Editing
/TG/heim
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===General=== *There is a LOT of fan-made content for Mordheim out there, since it's very campaign dependent. Moreso than other Specialist game lines (such as Blood Bowl or Battlefleet Gothic, which have rules committee oversight). Please take care when searching for "unique" or "special" warbands, as many are creations for specific campaigns with their own sets of houserules. You can never go wrong with the bands in the core rulebook. *Unlike Warhammer Fantasy, you do not have to charge in a straight line in Mordheim (you can charge models behind corners with an Initiative test). You still need to take the shortest possible route to the target. *Rolling should be done in the presence of a witness. Roll20 does keep chat logs for a few hours, but 2+ live witnesses are encouraged. *Ensure diagonals are being measured via Euclidean rules. (Check the page options on the map you are using. *Go over any changes in the regular rules you wish to use with your opponent before beginning, and ensure both of you are familiar with the scenario. *Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF). *As it says on page 81, under the Experience section "When warriors are recruited, some of them already have some experience. The war band lists detail how many Experience points different warriors begin with. Record these on your warband roster sheet by ticking the right number of boxes. No extra advances are gained for this experience. It simply represents the experience the warriors have accumulated before the war band is formed." *Warband leaders can be sacked voluntarily, and will pass on the Leader skill to the new Leader. *All warbands limited to at most five bought heroes. Warbands that can normally buy more, such as Skaven, can choose which hero to omit. *Priests from the Miracle Workers pdf are allowed, but can only be hired instead of one of the heroes normally available to the warband, and cannot be used to allow a warband to purchase more heroes than is normally allowed (Dwarves, for example, are normally limited to purchasing four heroes, and would not be able to use a miracle worker to purchase five). Additionally, the Warrior-Priest in the Miracle Workers pdf can neither use nor buy a sigmarite warhammer. *When a Henchman group advances, roll once for each member of the group and choose one advance to apply to the entire group. Rolled advances that the group cannot take must be rerolled, but duplicates of available advances cannot be rerolled. If Lads Got Talent is rolled, choose one of the other rolls to apply to the henchman group (only one promotion to hero per roll of Lads Got Talent). *New Combat skill: Ambidexterity, allows the warrior to ignore the to-hit penalty for fighting with two (or more) weapons. *'''Don't be a dick.'''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information