Those of you who have played Warhammer Quest will remember the fun of
exploring dungeons and encountering all manner of evil creatures in the depths.
You can also set Mordheim games in dungeons using the following rules. These
rules are applicable to any setting including Mordheim, Khemri and the up and
coming Karak Azgal - Halls of the Dwarflords the prototype rules for this were "Mordheimquest"
were first featured in Town Cryer 12 in the Rivers of Blood scenario.
FIGHTING IN TUNNELS
For the most part skirmishing in the confined tunnels of a Khemrian tomb,
the crypts and sewers below Mordheim or a Dwarf stronghold follow the normal
rules for fighting in city streets. There are however a few additional
restrictions on movement.
Large Creatures: Large creatures (Ogres, Trolls, mounted models, etc.)
can move and run normally in rooms and halls but cannot run in tunnels as they
have to stoop. If they charge in a tunnel they are limited to normal movement.
Flying: Flyers may fly only in rooms and caverns where there is
sufficient height. In tunnels they must walk.
Blocking tunnels: Space to move around in tunnels is limited. For a
model to pass by another there must be a gap equal to the width of the passing
model's base. This is especially important to prevent models charging around the
back of an enemy who is blocking a passage. In three-dimensional terrain it is
easy enough to notice this but care should be taken when playing on
two-dimensional tiles.
Narrow passages: On occasion tunnels will be as narrow as 1". These
are often secret passages linking other locations. As they are so narrow only
models with 20mm or 25mm wide bases will be able to creep along them. Running is
not possible. Large creatures will not be able to enter a narrow passage at all.
UNDERGROUND TERRAIN
There are several ways of simulating tunnels and catacombs. The simplest is
the tile system used in Warhammer - Quest. If you have access to that game you
can lay out a dungeon by taking turns to place a tile which links onto a
previous one. If you prefer to explore an unknown dungeon then use the rules
below for randomising tiles. If you don't have the Quest tiles they can be
reproduced simply by cutting rectangles from cereal packets and painting or
drawing details on the reverse side.
For a regular dungeon player (and it can become addictive!) it is worth
constructing a set of `Foot tiles'. Each player builds eight tiles 1 ft square
each (hence the name) which can be laid out to fill a 4' x 4' table in a variety
of ways. The tiles are made to standard dimensions and are hence compatible no
matter who builds them. The simplest can be painted onto a flat piece of card or
board. I have made a simple set by sticking photocopies of Quest dungeon tiles
onto cork floor tiles. Those of you who visited Games Day UK may have seen our
demo table' with fully modelled 3D scenic modules.
EXPLORE AS YOU GO
The following rules are for placing your dungeon tiles for underground
scenarios. Each player starts with a small room at one corner of the table. From
there they will build the Tomb as they go, unless the scenario states other
wise. Also a large room is placed in the centre as the objective, unless stated
otherwise in the scenario. Start each turn by rolling to see what type of tile
to place on the board and then roll a D6 to find out where to place it. When
adding a new tile it must:
- Connect to the tile you most recently placed.
- Be placed in contact with a side of the previous tile that is not
connected to another tile.
- Not go off the table.
Roll a D6 to determine which edge of the last tile the new tile is placed
against (eg, the last tile you placed was a hall. Select each side to be a
different value 1-2 left side, 3-4 end, 5-6 right side. After rolling for the
edge place the new tile flat against that edge). You may connect to other halls,
rooms, etc, as you go along, even those placed by your opponent. Roll 2D6 to
find out what type of tile you may place on the board.
|
2D6 |
Effect |
|
2 |
Large Room |
| 3-6 |
Hall (corridor) |
| 7-8 |
T-junction |
|
9-11 |
Small Room |
|
12 |
Room of
your choice |
FOOT TILES
Foot tiles are modular terrain sections for use in tunnel settings. They are
meant to be portable as - well as functional. Each Foot tile is a 12" square
piece of terrain for use in underground scenarios. The rules for creating them
are standard for creating modular terrain. There are several advantages to using
standardized tile rules. The foremost of which is that each player can build
terrain that is "favorable" to his style of play. A player with a "shooty"
warband is going to want some areas with long corridors that he can take
advantage of. A player with a close combat orientated warband is going to want
lots of short hallways and areas roomy enough to set up a good skirmish line in.
Both players can get what they want, provided they build it. Which points the
way to another advantage of the Foot tile standard every time a player plays
against a previously untried opponent, the challenge of the table's layout is
renewed. If both players have warbands that prefer to kill at a distance, the
Foot tile standard will generate a table with lots of long hallways to shoot
down (making both players happy). If both players are using warbands that prefer
to get `stuck in', the table will be a labyrinth of twisting hallways. If the
players split in their warbands fighting style, the table will have elements of
both. The last point in favor of using this standard is one of simple mechanics.
If everyone is working to the same standard, then the Set Up rules for any
scenario can take this into account as they are being written, allowing for a
more adaptable set of scenarios. By allowing part of the tabletop to use more
traditional terrain a large underground gallery can be created. This could mean
for a scenario that takes place in a great hall, burial chamber, or treasure
room and the corridors around it. In essence, the standard allows a `shorthand'
method of describing very complex areas of the underground setting.
Building the modular terrain for the Foot Tile Standard follows these
principles:
- While it would be nice for each tile to be exactly 12" by 12", some
allowance has to be made for the fact that the tiles are not likely to be
perfectly square or the same size. If the tile is fractionally under-sized
then it will still work fine. So the tile should be as close to 12" x 12"
without exceeding that measurement. If there is to be error, then it must be
fractionally less than 12".
- All tiles are to be built with the exit/entrance points centered on the
tile's edges and all exit/entrances
should be 2" wide. Again there will be some error in measurement but
doorways not fitting together exactly between tiles will not cause the table
to `warp' (so they are much less critical).
- The minimum width for a hallway is 2". This allows two 20mm or 25mm base
models or one monster base model
to effectively block a hallway but still leaves enough room for you to move
them without getting stuck.
- The measurement between the most distant exits must be no greater than
20". This is to prevent players from creating filigree labyrinth pieces that
would take a dozen turns to cross and screw up time based scenarios.
- No section of the tile can cause a dead end. Please note that if a pair
of tunnels cross `over and under' each other, but never join it is still
acceptable.
- Each player is required to have eight tiles. Of the eight tiles, five of
them must have four exits. The remaining three must have three exits.
- The tiles may have terrain that builds upward, but the tile's height
should never exceed 6" and the area of the floor space may not exceed 216
square inches. This allows for a tile to be built that has a second storey,
but the area it covers can not exceed that of the first floor's area.
As long as the terrain created adheres to these rules, the players may build
on the tile as they choose. While I would like to see players create their own
layouts in three dimensions by placing walls on the tile, drawing and coloring
them would do fine. People who feel that their modeling/painting talents are
limited could color copy or scan the tiles from WH Quest and paste them to the
tile. By agreement with your gaming group you may also create larger chambers of
maybe 2'x1' or even 2'x2'. These larger rooms should still conform to multiples
of the standard dimensions for doorways. As large underground chambers they
should have pillars to support the ceiling (obviously you don't actually have to
model a ceiling!) and lots of other cover. Think of the amount of cover you
would expect in Mordheim.
You may also want to create special `objective rooms'. These are rooms
containing a feature which is used as a scenario objective. These may be tombs,
treasure chambers, a monster's lair or maybe a prison. These rooms are a good
excuse to use your imagination and go to town with the detailing.
UNDERGROUND SCENARIOS
In general, any Mordheim scenario which can be played in the streets of a
ruined city can also be played in the tunnels and chambers of an underground
dungeon. There are just a few things that need to be changed: Entrances: When a
scenario refers to deployment on a table edge, it clearly isn't possible as
there are no distinct edges in a dungeon. Whichever way you construct your
dungeon there must be at least one entrance per warband. Treat each entrance as
a potential deployment zone. The warband should all be placed within 8" of the
entrance doorway. Either the player can choose an entrance in the same way as he
would a table edge or you can randomize the entrances. Place one of the numbered
counters that come with the Mordheim box set adjacent to each entrance and roll
a D6. If you roll a nonexistent entrance or if the entrance is already occupied
by a warband, then re-roll.
Exits: One of the nasty things about dungeons is that as soon as you
enter, the door slams shut behind you. If there is a need to get off the table
with treasure or for a breakthrough etc, then it should be done via a different
entrance unless the scenario says otherwise. This stops wary warbands skulking
around their entrance waiting for other warbands to fight all of the random
monsters or set off the traps.
Rooms: Where the scenario calls for the occupation or searching of a
building then treat a room as a building. A room is any space 3" or wider in
both directions. When placing treasure markers you can either randomize the
rooms or randomize the entrances to deploy in. Either way it prevents one side
taking advantage of the set-up.
The following are examples of how certain scenarios are affected. Unless
otherwise stated, the scenarios follow the instructions given in the Mordheim
rulebook.
2. Skirmish
The warbands are each deployed at a random entrance and fight until one
warband routs.
4. Breakthrough
The attacker deploys within 8" of a chosen entrance. The defender may then
deploy anywhere in the _ dungeon at least 14" away from any attackers. The
attacker wins if two of his warriors leave the dungeon via an exit other than
the one they entered by.
7. Hidden Treasure
The warbands are deployed within 8" of a random entrance. Warriors (not
animals) must search for treasure by exploring rooms. As soon as a warrior
enters a room roll 2D6. On a roll of 12 the treasure is found. Warbands may not
search the room in which they start. If the treasure is not found when there is
only one room left, then it must be in the last room. The warband must carry the
treasure chest out of the dungeon via an exit other than the one they entered
the dungeon by.
9. Surprise Attack
The defending player determines which warriors are available at the start of
the game according to the instructions in the rulebook. The models are deployed
anywhere within the dungeon but must be no closer than 8" to another model. No
model may be deployed closer than 8" to an entrance. The attacker is deployed
within 8" of a random entrance. Any defending troops that appear after the first
turn arrive through hidden passages. Number the rooms within the dungeon (you
can use Mordheim numbered tokens to show this) and randomize which passage each
Hero or Henchman group, arrives through.
Using these principles, almost any Mordheim scenario can be set underground.
You may also wish to make up your own based on them. Oh, and if you want to try
a multiplayer scenario then try Monster Hunt from Best of Town Cryer. The Troll
Slayers love that one.