Showing posts with label Brothers Grimm. Show all posts
Showing posts with label Brothers Grimm. Show all posts

23 March 2010

Witch hunters roster

Witch Hunters The Brothers Grimm
Unit Name ## M WS BS S T W I A Ld Save Exp
Lucas Grimm (Captn) 1 4" 4 4 3 3 1 4 1/2 8 - 27

Leader: Any model within 6" of the Witch Hunter Captain may use his leadership instead of their own. Burn The Witch: The Witch Hunter Captain Hates all models who can cast spells.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Axe (x2)
  Missing Games
The model is missing some games due to improbable injuries.; Games (x1)
[0]
  Quick Shot
The model may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).
[0]
Matthew Grimm (Huntr) 1 4" 3 3 3 3 1 4 1/2 7 6+ 15

Burn The Witch: The Witch Hunter Hates all models who can cast spells.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Crossbow; Mace (x1); Sword (x1); Light Armour; Helmet
  Smashed Leg
The warrior cannot run, but can still charge.
[0]
  Leap
The warrior can leap D6" every turn. He can jump over enemy models and things less than 1" high without penalty, and over gaps.
[0]
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Jon 'the Bear' Mormont (Huntr) 1 4" 3 3 3 4 2: OO 3 1/2 7 5+ 15

Burn The Witch: The Witch Hunter Hates all models who can cast spells.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Sword (x1); Heavy Armour; Helmet
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Farther Arnold (WarrP) 1 3" 3 3 3 3 2: OO 3 1/2 8 6+ 16

The Warrior Priest can wear armour and use his Prayers of Sigmar.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Axe (x1); Mace (x1); Light Armour; Helmet
  3. Soulfire
All enemy models within 4" take an S3 hit, no armour save. Undead and Possessed take S5 hits instead.; Difficulty (x9)
[0]
  Broken Leg
-1 Movement.
[0]
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Waldorf (Flagl) 1 4" 3 3 4+2f 4/5 1 3 2 10 - 5

Fanatical: Flagellants automatically pass all Ld tests they are required to take. Their Ld may not be used for Rout tests.; Flail (x1); Promotion!
  Resilient
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers.
[0]
Stadler (Flagl) 1 4" 3 3 4+2f 4/5 1 3 1 10 - 4

Fanatical: Flagellants automatically pass all Ld tests they are required to take. Their Ld may not be used for Rout tests.; Flail (x1); Promotion!
  Resilient
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers.
[0]
  Strike to Injure
+1 Injury rolls in hand-to-hand combat.
[0]
Zealots 1 4" 2 2 3 3 1 3 1 7 5+

Spear; Light Armour; Helmet; Shield
Warhounds 3 6" 4 - 4 3 1 4 1 5 -

Warhounds are animals, and gain no experience.
Halfling Scout 1 4" 2 4 2 2 1 4 1 8 - 3

5GC upkeep; Cook: A warband with a Halfling Cook may include 1 extra warrior, but not an extra hero.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Helmet
  Quick Shot
The model may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).
[0]
Stash 1 - - - - - - - - - -
  Hand to hand 1 - - - - - - - - - -

Mace (x2)
Total Warband Cost: 585 GC.

Notes:
Warband Rating: 140
Number of models: 11



02 August 2007

Campaign Update (after turn 11)

Undead have disappeared from Mordheim.
After yet another defeat, this time from some folk of Ostland, a vampire with his entourage have disappeared near the Temple of Morr.
Maybe they went into hiding, fled the city or were all destroyed by a remaining ward from the priests of Morr. Whatever happened, the citizens of Mordheim have one less threat to account for.
Let the GM know where you will be going or what you will be doing, the deadline for Action 12 is Wednesday 8 August.

23 July 2007

The Map of Mordheim (after turn 10)


Undead pay heavy price in Executioner's Square!
Although a bit late, here is the weekly update. Actions have been stalled by an delayed battle between the Undead and the Ostlanders. There are rumours that the Undead will flee the city. The battles have clearly taken their toll on the representatives of Sylvania...
Let the GM know where you will be going or what you will be doing, the deadline for Action 11 is Friday 27 July.

11 July 2007

Campaign update (after turn 9)

The Victory point and campaign point ratings thus far (supplied by our Game master on July 11, 2007). Warbands are shown starting with highest total of Campaign points, then highest total Victory points and finally highest influence as a tie breaker:

Code

Warband

#
of
fights

Wins
Losses

CP

VP
won = +2
lost = -1
Infl

BG

Brothers Grimm*

5

3
2
5
4
3

SoR

Sisters of Redemption

5

2
3
5
1
1

IL

Irontusk Ladz

4

2
2
3
2
1

FS

Fortune Seekers

2

2
0
2
4
7

R&T

Rough 'n' Tumble

4

2
2
2
2
0

Ka

Kaledorians

2

1
1
1
1
1

SK

Shizz Kebabb

2

1
1
1
1
0

GG

Gunther's Gravediggers

3

1
2
0
0
0

MEG

Malal’s Elite Guard

1

0
1
0
-1
8
* AKA the Grimm Martyrs

The map of Mordheim (after turn 9)

After a short leave, the cartographers of Mordheim have taken up their job again and produced this stunning image of our not-so-fair city. The battle between Gunther's Gravediggers and Rough'n'Tumble remains to be decided, but otherwise all moves and actions have been executed.

Let the GM know where you will be going or what you will be doing, the deadline for Action 10 is Friday 13 July.

07 July 2007

Pictures: Witch Hunters vs. Undead

Yesterday, the cemetery of Executioner's Square was attacked by evil undead led by a vicious vampire. Luckily for the attendant priest of Morr he received aid from the Grimm Martyrs Witch Hunters, who successfully drove the necromantic legion out of the neighbourhood. Pictures are shown below:

Executioner's Square:

Click this link for more pictures from the battle

Witch Hunters are ready to counter attack, using their mighty blunderbuss:
Click this link for more pictures from the battle

A minion of the vampire discovers some barrels:
Click this link for more pictures from the battle

11 June 2007

The map of Mordheim (after turn 8)

Another detailed view of Mordheim. The Sisters of Redemption have finally reached their goal of The Rock! The battle between the Witch Hunters and Undead in Executioner's Square is still undecided until the vampire comes back from vacation... but don't let that stop you from plotting your own actions.

Let the GM know where you will be going or what you will be doing. NOTE: Because of real world obligations of the GM, the deadline for Action 9 is Friday 6 July.

07 June 2007

The map of Mordheim (after turn 7)

After another turn of brutal slaughter in the southern districts, we give you this new map update. Please click on the map for a detailed view!

Note from the GM: some warbands have executed an automatic 'Rest' action because their player did not submit an order before the deadline.

Let the GM know where you will be going or what you will be doing as soon as possible, deadline for Action 8 is Friday 8 June.

Campaign update (after turn 7)

The Victory point and campaign point ratings thus far (supplied by our Game master on June 7, 2007). Warbands are shown starting with highest total of Campaign points, then highest total Victory points and finally least number of fights as a tie breaker:

Code

Warband

#
of
fights

VP
won = +2
lost = -1

CP

Infl

SoR

Sisters of Redemption

4

-1

4

1

IL

Irontusk Ladz

3

3

3

1

BG

Brothers Grimm*

4

2

3

2

FS

Fortune Seekers

2

4

2

5

R&T

Rough 'n' Tumble

4

2

2

0

Ka

Kaledorians

2

1

1

1

GG

Gunther's Gravediggers

2

1

1

0

SK

Shizz Kebabb

2

1

1

0

MEG

Malal’s Elite Guard

1

-1

0

7
* this warband now calls itself 'The Grimm Martyrs', but the old name will be used in these records for ease of recognition.

28 May 2007

Town Cryer excerpt: In Memoriam

We have just received the news that the two brothers leading the Witch hunter warband in the south of our city have both been killed in a cataclysmic battle against greenskins. Lucas Grimm, captain of the band of Templars, got his face burned off by evil chaos acid rain. Apparently the brothers Grimm did not read the previous Town Cryer's magic weather report by Erwin Khorne, specifically warning everyone to bring trollskin umbrella's...
Lucas' brother Matthew, who had lost his right arm in a previous battle, was apparently unable to defend himself and was turned into an orc shish kebab. The brothers had been surprised by the orc invasion into the common neighbourhood and were trying to protect the innocent citizens of this part of Mordheim. After the untimely death of their leaders, however, the Templars were forced to flee. The Town Cryer managed to interview Father Arnold, warrior priest: "The brothers Grimm fought bravely and were always kind to puppies, but still Sigmar chose to take them into his arms. In their honour, our band will henceforth be called The Grimm Martyrs. We will continue their quest to purge Mordheim of all evil, especially those who are mean to kittens." according to the priest.
On the positive side, the Brothers Grimm were avenged shortly after their demise by Father Arnold himself, who managed to take of the head of the Irontusk warboss with his greatsword just before making a tactical retreat. On the negative side, the remaining orcs and goblins are probably taking the loss of their leader out on the remaining citizens in the common quarter where the greenskins now reign supreme...

11 May 2007

The map of Mordheim (after turn 6)

map of Mordheim after turn 6Now that the smoke has cleared from some heavy fighting in the south part of the city, we present to you the current situation in Mordheim. Please click on the map for a detailed view!

Let the GM know where you will be going or what you will be doing as soon as possible, deadline for Action 7 is Friday 18 May.

Campaign update (after turn 6)

The Victory point and campaign point ratings thus far (supplied by our Game master on May 11, 2007). Warbands are shown starting with highest total of Campaign points, then highest total Victory points and finally least number of fights as a tie breaker:

Code

Warband

#
of
fights

VP
won = +2
lost = -1

CP

Infl

BG

Brothers Grimm

3
3
3
2

FS

Fortune Seekers

2
4
2
2

IL

Irontusk Ladz

2
1
2
1

Ka

Kaledorians

2
1
1
1

GG

Gunther's Gravediggers

2
1
1
0

SK

Shizz Kebabb

2
1
1
0

SoR

Sisters of Redemption

3
0
1
1

R&T

Rough 'n' Tumble

3
0
1
0

MEG

Malal’s Elite Guard

1
-1
0
5

10 May 2007

Pictures: Witch Hunters vs. Sisters

A few weeks ago, the Brothers Grimm were going about their business burning a heretical Sister of Sigmar, when the Sisters of Redemption showed up looking for a righteous fight. Pictures are shown below:

The Sisters storm into the Common Neighbourhood:
Click this link for more pictures from the battle

Witch Hunters are gathered to watch the flames of the witch burning at the stake:
Click this link for more pictures from the battle

20 April 2007

Town Cryer excerpt: intercepted letter

This letter was found near a bloody pulp:

Dear Hilda,

A most terrible occurance has happened. Anke, our guardian here in the common neighbourhood, was accused of witchcraft and put to the flames. Luckily a band of Sisters just arrived in time, because I warned them. They gave the Witch hunters a good smacking and freed poor Anke from a terrible death. Though Anke was freed, the Inquisition was aroused and made an accusation against Audilia, one of our beloved Matriarchs. I tell you the world is comming to an end; Sigmarites fighting Sigmarites here in Mordheim, where evil lurks in every corner. There are reports of orcs and dark elves at the south gate invading the city out of greed of this accursed stones. Why are they fighting amongst themselves, when those evil forces are so close?
I don't know what has become of Audilia and her band, they swiftly left the common neighbourhood after they freed Anke. But these are dark times for the Sisters indeed. Please, if you see Marice tell her to fetch her herbs. The ruins are no longer safe for the healers among the Sisters.
I heard one of the band members say they would go to the Rock to report and then cleanse the city from evil once and for all. I don't think this is the last we've seen of this zealot priest, nor of Audilia. Blood will fill the streets once more. I can feel it... But accusing Sisters of witchcraft goes one bridge to far!
Please publish some report in the Town Cryer (not under my name of course), for this isn't as it should be, I don't want to be the next one burning on a pyre...

Tamir of Tallow

Town Cryer excerpt: Executioner's Square purged of heretics

(From an old issue of the Town Cryer, dated some weeks ago:)
Yesterday a bloody battle was fought in the south of Mordheim between the Order of the Templars of Sigmar and a clan of Ostlanders. Executioner's Square, where criminals used to be executed in front of eager crowds in the days before the disaster, was the scene of the carnage. The Templars of Sigmar, known colloquially as 'witch hunters', led by the brothers Grimm entered the square shortly after an extended family of Ostlanders had arrived, eager for the wyrdstone that lay scattered there. Naturally the righteous fury of the witch hunters was ignited when encountering these inbred followers of a false god. Their charge was almost cut short however when a rain of arrows from the mountainfolk came down upon them. Ducking into the ruins to avoid the missile fire, the brothers Grimm sent their infamous warhounds ahead to attack the flank. All was nearly lost when these encountered a huge ogre-kin who stood ready to destroy them with his sword and axe (and possibly his alcohol-laden breath as well). But then the god Sigmar himself intervened and shone his light into the eyes of the foul giant. Again and again it swung its weapons at the trustworthy hounds, but all his blows fell short. The infidel-priest of Taal tried to call upon his dark Lord for aid but Sigmar denied him access to his devilish powers. Soon the Ostlander pater familias was forced to sound the retreat, leaving two clansmen who were his sons, uncles or possibly both dead on the field and his priest badly wounded. Rumours that the witch hunters burned the mark of Sigmar into the priest's forehead with the headsman's tools found in a nearby shed remain unconfirmed. For the moment, the brothers Grimm and there witch hunters rule Executioner's Square, and it looks like they'll be staying a while.

19 April 2007

Town Cryer excerpt: Local eccentric finds employment

(From an old issue of the Town Cryer, dated some weeks ago:)
Most Mordheim residents will remember the lone shepherd Roelof van 't Schaep often encountered in the moors to the southwest of our once fair city. This strange man, recognizable by his scraggly beard and accompanied by one or more sheep and a penetrating body odour was usually avoided by most decent travelers. Since last week, however, Van 't Schaep has become a part of the witch hunting group of the brothers Grimm that has made its way into our city to cleanse the evil from its streets. We were able to exchange a few words with the shepherd-turned-zealot while his band was resting after a skirmish in Executioner's Square (see elsewhere in this paper). "These people have changed my life," claims Van 't Schaep, "they introduced me to new concepts such as devotion to Sigmar, bathing and shaving." This is indeed illustrated by the fact that Roelof is now without his former beard and actually smells better than the sheep which is still a constant companion. "When I saw these folks in the woods I just thought I'd wander up to them and babble incoherently 'till they'd give me food, like I always did. But when I got closer, I saw they were busy burying a big dog. Later they told me this doggie had been chopped up by some nasty midgets on a bridge. Since I really love animals, and they had lots of other doggies, I decided to help them. Father Arnold gave me a firm sermon about our great Lord Sigmar and that's when I saw the light and joined them for real. Luckily they allowed me to bring my favourite sheep along with me." At this, Van 't Schaep goes into a long monologue on the merits of his sheep which is not suitable for publication. "Anyway," he concludes, "I thought the brothers Grimm only wanted me as a bodyguard, but when I got a piece of wyrdstone for 'em and had this vision from Sigmar that showed me that secret passage, they immediately promoted me. Now I'm in charge of the inventory and supplies for the whole warband. Like this cheese for example...". Some folks may miss the rustic charm shepherd Van 't Schaep brought to the southwestern moors, but we can all be heartened by the fact that he is now putting himself to good use for the Templars of Sigmar.

Campaign update (after turn 5)

The Victory point and campaign point ratings thus far (supplied by our Game master on April 5, 2007). Warbands are shown starting with highest total of Campaign points, then highest total Victory points and finally least number of fights as a tie breaker:

Code

Warband

#
of
fights

VP
won = +2
lost = -1

CP

FS

Fortune Seekers

2

4

2

BG

Brothers Grimm

2

1

2

SoR

Sisters of Redemption

1

2

1

GG

Gunther's Gravediggers

2

1

1

Ka

Kaledorians

2

1

1

SK

Shizz Kebabb

2

1

1

R&T

Rough 'n' Tumble

3

0

1

IL

Irontusk Ladz

1

-1

0

MEG

Malal’s Elite Guard

1

-1

0

The map of Mordheim (after turn 5)



Welcome, brave adventurers, to Mordheim, the city of the damned. After having wandered in darkness for the past weeks, the map of this cursed city has finally been revealed!

In the coming weeks and months, this campaign log will give you news and insights into the heroic and nefarious actions of the warbands that roam the streets of this once fair city.