Mord Errata, Mordheim
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The Mordheim Rules Review
This year’s Rules Review (RR) has been something of a mammoth effort on the part of
the Mordheim Rules Committee who deserve a big vote of thanks for the number of
hours put into this task. It took almost 1,400 emails and many weeks to refine the exact
wording of the changes you see here which will, hopefully, iron out most of the little
niggles you may have had with the rules as they stand.
On the whole I think most of the changes should be pretty straightforward, but I’ve
included a brief commentary after each section on some of the main points that were
raised. There’s also a FAQ at the end which covers some points that seemed more
appropriate to sort out by this means than by changing the rules themselves.
If an old FAQ contradicts this errata then this errata takes precedence. The MHRC will be
wading through all of the old FAQs to consolidate them into a single up to date document
in due course.
At the end of the day, remember that the main object of Mordheim is for you to enjoy fun
games with your friends. If you don’t like a rule then change it! That said, it’s likely that
the following will be the basis of most Mordheim tournaments, so if you’re likely to be
attending then it’s worth checking them out.
Enjoy!
Corrections, Errata and other changes to the Rulebook
All page numbers refer to the printed rules. The LRB2 already incorporates all these
changes.
Page 26, 2nd column
Replace the third paragraph (“A model may charge… past the enemy!”) with the
following:
“If an unengaged (ie, not in hand-to-hand combat) enemy model lies within 2” of the
charge route, that model may choose to intercept the charger if he wishes. This
‘interception area’ is shown in the diagram above. Only one enemy model may attempt to
intercept each charger. If the intercepting warrior would normally require a Fear test to
engage the charger then he must pass one in order to be allowed to intercept. Failure
means he will not move. If the intercepting warrior causes fear then move the models into
contact and then take a Fear test for the original charger (assuming he would normally do
so) as if he was the one being charged. Regardless of the results of this test it is still the
original charger who counts as charging in the subsequent round of combat, not the
intercepting warrior.”
Page 26, 2nd column
Add the following to the end of the last paragraph on the page:
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“A model that charges will ‘strike first’ in the first round of the ensuing combat.”
Page 29, Closest Target
Add the following sentence as a new paragraph after the first:
“You may always choose to shoot at a Large Target if you can see it, whether it is in
cover or not and even if it is not the closest target.”
Page 30, 1
st
column
Insert the following new paragraph after the first paragraph and before the diagram:
“If a shot misses its target by 1, and that target claimed the -1 modifier for cover, then the
shot strikes the cover instead. Normally this doesn’t matter, but in the case where a model
is concealed behind another warrior, or when the cover is a powder keg, it might be
extremely important!”
Page 31, Hit Modifiers
Change the definition of -1 Moving and shooting to:
“If your model has moved at all (other than standing up, or turning to face your target)
during this turn.”
Page 31, Hit Modifiers
Change the definition of +1 Large Target to:
“If either the target model has the Large Target special rule (such as an Ogre), or whose
main ‘body’ is over 2” tall or wide (such as most buildings).”
Page 34, Who Strikes First
Replace the paragraph with the following:
“Normally, models fight in order of descending Initiative with the highest striking first. If
their Initiatives are equal, roll a dice to see who fights first. If a model stood up in the
Recovery phase of that turn, then he will strike last irrespective of any other
circumstances.
Sometimes a model will be allowed to ‘strike first’ for some reason. Most commonly this
is because they charged in that turn, but some equipment, skills and spells produce the
same effect. If only one model ‘strikes first’ then it does so and the remainder of the
combatants strike in Initiative order as described above.
If there are several models who are each entitled to ‘strike first’, then they determine the
order of combat between themselves by Initiative, as described above. Once all those that
were eligible to ‘strike first’ have fought, any other combatants fight in Initiative order.”
2
Page 38, Voluntary Rout
Replace the paragraph with:
“A player may choose to voluntarily Rout at the start of any of his own turns if he wishes,
but only if he was already required to take a Rout test or if a quarter (25%) or more of his
warband are
out of action
.”
Page 39, Fear
In the paragraph labelled “a)”, replace the last sentence with:
“If it is failed, the model must roll 6s to score hits in that round of combat.”
Page 39, Stupidity
Replace the third paragraph with:
“If the test is failed all is not well. Until the start of his next turn (when it takes a new
Stupidity test) the model will not cast spells or fight in hand-to-hand combat (though his
opponent will still have to roll to hit him as normal).”
Page 39, Stupidity
Add the following paragraph at the end of the Stupidity section:
“Regardless of whether the test is passed or failed, the result applies until the start of the
model’s following turn (when it takes a new Stupidity test).”
Page 42, Spear
Replace the Strike First rule with:
“
Strike first:
A warrior with a spear strikes first in the first turn of a hand-to-hand
combat.”
Page 42, Spear
Add a new special rule between “Strike first” and “Cavalry bonus”:
“
Unwieldy:
A warrior with a spear may only use a shield or a buckler in his other hand.
He may not use a second weapon.”
Page 45, Sling
Add the following sentence to the end of the Fire Twice at Half Range special rule:
“If the model fires twice then each shot is at -1 to hit.”
Page 53, Lucky Charm
Replace the second paragraph with:
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“The first time a model with a lucky charm is hit in a battle they roll a D6. On a 4+ the hit
is discarded and no damage is suffered. Owning two or more charms does not confer any
extra benefits, the model may still only try to discard the first hit.”
Page 54, Halfling Cookbook
Replace the brackets at the end of the second paragraph with:
“(note that neither an Undead warband nor a Carnival of Chaos warband can use this
item).”
Page 58, Re-Animation
Replace the first sentence with:
“One Zombie that went
out of action
during the last hand-to-hand combat or Shooting
phase immediately returns to battle.”
Page 60, Silver Arrows of Arha
Replace the first sentence with:
“Unlike other spells, this cannot be cast whilst in hand-to-hand combat. The spell
summons D6+2 arrows which the wizard can use to shoot against one enemy model.”
Page 65, 1
st
column, 1
st
paragraph of Weapons and Armour
Replace the first sentence with:
“Each warrior you recruit can be armed with up to two close combat weapons (in
addition to his free dagger), up to two different missile weapons and any armour chosen
from the appropriate list. For these purposes, a brace of pistols counts as a single missile
weapon.”
Page 85, Steel Whip weapon stat line
Under range, replace “4"” with “Close combat”:
Page 85, Steel Whip weapon stat line
Under special rules, replace “reach” with “whipcrack”:
Page 85, Steel Whip special rules
Replace the reach special rule with:
“
Whipcrack:
when the wielder charges they gain +1A for that turn. This bonus attack is
added after any other modifications. When the wielder is charged they gain +1A that they
may only use against the charger. This additional attack will ‘strike first’. If the wielder is
simultaneously charged by two or more opponents they will still only receive a total of
+1A. If the wielder is using two whips at the same time then they get +1A for the
additional hand weapon, but only the first whip gets the whipcrack +1A.”
4
Page 95, Rat Ogre
Replace the Large special rule with:
“
Large Target:
Rat Ogres are Large Targets as defined in the shooting rules.”
Page 117, Post Battle Sequence
Stages 1-3 remain as they are. Stage 5 is renumbered stage 10. Stage 4 is replaced by the
following new stages:
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Sell Wyrdstone.
This can only be done once per post battle sequence.
5
Check available veterans.
Roll to see how much Experience worth of
veterans is available for hire. You don’t have to commit to hiring any at this
point.
6
Make rarity rolls and buy rare items.
Make rolls for any rare items you
intend to buy and pay for them. These items go into the warband’s stash.
7
Look for Dramatic Personae.
If you want to hire any.
8
Hire new recruits & buy common items.
New recruits come equipped with
their free dagger and may be bought common items. This is done in any order
and may be done several times. Note that newly hired recruits cannot buy rare
items. They can, however, be equipped with rare items if there are any in the
warband’s stash in stage 9.
9
Reallocate equipment.
Swap equipment between models as desired
(provided they are eligible to use it).
Page 117, Death of a Leader
Replace the last sentence of the second paragraph (“In the case of Undead warbands…”)
with:
“You
can
buy a Vampire after the next game, at which point the Necromancer will step
down (whether he wants to or not) and lose the Leader skill.”
Page 117, Death of a Leader
Add the following paragraph at the end of this section:
“If the leader of a Sisters of Sigmar, Possessed or Carnival of Chaos warband dies then
their successor will be entitled to learn to use magic in their stead. The new leader may
choose a prayer/spell from the appropriate list, instead of rolling on the Advance table,
the first time they are eligible for an advance. After this they are considered to be a
wizard/use prayers as appropriate for their warband and use the advance table as normal.”
Page 121, Henchmen
In the first paragraph of this section, change the second sentence to read:
“If the dice roll indicates an increase in a characteristic which has already been increased
(or is at its racial maximum), roll again until an unincreased characteristic is rolled.”
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