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Is Black Death City the NEW Mordheim?

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Summary

Peachy presents Black Death City as a developing, model-based fantasy skirmish game with a narrative focus and a nostalgic feel. He sees it as combining elements of Mordheim, Frostgrave and Warcry.

The rules are available as a free PDF, but are still being tested and may be updated. The current book includes four factions and scenario rules; a campaign system and four additional factions are planned.

The video does not feature a completed battle or fixed storyline. Instead, Peachy describes his planned narrative: the Whitewood Mercenary Company, led by the cat warrior Kitty, will face Pale Cross, a Dark Coven warband.

Gameplay Highlights

  • Alternating activations: Players take turns activating fighters until everyone has acted. Each fighter usually gets two actions, such as moving and attacking, and can perform them in either order.
  • Actions: Fighters can move or run, fight in melee, shoot, use magic, disguise themselves, or attempt to disengage from combat.
  • Magic: Spells have target numbers. The caster adds their Willpower to a D6 roll, and wizards can draw power to gain an extra die for a later casting. Critical spell results can improve an effect, while certain rolls can cause a spell to fail.
  • Combat: Fighters roll dice based on their attacks. Initiative helps determine who resolves actions first, and defenders can spend a die to attempt a parry. Natural sixes are critical hits and normally require a critical hit to parry.
  • Character traits: Fighter profiles include movement, melee and ranged ability, armor, initiative, Willpower and wounds. A fighter on their last wound is limited to one action.
  • Extra activations: When one side runs out of unused fighters before the other, it can sometimes reactivate a fighter for a limited extra action, helping offset a numbers disadvantage.
  • Equipment and progression: Fighters have faction- and role-specific equipment lists, weapons and skills. Origins determine aspects of a warband’s identity and fortress. Fortresses are intended to matter during the campaign’s post-battle phase.

Warband-Building Tips and Examples

  • Warbands start with 1,000 silver coins to hire and equip fighters.
  • A warband must include at least one leader and five henchmen and can have up to 15 models.
  • The four currently available factions are:
    • Guild Mercenaries — human fighters
    • Verminkin — rat-like sewer dwellers
    • Dark Coven — undead forces
    • Torn/Withered Monastery — plague- and Chaos-inspired fighters
  • Faction origins shape recruitment and theme. Guild Mercenary options include swords-for-hire, a dispossessed noble, witch hunters and a wizard-led group.
  • Check each fighter’s equipment restrictions before spending, as wizards, clerics and ogres have specific lists.
  • Peachy’s planned Guild Mercenary roster includes Kitty as leader, Martin as a cleric, several henchmen, an ogre and a dog. He notes that miniatures from older collections can be repurposed for warbands.

Gamers, Games and Sources Mentioned

  • Host: Peachy, of Peachy Tips
  • Creator: Sam Pearson, credited in the video with creating Black Death City and with work on Warcry and Spearhead
  • Designers praised or referenced: Ivan Soriano (5XOMEX), Joe McCullough, Jervis Johnson and James Hewitt
  • Games and inspirations: Mordheim, Frostgrave, Warcry, Five Leagues from the Borderlands, Necromunda, Age of Sigmar, Old World, Warhammer Underworlds/Shadespire, Traitor’s Toll and Trench Crusade
  • Miniature sources: Wargames Atlantic and We Print Miniatures

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