Gentlemen's Mordheim [v6.1].pdf

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v. 6.1
Battle Rules
Profile Characteristics
Turn Sequence
Close Combat
Wounds and Injuries
Deployment and Rout Tests
Animals and Mounts
Arming and Equipping Warriors
Campaign Rules
Post-game Sequence,
Post-game Injuries
Hired Swords
Warband Lists
Recruiting a warband
Witch Hunters
Night Goblins
Cult of the Shadowlord
Skaven Clan Eshin
Skill Lists
Price Chart
Heroes post-game Injuries Table
Exploration and Experience Tables
Combat Tables
Each warrior has eight characteristics on its
Characteristics Tests
On numerous occasions the rules will refer to
characteristics tests, such as a ‘Strength test’,
an ‘Initiative test’, etc.
When taking characteristic tests, roll a
D6. If the roll is equal to or lower than
the warrior’s characteristic in the
relevant area, the test is passed.
Dice rolls of 6 will always fail, regardless
of how high the warrior’s characteristics
value is.
Movement (M)
How far a warrior can move in inches.
Weapon Skill (WS)
Represents the warrior’s ability to hit in close
Ballistic Skill (BS)
Represents the warrior’s ability to hit with
ranged weaponry.
Minimum Characteristics
Characteristics cannot be reduced below 1 or
increased beyond 10.
Strength (S)
Is a measure of the warrior’s muscle and the
force that he is able to put behind his blows.
Leadership Tests
When required to take a Leadership test, you
must roll equal to or under the warrior’s
Leadership value on 2D6.
Toughness (T)
Represents the warrior’s resilience and ability
to withstand blows.
Wounds (W)
Shows how many times the warrior can be
wounded before he is incapacitated.
Armour Saves (AS)
Is not a profile characteristic but a measure of
how effective a warrior’s armour is at
protecting him. Armour saves are taken on a D6
and range from 6+ to 1+.
Initiative (I)
Is used to determine who strikes first in close
combat and also to climb buildings, and spot
hidden warriors.
Attacks (A)
Shows how many blows the warrior can land in
a single combat round.
Leadership (LD)
Represents the warrior’s ability to lead, as well
as his personal courage.
There are five phases each turn. Only the active
player’s warriors act during that player’s turn.
(Excepting close combat.) During each phase,
the steps detailed here must be followed in
exactly this order:
Close Combat Phase
1. All warriors engaged in close combat
fight. All warriors involved in close
combat with the active player’s
warband fight, regardless of whose turn
it is. (For multiplayer games, being part
of a close combat also involving the
active player will allow all parties to
2. Warriors engaged in close combat with
no friendly warriors within 6” take a
panic test.
Recovery Phase
1. If 25% or more of your warband is out of
action, take a rout test against the
acting leader’s Leadership.
2. Fleeing warriors attempt to rally.
3. Stupid warriors test for stupidity.
4. Knocked down warriors stand up. (They
cannot run or charge, if they stand up
into close combat they will strike last
irrespective of weapons and Initiative.)
5. Stunned warriors become knocked
Charge Phase
1. Declare all charges before moving any
Movement Phase
1. Move any warriors that you wish,
working through them one at a time.
2. Declare which warriors are hiding.
Shooting Phase
1. Warriors armed with missile weapons
may fire one of them.
2. A wizard may attempt to cast a spell.
3. Work through each warrior, one at a
Warriors move their Movement in
Warriors can pass obstacles up to 1”
high without using Movement.
Mounted warriors can pass obstacles up
to 2” high without using Movement.
Jumping over Gaps
Warriors can jump over gaps (such as rooftops)
up to 3” wide. You may measure beforehand,
unless the jump is part of a charge.
You can jump gaps as part of a running
move. Jumping horizontally uses up
If the distance is further than 3” the
warrior falls 3” from where he jumped.
Warriors move double their Movement
in inches. They may not climb, shoot or
hide, but may cast spells.
Warriors cannot run if there are visible
enemies within 8”. (Fleeing, knocked
down or stunned enemies do not count.)
A warrior that ends his move in cover or out of
sight of all enemies may hide. It might be a
good idea to place a hidden count next to him.
Hidden warriors cannot be shot at, charged or
targeted with spells.
Warriors cannot hide at the end of a
running move.
A hidden warrior is automatically spotted if:
He charges, shoots, or casts spells.
An enemy moves within its Initiative
value in inches of him.
If an enemy has completely unobscured
line of sight to him. (I.e. no cover.)
Climbing warriors may climb up to their
base Movement in inches. They may not
run. (So if you have M4 you may move
1”, climb 2” and move 1”.)
A warrior must take a single Initiative
test to climb. If he fails while climbing
up he stops at the foot of the wall. If he
fails while climbing down, he falls the
entire distance.
A warrior that falls takes one SX hits where X =
[distance in inches that he fell].
You can only fall from a full 2” or more.
Falling cannot cause critical wounds.
No armour saves apply.
A warrior that has fallen may do nothing else
for the rest of that turn.
Jumping Down
Warriors jumping down take an
Initiative test for each full 2” jumped. If
they fail any one of them, they fall the
entire distance.
Warriors may jump down as part of a
running move. Jumping Down does not
use M. (So if you have M4 you may
move 1”, jump 5” and move up to 3”.)
Falling off Buildings
A warrior that is knocked down or stunned
within 1” of an elevated edge or rooftop must
pass an Initiative test or fall to the floor below,
taking falling damage as above.
Warriors will not fall off edges that have
railings, low walls, etc. on all sides.
Declaring Charges
You may charge any visible, non-hidden
enemy but you may not measure the
distance beforehand.
Warriors double their M when charging.
You may engage multiple enemies if
they are within 1” of each other and not
behind the charge target.
All charges are declared simultaneously.
To determine how many fighters that
can fit into close combat you may
rearrange you own warriors but not the
Charing non-Visible Enemies
You can only attempt to charge enemies not
visible to the charger himself (That are behind a
wall, around a corner etc.) if they are within 4”.
To charge a non-visible enemy, you must pass
an Initiative test or fail that charge.
Charging Hidden Enemies
Hidden warriors cannot be charged.
Intercepting Chargers
Enemies that are within 2” of the charge line
and not behind the charged warrior may
intercept the charging warrior by moving into
the charge line. Unless the charger causes fear
no dice rolls are needed to successfully
intercept. Only one warrior can successfully
intercept a charge, though multiple warriors
may make the attempt. (Fear applies.)
Charges Involving Climbing
When charging requires climbing, you
must pass a single Initiative test or fail
the charge. (If you climbed down, you
also fall the entire distance.)
The climbing part of the charge cannot
be longer than your warrior’s base
Movement. (So if you had M4 you could
move 2”, climb 4” and move 2” again).
Grey marks the interception zone:
Charges Involving Jumping Down
When Jumping Down take an Initiative
test for each full 2” jumped. (If you fail
any one, you fall the entire distance.)
Jumping Down does not use M. (So if
you had M4 you could move 2”, jump up
to 6” down, and move 6”)
You cannot jump further than 6” down.
© Games Workshop Ltd.
Failed Charges
If a warrior fails a charge for whatever reason,
he is moved halfway towards the target or to
where he fell or to the foot of where he failed
his climb test.
Warriors that fail a charge may not
shoot missile weapons, but they may
cast spells.
Diving Charges
If a charge involving Jumping Down is executed
so that the charger lands within 2” of his target
and has enough Movement left to successfully
charge the enemy, then that charge is a diving
Diving Chargers have +1 S the first
round of combat.
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