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NEMO23

The event is a narrative focused Mordheim campaign that will take place over one day in Chicopee, MA. Players will bring a 500GC painted warband to participate in 5 games using various missions and rules. There will be prizes awarded for best sportsman, most wins/losses, best warband, and most wyrdstone collected.

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Ian
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0% found this document useful (0 votes)
353 views

NEMO23

The event is a narrative focused Mordheim campaign that will take place over one day in Chicopee, MA. Players will bring a 500GC painted warband to participate in 5 games using various missions and rules. There will be prizes awarded for best sportsman, most wins/losses, best warband, and most wyrdstone collected.

Uploaded by

Ian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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New England Mordheim Open 2023

_____________

A foul wind blows. A noxious green fog creeps over the river banks. The city reeks with death and rot.
Buildings stand in ruin and scorched by the fires from the twin tailed comet that struck the city over 20
years ago. A twisted new face stands to rule the corrupted city..

_____________

Hello, and welcome! We are just over 1 month away from the first New England Mordheim Open
and we couldn’t be more excited to have you all join us. For those of you just joining us and are
unfamiliar with what the NEMO is, allow me to explain.

NEMO is a narrative focused campaign event to gather and celebrate the great game of
Mordheim. Prizes, vendors, and friends new and old will come together for a full day of
adventures in the ruined city. This is a casual event meant to promote the spirit of the game. As
players you should strive for a cinematic narrative on the table, be strict with yourself and lenient
with your opponent. So come, make some new friends and have some fun in..

Chicopee, The City of the Damned.


Characters & factions of note

Gilfrey Corvol - the Fleshcrafter


A necromancer who began utilizing wyrdstone and the bizarre twisted beasts that it has afflicted.
Grafting the flesh and muscle of those unfortunate enough to cross him. He has been ingesting
wyrdstone dust and has turned him more into a monster than a man. He and his clan search the
streets for lingering wyrdstone & those foolish enough to still venture into the city. It’s said that
he has made his fortress near ground zero of the comet’s impact, although none who’ve sought
his lair have been seen again.

The Black Dogs


Gilfreys personal retinue. They take to the streets to collect wyrdstone and kidnap unsuspecting
adventurers from the shadows, dragging them to Gilfreys tomb.

Court of the Iron Cross


Peacekeepers of the empire. Sent to Mordheim to attempt to bring it back under the fold of the
empire. Anyone found in the city is killed on sight by this judge, jury and execution force.

Things to Bring

- 500GC painted warband. Bring enough models to fill in for losses/recruits/hired swords.
Please strive to have your models indicate their actual loadout as closely as possible.
WYSIWYG
- Dice
- Pencil (we will have some on site as well for use)
- Measuring tape
- Printed copy of your warband roster, as well as any special rules for non core rulebook
warbands.
House Rules

When it comes to rules, all players are expected to have an understanding of the core rules and
having read the RULEBOOK. If there are any issues with rules interpretation and you and your
opponent can’t come to a decision, settle it with a d6 or characteristic test.

We will be using the Secret Agenda rules for multiplayer games during the event.

Warband selection
All warbands from grades 1A-1C are allowed. If you are bringing a warband from anything
outside the core rulebook, you must have a physical copy of your warbands rules with you as
reference. This makes things easier than passing your tablet or phone back and forth and less
time scrolling back and forth through PDFS while playing.

Warband Creation-

- Black powder weapons cost will be reduced ⅓ (rounded up) when roster building.
Additionally we will use the advanced black powder rules (a 1 to hit incurs a role on the
black powder mishap chart) ADD PAGE # reference

- Only 1 lucky rabbit foot, lucky charm (and its back to ignoring the first hit per game) and
holy/unholy relic per warband.

- Hired swords from the Core rulebook and 2002 Annual may be hired at warband
creation.
- Large models taken OOA will roll on the Heroes Injury table during postgame.

Movement-

- Ladders; Models may not block ladders. You may charge up ladders to attack an
opponent, but you receive no bonus for charging. The charging model on the ladder
strikes last in the first turn of combat.

Combat-

- Shields and bucklers; Add +1 save in combat if equipped in one hand.

- Offhand attacks; Choose one weapon to fight with your normal attack characteristic. The
other weapon(s) will become the offhand and any additional attacks gained are –1 to hit.
- NEW HERO SKILL AMBIDEXTROUS - Negates the -1 effect of Offhand attack.

- Armor Penetration; Armor save penalties begin at Strength 5 instead of 4.


Magic-

Magic users will roll for 2 spells before each game and choose one. If the model has rolled
additional spells via advancement, they can choose both or to reduce difficulty by 1. A roll of a
double 1 while casting will result in a miscast as magic is very dangerous! Roll 2d6 on the
following table, graciously borrowed from HULL: City of the Damned: (you cannot reroll a double
one with any skills or items (such as rabbit foot) however a rabbit foot can be used to reroll one
dice on the chart below)

2D6

- 2; The fibre of reality itself is torn apart as a passage to the Realm of Chaos opens. A
gigantic taloned hand emerges from the gate, seizes the screaming wizard and drags
him through the rift, disappearing with a chuckle in a flare of multi-coloured light. The
Wizard is gone and immediately removed as a casualty, and taken off the roster!!!
Models in base contact, friend or foe suffer one strength 10 hit (no armor saves allowed)
as their flesh mutates and their soul is sucked away.

- 3-6; The Wizard’s body is wracked by a discharge of pure magical energy, warping and
burning everything in his close proximity. The Wizard and all models with in 2” of him
suffer a strength 6 hit, with no armor saves allowed.

- 7; The Wizard struggles to keep the magical energies in check. The caster suffers one
Strength 2 hit (no armor saves allowed).

- 8-9; The casters mind is ravaged by the attention of a hideous Daemon. The caster
suffers one Strength 8 hit. (no armor saves allowed) and will flee a random 2d6”. He will
continue to flee at the start of each recovery phase unless he passes a LD test.

- 10-11; The caster mispronounces one of the secret words of power binding the power of
the spell, triggering an anomaly. The spell he attempted to cast is not successful and the
caster forgets how to cast the spell and will not be able to cast it again in this battle.

- 12; A massive vortex of power drains away the sorcerous energy. The caster suffers one
Strength 4 hit (no armor saves allowed). In addition all spells currently in play on the
battlefield are automatically dispelled and no magic can be cast for the rest of the game.
Any demons in play must pass a Ld test a the start of their recovery phase or are
removed as a casualty.

Prizes
Winning isn’t everything. And we are here to show it. The day is to celebrate our shared love of
Mordheim, not spam 20 clan rats and table our opponents into submission. We have an assortment of
prizes and trophies ready for those who earn them!

Best sportsman - top 3


(this will be voted by your peers at the end of each match and averaged at the end of the event)

Most Wins
(highest warband rating as it stands at the end of the event will be tiebreaker)

Most Losses
(lowest warband rating as it stands at the end of the event will be tiebreaker)

Best Warband
(a mix of kitbash + painting skill. This will be voted on by your peers)

Enemy of Gilfrey
(most Wyrdstone obtained by the wrap up of the event)

Schedule

Sunday, March 5th

Game 3 & 5 will be multiplayer games using the Chaos on the Streets rules(Town Cryer; issue
#5). The rest of the games will be predetermined missions. All matches will be randomly paired.

7-8AM - Event staff arrival & set up. If you are bringing a board, terrain, vendoring, etc we recommend arriving for this time.
8-9AM - Doors & check in
9AM - Introductions & Pairings
930-11AM Game 1
11-1230AM Game 2
1230PM - Lunch
1-3PM - Game 3
3-430PM - Game 4
430-530PM - Game 5 (Finals)
6PM Placements & Prizes
730PM-10PM open play

New Player Tips


Warband Construction-
Using the PDF from the warband’s entry on broheim.net, construct a 500GC warband. The
units and equipment found on the entry are all that you will be able to access until after your first
game, at which point you can use the trading post or search for rare items as described in the
core rulebook.

Hired swords from the core book may be hired at warband creation if your warband is eligible.

Hiding-
Often overlooked by beginners, making use of this mechanic will greatly alleviate a lot of the
frustration new players have dealing with ranged weapons. If you have not run this turn, and
can reasonably hide behind Cover, then you can declare you are Hidden and gain the Hidden
Counter. If any enemy model can see you, and the cover no longer obstructs vision of your
model, it loses the Hidden Counter.

Hidden models cannot be charged, they must be detected before charges declared. You detect
Hidden models if they are within your Initiative value, and add 4" to the distance if you also have
a Lantern. If they are no longer Hidden because they were detected, but are still out of line of
sight to the charger, then the charging model must be within 4" and pass an Initiative check.
This 4" distance cannot be buffed by Lanterns. If you pass the check you may charge them, if
you fail, you can move, shoot and cast spells as normal but may not run. You may even get
away with moving backwards and declaring himself hidden if able to get behind cover.

Lantern: A model that is in possession of a lantern may add +4" to the distance from which he
is able to spot hidden enemies.
Models that are Hidden do not stop enemy models from Running, even if they are within 8" at
the start of their turn. Models fleeing due to being outnumbered in melee and failing a Nerve
Test, can ignore Hidden Models when determining if the closest model to them is an ally or
enemy.

Failing Nerve Tests-


When required to take a nerve test due to being outnumbered, you must roll under the model’s
leadership value to pass.
If you fail it. You run away. If in combat, every model in base contact with your warrior gets a
free hit. You then run away from the enemy 2D6". It's now your opponents turn, if they charge
you, you will instantly run away another 2D6" and they don't get to make any attacks. It's now
your turn, at the start of your turn is the recovery phase. Your stupid, injured or nervous models
will test to recover. If your nervous model is closer to an enemy than an ally, he keeps on
running. If the closest is an ally than he can test to recover on his Ld Check. If he fails he keeps
running. If the fleeing model reaches the table edge before recovering, it is removed from
combat.

Attacks against Stunned/Knocked down models-


● Melee attacks against a knocked down model automatically hit but must roll to
wound as normal.
● Melee attacks against a stunned model automatically put them out of action.
● Ranged attacks against stunned and knocked down models are resolved
normally.

Postgame Experience-
Plan on replacing at least 1 or 2 henchmen after matches. You must rebuy all
equipment with a slight tax for experience to have them join an existing henchman
group.

Take a look at the skill groups available to your heroes and have a few in mind going
into the event. This will help reduce analysis paralysis when you roll this advancement
after a game. Keep things light and fun!

Shout outs and thank yous;


The Chicopee American Legion, In Rust We Trust Discord, Hive Scum podcast,
Pendraken, Between the Bolter & Me & the Dragged Into Turbolasers podcast, The
Battle Standard, Totally_Not_Panicking, Evan Hough, Bill Ford, Jon Hickey and
everyone who bought a ticket, vendor tablespace, made terrain or boards, offered
insight or even just shared the event.

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