|
Post by Paul on Sept 15, 2007 18:42:59 GMT 1
Random Encouter Wedstrijd. Het bestuur van WCS schrijft een wedstrijd uit voor de mooist geschilderde en voor de origineelste Random Encounter (RE) Je mag natuurlijk meerdere RE maken. De winnaar wint op zijn Al zijn Heroes of Henchmen 2 extra Exp., een straat in Mordheim wordt naar je vernoemd en je ontvangt namens WCS een passende prijs. De tweede prijswinnaar krijgt 25 gc voor zijn warband. Voorwaarden: 1) Het moet voor / op 12 oktober 2007 klaar zijn en 2) Moet bespeelbaar zijn in de straten van Mordheim. 3) Indien bestuursleden zelf RE gemaakt hebben, kunnen zij niet in de jury zitten, vervanger wordt aangewezen. De juryleden zijn: Rudolf, Wim, Kina. De Random Encounters zijn; (het nummer van RE staat erachter genoemd) 1) Ogre Mercenary, (nr 11) 2) Swarm of Rats, (nr 12) 3) Bloodletter (nr 15) 4) Wyrdstone (nr 16) 5) Restless Spirit (nr 21) 6) Man Eater (Tree) (nr 23) 7) 12 Skeletons (nr 24) 8) Spawn (nr 26) 9) 6 Wild dogs (nr 35) 10) Storm of Chaos – Warp lighting (nr 42-44.1) 11) Storm of Chaos – Magical mass of lighting (nr 42-44.4) 12) Pit Fighter (nr 45) 13) 6 Citizens with the Plague (nr. 53) 14) Sigmarite Matriach (Sister of Sigmar) met Steel Whip, Helm, Heavy Armour, Blessed Water en Holy Relic. (nr .54) 15) Tree with blood-red forbidden fruit. (nr 61) 16) 3 Flagalants (lunatics) (nr. 62) 17) Reflecting Pool (nr 63) 18) Screaming walls (nr 64) 19) Peddler (nr 65) 20) Gigantic Spider (nr 66) De omschrijvingen van de Random Encouters vind je hier: www.specialist-games.com/assets/RandomHappenings.pdfLaat weten welke RE je maakt, zodat niet iedereen dezelfde maakt. Het doel is om alle RE voorhanden te hebben ten behoeve van de Mordheim battles. Het staat je vrij om een bestaand model te gebruiken of deze te converten of andere materialen te gebruiken. Suc6.
|
|
|
Post by Paul on Sept 27, 2007 18:38:33 GMT 1
Ogre Mercenary, (nr 11) Profile M WS BS S T W I A Ld Ogre... 6 3 2 4 4 3 3 2 7 Weapons/Armour: Either two swords, axes or clubs (or any mix of them), or a double-handed weapon (you may choose which). Ogres wear light armour. SPECIAL RULES Fear: Ogres are large, threatening creatures that cause fear. See the Psychology section for details. Large Target: Ogres are Large Targets as defined in the shooting rules.
|
|
|
Post by Paul on Sept 27, 2007 18:39:28 GMT 1
Restless Spirit (nr 21) Restless Spirit Countless unfortunates have suffered agonising deaths in countless forms since the comet crashed into the city. Not all of these individuals can easily accept their new condition and they refuse to rest. Perhaps they left some important task unfinished or seek revenge on those who did them harm. The warbands have stumbled upon one such ghost. Any warband member who is within 8" of the spirit at the start of its Movement phase must make a Leadership test or flee (exactly as if he were fleeing from combat). Models that are immune to psychology automatically pass this test. This creature is unable to affect (or be affected by) the physical world, but it is very frightening nonetheless. The spirit moves 4" in a random direction, moving through walls, obstacles or warband members as if they were not there. It will not charge and cannot be harmed by the warband members in any way. The only exception to this is if the spirit comes into contact with a Sigmarite Matriarch or a Warrior-Priest of Sigmar. These models may choose to put the dead to rest. If the player controlling such a model decides to do this, the spirit is immediately banished (disappears and does not return) and the priest gains one Experience point.
|
|
|
Post by Paul on Sept 27, 2007 18:40:37 GMT 1
Spawn (nr 26) The warbands have stumbled upon one of the many former inhabitants of the city that got too close to the crater at the centre of the city and was turned into a mindless spawn. Spawn have the following characteristics: Profile M Ws Bs S T W I A Ld Spawn 2D6 3 0 4 4 2 3 2D6 10 Fear: Spawn are disgusting and revolting blasphemies against nature and cause fear. Psychology: They are mindless creatures, knowing no fear of pain or death. Spawn automatically pass any Leadership based test they are required to make. Movement: The Spawn moves 2D6" towards the nearest model in each of its Movement phases. It does not double its movement for charging, instead if its movement takes it into contact with a model it counts as charging and engages that model in close combat. Attacks: Roll at the beginning of each Close Combat phase to determine the spawn’s number of Attacks for that phase.
|
|
|
Post by Paul on Sept 27, 2007 18:41:27 GMT 1
Pit Fighter (nr 45) Profile ......M Ws Bs S T W I A Ld Pit Fighter 4 4 3 4 4 1 4 2 7 Equipment: Morning star, spiked gauntlet and helmet. The spiked gauntlet counts as an additional hand weapon and a buckler.
|
|
|
Post by Paul on Sept 27, 2007 18:42:15 GMT 1
Sigmarite Matriach (Sister of Sigmar) met Steel Whip, Helm, Heavy Armour, Blessed Water en Holy Relic. (nr .54) The horrors of Mordheim can drive even the strongest mind past the point of madness. This Sigmarite Matriarch (for stats see the Sisters of Sigmar section of the Mordheim rules) Profile M. Ws. Bs. S. T. W. I. A. Ld .........4 ..4 ...4 ...3 .3. 1. 4. 1. 8 has seen her entire warband cut down around her and the experience has proven too much for. She now seeks revenge and is not particular about who gets to pay! She is armed with a Sigmarite Hammer and steel whip and wears heavy armour and a helm. She carries Blessed Water and a Holy Relic on her person as well. She knows the prayers The Hammer of Sigmar and Armour of Righteousness (see the Prayers of Sigmar chart in the Mordheim rules for details). Roll randomly to determine which she casts on herself each turn. She has the skills Absolute Faith, Jump Up and Step Aside. The Matriarch will move as quickly as possible towards the nearest model and engage them in close combat if able. She will not rout and must be taken out of action to make her stop. If the Matriarch is taken out of action, leave her body where it fell, any non-animal warband member may loot her body by moving into contact with it during their Movement phase. If this warrior is later taken out of action as well, place a counter where the warrior fell to represent the Matriarch’s equipment. This can then be picked up by a different model, as above.
|
|
|
Post by Paul on Sept 28, 2007 18:15:12 GMT 1
The Lost (nr. 62) Many view the destruction of Mordheim as a sign that the world is coming to an end. Groups of these lunatics are often drawn to the city where they attack anyone they come across, certain that they are in some way helping to avert this cataclysm. This group of D3 Flagellants will move as quickly as possible towards the nearest warband members and engage them in close combat as soon as they are able. They are armed with flails. Profile M Ws Bs S.. T .W I .A. Ld .........4 .3 ..3 ..4 .4 .1 .3 .1.10
|
|
|
Post by Paul on Oct 9, 2007 17:33:33 GMT 1
Nog 3 dagen te gaan ...
|
|
|
Post by Big Brother on Oct 10, 2007 11:50:40 GMT 1
Het loopt wat stroefjes heh? Ik heb het zo druk gehad met school de afgelopen weken... Jammer dat er zo weinig respons is geweest verder...
|
|
|
Post by chaosgrot on Oct 10, 2007 14:24:42 GMT 1
Het intresse niveau is inderdaad nogal laag, jammer het was een heel leuk idee Maar ik heb net zoals Daniel, de laatste weken i.v.m mijn toetsweek en opkomende voorspeel avond van mijn muziekschool, amper tijd over gehouden voor mezelf, laat staan voor warhammer
|
|
|
Post by Paul on Oct 11, 2007 19:57:44 GMT 1
Als laatste 4 Screaming walls gefrØbeld , WHOEHHHAA, GRRRR, BOE.
Faces appear in the walls of one randomly determined building and start to emit a piercing shriek.
Any warband members within 8" of the building take a S1 hit (no armour saves allowed) and are at -1 on all to hit rolls (close combat and shooting) while the screaming lasts.
Spellcasters are even more sensitive to the noise than others and so no spells may be cast from within this radius.
Roll a D3 to determine how many game turns the screaming lasts.
|
|
|
Post by Paul on Nov 28, 2007 16:11:27 GMT 1
Man Eater (Tree) (nr 23) Man-Eater: One of the trees growing in the area has been changed into a carnivorous predator by exposure to the Chaos magic inundating the area. Randomly determine which member of the Encountering Player’s warband finds the plant. That model is attacked as a large mouth opens up in the trunk of the tree and its branches whip down to grab its unfortunate victim. Place a tree next to the victim. He is now considered to be in close combat with the tree, which has the following characteristics: Profile M WS BS S T W I A Ld Tree 0 3 0 4 6 3 3 2 10 The tree automatically passes any Leadership tests it is required to make. Any result on the Injury table will cause the Man-Eater to stop attacking, though it is not possible to actually take it out of action or knock it down. Opponents are +1 to hit the tree, due to the fact that it is rooted to the spot!
|
|