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Xroads Mordheim Campaign Rules 2025
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Crossroads Mordheim Campaign: RULES SUMMARY

(Updated 7/2/25)

Event details

The Crossroads Mordheim campaign is a narrative event.  The event is comprised of 4 games on Saturday and 3 games on Sunday.  Each battle is followed by a post-battle sequence to resolve income, injuries, exploration and trading.  Players can choose to play in as many of the 7 planned games as they would like, you do not have to play in all 7 games to participate.

Booking entry will be $45. Bookings are transferable upon request to the organizer and non-refundable.  Please go to www.crossroads-gt.com to register for the event.  

Discussions, questions, and event updates should be posted to the event Facebook group at: https://www.facebook.com/groups/748305481863606 

All players are expected to be familiar with some of the Mordheim rules or have some understanding of Warhammer Fantasy Battle. This event was developed to be inclusive for intermediate and expert level fans. Since the event organizers are on hand to introduce new content and explain processes, then it is suitable for eager Warhammer fans who are beginners.

Timetable of events:

Friday, Sept 19, 2025

5:00pm - midnight: Set up, open play (does not count towards scheduled event)

Saturday , Sept 20, 2025

8:00am Hall: Opens

8:00am-9:00am: Check-in

9:00am-10:30am: Game 1         PvP

11:00am-12:30pm: Game 2         PvP

12:30pm-1:00pm: lunch break

1:30pm-3:00pm: Game 3         PvP

3:30pm-5:30pm: Game 4         3-4 Player Blood on the Streets

5:30pm - Midnight: open play (does not count towards scheduled event)

6:30pm - Dinner provided at the venue

Sunday, Sept 21 2025

8:30am - 9:00am: arrival and set up

9:00am-10:30am: Game 1         PvP

11:00am-12:30pm: Game 2         PvP

12:30pm: lunch break

1:30pm-4:00pm: Game 3         3-4 Player Blood on the Streets

4:30pm: Awards

1) Rules:        

a) This campaign will be using The Online Rulebook.

Broheim | Downloads:

Rulebook Pt. 1                mordheimlrb2part1 (broheim.net)

Rulebook Pt. 2                 mordheimlrb2part2 (broheim.net)

Rulebook Pt. 3                mordheimlrb2part3 (broheim.net)

This is a free downloadable resource that combines the printed edition rulebook with the latest errata to give you the most recent version of the game. Several copies will be available at the event.

Be aware that if you have the original rule book there have been changes made to it.

06 2005 Rules Review FM10.pdf (broheim.net)

b) The optional rules will be used: (pages 116-120, except Mounted Warriors, page 119).

The optional rules for the New Critical Hit Charts will be used. These have been altered slightly to reduce the result to Ignore All Armor Saves. Please use the “New Crit Hit Chart 2023” provided in player packet. https://drive.google.com/drive/folders/1_8Mk67Bii2C9xVjpHFlMjxKkCIoYxPKz

c) We will be using a revised rule for shield armor save modifiers. A model armed with one handed weapon (dagger, hammer, club, axe, morning star or sword) and shield gains an additional +1 to his armor save in close combat.

Example: Dieter wears light armor and carries a shield and sword. His armour save is 5+ vs. shooting and 4+ in close combat.

2) Warbands:

a)          The following warbands are allowed: Broheim | Warbands: Grade 1a (Official).

All Mordheim warbands in the Rulebook, plus:

Averlander                                                    Beastmen Raiders

Carnival of Chaos                                         Dwarf Treasure Hunters

Kislevites                                                      Orc Mob                   

Ostlander                                                       

 

b)   All warbands start with a base 500gc (Marienburg starts with 600 gc) to build their warbands. (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.)

c)   The following Hired Swords are allowed: All Hired Swords from the Rulebook, Imperial Assassin, Tilean Marksman (Show Me the Money), Beasthunter, Highwayman, and Road Warden (Empire in Flames). This campaign will not be using the mounted rules. Therefore, the Freelancer, Highwayman or Roadwarden will not be mounted if they are hired as a Hired Sword; however, their hire fee and upkeep fees have been reduced.

Mordheim 2025 - Google Drive

https://drive.google.com/drive/folders/1_8Mk67Bii2C9xVjpHFlMjxKkCIoYxPKz

 

d)  Dramatis Personae are not allowed.

 

3) Equipment:

                   

Only weapons, armor and equipment from the main rulebook will be used (nothing from Empire in Flames or Mordheim Annual 2002 will be used) Black powder weapons will have a 25% reduction in cost                                          

MISSLE WEAPONS

Item                                                            Cost                          

Blunderbuss                                               23*          gc               

Dueling Pistol/brace                                 23/45*   gc               

Handgun                                                    27*         gc                

Pistol/brace                                                12/23*   gc               

Warplock Pistol/brace                              27/53*   gc

*Black powder weapons will misfire on a 1 to hit, but are cheaper.

A blunderbuss does auto hit however a d6 must still be rolled for each shot, it will misfire if the result is a 1.

Warplock pistols have same rules as Pistol: prepare shot, save modifier, hand-to- hand

 

Only 1 lucky charm per warband.

Only 1 holy/unholy relic per warband.

 

4) Game Play:

 

a) PVP Scenarios will be selected from those available in the core rulebook. Some will have a slight alteration, random happening or a special objective.

 

b) Multi-player Scenarios will be selected from those available in Mordheim Annual 2002, Chaos on the Streets . Some will have a slight alteration, random happening or a special objective.

 

c) Battles will be timed. If a winner is not determined per the scenario when time is called, the current player will finish his current action, and the match will be considered a tie.

 

d) Loose WYSIWIG (what you see is what you get) models are required. You can’t call a Halfling model an Ogre.

A model with a sword and bow must have these weapons on the model (armor and daggers are an exception to this rule).

If models have a name, number, or letter on its base (to correspond with the roster) this becomes less strict.

 

e) Painted models would be preferred, but some of the newer players are not to this stage yet. Try to have at least a 3-color minimum and do the bases (see c, above).

 

f) Note that each warrior may only cause one critical hit per H-T-H phase (page 16), Black powder weapons will misfire on a 1 to hit, but are cheaper. (25% reduction in cost).

 

g) When your model fires the blunderbuss, draw a (line) 16" long and 1" wide cylinder in any direction from the firer (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 3 hit. A “to hit" roll must still be made, on a 1 the blunderbuss misfires, otherwise it is an auto hit as stated. A solid wall will stop the shot of scrap metal from a blunderbuss.

 

New Player Tips

Warband Construction-

Using the PDF from the warband’s entry on broheim.net, construct a 500 GC 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 file (10 Hired Swords 2025) 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 your whole model, 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

Postgame Experience-

Postgame must be completed with the player you just finished the battle with.

Plan on replacing at least 1 or 2 henchmen after matches. You may add henchmen to existing groups, they must have the same weapons and/or armor as the existing group.  There is an additional fee of 2gc per experience point to have them join an existing henchman group.

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!

REMOVED-

c) We will be using a revised rule for shield armor save modifiers. A model armed with one handed weapon (dagger, hammer, club, axe, morning star or sword) and shield gains an additional +1 to his armor save in close combat.

Example: Dieter wears light armor and carries a shield and sword. His armour save is 5+ vs. shooting and 4+ in close combat.

CLIMBING-

You do not have to start your movement next to something to climb it (as per original rules), but you still have to make it all the way up in one move, no stopping mid wall. (a model may not run during a climb portion of a move).

 

Assassin Adept (M6) wants to climb the 3” wall. (Does not have to begin the round in base contact, as per original rules) He may climb up to his total Movement in a single movement phase (but cannot run while he is climbing). Move 4” to base of wall, must pass an Initiative test. Climbs up the 3” then moves his remaining 2”. If the height is more than the model’s normal move, he cannot climb the wall. Any failed climbing tests ends the model’s movement at the base of the wall.

 

Mercenary Captain (M4) wants to charge Assassin Adept. (Does not have to begin the round in base contact, as per original rules) He may climb up to his total Movement in a single movement phase (but cannot run while he is climbing). Moves 3” to base of wall, must pass an Initiative test. Climbs up the 2” then moves his remaining 1”. Any failed climbing tests ends the model’s movement at the base of the wall.

Sometimes a charging warrior may not reach the enemy because you have miscalculated the distance. (If the Assassin Adept was more than 1” away on top of the wall)  If this happens move your warrior his normal move distance towards the enemy. This is called a failed charge. In this case the model would be placed at the base of the wall (not 1” up the wall). The model cannot shoot in the same turn in which he failed a charge, but he can cast spells as normal.

 

*What to bring*

- Your warband list filled out on a printed paper roster sheet (see link in Reference Guide) plus pencil and eraser to record updates.

(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.)

 - Miniatures for your starting warband and reinforcements to represent warriors hired in later rounds. 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, measuring tape, counters etc.

- Mordheim rulebook (either the book, a print off or PDF) plus any rules explaining your warband to be referenced by all players.

*When to attend*

Doors at the gaming hall are open by 5pm on Friday, September 19th for setup and open play.  Campaign games start on Saturday 9/20 and continue on Sunday 9/21.  You can choose to play in as many or as few of the campaign games as you like, you are not required to play in all 7 campaign games throughout the weekend.  Dinner will be provided at the venue on Saturday night as well as lunch on Sunday, cost is included in the price of admission.