Of the Chalice, Overflowing - A Mordheim Quest

Skills vote: end
Right. Closing the skills vote.

So, yer a Wizard, Petra!

For simplicity and story's sake, we'll go with Necromacy. Congrats, you can cast Re-Animation as a spell.

In combat, this allows you to resurrect a one zombie that went Out of Action in the last round on a successful cast. Out of combat it lets you animate standard zombies and dire wolves.

So. Warband composition: discuss!
 
Warband Composition Vote
Alright. I'm going to need you to pay close attention to what I say after this, because it's going to take me a while to write up, it's fairly in-depth, and if you don't follow the instructions to the letter, I will not count your vote.

It's time to vote on warband composition. This will be a plan vote. Vote using the name of the plan (if you aren't the plan originator). You are required to vote on every category. Bookkeeping matters for this.
Your warband composition / expenditures plan should be structured as follows.

Also: Ghouls are hired in packs of 1-5 ghouls.

Vote: Warband Composition: 3 Current Members, 15 members maximum

[ ] Heroes
-[ ]: +0/+1 Necromancer; +35g ea
-[ ]: +0/+1 Dreg; 15g ea

[ ] Henches
-[ ] +0-12 Zombie(s); 15g ea
-[ ] + Pack of # Ghouls; 40g per ghoul
-[ ] Repeat above for each Pack of Ghouls
-[ ] +0-5 Dire Wolves; 50g ea

[ ] Equipment
-[ ] +# (Insert Item name here); XXg ea
 
Equipment Options
Warband Armoury:

  • spears: Attacks first; +1 Str on mounted charge; Str as user otherwise; can only use shield or buckler in offhand; 10gc
  • daggers; Str: user, +1 to enemy armour; 1st free, others 2 gc
  • shield; +1 to armour; 5 gc
  • sword; User, Permits parries: roll vs to-hit-roll, if your roll is higher, you're unhit.; 10 gc
  • helmet; downgrades stunned injuries to knocked down; 10 gc
  • Halberds; Str+1, 2handed; 10 gc
  • Hammer; S as user, stuns on 2-4 instead of 3-4; 3gc
  • Axe; Reduces enemy's armour save one step; 3gc
  • Mace; S as user, stuns on 2-4 instead of 3-4; 3gc
  • 2h-weapon; Strikes last in combat, +2S; 15 gc
  • Bow; Str 3, longer range than shortbow; 10 gc
  • Shortbow; Str 3 ranged weapon; 5 gc
  • Light Armour; 17% chance to negate a wound; 20 gc
  • Heavy armour; 33% chance to negate a wound; 50 gc

Misc equipment: (Hero only)

Rope and grapnel; reroll failed climbing checks; 5gc
Net; ranged weapon, forces str check on target hit, prohibits moving, shooting, magic the next turn if failed; 5 gc
Lantern; see hidden foes from further away; 10gc
 
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