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MordheimBy Tuomas Pirinen with Rick Priestley & Alessio CavatoreLiving Rulebook EditingJake Thornton & Andy HallLiving Rulebook ProductionGareth RoachMordheim Rules CommitteeIan Davies, Mark Dewis, Mark Havener, Nick Kyme, Terry Maltman and Andy HallIllustrious Illustrators & EmbellishersJohn Blanche, Alex Boyd, David Gallagher,Nuala Kennedy, Karl Kopinski, Paul Smith John Wigley & Neil HodgsonCompositions and LayoutsJohn Blanche, Alan Merrett & Talima FoxDesign of the MiniaturesDave Andrews, Mark Bedford, Colin Dixon, Gary Morley, Aly Morrison,Trish Morrison, Brian Nelson, Alan Perry & Michael PerryStorytellingGavin Thorpe& many thanks to the followingJoshua Thaler, Sarah Groves, Antti Vierikko, Tuomas Lähdeoja,Alfred Nunez, Tim Huckelbery, Jeremy Vetock, Brian Lang,Lindsey le Doux Priestley, Mark Havener, Nigel Stillman,Atte Roine and all the other people without whose help this gamewould not have been possible!PRODUCED IN A MOOD OF MADNESS BY GAMES WORKSHOP The copyright in all text, artwork and images herein are the property of Games WorkshopLimited 2005. All Rights Reserved.The Games Workshop logo, Games Workshop, Warhammer, Augur, Beastmen, Brethren, Cult of the Possessed,Darksoul, Dreg, Eshin Sorcerer, Flagellant, Magister, Mordheim, Night Runner, Rat Ogre, Skaven, Sister of Sigmar,Verminkin, Warhound, Witch Hunter, Youngblood and Zealot and all associated marks, names, characters, illustrationsand images from the Warhammer universe are either , TM and/or Games Workshop Ltd 1999-2004,where applicable registered in the UK and other countries around the world, All Rights Reserved.No toads or rats were harmed during the production of Mordheim. Several fish were consumed.

ContentsRulesIntroduction . . . . . . . . . . . . . . . . . . . . . . . . 4Characteristics . . . . . . . . . . . . . . . . . . . . . . . 6The Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Movement . . . . . . . . . . . . . . . . . . . . . . . . . . 9Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . 13Close Combat . . . . . . . . . . . . . . . . . . . . . . 18Leadership & Psychology . . . . . . . . . . . . . . 22Weapons & Armour . . . . . . . . . . . . . . . . . . 24Miscellaneous Equipment . . . . . . . . . . . . . 36Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40WarbandsStarting Out . . . . . . . . . . . . . . . . . . . . . . . . 46Warbands . . . . . . . . . . . . . . . . . . . . . . . . . . 48Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . 50The Cult of the Possessed . . . . . . . . . . . . . 54Witch Hunters . . . . . . . . . . . . . . . . . . . . . . 59The Sisters of Sigmar . . . . . . . . . . . . . . . . . 63The Undead . . . . . . . . . . . . . . . . . . . . . . . . 67Skaven . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71CampaignsCampaigns. . . . . . . . . . . . . . . . . . . . . . . . . 77Experience. . . . . . . . . . . . . . . . . . . . . . . . . 81Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . 85Income . . . . . . . . . . . . . . . . . . . . . . . . . . . 93Trading . . . . . . . . . . . . . . . . . . . . . . . . . . 102Hired Swords. . . . . . . . . . . . . . . . . . . . . . 105Dramatis Personae . . . . . . . . . . . . . . . . . . 110Optional rulesOptional Rules . . . . . . . . . . . . . . . . . . . . . 115Mounted Warriors . . . . . . . . . . . . . . . . . . 118Blackpowder Weapons. . . . . . . . . . . . . . . 119Fighting Individual Battles . . . . . . . . . . . . 120

Introductionme with me, descend into the darkness.elcome to Mordheim, City of the Damned!Mordheim is a game of combat that takes placeduring the short but intense period whenscores of warbands fought hundreds of bitterskirmishes throughout the city.WThis book contains all the information you will needin order to play Mordheim, as well as backgroundinformation, advice on starting a warband, running acampaign, collecting and painting your own warband,etc.tabletop conflictIn Mordheim, the opposing factions – warbands – arerepresented by models, assembled and painted byyou, each representing a single warrior.Your tabletop becomes part of the City of theDamned: the scene of the action, with ruinedbuildings, overhangs and walkways where the battlestake place.The aim of the game is to outfight your opponent,which requires a mixture of skill and luck. You’ll soonlearn how to arm and equip your warband effectively,and how to exploit the ruins and other terrain to yourbest advantage.You’ll probably want to expand your basic warband asyou and they gain experience. This is easy as there arelots of models available for the warbands and newminiatures will be coming out all the time. With theseyou can expand your warband, equip your warriorswith different weapons and armour, and hiremercenaries to join them.building a warbandAt first you will probably want to play individualgames (see the Warbands section for more details)rather than a campaign. This will allow you to learnthe rules, and also give you the opportunity to decidewhich type of warband is most suited to yourparticular style of play.If you are playing in a campaign, you will have thechance to expand and improve your warband aftereach game. By winning battles your warband will gainriches and wyrdstone, discover magical artefacts andmay also have the opportunity to recruit mercenaries.In a campaign, every time your warband fights, itswarriors gain in skill and experience. Raw recruitsquickly progress to become fully fledged warriors,and your Heroes will learn new skills which will makethem even better in combat.Each warband has its own objective and motivationfor fighting in Mordheim: be it riches or politicalinfluence. Through countless battles and streetskirmishes you can try to achieve your ambition andemerge victorious from the city!4new playersIf you’re new to Games Workshop games you’ll bereassured to know that finding other players is notnormally a problem – you’ll be surprised how manythere are!There may be a Games Workshop store near to youwhere you can buy models, paint and gamessupplements. However Games Workshop stores arenot just shops, they are hobby centres, where the staffwill happily help you to learn the rules, show youhow to paint, and suggest ways to develop yourwarband.warhammer playersIf you already play Warhammer, the basic rules ofMordheim will be familiar to you. Remember though,Warhammer is designed for fighting battles betweenentire armies, whilst Mordheim represents individualaction between a dozen or so warriors.As a result, some of the rules developed for masscombat in Warhammer do not apply to Mordheim,such as unit Break tests and rank bonuses. On theother hand, there are new rules for woundedwarriors, climbing, parrying and other aspects ofindividual combat.

Introductionwhat you will needterrainAs well as this book, you will need the following itemsto play Mordheim.The bitter struggles of a Mordheim battle take place inlabyrinthine streets, ruined buildings and on derelictwalkways. Pre-cut card and plastic scenery is availablefrom Games Workshop, but many gamers enjoymaking their own. As a rule, a table packed withscenery will lead to closer and more exciting games.citadel modelsYou will need enough miniatures of the appropriaterace/type to represent the warriors in your warband.It is a good idea to work out your warband on paperfirst and then purchase the miniatures that yourequire. Almost all possible weapon variations can beadded using the Mordheim equipment sprues.As you will see in the Warbands section, each warbandfights in a particular way – some are expert bowmenwhile others are better in hand-to-hand combat.When choosing which warband you want to lead youcould choose one that reflects your preferred playingstyle, or you could read the background section andchoose one that really captures your imagination. Agood way of picking a warband is simply to pick theone with the models you like the best.Throughout the book you will find photographs,drawings and descriptions of Mordheim. Theseshould give you plenty of ideas for producing yourown scenery. Games Workshop’s book How to MakeWargames Terrain is also a good source of ideas andpractical hints on all aspcountersCounters can help you keep track of things on thetabletop. You can always keep notes about who ishidden, carrying treasure, etc, but counters are aconvenient memory jogger and speed the game up.playing surfaceYou will also need something to play your battles on.Any firm, level surface is best, such as a tabletop or anarea of floor – most kitchen tables will do. It’s a goodidea to use an old sheet or blanket to protect the tablefrom scratches. Some players make a special gamingboard from chipboard or other similar material(divided into two or more pieces for ease of storage)which they can use on top of a table to extend theplaying area. Whatever you use, you will find that asquare area approximately 4 x 4' is about right formost battles.“Are you newhere, boy?Thought so. I amLuthorWolfenbaum.You must haveheard of me.They call me theCrimson Blade ofReikland. No? BySigmar, where areyou from, lad?Well, I’ve got aproposition foryou. For a few goldcrowns, I can tell you which warriors to hire, how toequip your men, where to find the best weapons andarmour The only thing I ask in return for my aid isa pouch of gold crowns. Don’t look at me like that,lad. It’s hard enough to stay alive in Mordheim, letalone find wyrdstone. Ah, that’s better.Yes, that’s enough. Good. Let’s go, lad. And my firstpiece of advice is free: watch your back ”Hidden counterWyrdstone counterAbove are some examples of counters you couldphotocopy and stick onto thin card if you wish.diceAll dice rolls use a standard six-sided dice (usuallyshortened to D6). Sometimes you will be asked tomodify the result of the dice roll. This is noted as D6plus or minus a number, such as D6 1 or D6-2. Rollthe dice and add or subtract the number indicated toget the final result. You may have to roll a number ofdice in one go. For example, 2D6 means roll two diceand add the scores together. You may also comeacross the term D3. As there is no such thing as athree-sided dice, use the following method fordetermining a score between 1 and 3. Roll a D6 andhalve the score, rounding up: 1 or 2 equals 1,3 or 4 equals 2 and 5 or 6 equals 3. If you are giventhe opportunity to re-roll a dice roll, you must acceptthe second score, even if it’s worse than the original.tape measureFor measuring ranges you will need a tape measuremarked in inches, or a couple of plastic range rulers.other equipmentYou will also need pens and paper to record details ofyour warriors’ weapons and other details. You can useroster sheets for this, and blank ones are included atthe back of this book. We recommend you photocopythem rather than use the originals.5

Characteristicsn Mordheim the warriors each have differentabilities, some being better at certain actions, forIexample, fighting, shooting or climbing, than they areat others. This variety in each warrior is representedin the form of characteristics and skills. Right nowdon’t worry about skills – these come later withpractice and battle experience. For now we just needto consider a warrior’s characteristics.Each model is defined by a set of characteristics:Movement, Weapon Skill, Ballistic Skill, Strength,Toughness, Wounds, Initiative, Attacks andLeadership. Each characteristic is assigned a value of(usually) between 1 and 10. The higher the value yourmodel has for anycharacteristic thebetter – forexample, a modelwith a Strength of 6is stronger thana model that has aStrength of 2.MOVEMENT (M):A model’sMovement rateshows how farthe model canmove in aturn, undernormalconditions.For example, a typical Human has a move of 4", whilea fleet-footed nimble Skaven has a move of 5".WEAPON SKILL (WS): Weapon Skill is a measure ofclose combat ability (ie, how good the warrior is athand-to-hand fighting). A deadly swordsman or acrazed berserker would have a high value comparedto a lowly acolyte, for example. The higher the WS,the more likely your warrior is to hit his opponent.BALLISTIC SKILL (BS): This shows how good a shotthe individual is. When you shoot a bow or fire apistol, the chance of hitting a target depends uponyour model’s Ballistic Skill. A normal Human has a BSof 3, though an experienced marksman might have aBS of 4, 5 or even higher.STRENGTH (S): Strength indicates how strong awarrior is! It is especially important for hand-to-handcombat, because the stronger you are the harder youcan hit. A Strength value of 3 is about average.TOUGHNESS (T): This is a measure of how easily anindividual can withstand a hit from a weapon or ablow from a club or fist. The tougher you are, theharder you are to wound or kill. An averageToughness value is 3, though a gnarled old warriormight have a Toughness of 4!WOUNDS (W): A model’s Wounds value shows howmany times the model can be wounded before itcollapses, is killed or incapacitated. Most individualshave only 1 Wound but veteran warriors or largecreatures such as Ogres might have more.INITIATIVE (I): The Initiative value indicates how fastand nimble the warrior is. It determines the attackingorder in hand-to-hand combat, and is particularlyimportant when the model is climbing and movingamidst the ruins of Mordheim.ATTACKS (A): The Attacks value indicates how manyblows the model can make in hand-to-hand combat.Most warriors have an Attacks value of 1, but powerfulfighters may have more. The more Attacks you have,the greater the chance you’ve got of beating youropponents into an unrecognisable pulp!LEADERSHIP (Ld): Leadership represents rawcourage, self control and charisma. The higher themodel’s Leadership value, the more likely he is toremain steadfast in combat while others run off or areslain. For example, a cowardly Skaven may have aLeadership of 5, while a cool, calm Elf could have aLeadership of 8 or higher.6

Characteristicszero level characteristicsSome creatures in Mordheim have been given a ‘0’ forcertain characteristics which means that they have noability in that field whatsoever. This usually applies tocreatures unable to use missile weapons (who wouldhave a BS of 0) but it might equally apply to othercharacteristics as well.If a model has a WS of 0 then it cannot defend itselfin hand-to-hand combat, and any blows struck againstit will automatically hit.characteristic profilesA model’s characteristic values are written in the formof a chart called a characteristics profile (or justprofile).WarriorM WS BS STWIA LdDieter Stahl431313337The example above is a typical profile for a Humanwarrior.As you fight in more games against other players, yourwarriors will get better and their characteristics mayincrease. All these details are recorded using theWarband roster sheets provided at the back of thisbook. This is explained properly later on. For now itis enough to know what each characteristic is for andhow their values vary.characteristic testsOften in the game a model will be required to take atest on one of his own characteristics. In order to passthis test, the model has to roll a D6 and obtain a resultequal to or lower than the value of the characteristicinvolved. Note that if you roll a 6, you automaticallyfail the test regardless of the model’s characteristicvalue.For example: Dieter Stahl is jumping down from awall that is 3" high and has to take an Initiative test.He has an Initiative value of 3 on his characteristicprofile and therefore will be successful if he rolls a 1,2 or 3 on a D6. If he rolls a 4, 5 or 6 he will fail thetest and fall down, suffering all the painfulconsequences!leadership testsTests against the Leadership characteristic are done ina slightly different way. In the case of a Leadershiptest, you should roll two dice and add the two scorestogether. If the result is equal to or less than themodel’s Leadership characteristic, the test has beenpassed.new era is beginning. Itwill be the era of darkness.We have turned our backs to thelight and stepped from its path.Men will grow ever more distantfrom the gods, and seek the pettytrappings of worldly power,sacrificing all at the altar ofgreed. Our childhood is at anend. Ahead of us looms nothingbut the long, long night: a timewithout warmth or comfort.AFor example: Dieter’s Leadership is 7, so to pass aLeadership test he must roll 7 or less on 2D6.77

The turnyou are in a charge of a warband andopponent is in charge of another.InyourMordheimThe warriors and scenery in the game are set up onthe tabletop in a way that is appropriate for theencounter you are fighting. Do not worry about thisfor now as these things will be explained in full in theScenarios section.To play, one side takes a turn, then the other side,then the original side and so on, much like in a gameof draughts or chess. When it is your turn, you maymove all your models, shoot with any warriors ableto do so, and fight in hand-to-hand combat. Onceyour turn is complete, it is your opponent’sturn to move, shoot and fight.phasesTo keep track of whois doing what andwhen, each turnis split intofour phases.This is calledthe Turnsequence.Turn sequence1RecoveryDuring the recovery phase you may attemptto rally individuals who have lost their nerveand recover models that are knocked downor stunned.2MovementDuring the movement phase you may movethe warriors of your warband according tothe rules given in the Movement section.3ShootingIn the shooting phase you may shoot withany appropriate weapons as described in therules for shooting.4Hand-to-hand combatDuring the hand-to-hand combat phase allmodels in hand-to-hand combat may fight.Note that both sides fight in the hand-tohand combat phase, regardless of whose turnit is.recovery phaseDuring the recovery phase you may attempt to rallyany of your models who have lost their nerve (see theRecovery Phase rules). To take a Rally test, roll 2D6. Ifthe score is equal to or less than the model’sLeadership value the model stops fleeing and hasrallied; turn it to face in any direction you wish. Themodel cannot move or shoot for the rest of the turn,but models able to do so can cast spells. If the test isfailed, the model will continue to flee towards theclosest table edge.Note that a model cannot rally if the closest model tohim is an enemy model (fleeing, stunned, knockeddown and hidden models are not taken intoconsideration for this).During the recovery phase, warriors in yourwarband who have been stunned becomeknocked down instead and warriors whohave been knocked down may stand up(see the Injuries section).8

MovementDuring the movement phase models are moved in the following order:1. Charge!3. Remaining MovesIf you want a model in your warband to charge at anenemy model and attack it in hand-to-hand combatthen you must do this at the start of the movementphase before moving any of your other models.Once you have movedyour chargers and madeany compulsory moves,you may move the rest ofyour warriors as you see fit.When you charge a model, declare to your opponentthat you are doing so and indicate which of hismodels it is attacking.2. Compulsory MovesSometimes a model is forced to move in a certain wayand this is called a compulsory move. For example, afighter whose nerve breaks must run away from hisenemies and take cover.Make all of your models’ compulsory moves beforefinishing any remaining movement.movingDuring their movement phase, models can move upto movement rate their in any direction. They maymove (including running and charging) up and downladders and stairs, and over low obstacles such asbarrels, boxes, etc.In normal circumstances models don’t have to movetheir full distance, or at all if you do not want them to.All exceptions are explained later and invariablyinvolve either charging or compulsory moves.9

MovementrunningThe normal Movement value of models represents awarrior moving at a fairly rapid rate, but allows timefor him to aim and shoot a weapon and generallyobserve what is going on around him. If you wish, amodel may move much quicker than this – he canrun! A running warrior can move at double speed (forexample, 8" rather than 4"). Note that running is notthe same as charging as it does not allow your modelto engage the enemy in hand-to-hand combat.A model can only run if there are no enemy modelswithin 8" of it at the start of the turn (fleeing, stunned,knocked down and hidden models do not count).Check this distance after any charges have beendeclared. If there are any enemies within 8" at thestart of the turn, the model will prepare to fightinstead and so is unable to run. The running modelcan move closer than 8" to an enemy as it moves.Any model that runs loses its chance to shoot duringthat turn. He is concentrating on running and is notprepared to fight, having sheathed or shouldered hisweapons. You should declare that models are runningas they move, as this will remind bothplayers that the model is unable toshoot that turn. Running modelscan cast spells as normal.indicate which enemy model he is going to attack.You can charge any opposing model if you can drawan unobstructed line from your model to the target. Ifyour warrior wants to charge an enemy model within4" that he can’t see (eg, because it is behind a corner)but has not been declared as hidden, he must pass anInitiative test to detect it. If he fails the roll, yourmodel may not charge this turn, but may move hisnormal distance, shoot and cast spells.A charge is like a running move, performed at doublethe Movement rate, but ends with the attacker movingby the most direct route into base-to-base contactwith the enemy model. Once their bases are touchingthey are engaged in hand-to-hand combat. Models arealso considered to be in hand-to-hand combat evenwhen separated by a low wall or obstacle, where it isimpossible for the bases to touch physically becausethe obstacle is in the way.A2"10Interception areaBA1"charge!If you want a model toengage the enemy inhand-to-hand combatthen you mustmake a specialmove called acharge. Withoutmeasuring thedistance,declare thatyour modelis chargingandB2"CC can intercept A whilehe is charging B becausehe is within interceptdistanceBA3"C cannot intercept Awhile he is charging Bbecause he is too farawayCIf an unengaged (ie, not in hand-to-hand combat)enemy model lies within 2" of the charge route, thatmodel may choose to intercept the charger if hewishes. This ‘interception area’ is shown in thediagram above. Only one enemy model may attemptto intercept each charger. If the intercepting warriorwould normally require a Fear test to engage thecharger then he must pass one in order to be allowedto intercept. Failure means he will not move. If theintercepting warrior causes fear then move themodels into contact and then take a Fear test for theoriginal charger (assuming he would normally do so)as if he was the one being charged. Regardless of theresults of this test it is still the original charger whocounts as charging in the subsequent round ofcombat, not the intercepting warrior.

MovementSometimes a charging warrior may not reach theenemy because you have miscalculated the distance.If this happens move your warrior his normal movedistance towards the enemy. This is called a failedcharge. The model cannot shoot in the same turn inwhich he failed a charge, but he can cast spells asnormal.Models cannot be moved into hand-to-hand combatexcept by charging – any move that brings a warriorinto hand-to-hand combat is a charge by definition. Amodel that charges will ‘strike first’ in the first roundof the ensuing combat.charging morethan one opponentIf you can move your warrior into base contact withmore than one enemy model with its charge move, itcan charge them both. This might be inadvisable asit’ll then be fighting two enemies at once!hidingThe Hiding rule represents warriors concealingthemselves in a way that our unmoving anddramatically posed models cannot. A hiding warriorkeeps as still as possible, just peeking out of cover.A model can hide if he ends his move behind a lowwall, a column or in a similar position where he couldreasonably conceal himself. The player must declarethat the warrior is hiding and place a Hidden counterbeside the model for it to count as being hidden.A model that runs, flees, is stunned or charges cannothide that turn. His sudden burst of speed does notgive him time to hide.A model may stay hidden over several turns, so longas he stays behind a wall or similar feature. He mayeven move around so long as he stays hidden whiledoing so. If an enemy moves so that he can see thehidden warrior, the model is no longer hidden andthe counter is removed. When hidden, a warriorcannot be seen, shot at or charged.While hiding, a model cannot shoot or cast spellswithout giving away its position. If a hidden modelshoots, or moves so that he can be seen, he is nolonger hidden and can be shot at as normal.terrainThe ruined city of Mordheim is a dark and dangerousplace, where tumbled down towers and blastedhouses form a vast maze of streets and alleyways.OPEN GROUNDThe tabletop surface, floors of buildings, connectingoverhangs, ladders and ropes are all considered to beopen ground and will not affect movement even if themodel is charging. It can also go through doors andhatches without slowing down.DIFFICULT GROUNDDifficult ground includes steep or treacherous slopes,bushes and the angled roofs of buildings. Modelsmove at half speed over difficult terrain.VERY DIFFICULT GROUNDThis is really dangerous terrain, such as narrowcrawlholes through the rubble. Models may move at aquarter rate, so if the model moves 4" over openground it can only move 1" over very difficult ground.WALLS AND BARRIERSWalls, hedges and other low obstacles form barriersthat you can either go around or leap over. A modelcan leap over a barrier that is less than 1" high. Thisdoes not affect its movement in any way.climbingOften the ruined buildings of Mordheim do not havestairs or ladders, so your warriors will have to climbto reach the upper floors of buildings.Any model (except animals!) can climb up or downfences, walls, etc. He must be touching what he wantsto climb at the start of his movement phase. He mayclimb up to his total Movement in a single movementphase (but cannot run while he is climbing). Anyremaining movement can be used as normal. If theheight is more than the model’s normal move, hecannot climb the wall.To climb, a model must take an Initiative test. If hefails it whilst climbing up, he cannot move that turn.If he fails it while climbing down, he falls from wherehe started his descent (see the Falling section).A model may not hide if he is too close to an enemymodel – he will be seen or heard no matter how wellconcealed. Enemy warriors will always see, hear orotherwise detect hidden foes within their Initiativevalue in inches. So a warrior whose Initiative value is3 will automatically spot all hidden enemies within 3".11

Movementjumping downIf a warrior is knocked down or stunned (see theShooting section for details) within 1" of the edge ofa roof or building, there is a chance that it will slipand fall off. Take an Initiative test. If the test is failed,the model falls over the edge to the ground and takesdamage as detailed below.3"5"falling7"The Skaven runs/charges from the top of a building, jumpingdown during the move. It moves 3" to reach the edge, thenjumps down and has to see whether it can safely make it to theground. As it has to jump down 5", it must pass two Initiativetests to avoid taking D3 S5 hits. If it fails it will stop its move atthe bottom of the wall (if it is not taken out of action). If itpasses both tests, it can continue its run/charge and move theremaining 7".Your warrior may jump down from high places (up toa maximum height of 6") such as walkways andbalconies at any time during his movement phase.Take an Initiative test for every full 2" he jumps down.If he fails any of the tests, the model falls from thepoint where he jumped, takes damage (see Falling)and may not move any more during the movementphase. If successful, the model can continue hismovement as normal (jumping down does not use upany of the model’s Movement allowance).diving chargeYou may charge any enemy troops that are below abalcony or overhang, etc, that your model is on. If anenemy model is within 2" of the place where yourwarrior lands, he may make a diving charge against it.Take an Initiative test for each full 2" of height yourmodel jumped down from, up to a maximum of 6",like a normal jump. If he fails any of them, your modelhas fallen and suffers damage, may not move anymore during the movement phase and cannot chargethe enemy. If he succeeds, the model gains a 1Strength bonus and 1 to hit bonus but only duringthe following hand-to-hand combat phase.jumping over gapsModels may jump over gaps (up to a maximum of 3")and streets, (eg, from the roof of a building toanother). Deduct the distance jumped from themodel’s movement but remember that you cannotmeasure the distance before jumping. If your modeldoes not have enough movement to jump thedistance, he automatically falls. If your model is ableto cover the distance, he must pass an Initiative test orfall. A model may jump over a gap and still fire amissile weapon if it is not running. It may also jumpas part of its charge or running move.12warriors knocked down or stunnedA model that falls takes D3 hits at a Strength equal tothe height in inches that it fell (eg, if the model fell 4",it would take D3 hits at Strength 4). No armour savesapply. Falling will not cause critical hits (see the Handto-Hand Combat section for the Critical Hits rules). Amodel that falls may not move any further or hideduring that turn, even if it is not hurt.

Shootingarriors that fight in the ruins of Mordheim areusually armed to the teeth! Individual warriorsWoften have several different weapons such

warhammer players If you already play Warhammer, the basic rules of Mordheim will be familiar to you. Remember though, Warhammer is designed for fighting battles between entire armies, whilst Mordheim represents individual action between a dozen or so warriors. As a result, some of the rules developed for mass combat in Warhammer do not apply .

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