Mordheim

These are the house rules used by the Toowoomba Mordheim group.

(Red text is a house rule but is open for discussion.)

Armour Save
Armour provides a save against post-battle serious injury equal to the Armour Save of the armour (e.g. Gromril Heavy Armour grants a 4+ save against serious injury, Light Armour grants a 6+ save against serious injury, etc). Roll for the save against serious injury for warriors taken Out of Action before rolling on the serious injury table and treat a successful save as 'Full Recovery'. Toughened Leathers, Shields, Bucklers, Helmets and any other forms of armour do no provide this save against serious injury.

Shields and Bucklers grant an extra +1 Armour Save in close combat when combined with a single handed weapon in addition to their official rules.

The standard critical hit table has been adjusted for a roll of 3-4 as follows:
1-2 Hits a vital part. The wound is doubled to 2 wounds. Roll any armour saves before doubling the wound.
3-4 Hits an exposed spot. The wound is doubled to 2 wounds. The attack ignores all armour saves. The hit has a -1 Armour Save Modifier. Roll any armour saves before doubling the wound.
5-6 Master strike! The wound is doubled to 2 wounds. The attack ignores all armour saves. You gain +2 to any Injury rolls.


Armour Save Modifiers

Apply the Armour Save Modifier (ASM) from the Strength of the attack first and then apply any special rules from weapons (e.g. the 'Cutting Edge' special rule for Axes) when determining how much armour is negated. This means that a Strength 4 warrior with an Axe can totally negate the 5+ save offered by the 'Scaly Skin' special rule for a Saurus (the Strength 4 attack changes the Armour Save from 5+ to 6+ and then the Axe changes the Armour Save from 6+ to 7+ which means that the armour has been completely negated).


Dual Wielding
i. Page 35, "Fighting with two weapons". Add the line "Due to the difficulty in fighting with more than one weapon, any warrior attempting to do so suffers a -1 to hit penalty when attacking with the off-hand weapon. Also, an attack from an off-hand weapon can be parried on a roll equal to or higher than the roll to hit with the off-hand weapon if the defender is able to parry. It is necessary to declare the off-hand weapon before rolling to hit. Attacks from additional weapons equipped due to skills (e.g. Tail Fighting) or mutations (e.g. Extra Arm) also suffer the off-hand penalty (or off-tail penalty depending on the scenario). Weapons that come as a pair (e.g. Fighting Claws) are exempt from this rule."

ii. Page 122, New Combat Skill "Ambidextrous: The Warrior is adept at fighting with a weapon in each hand. He may ignore the penalty that such practice normally incurs."

Any Dramatis Personae (e.g. Johann The Knife, Bertha Bestraufung and Veskit) that comes equipped with two hand weapons should be granted the "Ambidextrous" skill. Hired Swords that come with two hand weapons do not come with the "Ambidextrous" skill.


Parry
The warrior can choose which successful attack to parry and does not need to parry the highest roll. Also, each weapon/item with the Parry rule is able to parry a single attack (note the rules explicitly state that two Dwarf Axes do not give two parries but instead grant a re-roll).
If you have 1 Sword or 1 Buckler then you get 1 parry.
If you have 2 Swords then you get 2 parries.
If you have 1 Sword and 1 Buckler then you get 2 parries and may re-roll one of your parries.
If you have 3 Swords (e.g. the 'Tail Fighting' skill) then you get 3 parries.
If you have 2 Swords and 1 Buckler then you get 3 parries and may re-roll one of your parries.
If you have 1 Sword and 2 Bucklers then you get 3 parries and may re-roll two of your parries. Note though that you won't be dishing out much damage!

Weapons and Equipment
Rabbit's Foot can only be used during the battle and cannot be used to influence the outcome of the exploration roll. Use the Wyrdstone Pendulum for this.

Crossbows cannot be used with the 'Quick Shot' skill. Instead, the 'Quick Shot' skill can only be used with bows. (Suggested by Von Kurst on TBMF.)

Ithilmar Armour counts as Light Armour. This makes it available to warbands that cannot have Heavy Armour (e.g. Skaven).

Morning Stars and Flails now have the "Cannot be Parried" special rule. (Suggested by Lord 0 on TBMF.)

Vehicles belong to a warband rather than to a specific Hero. This prevents the scenario when the loss of a hero also leads to the lose of a Trade Wagon or Opulent Coach.

Free dagger: Heroes can swap their free dagger for a different type of dagger such as a jeweled dagger, a gromril/ithilmar/obsidian dagger, a stiletto, Ventilia's Meriscordia or another type of dagger. (Suggested by Lord 0 on TBMF.)

Warbands, Hired Swords and DPs
If a warband has six Heroes and a Henchman rolls 'That Lad's Got Talent' then it is possible to dismiss a Hero to be replaced by the promoted Henchman. It is also possible to choose not to dismiss a Hero and reroll on the Henchman advancement table.

The leader is the only Hero that cannot be voluntarily dismissed at any time or for any reason and will only leave the warband if killed outright. The exception is if the leader gains an affliction (e.g. Nurgle's Rot, Neighlish Rot, the curse of Lycanthrope) or becomes a mutant. In this scenario then the Hero with the next highest Leadership may attempt to gain control of the warband. If there is more than one Hero eligible to take command, choose the warrior with the most Experience points. In the case of a tie roll a D6 to choose the Hero who may challenge the leader. Before the start of the next battle, the eligible Hero may take a Leadership test to determine if the leader will leave or stay. If the test is passed then the leader is dismissed and the successful Hero takes command of the warband and gains the Leader ability. The old leader is dismissed from the warband. If the test is failed then the leader remains in the warband as the leader. If no Leadership test occurs then it cannot occur again in the future unless the leader receives another affliction or mutation. Also, no further test is allowed if the test is failed unless the leader receives another affliction or mutation.
Chaotic warbands (e.g. Cult of the Possessed, Carnival of Chaos, Beastmen Raiders, Norse and Marauders of Chaos) in addition to Skaven, Chaos Dwarfs and Dark Elves have a reverence for all things twisted and corrupted by chaos and therefore it is not possible to dismiss a leader that becomes mutated in these warbands. It is only possible to dismiss a leader who receives an affliction in these warbands.

When a warrior is struck from the warband roster then all weapons and equipment is discarded along with the warrior.

Undead
A new Academic skill is available to any Heroes in the warband who can cast Necromancy spells. Zombie Herder: Any zombies within 6" of where the warrior starts his turn ignore the 'May Not Run' special rule.

Middenheimer Mercenaries
It is possible to choose the Wolf Priest of Ulric as a Hero to replace either a Champion or a Youngblood. This is inline with the Cleric for the Outlaw of Stirwood Forest warband and also the Miracle Workers article.

Beastmen Raiders
Centigors may be equiped with a spear and receive the cavalry bonus when charging. Centigors have the same movement restrictions as horses and cannot climb ladders, ropes or walls and cannot enter buildings.
Ungors can be equiped with short bows.

Kislev Ranger Hired Swords
Targets are taken immediately OOA with the Heartstrike special rule rather than killing
the target outright. Also, a target taken OOA with the Heartstrike rule must roll on the serious injury table even if that type of warrior does not normally need to roll on the serious injury table (e.g. trolls from orc and goblin warbands, abomination from necrarch undead warband, etc).

Pit Figher Hired Swords
Pit Fighters ignore the 'Heavy' special rule for the morning star and can attack with both the spiked gauntlet and the morning star even though this would not be allowed for normal warriors.

Nicodemus Dramatis Persona
Nicodemus' hire fee increased to D3 + 1 shards of wyrdstone and upkeep increased to D3 shards of wyrdstone. Remember that if a warband cannot (or will not) pay upkeep after a battle then Nico will leave the warband and never rejoin that warband.

Orcs & Goblins
The Orc Boss can be equipped with Heavy Armour.

Black Orcs
Add Clubs to the Henchmen equipment list.


Miscellaneous

Nurgle's Rot
Renamed to Neiglish Rot to represent that it is not the incurable, disease of the soul that is Nurgle's Rot.
In addition to current rules...
  • After a successful roll of 6 to wound the victim must pass Toughness test or else contract the Rot.
  • If a warrior with the Rot passes the Toughness test at the start of the battle on a roll of 1, the warrior has somehow become cleansed of the Rot. The warrior will suffer no further adverse affects from the Rot but does not regain any lost Toughness.

'Immune to Psychology' means immune to Fear and immune to All Alone tests. However, characters that are 'Immune to Psychology' can still gain the Hatred, Stupidity and Frenzy special rules. This means that Dwarf Troll Slayers hate orcs and goblins while vampires can experience frenzy (or become stupid) after a head injury induces madness.

Frenzy gives +1 Attack rather than doubling the base attacks.

When initially rolling for a character's spells (when a warrior is hired), make one additional roll, and choose which of the spell(s) you'd like to keep. This means that a character beginning will one spell will roll twice on the spell list and allow you a choice between the two options rolled and a character beginning with two spells will roll three times on the spell list. If there is a double up rolled then too bad.

It is necessary to still test for fear even when charging a warrior that is knocked down or stunned which causes fear. (Lord 0 has stated "There is a long and honourable tradition in the movies and so forth of the person who goes up to make sure the monster is dead gets his throat torn out so we have not made any house-rules about it. A test is still needed.")

Terrain with ropes: Warriors treat ropes on terrain in the the same as a rope and hook. They still have to roll for Initiative but get to reroll a failed Initiative test.

Finding objects/crates in buildings: All things discovered for searching are found at the END of the Movement phase rather than at the end of the movement of the warrior that searched.

The 'Jump Up' skill means that the warrior was Knocked Down as normal but then immediately jumps up and can fight as normal without penalty. The biggest thing this opens up is if you are fighting close to the edge you will have to do an Initiative test to make sure you don't fall. If you do fall then the 'Jump Up' skill may not help you.

Optional rules for breaking from close combat (found at the very end of the core rule book) will be used.

Our house rules for fire will be used (found in the article attached below to this page).

The "Corrupted Characters" article (found here: http://bordertownburning.ciantygames.com/pdf/Corrupted.pdf [2.2MB] and based on the "Power in the Stones" and "Sawbones" articles) will be used.

The "Miracle Workers" article (found here: http://libermalefic.blogspot.com.au/2011/05/believe-in-miracles.html) will be used.
 
The "Swords of the Empire" article (found here: http://libermalefic.blogspot.com/2010/10/old-swords-on-new-contracts.html) will be used.

The rules for normal mounts (found in "Empire in Flames" (not the "Blazing Saddles" article which contains old rules which have been superseded by Empire in Flames) and at the end of the "Imperial Outriders" warband rules) should be used. However, we are open to suggestions for improvement since mounts currently seem to offer too many disadvantages. The rules for monstrous mounts should also be considered.

Any warband, hired sword or DP that has a rating of 1a is acceptable automatically. Warbands with a rating of 1b or 2 will need to be checked but generally will be accepted straight away. Warbands with a rating of 3 or 4 will need to be looked into in more depth before they will be accepted. Refer to the master list of warbands to determine the rating for each warband. Warbands not listed in this master warband list are assumed to be rating 4 until evaluated.

In addition to the master warband list, the following Watchtower website lists most warbands, hired swords and DPs with a rating of 2 or higher and a few with a rating of 3. Obviously there will be a lot of others out there with a rating of 3 or 4 that are not on this list.


Multiplayer Battles
Fixed alliances are a special type of alliance. Warbands in a fixed alliance will have their turns simultaneously as if all models were in a single warband. When one warband in a fixed alliance routs then all warbands in the fixed alliance rout and there is no option for the other warbands to continue fighting. Fixed alliances in a battle cannot be broken during the battle. However, warbands in a fixed alliance can choose to break the alliance at the end of the battle if they cannot agree how to split the loot.

When two or more warbands in an alliance all end the game together in a victory then the winnings from a scenario should be split however the warbands decide. If a split cannot be agreed then the warbands must break their alliance and fight on until there is a clear winner. If warbands in a fixed alliance choose to fight over the loot then the leader for each warband should roll a Leadership test. The warband that passes the Leadership test by the highest amount will have the first turn in the broken alliance. Once the initial alliance has ended, further alliances are formed and broken following the normal multiplayer rules.

Warbands that rout when they were in an alliance are considered to have lost the battle even if the other warband(s) in the alliance eventually win. Therefore any warband that routs is not eligible to share the benefits from winning.


Underdog Bonus
Underdog bonus is never available to the warband at the top of the campaign table.

When games are played with fixed alliances that cannot be broken then the rating of all warbands in each fixed alliance should be added together for the purposes of determining underdog bonus.

Underdog bonus in multiplayer games without fixed alliances will be determined based on the highest warband rating rather than the lowest warband rating. This means that any warband except for the most powerful is potentially able to earn underdog bonus. (Suggested by Von Kurst on TBMF.)


End of Game

Round up when calculating the half value of equipment. Therefore an axe (worth 5 gc new) would be sold for 3 gc.

Determining bonuses from a scenario (e.g. the loot from Monster Hunt) will be considered as part of the 'Exploration' phase. This allows for items such as Tarot Cards to be used to change the result of the dice roll.

Players receive benefits from all locations found during exploration (e.g.  Overturned Cart (5 5) and Gunsmith (1 1 1 1)). [I plan to remove this rule in future campaigns because it makes warriors with the 'Seeker' special rule a lot more powerful.]

If a Henchmen group has increased both WS and BS and rolls for a WS/BS advancement again then that Henchmen group can pick an characteristic to increase that has not already been increased. This will allow these Henchmen groups to increase a characteristic that cannot normally be increased (e.g. +1 W).

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Benjamin Neale,
12 May 2010, 20:25
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Benjamin Neale,
10 Mar 2016, 01:20
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Benjamin Neale,
10 Mar 2016, 01:20
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Benjamin Neale,
10 Mar 2016, 01:20
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Benjamin Neale,
10 Mar 2016, 01:20
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Benjamin Neale,
27 Mar 2016, 04:43
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Benjamin Neale,
10 Mar 2016, 01:20
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Benjamin Neale,
18 Mar 2016, 21:04
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Benjamin Neale,
18 Mar 2016, 21:04
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Benjamin Neale,
10 Mar 2016, 01:21
Ċ
Benjamin Neale,
10 Mar 2016, 01:21
Ċ
Benjamin Neale,
27 Mar 2016, 04:43
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