Tuesday, March 27, 2012

My Totally Unofficial Mordheim Rulebook Errata and New Warband Rules

Ok - Many Moons ago I ran a VERY long term Mordheim Campaign and with that myself and my players noticed some significant game balance issues (and some rules that worked totally illogically).  I made some changes and my players voted unanimously (time and again) to use these totally Unofficial Errata and Rules.  They have been kicking around on my computer for the better part of the decade - so I finally fgured I would at least put it out there for those that want to take some (or all) of these ideas for use in your own campaign -  to the right hand side of the page is the Archive - where all the rules can be found.
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Additionally I have included something a bit special - the Vampire Bloodline Rules - these were written for Town Cryer Magazine and edited by the great Steve Hambrook for publishing before his untimely passing.  Also, due to his sudden and tragic death, this article was never published.  I have retained the rules however for the last 9 years untouched - just as Mr. Hambrook finalized them - and thought I would finally share them with everyone, at least get them out there.

That was the inspiration for putting it all out there.

I really hope you all enjoy them.

Richard III

Lizardmen - from the Jungles of Lustria


Lizardman Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Lizardman warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Scar-Veteran: Your warband must include 1 Scar-Veteran.  No more, no less.

Skink Priest: Your warband may include up to 1 Skink Priest.

Temple Guards: Your warband may include up to 2 Temple Guards.



HENCHMEN

Saurus: Your warband may include any number of Saurus.

Skinks: Your warband may include any number of Skinks.

Chameleon Skinks: Your warband may include up to 4 Chameleon Skinks.

Kroxigor: Your warband may include up to 1 Kroxigor.



STARTING EXPERIENCE

A Scar-Veteran starts with 20 experience.

Skink Priest start with 12 experience.

Temple Guards start with 8 experience.

Henchmen start with 0 experience.

LIZARDMAN SKILL TABLE

Lizardman Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Scar-Veteran
X


X

X
Skink Priest



X
X
X
Guard
X


X

X




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LIZARDMAN EQUIPMENT LISTS

The following lists are used by Lizardman warband to pick their equipment.


SAURUS EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………..            3 gc
Axe………………………………..            5 gc
Mace………………………………            5 gc
Sword……………………………..            10 gc
Short Sword………………………..            5 gc
Halberd……………………………            10 gc
Double-handed Weapon…………..            15 gc

Missile Weapons


None

Armour


Shield……………………………...            5 gc
Bone Helmet*…....………………...            5 gc

SKINKS EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………..            3 gc
Short Sword………………………..            5 gc
Mace………………………………            5 gc
Axe………………………………...            5 gc

Missile Weapons


Blowpipe…………………………..            25 gc
Skink Javelin……………………….            20 gc

Armour


Shield……………………………...            5 gc
Bone Helmet**…....………………..            5 gc

*Heroes Only
**Skink Priest Only

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Blowpipe                                                                                                Common/Cost 25 gc

The blowpipe is a short hollow tube, which can be used to shoot poisoned needles.  While the needles by themselves are too small top cause significant damage, the poison coating them can cause searing agony and even death.  The blowpipe’s greatest advantage however, is that it is silent, and a well-hidden shooter can fire undetected.

Range: 8”;  Strength: 1;  Special Rules: Needle, Poison, Stealthy

SPECIAL RULES

Needle: A blowpipe needle is not very strong and has a hard time puncturing armour, a model hit by a blowpipe receives a +1 modifier to their armour save.  Even models that do not have an armour save will get a 6+ save to take into account protection offered by clothes, fur or the like.  Furthermore a blowpipe cannot cause critical hits.

            Poison: The needles fired by a blowpipe count as always being coated in black lotus (if you roll a 6 to hit, the target is wounded automatically).

            Stealthy: A model armed with a blowpipe can fire while hidden without revealing his position to the enemy.  The target can make an Initiative check to try and spot the shooter (if he survives the shot).  If the test is successful the shooter is no longer hidden.


Skink Javelin                                                                                                Common/Cost 20 gc

A javelin is a small throwing spear that can be used effectively at longer distances than normal thrown weapons.  The tips of Skink Javelins are coated with the same frog poison that coats the darts of their blowpipes. It is the favored weapon of many skink hunters.

Range: 8”;  Strength: As User;  Special Rules: Thrown Weapon, Poison

SPECIAL RULES

Thrown Weapon: A javelin is a thrown weapon and so does not receive a –1 penalty for moving and shooting.

Poison: Skink Javelins count as always being coated in black lotus (if you roll a 6 to hit, the target is wounded automatically).


Bone Helmet                                                                                                Common/Cost 5 gc

            These are made from the powerful bones of young Stegadons.  Though made of bone and not metal they give the exact same bonuses of a normal helmet (so a 4+ save against being stunned) but in addition a Skink Shaman that wears one can cast spells while wearing it.
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LIZARDMAN SPECIAL RULES

All Lizardmen are subject to the following rules.

Cold-blooded: Lizardmen are cold-blooded and naturally slow to react to psychology, if they react at all.  Others view them as bloodthirsty killers with no emotion, but this is not the case, they simply view their place in the Old Ones’ plan more important than any individual’s life.  Lizardmen roll 3D6 and keep the lowest 2 when rolling for Psychology and Rout Tests.

Sacred Spawnings: Some Lizardmen are spawned under the influence of one of the gods, or perhaps even the Old Ones themselves, displaying certain characteristics and natural abilities that are different from other warriors.  Lizardman heroes may take a single sacred spawning when hired, however many times a Saurus lives to be a Scar-Veteran because he is spawned under more than just a single sign.  The Scar-Veteran may take up to 2 different Sacred Spawnings when hired, however he must pay double the gc for the second.

Blessed Spawning of Sotek                                                                        Cost 20 gc

            The hero is marked with red skin, scales or crests.  The warrior gains +1 Attack on the turn he charges.

Blessed Spawning of Quetzl                                                                        Cost 15 gc
 The hero is marked by particularly thick hide and sometimes even bony protrusions around his head and arms.  The hero has his “Scaly Skin” bonus increased by +1 (Saurus only).

Blessed Spawning of Tlazcotl                                                                        Cost 20 gc
The hero is marked with a tinge of yellow and will remain unaffected by even the most harrowing of experiences.  The warrior is immune to Psychology.

Blessed Spawning of Tepok                                                                        Cost 20 gc

            The hero’s skin has a tinge of purple signifying the blessing of the feathered-serpent god of air.  The warrior has a 4+ save on a D6 against enemy spells cast against him.

Mark of the Old Ones                                                                                    Cost 35 gc
The hero is the rarest of all Lizardmen, an albino, he has been blessed by the Old Ones themselves.  The Warrior may re-roll any single die during a game.  This may only be used once per battle and only affect a die that the warrior himself rolled.  Only a single member of the warband may ever have the Mark of the Old Ones.
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LIZARDMAN RACIAL MAXIMUMS



 

M
WS
BS
S
T
W
I
A
Ld
Saurus
4
6
0
5
5
3
3
5
8

 

M
WS
BS
S
T
W
I
A
Ld
Skink
6
4
4
4
3
2
5
3
6

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Heroes


1 Scar-Veteran


90 gold crowns to hire
            The longer a Saurus lives, the tougher and more ferocious they become.  Their scales become thicker and harder and their warrior instincts become more honed.  A Scar-Veteran is an ancient being, only growing stronger with age.  In fact it has never been known for a Saurus to die of old age, for them, war is life, and death.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
5
3
4
4
2
3
2
7
           
            Weapons and armour: The Scar-Veteran may be equipped from the Saurus equipment list.

SPECIAL RULES

Leader: The Scar-Veteran is the Warband’s Leader and follows all the rules for Leaders.

Scaly Skin: A Scar-Veteran has a natural armour save of 5+.

Predatory Fighters: One of a Saurus’ attacks is a bite attack and is always made as an unarmed attack.  Saurus receive no penalty for attacking in this way without a weapon.

Skilled Veteran: The Scar-Veteran may choose one skill from those on his table.
           

0 – 1 Skink Priest


50 gold crowns to hire
            Very occasionally a spawning will result in the hatching of only a single Skink.  These Skinks tend to be smarter, stronger or even attuned to the magical energies of the world.  These Skinks often become attendants to Slann, warriors or priests.  These Priests have a natural ability to wield this magic it is not learned, but is believed to be a gift from the Old Ones themselves.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
3
3
4
1
4
1
5
           
            Weapons and armour: Skink Priest may be equipped from the Lizardman equipment list, but an Skink Priest may never wear armour.

SPECIAL RULES

            Wizard: The Skink Priest is a Wizard and uses Magic of the Old Ones as detailed in the Magic Section.

            Aquatic: Skinks are aquatic and suffers no penalty for moving through watery terrain and receives a cover bonus while in such features.


0 – 2 Temple Guards


70 gold crowns to hire
            The Temple Guard are the result of a particular sacred spawning.  They have stronger scales than other Saurus and an instinctive need to protect the Slann, temple cities or Skink Priests at any cost.  They wish nothing more than to do this until death finally overtakes them.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
4
0
4
4
1
2
2
7
           
            Weapons and armour: Temple Guards may be equipped from the Saurus equipment list.

SPECILA RULES

Scaly Skin: Temple Guards have a natural armour save of 5+.

Predatory Fighters: One of a Saurus’ attacks is a bite attack and is always made as an unarmed attack.  Saurus receive no penalty for attacking in this way without a weapon.


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Henchmen


Saurus

45 gold crowns to hire
Saurus are ferocious creatures, bred by the Old Ones specifically for war and protection.  They are powerful warriors whose entire bodies have been designed for combat.  Bony crests protect their heads and necks, and tough scales run down their backs and arms.  Even unarmed they are perfectly capable of slaying their enemies with sharp talons and powerful jaws.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
3
0
4
4
1
1
2
6

Weapons and armour: Saurus may have equipment from the Saurus Equipment list.

SPECIAL RULES

Scaly Skin: Saurus have a natural armour save of 6+.  If a Saurus rolls “Lads got Talent” this save improves to 5+.

Predatory Fighters: One of a Saurus’ attacks is a bite attack and is always made as an unarmed attack.  Saurus receive no penalty for attacking in this way without a weapon.


Skinks

20 gold crowns to hire
Skinks are small, agile and intelligent creatures bred by the Old Ones to run the day-to-day life of Lizardman society.  In addition to their work as scribes, artisans, masons and administrators they also hunt the Lustrian Jungles for food to feed the great Temple Cities.  It is these hunter Skinks that are employed as scouts and missile troops when Lizardmen go out to war.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
2
3
3
2
1
4
1
5

Weapons and armour: Skinks may have equipment from the Skinks Equipment list.

SPECIAL RULES

            Aquatic: Skinks are aquatic and suffers no penalty for moving through watery terrain and receives a cover bonus while in such features.

            Scout: If a Skink rolls “Lads got talent” he may choose to take the infiltrate skill in addition to the two skill tables he may choose from.  A Skink may not choose to take Strength skills.

0 – 4 Chameleon Skinks

30 gold crowns to hire
Chameleon Skinks are a subspecies of Skink that distinguishes them from other Skinks.  They are often stronger and more fierce then their Skink cousins and their primary roll is often infiltration and scouting.  As their name suggests, Chameleon Skinks have the ability to change their skin color to match the surrounding area.  This advantage allows them more freedom to scout areas and set up ambushes much closer to enemy troops.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
2
4
3
2
1
4
1
5

Weapons and armour: Chameleon Skinks may have equipment from the Skinks Equipment list.  Chameleon Skinks cannot use Javelins as they are not stealthy enough for their tastes.

SPECIAL RULES

            Aquatic: Skinks are aquatic and suffers no penalty for moving through watery terrain and receives a cover bonus while in such features.

            Chameleon: A Chameleon Skinks skin changes color to match that of its surroundings.  A Chameleon Skink is at –1 to hit at range, this stacks with the normal –1 for cover (so they get a –2 if in cover).  Furthermore if he is hiding, enemy models subtract –1 from their Initiative value when determining if they can detect them.

Infiltration: Chameleon Skinks are used to scout out the enemy for the High Born, they therefore can infiltrate (see Skink Special Skills).


0 – 1 Kroxigor

200 gold crowns to hire
Kroxigor are the giant cousin of the Saurus, bred for their brute strength and power.  They are not as smart as their cousins, but will obey instructions diligently.  They use massive weapons that are often times chained to them so they do not drop them in favor of their natural weapons.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
3
0
5
4
3
1
3
7

Weapons and armour: A Kroxigor uses equipment from the Saurus Equipment list but never uses swords or armour of any kind.

SPECIAL RULES

Fear: Kroxigors are frightening monsters and therefore cause fear.

            Large: Kroxigors are huge monstrous creatures and therefore count as large.

Aquatic: Kroxigors are aquatic and suffers no penalty for moving through watery terrain and receives a cover bonus while in such features.

            Scaly Skin: A Kroxigor’s skin gives him a natural armour save of 4+.           

Feral: A Kroxigor is slow to learn so gains experience at half the normal rate and cannot ever get “Lads got Talent”.  If it is rolled, ignore this result and re-roll.

Monstrous: A Kroxigor has a tough hide and can survive damage that would kill a lesser creature.  When rolling for injury on the henchman chart only a roll of 1 will kill him, on roll of 2-6 he sustains no injuries.  In addition the Kroxigor counts as 2 warriors when determining the maximum number allowed in the warband.

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LIZARDMAN SPECIAL SKILLS


            Armoured Skull: The Saurus has an extremely thick skull, he has a 4+ save to avoid being stunned, just as if he were wearing a helmet.  If the save is made, treat the stunned result as knocked down instead.  If the model is also wearing a helmet, this save is increased to a 2+ (this is instead of the normal helmet save). Saurus only.

            Extra Tough The Saurus has fought in many battles and has grown stronger for it.  He is only taken out of action on a roll of 6 instead of a 5 or 6 when rolling for injury against him.  Saurus only.

            Expert Hunter: The Skink has been trained in the art of stealth.  He confers an additional –1 to be hit if he has cover (so –2).  This skill does add to the Chameleon Skink special rules, so if a Chameleon Skink rolls “Lad’s got talent” and is able to take this skill he receives a –3 to be hit while in cover.  Skinks only.

            Infiltration: A Model with this skill may be placed anywhere on the table as long as it is out of sight and at least 12” away from any enemy models.  If both players have models that infiltrate, roll a D6 for each, the lowest roll sets up first.  Skinks only.
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MAGIC OF THE OLD ONES


1            Chotec’s Wrath                                                                                                Difficulty 8

            The Skink Priest summons a bolt of lightning from his fingertips that races toward an enemy.  Target the closest enemy model within 12”.  The target suffers a Strength 5 hit, however if the model is wearing Heavy, Ithilmar or Gromril Armour, the hit has +1 Strength (so Strength 6) and adds +1 to the roll for injury (if required).

2            Chotec’s Forked Lightning                                                                        Difficulty 9
            Two bolts of Lightning shoot from the Priests eyes.  Each of the two bolts cause D3 S3 hits, the bolts can either both be fired at the nearest enemy within 12” or split between the two closest (as long as both are within 12”).

3            Huanchi’s Stealth                                                                                    Difficulty 6

            This spell allows the Skink Priest and all other Skinks within 6” to hide, exactly as if there was a wall or other obstruction between them and their enemies, even if they shot a missile weapon or ran this turn. This spell lasts until the start of the Lizardman’s next turn or until an enemy enters the area of effect.

4            Tepok’s Blessing                                                                                    Difficulty 6
            The Skink Priest and all other Lizardmen within 6” have a 4+ save on a D6 against all enemy magic cast this turn.  This spell lasts until the beginning of the Lizardman’s next turn.

5            Tlazcotl’s Bravery                                                                                     Difficulty 8
            All friendly models within 8” are immune to Fear and All Alone Tests.  In addition the warband gains a +1 to any Rout tests they have to make.

6            Itzl’s Speed                                                                                                Difficulty 8
            The Priest may target a single friendly model within 6”.  The model may make an additional movement at their regular movement value.  If this moves them into contact with an enemy they count as charging.  Cannot be cast on anyone that fired a missile weapon this turn.
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