Coreheim & Roll High Conversion
Weapon Skill & Strength
- For Weapon Skill, Ballistic Skill and Initiative the skills are always roll equal to or higher in Coreheim Roll High.
13 - ((WS * S) / 3 rounded) = Roll High Weapon Skill
| WS/S | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | 12+ | 12+ | 12+ | 12+ | 11+ | 11+ |
| 2 | 12+ | 12+ | 11+ | 10+ | 10+ | 9+ |
| 3 | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ |
| 4 | 12+ | 10+ | 9+ | 8+ | 6+ | 5+ |
| 5 | 11+ | 10+ | 8+ | 6+ | 5+ | 3+ |
| 6 | 11+ | 9+ | 7+ | 5+ | 3+ | 1+ |
| WS/S | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
|---|---|---|---|---|---|---|
| 6+ | 12+ | 12+ | 12+ | 12+ | 11+ | 11+ |
| 5+ | 12+ | 12+ | 11+ | 10+ | 10+ | 9+ |
| 4+ | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ |
| 3+ | 12+ | 10+ | 9+ | 8+ | 6+ | 5+ |
| 2+ | 11+ | 10+ | 8+ | 6+ | 5+ | 3+ |
| 1+ | 11+ | 9+ | 7+ | 5+ | 3+ | 1+ |
Ballistic Skill
- Ballistic skill is treated as though the ranged weapon has a 3 for strength by default.
- A +1 skill is useful for negating modifiers. Eg. Negating the move and fire debuff for ballistics.
- Weapons now modify the ballistic skill role.
- Throwing knives -1 to BS rolls
- Crossbow, Pistol, Duelling Pistol +1 to BS rolls
- Rifle, Long Rifle +2 BS rolls
13 - ( Mordheim BS + 3 ) = Roll High Skill
| Mordheim BS | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Roll High Skill | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ |
| Mordheim BS | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
|---|---|---|---|---|---|---|
| Roll High Skill | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ |
Examples: Mercenary Marksmen (BS 4 or 9+) shooring:
- Bow: 9+
- Crossbow (effective after plus): 8+
- Rifle (effective after plus): 7+
Vermenkin (BS 3 or 10+)
- Sling 10+
- Sling + moved = 11+
- Sling + moved + cover = 12+
Initiative
- While a skill can go down to a +1 which implies it always succeeds, it does not.
- A natural roll of 12 always succeeds and a natural 1 always fails.
13 - ( Mordheim Skill x 2 ) = Roll High Skill
| Mordheim Skill | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Roll High Skill | 11+ | 9+ | 7+ | 5+ | 3+ | 1+ |
| Mordheim Skill | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
|---|---|---|---|---|---|---|
| Roll High Skill | 11+ | 9+ | 7+ | 5+ | 3+ | 1+ |
Toughness
- Toughness is instead changed to be a modifier that impacts when a unit rolls Strength to wound your unit.
- Note that while a 12 always hits, it will only crit if your Strength roll to wound is a 11+ or better.
- The net result of these changes only impacts the extremes.
- Automatic wounds are removed because a 1 will always miss.
- Situations where a low Strength couldn't ever wound a high Toughness target are removed because a 12 will always hit.
( Mordheim Toughness ) - 3 = Toughness Modifier
| Mordheim Toughness | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Toughness Modifier | +2 | +1 | +0 | -1 | -2 | -3 |
Leadership
- This is simply flipped to make leadership always roll high.
14 - Mordheim Ld = Roll High Ld
| Mordheim Leadership | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|
| Mordheim % chance of success | 8% | 17% | 28% | 42% | 58% | 72% | 83% | 92% | 97% |
| Roll High Leadership | +11 | +10 | +9 | +8 | +7 | +6 | +5 | +4 | +3 |
| d12 | 12+ | 11+ | 9+ | 8+ | 6+ | 4+ | 3+ | 2+ | 1+ |
| d12 % change of success | 8% | 17% | 33% | 42% | 58% | 75% | 83% | 92% | 100% |