Ye Olde Curiosity Shoppe (Official).pdf

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Ye Olde Curiosity Shoppe
Ye Olde Curiosity Shoppe
These are the updated rules from the Mordheim Annual 2002.These rules are official.
Equipment List
There follows a list of equipment for use in the ruins of Mordheim. It is broken down into
Weapons, Armour and Miscellaneous Equipment.
WEAPONS
All of the new weapons are uncommon specialist items wrought by a master
weaponsmith. They are not available to starting warbands and can only be used by heroes
with the combat skill Weapons Training.
Rapier
The rapier is a long thin blade commonly used by duellists. It is a deadly, sharp weapon
capable of delivering a multitude of blows but lacks the power of a broadsword.
Range: Close Combat
Strength: As user
Special Rules: Parry, Barrage, armour save
SPECIAL RULES
Parry: Like all swords, you may use a rapier to parry in hand-to-hand combat. When
your opponent scores a hit you must roll a D6. If you can score greater than the highest
‘to hit’ roll you have parried the blow and the attack is discarded.
Barrage: A rapier is light and flexible, and while this makes it less powerful than a
broadsword or an axe it means that a warrior using a rapier can make a barrage of quick
attacks before his opponent has time to react. A well trained swordsman could inflict a
multitude of light wounds in mere seconds, often enough to incapacitate the hardest of
foes. A warrior armed with a rapier rolls to hit and to wound as normal. However, if you
manage to hit your opponent, but fail to wound you may attack again just as if you had
another attack but at –1 to hit (down to a maximum of needing a ‘6’ to hit) You may
continue attacking as long as you hit and it is possible to strike your opponent many
times, particularly if your warrior has more than one attack on his profile.
Armour Save: Because a rapier is a very light sword that lacks the thick, armour
breaking blade of the broadsword, armour saves are made at +1 (ie. if the opponent has
no armour save at all he still receives a 6+ save.)
‘Greetings travellers, come and closer step into the light of the fire where
I can see you. Ah yes, that’s better, my eyes aren’t what they used to be
you know. There was once a time when I could shoot a bead of sweat off
a man’s brow and not draw blood. Ah, halcyon days…’
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‘My name? Most call me Nickel if that suits you. I am but a simple
shopkeeper and a simple name seems to fit. So what may I do for you
eh… ‘gentlemen’?
‘Supplies? Why of course. I have the very best. If you have the coin…‘’I
wouldn’t do that if I were you. My aim with this crossbow may have
faltered slightly but I can still hit a bead of sweat on a man’s forehead I
just can’t manage not to draw blood… Now, if you’ve finished playing
around step through this way and we can do business…
Record of a conversation between Nickel the Freetrader and an ill-fated
warband .
Sword Breaker
The sword breaker is a specialist weapon wrought by only the most talented
swordsmiths. Next to the hilt are two prongs concealed within the blade that can be used
to trap an opponent’s blade, twisting and snapping it with a single, well timed movement.
Range: Close Combat;
Strength: As user;
Special Rules: Parry, Trap Blade
SPECIAL RULES
Parry: The sword breaker allows the wielder to parry the attacks of his opponents in
close combat. When your opponent scores a hit roll a D6. If you can roll greater than the
highest 'to hit' roll of your opponent you have parried the attack and the blow is wasted.
Trap Blade: The two prongs used to trap an opponent's weapon are snapped out when
the warrior parries. Whenever you make a successful parry attempt roll a D6. If you score
a 4+ you break the weapon your opponent was using. The weapon is now useless and
they must use another one, or if they have no other weapon, resort to unarmed combat.
Brazier Iron
The brazier Iron is a weapon commonly used by witch hunters. It consists of a long heft
topped by an iron cup filled with burning hot coals. In combat, the weapon takes on an
eldritch quality as the burning embers sear the air as it is swung, opponents sent reeling
in flaming agony as they are set on fire.
Range: Close Combat
Strength: As user +1
Special Ruler: Two handed, Fire
SPECIAL RULES
Two handed: A warrior armed with a brazier staff requires two hands to wield it
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effectively and so may not use a shield with it or another hand weapon or buckler in close
combat. The warrior may still use a shield for the purposes of missile fire though.
Fire: The burning brazier of coals atop the staff is deadly, capable of setting an opponent
ablaze with even the slightest glancing blow. Whenever you score a successful hit with
the brazier staff roll a D6. If you roll a 5+ the victim is set on fire. If the warrior survives
the attack they must score a 4+ in the recovery phase or they will suffer a strength 4 hit
each turn they are on fire and will be unable to do anything other than move. Other
warriors from the same warband may help to put the warrior out if they wish. They must
move into base-to-base contact and score a 4+ in the recovery phase.
ARMOUR
There are many types of armour available in the trader's outposts which encircle
Mordheim. Some are more unusual than others, many warriors using unorthodox
methods of protection but then such is the eclectic nature of those who join the
adventuring warbands of the City of the Damned.
Pavise
A pavise is a huge shield commonly used by regiments of warriors in battle to defend
themselves from the arrows of their enemies. It is a weighty item and little use in a long
protracted combat but excellent against shooting.
SPECIAL RULES
Cover/Save: A warrior using a pavise counts as if he is in cover against missile attacks (-
1 to hit). In close combat, The pavise counts as a shield (+1 armour save) but only if the
warrior was charged to his front. Because the Pavise is so heavy and cumbersome, the
bearer moves at half pace.
MISCELLANEOUS EQUIPMENT
The following miscellaneous equipment can be added to that found on page 52 in the
Mordheim rule book. It follows all of the usual rules for miscellaneous equipment as
given in that section.
Telescope
Common to the great astronomers in the observatories at Nuln, telescopes are a useful, if
highly rare, item to have in the City of the Damned. The keen view offered by these
instruments makes shooting easier and gives an unparalleled awareness of a warrior's
surroundings.
Any hero using a telescope may increase the range of any missile weapon he is using by
D6 inches each turn. Furthermore, he triples the distance at which he can spot hidden
enemies.
Caltrop
Originally used on the battlefield to impede cavalry charges, a caltrop is a small spiked
iron ball. In the City of the Damned a pouch of these small items can be enough to deter
any attacker who risks serious injury should they try to charge over them.
There are enough caltrops to last for one use only. They may be used when an opponent
decides to charge. The defender simply throws the caltrops into the path of his attacker
and they reduce his charge range by D6 inches. If this means that the attacker cannot
reach his target then it is a failed charge.
Fire Bomb
Designed by the dwarf engineers of the World's Edge Mountains, fire bombs are a rare
and deadly weapon. A small batch of gunpowder is sealed within an iron casing with a
short fuse fed into it. When lit the thrower has only seconds before the gunpowder ignites
and explodes. This can often prove to be dangerous as if the fire bomb is fused
incorrectly it could be the thrower who finds himself amidst the explosion...
The fire bomb may be thrown in the shooting phase in the same way as blessed water
(see p53 Mordheim rule book). If the bomb lands on target the warrior hit takes D3
Strength 4 hits with no saves for armour and all warriors, friend or foe, within 1 inch of
him take 1 Strength 3 hit with saves as normal. If the throwing warrior rolls a 1 when
rolling to hit the bomb misfires and explodes just as if the throwing warrior had been hit
by his own fire bomb!
Flash Powder
An ancient Dwarf creation, flash powder is used in mines to illuminate darkened fissures
in the search for gold and other precious minerals. In Mordheim, small bags of this
substance can be used to blind enemies, throwing them into disarray as you launch your
attack.
Flash powder can be thrown as an enemy charges the wielder (as an interrupt). The
charger must take an immediate Initiative test in order to cover their eyes. If he fails, he is
temporarily blinded and it counts as a failed charge. There is only enough flash powder
for one use during the battle.
Fire Arrows
Fire arrows are tied with rags soaked in oil bunched tip to a tight pouch that explodes
when hitting the target, setting clothes and equipment alight.
If you hit with a fire arrow roll a D6. If you score a 4+ your opponent has been set on
fire. They must roll a D6 in the recovery phase and score a 4+ to put themselves out or
they will suffer a strength 4 hit and will be unable to do anything other than move for
each turn they are on fire. Allies may also attempt to put the warrior out. They must be in
base contact and need a 4+ to be successful. The fire arrows last for one battle only.
War Horn
The blaring sound of a war horn can be enough to stir the hearts of any warband which
it is attempting to bolster. It grants men courage and gives them the will to fight on
defiantly.
A war horn may be used once per battle at the beginning of any turn. It allows the
warband to increase its Leadership by +1. The effect will last from the start of one turn to
the start of the next. The war horn can be used just before a warband is about to take a
rout test.
Rabbit's foot
The rabbit's foot is it symbol of good luck and often worn about the neck on a thin cord of
leather by superstitious warriors.
A rabbit's foot allows the warrior wearing it to reroll one dice during the battle. If not
used in the battle it can be used to reroll one dice during the exploration phase providing
the hero is able to search through the ruins..
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