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 Yet another list of House Rules

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NoisyAssassin
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PostSubject: Yet another list of House Rules   Tue 4 Oct 2016 - 11:50

Figured I'd drop this here, for anyone looking for inspiration for their own house rules. This is for a Border Town Burning Campaign, and we've been using them for a couple of months so far.

General Rules

•Climbing:
 •You may climb up or down at any point in your movement, not just when you start in base contact with the wall to be climbed. However, if you don’t have enough movement left to make it all the way up/down you automatically fail the I test to climb (thus failing to climb while going up or falling while going down).
 •A model with an I of 6 or higher may re-roll failed checks to climb or jump down
 •You may also choose to climb cautiously. For this option you must start your movement in base to base with the wall to be climbed; your model may trade its entire move to automatically climb up to 3” (and a max of 1 level/floor of a building) without taking an I test. This option cannot be used during a charge, nor may a model shoot or cast spells after climbing cautiously.

Scenario objectives: if a model is carrying an objective (such as a shard of wyrdstone or a chest) it may move off of any table edge during the Movement Phase. If it does so it escapes the battle: count it as Out of Action for purposes of determining route checks only, but do not roll on the Injury table after the game, and it may still explore, etc. Some scenarios may limit/restrict which table edges a model may move an objective off of. In any scenario that involves searching for an item, the searching happens at the END of the Movement Phase, not as soon as the model enters a building.

ASF/ASL: Rather than remember all of the weird layering that Mordheim uses for Always Strikes First, Always Strikes Last, and Always Strikes Firsterest, instead count all instances as equal and stackable. (ex: a model that is charging has one instance of ASF: this means that they strike before their opponent. If that opponent has a spear they also have ASF and the combatants strike in I order. If the charged opponent has a Spear and is under the effect of the Ledz Go Orc spell they will have two instances of ASF and strike before the charger). One instance of ASF a model has cancels out one instance of ASL that model has and vice versa (ex: a model with a double-handed weapon [ASL] charges [ASF] and thus strikes in normal I order). Amend the Lightning Reflexes skill, Spears, and anything else that grants odd, conditional, or absolute ways to strike first to simply grant ASF.

Frenzy: Only grants a single bonus Attack rather than doubling the model’s A characteristic. A model with Frenzy may make a Ld test during the Movement Phase to avoid charging the nearest enemy.

Parrying: when rolling to parry, add your opponent’s WS to their ‘to hit’ roll, then roll a D6 and add your WS to the rolled number. If the result is higher than the modified ‘to hit’ roll then the attack has been successfully parried. A warrior may parry ANY one attack from an opponent, not just the one with the highest ‘to hit’ roll. Reminder that you still cannot parry attacks made with twice or more your own basic Str.

Spell Selection: if a model knows a spell when it is hired (such as a Cult Magister) it rolls two dice and picks which result will be the spell it knows. If both dice give the same result then it was fate, and no choice may be made. If a model starts knowing multiple spells (such a Liche or a Warlock) then roll 1 more die than the model knows spells and ignore 1.

Critical Hits: amend the 3-4 result to give an additional -1 penalty to armor saves rather than ignoring them completely

Dual Wielding: any model fighting with two weapons suffers -1 to their WS. If a model is fighting with a sword and dagger or two swords they may ignore the penalty ONLY for the purposes of adding their WS to their own attempts to parry. The Combat skill ‘Weapons Training’ removes the penalty entirely. MAKE SURE TO SPECIFY WHICH WEAPONS YOU ARE USING BEFORE ROLLS TO HIT ARE MADE.

Immune to Psychology: now makes a warrior immune to All Alone and Fear tests. Thus a Dwarf Troll Slayer still Hates Orcs and Goblins, while a Vampire could becomes subject to Stupidity or Frenzy after a head injury.

Fear and Intercepting: if a model wishes to intercept a charge by a model which causes Fear, the intercepting model must pass a Fear test. If they fail, they are frozen in terror and may not intercept. If a model is charging and is intercepted by a Fear causing model the charger must make a Fear test exactly as if he had been charged (hits on 6’s if failed)

Running: an enemy which is Knocked Down or Stunned no longer prevents your warriors from Running if within 8”. Similarly, if a model cannot see an enemy, that enemy will not prevent him from Running.

Shooting and friendly models: if an enemy only has cover because of another model (friend or foe) and a model misses with a ranged weapon because of the cover penalty then the intervening model has been struck instead. Ignore this if the intervening model is friendly and within 3” of the shooter, unless the target is also within 3” of the intervening model.

Shooting into close combat: may only be done in multiplayer scenarios where the combat involves none of your own warriors. Roll to hit as normal  but randomize which model in the combat is hit. A model with the  Trick Shot skill may choose to take a -1 penalty to hit in order to always strike their intended target. You may shoot into combats involving warbands you have made an alliance with, but if you strike one of their warriors the alliance will be broken!


Equipment

Slings have their cost increased to 5 crowns (from 3)
Clubs have their cost increased to 5 crowns (from 3)
Slings decrease to Range 16” (from 18”)
Short Bows increase to Range 18” (from 16”)
Morning Stars and Flails have the Cannot be Parried rule
Lucky Rabbit’s Foot is single-use only. Reduce cost to 5 crowns (from 10)
Hochland Long Rifle gains the Accuracy special rule (+1 ‘to hit’), and has +1 Str at half range
Handguns have +1 Str at half range
Common items
 •are useable by Henchmen, regardless of whether they appear on their equipment list. Note that this does include Toughened Leathers, even though they appear under the Armor section in the Border Town Burning purchase list. Like weapons and armor, all Henchmen in a group must be equipped identically.
 •May be taken by models at the start of a campaign
Armor costs: Light and Heavy Armor, as well as Helmets, Shields, and Bucklers are reduced in cost by half. Dwarf Treasure Hunters may purchase Gromril Armor at one third price (50 crowns) during warband creation, but such a suit of armor is a family relic and thus may never be sold, bartered, traded, or otherwise voluntarily given away by the Dwarf player.
Ithilmar Armor counts as Light Armor for purposes of which models may use it
Vehicles such as the Opulent Coach belong to the warband as a whole, not an individual hero
Steel Whip: ASF, Cannot be Parried. Grants a single bonus attack during the first round of combat. Increase cost to 15 crowns. The item of the same name in the Chaos Marauders warband has the same rules plus Enrage and now costs 20 crowns.
Shields: give +1 armor save vs shooting, +2 armor save in close combat. Increase base cost to 10 crowns (which will then be halved to 5)
Bucklers: give +1 armor save in close combat only, has the Parry special rule
Crossbows cannot be used with the Quick Shot skill
Gromril Armor now DOES slow movement when combined with a shield. Dwarves still ignore this movement penalty
Helmets do work while mounted, despite the fact that the results are not called Stunned or Knocked Down
Heavy Armor + Shield slows your mount by 1, exactly as a warrior on foot
Mounts may be taken at warband creation
Toughened Leathers are not armor, and therefore may be used by any model that can never wear armor (such as Possessed or Ghouls), but still cannot be used by models that cannot use items (such as Condemned)


Warband-Specific Changes

Black Skaven are now 0-1 (changed from 0-2)
Giant Rats can Climb, unlike other animals
Pestilence spell from Nurgle’s Rituals is reduced in Range to 6” and in Difficulty to 9
Nurgle’s Rot cannot spread to additional members of the warband. However, if a model rolls a ‘6’ on their T test before a game they must miss that game due to sickness. If Tears of Shallya are drunk before the T test AND the model passes its test the healing magic has overcome the Rot and the model is cured. Similarly, a model who has drunk Tears before a battle is immune to both Poison and contracting Nurgle’s Rot.
Orcs add Clubs to the Orc equipment list (this was errata’d, but including here for clarity)
Orc Bosses may take Heavy Armor, even though it does not appear on their equipment list
Ball and Chain: remove the Unwieldy special rule, and allow an I test to avoid going Out of Action when an Out of Control model contacts an obstacle such as a building. If the test is passed the goblin bounces harmlessly off the wall and continues their movement in a new random direction (so long as it is away from the obstacle)  
Oi Gerrof! Spell from the Orc spell list may target an enemy that is in close combat with the casting Shaman (but otherwise still may not target enemies in combat)
Ungors add Short Bows to their equipment list
Ironfists and the Pit Fighter’s Spiked Gauntlet act as Bucklers, so they also add +1 armor save in close combat. An Iron Fist costs 15 crowns.
Dwarf Treasure Hunters add Duelling Pistols to both the Dwarf Warrior and Thunderer equipment lists
Chaos Marauders add Spears to the Hero equipment list
Hung tribe Chaos Marauders treat warhorses as Rare 5
Ogre Bulls - reduce to 2 Attacks. Bull Charge gains Can’t be Parried.
Centigor - counts as a mounted model for the purposes of Spears
Restless Dead: new Academic skill available to the Necromancer and Liche
 •Unholy Animation: any undead model that begins the turn within 6” of a model with this skill may run as if it did not have the May not Run special rule
Ghouls: still may not use weapons or armor, but may carry items
Vampire: two new Academic skills available to the Undead’s Vampire.
 •Infuse with Vigor: Zombies in the warband may run and are Initiative 3
 •Infuse with Rage: Zombies in the warband are Strength 4


Allowed Warbands
 •All warbands in the Core rulebook
 •Ostlanders
 •Averland Mercenaries
 •Orc Mob
 •Beastmen Raiders
 •Kislevites
 •Dwarf Treasure Hunters
 •Carnival of Chaos
 •Marauders of Chaos
 •Norse Explorers
 •Merchant Caravan
 •The Restless Dead
 •Battle Monks of Cathay
 •The Black Dwarfs
 •Maneaters

Allowed Hired Swords

 •All from the Core rulebook
 •All from the Mordheim Annual
 •All from Border Town Burning
 •All from Empire in Flames

Allowed Dramatis Personae
 •All from the Border Town Burning

We're including the Core Mordheim rules, the Annual (Opulent Goods and Ye Olde Curiosity Shoppe), Empire in Flames (source for mounted rules and wagons), Border Town Burning, and these Expanded Fire Rules
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Von Kurst
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PostSubject: Re: Yet another list of House Rules   Tue 4 Oct 2016 - 16:16

Quote :
•A model with an I of 6 or higher may re-roll failed checks to climb or jump down

No like. One of my few joys in life is seeing elves fall. Its bad enough they have rabbit's feet.

Quote :
Crossbows cannot be used with the Quick Shot skill

Love that one.
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PostSubject: Re: Yet another list of House Rules   Tue 4 Oct 2016 - 16:23

Von Kurst wrote:
One of my few joys in life is seeing elves fall.

cheers
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PostSubject: Re: Yet another list of House Rules   Sun 9 Oct 2016 - 12:15

NoisyAssassin wrote:
Running: an enemy which is Knocked Down or Stunned no longer prevents your warriors from Running if within 8”. Similarly, if a model cannot see an enemy, that enemy will not prevent him from Running.

I like that Knocked Down and Stunned enemies cannot stop warriors from running. Unseen models still make noise and that can keep warriors on their guard (weapons out etc.) so we let them prevent running.

We have a house rule that warriors on different levels of terrain which prevent them from being charged by enemies in the next turn can run even if within 8". Movement over roof tops and between upper stories of buildings often have an advantage. This gives many warbands a good reason to climb and brings more tactical movement to our games.
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PostSubject: Re: Yet another list of House Rules   Mon 10 Oct 2016 - 9:41

Ooh, I like that idea. We often set up crazy skyways that then no one has any reason to venture into
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PostSubject: Re: Yet another list of House Rules   Mon 10 Oct 2016 - 11:06

Von Kurst wrote:
Quote :
Crossbows cannot be used with the Quick Shot skill

Love that one.

I like this idea, but I'd be tempted to allow crossbows to use hunting arrows/quarrels in compensation.
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PostSubject: Re: Yet another list of House Rules   Wed 12 Oct 2016 - 0:33

there are some really nice ideas here.
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PostSubject: Re: Yet another list of House Rules   Thu 13 Oct 2016 - 3:12

"Steel Whip: ASF, Cannot be Parried. Grants a single bonus attack during the first round of combat. Increase cost to 15 crowns. The item of the same name in the Chaos Marauders warband has the same rules plus Enrage and now costs 20 crowns."

Are the one hero only rule stayed for the barbred whip?
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PostSubject: Re: Yet another list of House Rules   Mon 17 Oct 2016 - 10:57

@bitxo: thanks!

@Athanatosz: yes, that restriction is still in place
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PostSubject: Re: Yet another list of House Rules   Mon 14 Nov 2016 - 9:28

I like a lot of your rules and agree with most of them.

1. Why change parry? I don't see why it needs to be more complex and involve various rolls.

2. The Enrage ability from the Chaos Marauders warband whip is rather broken. It gives 15 pt hounds 2 attacks each. Suddenly a 5 hound charge that costs 90 gc has 10 attacks at Strength 4/WS 4.

Dire Wolves can make 2 attacks each, but they can't run and cost 50gc each. IMO, the Marauder warband magic is strong, the Condemned can be ridiculously strong, and the possibility of a free Chaos Spawn in itself is incredibly strong. It really doesn't need 15 pt Dire Wolves.

A suggestion for the Enrage ability is to give 1 hound an extra attack. That way its a transfer: The person carrying the whip doesn't attack, but the hound attacks for it.

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PostSubject: Re: Yet another list of House Rules   Mon 14 Nov 2016 - 14:50

1. Because the existing parry rules mean you'll seldom be parrying (seriously, it feels bad to have a model with a sword get attacked by something with 4 attacks that roll 4+, 4+, 2+, 6+ and just auto not parry any of the three hits), and it is actually easier for an unskilled warrior to parry (because enemies have the chance to hit them with just a 3+). Adding the WS comparison makes more fluff sense (skilled warriors are harder to parry against and have an easier time parrying themselves) and also adds an extra bite to the -1 WS for dual-wielding.

2. I've only added warband specific nerfs for things that our club has found to be a problem. We're in the middle of our first campaign with any Marauders warbands. One of those players is currently way ahead, but that's related to the fact that he's managing to play more games than anyone else (and he won the last campaign, so he's also just a good player). So far no one has complained about the dogs plus whip. (also note that the 5 hound charge isn't really 90 points, because it requires a hero, the whip, and also a mount to manage to keep up, so it ends up almost as expensive as the wolves, albeit much cheaper to replace casualties)
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PostSubject: Re: Yet another list of House Rules   Tue 15 Nov 2016 - 8:39

As a Marauder Player I say it is op and the Kurgans can have more hounds. Heroes worth more than just stay idle behind the pack. Also you can easly broke it with charging the whip-owner. After a couple of games hounds are less favorable also..
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PostSubject: Re: Yet another list of House Rules   Today at 5:24

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Yet another list of House Rules
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