Hi guys girls and halflings,
these are the rules for an upcoming campaign, just wanted the community to give them a once over and pick any major faults. The main players will be 3-4 senior/veteran players and hopefully 4-6 junior/newbie players. these will hopefully give a mix of enjoyable games and still a challenge for the player who want to win.
The Following warbands will be allowed; Averlander’s, Beastmen, Cult of the possessed, Dwarven Treasure Hunters, Marienburger’s, Middenheimer’s, Orcs and Goblins, Rieklander’s, Sisters of Sigmar, Skaven, Undead and Witch Hunters. The rules for these warbands can be found in the rulebook or at www.mordheimer.com .
Middenheimer merc’s may replace either a champion or a youngblood with a wolf priest of Ulric
To Limit the destructive ability for the warbands, once the warbands rating hits 400, it will move on into a different part of the city and be disbanded. You will have to restart the warband or start a new faction.
No Dramatis Personae will be allowed.
Hired swords can be used, they will be treated as heroes for the case of injury and exp. Advances, but cannot search for treasures after the battle. If they lose their equipment (robbed, captured etc) then the hired sword will purchase his/her/it’s own equipment before the next battle. (you’re not paying them if they can’t supply their tools!!!) Once the services of the hired sword are terminated (eg you stop paying him) he will disappear, if you wish to hire him again he will have the starting stats.
The Following hired swords will be able to be used; Pit fighter, Ogre Bodyguard, Halfling scout, Warlock, Freelancer, Elf Ranger, Dwarf Slayer, Bounty Hunter, Duelist, & Tilean Marksman. The Rules for which are in the rulebook or listed below.
The Following optional rules will be used; The New Critical hits chart, Escaping for Combat, Rewards of the Shadowlord, Black powder weapons chart. Other rules may be introduced as the campaign progresses.
The following house rules will be used; At warband creation armour will cost 50%, during the battle rounds armour will cost 75% of the stated cost. Armour rating and costs are as follows
• Toughened leathers, 5gc (5gc) 6+, Cant be traded/sold, can’t be combined with shield ( available to all models that can take light armour)
• Light armour, 10gc (15gc), 5+
• Heavy armour, 25gc (35gc), 4+
• Gromril armour, 75gc (100gc) 3+
• Ithilmar armour, 45gc (70gc) 4+
• Shield 5gc (5gc) +1 to save
Dual wielding will be at a -1 to hit with the offhand weapon ( nominate weapon before roll), Note this doesn’t affect pistols in combat, and the combat skill “ambidextrous” will be added. This will ignore the -1 penalty to hit. Extra attacks from tail fighting, extra arms etc are not affected. Paired weapons ( fighting claws etc) are not affected.
A target can be shot at if any part of the body if visible eg. Hands, boots or tentacles. A model cannot be hit if only equipment, eg. feathers, weapons or shields, can be seen.
Slings will use s3 for a single shot and s2 for multiple shots. (as well as the -1 to hit for multiple shots.)
Henchmen are able to use all common miscellaneous items ( lanterns, rope& hook etc)
If a warband falls below its starting gold coins then it shall automatically be given a bonus to restore it to its starting gold. Eg. Ben’s Possessed take a mauling and his remaining models and equipment only add up to 350gc he will be given 150gc to rebuild his warband. This is to give everyone a fighting chance and incentive to struggle on with a warband after a few bad losses.
A up to date and readable roster will need to be with you when ever you wish to play a game. Any questions/ non WYSIWYG/ counts as are to be pointed out before the game starts. Rosters will be available from Ben, either hard copies or an editable excel roster.
All exp. Advances, exploration, injure or any other rolls must be taken in front of another person. For D66 rolls if the dice aren’t nominated (eg red dice is 10’s white is 1’s) then the lowest number shall be used ( don’t nominate, roll a 5 and a 1, it’s a 15 – Dead! So remember to nominate!!!!)
Any disputes will be either resolved by the game master or if he is unavailable by rolling a D6 1-3 is in favour of the player who’s turn it is, 4-6 is to the non turn player.
Terrain with ropes: Warriors treat ropes on terrain in the same as a rope and hook. They still have to roll for Initiative but get to reroll a failed Initiative test.
All terrain is to be respected, looked after and placed back in the box after the game. It has be purchased for the enjoyment of all but woe behold anyone who damages it on purpose.
If a Henchman rolls “The Lads got Talent” but your warband already has 6 heroes, you may dismiss any of the heroes except the leader to make room for the henchman. All of the dismissed heroes equipment goes into the stash.
Rout test don’t have to be taken, only voluntary routing can be taken once the warband loses 25% of its models. This means that the players will have choose when they have had enough of a hammering, and if it’s time to go.
Thanks in advance for any C&C