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Lord
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Registered: 08-2004
Posts: 100
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posticon WHQ 2.0 Mordheim style(stats)


Hiyas... Pretty quiet around here lately...

Anyways, I've been rewritting the mordheim rulebook to encompass WHQ instead of the normal Mordheim set-up. It seems to be coming along fairly easily. I wanted to post it here for you all to read.

I'll leave out the less important things such as the tables for to hit and to wound, but you will get the general taste of how things are turning out. I really think its going well so far. Yes it's incomplete as of now.. Possible to get a few of you to assist in writting other sections would be great... Anyways on with the LONG show.

quote:



Warriors all have the following stats:
 
M
Movement
A model's Movement rate shows how far the model can move in a turn, under normal conditions.
WS
Weapon Skill
Weapon skill is a measure of close combat ability. A deadly swordsman or a crazed berserker would have a high value compared to a lowly acolyte, for example. The higher the WS, the more likely your warrior is to hit his opponents.
BS
Ballistic Skill
This shows how good a shot the individual is. When you shoot a bow or fire a pistol, the chance of hitting a target depends upon your model's ballistic skill. A normal Human has a BS of 3, though an experienced marksman might have a BS of 4, 5 or even higher.
S
Strength
Strength indicates how strong the warrior is! It is especially important for hand-to-hand combat, because the stronger you are the harder you can hit. A strength value of 3 is about average.
T
Toughness
This is a measure of how easily an individual can withstand a hit from a weapon or a blow from a club or fist. The tougher you are, the harder you are to wound or kill. An average Toughness value is 3, though a gnarled old warrior might have a toughness of 4!
W
wounds
A model's wounds value shows how many times the model can be wounded before it collapses, is killed, or incapacitated. Most individuals have only 1 wound but veteran warriors or large creatures such as ogres might have more.
I
Iniative
The initiative value indicates how fast and nimble the warrior is. It determines the attacking order in hand-to-hand combat.
A
Attack
The attack value indicates how many blows the model can make in hand-to-hand combat. Most warriors have an attack value of 1, but powerful fighters may have more. The more attacks you have, the greater the chance you've got of beating your opponents into an unrecognisable pulp.
LD
Leadership
Leadership represents raw courage, self control, and charisma. The higher the model's leadership value, the more likely he is to remain steadfast in combat while other run off or are slain. For example, a cowardly skaven may have a leadership of 5, while a cool, calm elf could have a leadership of 8 or higher.

Zero Level Characteristics

Some creatures have been given a '0' for certain characteristics which means that they have no ability in that field whatsoever. This usually applies to creatures unable to use missle weapons (who would have a BS of 0) but it might equally apply to other characeristics as well.

If a model has a WS of 0 then it cannot defend itself in hand-to-hand combat, and any blows struck against it will automatically hit.

Characteristic Tests

Often int he game a model will be required to take a test on one of his own characteristics. In order to pass this test, the model has to roll a D6 and obtain a result equal to or lower then the value of the characteristic invovled. Note that if you roll a 6, you automatically fail the test regardless of the model's characteristic value.

Leadership Tests

tests against the Leadership characteristic are done in a slightly different way. In the case of a leadership test, you should roll two dice and add the two scores together. If the result is equal to or less then the model's Leadership characteristic, the test has been passed.




Last edited by golembane, 11/Jul/2005, 11:57 pm
11/Jul/2005, 11:50 pm Link to this post Send Email to golembane   Send PM to golembane
 
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God
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Re: WHQ 2.0 Mordheim style(stats)


Do you plan to made one word document?
Did you test your rules?

---
Bruno
14/Jul/2005, 12:49 am Link to this post Send PM to Bruno
 
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Lord
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Re: WHQ 2.0 Mordheim style(stats)


So I actually had to split the text document up. Right now it's 10+ pages long so far.

As for play testing it, for the most part things are going pretty well. Right now my wife and I are in the mist of doing WFB 6 edition => mordheim comparision's to get a basic bestiary formed. We will be reworking rats, bats, and snottlings to form 2x2 square swarms more then likely. Seems the easiest route right now. Most other mobs we find are to powerful in terms of numbers for 4 warriors to over come. 12 skaven have almost always pummelled our warriors into the ground. Going to need to find that sweet spot for monster numbers.

What that more then likely means is that warriors won't be fighting rooms and rooms of monsters any more. It will be more of small skirmishes.

You'll notice some of the rules aren't filled in such as spells and events.

The reason for that is because some spells from mordheim could not be easily shifted over into a dungeon style setting such as WHQ. Some spells such as pretty much all of the shadow warrior magic is fairly straight forward, but theres one lesser magic spells that just doesnt seem to fit, so will either need to replace that spell or MAKE it fit.

I haven't worked on the events yet since before I can do that I need to rework exactly how the event will work in regards to warrior-to-monster strength. Way things look right now, treasure isn't going to be highly important in the grand scheme of things. While warriors are sure to get some loot from dungeons, the will not be walking around with heeping bags filled with swords, shields, bows, and gold.

Seems players will be able to advance fairly quickly with the XP rules mordheim uses. So instead of taking every kill towards an advancement you get +1 XP for surviving a dungeon(Even if you had to run out, you must have learned SOMETHING) and +1 XP for completing the objective set for that dungeon. Some dungeons will have an additional +1 XP for things such as one on one fights in, per se, the fighting pit(infamous barbarian vs minotaur quest).

Right now I am basically focused on getting basic playing done. XP and character advancement can be completed at a later time. I figure that if you cant get the foundation set, then you'll never be able to build a skyscrapper.

My wife and I will be running another play test tonight with different versions of spells and see how things roll so far. Ill make updates to the posts as need be.

This is a pretty big task to try and rewrite a complete book and playtest it all at the same time. If anyone wants to assist in creating the bestiary, basic character creation(I am split between having a set starting equipment, or giving each player a small amount of gill to equip warrior as they deem fit, thinking 50-100), or compliation of magic spells(Most are fairly easy to transfer over), that will be a huge help.
14/Jul/2005, 10:19 am Link to this post Send Email to golembane   Send PM to golembane
 
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Lord
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Registered: 07-2003
Location: Philadelphia
Posts: 538
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Re: WHQ 2.0 Mordheim style(stats)


grogling - have you figured out a good conversion between WHFB points and Mordheim gold (hiring costs)? Most GW games are very easy to convert costs and stats between, but the Mordheim points costs aren't as intuitive...

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
14/Sep/2005, 10:47 am Link to this post Send Email to BassJam   Send PM to BassJam
 


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