Welcome to a Mordheim Blog & A House Rule




Welcome to a blog about Mordheim. 

Attempting to ensnare another person to Mordheim’s charms, I have realised (again) just how much I love this game. 

Everyone quite rightly talks about its wonderful setting both in the actual history of the time it was released and it’s own in game world. Set in a world that is undergoing an apocalyptic event - a magic infused comet falling from the sky and destroying the once populous city of Mordheim and released in our world which was at the time frantically in a panic about the millennial bug, and the general end of days that was so obviously coming at the end of 1999. Wonderfully silly mayhem born in mayhem of a very real kind. 

It is not surprising this setting has found fertile ground for a renaissance in a world where we are fast running out of time with a Climate Crisis looming and have decided that wars still raging across the globe can only help things along. This end of the world setting of Mordheim could be utterly overwhelming in current times, however, scratch a little deeper. The joy of Mordheim is it exponentially rewards narrative gaming and co-operative story-telling between players. The postgame mechanics build on a a wonderful skirmish system - which for me is improved by its sometime unbalanced nuances. This creates a very collaborative form of roleplaying meets tabletop skirmish and yields this ludicrous world where with the help of some dice you can navigate a world on fire. In our current world, as a means of both relaxation, distraction you can find yourself telling a story that can reflect the madness of our own world and in a small measure, if you let it - help you understand it. Generally bizarre thing happen and it’s best to find the joy in things regardless has been my take away. 

This blog won’t be the most illuminating or well written piece  about Mordheim out there. One silver-lining to these wyrd times we live in is that the Mordheim is very much alive, well, and thriving due to exceptionally passionate hobbyists across the world. What I do hope is that you enjoy reading the scribblings. 

As way of a reward for Reading this far, here is an utter silly house rule we’ve implemented for wielding two hand weapons in close combat. The rule is not intended to ‘fix’ or balance the power of this load out in the game, but to add a layer of chaos to it, and create a risk  to the obvious and reward inherent. 

“Two for you, one for me”

If using two hand weapons in combat, follow the rules as in the Mordheim Rulebook (+1 attack), however, to reflect the calibre (or lack of) recruits available in the warbands of the Damned City and it’s surrounds this amendment has been made. 

A miniature attacking with two hand weapons who rolls a 1 to hit is considered to have fumbled while flailing around with their two chosen weapons and hit themselves. Roll to wound for this attack against the model that made the roll to hit. If a 1 is rolled no re-rolls are allowed (i.e. in the case of hatred). 

Thanks for reading

- R 


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