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One of the deficiencies in the Mordheim rules is that armour is kind of over costed for what it does and is fairly easy to cancel out via a high strength or weapons such as axes.
I've come up with some additional campaign rules for armour which adds a bit of value without interfering with the core rules too much.
Light Armour - If a hero wearing light armour is taken out of action, you may re-roll the "units" dice when rolling on the serious injury chart after the game - This means you can slightly adjust the result to avoid a worse result e.g if you rolled 21 (i.e. multiple injuries), you could re-roll the 1 and get a less disastrous result such as smashed leg, madness etc
Heavy Armour - If a hero wearing heavy armour is taken out of action, you may re-roll the "tens" dice when rolling on the serious injury chart after the game - This means you that if you roll a really bad result you can have a decent chance of avoiding it all together e.g. If you rolled 13 (i.e. Dead), you could re-roll the 1 and get a completely different result such as arm wound, nervous condition, full recovery etc
Curious to know what people think. Still over costed? About right? Too powerful?
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