A "BasementHammer" approach to rules fixes, core scenario options and expanding the game, both for Warhammer Fantasy and Mordheim.
The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

This is our game, and we should strive to make it as good as we can.
See the "About" page for more details.

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Monday, February 16, 2015

Coming Soon... (I'm still alive and kickin)

Right, this space has been relatively quiet for a bit too long, so for those still tuning in to check for updates, this post is to let you know I am still very much cranking stuff into completion (its just not at an "upload-worthy" format yet).

I had to put the "Mordheim Roleplay rules (social interactions)" a bit on ice for now, as its quite a deviation from what the game normally runs on, and I'd like it look at it soon again with a fresh set of eyes to see if I missed anything.
Meanwhile here's a list of what I''m currently cooking up, and what it consists of:


"Theaters of War" Warhammer Fantasy Battle Mission Generator
(currently in playtesting) still experimenting with it

- Usable with both pick-up games or to generate campaign-appropriate scenarios
- Uses scenarios from 6th to 8th edition (mostly), with some appropriate for multiplayer. Much material adapted from White Dwarf magazines.
- Different scenario types: Pitched Battles, Capture the Objective, Ambush, Defensive Stand/Siege, etc. Each of these types lists over 20+ different scenarios, all published by GW.
- Balanced approach to scenario vs terrain selection: "attacking" player selects scenario and "defender" selects Terrain environment.
- Composition of the army (units of particular types) influences probability of players to get the scenario type they want. Some scenarios are specific for use by (or against) certain armies.
- Additional balance to scenarios by means of Stratagems which can be selected by the underdog player.
- Adaptable army list preparation: bring 3 prepared army lists, play with the most suited to the scenario generated.
- Support for scenarios with unbalanced points armies, via add-on contigents of Mercenaries (from Triumph and Treachery) and/or Bound Monsters (from Storm of Magic), prepared in advance. Instantly boost your army's points on the fly without changing original list.


"Empire Burning" adaptation for Mordheim Empire in Flames Supplement
Easily the laziest title in the world. Better name is pending.
Campaign currently in playtesting.

- Expanding the original Empire in Flames setting with material from Town Cryer magazines (by GW) and the Border Town Burning and Munity in Marienburg unofficial supplements (by Christian Templin and Stuart Cresswell, and many other members of the Mordheim Community).
- Objective-based campaign progression (as in Border Town Burning).
- New expanded scenarios list, including themed scenarios for different warbands/objectives that grant Campaign Points upon victory.
- Access to different Settlements during the Trading Phase, depending on the type of warband, based on the Encampments articles from Town Cryer and their adaptation in Mutiny in Marienburg. Heroes can visit different locations in search of additional resources, find a bargain on items or Hired Swords, get help locate rare items or just go look for trouble in the drinking dens.


"Nutters and Negotiations" social interaction rules for Mordheim roleplay adaptation
(in development)
- Adaptation of Core Mordheim rules for Pen and Paper Roleplay purposes.
- The Leadership "mental" characteristic broken down into personality characteristics: Generosity, Forgiveness, Logic, Willpower, etc.
- Base mental characteristics vary with each race, but otherwise each is randomly generated when making a character.
- Warriors must make tests against their mental characteristics to be able to perform actions not in line with their personality (in the spirit of Warhammer/Mordheim randomness and "bad things happen to your warriors" all the time).
- The game challenges players with trying to get the most out of their character while adhering to its personality skills and roleplaying them as such.
- Social Exchanges between a warrior and an NPC pit one of their mental characteristics (depending on what they are trying to argue) against one of the NPC's mental characteristics, with further circumstantial modifiers (ie. how much the NPC finds the warrior dodgy or hates his race's guts).