Warhammer with… MoldHammer

(art: John Blanche)

I’ve sung the praises of Rattlemayne’s MoldHammer rpg before (here, for instance), and I’ll do it today, again, as well.

To regular readers of this blog, it`ll come as no surprise that I’m a Warhammer fan. And OF COURSE, after writing a Warhammer hack for Risus and a Warhammer hack for the Landshut Rules,  I’m also thinking about how to run the best British game ever with MoldHammer rules. This should be as straightforward as anything – Warhammer was one of Rattlemayne’s inspirations when he wrote MoldHammer. (The other one being Moldvay D&D, which explains the name)


  1. Either use Warhammer 1e (the one, the only, and the best) to roll up a character. Disregard the WH attributes and simply pick one exceptionally high and one exceptionally bad stat and write it down. If you want more than one good stat, you have to pick one bad stat for each good one.
  2. OR you can use the Warhammer rulebook for inspiration – IF you do that, create your character with “Adventure Points“.
  3. Download Rattlemayne’s MoldHammer, if you haven’t already. Your character starts with either <3<3 (all ranger, rogues and academic careers), or with <3<3<3 (warrior careers).
  4. If you’re down to zero <3, use Mike Evans’s “Deadlier Dying” tables. I know, they’re forgiving, but seriously, I never liked the ultra-lethal approach of low-level old school games, I never played that way, and back in the days when we started roleplaying, we never knew anyone who played that way.
  5. Leveling Up: Use Arnold’s brilliant popcorn leveling. Increase your ❤ – if your ref is okay with that.
  6. Monsters: Forget about a literal translation from WH to Moldhammer. It can’t happen. So, translate the feeling. Give it a to-hit, armor, and damage (regular weapons do ❤ damage, bigger or better ones do <3<3). If you want variable damage, consider rolling  a d2 (coin) or d3.
  7. Magic! I have to admit, I got carried away a bit by the brilliant magic system of the GLOG.  Suddenly, all types of magic were inherently dangerous. That’s not only NOT true in real life, but also in Warhammer.The only wizards facing great dangers are Demonologists, Necromancers, and Evil and Chaotic magicians. They gain Insanity Points and Disabilities, or increase the chances of contracting Tomb Rot (necromancers, I’m looking at you).

    I also don’t want starting wizard characters with one measly Petty Spell – because we’re playing way too infrequently to make this fun.

    That’s why our MoldHammer Warhammer magicians start with (level+1) spell points.
    When you cast a spell, make a save (see MoldHammer), it get’s tougher the higher the spell level is. If you roll successfully, you cast the spell, and it costs you zero spell points. If you fail the roll, you still cast the spell, but it costs you (spell level) spell points.
    This is Warhammer, so I’ll allow wizards to sacrifice ❤ to gain 2 spell points.

So there you have it. Warhammer, played with MoldHammer.
An example character, rolled up with Warhammer 1e:

Name: Franz-Joseph Krauthuber
53-year old Human Wizard, Level 1

Skills: Sixth Sense, Identify Plans, Magic Sense, Rune Lore, Scroll Lore

To-hit: 10

Spell Points: 2

Learned Spells:

  • Cause Animosity (Battle Magic I): cast against creatures that are normally subject to animosity. Targets must save or attack each other
  • Fire Ball (Battle Magic I): one fire ball per level per combat round. If fired into a group, it hits (level)d3 creatures and causes <3<3<3 damage. Flammable targets suffer an additional <3. Can be dodged for ❤ damage.

Trappings: decent suit, soft shoes, knife tucked in belt, 27 gold crowns, ceremonial dagger, Wizard’s staff, Boots Leaping (+1d6 yards on any leap)

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