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 Our Set of House Rules

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Saranor
Warlord
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PostSubject: Our Set of House Rules   Tue 28 Dec 2010 - 3:26

Hello,

we have a small Mortheim campaign going on, for which we made a set of houserules.

The Campaign is an open campaign without a special goal. We just play and see our Warbands develop. Sometimes we inlcude mini-Campaigns or special scenarios for a weekend, but after this we just go on.

Because of this we have some regular Players and some casual Players, which we try to balance.

I would like to get some opinions for our houserules, so we can try to improve them. For example arent we sure about our System for warband rating and would like to make some adjustments.

I hope you can understand the translation. If you have Problems just tell me.

Houserules:

Armor
    price
      * hardened leather (5g) is available for every Warband (even during creation)

    who can use it
      * hardened leather can be used by all modells, which can use light armor
      * ithilmar armor can be used by all modells, which can use light armor
      * gromril armor can be used by all modells, which can use heavy armor

    armor protection
      * hardened leather 6+ armor save, no save against injuries
      * light armor 5+ armor save and 6+ save against injuries during the postgame sequence
      * heavy armor 4+ armor save and 5+ save against injuries during the postgame sequence
      * ithilmar armor 4+ armor save and 5+ save against injuries during the postgame sequence
      * gromril armor 3+ armor save and 4+ save against injuries during the postgame sequence
      * sea dragon cloak 5+ armor save against melee and 4+ armor save against range and 5+ save against injuries during the postgame sequence
      * Shield gives +1 armor save and another +1 against melee, if used with 1h-weapon or spear

Weapons
    price
      * hammer, club etc. costs 5 GS
      * two handed weapons are divided in two-hand-axt(20GS), -club(20GS), -sword(25GS) and have the correspondig rule of the 1-hand version (for example: a two handed sword has parry)

    special rules
      * two hand weapons strike during their charge in initiative order and in the following rounds they strike last
      * in the first round of a combat, modells with a spear strike before every other modell. if the attacker also have a spear the negate the effect
      * the optional rules for critical hits are used
      * a dagger cant cause a critical
      * a dagger in the second hand doesnt give an extra attack but a +1 for the injury chart (like hunting arrows). if someone uses two daggers he can cause critical hits with it again and get the bonus for injury rolls
      * the player with the higher WS gets +1 for parry
      * two with the parry rule allow to reroll a parry
      * a weapon with the parry rule and buckler allows to reroll a parry or to parry a second hit
      * a natural 1 for armor saves or ranged attacks is always a failure

new items
    * rabit foot 10 gold, rarity 9: allows to reroll one dice. Cant be used during the post-game-sequence
    * rapier (only Marienburger and Reikländer) 15 gold, rarity 5: Parry; the armorsave of the target is increased by 1 or if the target has no armor save he gets a 6+ armor save; for every unsuccesfull roll to wound, you can attempt another attack with -1 (cummulative) to hit until you cant score a hit or you wound the target
    * Brazier Iron (only witch hunter) 30 gold, rarity 7: two handed, +1 Strength, fire attacks
    * Teleskop (max one per warband) 75+3W6 gold, rarity 10: the modell gets d6" range (roll every turn) and can spot hidden modells three times his initiative in inch (even elves can spot only three times their initiative, the craftmanship doesn't support the keen senses)
    * caltrops (one use), 10+2W6 gold, rarity 8: can be used if the modell is charged. the enemy modell have to subtract d6" from his charge movement. if the modell cant get in basecontact with the target, it counts as failed charge
    * fire bomb 35 + 3W6 gold, rarity 9: used like holy water, the target gets d3 strength 4 hits and all modells in 1" radius gets one strength 3 hit. if the throwing warrior rolls a 1 for hit, the bomb misfires and explodes like the warrior had been hit by his own bomb.
    * flash powder 15+3W6 gold, rarity 8 (one use): like "ye olde curiosity shoppe"
    * fire arrows 30 + 2W6 gold, rarity 9 (nur ein Kampf): like "ye olde curiosity shoppe"
    * war horn 30 + 2W6 gold, rarity 8: like "ye olde curiosity shoppe"
    * banner 10 Gold Seltenheit 5: like "opulent goods"
    * opulent coach 250 gold, rarity 10: like "opulent goods"
    * wydstone pendulum 25 + 3W6 gold, rarity 9: like "opulent goods"
    * wolfcloak 10 gold, special (only Middenheimer): like "opulent goods"
    * tarot cards 50 gold, rarity 7: like "opulent goods"

Warbands
    allowed warbands
      * Skaven (LRB)
      * Reikländer (LRB)
      * Marienburger (LRB)
      * Middenheimer (LRB)
      * Sisters of Sigmar (LRB)
      * Witch Hutner (LRB)
      * Undead (LRB)
      * Posessed (LRB)
      * Orcs (Annual)
      * Dwarfs (Annual)
      * Shadow Warrios (Annual)
      * Averländer (Annual)
      * Ostländer (Annual)
      * Kisleviten (Annual)
      * Dark Elves (TC 12)

    general rules
      * the leader cant die during the first two games. Injuries will be rerolled until he didn't die.
      * other heroes cant die easily during the first two games. Injuries will be rerolled once if they would die.
      * if the warband contains already 6 heroes and you get "Lad gots talend" you can take him, but you have to dismiss one of the old heroes (not the leader)
      * heroes which were put out of action, but survived, generate a half dice (round up) for exploration (example: a warband with 5 heroes got 3 out of action. all survive the game and so the warband hax 1 1/2+ 2 =3 1/2 -> 4 dice for exploration)
      * multiple results of stupidity or frenzy counts as "full recovery"
      * Ld-Test for stunned or knocked down Modells: they have to to Ld-Test because of spells or events (random happenings). If they have normaly to flee, they do flee with their crouching or standing up movement
      * line of sight for casting: if not otherwise described every spell need line of sight or the target has to be in spotting range (for elves twice the initiative)

    Warband specific rules
      * Marienburger
        + Marienburger can subtract 100 points or 10% of their warband rating. (as merchants they are normaly underestimated)

      * Witch Hunter
        + witch hunter can have up to 15 modells in their warband

      * Middenheimer
        + the profile limit for strength is increased by 1 for the Captain, Champions and young Bloods.

      * Skaven
        + Skaven can have up to 15 Modells
        + rats doesnt counts against the limit.
        + rats are limited to 0-6 rats

      * Posessed & Carneval des Chaos
        + the extra arm, which is further mutated towards Claw or tentakel, counts only with the second mutation towards the warband rating
        + posessed only gets one profil attack and their for they can use their second arm as a second hand weapon.
        + posessend and mutants can use the mutation „great Claw“ like a hand weapon.
        + single Mutations: Demon soul, cloven hoofs, black blood, spines and hideous.
        + multiple Mutations: great claw, tentakel, scorpion tail(max twice) and extra arm

    warband rating
      * sum: cost of the modell
      * half the price of the equipment
      * weapons used via weapons training/weaponexpert counts full
      * Gromril and Ithilmar weapons costs the the basic item (half) + 5 Punkte
      * Opulent coach, wyrdstone pendulum and Tarot cards doesn't count
      * Advances (injuries subtract the respective amount)
        + movement -> 20 gold
        + weaponskill -> 10 Gold
        + balistic skill -> 10 Gold
        + strength -> 15 Gold
        + toughness -> 25 Gold
        + wounds -> first 10 Gold, further 15
        + initiative -> 10 Gold
        + attacks -> 20 Gold
        + Leadership -> 15 for the leader / 10 for others
        + weapon training, weaponexpert, haggle, street wise, wyrdstone hunter -> 0 Gold
        + other skills -> 20 Gold

other rules
    fortune Points
      * for every 50 points differnce in warband rating the lower warband gets a fortunepoint. Fortune Points can used for:
        + reroll one dice (a rerolled dice cant be rerolled again) -> 1 point
        + enemy have to reroll a dice -> 2 points
        + own Routing test -> 2 points
        + enemys routing test -> 3 points

    game course

      * Hiding: There are two possibilities to spot a hidden Modell. The modell is within spotting range (the initivate in inch) or a modell had an undisturbed line of sight (shooting wouldn't give the spotting modell a penalty for cover). the spotten modell is spottet for the complete warband but not for allies or other warbands.
      * Ropes on pieces of terrain allow them to use theses like the item "rope and hook".
      * A modell doesn't have to be in basecontact with the object it want to climb up. But the climbing distance has to be within the movement distance of the modell. Example: a human Marksmen with M4 runs 2" towards a house (it used 1" of his movement) than he can use 3" for climbing. If this isn't enough it has to wait an the ground.
      * Every Routing Tests fail on the roll of 11 or 12 and succed on the roll of 2 regardless the modifiers.
      * defendet barricades: the attacke hits only with a 6. even if the modells arent in direct basecontact, the count als in melee as long as the both touch the defended barricade. This bonus is available until the attacke knocked down a defender (or worse) or if the defender is attacked from another side without barricade.
      * walls and hegdes: they doesn't count as obstacle for the movement distance. Every modell which runs over these have to make a initiative test. a Failure means the modell is knocked down behind the wall.

Campaign Points
    gaining Campaign Points

      * 1 point for every game
      * 1 point for every victory
      * extra points from special scenarios

    Uses

      * 5 CP- emergency Operation -> prevents the death of a hero. The hero suffers d3+3 injuries instead (positive result, captured and dead count as full recovery)
      * 10 CP- professionel doctor -> prevents the death of a hero. The hero suffers d3 injuries and misses 3 games instead (positive result, captured and dead count as full recovery)
      * 20 CP- divine intervenation -> prevents the death of a hero without side effekts
      * variable - Mutations -> Mutants and posessed can gain further mutations. the costs half the price in CP (Example: 10 demon soul and 25 for great claw). The campaign points only allow further mutations, you have to pay normal for it (or twice the price for the mutations after the first).

Hired Swords
    generaly
      * every Hired Sword has an own Rating or you use twice the hire

    Pit Fighter (LRB)
      * availible to Reikländer, Middenheimer, Marienburger, Sisters, Witch Hunter, Posessed, Orcs, Dwarfs, Shadow Warriors, Averländer, Kisleviten
      * Rating: 60

    Ogre Bodyguard (LRB)
      * availible to Reikländer, Middenheimer, Marienburger, Sisters, Witch Hunter, Posessed, Orcs, Dwarfs, Shadow Warriors, Averländer, Kisleviten, Untote, Ostländer
      * Rating: 160

    Halfling Scout (LRB)
      * availible to Reikländer, Middenheimer, Marienburger, Sisters, Witch Hunter, Dwarfs, Shadow Warriors, Averländer, Kisleviten
      * Rating: 30

    Freelancer (LRB)
      * availible to Reikländer, Middenheimer, Marienburger, Witch Hunter, Dwarfs, Shadow Warriors, Averländer, Kisleviten
      * Rating: 100

    Elf Ranger (LRB)
      * availible to von Reikländer, Middenheimer, Marienburger, Witch Hunter, Shadow Warriors, Averländer, Kisleviten
      * Rating: 80

    Warlock (LRB)
      * availible to von Reikländer, Middenheimer, Marienburger, Skaven, Undead, Posessed, Orcs, Averländer, Kisleviten, Shadow Warriors
      * Rating: 60

    Slayer(LRB)
      * availible to Reikländer, Middenheimer, Marienburger, Witch Hunter, Averländer, Kisleviten, Dwarfs
      * Rating:

    Imperial Assassin(Annual)
      * availible to Reikländer, Middenheimer, Marienburger, Posessed, Dwarfs, Averländer, Kisleviten, Undead
      * Rating:

    Tilean Marksman(Annual)
      * availible to Reikländer, Middenheimer, Marienburger, Sisters, Witch Hunter, Dwarfs, Shadow Warriors, Posessed, Averländer, Kisleviten
      * Rating:



Last edited by Saranor on Tue 28 Dec 2010 - 14:25; edited 2 times in total
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Grimscull
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PostSubject: Re: Our Set of House Rules   Tue 28 Dec 2010 - 4:41

When I read through this I thought "Funny, some stuff is almost exactly as something a user in another forum posted. It is when I saw you ARE that other user from ttw Very Happy
As I already said I like the way you do the band rating. Unfortunately my group didn't want to try it... BTW there is a german sentence there where it says leadership (and the Hexer in the end is a warlock of course). I didn't read everything in detail but the only thing I can come up with as improvement is that you should think about how the dragon cloak interacts with other armor concerning injury saves
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Saranor
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PostSubject: Re: Our Set of House Rules   Tue 28 Dec 2010 - 5:24

i tried to get more response for the rules.

The See Dragon Cloak was meant to be a single armor like a light Armor with an integrated Cloak, so that you cant combine it. If you combine it, i think i would handle it as the "Druchii"-Version of the wolfcloak (only a better range-Armor Protection). But if you start to combine it with gromrilarmor and a shield you would get a very nasty range armor save...

i think i have found the part with the german sentence and the leadership and corrected it (it was in the warbandrating).
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BalrogTheBuff
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PostSubject: Re: Our Set of House Rules   Tue 28 Dec 2010 - 13:42

Did I miss it or is Ithilmir and Gromril armor the same for you?
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Saranor
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PostSubject: Re: Our Set of House Rules   Tue 28 Dec 2010 - 14:26

Sorry it was a copy-paste error. i corrected it.
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gewaltatron
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PostSubject: Re: Our Set of House Rules   Tue 5 Apr 2011 - 23:25

Hi,

don't know if still active, but why did you decrease the number of maximum models for the skaven band? And did this work out?
Personally I also feel it should be 15 not 20...
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Saranor
Warlord
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Primary Warband played: Shadow Warriors (Unofficial) Shadow Warriors (Unofficial)
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PostSubject: Re: Our Set of House Rules   Wed 6 Apr 2011 - 0:15

we had some encounter with strong skaven warbands. Our biggest concern was a skaven warband with 20 clanrats or better with slings and clubs. To prevent something like that we subtractet the giant rats from the maximum warband size and allowed to have the rats, which doesn't count against the maximum warband size.

Honestly i have no clue if it worked out, because our Skaven player is actually occupied and can't play his warband.
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PostSubject: Re: Our Set of House Rules   Today at 21:28

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