Turf War II - Rules
An autumnal chill cuts the air while the days grow shorter and the nights darker. Gangs of brigands and cutthroats fight to secure a bolthole for the long winter ahead while crazed survivors of The Hammer scavenge for anything burnable...
The following warbands have been spotted camping in the ruins...
- Brent- The Undead.
- Emily - Shadow Warriors.
- Griff - Skaven.
- Stu - Rieklanders.
Campaign Turn 2
- Undead - pins street 11: Graveyard. Fights the Shadow Warriors!.
- Shadow Warriors - pins street 11: Graveyard. Fights the Undead!
- Skaven - pins street 14. Fights Rieklanders (again)!
- Rieklanders - pins street 18.
Map at Turn 2
Campaign Turn 1
Battles in Turn 1
- Street 14: Rieklanders just manage to rout the Skaven. One Skaven hero perishes and two Rieklander swordsmen and a bowmen die from their wounds. The Rieklanders also OOA the Skaven Leader so claim 2 extra VP's from their 'Assassinate Griff' mission!
Map at End of Turn 1
Standings at Turn 2
|Player||Warband||Pins||Map Colour||VPs||Gold from Streets|
|Stuart||Rieklanders||18 pins||Yellow||5 VP||6gc|
|Brent||Undead||18 pins||Red||3 VP||6gc|
|Emily||Elves||18 pins||Blue||3 VP||6gc|
|Griff||Skaven||17 pins||Green||2 VP||3gc|
Streets of Mordheim
Each street is worth 1 Victory point unless otherwise stated. The following streets are special:
- 2,4,6 & 8: Camp (2 VP): Each warband starts at a camp they have established just inside the ruined city walls. Camps can be relocated (see below). If they are re-located this street becomes worth 1 VP while the new Camp becomes worth 2 VP.
- 11: Graveyard: The corpses interred in a small graveyard here have been badly effected by falling Wyrdstone. All fights fought here will be joined by D6 Zombies (use the Undead Zombie henchmen stats). The Zombies will move once per cycle of player turns. They will move directly towards the closest living warrior they can see - even if the warrior is above them. Once within 8" they will scent brains and charge! If no living warriors are visible roll a scatter die and move the Zombie D3" in the indicated direction. These Zombies are even more stupid than normal and cannot climb.
- 13: Infested: The ruined houses and buildings in this street are home to multitude vermin. Every time a warrior enters a building in this street, roll a D6. On a roll of a 1 the warrior is attacked and suffers D6 Strength 1 hits. Roll for warriors deployed in buildings at the start of the fight before the first turn.
- 17: Derelict Houses: The buildings in this part of Mordheim seem to be more badly damaged than the rest of the city and could fall down at any moment! At the start of each playerís turn they must test to see if buildings with their warriors in collapse. For each building the player has a warrior in, roll one dice for each warrior (friend or foe) in the building. If two or more rolls come up with the same score (two or more ones, two or more twos, etc.), the building collapses. Of course, this means that a single model in a building cannot collapse it, but if more two or more models are in the same building, the chances of a collapse increase. Models in a building that collapse count as falling, using the normal rules. Note that a building doesnít collapse totally, thereís no need to replace it, and models may enter it again as normal.
- 18: Clock Tower: The defender of this territory can choose to go first, place first, and infiltrate (as per Skaven skill pg93) up to 3 models onto the board. If neither player is the defender then play as normal battle.
- 19: Commons: These streets surround a once verdant common that is now choked with oddly formed weeds. When placing terrain for any fights within this area, all buildings must be placed within 8" of a table edge. Other small terrain pieces (rubble, barrels, fences etc.) may be placed normally. Street Fights will not take place here.
- 21: Barracks: The first warband that captures this square may roll once for the Smithy (222, pg 137) from the Exploration Chart.
- 32: Pumphouse: This ruined pumphouse connects directly to the rank sewers beneath Mordheim. The first time a warband captures this street they may explore the sewers by rolling on the following table.
|1||Lost! The warband gets horribly lost in twisty sewers that lead nowhere. They may place no pin in the next campaign turn although do find their way back to surface just in time to defend their turf.|
|2||Northern Sewers: The warband finds their way into sewers that surface at street 14. They may place a pin in this street in the next campaign turn and may place adjacent pins as long as they can link the Pumphouse or their Camp to this street.|
|3||Eastern Sewers: The warband finds their way into sewers that surface at street 11:Graveyard. They may place a pin in this street in the next campaign turn and may place adjacent pins as long as they can link the Pumphouse or their Camp to this street.|
|4||Western Sewers: The warband finds their way into sewers that surface at street 28. They may place a pin in this street in the next campaign turn and may place adjacent pins as long as they can link the Pumphouse or their Camp to this street.|
|5-6||Spelunkers: Warband may choose which of the above streets they exit at.|
- 29: Blinded Seer Tavern: There's a derelict tavern in this street. The first warband that captures this street may roll once for the Tavern (111, pg 137) from the Exploration Chart.
- 30: Merchant's Mansion (2 VP): This street borders the delapidated remains of a wealthy Merchant's Mansion. The house contains an intact and locked basement strong-room. Any warband that controls this street for 3 consecutive campaign turns (regardless of fights in the street) can force the strongroom open and gain access to the treasures stored within (use the chest from 'Hidden Treasure'). Alas there is only one strongroom but warbands can always relax in the mansion's faded finery.
The Turf War II campaign will be played with the following house rules. These rules are somewhat experimental and change a few of the standard Mordheim rules.
- Two Weapons Skill: Heroes cannot use a weapon in their off-hand unless they gain the Two Weapons Skill. This is a Combat Skill. Henchmen cannot gains skills hence cannot use two weapons in this campaign. Heroes and henchmen can use shields and bucklers in their off-hand as usual.
- Simultaneous Combat: Opponents in melee with equal Initiative will fight simultaneously. This house rule is in exception to the Mordheim rulebook which states in this case the winner of a D6
roll-off fights first.
- Cover: If at least a quarter of a figure's main body is obscured by terrain 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. Enemy warriors obscured by other enemy warriors may always be fired upon but will gain a -1 'Cover' save.
- 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. Figures can still be knocked out of windows by other attacks like certain optional critical results.
- Voluntarily Routing: A warband that has lost at least 25% of its 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. This house rule is in exception to the Mordheim rulebook which states any warband that has lost two models may voluntarily rout.
- Each warband begins with 18 pins.
- Each warband starts in a random camp at the edge of Mordheim.
- Each warband starts the campaign with one of their pins at the camp.
Each campaign turn is broken into the following steps:
- Experience and Trading.
- Each warband may place one of their pins in a street connected to their camp by a series of adjacent streets that already contain their pins.
- If a street containing your pin becomes separated from your camp, you still control the street but you can't place any new pins next to that street.
- You can never place more pins on the map that you currently own.
- You can remove a single pin from the map each turn, voluntarily giving up that street. If you do remove a pin, you can't place it in a new street until the next campaign turn.
- You can remove the pin from your camp but must select another of your pins on the map to be your new camp in the next campaign turn. If you have no other pins on the map and your camp pin has been removed, you are out of the campaign.
Blood in the Streets
- If two or more pins occupy a street, those warbands fight in that street. Fights occur in no particular order, it depends on player availability.
- If the street contained no pins at start of turn:
- If two pins have been placed in the street this turn, roll for scenario from:
The attacker/defender is determined normally.
- 1-2: Skirmish
- 3: Street Fight
- 4: Chance Encounter
- 5: Occupy
- 6: Surprise Attack
- If more than two pins have been placed in the street this turn, roll for scenario from these multi-player scenarios:
- 1-3: Street Brawl
- 4-5: The Pool
- 6: Treasure Hunt
- If the street contained one pin at the start of the turn:
- If your pin was in the street and another pin was placed there, roll for scenario from:
You are the defender.
- 1-2: Skirmish
- 3: Defend the Find
- 4: Breakthrough
- 5: Occupy
- 6: Surprise Attack
- If your pin was in the street and more than one other pin was placed there, roll for scenario from there multi-player scenarios:
You are the defender.
- 1-3: Street Brawl
- 4-6: Ambush
- If you lose the fight in the street, you lose the pin from that street.
- If you lose all of your pins, you are out of the campaign.
- Injury and experience rolls occur as normal at the end of each battle and injuries take immediate effect. This means some warriors may miss later fights in the same campaign turn.
- Experience is awarded as usual but rolls aren't made until the end of campaign turn.
Experience and Trading
- Once all contested streets have been fought over the campaign turn is over.
- Any streets with special effects that the warband has captured this turn are now rolled for.
- Every street a warband controls grants them 3gc each campaign turn - in addition to any wyrdstone they have won in street fights.
- Warbands make experience rolls and spend their collected wyrdstone as usual.
The warband with the most victory points at the end of 18 campaign turns wins the campaign. Victory points are gained from controlling streets and completing missions.
At the start of the campaign each player will be given two random mission cards. Missions do not need to be completed to win the campaign but each completed mission gains you extra victory points.
- Assassination (2 VP): Put OOA the leader of a random warband.
- Turf War (2 VP): Take 4 pins from a random warband.
- Plant the Flag: establish your camp in any named square you do not already own. If you still own that square at the end of the campaign, double itís victory points.
- Deliver the Goods (2 VP): Sell 3 pieces of Wyrdstone to a buyer in a random street. 2 VP and 2x the amount of gold for trading it in.
- Destroy the Street: raze to the ground a random street. Razing it is worth the most victory points listed for the street. Once razed that street can no longer be owned or moved through. It takes 2 wyrdstone to buy enough barrels of oil to destroy the street. In the campaign turn you raze a street, you may place no pins.
- Slumlord (3 VP): control 11:Graveyard, 13:Infested and 17:Derelict Houses for 3 turns.
- Upper crust (6 VP): control 18:Clock Tower, 19:Commons and 30:Merchant's Mansion for 3 turns.
- Message Runner (1 VP): A Hero must cross from one side of the table to exit the other side in any battle.
- Sharpshooter (1 VP): OOA a Hero by firing at Long range while moving.
- Kung-fu Fighter (1 VP): OOA a Hero with just your bare hands (and feet).
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