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 Notes for my own version of Mordheim

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shotguncoffee
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PostSubject: Notes for my own version of Mordheim   Sun 29 Aug 2010 - 17:16

-------------TURN SEQUENCE-----------------


START OF TURN

Moving
- Players roll for a D6 priority. Highest moves first. (Eshin +1 to their roll, Undead -1.)
- All warbands have 4 points that they can use for "heroic movement" = make a hero move before all others.

Close Combat Phase 1
- Chargers strike first.
- Otherwise Initiative.

Shooting
- Players roll for a D6 priority. Highest shoots first. (Eshin +1 to their roll.)
- All warbands have 3 points that they can use for "heroic shooting/casting" = make a hero shoot/ cast spells/prayers before all others.
- Reiklanders have 4 points for heoric shooting that can only be used for shooting.
- Possessed have 4 point for heoric shooting that can only be used for casting spells.

Close Combat Phase 2
- All warriors strike in Initiative order.

END OF TURN SEQUENCE. REPEAT.

------------------------STUNNED----------------------------

1 Both Knocked Down and Stunned will be merged into a single state clalled Stunned[/b]
- This state will have the same rules as the current Knocked Down state

2 Injury Table will be changed to 1-4 = Stunned 5-6 = OOA
- No pain will completely ignore wounds where the injury roll is a natural 1 *after* any modifiers
- Jump up will will completely ignore wounds where the injury roll is a natural 1-2 *after* any modifiers

Rovering from Stun/b]
- Models can only half-move
- Cannot charge
- Can hide, shoot, and cast spells as normal
- Standing up into close combat will strike last regardless of everything

[b]Attacking stunned enemies

- auto-hit
- only need to wound to OOA them
- armour saves as normal

------------------------WEAPONS----------------------------

---------HAND WEAPONS------------------------

Dagger
Penalty: -1 S

Club/Hammer/Mace/Staff
Smash: Wounded enemies cannot avoid Stun

Axe
Slay: Critical Wounds: Enemies OOA on 4+

Sword
Parry: +1 Initiative when determining Strike order.

Ithilmar Sword
Superior Parry: +2 Initiative when determining Strike order.

Gromril Axe
Armour Piercing 1
Slay: Critical Wounds: Enemies OOA on 4+

Weeping Blade
Parry: +1 Initiative when determining strike order
Poisonous

Fighting Claw
Parry: +1 Initiative when determining strike order
Pair: If using two Claws, warrior does not suffer dual-wielding penalties

------------------POLEARMS------------------------------

Spear
S Bonus: +1 S on Mounted Charges.
Polearm: Strike First in first round of combat, unless mounted or armed with a Missile Weapon.
Unwieldy: Only Shield in off Hand.

Halberd
S Bonus: +1 S
Armour Piercing 1
Polearm: Strike First in first round of combat, unless mounted or armed with a Missile Weapon.
Two-handed

Lance
S Bonus: +4 S on Mounted Charges.
Armour Piercing 4 on mounted charges.
Unwieldy: Only Shield in off Hand.
Drop: Can only be used in one Close Combat phase each battle

------------------------------TWO-HANDED WEAPONS-----------------------

Net
Snare: Enemies within 2" cannot recover from stunned. (Not active while Wielders is stunned.) (Inflicts damage just like any other CC weapon.)
Two-handed

Flail
Sweeping Blow: When attacking, all models, friend or foe wihtin 1" are hit. (Except if behind Wielder.)
Cumbersome: Wielder can carry no other weapons, except for Daggers and Body Armour.
Two-handed

Great Weapon
S Bonus: +1 S
Armour Piercing 2
Two Handed

-----------------------------OTHER MISSILE WEAPONS--------------------

Throwing Stars
R6" S2
Assault: Can make a full move and fire.
Multiple Shots x2: Fire Twice with -1 BS on both shots.
Fires before all else. (except heroic shooting).

Sling
R12" S3
Smash: Wounded enemies cannot avoid Stun

Crossbow
R24" S4
Armour Piercing 1
Move or Fire

BOWS


Short Bow
S3 R14"

Bow
S3 R18"

Long Bow
S3 R24"

Elf Bow
S3 R30"

-------------------------BLACKPOWDER WEAPONS: OTHER----------------------------

Blunderbuss
Flamer Template, S3
Drop: Fire once per battle
Stand and Shoot

Musket
R18" S5
Lethal: Enemies OOA on 4+
Armour Piercing 2
Move or Fire

WarpMusket
R18" S5
Smash: Wounded enemies cannot avoid Stun
Lethal: Enemies OOA on 4+
Armour Piercing 2
Move or Fire

Long Rifle
R24" S5
Accurate: +1 BS to all shots
Lethal: Enemies OOA on 4+
Armour Piering 2
Move or Fire

Jezzail
R30" S5
Smash: Wounded enemies cannot avoid Stun
Accurate: +1 BS to all shots
Lethal: Enemies OOA on 4+
Armour Piering 3
Move or Fire

-------------------------BLACKPOWDER WEAPONS: PISTOLS-----------------------------

Pistol
R6" S4
Armour Piercing 1
Stand and Shoot

Duelling Pistol
R6" S4
Accurate: +1 BS to all shots
Armour Piercing 1
Stand and Shoot

Warplock Pistol
R6" S4
Smash: Wounded enemies cannot avoid Stun
Armour Piercing 2
Stand and Shoot

--------------------------------BODY ARMOUR--------------------------------

Light Armour
6+ Save

Heavy Armour
5+ Save
-1 Initiative

----------------------ARMOUR: OTHER----------------------------------


Shield
6+ Save
5+ Save if used with Hand Weapon or Lance (vs. both shooting and close combat)
If wielder is armed with a Missile Weapon, he only benefits from Shields in Close Combat and vs. Spells.
Can never be used by warriors also armed with pistols.

------------------------ARMING WARRIORS----------------------------

CLOSE COMBAT WEAPONS
- Warriors May have two Close Combat Weapons. (Shield and Dagger count as Close Combat Weapons.)
- Cannot have two Two-handed weapons and/or Polearms.
- Lance does not count as a weapon

MISSILE WEAPONS
- Warriors may have ONE missile weapon
- Pistols only count as choice.
- Throwing Stars do not count as a weapon'


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shotguncoffee
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PostSubject: Re: Notes for my own version of Mordheim   Sun 29 Aug 2010 - 17:39

------------------------HOW TO MAKE A WARBAND----------------------------

You have two ressources: GC and XP.
You have 500gc
You have 0xp.

------------------------MERCENARIES----------------------------

------------Leaders------------

You must choose a leader:

Captain
M: 6" WS: 5 BS: 5 S: 3 T: 3 W: 3 I: 4 A: 1 LD: 8

UPGRADES
Hand Weapon............5gc
2nd Hand Weapon........10gc
Shield.................5gc
Spear...............5gc
Halberd.............7gc
Great Weapon..........7gc

Bow...........7gc
Crossbow.....20gc
Pistol...............12gc
2nd Pistol..........20gc
Duelling Pistol........20gc
2nd Duelling Pistol.....32gc

Light Armour.................10gc
Heavy Armour................25gc

Rope & Hook...........7gc


Noble
M: 6" WS: 5 BS: 5 S: 3 T: 3 W: 3 I: 4 A: 1 LD: 8

-----------------HEROES-------------------------

--------------------HENCHMEN--------------------

Warriros 25gc
M: 6" WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 6

UPGRADES
Hand Weapon............5gc
2nd Hand Weapon........10gc
Shield.................5gc
Spear...............5gc
Halberd.............7gc
Great Weapon..........7gc

Bow...........7gc
Crossbow.....20gc
Pistol...............12gc
2nd Pistol..........20gc
Duelling Pistol........20gc
2nd Duelling Pistol.....32gc

Light Armour.................10gc
Heavy Armour................25gc

Rope & Hook...........7gc

Upgrade One Member to Hero...... 22xp
Give Entire Group +1 BS............5xp per member
Give Entire Group +1 WS..........5xp per member
Give Entire Group +1 Ld............4xp per member
Give Entire Group +1 S..............7xp per member
Give Entire Group +1 I..............4xp per member
Give Entire Goup Interception Range 3"................1xp per member

0-5 Marksmen 25gc
M: 6" WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 6

UPGRADES
Hand Weapon............5gc
Additional Dagger.......7gc
2nd Hand Weapon........20gc
Shield.................12gc

Bow...........7gc
Long Bow....11gc
Blunderbuss.....17gc
Crossbow.....20gc
Musket.......25gc
Long Rifle........40gc
Pistol...............12gc
2nd Pistol..........20gc
Duelling Pistol........20gc
2nd Duelling Pistol.....32gc

Light Armour.................10gc

Rope & Hook...........7gc
Serrated Bolts.........12gc
Superior Blackpowder........15gc
Telescope...........8gc

Upgrade One Member to Hero...... 22xp
Give Entire Group +1 BS............5xp per member
Give Entire Group +1 WS..........6xp per member
Give Entire Group +1 I..............4xp per member
Give Entire Group +1 Ld............2xp per member
Make Entire Group Ignore Cover..............4 xp per member

0-4 Sargeants 35gc
M: 6" WS: 5 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 7

UPGRADES
Hand Weapon............5gc
2nd Hand Weapon........10gc
Shield.................5gc
Spear...............5gc
Halberd.............7gc
Great Weapon..........7gc

Bow...........7gc
Crossbow.....20gc
Pistol...............12gc
2nd Pistol..........20gc
Duelling Pistol........20gc
2nd Duelling Pistol.....32gc

Light Armour.................10gc
Heavy Armour................25gc

Lantern...............4gc
Rope & Hook...........7gc

Upgrade One Member to Hero...... 30xp
Give Entire Group +1 BS............6xp per member
Give Entire Group +1 WS..........5xp per member
Give Entire Group +1 Ld............3xp per member
Give Entire Group +1 S..............7xp per member
Give Entire Group +1 I..............4xp per member
Make Entire Group Lethal with Swords and Daggers.....8xp per member
Make Entire Group gain +2 S from Great Weapons rather than the normal +1.....6xp per member
Make Entire Group Avoid Stun where the Injury Roll is a natural 1........9xp per member
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