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House Rules

Mordheim

Necromunda Vermin Infestation Scenario Guidelines

  1. Total the ratings of all participating gangs and divide the sum by the creature rating. Divide the quotient by 4 to determine the number of creatures on the battlefield; this can be adjusted
    upward to guarantee one gang can achieve a majority and/or plurality of bounties.

  2. Each player places an equivalent number of creatures throughout the battlefield; extra creatures are placed by the gang(s) with the lowest gang rating.

  3. Players roll off to determine gang placement order. Players should be able to move simultaneously unless they plan to treacherously attack one another (perhaps inspired by hatred or greed for the reward). Once all the players have moved, the creatures take a turn. Each creature will run towards the closest gang fighter, including down fighters, and will charge (or move and use ranged attack) if possible. Crawler creatures automatically pass climb tests.

  4. Each surviving gang fighter receives d6 experience for the battle. Killing a creature is worth experience equal to Creature Rating divided by 10 (round down) to the gang fighter that scored the killing blow.

  5. Bounty is worth income (not profit) equal to Creature Rating divided by 10 (round down); this is not modified by Guilder Contact territories.

  6. Reward is worth income (not profit) equal to 1% of the sum of all participating gangs' ratings (round down) to the gang with the most bounties, but this is only paid if a majority of the creatures
    are killed (quelling the infestation). If a reward is paid, the gang leader earns +10 experience.

  7. Vermin rules can be found at: http://www.specialist-games.com/, in Necromunda Articles titled Did You Hear That? (Parts 1-3).

Designer's notes: My goal was to create a balanced, un-arbitrated multi-player scenario similar to the concept used in the old Outlanders Arbitrator Scenario, "Purge!" However, I wanted to keep the risks and rewards reasonable for reuse within a campaign. The reason the total combined creature rating is ¼ of the total combined gang rating is most gangs bottle at around 25% losses, but creatures don't bottle. The reason the experience awards for killing blows are 10% is to keep them inline with experience awards for wounding enemy gang fighters (that should be managed more effectively by an opponent player). The reason the bounty awards are 10% is to keep them inline with loot awards for standard scenarios. If the players fail to quell the infestation by killing a majority of the vermin in one battle, the battle could be replayed until the players succeed, but the creatures should be fully stocked each time maintain the impression of an infestation and keep the battle challenging.

Vermin Infestation Scenario Example:  Rat Hunt!

Introduction: A Ratskin Scout ran into the community and raised an alarm... that factory the gangs have been battling over is now swarming with Necromundan Giant Rats! Where the swarm originated, or why the swarm is now occupying the factory area, is unknown at this time, but the swarm presents a danger to the whole community and must be dealt with immediately. Everyone has agreed to set aside rivalries for the moment, but treachery is rampant throughout the Underhive, so watch your back! The community is offering a bounty for each rat killed and a reward for the gang that turns in the most bounties once the rats are driven off.

Necromundan Giant Rat:
Creature Rating: 35
Move: 6
Weapons Skill: 4
Ballistic Skill: n/a
Strength: 3
Toughness: 2
Wounds: 1
Initiative: 4
Attacks: 1
Leadership: n/a
Dodge: 5+ unmodified save

Setup: If three gangs with ratings of 1200 each participate then the total combined gang ratings is 3600. Divide that by 35 (creature rating of rat), and the quotient is about 103. Divide 103 by 4 and about 26 rats riddle the battlefield.  For relatively inexperienced gangs, this could be adjusted down to 25 rats, meaning bounty plurality for the reward is achieved at 8 kills, but a total of at least 13 rats must be killed during the battle before a reward will be paid. If the gangs are relatively experienced, consider adjusting the vermin count up to 31 rats, meaning bounty plurality for the reward is achieved at 10 kills, but a total of at least 16 rats must be killed during the battle before a reward will be paid.  In either case each rat will be worth 3 experience points and 3 credits of income, and the reward is worth 36 credits of income.

Play test notes: Several gangs with an average rating of about 1300 and about 3 games each under their belt tried Rat Hunt!  After doing the math the battlefield was seeded with about 10 rats per gang.  The first thing that all the players noticed is the rats move very fast.  Gangs barely had time to move onto the board and take a couple of initial shot before rats started charging the fighters.  Since the gangs didn’t have much experience, the rats’ Weapons Skill of 4 meant a lot of fighters were outclassed in melee combat.  Every gang that played had at least 25% of its fighters end up rolling on the Serious Injuries Chart by the end of the scenario, but the gangs did manage to take out a majority of the rats, if only just barely.  One of the gangs was an Outlanders faction, and the bounty income turned out to be a huge windfall for that gang, because Outlanders income translates directly to profit rather than being adjusted like House Gang income is.  Perhaps Outlander gangs should adjust the bounty income for profit (using the Collecting Income table on page 101 of the main rulebook) but keep their single territory income as direct profit.  After all, who wants to pay Outlanders any bounties?  I'd love to hear feedback if anyone else tries this or similar scenarios out.

Necromunda Blip Scenario Guidelines

In the spirit of Rules Crusade at http://www.ironhands.com/

This is a treasure hunt style scenario that borrows from the Space Hulk/Space Crusade "radar blip" concept, where there are unknown encounters to deal with.  There is a significant risk of injury, but the payoff can be quite substantial.

  1. Each player places an equivalent number of blips throughout the battlefield.

  2. Players roll off to determine gang placement order. After placement, players roll off to determine which gang moves first.  If all players agree, gangs can play as teams to speed play.

  3. Blips are revealed and resolved as soon as a fighter touches one.  Encounters automatically count as charging.

  4. Once all the players have moved, any undefeated encounters take a turn. Each creature will run towards the closest gang fighter, including down fighters, and will charge (or move and use ranged attack) if possible. Crawler creatures automatically pass climb tests.

  5. If a fighter fails a hazard check, the fighter suffers one wound.  As soon as a fighter suffers his last remaining wound roll on the injury chart as normal

  6. Each surviving gang fighter receives d6 experience for the battle. Revealing a blip is worth 1 experience.  Fighters earn +5 experience per wounding hit.  The leader of the gang that collects the most blips earns +5 experience.  The leader of the last gang on the battlefield earn +5 experience.

  7. Loot cannot be used during the battle, and it cannot be lost or stolen.

Preparation:  If you want to go all out, I used Avery 3/4" round labels and a matching Microsoft Word template.  You might have to adjust the margins to your printer.  I recommend test prints on a 4"x6" card.  The reference card was also designed to print on a 4"x6" card.  The label adhesive didn't adhere well to the WH40K round bases, so I used ZAP-A-GAP CA+ (cyanoacrylates glue with filler). I then spray coated the top side (radar screen image) with gloss to seal and protect the label and ink, both to protect both the blip and to protect players from getting ink on their hands.  If you prefer a quicker approach, cardstock should work fine.  Here is a link to my Necromunda Blips File:
 

Designer's notes: My goal was to create a balanced, un-arbitrated multi-player scenario similar to the concept used in Rules Crusade campaigns.  I also wanted to create a scenario where fighter characteristics that aren't often used played a more prominent role.  Thus I identified challenges that fit the Necromunda background, and assigned each one to a characteristic that seemed reasonable for testing against.  Now that I'm writing this up, I realize the Strength and Toughness challenges are potentially more dangerous than the Initiative and Leadership challenges, because the maximum characteristic potentials limit the probability of success.  I also didn't create a challenge for the Movement characteristic, but I doubt one is needed.  Hazard is meant to represent an intellectual rather than physical challenge such as a trap, potential deadfall, or deadly slime.  The loot chart favors common items that might have been lost by other fighters, but there is a small chance of finding a rare item.  I tried to include every common item yet keep the roll to a d66.  If this were played mid-campaign, I suspect the probably of obtaining high value items might be too high... revising the loot chart might be worthwhile.

Introduction: Now that the Giant Rat infestation is under control, the landscape of the factory has changed somewhat.  The rats have gnawed through wires, into pipes, and damaged containers, and of course many rats still remain.  Yet for all the new danger, there are bound to be valuables for the intrepid: equipment lost by those who fought off the infestation, undiscovered archeotech exposed, not to mention the trinkets hoarded by the rats themselves.

Setup: Each player starts with a set of blips (Shock, Radiation, Toxic Cloud, Hazard, Encounter, 2x Trash, 2x Loot).  Combine and randomize the blips then assign each player their allotment of blips to place.

Special: Encounters are Necromudan Giant Rats.

Necromundan Giant Rat:
Creature Rating: 35
Move: 6
Weapons Skill: 4
Ballistic Skill: n/a
Strength: 3
Toughness: 2
Wounds: 1
Initiative: 4
Attacks: 1
Leadership: n/a
Dodge: 5+ unmodified save

Loot (d66)

1

Hand-to-Hand Weapon

1

Sword

2

Chainsword

3-4

Club/Maul/Bludgeon

5

Chain/Flail

6

Massive Weapon

2

Pistol

1

Autopistol

2

Bolt Pistol

3

Lastpistol

4

1-4: Hand Flamer

5-6: Plasma Pistol

5

Stub Gun

6

Dum-Dum Bullets for Stub Gun

3

Basic Weapon

1-2

Autogun

3

Boltgun

4

Lasgun

5

Shotgun

6

Shotgun Shells

1-3: Manstopper Shotgun Shells

4-5: Hot-Shot Shotgun Shells

6: Bolt Shotgun Shotgun Shells

4

Special Weapon

1

Flamer

2

1-2: Grenade Launcher

3-6: Meltagun

3

Plasma Gun

Heavy Weapon

4

1-2: Auto-cannon

3-6: Heavy Stubber

5

1-4: Heavy Bolter

5-6: Heavy Plasma Gun

6

1-2: Lascannon

3-6: Missile Launcher

5

Miscellaneous

1

Clip Harness

2

Filter Plugs

3

Lobo-Chip

4

Photo-Contacts

5

Photo-Visor

6

Respirator

6

Grenades

1

Frag Grenades

2

Krak Grenades

Missiles

3

Frag Missiles

4

Krak Missiles

Rare Item

5

Rare Trade Chart

6

Outlaw Trade Table

 (Re-roll Special and Fixer = 1 Dose)

Play test notes: This was played as a follow up to Rat Hunt! with a plan to close out the campaign. I created my set of blips with 4 gangs in mind, but only 3 gangs played. With only 3 players, we did not try to play as teams. The average gang had a rating of about 1350 and about 5 games each under their belt.  We ended up playing two battles back to back.  I realized after he first battle that we should have used fewer blips, but I forgot to reduce the number of blips for the second battle.  The reason we should have used fewer blips is to enforce scarcity and encourage gang conflict.  The gangs generally ended up with about 25% of their fighters rolling on the Serious Injuries Chart, but we managed to clear the blips each time.  One of the gangs was an Outlanders faction, and the average reward was probably higher than an Outlander gang should normally earn.  Since we were planning to take a break from the campaign, I didn't really address this.  Loot from the first game was fairly mediocre, but loot from the second game turned out to be some high value common items.  I'd love to hear feedback if anyone else tries this or similar scenarios out.

Mordheim

Movement

The Mordheim rules state models can move over 1" obstacles without a movement penalty, and the buildings that come with the Mordheim set have floors about 2" high. If a 1" object (e.g. large barrel) is suitably placed, models can use the object to access the adjacent floor just like a ladder. Although animals cannot utilize ladders, they can utilize 1" objects to traverse floors. For traversing heights that exceed 2", use objects to create a set of stairs where each step is no more than 1" in height. In addition to providing a good visual aesthetic (ladders are not likely to be common in a disaster riven area, and people frequently use things other than ladders for vertical access), this terrain enhancement changes the overall tactics for games with war dogs and the like.

Mordheim Expedition Campaign

In the spirit of Rules Crusade at http://www.ironhands.com/

This campaign background differs from standard Mordheim in that each team is operating under the auspices of a national sponsor rather than as independent mercenary/treasure hunting war bands. Replacements are therefore provided by the sponsor instead of the war band having to recruit new members. Given each scenario is based on a sponsored expedition, the timeframe of the campaign doesn't have to fall within the Mordheim timeline, and the locales can change dramatically between each scenario. Game play generally follows Mordheim rules, but the scenarios should generally favor exploration as much as combat.

To reflect this change in campaign style, models are purchased from WFB Army Lists rather than Mordheim War Band Lists. During the course of their expeditions, the teams will probably acquire skills and equipment that varies from their standard military issue. Thus, each expedition team will be outfitted by three means: Reputation (Rep), Gold, and Experience. Reputation is a measure of the Sponsor's willingness to provide troops towards the expedition team's endeavors. Reputation points equate to WFB Army List points. 50 Rep per team is a good starting amount for an entry level campaign as that will allow most teams to start with a few Core Troops and 1 Special Troop. Gold can be used to purchase equipment from Mordheim lists, or any other mutually agreeable list, beyond what is provided in the WFB Army Lists. Experience can be used to purchase Mordheim skills beyond the basic skills/abilities listed for each troop type in the WFB Army Lists. Entry level campaigns can probably start with 0 Gold and Experience per team.

Like WFB Skirmish and Mordheim, models are purchased independently rather than in units. Heroes and Lords of the Realms aren't generally available for most expeditions so that some restrictions are placed on what types of troops are available to expedition teams. The majority of expedition teams are drawn from Core Troops that want to make a name for themselves. Special Troops are generally already experienced and often too valuable to be spared. Therefore, only 1 Special Troop choice is available for every 3 Core Troops. Rare Troops are just that, and only 1 Rare Troop choice is available for every 7 Core and Special choices combined. For example, if the team has 6 Core Troops and 1 Special Troop, the team will also have access to 1 Rare Troop. Heroes and Lords are 10-to-1 and 15-to-1, respectively. Since expeditions tend to draw from a wide range of talents, troops from Allied Army Lists may also be available, but they tend to be more difficult for the sponsor to secure.

Troop Type
Minimum Ratio
Allied Ratio
Core
0
3:1
Special
3:1
7:1
Rare
7:1
12:1
Hero
10:1
15:1
Lord
15:1
20:1

To encourage the exploration aspect of expeditions, scenarios can borrow from the Space Crusade/Space Hulk "radar blip" idea, where there are unknown obstacles to overcome. Some scenarios might encourage alliances (e.g. big monsters), and others might encourage fighting amongst the teams (e.g. big prize), but most will probably lean towards overcoming as many obstacles as possible. Unlike moving the blips that represent Genestealers in Space Crusade & Space Hulk, however, expedition obstacles will largely be static. Most scenarios should have a variety of obstacle markers spread throughout the board. 10 obstacle markers per team are probably enough to keep players busy for a couple of hours. Try to keep the obstacles challenging enough that most teams won't end the game completely intact. Presumably, the expeditions are considered important enough that sponsors are willing to risk resources and team members are willing to risk life and limb. Therefore, Mordheim rules for war band Route Tests generally shouldn't be used; departing the expedition should be voluntary. The nature of each obstacle probably won't be known until an expedition member explores it. There are a couple of options for representing the variety of obstacles possible in an expedition. One option is to create a variety of markers that can be placed face down until explored; once revealed, the designated obstacle occurs. Another option is to roll on a table, or set of tables, to determine what each obstacle marker represents. The following tables are generic examples; feel free to modify them to match the setting and/or difficulty of the scenario:

Obstacle: d6

1
Trap
2-4
Encounter
5-6
Loot

Roll again on the indicated table.

Trap: d6

1-2
Initiative Check
3-4
Toughness Check
5-6
Leadership Check

If check is failed, model suffers a Wound. Roll an armor save, if the armor save is failed, and the model has lost its last wound, roll on the Mordheim Injury chart.

Basic Encounters: d6 or use specific table below

1
Swarm
2-5
d3 Monsters
6
Big Monster

Low Level Orc & Goblin Related Encounters: 2d6

2
Troll
3
Snotling Swarm
4
d3 Savage Orc Boyz
5
d3 Orc Boyz
6
d3 Night Goblins
7
d3 Goblins
8
d3 Goblin Archers
9
d3 Fire Kobolds (Warhammer Chronicles 2003, Goblin Ecology)
10
d3 Orc Arrer Boyz
11
d3 Black Orcs
12
Ogre

Note: 3 Black Orcs wiped out half of a 50 Rep team, so choose opponents balanced with the team.

100 pt Warband Skaven Related Encounters: 2d6

2
d3 Plague Censer Bearers
3
d3 Poisoned Wind Globadiers
4
Rat Swarm (Roll d6, 5-6 = Plague Rat Swarm)
5
d3 Plague Monks & Deacon w/ 2 Hand Weapons
6
d3 Stormvermin & Fangleader
7
d6 Clanrat Slaves & Pawleader w/ Spears & Shields
8
d3 Clanrats & Clawleader w/ Spears
9
d3 Nightrunners & Nightleader w/ 2 Hand Weapons
10
6 Giant Rats w/ Packmaster
11
d3 Gutter Runners w/ Poisoned Throwing Stars
12
Rat Ogre w/ Packmaster

Loot: d6

1
d3 Gold
2-5
Valuable Object: Must be carried off, worth 2d6 Gold Reward from sponsor
6
Mundane Item: Roll again on chart below

Mundane Item: d6

1-3
Melee Weapon: Roll again on chart below
4
Missile Weapon: Roll again on chart below
5-6
Armor & Misc.: Roll again on chart below

Melee Weapon: d6

1
Dagger
2
Sword
3
Axe
4 Hammer
5 Spear
6 Halberd

Missile Weapon: d6

1
Sling
2
Short Bow
3
Bow
4
Long Bow
5
Crossbow
6
Throwing Knives

Armor & Misc.: d6

1
Shield
2
Buckler
3
Helmet
4
Rope & Hook
5
Net
6
Lantern

Post Battle Sequence

  1. Injuries
    Per Mordheim Heroes' Serious Injury Chart (pg. 119).

  2. Experience
    Team earns 1 XP per opponent taken Out of Action. Each team member may only earn a maximum of 1 new skill/ability per game. Any unspent XP is lost. Mordheim skills from any agreeable Skill List may be purchased for any team member. The XP cost for the new skill is the total number of skills/abilities the model already has, plus 1. For example, Troll Slayers start with Slayer & Unbreakable, so the first skill would cost 3XP. Abilities acquired from the Heroes' Serious Injury Chart, like Immune to Fear and Fear count against the cost.

    In WFB, few beings are powerful enough to cast Battle Magic, and they are generally considered Characters (Heroes & Lords). The skirmish level spells found in Mordheim are easier to learn, but casters are still relatively scarce. The Mordheim Academic skill of Arcane Lore skill is replaced with Casting. If a team member learns the Casting skill, the sponsor will make resources available between expeditions for the caster to learn spells from appropriate lists. Each spell counts as an additional skill/ability. Thus, a prospective caster must participate in at least 2 expeditions before being able to cast spells during a subsequent scenario. Casting is per Mordheim rules.

    Disarm Traps Skill
    Character may subtract 1 from the die/dice roll to disarm traps.

  3. Recruiting/Replacement
    1 Rep is earned for each Obstacle Marker that is successfully resolved. If a team member is killed or no longer able to effectively contribute to the expedition team, the team can appeal to the sponsor for a replacement. The sponsor will provide additional/replacement troops up to the total Rep of the Expedition Team, in accordance with the allowable Troop Type Ratios, but any experience earned by the former team member(s) is forfeit.

  4. Trading
    Mundane treasure and items found by the expedition team may be kept by the team. Valuable objects should be turned over to the sponsor, usually for a reward, because most teams won't have access to the right buyers, and fences don't pay well; teams are working to promote their sponsor's interests after all! Unneeded items acquired by the team (not those provided by the sponsor via WFB Army Lists or Scenarios), may be sold or traded for half their Mordheim (or agreeable) value. Since upkeep and maintenance for the team will generally be provided by the sponsor, reward money and mundane loot may be used by the team as it sees fit as described in the Gold section above.

  5. Update Expedition Team Ratings
    The Team Rating is the total of Rep, spent XP, Gold, and value of any non-sponsor provided items held by the team. Sponsors don't generally liked to be outdone by their rivals, and to keep their team competitive, the last place team will provide additional training to the most junior member of their team, determined by the member with the least Rep, XP, and equipment. Remember to update the Team Rating based on the additional XP earned by this team member during their extra training.

Designer's Notes

I drew a lot of ideas from Sean Patten's Space Crusade style campaigns outlined in his Rules Crusade web site (he runs a great campaign), where troops are easily replaced between games, team configuration is easily modified, and team growth is governed by three separate resources (Rep/Fame, XP & Gold), each acquired through separate channels. To keep team growth better balanced, I introduced the Sponsor jealousy rule as I don't like campaigns where team balance falls apart in the first few games. I kept the system closely aligned with GW hoping that it might appeal to a wider audience than a less well known system.

I originally planned to limit troop choices to base stats for each type (i.e. no Champions or additional equipment) and grow them like Mordheim, but my friends wanted the WFB Army Lists open. We decided to restrict XP advances to skills only; stats would have to be bought with Rep (e.g. upgrade your Core troop to a Champion or Special by paying the Rep difference, maintaining required team ratios… if your team gets too good, your sponsor may recall some members for other roles/battles). In my original idea, additional equipment was more precious. Accordingly, the reward for loot was only a d6, and loot was scarce. Now a sword that would cost 10 gold on the Mordheim list may only be 1 Rep, devaluing gold considerably. To adjust, I increased the frequency of loot and increased the reward to 2d6. I'm not sure this is enough, but I plan to play test more before making another adjustment. The devaluation of gold is likely to throw of my original Team Rating formula, and I'll probably need to modify the formula to something like Rep + XP + (Gold & Equipment/10).

The first few games have been played in Dungeon style settings, but future games will probably be played in ruins and more exotic locales. I'll expand the campaign material as I get more experience and/or input, and I especially welcome constructive feedback.

Mordheim

Ever notice how cool the Trukks in White Dwarf look with tracks? Try these rules out to have any vehicle with wheels or TRAXX. Base vehicles have wheels. Per the rulz, Traxx have no movement penalties in difficult terrain, but only 5" thrust.
  • Bike
  • Trike
  • Quad (BUGGY or TRUKK)
  • Traxx (Add to base vehicle)
  • 10 TEEF
  • 14 TEEF
  • 20 TEEF
  • +1 TEEF
  • Sidecar for a bike, considered a Gubbin. Bike must now make Thrust test on first thrust. +3 TEEF
    Big Gun Mount for Sidecar +2 TEEF
    What's da point of a buggy? Costs as much as a TRUKK, but no room for Da Boyz. Try a SWIVEL GUN MOUNT! 360 degree fire, no Sidecars. +3 TEEF
    To use a swivel gun mount in a TRUKK, a MOUNT ADAPTER must be installed in da bed first. Beware of firing a swivel gun with boyz ridin' tho, coz there's a 50/50 chance of hittin' 'em! +3 TEEF

    Inquisitor

    Allowing characters to execute all their actions at once, even only an average of half their actions are actally executed, gives rise to devastating attack sequences with no chance of retaliation or reprieve. Most characters have speeds from 4 to 6, which are relatively close. Therefore, characters with a speed of 4 should have some opportunities to act before a character of with speed 6 can complete their entire turn. An impulse chart is a reasonably equitable way to achieve this. Be forewarned, however, that increased realism and fairness can considerably slow play. Games that used to take 20 minutes may now take 2 hours, but my friends and I find the tradeoff very worthwhile.

    To use the Impulse chart, create a list with all the characters, sorted by speed, then sub-sorted by initiative within each speed. Start at impulse 1, Speed 9. All characters with speed 9 have an opportunity to act. In initiative order, each player declares their intent, then rolls a d6. If the roll is 4 or higher, the character can attempt to execute their intended action. Once all Speed 9 characters have completed their impulse, move on to Speed 8, then Speed 7. Looking at the chart, Speeds 6 through 1 do not have an imulse. Move on to impulse 2, Speed 9, and progress through the chart until Impulse 9, Speed 1 is complete.

    Inquisitor Impulse Chart

    .

    Speed

    1 2 3 4 5 6 7 8 9
    Impulse 1 - - - - - - 1 1 1
    2 - - - - 1 1 - 2 2
    3 - - 1