you in, you'll be sporting your first tentacle in no time.
|QUOTE ("Godfather Viktor")|
|Vorgheim 29 & 30, 2010 IC|
Chasing for the Bretonnian cheese, Skrikit took the Hold Rats back to the Cod & Cutlass Inn. The Bretonnians (and their cheese) were gone, but the Orc Witch-hunters were still there, hording valuable wyrdstone. Skrikit darted in followed by the Festearing Pikes, and was it not for the arrival of Raziel and his Ghouls, they would have raided the place. With Skrikit down at the Vampire's feets, Izkit turned his tail back, and the rest of the Hold Rats followed suit.
The day after Skrikit, increasingly suspicious of the claw-armed Black Skaven's intentions, looked for the Orcs to have some ravenge. He personally took the Orc captain out (after he had been bogged down by rats and Verminkin, of course) but then the green fires of the Orc shaman sent the Assassin down, and again Izkit ordered the retreat. That was too much, and sure of some under the table deal between the Black Skaven and the Orcs, Skrikit made sure Izkit would remain with the Orcs.
And so it happened that the Nachtjäger sent Izkit to fight Braceface, their champion at the Lock and Quay. The aggressive former flagellant find an opponent matching his very direct approach. The insuing fight was short but brutal and ended up with Izkit release and Braceface leg pulped by his claws. The crowd appreciated the combat, although no one will put it down for the Lock and Quay annual.
|The Bretonnians outlaws known as the Merrie Men of Chalons have always been led by leaders who have taken upon themselves the mantle of 'Le Capot'. Their skill with bow and arrow is 'legendary' (in the sense of being a wildly inaccurate but widespread report based on very little empirical evidence). Last week, the latest of these fops was blasted from the top of a three storey building by orc magic and broke his neck as he hit the ground. And the Merrie Men of Chalons found themselves leaderless once again.|
But a new man has arisen, a new breed of 'Le Capot', who looks set to renew the legend and live up to expectations. Rumours abound about his past: talk of a brilliant mathematical mind; a connoisseur of fine wines; a commander of a mighty ship; an illustrious career with the watch; and, most exciting of all, his time as a Tilean pit fighter. Who is this man?
They call him Russell Le Corveau.
Russell is determined to live up to his reputation with bow and arrow. All heroes and henchmen groups will keep a tally of models taken out of action by their shooting... After 1 game:
Russell turned to his men as they approached the walls of Vercuso for the first time: "Whatever comes out of these gates, we've got a better chance of survival if we work together. Do you understand? If we stay together we survive."
Here's the draw for round 1, including fight results so far (no fatalities):
Skabbisnout vs Maximus Decimus = Maximus won (5 crowd points)
Chuck Norris vs Bad Max = Chuck Norris won (4 crowd points)
Moloch the Merman vs Ironhead = The Merman won (25 crowd points)
Jolly Roger vs Chang Hi
Ruthog vs Pauli D’Isgized
Pustus vs Brace-Face
Conan Skeletor vs Putrhed Putrhedson
Douglas vs Thoraxe
We enjoyed a 25 point crowd pleaser yesterday between Ironhead and Moloch the Merman. Thought the journalists might appreciate a photo?
|QUOTE ("Godfather Viktor")|
|Nachgeheim 5, 2010 IC|
While searching Press Gang alley for warpstone the Hold Rats smelled a familiar and mostly appreciated cheese aroma. The Bretonnians finally showed their faces again, although this time there was much more less of them and they were not hiding in a tall building. Remembering their last encounter with the green-hooded bandits, however, the Hold Rats swiftly moved through cover and closed onto the Bretonnians. The cleric and his huge fellow were instantly overwhelmed by the rats summoned by Quitch. The few remaining man-things, their leader and his companion down after a few well placed sling-shots, grabbed their cheese and took off.
"Not this time, but the next your cheese'll be mine!" screeched Skrikit at the running figures.
|"At my mark, unleash hell!" cried Russell. His merrie men dutifully stood their ground, carefully taking aim as the hoard of rat men surried inexorably towards them. Arrows flew, but few found their mark. And then suddenly, presaged by a hail of sling-stones, the putrid skaven were upon them. The merrie men were not so merrie that night.|
Russell Le Corveau (bandit leader) - sword, dagger, longbow, hunting arrows; leader, quickshot; old battle wound (tally=0)
John (champion) - double-handed weapon, dagger, longbow, hunting arrows; strongman, quickshot (tally=0)
Will (champion) - two clubs, dagger, longbow, hunting arrows; quickshot (tally=2)
Marian (petty thief) - two clubs, dagger, longbow, hunting arrows; quickshot, trick shot, eagle eyes (tally=1)
Tuck (cleric) - two clubs, dagger, longbow, hunting arrows; hearts of steel, armour of Righteousness; chest wound (tally=1)
Merrie Man of the Stag - Two clubs, longbow, hunting arrows (tally=0)
Merrie Man of the Boar - Two clubs, longbow, hunting arrows (tally=0)
Warband rating = 129 (7 members)
|The Merie Men had holed-up in a ruined house. Skaven were rapidly approaching from the west, undead from the north and night goblins from the east. Russell's men were dropping around him and Marion had fallen from the second floor into the clutches of a terrifying vampire. "Rise, and rise again!" cried Russell, "Until lambs become lions!" His men struggled on, longer than the ratmen and greenskins did, but ran before the undiminished undead hoard.|
Russell Le Corveau (bandit leader) - sword, dagger, longbow, hunting arrows; leader, quickshot; old battle wound (tally=2)
John (champion) - double-handed weapon, dagger, longbow, hunting arrows; strongman, quickshot, nervous condition (tally=0)
Will (champion) - two clubs, dagger, longbow, hunting arrows; quickshot, trick shot (tally=5)
Marian (petty thief) - two clubs, dagger, longbow, hunting arrows; quickshot, trick shot, eagle eyes, sprint (tally=5)
Tuck (cleric) - two clubs, dagger, longbow, hunting arrows; hearts of steel, armour of Righteousness; chest wound (tally=1)
Merrie Man of the Stag - Two clubs, longbow, hunting arrows (tally=1)
Merrie Men of the Boar x2 - Two clubs, longbow, hunting arrows (tally=0)
Warband rating = 146 (8 members)
|QUOTE ("Godfather Viktor")|
|Nachgeheim 6, 2010 IC|
Again Skrikit had tracked down the Merrie Men. As they were busy with some little green-things recently arrived in Vercuso, the Assassin took most of the Hold Rats with him and raced toward the the bandits' hide-out.
Quitch the Sorcerer, his rats and the Night Runners were left behind in order to slow down Raziel's Court approaching from the west. The puny rats and the wildly inaccurate sling-shots proved ineffective and Raziel himself quickly approached. Caressing his newly acquired Grey Seer nail, a potent relic, the Assassin leapt toward the Vampire. His blades proved ineffective against the creeper hide and Raziel quickly dealt with him. A squabble erupted amidst the greenskins, allowing the Merrie Men to target and fell both Black Skavens leading the attack. Quitch, far away from the action, forgot he was now in charge of the warband and without a lead the Vermikins break, dragging the Black Skavens with them.
Skrikit was left in Raziel's clutches and sold to the Quartermaster, who promptly pitted the Assassin against a megalomaniac Goblin. While the runt was, in a rather ridicoulos way trying to work the crowd, Skrikit took aim with his sling, and badly missed. The now enraged Goblin charged and the Assassin jumped back, firing his sling again and again missing.Puzzled by this vile move the goblin lost impetus, allowing Skrikit to countercharge and get rid of him. The crowd booing, Skirkit claimed his prize from the Quartermaster and sneaked away.
What a chump I am! I forgot Quitch is now on Ld7, so I would have stayed in another turn, probably took couple of Phil's model OOA and then be massacred by Raziel. Shame on me!
|The Merrie Men finally regrouped and dragged themselves back to Russell, who was still languishing in bed with a fever (his old wound was septic again). But Marian was nowhere to be found. "Strength and honour," croaked Russell. The men looked at each other sceptically, those weren't the first two words which came to mind when they thought of their recent experiences in the Labyrinth of Vercuso.|
Suddenly there was a quiet tap at the window. Will, his arm in a bloodied sling, went over, stuck his head out for a few moments, and then turned to the men: "Marion's outside and looks a right mess. She's hiding behind the barrels."
"Why's she waiting out there?" asked Tuck, "Bring the poor girl in!"
"Seems she's been robbed, lost everything!" said Will.
Will grinned wolfishly: "Oh, yes..."
For the trip down the Labyrinth, Russell bowed out due to his old battle wound which was probably just as well: Only Tuck and the Stag marksman made it out intact! All the others sucombed to rats/snakes/creepy crawlies except Marian. She was caught by a 'death trap' and rolled multiple injuries: two chest wounds, an arm wound and she was robbed! :o She now has the most bizarre stat line I've ever seen: M4 WS2 BS3 S4 T1 W2 I2 A1 Ld7 :/
Picked up 8 wyrdstone shards on the way though. :)
|QUOTE ("Godfather Viktor")|
|Nachgeheim 9, 2010 IC|
The dark and humid tunnels of the Labyrinth proved an easy game for the Hold Rats, they nearly felt at home there. Unfortunately once Skrikit was trapped into a dead end by the revolving walls and a huge vampire appeared to claim the tresaure, the rest of the rat-men scattered and quickly fell to the perils of the Labyrinth. However, life in the Underempire can teach you couple of things about how to get out of a dark place. And so it was that all of the warband, save for one of the Festering Pikes, made their way back to their lair loaded with warpstone and gold.
"Well-well!" greedely murmured Skrikit "Time to visit the Clan Moulders pits, yes-yes!"
A Ratogre was definetely what the Assassin needed to finally conquerer the streets of Vercuso (and the most valuable of their treasure, the Merrie Men's cheese).
|Chapter 1: Choosing Your Followers|
One of the most important decisions a cult leader can make is deciding what manner of follower to recruit. Now while it would seem to an outside observer that most cults are comprised of a veritable pick 'n' mix of mutants, outcasts, monsters and beggars, in actual fact each member has been carefully chosen. While the selection methods of each cult differ - from savage pit fights to talent shows to who has the hairiest knuckles - all are vetted and background checked before being accepted into the fold. New members of your 'exclusive club' should be able to stand before the following questions:
- - -
* Can they work well with others? It's all well and good being a one man whirling dervish of death, but when it comes time to lug all those heathen artifacts up your hideout's spiral staircase, are they grabbing the other side of that possessed piano or sneaking out for a crafty fag?
* Do they have a previous vendetta? Far too often a leader has recruited members of opposing tribes and found them at each other's throats the next day. In some 'organisations' they cut your eyes out for that. But of all the punishments for infighting, the Bank of Marienburg dishes out the worst - they make you sit a three day tolerance course followed by a seminar about workplace injuries. And they don't even put on a buffet.
* Are they good at fighting? Even if you set up a cult with the best of intentions it's a sorry fact of life that your 'hobby' will attract some rather horrible attention. They don't understand that you're only grafting third arms onto people's necks so that they can become better at carpentry. Oh no, they'll come with torches and try to light you up like a christmas tree. It is for this reason that as well as being team players, your followers will also have to be quite handy in a scrap.
Taking all of these points into account we can offer this piece of advice:
Do not recruit beastmen of any form or type.
They are an unruly breed often prone to slacking off, brawling with their own kind and dying in droves. They are particularly vulnerable to anything furrier than themselves, most notably skaven and Brian Blessed.
So if I can't have a goat what can I have?
If you're reading this then you're probably human. We've been having problems getting the publishing rights outside the realms of man so there's a chance we're right. It is our great pleasure to say, then, that humans are by far your best bet when starting out with your own cult. Their versatility, easyness on the eye and impeccably good manners make them perfect to act as minions at all levels of your 'secret party'. And they are easy to kill - a great bonus if you sense any of them are getting a little too ambitious.[b]
|First off, at Phil's request, here's little intro into betting:|
John McKillYouQuick's Betting Service
A few rules now:
- You may only back one contender in each match. With the odds available it is possible to back both fighters and still come out winning. Avoiding this can be done with the right pricing but that involves too much time, effort and maths.
- Bets must be proposed in this thread or in the presence of others and the relevant amount of gold crowns immediately removed from your warband's treasury, before the fight takes place.
- When you have proposed your bet I, or some other neutral party, will tell you how much you stand to win. If you are present when the fight takes place you may immediately add said amount to your treasury. If you are not present please wait for somebody to post up the result of the match.
- You may only back one contender in each ante-post market.
And now, presenting the schedule for round 2 of the impeccably incorruptable UPFC:
6/4 Moloch the Merman vs Pauli D'isgized 4/7
4/6 Thoraxe vs Skabbisnout 6/5
19/20 Brace-Face vs Chang Hi 1/1
5/6 Conan Skeletor vs Maximus D 19/20
19/20 Chuck Norris vs Ironhead 5/6
3/10 Douglas vs Pustus 21/10
5/1 Jolly Roger vs Putrhed Putrhedson 1/7
Ante-Post Bets (bets in the future)
To Win Outright:
Moloch - tbc after round 2
Pauli - tbc after round 2
Thoraxe - tbc after round 2
Skabbisnout - tbc after round 2
Brace-Face - tbc after round 2
Chang Hi - tbc after round 2
Conan - tbc after round 2
Maximus - tbc after round 2
Chuck Norris - tbc after round 2
Ironhead - tbc after round 2
Douglas - tbc after round 2
Pustus - tbc after round 2
Jolly Roger - tbc after round 2
Putrhed - tbc after round 2
Bad Max - tbc after round 2
To Survive the Tournament:
Moloch - 2/1
Pauli - 2/1
Thoraxe - 2/1
Skabbisnout - 2/1
Brace-Face - 2/1
Chang Hi - 2/1
Conan - 2/1
Maximus - 2/1
Chuck Norris - 2/1
Ironhead - 2/1
Douglas - 2/1
Jolly Roger - 2/1
Putrhed - 2/1
Bad Max - 2/1
Pustus - 4/1
To win most crowd points:
Moloch - 2/1
Ironhead - 2/1
Thoraxe - 4/1
Douglas - 4/1
Skabbisnout - 5/1
Brace-Face - 9/1
Pustus - 10/1
Chang Hi - 14/1
Jolly Roger - 14/1
Conan - 18/1
Putrhed - 18/1
Maximus - 20/1
Chuck - 25/1
Bad Max - 25/1
Number of movie quotes uttered before the end of the campaign:
Not Enough - 10000/1
Too Many - 1/10000
These prices will change as the tournament progresses. As fighters pick up injuries their prices will drift out (get bigger) and as they pick up groovy new skills their prices will shorten (get smaller). It's up to you, the punter, to decide when it is best to place a bet on the ante-post markets. Remember you can only have one bet on each ante-post market. I will also add new markets at a later date as I am currently posting from work.
Disclaimer: While I may have a rudimentary understanding of bookmaking I have little understanding of Mordheim, so these odds may be a little... unbalanced. For now anyway. Maybe you can win some easy money before we iron out the kinks.
|Can they work well with others? It's all well and good being a one man whirling dervish of death, but when it comes time to lug all those heathen artifacts up your hideout's spiral staircase, are they grabbing the other side of that possessed piano or sneaking out for a crafty fag?|
|QUOTE (Draig @ Aug 16 2010, 02:05 PM)|
|Ok a betting system on the matches is entirely awesome! Makes me want to put something similar into a blood bowl league!|
|Chapter 2: Dress to Impress|
So you've chosen your henchmen, you've trained them and you've armed them, and you've given them the speech about the greater good and how much better off the world would be if you were in charge. Now take a look at your loyal followers. What are they wearing? Chances are they're not dazzling you with their attire. And that is the second lesson you must learn. Not only do you need to take over the entire planet but you need to look good doing it.
Fashion, much like war, is an ever changing beast. Frilled pantaloons might be all the rage one summer and old news the next. A good cult leader does his research. Find out what's hot and what's not. Anticipate the ebb and flow of clothing trends, but most of all be prepared to wear anything. Who's to say that bright pink wigs won't be the next big thing this autumn? It also helps if you have somebody on hand who can see the future.
Just take a look at these two handsome gentlemen:
Phwoar! Get back ladies.
[center]Fact File: Head Urchin
The head urchin is one of the more peculiar creatures that inhabit the world. They are found on the beaches of most south-westerly islands and sometimes in the tropical ponds of deep jungles. At first glance they appear to be nothing more than a mass of throbbing, jellied meat, and many an unwary traveller has mistaken them for algae or frogspawn and met a very nasty end. For when stepped on the head urchin will exert an iron grip on the foot of its victim and never let go. It has no nerves and so can not be beaten off; it's body has a consistency similar to a jellyfish and so it cannot be hacked apart; and its skin is remarkably fireproof. It will proceed to expand across the body of the victim until eventually everything but the head is subsumed. Parties often have to leave their friends in the grip of these creatures or, if they are of a more merciful bent, kill them quickly to spare them the horror of being eaten alive by something that looks like your mum's trifle.
They acquired the name head urchin because of their strange inability to consume a victim's head. Instead it stays lodged on top of their bodies – seemingly alive as the urchin still struggles to eat the nerves of the neck – until it rots away and falls of.
And we thought we should say that, for any budding cult leaders out there, they make excellent minions.