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 Necroheim (by Mordin)

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benjaminography
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benjaminography


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Join date : 2010-11-29
Age : 38
Location : Plymouth, UK

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Primary Warband played: Dwarfs Dwarfs
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PostSubject: Necroheim (by Mordin)   Necroheim (by Mordin) Icon_minitimeThu 15 Aug 2024 - 19:22

I stumbled across this adaptation of the newer version of Necromunda for Mordhiem over on YakTribe. The author has taken stats and house rules from a range of places, and does in his forward acknowledge it's not a balanced game, but an attempt to bring some of the innovation in the newer necromunda to it.

Can't say I'm into ALL the changes - but would be interested to know what people think!

I've not played it myself, and have also yet to play the newer necromunda!

There's a pile of PDFs in his google drive link here.

A few headline changes taken from the "Mordheim_AHRE_v1.11" doc -

  • Injury table has Seriously Injured and Flesh Wounds from Necromunda added to it. This makes healing a viable option. A player can risk a warband member to go help assist. It adds drama and tension as the player doesn’t know if a seriously injured warrior will go out of action, suffer a coup de grace, or recover to a flesh wound and keep fighting.
  • A warrior suffering a flesh wound from a missile weapon can keep moving. If he was Knocked Down, he would be immobile for a turn or two. This is important for melee-based warbands to get into close combat and stops missile-based warbands from dominating.
  • Stunned is less powerful and less frequent (it uses the Knocked Down rules just renamed to Stunned). It leaves an opponent vulnerable, but if they aren’t taken Out of Action, they will recover quickly with no lasting effects.
  • Out of action only happens on a 6 now. Originally it was on a 5 or 6. So it’s gone from a 33% chance to a 16.6% chance. Warriors in close combat can choose to perform a coup de grace, so close combat can be a bit more lethal. Missile and spells won’t take models out of action so easily, although they will still be incapacitated with a serious injury and may end up going out of action eventually if they aren’t healed.
  • Models hit by Black Powder weapons are Pinned. This makes them different from other missile weapons and represents the loud noise and smoke. It makes them a bit more interesting, deadly, and worth the cost.
  • Armour cost is reduced by 25% but also improved slightly (e.g., saves against serious injuries).
  • Armour save modifiers based on strength have been removed.
  • Helmets no longer exist. It’s just easier this way; it doesn’t force players that want to max out their warriors to buy them. Many of the models don’t have helmets.
  • Magic miscast table added.
  • Full cover added and a miss on natural 1's make it a little harder for missile troops to dominate games.
  • A model doesn't have to start next to a wall to climb that turn.
  • Leaders start with a skill, and starting experience is less.
  • Int, Cl, and WP stats added. These are characteristics that aren’t based on combat or physical attributes. Now creatures like Orcs can be brave but stupid and slow-witted.
  • New weapons and skills added.
  • Henchmen groups removed. Henchmen are now like gangers from Necromunda.
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