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Twists

To enter Mordheim is to enter a nightmare realm where the laws of nature have ceased to exist. Twists represent the erratic and cruel whims of the city, and forces you and your opponent to adapt your strategies on the fly.

Selecting a twist

To select a twist for the battle, either agree on one with your opponent or  roll a d6 and use the corresponding twist from the list below:

Day 1: Mad Scribbles


We arrived at the Von Unkler tomb at dawn. As expected, old mad eye had bolted, leaving his sticky handwriting still wet on the cold marble.

Starting with the defender, both players take turns selecting a terrain feature on the battlefield. During this battle, that terrain feature is covered with mad scribbles and all fighters have access to the following ability:

[Double] Study the madness : A fighter can use this ability while within one of the selected terrain pieces. Roll (X/2) dice. For each result of 4+, add 1 wyrd dice to your saved wyrd dice. For each result of 1, allocate (X/2) damage points to the fighter.

Day 2: The Prowler


We found young Leopald's belongings after the fray yet no sign of the boy. I fear that whatever claimed him is still following us

At the end of each battle round, before checking warband morale, each player can pick 1 enemy fighter that is more than 3” from all other visible fighters. Each time a fighter is picked, roll a dice. On a 1-5, nothing happens. On a 6, that fighter is taken out of action. 

If a fighter has any damage points allocated to them, it is taken out of action on a 5+.

Day 3: Cloying Mists


I've ordered the men to stay together and light their lanterns. These mists make every shadow seem like a ratman.

Fighters 4" or more from each other are not visible to each other. At the start of each combat phase starting from the second battle round, one player rolls a dice. If the score is less the number of the current battle round, the mists clear and this twist no longer has any effect on the battle.

Day 4: Pelagotheric Manifestation


Another madness. At midday, the clouds turned a bruised purple, and then came the thudding of falling fish.

At the end of each battle round, roll a dice for each fighter whose base is not wholly underneath a platform. On a 4+, allocate 2 damage points to that fighter.

Day 5: Time is running out


We had barely reached the plaza when the sun started setting. Hans led us to a cellar and the men are huddling in the dark as the city screams outside.

No ability or attack action can be used to target an enemy fighter more than 12" away in the second battle round, 9" away in the third battle round, 6" away in the fourth battle round, and 3" away in any subsequent battle rounds.

Day 6: The Presence 


The air tastes of_ sulphur and the very stones are humming. My teeth aches. The men are weeping. Sp‰tz is laughing at the sky. Is this the end?

Players roll 7 initiative dice in each initiative phase instead of 6. In addition, both warbands are considered to be wavering.