This changelog should be updated to have the recent additions and their justification. e.g. “Greatsword” had its strength reduced from 4 to 3 as they were found to be too oppressive when used in Mark’s warband.

11/05/2025 - Version 1.1 - Procession of Morr

  • You can only move up to your Movement as opposed to double your Movement when escaping from combat. It seemed daft that people couldn’t run normally but escaping meant you could keep getting away
  • Critical Hit’s are now score on a 6 of a wound roll. Critical Hit tables have been adjusted to do nothing on a 1-3. Rolling an additional critical hit die was annoying and got in the way of the flow.
  • Added new Weapon Trait called Exotic Missile / Close Combat Weapon. Prohibiting usage unless they have the weapon on starting equipment or a skill. We were disappointed you couldn’t really use any weird weapons.
  • Reworked Weapon Master skills to allow them to use exotic weapons
  • The following Blackpowder weapons have had their Strength increased by 1. As they were having trouble being worth picking even with the cheaper cost
    • Duelling Pistol
    • Handgun
    • Hunting Rifle
    • Pistol
    • Warplock Pistol
  • Parry now is a 6+ rolls for the first hit of close-combat as people often just moved past the to-hit rolls too quick to know what they rolled
  • A buckler now grants +1 to the parry roll. Hopefully making buckler an interesting choice
  • You roll a minimum of 2 dice in the exploration phase. It felt bad being wiped out and getting no money to recover.
  • Equipment Recovery. Should help prevent total wipe-outs since expensive gear can be recovered.
  • The Mordheim map options have changed where they allowed you or your opponent to choose a scenario. They instead award 1d6 gold or grant a bonus dice to exploration.
  • Added to Whips, Morning Stars and Flails: Cannot be parried.

19/04/2025 - Version 1.0

The initial draft of the core rules to play Mordheim. Unofficially dubbed “Markheim”.

Combining the core rules with the following supplements

  • rules for playing multiplayer games (Chaos on the streets)
  • new critical hit charts (Mordheim rulebook optional rules)
  • escaping from combat (Mordheim rulebook optional rules)
  • when dual wielding the weapons have -1 to hit. (House rules)
  • added the ambidextrous skill to remove the -1 to hit penalty (House rules)
  • compare initiative, then ws before rolling off (House rules)
  • ranged weapon limitations (Hull House rules) TODO
  • bulwark (Hull house rules)
  • Spears strike first (Hull house rules)
  • Black powder sale! 1/3 off blackpowder weapons (Hull house rules)
  • Black powder misfires (Hull house rules)
  • Miscasts (Hull house rules)
  • Silver Arrows of Arha (Hull house rules)
  • Rabbits Foot, Lucky Charm & Holy/Unholy Relics limited to 1 per warband
  • Carnival of Chaos - Nurgle’s Rot ban (Hull house rules)
  • Models only prevent other models from running if they have line of sight (House rules)
  • Critical hits are possible when only hitting on a 6+, since we have the second crit roll (House roll)