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Author Topic: House Rule: Armour.  (Read 3052 times)

Offline Ram Rock Ed First

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House Rule: Armour.
« on: March 12, 2010, 11:59:43 PM »
Thoughts on the below:

The armour, what about you try this, instead of taking the option make it an inherent benefit in wearing it, at the end of the game roll a D6 if wearing any armour. On a 6+ for light armour, 5+ for heavy armour or ithlmar armour and a 4+ for gromril armour, roll a further D6. On a roll of a 6, the hero does not roll for injury this battle but instead is treated as having rolled a 66 (survive against the odds) result instead. If a 1 is rolled, the hero still survives against the odds, but the armour was so badly damaged it  is worthless as armour. Immediately remove the armour from the warband roster. Shields, bucklers or helmets do not affect these rolls at all.

Chers,

Ram.
Quote
Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline RationalLemming

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Re: House Rule: Armour.
« Reply #1 on: March 13, 2010, 02:41:54 AM »
What about a roll of 2-5 on the second D6 roll? Is that just treated as a roll of 41-55 (full recovery) on the serious injury chart?

In our next campaign that we are starting soon we have decided to use the save against serious injury for armour as per one of the options in the experimental rules that can still be found on the Mordheim Yahoo email group website (we are not reducing the cost of armour). Do you view this save against serious injury overpowered or a bit boring? I don't mind your suggestion and I'll have to think about it some more.

Edited to add...
I'm thinking of doing this in our house rules (based on a thread on Tom's Boring Mordheim Forum (sorry Ram :( that you cannot see this but I'll include it for anyone else who might be reading)). As per your suggested rules but slightly different result based on the second D6 roll.

Heroes
On a 1 the hero gains the serious injury roll of 66 "survives against the odds" but the armour has been destroyed.
On a 2-3 the hero rolls for serious injuries like normal but rerolls results of 11-16 and 61-66 (not sure about 61-66 yet).
On a 4-6, the hero fully recovers.
Toughened leather, shields, bucklers and helmets does not grant a save against serious injuries.

Henchmen
If armour grants a successful save against serious injury then still roll on serious injury table but add +1 to the roll (which means that henchmen will die on a roll of 1 and survive on a roll of 2-6)
« Last Edit: March 24, 2010, 11:50:51 AM by RationalLemming »