You are on page 1of 6

Mordheim Warbands

MW basically is an update to the rules for Mordheim to bring them up to date wit
h the latest rules for Warhammer
fantasy and allow you to play any army as a warban in Mordheim. Where there is
confusion in the rules, go by the
latest rulings for Warhammer.
Turn Sequence
1
2
3
4
5

Recovery
Movement
Magic
Shooting
Hand to Hand

RECOVERY
In this part of the game, all fleeing models may make a leadership roll to rally
and stop running.
Additionally, Units that are Stunned become Knocked Down, and Models that were m
erely
Knocked Down return to normal.
MOVEMENT
During this part of the game models declare charges, run, climb, or move.
1 First declare any charging models. After a model declares a charge, his oppo
nent may choose from one of
his charge reactions, normally these are Reaction Fire, Hold, Flee or Intercept.
Reaction Fire. A model armed with a ranged weapon may fire at a model charging
it. He may do so as a normal
shooting attack, but with a further -1 to hit. A model may only Reaction Fire o
nce per turn, and may not
reaction fire if already engaged in Hand to Hand, or if the enemy charge started
within the models normal move range.
Hold. The model stays in place and accepts the charge.
Flee. The model moves 2d6" directly away from the charging enemy. If the charg
er still manages to reach his
target, it must make a number of injury rolls equal to the charger's Attacks
Intercept. If the defending player has any unengaged model within 2" of the pat
h of the charge, he may move
that model to take the charge instead of the original target. Note this cannot
be done at the same time as
Reaction Fire or Fleeing, only one reaction to a charge may be made.
If this reaction is chosen the charger contacts this figure instead of his origi
nal target.
2 After a charge reaction is declared and resolved, the charging model rolls 2d
6 and adds his Movement value.
This is the number of inches the charging model may move to come into contact wi
th his opponent.
If he fails to reach his target, he instead moves a number of inches equal to th
e higher of the 2 dice rolled,

directly towards his target


Redirecting a charge. If the enemy model chooses to flee, the charger may decid
e to redirect his charge to
another model that is potentially in reach. He must declare this before the def
ender rolls his fleeing distance.
If that second model flees as well, he may not redirect again.
3 Other Movement. A model may move up to it's normal movement and fire a singl
e weapon in the shooting phase.
Or a model may move up to it's normal movement and climb up one level in a sturc
ture. Finally, a model may run.
Running. Running models move at twice their normal movement rate but may not fi
re weapons in the shooting phase,
nor can they climb on a turn that they ran in.
Climbing. Models that wish to climb must first roll a 4+ on a d6. If successfu
l, they may move up or down on
flight without penalty. Models with Initiative scores of 5 or better succeed on
a 3+.
If a one is rolled on the climbing test, the model will fall down a flight and t
ake d3 hits with S equal to the
number of inches the model fell(no armor saves). If the test is otherwise faile
d, the model may not move up or down.
Falling off things. If a model is wounded while within 2" of a ledge, the wound
ed model must make an immediate
Climbing check (He may not add equipment bonuses). If he succeeds, nothing happ
ens. If he fails the model will
take d3 hits at S equal to the number of inches fallen (no armor save).
Jumping off things. If you intentionally want to jump off a high place for some
reason, make an Initiative Check.
If you are successfull, subtract 3 from the number of inches the model fell, the
n take a single hit at S equal to
the number of inches remaining in the fall (no armor saves), finally place him o
n the ground level. If the test
is failed he takes d3 hits with a S equal to the number of inches fallen (no arm
or save).
Diving Charge. If you jump onto an enemy from an elevated position, you must ta
ke a jump test as normal (see above)
and gain the rules Devestating Charge and Always Strikes First for the turn you
jumped on. Otherwise determine the
charge distance as normal. Due to the positional advantage when doing this risk
y maneuver, the defender must make
a successful Leadership Test in order to make any charge reaction other than Hol
d.
Stealth. If a model ends it's turn near terrain that it could reasonably hide b
ehind, and it did not run, jump,
charge or climb that turn, it may use stealth. A model hidden with stealth may
not be targeted for shooting, or
spells unless there is an enemy model within Initiative range of the hidden mode
l (ie for a Human with I3, 3")
MAGIC

The only change in magic for MW is in generation of Power and dispell dice. All
other rules follow 8th ed magic
rules as normal.
Generating Power and Dispel Dice. Roll 2d3. The higher of the 2 dice is the nu
mber of dispel dice that opposition
has available, the total of the dice rolled is used for power dice. Channel as
normal.
SHOOTING
Shooting in MW is the same as 8th edition, with the following additions.
After successfully hitting and rolling to wound, followed by armor saves, there
is an additional final step,
Injury Rolls.
If you have successfully wounded a model and taken its last wound, roll on the i
njury table
Injury Table
1-2 Knocked Down
3-4 Stunned
5-6 Out of Action
HAND TO HAND
Hand to hand functions much the same way as in Warhammer Fantasy, adding in the
step for the injury table.
Combat Resolution
Unlike normal warhammer resolution, use the following rules.
Your combat resolution is...
+1 for each wound you caused
+1 for each friendly model in the combat with you (max +3)
+1 for charging
+1 for charging off of higher ground.
The difference between each side's combat results is applied as a negative modif
ier to the losers roll,
or causes wounds to unstable models. Models which fail their leadership roll ru
n directly away from
their attackers 2d6 inches, d6 inches if they are Knocked Down or Stunned. The
winner may elect to
pursue if he s not engaged w other models, or he may hold in place. If he pursu
es, he moves 2d6 inches
towards a single fleeing enemy. If the pursuer chase the fleeing enemy it is re
moved from play.
Special Rules
Critical Strikes. Any to wound roll of a natural 6 gives you +2 on a single inj
ury roll.
Attacking Knocked Down Models. You automatically hit against Knocked Down Model
s.

Attacking Stunned Models. You automatically hit and wound Stunned Models, with
+1 to injury rolls.
Units. Powers that bestow a bonus or penalty to a unit, such as a Warrior Pries
t's Inspired Hatred target
all friendly models within 6" of model of origin. In the case of a penalty or a
ttacks against a unit, like
a Wizard's fireball, target the first model as normal, and all friendly model's
within 6" of that model
count as his unit.
Dismounting. Any mounted model may dismount and be treated as infantry of the s
ame type in a turn in which
it didn't charge. A model dismount, then move (but not run, climb, or hide), bu
t not the other way around.
You may remount later by returning to the steed, where you left it behind. You
may remount after moving,
but not after running.
ROUT TESTS
At the beginning of any turn, if you have lost 25% or more of your warband, you
must make a leadership test,
at the highest friendly model's leadership. If you fail this roll, your warband
has lost it's spirit and
retreats from the field.
Building a Warband
Warbands are composed of 3 parts. These are the Leaders, the Henchmen, and Warb
and Traits.
Leaders are chosen from your armybooks Heroes and Champions. You may pick any n
umber of Heroes or unit
champions from special and core to your point limit. Any points not spent on le
aders may be used on Henchmen.
Henchmen are chosen from your armybook's Core and Special Units, with the restri
ction that you may not
purchase warmachines.
Finally Warband Traits are powers or equipment that sets your warband apart from
others. They help to
give character and distinguish your warband, while giving an advantage on the ta
ble.
We recommend 200 points for a starting game. Up to half of the points you play
with may be spent on leaders.
At least a quarter of your points must be spent on core models, and no more than
a quarter may be spent on
special models. You then spend half that points your warband is worth on Warban
d traits, ie if you have a
200pt warband you may take 100pts in Warband Traits.
You may ignore unit minimums, and you may not purchase musicians or standard bea
rers. With the exception of
Exotic Weapons, you may only take a warband trait once.

WARBAND TRAITS
25pts. Diligent Quartermaster. Any member of the Warband my exchange his handw
eapon for a Torch (-1 to hit rolls, flaming attacks)(+2" range to detect Stealth
) Warband Leaders gain Lanterns (+4" range to detect Stealth, doesn't stack w/
Torch) Finally, all warband members have Ropes and Pitons (+1 to Climbing Rolls
)
25pts. Halfling Cook. Upgrade one Henchman to a Champion at the start of the g
ame, he counts as a leader.
25pts. Professional Soldiers. All champions in you warband gain +1 Leadership
to max of 9.
50pts. Combat Drugs. Your warband leaders gain Stupidity. At the start of the
game roll on the Combat Drugs Chart (see below)
50pts. Evil Altar. Your warband Leaders now cause Fear
50pts. Pay Chest. One of your warband leaders now has control of the warband's
paychest. Any friendly model within 6" of him may reroll failed leadership rol
ls. If this model is taken out of action by the enemy in Hand to Hand, all othe
r friendly models gain Hatred until the end of the Game.
50pts. Exotic Weapons. Choose an exotic set of weapons (see below) You may tak
e this Trait twice
50pts. Kennels. Your Warband starts with d3+1 trained attack dogs (stats below
)
50pts. Apothacary/Witch. Your Warband gains a 6+ ward save against Poisoned At
tacks Your Warband Leaders gain Poisoned Attacks.
75pts. Hunt Master. Your Warbands ranged attacks gain +1 to all injury rolls.
75pts. Lucky Charms. Your Warband Leaders gain a 6+ ward save. Your Warband s
tarts the game with d3 rerolls, which may be used on any to hit, to wound, armor
or ward save.
100pts. Master Armorer. Your warband uses the following Injury roll table, ins
tead of the normal one. 1-3 Knocked Down 4-5 Stunned 6 Out of Action
75pts. Forbidden Librarium. Your warband gains MR 1. One of your Heroes gains
a bound spell chosen as if he were a level 1 wizard, from any one of the 8 lore
s of magic
Variable. Hired Swords. See below.
Combat Drugs Chart
1-2 Every member of the warband may reroll 1s on charge distance rolled
3-4 Warband Leaders gain Frenzy
5-6 Warband Leaders gain Devestating Charge
Wardogs
M 6 WS 3 BS 0 S 3 T 3 I 4 W 1 A 1 Ld 7
wardogs gain +1S during a turn it charges.
Exotic Weapon Sets
Chain Weapons. Any member of this warband may replace his normal hand weapon wi
th a Morning Star. Warband Leaders may exchange their normal hand weapon with a
Flail.
Assassins Weapons. Any member of this warband may exchange their hand weapon fo
r Stillettoes and other killing blades, these weapons add 1 to injury rolls and
reroll failed to wound rolls of natural 1. Warband Leaders gain a crossbow pist
ol Ranged 12" Pistol S 3 Multishot 3 Quick to Fire.
Duelist Weapons. Any members of this warband may exchange their shield with an
additional hand weapon. Warband Leaders using swords may Parry on a 5+
Blessed Weapons. Warband members may replace hand weapon with blessed weapon, t

his has S as user and counts as magic and flaming. Warband Leaders may reroll f
ailed to wound rolls against opposing enemies of opposite alignment (Order v. De
struction)
Whips. Warband members cause fear against warbeasts. Warband leaders may excha
nge a hand weapon for a Whip. Whip have 4" Range, S3 Quick to Fire, No ranged t
o hit penalties, and may be used as a hand weapon in Hand to Hand. If the model
has 2 Whips it gains Multishot 2 with its Whip ranged attacks. Wounds caused by
whips cannot be parried.
Thrown Weapons. Any warband member without a ranged weapon gains Thrown Weapons
. Warband Leaders main Thrown Axe instead.
OTHER RULES CHANGES
Stomp Attacks. Stomp attacks are not used in MW.
Weapons in MW are slightly different than in a normal game of fantasy battle. U
se the rules below, if no rules are given for a weapon here then use the normal
rules from fantasy battle.
Hand Weapon. In MW, we can give closer attention to what model is armed with.
Any model from fantasy battle with a hand weapon trades it in for a sword, axe,
or hammer/mace, if he hasn't already replaced it with something else.
Sword. Models armed with a Sword have a 6+ parry save.
Axe. Models armed with an Axe gain Armor Piercing with Hand to Hand Attacks.
Hammer/Mace. Models with these weapons add 1 to injury rolls of 3 or less.
Shields. In MW, a model with a shield may use it as normal (to add one to it's
armor save) or it may exchange the shield for a buckler.
Bucklers provide the model with a 6+ parry save, but don't add any armor. If a
model has a weapon that provides a parry save already, the buckler allows them t
o reroll a single failed parry save per turn.
Spears. Since ranks don't play a roll in MW, spears instead provide the always
strikes first special rule.
Additional Hand Weapon. In MW, additional hand weapon still provides an additi
onal attack for the model in question, but the model may only benefit from one o
f the special rules above (ie sword, axe, or hammer) even if it is armed with 2
different hand weapons. The owning player simply considers one weapon the domin
ant one.
Detachment (Empire Only) Standard rules for detachments function as normal, thou
gh Each Model is considered a seperate unit in MW, it may have up to two accompa
nying models to act as detachments for it. All other rules are unchanged.

You might also like