| HOUSE RULES The purpose behind these rules is to add fun and flavor to the game. In order to forestall any arguments regarding situations, it will be necessary for the Judge to make calls throughout play. Many times these calls will be one-time decisions and during that game are subject to interpretation. However, they may also put to rest an issue that could be a problem to the game. All permanent decisions must be agreed to by a majority of the players before being added to the House Rules. All rules will be evaluated on fairness and whether it speeds up gameplay. Just because a rule makes the game more realistic does not mean it is a good rule. I. BASICS a.) Intentions: Always state what phase you are in during your turn so that other players may know what are acceptable actions. b.) Double-dipping: A player is allowed to move a piece after his hand has left it. This can be for the purpose of negating the movement or to better position the model. However, if a model has failed a characteristic test (Climbing etc) or has suffered a wound due to OverWatch he may not rearrange the model. The model may only be altered if the only part of the game altered is the model�s position. This is only allowed during the movement phase. c.) Sleeping on the job: There are always those fools who are slacking and expect others to make allowances for their sloth. They do not live long in Mordheim. Do not expect vicious enemies to allow that extra parry after your model has been damaged. If you forget an item, skill or action that you might�ve utilized and remember after that specific event is past, too bad, its gone. You can not change the past and attempting to do so will only produce horrible side-effects as Van Damme learned in Time Cop. (See additional rules regarding Lucky Charms) d.) Models Appearance: Models used may be any model from any company that is true to the appearance of the actual persona. Equipment should match as best as possible. However, it is not necessary to be exact in matching equipment to appearance. e.) Full Disclosure: To counter the possible misinterpretation from (d) full disclosure is required by all players. Each model must be identified by type and equipment before each game. The opposing player must continue to inventory his warband at the other player�s insistence throughout the game. This is in the interest of fun not winner takes all. f.) Referee/ House Rules: The referee, for each game, is the final authority for a decision during the game. Each player can state their side of the case and the referee makes the call based on rules and their opinion. If the rule needs to be debated further this will be done after the game has been completed. This decision will face a majority vote, before which each player can state his or her opinion. g.) Warband Recovery Rule: Any warband that believes their worth has sunk below 500 GC at the end of a battle may tally. This tally takes place after Final Injury rolls and Exploration. If the combined GC of the warband�s roster and the Exploration/scenario gold does not equal 500 GC then the warband receives enough gold to get them back to 500 GC. This takes the place of the Exploration monies. h.) Underdog Rules: The underdog rules for warband rating remain at fifty (50) point increments instead of twebty-five (25) point increments. i.) Warband Ratings: The warband rating for each band shall be configured as follows. Multiply the number of models in the band by five, add all experience and total. To this total, add three (3) for any victory, one for each kill (permanent). II. SETTING UP a.) Random Terrain: The number of pieces of terrain is decided by random dice rolls. Each player rolls a D10; these two numbers are totaled and added to 10. This is the number of pieces to be used in a particular scenario. b) Terrain Choices and Placement: Using the proper number of pieces, the Judge picks out the specific pieces of terrain. Unless specific to the scenario, any uninvolved people may place the terrain. The reasoning behind this is to limit strategical placement and enhance the obstacles of fighting within a ruined city. III. MOVEMENT a.) Measuring Movement: A player must indicate which direction he is moving before he measures the possible distance available to his model. This will negate the possibility of checking for CHARGE ranges etc. b.) Running: When a model chooses to run, he is unable to attack, go into overwatch or hide upon reaching his destination. c.) Running and Climbing: A model may run up to a structure, climb and continue running based on the following rules. Running allows each point of Movement to double therefore, equaling 2�. A model may run up to a structure and then climb. Each inch of height that model climbs equals 2� in distance. Once on the top of the structure, the model may continue moving with whatever Movement is available to them. Example: A warrior with a Movement of 4 is 3 inches from a structure. The structure is 2 inches high. During the Movement phase, the warrior RUNS towards the structure (using 3 inches of his available 8 inches). He climbs up the 2 inches (making all requisite Initiative rolls), however these 2 inches count as 4 for subtracting from his Movement Allowance. This leaves the warrior with 1� left in his movement. Ran 3�+ (climb 2�X2=4)=7 inches. d.) Charging: A model may attempt to charge any other model that it can see. For purposes of sight, the model must be able to see a part of the other model�s body (excluding weapons and armor). The charging model may charge in a curved line. This requires the model to expend more movement, as small, straight movements are required to make turns. e.) Charging Unseen Characters: A model may not charge a model that it can not see unless that character makes an Initiative test. A model may NEVER charge a model that is in hiding. e.) Charging Around Corners: A model may charge around a corner if it passes an Initiative roll. There is no distance limit. However, if a model fails it�s roll vs. Initiative it must move until it is in plain sight of the defending model. If the model can not move into plain sight it must move it�s base Movement in the original direction. A model that fails the Initiative roll suffers all the effects of a failed Charge. f.) Intercepting a Charging Model: A model that is within 2 inches of the path between a charging model and its target will intercept that model. This interception is mandatory for the first model it approaches. If there are other models within 2 inches of the resting position, they also may intercept voluntarily. A model that intercepts a charge bears the full brunt of that charge. Being intercepted does not negate the effects of the charge. In order to intercept, a model must move BY the intercepting model. Intercepting a charge does not allow a model to move forward to intercept. IV. SHOOTING a.) Line of Sight: LOS must be maintained to be able to hit a model. LOS is to be considered from the attacking model�s head/upper body to the defending model. If LOS is not available from the attacker�s vantage, it is acceptable to view it from the defender�s position. However, remember that you must be able to see the attacker�s head. If a model has LOS to another model, it is considered that the target model will also have LOS on the attacker. b.) Cover: A model is considered under cover if 1/3 of his body is hidden behind terrain or his belt buckle is not showing. c.) Exposed Extremities: If your model has exposed extremities or weapons showing beyond the cover they are behind we consider them to be intelligent enough not to extend their weapon into the air. Therefore, unless glaring, an error such as this will not be counted against the model. If glaring, it will be a Judge�s call. d.) Firing at Injured Opponents: A model may not fire at a model that has been injured (KO, Stunned) if it was responsible for the injury in that turn. The attacking model may fire at other opponents if it has remaining attacks. Another model may not fire at the downed model if there is a standing model in closer proximity. Unless the model is elevated. e.) Ballistic Weapon Strength: This Strength characteristic only counts for the roll to Wound an opponent. It does not provide the attacker with bonuses towards Armor Saves. V. HAND TO HAND COMBAT a.) Changing Weapons: It is NOT possible to change weapons in HTH combat. This includes dropping a weapon to use a shield. If a model is carrying a shield and has two weapons or 2H weapons, they must state what they are attacking with in the first round of combat. Equipment MAY be changed after that HTH battle is over (opponent model defeated, fleeing etc). A player who is attacked by two models may not change weapons after defeating one of the enemies. Anytime a model is in base to base contact, he is stuck with the equipment he possessed upon starting the phase. This does NOT change the rules regarding pistols. b.) Pistols: Pistols may only be fired once in HTH combat. If a model has a brace of weapons, it is able to fire either twice in the first turn or once in two turns. A pistol is not considered reloaded until one WHOLE turn has passed where the model was not in HTH combat. Once a pistol has been used, it can be replaced by a different weapon while in HTH. This is the only time that this is possible. c.) Knocked Down/ Stunned Opponents: A model that is engaged with more than one opponent may not attack any wounded models unless he has no opponent standing. Or all opponents in HtH combat with him are knocked down. This is a case of immediate threat. d.) Base to Base Contact: It is assumed that a model has a square base regardless of it�s actual shape. This will be a referee call. VI. MAGIC a.) Roll to Hit: Unless stated otherwise, a magical spell hits automatically. b.) Firing into Hand to Hand: Any spell that is not considered a burst weapon, or has a sphere of effect, or needs a roll to hit can be fired into hand to hand. The only burst spells that can be cast in hand to hand are those that state in the description that the spell affects only ENEMY models. c.) Overwatch: A spellcaster may not utilize a spell in Overwatch. A spell requires preparation and is not suited to the snapshot necessary to make an Overwatch attack. d.) Spellcasting and Hand to Hand: Spellcasters are allowed to cast spells in the shooting phase as well as attack in the hand to hand phase. There are no penalties for this activity. This does not mean that an additional spell may be cast in HtH. A spellcaster in HtH merely casts their spell in the Missile phase. VII. SCENARIO CLARIFICATIONS a.) Wyrdstone Hunt: Wyrdstone Hunt is played for the purpose of gaining wyrdstone not combat. Therefore, if a warband can gain possession of ALL the available wyrdstone he may move towards the edge of the board. He must stop two (2) inches from his edge of the board until all carrying models are within this distance. Once they are all within the required distance he may move them off the board together. They must all be able to move off the board in the same round. If this occurs, then the game is over. If a model does not hold all the shards, he may move carrying models to the required distance and wait for the end of the game. Models may also exchange wyrdstone. VIII. ADDITIONAL RULES a.) Overwatch: A model may sacrifice his ENTIRE turn to be placed on overwatch. This can be declared at the end of the round. This model may not have committed any other actions. During the opponent�s next turn, the model is permitted to make an attack towards any model that moves into his LOS. If the model in Overwatch is not elevated they must fire at the closest enemy model. Overwatch may only be utilized with missile weapons. The model is only permitted a single attack at the moving model unless he is specifically allowed to fire more than once in a round (i.e. a brace of pistols, throwing knives etc). However, if he has the ability to fire more than once, these attacks may only be fired at one target. A model utilizing Overwatch will always suffer an additional �1 to all To Hit rolls. NOTE: A player who is moving his models into another player�s Overwatch LOS must count out each inch of movement. This will allow the Overwatching player to dictate when the model is fired upon. The attacking player may not measure for ballistic range before choosing when to fire. If a model is moved and is not fired upon or is too far away when stopped, then the Overwatching player cannot change his decision. He has missed his chance. NOTE: We have since made this a Shooting skill. b.) Lucky Charm: A model with a Lucky Charm must make it known to the attacking player. When a player wounds a target, the opposing player must identify that the model carries a Lucky Charm. If this is not done, then the Lucky Charm can not be used for the remainder of the battle. In addition, a roll to Hit that results in a six (6) will be ignored, however it will destroy the Lucky Charm. c.) Fear: A model that causes Fear when charging immediately affects the defending model. Upon declaration of the charge, the defending model must roll to save versus Fear. If he fails, he suffers the side effects. If he succeeds combat continues as normal. The Fear effect is negated in either of the following situations: the Fear causing model does not have enough movement to Charge, the Fear causing model is injured due to a missile weapon fired in Overwatch. Fear does NOT affect any characteristics or rolls besides those made in Hand to Hand combat. d.) Skill/Spell Advance: A spell-casting model that receives a skill advance may opt to decrease the difficulty of a spell in his/her possession. This advance is cumulative and does work in conjunction with the Academic skill. e.) Helmet Clarification: A helmet, while listed as armor, is not affected by Critical strikes or other armor-defeating hits. The main purpose behind a helmet is not to deflect an attack but to lessen a wound. Therefore, it shall remain in place even if an attack ignores armor. f.) SeaDragon Cloak: This item from the Dark Elves costs 65GC. |