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House Rules
- Voluntarily Routing: A warband that has lost at least 25% of it's members is required to make Rout tests
each turn. At any time a warband is required to make a Rout test, the warband leader may declare a
Voluntary Rout and exit the battle.
Note: This house rule is in exception to the Mordheim rulebook which states any warband that has
lost two models may voluntarily rout.
- Cover: If at least a quarter of a figure's main body is obscured that warrior shall be granted
the -1 Cover save for incoming fire. Main body consists of torso and limbs, not weapons and other misc. attachments.
- Simultaneous Combat: Opponents in melee with equal Initiative will fight simultaneously.
Note: This house rule is in exception to the Mordheim rulebook which states in this case the winner of a D6
roll-off fights first.
- Falling when Knocked Down: If you're knocked down within 1" of an edge you have to pass an Initiative or fall off that edge. We are assuming this rule only applies to 'sharp' edges, for example within 1" of a broken floor, or on a narrow walkway etc. We are not playing this rule when a figure is knocked down within 1" of an open window.
Note: Figures can be knocked out of windows by other attacks like certain optional critical results.
Campaign Rules
Entering Mordheim
This is an initial round robin of random two player games using the Mordheim campaign rules
and using optional Critical Hits, optional Blackpowder Fumbles and the 'Blazing Saddles' rules.
The Lost Prince from BOTC
A four way multiplayer scenario with the following modifications.
The Lost Prince:
- The winner is the warband that moves the Lost Prince off the board.
At that point he will award the warband 5D6 gold coins and on a roll of 5+ he will also give them
D3 gems worth 10 gold coins each. He will join the warband until lost or the campaign is completed!
- He starts on the ground in the middle of the table and moves D3" in a random direction each player's
turn until he's rescued.
- He can be rescued by a warband member moving (not charging) into base contact with him. He will
then join that warband and follow the warband member to the best of his abilities (see below)
- He will remain with the warband as long as at least one active hero from the rescuing warband
is within 6" of the Lost Prince. If no warband heros from the rescuing party are within 6" (or all the heros
within 6" are knocked down, stunned or fleeing) he will return to random movement and may be 're-rescued'
by any warband coming into base contact with him again. While with a rescuing warband he may be
moved as normal (although see the 'Upper class twit' rule).
- He's a human youngblood armed with sword and dagger.
- Don't Soil my Silk: The Lost Prince will never voluntarily charge into melee. He will defend himself as normal if charged.
- Dumb Luck: He's never killed. If he goes OOA, he's lost in the ruins by the warband holding him and we play another multiplayer 'Lost Prince' to determine who recovers him. Also if the warband that currently holds him is disbanded, he's abandoned in Mordheim and we play another 'Lost Prince' to determine who recovers him.
- Upper class twit: Unless he's involved in melee the warband controlling him must roll a D6 at the start of each of their turns. On a 1 roll on the following table:
- 1: Oh! I've sprained my ankle: Roll another D6:
- 1: He can't move for a turn and moves at half rate for the next turn (may not run or charge).
- 2-3: He moves at half rate for two turns (may not run or charge).
- 4-6: He moves at half rate for one turn (may not run or charge).
- 2-5: Goodness, what an interesting architectural feature: He may not move this turn.
- 6: Umm, I think I left my hat behind? Instead of normal movement this turn he moves D6" - 1 in a random direction.
A Jolly Jaunt in Mordheim
Another round robin using all the rules above and the additional optional rounds from the first round robin.
The Lost Prince joins the warband that last rescued him for every scenario.
Home to Daddy
A race to get the Lost Prince out of Mordheim.
- The warband that has him starts as defender in the table centre and must get him (alive) off *any* board edge to collect the ransom / reward.
- The Lost Prince starts the game on the ground in the *exact* centre of the table.
- The Attacking warbands will deploy around the table edges in the usual manner for a Multiplayer game (see The Best of Town Cryer).
- After all Attacking warbands have deployed the Defending warband may deploy anywhere on the table, as long as the Prince is controlled and no warrior starts closer than 14" to any enemy warrior.
- Experience will be awarded as: +1 for all survivors, +1 for the winning Leader and +1 for the Hero or Henchman that accompanies the Prince off the table edge.
- The ransom / reward will be equivalent to the full reward offered in the original Lost Prince scenario plus an extra detailed next!
To Victory
There will be two prizes awarded to the campaign victors as follows:
- Fame and fortune and 1 Certificate of Re-rollability awarded to the warband that escorts the Lost Prince out of Mordheim.
- Bragging rights and 1 Certificate of Re-rollability awarded to the warband that wins the most battles during the campaign. In the event of a tie for first place, a sudden death Skirmish scenario will be played to determine the certificate winner.
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