NEMO23
NEMO23
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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..
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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..
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-
- 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.
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!
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
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
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.
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!