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http://www.indadvendt.dk/mordheim/rules.

pdf

http://wyldhaunt.blogspot.com/

Deployment. At the beginning of each game, warriors can only deploy above ground level if they
pass an initiative test. If the test is failed they must deploy on the ground as close to the intended
deployment spot as possible.
Interception: Intercepting models must physically move to intercept the charging model.

No Dramatis Persona
There is only one of every Hired Gun in the area. They only become available if you roll an 11
or 45 on the random happenings table and the gang can pick any hired gun to show up. Pit
fighters are race specific to your warband and use your races’ maximum stats, skaven = skaven
pitfighter, orc = orc pitfigher, elf=elf, undead = ghoul, etc.

Spending Big
When a player is searching for a very specific rare item they can spread gold around to all the
various fixers, merchants, and thieves to make it more likely that a sought after item will be
found. This is spending big and a hero must be designated and sent out to grease palms, doing
nothing else for that turn. For every point of rarity that a player wishes to decrease an item they
must spend D3 x10 gold. Determine the amount of gold needed before any roll is made and this
money must be spent before any availability roll is made. One hero can then be sent to the
merchant to look for the item and roll to see if it has been, "just found."

Equipment
-Leather: 6+, 5GC
-Light armor: 5+
-Heavy armor: 4+
-Light and Heavy armor cost HALF of what is listed on your warband's equipment list.
-Heavy Armor has no movement penalty but you can only leap over 2 inch gaps.
-Slings cost 4 gold and only get one shot
-Shields grant the user +1 armor save and a parry, as the buckler, in combat the user can forgo
the parry to make a smash attack with the shield at the users strength and -1 to hit.
-Leather Armor can not be used with a Shield, but may be used with a Buckler.
- Fire arrows, hunting arrows, superior blackpower when bought give you 10+2D6, you use up
one per shot and blunderbusses,mortars, swivel guns use 5 shots worth per use.
- Hand bombs give you D2 bombs when bought.
- Caltrops can be recovered on the roll of 4+ if you control the board at the end of the game.
- A rapier can be used by anyone who can use a sword.

Skills:
No model may utilize the skill ‘Infiltration’ in a Breakthrough mission.
T5 characters (or those who can be T5) should not take resilience. This just makes them way too
difficult to kill. Ordinary troopers with ordinary weapons have no chance of wounding them and
even tough guys (ST 4) with 2 handed weapons only do it 50% of the time.
Vampires should not take jump up. They already ignore stunning, they shouldn't be able to
ignore knock down (if they take jump up on a 1-2 nothing happens, 3-4 they are knocked down ,
and a 4-6 they are out of action).

_Additional Rulesets

Opulent Goods

Ye olde curiosity Shoppe

Blazing Saddles

Sawbones

Power in the Stones

Weather (optional)

Random Happenings (optional)

The following optional rule from the Mordheim rulebook are being used:

- New critical hits chart

- Escaping from combart

- Rewards from the Shadowlord

_General Rules

WHAT YOU SEE IS WHAT YOU GET

The WYSIWYG rule applies. Please have the models reflect the equipment they are meant to
carry as accurately as possible. This concerns weapons above all: if a warrior is equipped with a
morning star, this cannot be represented by a lance wielding model. Exceptions are helmets,
heavy and light armour (not shields or bucklers) and other pieces of equipment that are difficult
to represent accurately (ropes, healing herbs etc.). You are required to inform all players of non-
visible equipement just before the game begins.

GENEROSITY
Minor inaccuracies always happen in tabletop games. Distances (e.g. charge, shooting range etc.)
that fall short by no more than 1mm will be decided by dice roll. Extract from the Warhammer
7th Ed. Rulebook Errata: “Players are encouraged to play in the spirit of cooperation and should
be prepared to allow some slight repositioning of units rather than spoil a good game. In doubt be
generous… or roll a dice to decide when things are close.”

_Rule Changes

(unless stated otherwise the following rules are in addition to the ruling of the mordheim
rulebook)

FIGHTING WITH TWO WEAPONS

Due to the difficulty in fighting with more than one weapon, any warrior using two weapons
suffers a -1 penalty to hit in hand-to-hand combat. This rule also applies when using weapon
pairs like fighting claws or pistol braces.

NEW COMBAT SKILL

Ambidextrous: The Warrior is an adept at fighting with a weapon in each hand. He may ignore
the -1 penalty to hit that such practice normally incurs.

ARMOR RULES

The roll of a 1 on an armor save is always a failure.

Body Armor: Armors often save their wearers from fatal wounds. If a warrior was taken out of
action during battle, he has to make a warding save equal to his body armors unmodified saving
throw before rolling for a serious injury after the battle.

If the throw was a success and the warrior is a henchmen add +1 to its serious injury roll.

If the throw was a success and the warrior is a hero roll a further D6 to see if the armour
withstood the force of the blow and protected the wearer from serious injury.

- On a 1 he gains the serious injury roll of 66 "survives against the odds" but the armour has been
destroyed.

- On a 2 the warrior rolls for serious injuries like normal but rerolls results of 11-16.

- On a 3 the warrior rolls for serious injuries like normal but rerolls results of 11-26.

- On a 4-6, the warrior gains the serious injury roll of 55 "full recovery".

Toughened leather does not grant a save against serious injuries.


Critical Hits: Change the line "no armor saves allowed" to "the armor save is being reduced by
-2" for all critical hits.

SHIELD RULES

If an unmounted warrior uses a shield or buckler and a close combat weapon, he gains +1 armor
save during hand-to-hand combat.

WEAPON RULES

Handgun: Additionally has the terrifying and lethal weapon skills.

Hochland Long Rifle: Additionally has the terrifying and lethal weapon skills. Shots are resolved
at strength 5.

Spear: Additionally grants the user +1 initiative in the first round of hand-to-hand combat.

Sling: Has the dagger's +1 Enemy armour save special rule.

WEAPON SPECIAL RULES

Terrifying: If the attacker fails its wounding roll by 1 point, the target which was hit must take an
all alone test at the end of the current phase if there are no friendly models within 6" (knocked
down, stunned or fleeing friends do not count). See the rulebook for all alone tests.

Lethal: For every wound caused by the weapon, roll two dice when determining the injury and
apply the higher result.

DEPLOYMENT

At the beginning of each game, warriors can only deploy above ground level if they pass a roll
on 4+. If the test is failed they must deploy on the ground as close to the intended deployment
spot as possible. Every point of initiative above 3 reduces the test's difficulty by 1.

VOLUNTARY ROUT

In order to prevent games where one side voluntarily routs in the earliest possible opportunity to
accumulate easy experience, a voluntary rout can only be done if the warband was reduced by
25% of its size +1 models. If you voluntarily rout in 3 out of four sequential games your hired
swords leave for fear that they will become professionally attached to your cowardly behavior. .
If you voluntarily rout in 4 out of 5 sequential games, roll for every henchman and he will leave
your warband with his equipment on the roll of 5+ on a D6 for the same reason.

_Warband Changes

LIZARDMAN WARBAND

Scaly Skin: The armor save can be modified beyond 6 due to modifiers. In addition, a Saurus
warrior wearing light armor and carrying a shield suffers a -1 movement penalty.

Cold Blooded: This special skill cannot be used when taking a rout test.

HOCHLAND BANDITS

Powder's Expensive: When a Hochland Bandit wishes to buy a blackpwoder weapon on the
market he must always pay an additional +5gc. (+10gc for a brace)

Banditry: A maximum of 2 members in the warband may learn this skill.

Bandit Prince: The Bandit Price has access to the pistol entry of the Duelist equipment list.

Duelist: Costs 55 Gold Crowns to hire.

Huckster: The skill convincing manner may target a maximum of 2 models (chosen by the
hochland bandits player) per turn.

Looters: Reduce starting BS to 3. For every warrior who was taken out of action, a maximum of
1 looting the dead roll is allowed.

Rapier: Use stats and weapon special rules from the "Ye olde curiosity Shoppe"

Xxxx

At the risk of introducing yet more items to consider, here is the basis for the missile weapons
rules our group is using: http://wyldhaunt.blogspot.com/2009/10/after-various-discussions-
on.html - we did end up making Slings S2, but allowing 3gc Sling Bullets at S3 in Miscellaneous
Equipment (thus allowing hero slingers to get back to S3). You may want to consider the effects
of bows/crossbows/handguns/rifles (muskets) in our rules. Bows/Slings with Quick Shot can
shoot fastest, while Crossbows/Handguns shoot 1/2rds (Hunter allowing 1/rd). We did bump up
blackpowder Str at short range, though Handguns and Muskets can only be reloaded while
stationary (Nimble negates this). A different take overall, but so far in our testing it's holding
together.

ARMOR RULES
The roll of a 1 on an armor save is always a failure.
Body Armor: Armors often save their wearers from fatal wounds. If a warrior was taken out of
action during battle, he has to make a warding save equal to his body armors unmodified saving
throw before rolling for a serious injury after the battle. If successfull, the wearer must pass a
further test to see if the armour withstood the force of the blow and protected the wearer from
serious injury. Roll a D6:
On a 1 he gains the serious injury roll of 66 "survives against the odds" but the armour has been
destroyed.
On a 2 the warrior rolls for serious injuries like normal but rerolls results of 11-16 and 61-66.
On a 3 the warrior rolls for serious injuries like normal but rerolls results of 11-26 and 61-66.
On a 4-6, the warrior gains the serious injury roll of 55 "full recovery".
Toughened leather does not grant a save against serious injuries.

Handgun: Additionally has the terrifying and lethal weapon skills.


Hochland Long Rifle: Additionally has the terrifying and lethal weapon skills. Shots are
resolved at strength 5.
Terrifying: If the attacker fails its wounding roll by 1 point, the target which was hit must take
an all alone test at the end of the current phase if there are no friendly models within 6" (knocked
down, stunned or fleeing friends do not count). See the rulebook for all alone tests.
Lethal: For every wound caused by the weapon, roll two dice when determining the injury and
apply the higher result.

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