Hull House Rules
These are the house rules used by the big UK event that happens twice a year.
The following house rules will be in effect alongside the main Mordheim rulebook + 2005 Errata.
Ranged Weapon Limitations: Only half of the models in your warband, including hired swords, can be armed with missile weapons, rounding up (e.g., 6 members in a 11-man warband may have missile weapons).
Bulwark: A warrior using a single-handed weapon with a shield gets an additional +1 bonus on their armour saving roll in close combat.
Spears: will always Strike First the first round of combat, even when charged.
Dual Wielding: Warriors using two weapons in handto-hand combat suffer a -1 modifier to hit with their offhand weapon. In addition to this, a new Common skill, “Ambidextrous”, has been created to avoid this penalty, and can be taken by any hero during advances. HS & DP that come with two weapons automatically have this skill.
Black Powder Sale! Black Powder weapon prices are reduced by a third, rounding up, and will be using the Advanced Blackpowder Rules (A result of a 1 on a to-hit roll incurs the misfire chart).
Silver Arrows of Arha will follow all normal shooting penalties, such as long range, cover, & moving, but they may also cause critical hits (see critical hits below).
Critical Hits: A roll of a 6 to wound no longer causes a critical hit. Instead, if you have wounded the target, roll another d6. On the result of a 6, a critical hit is caused – use the advanced critical tables from the main rulebook. Skaven with the Art of Silent Death skill will cause critical hits on a 5 or 6 as usual on this roll.
Lucky Rabbits Foot, Lucky Charm, & Holy/Unholy Relics are limited to 1 per warband.
Miscasts: Magic is very dangerous! The roll of a double one when casting a spell will result in a miscast – roll on the miscasts table. You may never re-roll a miscast with any skills or items, however you may use the Rabbits Foot to re-roll a single dice when rolling on the miscast table.
2D6 | Result |
---|---|
2 | The fibre of reality itself is torn apart as a pass to the Realm of Chaos opens. A gigantic taloned hand emerges from the gate, seizes the screaming wizard and drags him through the rift, disappearing with a chuckle in a flare of multi-coloured light. The Wizard is gone and immediately removes as a casualty, and taken off the roster! Modesl in base contact, friend or foe, suffer one strength 10 hit. |
3-6 | The Wizard's body is wracked by a discharge of pure magical energy, warping and burning everything in his close proximity. The Wizard and all models within 2" of him suffer a strength 6 hit, with no armour saves allowed. |
7 | The Wizard struggles to keep the magical energies in check. The caster suffers one Strength 2 hit (no armour saves allowed). |
8-9 | The caster's mind is ravaged by the attention of a hideous Daemon. The caster suffers one Strength 8 hit (no armour saves allowed) and will flee a random 2d6". He will continue to flee at the start of each recovery phae unless he passes a Ld test. |
10-11 | The caster mispronounces one of the secret words of power binding the power of the spell, triggering an anomaly. The spell he attempted to cast is not successful and the caster forgets how to cast the spell and will not be able to cast it again this battle. |
12 | A massive vortex of power drains away the sorcerous energy. The caster suffers one Strength 4 hit (no armour saves allowed). In additrion all spells currently in play on the battlefield are automatically dispelled and no magic can be cast for the rest of the game. Any demons in play must pass a Ld test at the start of their recovery phase or are removed as a casualty. |