Encampments
By:
Steven (Grafix) Gibbs
Major input from: Bill Strip, Paul Smith, Todd Estabrook, James Simpson,
Brad Sumner
Additions: Todd the Sane and Tachyon
Different warbands set up camps in and around Mordheim. Mercs and Witchhunters tend to set up camps with tents and crude barriers outside of town or find a tavern and take it over. The undead and possessed tend to be a little less scrupulous and take up residence in abandoned buildings or graveyards located in town. The Sisters have their monastery and a number of "safe houses*"(for some mysterious reason still standing after the cataclysm) scattered throughout Mordheim. The skaven of course tend to stay to the sewers, but have found that old cisterns and basements are a great place to stash their goods.
Many warbands have some finical backing from various patrons. These patrons give the warband some gold to help with the start up of their camps. Most warbands get a 250 gc set up fee while the richer Marinburgs get a 350 gc start up fee.
There are three major settlements around Mordheim. The safest is Sigmarhaven, the next safest is Brigandsburg (if you can call it safe) and the most infamous is Cutthroat’s Den. Each of these settlements has markets and traders in them. They tend to be made up of smaller encampments of the different adventurers who arrive to search Mordheim.
Sigmarhaven is relatively safe with a guard that keeps watch (the watch stats at bottom of list). The Sisters have a monastery there and Marienburgers abound. Witch hunters are also a common site and Reiklanders set up camps just outside of town. Rarely do Middenheimers make camp here. Any of these groups may supplement their income by taking over city watch for day. They get to keep the peace and gain 30gc for their trouble. But if they are unfair they may get revenge from the warband they were unfair to when it is their turn to take the watch. Any warband residing within Sigmarhaven is responsible for assisting the local population that has decided to stay in Mordheim, as a result a tythe of 1 shard of wyrdstone it required to local shelters or orphanages to keep them running.
Brigandsburg tends to house the more unsavory characters. Middenheimers abound here as do Witch Hunters. Some Reiklanders set up camp here and very few Marienburgers (after all it is too filthy for them). The Sisters have a presence here but it is only a safe house. Possessed are a rare site but do appear at times. Here you will find the most hired swords. If hired out of Brigandsburg they are hired at 75% of the base cost but their upkeep is the same. The streets of Brigandsburg are dangerous and not for the unwarry, if any Heros go out serching for Rare items they must roll a d6 under their I to keep carfull watch of them selves or risk ambush. If the test is failed they do not get to search for items as they are having to avoid the roving street thugs.
Cutthroat’s Haven is a den of villainy and evil. Possessed walking the streets is a common site, as are undead and even Skaven. Fights break out routinely and only the most daring or stupid of merchants sell there wares here. It is said, "Anything can be bought for a price in the Cutthroat’s Haven". All goods are at a +2 to find but cost price and a half what they would normally. There are other settlements around. Some just a warbands camp others small villages. The different bands can be found in all the settlements some are just more common than others are.
When you decide to make a permanent encampment, it costs your band 10 gold per person you wish to house. An encampment allows the warband to double in size (ie: if a Skaven warband has an encampent it may have 0-4 Black Skaven instaed of the standard 0-2). The encampment costs 30GC upkeep each turn. These cost may vary due to warband or camp type (see racial rules below). You may only take the maximum for your warband type into Mordheim (in the example above you may have 4 Black Skaven but only take 2 with you to a battle). When you hire any models above your racial limit you must pay extra 15 gold per person to build extra housing for them. If you don’t pay for extra housing you will not be able to house all your warriors and if you do not have enough space in your encampment to house all of your warriors they tend to get jealous and disheartened. For the undead they start to decay faster. Decide which warriors must stay out in the cold streets of Mordheim. Each game they are designated to stay out in the cold roll a D6. On a 1 they abandon the band and look elsewhere for shelter, unless they are undead then they fall apart due to decay. Choose which warriors will be left in the cold before any battles are fought.
You don’t have to purchase one of these camps to stay in and can upgrade your free camp as well as the ones listed below with Encampment Additions. The upkeep fee is in addition to the regular upkeep fee for encampments. Camps may be bought or put in any of the settlements of the players choosing (even outside in the country). But once you decide it is set. No moving around unless you purchase a new camp.
Encampmets come in various types all of the ones listed below are available to any warband (except where noted). Some are free and others cost. All may be upgraded.:
Tents, Ruins, Cave, Cellar, SafeHouse (Sisters of Sigmar only) All of these follow the rules above and may add on Encampment Additions
Tavern – cost 150gc upkeep 30gc
You have gotten your warband a deed to a Tavern. You get to earn extra cash for renting out rooms and selling food, but have become more noticeable as a warband.
d6x5 gc every game
5+ if defending in "Defend the Hold" senario
Manor – cost 100gc upkeep 15gc
In your meandering you have found a Manor. Your warband has taken it over and fixed it up to your liking. Merchants see the house as a sign of wealth and are more apt to stop by to sell their wares. Add +2 too find items roll on the trading chart.
Farm – cost 50gc upkeep 10gc
In your meandering you have found a deserted farm. Your warband may work it to earn some extra cash but for each man that works it they can’t explore Mordheim the next game.
D3gc for every man that works the farm
Graveyard – cost 50 gc upkeep 10gc
You have found a graveyard to your liking. With nice mausoleums and plenty of corpses. The grave corpses tend to be better preserved and good for reanimating.
After every game 2 models that were not in Mordheim may dig up corpses. Having been BURIED rather than simply LEFT where they died, the corpses available in a Graveyard are better quality for animation and MAY have grave goods buried with them. Roll 2D6 and subtract 9. If the number is positive, THAT is the number of Zombies you may add to your Warband for free. On a roll of doubles the grave has collapsed on the diggers. Roll on the serious injury charts (treat like they had been taken OOA). On a roll of 12+, the gravediggers find ONE corpse suitable to become a Zombie and 2D6gc worth of grave goods. (The gravediggers do NOT get caught in a collapsed grave.)
Sewer – Cost 25 gc upkeep 10 gc
You have found a lovely section of sewer to set up camp in. It even has some nice tunnels running off of it to who knows where.
The sewer allows the player to set up using infiltration rules with 2 of his people.
Roll a d6 for each person staying here on a 1 they are sick and can’t fight in the next game.
Skaven roll 2d6 and on a 12 they can’t fight.
Church – Cost 100 gc upkeep 20 gc
You have set up a church to put out the evil mark of Chaos. Possessed and Undead may also overtake a church and foul it with their presence.
Every game one vile of Holy water (or unholy water as the case may be)
Roll a d6 every other game on a 5+ you have to defend against Undead, or possessed.
Reikland
These tend to be military style camps. The captain’s tent in the middle with the others tents arranged in neat rows around his. They tend to have walls and embankments for defenses set up. Some, who are more established, have barracks. They tend not to attract servants because the servants think they are going to join the military. To hire servants they cost price and a half.
Middenheim
These camps are camps with tents. Some times the do take over a tavern or house and use that for their camp. They put barriers and crude walls for defenses. They have difficulty-hiring merchants because merchants don’t tend to like their gruffness and smell of old wolfs fur. When hiring merchants they cost price and a half.
Marienburg
They tend to take over taverns and houses for their encampments. Some have tents but these tend to be extravagant frilly things. +10gc for extravagances when starting their encampment and +5gc to upkeep.
Witch Hunters
These camps whether tents or buildings have a sectioned off area with cages and stakes for keeping the vile witches, heretics and other abominations. They have a hard time hiring servants because they suspect everyone and the servants have to be carefully scrutinized. Servants cost is doubled.
Sisters of Sigmar
They get to have a lovely SafeHouse. The house comes with a fence, wall or some other barrier to keep out riffraff. Due to their dignified nature and "non-worldliness" they may not hire merchants.
Cult of the Possessed
These warbands tend to find ruins, caves and graveyards to their liking for camps as they make a better place to practice their dark rituals. A permanent encampment is initially free, and costs 10gc per model afterwards - however, they must offer up 3 sacrifices initially (either prisoners or warband members) and may make a single sacrifice after each game instead of paying upkeep.
Undead
The undead tend to make camps in Manors, graveyards and ruins. It helps in the searching of bodies and to suit the life style they are used to. Initial cost is 40gc because of the preparations that must be made (ancient vampires from Sylvania are so particular when it comes to their lair). It costs 10gc per *living* warband member after that. After 2 games 2 models (that didn’t go into Mordheim) may go out and dig-up corpses. Roll against a target number of 10 and see much you made it by. This is how many corpses are found and dragged back of suitable reanimation stock. They may be added to your warband as zombies. If they live in a Graveyard then they are not allowed to do this as they already have an ample supply of corpses.
Skaven
Skaven like to stick with the sewers and cellars in Mordheim. They have human contacts to buy items from but these tend to be very tense relationships, as neither trusts each other. Skaven don’t have to pay upkeep on there servants (after all they’re just servants). Any of the other special people may be purchased by them, but they are considered skaven not human (their stats change to the equivalent of a night runners; the smithy gets a +1 in both strength and toughness; the beast master a +1 to strength; and the servants a –1 to strength and toughness). The beast master is used to enhance their rat packs (as dogs and horses don’t like the underground and skaven don’t like them except for food). The skaven may never purchase the Forage Tent.
When selling Wyrdstone, even if you take less than 16+ warriors to Mordheim, you roll on the 16+ table to determine how much you can sell the wyrdstone for (unless your entire band is under 16 people, including people in the camp) ...you do, after all, have a large warband to feed. On the plus side you can send out to scavenge around the city. For every two models you decide to send scavenging you find D6 gold.
Warriors may not carry around the warband's gold or wyrdstone (except in scenario situations). You may keep as much gold and wyrdstone in your encampment as you wish. However, when you reach over 2000gc or 20 wyrdstone shards at your encampment rumors star to spread. For every 100gc above 2000 or 5 wyrdstone shards above 20 roll a d6 on the roll of a 6 your next battle must be Defend the Find (scenario 1). But at the end (if the attacker wins) instead of finding the wyrdstone roll 3d6x100 to see how much gold they found and 3d6 for wyrdstone.
Defending your encampment you are at an advantage. After all you don't want to lose it all.
Hatred
Immune to fear
Can not be routed except voluntarily - But than you must have lost half of your war band or be out numbered 2-1 All the warband that wasn't sent in search of treasure or played in the last game may be used to defend. Members who are "out of action" for several games can be placed by a terrain feature. They have 1/2M, -1WS, -1BS, -1S. The defender may set up the scenery for the scenario, as they are likely to have cleared the area to suit their defense purposes. Ladders and barriers must be bought for the encampment to be used in a game. The ladders/barriers last until destroyed.
None of the warband must take an All Alone test, since they are in their own encampment and believe a comrade to be near by.
As long as a model stays within the encampment's boundaries, they may use the Leader's Ld value to roll for tests - regardless of how far away from the Ld they are.
One Henchmen group may be set up Hidden at the beginning of the game.
The people listed below advance as henchmen (yes they may receive lads got talent). If they move up they are loyal to the band and no longer have an upkeep cost.
A surgeon will reduce the number of games missed by a character or hero by D3. If you roll a serious injury on the serious injury chart roll a d6 on a 1 you have made a full recovery. He also has contacts to procure drugs and potions more easily and cheaply. You can buy drugs at ¾ the price and get a +1 to your die roll when searching for them.
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BS |
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Ld |
Skill List |
Equipment |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Academic |
Daggers, Drugs |
A cartographer will help the band with their exploration. He allows the band one reroll per exploration. However, you may not reroll a die that has been rerolled for some other reason.
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BS |
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Ld |
Skill List |
Equipment |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Academic |
Map Tubes (Club), Staff, Dagger |
A
smithy is a black smith, someone who works metals into items that are useful.
They are highly prized and often guarded, as well as the warband's Wyrdstone
stash is.
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BS |
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Ld |
Skill List |
Equipment |
4 |
2 |
2 |
4 |
4 |
1 |
3 |
1 |
6 |
Strength, Speed |
Hammer, Dagger |
Special Rules:
No penalty on two-handed weapons.
Possessing a Smithy allows you the following (if he does not go into Mordheim):
1 Free Dagger (with no apprentices)
1 Free Mace, Axe or Sword (with 1 apprentice)
1 Free Double handed weapon or Halberd (with 2 apprentices)
1 Free melee weapon not listed above, Helmet or Light Armor (with 3 apprentices)
An apprentice helps the smithy create weapons to keep the warband in fighting form
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BS |
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Ld |
Skill List |
Equipment |
4 |
1 |
1 |
3 |
2 |
1 |
3 |
1 |
5 |
Strength, Speed |
Hammer, Dagger |
A
beast master takes care of the animals. He re-shoes and feeds the horses,
feeds the dogs, trains them and cleans up after them. He reduces the difficulty
of finding animals by adding a +2 to your dice roll on the trading chart.
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BS |
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Ld |
Skill List |
Equipment |
4 |
2 |
2 |
4 |
3 |
1 |
3 |
1 |
6 |
Strength, Speed |
Whip, Hammer, Dagger |
Servants
will wait on the band hand and foot. For servants, the band gains +1 on
their chance to find an item. This is due to merchants being attracted to
the encampment.
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WS |
BS |
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Ld |
Skill List |
Equipment |
4 |
1 |
1 |
2 |
2 |
1 |
3 |
1 |
5 |
Strength, Speed |
Dagger, Borrom/Rollingpin/ Pan (Club) |
Allows
you to sell equipment for 3/4 the initial cost of the item. The merchant
also gives you a +1 to find rare items.
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WS |
BS |
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Ld |
Skill List |
Equipment |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Academic, Combat, Shooting |
Sword, Dagger, Pistol, Bow |
Banner: per WD 239
Ladders: Cost 5.
Barrier: Cost 10 - for a 6" strip 1" high.
Heads on Pikes: Cost 5 - Causes a -1 to any Ld check an enemy takes if they can trace LoS to one.
Palisade: Cost 15 for a 6" strip 1" high. It counts as difficult terrain reducing your movement over by 2. When crossing roll a d6 on a 4+ take a wound no armor save allowed.
Watchtower: Cost 20 gives you the advantage of having a high place to shoot from.
Tunnels: Cost 15 - Allows one Henchmen group to be held in reserve at the start of the game and placed anywhere on the board at the start of your turn - no closer than 8" to an enemy model, however.
Trap!: Cost 150gc - Place 3 trap markers (per trap if you have more than one) anywhere within your encampment. Each marker is marked with either 'Trap!' or 'Decoy' on the underside. When a model touches the marker, flip it over. If it says 'Decoy', nothing happens. If it says 'Trap!' then that model takes 1 S5 hit with no armor save (except magical armor).
Kennel – Cost 15 gc upkeep 5 gc per dog
Must have a beast master, Dog Gains +1 Ld and +1 WS
Stable – Cost 30 gc upkeep 5 gc per horse, 10gc per warhorse
Must have a beast master, Horse gains +1 Ld and +1 WS
The Forage Tent (by Tachyon)
Somehow this tent is always near the biggest campfire or is it the other way around? Anyway, somehow the most popular of these tents are controlled by an old Dwarf, telling great stories of ancient times when gold was plenty, or recent ones in which gold had a strong theme. During the day, people come for food and small stored goods but during the nights, the dwarven forage tent has become an open pub, where bear is served and songs are sung. On lucky nights, the dwarven Forager has gotten away with a barrel of Bugman's ale and the party afterwards is...
let's keep it at excessive...
Dwarven Forager: Cost/Upkeep 60/15,
Gives
you a +2 when searching for Bugman’s Ale. Will never fight other dwarves
(except chaos dwarves) and gains the leadership skill due to his charisma.
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BS |
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Ld |
Skill List |
Equipment |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Strength, Combat, Shooting |
Sword, Hammer, Darts (throwing knives) |
The Tent
Cost 35 gc Upkeep 10 gc
When the Warband has a Forage Tent at their encampment, they can opt to have a great party the night before they wander into Mordheim. This will result in a +1 on their Leadership tests and a -1 on their initiative. At the beginning of each of your turns, roll a D6. On a roll of 1-2 the effects disappear.
Special Edition of Bugman's Ale
Cost 10 gc
Sigmarhaven Watch
They always have an uncanny way of showing up when ever there is trouble in Sigmarhaven. They may not be hired and they will call in another detachment if needed.
Captain
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Equipment |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Heavy armor, Helmet, Shield, Sword, Dagger |
Swordsmen (4 Accompany the Captain) Expert swordsmen
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Ld |
Equipment |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Sword, Dagger, Buckler |
Marksmen (2 Accompany the Captain)
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Equipment |
4 |
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3 |
3 |
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1 |
3 |
1 |
7 |
Bow, Dagger |
*"The unrighteous have not the eyes to see, nor the wits to find the Holy places of Sigmar, ye, even if our Lord's house stands tall amidst broken hovels, its glory undiminished, still the heathen cannot find them." ---Sister Amalthea
"Dem girls, aye, they's crafty. Once wer walk'n through rubble afta a proper scrap, right? Shiny lass boss says "ere we are" an I says, "Wer?" cause dere's nuttin but streets and such. She sweeps 'er 'and throo dey air, ya, an whoosh, well dere it is, easy as breakfast, big stone build'n, good ale in da cellar, an all. Crafty says I."
-Kromarg the Fist From the scribbles of tOdd tHe SaNe