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Turf War - Rules

Turf War is a map based Mordheim Campaign intended for a handful of warbands. It requires a small campaign map broken into 'streets'. Several streets should contain special locations (examples are listed below).

Here are a couple of links that lead to excellent city maps that can be used as source material.

Introduction

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...

  • Ben - The Sisters of Sigmar. Good and chaste.
  • Phil - Riechlanders. Good, well at least human.
  • Emily - The Undead. Evil and slightly moldy.
  • Griff - Skaven. Evil and slightly furry.
  • Stu - Orcs and Goblins. Evil and very green.

House Rules

The Turf War campaign will be played with the following house rules:

  • 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.

  • 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.

  • 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.

  • 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.

Wandering the Streets

  • Each warband splits into parties any way they like but at least one Hero must be in each party. Henchmen groups must be assigned to an individual party.

  • Each party can move into one adjacent street each campaign turn.

  • Streets occupied by at least one party from a single warband at the end of the campaign turn become the warband's turf - they control it and gain any benefits from that street.

  • Once a warband controls a street it remains theirs until another warband claims it. Parties do not have to occupy it to retain control.

  • Parties from a warband that start the campaign turn in the same street can mix and match henchmen groups between them. However each player is responsible for keeping track of which henchmen are with each Hero (and informing me of changes each turn).

Like the Sands through an Hourglass...

Each Campaign Turn is as follows:
  1. Movement: Parties move into adjacent streets.

  2. Brawling and Reinforcement: Parties brawl in the streets and any parties near enough can help their comrades.

  3. Looting: Streets change hands depending on the outcome of brawls and warbands loots the streets they control.

Street Fighting Men

Enemy parties can move into the streets you control and attempt to claim them as their turf. The parties in contested streets must brawl for control of the street as follows:
  • Street is uncontrolled at start of campaign turn:
    • If two enemy parties have entered the street this turn, roll for scenario from:
      • 1-2: Skirmish
      • 3: Street Fight
      • 4: Chance Encounter
      • 5: Occupy
      • 6: Surprise Attack
      The attacker/defender is determined normally.

    • If more than two enemy parties have entered the street this turn, roll for scenario from these multi-player scenarios:
      • 1-3: Street Brawl
      • 4-5: The Pool
      • 6: Treasure Hunt

  • Street is controlled and occupied by controlling party:
    • If the street was already controlled by you and at least one of your parties occupies the street roll for scenario from:
      • 1-2: Skirmish
      • 3: Defend the Find
      • 4: Breakthrough
      • 5: Occupy
      • 6: Surprise Attack
      You are the defender.

    • If more than one enemy party has entered the street this turn, roll for scenario from these multi-player scenarios:
      • 1-3: Street Brawl
      • 4-6: Ambush
      You are the defender.

  • Street is controlled but unoccupied:
    • If the street was already controlled by you but you have no parties in the street yet have parties in the adjacent streets, roll for scenario from:
      • 1-2: Skirmish
      • 3-4: Chance Encounter
      • 5-6: Surprise Attack
      You are the attacker. Your reinforcing parties arrive as usual according to the rules later.

    • If you have no parties within the adjacent streets, you automatically loose control of this street!

    • If more than one enemy party has entered the street this turn, play the Street Brawl multi-player scenario. Your reinforcing parties arrive as usual according to the rules later.

  • If the leader of your warband is not in the street during a brawl, the Hero with the highest Leadership present will be used for Rout tests. Note: As this Hero isn't the Leader you cannot play the Leader skill.

  • Rout tests are taken based on the number of your warriors in the street at that time. Reinforcements will obviously increase the rout number. Here's a handy chart:

    # WarriorsRout Test
    1-41 OOA
    5-82 OOA
    9-123 OOA
    13-164 OOA
    17-205 OOA
    21+6 OOA

  • Parties in adjacent streets can reinforce a brawl. For each nearby party, roll a D6 at the start of your second and subsequent turns. On a roll of 4+ that party will arrive and join the brawl.

  • Parties that reinforce a brawl will arrive on the appropriate table edge according to the campaign map.

  • Reinforcing parties must declare that they wish to reinforce as soon as the brawl starts in the street as it takes some time to travel through the ruins.

  • Any party that can reach the brawl may join in, regardless of the parties that started the brawl. These extra parties must declare they will be joining when the brawl starts so the appropriate multi-player scenario can be chosen.

Winning and not Winning

  • The warband that wins the brawl gains control of the contested street or successfully defends their turf.

  • Any parties routed from a brawl must immediately retreat to an adjacent friendly or uncontrolled street. If they retreat into an uncontrolled street they may NOT claim that street in this turn, but may do so in the next campaign turn.

  • If there are no friendly or uncontrolled streets nearby the party must spend the next campaign turn scattered and hiding in the ruins, after which they reappear in any street controlled by the warband.

  • If a party is routed with all the Heros killed but henchmen groups remaining then that party must rout to any adjacent street that contains a Hero from your warband. If there are no Heroes nearby the henchmen must spend the next campaign turn scattered and hiding in the ruins, after which they reappear with any Hero from your warband.

  • Any experience awarded from the brawl scenario is only awarded to the parties present in the brawl. Parties that didn't make it in time or didn't join in don't gain experience!

  • Any Good warband that kills or captures the Leader of an Evil warband gains 1 VP and vice versa!

Looting the Streets

Each campaign turn your warband loots the streets they control and may find Wyrdstone as follows:
  • For every two streets (rounded down) a warband controls they get one dice up to the maximum number of Heros in their Warband at the end of the campaign turn and before hiring any new Heroes.

  • If the Warband has won more brawls than they have lost this turn then they gain one extra die (up to a maximum of one extra die).

  • If the Warband has gained control of at least one street through brawling this turn then they gain one extra die (up to a maximum of one extra die).

  • Warbands may find extra income from any streets they control that contain special locations.

  • Treasure is spent and warbands bolstered at the end of each campaign turn. Freshly hired Heroes and henchmen may appear in any street that contains a Hero from your warband. If you suffer the misfortune of having no Heroes on the campaign map, you must start from the closest street you control to your starting street.

  • If you have no Heroes on the campaign map and control no streets then I'm afraid you have been removed from the campaign.

To the Victor the Spoils!

Each street controlled at the end of the Campaign Turn is worth 1 Victory Point unless otherwise noted below. The first Warband to control 10 Victory Points worth of Turf wins the Campaign! At least 5 of these Victory Points must come from controlling streets.

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