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==Open League Houserules and other Clarifications== ===General=== *There is a LOT of fan-made content for Mordheim out there, since it's very campaign dependent. Moreso than other Specialist game lines (such as Blood Bowl or Battlefleet Gothic, which have rules committee oversight). Please take care when searching for "unique" or "special" warbands, as many are creations for specific campaigns with their own sets of houserules. You can never go wrong with the bands in the core rulebook. *Unlike Warhammer Fantasy, 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. *Rolling should be done in the presence of a witness. Roll20 does keep chat logs for a few hours, but 2+ live witnesses are encouraged. *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). *As it says on page 81, under the Experience section "When warriors are recruited, some of them already have some experience. The war band lists detail how many Experience points different warriors begin with. Record these on your warband roster sheet by ticking the right number of boxes. No extra advances are gained for this experience. It simply represents the experience the warriors have accumulated before the war band is formed." *Warband leaders can be sacked voluntarily, and will pass on the Leader skill to the new Leader. *All warbands limited to at most five bought heroes. Warbands that can normally buy more, such as Skaven, can choose which hero to omit. *Priests from the Miracle Workers pdf are allowed, but can only be hired instead of one of the heroes normally available to the warband, and cannot be used to allow a warband to purchase more heroes than is normally allowed (Dwarves, for example, are normally limited to purchasing four heroes, and would not be able to use a miracle worker to purchase five). Additionally, the Warrior-Priest in the Miracle Workers pdf can neither use nor buy a sigmarite warhammer. *When a Henchman group advances, roll once for each member of the group and choose one advance to apply to the entire group. Rolled advances that the group cannot take must be rerolled, but duplicates of available advances cannot be rerolled. If Lads Got Talent is rolled, choose one of the other rolls to apply to the henchman group (only one promotion to hero per roll of Lads Got Talent). *New Combat skill: Ambidexterity, allows the warrior to ignore the to-hit penalty for fighting with two (or more) weapons. *'''Don't be a dick.''' ===Weapons=== *Using two melee weapons at once incurs a -1 to-hit penalty, including paired weapons such as skaven Weeping Blades. 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. **Note that this does not apply to Pistols and Dueling Pistols, as discussed in initial threads on 4chan. As with other houserules, if you disagree please bring it up in the Talk page. *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. This also applies to Gromril and Ithilimar armor as well. *Only during warband creation *All Pikes use the Border Town Burning rules *Clarification: The Expert Swordsman skill only allows a charging warrior to reroll missed hits with swords/weeping blades, and not any other weapons (including two-handed swords), and if a warrior with the skill charges and uses a sword and another weapon the sword will reroll misses but the other weapon will not. *The bonus attack from weapons with the Whipcrack special rule (Steel Whips in particular) must be made with the weapon that has the Whipcrack rule. So, a sister with a steel whip and a mace would be required to make the whipcrack attack with the whip. ===Equipment=== *Rabbit's Foot no longer allows a reroll during exploration. ===Warband-specific=== *Amazon, Shadow Warriors, Pit Fighters, Dark Elves disallowed. (discussion is ongoing regarding Amazons and Pit Fighters) *Carnival of Chaos or Marauders of Chaos with Nurgle's Rot are not allowed. (havoc to keep track of in an Open League) *Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language) *Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review. *Vehicle rules from Empire in Flames are in use. Wagons are always available for Merchant Caravans, but currently under review for other warbands. *TWF penalties apply to Cathayan Battle Monk fist-fighters and Skaven Weapon Pairs *Cathayan Peasants count towards warband size for determining when to take a Rout check. They are not counted towards the number of warriors put Out of Action for the check. *Rewards of the Shadowlord table may be used by Possessed. Carnival of Chaos can also use RotS, but with only the Carnival Master and Tainted Ones being able to roll on it, and gaining blessings instead of mutations. *Sisters of Sigmar Righteous Fury applies to all Chaos-aligned warbands. *Ostlander Bloodbrother availability increased to 0-3 from 0-2, and starting experience reduced to 8. *Orcs and Goblins Big Un availability increased to 0-3 from 0-2, and starting experience reduced to 8. *Miraglean Tilean Captain starting A reduced to 1 from 2, and Miraglean Tilean Champions I reduced to 3 from 4, and Miraglean Tilean Warbands no longer hate Skaven. *Trantios Tilean Champions starting I reduced to 3 from 4. *Remasen Tilean warbands no longer allowed to reroll their first failed rout test when playing against Dark Elves ===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. ** Note: The normal climbing rules still apply. You are required to roll initiative to climb, and you must be touching whatever you want to climb at the beginning of your movement phase * Can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants. * May be entered from any side. ===Proposed (see main page discussion for details):=== *Additional Mounts from Empire in Flames *Wagon availability *Amazon and Pit Fighter band amendments *Elf band amendments *25% armour discount during play for light and heavy armour only *Ogre xp clarifications *Open League/Scenario records time frame (to avoid cluttering 1d4chan) ===Scenarios=== Kidnapped Scenario Rules <div class="toccolours mw-collapsible mw-collapsed">'''Kidnapped Scenario Rules''' <div class="mw-collapsible-content"> *KIDNAPPED! Skipping the description, says one warband should be possessed but that's hardly important. *Terrain Start with the attacker, each player takes it in turn to place a piece of terrain. It is suggested that the terrain is set up within a area roughly 4x4'. In the middle of the playing area you should set up a piece of scenery representing the sacrificial altar. There should be at least 6" of empty space between the sacrificial altar and the nearest building. A model representing the sacrificial victim should be placed on the altar. *Warbands The Defenders warband is deployed first and they can be placed anywhere on the table except within 8" of any of the table edges. The warband attempting the rescue (Attackers) must place all its models within 4" of a table edge, out of the sight of any of the Defenders models, with at least one model next to each of the four sides of the table. *Starting the game The warband attempting to rescue the sacrificial victim automatically has the first turn. *Freeing the Sacrificial Victim As long as at least one model in the defenders warband is in base-to-base contact with the victim, the ritual carries on and the sacrificial victim may not move. Note that models Knocked Down or Stunned do not count. If there are no standing Defenders in base-to-base contact with the sacrificial victim, he (or she) may try to escape. The victim can move freely, controlled by the player attempting the rescue. The victim may make an immediate move as soon as there are no defenders in base contact and after this will move normally in the movement phase of the rescueing warband. The victim escape if he (or she) moves off any table edge. In this case the game ends. *Recapturing the victim If any defender moves into base contact with the victim (via charge, normal move, or running) then the defender has recaptured the victim and may move the model alongside the warrior who captured him/her. Note that when trying to recapture the sacrificial victim the normal interception rules apply, so the defender may not charge the sacrificial victim if there are other enemies in the way. If the defender mange to recapture the victim and mover him or her back to the center of the altar then the victim is sacrificed and the defenders win. *Sacrificial victim M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 0 Ld 7 Equipment: None. *Ending the game in the end of the 6th turn if the victim has not been freed the defenders automatically win as the victim is sacrificed. Otherwise the game ends when either band is wiped out, the victim is recaptured and sacrificed or the victim escapes via any of the table edges. Note that neither warband routs in this scenario! The stakes are to high! *Experience +1 survives <br>+1 winning leader <br>+1 for possesion of the victim [this is a single point that can be given to any hero in the warband] <br>+d6 if victim is sacrificed [defenders get d6 exp that can be freely distributed between the heroes. [For possessed: In addition you may roll for rewards on the shadowlord for any Two heroes you wish] <br>+d6 if the victim excapes [distributed freely among the heroes and an additional 50gc to the bands treasury] <br>+1 per enemy out of action </div></div>
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