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Random happenings
Random Happenings
These are the updated rules from the Mordheim Annual 2002.These rules are
Mordheim is a dark and sinister city - dangers lurk around every corner. Even the
basic laws of nature cannot be relied upon. Mark Havener and Tim Huckelbery
explain how these dangers can be introduced to your battles.
These rules represent the weird and wonderful things that can happen in Mordheim which
are beyond the control of players. These rules are intended to be optional and should only
be used if agreed on by all players taking part. To determine if a random encounter
occurs, roll a D6 at the start of each player's turn. A result of 1 indicates a random
encounter. Roll a D66 for the random encounter on the chart below to see what exactly is
encountered and follow the directions. The player whose turn it is places any models that
represent the encounter and they will act in each of his turns (that player doesn't control
their actions though, see the individual descriptions to see how the models act). This
player is known as the 'Encountering Player' even though random encounters will
frequently affect only his opponent or both players indiscriminately. The models that
represent a random encounter must all be placed within 6" of a randomly determined
board edge and they will remain within 2" of another member of their group at all times.
Random encounter members must be placed (and will remain, unless their description
indicates otherwise) at ground level in the open. The Encountering Player places the
models representing the random encounter, bin note that they cannot initially be placed
within 12" of any warband models.
After being placed, many encounters will travel as quickly as possible (without running)
towards the nearest warband model. For this purpose the nearest model is the model that
the encounter can reach most quickly and encounter models will never climb the sides of
a building to get at a warband member. What each encounter does from there is listed it
its description. Note that charging models will engage as many warband members as they
can reach, ganging up if some of theft can't reach different models. No more than one
random encounter will ever take place in a single game, so after a random encounter is
rolled, the players no longer need to roll at the start of their turns. Several of the entries
below refer to game turns, this indicates both players' turns.
Random Encounters Chart
D66 Result
11 Ogre Mercenary
An Ogre Mercenary (see page 205 for details on the Ogre Mercenary) appears further
down the street. Sensing trouble brewing, he decides to seize the opportunity and offer
his services to the warband with the lowest warband rating (if there are two warbands
with the same rating, roll a dice to set whom he offers his help to). The warband that he
offers to help must add the Hired Sword to its roster for this game. At the end of the game
the Ogre demands payment for services rendered. The warband that he joined must pay
his hire and upkeep fee. If the warband cannot (or will not) pay him, he leaves, but not
before taking out his frustration on a random member of the warband (only roll among
members of the warband who were not taken out of action during the game). Roll for
injuries to this unfortunate member just as if he had been taken out of action.
12 Swarm of Rats
Something in the sewers has frightened the rats that live there. The rats are in a hurry to
get away and will attack anything that stand in their path. Use a template 80mm x 120mm
to represent the rats. Six monster bases (use rat swarms if you have them) placed in a
rectangle with one short side representing the front, will do nicely. The rats move 2D6"
each turn. They will always move forward down the centre of the street and if they come
to an intersection roll randomly to determine which direction they take (example: for a
normal 4-way cross-intersection roll a D6: 1-2 right, 3-4 straight forward, 5-6 left). The
rats cannot be engaged it close combat and if they make contact with a model they will
run right over him. Any model moved over by a swarm of rats will suffer D3 Strength 2
hits, normal armour saves apply.
13 Earthquake
Powerful magical energies from the crater at the centre of the city shake the local
landscape. The ground heaves and buckles violently and warband members find it hard to
keep their footing. Roll a D3 to determine how many turns the earthquake lasts. While
the shaking persists all movement is halved, all Initiative tests (climbing, etc) suffer a -2
penalty and all Shooting and Close Combat to hit rolls are made with a -1 penalty.
14 High Winds
A powerful wind screams through the area, wildly scattering debris and knocking down
anything that is not firmly anchored to the ground. Warband members now suffer a -1
penalty to all Initiative tests (climbing, jumping, etc) and to hit rolls (close combat and
shooting) for the rest of the game.
15 Blood for the Blood God!
Unfortunately for the warbands involved, the scent of blood has brought the attention of
one of Khorne's minions. Reality is breached as a vicious Bloodletter emerges from the
realm of Chaos to shed even more blood for its master. The Bloodletter has the following
characteristics and special rules:
4 6 0 4 3 1 6 2+ 10
Fear: As monstrous and horrifying creatures, Bloodletters cause fear .
Save: 4+ Daemonic armour save.
Psychology: Immune to all psychology tests.
Hellblade: The Bloodletter is armed with a Hellblade which will automatically cause a
critical hit if a 4+ is rolled to hit.
The Bloodletter will seek out the nearest close combat and join in, drawn by the dash of
steel. The Daemon has a number of Attacks equal to the number of opponents it is
fighting (down to a minimum of 2 Attacks). It will split its attacks amongst the
opponents, and no matter how many warriors are involved it may roll to hit each one at
least once. It will also prevent an opponent from taking any other warrior out of action in
the massed combat, as they will be too concerned with the Daemon to finish off their
other enemy!
If there are no ongoing close combats within range, it will charge the model with the
highest Weapon Skill in order to do battle with a worthy opponent. If there are no
enemies within charge range, the Daemon will run towards the nearest warrior, eager to
do battle and shed blood for its thirsty god.
16 Lucky Find
One random model, on his feet and not in hand-to-hand combat or fleeing, has stumbled
upon a shard of wyrdstone! Assuming he doesn't go out of action, this is added to any
other shards the warband finds after the game. If he is taken out of action in close
combat, the enemy model steals the shard away! Note that only non-animal models can
find or steal a shard, not Dire Wolves, Hunting Dogs, etc.
21 Restless Spirit
Countless unfortunates have suffered agonising deaths in countless forms since the comet
crashed into the city. Not all of these individuals can easily accept their new condition
and they refuse to rest. Perhaps they left some important task unfinished or seek revenge
on those who did them harm. The warbands have stumbled upon one such ghost. Any
warband member who is within 8" of the spirit at the start of its Movement phase must
make a Leadership test or flee (exactly as if he were fleeing from combat). Models that
are immune to psychology automatically pass this test. This creature is unable to affect
(or be affected by) the physical world, but it is very frightening nonetheless. The spirit
moves 4" in a random direction, moving through walls, obstacles or warband members as
if they were not there. It will not charge and cannot be harmed by the warband members
in any way. The only exception to this is if the spirit comes into contact with a Sigmarite
Matriarch or a Warrior-Priest of Sigmar. These models may choose to put the dead to
rest. If the player controlling such a model decides to do this, the spirit is immediately
banished (disappears and does not return) and the priest gains one Experience point.
22 Burning Building
Suddenly, one of the buildings (chosen at random) bursts into flames, ignited by
smouldering embers from a fire thought extinguished long ago. Any models inside take a
S3 hit unless they move outside in that turn and any models within 2" of the walls take a
S2 hit from the smoke and heat unless they move farther away as well. For the rest of the
game, the building itself will cause fear due to the intense flames and anyone who wishes
to enter it must first pass a Fear test exactly as if they wished to charge a fear-causing
23 Man-Eater
One of the trees growing in the area has been changed into a carnivorous predator by
exposure to the Chaos magic inundating the area. Randomly determine which member of
the Encountering Player's warband finds the plant. That model is attacked as a large
mouth opens up in the trunk of the tree and its branches whip down to grab its
unfortunate victim. Place a tree next to the victim. He is now considered to be in close
combat with the tree, which has the following characteristics:
0 3 0 4 6 3 3 2 10
The tree automatically passes any Leadership tests it is required to make. Any result on
the Injury table will cause the Man-Eater to stop attacking, though it is not possible to
actually take it out of action or knock it down. Opponents are +1 to hit the tree. due to the
fact that it is rooted to the spot!
24 Skeletons
While the intense magic of the area rapidly dissolves skeletons to dust, shambling hordes
of them spring up at random from the bones of the fallen. Uncontrolled, they roam the
city wasteland, blindly attacking everything they find before falling apart. 2D6 Skeletons
appear with the following profile:
4 2 2 3 3 1 1 1 10
Fear: The Skeletons cause fear .
Psychology: Skeletons are immune to all Leadership-based tests and Stunned results.
They are armed with simple weapons or bony fists (treat as daggers in close combat). The
skeletons will move towards and attack the closest models as quickly as possible. Roll a
D3 when they appear, after that many turns they crumble back to inanimate bones (count
the current turn as the first one).
25 The Twisting of the Air
Reality itself seems to twist, warping perceptions until no one can be sore of what their
senses tell them. Roll a single D6 at the start of each player's turn. For the next D3 turns,
the distance within which warriors can use their Leader's Leadership value and the
distance for being All Alone is the value rolled instead of the normal 6". All distances
between models are also increased by the same D6" roll for purposes of weapon ranges
and charging. Note that the actual models are not moved, but only the shooting/charging
models' perceptions of the distance.
26 Spawn
The warbands have stumbled upon one of the many former inhabitants of the city that got
too close to the crater at the centre of the city and as turned into a mindless Spawn.
Spawn have the following characteristics:
2D6 3 0 4 4 2 3 2D6 10
Fear: Spawn are disgusting and revolting blasphemies against nature and cause fear .
Psychology: They are mindless creatures, knowing no fear of pain or death. Spawn
automatically pass any Leadership-based test they are required to make.
Movement: The Spawn moves 2D6" towards the nearest model in each of its movement
phases. It does not double its movement for charging, instead if its movement takes it into
contact with a model it counts as charging and engages that model in close combat.
Attacks: Roll at the beginning of each close combat phase to determine the spawn's
number of Attacks for that phase.
31 Collapsing Building
Pick one building at random. Any models inside must pass an Initiative test or suffer a S5
hit, armour saves applying as normal, as the building collapses. Remove the building
from the table (replacing with ruins if possible), and place the models back on the table
where it stood. Any models climbing the sides of a building or on the roof when it
collapses automatically fall from whatever height they were at.
32 Scrawlings on a Wall
A randomly determined warband member who is within 4" of a building (if there are no
models this close to a building, ignore this encounter), sees writing suddenly appear in
blood on the wall closest to him. Roll on the following table to find out what the writing
D6 Result
1 The writings are a map of the area. The model's warband receives a +1 on the roll to
pick the scenario for the next game they take part in.
2 Reading the writing accidentally sets off a spell on the reader The model suffers a
minor curse and now has a -1 penalty to all dice rolls for the rest of the game.
3 The warband member learns of the remains of some booty inside the building. If he
moves inside he finds D6 gold crowns.
4 The writings reveal all the hiding places in the area. The model can hide even in the
open for rest of the game.
5 The warband member learns of a secret passage inside the building - if he moves
inside, he can pop out next turn in any other building.
6 A fun read, but nothing else happens (Veskit was here!).
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