There's some Mordheim going on at the moment, if anybody else's interested in joining in. There are a few house rules we're using, which I thought I'd post here so everybody can keep track of them:

  • A shield gives you a 6+ save against shooting and a 5+ save in hand-to-hand. (Only the first shield, if you happen to have 3+ arms or a prehensile tail - extra shields improve your save by +1 each.)
  • Heavy armour and a shield doesn't give a -1M penalty.
  • Bucklers give a 6+ save in HtH in addition to their current effects.

The general idea behind these is to make armour a bit more appealing, as it's a bit feeble under the vanilla rules.

We are using the 'Opulent Goods' rules, with a few changes:

  • You can have multiple Wrydstone Pendulums, but you can only use one after each game.
  • You can have multiple sets of Tarot Cards, but you can only use one before each game.

We'd kind of prefer to stick to the basic, 'official' rules and warbands available off the GW site - there's a lot of other stuff out there, but unfortunately a lot of it's obscure and not particularly well balanced. GW provided a list of what's 'official' in the last big Mordheim FAQ/errata, which I've repeated below. (Helpfully, not all the stuff in the 'Rulebook' section of the Mordheim site is actually official - go figure.)


  • All the ones in the printed rulebook
  • Orc & Goblin warbands from the 2002 Annual
  • Dwarf Treasure Hunter warbands from the 2002 Annual
  • Ostlander warbands from the 2002 Annual
  • Averlander warbands from the 2002 Annual
  • Kislevite warbands from the 2002 Annual
  • Beastmen warbands from Empire In Flames
  • Carnival of Chaos warbands from Empire In Flames (warning: probably don't take Nurgle's Rot if you want people to be keen on playing against you.)

Hired Swords

  • All the ones in the printed rulebook
  • Imperial Assassin from the 2002 Annual
  • Tilean Marksman from the 2002 Annual
  • Beasthunter from Empire In Flames
  • Highwayman from Empire In Flames
  • Roadwarden from Empire In Flames
  • The Merchant from Town Cryer 22 (can't purchase Foreign Wares, though - the Merchant might be official, but the bizarre items on that table certainly aren't.)

One possible exception might be HE Shadow Warriors, but we'll see how that goes. If I've forgotten anything, I'll update this when I remember. Oh yeah - I've attached that Mordheim roster spreadsheet in a few different formats, if anybody wants it.

MordheimRoster.zip76.61 KB
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jJust a quick question. When

jJust a quick question. When Creating a warband, do you keep the heros starting profile (e.g. M WS BS S T W I LD) or are you allow to have advancements? if so how does this work? (e.g. do you have to sit down and roll for the advancements infront of a DM)

The starting experience of

The starting experience of characters is represented by them having either enhanced profiles compared to troopers or special rules and abilites. You do not roll for advances based on the starting experience.

Shadow Warriors

A few people seem to be pretty keen on using Elves in Mordheim (mainly because they've only got Elf models painted). The only quasi-official Mordheim Elf rules are the High Elf Shadow Warriors. Opinions online seem to be that they're a bit good for their cost, and GW un-official-ised them for some nebulous reason... but on the other hand the internet tends to exaggerate and GW's hardly infallible. If people would really like to try using them, I wouldn't mind seeing how they go with a couple of changes.

First of all, there were some official changes to the Shadow Warrior rules, not all of which are actually included in the online version:

  • Sniper - targets shot at by a hidden model with the Sniper skill can attempt to pass an Initiative test; if they succeed, the shooter stops being hidden. (From an FAQ in White Dwarf.)
  • Shadowbind - the Strength test to escape is taken on d6+1 rather than 2d6. (Mordheim Annual)
  • Shadow Weaver - cost increased from 45 to 55 (this one did get included in the online PDF version).

I'd also recommend we make a couple of changes to a few aspects of their magic:

  • Familiar - ditch this completely. It's a cheap way of making your mage roughly twice as likely to cast successfully, it's available to everybody and it's not even very hard to get. Magic doesn't really need the boost in general, and Shadow Warriors already get a powerful spell list.
  • Eleven Runestones - to dispel, the Shadow Weaver needs to equal or beat the roll the spell was cast on, not the base casting difficulty. This follows the current dispel system more closely and stops low-difficulty spells being dispelled nearly all the time. They're still the only warband that can actually dispel anything and they can get the Master of Runes skill to boost their dispel rolls.
  • Pool of Shadow - warriors that shoot/have already shot in the same shooting phase can't be hidden by this spell (unless they've got a skill that lets them do this normally, like Sniper). It's debatable as to whether it could let them hide after shooting anyway, but this would stop entire Elf warbands shooting but being impossible to shoot back at. The spell still gives cover against shooting in any case.

Would people be ok with using Shadow Warrior warbands with these tweaks? I guess it's possible that the internet is right and they're heinously broken to the core, but I wouldn't mind seeing how they work out.

They're not one of the

They're not one of the 'official' warbands - they're from a fan-made Lustria setting. If you'd like to do HE, the GW rules above are probably a better bet.


Well I'll be picking up a Militia box from Milsims tomorrow so I'll start using my Reiklanders on saturday, been a while since i last played Mordheim so be nice guys...