Mordheim Town Cryer nr8.pdf

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Designer’s Cut
Greetings
Wyrdstone
Hunters, and
welcome to the
Designer’s Cut!
This is a semi-
regular column
where I drone
about the game
rules,
background, rules
questions and
everything else Mordheim.
Eventually I’d like to introduce some
of my favourite Mordheim websites,
house rules written by you guys out
there, and my answers to any rules
questions you might have. However,
for this first installment, you’ll have to
be content with my semi-coherent
ramblings.
Over the last few months Mordheim
has steadily increased in popularity
and it now has it’s own fanatical
following. My mailbox has been filled
with letters, emails and cards from you
gamers out there. Most of them have
been about house rules, new warbands
and fiction. Many of these will be
gracing the pages of Town Cryer in the
near future, so keep ‘em coming!
But some of them included questions
about the game and requests of rules
clarifications (some even included fish.
I am still trying to get rid of the smell).
Here (in no particular order) are my
comments on some of the aspects of
the game which you guys have found
confusing, unclear or in need of
improvement.
On the Interception Course
Here is little something that will hopefully
make the interception rules a bit more
realistic. This piece of text is meant to replace
the original rules for intercepted charges.
A model may charge any model within its
charge range, but it may not charge a model if
there is another unengaged (i.e., not in hand-
to-hand combat) enemy model within 2" of the
charge route. It will undoubtedly be
intercepted if it tries to run past the enemy!
In this situation, move the intercepting model
into the charge path and the charging model
engages the intercepting model instead of his
original target. The charging model still counts
as charging for the purposes of determining
the strike order, weapon bonuses etc. and
taking any required psychology tests.
If the charger fails to get into contact with the
intercepting model for any reason (such as a
failed Fear test) the intercepting model is still
moved to a position where it could have
intercepted the charge – it’s sudden
appearance is the reason for the failed charge,
after all!
I heartily recommend that you try out this rule
modification. I use it in my own games, and it
adds an additional level of excitement to the
game.
Whipping up a Storm
Lots of people seem to be confused how the
Steel Whips of the Sigmarite Sisterhood are
used in the game. The following notes should
clarify the rules for the Steel Whips.
As the Steel Whips can be used in Hand-to-
hand combat even from distance, they can be
used in your opponent’s turn, provided the
wielders of the whips are within 4" of any
enemy models. Models wielding Steel Whips
can make their full number of attacks, minus
any extra attacks from additional weapons
carried in their free hand. This makes a cluster
of Sigmarite Sisters armed with Whips a
dangerous foe indeed!
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Ye inane ramblings of the denizen of ye Mordheim Asylum
Thomas of the land of Finns
AKA The Shadowlord
Note that you cannot use the whips in hand-to-
hand combat if you failed a charge or got up
after being knocked down, as models without
the whips would not be allowed to fight in
close combat under such circumstances.
One house rule I’d like to recommend is that
no warrior in a Sigmarite Sister Warband
should be allowed to fight with two Steel
Whips. While technically legal, it would also be
extremely unlikely that all the Sisters would
have the skill to wield two whips at a time!
On a final note, yes the Steel Whips are
powerful. They are one of the unique features
of the Sigmarite Sisters Warband. Each
Warband has it’s strength’s and weaknesses.
Live with it.
maximum number of warriors for your
Warband in this situation. These extra warriors
will be armed with one weapon (either hand-
to-hand or missile weapon) and may not carry
shields or wear armour.
Even with these extra men your Warband will
probably be out-gunned by the more
experienced Warband with their superior
equipment and weaponry.
If you are using these rules, you may not Rout
voluntarily. You have pleaded help from your
patron, and now you must live up to his
expectations! All the extra warriors depart after
the game, and do not affect the exploration or
income of your Warband. You must sell ALL the
Wyrdstone that you find during the exploration
– your Patron is expecting results!
Filling the Gap
Sometimes a campaign you are
playing can force you to play
against a Warband with vastly
superior Warband rating. This
can be less than fun. While
Mordheim includes an
underdogs system that rewards a
player who fights against a more
experienced Warband, it matters little
if your Warband is torn apart in a matter of
moments. Most players enjoy playing as
balanced games as possible. Therefore you
could try out the following rule for balancing
out such skirmishes:
The Future of Mordheim
So what is in store for the future? Gazing at my
Wyrdstone Pendulum I can see plans to
introduce rules for new Warhammer Skirmish
settings, with additional Warbands, new
exploration charts and additional rules. Lustria
should be the first of these new settings,
hopefully followed by the Halls of Karaz-a-
Karak. Then there are all the weird and
wonderful articles you lot have written for
Mordheim, like new scenarios, additional
Warbands, new equipment and optional rules
for Killer Fish.
Our wonderful miniatures designers have been
hinting at new models they want to produce
for Mordheim, and the adventures of Ulli and
Marquand will continue both in Town Cryer
and Warhammer Monthly.
Call for reinforcements
If you are playing against a Warband with a
much higher rating (say 100 points or more)
instead of fighting the game normally and
gaining the bonus for challenging a more
experienced Warband you can plead the patron
of your Warband to send you some
reinforcements.
To represent these extra resources, you can
choose any extra Henchmen and/or hired
swords available to your Warband until your
Warband rating matches that of your opponent.
You can ignore the limitations for the
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