Saturday 19 July 2014

Rules: Alliances

Must say that our Dwarven friends have proved their worth. Standing here, basking in the sunlight and shooting to these pitiful zombies below is kinda fun. Hopefully these bearded bastars won't figure out that while we're here, having fun, our true comrades are plundering their stash...








Fellow warband leaders. Have you ever found yourself in a multiplayer game full of ridiculous, totally out of flavor alliances? Well i had more than once. Dwarves and Orcs as a team? Really? It's about time to do things right. Hereby i pronounce to you a set of rules that will ( i hope) once and for all clarify the alliances in multiplayer games. Remember that these rules are optional and experimental as well. 



ME - all Human Mercenaries,
WH - Witch Hunters,
SOS - sisters of Sigmar,
DTH - Dwarf Treasure Hunters,
UN - the Undead,
CU - Cult of the Possessed,
SKA - Skaven,
OG - Orcs & Goblins,
COC - Carnival of Chaos,










In multiplayer games two or more warbands may form an alliance using the rules introduced in the Mordheim Annual 2002, "Chaos in the Streets" article. Each time a player pronounces an alliance refer to the table above to see the type of the alliance.
 
No simbol - 'Almost friendly'
These warbands are friendly to each other as much as it is possible in Mordheim. The warbands probably hate but will not move against each other until provoked.

Members of allied Warbands:
- Do not count each other as enemies. 
- May freely run within 8" of each other. 
- Are not forced to charge enemy models due to some special rules. Note however that Orc or Goblin failing an Animosity test counts allied models as friendly Hired Swords, therefore will shoot or charge on a result of '1'.
- Will automatically break from close combat with each other as soon as the alliance is pronounced. Simply place the models 1" apart. They can move as normal in their next Movement phase. Models knocked down or stunned follow the normal rules for being knocked down or stunned, etc.

- Charging, shooting, throwing non-helpful spells at a member of an allied warband will automatically break the alliance with that warband. Note that this includes attacks caused by failed Animosity test. If that happens it is still possible to form an alliance once more, but this time it would have 'Not in a thousand years' status.

/ - 'Watch your back'
Sometimes these warbands will find themselves in an alliance, although they will never truly fight back to back. Alliance would be temporary and fragile so stay aware.


Members of allied Warbands:
- Do not count each other as enemies. 
- May freely run within 8" of each other.
- Are forced to charge enemy models due to some special rules.
- Will automatically break from close combat with each other as soon as the alliance is pronounced. Simply place the models 1" apart. They can move as normal in their next Movement phase. Models knocked down or stunned follow the normal rules for being knocked down or stunned, etc.
- Will be subject to the Animosity rule so long as they will start the turn within 8" from the 'Watch your back' allies.

- Charging, shooting, throwing non-helpful spells at a member of an allied warband will automatically break the alliance with that warband. Note that this includes attacks caused by failed Animosity test. If that happens it is still possible to form an alliance once more, but this time it would have 'Not in a thousand years' status.

After the battle that ended while in a 'Watch your back' alliance, test your warband leader LD. If the test is failed one randomly selected non-leader hero will miss the next game as he refuses to fight alongside suspicious ally.

X - 'Not in a thousand years'
These warbands hate each other so zealously that they will never form an alliance. Each form of cooperation will end drastically. Some circumstances may force these warbands to fallow the same goal and form an alliance for the purpose of the game (to eliminate greater foe and then split the treasure?), but i will not happen without consequences.

Members of allied Warbands:
- Count each other as enemies. 
- May not run within 8" of each other.
- Are forced to charge enemy models due to some special rules.
- Will continue to fight each other in close combat when and after the alliance is pronounced.
- Will be subject to the Animosity rule so long as as they will stay in the 'Not in a thousand years' alliance.

- Note that charging, shooting, throwing non-helpful spells at a member of an allied warband is OK so both players agrees to keep the alliance going. These warbands are not in an alliance as your warband leader sees it.

After the battle that ended while in a 'Not in a thousand years' alliance, but before genereting income test your warband leader LD with a -2 modifier. If the test is failed the warband revolts and land frustration on the warband leader. If the leader went OOA during the battle roll for the infury table with a -1 modifier to both dice, otherwise threat the leader as OOA instead.

Multiple Alliances.
In the multiple alliance treat the alliance status as the worst possible status between allied warbands. For example an alliance between Marienburg Mercenaries, Dwarf Treasure Hunters and the Possessed will have the 'Not in a thousand years' status. 

If an already allied warband join another alliance all members of the previous alliance are considered to be in the new alliance and must accept or leave it at once. If they decide to stay in the alliance they will be counted toward the new alliance status with all it's consequences.



I hope these rules will make your games more realistic and more funn as well. I will test the rules and probably change them a little bit in the future. 


Nazroth,

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