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The eccentic genius Salvador Alberto DaVinci was well-known in Mordheim for his clockwork inventions and amazing creations. Since the Meteor, he has rebuilt his sprawling workshop on the outskirts of the city. Times are good: the city is full of interesting people, inspiration for new and exciting inventions is easy to come by, and adventurers going into the streets of Mordheim are ready to act as test-pilots for even the most bizarre experimental devices if the pay is good. Are you desperately grubbing for cash for your warband? Searching for wyrdstone getting you down? Looking for an exciting way to earn a bit of extra cash? And some crazy engineer is offering cash up front for testing out his inventions? Are you crazy? It cant be that dangerous, right?
In the spirit of daring, seat-of-the-pants, surely-this-cant-be-that-dangerous, and what-does-thisbutton-do? adventure in which Salvador creates all his inventions, you may like to miss out the section called How Do You Fly this Thing? and only read it when you play your first game. Tally ho!
Aerial Charges
Once you have mastered the art of flying around the city (or at least, done it once or twice without dying, which is pretty much the same thing) you might like to test out your new Flying Machines combat capabilities. Jolly good! When nominating a Landing Point, you may choose to charge into combat. You need Line of Sight for this, so consider flying up somewhere high first. Test pilots are a bit reckless and/or soft in the head, and so can be considered to automatically pass any Fear tests. Roll for Lift, work out if you reach the target, and work out Mishaps as normal. If you successfully reach combat, you have performed an Aerial Charge Tally ho! Models successfully completing an Aerial Charge must make a single Initiative test. If they pass, they inflict a single Impact hit on their enemy (with the Strikes First rule) with a Strength equal to the number of dice used to generate Lift. If they fail the test, the target and the flier will both suffer the Impact hit. Then resolve the combat normally, with the flying model getting +1 to Hit and +1 Strength, just like a Diving Charge.