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Skills, Rules & Equipment
Skills
Mordheim already has plenty of skills available to our heroes. We only suggest adding a single skill which touches an important aspect of the campaign.
Controlling, safe guarding and transporting carried items is a vital facet of Mayhem in Mordheim. With this optional rule add the Quartermaster Skill to the Academic skill list.
The hero is an expert in the logistics of storage, transportation, and recovery of goods. They may control, but not move, multiple carried items as long as all carried item markers are gathered together in base contact and the quartermaster is in contact with at least one of the markers.
At the game’s end the warband with the most standing quartermasters on the table at the game’s end may adjust any Recovery Tests of Uncontrolled Carried Items by +1 or -1 (player’s choice). Additionally, should a quartermaster be the closest model to an uncontrolled carried item that their warband secures, the player can choose to remove a different warrior from their warband instead, as long as the alternate warrior can secure carried items and is both in charge range and line of sight of the marker which was secured.
Warbands without Academic Skills
Since the recovery of carried items is such an important part of battles, consider allowing warbands that do not have access to academic skills to include at least one hero that can take Quartermaster (leaders by default). For warbands that both lack academic skills and have a maximum warband size of 12 or less, consider adding Quartermaster to their special skill lists.
Quartermaster (Academic Skill)
Equipment
The following equipment can be found within certain scenarios. You can use the rules for them below or treat them as equivalent to other equipment found in the Mordheim game. Each piece of equipment has it’s price and rarity listed as well as all rules that apply to it. Add any you wish made available to your Price Chart.
A weapon with a curved blade that hails from far away Araby, and is quite rare this far north.
Equivalence: Sword. Treat a scimitar as a sword if you do not wish to use the rules below.
Price: 20 GC; Rare 12. Ithilmar and gromril versions of scimitars cannot be found in Mordheim.
Range: Close Combat; Strength: As user
Critical wound: Bladed
Special Rules:
Sword proficiency: Any warrior capable of using a sword can use a scimitar. The weapon has all the same rules as a sword with the following addition:
Slice: the curved blade of a scimitar causes deadly cutting wounds, but is weak against worn armour. Whenever making a critical hit against a model without worn armour add +1 to the roll on the Bladed Weapons Critical Hit Chart. Against models equipped with such armour the scimitar gains no bonus and never eliminates armour saves (making a roll of 1–2 on the critical hit table useless). Worn armour is defined as any of the following: light, heavy, ithilmar, gromril, barding, and chaos armour (toughened leather is not good enough to count).
Scimitar
Equivalence: Treat a mastercraft weapon as a jewelled weapon if you do not wish to use this optional rule. A jewelled weapon can be sold at it’s full cost instead of half value.
A Mastercraft double handed weapon adds the special rules of it’s weapon type to the +2 strength value. The cost of the weapon type is added to the 15GC double handed weapons cost. The rarity of a master craft weapon is 9. Thus:
Mastercraft double handed sword: 25 GC, Strength: As user +2, Strike Last & Parry–special rules, rare 9
Mastercraft double handed axe: 20 GC, Strength: As user +2, Strike Last & Cutting Edge–special rules, rare 9
Mastercraft double handed hammer: 18 GC, Strength: As user +2, Strike Last & Concussion–special rules, rare 9
An Ithilmar version of such a weapon removes the Strike Last-special rule (or adds +1 to I for heroes with the strongman skill), triples the cost, and is rare 10.
A Gromril version inflicts an extra -1 armour save modifier and removes the Strike Last-special rule, is four times the cost, and is rare 12.
Mastercraft double handed weapons
Warbands automatically secure and evacuate all carried items they control when routing (either voluntarily or after failing a rout test). Items of interest in many scenarios (sometimes including the battle’s objectives) are carried items warbands are fighting over. Causing another warband to make rout tests can be counter productive if they are controlling an objective your warband wants. Pulling Blows is a close combat optional rule designed to keep your opponent from reaching the 25% out of action threshold, if players want to buy more time to challenge objectives controlled by their opponent.
If allowing this rule, any warrior in close combat that causes an injury can choose to reduce the result of the injury roll by -1 (to a minimum of 1). You must choose to pull blows, before making the injury roll.
Pulling Blows - optional close combat rule
Latest Fashions - optional rule
Lasted fashions is a catch all category for needless clothing and accessories, the purpose of which is to show off wealth. Fancy hats, pantaloons, slippers, stockings, cod pieces, make up, perfumes, and jewellery are all various fashions in vogue.
Latest Fashions are miscellaneous items that can be bought for both heroes and henchmen. They are listed at a given cost value. You are encouraged to come up with names for what you buy (new coloured feathers for my bonnet!)
Latest Fashions Rare
5 GC Common (minor embelishments, make up, ribbons, feathers)
10–15 GC 7 (perfumes, quality hats, slippers, stockings)
20–30 GC 8 (fancy boots, ear rings, nice cloaks, shirts with lots of lace)
35–50 GC 9 (fur trimmed clothing, gold rings, vibrant coloured attire)
55–100 GC 10 (jewellry, exotic furs from far away lands, gem stones)
Rarity reflects the highest value of Latest Fashions that your hero can find that turn. Unlike other equipment, you can purchase as many of that Latest Fashion or lower as you wish.
Example
Captain Prospero is looking at the Latest Fashions and make a rarity roll of 9. A single item in this price range is out of his depth at the moment as Prospero is looking to spiffy up his three swordsmen. He buys three embellished hats for 10GC a piece.
Bring out the good stuff: Heroes wearing the latest fashions raise the interests of merchants. If a hero is wearing 5 X the current campaign chapter in gold crown’s worth of Latest Fashions, they can add +1 to their search for rare items. For example, during the post battle search for rare items of Mayhem chapter 3, a hero wearing at least 15 GC worth of Latest Fashions earns the bonus on their roll.
Envy of Marienburg: If you are using the Accolade rules for Envy of Marienburg, henchmen groups with the most expensive equipment (including latest fashions) will earn top spots on the accolade list. As for anything else with henchmen, all members of a henchmen group must be bought the same fashions. In the Mayhem in Mordheim warband roster the collective cost of all latest fashions bought for a single warrior of the henchmen group is recorded into the group’s equipment list (along with armour, weapons, etc.). This value should then be multiplied by the number of warriors in the henchmen group and the result recorded into the Fashion Total box provided for each group.
Wear & Tear: Fashions, unfortunately are not designed for battle. Any warrior going out of action reduces the value of some or all of their latest fashions. The value of heroes and henchmen groups are handled differently. Roll a D6 and consult the appropriate table.
Special Rules
1 - All Latest Fashions are reduced in value by 2D6. Roll separately for each. Any value that is reduced to 0 is damaged beyond repair and discarded.
2 - Any Latest Fashion with a rarity of 9 or less are reduced in value by 2D6. Roll separately for each. Any value that is reduced to 0 is damaged beyond repair and discarded.
3 - Any Latest Fashion with a rarity of 8 or less are reduced in value by 2D6. Roll separately for each. Any value that is reduced to 0 is damaged beyond repair and discarded.
4 - Any Latest Fashion with a rarity of 7 or less are reduced in value by 2D6. Roll separately for each. Any value that is reduced to 0 is damaged beyond repair and discarded.
5 - All common Latest Fashion are reduced in value by D6. Roll separately for each. Any value that is reduced to 0 is damaged beyond repair and discarded.
6 - No damage to any Latest Fashions!
Fashion Wear & Tear Table - Heroes
1–2 - The damage done to the warrior’s fashions reduces the value of the entire henchmen group’s Fashion Total by 2D6 (they need to look uniform to make an impression).
3–4 - The damage done to the warrior’s fashions reduces the value of the entire henchmen group’s Fashion Total by D6 (they need to look uniform to make an impression).
5–6 - The damage done was minor and is easily overlooked when the group presents it’s “good side” to admirers.
On the Mayhem in Mordheim warband roster each henchmen group has a box for Fashion Damage. Record the values generated from the Fashion Wear & Tear Table into this box. Should the sum of all reductions equal or exceed the Fashion Total for the henchmen group, remove all Latest Fashions from the group’s equipment (they are damaged beyond repair) and drop Fashion Damage to zero.