Appendix Rules

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This section of the WoT conversion of Mordheim contains extra rules that may be used either instead of the existing rules, or rules that are meant to be used in addition to the current rules.  However, players who wish to use these rules must first have the agreement of his/her fellow gamers before using them.  You may also notice that not all of these rules were made by the WoT Team, but by equally dedicated gamers who have taken an interest in this setting.

 

 

Alternative Insanity Rules

By Per Øystein Tovsen

 

 

RESISTANCE TO THE TAINT

 

Roll a D6 to find out a male channeler’s inborn resistance to saidin.

 

1D6       Resistance Value

   1                      6

   2                      7                                              

 3-4                     8

   5                      9

   6                     10

 

Mazrim Taim for example, would have a resistance value of 10, whilst one of those who go insane only after a couple of years may have a value of 6-7.  And the normal guy would have an "R" Value of 8.

It is quite unlikely that one would get promoted to Asha'man if he gets insane very quickly.  Therefore the minimal resistance value for an Asha'man would be 7.  And that the rolling should be like this instead:

 

1D6       Resistance Value

 1-2                      7

 3-4                      8

  5                        9

  6                       10

 

As you can see, an Asha'man still doesn't have any better chance of getting high R values than the other, but he won't get as low either since Taim has the tendency to put some powder in the wine of those who gets insane quickly.  The soldiers and dedicated haven't shown any signs of insanity yet, so for them it is impossible to tell how high resistance they have...

     Another funny thing about this R value is that it can't be improved, and that its value is not a matter of rank and braveness in the society (like Ld), but an inborn Resistance.  This means that a soldier may have a higher R value than his leaders.

 

TEST FOR INSANITY

 

To test for insanity at the end of each game, take an R test (in the same way as with Ld tests).  If he passes, he gets no Insanity Points.  If he fails, he gets 1.  But to balance this rule, I came up with this:

If the wielder fails by 3-4, he gets 2 Insanity Points.  If he fails by 5-6 (6 is the maximum), he gets 3 Insanity Points.

Mark off Insanity Points in the same way as with the original insanity rules (if the experience track is filled, the model is still removed from the roster).  Again just like with the original insanity rules, when a thick-bordered experience box is reached you need to make a test for insanity.  

You may have noticed that it is not possible for a male channeler with a resistance value of 10 to fail the R test miserably.  This was my intention since a person with a R value of 10 will be so resistant to the taint that he can't possibly get that much insanity at once.

 

 

THE CLEANSING OF THE SOURCE

 

In book 9 of Robert Jordan’s WoT (Winter's Heart) Rand Al'Thor cleansed the source.  This is after he founded the Black Tower, which happened a couple of books before the cleansing.  In my opinion, this should be included in the Insanity Points rule.

     So to decide when Rand cleanses the source in a campaign, use the table below.

 

Number of Games         Chance that the Source has

         Played:                    been Cleansed (roll a D6):

           1-10                                             -

          11-15                                           6+

          16-18                                          5+

          19-22                                          4+

          23-26                                          3+

          27-30                                          2+

           31+                                            1+

 

After the source is cleansed, all male channelers in your current campaign will no longer receive Insanity Points, but they will still be affected by any insanity results that were caused by the insanity points they gained before the cleansing.

     The Asha’man warband is known to be one of the most powerful of all the warbands made for this game.  The only thing to balance this has been the insanity, and therefore it may seem like a crazy idea to include the cleansing of the Source.  But seriously, I’ve just played through a campaign with an Asha’man warband now, and honestly, the fact that the Source got cleansed was quite a relief for me since I didn’t have to worry about getting more Insanity Points after it. My warband was greatly weakened because of insanity already, so it didn’t really matter that much, I struggled to keep up with the other warbands for some more games after this happened too.

     The Asha’man warband without the cleansing just gets weaker with time. The experience points do NOT count as much as a pro as the insanity is a con.  So the cycle of a regular Asha’man warband is basically like this:

During the first few rounds you can expect to crush all the other warbands. But then the insanity kicks in, and you start to lose, a lot.  When the Source gets cleansed, your warband gets better again. 

 

EFFECTS OF INSANITY

 

For the effects of insanity, just use the Temporary Insanity Table and the Insanity Table from the original insanity rules.

 

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