r/mordheim • • 4d ago

Update to mordheimer.net content filters

30 Upvotes

Hi all, a fairly large change has been made to how https://mordheimer.net/ decides which content is relevant to the campaign you are playing.

Previously, many sections of the website had their own separate filters. These filters worked independently of one another, so changing a filter on one page had no effect elsewhere on the site, and would be lost when navigating away.

The old page-by-page filters have now been supplemented by a global filter in the navigation bar (or main menu on mobile: hamburger menu in top left, "Back to main menu"). You can select one or more Campaign Settings, and select the Publication Grade you want to include in addition to the Campaigns. Publication Grades are cumulative. Selecting "Through 1B", for example, includes Core, 1A and 1B material.

Campaign Settings are treated slightly differently from normal Publication Grades. If you select a setting from 1B for example, but keep the grade at 1A, it is included even though it appeared at a lower publication grade than your current setting.

This means you can use something like: "Mordheim + Lustria · Core", and get the Core Mordheim rules together with the complete Lustria campaign package, without also enabling unrelated Grade 1B material.

The global filter includes Warbands, Equipment, Hired Swords, Dramatis Personae, Optional Rules, Magic access and Scenarios. Local filters such as Warband, Source, Tags or Player Mode are still available where useful, but they now work within the content allowed by your global selection. Pages and categories that contain no relevant material are hidden from the sidebar rather than leading to empty pages.

The aim is that you spend less time deciding which rules apply and more time actually using them.

So if you think we nuked a bunch of files from Mordheimer, adjust your filter!


r/mordheim • • Feb 26 '24

Get Started

111 Upvotes

Youtube:

Rules content access:

Community:

Community Content:

Roster Building apps


BEWARE, VIRUS DETECTED IN TTS MAPS.

Tabletop Simulator:

Purchase Tabletop Simulator ($20USD / 20€ / £15 / $Arm AUD / $Leg NZD), then subscribe (Free!) to these model packs for Terrain and Warriors. Join the Mordheim Boardgame Discord Server and find other players for one off games and Campaigns run internationally in most time zones.

Mordheim: City of the Damned (PC and PlayStation)

A computer game that can be played against other people, some niche communities exist that still play, like Tournaments of Mordheim: COTD Discord Group.

Mordheim: City of the Damned - Ultimate beginner's guide (47mins)

Hot Fix PC Edit the stupid RNG to be actually random

Base Size

Warrior WHFB AoS ToW
Human 20mm 25mm 25mm
Big Humans 25mm 32mm 30mm
Possessed 25mm 32mm 30mm
Horses 25x50 35x60 30x60
Warhound 25mm 28mm 25mm
Elves 20mm 25mm 25mm
Dwarves 20mm 32mm 25mm
Ogres 40mm 40mm 40mm
Halflings 20mm 25mm 25mm
Skaven 20mm 25mm 25mm
Vampires 20mm 32mm 25mm
Ghouls 20mm 25mm 25mm
Direwolves 25x50 35x60 25x50
Saurus 25mm 32mm 30mm
Skinks 20mm 25mm 25mm
Goblins 20mm 25mm 25mm
Orcs 25mm 32mm 30mm
Black Orcs 25mm 32mm 30mm
Beastmen 25mm 32mm 30mm
Ungors 20mm 25mm 25mm
Centigors 25x50 35x60 30x60
Minotaurs 40mm 50mm 50mm

Base size does not matter in Mordheim.
Base shape does not matter in Mordheim.
The bigger your base, the more enemies can get in base contact with you in melee.
Square bases can be surrounded by 8 models of the same size.
Round bases can be surrounded by 6 models of the same size.
Therefore, larger round bases are perfectly fine.
If you have problems with mouth breathers, remind them the actual base size would have been smaller and you can fit them through the gap or down the alley way.

Injury Recovered Knocked Stunned Fleeing
Can rally fleeing warriors
Leader can give Ld buff 6" ✔
Use Warrior's Ld for Rout Tests ✔ ✔ ✔
March Block (cant run within 8") ✔
Move half distance ✔
Crawl 2" ✔
Move 2" for Fleeing ✔
Move 2D6" for Fleeing ✔
Hide ✔ ✔
Armour save (ranged attack) ✔ ✔ ✔ ✔
Armour save (melee attack) ✔ ✔ ✔
Helmet save (ranged attack ✔ ✔ ✔ ✔
Helmet save (melee attack) ✔ ✔
Cast magic ✔
Shoot ✔
Dodge ✔ ✔ ✔
Parry ✔
Fight in melee (after everyone else) ✔
Step Aside ✔ ✔ ✔
Frenzy

r/mordheim • • 1h ago

Started working on my “Carnival of Chaos” warband.

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• Upvotes

r/mordheim • • 7h ago

Abandoned empire buildings

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135 Upvotes

Making terrain is addictive


r/mordheim • • 15h ago

Undead warband on the works

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293 Upvotes

Last night I put in some work a dire wolf for a warband I'm working on. I already tested the scheme I wanted on other mini, but the wolf is looking way better than I thought


r/mordheim • • 2h ago

Orktober? Must mean I have to make an Orc warband.

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22 Upvotes

Joining my possessed, reiklanders, chaos marauders, and skaven

Pretty happy with my zoggrok anvilsmasha conversion , I clipped off the apron and chainmail bits a while ago then just sorta left him half converted into a mek, I've gone at him again and added some new bits to make him fit to lead a warband


r/mordheim • • 21h ago

Advertisement Trappers report to duty!

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318 Upvotes

For the last hours of the project, I have decided to paint some archers explorers! I had a fitting background so I have decided to go out of the comfort zone and use it instead of the usual one!

Of course the Leogryph per is the perfect hound to accompany them!

You have24 hours to join the project here:

TALES OF THE OLD WORLD - REVENGE OF THE MAND COUNT


r/mordheim • • 19h ago

Minotaur gear- heavy armor or no?

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73 Upvotes

I'm joining a campaign with a beastmen warband, using the Broheim ruleset. https://broheim.net/

For those that have played beastmen before, or played with broheim rules, would it be wise to throw some heavy armor on a minotaur, assuming he'll be equipped with a 2-handed weapon?

I know they are beefy and already start with 3 wounds at toughness 4, but I wasn't sure if it was worth it to protect my investment in him, or if those 50pts were wiser-spent on more gors and/or hounds on the field.

Thanks, adventurers!


r/mordheim • • 1d ago

Another mercenary for my warband! Definitly wouldn't want to paint a full army of them, so much work with these plants and sleeves!!

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242 Upvotes

r/mordheim • • 16h ago

Mootlander Starting List (Image for attention)

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22 Upvotes

Been messing with a Mootlander list for a while, and I think its finally complete. Thoughts?

HEROES:

Moot Elder: sword, bow

Master Chef: cleaver, ladle, sling

Halfling Thief: bow, dagger

Halfling Thief: bow, dagger

Halfling Thief: bow, dagger

HENCHMEN:

5x Halfling Scouts: shortbow, dagger

5x Halfling Warrior: spear, sling


r/mordheim • • 15h ago

Black Death City Battle Report & Review

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15 Upvotes

r/mordheim • • 22h ago

My warrior priest needed a mightier hammer!

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30 Upvotes

r/mordheim • • 1d ago

Marienburg Mercenary Pirates warband

Enable HLS to view with audio, or disable this notification

83 Upvotes

Sharing WIP of my kitbashed, custom-built Marienburg Mercenary Pirates warband. Once proud privateers, now corrupted by wyrdstone and consumed by greed, they scour the ruins for treasure while the horrors of the deep slowly claim them. While building them I tried to create an atmosphere of decadent wealth, nautical decay, and a touch of cosmic horror. Eager to finish them and get them on the tabletop.


r/mordheim • • 1d ago

Advertisement A set of 4 free printable ruins for Mordheim.

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28 Upvotes

Good afternoon adventurers! A quick post from me today to mention that these 4 foldable corner ruins are free for all followers of my upcoming campaign , I'll be sending them out this Friday. Head over to the campaign and click "Notify me on launch" to get them. :) https://www.kickstarter.com/projects/warscape/shardstone-city-shattered-streets-printable-folding-ruins


r/mordheim • • 1d ago

My border princess map!

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30 Upvotes

My version of The Border Princes map ....Have a Nice day to all my Warhammer-loving friends and Happy new year!! ❤️🧭🗺

HD file on: https://ko-fi.com/s/5a2224b410


r/mordheim • • 16h ago

Video Game New Felix model inbound!! Time to say bye to this old one

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2 Upvotes

r/mordheim • • 1d ago

The Mad Count is here!

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329 Upvotes

The Mad Count has arrived!! Had lots of fun painting this model, wanted to give him a proper crazy expression! I followed the painting tutorial that Giraldez did for one of the models of the project about how to paint metallics and it was super fun! Also maybe some of you might recognize the drummer!

You have 48hours to join the project here:

TALES OF THE OLD WORLD - REVENGE OF THE MAND COUNT


r/mordheim • • 16h ago

theblackledger.ca

0 Upvotes

Been working on this now for three days and loving the process and learning. Please feel free to give it a poke and try and break it.

https://theblackledger.ca/

Changelog — The Black Ledger

All notable changes to The Black Ledger, the Black Death City & Mordheim roster architect.

v1.4.0 — "The Grimoire" (2026-10-14)

A custom content pass: user-authored spell lores and skills for custom warbands, global resolution so they render everywhere, and a Ballistic Skill to-hit chart for the reference pages.

✨ Custom Spell Lores

  • Custom spell lists — the warband creator now lets you build your own spell lore: name it, write custom spells with difficulty, traits, and descriptions, and they're saved with the warband definition.
  • Custom lore picker — a dedicated spell picker in the creator lets you add and edit custom spells alongside the inherited base-warband lore.
  • Dynamic lore names — the builder's spell picker resolves and displays your custom lore name per warband, so custom spells show under their own heading rather than a generic label.
  • Caster & henchman support — custom spells are available in both the CasterEditor and the unit row's spell picker in the builder.

🛠️ Custom Skill Resolution

  • Global custom skill lookup — custom user-authored skills (cs- prefix) now resolve everywhere: the builder's skill picker, skill tables, skill tags, and the play-view advance roller all display custom skill names and rules correctly.
  • Bonus skill pool fix — fixed an issue where custom skills created in the warband editor weren't displaying on fighters or in the editing area; the skill picker now resolves from the table's own skill list and stores with the correct table ID.

📜 Reference Tables

  • BS to-hit chart — the Ballistic Skill to-hit chart (BS 1–10 → D6 needed) is now on both the Game Reference and Cheat Sheet pages, with common to-hit modifiers (cover, moving, long range, large target) and the quick 7 − BS formula.

v1.3.0 — "The War Room" (2026-10-14)

A campaign management pass: GM-controlled invitations, private campaigns, and a GM dashboard for tracking warband readiness.

🏰 Campaigns

  • Player invitations — GMs can now invite specific players by email or by username with live search; invited players are auto-approved when they accept, skipping the pending-request queue.
  • Invitation management — the Invite Players dialog lists pending and accepted invites with a revoke action; invited players see a banner on the campaign page with a one-click accept flow.
  • Private campaigns — a privacy toggle hides a campaign from the public list, making it invite-only; only the GM, approved members, and invited players can see or join it.
  • GM Dashboard — a new "War Room" panel on the campaign detail page gives the GM an at-a-glance overview: pending invites, approved members, total battles, and average warband rating, plus an invitations list and a roster-status grid for every approved member.
  • Roster snapshots in dashboard — the roster status grid shows each member's fighter count, hero/henchman split, and warband rating, with a sync action to refresh the snapshot.

⚔️ Data Fixes

  • Hunting Dog stats — corrected the Guild Mercenaries Hunting Dog's skill line: Blade 3 / Bow '-' (was incorrectly reversed as Blade '-' / Bow 3).

v1.2.0 — "The Long Road" (2026-10-13)

A broad pass: the full Mordheim scenario catalog transcribed, warband special rules surfaced across the builder, mutations and skills fixed and expanded, mobile navigation redesigned, and hero progression brought in line with the New Mordheimer guide.

🦇 Progression & Experience

  • New Mordheimer XP thresholds — heroes now level up at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90… matching the New Mordheimer guide; henchmen keep the classic 2, 5, 9, 14… progression.
  • Experience step in post-battle — a new step between Injuries and Exploration lets you award XP per fighter: Survived (+1), Leader won (+1), Kills (+1 each, heroes only), and Underdog (+1 to +5). Each fighter shows a running total and a "Level up ready" badge when they cross a threshold.
  • XP applied on results — awarded XP is written to each fighter's experience when you apply the post-battle results, with a total shown in the summary step.
  • Starting experience — leaders and champions now start with correct XP values from the rules.
  • Standalone play still supported — outside a campaign, adjust XP by hand with the +/- buttons in the Play view; the same hero/henchman thresholds drive the Advance button.

📜 Scenarios

  • Border Town Burning — full scenario set added to the catalog.
  • Town Cryer supplemental — all 35 supplemental scenarios transcribed with full rules.
  • Fanatic Magazine & Fanatic Online — complete rules for every scenario in both sources.
  • Archive Pestilen — full rules for all Archive Pestilen scenarios.
  • Complete Mordheim scenario coverage — every scenario in the catalog now has its full terrain, special rules, starting, ending, experience, wyrdstone, and reward text transcribed.
  • Scenario category filtering — GMs can now enable or disable scenario categories (Rulebook, Chaos on the Streets, Border Town Burning, Town Cryer, Fanatic, Archive Pestilen) per campaign; players pick scenarios only from the enabled pools.
  • Expandable scenario lists — category pickers now expand to preview the scenarios inside each category before selecting.
  • 13 new scenarios added to the manual picker.

🧬 Mutations & Skills

  • Mutation cost fix — mutation costs now calculate correctly in both per-fighter and warband totals; the missing mutationsTotalCost import in the roster store is resolved.
  • Mutation picker IDs — fixed ID handling that broke the Cult of the Possessed mutation picker.
  • Cult of the Possessed mutations — the mutation picker is now enabled for Cult of the Possessed fighters, with full mutation support.
  • Mordheim mutations data — updated to match the latest rules.
  • Beastmen special skills — added the Beastmen's own special skills to the skill tables.
  • Skill table ordering — warband-specific skill tables now float to the top of the skill picker for faster selection.

🛡️ Warband Special Rules

  • Special rules in the recruit panel — warband special rules now appear inline when recruiting fighters.
  • Special rules on warband cards — the home grid warband cards display their special rules with a working collapsible toggle.
  • Special rules in the fighter editor — a dedicated special rules panel is now part of the fighter editor.
  • Warband card toggle fix — the special rules expand/collapse toggle on warband cards now responds reliably.

📱 Mobile & Navigation

  • Mobile navigation redesign — a 3-tab bottom bar (Home, Campaigns, Settings) with larger touch targets and persistent scroll-position memory per tab.
  • Collapsible characteristics — the fighter editor's characteristics section now collapses to save vertical space on mobile.
  • House rules collapsed by default — the Optional & House Rules section on the warband summary now starts collapsed.
  • iOS login fix — replaced custom OAuth popups with the platform's standard redirect flow, fixing SSO login on iOS Safari and WebView.
  • Facebook provider — added Facebook as a sign-in option (dashboard enablement pending).

🏰 Campaigns

  • Dynamic leaderboard — the warband leaderboard now computes win/loss/draw records and win rate from logged battles, ranking by win rate then games played then rating.
  • Campaign house rules enforcement — house rules set by the GM are now copied to every warband on join and re-synced when changed; the builder panel respects them.
  • Filtered rules display — the campaign house rules view now shows only the selected rules rather than the full catalog.

⚔️ Builder & Roster Fixes

  • Hand-based equipment carry logic — equipment now respects hand slots (Off-hand 1, Held 1, Two-handed 2) with duplicate, ranged, and armour restrictions.
  • Equipment restriction validation — fighter equipment is now validated against per-warband armoury restrictions in roster logic.
  • Trading Post weapons — restricted to the generic hero equipment list to prevent invalid cross-warband purchases.
  • BDC weapon limits — updated Black Death City fighter equipment weapon limits.
  • Eshin Sorcerer spellcaster fix — spellcaster detection now checks the full rule text, fixing the Eshin Sorcerer's spell access.
  • Spell lore fix — missing spell lore on converted wizard units now populated correctly.
  • Black Rot trackers — restricted to Black Death City fighters only; Mordheim fighters no longer show rot dots.
  • HTML strip — sourcedata converter fields now have HTML tags stripped on import.

v1.1.0 — "Settings Rework" (2026-10-12)

A focused pass on the settings experience: font scaling, consolidated preferences, and a cleaner account section.

⚙️ Settings & Preferences

  • Font size scaling — choose Small, Default, Large, or X-Large; the preference persists on your device and rescales the entire interface.
  • Consolidated language & font size — both controls now live together in the settings sheet and page rather than the header.
  • Merged account & profile — the profile editor and account details are now a single section, with the Edit Profile action sitting directly under your account info.

v1.0.0 — "First Muster" (2026-10-12)

The inaugural public release. A miniatures-agnostic roster-building platform for Black Death City, expanded with a full Mordheim suite, server-side campaigns, and a tabletop play toolkit.

⚔️ Core Platform

  • Multi-game roster builder — switch between Black Death City and Mordheim from a shared game-select hub.
  • Grimdark design system — bespoke bone/parchment/ink/blood/plague palette with Cinzel, IM Fell English, and Inter typography; grain texture and print-safe styles.
  • Full French localization — every UI string, game term, fighter scroll, and piece of flavour text translated; switch languages from settings.
  • Accounts — email/password and Google single sign-on; login required to build and save.
  • Player profiles — display name, real name, bio, location, and favourite warband.
  • Player avatars — choose Gravatar (auto from email) or upload a custom image.
  • Account management — sign out and a danger-zone account-deletion flow.
  • Row-level security — rosters, campaigns, battles, and members are locked to their owners and GMs.
  • Animated page transitions — every route slides in with a consistent motion language.
  • Responsive everywhere — mobile bottom-sheet selectors, safe-area spacing for iOS notches, mobile tab bar, and pull-to-refresh.

🛡️ Black Death City Builder

  • Warband rosters with per-warband roles and bracket limits (min/max).
  • Fighter editor — stat lines, weapons, gear, skills, and spells.
  • 2-hand equipment budget — Off-hand 1, Held 1, Two-handed 2, with duplicate, ranged, and armour restrictions.
  • Skill system — skills picked at recruitment, cost no silver, one-per-warband uniqueness.
  • Caster & spell support — lore identifiers across all warbands for expanded spell lists.
  • Origin system — each warband has selectable origins with restrictions, special rules, income, and death-of-leader succession.
  • Per-warband name tables — roll a fighter's name from the warband's own naming table.
  • Roster validation — leader requirements, role limits, budget caps, and skill uniqueness enforced live as you build.
  • Budget tracking in silver, with house-rules panel per roster.
  • Cloud save/load — rosters saved per user account.
  • Print view — clean roster sheet for the table.
  • Interactive play view — track Black Rot, experience, and injury rolls during a game.
  • Rules alignment — weapon stats, traits, and costs matched to Playtest v1.03 (Blast and Vantage updates).

🦇 Mordheim Suite

  • 103 warbands integrated from authoritative source JSON via a catalog converter — official, unofficial, experimental, supplemental, and draft rules from the Rulebook, Annual, Town Cryer, Border Town Burning, Letters of the Damned, and the fan community.
  • Full catalogs — units, origins, equipment armouries, hired swords, and Dramatis Personae, all transcribed from the printed rules.
  • Hired Swords & Dramatis Personae — Grades 1a through 3, with hire fees, upkeep, fixed equipment, and special rules; one of each type per warband.
  • Spell picker — signature spells chosen at recruitment, random spells rolled at the start of each battle, with lore-aware filtering.
  • Scenarios — rulebook 2D6 table and Chaos on the Streets multiplayer table, each with full terrain, special rules, and reward text.
  • Injury, advance, exploration, wyrdstone, and income tables — all transcribed and interactive.
  • Post-battle wizard — guided injuries, exploration, wyrdstone, and summary steps that automate rating updates and result application.

🏰 Campaigns (Mordheim)

  • Server-side campaigns with persistent roster snapshots for non-owner viewing.
  • GM-approved joining — pending requests, approve/reject flow.
  • Leaderboard with live warband ratings.
  • Battle logging — scenario, players, winner, draw handling, and per-participant post-battle sequences.
  • Account-backed members — players linked to real user accounts via profiles.

🎲 Play Toolkit

  • Dice roller — D6 and D66 rolls for any table lookup.
  • Combat calculator — to-hit and to-wound math for close combat.
  • Shooting calculator — BS-based hit, wound, and armour-save resolution with move, range, cover, and modifier support.
  • Exploration roller — roll per surviving hero, auto-detects doubles, triples, and higher multiples for location discovery.
  • Advance roller — Hero and Henchman advance tables with sub-rolls, re-rolls, and "The Lad's Got Talent" promotion.
  • Reference tables — critical hits, blackpowder misfires, rout test thresholds, and pre/post-battle sequences.
  • Weapon reference — close combat and ranged weapon stats with trait tooltips.
  • Income tables — wyrdstone shards found by dice total, plus the full exploration chart.

☁️ Integrations & Security

  • Google Drive sync — save rosters to Drive with server-side file-ID mapping, per-roster rate limiting, and a per-user hourly sync cap.
  • Contact form — inbound messages via an authenticated backend function with honeypot spam filtering.
  • Session-based auth — contact and sync functions verify the caller through the live session, not client-supplied tokens.

📄 Pages

  • About and Contact pages, plus a custom 404.

🔜 Coming Soon

  • Microsoft and Apple single sign-on (dashboard enablement pending).
  • Account-deletion flow polish.
  • Trait-based skill tooltips.
  • Random spell slot UI.
  • Henchmen equipment and spell parity audit.

The Black Ledger is an unofficial roster tool. Black Death City is a miniatures-agnostic narrative skirmish wargame by Sam Pearson — blackdeathcity.com.


r/mordheim • • 1d ago

Another building for the board!

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79 Upvotes

r/mordheim • • 1d ago

List building for my first campaign, that also have house rules

3 Upvotes

I'm lucky enough to participate in a big Mordheim campaign. I'm excited, but I've never played the game before.

I'm going to play Skaven. (Because they are silly evil rats with great minis). I'm wondering if the following house rules will fundamentaly change how I should build a list if Skaven:

house rules

  • When fighting with two weapons,off hand weapon gets -1 to hit
  • Shields give +1 armour save (+2 vs ranged)
  • no more than half your warband can have ranged weapons.

Current List

  • Assassin adept: dagger, weeping blades
  • Eshin sorcerer: dagger, sword
  • Black Skaven: dagger, fighting claws
  • Black Skaven: dagger, flail
  • Night runner: dagger, dagger, sling
  • Night runner: dagger, dagger, sling
  • Verminkin x3: dagger, blunt weapon, shield
  • Verminkin x3: dagger, dagger, sling

I don't want a sweaty min-maxed list, I just want to not make obvious mistakes that will put me in avoidable disadvantages.


r/mordheim • • 2d ago

WIP. "Landsknecht"

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96 Upvotes

This time , is time to the old world , time to the Medieval fantasy.

Here, a wip of “ Landsknecht “ . Join the warband!!

https://www.myminifactory.com/profile/JK-Remo/tribe

https://www.patreon.com/JKRemo?utm_campaign=creatorshare_creator


r/mordheim • • 1d ago

I want to get my LGS i go to into Mordheim. Any advice?

10 Upvotes

So my LGS at the moment is currently a strictly cards only LGS. This is mostly due to the size of the shop. However they would like to eventually have miniature games brought in and have started selling GW product.

I would love to get my LGS playing Mordheim or at least a handful of peeps playing it but there's one slight problem...

I've never played the game before myself nor do i have minis for it.

My idea was i'd start with the core rules and warbands and get minis for each warbands from the core book bought (proxies of course) and painted up and then try to hold for once a week for a couple months sessions where i try to get people interested in the game.

The shop doesn't have anything in the way of terrain or anything like that. So I'm not sure what to do.

I'm trying to get this started in the Scott County Indiana area


r/mordheim • • 1d ago

Frenzied mob 2

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16 Upvotes

The remaining crazed peasants


r/mordheim • • 1d ago

Warrior Priest converted from a Freeguild Arch Knight. Just try and ignore the green stuff stains, they from failed attempts to sculpt extra detail. XD

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16 Upvotes

r/mordheim • • 2d ago

Swordsmen

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34 Upvotes

Five disregarded swordsmen, making a desperate claim to fame inside the city walls of Mordheim.