Gunpowder & Oil.pdf
(
95 KB
)
Pobierz
GUNPOWDER & OIL
GUNPOWDER & OIL
By Tommy Punk -
tommypunk@telia.com
,
Paul Smith -
psmith@clinpharm.co.uk
,
Tachyon -
QMHJB@oce.nl
and Donato Ranzato -
tempeliers@hotmail.com
Gunpowder is used as weapons in many forms. First we have the guns such as handguns and
pistols, then we have the bombs such bags and barrels of gunpowder. The powder is still very
unstable and the guns are not very accurate, this makes the weapons less reliable compared to
the old bows but any captain with a sense of fashion must include these modern weapons or look
dull and old. Many warriors carry their pistols clearly visable for all to see and marvel, but often
enough they cant afford to buy ammunition.
RELOADING A GUNPOWDER WEAPON
To reload a handgun or pistol you need to activly reload it for a turn, IE no charging, running,
casting spells or fighting in HTH. You can make a normal move though, but you cannot climb
ladders or jump between buildings. The benefit of a brace of pistols is that you get another shot
before you have to start to reload and you can choose to reload after you have fire either one or
both of the pistols. It takes one turn to load a single pistol and you dont have to load both pistols
right after the other. In the case of a brace of pistols just keep a note on how many pistols that are
loaded and ready to be fired.
HANDGUNS
I was thinking of some way to make move or fire weapons more attractive in Mordheim as the
bows win over the handgun and crossbow by being able to move to a better position and then
fire. The crossbow does have a greater range and Strength 4, and even if you cannot move you
can snipe models at a greater distance. The handgun on the other hand is alot of problems. To
start with you cannot move and fire yet you have the same range as a bow. You need to reload
before you fire again which means that you can be shoot at. If you move to a safe position to
reload you have to spend a turn to move back to a good firing position before you can shoot. If
you miss your shot you are often in deep trouble if you were firing at a model with a
missileweapon. My two Dwarf handgunners in my Engineer Expedition force were taken out by
Skaven slaves with slings just becasue they missed all their shots and were hit by a hail of
stones.
One way of making the handguns slightly more managable is to allow a handgunner to reloaded
and go into overwatch in the same turn. You are then free to shoot in your opponents turn and
greatly reduce your sitting duck position. Even if this creates a shooting duel it allow the
handgunner to at least fire back.
Another idea is to allow the handgun to be loaded with either a solid shot or a scatter shot, which
is hail stuffed into the pipe. The scatter shot only has a range of 18" and Strength 3 but ignore
cover modifications and penalties fro firing at a moving model or a model that moves out from or
into cover with an overwatch shot. The player must declare at the start of the game what shot the
handgun is loaded with and must declare while reloading what type that is loaded.
Weapon Range Str Dam Save Special
Solid 24" 4 1 -2
Scatter 18 3 1 Ignores cover modifications
PISTOLS
In WFB you can fire a pistol in hand-to-hand combat as an attack but in Mordheim the pistol is
used more like a club. Indeed many pistols come with a weighted butt to make it more like a real
clun, some pistols even have a knife blade attached along the pipe or the butt to allow it to be
used as a dagger. A pistol cannot be fired in hand-to-hand combat but it can be used as an
additional hand weapon and then either a club or a dagger. You may move and still fire your
pistol.
Stand and fire
You cannot fire a pistol in hand-to-hand combat but you are able to fire at pointblank range at an
opponent that is closing in. When your opponent declares a charge against a pistol armed model
you get to stand and fire the pistol at the charging model. Roll to hit as a normal shooting attack,
with no extra penalty. You cannot stand and fire if the model is already engaged in hand-to-hand
combat. Any wound results are applied when the charging model is 1" away from his target. If you
use the pistol to stand and fire you cannot use it as an additional hand weapon in that turn.
Weapon range Str Dam Save Cost /GC Special
Pistol 6" 4
1 -2 15/30
Duelling Pistol
102 4 1 -2 25/50 +1 to hit
PISTOL-SWORD
There exists swords with a double barrel pistol built into the hilt, sort of aim the blade at someone
and pull the trigger. This is a perfect weapon in Mordheim which allow you to fire two shots at
close range and then charge in with a hand weapon.
The pistol can be used to stand and fire and can be used in overwatch. The pistol only holds two
shots and cannot be reloaded during the game.
Weapon range Str Dam Save Cost /GC Special
Pistol-sword 6"
3 1 -1 20 sword, 2 shots
BLUNDERBUSS
The blunderbuss is a primitive gunpowder weapopn that fires a hail of rusty bolts, nails and other
assorted scarp metal. The blunderbuss takes a long time to load but usually catch more than one
enemy in the shot. All models under the template takes a S3 hit.
Weapon
range Str Dam Save Cost /GC Special
Blunderbuss
template
3 1 -- 35 2 turns to reload
There is an unfortunate side effect of carying large ammounts of gun powder...if
you are carrying a torch and some gun powder...and you are pinned you must
roll a D6. On a 1 or 2 the powder makes contact with the fire and explodes with
the normal efect of the weapon. (see seperate descriptions for effects). If the
powder comes into contact with water it is ruined and must be discarded.
Barrel of gunpowder
.......75 gold each
The barrel must be carried around the battle field but the person may not run or charge. If the
person carrying the barrel is made prone then someone is able to pick up the barrel and carry it
off adding it to their gang’s stash of equipment When a person is carrying a barrel and someone
decides to shoot at them the shooter must roll a D6, on a 4+ he has hit the barrel. The model
carrying a barrel is considered to be a large target and shooting hits are at +1 to hit. Each normal
arrow that hits the barrel lowers it’s toughness by one, therefore making it easier to blow up with a
fire arrow. If the barel’s T is reduced to one before it blows up then the barrel splits and dumps it’s
contents onto the floor, mark with a 2" template that if lit explodes with the same S as the bag of
powder, the template can be targeted by fire.
To use the barrel the model just moves into position and drop the barrel, this take no extra time or
action but the person may not move any further this turn. The barrel must be primed to explode
and this takes one full turn when the model may not do anything else and may not move.. The
barrel will explode at the end of the next movement phase with a blast radius of D3+1" and
causes a hit on anyone touched by the blast radius. Walls and obstacles will stop the blast, but
will take a hit themselves. The closer a model is to the barrel the higher the strength will be. At 2-
4" away the hit is S4, at 0-2" away it is S5 hit and if the barrel is in base contact to the model or
wall it will take a S6 hit. A hit causes 1 wound on warriors and D3 wounds on a wall or obstacle.
If the barrel is hit with a flaming arrow the barrel will explode when the fire arrow also wounds (Vs
T4), if not throw a d6 before each movement phase. First time it will explode on 3+, 2
nd
turn 2+, 3
rd
turn 2+ and if still not exploded, the fire fizzles out. (During each round the barrel can be shot at
again of course). This fire can be aided and abetted by smashing a lantern on to the Barrel (add
+1 to the roll). The person carrying it takes a S6 hit because he is in such close proximity to it.
This shot is at +1 as the model carrying the barrel makes a large target and while he is priming it
is a stationary target.
Blowing up buildings
Building walls have a Toughness of 7 and 3 Wounds, but most of the buildings in mordheim are
about to collapse anyway and only have 2 wounds. If you apply these rules to other settings you
need to modify the stats of the walls. EG, a wooden hut in Lustria would only have a Toughness
of 4 and 2 Wounds. A barricade or obstacle has a Toughness of 5 and 2 Wounds. If a wall to a
building collapses, then the entire house collapses too.
Anyone caught within a collapsing building takes a D3 S7 hits from falling timbers and masonry.
In addition the model falls to the floor level and must be dug out by his comrades. To dig the
model out just move a friendly model in base contact with the collapsed building. The model must
roll 7+ on a D6 plus his Strength and if he succeed the model is freed and may move as normal in
the next turn. For each additional model aiding in the digging add +1 to the roll. If the model tries
to dig out himself he need to roll 9+ on a D6 plus his Strength to dig himself free
Explosions and overwatch
If a model is on overwatch (or guard duty in some scenarios) and an explosion occurs on the
board there is a pretty good chance that they will become distracted by the noise/debris. Anyone
on overwatch/guard duty that is within line of sight must pass a LD test at -2 to remain on
overwatch, if they can’t see it they must pass a LD test with no modifiers.
Empty barrel
.....2 Gold
The rules for movement and targetting are identical to that of the barrel of powder with the
exception that this barrel will never explode.
Bags of powder
.....5 gold each
While barrels cause vast amounts of damage they are awkward to carry and use,
so some smart allec thought of bagging it up and adding a fuse to the bag. The
theory was that if you lit the fuse then threw it you could cause a nice ammount
of damage.
The bags of powder may be thrown a distance equal to twice the bearer’s
strength. i.e a person with S4 may throw the bag 8 inches.
When they explode they have a blast radius of 1" and cause a S3 hit on anyone
under the template. The explosion is so small it doesn’t cause structural damage
to buildings.
Barrel of lamp oil
.......60 gold each
The barrel must be carried around the battle field but the person may not run or charge. If the
person carrying the barrel is made prone then someone is able to pick up the barrel and carry it
off adding it to their gang’s stash of equipment When a person is carrying a barrel and someone
decides to shoot at them the shooter must roll a D6, on a 4+ he has hit the barrel. The model
carrying a barrel is considered to be a large target and shooting hits are at +1 to hit. Each normal
arrow that hits the barrel lowers it’s toughness by one and , because of leaking oil, adds one to
the roll to see if the barrel will explode with a fire arrow. If the barrel’s T is reduced to one before it
blows up then the barrel splits and dumps it’s contents onto the floor, mark with a 2" template that
if lit explodes with the same S as a molotov cocktail, the template can be targeted by fire. To use
the barrel the model just moves into position and drop the barrel, this take no extra time or action
but the person may not move any further this turn. The barrel must be primed to explode and this
takes one full turn when the model may not do anything else and may not move.. The barrel will
explode at the end of the next movement phase with a blast radius of D3" and causes a hit on
anyone touched by the blast radius. Walls and obstacles will stop the blast, but will take a hit
themselves. The closer a model is to the barrel the higher the strength will be. At 2-4" away the
hit is S3, at 0-2" away it is S4 hit and if the barrel is in base contact to the model or wall it will take
a S5 hit. A hit causes 1 wound on warriors, walls or obstacles. The explosion coats the
surrounding area with a layer of burning fuel. If the barrel is hit with a flaming arrow the barrel will
explode when the fire arrow also wounds (Vs T4), if not throw a d6 before each movement phase.
First time it will explode on 3+, 2
nd
turn 2+, 3
rd
turn 2+ and if still not exploded, the fire fizzles out.
(During each round the barrel can be shot at again of course). This fire can be aided and abetted
by smashing a lantern on to the Barrel (add +1 to the roll). The person carrying it takes a S6 hit
because he is in such close proximity to it and if he survives is coated in burning matter. This shot
is at +1 as the model carrying the barrel makes a large target and while he is priming it is a
stationary target.
A fiery coat
If, for some reason, a model becomes coated in fuel it will burn until smothered or extinguished
with water. If a gang member becomes a fiery convocation roll a D6 and see how badly he
catches
D6
1-3
Your outer clothing has caught, you move at half movement for the turn while you rip off the
flaming pile of cloth.
4-5
Your arm has caught fire, you are at half movement and take a S3 hit each turn until you
manage to put out the flames (roll a 3+ on a D6)
6
Your entire body has caught fire, you stumble D6" in a random direction flailing your arms
wildly taking a S4 hit each turn until you are either dead or someone smothers you (i.e. knocks
you prone for a turn.)
Burning down buildings
Building walls have a Toughness of 7 and 3 Wounds, but most of the buildings in mordheim are
about to collapse anyway and only have 2 wounds. If you apply these rules to other settings you
need to modify the stats of the walls. EG, a wooden hut in Lustria would only have a Toughness
of 4 and 2 Wounds. A barricade or obstacle has a Toughness of 5 and 2 Wounds. If a wall to a
building collapses, then the entire house collapses too. Anyone caught within a collapsing
building takes a D3 S7 hits from falling timbers and masonry. In addition the model falls to the
floor level and must be dug out by his comrades. To dig the model out just move a friendly model
in base contact with the collapsed building. The model must roll 7+ on a D6 plus his Strength and
if he succeed the model is freed and may move as normal in the next turn. For each additional
model aiding in the digging add +1 to the roll. If the model tries to dig out himself he need to roll
9+ on a D6 plus his Strength to dig himself free Models trapped within a burning building take a
S6 hit each turn from the fire. Any buildings attached to the one that is on fire takes a S6 hit each
turn as it too catches fire and spreads to it’s neighbouring buildings. Each turn the building takes
another S6 hit until it collapses.
Molotov Cocktail
.....5 gold each
While barrels cause vast amounts of damage they are awkward to carry and use. It has been
noted that if you knock over a glass lamp it smashes, spreads the oil nicely and also sets fire to it.
This noted someone threw a lantern in a battle and it was plain to see that it had the same effect,
setting fire to the target.
The molotov cocktail may be thrown a distance equal to twice the bearer’s strength. i.e a person
with S4 may throw the bottle 8 inches. When they explode they have a blast radius of 1" and
cause a S2 hit on anyone under the template. The explosion is so small it doesn’t cause
structural damage to buildings. Anyone hit by a molotov cocktail must use the "fiery coat" rule.
Although the molotov cocktails are smaller they are equally as likely to burn down a building,
eventually. The initial hit causes a S2 hit. Roll a D6 and on a 4+ the flames have caught and you
add one to the strength of the hits each turn until you reach S6. Use the "burning down buildings"
rules.
Fire arrows
.....2 gold
There are three uses for fire arrows. The first enables one person to just drop a barrel of
gunpowder and run while someone else shoots the barrel (at +1 to hit as it is a stationary large
target) with a fire arrow to light it. This negates the need for the one turn of inaction to prime the
thing and allow the person to be well out of harms way when it explodes. Unfortunately you can
also shoot people while they are carrying or priming barrels of powder. If a person is shot with a
fire arrow while carrying/priming the barrel then it explodes prematurely as noted in the Barrel of
powder rules or oil rules, depending which the model is carrying.
If you shoot someone with a fire arrow there is a chance that their clothing will catch fire. The
model takes normal arrow, pus roll a D6. On a 5+ their clothing catches fire and they can eithert
spend a turn immobile beating out the flames, or limp away at half move (doing nothing else
except move and putting out the flames). They wil put out the flames on a 3+ if they move, auto if
they become pinned They can carry on without beating out the flames, but for each turn spent on
fire they take a wound. In addition if they are carrying any powder weapons roll an extra D6. On a
6+ the arrow has hit their supply of powder and set it off causing have a blast radius of 1" and
cause a S3 hit on all models that are touching the template
Plik z chomika:
RPG
Inne pliki z tego folderu:
Playsheet.pdf
(536 KB)
Random Terrain Chart [Lustria setting].pdf
(82 KB)
Campaign Aid [v1.20].pdf
(1214 KB)
Additional Rare Goods.pdf
(40 KB)
Brewhouse Tiles [Border Town Burning setting].pdf
(840 KB)
Inne foldery tego chomika:
Campaigns
Dramatis Personae
Hired Swords
Optional Rules
Rules
Zgłoś jeśli
naruszono regulamin