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 Help Us make a Mordheim Mini Tweak Pack

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shotguncoffee
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PostSubject: Help Us make a Mordheim Mini Tweak Pack   Wed 16 Mar 2011 - 1:49

Please help out and share your experience Smile

If you had to make a tweak pack that could only incorporate a BARE MINIMUM of changes, which would you include?

INTERCEPTING CHARGES
• Fear applies when intercepting Charges.
• Fear applies when Charger is intercepted by a Fear-causing enemy. (Take fear-test to see if you only hit on 6s.)
• The warrior that intercepts cannot be further from the Charger than the original target of the charge.

CLIMBING
• Warriors do NOT need a wall or other solid surface between start and end points to climb.
• Warriors may Move-Climb-Move in the course of a single Movement.

FALLING
• Falling Damage: Warrior takes 1 Strengt X hit where X is the full
number of inches that he fell. (That means you don’t count half inches
and so on.)
• You can only fall at least a full 2“ or more.

FIGHTING WITH TWO WEAPONS
• Warriors fighting with two weapons suffer -1 'to hit' on all attacks.

Frenzy
• Frenzy gives +1 Attack.
(Rather than double Attacks.)
(Everything else remains the same.)

Parry Rule (of Swords and Bucklers)
• If you roll equal to, or higher than, your opponent’s ‘to hit’ roll.
(Rather than just ‘higher than’ your opponent’s ‘to hit’ roll.)

WEAPONS: CLOSE COMBAT
Clubs
‘Concussion’ ability changed to: ‘Attacks with Club Ignore 'No Pain'.
Great Weapons
Add: +1 to Injury Rolls
(Everything else remains the same.)

WEAPONS: MISSILE WEAPONS
Sling
Cost: 5gc
Remove ‘Fire Twice’
Blunderbuss
Use the GW Flame Template
Assume Template is 1” high
Handguns
Strength: 5
Long Rifles
Strength: 5

ARMOUR
Buckler
6+ save in addition to Parry
Shield
5+ save
LIGHT ARMOUR
Cost: 10gc
HEAVY ARMOUR
Cost: 25gc
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Skavenslayer
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PostSubject: Re: Help Us make a Mordheim Mini Tweak Pack   Wed 16 Mar 2011 - 3:02

I'll make comments on the house rules we use.

CLIMBING
• Warriors may Move-Climb-Move in the course of a single Movement.


-We just started using this and it works really good.

FIGHTING WITH TWO WEAPONS
• Warriors fighting with two weapons suffer -1 'to hit' on all attacks.

-One of my favorite, i think its really good - make allmost all weapons used. Do you also get "manic warrior", combat skill ??

Parry Rule (of Swords and Bucklers)
• If you roll equal to, or higher than, your opponent’s ‘to hit’ roll.
(Rather than just ‘higher than’ your opponent’s ‘to hit’ roll.)


-We use "to hit roll + weapon skill vs. parry roll + ws" if you get a higher number you parry - makes high WS better.

ARMOUR
Buckler
6+ save in addition to Parry
Shield
5+ save
LIGHT ARMOUR
Cost: 10gc
HEAVY ARMOUR
Cost: 25gc


-This is also a favorite at my club (er get heavy armor for 20 gc) -this and penelty for 2 handweapons makes for a lot more armor

Hope this helps.

-Skavenslayer

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RationalLemming
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PostSubject: Re: Help Us make a Mordheim Mini Tweak Pack   Wed 16 Mar 2011 - 4:53

These are the house rules that you have listed that we play with.

INTERCEPTING CHARGES
• Fear applies when intercepting Charges.
Isn't this standard rules? The warrior who is intercepting becomes the recipient of the charge and should be treated as the warrior being charged for all intents and purposes thereafter.

CLIMBING
• Warriors may Move-Climb-Move in the course of a single Movement.
This speeds up the game which is good.

FALLING
• You can only fall at least a full 2“ or more.
We use this rule.

Our group doesn't count partial inches when calculating fall damage. I am curious why you are changing the rules for falling as there do not appear to be any problems with the standard rules for falling. scratch (I thoroughly enjoyed one of my Heroes being thrown by a harpy in my last battle and getting totally slaughtered after falling 8" and suffering 3 hits). Laughing

FIGHTING WITH TWO WEAPONS
We have a penalty for duel wielding that is slightly different to most groups. Warriors fighting with two weapons suffer -1 'to hit' on off-hand attack and +1 to enemy parry (enemy must have parry ability (e.g. wielding Sword, Buckler, etc) for this to apply). We have an "Ambidextrous" skill to remove this penalty. This is our way of simultaneously nerfing duel wielding while also slightly buffing parry.

WEAPONS: MISSILE WEAPONS
Instead of buffing Handguns and Long Rifles I'll be looking to introduce the no 'Quick Shot' for Crossbows in our next campaign.

ARMOUR
Buckler
6+ save in addition to Parry
Shield
5+ save
We use the above rules.

We don't reduce the cost of Light Armour or Heavy Armour but instead give a save against serious injury equal to the save of the type of armour. We also changed 3-4 on the standard critical hit table to be -1 to enemy armour saving instead of negating armour saves entirely.


There are one or two other changes that we have made (rabbit's foot is only useful during the battle and Nurgle's Rot is cured on a Toughness roll of 1, new spell casters can roll an additional dice when choosing spells and then can choose between the options rolled) but this is basically the extent of our house rules. The rest of the game is A-OK in my books.
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shotguncoffee
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PostSubject: Re: Help Us make a Mordheim Mini Tweak Pack   Wed 16 Mar 2011 - 7:14

I really like no Crossbow + Quick Shot
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