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Mordheim Additional Rules

Armor:
Armor provides a save against post-battle serious injury equal to the Armor
Save of the armor (e.g. Gromril Heavy Armor grants a 4+ save against serious
injury, Light Armor grants a 6+ save against serious injury, etc.). Roll for the save
against serious injury for warriors taken Out of Action before rolling on the serious
injury table and treat a successful save as 'Full Recovery'. Shields, Bucklers,
Helmets and any other forms of armor do no provide this save against serious injury.
Shields and bucklers grant the defending model a +1 Armor Save in close
combat in addition to the official rules if used along with a hand weapon (sword,
axe, dwarf axe, mace, club, hammer, sigmarite warhammer, steel whip all count
as hand weapons; dagger, spear and morning star do not).
Optional: In addition, if a model is armed with a shield and a hand weapon
and has more than 1 Attack on profile (additional attacks due to skills or mutations
do not count), it may choose to sacrifice one of its attacks (effectively having one
less attack in the combat phase) at the beginning of the combat phase (including
the opponents combat phase). If the model does, it may ignore one point of armor
piercing from each close combat attack against him/her during the subsequent
combat phase.
Dual Wielding:
Due to the difficulty in fighting with more than one weapon, any warrior
attempting to do so suffers a -2 to hit penalty when attacking with the off-hand
weapon. It is necessary to declare the off-hand weapon before rolling to hit. Attacks
from additional weapons equipped due to skills (e.g. Tail Fighting) or mutations (e.g.
Extra Arm) are exempt from this rule. Weapons that come as a pair (e.g. Fighting
Claws) are also exempt from this rule.
New combat skill - Ambidextrous: The Warrior is adept at fighting with a
weapon in each hand. He may ignore the penalty that such practice normally incurs.
Any Dramatis Personae (e.g. Johann The Knife, Bertha Bestraufung and Veskit) that
comes equipped with two hand weapons should all be granted the Ambidextrous
skill.
Missile Weapons:
Attacks made with pistols in close combat resolve before any other attacks of
the model armed with pistols and can be done only in the first round of combat (if
any pistols are not fired in the first round of close combat, they are not fired for the
rest of the combat). If a brace of pistols is used in close combat, the second shot is
subject to an off-hand penalty to hit modifier of -1. This modifier is removed with the
Pistolier skill. Models armed with pistols and spear/halberd choose whether to use
pistols in close combat or to benefit from the First Strike/Polearm special rules. They
cannot choose both.
Handguns and long rifles have a +1 bonus modifier when rolling for injuries.
Close Combat Weapons:
Halberds have the Polearm special rule and cost 3gc more than listed.
Polearm: Whenever a model armed with this weapon is charged, order of
who strikes first is determined by initiative, unless the charging model has the
Strike First special rule or the defending model is already in close combat.

Change the Concussion special rule to: Any enemy taken an unsaved wound
from a weapon with the Concussion special rule is reduced to initiative 1 until the
end of the next Close Combat phase.
Flails and morning stars have the Concussion rule in the first round of
combat.

Spells:
Change the Healing Hand prayer of Sigmar to healing one wound instead
of restoring the full quota of wounds. Add an option of casting the prayer at
difficulty 10 (if successful, restore the full quota of wounds). Using healing herbs
also restores only up to one wound.
Parry:
Weapons with the Parry special rule allow you to do the following:
-You may perform one parry in a round. You may choose the attack you wish
to parry.
-Once an attack hits but before rolls to wound, you may attempt to parry the
attack. To parry the attack, roll a d6, comparing your WS to the opponent's WS as if
you were making an attack on them. If your roll would succeed in hitting the
opponent, you have parried the attack, preventing them from being able to roll to
wound.
-You may not parry attacks made at a Strength value two times higher (or
more) than your Strength on profile (Strength modifiers from weapons and special
skills do not count towards the Strength of the parrying model for the purposes of
Parry).
-If you are armed with two weapons which have the Parry special rule, you
may re-roll a failed parry. If you have the Master of Blades special skill, you may
parry 2 attacks, if dual wielding weapons with the Parry special rule.
-The -2 to hit penalty on the off-hand weapon applies for the purposes of the
Parry special rule, except for bucklers (it is not removed with the Ambidextrous skill
for the purposes of Parry, but with the Master of Blades special skill).

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