Wednesday, 4 September 2013

New/additional rules

I have told you once that to keep alive in this hell of a city, one must fallow some basic rules. Survival is about getting ahead of all dangers that Mordheim could provide. What i haven't told you lad, is that basic rules does not cover all possible situations and sometimes one must be cunning enough to act on his own. Such circumstances result in the creation of rules for the future and thus you live to fight another day...

I have always seen Mordheim Rules as little bit underdeveloped. They are awesome as a whole, yet you can find some understatements here and there. As a conservative i assume that the basic principles of Mordheim should not be change too much. One mistake can cross the border between a good Miniature game and a selfish creation. There are no judges to decide what is fair and balanced, and what is not. But gaming Mordheim led to the situation at issue more than once. Some rules needed revision desperately while others needed to be extended. Here are some ideas of mine that can somehow improve gameplay. Remember that all rules described below are unofficial and optional.

key: this was added to the original rule.

New/additional rules: 


Page 27, terrain 
I find that difficult ground and very difficult ground rules allow players to place their warriors on sloping and dangerous surfaces so that models chave a chance to fall and sustain damage in the process. I use fallowing rules to prevent such situations. 

Difficult ground includes steep or treacherous slopes, bushes and the angled roofs of buildings. Models move at half speed over difficult terrain.

This is really dangerous terrain, such as narrow crawlholes through the rubble.
Models may move at a quarter rate, so if the model moves 4" over open ground it can only move 1" over very difficult ground.

Add the following rule:
Models that wish to move through a difficult or very difficult terrain must take a difficult terrain test just before entering the terrain piece. Simply test the initiative of a warrior and add the following to the result:
+1 a warrior is charging or running, 
+1 a warrior is moving through a very difficult terrain,
If the test is passed a warrior may continue his movement unabaited. If the test is failed a warrior must stop his movement just before the terrain piece and may not move any further. Make a note that many difficult and very difficult terrain pieces stack and a warrior is required to take only one difficult terrain test when moving but must take all the modifiers to account. 


Page 35, fighting with two weapons
The option to fight with two weapons and suffer no actual penalties, favors power gaming. There is a lot of overpowered builds which consist of warriors armed with nothing but two hand weapons. It is not the way Mordheim gaming should look like and thus comes another home rule.

Some maniac warriors carry two weapons, one in each hand, so they can rain a flurry of blows on their enemies. A warrior armed with two one-handed weapons may make 1 extra attack with the additional weapon, in which case all attacks will suffer a -1 to hit, unless the attacking warrior has more WS than his opponent. Note that the extra attack is added to the total of the warrior’s attacks after other modifiers, such as frenzy, have been applied. If he is armed with two different weapons (sword and dagger, for example), he will make a single attack with whichever weapon he chooses, and all others with the remaining weapon. Roll to hit and wound for each weapon separately. 


Page 41, sword 
Parry rules are bad. Less WS the warrior have - better the chance to parry a hit. I don't feel like i have to give any further explanation. 

Change the 'Parry' rule to:

Parry: Swords offer an excellent balance of defence and offence. A model armed with a sword may parry blows. When his opponent rolls to hit, the model armed with a sword may roll a D6 and apply the fallowing modifiers:
+1 if the warriors WS is higher than his assailant,
+1 if the warrior has the 'Master of Blades' skill,

-1 if the warriors WS is lower than his assailant,
-2 if the hit was an unmodified roll of '6',
If a '5' or more is scorred than the model has parried one blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped.


Page 51, shield
Because of low save and less bonus than provided by additional hand weapon, the shield needs some tweak. 

Additional protection: In close combat a model that is equiped with a shield and a one handed meele weapon has a basic save increased by 1. For example a model equiped with a shield, a piece of light armour and a sword will have a save of 4+.


Page 116, unarmed combat
Some weapons are not listed in the critical hit charts on page 116. For many years we have argued as to which critical hits do apply to daggers. In my opinion this particular weapon qualifies for the unarmed combat. The reason is that the dagger does not possess any decend cutting edge, speartip, or waight to use as a club. Furthermore this particular critical hits chart fits this weapon.

Add 'daggers' to the list of weapons to which these rules apply.


Page 122, combat skills, ambidextrous
This skill should be added to the rules only if you decide to use new  'fighting with two weapons' rules described above.

Add 'Ambidextrous. The warrior possess abhuman abilities of fighting with both hands. The warrior will not suffer the -1 to Hit penalties for fighting with two hand weapons.'



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