Mordheim - Part 3 - Campaigns & Optional Rules.pdf

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Ca m pai g ns
Warbands
travel to the City
of the Damned from
all over the Old World.
They come from many races
and for many reasons but
ultimately they must all face the
dangers of the dim alleys and twisting,
winding streets of Mordheim.
Although it is great fun to fight individual battles, part
of the challenge of Mordheim is to build your
warband into a force to be reckoned with. A campaign
gives your warband the chance to gain experience and
new skills, as well as the opportunity to hire extra
warriors as its fame and fortune increases.
starting a campaign
To start a campaign you’ll need at least two players,
preferably three or more. Players may have more than
one warband, but most people prefer to run one at a
time, as this allows them to devote more of their
attention to painting, modelling and playing with
their favourite warband.
You can start a campaign as soon as two players have
recruited their warbands. New players can join the
campaign any time after that. Although the new
warbands will be less experienced
they will soon learn new skills.
Fighting other, more powerful,
warbands will allow them
to develop more
quickly.
playing a campaign game
To start the campaign, the two players select one of
the scenarios to fight (see the Scenarios section). At
the end of each game the players work out how
much experience their warriors have earned and
how much wyrdstone the warband has
collected before returning to its
encampment.
Experience is expressed as Experience points which
Heroes and Henchmen groups receive for surviving
each game. This is covered later in the Experience
section. When a Hero or a group of Henchmen has
sufficient Experience points they receive an advance.
An advance might improve a warrior’s characteristics
profile, adding to his WS, BS, S etc, or he might gain
a special skill such as Mighty Blow or Acrobat.
After each game the warriors collect wyrdstone. This
is recorded on the warband’s roster sheet, and can
later be sold for gold, used for trading, etc. You can
recruit more warriors or buy new weapons from
traders. All this is explained in the Income and
Trading sections, later.
warband rating
Each warband has a warband rating – the
higher the rating the better the warband. The
warband rating is simply the number of warriors in it
multiplied by 5, plus their accumulated experience.
Large creatures such as Rat Ogres are worth 20 points
plus the number of Experience points they have
accumulated.
The warband’s rating changes after each game,
because surviving warriors will gain extra experience,
warriors may have been killed, new ones added, etc.
Hopefully your warband rating will go up, signifying
your increase in power!
post battle sequence
After the battle is over, both players work their way
through the following sequence. You do not have
to work through it all at once (try to do the first
three parts straight after the battle – you may
wish to consider further purchases later) but
any dice rolls must be seen by both players or
a neutral third party.
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1 Injuries. Determine the extent of injuries for
each warrior who is out of action at the end of
the game. See the Serious Injuries, on page 118.
2 Allocate experience. Heroes and Henchmen
groups gain experience for surviving battles. See
the Experience and Scenarios sections for details.
3 Roll on the Exploration chart. See the Income
section for details.
4 SellWyrdstone. 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 Dramatis 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).
10 Update your warband rating. You are now
ready to fight again.
death of
a leader
If the leader of the warband is slain, the Hero with the
next highest Leadership value takes command. He
then gains the Leader ability (although he must
continue to use his original Skill list) and can use the
Equipment list available to the leader. If there is more
than one Hero eligible to assume command, the
warrior with the most Experience points becomes the
leader. In the case of a tie roll a D6 to decide the new
leader. Note that you may not hire a new leader for
your warband.
In the case of Undead warbands, the death of the
Vampire means that the warband’s Necromancer must
take over. If the warband doesn’t include one, the
spells that hold the restless dead together unravel,
and the warband collapses into a pile of bones. 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.
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 roll for 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.
disbanding warbands
You may disband your old warband at the end of any
game and start again with a new one. All the warriors
in the original warband and any equipment and other
benefits they acquired are lost. You can also dismiss
any warrior in your warband at any time.
death of
a warrior
When a warrior is killed (Hero or Henchman) all his
weapons and equipment are lost. This is very
important, so be clear about it from the start. It is not
possible to reallocate a warrior’s weapons or
equipment once he is dead.
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buying new equipment
between games
As explained in the Trading section, warriors may
purchase new equipment and armaments using the
warband’s treasury. Warriors can also swap equipment
between themselves. Alternatively, old equipment can
be hoarded and re-used at a later date.
Weapons and armour purchased, swapped or taken
from storage for your warband must be of an
appropriate type for the warrior, as indicated by the
warband lists. Record any changes to the warrior’s
equipment on
the roster
sheet.
serious injuries
During a game some warriors will be taken out of
action and removed from play. At that time it doesn’t
matter whether the warrior is dead, unconscious,
injured or just playing dead – in game terms he is no
longer capable of fighting in the battle which is all that
matters.
When you are playing a campaign it matters a great
deal what happens to warriors who are taken out of
action ! They might recover completely and be ready
to fight in the next battle, or they might have
sustained injuries. Worst of all they might die, or be so
badly injured that they have to retire.
When a Henchman receives a serious injury this is
treated differently than if a Hero received one (this is
to represent the greater effect that losing a Hero
would have on your warband). Working out the
extent of a Henchman’s injuries is very simple. You
will need to roll on the chart opposite to determine
what has happened to your Hero. The chart covers a
whole range of injuries and random things that might
befall your warrior. Bear in mind that only Heroes
who are taken out of action are obliged to roll on this
chart.
HENCHMEN WITH SERIOUS INJURIES
Henchmen who are out of action at the
end of the battle are removed
permanently from the roster sheet
on a D6 roll of 1-2. They have
either suffered severe injuries,
died of their wounds, or
decided to quit the warband.
On a roll of 3-6 they can fight
in the next battle as normal.
HEROES WITH
SERIOUS INJURIES
After a battle some of
your Heroes may be
taken out of action .
You will need to
determine the extent
of their injuries before
the next game.
To use the Heroes’
Serious Injuries chart
opposite, roll two D6.
The first dice roll
represents ‘tens’ and
the second ‘units’, so
that a roll of 1 and 5
is 15, a roll of 3 and
6 is 36, etc. This type
of dice roll is
referred to as a
‘D66 roll’.
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Heroes’ serious injuries chart (roll D66 )
11-15 DEAD
The warrior is dead and his body is abandoned in the
dark alleys of Mordheim, never to be found again. All
the weapons and equipment he carried are lost.
Remove him from the warband’s roster.
16-21 MULTIPLE INJURIES
The warrior is not dead but has suffered a lot of
wounds. Roll D6 times on this table. Re-roll any
‘Dead’, ‘Captured’ and further ‘Multiple Injuries’
results.
22 LEG WOUND
The warrior’s leg is broken. He suffers a -1 Movement
characteristic penalty from now on.
23 ARM WOUND
Roll again: 1 = Severe arm wound. The arm must be
amputated. The warrior may only use a single one-
handed weapon from now on. 2-6 = Light wound.
The warrior must miss the next game.
24 MADNESS
Roll a D6. On a 1-3 the warrior suffers from stupidity;
on 4-6 the warrior suffers from frenzy from now on
(see the Psychology section for details).
25 SMASHED LEG
Roll again: 1 = The warrior may not run any more but
he may still charge. 2-6 = The warrior misses the next
game.
26 CHEST WOUND
The warrior has been badly wounded in the chest. He
recovers but is weakened by the injury so his
Toughness is reduced by -1.
31 BLINDED IN ONE EYE
The warrior survives but loses the sight in one eye;
randomly determine which. A character that loses an
eye has his Ballistic Skill reduced by -1. If the warrior
is subsequently blinded in his remaining good eye he
must retire from the warband.
32 OLD BATTLE WOUND
The warrior survives, but his wound will prevent him
from fighting if you roll a 1 on a D6 at the start of any
battle. Roll at the start of each battle from now on.
33 NERVOUS CONDITION
The warrior’s nervous system has been damaged. His
Initiative is permanently reduced by -1.
34 HAND INJURY
The warrior’s hand is badly injured. His Weapon Skill
is permanently reduced by -1.
35 DEEP WOUND
The warrior has suffered a serious wound and must
miss the next D3 games while he is recovering. He
may do nothing at all while recovering.
36 ROBBED
The warrior manages to escape, but all his weapons,
armour and equipment are lost.
41-55 FULL RECOVERY
The warrior has been knocked unconscious, or
suffers a light wound from which he makes a full
recovery.
56 BITTER ENMITY
The warrior makes a full physical recovery, but is
psychologically scarred by his experience. From now
on the warrior hates the following (roll a D6):
D6 Result
1-3 The individual who caused the injury. If it was
a Henchman, he hates the enemy leader
instead.
4 The leader of the warband that caused the
injury.
5 The entire warband of the warrior responsible
for the injury.
6 All warbands of that type.
61 CAPTURED
The warrior regains consciousness and finds himself
held captive by the other warband.
He may be ransomed at a price set by the captor or
exchanged for one of their warband who is being held
captive.
Captives may be sold to slavers at a price of D6x5 gc.
Undead may kill their captive and gain a new Zombie.
The Possessed may sacrifice the prisoner. The leader
of the warband will gain +1 Experience if they do so.
Captives who are exchanged or ransomed retain all
their weapons, armour and equipment; if captives are
sold, killed or turned to Zombies, their weaponry, etc,
is retained by their captors.
62-63 HARDENED
The warrior survives and becomes inured to the
horrors of Mordheim. From now on he is immune to
fear .
64 HORRIBLE SCARS
The warrior causes fear from now on.
65 SOLD TO THE PITS
The warrior wakes up in the infamous fighting pits of
Cutthroat’s Haven and must fight against a Pit Fighter.
See the Hired Swords section for full rules for Pit
Fighters.
Roll to see which side charges, and fight the battle as
normal. If the warrior loses, roll to see whether he is
dead or injured (ie, a D66 roll of 11-35). If he is not
dead, he is thrown out of the fighting pits without his
armour and weapons and may re-join his warband.
If the warrior wins he gains 50 gc, +2 Experience and
is free to rejoin his warband with all his weapons and
equipment.
66 SURVIVES AGAINST THE ODDS
The warrior survives and rejoins his warband. He
gains +1 Experience.
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Ex p e rien c e
As warriors take part in
battles, those who survive
become more experienced,
and improve their battle
skills. This is represented in
campaigns by Experience
points .
Warriors earn Experience
points when they take part in
a battle. Once a warrior has
enough points he gains an
advance . This takes the form of an
increased characteristic or a new skill. Warriors who
survive long enough may progress to become great
Heroes, with many skills that they have picked up
during their long and glorious fighting career.
When warriors are recruited, some of them already
have some experience. The warband 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
warband is
formed.
earning experience
The Experience points warriors earn depend on the
scenario. Different scenarios have different objectives
and consequently warriors can earn experience in
slightly different ways.
Extra Experience points are always added to the
fighter’s total after the game is over, though it is a
good idea to keep a record of the opponents your
warrior puts out of action during the battle, as this
often affects the experience they gain.
If you look through the scenarios you will notice that
warriors always earn +1 Experience point for
surviving a battle. They earn this even if they are
injured – so long as they live to fight again!
The Scenarios section includes details of how many
Experience points are earned for each scenario.
experience advances
As warriors earn more Experience points they are
entitled to make Advance rolls . The warband roster
sheet shows how much experience a Hero or a
Henchman group must accumulate before making a
further roll. When the accumulated experience
reaches a box that has thick borders, the warrior may
make an Advance roll. The roll(s) must be taken
immediately after the game in which the advance was
earned, while both players are present to witness the
result. Note that Henchmen gain experience as a
group, and consequently all the warriors in one
group gain the same advance.
underdogs
When a warband fights against an enemy warband
with a higher rating, its warriors earn extra
Experience points as shown on the table below. The
higher the opposing warband’s rating the more
points the underdog earns.
Difference in
Warband rating
Experience Bonus
0-50
None
51-75
+1
76-100
+2
101-150
+3
151-300
+4
301+
+5
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