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Sewer Fighting
Sewer Fighting
Thanks to the guys on the Egroups Mordheim Mailing List who have come up with ideas
and suggestions for Sewer Fighting rules
(sounds a bit like Kung Fu Fighting, eh?)
As every good big city in the Empire, Mordheim has its own sewer that helps the city
staying clean. Being a big, complex system of corridors, waterpipes and gutters to lead
the water, all the waste of the inner as well as the outer parts of the city are led through
these channels to the mighty river Stir, that flows through Mordheim.
Once in a while it happens that the ground collapses above a sewer tunnel and creates an
entrance to the lower parts of the ruins, and many a warband has explored these
dungeons.
In addition, some of the most cold-blooded and fearless warriors tend to establish their
lair in the sub-urban terrain, enjoying the humid, ill-smelling climate and the many
different mutated beasts that provide their food when everything else fails.
Sometimes it even happens that two warbands clash with each other underground, and
often they will get into fight believing that the enemy is in possession of Wyrdstone,
gold, treasures or whatever.
Sewer fighting is quite different from fighting under the stars. Warriors tend to panic
much easier - even the slightest dripping of water or a harmless bat crossing the corridor
may scare a warrior, and knowing that the enemy is nearby does not make things any
better.
Sewer rules
When fighting underground, use the following rules:
Sewers
The sewer corridors can be represented by the standard Warhammer Quest floorplans, but
since these may be a bit small for Warhammer Skirmish games it may be necessary to
make your own terrain or use any appropriate items for creating a sewer-like scenery.
Later in this article I shall come up with a suggestion of how you easily and quickly can
make your own sewer terrain.
Darkness
Despite all warriors usually bring torches with them in the sewers and even a few Heroes
might have some lanterns, the sewers are still darker than the night. Therefore, warriors
in the sewers have a limited range of vision which makes shooting much harder.
Before the game, each warrior in each warband must be given a special sewer Line of
Sight. Roll a D6 for the warrior and add an additional D6 for each full 2 Initiative the
warrior has. The result is the number of inches that the warrior can see!
Skaven, Dwarves, Vampires, Ghouls and the Possessed, who are all used to the dark
conditions, may roll 2D6 + D6 for each full 2 Initiative points they have rather than only
D6. In addition, Skaven may automatically re-roll any results they do not find satisfying,
but they must accept the latter result regardless if it is worse.
Dogs, feeling the terror that lurks in the sewers, will never enter the sewers. Warbands
with any kind of dogs must therefore leave their pets outside!
To make things easier, however, henchman groups are allocated a single Line of Sight
instead of an individual number for each warrior. Use the highest Initiative of the group,
representing the most agile and aware warrior warning his comrades or pointing out
special spots that they should try to hit.
A warrior can shoot no longer than his maximum Line of Sight, and neither can he run
any longer since that would mean he might run into some walls or other unexpected
obstacles. Use the standard Short and Long ranges when shooting as described in the
Mordheim rulebook.
You can use small cardboard counters or dice to remember the Line of Sight of the
different warriors.
Lanterns
Lanterns are very useful when fighting in sewers. Therefore, when playing sewer
scenarios lanterns are bought at 10 Gold Crowns' cost rather than the standard cost, and
only Heroes may carry them. Use the standard rules for lanterns even in the sewers.
However, lanterns do not only make it easier for the user to see, but it also makes it much
harder for the enemy to spot him because he is getting blinded by the bright light of the
lantern. Any opponents that wish to shoot with missile weapons against a warrior with a
lantern may ignore his standard Line of Sight because they are, after all, easier to spot in
the darkness, but they will always, regardless the distance, hit on a D6 roll of 6.
A Hero or a Henchman group with a lantern may re-roll if they fail the Leadership test to
see if they may move, as described below.
Psychology
As already mentioned, the dark, smelly, plague-infested and horrible sewers of Mordheim
can really scare a mortal man or beast to death, especially in a cut-throat fight against a
deadly opponent.
Therefore, all warbands, except Skaven who actually live there and the Undead that
really has no fear, are subject to the following rules:
Before each turn, each Henchman group must take a Leadership test based on their
standard Leadership value without penalties. If they fail, then something has scared them
- probably nothing else than their own shadow on the walls or a silly little rat scuttling
over the muddy and dirty floor. The Henchmen may do nothing this turn, and if they are
in close combat then they are only allowed to defend and parry any opposing attacks.
If they succeed the test, then they may move as normal.
If the group has a Hero with them, then they may re-roll one of the failed dice
representing the Hero talking encouraging to them.
All warriors in a warband get a -1 Leadership penalty for fighting in scary surroundings.
Warriors are more likely to turn around and flee than in daylight, and at any ordinary
Psychology tests they use their standard Leadership value -1. Note, however, that this
does not apply when rolling for Leadership before a Henchman may move.
Dirty slimy floor
Many of the major tunnels in a sewer are used for leading the worst dirt, feces and waste
away from the city while other rooms are simply used for containing waste. Often it can
be difficult to see if it is possible to trespass the floor, and therefore it sometimes appears
that warriors jump into deep holes that are filled with old refuse.
Generally there are 4 different kinds of floors:
Muddy but clear : Old waste is laying here and there, although not in thick layers. The
floor is rather clear, and it is possible to enter the floor and move as normal.
Water : The floor is lowered so that it can lead water through the sewer, and the water
reaches a normal man to his waist. That means that the warrior can choose to swim rather
than walk through the water! In the beginning of any turn a warrior in water may swim. A
warrior may swim no more than his total Movement rate. When a warrior is swimming it
is impossible to hit him with any missile weapon. It is impossible to run through water
despite warriors may walk normally.
Deep sludge : The floor is covered by a thick layer of sludge and waste, and it makes it
harder to move through. A warrior crossing a sludgy floor gets a -1 Movement penalty
and becomes unable to run. In addition, enemies shooting at a warrior wading through
deep sludge will suffer a -1 To Hit penalty because the sewage might take some of the
shots that are directed against the warrior. If the warrior is engaged in Close Combat he
will suffer a -1 To Hit penalty too because fighting in deep dirt is indeed harder than
fighting on normal ground.
Messy slippery floor : The floor is very slippery, and the warriors tend to trip over
especially when running across the section. Each time a warrior walks over or moves
from a merry slippery floor, roll a D6: On a result of 1 the warrior trips over and is
knocked down. If the warrior is running, then he will fall over on a D6 roll of 1-3!
You can either decide before the battle which type of floor the different sewer sections
contain which is especially appropriate when fighting over your own, modeled terrain
where you can represent the sludge, water or whatever on the floorplans, or you can
decide it randomly while the battle is on. If you choose the latter option, roll 2D6 every
time a warrior enters a new sewer section:
Random floor table
2D6 Result
2-5 Deep sludge
6-8 Muddy but clear
9-10 Water
11-12 Messy slippery floor
Rotten planks
In many a sewer channel, wooden sidewalks have been built so that the sewer workers
could easier pass through the tunnels. However, the bad climate in the sewers have meant
that the wooden planks have rot, and here and there they are broken too.
A warrior who wishes to run over a wooden bridge, sidewalk etc. or jump down on it
must first pass an Initiative test, subtracting 1 from the die (natural 6's always fail). If the
warrior fails he has crashed through the bridge and will fall down as described below.
Place a special Crashed Planks counter (no, you can't find it in the boxed set - you got to
make your own!) on the spot where the warrior's movement ended. Other warriors that
might wish to cross a Crashed Planks counter must jump!
657366401.001.png 657366401.002.png
Skaven, being very used to the tunnels, know exactly where to place their paws on the
walkways without falling through. Therefore, Skaven automatically pass this Initiative
test and may run freely over wooden walkways and bridges.
Face down in the sludge
Sometimes it happens that warriors fall down in the sewage or become knocked down in
a close combat. This is very uncomfortable indeed!
A warrior falling into the sewage from a higher point will get plunged into the slimy
muddy sludge, and this is hard to escape! Measure the distance the warrior fell in inches,
the distance being the number of turns the warrior will be in the sewage. However, no
damage is done when hitting the sewage unlike falling down on a normal ground.
If the warrior is wearing Heavy Armor then there is no mercy: The heavy metal plates are
dragging the warrior down, and being unable to cut off the straps he will slowly
suffocate... Tip: Do not run with warriors that are wearing Heavy Armor!
In close combat it is also quite hard getting up again if being knocked down. Therefore,
when a warrior wishes to get up after having being knocked down or stunned he must
pass an Initiative test on a D6. Otherwise he will remain knocked down.
Sewer Scenraios
You can easily convert the scenarios described in the Mordheim rulebook into sewer
scenarios with a bit of cleverness. However, here you have two special scenarios that are
designed specially for sewer fighting. With this in mind, why not go and make your own
scenarios? It provides great fun and is a challenge for both players, and it adds some
variation to the fights in the ruins.
Sewer scenario: Surrounded
In this scenario one warband searching for treasures has been surrounded by an enemy
warband that is trying to catch the warband and surround it.
Warbands
Two warbands of any race can play this scenario. The one warband will be called the
surrounded warband while the other one is the attacking warband.
Set up
The sewer system is set up as it fits your collection. The gaming table on which the battle
is fought should be approximately 4' x 4'. In the very middle of the sewer you should
have a fairly large room - large enough for containing a full warband.
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