Rules Changes

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Kinne
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Rules Changes

Postby Kinne » Mon Apr 25, 2011 11:17 am

These are the changes that a group of members have discussed and decided to test out during this four-week league. Note that most of these rules changes will effect the main rulebook. So if you're just learning Mordheim, when it comes to these sections ignore the rule/cost listed in the main rulebook.

Lucky Charms
These will work as listed in the old Mordheim FAQ. The first time a model with a Lucky Charm is hit, the hit will be ignored on a 4+.

Critical Hits
Replace the Critical Hit chart in the rulebook with the following chart:

1 - 3 -- -2 Armor Save
4 - 5 -- -2 Armor Save, +1 Injury
6 -- -2 Armor Save, +1 Injury, Two Wounds

The bonus to Injury means on the roll to Injure, and Two Wounds means that the wounded model suffers two wounds instead of one (and thus must attempt to Armor Saves, and suffers two Injury rolls if it fails). The armor save modifiers are in addition to any modifiers from other sources (strength, gromril, axes, etc). Do not use the weapon-specific Critical Hit charts, either.

Spears
Add to Spears the following rule:

Set Defense -- If a model equipped with a spear is charged, it can make one of its attacks with the spear before any charging models in that round of combat, targeting a charging model. This attack cannot be made if the model is already engaged at the time the charge is declared.

Great Weapons
Add the following rules clarification to Great Weapons:

Strikes Last. If a model with a great weapon charges, the Strikes First will cancel out the weapon's Strikes Last rule, and the model will make its attacks in Initiative order for that round of combat only. If a model with Strongman charges, he will Strike First normally.

Modified Costs
Replace the original costs for these items with the following:

Slings -- 8gc
Light Armor -- 10gc
Heavy Armor -- 25gc
Gromril Armor -- 75gc
Ithilmar Armor -- 45gc

Note that Dwarves do not gain an additional discount on Gromril Armor for their starting warbands, but they still can buy it during creation without a Rare roll. For Lizardmen, replace the cost of Light Armor as 25gc for warband creation. Shields and helmets are unaffected.
"Every man is a spark in the darkness. By the time he is noticed, he is gone forever; a retinal after image that soon fades and is obscured by newer, brighter lights."

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Kinne
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Posts: 4493
Joined: Wed Dec 09, 2009 11:21 am
Location: Western Mass

Re: Rules Changes

Postby Kinne » Wed May 11, 2011 10:49 am

Also, as a reminder and clarification, you are limited to armor types available in your warband's starting roster. So if your Hero only has access to Light Armor at creation, then they can never wear Heavy Armor.

As this has been a source of much debate, both Gromril and Ithilmar Armors count as Heavy Armor for the purposes of who can wear them. This is also applied to Chaos and Lamellar Armors from Border Town Burning.
"Every man is a spark in the darkness. By the time he is noticed, he is gone forever; a retinal after image that soon fades and is obscured by newer, brighter lights."

User avatar
Kinne
Master of the Administratum
Posts: 4493
Joined: Wed Dec 09, 2009 11:21 am
Location: Western Mass

Re: Rules Changes

Postby Kinne » Tue May 17, 2011 11:23 am

Another clarification -- if your warband includes a wizard, you are allowed to choose your first spell. Additional spells are rolled for normally.

Note that, if you hire a wizard during the campaign, you are allowed to choose the first spell that wizard has. If the wizard begins with two or more spells, you only choose one, and then roll for the rest normally.
"Every man is a spark in the darkness. By the time he is noticed, he is gone forever; a retinal after image that soon fades and is obscured by newer, brighter lights."


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