WHQ 2.0 Mordheim style(Shooting) https://bwarhammerquest.runboard.com/t89901 Runboard| WHQ 2.0 Mordheim style(Shooting) en-us Thu, 28 Mar 2024 15:05:12 +0000 Thu, 28 Mar 2024 15:05:12 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557121,from=rss#post557121https://bwarhammerquest.runboard.com/p557121,from=rss#post557121Hey golembane, just noticed your new stuff. I've got to get to work, but I should be able to check it out later today/tomorrow. Looks good so far but I'm wondering what we're actually going to be able to apply to the 2nd Ed. Anyways, I'll check it out later, I like the surrounding rule in this, btw.nondisclosed_email@example.com (Black Drazon)Wed, 20 Jul 2005 00:25:46 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557120,from=rss#post557120https://bwarhammerquest.runboard.com/p557120,from=rss#post557120nondisclosed_email@example.com (PaulusWHQ)Mon, 18 Jul 2005 18:04:09 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557119,from=rss#post557119https://bwarhammerquest.runboard.com/p557119,from=rss#post557119He could... I've actually have to play test that and see if levitate raises the wizard or just makes him hover an inch over the ground. I don't want the wizard to be the main focus of the group while everyone else is cannon fodder. Either way if I decide this is a plausible solution then WHQ could very well see itself becoming a bit closer to a true RPG then even I expected.nondisclosed_email@example.com (golembane)Mon, 18 Jul 2005 06:08:48 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557118,from=rss#post557118https://bwarhammerquest.runboard.com/p557118,from=rss#post557118ahh ok, thanks golembane. heh heh, i just thought of something... if our wizard was protected by other warriors, and monsters etc. - he could use a quick levitate spell to "rise above the rest", and pop off a quick spell anywhere before ducking back down nondisclosed_email@example.com (PaulusWHQ)Sun, 17 Jul 2005 22:02:11 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557117,from=rss#post557117https://bwarhammerquest.runboard.com/p557117,from=rss#post557117ahh ok, thanks golembane. heh heh, i just thought of something... if our wizard was protected by other warriors, and monsters etc. - he could use a quick levitate spell to "rise above the rest", and pop off a quick spell anywhere before ducking back down nondisclosed_email@example.com (PaulusWHQ)Sun, 17 Jul 2005 22:01:42 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557116,from=rss#post557116https://bwarhammerquest.runboard.com/p557116,from=rss#post557116ahh ok, thanks golembane. heh heh, i just thought of something... if our wizard was protected by other warriors, and monsters etc. - he could use a quick levitate spell to "rise above the rest", and pop off a quick spell anywhere before ducking back down nondisclosed_email@example.com (PaulusWHQ)Sun, 17 Jul 2005 22:01:20 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557115,from=rss#post557115https://bwarhammerquest.runboard.com/p557115,from=rss#post557115Exactly. Or well pretty much. Any magic missile type spells will need line of sight since they fly straight and true. Other magic that strikes from the heavens or from the shadows(shadow warrior magic has a spell which the shadows along the wall attacks) can attack any target so long as they full fill the requirements. So for example the shadow warrior spell will need the enemy to be adjacent to a wall obviously. So yes with the right spell a goblin could be hidden in the pack of protectors setting off spells onto the warriors. Seems like the way a goblin and skaven would lead to me. If the spell caster did get a magic missile type spell then they will have to have line of sight. So that means either higher ground or in the forefront battling head one. Obviously the magic section is still incomplete. I am still working out some kinks but this gives you the general idea how it will work.nondisclosed_email@example.com (golembane)Sun, 17 Jul 2005 21:04:39 +0000 Re: WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557114,from=rss#post557114https://bwarhammerquest.runboard.com/p557114,from=rss#post557114the "closest target" rule sounds interesting - i can just imaging a sneaky Goblin Shaman hiding in the middle ot his guard, casting spells at us, while we cant shoot him until we kill his guard actually, would that also apply to him? eg, could he not cast at us unless he had clear line of sight too?nondisclosed_email@example.com (PaulusWHQ)Sun, 17 Jul 2005 19:55:26 +0000 WHQ 2.0 Mordheim style(Shooting)https://bwarhammerquest.runboard.com/p557113,from=rss#post557113https://bwarhammerquest.runboard.com/p557113,from=rss#post557113quote: Shooting Who can shoot Each model can shoot once in the shooting phase, so long as he can see a target and assuming he has a suitable weapon. He may not fire in the following circumstances: if he is engaged in hand-to-hand combat, or is stunner or knocked down. To shoot at a target, a model must be able to see it. Models may shoot through other warriors, but not through enemies that may be blocking line of sight. Closest Target You must shoot at the closest enemy, as he represents the most immediate threat and therefore the most obvious target. However, you may shoot at a more distant target if it is easier to hit. For example an enemy on a platform is easy to spot and fire at. note that you may not shoot at models that are engaged in hand-to-hand combat, as the risk of hitting your comrades is too great. Shooting from an elevated position A model situated in an elevated position(ie: on a platform or large tomb), may freely pick any target he can see and shoot at it. The exception to this rule is that if there are enemies on the same raised location and in line of sight of the shooter, he must shoot at these, as they present a more immediate threat. Range All missile weapons can fire to any square in the current board section or any adjacent board section. All that is required is that the warrior be able to see target from such a distance. Hitting the target To determine whether a shot hits its target, roll a D6. The dice score needed will depend upon how good a shot the firer is (as indicated by his ballistic skill). The chart below shows the minimum D6 roll needed to score a hit. Hit modifiers It is easier to hit a target that is in the open compared to a target behind cover. Usually it is also easier to hit a large target then a man sized or smaller target. These situations are represented by the following modifier: HIT MODIFIERS -1 Moving & shooting If your model has moved at all during this turn. +1 Large target The main body of the target takes up more then one square on the board section. This includes dragons, ogres, trolls and different swarms the players may meet. Roll to wound Once you have hit a target test to see if a wound is inflicted. a shot may fail to cause a wound because it hits par of the target's equipment, just scratches the skin, or causes some very minor injury which the target bravely(or stupidly) ignores. If you fail to cause a wound, the target is unharmed. To determine whether your shot has caused a wound, compare the Strength of the weapon with the Toughness of the target. You will find a complete description of the various weapons together with their Strength values and special rules in the Weapons & Armor section. The chart below shows the D6 score required to turn a hit into a wound. Note that a dash (--) means that there is no chance of wounding the target. Critical hits If you roll a 6 when rolling to wound(for hand-to-hand and shooting only) you will cause a critical hit. Roll a D6 and consult the Critical Hit chart below to determine the damage caused by the critical hit. You should also roll to see whether the target makes its armor save or suffers damage as normal. In addition, if the attacked normally needs 6s to wound his target, he cannot cause a critical hit. His opponent is simply too tough to suffer a serious injury at the hands of such a puny creature! Each warrior may only cause one critical in each hand-to-hand combat phase (see the Close Combat section), so if he has several attacks, the first 6 you roll to wound will cause a critical hit. Critical Hit Chart 1-2 hits a vital part. The wound is doubled to 2 wounds. Roll any armor saves before doubling the wound. 3-4 hits an exposed spot. The wound is doubled to 2 wounds. The attack ignores all armor saves. 5-6 Master Strike! The wounds is doubled to 2 wounds. The attack ignores all armor saves. You gain +2 to any injury rolls. If a critical hit causes more then 1 wounds, and the weapon the attacking model is using normally causes several wounds, then use the one that causes the most damage. Armor Steel breastplates, chainmail, leather tunics shields... all these and more are readily available to almost everyone in the Empire. That is if you are prepared to pay the price, since armor is very expensive. If a warriors wearing armor suffers a wound roll a D6. If the dice roll is sufficiently high the wounding hit has bounced off the armor and has not hurt the wearer at all.The dice score required varies according to the type of armor. The table below summarises the most common armor ypes and the D6 rolls required to make a save. note that carrying a shield increases the save by +1. For example, a warrior in light armor with a shield wills ave on a roll of 5 or 6. A warrior who has a shield but no armor will save on a 6. Armor Minimum D6 score required to save Light armor 6 Heavy armor 5 Gromril armor 4 Shield adds +1 to the armor save Armor save modifiers Some weapons are better at penetrating armor then others. A shot from a short bow can be deflected relatively easily, but a shot from a crossbow penetrates armor much more effectively. The higher a weapon's Strength, the more easily it can pierce armor. The chart below shows the reduction to the enemy's armor saving throw for different Strength weapons. Some weapons are better at penetrating armor then their strength value suggests(Elven bows, for example). This is covered in the entry for each particular weapon (see the weapons & armor section). Injuries most warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target has more then 1 wound then deduct 1 from his total each time he suffers a wound. Make a note of this lost wound. So long as the model has at least 1 wound remaining may continue to fight. As soon as a fighter's last Wounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted the wounds rolls a D6 for the wound that reduced the model to zero wounds and for every wound the model receives after that. If a model suffers several wounds in one turn, roll once for each of them and apply the highest result. 1-2 Knocked down The force of the blow knocks the warrior down. Place the model face up to show that he has been knocked down. 3-4 Stunned The target falls to the ground where he lies wounded and barely conscious. Turn the model face down to show that he has been stunned. 5-6 Out of action The target has been badly wounded and falls to the ground unconscious. He takes no further part in the game and is immediately removed. Knocked Down A fighter who has been knocked down falls to the ground either because of a jarring blow he has sustained, because he has slipped, or because he has thrown himself to the floor to avoid injury. Turn the model face up to show that he has been knocked down. Knocked down models may crawl two squares distance in the movement phase, but may not fight in hand-to-hand combat, shoot, or cast spells. If he is in base-to-base contact with an enemy, a knocked down model can only crawl up to 2 squares away if the enemy is engaged in hand-to-hand combat with another opponent, otherwise he has to stay where he is. In combat he cannot strike back and the enemy will have a good chance of putting him out of action (see the warriors Knocked Down section of the close combat rules). A warriors who has been knocked down may stand up at the start of his next turn. In that turn he may move at half rate, shoot and cast spells. If he is engaged in hand-to-hand combat, he may not move away and will automatically strike last, irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though he has zero wounds left. If the model takes any further wounds, then roll for the injury once more, exactly as if the model had just sustained its last wound. Stunned When a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model face down to show that he has been stunned. A fighter who is stunned may do nothing at all. A player may turn the model face up in the next recovery phase, and the wrrior is the treated as knocked down. Out of action A warrior who is out of action is also out of the game. Remove the model from the tabletop. It's impossible to tell at this point whether the warrior is alive or dead, but for game purposes it makes no difference at this stage. After the game you can test to see if he sustains any serious lasting injuries as a result of his wounds. nondisclosed_email@example.com (golembane)Tue, 12 Jul 2005 00:03:50 +0000