By
Tuomas Pirinen - Rules in progress for
skirmish games of Warhammer
Greetings, Wyrdstone hunters! This month's White Dwarf
includes an experience system for Mordheim. As with other
Mordheim rules, you should remember that the experience
system is still under development, so feel free to change
it to fit the games you are playing. If you start using
the Experience system, make sure that any two warbands
fighting against each other have roughly the same amount
of experience, or give the warband with a lower
experience some advantage, like extra gold to spend on
more warriors and equipment.
As an extra bonus, over the page you'll find two new,
Mordheim-inspired illustrations from the talented hands
of John Blanche and Alex Boyd. Enjoy! <NB:
Illustrations omitted, because I couldn't be bothered to
scan them in :P>
Experience
As warriors take part in fights, those who survive
become more experienced and improve their battle skills.
This is represented in the game by 'Experience'.
Warriors earn Experience when they take part in a
battle. Once a warrior has enough Experience points, he
gains an 'Advance'. This takes the form of an advanced
characteristic or a skrill. Warriors who survive long
enough may progress to become great heroes, with many
skills they have picked up during their long and glorious
careers.
When warriors are recruited they start with 0
experience.
Earning Experience
Your Heroes gain 1 Experience point for every warrior
they put out of action, and 1 Experience for each battle
which they survive (i.e., are not put out of action).
Henchman groups gain 1 Experience for each game they take
part in.
Experience points earnt are added to a fighter's total
after the game is over.
Experience Advances
As warriors earn more Experience points, they are
entitled to make Advance rolls. To gain their first
Advance, a Hero or Henchman group must accumulate 2
Experience. Each further Advance will require the Hero or
the Henchman group to gain 1 more Experience than the
advance before (i.e., 2 for the first, 3 for the second,
4 for the third, etc.). When they accumulate enough
Experience, they may make an Advance roll. The roll must
be taken immediately after the game when the Advance is
gained, while both players are present to witness the
result. Note that Henchman groups gain experience as a
group, and consequently all the warriors in one group
gain the same Advance.
Advance Roll Tables
Make any Advance rolls that are due immediately after
the battle so that both players ca witness the result.
Roll 2d6 and consult the appropriate table, below.
Hero Advance Table
Heroes gain a maximum of 1 extra point of Strength,
Toughness or Wounds, and 2 extra points of Initiative,
Attacks, Weapon Skill or Ballistic Skill. If your dice
roll indicates an increase in a statistic which is
already increased to this maximum, roll again on the
table. Heroes may have a maximum of 15 advances.
- 2-5: New Skrill. Randomly select
one of the Skill lists and pick any skill from
it.
- 6: Characteristic Increase. Roll
again: 1-3: +1S; 4-6: +1A.
- 7: Characteristic Increase.
Choose one: +1WS or +1BS.
- 8: Characteristic Increase. Roll
again: 1-3: +1I; 4-6: +1Ld.
- 9: Characteristic Increase. Roll
again: 1-3: +1W; 4-6: +1T.
- 10-12: New Skill. Randomly
select one of the Skill lists and pick any skill
from it.
Henchman Advance Table
Henchmen may gain only 1 extra point on any of their
initial characteristics. If your dice roll indicates an
increase in a statistic which is already at this maximum,
roll again on the table. All the warriors in the group
gain the same Advance. Henchmen may have a maximum of 4
Advances.
- 2-4: Advance. +1I.
- 5-7: Advance. Choose one: +1WS
or +1BS.
- 8: Advance: +1S.
- 9-10: Advance: +1A.
- 11-12: Advance: +1Ld.
Skill Lists
D6 Roll
- 1-2: Combat
- 3: Speed (Dwarves cannot have
Speed skills)
- 4: Strength
- 5-6: Shooting
The following Skill lists detail the skills that may
be earned as Advances. Roll on the chart above to see
which list of Skills you can pick your Skill from.
Descriptions of the Skills are printed below.
Combat Skills
- Strike to Injure: The warrior
can land his blows with uncanny accuracy, hitting
the most vulnerable spots. Add +1 to all Injury
rolls caused by the model.
- Combat Master: The Hero is
expert at taking on several opponents. If the
warrior fights against more than one warrior at
once, he will gain 1 extra attack as long as he
is engaged by two or more opponents.
- Web Of Steel: Few can match the
skill of this warrior. He fights with consumate
skill, weaving a web of steel around him. The
model gains +1 to all his rolls on the Critical
table.
- Expert Swordsman: The warrior
has been schooled in the art of swordsmanship to
an excellent degree. He may re-roll all missed
hits with a Sword during the turn he charges.
- Step Aside: The warrior has a
natural ability to avoid injury in combat. Each
time he suffers a wound in hand-to-hand combat he
may make an additional saving throw of 5+ on a
D6. This save is never modified, and is taken
after all armour saves.
Speed Skills
- Leap: The warrior may leap
D6" in the movement phase in addition to his
normal movement. He may move and leap, run and
leap, or charge and leap, but he can only leap
once per turn. A leaping warrior may jump over
man-sized models, invluding enemies, and
obstacles 1" high without penalty. The leap
may also be used to leap over gaps, but in this
case you must commit the model to make the leap
before rolling the dice to see how far the model
jumps. If the model fails to make it all the way
across, then it falls through the gap.
- Sprint: The warrior may triple
his movement rate when he runs or charges, rather
than doubling it as normal.
- Acrobat: The warrior is
incredibly supple and agile. The model may fall
or jump from any height without taking damage if
he makes an Initiative test, and can re-roll
failed Diving Charge rolls. He can still only
make a Diving Charge from a height of up to
6".
- Lightning Reflexes: If the
warrior is charged, the order of attacks is
determined by comparing Initative values instead
of the charger striking first automatically.
- Jump Up: The warrior can regain
his footing in an instant, springing to his feet
immediately if he is knocked down. The warrior
may ignore 'knocked down' results on the Injury
table altogether.
- Dodge: A warrior with this skill
is nimble and fast as quicksilver. The warrior
has an unmodified 5+ save against missiles. Note
that the save is taken as soon as a hit is
scored, to see if the warrior dodges.
Strength Skills
- Mighty Blow: The warrior knows
exactly how to use his strength to the maximum
effect. The model has a +1S bonus in hand-to-hand
combat. As a warrior's own Strength is used as
the basis for calculating the Strength of
hand-to-hand combat weapons, the bonus will apply
to all such weapons.
- Pit Fighter: The warrior has
leanred his craft in the insanely dangerous
fighting pits of the Empire. He is an expert at
fighting in confined spaces. The model adds +1 to
his WS and A if he is fighting inside a building.
- Resilient: The warrior is
covered with old battle scars. Deduct 1 point of
Strength from all hits made against him in
hand-to-hand combat.
- Strongman: The warrior is
capable of great feats of strength. He can use a
double-handed weapon without the usual penalty of
always striking last. Determine the strike order
as you would with normal weapons.
- Fearsome Charge: The charge of
the warrior is almost unstoppable. He adds +1 to
his WS when he charges.
Shooting Skills
- Quick Shot: The warrior may fire
twice per turn if he doesn't move. Note that you
may not fire twice with blackpowder weapons or
crossbows.
- Eagle Eyes: The warrior's sight
is exceptionally keen. He gans +6" to the
range of any missile weapon.
- Nimble: The warrior may move and
fire with weapons which usually can only be fired
if a warrior stays completely still.
- Trick Shooter: The warrior can
shoot through the tiniest nook or cranny without
it affecting his aim. The model ignores all
modifiers for cover.
- Hunter: The warrior is an expert
at getting his weapon loaded and ready. The model
may fire each turn, even with weapons which can
be fired only every other turn.
- Knife-Fighter: The warrior is an
unrivalled expert at using throwing knives and
throwing stars. He can throw up to three of these
missiles in his shooting phase, and divide his
shots between any targets within his range as he
wishes. Note that this skill cannot be combined
with the Quick Shot skill.
Well, that's it for Mordheim, City of the Damned.
Tuomas is busily collating all of your comments about the
rules we've published over the past few issues and who
knows, we may even release this as a full game in the
future...
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