Mordheim House Rules
GENERAL
- All optional rules listed in the Mordheim rulebook are in effect : If all players agree on other optional rules, then they also apply. Ex: blackpowder misfires, unique critical hit charts, optional scenario rules.
- Be consistent with measurements : Do not move or shoot more than you are allowed by means of poor measurement. Ex: when moving, measure from the front of your base to the front the base in its new location.
- When a clear path is called for, turn the tape measure on it's side and show that a clear, straight path exists without bending the tape measure : yup.
- If you forget to use an item or ability, then you didn't use it : There is no going back and correcting results that should have been handled differently before, or by modifying them after the fact. If this results in items/abilities that can be used later, they may be used later. Ex: "Oh wait, I had a lucky charm and magical armor... d'oh! I would use them later, but I'm DEAD."
- Pay attention to the order of things : Don't do things out of sequence. Ex: roll critical hits before armor saves and wounds; do survival, then experience, and THEN exploration after campaign battles.
- Tower Procedure : All towers are assumed to be 5" tall. At the start of each battle, roll to see if each one is locked (1-3 locked, 4-6 open). After reaching the top of a tower, units may be placed initially in any arrangement (free move) on the top.
- Models must represent what they carry : All models should accurately portray the equipment they carry as described in the Mordheim rulebook. If a player's model is carrying something different than how it appears, then that player must tell all other players what equipment that model has.
- Captured models may only have one thing done to them by their captors : If a player captures an enemy model, he may either sell/kill the model (and not keep its equipment) or give the model ONE result from the serious injuries chart (excluding dead or captured) and return it to its warband. Note that if the model is robbed then the capturing player keeps the equipment.
- Be kind : Love is the answer. If we can't solve a rules-related question that's not covered here by bickering, a majority vote will do.
DICE
- No fast rolling! : Make sure all players comprehend and agree with die rolling results before continuing.
- Separate anything = separate dice : If there is any difference at all in how two simultaneous rolls could affect the same situation at the same time, roll them separately and make clear which roll is which. Ex: attacking with a sword and dagger.
- Be clear about randomized events : If an event occurs which requires randomization (splitting the dice rolls in a way such as 1-3, 4-6), state clearly which die rolling results apply to which end results.
SHOOTING
- No shooting through your own troops : If more than half of the shooter's base (relevant to the direction of shooting) is blocked by friendly troops, he may not shoot since he / she risks hitting comrades.
- Shooting into purely hostile combats is OK : In games with more than two players, if a shooter targets an enemy involved in combat with other enemies, she/he may shoot. Randomize the hits appropriately.
- People count as cover for elevated shooters : If a shooter in an elevated position nominates a target that is partially obscured by other troops, the shooter suffers a to-hit penalty of 1.
- Blackpowder weapons have no range penalties : The -1 to-hit modifier for range does not apply to blackpowder weapons.
CHARGING
- A charger must have line of sight to be able to declare a charge : What it says.
- Before moving along the line of charge, a charger may adjust < 1/2 inch in any direction. Ex: A charger with line of sight may edge around a corner (barrel, whatever) < 1/2" before checking the line of charge.
- Defended obstacles can be charged : A charger may charge a target that is not more than 1/2 inch behind an obstacle less than one inch high if line of sight and of charge is established. Note the resulting to-hit penalty of 1 on all combatants in the COMBAT section.
- Obstacles less than 1 inch high do not block a charge path : A charger may jump over any obstacle less than 1" high, such as barrels, hay, and small rubble (note that those still provide cover!).
- If multiple targets are within charge range of a charger with a charge path open to each, then there is always one target which can be charged (charger's decision if ambiguous) : In other words, there is no situation where two equally good charge possibilities "cancel each other out." However, there are still situations where a clear target in range may not be charged (such as the 2" interception rule when the interceptor himself may not be charged).
- No base repositioning after a charge : In general, as much of the bases as possible (at least half) should be touching after a successful charge (on the same side as charged), with the exception of a left/right shift along the front base to allow ONE other charger to attack from the same direction. Ex: There is no looping around to the rear of a target after a successful charge. Stay on the same side you charged from.
- No charging into a combat by touching a friendly base : For a charger to charge a into a combat, a clear path must exist from his base to the targeted enemy's base, not to a friendly one.
COMBAT
- Undeclared multiple attacks on possible multiple targets are evenly distributed : If an attacker has multiple targets and multiple attacks and does not declare which attacks go to which target, they are assumed to be spread as evenly as possible among opponents.
- Battle accross a defended obstacle confers a to-hit penalty of 1 on all combatants for the duration of that combat : See the charging section for more on defended obstacles.
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