Wednesday, January 27, 2016

Why have you Returned to my City, Witch Hunter?

Why do you wear that metal mask?  Is it to conceal thy fear?  Thy grief?  Or the scars?

Your Return to Mordheim will be Fraught with Unimaginable Peril...

My first in a series of posts showcasing the various models and conversions I have built for my rejuvenated Mordheim campaign.  First up: the Headless Horseman.


Thursday, January 21, 2016

House Rule 13: Presence

PRESENCE
Presence is something elusive and difficult to define.  It is the measure of a warrior's strength of will, determination.  It also reflects how much the gods, fate or destiny are willing to intervene on his behalf.  It is a sort of "spiritual battery" which measures the strength of his soul.

A model may possess a number of presence points which it may expend throughout the course of a game.  Presence points are always recharged between games.

In general, only Hero or higher level models will posses presence.

A model may declare it is expending a presence point at any time.  It may use the spent presence point to perform one of the following actions:

Heroic Might: This may be used whenever the model rolls to-hit, to-wound or to save.  The result of any one die rolled is improved by one.  For example: if your hero makes three attacks, needing a 4+ to hit and rolls 3, 4 and 4 - he may expend a presence point to increase the 3 to a 4, resulting in another hit.  Multiple presence points may be expended to increase the result of a single die more than once.  Remember, critical hits occur only on a "natural" 6.

Heroic Timing: This may be used whenever the model moves.  The amount of distance the model moves is increased by 1".  This is the total distance, so a M4 model may run 9" if it expends a point of presence (M4 x 2 + 1).

Heroic Will: This may be used whenever the model is called upon to take a characteristic, leadership or spell casting test.  By expending a point of presence, the test is automatically passed.  You must declare you are using this ability before attempting the test.

Heroic Fate: This ability may only be used after a model suffers an unsaved wound.  Immediately roll a D6.  On a 4+, the wound is ignored.  Multiple attempts may be made against the same wound.


For the purposes of a campaign, all hero models have access to all four of the above abilities.  Heroes which can cast spells have access only to Heroic Will.  Monstrous Creatures have access to none of the above abilities unless otherwise specified - they may only use presence to activate their monstrous attacks.

For the purposes of a campaign, all models start with zero presence points except for a warband's leader who starts with 1.  Any time a model has the opportunity to gain a skill, he may opt to increase his presence by 1 instead.  Models may have a maximum of 5 presence points unless otherwise specified.

Hired Swords may never gain presence unless otherwise noted.

House Rule 12: Hierarchy

HIERARCHY
For the purposes of certain rules, models may be referred to as having a "level."  This is an easy, shorthand way of differentiating them so that certain effects will not affect models for which it is unreasonable for them to affect.

LEVEL 1: FODDER
These are weak creatures which are easy to defeat and often attack en masse.  Any henchman which cannot gain experience is considered to be this level.

LEVEL 2: HENCHMAN
Any henchman capable of gaining experience is considered this level.

LEVEL 3: HERO
Any hero with less than 40 experience is this level.  All Hired Swords are considered this level unless they meet the criteria for a higher one.

LEVEL 5: ELITE
Any model with the Large rule, T4 or more and at least 3 wounds is this level.  Alternatively, any hero with 40 or more experience is this level.

LEVEL 6: MONSTER
Any model with the monstrous creature special rule is this level.

LEVEL 7: WORSE...

House Rule 11: Monstrous Creatures

MONSTROUS CREATURES
Mordheim is a place of narrow streets, tight alleyways and stick-thin walkways.  It is a place for skulking enemies, single warriors - rarely even something as large as a horse.  But every now and then...  something terrifying and truly large crashes its way through the shattered streets.  These utterly horrific individuals share a common set of rules and are collectively referred to as monstrous creatures or simply monsters.

*Note: these are exceptional individuals.  Ogre Bodyguards, minotaurs, trolls, rat orges etc. etc. are NOT monstrous creatures.  No model a warband is capable of hiring is a monstrous creature - no exceptions!

Cause Fear, Large Target

Smash: Armor is not useful against the powerful blows dealt by monsters.  All attacks made by a monster impose a -1 penalty to armor saves.

Giant Reach: A monster may charge or attack models on levels which higher than it, so long as the monster could reasonably reach them.  In general, this means they may attack models whose bases are at their shoulder height or lower.

Monstrous Attacks: On a turn in which a monstrous creature declares a successful charge, it may choose to employ any one of the below attack modes.  If you are utilizing the optional Presence rules, then a monstrous creature may opt to expend a point of Presence in order to utilize one of the below attack modes on a turn in which it did not charge.

 - Impact Hits: The monster utilizes its incredible mass and weight to crush its enemies.  The monster makes an additional attack that strikes at Initiative 10 and hits automatically.  This additional attack does not benefit from any special rules (including Smash).

 - Slam Attacks: The monster focuses on putting its entire weight and strength behind each blow.  Any enemy of Hero level or lower struck and wounded by the monster is lifted from his feet and flung bodily through the air.  The model is flung D6" away from the monster in a direction chosen by the monster.  If the model collides with a solid object, it immediately suffers another wound with no armor saves allowed.  If it collides with another model, then both suffer another wound.  If it is flung over a drop, the model falls automatically as described in the main rulebook.  Although this ability can remove models from combat, they do not suffer "free hits" as a result.

- Whirlwind: The monster uses its superior size to bludgeon its way through its enemies towards other, more vulnerable targets.  Choose any number of enemy models of Hero level or below within 2" of the monster and move them into base-to-base contact with it.  They are now in combat with the monster.  You may not use this ability to move models if there is no room left to place them around the monster's base.

House Rule 10: Shooting Weapon Updates

SHOOTING WEAPON UPDATES

+ Any weapon with a maximum range of 12" or less does not suffer from the to-hit penalty for firing at long range.

+  Handguns are powerful and modern weapons.  Any wounds inflicted by a handgun adds +1 to any rolls made on the injury table.  This applies to handguns specifically - not pistols, hochland long rifles, blunderbusses etc.

House Rule 09: Knockout

KNOCKOUT
When wounded by a club and forced to roll on the injury table, a model is stunned on a result of 2-5 on the injury table rather than 2-4 as indicated in the main rulebook.

Tuesday, January 19, 2016

House Rule 08: Dual Wield

DUAL WIELD
A model fighting with two weapons at once (pistols do not count) suffers a -1 penalty to hit on all attacks.

The following skill may be taken by any model:

Dual Wield: A model with this skill ignores the penalty for fighting with two hand weapons at once.

House Rule 07: Impact Hit

IMPACT HIT
A model with this special rule is capable of crushing and smashing its enemies through sheer physical force when it charges.  If a model with this special rule declares a successful charge, it may make an additional, special attack at its base strength.  This attack hits automatically and is resolved at Initiative 10.  This attack does not benefit from the rules of any weapons carried by the charging model.

The following models automatically have this rule:

Models on foot armed with a shield (so long as they choose to use it in hand to hand.  Ie. a model with a shield and two maces must opt to attack with one mace and its shield to gain any benefit).

Mounted models or models with the Large Target special rule gain this ability only when declaring a successful charge at a distance greater than their movement value (ie. if an ogre has M6, he must declare a successful charge from more than 6" away in order to gain this rule).

Models with the Monstrous Creature special rule (as part of their monstrous attacks).  A monster with a shield may re-roll the roll to wound from its impact hit.

House Rule 06: Fight by Initiative

FIGHT BY INITIATIVE
Models always attack in order of initiative, regardless of who charged.

A model which declared a successful charge gains +1 attack until end of turn.

SPEARS: A model fighting with a spear fights at +2 Initiative the first round of combat.

DOUBLE-HANDED WEAPONS:  A model fighting with a double-handed weapon strikes at Initiative 1.

LANCE:  A model armed with a lance fights at +3 Initiative on a turn in which it declares a successful charge.



House Rule 05: Step on his Neck!

STEP ON HIS NECK!
If a model takes a stunned model out of action, the controlling player may choose whether to award the experience point to that model, or to the model which caused the initial stunned result.

House Rule 04: The "BS" Rule

THE "BS" RULE
When a model receives an advance to BS, it may choose to improve its WS instead - and vice versa.

House Rule 03: Random Charge Distances

RANDOM CHARGE DISTANCE
Ignore the rules for charging in the main rulebook.

Instead, when a model declares a charge, roll 2D6 and pick the highest.  Then add the model's movement value.  This is the distance the model may charge.  A failed charge results in the charging model moving only half the total value.

SLOW MODELS:  Models with Movement 3 or less (for whatever reason, including heavy armor and shield, injuries etc.) subtract 1 from their charge ranges.

FAST MODELS:  Models with Movement 6 or more add 1 to all charge ranges.

CAVALRY CHARGE:  A mounted model rolls 3D6 instead, selects the two highest, adds them together and then adds its movement value.

House Rule 02: Better Armor

BETTER ARMOR
Armor saves are not modified by strength.  Ignore these rules from the main rulebook.

Armor saves are only modified by attacks which specifically state as such.  The below table provides a summary.

    Special Rule                                                    Modifier
    =======================================
    Armor Piercing (ie. pistols, handguns)          -1
    Cutting Edge (ie. axes)                                  -1
    Double-Handed Weapon (any type)              -1
    Gromril                                                          -1
    Monstrous Creature                                       no saves allowed

These penalties stack, so a Gromril Axe will impose a -2 penalty to all armor saves.

Sunday, January 17, 2016

House Rule 01: Parry

PARRY
Any weapon with the "parry" special rule can be used to block an opponent's hand to hand attacks.  After an opponent rolls to hit, the model may attempt to parry one attack.  Roll a D6.  If the result is higher than any of your opponent's to-hit rolls, the attack is deflected and has no effect.  If your WS is higher than your opponent's, add +1 to your roll.  You may only attempt to parry one attack per turn.



IT STARTS...

WHY HAVE YOU RETURNED TO MY CITY, WITCH HUNTER?