House Rules
 
 

 

 

 

 

 

 

 

 

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Here you will find all the House Rules that will be on effect on the story-based campaign Shards of Power, as well as other Mordheim games played at The Dragon Caves.


Campaign Battle Report: Narrative Section Reward

This Battle Report is an official record of what happened in the game, based on the warbands perceptive. It includes a statistical and a narrative section.

The statistical section is required, and it encompasses who were the players, warbands, scenario, victor, experience gained, after effects, etc.

The narrative section is optional and should include things such as how did your warband arrived to the scenario, any Battle Report combat/kill/mishap/event that you want to narrate. This is how your warband sees the conclusion.

Writing a narrative section will reward you with one of the following (D6):

  1. 3D6 gc of interest income on your warband's treasury.
  2. 2D6% no cumulative discount towards the hire a special character.

  3. 2D6% no cumulative discount towards the purchase of a single rare item purchase.

  4. 1 general re-roll; can use for anything on the next game only. If not used, it is lost!

  5. 1D3 extra shards of wyrdstone on next exploration.

  6. 1 extra dice during next exploration roll.

Including a good narrative will make a difference in the longevity of the campaign, as special scenarios will be awarded to those players whose warband’s narrative promote such circumstances (with referee approval.)


Close Combat Status

Rule: Models in base to base contact with knocked-down and/or Stunned models are not considered to be engaged in close combat. As such, they can be engage in missile, magic, or close combat by the enemy.

After some consulting with the Yahoo! eGroup, and speaking with the other referees, we all agree that while we understand the game mechanics and possible game balance issues, the official rules do not make much sense in terms of the spirit of the game. If a warrior managed to charge and put down an enemy, their companions would assume the worse and shot/engage the warrior to protect themselves and/or improve their warband's chance of success.


Unofficial Warbands

I love Lustria... remind me of home. Unfortunately, we are playing Mordheim. One of the player's asked me if he could play Lizardmen. I told him they made no sense in Mordheim. His response was "have you read the Living Rulebook?" I shrug... I could not recall any reason for Lizardmen being in Mordheim in there or anywhere else that is not Lustria (the New World.) As a matter of fact, I read all the Living Rulebook again (specially the Lustria's six part sections from the Town Cryers.) No reason to play them in Mordheim.

So, if anyone wants to play anything from the Lustria or the Khemri lands... be ready to write. And I mean write a good reason for such an aberration. For example:

Lizardmen: As a pure personal view, they do not make sense in Mordheim. Why are there? How did they got there from Lustria? So, in your warband's background you explain that they were purchased as "freaks" for a traveling circus (How they traveled from Lustria), later on captured by a Carnival of Chaos (How they became even meaner-leaner fighting machines.) Some time later they escape their captors (Who btw are hunting them as NPCs, Random Encounters or another player!) and now are looking for Wyrdstone in order to attempt a dangerous spell to get back home (Why they are in Mordheim.)

Several pages later, I will be more than happy to include them. Based on your writings I could allow specific equipment, create special scenarios and quests. But also I will put limitations, such as Lizardmen Rarity (based on the skill Saurus Rarity) in which having no other Lizardmen available, the warband can only hire Mordheimer's Fanatics (who would ally with ANYONE that promises to return their homeland bacl), Mercenaries and/or follower's of Chaos (either as slaves or trick them into assisting in their quest) as reinforcements.

This is the way to include an otherwise unacceptable warband into an intelligent campaign.


Hired Sword vs. Dramatis Personae

Hired Swords
Hired Swords are available to employ at anytime during the campaign, as long as the campaign organizer approves. Not every warband may get a specific Hired Sword and not every Hired Sword will be available. Hired Swords will get experience, equipment and advancement as long as they remain contracted with the specific warband, but their wages must be paid after every battle! If a warband can not afford the Hired Sword, the mercenary will leave and if hired again he will have the starting stats.

Dramatis Personae
Dramatis Personae will not be available for hire during the first three campaign turns. As the campaign progresses, they may become available following the appropriate rules. If two or more players wish to hire the same person; then the Dramatis Persona will go to the highest bidder. If Dramatis Persona is freed from service of a warband, for whatever reason, then another warband can hire them. The Dramatis Persona will again go to the highest bidder.

Each Dramatis Persona is unique. They will not gain experience or advancements, as stated in the main rulebook, but will retain any injuries. There will only be one Dramatis Persona available and if they die, that Dramatis Personae will not reappear for the remainder of the campaign.


Other Rules

Mounts & Bretonnian Knights: At the beginning I was reluctant to allow Mounts. Saw them slightly off balance. But someone requested to play Bretonnian Knights, so I wrote them back in the site. Mounts and the Knights are allowed, pending further re-learning & testing of the Mounts rules. All Mounts must be approved. No cheese... "my 7-Headed Hydra..."

Boats, Carts & Vehicles: Not allowed. Want to have a tank, play 40k... have a Basilisk and blow people from the table in the next State!

Giant Rats: Rats can climb structures. Trust me on this... I have seem plenty of them in the tropics. Even when Giant Rats are considered Animals in Mordheim (i.e. no experience gain, no skills, etc.), ours can climb following climbing/falling rules.

Steel Whips: See FAQ section 9.6. Sisters of Sigmar. Also, the wielder must declare a charge to a specific target. Without pre-measuring, the attacker will Charge as normal, and may attack the intended victim if is 4” or closer. If the attacker is without range, the attack is nullified (as per Charge rules.) If the defender is not in base to base contact, there is no "counter attack" that turn. In his turn, the defender may either break from HTH combat without penalty (i.e. no free attacks) or may declare a Charge and solve it as normal combat. Warriors using a whip to attack a creature that can not counter attack (i.e. not in base to base) are immune to fear as long as they remain out of reach. The attacker feels safer away from the fear causing menace!

Ladders: Two people can move or run with a ladder with no penalties, but they cannot fight while carrying it. One person can carry it, but only at normal movement. The model/s moving the ladder, in the beginning of their Movement Phase, must be in base to base with the ladder and do nothing other than move the ladder. It is assumed that the ladder is placed when the figures reach the dead zone of a building, the ladder however cannot be climbed until the next movement phase
of those at it's base.

Falling: Figures fall in a random direction, use a scatter dice.

Jump Attack: If a model is the target of a jumping attack and that target model has a spear, he looses the ability to attack first and the jumper always goes first.

Carrying Chests: In scenarios where the carrying of a chest off the board is involved, the figures carrying the chest cannot actually choose to attack while they carry the chest. If they wish to fight then they must put the chest down and then choose to charge as normal. Putting down and picking up the chest don't cost any movement.

Spells: Can be cast in or into CC as long as the spell doesn't negatively effect friendly models.

Fanatic: If you charge a fanatic, the charger will go first before fanatic can swing it's ball.

Passing Objects: If you pass an object between models, the model being the receiver cannot move in his movement turn.

Charge Order: Charges must be moved in the same order as each model was nominated for charging.

Cloak of Darkness: Caster of the Cloak of Darkness spell can’t run within 8” of an enemy, but enemies can run when in 8” of him.

Sword of Rezeblel: Caster gets 3 attacks when casting the Sword of Rezeblell and has a second weapon.

Cause and Effect: A model who kills another model by “accident” (whether that be by drowning from being Knocked Down in water or who falls and dies after being Knocked Down or Stunned while on a elevated position) won’t receive any experience for the kill.


Note from the Mordheim Main Referee

This document is aimed at the players of the Story-Based Mordheim campaign, Shards of Power, played at The Dragon Caves. I'm neither angry nor upset. This is my personal points of view, and if you don't like them I will take your constructive criticism. :)

During our first meeting, we will discuss the game rules, times to play, etc. Based on my research (see FAQ), there will be some variants to the Official Rules. All of these decisions will be controversial in more than one way, and will affect many players. However, these decisions are not written in stone! If you disagree with any of my decisions, please challenge them intelligently. If you do, the rules will probably change towards your point of view. Things like "...or I won't play" will break my heart... as I would love a huge campaign with 20+ players... but if you can't or won't play 'cause things are not going your way... then stay home and give room for real players.

Some of you are Mordheim Veterans, and I do appreciate your input. Not only I respect you, but I envy you. However, I doubt most of you have read as much as I have. Not only have I read all official printed material (which I own) over five times, but most of the web-related material. I'm in contact with many groups that have visited this website and I'm eating, sleeping and %*@#$! Mordheim 24/7. By what I have learned from our WH40k games, some of you prefer to "make up your own Codexes" until someone else (that have never played your army) corrects you. While this is fun and all, this is not the way I want to run this. Sorry!

Let's get one thing clear... I'm running this campaign because I LOVE ROLE-PLAYING! I'm sick and tired of playing WH40k in "lets killed each other for no reason" mode. Yes, we all love the game, but this is a story-based campaign... which means that you will have to write at least a simple background for your warband and all events will have an intelligent reason for being! I'm not asking for a novel-size battle report worthy of Pulitzer Prize. I'm asking all the players to get into the spirit of the game and write a little. Sometime you do not have time, and a short paragraph will have to do and sometimes you get inspired and write couple of pages. If you do not like this... it is OK. You can play skirmishes games all you want, but outside the scopes of the campaign. I will still be your friend... for whatever that may mean to you!

All this may sound harsh. But if I'm going to work as hard as I'm working, or maybe more, and I'm going to get the "heat" for any failures, I will run the games my way... and my way is a Dictatorial Democracy; we all have a voice and a vote, put a small group will make the final decision in case of controversy. I spoke with The Wookie about the type of game I want to run, and we see eye-to-eye in many concepts. We want a live game... like a good RPG that people can talk about years after the game is no longer played. We want a game that will stir people's imagination. We want a game in which people feel inspired to convert and paint their warbands. We want a game simple enough to get newbies comfortable (and ready for WHFB or WH40k armies) and give veterans a nice break between large army games. We want a campaign that will set a standard for tournaments; not pre-generated scenarios from a can, but incidents in our storyline. We want to revitalize Mordheim!

Last but not least, our campaign is supposed to be a fun campaign... so let's get it on!

The Mordheimer
Shards of Power Campaign Main Referee


 

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Last Modified : 21-Jan-2006 01:09 AM