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MORDHEIM PLAYSHEET
Turn sequence
1. Recovery 2. Movement 3. Shooting 4. Close combat
Recovery
During the recovery phase you may
attempt to rally any of your models that
have lost their nerve. To take a Rally test,
roll 2D6. If the score is equal to or less
than the model’s Leadership value the
model stops fleeing and has rallied. The
model cannot move or shoot for the rest
of the turn, but can still cast spells. If the
test is failed, the model continues to flee
towards the closest table edge.
A model cannot rally if the closest model
to him is an enemy model.
During the recovery phase, warriors that
have been stunned become knocked down
instead and warriors who have been
knocked down may stand up.
Movement
In your movement phase, you may move your warriors in the following order:
1. CHARGES
2. COMPULSORY MOVES
3. REMAINING MOVES
RUNNING
A running warrior moves at twice its
normal speed. A model may not run if
there are enemy models within 8" at the
start of the turn.
A running warrior may not hide or shoot
that turn, though it may cast spells.
CLIMBING
A warrior may climb a height equal to its
Movement value in a single movement
phase. Take an Initiative test. If it fails
while climbing up, it cannot move that
turn. If it fails while climbing down, it
falls (see Falling, below).
JUMPING OVER GAPS
Models may jump over gaps, up to a
maximum distance of 3". (You are not
allowed to measure the distance
beforehand.) If your model doesn’t have
enough movement left it automatically
falls.
If the model covers the distance, take an
Initiative test. If the model fails to pass
the test it falls (see below).
CHARGES
Without measuring the distance, declare
that the model is charging and indicate
which enemy warrior it is going to attack.
Warriors charge at twice their normal
speed.
Once opposing models are touching
bases, they are engaged in hand-to-hand
combat.
JUMPING DOWN
Warriors may jump down from high
places, up to a maximum height of 6".
Take an Initiative test for each full 2" the
warrior jumps down. If it fails any of the
tests the model falls down and takes
damage as detailed in Falling.
WARRIORS KNOCKED
DOWN OR STUNNED
If a warrior is knocked down or stunned
within 1" of the edge of a roof or building,
there is a chance it will slip and fall off.
Roll a D6. If the score is more than
warrior’s Initiative, it will fall over the
edge and take damage (see Falling,
below).
DIVING CHARGE
A warrior may make a diving charge
against an enemy who is on a lower level
than himself and is within 2" of the place
where your warrior lands. Test for
jumping down as detailed above. If the
model succeeds it gains a +1 Strength
bonus and +1 ‘to hit’ bonus in the hand-
to-hand combat phase.
You may not charge a model if there is
another enemy model within 2" of the
most direct charge route.
FALLING
Models that fall take D3 hits at a Strength
equal to the height in inches of the fall.
No armour saves apply.
Copyright © Games Workshop Ltd., 2003.
Permission granted to photocopy for personal use only.
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MORD_166_167 13/8/03 6:49 pm Page 167
Shooting
HITTING THE TARGET
Use the shooter’s BS to find the D6 score
needed to hit.
BS
Wpn
Target’s Toughness
ARMOUR SAVES
Models wearing armour are permitted a
saving throw to avoid receiving damage
from a wound. Deduct any save
modifiers that apply.
Minimum D6 score
Str.
1 2 3 4 5 6 7 8 9 10
1
4566- - - - --
12345678910
2
34566- - - --
Score
6 5 4 3 2 1 0 -1 -2 -3
3
234566 - - --
4
2234566- --
HIT MODIFIERS
Armour
required to save
5
22234566--
-1
Target is in cover
6
222234566-
Light armour
6
-1
Moving & shooting
7
2222234566
Heavy armour
5
-1
Long range
8
2222223456
Gromril armour
4
+1
Large target
9
2222222345
Shield
Adds +1
to armour save.
10
2222222234
ROLL TO WOUND
Compare the target’s Toughness against
the weapon’s Strength to find the D6
score required to wound.
CRITICAL HITS
A wound roll of 6 causes a critical hit. Roll
a D6 and consult the Critical Hit chart. A
model may only cause one critical hit in
each hand-to-hand combat phase.
CRITICAL HIT CHART
1-2 Hits vital part. 1 wound = 2
wounds. Roll armour saves first.
INJURIES
As soon as a model loses its last wound
roll a D6 on the Injury chart.
INJURY CHART
1-2
Knocked down. The force of the
blow knocks the warrior down.
Place the model face up.
3-4
Stunned. The target falls to the
ground, barely conscious. Turn
the model face down.
3-4 Hits exposed spot. 1 wound = 2
wounds. No armour saves.
5-6 Master Strike! 1 wound = 2
wounds. No armour saves;
+2 to Injury roll(s).
5-6
Out of action. Remove the model
from the game.
Close combat
WHO STRIKES FIRST
The model that charged its enemy strikes
first. Otherwise, models fight in order of
descending Initiative.
OPPONENT’S WEAPON SKILL
ARMOUR SAVE MODIFIERS
The higher a creature’s Strength the more
easily it can pierce armour.
The chart below shows the reduction in
the enemy’s armour saving throw
compared to the attacker’s Strength.
Sr
12345678910
1 4455555555
2 3444555555
3 3344445555
4 3334444455
5 3333444444
6 3333344444
7 3333334444
8 3333333444
9 3333333344
10 3333333334
HITTING THE ENEMY
Roll a D6 for each model fighting. If the
model has more than 1 Attack roll a D6
for each attack.
3 456789+
Save Mod.
None -1 -2 -3 -4 -5 -6
Compare the WS of the attacker with the
WS of his opponent and consult the
following chart to find the minimum D6
score needed to hit.
WARRIORS KNOCKED DOWN
If an enemy model is fighting a warrior
who is knocked down , he may attack him to
put him out of action .
Roll to wound as normal. If any of the
attacks wound, take an armour save
modified by the Strength of the attacker
as normal. If the save is failed, the warrior
is automatically out of action .
ROLL TO WOUND
Compare the target’s Toughness against
the weapon’s Strength to find the D6
score required to wound (see the To
Wound chart in Shooting, above).
Copyright © Games Workshop Ltd., 2003.
Permission granted to photocopy for personal use only.
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