The Empire was a place torn: it had been in civil war for years – there was no Emperor sitting on the throne, various powers were vying for control.it was a time ripe for chaos and confusion. In the Imperial year 1999, a great comet was sighted in the sky. A twin tailed comet. The sign of Sigmar. Astronomers predicted that it would fall in the city of Mordheim, where his convent of Sisters stood. It was believed that it would herald the return of the Emperor who would restore the land to its former glory and bring about a new golden age. Everybody traveled to Mordheim, filling the city well beyond its capacity, with them, they brought murderers, cultists, rapists, mercenaries and all manner of shady charachters. The once peaceful city rotted from the inside out, into a hive of scum and villainy (see what I did there?) The citizens of Mordheim quickly degenerated to perverse depravity, falling into chaos, living in a state of utter anarchy. But still more people came, making the situation far worse. As people gave in to acts of depravity, demons walked in daylight, unshunned, the seeds of Chaos having bloomed into sickly trees of corruption, damning the souls of the degenerate, who now called Mordheim their own.
The comet fell on The Emperor’s New Year's Eve, but sigmar did not come. Rather, the comet smashed into the city, slaying the unfortunates who went to watch. This was believed to be the wrath of Sigmar, his judgment on the heretics. Mordheim became a domain of fear, anger, aggression (Yoda: the dark side of the force are they.) Soon after, word spread of a wondrous stone that lay strewn all over the once fair city, known as Wyrdstone.The wyrdstone was rumored to have all manner of strange qualities. It was discovered that factions would pay incredible amounts for this precious stone, whatever their motivation. So bands of soldiers, mercenaries, heretics, and thugs began traveling to Mordheim, now known as the feared The City of the Damned, their goal: to find this wondrouse stone and make their quick fortunes…
This is a Mordheim
RPG, set in the warhammer world. This is not a short post
RP.
I need a decent amount of space for each post to make it interesting. I also need you to flesh out your character.
Before anyone starts whining ‘But there’s too many!’ I have been working on this for a month and a half, that is no small chunk of my life, it is a large one in fact.
Many of you know me to be a bit flippant and tolerrnt of shennaigens. Well not here. This is a seriouse
RP. And by seriouse I mean: No off topic, No spamming out of the apropreate ranges. GOOD characters, origional characters, KNOW YOUR BOUNDRIES! If I have a black orc smashing it’s way through empire spearmen, Well that’s fine and dandy. If I have agoblin taking out a rat-ogre with a small piece of wood and a rock then there will be problems.
(note: ineptus astartes, 21stcenturysquid inc, or Games Workshop enterprises are not responsible for any greif, caused by
NPC or
PC death.)
Now that the warning and legal disclaimer is over, I present to you the holy…MECHANICUS! Wait…that is’t right. Oh yeah…the holy…MECHANICS!
You will be given a warband of varing sizes in the beginning. You can hire more mercs, or have your tribe/empire/clan send you more troops, for mony, or wyrdstone.
You will be given a starting amount of gold at: 5,000 GP
Armie lists will be given, along with hombrewn rules. Important combat will be decided by dice.
These are the troop choices and their costs. (armies not on here can be requested)
Standard Table: (in this order) price move speed, hit points, moral strength.
Average human villager: 4 3 5 4
BEASTMEN
The Beastmen carve out their lairs under the thick canopies of the forests, but they are not creatures of nature. In fact, they have very little in common with anything wholesome or natural. They are twisted parodies of man and beast alike, but far more vigorous and powerful than either. The Cloven Ones, as they like to call themselves, belong to Chaos in both body and soul. Unlike humans who need to be tempted and brokered into serving the Dark Gods, or even the hardy men-folk residing in the North who are indoctrinated from the moment they are born, the Beastmen are creatures of Chaos with every fibre of their being. They have no more choice in this than a fish has a choice whether to live under the water.
Gor (bow/
CC): 50. 5 3 5 5
Hate of Order,
Bestigor: 80. 4 5 6 6
Armor Charger, cruelty, Steeled in battle, Hate of Order.
Chaos hound pack: 150. (6 hounds) 8 2 4 4
Squabbler, Bloodlust, uncatchable
Ungor: (spear/bow) 50: 5 4 4 5
Hate of Order,blood frenzy, sadism.
Centigor: 150. 6 4 5 6
Spear Wall (4 or more), Charger, Hate of Order,
Minotaur: 250. 3 8 6 10
Bull Rush, Charger, Blood Frenzy, One Gear Charge, Lash Out, ‘You Listen To Me Scum!’ God of War. Muscle wall (2 or more)
Beastlord leader: FREE. 5 6 10 7
6 abilities of your choosing (Hate of Order is free)
SKAVEN (clan-reactive)
Skaven are perhaps best described as children of Chaos, warped and mutated creatures who are as much rat as man (or possibly as much man as rat). They are hideous, hunched creatures with sharp teeth and cruel claws and long, worm-like tails – a dark, twisted and rat-shaped parody of humanity, a race of unscrupulous and cruel creatures whose sole ambition is to usurp the civilised realms of the Warhammer world and take up residence in their tattered remains.
Skaven culture, if it can be truly called such, is a vicious and despicable similitude of the society of men, where dishonesty and cruelty are virtues and where those Skaven who are considered the most skilled in betrayal, the cruellest and most underhand are raised to positions of leadership, the Warlords of the vast armies of Skaven.
Clanrat: 25. 6 3 4 4
Unending tide (20 or more, enemy units facing this must remove 2 of their moral, and take a retreat check [moral against dice, if moral is higher than the dice roll, all is good, if not, they flee to your camp]) charge,
Stormvermin: 50. 6 4 7 6
Battlehardened (may take priority in attacking or moving over enemy troops) armor, charge, chainmail
Gutter Runner: 50. 7 3 6 3
Assassin. (can evade ‘I see you there’)
Warplock Jezzail: 100. 5 3 6 3
Jezzail (bypasses armor and inflicts 5 damage, double the range of handguns) ‘I see you down there’ warpstone bullet. (any unit hit with this MUST role a
d6 on a 6 the unit becomes a spawn.)
Ratling gun: 100. 4 4 6 3
Ratling Gun (fires 1
d6 shots per turn at 4 damage each)
Rat-Ogre: 100. 7 9 5 8
Bloodlust, frenzy, charge, living projectiles (can pick up an enemy and fling him at another.)
Warp lighting cannon: 500. 2 12 8 6
Warp blast (sends a group of enemies flying in different directions) warp lighting (targets a smaller area) malfunction (if a 1 is rolled while firing, then another
d6 will be rolled, if it is 2 or less, the weapn explodes, if it is 3 the weapon breaks down, if it is 4/5 the weapon ceases to fire, if it is six, the fire is rerolled.)
HUMAN: EMPIRE
The Empire is the largest and most powerful of the lands of men in the Old World, a mighty nation that stands as the bulwark against the many enemies of man. It is a land where magic, technology and the courage of mortal men rub shoulders, each an essential weapon in the war against the malign powers in the Warhammer world. The men of the Empire have none of the supernatural strength nor brutal upbringing of the Warriors of Chaos, nor do they boast the numberless ranks of the vile Skaven, the savage resilience of the green-skinned Orcs or uncanny agility of the High Elves. Rather, the men of the Empire rely upon their steel-forged armour, the potence of their wargear and unflinching faith in their warrior god, Sigmar.
Free company men: 200. (8 men) 4 3 5 4
Our Numbers Swell, For the Empire!
State troops: 60. 4 5 6 5
Steeled in battle. Blade Barrier(4 or more)
Archers: 60. 5 3 6 4
Volley (3 or more)
Knight of the empire: 150. 6 6 6 6
Lancer, charge, Mount, nobility, armor, Wall of hooves, (3 or more)
Greatsword: 100. 3 5 6 6
Armor, Blade barrier. (4 or more)
Handgunner: 80. 4 4 6 3
Handgun, volley (3 or more)
Steam Tank: 1000. 3 12 10 8
Heavy armor God of War, cannon, handguns (2)
ORCS
Boy: 50. 5 4 5 6
Squabbler, Gimme dat! Charge, WAAAGH!!! (plus one strength, minus one hitpoint, temporary)
Feral Orc: 50. 6 3 5 6
Squabller, charge, spear wall (4 or more)
Black orc: 80. 5 6 7 7
Mace/edged, discipline, ‘yoo isn’t squabbling is yoo?’ ‘steady in da ranks!’ charge,
Arrer Boy: 50 6 4 6 5
Arrers (minus one to hit, but plus one to damage) choppas
Boar Boy: 100. 7 5 6 5
Tusker (plus one damage when charging) mount, spear, charge,
River trolls: (2) 500. 5 10 5 10
Trollspew, river-axe. Aquatic, ‘Whut?’ lurker
Snotlings: (4) 50. 4 2 3 2
runts, cowards, improvised weapons, 'this looks nice'
runtherd: 40. 4 5 6 4
'Git Back Into Line!' whip, knife, pistol, loader snotling. 'Yoo iz an exampul!' (execute one snotling)
DWARFS
Between the civilised lands of Men and the desolate Dark Lands lie the Worlds Edge Mountains. These are the ancestral holds of one of the most ancient races, the Dwarfs. Their once-great domains remain a bastion of honour, strength and courage in a world assailed by Chaos.
The Dwarfs are resolute in defence and unforgiving in attack. The Dwarfs hold a grudge like no other, vengefully hunting down those who have wronged them to exact their toll. Many an innocent descendant has been surprised by a host of Dwarfs arriving at his door, demanding that justice be exacted for the wrongs of his forefathers.
The armies of the Dwarfs fight almost exclusively on foot, clad in heavy armour and equipped with hammer and axe. On the battlefield they are known for stubborn courage and will resolutely hold the line against the most determined of attacks. Their mastery of black powder weaponry and other mechanical secrets has enabled their unsurpassed craftsmen to create deadly war machines.
Warrior: 80. 3 6 8 6
Bulwark of Stone.
Handgunner: 100. 4 5 8 4
Volly (4 or more)
Longbeard: 150. 4 7 9 6
Steeled in Battle, Mattock. (mace: bypass armor)
Ironbreaker:200. 3 6 9 6
Nobility, self-sacrafice
Slayer: 200. 3 5 8 7
Blood Frenzy, favored enemy
Gyrocopter: 300. 9 3 6 N/A
Shotgun, flying, bombs.
Cannon: 500. 2 5 7 8
Cannon, explosive ammo.
Organ gun: 400. 3 4 7 4
Handguns (4)
OGRE KINGDOMS
To the east of the Old World lies the savage mountainous region named the Mountains of Mourn. There dwell the powerful man-eating brutes known as the Ogres, large and powerful creatures with a voracious appetite for both the carnage of battle and the flesh of the living.
When at war the Ogres fight in a singularly aggressive and destructive fashion, storming forwards into the foe in a tidal wave of towering, muscular warriors. An Ogre stands almost twice the height of a Man and as a band of them smash into the ranks of the enemy they hit with such force as to break bones, pulp flesh and leave all but the strongest and most disciplined warriors in a bloodied ruin.
Bull: 200. 5 7 6 7
Always hungry, insatiable gluttony, ‘Gimme that!’ walbreakers
Irongut: 250. 4 8 6 7
Clubs and maces (bypass armor) always hungry, insatiable gluttony, ‘Do what I say, scum!’
Gnoblar gang (6 gnoblars) 25. 3 1 2 2
Tiny Little Gits (minus 2 while shooting at them) improvised weapon (minus 2 on attack rolls) emergency food, (ogres will eat them if deprived of snacks) ‘this looks nice.’ (they will pause in battle to loot the corpses or steal food.)
Leadbelchers: 200. 2 6 5 5
Cannon, always hungry, ‘in ye go, tiny!’ (will use gnoblar as shot if they run out or are bored.
RP effective)
Maneater: 300. 4 8 7 8
Infinite gut, always hungry, insatiable gluttony, Brace of Pistols, blunderbuss, cleaver, hammer
Yetee: 300. 5 7 6 8
Shocktrooper, blood frenzy, charge
Giant: 500. 6 11 5 14
God of War, blood frenzy, rush, stomp.
CHAOS DWARFS
Chaos Dwarfs occupy a region of the fictional Warhammer World that would roughly coincide with the middle east in the real world. It is to the east of the Old World, known as the Dark Lands. It is a large plain and mostly barren, filled with ash and fire.
The Chaos Dwarfs' major city is Zharr-Naggrund. Zharr-Naggrund is situated in the middle of the Plain of Zharr, a massive crater in the Darklands full of underground workshops and mines. Much of their activity goes toward building and preserving this city. It is in the form of a massive ziggurat, with gates larger than there is any need for, which led to it being also called The Tower of Zharr-Naggrund. On the top of the city is the Temple of Hashut, where slaves are sacrificed to their god Hashut.
Chaos dwarf warriors: 80. 3 6 8 6
Chaos dedication, charge
Chaos dwarf handgunner 80. 4 5 8 4
Handgun (armor bypass and inflect 4 damage) Sniper (lone) volley (4 or more)
Hobgoblins: 50. 5 4 7 4
Charge (3 or more) blade barrier (4 or more) ‘Dis looks nice’ (unit will stop to loot enemy corpses for weapons)
Death Rocket: 300: 5 2 8 1
Rocket (
RP effective weapon fires an erratic tube of wood into the sky which lands randomly and causes 6 damage to any unit within some 5 meters, can be countered by skirmishing formations, you can decide to use dice rolls, or simply
RP it, NOTE this game also revolves around player honesty)
Ogre Maneater mercenary: 250. 6 6 8 7
Gluttony, always hungry. Ogre mercenary, brace of pistols, mace,
Preist of Hashut: 300. 5 5 10 6
sorcerer, Doom Bolt, Pall of Knight, sickly touch, summon daemons, create Ghoul.
New skills:
Always hungry: unit must eat often or it begins to cannibalize other ones,
‘this looks nice’: unit will stop to loot corpses I a battle,
sorcerer: psychic skills
Doom Bolt: spear of electricity, effective by striking a 5 attack against
HP
Pall of Knight: strikes a 4 attack on moral
Sickly touch: enemy suffers -1
HP per
CC turn against this unit
Summon daemons: can summon 1
d6 fleshhounds.
GM ROLLS
WOOD ELVES
The inhabitants of Athel Loren are mysterious and secretive, rarely straying beyond the safety of their woodland home. Beneath the leafy boughs of Athel Loren's mighty trees, the Wood Elves watch for interlopers and invasion, ever ready to protect their domain.
When danger threatens, the Wood Elves and the spirits of the forest fight as one, both deadly and unforgiving in defence of their borders. The Wood Elves are agile and stealthy, able to stalk swiftly through dense undergrowth as easily as a Man might walk down the paved streets of Altdorf. Wood Elves are unparalleled archers whose disciplined volleys ruthlessly cut down intruders, leaving corpses riddled with arrows, their mouldering bodies remaining as a warning to any who would follow in their wake.
The Wood Elves do not fight alone, however. Even as the Glade Guard form stealthy regiments of archers and other Wood Elves band into Wardancer Troupes or the deadly cavalry of the Glade Guard, the spirits of the forest awaken in defence of their realm. Towering Treemen, mighty enough to crush entire phalanxes with their wooden limbs stride through the forest supported by malicious Dryads and the merciless Tree Kin. An enemy of the Wood Elves must face the full fury of Athel Loren, a powerful woodland realm that has resisted the depredations of Men, Dwarfs and Beastmen for thousands of years.
(note: the wood elf army has a fragile balance, and require timing , and strategic formations)
Glade Guard: 50. 5 4 8 3
Longbow (longer ranged than a normal bow, and deals 4 damage) knife (2 damage) (these troops are devastating at long range, but utterly atrocious at short range, losing even to clanrats,
Dryad: 50. 5 4 8 5
Wooden talons, wooden armor (same function as regular armor: - 2 on the enemy strength, but not effective against bullets, wich punch right through)(these are your Close Combat troops, able to go head to head with an orc, but will be annihilated by handguns in a single shot)
Riders: 100. 8 4 10 5
Mount (strength 6 trample attack) shortbow, lance, (these troops will be able to pace chaos hounds, and harry enemy lines.)
Eternal Guard 150: 4 5 9 6
Armor, double spear (can punch through armor) chainmail (-1 on handgun attacks)
Tree Kin: 300. 6 8 10 7
Wooden claws,(sword) clubbing branch (mace) Bark covering (-1 handguns)
Treemen: 500. 5 10 12 10
God of War, wooden armor, clubbing branch, wooden claws
Great Eagle: 1000. 15 7 14 8
Swoop, claw, drop (pick up unit and drop it) slash, fly, Mount (hero can ride this unit)
DARK ELVES
The Dark Elves are a spiteful, deceitful and bloody people. For five thousand years they have followed the Witch King, Malekith, in a merciless civil war against the High Elves. They are infamous across the world for their acts of depravity and skill at arms.
The Dark Elves hail from the bitterly cold land of Naggaroth, far to the north, a barren and desolate domain to which they fled following their exile from Ulthuan. They despise all life, launching attacks on the lands of other races for no reason but their own twisted enjoyment.
Warrior: 60. 6 4 5 4
Kite-shield (minus 2 attack from edged weapons) spear(+3 strength against charging cavalry)
Corsair: 80. 6 4 5 6
Cleaver, armor,
Witch: 80. 7 2 5 3
Poisoned blades (-1 hitpoints per
RP for enemy troops hit with the weapon) leap (
RP effective long distance jumping)
Black guard: 100. 2 6 5 6
Halberd, (spear and mace rules both) armor
Dark Rider: 300. 8 4 5 4
Lance (anti-armor), reapeating crossbow (fires 1d6 strength 3 bolts per turn, no effect against armor) mount,
Cold One Knight 300. 7 5 5 6
Armor, lance, mount, charge,
Hydra: 800. 5 9 5 5
Regenerate, five heads. God of war
TRADING POSTS:
Here you can buy new troops or upgrade powerful troops, wizards and sorcerers can be given better skills: (raise ghast, arc lighting, necromantic blast, summon standard daemon)
SPECIALTIES
God of War: -1 enemy moral (you will have to do some dice rolling, but I will control the big fights, such as Minotaur VS Knight)
Handgun: bypasses armored units and inflicts 4 damage on them
Hate of order: gives you an edge while you
RP, to drive your beastmen into a fight whether they would realistically do so or not
Armor: -2 all attack strength from opponent in combat with the armored unit(does not include against maces, cannons, or handguns)
Blade Barrier: 4 men can form a wall of sharpened steel that deals 1 extra damage against charging units
Frenzy: same as Hate of Order, but can be directed anywhere.
Cruelty: spends a little extra time killing one foe (adds to your gold at the end of the fight)
Sadism: same but adds more to it while taking longer. (calculated by the
GM)
Charge: sprint to the enemy lines and deal +1 damage.
Bull rush: same, adds 2 damage, and smashes through the lines. without taking any damage (unless spear wall is activated)
‘You Listen to Me Scum!’: unit automatically commandeers another infantry unit when charging, can also be used to order troops into suicidal situations.
One Gear Charge: barrels into the enemy at full speed. Sends them flying and the unit MUST continue to charge foe another dozen meters or so (
RP effective)
Lash out: can cause slight damage to friendlies in return for yielding more gold (stole it from them)
Squabble: fight over A kill/loot usually nonlethal, but takes up time.(
RP effective)
Bloodlust: unit WILL NOT stop until all enemies are rendered to a bloody pulp (does not count if enemies retreats)
Spear wall: causes damage to big creatures
Uncatchable: will not settle down until they are knocked out and recaptured
Wyrdstones (will get to it in a mo)
mercenaries (only one slot for them, and it is taken)
Black Orc Warfighter: 500. 4 6 12 7
black orc Warfighter's go wherever the fighting is the best, they have an intense obseesion with discipline and are likly to be one of the most commited to a fight. in combat, they form the heavey-hitters, able to beat down a chaos warrior, but will be bested by a minotaur
charge, frenzy, militent, 'Get Back In Da Line Scum!' greataxe, sword, choppa, Bowz and Arrerz, 'Eavy Armour' clubba (mace) skullsmasha (+1 unarmed combat)
Skaven Warplock Jezzail For Hire: 500. 6 4 10 3
the Warplock Jezzailers, are the best snipers and marksmen of Mordheim, they provide longe-range firepower with no equal, with the warpstone shot able to blast through even iron plate armor, they are unmatched at a distance.
Warplock Jezzail Musket (passes through armor and inflicts 5 damage), Warpstone Dagger (passes through armor and inflicts 1 damage), marksman, sniper, 'I see you there' 'This looks nice' Herokiller
More armies to come in a few.
PCS
player: 40kNinja
charachter name: Robute Gulliman
Charachter race: Human
Subrace/class: ???
attributes: ???
bio: From the dim corners of space a young hero named Robute Gulliman joined the mighty tribes of The Old World and set out to conquest all others.
equipment:Great Sword and shield
quote: "For the Empire, For Mankind!!!"
warband: 2 steam tanks
2 Knights of the Empire
4 Free company of Men
10 State troops
10 Archers
3 Greatsword
5 Handgunner
Player: toastedandy
character name: Sigmund
Character race: Human
Subrace/class: Mercenary Captain
attributes: ???
bio:
A grizzled veteran of wars fought in faraway lands, Sigmund is a leader of men, and dualist without match.
Born in the year 1951 in the city of Carroburg, Sigmund joined the then Count Karl Franz's army. He served
as a swordsman, fighting out of Helmgart against the various orc warbands attempting to raid Reikland. After
the fall of Helmgart in 1979, Sigmund deserted the army. He travelled as a peddler untill he found service as a guard
for the caravan trains of Tilea. In 1982 he was hired by the famed mercenary general Enzo. He was charged with protection of the flanks of Tilea's
famous Pikeman regiments. In the battle of Verezzo pass, Sigmund held his outnumbered and outmatched flank together
untill Enzo's heavy cavalry could smash into the Dark Elf corsair raiders, winning the day. Enzo continued travelling
with Enzo, acting as a Captain, holding the front lines together. The corsairs that have been plagueing the coastal
waters of Tilea were finally broken. In the year 1987, Sigmund set out again, he departed with a small company of veterans,
loyal to Sigmund.
equipment:Brace of pistols, Rapier, bottle of Bugmans XXXXXXX ale, box of flint matches, Leather armour, mail undershirt
quote: "Dying ain't much of a living, boy"
warband: Not up yet
Gregor the Heavy
Gregor the Heavy, a famous ogre maneater and an old friend of Sigmund, he was the most famous of his companions. Having travelled
from Araby to Kislev, Gregor left his mark in every major battle along the way. A grizzled veteran, he is considered by others
to be wise, for an ogre.
Quote: "Yous all squishy on on
de inside, hur hur"
Equipment: Brace of handguns, Cleaver, Eavy' armour, Charge, Veterans
Francis Fowke
Master Engineer hailing from Nuln, Fowke is famous for his prowess with gun powder weapons. Armed with the highest quality weapons, custom made by himself, engineers are valuable in any situation.
Hochland long rifle (Human only) , Pistol, marksman, sniper, 'I see you there' Engineer extraordinaire
Hochland Long rifle: Long range sniper, confers 'Hero killer ability' S6 shot per load
Engineer extraordinaire: Masters of ingenuity, Engineers carry unique and effective weapons.
Marco and Alonso
Twins hailing from the merchant city of Tilea. They are Veterans of Branganzas Besiegers. Armed with a Seige crossbow and Pavise sheild,
The twins can lay down punishing heavy fire, while being imperviou to missiles with their pavisse sheilds.
Quote: "Invincibility at no extra charge!"
Equipment: Seige Crossbow, Pavisse Sheild, Rapier, Veterans
Seige crossbow: S5 shots.
Pavisse Sheild: Always counts as being in heavy cover.
Dynni Raineye
A dreaded menace who kills for pleasure and gold. Raineye has a fearsome reputation as an assassin and theif. He moves as quitely as a shadow,
and is as deadly as a serpant.
Quote: "I've been a hunter since I was a child, and I still gut wild game."
Equipment: Handheld repeater crosbow, Rapier, Lockpicks, Flint matches, Grappaling hook, Veteran
Repeater crossbow: d3 S4 shots
Frisians Zweihanders
Elite mercenaries from Carroburg, these heavyly armoured shock troopers formed the spearhead breaking the siege of Marienburg.
Armoured with huge two handed swords and plate armour, these are the height of human military warfare.
Quote: "Once more, men!"
Number: 10
Equipment: Zweihanders, Plate armour, Veterans
Veterans: May re roll failed moral test
Player: Lord Commisar Klimono
Character name: vine -----
Character race: dark elf
gender: female
Subrace/class: witch
attributes: 6 9 5 3
bio: a power sorceress and leader,she left her cold home in search of a better use of her time. After barely surviving an orc raid on a small town she had been in,she decided she wanted her own army. Using stolen money and her natural 'charms' she requited an army of the best she could find. She has taken a swamp as her homes and has been seen raiding and killing all over the nearby lands. When she heard of the mysterious stones in a far off city,she packed up her entire camp and set off to claim them as her own.
equipment: poisoned scimitar,cloak,light chain mail.
quote: “you want me? 10,000 my price,and thats being generous.” :
Appearance:
warband:
-3 dark riders(900)
-4 black guard(400)
-10 witches (800)
-7 warriors(420)
-11 corsairs(880)
-2 hydras(1600)
Player: Lord Harrab
Name: Lord Harrab the Eternal
Character Race: Warriors of Chaos
Gender: Male
Subrace/Class: Sorcerer Lord
Stats: 5 7 12 7
Equipment: Mace, Chaos Armor and shield. Mark of Chaos Undivided
Bio: Through out the Chaos Wastes there are many Legends of Harrab the Eternal, and just as many are the tribes who claim he came from their stock, but no matter the tale or the teller, only a few things are known for certain, he never speaks, never tires, and can never be stopped. Countless warriors have flocked to his side, believing that by serving such a mighty champion might draw the eyes of the gods upon themselves. Although he himself never speaks, he seems to have formed a mental bond with a former Slave Amazonian named Fraya, and she serves as his voice, directing the warriors in battle while her Lord summons the winds of magic to destroy his foes.
Quote: "..."
Appearance:http://i1104.photobucket.com/albums/h336/lord_harrab1/HarrabtheEternal.jpg
Name: Fraya the Flame Haired, Voice of the Eternal
Character Race: Warriors of Chaos
Subrace/ Class: Amazonian/ Warrior of Chaos
stats: 4 5 10 7
Equipment: Two hand Weapons, Chaos Armour. Mark of Chaos Undivided
Bio: Although taken from a tribe of Warrior-women in Lustria by Norsemen raiders when she was but a child, Freya seemed doomed to a life of slavery or becoming the
raw materials in some Sorcerous rite, she managed to escape from her pen serveal times, killing her guards with her bare hands in the process. This Impressed her captors so much she was forced to fight in the area against trolls, orcs, skaven and whatever other horrors the pack masters could find. She became feared by other slaves, who would rather slit their own throats than face her in the ring. Her forced servitude ended the day Harrab the Eternal entered the stronghold, ignoring all attempts to honor and welcome him, marched to the slave pens, slaughtered her guards without provocation and escorted her out into the wastes. She has served as his second ever since, directing his minions as his will commands.
Quote: "My Lord Speaks through me."
Appearance:
Warband:
Marauder Rabble: (18 marauders) 600.
4 3 3 4
Banner of chaos
10 Warriors: 900.
4 5 10 7
Armor, shields, banner of chaos (optional but there must be at least 8 warriors in the unit)
8 Chaos knight: 1050
7 6 10 6
Lance, Warhorse, heavy armor (- enemy attack, powerless against shot) shields (-1 enemy attack powerless against shot) (powerless against shot or maces) trample, charge.
9 Chaos Warrior Chosen: 1800.
5 7 12 7
Heavy armor, shield, greataxe, chainmail (reduces shot damage [4] by 1) horse armor, bull rush, charge, frenzy.
4500
Player; ineptus astartes (
GM)
The Verminous Fang.
Skit Dezzree
Warlord: (stormvermin warlord)
To hold the title of Warlord is to rule supreme. Skit did not gradually earn respect or position, and there certainly was no giving in the brutal society of the ratmen. Leadership must be savagely taken. To gain power, Skit seized control, proving himself a top fighter and a devious adversary. In battle this brutal, back-stabbing commander will do anything for victory - essentially every one of their warriors is expendable. Like all good commanders, Skit will lead from the back, a nice safe place where he can watch the flow of battle and decide where his sword arm is needed most.
scythe, brace of pistols, axe, sword, bombs, jezzail musket.
when he heard that there was wealth aplenty in the top world, Skit set out with his best soldeirs to take it. he will do anything for it, even going so far as to make alliances with other factions.
Quotes: "Stab-Kill them while they snore-sleep!"
"hey whats that over there-OH LOOK, my knife is in yer guts now!"
"Go be usful and die."
60 clanrats,
20 stormvermin
5 rat-ogres
5 Jezzails
8 gutter-runners
6 Ratling Guns
1 warpfire cannon
Player thenoobomb
Character: Chaos Sorcerer Lord Kurt Manbane
Faction: Warriors of Chaos
Description: Kurt Manbane is a Tzeentchian Chaos Sorcerer Lord and is like all of his kind both a strong wizard and a fearsome warrior. He has been sent towards the city of Mordheim to find a gem that is capable of creating a portal to the Chaos Wastes with ease in mere seconds, allowing even Greater Daemons to get in battle very quick. If he will be able to find and capture this stone, he will start a crusade to take over the world in the name of the Chaos Gods. When he succeeds in this, he will try to unite the mortal realm with the Chaos Wastes, and serve his dark masters with fierce loyalty. But when someone dares to find this gem and even destroys it, he will only try to get vengeance in the name of the Chaos Gods, killing any mortal in his path.
Age: 417
Wargear: Channaling Staff, 2 handed sword (greater weapon), Heavy Armor
Quotes: 'Just as planned...'
'Obey your gods!'
Forces:
1 X Marauder Rabble: (6 marauders) 200. 4 3 3 4
Banner of chaos
20 X Warrior: 90. 4 5 10 7
Armor, shields, banner of chaos
8 X Chaos knight: 150. 7 6 10 6
Lance, Warhorse, heavy armor (- enemy attack, powerless against shot) shields (-1 enemy attack powerless against shot) (powerless against shot or maces) trample, charge.
9 X Chaos Warrior Chosen: 200. 5 7 12 7
Heavy armor, shield, greataxe, chainmail (reduces shot damage [4] by 1) horse armor, bull rush, charge, frenzy.