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Author Topic: Mordheim Extra Rules  (Read 5212 times)

Offline Siberius

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Mordheim Extra Rules
« on: April 19, 2008, 12:16:21 PM »
I guess some of you guys play or have played Mordheim in the past. I never did, I think we were just too hooked on Necromunda at the time. But we recently got hold of the official rules but I am wondering if there is any less official rules for using other races or indeed states as warbands out there. My brother and I are thinking of trying it out as a way to get the wives more into the playing aspect of GW because they are already into the painting.

Anyway, many thanks if you can point me in a good direction or indeed let me know I am fool for even thinking such things might exist.  :wink:
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #1 on: April 19, 2008, 12:28:17 PM »
Feast your eyes on the wonder that is:

http://www.mordheimer.com/

everything you need!  :mrgreen:

Vive la Mordheim! The game for which I forsook Warhammer  :mrgreen:
Rufas the Eccentric:
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Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

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Offline Siberius

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Re: Mordheim Extra Rules
« Reply #2 on: April 19, 2008, 12:44:24 PM »
Thankyou indeed, cool site  :::cheers:::
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #3 on: April 19, 2008, 12:47:58 PM »
Tis indeed - if you look at the Mordheim articles section on the Specialist Games site there's some pretty nifty rules there as well. Happy Mordheiming  :-D
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

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Offline Hendrid

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Re: Mordheim Extra Rules
« Reply #4 on: April 22, 2008, 03:32:21 PM »
Lots of useful stuff here;

http://www.killershrike.com/Mordheim/Mordheim.aspx

We still play Modheim now and again, but there is a lot of good stuff still about. There's a yahoo group which I recommend with good chat and lots of useful files if you want to get into the game! :biggriin:

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #5 on: April 22, 2008, 07:32:22 PM »
Lots of useful stuff here;

http://www.killershrike.com/Mordheim/Mordheim.aspx

We still play Modheim now and again, but there is a lot of good stuff still about. There's a yahoo group which I recommend with good chat and lots of useful files if you want to get into the game! :biggriin:


WOW  :icon_eek: I thought I'd seen every Mordheim fan site there was  (and some are pretty ropey)- Mordheim's pretty much the only thing I play now.

But that site is . . . WOW  :-o that's beautiful . . .

Rat Catcher hired sword ALONE is worth entry. I salute thee sir!
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

الني

Offline Hendrid

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Re: Mordheim Extra Rules
« Reply #6 on: April 25, 2008, 11:44:41 AM »
 :::cheers:::

Offline Hooch

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Re: Mordheim Extra Rules
« Reply #7 on: April 27, 2008, 04:45:44 PM »
Are there any rules for a Hochland warband? I couldn't find any on the Specialist Games Site, or those two.

I'd really like to get into it, I've seen a few games played down at my club, and it looks pretty cool.

Hooch

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #8 on: April 27, 2008, 05:56:54 PM »
Are there any rules for a Hochland warband? I couldn't find any on the Specialist Games Site, or those two.

I'd really like to get into it, I've seen a few games played down at my club, and it looks pretty cool.

Hooch

But there is my good sir! Took me a bit to find it again!

http://www.killershrike.com/Mordheim/NewWarbands/Mercenaries.aspx#Hochland
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

الني

Offline Hooch

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Re: Mordheim Extra Rules
« Reply #9 on: April 27, 2008, 06:11:42 PM »
Thanks  :::cheers:::

That's really useful, makes me want to make up Halberdiers though  :dry:

Thanks again  :happy:

Hooch

Offline Siberius

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Re: Mordheim Extra Rules
« Reply #10 on: April 28, 2008, 11:26:39 AM »
Hey good work Johann.  :lol:

I may have to consider remaking my warband now... i had based it on the Reikland one seeing as they have the better shooting rules, seemed more approriate... but this is even more so. We played out first game over the last few days. After years of playing Necromunda it's going to take some getting used to, all those subtle differences...
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #11 on: April 29, 2008, 09:52:27 AM »
I kinda like the balance more in Mordheim - I've got my named heroes running about the joint but I've got unnamed henchies to take the hits. I could never really get round the idea in Necromunda that ALL the folk are individuals. You gotta have some cannon fodder  :-D

I used to run Witch Hunter and Sisters of Sigmar warbands. Fear Augurs equipped for hand to hand with steel whips  :ph34r: that's a lot of re-rolls on the charge . . .

On their next outing I'll be experimenting with the official Averland list. 3 halflings a couple of blunderbusses and a sprinkling of heroes  :happy:
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

الني

Offline PhillyT

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Re: Mordheim Extra Rules
« Reply #12 on: April 29, 2008, 11:02:16 AM »
I use the beastmen :D

Anyone know where the advancemnet chart is?  I have the PDF's from the mordheim site, but they refer to an advancment chart for heroes in the back of the book that doesn't exist...

Phil
Where did she touch you Eight? Show us on the doll.

Offline Moxer

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Re: Mordheim Extra Rules
« Reply #13 on: April 29, 2008, 11:29:26 AM »
The advancement "chart" is on page 82 of the rulebook (page 6 of the pdf "campaign rules" on the specialist games site).

It's not really a chart but in the text.

I pasted it in here, the rules are free to download so i hope it's OK to post:

Heroes
2D6 Result
2-5 New Skill. Select one of the Skill tables
available to the Hero and pick a skill. If he is a
wizard he may choose to randomly generate a
new spell instead of a skill. See the Magic
section.

6 Characteristic Increase.
Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.

7 Characteristic Increase.
Choose either +1 WS or +1 BS.

8 Characteristic Increase.
Roll again: 1-3 = +1 Initiative;
4-6 = +1 Leadership.

9 Characteristic Increase.
Roll again: 1-3 = +1 Wound;
4-6 = +1 Toughness.

10-12 New Skill. Select one of the Skill tables
available to the Hero and pick a skill. If he is a
wizard he may choose to randomly generate a
new spell instead of a skill.


Henchmen
Henchmen never add more than +1 point to any of their
initial characteristics. If the dice roll indicates an increase
in a characteristic which has already been increased (or
is at its racial maximum), roll again until an unincreased
charateristic is rolled. All warriors in the group gain the
same advance.
2D6 Result
2-4 Advance. +1 Initiative.
5 Advance. +1 Strength.
6-7 Advance. Choose either +1 BS or +1WS.
8 Advance. +1 Attack.
9 Advance. +1 Leadership.
10-12 The ladís got talent.
Just another imperial minotaur.

Offline Siberius

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Re: Mordheim Extra Rules
« Reply #14 on: April 29, 2008, 02:48:37 PM »
Necromunda cannon fodder.... juves with stubguns  :biggriin:
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #15 on: April 29, 2008, 03:42:49 PM »
Necromunda cannon fodder.... juves with stubguns  :biggriin:

But then you gotta write in their names and their injuries . . .  henchies just change number  :happy:
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

الني

Offline Siberius

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Re: Mordheim Extra Rules
« Reply #16 on: April 29, 2008, 04:15:10 PM »
Coming up with names is the best part!  :-D
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #17 on: April 29, 2008, 04:19:08 PM »
Coming up with names is the best part!  :-D

I get attached alright! My secret is out . . .  :ph34r:
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

الني

Offline Hooch

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  • Formerly Hoochlander
Re: Mordheim Extra Rules
« Reply #18 on: April 29, 2008, 05:18:18 PM »
Having read most of the rulebook, I think I'm going to dive in there and do it, using models from my army to build it with (lots of militia, archers, handgunners and Halberdiers)

Plus, I have convinced my brother to dig out his old Beastmen models to fight them  :biggriin:

I'll try and come up with a roster some time soon.

Hooch

Offline Siberius

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Re: Mordheim Extra Rules
« Reply #19 on: April 29, 2008, 10:28:32 PM »
Yeh, that's the joy of this as apose to Necromunda... we have 4 people who can start a campaign without having to spend any money at all... just finding models from our armies. Kerching! We have two Reiklander warbands (I was using Reiks as a base for my Hochland one but now you found some Hochland rules maybe I'll use those instead and give it a re-jig), a Witch Hunter one and a Wood Elf one... it should be fun once we've all tinkered around a little.

Out of curiosity... maybe you can answer this easily... if you have a one handed weapon do you have two attacks (ie. dagger as a second?). I guess I wondered because that in my mind at least gives them a serious edge in combat over two handed weapons... and the 2-handed sword my leader has may never get to make an attack being attack last with one attack... *sigh*...
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Moxer

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Re: Mordheim Extra Rules
« Reply #20 on: April 30, 2008, 07:42:34 AM »
you get two attacks when you are not wielding a twohanded weapon. (Or a spear, iirc)
Everybody has one dagger for free, if you want to go really cheap give them nothing else and your guys will fight with 1 dagger attack and one fist attack. (And no, that is not a good strategy)
Just another imperial minotaur.

Offline Johan Willhelm

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Re: Mordheim Extra Rules
« Reply #21 on: April 30, 2008, 10:13:44 AM »
you get two attacks when you are not wielding a twohanded weapon. (Or a spear, iirc)
Everybody has one dagger for free, if you want to go really cheap give them nothing else and your guys will fight with 1 dagger attack and one fist attack. (And no, that is not a good strategy)

Fist attacks can't be combined with weapon attacks. It's in the rulebook.

Ostensibly 2 one-handed weapons have advantages. Unless you bump up the armour rules . . . also if you're worried about getting an attack insupport your charge!  :happy: And slice them up when they're knocked down or stunned  8-)
Rufas the Eccentric:
Quote
Some times there will be threads on controversial subjects . . . Reasonable people can disagree about these things . . . It is important to not make personal attacks or get drawn in to personal attacks.

Be it ethics or muppets. Rufas was a good man.

الني

Offline Siberius

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  • The Minotaur Cat
Re: Mordheim Extra Rules
« Reply #22 on: April 30, 2008, 11:25:31 AM »
I guess the cheap thing can work out though by giving them the second dagger... I mean 2gc ain't exactly breaking the bank!  :-P

But yeh, at least from the one game we played it seemed like even with a pretty decent combat monster you'd maybe want to charge in some support to be on the safe side... gotta get used to the fact that if you don't hit them hard enough they get up next turn...  :-o
Quote from: PhillyT
Magic does not have nearly the same problems with power levels as magic. 

Offline Hendrid

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Re: Mordheim Extra Rules
« Reply #23 on: May 01, 2008, 12:10:26 PM »
As far as I know, you only get a second attack if your hero/henchman stats have 2 attacks, or you have certain weapon combinations (and usually only in the first round of combat), ie sword and pistol, and then only if you have a loaded pistol when you charge.

Offline Von Breden

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Re: Mordheim Extra Rules
« Reply #24 on: May 19, 2008, 04:48:43 PM »
As far as I know, you only get a second attack if your hero/henchman stats have 2 attacks, or you have certain weapon combinations (and usually only in the first round of combat), ie sword and pistol, and then only if you have a loaded pistol when you charge.
If you have two weapons requiring only one hand to attack, you can attack twice. It's that simple :-P.
Quote from: Siberius
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