EuroGT XIII MetaGame Rules - Mordheim

Submitted by Arjan (the othe... on 23 October, 2006 - 20:09.

Note: no Mercenaries are allowed and no more than 50% of your warband can have ranged weapons.
Mordheim Gangs
Your warband should be selected from one of the following:

Official
· Any Rulebook Warband (Mordheim Rulebook)
· Averlanders (Mordheim 2002 Annual / Specialist Games Website)1
· Beastmen v2 (Town Cryer 29 / Empire in Flames Supplement)
· Carnival of Chaos (Town Cryer 27 / Empire in Flames Supplement)
· Dwarfs (Mordheim 2002 Annual / Specialist Games Website) 1
· Kislevites (Mordheim 2002 Annual / Specialist Games Website) 1
· Orcs and Goblins (Mordheim 2002 Annual / Specialist Games Website) 1
· Ostlanders (Mordheim 2002 Annual)2

Unofficial
· Bretonians (Town Cryer 8)
· Dark Elves (Town Cryer 12)
· Halflings (Citadel Journal 36)
· Ostermarks (Fanatic Magazine 1)
· Pirates (Town Cryer 9)
· Pitfighters (Town Cryer 14 / Town Cryer 21)
· Shadow Warriors (Mordheim 2002 Annual)2
· Tileans (Town Cryer 14 / Specialist Games Website) 1
· As well as any Warband from the Karak Azgal setting.3

1 http://www.specialist-games.com/mordheim/default.htm
2 Note the Specialist games website’s list for this warband is out of date and not usable.
3 http://www.strike-to-stun.com/Mordheim/Karak_Azgal/

Other warbands may be permitted but must be approved by the Marshalls at least two weeks before the event.

· Warband sheets need to be presented to the judges, of the Mordheim part of the GT, a couple of days before the GT.

· Your spell or prayer will be awarded by the marshals. If you wish to know which you’ve been awarded prior to the event you should make a request on the EuroGT Yahoo list. A marshall will remotely roll a dice and inform you of the result.

The MH Campaign will be a mix of a narrative campaign and a normal EuroGT campaing.

MORDHEIM

The Warbands:
The warband starts with 500 gold pieces link in the basic rulebook.
No more than 50 % of the models may have a ranged weapon.
No dog of war may be selected in the starting band.

wyrdstones and Intel
Anytime a band can change morrstones into INTEL for their empire.
The only way to get more INTEL is by giveing the ‘looking for information’ order

The Orders

Orders have to be given to ALL bands. If you forego to do so OPS will put you on barrack orders as default order.
Orders have to be given to OPS. We will provide Ordersheets which have to be filled out.
All nonreadable Orders result in default orders.

choose one of the following for each army

Agressive Orders:

Attack:
Your band attacks an enemy band to steal some treasure or to sabotage a tile, a road or to deaktived the special resource.

Target: enemy band treasure, a resource tile, a road or a specian resource
Win: treasure stolen, d6 resources burned, a tile burned for 1 round, a road seqm. Destroyed or a spec. resource deactived.
Lose: no drawback
Draw; no drawback

Raid:
Your army raids an enemy county. You take your fastest troops to reduce the efficiancy of your opponents economy. Destroy one Hex. This takes out the hex for the rest of the game. NOTE: it is not possible to raid special locations, capitals and the TUS
Win: You raid the attacked tile (not any tile) ; this tile is a barren waste, and is destroyed
Lose: 0

Neutral:

Explore:
looking for gold
Win: no special bonus

looking for a treasure
Win: you find a treasure, useable in one of the systems. You draw a card from a special Treasure card stack.

looking for information
Win / Lose: Halve (rounded up) of your stones found can be convered to INTEL (ratio 3 to 1 – 3 INTEL per morrstone)

Barrack:
You go back to your lair and reorganise your band.

Gain one role for spezial equipment while you have time to go shoping.
Pay 1 Intel to switch to defend.

Defensive Orders:

Defend;

You defend your home
Win: you beat back the attacker
Lose: You lose the defended tile, treasure or resource.

Mission to be played

Missiongenerator

Attack Raid Explore Defend

Attack conquer X X Defend your Home

Raid X morrstone hunt X surprice attack

Explore X X treasure hunt X

Defend Defend your home surprice attack X X

Dogs of War
The dogs of war are comeing to Mordheim after the 1 round of battle. 3 random Dogs are waiting in the tavern (by the Mordheim GM) to be offered a new job. If more than one band whats the service of a spezific dog of war, he or she will enter the service of the one with the higher offer. The starting and salary of a dog of war can change from round to round. Every 2 rounds a new set of waiting dogs are comeing to the tavern.

Treasure stack:
A set of treasure cards. Whenever a band finishes a ‘Looking for Treasure’ mission victorious, you may take one card from this stack.
The treasure is useable for any system that is written on the card.
Only one treasure can be used per band member or armee character.

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