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==House Rules== ===General=== -You may Select Warbands from the Lists above. -You do not have to charge in a straight line in Mordheim (you can charge models behind corners with an Initiative test). You still need to take the shortest possible route to the target. -Ensure diagonals are being measured via Euclidean rules. (Check the page options on the map you are using. -Go over any changes in the regular rules you wish to use with your opponent before beginning, and ensure both of you are familiar with the scenario. -Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF). -Don't be a dick. -Don't be a whiner. -Don't be a bad sportsman. '''''-Accept that Mordheim is not fun, it is Fun.''''' -REMEMBER THAT HENCHMEN COSTS GO UP BY 2 GOLD PER EXP. ===Maps and Scenarios=== -A Map is 48x48 units. A Token should be 70x70 pixels, except in the case of large units, which are 140x140 -If you roll a Scenario that a player played last time, they have the right to demand re-roll. Second Roll Stands. -Roll a D6 for Maps. 1 = Ditchtown. 2 = Mordheim Outer Plaza. 3 = Mordheim Street. 4 = Treasury. 5-6 = Player with Lowest Warband Rating chooses. -Scenario may change this. "Defend the Find" Always uses the Treasury Map. "Street Fight" always uses the Street Fight Map. -If you are doing a Multiplayer game, this is different. Roll a D3 for Maps. 1 = Wizard's Mansion, 2 = Graveyard, 3 = Player with Lowest Warband Rating Chooses. Scenarios WILL change this. Scenarios 4 (Wizard's Mansion) and 5 (The Pool) MUST be played on the Wizard's Mansion map. Scenario 7 (Monster Hunt) MUST be played on the Graveyard Map. ===Weapons and Armour=== -Using two melee weapons at once incurs a -1 to-hit penalty. This does not apply to characters that have multiple attacks, but applies to all attacks in a round if the character chooses to gain a bonus attack from an extra weapon. -The Special Blackpowder Weapons Rules (Page 120) ARE in Effect. All Blackpowder Weapons have their cost reduced by 20%. This means the costs are thus. The Special Blackpowder rules lead to a misfiring of the gun on a roll to hit of 1. *Handgun = 28 *Hunting Rifle = 160 *Blunderbuss = 24 *Pistol = 12 (Brace = 24) *Dueling Pistol = 24 (Brace = 48) -Weapon Unique Critical Hits ARE in Effect (Page 116) -Sling flurry is at S2 (the double attack). Single shots may still be made at S3. -Light armor and Heavy armor are half the listed price, rounding up. *Only during warband creation -To use Ithilmar Armour, the unit must be able to use Light Armour. To use Gromril Armour, the unit must be able to use Heavy Armour. ===Special Rules=== -Wagons, yaaaay! If you are using seperate models for wagon and horses, wagons are 140 x 280, and horses are 70x140. -Rubble is Difficult Terrain for Wagons. Ruins are Very Difficult Terrain for Wagons. -Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review. -You MAY Attempt to Escape from Combat (Page 117) -Rewards of the Shadowlord table may be used by Possessed Warbands. -Sisters of Sigmar Righteous Fury applies to all Chaos-aligned Warbands. (Possessed, Carnival, Undead, Beastmen, Marauders). These aforementioned warbands all count as "Chaos". ===Buildings=== Buildings are assumed to be fairly ruined and/or flimsily built. Unless otherwise noted, all buildings: -Are assumed to be 3" high -Are climbable to the roof/high ground from anywhere in the building. Brown buildings you can just walk up. If you wanted to get on top of ruins you'd need to make a climb check. -Can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants. You also cannot shoot through ruined buildings. -Being on Top of Buildings does not decrease the range of Ranged weapons -May be entered from any side.
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