Friday, August 20, 2021

Mordorheim Rules & Unit Stats (Converting WHFB Stats)

 Here are the Mordorheim custom rules set for this blog. And yes, you may have noticed that Ive updated the blog's top banner graphic.

To make games easier for me, I have simplified the Warhammer/Mordheim rules and stats. They are still I Go You Go, which is what I like. No charts "to-hit" or "to-wound" need to be used anymore, all info will be on the unit stats. I like d6's so that is the only die needed to play.

Combat: Attacker rolls Melee "To-Wound"(or Range if available), defender rolls To-Save. Only attacker may atttack during his/her turn.

Attacks stat is the number of dice rolled in Melee combat. Ranged attacks are not modifed by Attacks stat and are usually just 1 attack unless noted otherwise.

Health stat is the number of wounds a unit can take before being knocked out of the battle.

Leadership is now for overcoming fear or stun checks which cause inaction for a turn. Fear or stun checks are caused by special abilities as noted on unit abilities.

Charge: During movement phase, may move at double speed to base contact with enemy.

Magic: Each spell can only be cast successfully once per battle. Only 1 spell can be attempted each turn. A failed spell can be tried again in upcoming turns until it is successfully cast. 

Turn Sequence: Move/Charge, Missile Fire/Cast Magic, Melee Combat

------------

 To convert Warhammer stats to Mordorheim stats: 

1) change Weapon Skill to Melee: WS of 3 = 4+, less than WS 3 = 5+, more than WS 3 = 3+

2) change Ballistic Skill to Range Attack: BS of 3 = 4+, less than BS 3 = 5+, more than BS 3 = 3+

3) change Toughness to Save: T of 4 = 6+ Save, T of 6 or more = 5+ Save, Light armor = a further -1 to Save, Heavy armor = further -2 to Save, Shield = further -1 to Save. Maximum stat of 3+ Save.

4) Change Leadership (old) to Leadership (new): LD of 7 = 4+, more than 7 = 3+, Initiative of 4 or more is a further -1 to Leadership.

And here are the new stats for our heroes (heroines):

------------

Zorelle, Lady Elessar of Minas Tirith

Move 4"  Melee 3+  Attacks 3   Health 5  Save 4+  Leadership 2+ 

Phial of Galadriel: enemy ranged attacks are at -1 to hit

Sword of Erlech: vampiric blade heals Zorelle +1 wound per successful enemy wound

Lightning Reflexes: already added to Save stat

---

Mad Alice, Mistress of LakeTown

Move 4"  Melee 3+  Attacks 2  Health 4  Save 0  Leadership 3+

Rage: Double Attacks on turn in which Alice charges

Beer Keg: Heal up to 3 wounds per game for Alice or friend in contact

---

Aly Greenleaf, Elf Ranger of Mirkwood

Move 5"  Melee 3+  Range 3+  Attacks 2  Health 3  Save 5+  Leadership 3+

 Bow of Loren: Range attacks are 3 shots per turn

Blessed by the Goddess Isha: can reroll any 1 die roll per battle

Scout: May move up to 5" before battle begins

Waywatcher Reflexes:  already added to Save stat

---

Istriya, Witch of Pinnath Gelin

Move 4"  Melee 5+  Attacks 1  Health 3  Save 0  Leadership 3+

Regrowth Spell: Casting  2+, heal d3 wounds on self or friend up to 12"

Spectral Skull Spell: Casting 2+,  18" range to target in LOS and all enemy models in 6" of target, must roll leadership or lose actions next turn

Chain Lightning Spell: Casting 3+, 18" range to target model in LOS and 2 other models within 12" of target, causes 2 wounds to each model

Shield of Thorns Spell: Casting 4+, Remains in play, on self or friend within 12", each enemy who comes into contact with target suffer a wound on a 4+

 The Crows Feast Spell: Casting 4+, 24" range to target model (no LOS necessary) and 2 other models within 12" of target, causes 1 wound to each model

 


 






 

No comments:

Post a Comment