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Title: Under Lock And Quay (a Flame On Mordheim Campaign)


WarbossKurgan - June 1, 2010 10:49 AM (GMT)
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Under Lock And Quay
(a Flame On Mordheim Campaign with a dark underbelly)

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.

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WarbossKurgan - June 1, 2010 10:51 AM (GMT)
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 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.

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)





WarbossKurgan - June 1, 2010 10:52 AM (GMT)
Pit Fighter Roll Call
QUOTE ("zelophahad")

Putrhed Putrhedson

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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

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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


QUOTE ("zelophahad (model by WarbossKurgan)")


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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)



QUOTE ("Andy")
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)


QUOTE ("Davespaceman")
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

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)

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QUOTE ("WarbossKurgan")
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)

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QUOTE ("WarbossKurgan")
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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



QUOTE ("WarbossKurgan")
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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


QUOTE ("Andy")
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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")

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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

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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


QUOTE ("Davespaceman")
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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.



QUOTE ("Dazza")
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!

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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!

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The Warbands:

QUOTE ("zelophahad")
The Merrie Men of Chalons are just in it to buckle their swashes.

QUOTE ("WarbossKurgan")
Da NachtJägers are sharpening their wooden stakes!

QUOTE ("Andy")
I will be entering with halflings. Combat halflings.

QUOTE ("Davespaceman")
Raziels court for me with possible intervention of the Vercuso watch if order needs to be restored and if the painting bug strikes me.

QUOTE ("Dazza")
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!

QUOTE ("Andy")
Beastmen again please: Craggy Hill Creepers

WarbossKurgan - July 26, 2010 08:49 AM (GMT)
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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. This is may starter warband.

WarbossKurgan - July 26, 2010 08:50 AM (GMT)
Cheese hunt!

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.


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WarbossKurgan - July 26, 2010 08:50 AM (GMT)
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.

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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!

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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!

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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.

~~~

Warlord Ghazak Gazhkull - July 26, 2010 10:04 AM (GMT)
Nice stuff Kurgan, i will surely follow this campaign closely :).

Cheers,
G

WarbossKurgan - July 28, 2010 02:28 PM (GMT)
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WarbossKurgan - July 30, 2010 10:02 AM (GMT)
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.


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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.

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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.

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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.

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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.

~~~

WarbossKurgan - August 2, 2010 08:21 AM (GMT)
Die Chronik der NachtJäger

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.

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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…

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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.

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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.

~~~

Kaptain BlackSquig - August 2, 2010 01:19 PM (GMT)
Woot! Thats Two!
Looks like you are off to a good start Boss! Keep crumpin!

Da Kaptain :yarr!:

WarbossKurgan - August 3, 2010 08:54 AM (GMT)
QUOTE ("Andy")
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.

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WarbossKurgan - August 3, 2010 08:56 AM (GMT)
Cheese hunt!

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.


WarbossKurgan - August 4, 2010 08:12 AM (GMT)
Die Chronik der NachtJäger

Night of the Hunters
Surprise Attack at The Wishing Well, 3rd August, the year Ten.

Having taken command of the Merrie Men, Russell Le Corbeau led the Outlaws in a revenge attack against the NachtJägers for killing their old leader.

~~~

Searching for evidence of Witchcraft amongst the scattered belongings, strewn over the floor in the attic of The Pie Shoppe, Kaptain Fängmorder was only vaguely aware of Warrior Priest Grimmig doing the same in the inn across the street.

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So intent was his examination of the detritus before him that he totally failed to notice the Outlaws appear in the street below as they started to climb towards him. Hunting arrows thudding into the walls around him brought him to his senses with a start and he span round to see a second volley launched towards him. It was the last thing he remembered for some hours! Hearing the commotion Grimmig called out to the Zealots far off to the east.

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Slightly closer to hand were Witch Hunter Düster and the Prophets of Doom (Zealots Gräber, Mürrisch and Mummfisch) who surprised the Outlaws by appearing on their heels from a warehouse behind them! The Merrie Men loosed off a panicked and ineffective volley of Hunting Arrows. The Orcs charged.

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By the time the Hammerz of Sigmork arrived it was too late – the Outlaws outnumbered the Prophets and counter-charged them. Mürrisch brought his axe down on Russell Le Corbeau and inflicted a deep wound (one that will probably trouble him for months to come!) but the other Orcs were knocked down and stiletto’d then Mürrisch had his head caved-in by Jean Le Pettit’s Quarterstaff. The unfortunate Zealot fell down dead on the spot.

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Once the number of Orcs sprawled across the cobbled street become more than he could count (i.e. five) Warrior Priest Grimmig called the retreat but in their haste to fall back they forgot someone…

~~~

Witch Hunter Kaptain Fängmorder was woken up with a shock when freezing cold water was thrown over his face. His surroundings swam into focus and he sighed as he recognised where he was: The Fighting Pits.

He dragged himself to his feet as the guards closed the iron gates on the arena. A quick check of his gear confirmed everything was as it should be (which was a mild surprise). A movement behind him caught his attention and he slowly turned one hand on his sword hilt the other reached slowly behind him.

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The Norse Pit Fighter known as Putrid Putridson was standing with weapons ready, slowly backing up to make space between himself and the Orc Kaptain. Time seemed to slow down as both combatants made split-second choices for their opening moves: Putridson jumped sideways, probably expecting the Orc to make a headlong charge, but Fängmorder didn’t take a step. He swiftly brought his hand from behind his back… holding a loaded crossbow!

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The crowd booed and jeered as Putridson dropped to the flagstones of the Pit with his hands clamped to his ribs: a crossbow bolt protruding between his blood-covered fingers.

~~~

WarbossKurgan - August 4, 2010 08:58 AM (GMT)
Russell Le Corveau and the Merrie Men of Chalons

QUOTE ("zelophahad")
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:
QUOTE
Russell Le Corveau (bandit leader) - sword, dagger, longbow, hunting arrows (tally=0)

John (champion) - double-handed weapon, dagger, longbow, hunting arrows (tally=0)

Will (champion) - dagger, club, longbow, hunting arrows (tally=1)

Marian (petty thief) - dagger, longbow, hunting arrows (tally=0)

Tuck (cleric) - dagger, longbow, hearts of steel, armour of Righteousness (tally=1)

Merrie Man of the Stag - Two clubs, longbow, hunting arrows (tally=0)

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."


WarbossKurgan - August 4, 2010 09:15 AM (GMT)
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WarbossKurgan - August 4, 2010 10:51 AM (GMT)
QUOTE ("zelophahad")
PRESS RELEASES:

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?

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WarbossKurgan - August 6, 2010 09:38 AM (GMT)
Die Chronik der NachtJäger

Night of the Long Claws
Occupy Pressgang Alley (in the Shambles district), 5th August, the year Ten

The NachtJägers try to take Pressgang Alley from the Vampire Raziel

~~~

The small crew was busy on the ferry as it bumped along the dockside, the slow pace of the journey across the harbour turned into a frantic last-minute rush to get the craft safely alongside the stone quay at the Ha’penny Street ferry station.

“Make for Pressgang Alley with all haste; there is not a minute to be lost!” said Kaptain Fängmorder quietly as the Orc Witch Hunters organised their gear and got ready to disembark.

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Before the gangplank of the ferry had even been lowered a movement ashore caught their eye – four of the Zealots quickly readied their crossbows while the others rushed ashore - though Finster immediately fired his at Gräber!

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At the far end of Ha’penny Street there was a ruined inn, the Rope and Anchor, just beyond that a large group of Ghouls scurried across a small open square. The Orcs on the ferry fired along the street to cover the advance of the rest of the NachtJägers.

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Düster and Hoch cut to the left to try and out flank the advancing undead horde, but the Vampire Raziel saw this maneuver and sent several of his musty minions to intercept them.

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Hoch saw the danger to Grimmig and moved to block their way towards the Warrior Priest.

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Fängmorder gathered the Orcs nearest to him and they readied themselves to charge as Ghould burst through the doors and windows of the Rope and Anchor and fell upon the NachtJägers therein.

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Hock tried in vain to stop the carrion-eaters getting at Grimmig but he and the Shaman were felled in short order, the Fires of Sigmork crackling ineffectively at the Warrior Priest’s fingertips.

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In a rage Heftig drew his strange sickle-like sword and laid into the creatures of the night but Raziel, with supernatural speed, moved into the inn behind him. The big Orc hacked down the barely human Necromancer with a single blow.

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Raziel leapt onto Heftig’s back but the top-hatted Orc was wise to the devious tactics of the parasitic dead! He twisted suddenly and sliced the Vampire’s chest - a hissing cloud of smoke accompanied the cut as the sickle seemed to burn and blacken the Vampire’s flesh!

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The Ghouls pounced on Heftig and dragged him down but the Vampire was clearly wounded and had vanished!

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Ausrufer and Gräber quietly sneaked around the ruins on the waterfront, working their way behind the Ghouls. Ausrufer climbed onto the crumbling timber-reinforced wall and took up a firing position.

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Düster worked his way forward through the warehouse but as he stepped into the street he was set upon by Ghouls. He knocked one or two of them down but there were just so many of them! He was pinned down in moments and a Dreg put the boot in. As Kaptain Fängmorder crashed into the Ghouls there were so few Boyz left in the Rope and Anchor that the Ghouls found it easy to surround him.

With all the warband’s leaders down the NachtJägers had no choice but to fall back to the ferry, dragging their wounded with them.

~~~

WarbossKurgan - August 6, 2010 09:41 AM (GMT)
Cheese hunt!

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.

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WarbossKurgan - August 6, 2010 11:31 AM (GMT)
Russell Le Corveau and the Merrie Men of Chalons

QUOTE ("zelophahad")
"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.

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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)


WarbossKurgan - August 6, 2010 03:19 PM (GMT)
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WarbossKurgan - August 6, 2010 03:31 PM (GMT)
Russell Le Corveau and the Merrie Men of Chalons

QUOTE ("zelophahad")
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)


Morten C - August 6, 2010 06:32 PM (GMT)
This topic is awesome :D :D

I actually stopped playing warhammer years ago, but then i started mordheim again, unwilling to spent the money on entire armies... now look where i am :lol:

But after that mordheim slowly drifted for me and i haven't played it since i started warhammer again... maybe it's time to visit that old dusty town again!

WarbossKurgan - August 7, 2010 03:39 PM (GMT)
Cheese hunt!

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!

Draig - August 8, 2010 07:14 PM (GMT)
Zoggin el ya nutty git, youze at it again! Lunctime reading tomorrow fer sure!

WarbossKurgan - August 10, 2010 08:02 AM (GMT)
Russell Le Corveau and the Merrie Men of Chalons

QUOTE ("zelophahad")
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.

"Everything?"

Will grinned wolfishly: "Oh, yes..."


QUOTE
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; arm wound: miss next game (tally=5)

Marian (petty thief) - sword, longbow; quickshot, trick shot, eagle eyes, sprint; nervous condition, double chest wound; arm wound: miss next game (tally=5)

Tuck (cleric) - two clubs, dagger, longbow, hunting arrows;  hearts of steel, armour of righteousness, wyrdstone hunter; chest wound (tally=1)

Merrie Man of the Stag - two clubs, longbow, hunting arrows (tally=2)

Merrie Men of the Boar x3 - two clubs, longbow, hunting arrows (tally=0)

Warband rating = 160 (9 members)

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. :)


WarbossKurgan - August 10, 2010 08:03 AM (GMT)
Cheese hunt!

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).


WarbossKurgan - August 16, 2010 07:53 AM (GMT)
The Heretic's Handbook

QUOTE ("Andy")
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.


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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]

WarbossKurgan - August 16, 2010 08:09 AM (GMT)
Vercuso Betting Shop

QUOTE ("Andy")
First off, at Phil's request, here's little intro into betting:

QUOTE
Bookies use fractions, often referred to as 'odds' or 'prices'. As an example lets use 7/4. Your winnings are determined by how much you stake; your stake is multiplied by the first number, in this case 7, and then that figure divided by the second, in this case 4. Lets say you stake 5gc.

5X7 = 35
35/4 = 8.75
Plus your original stake of 5gc = 13.75.
Rounded to the nearest whole number = 14gc.

Groovy, eh?

Then we can go onto doubles, trebles etc.

A double is very similar, but you pick two contenders. When the first contender wins we do the above calculation, and then all of the winnings go onto the second contender. Example:

We pick two fighters, one priced at evens and the other at 6/4. We put on a 2gc double. The first wins at evens so we win 4gc. That 4gc then goes onto the second fighter at 6/4. He also wins, netting us 10gc for a 2gc stake. Trebles are the same but include three, and four-folds, five-folds etc are the same but larger. These are called accumulators. As you can probably see, it is very easy to win big for very little investment. However, if one of your fighters loses, the bet is down - all must win or it's no moolah for you.

John McKillYouQuick's Betting Service
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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.

Draig - August 16, 2010 01:05 PM (GMT)
Ok a betting system on the matches is entirely awesome! Makes me want to put something similar into a blood bowl league! Plus the Heretic's handbook is fantastic. Particularly
QUOTE
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?


Love catching up on this, good stuff Kurgan and co.

WarbossKurgan - August 16, 2010 02:00 PM (GMT)
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!

It's something we intended to do from the beginning - Andy works in a bookmakers! - but we couldn't really get it started until the fighters had some "form" now they have all had at least one fight Andy has been able to start giving them odds!
:lol:

WarbossKurgan - August 26, 2010 01:09 PM (GMT)
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Goomb - August 30, 2010 06:48 PM (GMT)
Awesome read, mate. Love the creepy betting man too....very creepy, very well done!

That is some awesome fluff over the past three pages. I just love the work you gits do during these campaigns. Pity Maid Marion....she lost it all!

Goomb

WarbossKurgan - September 9, 2010 05:55 PM (GMT)
Kommodore Deffgit and the Ogresuns, not all washed-up!

9th September the year Ten

Adm’rul Kurgan Grimjaw looked at the stained and dog-eared map spread out on the table before him in the morning sunlight. He stared long and hard at the detailed, but slightly out-of-date, street plan of the city. Many of the buildings marked where either ruins or had been replaced completely but the streets were mostly unchanged.

A Goblin messenger peeped over the edge of the table and stood on tip-toe to reach a grubby hand into the middle of the map. Pointing a dirty finger at a non-descript house in the docks area.

“It’s only a rumour chief, but there is supposed to be a heap o’ gold and gems and the like in that old guys gaff. I sure it’s already been ransacked a dozen times but the stories say its proper cunning hidden.” said the Goblin.

“Run down the the Pickled Mermaid inn lad. Send my compliments to Kommodore Deffgit and ask him to take the Ogresuns to check it out. You never know, there may be a grain o’ truth in it…” rumbled the Adm’rul.

~~~

Starting crew:

Boss: Kommodore Deffgit, 2x Club
Shaman: Wrydtoof Hogbreff, Club
Big'Un: Barnacle Nog, 2x Club
Big'Un: Salty Oggbad, 2x Club
4 Orc Boyz: The Starboard Watch - Throg, Fishgutz, Dubloon Dreg and Floggin Morr, 2x Club
3 Orc Boyz: Bad Hook and Briney Duff and Scupper Lug, 2x Club
3 Goblins: Dirty Morrgun, Dread Pirate RogUrtz and Stormy Trug, Club

WBR 130

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~~~

Defend the Find, Cathay Town.

The Ogresuns peered round the corner of the stone-walled Wall Tavern and looked across the street at a house. An ordinary house, of no particular significance from outward appearance, but one that apparently held a secret store of loot.

Shaman Wyrdtoof scratched his goatee and hmmm’d to himself. Big’Unz Salty Ogbad and Barnacle Nog took turns squinting through a small spyglass. Kommodore Deffgit lit his pipe and was soon surrounded by a thick, noxious cloud of sickly-sweet tobacco smoke.

Nog said “I reckon there’s a fair number of ‘em in there. I counted at least five”

Salty chuckled to himself, knowing that Nog couldn’t count any higher, smug in the knowledge he could comfortably reach the giddy heights of seven, maybe even eight if it was quiet! “I’d say they was them Outlaws from the Chanlons. Which their leader calls ‘imself The Crow, or some foreign word for such.” he said.

Wyrdtoof took a pinch of dirt from the ground and crumbled it between his fingers, watching how the wind took the dust.

Deffgit puffed on the stem of his pipe. “We rush the lubbers. All at once” he said and squinted his one good eye at the others.

The pirates nodded to each other, satisfied that the Kommodore had, once again, come up with a brilliant and fool-proof plan of attack.

~~~

The Outlaws, holed-up in the objective building:

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The Ogresuns storm the house!

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WarbossKurgan - September 15, 2010 09:46 AM (GMT)
14th September the year ten
Skirmish at The Capstan

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The Merrie Men spotted the Ogresuns approaching from three directions and scampered into the Hole in the Wall Inn. They knew that the Orc Pirates didn’t have much long-ranged firepower so they didn’t even try to hide; they just took advantage of the natural defensive position of the inn.

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The only room was two stories up so the Orcs would not only have to cross the wide open streets to get close, they would have to climb the long stairs and suffer one last volley of arrows before they could get to grips with the bowmen!

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The Pirates were made of tough stuff though: they ran full-pelt down the streets, taking advantage of any cover they came across on the way. Most of the Merrie Men’s arrows missed their mark but even those that found a target didn’t do much to slow the scurvy dogs down.

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But as the Orcs crossed the last few yards of open ground their numbers were thinned out a little too much. When Fishgutz and Salty Ogbad went down the Kommodore called a retreat.

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~~~

WarbossKurgan - September 16, 2010 11:26 AM (GMT)
14th September the year ten
New Recruits

Another night: another smoke-filled noisy tavern on the waterfront. Hundreds of barrels of cheap rum had been shipped onto Sartosa and the locals were intent on in a near-continuous week of carousing.

In a corner of the snug, close to the fire and aware from the crowd at the bar, sat Kommodore Deffgit and a few hands from the Ogresun. Shaman Wyrdtoof sat next to the Kommodore with a pile of ink-spattered, curling papers and a quill.

“Next!” said the Kommodore in a voice loud enough to cut through a howling gale on the high seas, let alone a small pub!

A massive Orc Pirate stepped forward from the front of the queue: Almost as tall as an Ogre, his head was so close to the ceiling he had to duck under the cross beams; his arms were like mainmasts; his one good eye stared over the heads of the Ogresuns while the massive gleaming hook that replaced his left hand glinted in the fire light.

“Name?” said Wyrdtoof with looking up.

“Dredger Zug, sir” said the colossal Orc in a voice so deep and rumbling the mugs of rum on the table rattled. The Shaman’s quill scratched across his papers.

“What ships you served on lad?” said the Kommodore.

“Just the old Sludgehacker, which she wuz sunk last month...” daid Dredger.

Before any of the Ogresuns could make any comment, about how horrible Sludgehacker was and how pleased they were on hearing of its loss, a fight in the main bar spilled into the snug and two combatants tumbled into the room. Dredger didn’t even look round as he slammed a massive meaty fist into the drunken brawlers moments before they crashed into the Ogresuns’ table. The pair sailed back the way they came, feet not touching floor for a good six yards.

“Ye hired” said the Kommodore.

~~~

Warlord Ghazak Gazhkull - September 16, 2010 01:03 PM (GMT)
Great read Kurgan, your campagins are always great to follow.

Cheers,
G

WarbossKurgan - September 17, 2010 08:29 AM (GMT)
16th September the year ten
Occupy at the Cod and Cutlass

The Ogresuns battled the Night Goblins of Manciniweenie the Mighty’s Eastland Blue Moon Tribe in a struggle for control of three key buildings near the famous inn.

~~~

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Even before the enemy was in sight Orc Pirate Scupper Lug took offence at something Dubloon Dreg said and clobbered him!

When they did pop up there seemed to be millions of the little green lubbers!

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The new Big’Un, Dredger Zug, led half the Orc Pirates off to the west to storm the Warehouse while Kommodore Deffgit took the other half off east (leaving one Boy behind in the walled yard of the Revenue House to make sure the Night Gobbos didn’t nab it later) to assault the Sail-makers’ Guildhouse.

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The bat-suited Black Gobbo launched himself over the rooftops with a loud “TWANG”, sailed through the air on his home-made batty wings with a long wailing whoop of joy, then landed on the pavement with a slightly less-loud “SPLAT”. But he picked himself up and started climbing up the crumbling side of the Hole in the Wall Inn.

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Deffgit and Barnacle Nog crashed in the Clobberers as Manciniweenie the Mighty shouted orders at his minions to advance while he himself ran away from the fight!

Dredger’s ladz faced a swarm of Snotlings and a couple of Goblin Heroes. The Ogresun Kabin Grotz and Floggin Morr ploughed through the wall of hysterical tiny green fiends, knocking them senseless left and right. Dredger booted a Goblin Hero with a Squig Prodder out of the Warehouse but was sent sprawling across the floor by a hail of arrows fired from above. He didn’t stay down long but by the time he got up the Goblins had legged it.

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~~~

WarbossKurgan - September 20, 2010 10:29 AM (GMT)
The Heretic's Handbook

QUOTE ("Andy")
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:

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Phwoar! Get back ladies.

[center]Fact File: Head Urchin
[/center]

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.

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WarbossKurgan - September 28, 2010 09:35 PM (GMT)
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28th September, the year ten
Surprise Attack at the Wishing Well

A small number of the Ogresuns’ Port Watch were attacked near the Wishing Well by the Blue Moon Tribe but it was a cunningly laid ambush! Within minutes of the Night Goblins fully committing to the attack the rest of the Orc Pirates stormed through an alley behind them and gave the grots a beating.

~~~

The Kommodore adjusted the focus of his spyglass and chuckled.

“Them pesky Blue Moons has taken the bait; hook line and sinker! The whole lot of ‘em is rushin’ towards Bad Hook and the Port Watch Boyz.”

He closed the brass telescope and climbed down from his vantage-point on the wall of a small ruined house.

“Let’s go get ‘em Ladz!” he shouted; the Ogresuns roared their approval and started running.

~~~

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The Dark Night landed deftly in the second story of the Cultist’s house just below Scupper Lug. The sneaky, and this time quite lucky, flying Goblin had ideas of knifing the pirate without him knowing what hit him.

But Scupper Lug saw the bat-winged grot swoop in and leapt down from the floor above, landing a heavy boot on the Dark Night’s head.

After dealing with the “super hero” he ran across the gangplank into the Sail-maker’s house with Floggin’ Morr and (after a brief argument) they both took up firing positions in the attic, over-looking the main street.

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Bad Hook was mobbed by a gaggle of Snotlings in the main bar of the Hole in the Wall Inn. The little squeakers tripped him up and started pounding on him with their tiny clubs. He shrugged off their puny blows and dragged himself up and repaid the Snots’ in kind. He kicked and punched and stabbed and slashed until the monstrous little blighters backed off leaving most of their number rolling on the floor clutching various body parts.

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The crew of the Ogresun burst out of Half Moon Alley and smashed into the Boom Moons, knocking about a third of them down with the initial barrel-charge!

Wyrdtoof blasted a couple of the Goblin clubbers with a thunder-clap of green power and the crossbow-armed Pirates in the attic took down another.

When Dredger joined the fray and clobbered two clubbers the Goblin Boss Manciniweenie the Mighty had had enough and called for a full retreat.

~~~

As the Ogresuns picked over the Goblin encampment (having found a princely stash of Wyrdstone) an old acquaintance appeared in the street.

“Mr Whalebelly!” cried Kommodore Deffgit “What a pleasure it be ta make yer acquaintance again!”

“Kommodore.” said the Ogre Bodyguard as he knuckled his forehead. “Which I was wondering if you’m hiring today?”

“There is always a place in my crew for you Whalebelly. The Ogresun ain’t a small ship as ye know.” said the one-eyed old Orc.

~~~




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