Follow TV Tropes

Following

History TabletopGame / Mordheim

Go To

OR

Added: 816

Changed: 12

Removed: 600

Is there an issue? Send a MessageReason:
None


For the ''TabletopGame/Warhammer40000'' equivalent game see ''TabletopGame/{{Necromunda}}''

to:

For the ''TabletopGame/Warhammer40000'' equivalent game see ''TabletopGame/{{Necromunda}}''
''TabletopGame/{{Necromunda}}''.



* DropTheHammer:
** Hammers are one of the basic weapons available to most warbands. While no stronger than other basic close combat weapons, hammers have the Concussion special rule that makes it easier to stun and enemy fighter.
** The hammer is one of the signature weapons of the Sisters of Sigmar due to the weapon's association with the founding god of the Empire. The warband also has access to a unique type of hammer, the Sigmarite Warhammer, created in imitation of Sigmar's mighty weapon Ghal-Maraz and heavily sanctified to that it is more effective against Possessed and Undead fighters.



* HeroUnit: For game purposes, warriors are classified as Heroes and Henchmen. Heroes are exceptional individuals who can be armed and equipped individually and may carry any special equipment obtained during the campaign. One hero per warband is classified as a leader (like the Cult of the Possessed's Magister or the Skaven's Assassin Adept); each individual warband must include one (no more, no less) to represent you, the player.



* WeaponSpecialization: The hammer is one of the signature weapons of the Sisters of Sigmar due to its association with the founding god of the Empire. The warband also has access to a unique type of hammer, the Sigmarite Warhammer, created in imitation of Sigmar's mighty weapon Ghal Maraz and heavily sanctified to that it is more effective against Possessed and Undead fighters.



* ZergRush: The Skaven. Their bands tend to be very large, which makes them harder to rout (you have to lose a quarter of your men... pardon, rats before being forced to test for routing). Borders on GameBreaker when you are faced with a 20-rat Skaven band, and they'are ''all'' armed with slings, which can fire twice in the same turn. Enjoy being stoned to death.

to:

* ZergRush: The Skaven. Their Skaven bands tend to be very large, which makes them harder to rout (you have to lose a quarter of your men... pardon, rats before being forced to test for routing). Borders on GameBreaker when you are faced with a 20-rat Skaven band, and they'are ''all'' armed with slings, which can fire twice in the same turn. Enjoy being stoned to death.
Is there an issue? Send a MessageReason:
updated wick with new namespace


A video game adaptation, ''VideoGame/MordheimCityOfTheDamned'', is currently available [[http://store.steampowered.com/app/276810/ for purchase]] on UsefulNotes/{{Steam}}.

to:

A video game adaptation, ''VideoGame/MordheimCityOfTheDamned'', is currently available [[http://store.steampowered.com/app/276810/ for purchase]] on UsefulNotes/{{Steam}}.
Platform/{{Steam}}.

Added: 208

Changed: 1112

Removed: 209

Is there an issue? Send a MessageReason:
None


* PestController: The Gnawdoom spell, available to [[RatMen Skaven]] magic users, allows the sorcerer to summon a swarm of rats to attack an enemy [[DeathByAThousandCuts doing multiple, low strength wounds]].

to:

* OurWerewolvesAreDifferent: Balewolves, also called Things in the Woods, are humans affected by a Chaos-induced curse that causes them to transform into monstrous, mutated and feral hound-like beasts with leather-hard skin and a healing factor; their transformation is uncontrolled, and has a chance of happening whenever the bearer is injured. This is transmissible, and humans bit by these beasts risk succumbing to the same curse.
* PestController: The Gnawdoom spell, available to [[RatMen Skaven]] magic users, allows the sorcerer to summon a swarm of rats to attack an enemy [[DeathByAThousandCuts doing multiple, low strength low-strength wounds]].



* ShoutOut: The Carnival of Chaos preforms such tales as ‘The Emperor’s True Face’, ‘Orfeo and Pustulate’, ‘Papa Noigul’s Festering Children’ and ‘[[Theatre/AMidsummerNightsDream A Midsummer Nightmare]]’.
** The introductory story for the Carnival includes the lines:
-->“[[Theatre/RichardIII A horse, a horse, the Emperor is a horse!]]”\\
“[[Theatre/{{Macbeth}} Is this an icon of Sigmar I see before me?]]”\\
“[[Theatre/TheMerchantOfVenice if you prick us, do we not bleed?]]”\\
“[[Theatre/TheMerryWivesOfWindsor Your stomach is mine oyster,]]” he continued as a sudden silver flash from a dagger caught Demitri’s eye, “[[Theatre/TheMerryWivesOfWindsor which I, with sword, shall open,]]”

to:

* ShoutOut: The Carnival of Chaos preforms such tales as ‘The Emperor’s "The Emperor's True Face’, ‘Orfeo Face", "Orfeo and Pustulate’, ‘Papa Noigul’s Pustulate", "Papa Noigul's Festering Children’ Children" and ‘[[Theatre/AMidsummerNightsDream "[[Theatre/AMidsummerNightsDream A Midsummer Nightmare]]’.
**
Nightmare]]". The introductory story for the Carnival includes the lines:
-->“[[Theatre/RichardIII -->"[[Theatre/RichardIII A horse, a horse, the Emperor is a horse!]]”\\
“[[Theatre/{{Macbeth}}
horse!]]"\\
"[[Theatre/{{Macbeth}}
Is this an icon of Sigmar I see before me?]]”\\
“[[Theatre/TheMerchantOfVenice if "[[Theatre/TheMerchantOfVenice If you prick us, do we not bleed?]]”\\
“[[Theatre/TheMerryWivesOfWindsor
bleed?]]"\\
"[[Theatre/TheMerryWivesOfWindsor
Your stomach is mine oyster,]]” oyster,]]" he continued as a sudden silver flash from a dagger caught Demitri’s eye, “[[Theatre/TheMerryWivesOfWindsor Demitri's eye,"[[Theatre/TheMerryWivesOfWindsor which I, with sword, shall open,]]”open,]]"

Changed: 287

Removed: 530

Is there an issue? Send a MessageReason:
No longer a trope


* WhipItGood:
** The Sisters of Sigmar have steel whips as a unique weapon available to members of the warband. Made from lenths of barbed chain, these whips are impossible to parry and tie into the Warband's fanatically religious visual theme with images of chastisement and flagellation.
** Regular whips were introduced in the ''Mordheim Annual 2002''. Although not very effective as weapons, giving a -1 modifier to the wielder's Strength and +1 to the opponent's armour save, whips can be used to disarm the opposition instead of attacking.

to:

* WhipItGood:
**
ATasteOfTheLash: The Sisters of Sigmar have steel whips as a unique weapon available to members of the warband. Made from lenths lengths of barbed chain, these whips are impossible to parry and tie into the Warband's fanatically religious visual theme with images of chastisement and flagellation.
** Regular whips were introduced in the ''Mordheim Annual 2002''. Although not very effective as weapons, giving a -1 modifier to the wielder's Strength and +1 to the opponent's armour save, whips can be used to disarm the opposition instead of attacking.
flagellation.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OneArmedWarrior: Warband members can lose an arm and keep fighting, though with some significant drawbacks.
Is there an issue? Send a MessageReason:
Dewicked trope


** Averlanders - Practical trappers and mountain men from a prosperous province known for sheep farming. Finely made and colourful uniforms with cloaks and hoods are dress code, bows and arrows are the WeaponOfChoice and traps are often employed to great effect in the urban warfare. Halflings tend to follow them in employ too.

to:

** Averlanders - Practical trappers and mountain men from a prosperous province known for sheep farming. Finely made and colourful uniforms with cloaks and hoods are dress code, bows and arrows are the WeaponOfChoice weapons and traps are often employed to great effect in the urban warfare. Halflings tend to follow them in employ too.

Added: 299

Removed: 292

Is there an issue? Send a MessageReason:
None


* BladeEnthusiast: Johann The Knife. He has a special rule called Knife Fighter Extraordinare that allows him to bypass the limit of three knives thrown during his turn, allowing him to throw six knives per turn if he doesn't move. He's so good with knives that they count for swords during battle.



* KnifeNut: Johann The Knife. He has a special rule called Knife Fighter Extraordinare that allows him to bypass the limit of three knives thrown during his turn, allowing him to throw six knives per turn if he doesn't move. He's so good with knives that they count for swords during battle.
Is there an issue? Send a MessageReason:
None


** Basically the whole Cult of the Possessed hero roster. The Magister? He's your Captain and only Mage mixed together, meaning that he can't wear armor and cannot be re-hired. Have fun trying to protect him while having him use his (short-ranged) magic. The Possessed? Expensive as hell (a minimum of 110 gold crowns when your starting budget is ''500'', and every mutations past the first one costs ''double'' the normal price, making a multiple-mutations Possessed ''insanely'' expensive). The Mutants? Glorified henchmen with mediocre stats. Their only "edge" comes from having access to (usually stupidly expensive) mutations.

to:

** Basically the whole Cult of the Possessed hero roster. The Magister? He's your Captain and only Mage mixed together, meaning that he can't wear armor and cannot be re-hired. Have fun trying to protect him while having him use his (short-ranged) magic. The Possessed? Expensive as hell (a minimum of 110 gold crowns when your starting budget is ''500'', and every mutations mutation past the first one costs ''double'' the normal price, making a multiple-mutations Possessed ''insanely'' expensive). The Mutants? Glorified henchmen with mediocre stats. Their only "edge" comes from having access to (usually stupidly expensive) mutations.



** Rat ogres. Sure, they cause Fear and their profile is impressive... but they are Huge (everyone gets +1 to shoot them), cannot use equipment, are Stupid (which means they have a good chance to lose turn after turn by standing where they are and drool) and cost a whopping ''210'' gold crowns (for reference, that's pouring roughly 40% of your starting budget in ''one warrior''). Also, the fact that Rat Ogres cannot gain experience makes them fairly useless in campaigns, as other units will eventually outclass them.
*** It gets particularly offensive when you confront the Rat Ogre with the Ogre Bodyguard. The latter has -1 to S, T and A... but has a much higher Leadership of 7 (the Rat Ogre gets 4, which basically means he's doomed to fail any Leadership roll when on its own), can use equipment, can gain experience and costs ''80 crowns'' (with an extra 30 to be paid after each battle, but still). A sufficently experience and equipped Ogre will murder any Rat Ogre most of the time.
** Elven bows. Their range is mostly overkill (on crowded city streets, it's rare to get an opportunity to use all of it), and they still hit with S 3. -1 to enemy armor saves is nice... but all black powder weapons do that and are much cheaper (considering that black powder weapons are relatively expensive, that says a lot about how much the Elven bow costs).
** All Blackpowder weapons have have high costs(one Hochland Long Rifle takes as much as 8 henchmen), long reloading periods, usually cannot move-and-fire, and can only be used by certain characters, usually Heroes with access to a specific skill so only certain warbands can make any use out of them. Crossbows lack the armour piercing bonus, but have better range and a higher rate of fire because you don't have to waste a turn every time they shoot.

to:

** Rat ogres.Ogres. Sure, they cause Fear and their profile is impressive... but they are Huge (everyone gets +1 to shoot them), cannot use equipment, are Stupid (which means they have a good chance to lose turn after turn by standing where they are and drool) drooling) and cost a whopping ''210'' gold crowns (for reference, that's pouring roughly 40% of your starting budget in into ''one warrior''). Also, the fact that Rat Ogres cannot gain experience makes them fairly useless in campaigns, as other units will eventually outclass them.
*** It gets particularly offensive when you confront the Rat Ogre with the Ogre Bodyguard. The latter has -1 to S, T and A... but has a much higher Leadership of 7 (the Rat Ogre gets 4, which basically means he's it's doomed to fail any Leadership roll when on its own), can use equipment, can gain experience and costs ''80 crowns'' (with an extra 30 to be paid after each battle, but still). A sufficently experience experienced and equipped Ogre Bodyguard will murder any Rat Ogre most of the time.
** Elven bows. Their range is mostly overkill (on crowded city streets, it's rare to get an opportunity to use all of it), and they still hit with S 3.S3. -1 to enemy armor saves is nice... but all black powder weapons do that and are much cheaper (considering that black powder weapons are relatively expensive, that says a lot about how much the Elven bow costs).
** All Blackpowder weapons have have high costs(one costs (one Hochland Long Rifle takes costs as much as 8 henchmen), long reloading periods, usually cannot move-and-fire, and can only be used by certain characters, usually Heroes with access to a specific skill skill, so only certain warbands can make any use out of them. Crossbows lack the armour piercing bonus, but have better range and a higher rate of fire because you don't have to waste a turn every time they shoot.
Is there an issue? Send a MessageReason:
None


*** Can go into pure Awesome territory when comboed with the Strongman skill, which removes the "always strike last" penalty. A Stength 6 Middenheimer Captain who strikes in Initiative order with high Weapon Skill and heavy armor? Now ''that's'' scary.

to:

*** Can go into pure Awesome territory when comboed with the Strongman skill, which removes the "always strike last" penalty. A Stength Strength 6 Middenheimer Captain who strikes in Initiative order with high Weapon Skill and heavy armor? Now ''that's'' scary.
Is there an issue? Send a MessageReason:
Bald Of Awesome has been renamed and redefined per TRS decision


** Middenheimers - Big, mean, practically half-Norscan men from a city with a big martial tradition. They wear wolf pelts to distinguish themselves as worshippers of Ulric, god of wolves and winter - custom is the wearer must kill the wolf himself, with his bare bands. Tend to prefer BaldOfAwesome and large beards for hair styling.

to:

** Middenheimers - Big, mean, practically half-Norscan men from a city with a big martial tradition. They wear wolf pelts to distinguish themselves as worshippers of Ulric, god of wolves and winter - custom is the wearer must kill the wolf himself, with his bare bands. Tend to prefer BaldOfAwesome baldness and large beards for hair styling.
Is there an issue? Send a MessageReason:
Dewicked trope


** Middenheimers - Big, mean, practically half-Norscan men from a city with a big martial tradition. They wear wolf pelts to distinguish themselves as worshippers of Ulric, god of wolves and winter - custom is the wearer must kill the wolf himself, with his bare bands. Tend to prefer BaldOfAwesome and BadassBeard for hair styling.

to:

** Middenheimers - Big, mean, practically half-Norscan men from a city with a big martial tradition. They wear wolf pelts to distinguish themselves as worshippers of Ulric, god of wolves and winter - custom is the wearer must kill the wolf himself, with his bare bands. Tend to prefer BaldOfAwesome and BadassBeard large beards for hair styling.
Is there an issue? Send a MessageReason:
None


* EliteMooks: Some warbands have these at a higher costs and sometimes drawbacks like inability to gain ANY experience and therefore stuck with default stats.

to:

* EliteMooks: Some warbands have these at a higher costs and costs. These sometimes drawbacks come with drawbacks, like inability to gain ANY any experience and therefore being stuck with default stats.
Is there an issue? Send a MessageReason:
Direct link.


* TheIgor: The {{Undead}} warbands can recruit the Dregs, the hunch-backed and deformed human survivors of the comet strike. They serve their undead masters faithfully since [[BecauseYouWereNiceToMe they are the few who showed them kindness.]]

to:

* TheIgor: The {{Undead}} TheUndead warbands can recruit the Dregs, the hunch-backed and deformed human survivors of the comet strike. They serve their undead masters faithfully since [[BecauseYouWereNiceToMe they are the few who showed them kindness.]]
Is there an issue? Send a MessageReason:
None


Set several centuries before the "present day" of Warhammer, it revolves around a city called Mordheim, once the jewel of TheEmpire, now flattened after being crushed under a meteorite of wyrdstone. This magical substance can, among other things, turn lead into gold, and so the ruins now crawl with adventurous treasure seekers. However, the wyrdstone also causes rampant mutation and corruption, and so the ruins are crawling with monsters, maniacs and mutants.

to:

Set several centuries before the "present day" of Warhammer, it revolves around a city called Mordheim, once the jewel of TheEmpire, the Empire of Man, now flattened after being crushed under a meteorite of wyrdstone. This magical substance can, among other things, turn lead into gold, and so the ruins now crawl with adventurous treasure seekers. However, the wyrdstone also causes rampant mutation and corruption, and so the ruins are crawling with monsters, maniacs and mutants.
Is there an issue? Send a MessageReason:
None


* TheAlcoholic: Ruffian Henchmen from the Ostlander Mercenary warbands have taken their fellows love of alcohol to the extreme and are never sober, in fact they are rarely ever conscious. While their constant state of inebriation make them near fearless in battle, their base combat abilities tend to be compromised somewhat and are unable to use missile weapons.

to:

* TheAlcoholic: Ruffian Henchmen from the Ostlander Mercenary warbands have taken their fellows fellows' love of alcohol to the extreme and are never sober, in fact they are rarely ever conscious. While their constant state of inebriation make them near fearless in battle, their base combat abilities tend to be compromised somewhat and are unable to use missile weapons.
Is there an issue? Send a MessageReason:
None


** Elven bows. Their range is mostly overkill, and they still hit with S 3. -1 to enemy armor saves is nice... but all black powder weapons do that and are much cheaper (considering that black powder weapons are relatively expensive, that says a lot about how much the Elven bow costs).

to:

** Elven bows. Their range is mostly overkill, overkill (on crowded city streets, it's rare to get an opportunity to use all of it), and they still hit with S 3. -1 to enemy armor saves is nice... but all black powder weapons do that and are much cheaper (considering that black powder weapons are relatively expensive, that says a lot about how much the Elven bow costs).



** The humble sling. "Mordheim" being an urban combat game, the limited range on this weapon isn't much of an issue, and it hits with "Strength as user", which means ''as hard as any bow''. Also, the ability to fire twice if the shooter doesn't move in the same turn is ''insanely'' useful, essentially doubling your chances of one-hit killing someone.

to:

** The humble sling. "Mordheim" ''Mordheim'' being an urban combat game, the limited range on this weapon isn't much of an issue, and it hits with "Strength as user", which means ''as hard as any bow''. Also, the ability to fire twice if the shooter doesn't move in the same turn is ''insanely'' useful, essentially doubling your chances of one-hit killing someone.

Added: 439

Changed: 214

Is there an issue? Send a MessageReason:
None


* SupernaturalFearInducer: Human Warlocks can use the lesser magic spell Dread of Armar to make their living opponents feel uncontrollable dread, forcing them to take a [[MoraleMechanic Leadership test]] or run screaming from the magic user.

to:

* SupernaturalFearInducer: SupernaturalFearInducer:
**
Human Warlocks can use the lesser magic spell Dread of Armar to make their living opponents feel uncontrollable dread, forcing them to take a [[MoraleMechanic Leadership test]] or run screaming from the magic user.user.
** The Eye of the Warp spell available to Skaven magic users exposes its target to the horrors of the Chaos, causing them to flee from the caster in despair and fear after they have taken a hit from the otherworldly power.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BlowGun: The Clan Eshin heroes of Skaven warbands are the only warriors from the original warbands who can purchase blowpipes. While the have low Strength and struggle to penetrate even light armour, the darts fired from Skaven blowpipes are impregnated with the deadly Black Lotus toxin and can be fired in absolute silence, allowing the firer to remain hidden while attacking.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HealingHands: The Healing Hands Payer of Sigmar, available to Witch Hunter Warrior Priests and Sisters of Sigmar Matriarchs, allows the user to return a model to full wounds, and remove stunned and knocked down effects from nearby models.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WingedHumanoid: Magisters from the Cult of the Possessed can use the Wings of Darkness Chaos ritual to create daemonic wings of shadow that will carry them through the air to a specific location before disappearing., allowing them to make an immediate move that ignores many of the normal movement rules.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Seers}}: The magical jewel of known as the All-seeing Eye of Numas grants the bearer horrific visions of the future that allow them to know the positions of hidden enemies, gain a special save against al attacks, and gives them a greater chance of finding something when exploring the ruins of Mordheim.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HomingProjectile: The Bow of Seeking, a magical artefact that can be found while exploring the ruins of Mordheim, fires enchanted projectiles that will seek out their target wherever they hide. As such, the Bow can fire at any model within range as long as they are aware of their presence, with a hit roll that cannot be modified in any way. The enchantment also means that arrows shot from the bow will [[ElvesVersusDwarves seek out Dwarfs in preference to any other target, and refuse to be fired at Elves]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImpaledWithExtremePrejudice: When using the optional weapon specific critical hit charts, thrusting weapons such as spears and lances have a chance to impale their target. This Kebab! result [[ArmourPiercingAttack totally ignores armour]], improves the chance of the attack taking the opponent out of action, and drives them back with the sheer force of the attack.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HealingHerb: Plants with medicinal properties grow along the River Stir and can be bought as rare items during the course of a campaign. A model with these healing herbs can use them to restore all their lost wounds during a game.

Added: 771

Removed: 426

Is there an issue? Send a MessageReason:
None


* ExpansionPackWorld:
** The ''Empire in Flames'' expansion introduced rules for taking warbands out of the City of the Damned, and into the wildernesses of the Empire as a whole. This expansion expanded the rules for terrain (introducing forests, swamps, etc.) and vehicle (including boats), as well as introducing scenarios, hired swords, and warbands that are more likely to be encountered in the countryside than in the city.
** The ''Lustria: Cities of Gold'' expansion, published in the ''Town Cryer'' Fanatic magazine, introduces rules that allow payers to explore the jungles, ruins and swamps of the ancient continent of Lustria. The expansion also included rules for new equipment, jungle hazards (such as carnivorous plants and quicksand) and Lizardmen warbands.



* ExpansionPackWorld: The ''Empire in Flames'' expansion introduced rules for taking warbands out of the City of the Damned, and into the wildernesses of the Empire as a whole. This expansion expanded the rules for terrain (introducing forests, swamps, etc.) and vehicle (including boats), as well as introducing scenarios, hired swords, and warbands that are more likely to be encountered in the countryside than in the city.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ExpansionPackWorld: The ''Empire in Flames'' expansion introduced rules for taking warbands out of the City of the Damned, and into the wildernesses of the Empire as a whole. This expansion expanded the rules for terrain (introducing forests, swamps, etc.) and vehicle (including boats), as well as introducing scenarios, hired swords, and warbands that are more likely to be encountered in the countryside than in the city.

Top