| Rules for a morheim league | |
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Wildeyedjester Inquisitor
Posts : 1332 Join date : 2009-06-07 Age : 45 Location : Centerton, Arkansas
| Subject: Rules for a morheim league 7th December 2010, 6:12 pm | |
| Warband Creation – 1) Choose any non-experimental warband you like from the following website: http://www.mordheimer.com/
2) Generate a starting warband using standard rules from the rulebook. You have 500 crowns to work with.
3) Generate a beginning territory for your warband by rolling d66 on the following table: Do this with your opponent before your first game
Last edited by Wildeyedjester on 12th December 2010, 5:00 pm; edited 1 time in total | |
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Wildeyedjester Inquisitor
Posts : 1332 Join date : 2009-06-07 Age : 45 Location : Centerton, Arkansas
| Subject: Re: Rules for a morheim league 7th December 2010, 6:12 pm | |
| 11-13 Poor Quarter – There is no advantage to owning this terrain feature
14-15 Commoner’s Quarter – There is no direct advantage to owning this terrain feature during the league, but at the end of the league, if controlled, it will add 4 to your warband rating for determining who plays in the final game
16 Wealthy Quarter – There is no direct advantage to owning this terrain feature during the league, but at the end of the league, if controlled, it will add 10 to your warband rating for determining who plays in the final game
21Church - sigmarite and witch hunters may hire heroes and henchmen for 2gc less. Human war bands may hire clerics, wolf priests, and warrior priests at half price if they become available. Upkeep remains the same
22Graveyard - undead may hire undead models at a price of 2 crowns less. In post battle sequence any hero may dig up corpses. Each digging may gain 2d6 -2 crowns instead of visiting anywhere else
23 Sewer section – Skaven warbands may hire warband members at a discount of 2 crowns off per henchman or hero. Any warband controlling a sewer may choose to reroll any one die during the setup or deployment phase preceding a battle. They must take the second roll
24 Tainted Well – Possessed Warbands may hire henchman and heroes at a discount of 2 crowns off per henchman if they control this area. Additionally, if this territory is staked prior to a game played, its original owner may select one enemy hero at the start of the battle. Roll a die for this hero and on a 6 that hero must miss the fight
25 Pub Remnants - Standard human warbands may hire henchman and heroesnat a discount of 2crowns off per henchman hired (Not including undead, possessed, sigmarites or witch hunter war bands
26 Intact Inn Ruins - All hired mercenaries have their upkeep reduced by 2 crowns
31Executioner’s Square – The gallows and chopping block here serve as a constant reminder to your warband. You may take one extra casualty before being required to test for a route
32 Constabulary Gaol – If this territory is staked before a battle, then the warband that claims this territory following a battle finds one additional item: roll 1d6:: 1:Mace, 2: Sword, 3: Spear, 4: Bow, 5: Halberd, 6: Helmet
33 Stone Circle – If this territory is staked before a battle, then all casting attempts for both sides during the battle gain +2 to the 2d6 roll to cast any spell
34 Inventors Workshop – If this territory is staked before a battle, then the warband that claims this territory following a battle,finds one additional item: roll one 1D6: 1-2 Lantern, 3: Halfling Cookbook, 4: Healing Herbs; 5: Tome of Magic; 6: Mordheim Map
35 Cartographers hovel - roll a die at the beginning of the post game sequence. On a 1 you may reroll one extra exploration die (max6) 2-5 no effect. On a 6 you may increase or decrease any one exploration die by a value of one after they are rolled
36 Abandoned tower - allows the war band the option to have the scenario type rerolled prior to the game
41 Smithy - if this territory is controlled you may add 2 to any rolls to find armor or weapons
42 Fletchers shop - gain +2 to any rolls to find missile weapons or ammunition
43Destroyed merchants wagon - you gain +1 to locate any rare items
44 burnt ruins - following each game gain one additional wyrdstone on the roll of 6+
45 Impact crater - following each game gain one additional wyrdstone on the roll of 5+
46 Food store - when selling wyrdstone you may deduct 2 from the number in your war band for purposes of determinig how much gold you get after feeding your war band
51Black Pit Settlement – Home to the mercenary and dog pits – a warband controlling this territory makes an additional 1d6 crowns following each battle
52Burnt Merchant’s District – You may subtract 2 crowns from any one ITEM purchase you make PER follow up phase following a battle. You must still locate the item normally
53 Wizard’s mansion – You may reroll once, any time one of your casters is prompted to roll for spell selection or anytime you would select a new known spell
54 Abandoned parade ground - perfect for training. You may reroll an advance roll once per each post battle sequence following a game
55-56 Ambush alleys - when playing a war band with a higher rating, you may choose one of your heroes that gains a bonus experience point
61Hidden Escape Tunnels - Once per battle you may reroll any one leadership test you are called upon to make
62Ruined Clock Tower – Perfect for directing ambushes and planning battles. Once during a battle, you may reroll any one roll to see if a single model (friendly or enemy) is put out of action
63 Raven Guard Barracks – Once per post battle sequence you may reroll any one roll on the experience increase table for a single hero. The hero must gain the roll on the table normally through experience gains
64Surgeons office - once per post battle sequence you may reroll any one injury(but not death or captured
65 Apothecary - once per post battle sequence you may reroll one dice roll that results in a character death
66Undiscovered ruins - you may roll one extra dice during exploration. Remember the most dice that can be rolled is 6!
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Wildeyedjester Inquisitor
Posts : 1332 Join date : 2009-06-07 Age : 45 Location : Centerton, Arkansas
| Subject: Re: Rules for a morheim league 7th December 2010, 6:14 pm | |
| Game Play – Staking Territories: b. Each player chooses one of the territories they control and stakes it for play. c. One of the players will roll on the territory table for one additional territory. d. Combined, this will give a total of three staked territories for the battle.
Deployment a. Roll for Scenario or play a special weekly scenario if it is agreed upon by both players b. Roll for Deployment
Play the Battle Out
Winning/Losing the Game a. Winner of the game may choose two of the three staked territories they would like to add to their controlled territories. The loser gains the left over territory. i. A warband may never control more than 8 territories ii. If a warband controls more than 8 territories, they must discard one of their choice
Roll on the injury tables for henchmen and heroes requiring it
Gather Experience for henchmen and heroes who gained it
Conduct Experience Move Ups for those who gained them
Roll on exploration chart
Sell wyrdstone (based on war band size table)
Check available veterans roll (to add to existing henchmen group)
Make rarity rolls and buy rare items
Dramatis persona are not allowed for the campaign
Hire new recruits and buy common items
Reallocate equipment
Update warband rating and post on hogs of war
Last edited by Wildeyedjester on 7th December 2010, 6:24 pm; edited 1 time in total | |
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Wildeyedjester Inquisitor
Posts : 1332 Join date : 2009-06-07 Age : 45 Location : Centerton, Arkansas
| Subject: Re: Rules for a morheim league 7th December 2010, 6:15 pm | |
| Critiques and corrections please
$5 entry fee toward all prize support
Any fantasy minis are okay. There's a war band for every race. If you want to use an experimental band just let me know.
Top 2 war band ratings at the end playoff for the prize.
I might post a fun scenario off and on
Probably 5-6 weeks of gaming
To begin at an agreed upon date.
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Wildeyedjester Inquisitor
Posts : 1332 Join date : 2009-06-07 Age : 45 Location : Centerton, Arkansas
| Subject: Re: Rules for a morheim league 8th December 2010, 4:45 pm | |
| Ahhh..... The comforting sound of crickets.
This means it either looks good or not at all.
How many of you would play? | |
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bdix Leering Pear Daemon Thing of Nurgle
Posts : 1700 Join date : 2010-01-21 Age : 35 Location : Fayetteville/Russellville
| Subject: Re: Rules for a morheim league 8th December 2010, 6:02 pm | |
| I am going to play. Just alittle overwhelmed by information right now. Give me a couple days to read everything I need to know. | |
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big_d Inquisitor
Posts : 494 Join date : 2009-06-07
| Subject: Re: Rules for a morheim league 8th December 2010, 9:26 pm | |
| I'm in. I actually started working on my pirates last weekend. I also have an old Carnival of Chaos box and a Plague Cart that I have been holding onto for about ten years. Might be time to paint them up.
Also - if you are short a few models (or a whole warband) there are TONS of fantasy bits up at the shop. Pretty much every fantasy race is in there as well as tons of weapons - so if you are short or just wanting to look stop on by. | |
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capnwoodrow Interrogator
Posts : 1536 Join date : 2009-06-21 Age : 40 Location : Durrty South
| Subject: Re: Rules for a morheim league 8th December 2010, 9:30 pm | |
| I think i've still got some assembled clanrats around here.
Just need to get a hero and i'm good to go. | |
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Sweet E Mordheim Master Bat(tl)er
Posts : 246 Join date : 2009-08-11 Location : NWA
| Subject: Re: Rules for a morheim league 8th December 2010, 11:57 pm | |
| I'm in. I'll figure out what warband I want to play this go round. When are you wanting to start? | |
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Cpt_Tiberius Grey Space Marine with the mange
Posts : 181 Join date : 2009-06-12 Location : Bentonville
| Subject: Re: Rules for a morheim league 11th December 2010, 2:58 am | |
| Count me in! I've been wanting to try Mordheim for years. | |
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| Subject: Re: Rules for a morheim league | |
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| Rules for a morheim league | |
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