Agree Chaos Wolf and I would also appreciate the rules.
Cheers
@ Chaos Wolf and luidinuovo:
We wanted to approach “Mordheim Quest” in a way that hopefully recaptured some of the feel of our old AD&D role playing days. To that end, I act as the GM and set up each linked scenario, run the NPCs and monsters, and generally provide the background, exposition, and guide each scenario along as we play. Acting as what is essentially a Dungeon Master, I can make decisions on the fly about out-of-the-ordinary happenings or how to handle heroic feats that the characters may wish to attempt in the course of a game.
When we formed the initial adventuring party each player created a few characters (in our case 4 each) from the various Mordheim warband lists. They didn’t purchase them with a set amount of gold crowns per se, but rather chose the hero or henchman type based upon what character types they thought would be fun to play and would be a good fit with the rest of the group. They armed them with basic equipment and weapons from that character type’s permitted weapon/equipment lists in the appropriate warband list. Since they represented beginning adventurers, we didn’t go overboard on their items since we knew they’d find equipment and earn gold to purchase better gear as they progressed. We just chose what we felt was reasonable starting equipment for a new adventurer.
Once we started playing the linked scenarios as our story campaign developed, the group earned loot after each game per the standard chart in Mordheim (the wyrdstone income/upkeep chart) plus whatever other loot and rewards they found or were awarded by the GM per the scenario.
Experience and injuries are done in the usual manner of Mordheim, with each character getting an experience box checked off on their experience track for each enemy taken out of action plus for any other especially heroic deeds as deemed by the GM. I should note that we use the full hero experience track for each character, even if that character was technically recruited from a henchman portion of a warband list. They are supposed to all be glory-seeking heroes at heart after all, and this allows everyone the largest range to develop and grow their skills as our story plays out.
We also incorporated the Fate and Might rules (see below) from GW’s Lord of the Rings game. We've found that Might and Fate have been fun additions to the game since they allow characters to really perform heroic actions or try to dramatically influence important dice roles at critical moments. Each character begins their career with 1 Fate point and 2 Might points. Additionally, we modified the skill advancement chart slightly so that there is a chance to gain additional Fate and Might points as the characters progress and earn experience.
As far as setting up scenarios, as the GM I generally don’t create the opposing forces by using any particular points values, although I will sometimes add up a basic total to see about how much I might want to throw at the characters. Mainly, I just use what seems to be the right feel for the scenario and how it seems it should play out story-wise. As the GM I can have certain hidden models waiting in ambush for the party or adjust things a bit on the fly if the heroes are having too easy a time of it. Since this is a narrative story-driven campaign my most important goal is to have things play out in an interesting and exciting manner so that we are all building the story together even though I am providing the general framework.
Below are the general rules additions that we have been using so far.
ADDITIONAL RULESOverwatchOverwatch is a special rule that allows characters to forgo their own turn in order to shoot during the enemy’s turn. This is useful if a character wants to set up an ambush or man a defensive position.
Preparing Overwatch: The player declares which models are going on overwatch at the beginning of his turn at the same time charges are declared. A character may not go on overwatch if there are enemy within 8”. When a model is placed on overwatch the player must nominate a 90º field of fire. Characters on overwatch may do nothing else during their own turn.
Shooting on Overwatch: During the enemy’s movement phase a character on overwatch may shoot at opposing models as they present themselves. A target which doesn’t move at all can still be shot at so long as it can be seen. Once a model fires it is no longer on overwatch.
Overwatch Modifier: All shots on overwatch apply a modifier of -1 to the to-hit roll
Losing Overwatch: Once a model fires it is no longer on overwatch. Characters hit by missile fire, spells, or other effects while on overwatch must pass a leadership test or they will lose their overwatch. Additionally, if a model is forced to fight in close combat it will lose its overwatch status.
Charged While on Overwatch: If a character is charged while on overwatch it may get the chance to shoot at its attacker if the enemy is within its 90º field of fire. This shot at the charging model takes place at short range for whatever weapon the model is using. A character charged while on overwatch fights the first round of close combat without the benefit of the special rules for any melee weapons he may be carrying.
ADDITIONAL SKILLS FateFate represents a character’s destiny and, as such, protects him from harm where ordinary men might otherwise die. Characters may start their career with one point of Fate.
A point of Fate can be expended during a game to grant the character an unmodified 4+ save versus a wound. This save may be taken in addition to any other applicable saves.
A character can use as many Fate points as he has available to try to save a wound. The player can roll one dice at a time until he makes the score required, runs out of Fate, or decides to suffer the wound.
Fate may not be expended by a stunned character that has had an attack nominated against him.
A character’s Fate points are automatically regenerated prior to each new game.
HealerPriests and Clerics start their career with the
Healer skill. If the healer does not go out of action during the game he may choose to heal another hero or henchman during the post-game injury phase. The model that receives the healing may reroll a result on the serious injury chart. The second result must be accepted, even if it is worse than the first.
MightMight represents a character’s ability to perform heroic feats. When a dice is rolled on behalf of a character for shooting, fighting, leadership, or whatever, its score can be adjusted by expending Might. Characters may start their career with two points of Might.
Each point of Might expended can be used to adjust the dice score up or down by 1 to a maximum of 6 or a minimum of 1. A player does not have to decide to use his Might until the dice have been rolled.
If a character goes out of action with any remaining Might, he may expend it in the post-game sequence in order to reroll his first result on the serious injury table. The player must declare that he is expending his Might prior to rerolling and the second result must be used, even if it is worse than the first.
A character’s Might points are automatically regenerated prior to each new game.