Sei sulla pagina 1di 208

MORDHEIM

BRUCIA
CAMPAGNA 2013

| REGOLAMENTO |

MORDHEIM
BRUCIA
CAMPAGNA 2013

| REGOLAMENTO |

Ideazione: Gabriele Stringaro Realizzazione: Gabriele Stringaro Grafica: Gabriele Stringaro

Prima di iniziare: Questa campagna nasce come idea pi di un anno fa a seguito di alcuni discorsi con vari appassionati del gioco in rete e a quattrocchi, che vertevano su certe parti del gioco un po troppo farraginose o sbrigative. Da qui la mia idea di studiare, rivedere, rispolverare le regole del manuale base per dargli una rinfrescata per poter rendere ancora pi piacevole e giocabile questo piccolo gioco da tavolo dalle grandi potenzialit. Il lavoro frutto di un anno di ore piccole passate davanti al pc vedendo e rivedendo spunti, suggestioni e tabelle di vari giochi pi o meno simili a Mordheim. Ci che venuto fuori questa campagna, un test sul campo di ci che presente in questo inserto. Lo scopo principale dei miei interventi, anche forti, sul regolamento dare la possibilit ad ogni giocatore di poter realizzare la propria banda in base ai gusti personali sullimmaginario della banda stessa, senza preoccuparsi pi di tanto della sua efficacia in base a quello che si o non si acquistato. Ho cercato il pi possibile di rendere il giocatore vincente colui che pi bravo, o pi fortunato, sul campo piuttosto che quello seduto davanti a un pezzo di carta e a un manuale a trovare la lista migliore grazie agli errori del regolamento. Chiedo scusa fin da subito per eventuali imprecisioni, errori presenti che potrebbero danneggiare il tranquillo svolgimento della partita o della campagna; spero, nel caso dovesse accadere, che mi aiutiate a trovare la soluzione migliore per lo spiacevole inconveniente. Mi permetto di fare un ultimo appunto sullo svolgimento della campagna. Mordheim un gioco molto lineare ma non scevro di zone grigie che durante la partita potrebbero verificarsi e generare spiacevoli diatribe; le modifiche al regolamento dovrebbero risolvere agevolmente la stragrande maggioranza delle incongruenze per cui tutti i giocatori sono invitati a darsi una letta al regolamento base oltre che alle home rules per la campagna. Nel caso, molto probabile, che ci siano delle difficolt oggettive di risoluzione di un dilemma durante il gioco, ricordo che la soluzione migliore la discussione serena del problema, restando consapevoli che ogni giocatore, per quanto preparato o bravo, non ha alcun diritto di imporre la propria opinione in alcun modo agli altri giocatori. Se non si riuscisse ad arrivare a un accordo oggettivo sullazione da intraprendere, saranno presenti gli arbitri che provvederanno con il loro giudizio a dare la giusta interpretazione alle regole e ai fatti che accadranno sul tavolo da gioco. Ricordando che si tratta dopotutto solo di un gioco e come tale ha lo scopo fondativo di divertire i partecipanti e chi assiste alle partite non mi resta che augurarvi Buona campagna!

Gabriele

| INDICE
IMPOSTAZIONI GENERALI DELLA CAMPAGNA | REPORT DEGLI SCONTRI DI CAMPAGNA REGOLE GENERALI | SVOLGIMENTO DELLA CAMPAGNA | DESCRIZIONE DEI QUARTIERI | QUARTIERI SPECIFICI ARTEFATTI DEL CAOS | REGOLE SPECIALI | PERDERE UN ARTEFATTO DEL CAOS | ARTEFATTI DEL CAOS OBIETTIVI | MISSIONE 1: Discendente del Caos | MISSIONE 2: Flagello della Desolazione | MISSIONE 3: Mandato del Cielo | MISSIONE 4: Caccia al Tesoro | MISSIONE 5: La minaccia Silente | MISSIONE 6: Che il Dannato Bruci! CONCLUSIONE DELLA CAMPAGNA -4| -6| -8| - 10| - 13 | - 15 | - 16 | - 17 | - 17 | - 18 | - 20 | - 22 | - 24 | - 26 | - 28 | - 30 | - 32 | - 34 | - 36 | - 37 | - 40 | - 41 | - 42 | - 43 | - 44 | - 46 |

AGGIORNAMENTO DELLE REGOLE | NUOVE REGOLE PER LE BANDE | VARIANTI AL REGOLAMENTO DI GIOCO | FASI DEL GIOCO | ABILITA | PSICOLOGIA | COLPI CRITICI APPENDICE

Quando il criterio dellarte era la solida costruzione, lattenta osservanza delle regole pochi potevano tentare di essere artisti, e la maggior parte di costoro sono molto buoni. Ma quando si iniziato a considerare larte da espressione di creazione a espressione di sentimenti, ognuno poteva essere artista, perch tutti hanno dei sentimenti. Fernando Pessoa

01 |

IMPOSTAZIONI GENERALI DELLA CAMPAGNA

Stavano seppellendo Bernardo, la sua anima ora sedeva alla destra di Sigmar. E difficile parlarne dopo cos poco tempo e forse quello che sto dicendo serve pi a me che a voi, per farmi accettare che un compagno simile possa essere trapassato invece di un qualsiasi cultista dei poteri perniciosi. Tutto inizi due giorni fa quando una soffiata ascoltata per caso al Segugio Senza Naso ci aveva indirizzato verso una zona della citt dove probabilmente si trovava una reliquia di Sigmar lasciata a marcire alle intemperie di questa citt dannata. Era una zona che non avevamo mai esplorato perch pensavamo che li non ci fosse niente da trovare, se non pugnalate e qualche pezzente malato che ti si attaccava al mantello in cerca di un tozzo di pane. Si vociferava che in quel punto un pezzo della cometa si era abbattuto in una piazzetta e la

La campagna sviluppata a turni, i quali sono uno ogni 2 settimane. I giocatori, al termine dello scontro precedente, dovranno specificare le mosse al GM e le loro intenzioni per gli sviluppi futuri tramite mail. Coloro che non riusciranno a portare a termine le partite entro il termine richiesto, si considerano perdenti e le persone che dovevano giocare con loro faranno lesplorazione gratuitamente. Se questo fatto dovesse verificarsi 3 VOLTE, il giocatore si considera di fatto estromesso dalla campagna e la sua banda ritirata. Il GM larbitro principale della campagna, ogni sua decisione da considerarsi finale, irrevocabile e precedente per futuri accadimenti, a meno di un suo insindacabile parere in merito. Oltre al GM saranno presenti altri due arbitri che faranno parte del gruppo dei giocatori partecipanti alla campagna, che in assenza del GM prenderanno le decisioni durante gli scontri e saranno gli unici a cui fare presenti problematiche di gioco o personali, che verranno discusse e vagliate dal GM e arbitri, i quali verranno nominati al momento della partenza della campagna. Allinterno del gruppo decisionale ci si baser sul voto per testa. I report di fine turno andranno inviati tramite mail allindirizzo del GM contenente la parte di descrizione tecnica dello scontro e le mosse successive. La descrizione tecnica dello scontro deve essere pervenuto tramite e-mail al GM e dovr essere compilato inserendo al suo interno i xp acquisiti per ogni membro della banda, i morti, le eventuali abilit per ogni eroe, eventuali new entry e ritrovamenti o perdite di oggetti magici; pi eventuali richieste di natura varia ed eventuale. Le mosse di ogni giocatore devono essere pervenute assieme alla descrizione dello scontro avvenuto il turno precedente, se accaduto, e dovranno essere fatte indicando il numero e/o il nome dellesagono, inserendole in ordine di passaggio. Eventuali giocatori che vogliono entrare a campagna in corso potranno farlo, ma avranno alcune limitazioni nella scelta della banda e nei primi turni potrebbero avere dei binari da seguire per non scardinare eccessivamente landamento della campagna.

IMPOSTAZIONI GENERALI

| 01

| REPORT DEGLI SCONTRI DI CAMPAGNA


Per incentivare laspetto narrativo e gdristico del gioco, ogni giocatore, dopo ogni scontro, pu decidere di fare un report dellincontro che ha appena effettuato, per coloro che lo fanno il master gli pu far aggiudicare unulteriore ricompensa a riconoscimento degli sforzi compiuti. La lunghezza non fondamentale, una volta uno pu sentirsi ispirato e scrivere 2 pagine oppure, se lo scontro non stato granch o non si sente predisposto per scrivere poemi, pu semplicemente scrivere anche un solo paragrafo, basta che scriva. Il report opzionale, ma dovrebbe includere tutto quello che alla banda successo per arrivare a quello scontro, non solo lo scontro stesso. Si dovrebbe scrivere il perch la banda ha deciso di esplorare quel luogo, cosa si aspettava, come stato lincontro con il nemico, parafrasare ci che accaduto durante lo scontro e ci che la vittoria o sconfitta hanno comportato nellimmediato futuro. Non serve scrivere per filo e per segno ci che successo, la cosa importante rendere lo spirito dello scontro. Scrivere un report dello scontro comporta una ricompensa casuale, pi un bonus se il GM dovesse trovare il report particolarmente interessante e coinvolgente. Ovviamente fare il report non garantisce in automatico la consegna della ricompensa, tutte le ricompense vengono date dal master. Le ricompense possono essere: - 3D6 corone doro; - 2D6% di sconto non cumulabile per lacquisto del prossimo mercenario; - 2D6% di sconto non cumulabile per lacquisto del prossimo oggetto raro (quelli con il tiro rarit); 1 re-roll utilizzabile in qualsiasi momento durante il - prossimo scontro, se non lo si usa lo si perde; Da 1 a 3 pezzi di mala pietra extra durante la prossima fase - esplorazione; 1 dado extra durante il prossimo tiro esplorazione; -

malapietra era comune come la zuppa dentro una ciotola; i novellini che arrivano per la prima volta nella citt perduta che ascoltano queste baggianate da un avventuriero troppo ubriaco per guardarti pi in su della cintola si sentono gi ricchi, si armano alla bene e meglio e se ne partono, il pi delle volte non facendo ritorno. Non noi. Decidemmo comunque di dare unocchiata, sapevamo che ci sarebbe stata compagnia, ma il fanatico flagellante che si era unito a noi laltra settimana ci dava una buona sicurezza ne nostri mezzi. Parlando col senno di poi abbiamo sfiorato leresia contando troppo sulle nostre capacit piuttosto che sulla protezione di Sigmar.

IMPOSTAZIONI GENERALI

| 01

Ogni regola del gioco affascinante. Un gioco, non che questo, e il delirio del gioco, il piacere intenso del gioco proviene dalla chiusura nella regola. Jean Baudrillard

02 | REGOLE GENERALI

Gli Avventurieri reclutabili sono i seguenti: Bardo (TC13), Cacciatore di Bestie (Impero in Fiamme), Cacciatore di Taglie (TC13), Duellista (TC13), Nano Sventra troll (RB), Ranger Elfo (RB), Lancia Spezzata (RB), Scout Halfling (RB), Bandito (Impero in Fiamme), Assassino Imperiale (A02), Guardia del corpo Ogre (RB), Rattogre (TC25), Gladiatore (RB), Prete di Morr (TC12), Guardia Strada (Impero in Fiamme), Cacciatore di bestie (Impero in Fiamme), Tiratore Tileano (A02), Warlock (RB), Strega (TC13), Prete lupo di Ulric (TC08)(si pu avere sostituendolo sia con un campione che con un gaglioffo, come per la banda dei Fuorilegge di Stirwood.), Apprendista assassino Elfo oscuro (TC12 Lustria), Guerriero Ombra (TC13 Lustria), Sciamano Norse (TC12 Lustria), Centauro del Caos (BTB), Prospector (NC). Non si possono reclutare Dramatis Personae di alcun tipo. Regole opzionali dei manuali ufficiali utilizzate: Guerrieri in Arcione (Impero in Fiamme), Blazin Saddles (Annuario 2002), Imprevisti (Annuario 2002), Caos nelle strade (Annuario 2002), Ye olde curiosity shoppe (Annuario 2002), Opulent Goods (Annuario 2002), FAQ e errata presenti sul sito games-workshop e nellAnnuario 2002. Il Culto dei Posseduti, Carnevale del Caos, Bestie del Caos, Predoni del Caos possono utilizzare la tabella delle ricompense del signore delle ombre. Allinizio della campagna, il giocatore con il valore della banda pi basso sceglie un campo base. I campi base sono i quartieri contrassegnati con le lettere e colorati di rosso. A turno, in ordine di valore di banda crescente, gli altri giocatori sceglieranno un campo base. I campi base sono quelli contrassegnati dalle lettere. Culto dei posseduti e Carnevale del caos possono scegliere come campo base il cratere, se ci sono pi di 8 giocatori. Sorelle Sigmarite, Cacciatori di streghe e mercenari Ostlander possono scegliere come campo base la rocca, solo se ci sono pi di 8 giocatori.

La parte della citt dove ci avevano mandato doveva essere il quartiere ricco della citt: ampi viali, delle piazzette ai lati con ancora qualche albero ormai soffocato dalledera e un alto edificio che doveva essere una sede distaccata del municipio, il tutto caduto in rovina e con diversi segni di scontri pi o meno recenti. Mentre ci accingevamo a ricercare, avendo trovato anche numerosi giacimenti di malapietra, un urlo gutturale provenne dallaltra parte della citt: WAAAAGH! Orchi - sospir Bernardo, aveva militato come sergente nel reggimento di spadaccini imperiali e pi volte aveva visto il loro sangue nero colare dalla

I giocatori comporranno il roster per la propria banda secondo le regole base del manuale (500 co) Ogni giocatore dispone di una banda a scelta tra le seguenti: Reikland (RB), Middenheim (RB), Marienburg (RB), Culto dei Posseduti (RB), Cacciatori di Streghe (RB), Sorelle Sigmarite (RB), Nonmorti (RB), Skaven (RB), Ostlander (A02), Averland (A02), Kisleviti (A02), Orchi & Goblin (A02), Nani cercatori di tesori (A02), Guerrieri Ombra (A02), Bretonnia (TC), Norsmanni (TC), Fuorilegge di Stirwood (TC), Elfi Oscuri (TC), Pirati (TC), Gladiatori (TC), Predoni del Caos (BTB), Liche (BTB), Nani del Caos (BTB), Cacciatori di Vampiri (Syl), Bestie del Caos (Impero in Fiamme), Carnevale del Caos (Impero in Fiamme). Non sono ammesse altri tipi di bande.

REGOLE

| 02

A parte il campo base, tutti i quartieri vengono generati tirando sullapposita tabella DOPO averne preso possesso.

La campagna divisa in turni di gioco, ognuno diviso in tre distinte fasi.


lama della sua spada. Da subito ci dividemmo in due squadre che avrebbero fatto in modo di darci la superiorit tattica per lo scontro: io, Bernardo, Adso e FraTuratelo ci saremmo preoccupati di attestarci in un edificio e nasconderci per tendergli una trappola, Guglielmo, assieme a Sigmar e Ulric e ai due flagellanti avrebbe fatto da esca e avrebbe spostato lo scontro davanti alla rovina che ci apprestavamo a occupare. Il piano funzion in una maniera che potrei definire sopraffina; le nostre armi e le mie pistole sembravano benedette dalla stesso Sigmar tanto erano precise e letali. Forse inesperto, lorco pi grosso si gett avanti nel tentativo di andare a ingaggiare lesca mentre le sue forze erano sparpagliate e si

| SVOLGIMENTO DELLA CAMPAGNA

FASE INIZIALE Ogni turno di campagna le bande dispongono di due azioni. Ogni giocatore sceglie segretamente le azioni da fare, poi contemporaneamente vengono svolte dal GM che ne determiner gli eventi. Tutti i giocatori svolgono la prima azione e poi tutti svolgeranno la seconda, questo comporter una simultaneit di accadimenti. In caso di uno scontro fra bande si dovr risolverlo prima di concludere le azioni (movimenti, ecc.) vincere o perdere o fuggire influenzer il susseguirsi lineare della azioni. Le bande cominciano il gioco dal loro campo base. LE AZIONI Le azioni non sono ripetibili durante lo stesso turno ma si pu deciderne liberamente lordine. -movimento: la banda si sposta da un quartiere adiacente ad un altro, di due se sono entrambi gi sotto il proprio controllo. Il movimento pu essere unazione ripetibile due volte se si attraversano esclusivamente quartieri sotto il proprio controllo. Se nella contemporaneit dei movimenti in un quartiere di passaggio si incontra una banda ci sar uno scontro. -raid punitivo: la banda si sposta in un quartiere della citt lontano di massimo 4 quartieri, uno allaltro adiacenti, indipendentemente da chi sono controllati; se nella contemporaneit dei movimenti in un quartiere di passaggio si incontra una banda ci sar uno scontro. Costa 2 azioni. -rastrellamento: la banda perlustra due quartieri adiacenti alla zona di partenza. Nella fase finale si effettuer il tiro sulla tabella dei quartieri per ciascuno di essi solo se non stato fatto da nessuno nello stesso turno a seguito di altre azioni. Altrimenti si considera come semplice esplorazione postpartita. -fortificare: la banda elimina le numerose minacce che si nascondono nei meandri della citt, sistema trappole e sentinelle. Questordine non eseguibile assieme a movimento. Esso permette di decidere, in caso di scontro, chi sar difensore e attaccante in uno scenario che lo prevede e di decidere per primo dove schierare e quando iniziare il finch la banda stazioner in quel quartiere. -commerciare: la banda contatta mercanti dei sobborghi fuori Mordheim o quartieri della citt abbastanza tranquilli per

REGOLE

10

| 02

cercare equipaggiamenti. Per fare questo devi mandare o aver lasciato un membro della banda a scelta (no coloro che non acquisiscono esperienza o avventurieri) al tuo campo base; il componente di fatto si considera per quel turno non facente parte della banda.
divertivano ad arrampicarsi sugli edifici con la grazia di un pachiderma. Adso trattenne una risata alla vista di questa scenetta, ma rimise subito la testa dentro quando una freccia si infranse sulla cornice della finestra dalla quale guardava. Gli orchi sembrava che non stessero badando molto a noi, qualcuno si dedicava alla pulizia personale, un altro strano tipo pieno di ossa nei lobi delle orecchie giocava a far comparire e scomparire un grosso flagello, altri tiravano delle frecce verso la strada principale, senza un ben precisato motivo. In questa pantomima di banda, un goblin preso da un imprecisato furore combattivo ci vide, e con foga salt dentro da una finestra e ingaggi Adso con un bastone appuntito, seguito a breve distanza da un orco dalla ben pi comprensibile pericolosit e dallorco grosso e nero che probabilmente era

-raccogliere informazioni: le bande che vogliono sapere dove si trova e dove si sposta una particolare banda per regolare dei conti o per risolvere una particolare cerca possono destinare degli eroi alla ricerca di informazioni al posto che metterli a ricercare oggetti rari e mala pietra. Il giocatore pu destinare un eroe alla ricerca di informazioni per una particolare attivit al posto che ricercare oggetti rari e mala pietra. Il giocatore, se ne avr la possibilit, tirer un tiro ricerca in meno e non potr usare leroe per ricercare oggetti. In cambio potr sapere quello che desidera, se far 4+ su 1D6. Il tiro di dado pu subire dei modificatori elencati sotto (ricordo che 1 sempre fallimento). +1 per ogni altro eroe che viene distaccato alla ricerca di informazioni +1 se un eroe del gruppo di ricerca ha labilit streetwise +1 per ogni 50 punti che la il valore della banda da ricercare supera 250 -1 per ogni 50 punti che la il valore della banda da ricercare minore di 250 +1 per ogni turno consecutivo passato a ricercare senza successo la stessa cosa -1 se la banda che ricerca non umana (i posseduti sono considerati umani) -1 se la banda che ricerca di non morti (cumulativo con il punto sopra) +1 per ogni 20 co spese per avere informazioni

REGOLE

11

| 02

-tira un dado: 1 il tuo emissario stato intercettato e ucciso. 2-5 nella fase 6 della sequenza post partita tutti gli equipaggiamenti hanno la rarit abbassata di 1. 6 nella fase 6 della sequenza post partita tutti gli equipaggiamenti hanno la rarit abbassata di 1 e ottieni 2d6 corone doro di sconto. Lemissario rientra nella banda automaticamente pronto per il prossimo turno.

il capo di questo calderone di abomini. Stavo prendendo la mira per scaricare un po di sacro piombo nel costato dellorco piccolo quando dal gruppo di Guglielmo, che era entrato in una casa per prendere posizione, provenne un lamento e una sonora bestemmia. Mi girai di scatto e potei vedere uno dei flagellanti che era a terra tenendosi la gamba, mentre i cani si stavano spostando a grande velocit verso la banda di orchi. Dal municipio si poteva vedere abbastanza chiaramente come un trio di figure piazzate alle finestre stessero tirando e caricando con le balestre, tenendo sotto tiro i pazzi flagellanti e bloccando in un angolo un valente cacciatore di streghe. Come ho fatto a essere cos stupido!? Guardando meglio dal primo piano della casa si poteva vedere chiaramente che una banda di

FASE DI BATTAGLIA Se due o pi bande si trovano contemporaneamente nello stesso quartiere, sono obbligate a scontrarsi. Gioca una normale partita.Chi perde arretra nel quadretto da cui era partito, in caso di pareggio arretrano entrambe le bande. Perdere uno scontro impedisce lo svolgimento della mossa inviata e dellazione successiva pianificata. Colui che decide di ritirarsi dallo scontro volontariamente si sposta in unarea casuale adiacente larea di scontro. Si considera a tutti gli effetti perdente e il prossimo turno potr effettuare solo una mossa. FASE FINALE Effettuata la FASE DI BATTAGLIA si concluderanno le azioni dichiarate nella fase iniziale, se ancora possibile, e poi svolger la normale sequenza post partita. Tutte le bande che hanno combattuto o fatto unazione di rastrellamento possono effettuare il tiro sulla tabella dellesplorazione. Esplorare un esagono al di fuori delle mura di Mordheim (01-02-09-30) garantisce +2 al tiro per la ricerca degli oggetti rari. Se si vinto e si preso possesso del quartiere, o si ha effettuato lazione di rastrellamento, bisogna effettuare prima il tiro quartiere e poi la normale esplorazione. Nel caso in cui una banda non abbia combattuto uno scontro e abbia scelto unazione di rastrellamento, il possessore della banda dovr tirare 1d6 per ogni eroe della banda e per ogni gruppo di truppa, al 6+ si considera leroe o un modello fuori combattimento e dovr effettuare un test sulla tabella delle ferite. Se a fine turno una banda si trova in un quartiere non suo pu tentare di prenderne possesso tirando sullapposita tabella; se il tiro ha successo pu effettuare il tiro quartiere. Una banda non pu effettuare un tiro quartiere sullo stesso esagono prima di 3 turni. Tabella di conquista (tirare 2d6) Prendere possesso del quartiere Modificatori Quartiere vinto da uno scontro Il quartiere era fortificato Almeno 4 eroi fuori combattimento Scontro a seguito di un raid punitivo Quartiere nuovo (prima intoccato) Mandato fuori combattimento almeno 8 modelli avversari Valore 6+ +3 -2 -3 -1 +1 +2

REGOLE

12

| 02

15_16: Residenziale Tira 1d6 1 nulla 2 coltello 3 aglio 4 1d3 corone 5 mazza 6 lanterna

8_9 Tessile Tira 1d6 1 nulla 2 lanterna 3-4 corda e rampino 5 portafortuna 6 seta del Cathay

4 Accademico Tira 1d6 1-2 nulla 3-4 ricettario halfling 5 libro sacro 6 libro di magia*

6_7 Mercantile 1 Tira 2d6 2-6 nulla 7-8 portafortuna 9-10 polvere da sparo extra 11 abito di seta 12 mantello elfico

circa 14 elementi stava sciamando attraverso la via principale accingendosi a entrare nello scontro. Ecco a chi stavano tirando questi orchi! Senza pensarci due volte decisi che lo stravolgimento dello scontro meritava una decisione rapida e tempestiva se non volevo che i miei compagni venissero schiacciati tra lincudine e il martello. Con rapidit scaricai le pistole sullorco piccolo, facendogli scoppiare la testa come un melone marcio - Sigmar quanto puzzano! - mentre Adso aveva subito ragione di quellaborto della natura che era il goblin, fracassandogli il cranio con le sue mazze. Intanto il gruppo di Guglielmo era uscito dalla casa diroccata parandosi dai dardi di balestra che continuavano a martellarli dietro il muro di cinta dellorto.

12_14 Rovine Tra le macerie trovi 1d6 corone.

A->H Campo base 1d6 corone si riescono sempre a rimediare

5 Militare Puoi ingaggiare un avventuriero a costo dimezzato.

10_11 Mercantile 2 Puoi ripetere un tiro di rarit per cercare un oggetto.

Tiro quartiere:tira 4d6 per generare il tipo di quartiere

| DESCRIZIONE DEI QUARTIERI

REGOLE

13

| 02

Non so se fu per indecisione o per una scintilla di curiosit allinterno di quella testa butterata verde, ma il capo orco, quello che puzzava pi di tutti, invece di sfondare la porta e entrare e massacrarci tutti, decise di dare prima unocchiata. La faccia grande come una zucca fece capolino dalluscio della casa con uno sguardo che ricordava tanto il cagnaccio zoppo della taverna, disse il frate successivamente. Quello che vide fu il martello del frate che gli ruppe il polso che impugnava unascia di dimensioni colossali e le due mazze di Bernardo che calarono sulla sua testa, che fecero riecheggiare lo schianto delle tempie in tutta la casa, con occhi e sangue dappertutto imbrattando la faccia del predicatore. Per gli orchi fu troppo, scoraggiati dalla precoce dipartita del loro capo fuggirono senza pensarci troppo e se ne andarono grugnendo, lasciando armi e

REGOLE
14

| 02
19 Taverne Quando calcoli il prossimo mantenimento della tua banda conta 1 modello in meno. 17_18 Discarica Tira 1d6 1-5 1d6 corone 6 mastino (topo gigante per gli skaven). Prima di ogni fase di reclutamento tira un dado, al 5+ lo hai addomesticato e puoi aggiungerlo alla banda o venderlo. Puoi ritentare ogni turno.

21 Fabbri Tira 2d6 2 armatura pesante 3 due elmi 4 scudo 5 spada 6 mazza 7 ascia 8 alabarda 9 flagello 10 arma a due mani 11 armatura leggera 12 arma dIthilmar

22 Alchemico Tira 1d6 1 nulla 2 una dose di loto nero 3 una dose di erbe curative 4 una dose di polvere rossa 5 una dose di funghi cappello matto 6 una dose di birra bugman

23 Silos Quando calcoli il prossimo mantenimento della tua banda conta 3 modelli in meno.

20 Religioso Tira 1d6 1-4 fiala dacqua santa. Bande di nonmorti, culto dei posseduti o carnevale del caos si considera Rovina 5-6 reliquia sacra o empia

| QUARTIERI SPECIFICI
Invece di effetturare un tiro quartiere in questi posti, tira 1d6: - 01, 02, 09, 30, insediamenti di periferia In questi posti non loro che si trova, ma oggetti, informazioni e brutte compagnie. Tira 1d6: 1- uno dei tuoi eroi ha cercato rissa nel posto sbagliato, il prossimo turno non parteciper ad alcuno scontro 2- trovi delle frecce da caccia o un sacchetto di polvere da sparo extra 3-5 hai +1 per la prossima azione di raccogliere informazioni 6- hai trovato una locanda gestita da un cuoco halfling, considera la banda di un livello in meno per la prossima ricerca - 19, il Cratere Qui dove si schiantato il meteorite. un posto brutto brutto. Solo le bande malvage possono prendere possesso di questo quartiere. Se sei abbastanza pazzo da esplorarlo, scegli un tuo eroe (nessun membro di truppa ci andrebbe mai) e tira 1d6: 1- leroe non fa pi ritorno. Meglio che non ti dica che fine ha fatto... 2-3 nulla. Ti ancora andata bene 4-5 trovi 1 pezzo di mala pietra 6- trovi 1d3 pezzi di mala pietra - 22, la Rocca Questisoletta in mezzo al fiume la sede del monastero delle Sorelle Sigmarite. Inutile dire che le bande malvagie non possono prendere possesso di questo quartiere. Se disponi di un eroe abbastanza coraggioso da chiedere udienza alle integerrime sorelle, invialo e tira 1d6: 1- leroe era proprio leretico che le pie sorelle stavano cercando. Dovrai procurarti un nuovo eroe. 2-3 le sorelle non ti ricevono. Nulla. 4-5 le sorelle ti danno lequivalente di 1 pezzo di mala pietra 6- le sorelle ti danno lequivalente di 1d3 pezzi di mala pietra

armature per accelerare la fuga. Da qui in poi la cosa degener senza mezzi termini. Forse imbaldanziti dal sangue versato, i miei compagni si lanciarono al di fuori della casa diroccata e andarono a cercare altra gloria e onore con la banda di mercenari che ormai di trovava a meno di venti metri da noi e stava gi prendendo possesso di qualche rovina. Caricammo tutti a testa bassa, sia loro che noi, con i dardi che volavano da tutte le parti che andarono a colpire pi volte il povero Ulric che dovemmo poi trasportarlo in braccio fino alla sua cuccia. Il primo a cadere fu uno dei loro spadaccini che troppo imbaldanzito incominci a far roteare la sua spada come un guerriero del Catai, un flagello in

24 Aristocratico Tira 1d6 1. nulla. Il quartiere diventa Rovina 2. 1d6 corone 3. arma ingioiellata 4. gioielli pari a 2d6 co 5. gioielli e corone per 3d6 6. due pezzi di Seta del Cathay

REGOLE

15

| 02

Al culmine della disperazione, solo la passione dellassurdo pu rischiarare di una luce demoniaca il caos. Emil Cioran

03 | ARTEFATTI DEL CAOS

Quando una banda vince la missione ha la possibilit di trovare nel quartiere uno di questi potenti oggetti. Per rappresentare questo la banda vincente tira 2d6 prima di fare lesplorazione e se il risultato 12 ha trovato uno dei 4 Artefatti del Caos. Quale artefatto sia viene determinato casualmente.

Un Artefatto del Caos non pu venire in nessun modo scambiato venduto o distrutto. Quando il portatore di un artefatto viene messo fuori combattimento piazza un segnalino nellultimo punto in cui il modello si trovava. Ogni modello pu raccogliere il segnalino semplicemente passandoci sopra. Se il segnalino alla fine della partita non stato raccolto, il modello messo fuori combattimento continua a mantenerne il possesso e se muore a causa del tiro sulla tabella delle Ferite Gravi lartefatto viene dato al leader della banda o al nuovo leader nominato, se il modello morto era il precedente leader. Nel caso in cui un artefatto venga perso e non possa esserne determinato il nuovo possessore, il prossimo tiro di esplorazione di qualsiasi banda che dar triplo, quadruplo, quintuplo 6, invece del solito risultato far rinvenire lartefatto perso. In questo modo pu essere ritrovato un solo artefatto alla volta.

| PERDERE UN ARTEFATTO DEL CAOS

ARTEFATTI DEL CAOS

Se una banda di Norsmanni, Culto dei Posseduti, Predoni del Caos, Bestie del Caos, Carnevale del Caos trova uno di questi artefatti sar sempre il leader a portarlo, in quanto lunico membro meritevole di portare un dono del Caos. Ad eccezione degli eroi dei Norsmanni, Culto dei Posseduti, Predoni del Caos, Bestie del Caos, Carnevale del Caos, Elfi Oscuri, Nani del Caos, Non Morti, Liche, ogni eroe che possiede un artefatto soggetto a stupidit a causa delle sue influenze caotiche. In pi avr la Disciplina ridotta di 4. E da notare che un Artefatto del Caos considerato semplicemente troppo importante o potente per esser semplicemente nascosto o lasciato al proprio campo base. Per cui, le bande che possiedono uno dei quattro artefatti, dovranno sempre assegnarlo a un eroe, a meno che non specificato diversamente.

| REGOLE SPECIALI

piena fronte pose fine alla sua danza. Io ormai ero troppo lontano per poter supportare i miei compari, in pi ero continuamente sotto tiro dai loro balestrieri e fui costretto a rimanere a guardare la carneficina che a pochi metri da me si stava consumando. Tutti, anche quei falsi credenti del Reikland con cui gi avevamo avuto scontri, non solo per una pinta di birra versata, si lanciarono a dare man forte nella mischia, ognuno per rivalersi di torti subiti o per farne di nuovi, tant che circa dieci persone si trovarono a combattere allinterno di una casa ripagando Morr del loro debito di carne e sangue senza esclusione di colpi. Uno della loro banda si mise sotto la mia finestra, due spari risuonarono, era appena un ragazzo, il fumo si dipan, un ragazzo di meno.

Sono ormai passati 300 anni dalla caduta della cometa su Mordheim e gli oggetti magici presenti sono stati trafugati, andati perduti o fanno bella mostra in una bacheca o rastrelliera in una casa di un nobile dellImpero come cimelio di famiglia. Con lavvento della Tempesta del Caos strani oggetti prima ritenuti poco pi che cianfrusaglie o interessanti accrocchi sembrano aver acquisito poteri fino ad ora inaspettati. Oltre a questi effetti si dice anche che ogni possessore sia diventato pazzo o sia morto in circostanze misteriose. Essi sono diventati il pensiero fisso di tutti i disperati che in questi tempi abitano Mordheim, tagliagole, cultisti e di tutti gli sbandati che sono accorsi alla citt dei dannati in cerca di riparo dopo la disfatta ai cancelli di Middenheim.

17

| 03

| ARTEFATTI DEL CAOS


Teschio di Ghartok Conta come un elmetto. Inoltre ogni colo critico subito dal portatore si considera una ferita normale al 4+. A differenza delle altre armature non impedisce i maghi di lanciare magie e incantesimi. Armatura di scaglie di Drago Larmatura garantisce un Tiro Armatura 4+ che non pu essere diminuito oltre il 6+. Inoltre ogni incantesimo lanciato contro il portatore viene annullato al 4+. A differenza delle altre armature non impedisce i maghi di lanciare magie e incantesimi. Spadone della Dannazione Conta come unarma a due mani. Ogni volta che un modello viene mandato fuori combattimento a seguito di un colpo critico inferto da questarma il modello viene trasformato in una progenie del caos controllata dal possessore della banda del Caos. Larma immune alle abilit disarmare della frusta e trap blade della Sword Breaker e qualsiasi altro effetto simile. Liber Chaotica Il tomo contiene tutti gli spell dei rituali di Tchar, Onogal, Shornaal e del Caos Indiviso (rituali del Caos). Un incantatore in possesso del tomo conosce, e pu lanciare, tutti gli incantesimi della sua lista di appartenenza. Deve comunque imparare due volte lincantesimo di cui vuole ridurre il valore di lancio. Un non incantatore pu imparare un incantesimo preso dai rituali del Caos Indiviso scelto casualmente. Pu tentare di lanciare lincantesimo come se fosse un incantatore. Un leader con il marchio di Arkhar, invece, aumenta il suo tiro salvezza al 2+ verso tutti gli incantesimi e lo rende immune a tutti gli incantesimi dei rituali del Caos (inclusi i rituali di Hashut).

Adso mi raccont che dentro quella casa successe di tutto, Sigmar che si attacc a un nerboruto combattente al polso facendogli perdere il suo pugnale, colpi di pistola che volavano nelle stanze passando le pareti, i nostri flagellanti che facevano il vuoto attorno facendo roteare i loro flagelli, Bernardo colpito alle spalle da uno spadaccino. Neanche si accorse, guard la lama che gli spuntava dal petto con uno sguardo quasi perplesso, poi, non appena gli venne sfilata, si accasci come una marionetta di pezza senza pi i fili a sostenerla; anche il suo sangue ora colava da una lama imperiale. Scatt una furia omicida da parte dei miei compagni, quattro mercenari caddero dentro quella casa, la nostra sete di sangue era incontenibile, avremmo potuto distruggerli tutti, quei cani

ARTEFATTI DEL CAOS

18

| 03

Se vuoi una vita felice, devi dedicarla a un obiettivo, non a delle persone o cose. Albert Einstein

04 | OBIETTIVI

- Scegliere un obiettivo A seconda del tipo di banda, ogni possessore ha il proprio obiettivo cui mira a realizzarlo e a portarlo a compimento attraverso la campagna. Lobiettivo scelto allinizio della campagna. Tutti i giocatori possono sempre avere una completa visione dinsieme dellavanzamento degli obiettivi di tutte le bande in gioco. Ci sono 6 tipologie di missioni Una banda pu decidere di cambiare il proprio obiettivo nel corso della campagna, ci porter per a una riduzione di d6 punti campagna della banda. - Successi della campagna Contrassegnare un quadratino per ogni punto campagna che la banda acquisisce, similmente a i punti esperienza dei personaggi. Ogni volta che viene contrassegnato un quadratino grosso si controlla la tabella dei successi per vedere quale bonus la banda ha guadagnato.Se i punti campagna vengono persi per qualsiasi ragione, i bonus raggiunti non verranno tolti. C una scheda del giocatore alternativa alla fine del manuale di campagna - Ricominciare Quando un giocatore decide di ritirare la banda per qualsivoglia motivo, i suoi progressi e successi vanno perduti assieme ai membri della banda ritirata. Il giocatore sceglier i nuovi obiettivi per la sua nuova banda come se fosse allinizio della campagna. Per evitare lingresso di una banda debole i un gruppo gi avviato, la nuova banda acquisisce immediatamente un certo numero di punti campagna (PC), similmente ai punti esperienza bonus quando una banda debole si scontra con una forte. Lammontare dei punti campagna pari al valore pi basso dei punti campagna delle bande in gioco a cui sono sottratti d3 punti. Es. il giocatore1 rientra con una banda nuova (B1), in una campagna in cui sono presenti altri 3 giocatori con 3 bande i cui valori di banda sono: B2 12 punti campagna, B3 8 punti campagna, B4 9 punti campagna. B1 avr quindi 8 punti campagna meno d3 (es. 2) punti, per un totale di 6 punti campagna iniziali. Completare gli obiettivi - Il possessore della banda che porta a termine tutti gli obiettivi assegnate pu iniziarne senza nessuna penalit unaltra, se ne ha a disposizione. I bonus della precedente missione non andranno perduti.

miscredenti, mercenari, simoniaci, compulsivi di ricchezze, ma il nostro debito nei confronti di Bernardo poteva considerarsi pagato. In pi cera la reliquia ancora da cercare e la malapietra da raccogliere. Ci ritirammo e anche loro. Adesso piangiamo la perdita del nostro fratello Bernardo Gui, nato nelle terre di Tilea, fedele allimperatore e nemico degli eretici, convinti che lui avrebbe preferito cos piuttosto che morire in un letto dopo mesi di agonia. La malapietra trovata e le nostre gesta hanno portato credito alla banda, tanto che un esploratore elfo ha deciso di aiutarci gratis. Nuovi alleati si sono uniti alla mia, alla nostra causa. Vecchi rancori, sia lode a Sigmar, invece, rimangono e si alimentano.

Le bande esistono per combattere per la supremazia e il potere, anelando fama e fortuna per essere ricordate per sempre o semplicemente per riuscire a sopravvivere. Ogni banda ha una sua agenda, una serie di obiettivi che il possessore della banda deve portare a compimento durante la campagna.

OBIETTIVI

21

| 04

| MISSIONE 1: Discendente del Caos


Bande: Predoni del Caos, Culto dei posseduti,Uomini bestia, Carnevale del Caos, Norsmanni. Non ci si pu alleare: Flagello della Desolazione, Mandato del cielo.
Le pire purificatrci su cui i resti putrescenti di quella scellerata banda di capri erano stati purificati e mondati fumavano ancora, saturando laria di un olezzo dolciastro e pungente. I miei compagni erano appena ritornati da Sigmarhaven con le vettovaglie, nuove armi e armature, nuovi rimpiazzi di disperati pronti a morire per un tozzo di pane e tutto il necessario per installare un campo stabile allinterno delle mura di Mordheim, da cui io e miei fidati avremmo potuto finalmente muovere guerra alle potenze demoniache e a quelle meretrici che ancora osano proclamarsi sorelle di Sigmar, sempre sia lodato. Il posto favorevole, una piazzetta con una fontana distrutta circondata da edifici diroccati che, con i dovuti accorgimenti, avrebbero permesso di

Obiettivo finale: Vincere tutti gli scontri per 6 turni consecutivi (se non dovesse esserci alcuno scontro un turno il conteggio dei turni viene azzerato e la banda deve ricominciare). Progressione Obiettivi +1 per Scenario giocato: ogni volta che la banda gioca uno Scenario guadagna 1 PC. +1 per scontro vinto: ogni volta che la banda vince uno scontro guadagna 1 PC. +D6 per predizione completata: ogni volta che la banda recupera un Artefatto del Caos guadagna D6 PC. Questo bonus si applica una sola volta per artefatto. -D6 per predizione non realizzata: ogni volta che la banda perde un Artefatto del Caos perde D3 PC. Questo bonus si applica una sola volta per artefatto. +1 per rivale fuori combattimento: la banda guadagna 1 PC per ogni leader di una banda che abbia come obbiettivo il Flagello del Reame o Seguaci del Caos che sia stato messo fuori combattimento e sia Morto (valori 11-15 sulla tabella delle ferite gravi).

OBIETTIVI

22

| 04

| OBIETTIVI 5 Sono il prescelto: il leader della banda odia ogni altro leader avversario che abbia la stessa missione. E obbligato a caricare il leader avversario ogni volta che in raggio di carica, a meno che non possa lanciargli uno incantesimo. 10 Lorda cresce: il numero massimo di modelli aumentato di +2. 15 Lorda cresce: il numero massimo di modelli aumentato di +2. 20 Portento del Fato: il possessore della banda pu cambiare lo Scenario dello scontro in Scaramuccia 25 Lorda cresce: il numero massimo di modelli aumentato di +3. 35 Principe Demone: Non appena il leader della banda ha con se tutti e quattro gli Artefatti del Caos si trasforma in un potente e tremendo Principe Demone destinato a servire i suoi Dei per leternit. Dora in poi conta a tutti gli effetti come una Dramatis Persona, curando tutte gli effetti che ha subito nella tabella delle ferite gravi. Inoltre acquista +1 ferita e ha M 8, continua a mantenere labilit leader, continua a guidare la banda finch muore definitivamente e acquisisce le seguenti capacit speciali: Volo: pu duplicare il suo valore di movimento ignorando gli ostacoli nel suo movimento Demone: Immune ai veleni: il personaggio immune a tutti i tipi di veleni. Immune alla psicologia: il personaggio passa in automatico tutti i test di psicologia. Paura: il personaggio causa paura. Aura Demoniaca: il personaggio ha un Tiro armatura naturale di 5+. Questo tiro negato da attacchi magici. Gli attacchi dei demoni e quelli fatti con gli oggetti magici sono considerati magici. Se il modello viene messo fuori combattimento non fa cadere in automatico gli artefatti, tira subito sulla tabella delle ferite, se muore lascer cadere gli artefatti. Metti un segnalino al posto del modello per identificare gli artefatti caduti. Per semplificare il tutto usare il template in appendice al manuale di campagna. 40 Ascensione: Il modello diventa un principe demone esaltato e acquista le statistiche seguenti:
M 8 AC 8 AB 0 Fo 5 Re 5 Fe 4 I 7 A 5 D 8

difendere il campo senza ostruire troppo la linea di vista, e come diceva il tiratore tileano, avrebbero permesso un buon fuoco incrociato di saturazione a coloro che sarebbero stati tanto stupidi da affrontarci in quello che adesso era diventata casa nostra. Intanto che pensavo a cosa avrebbero mai potuto significare le strane parole del nostro caro tileano, osservavo con soddisfazione i flagellanti che si accingevano a demolire la statua del fu governatore trasformata dai seguaci del caos in un idolo di escrementi e interiora. Dora in poi questo posto che era stao intitolato al Conte Gotthart si sarebbe chiamato Sigmarplatz, faro per le genti, fuoco per gli infedeli. Ordinai un ultima ispezione nelle vicinanze prima di iniziare i lavori per evitare che ci fossero sorprese nel mentre. Il cacciatore di taglie Mastino Della

OBIETTIVI

23

| 04

| MISSIONE 2: Flagello della Desolazione


Bande: Orchi & Goblin, Nani del Caos, Non Morti, Liche, Elfi Oscuri, Skaven, Bretonnia, Gladiatori, Middenheim, Kisleviti. Non ci si pu alleare: Discendente del Caos.
Scala e Fiore de Liberi sarebbero rimasti nel campo per sorvegliarlo, uno a gironzolare per le strade, laltro, come al solito, se ne sarebbe stato appollaiato davanti a una finestra ai piani alti di un edificio per tenere sotto tiro ogno filo derba della zona. Divisi la banda in due gruppi in maniera tale da velocizzare le operazioni e non rallentare troppo chi era provvisto di cavalli, come me e fratello Cuthbert, o era troppo indisciplinato per seguire un gruppo in maniera ordinata come Zpakka e i due mastini Sigmar e Ulric; dato il comando del secondo gruppo al prete diedi lordine di avanzare, ci saremmo ritrovati in questo stesso punto tra unora. La calma venne interrotta quando uno degli zeloti al mio fianco si era staccato dal gruppo per andare a esplorare una casa in rovina assieme a Zpakka e a

Obiettivo finale: Il valore della banda deve essere di 50 punti superiore a qualsiasi banda che abbia la missione Discendente del Caos con almeno 30 Punti Campagna. Progressione Obiettivi +1 per Scenario giocato: ogni volta che la banda gioca uno Scenario guadagna 1 PC. +1 per scontro vinto: ogni volta che la banda vince uno scontro guadagna 1 PC. +1 Tracce del Caos: ogni volta che la banda incontra una banda con la missione Discendente del Caos tira un D6: con 1-3 non succede niente, con 4-5 il leader acquisisce furia verso la banda avversaria, con 6 la banda guadagna +1 PC. +1 Capo indiscusso: la banda guadana +1 PC ogni volta che il leader raggiunge il traguardo di 30, 45, 60, 75, 90 punti esperienza. Questo bonus si applica solo una volta. +1 Discendente fuori combattimento: se la banda manda fuori combattimento un leader con la missione Discendente del Caos guadagna +1 PC.

OBIETTIVI

24

| 04

| OBIETTIVI 5 Sono il Flagello: il leader della banda odia i leader di una banda avversaria che ha la missione Discendente del Caos. Deve caricare il leader avversario quando ne ha la possibilit. 10 Abile duellante: il leader della banda molto bravo in corpo a corpo. Guadagna labilit rodomonte; cumulativa se possiede gi labilit. 15 Rabbia irrefrenabile: il leader della banda molto abile nel combattere contro pi persone. Quando combatte contro pi modelli acquisisce un attacco per ogni avversario in corpo a corpo che non sia atterrato o stordito; deve sempre assegnare almeno un attacco a ogni modello a contatto di basetta. Inoltre immune ai test Tutto solo se combatte contro bande che hanno la missione Discendente del Caos. 20 Carica Furiosa: il leader della banda guadagna la skill Carica Inarrestabile. 25 Assalto furioso: gli eroi della banda guadagnano la skill Carica inarrestabile. 35 Infamia: gli eroi della banda causano paura. 40 Duello mortale: la banda ha trovato il Discendente del Caos. Non appena i leader avversari vengono a trovarsi a contatto di basetta lo scenario e relativo scontro termina immediatamente. Tutti i modelli possono essere rimossi dal tavolo. Risolvi il combattimento tra i due personaggi come al solito, con le regole atterrato, stordito e fuori combattimento. Se i modelli vanno fuori combattimento tira immediatamente sulla tabella delle ferite gravi e applica gli effetti. Tratta come Pieno recupero le seguenti ferite: Catturato, Venduto alle arene, Vecchia ferita di guerra e ogni non gioca il/i prossimo/i turno/i. Dopo aver applicato la ferita grave considera il modello atterrato e prosegui con il combattimento. Non si pu fuggire volontariamente dal combattimento e si continua finch uno dei due duellanti non muore permanentemente. Se il Discendente del Caos muore il Flagello della Desolazione riceve +5 punti esperienza e vince lo scenario, se il Discendente del Caos vittorioso, la sua banda vince lo scenario. Dopo la partita la banda perdente deve nominare un nuovo leader.

un flagellante; un muggito proveniente dallogre attir la mia attenzione indicandomi con aria perplessa il corpo a terra dello zelota che si contorceva a terra dal dolore, toccandosi la spalla sinistra mentre un dardo della grossezza di un bastone da passeggio lo passava da parte a parte; Fiore emise una serie di fischi dal suo posto di osservazione indicandomi a breve distanza un manipolo di persone che avanzavano velocemente contro di noi, con gesti rapidi e sicuri mi indic che erano un gruppo organizzato con quasi met della banda composta da tiratori a lunga e a corta distanza piazzati su vari edifici, un nutrito gruppo di gente molto ben armata assieme a un ogre a protezione del comandante sul fianco sinistro, e una eterogenea squadra di combattenti composta da marmaglia da cui spiccava un gladiatore e un guerriero esperto e ben armato sul fianco destro.

OBIETTIVI

25

| 04

| MISSIONE 3: Mandato del Cielo


Bande: Reikland, Middenheim, Marienburg, Averland, Ostlander, Bretonnia, Kisleviti, Guerrieri ombra, Sorelle Sigmarite, Cacciatori di streghe, Gladiatori, Nani cercatori di tesori, Fuorilegge di Stirwood. Non ci si pu alleare: Discendente del caos. Obiettivo finale: Recuperare tutti e 4 gli artefatti del Caos prima dello scontro finale della campagna Progressione Obiettivi +1 per Scenario giocato: ogni volta che la banda gioca uno Scenario guadagna 1 PC. +D3 Rapporto ai superiori: se la banda ha vinto lo scenario e il leader non stato messo fuori combattimento, il giocatore pu mandare il leader della banda a fare rapporto fuori dalle mura di Mordheim sui progressi del gruppo. In termini di gioco il prossimo turno il leader non far parte della banda (nomina un altro leader), ma la banda acquisir +D3 PC. Il leader in missione non potr fare ricerca di mala pietra e ricercare oggetti rari. Sarebbe troppo rischioso portare con se gli artefatti del Caos per cui dovr darli alleroe nominato leader fino a che non sar tornato. +D6 trovato un artefatto del Caos: la banda se trova un artefatto guadagna +D6 PC. Vale solo una volta per artefatto. +1 Capo fuori dai giochi: per ogni leader dei Norsmanni, Uomini Bestia e Posseduti messo fuori combattimento la banda guadagna +1PC. +D3 Servo del Caos morto: se la banda uccide il leader avversario dei Norsmanni, Uomini Bestia, Carnevale del Caos, Posseduti o Nani del Caos, avendolo mandato fuori combattimento, guadagna + D3 PC. E cumulabile con il punto precedente.

Io con fratello Cuthbert seguiti da Zpakka, Sigmar e Ulric scattammo al galoppo tutto verso sinistra dietro un caseggiato che ci avrebbe dato riparo finch non saremmo giunti a una distanza tale per poter sfoderare le armi a iniziare lopera di macelleria. Con la coda dellocchio vidi fratello Adso, fratello Dolcino e il prete accorciare le distanze con il nemico riparando dietro i resti scomposti di quello che doveva essere una casa di piacere affiancati dal resto della banda, a parte uno zelota con una crisi isterica che rimetteva il pranzo dietro un muro e un flagellante deciso a lasciare questo mondo correndo come un pazzo in mezzo la strada principale; di Mastino nessuna traccia. Fiore intanto faceva il suo dovere deliziando i nostri avversari con la sua raffinata arte nelluso della balestra, dividendo di fatto la lo banda in due gruppi

OBIETTIVI

26

| 04

| OBIETTIVI 5 Credo Zelante: il leader della banda odia ogni altro leader con la missione di Discendente del Caos e Flagello della Desolazione. E obbligato a caricare il leader avversario ogni volta che in raggio di carica, a meno che non possa lanciargli uno incantesimo. 10 Conclave: la banda diventata famosa nella sua capacit di proteggere le genti di Mordheim. Dopo ogni scenario nella vendita di mala pietra, la banda viene considerata di un livello in meno rispetto alla sua reale dimensione. Questo per rappresentare gli aiuti che la banda riceve dalla popolazione. 15 Rinforzi: se la banda perde un modello di truppa a causa di una banda di un Discendente del Caos, lImperatore in persona viene in soccorso della banda inviando, senza nessun costo, un uomo darme come rinforzo. La banda riceve un modello di truppa dello stesso tipo che deceduto, equipaggiato allo stesso modo del precedente. Siccome appena uscito dalle caserme imperiali non ha esperienza. 20 Rifugio degli ospitali: la banda, con i suoi contatti, pu mandare un eroe menomato in seguito a un tiro sulla tabella delle Ferite Gravi in un campo di curatori nei dintorni di Mordheim, permettendo in questo modo di eliminare un ferita permanente. Leroe perder D3 turni. 25 Retribuzione divina: quando la banda si trova a combattere contro una banda con un Valore di Banda pi alto pu ingaggiare senza nessun costo iniziale un Avventuriero disponibile per la sua banda. Se si vuole che lavventuriero rimanga successivamente si dovr pagare il mantenimento 35 Cerchio della Fiducia: La banda pu ingaggiare la Dramatis Personae Aenur spendendo 1 PC ogni volta che lo desidera. 40 Sepolto e Dimenticato: se almeno uno degli Artefatti del Caos non sono stati ancora trovati,la banda, grazie alle sue conoscenze, riuscita a venire a conoscenza della loro posizione e a recuperali. Inoltre gli eroi non sono pi obbligati a indossarli. Gli artefatti possono essere catturati dalle altre bande solo se mandano fuori combattimento almeno 3 eroi e vincono lo Scenario. Se la banda trova tutti e 4 gli artefatti tutti gli eroi guadagnano + 3 punti esperienza

separati; non avrebbero avuto la possibilit di sostenersi. Con un leggero colpo di speroni arrivai infine con Cuthbert sotto uno degli edifici dove erano piazzati alcuni balestrieri, mentre i mastini e logre si infilavano in una strettoia per evitare un aggiramento ad opera dellogre avversario permettendo di avere la vista sgombra su il capo della banda e la sua guardia del corpo. Erano mercenari di Marienburg, effemminati adoratori del Dio denaro, cos ebbri dei loro soldi che si gettarono con abbandono verso di me prevedendo di avere velocemente ragione della mia persona e del mio fido confratello. Due di essi caddero subito, colpiti alle spalle dai precisi dardi del tileano, gli altri ebbero un attimo di esitazione e non riuscirono ad arrivare compatti.

OBIETTIVI

27

| 04

| MISSIONE 4: Caccia al Tesoro


Bande: Nani del Caos, Norsmanni, Pirati, Guerrieri Ombra, Nani cercatori di tesori, Reikland, Middenheim, Marienburg, Averland, Ostlander, Nani cercatori di Tesori. Non ci si pu alleare: -Logre avversario gettava il corpo di uno dei miei adorati mastini come fosse una bambola di pezza dietro di se apprestandosi a scontrarsi alla pari con Zpakka in un duello che avrebbe visto solo uno dei due ogre ergersi in piedi sulle proprie gambe. Il povero mastino colpito alla zampa si dilegu zoppicando tra le rovine, mentre logre decise con un moto di vilt di avventarsi su due poveri giovani di marienburg allinterno di una casa piuttosto che vedersela con un suo simile. Nel frattempo io e Cuthbert eravamo accerchiati dai nemici, mentre il loro sorriso sfrontato e i loro insulti si trasformavano in sguardi di incertezza e timore mentre vedevano il loro capo e il loro secondo tagliati in due dalla mia spada a due mani e Cuth seminare lacerazioni e amputazioni con un turbinio di lame dalla groppa del suo destriero come un contadino nel periodo della

Obiettivo finale: Recuperare 25 pezzi di Seta del Cathay prima dello scontro finale Progressione Obiettivi +1 per Scenario giocato: ogni volta che la banda gioca uno Scenario guadagna 1 PC. +1 per scontro vinto: ogni volta che la banda vince uno scontro guadagna 1 PC. +D3 Impresa in espansione: ogni volta che la banda acquista un oggetto raro con un valore di rarit di 10 o pi, la banda guadagna +D3 PC. +1 Ricchezza accumulata: la banda guadagna +1 PC quando il quantitativo di vestiti di seta del Cathay che possiede raggiunge il valore di 3, 6, 9, 12. +D3 Artefatto del Caos trovato: la banda che ha trovato un Artefatto del Caos guadagna +D3 PC per ogni artefatto trovato. Questo bonus si applica solo una volta per artefatto.

OBIETTIVI

28

| 04

| OBIETTIVI 5 Conoscenze: la banda paga il costo di mantenimento dellavventuriero bandito o guardiastrada di 5 corone doro in meno rispetto al normale, in aggiunta il leader della banda guadagna la skill Streetwise. 10 Commerciante di Seta: dora in poi tratta la Seta del Cathay come un oggetto comune e non contare la variabile nel costo per il prezzo della stessa. 15 Commercianti famosi: la banda usa il costo di mantenimento degli avventurieri come valore di acquisto. Deve comunque sempre pagare il mantenimento a prezzo pieno. 20 Occhio esperto: la banda durante lesplorazione pu scegliere invece di tirare qualsiasi risultato di 4 uguali o 5 uguali come ricerca, a patto che faccia un tiro di dado che contenga 4 dadi uguali o 5 dadi uguali rispettivamente. 25 Monopolio: la banda pu decidere di pagare gli oggetti rari 1 corona doro in meno per ogni pezzo di Seta che possiedono. 35 La citt Nostra: la banda conosce cos a menadito la citt che pu sempre piazzare in infiltrazione D2 membri della banda non bersagli grandi. 40 Ritorno a Casa: la banda dora in poi pu sempre decidere di giocare lo scenario Breakthrought, se risulta vittoriosa riuscita a forzare a tornare a casa rivendendo la merce recuperata nel corso della campagna. La banda pu continuare a partecipare alla campagna tranquillamente, ma al termine di essa il calcolo del suo valore di banda sar il valore complessivo degli oggetti rari, pezzi di Seta, Artefatti del Caos e corone doro che essa possiede. Gli artefatti del Caos contano come 3 pezzi di Seta ognuno

semina. Dallaltra parte della piazza riuscivo a vedere laltro gruppo che si trovava in una fase di stallo. Erano ancora asserragliati dietro il bordello per evitare i precisi colpi di balestra dei tiratori del marienburg, a poche spanne di muro dal secondo gruppo di truppaglia ingrossato dalla presenza di un secondo ogre sbucato da chiss dove, anchessi al riparo dai colpi di balestra del mercenatio tileano. Lunico a cui sembrava non interessare la propria incolumit era quel pazzo di guardia strada appena reclutato che si faceva chiamare Hartmann, il quale, a cavallo di un ronzino galoppava coma un forsennato verso la retroguardia della banda desideroso forse di dimostrare quanto valeva, tirando colpi di balestra a destra e a manca.

OBIETTIVI

29

| 04

| MISSIONE 5: La Minaccia Silente


Bande: Carnevale del Caos, Culto dei Posseduti, Elfi oscuri, Skaven, Non Morti, Liche, Marienburg, Reikland, Fuorilegge di Stirwood. Non ci si pu alleare: Mandato del Cielo, Che il dannato Bruci!
Mentre io e Cuthberth indugiavamo in quellopera da macellai con il gusto di chi ha catturato il ladro intrufolatosi in casa la notte, logre avversario ci venne addosso, quasi sbalzando di sella Cuthbert nellimpatto. Evidentemente Zpakka avave fatto male i conti, anche se potevano sembrare dei bambini erano abbastanza duri da essere riusciti a resistere il tempo necessario affinch il loro compagno ogre potesse accerchiare il povero Zpakka e avere ragione di lui. Quellammasso di carne non si rivel pi di un fastidio, dopo un primo momento in cui logre ebbe liniziativa i nostri abili colpi lo alleggerirono di qualche libbra di carne, abbastanza consistente da lasciare riverso il suo enorme torace e le sue braccia amputate nel suo sangue scuro come la morte che si versava dai suoi intestini esposti. Ormai troppo provati da ci che avevano visto, i tiratori che tanto ci avevano impesierito e lultimo

Obiettivo finale: Uccidere almeno una volta il leader di ogni banda in gioco. Progressione Obiettivi +1 per Scenario giocato: ogni volta che la banda gioca uno Scenario guadagna 1 PC. +1 per scontro vinto: ogni volta che la banda vince uno scontro guadagna 1 PC ameno che lo scenario non sia Attacco a Sorpresa. +D3 Attacco a Sorpresa: ogni volta che la banda vince lo scenario Attacco a Sorpresa guadagna D3 PC. +D3 Bersaglio Eliminato: ogni volta che un membro della banda mandi fuori combattimento un eroe avversario con nessuno dei suoi alleati entro 6 guadagna D3 PC. +1 Avvelenamento: la banda guadagna +1 PC per ogni eroe avversario mandato fuori combattimento con un arma avvelenata, a meno che non muoia. +D3 Morte Slente: se leroe mandato fuori combattimento muore, la banda guadagna D3 PC.

OBIETTIVI

30

| 04

| OBIETTIVI 5 Sabotatori: i veleni sono molto pi facili da trovare. La loro rarit calata di 5. In aggiunta un gruppo di truppa a partita pu ora usare il veleno.(bisogna comunque procurarsi una dose per modello) 10 Erboristi: il costo del veleno diminuito del 20%. 15 Pedinamento: dora in poi la banda pu sempre scegliere di giocare lo scenario Attacco a Sorpresa e farlo come attaccante. 20 Ricercato!: da questo momento la banda pu mettere una taglia pubblica di 20 co (pagando immediatamente) su un eroe avversario. Ogni turno tutte le bande possono alzare la taglia sul ricercato di quanto vogliono (pagando immediatamente). La prima banda che manda fuori combattimento leroe guadagna la ricompensa. Pu essere designato solo un ricercato alla volta. 25 Alter Ego: un eroe (non leader) viene scelto casualmente tra le altre bande, esso incomincer a lavorare in incognito per la banda. Segnalo come un Avventuriero sul roster con lequipaggiamento che aveva al momento del tradimento senza nessun costo di mantenimento. Non prende mai punti esperienza e non pu mai subire ferite, ma pu essere normalmente mandato fuori combattimento. Ogni ferita, abilit acquisita, equipaggiamento acquistato dalleroe influenzer anche lalter ego, ma non viceversa. Se uno dei due modelli dovesse morire sono da eliminare entrambi i modelli dalle rispettive bande. Se le due bande dovessero scontrarsi leroe combatter solo per la sua banda di appartenenza. 35 Assassinio: le trame della cospirazione si sono strette intorno a un bersaglio. Nomina un leader di una banda avversaria che il turno prima stata soggetta a unazione di raccogliere informazioni; il possessore della banda dovr rimuovere il suo leader dal roster in quanto eliminato, sceglier come al solito un nuovo leader che guider la banda. Pu essere usata solo una volta. 40 Come pianificato: la banda pu decidere di spostare in qualsiasi posizione 2 modelli della banda avversaria girando i modelli in posizione prona, in quanto storditi, ma fuori dalla linea di vista dei modelli delle bande in gioco. Inoltre pu ritirare il proprio imprevisto.

gaglioffo rimasto nelle vicinanze se la diedero a gambe, mentre il mago che con la sua perniciosa magia ha bersagliato lo stoico Cuthbert di fuochi fatui lanci della povere in aria e si dilegu lontano, volando verso le mura della citt, forse per non farsi mai pi rivedere. Sullaltro fianco, il cavallo del guardia strada giaceva sopra il corpo morto del suo padrone, mentre un guerriero si allontanava dal luogo dellomicidio ricaricando una pistola dirigendosi verso i resti del postribolo. Il gruppo si era infilato dentro la casa di piacieri mentre fratello Dolcino, protetto dallalto dal tileano e da destra da Mastino che stava caricando a testa bassa dal nascondiglio, usciva gagliardo da una breccia nel muro imbracciando i suoi cari balestrini, sforacchiando i malcapitati guerrieri che non si erano accorti di lui; il tempo di ricaricare e un altro uomo darme giaceva colpito allocchio e

OBIETTIVI

31

| 04

| MISSIONE 6: Che il dannato bruci!


Bande: Cacciatori di Streghe, Cacciatori di Vampiri e Sorelle Sigmarite Non ci si pu alleare: Tutte le bande del Caos e Non Morte
alladdome. Consapevoli ormai che la loro sopravvivenza dipendeva solo da se stessi, il gruppo avversario, con la forza che solo la disperzaione pu dare, si gett come un sol uomo verso fratello Dolcino, trovando per solo la sorpresa di una controcarica da parte dei confratelli e gregari asserragliati in casa. Non fu uno scontro, ma una rissa in cui lunica regola era quella di uccidere lavversario prima che lui potesse uccidere te; la superiorit era nettamente nostra, come fratello Adso mi rifer, ma molti dei nostri valenti seguaci vennero feriti in maniera tale da non poter pi partecipare al combattimento. A coloro che non si gettarono subito nella rissa Fiore dei Liberi somministr i suoi dardi con pietosa precisione, logre venuto da chiss dove mand al

Obiettivo finale: Eliminare definitivamente almeno 3 eroi di una banda del Caos o di Non Morti in un solo scontro. Progressione Obiettivi +1 per Scenario giocato: ogni volta che la banda gioca uno Scenario guadagna 1 PC. +1 per scontro vinto: ogni volta che la banda vince uno scontro guadagna 1 PC. +1 per Capo fuori combattimento: la banda guadagna 1 PC per ogni leader di una banda del Caos (Posseduti, Carnevale del Caos, Norse, Nani del caos) o Non morti fuori combattimento. +1 Brucia leretico: ogni qualvolta un eroe del Caos o dei Non Morti che stato mandato fuori combattimento muore definitivamente la banda guadagna 1 PC. +1 Profezia scongiurata: ogni volta che la banda ruba un Artefatto del Caos da un banda del Caos guadagna 1PC.

OBIETTIVI

32

| 04

| OBIETTIVI 5 Visione: il giocatore pu ritirare un dado durante la partita o durante lesplorazione. 10 Visione: il giocatore pu ritirare due dadi durante la partita o durante lesplorazione. 15 Impavido di fronte al Soprannaturale: la banda passa in automatico ogni test di psicologia ogni volta che si scontra con una banda del Caos o di Non Morti. 20 Potere della Chiesa: il Gran Teogonista ha notato i successi della banda e ha deciso di premiarla mandando i suoi valenti servitori ad aiutare. La banda pu reclutare 0-3 Preti Guerrieri di Sigmar avventurieri (TC28 pg 20) per un costo di reclutamento e mantenimento di 10 co ognuno. 25 Visione: il giocatore pu modificare il risultato di un dado di -1/+1 durante la partita o durante lesplorazione. 35 Purificazione: ogni banda del Caos o di Non Morti che viene messa in rotta non pu effettuare lesplorazione. 40 Sradicamento: ogni banda del Caos o di Non Morti che viene messa in rotta deve tirare sulla tabella delle ferite gravi per D3 eroi sopravvissuti allincontro oltre alleffetto del traguardo -35 -

tappeto due flagellanti prima di essere fermato da una martellata sul cranio da fra Turatelo. Fratello Adso e fratello Dolcino si preoccuparono dellultimo armigero rimasto e del ricco guerriero, che venne finito da un colpo di balestrino al cuore dal confratello tiratore. La vittoria era nostra, il campo era nostro, e solo quel fanatico di Hartmann era caduto, pi per stupidit che per destino, per cui a coloro che potevano ancora reggersi in piedi o sopravvivere la notte venne garantita lincolumit, a patto che non si sarebbero mai pi dovuti presentare a Mordheim; per gli altri vennero accese pire e i loro corpi bruciati come Sigmar vuole, perch questi sono tempi bui e un corpo pu essere anche pi pericoloso di uno vivo. Ormai questo posto casa nostra, ce lo ha imposto il destino e con il cuore gonfio di senso del dovere ce lo siamo preso grazie al fuoco e alla nostra fede

OBIETTIVI

33

| 04

In guerra non c nessun premio per il secondo classificato. Omar Bradley

05 | CONCLUSIONE DELLA CAMPAGNA

La campagna avr termine alle fine del turno successivo dopo che una delle bande in gioco avr raggiunto lobiettivo o a decisione del GM. Dopo di che vi sar uno scontro finale per decidere chi il vincitore assoluto della campagna. Il vincitore della campagna sar colui che dopo lepilogo finale avr totalizzato il punteggio pi alto calcolato sommando i seguenti valori: - Valore di banda alla fine dello scontro finale. - Missioni completate per un totale di 20 punti per ogni punto missione conquistato pi 20 punti per lobiettivo finale completato. - Possedere tutti e 4 gli Artefatti del Caos, 50 punti. - Ogni Quest assegnata dal GM e completata, 10 punti. - Miglior background, 25 punti. - Miglior report, 25 punti. - Assiduo commentatore, colui che ha fatto report di campagna in maniera costante e con un discreto livello di scrittura, 75 punti. Miglior background e miglior report verranno assegnati dal GM, mentre assiduo commentatore verr assegnato mediante sondaggio dai giocatori della campagna.

CONCLUSIONE

in Sigmar, lunica vera fede. Non ce ne andremo finch non purificheremo la citt da questo puzzo di indulgenza e corruzione, non ce ne andremo finch non vedremo brillare il sole su questa citt, non ce ne andremo i seguaci del caos non capitoleranno e non ne rimarr neache uno, non ce ne andremo finch gli infedeli non capiranno con la sofferenza e con il pentimento che meritano che Sigmar lunico che pu guidarci tramite la parola del Grande Teogonista. I servitori della prostituta Magritta hanno avuto il loro, i servitori del lupo hanno gi capito, gli altri sono avvisati.

35

| 05

I libri si rispettano usandoli, non lasciandoli stare. Umberto Eco

06 | AGGIORNAMENTO DELLE REGOLE

| NUOVE REGOLE PER LE BANDE


Middenheim (RB) - Coloro che beneficiano del +1 alla Fo sono TUTTI gli eroi e la truppa di guerrieri. Per +1 alla Fo si fa riferimento a un bonus che viene aggiunto alle normali caratteristiche del personaggio, che non viene tenuto conto come avanzamento. Di fatto agli eroi e ai guerrieri possibile arrivare a Fo 5 come valore di caratteristica massimo. - Aggiungere alla lista di oggetti disponibili in partenza per Capitano e Campione il mantello di Lupo Bianco (Annuario 2002) Culto dei Posseduti (RB) - Il Magister inizia con 2 incantesimi invece che con uno solo. Questo per equipararlo agli altri incantatori, in quanto, partendo da 20 px, la progressione molto pi lenta. - Il Magister ha dallinizio labilit Stregoneria, per ovviare al fatto di essere lunico leader che ha solo 3 liste abilit da cui scegliere. Cacciatori di Streghe (RB) - Nuovo equipaggiamento:
Martello Sigmarita (RB) 15co Disponibilit: comune (solo Cacciatori di Streghe e Sorelle Sigmarite) Bonus alla Fo: +1 Regole speciali: Concussione, Sacro Sacro: in aggiunta alle normali regole esposte nel regolamento base, si considerano influenzati da questa regola anche tutti i modelli di una banda di Uomini Bestia, Carnevale del Caos, i modelli che hanno acquisito una o pi mutazioni e coloro che sono diventati principi demone in seguito alla missione assegnata. Braciere di Ferro (Annuario 2002) 35co Disponibilit: raro 7 (solo Cacciatori di Streghe) Bonus alla Fo: +1 Regole speciali: Due mani, Fuoco Fuoco: ogni volta che un colpisci un avversario con il braciere tira un D6: al 5+ il modello il nemico ha preso fuoco. Se il modello sopravvive allattacco nelle successive fasi di recupero deve fare 4+ su un D6 per spegne il fuoco o subire un colpo a Fo 4 in seguito alle fiamme che lo avvolgono e per quel turno non potr fare nientaltro. I suoi compagni possono aiutarlo muovendosi a contatto di base con lui nella fase di recupero e tentare di spegnere il fuoco al 4+

Usabile solo da: Capitano cacciatore Usabile solo da: Prete guerriero, di streghe (ne pu usare solo uno), Flagellanti Prete guerriero (ne pu usare due)

Nuove abilita speciali per gli eroi dei Cacciatori di Streghe: - Ferrea Determinazione Giusta Ira (le stesse delle Sorelle Sigmarite)

37

| 06

AGGIORNAMENTO

Modifiche ai modelli: - Gli eroi Cacciatori di streghe iniziano con 4 px invece che con 8, per riflettere le loro reali abilit e caratteristiche a inizio campagna - I flagellanti hanno -1 in Fo e possono ripetere i tiri per colpire falliti il turno in cui caricano. Questo per evitare di basare troppo la loro strategia sulla fortuna e per permettere di avere quattro caratteristiche sui cui poter avanzare. Sorelle Sigmarite (RB) - La Sorella Matriarca inizia con 2 incantesimi invece che con uno solo. Questo per equipararla agli altri incantatori, in quanto, partendo da 20 px, la progressione molto pi lenta. - La Sorella Matriarca costa 75 co invece di 70 co. - La Sorella Superiore costa 30 co invece di 35 co. - Le Novizie promosse a eroine possono scegliere 3 liste di abilit invece che 2 - Il martello sigmarita della banda ha le stesse regole sopracitate dei Cacciatori di Streghe Nonmorti (RB) - Perdita del Capitano: Non appena sul tavolo da gioco mancano Necromante e Vampiro, la banda collassa e si polverizza, senza lasciare traccia, questo include anche assenze temporanee dovute a ferite subite nella partita precedente (un Necromante in coma non e proprio in grado di tenere in piedi le sue creazioni!). - Bloodlines (vedere in Appendice). - Abilit aggiuntive per i Vampiri (Town Cryer 11): Sguardo Ipnotico Forma di Nebbia Sciame di Ratti Forma di Pipistrello Forma di Lupo Skaven (RB) - Ognun per s SQUIT!: lo skaven quando fa i test di rotta per vedere se fugge dallincontro tira 3d6 e sceglie i valori pi alti. - Lo stregone perde laccesso alle abilit speciali della banda - Lassassino costa 85 co invece di 60 co. Un capitano mercenario e un assassino non sono equiparabili luno allaltro. Il leader ha accesso a una nuova abilit: - Marchio del ratto cornuto: Il comandante della banda visibilmente benedetto dal ratto cornuto skaven, tutti i membri della sua banda lo seguiranno fino in capo al mondo e non discuteranno mai ai suoi ordini; ai fini del gioco il modello dora in poi causa paura e ha +1 alla Disciplina, inoltre la regola Ognun per s SQUIT non vale fino a quando il comandante presente sul tavolo da gioco, cio anche quando atterrato o stordito o sta fuggendo. Orchi & Goblin (A02)

38

| 06

AGGIORNAMENTO

- Aggiungere nella loro lista di equipaggiamento le mazze e bastoni, a tutti, al costo di 3 co. Guerrieri Ombra (A02) Per bilanciare la forza della banda i costi per modello vengono sostituiti ai seguenti: - Shadow Master 90 co - Shadow Walker 70 co - Shadow Weaver 80 co - Shadow Warrior 60 co - Shadow Warrior Novice 40 co - Labilit Powerful Build permette di acquistare immediatamente unabilit di Forza e non al successivo avanzamento utile Elfi Oscuri (TC) Per bilanciare la forza della banda i costi per modello vengono sostituiti ai seguenti: - High Born 85 co - Fellblades 70 co - Beast Master 65 co - Sorceress 80 co - Corsair 60 co - Shades 45 co - Labilit Powerful Build permette di acquistare immediatamente unabilit di Forza e non al successivo avanzamento utile Gladiatori (TC) - I gladiatori eroi possono aggiungere al loro equipaggiamento personale dello stile scelto qualsiasi armatura e le singole armi che compaiono nella loro lista di banda dopo la creazione della banda o dopo lingaggio di un nuovo eroe. Il costo per ogni oggetto quello presente nella sezione Commercio del regolamento base. Non possibile vendere singolarmente le armi che compongono lo stile di combattimento delleroe. Carnevale del Caos (Impero in Fiamme) Il Maestro del Carnevale inizia con 2 incantesimi invece che - con uno solo. Questo per equipararlo agli altri incantatori, in quanto, partendo da 20 px, la progressione molto pi lenta.

39

| 06

AGGIORNAMENTO

| VARIANTI AL REGOLAMENTO DI GIOCO


Modificatori al tiro armatura:
Fo Mod. 2+1 3 0 4 0 5 -1 6 -2 7 -3 8 -4 9 -5

Tabella per ferire:


Resistenza del Difensore 1 1 Forza dellAttaccante 2 3 4 5 6 7 8 9 10 4 3 2 2 2 2 2 2 2 2 2 5 4 3 2 2 2 2 2 2 2 3 6 5 4 3 3 2 2 2 2 2 4 6 6 5 4 3 3 2 2 2 2 5 6 6 5 4 3 2 2 2 2 6 6 6 5 4 3 2 2 2 7 6 6 5 4 3 2 2 8 6 6 5 4 3 2 9 6 6 5 4 3 10 6 6 5 4

AGGIORNAMENTO
40

Regole degli oggetti: Arma a due mani: la regola colpisce per ultima viene sostituita dalla seguente regola: Pesante: il possessore di unarma a due mani non colpisce per primo quando carica, ma va in ordine di iniziativa con un malus di -1, a iniziativa pari lo scontro avviene in contemporanea; durante gli altri turni di CaC il modello colpisce per ultimo. Combattere con due armi: quando combatti con due armi, lattacco con arma secondaria (che aggiunge solo 1 attacco) ha -1 al colpire. Coltello: per le armi con questa dicitura non si applica la lunga gittata. Sparare con due pistole: -1 al colpire se si spara a due nemici diversi, anche in CaC. Doppia canna: -1 a colpire, a meno che non si abbia labilit Pistolero. Armatura pesante e scudo: -1 a Iniziativa, e carica a -1. Armatura leggera: TA 6+, -1 al tiro delle ferite sulla tabella dei critici. Armatura pesante: TA 5+, -2 al tiro delle ferite sulla tabella dei critici, costo 40 Co. Armatura di Ithilmar: TA 5+, nessuna penalit alliniziativa e alla carica, -1 al tiro delle ferite sulla tabella dei critici, usabile solo da coloro che hanno accesso alle armature leggere nel loro equipaggiamento iniziale. Armatura di Gromril: TA 4+, nessuna penalit alliniziativa e alla carica, -2 al tiro delle ferite sulla tabella dei critici, usabile solo da coloro che hanno accesso alle armature pesanti nel loro equipaggiamento iniziale.

| 06

Parata Per parare si tira un dado il cui risultato deve essere uguale o maggiore a un valore, in relazione alla AC+Fo dellattaccante rispetto alla AC+Fo del difensore non modificata dalle armi in suo possesso. Il valore minimo che il difensore deve fare per parare presente nella tabella sottostante:
AC + Fo del Difensore 2 2 3 AC + Fo dellAttaccante 4 5 6 7 8 9 10 11 12 13 4+ 5+ 6+ 6+ 3 3+ 4+ 5+ 6+ 6+ 4 3+ 3+ 4+ 5+ 6+ 6+ 5 3+ 3+ 3+ 4+ 5+ 6+ 6+ 6 2+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7 2+ 2+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 8 2+ 2+ 2+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 10 2+ 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 11 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+ 5+ 6+ 12 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+ 5+ 13 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+ 14 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 3+

14 6+ 6+ 5+ 4+ Note: I colpi sferrati con Fo 6 o pi sono imparabili, nessuno essere, per quanto forte, pu parare efficacemente un colpo di tale potenza. Il 6 al tiro per colpire considerato imparabile a parte i modelli che hanno un valore di Iniziativa 5 o pi che possono tentare comunque il tiro, dovuto al fatto che sono cos veloci che possono tentare di deflettere il colpo piuttosto che contrastarne fisicamente la forza.

Corpo a corpo - Un modello pu essere ingaggiato in CaC solo da un numero massimo di avversari, dipendente dalla basetta del modello; 4 avversari per quelli con basetta quadrata, 6 avversari per quelli con basetta rettangolare (centigor, mastini, mastini del caos, modelli a cavallo, modelli a 4 zampe), 8 avversari per quelli con basetta 40x40mm (troll, ogre, rattogre, tutti i modelli con la dicitura bersaglio grande, mostri etc.).

41

| 06

Movimento - Le grandi creature ( Troll, Ogre e tutte quelle che hanno la basetta 40x40 mm) non possono correre o caricare a pi di 4 attraverso le porte a meno che non passino un test Iniziativa, se non lo passano prendono un colpo a Fo pari alla loro non modificata dalle armi e finiscono sempre atterrati.

| FASI DEL GIOCO

AGGIORNAMENTO

Tiro - Se un modello in CaC a contatto con solo avversari storditi, pu essere bersagliato dal tiro e dalla magia avversaria; se vi sono alleati atterrati il tiro viene risolto con -1 al tiro per colpire, tirando 1 colpisco un alleato scelto casualmente. - La presenza di qualsiasi ostacolo che si frappone fra il tiratore e il bersaglio (miniature comprese) da penalit al Tiro. - Riprendersi da atterrato conta come movimento per quanto riguarda il Tiro, se il modello ha labilit Jump up viene considerato stazionario. - Il malus dovuto alla copertura viene suddiviso in copertura leggera e copertura pesante, che danno rispettivamente un malus di 1 e di 2 al tiro per colpire a distanza; un modello in copertura leggera si considera quando il modello coperto il 50% o meno della sua sagoma, per copertura pesante si intende la sagoma di un modello coperta pi del 50% (per sagoma vedere regola seguente). Altro - Per vedere un modello non conta vedere solo le armi e le mani, la sagoma effettiva per stabilire la visibilit o meno della miniatura la parte di modello che comprende piedi, gambe, tronco e testa. Bandiere, stendardi, armi , pose della miniatura strane (es. braccia alzate) non contano ai fini della visibilit.

AGGIORNAMENTO

Corpo a corpo - Ambidestro: toglie le penalit nellusare due armi e permette un ulteriore attacco con larma primaria in carica, ma con un malus di -2. N.B.: Le Dramatis personae che hanno la possibilit di combattere con due armi si considerano tutte aventi labilita Ambidestro. - Rodomonte: aggiunge +1 al tiro per parare. Tutti gli avventurieri e dramatis personae che hanno bonus particolari al tiro per parare si considerano avere questa abilit. Tiro - Cecchino: un modello nascosto che tira con Armi da tiro, non armi a polvere da sparo, senza essersi mosso nella fase di movimento precedente si considera ancora nascosto. Non cumulativo con le abilit Tiro Rapido, Lanciatore di coltelli, Pistolero. - Tiro preciso : riduce di 1 il malus per la copertura, pu essere preso fino a due volte. Accademiche - Leader ispiratore: i modelli entro 6 dal comandante possono ripetere i test psicologia, non si somma con gergo di battaglia. - In aggiunta anche le abilit presenti sul Town Cryer nr 7: Scriba - Focus Mentale Tattico - Colpo Gobbo

| ABILIT

42

| 06

Test di Rotta Per potersi ritirare dallo scontro automaticamente, bisogner perdere un numero di modelli sufficiente rapportato alle numero dei modelli presenti nella banda allinizio della partita, mercenari esclusi. I mercenari contano comunque come perdite per potersi ritirare
DIMENSIONI DELLA BANDA 3-6 7-10 11-14 15+ 1 2 3 4 MODELLI FUORI COMBATTIMENTO

| PSICOLOGIA

43

| 06

AGGIORNAMENTO

| COLPI CRITICI

-Armi da tiro/fuoco (armi da fuoco bonus di +1) 1-penalit di -1 al TA (sommato ai normali modificatori) 2-penalit di 1 al TA (sommato ai normali modificatori) e il bersaglio si considera stordito 3-bonus di +1 sul tiro nella Tabella del Tipo di Ferita 4-Colpo di Rimbalzo 5-Il bersaglio subisce 2 ferite con il TA 6-Il bersaglio subisce 1 ferita con un +2 per determinarne il tipo e una penalit di 2 al TA -Armi da Botta (bonus di +1 per i colpi inflitti da armi a 2 mani) 1-penalit di -1 al TA (sommato ai normali modificatori) 2-ingnora i TA e senza bonus conferiti dagli elmi (sommato ai normali modificatori) 3-il modello colpito perde un attacco nel prossimo turno di Corpo a Corpo 4-il modello colpito non attacca nel prossimo turno di Corpo a Corpo 5-il modello colpito perde unarma, larma si considera persa 6-il modello colpito fuori combattimento se non passa il TA - Armi da taglio (malus di 1 per i colpi inflitti da pugnali, mentre le armi a 2 mani hanno un bonus di +1) 1-penalit di -1 al TA (sommato ai normali modificatori) 2-il modello colpito fa un tiro per parare sulla tabella, se non lo passa perde larma che si considera persa 3-bonus di +1 sul tiro nella Tabella del Tipo di Ferita 4-Il bersaglio subisce 2 tipi di ferite con il TA 5-Il bersaglio subisce 1 ferita con un +2 per determinarne il tipo e una penalit di 1 al TA 6-Il bersaglio subisce 2 ferite con un +2 per determinarne il tipo e nessun TA

44

| 06

AGGIORNAMENTO

-Mani nude 1-penalit di -1 al TA (sommato ai normali modificatori) 2-il modello che ha ferito pu attaccare nuovamente 3-bonus di +1 sul tiro nella Tabella del Tipo di Ferita 4-bonus di +2 sul tiro nella Tabella del Tipo di Ferita 5-bonus di +1 sul tiro nella Tabella del Tipo di Ferita e penalit di 1 al TA 6-bonus di +2 sul tiro nella Tabella del Tipo di Ferita e penalit di 2 al TA -Armi ad asta (un colpo critico inflitto da una Lancia da Cavaliere ha il bonus di +1) 1-penalit di -1 al TA (sommato ai normali modificatori) 2-penalit di -2 al TA (sommato ai normali modificatori) 3-lavversario cade a D3 di distanza e lavversario lo segue 4-bonus di +1 sul tiro nella Tabella del Tipo di Ferita 5-lavversario cade a D6 di distanza e lavversario lo segue; ha un bonus di +1 per determinare il tipo di ferita inflitta e penalit ulteriore di 1 al TA 6-lavversario cade a D6 di distanza e lavversario lo segue; ha un bonus di +2 per determinare il tipo di ferita inflitta e penalit ulteriore di 2 al TA. Se la vittima colpisce unaltro ostacolo, subir unaltro colpo a Fo3; se lostacolo unaltro modello, questultimo subir a sua volta un colpo a Fo3

45

| 06

AGGIORNAMENTO

Noi domandiamo un consiglio, ma andiamo cercando approvazione. Charles Caleb Colton

07 | APPENDICE

| RIFERIMENTI IN ORDINE DI LETTURA |

| TEMPLATE PRINCIPE DEMONE | BLOODLINES DELLA BANDA DI NON MORTI | BANDE GIOCABILI + | MERCENARI (Regolamento Base) + | CULTO DEI POSSEDUTI (Regolamento Base) + | CACCIATORI DI STREGHE (Regolamento Base) + | SORELLE SIGMARITE(Regolamento Base) + | NON MORTI (Regolamento Base) + | SKAVEN (Regolamento Base) + | OSTLAND (Annuario 2002) + + + + + + + + + + + + + + + + | AVERLAND (Annuario 2002) | KISLEV (Annuario 2002) | NANI CERCATORI DI TESORI (Annuario 2002) | ORCHI & GOBLIN (Annuario 2002) | GUERRIERI OMBRA (Annuario 2002) | BRETONNIA (Town Cryer) | NORSMANNI (Town Cryer) | FUORILEGGE DI STIRWOOD (Town Cryer) | ELFI OSCURI (Town Cryer) | PIRATI (Town Cryer) | GLADIATORI (Town Cryer) | PREDONI DEL CAOS (Border Town Burning) | LICHE (Border Town Burning) | NANI DEL CAOS (Border Town Burning) | BESTIE DEL CAOS (Impero in Fiamme) | CARNEVALE DEL CAOS (Impero in Fiamme)

| SCHEDA DI CAMPAGNA

47

| 07

APPENDICE

__________________________
____________________________________________________________________________________________________ ____________________________________________________________________________________________________ ____________________________________________________________________________________________________ ____________________________________________________________________________________________________ ____________________________________________________________________________________________________ ____________________________________________________________________________________________________ ____________________________________________________________________________________________________ Hire Fee: 200 gold crowns and D6 campaign points to hire, +50 gold crowns and +D3 campaign points upkeep cost. His original warband does not have to pay the upkeep cost. May be Hired: All warbands with the Scion of Chaos objective may hire the Daemon Prince. Rating: The Daemon Prince increases the warbands rating by + points (Experience points + 75). Profile M WS BS S T W I A Ld

Weapons/Armour: The Daemon Prince is armed with the Broadsword of Damnation. He wears the Chaos Dragon Scale Armour and Ghartoks Skull and has the Liber Chaotica (see Chaos Artefacts). In addition, he has the following equipment: ________________________________________________ ________________________________________________ ________________________________________________ SKILLS The Daemon Prince has the following skills: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________

SPECIAL RULES Leader: Any Warrior within 6 of the Daemon Prince may use his Leadership when taking Ld tests. As a powerful Scion of Chaos, the Daemon Prince will automatically be the leader of any warband he joins. Mark of Chaos: The Daemon Prince has the Mark of . as described in the Marauders of Chaos warband. Immune to poison: The Daemon Prince is immune to all poisons. Immune to psychology: The Daemon Prince is immune to psychology and automatically passes all Leadership tests. This includes all Rout tests his warband is required to take.

Cause fear: The Daemon Prince is a monstrous creature that causes fear. Daemonic aura: The Daemon Prince has a natural armour save of 5+. This save is negated by magic weapons and spells. The daemons attacks are considered as magical. Flying: The Daemon Prince triples his Movement when running and ignores terrain when moving. Chosen Servant of Chaos: When taken out of action the Daemon Prince will not automatically drop the Chaos Artefacts. Instead roll for Serious Injuries immediately. If the Prince dies, place markers for the artefacts.

Special Rules and Skills for Vampires of different bloodlines


By Richard G. Buckner III Intro Since the release of the Vampire Counts army book for Warhammer Ive been dying to include Vampires of other bloodlines in my games of Mordheim (please forgive the pun!). You can quite easily justify the presence of other Vampires after all, arent all creatures of the night lured to Mordheim like moths to a candle because of the ever present Wyrdstone? After reading the background for each of the different Vampire Bloodlines, it dawned on me that with the exception of Sylvania there are no realms or kingdoms of Vampires and that they are spread throughout the Old World like a cancer. Powerful Vampire lords of the houses of Lahmia, Blood Dragon, Necrarch and Strigoi would soon despatch their Vampiric minions to the ruins of Mordheim so that they could recover and fetch back Wyrdstone why let the arrogant Von Carsteins have it all? This could also establish the basis for much rivalry between the different clans as they vie for power over the Cursed City. These rules may be combined with those from Town Cryer #11. However, only those Vampire families that have Transfix as a Bloodline Power can choose that skill. Transfix works exactly as in TC #11 but is repeated here for convenience. All Bloodline powers are Special Skills for Vampires of the appropriate Family, and can be taken instead of a normal skill for an advance. When starting an Undead Warband the first thing you need to do is choose which of the families your Vampire comes from. You can only belong to one at a time and you cannot change families (so choose wisely). Each of the different families have their own benefits and hindrances. All Statistic changes are to both starting and maximums of those characteristics. Of Vampires Little is known of these supernatural, blood-sucking creatures of the night except for the tales of old crones and madmen. Men dread these mighty creatures whom they accord such outrageous facets as super-human strength, incredible constitution and lordship over the Undead. What few men are actually aware of is that the fathers of these bastard creatures were spawned countless centuries ago, far to the south in the Land of the Dead, by the blasphemous Elixir of life, created it is rumoured by the Great Necromancer Nagash. Another thing that very few men know is that Vampires are affiliated to different families or Bloodlines and the culture, loyalties and politics between these families are just as diverse, convoluted and deadly as they are between the human kingdoms of the Old World. Von Carstein Vampires of the von Carstein bloodline are the original aristocracy of the night. These monsters are the most prevalent Vampires within the borders of the Empire. Most Vampires of this bloodline can be found in the dark County of Sylvania where it is reputed the Elector Count himself is their ancient and inhuman leader. Vampires of the von Carstein line are renowned as haughty, foppish even, with expensive tastes and impeccable manners but they are utterly ruthless predator nonetheless. Von Carsteins occasionally have dealings with the Vampires of other clans; the Necrarchs whose knowledge in the dark arts they covert and Blood Dragons whose martial skills they admire. They are deeply suspicious of the sisterhood of Lahmians and hold the Strigoi with deep contempt and will hunt them down if they are found within the borders of their lands. These use the standard Undead warband in the Mordheim rulebook

The Aristocracy of the Night

Blood Dragon The Blood Dragon Vampires are reputedly descended from the great warrior of old, Abhorash, Lord of Blood. Above all Vampires these are by far the most honourable and perhaps the most in touch with their human past. They are renowned as exceptional warriors and fight with astonishing bravery and chivalry. Blood Dragon Vampires are rare in the Empire with most of their number hailing from Bretonnia and the near mythical Blood Keep, said to be located somewhere in the Grey Mountains. Blood Dragons have very little to do with the Vampires of other clans as they remain disinterested in their political squabblings and power games.

Martial Prowess: Blood Dragon Vampires start with +2 Weapon Skill. Eternally Brave: Blood Dragon Vampires must re-roll the first failed Rout test (if the Vampire is not out of action). Honour: Blood Dragon Vampires may not attempt to break away from combat or Voluntarily Rout (if the Vampire is not out of action). Warrior Code: Blood Dragon Vampires cannot use Magic (even with the Book of the Dead from TC #11). Men-at-arms: Dregs start with +1 Weapon Skill.

Necrarch The dreaded Necrarchs are twisted and evil and more so than any other Vampires they resemble the dead with an emaciated, cadaverous appearance. Necrarchs are incomprehensible even to their own Undead brethren and most seem utterly insane. Their madness is tempered by their undeniable genius and mastery of necromantic magic. Whereas the Vampires of other bloodlines seek dominion over the realms of men the Necrarchs aspire to see the end of all living things such is their hatred for all. Necrarchs are by nature loners, and often live deep underground or in isolated towers where they can practice their foul magics without interruption. Occasionally, however, they emerge from their dark places in the world to gather new victims, lore and of course Wyrdstone for their experiments. Necrarch vampires have a barely contained dislike for their kin of the other clans but will deal with them on occasion when it is to their benefit to do so. Poor warrior: Necrarch Vampires start with -2 Weapon Skill, may only be armed with a single-handed dagger, sword, axe or mace and cannot take Strength Skills. Necromantic Lore: The Necrarch starts the game as a Wizard in exactly the same way as the Necromancer. Loathes the Living: May not hire any Hired Swords.

Lahmia Of all Vampires, the Lahmian sisterhood follows the culture and practice of the ancient days most closely. The Lahmian Bloodline differs from the other Vampire clans in that it is made up of almost exclusively all females. This sisterhood is renowned for choosing only the most beautiful of mortals to join their ranks. They are led by the original queen of darkness herself, Neferata, of the Cult of Blood who dwells somewhere in the northern reaches of the Worlds Edge Mountains in a place called the Silver Pinnacle. Stories of the palace of the Nights Queen have been told for centuries, and can be found in the ballads of Bretonnia, the writings of the Empire and the poems of Tilea. The Lahmians compete with the Von Carsteins in their plot to wrestle control of the world of men although they are far subtler in their methods, preferring to infiltrate the upper echelons of society than using force of arms. They have a great talent for art and statesmanship and their powerful personalities hold an irresistible charm for mortals. The Lahmian sisterhood will always attempt to manipulate Vampires of the other families to their own ends. Poor warrior: Lahmian Vampires start with -1 Weapon Skill and cannot wear Heavy armour, and may only be armed with a single-handed dagger, sword, axe or mace. Enchanting Beauty: -1 to any living opponents Leadership while in base contact with Vampire (note: this has no effect against the Undead or Daemons). Unnatural Speed: Lahmian Vampires start with +2 to Initiative.

Strigoi The Vampires of the Strigoi are known as the Cursed Ones and are generally reviled amongst their own kind. Long ago in this bloodlines history the father of these Vampires was cursed by the other Vampires and since then an unending hatred has existed between them. Strigoi Vampires are little more than beasts huge, hulking, hate-filled monstrosities. Often these solitary creatures make graveyards and cemeteries their homes where packs of flesh-eating Ghouls form grotesque courts around them. Most of them have to some degree lost their minds but they still possess the innate powers of the vampire and can command the living dead. The Strigoi sit and brood and contemplate a time when they overthrow the world of men and destroy their kin of the other clans utterly. Bestial: Strigoi Vampires start with +1 Attack but cannot use any Items or Equipment.

Hatred: Strigoi Vampires suffer Hatred of all living things. Ghoul King: Strigoi Vampires may hire up to one Ghast at 50 gc (counts as a Ghoul hero that starts with 0 exp.). Ghoul Henchmen cost 5 gc less to hire. Reviled: Strigoi Vampires hire Necromancers and Dregs at +10 gc to hire. Feared: Strigoi Vampires may not hire any Hired Swords.

Von Carstein Bloodline Powers Transfix The Vampire can befuddle the weak-minded with just a stare of his piercing eyes. Once each turn one enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he cannot attack and all attacks directed against him automatically hit this turn. Does not affect those immune to psychology, the Undead or Daemons. Aura of Majesty The von Carsteins are the most authoritative of Vampires, the best generals among their kind. The Vampire increases the range to use his Leadership by 6 and may re-roll the first failed Rout Test (if he has not been taken out of action). Summon Bats The Vampire produces a bestial howl that awakens dark creatures and beckons them to his aid. Once per game the Vampire can summon 1D3 Fell Bats, which are deployed with 6 of the Vampire. Treat this power like a spell with a casting difficulty of Auto. Follow the special rules for Fell Bats below. Call Winds The anger of a von Carstein is so powerful that even the sky reflects it. Once per game at the beginning of his Shooting Phase, if he is not in close combat, the Vampire may attempt to summon a storm. Treat this like a spell, thus the Vampire may not shoot during this phase. Roll 1D6: on a 1 nothing happens but on a 2-6 he successfully summons a powerful storm that lasts until the beginning of his next turn. All shooting is at -1 to hit and no model may fly (they must use their ground movement). The Storm immediately ends if the Vampire takes a Wound, is Knocked Down or taken Out of Action or if he is engaged in close combat. Blood Dragon Bloodline Powers Red Fury The Vampire enters battle with a savage and unstoppable bloodlust. The Vampire has +1 Attack (this does not count toward his Maximum). Blade Master Superbly trained by some of the best swordsmen throughout history the Vampire can easily turn aside the blows of his enemies. The Vampire needs only to tie the roll to hit in order to parry (this means he can parry a roll of 6). He can also re-roll a failed parry (but cannot re-roll a re-roll, nor can he parry more than one attack). Heart Piercing Using a combination of strength and speed the Vampire can easily find a gap in his opponents defences. The Vampire may re-roll missed attacks when charging. Strength of Steel Such is the Vampires martial prowess that he is able to strike at the precise moment when it will cause most damage. The Vampire has +1 Strength (this does not count toward his maximum) in the turn he charges.

Necrarch Bloodline Powers Nehekharas Noble Blood The Vampire has created such a stash of necromantic lore over the centuries that he is incredibly learned in the dark arts. The Vampire is a powerful Wizard and may choose an additional spell, and all his spells are at a +1 to cast (which does add with the Sorcery skill). Unholy Cynosure The Necrarch can focus his power into a different plane to foresee the future and change the present. Once per game the Vampire may re-roll one failed spell. The Awakening The Vampire can sense the remains of long-dead warriors and awaken them to bolster his unholy ranks. The Vampire may cast the spell Re-Animation once per turn in addition to any other spell he uses, also once per game (instead of casting any spells) he may summon D3 Zombies that appear within 6 of him just as if he cast Re-Animation. The Zombies are lost after the game and do not count toward the maximum number on the warband. Master of the Black Arts So ancient is this Vampire that he is a dark master of the necromantic arts. The Vampire adds 6 to the range of spells that he casts. This Power only works on spells that have range. Lahmia Bloodline Powers: Beguile The Lahmian is such an enchanting beauty that her foes find it difficult to raise a weapon against her. Once each turn one enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he cannot attack the Vampire (but anyone else is fair game). Does not affect those immune to psychology, the Undead or Daemons. Transfix The Vampire is so beautiful that a mortals will to fight immediately disappears before her. Once each turn one enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he cannot attack and all attacks directed against him automatically hit this turn. Does not affect those immune to psychology, the Undead or Daemons. Seduction How can a mortal resist the lure of a creature that has preyed on the warm blood of men for countless centuries? On each of the Vampires turns one male enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails, he immediately becomes controlled by the Vampire (may move and attack etc.). Any attacks by the Vampires warband hit automatically but control immediately returns to the original player. Make a Leadership test at the beginning of each turn to see if the warrior regains control. The Vampire can only control one warrior at a time. Does not affect those immune to psychology, the Undead, Daemons or warriors suffering form Stupidity. Innocence Lost These deceptive creatures look so innocent and vulnerable that enemies will lower their defences. The Vampire always attacks first in close combat (even if standing up from a knocked down result or attacking enemy armed with spears). Strigoi Bloodline Powers:

Curse of the Revenant So strong is the creatures desire for eternal life that it can survive even the most appalling wounds. The Vampire has Regeneration ability. For any wound that is not saved the Vampire rolls 1D6, on a 4+ the wound is regenerated (negated). This power is ignored if the attack was caused by fire damage or Blessed Water (or anything else applicable). Massive Monstrosity The Vampire is simply gigantic! The Vampire has +1 Wound (this does not count toward his maximum). Iron Sinews The Vampire is a beast of pure muscular power. The Vampire has +1 Strength (this does not count toward his maximum). Infinite Hatred The Strigoi know no love, shunned by all, they brood in their solitude vowing death upon all they meet. The Vampire re-rolls all missed attacks (remember that you cannot re-roll a re-roll). Fell Bats Also known as Vampire bats, the blood drinking bats of Sylvania grow to monstrous proportions. They are nightmarish predators of the dark, silent and deadly. They exist solely on the blood of the living, that of men being their favourite. Scholars of the Old World speculate that perhaps the ancestors of these beasts drank the blood of a Vampire and thus became cursed. These can only be obtained through the Bloodline Power Summon Bats. Profile Fell Bat M 2 WS 3 BS 0 S 3 T 3 W 2 I 3 A 2 Ld 5

Fell Bats are Undead so all rules that apply to the Undead apply to Fell Bats. Cause Fear, Immune to Psychology, May not Run, Immune to Poison. Furthermore the following rules apply to Fell Bats: Animal: Fell Bats are treated as animals and therefore cannot use, hold, or pick up any Items, Equipment, Wyrdstone Counters etc. Fly: Fell Bats fly, which means that they may move 20 in any direction ignoring terrain. They can fly into or out of buildings and may only charge models they can see, however Fell Bats do not have to check for I when moving up or down Buildings (however they cannot make a diving charge). Furthermore if the Fell Bats lose their last wound it plummets to the ground and is easily finished off. Do not roll for injury, they are automatically taken out of action, when they lose their last wound. Bound Creature: Fell Bats are bound to the Vampire that called them. This means that if the Fell Bats end any turn more than 6 away from the Vampire, and are not in close combat, they will leave play (this range is extended to 12 if the Vampire has the Aura of Majesty Bloodline Power). This also means that if close combat ends and the Fell Bats are outside this range they immediately leave. Furthermore if the Vampire is taken out of action then the Fell Bats also leave play.

An extract from the journal of Karl Van Kulmner, the year of Sig mar 2001.
What I banished to the underworld today was no Von Carstein. I should have known the other families would take an interest in Mordheim. I was escorted in easy enough. One of the creatures dregs, a vile mockery of a man, named Lothar had betrayed its master to me. It seems that he was looking to be free. I was informed that the other dregs had gone with the vile wizard to search for items of worth at the trading post so they would be no threat. He brought me to the crypt where his master slept. I was not surprised at the

location, ever since the meteor hit this place has been used to collect the bodies of the dead. As I walked in I could smell the rotting corpses. A lesser man would not have been able to keep from vomiting, but it was an odour, Im sorry to say, to which I have grown accustomed. I could hear some of them eating, the sound of raw flesh ripping and bones cracking on their sharp teeth. In the shadows I could make out bright eyes staring at me, but I knew from experience that these vile creatures, Ghouls, were essentially cowardly and would not attack without their master. I cautiously eased open the door to its tomb and the dry, musty air hit me. Inside, lying upon one of the altars, not even inside a coffin, was an impossibly large creature. More beast than man, it was a monstrosity. It slept in a perverse parody of a bear in hibernation, most unlike any of the vampires I was used to dealing with. I knew immediately that it was of an ancient bloodline known as Strigoi. I moved as quietly as I could toward the great beast. With stake and hammer in hand I climbed the few steps to the altar. I positioned myself for the strike, but the door flew open with a resonating crash as the necromancer, Visserah, burst in. He had returned early and Lothar was nowhere to be seen. And now the master was awake. My opportunity gone I quickly went for my pistol, but was slammed to the ground, the stake and hammer flying from my grasp. The creature dove for me in a flash. I barely dodged out of the way in time as the stone altar I was leaning on was shattered to rubble. I rolled onto my feet and pulled out my sabre, which I had specially edged with silver and blessed by the priests of Sigmar. It would cut deep, even into this monster. The necromancer finished an incantation and I felt as though I was in Deaths grip, but then I felt a burning sensation on my chest, the symbol of Sigmar was glowing brightly and I was saved. The vampire-creature let out a roar, I do not know if it was pure rage but the ghouls immediately responded, charging in. I seized this opportunity to pull out my pistol, which was loaded with silver shot. I took aim at the vampire but was immediately charged by one of the dregs. I barely avoided its blows and my pistol rang out, ending the attack. The shot echoed throughout the small chamber. As I pushed the corpse off of me the monster and its minions surrounded me moving in slowly so that their master could savour this moment. But this was not the end, my pistol shot had alerted the band of mercenaries that I had employed as backup and they soon came charging in. It was over quickly after that. Once my sabre had struck home I was able to stake the beast, crumbling it to dust. The necromancer was no match for the trained mercenaries at such close quarters so he too was overrun, but not before ending the life of their captain with his foul magick. After that the zombies crumbled to dust and the ghouls fled. This was one vampire that would not be seen again. I have seen other evidence that leads me to believe that the other families are here as well. It seems that I have my work cut out for me.

Mercenaries
This is a time of unremitting war, civil strife, violence and famine. A time of orphan children and wanton slaughter. For warriors these are good times! Since the discovery of wyrdstone Mordheim has become a magnet for fighting men from all over the Empire. Nobles, merchants, and the Temple of Sigmar itself offer rich rewards for shards of the mysterious stone. Foremost amongst the patrons of mercenary warriors are the three most powerful contenders for the Emperors throne: the Grand Prince of Reikland, the Count of Middenheim, and Lady Magritta of Marienburg favourite of the merchant guilds. As a mercenary warband you must decide which of the three contenders for Sigmars throne you are fighting for. Warbands from different places will vary in many respects, offering different benefits as well as having a unique appearance and character.

Reikland
Reikland lies at the heart of the Empire and its greatest city is Altdorf, home of the Grand Theogonist and seat of the Temple of Sigmar. Reiklanders are devout followers of Sigmar, the founder, first Emperor, and patron god of the Empire. The Grand Prince of Reikland (as Siegfried, the ruler of Reikland, styles himself) is supported in his claim to the throne by the Grand Theogonist and opposed most strongly by the Count of Middenheim and the Priests of Ulric. Throughout the Empire Reiklanders are commonly supposed to embody the discipline and loyalty of the professional warrior. Brave and well-versed in the arts of war, Reiklanders disdain fashionable clothing in favour of well-made and practical wargear. In battle they often wear coloured ribbons as marks of identification or authority. They are justly proud of their dynamic and ambitious Grand Prince and contemptuous of other claimants to the throne, especially the Count of Middenheim, Mannfred Todbringer, whom they sneeringly call the lap-dog of Ulric.

special rules
Reikland Mercenaries are accustomed to the demands of military discipline and have a strongly developed loyalty between officers and men. To represent this, fighters may use their Captains Leadership if within 12" rather than the usual 6". A strong tradition of martial training is also responsible for the high standards of archery amongst the people of Reikland. All Marksmen therefore add +1 to their Ballistic Skill, whether they are recruited when the warband is first formed or added later.

Mercenaries

Middenheim
Middenheim stands on a mountain pinnacle surrounded by dark forest in the centre of Middenland, and is also known as the City of the White Wolf after Ulric, the old god of wolves and winter. The Priesthood of Ulric is still strong in Middenheim where Ulric is venerated as the patron of the city. The tradition of rivalry between Middenheim and Reikland goes back hundreds of years, and the Count of Middenheim, Mannfred Todbringer, is one of the chief contenders for the Emperors throne. As a result there has always been a great deal of friction between Middenheimers and the Temple of Sigmar. Middenheimers are typically large, strongly built men with a well deserved reputation for ferocity. Many wear wolf pelts which custom decrees to be the mark of those who have slain a wolf with their own hands. These grim warriors are famously contemptuous of danger. They frequently go into battle bare-headed, scoffing at those who choose, for reasons of good sense, to wear helmets. As Middenheimers favour long hair and beards their lack of headgear makes them look especially fierce when they charge upon their enemies howling their brutal battle-cries.

Marienburg the throne driving a wedge between the City of Gold and the Temple of Sigmar. Warbands sent to Mordheim are sumptuously dressed and armed. Though Marienburgers are often ridiculed as foppish and effete, their skill at arms and complete ruthlessness has earned them grudging respect. Their chief skills lie in duelling and in the use of poisons and other clandestine fighting methods. Richer individuals dress flamboyantly and wear jewellery. However, the bulk of most warbands are recruited from the dockland thugs, ships crews, and stevedores who favour a simpler appearance: leather coats, bandanas and short swords that are easy to conceal.

special rules
As natural traders with contacts in the merchant guilds Marienburg warbands receive a +1 bonus when attempting to find rare items (see the Trading section for rules). To reflect their enormous wealth Marienburgers start off with an extra 100 gold crowns (600 in total) when fighting in a campaign. In a one-off game they are permitted an extra 20% gold crowns when recruiting a warband. For example, in a 1,000 gold crown game a Marienburger warband will have 1,200gc.

special rules
The men of Middenheim are famous for their physical prowess. To represent their advantage in size and bulk, the Champions and Captains of a Middenheim warband start with Strength 4 instead of Strength 3.

Choice of warriors
A Mercenary warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15. Captain: Each Mercenary warband must have one Captain: no more, no less! Champions: Your warband may include up to two Champions. Youngbloods: Your warband may include up to two Youngbloods. Warriors: Your warband may include any number of Warriors. Marksmen: Your warband may include no more than seven Marksmen. Swordsmen: Your warband may include no more than five Swordsmen.

Marienburg
Marienburg is the largest and most prosperous trading city in the Old World. Many call it the City of Gold which alone conveys a good idea of the wealth of this sprawling cosmopolitan city. Nowhere else can be found the vast array of shops selling goods from as far away as the Elven kingdoms of Ulthuan in the west and distant Cathay in the east. The citys craftsmen represent every skill known to man, and a few others beside, so that it is said in Marienburg there is no activity that cannot be quickly turned to profit. Many mercantile guilds have their headquarters in Marienburg, most important of all the secretive High Order of Honourable Freetraders which represents the elite amongst mercantile society. This large, rich, and ambitious body of men feel themselves shackled by the old order and are eager to seize power for themselves. Their champion for the Emperors throne is the Lady Magritta. Thanks to the unseen influence of Freetraders throughout the Empire all the minor Electors were persuaded to support the Lady Magrittas claim. It was only the Grand Theogonists refusal to crown her that denied

Starting experience
The Captain starts with 20 experience. Champions start with 8 experience. Youngbloods start with 0 experience. Henchmen start with 0 experience.

Mercenaries

Mercenary skill tables


REIKLAND MERCENARIES
Combat Mercenary Captain Champion Youngblood    Combat Mercenary Captain Champion Youngblood    Combat Mercenary Captain Champion Youngblood    Shooting    Shooting  Academic  Strength   Speed   Academic  Strength    Strength  Speed    Speed   

MIDDENHEIM MERCENARIES

MARIENBURG MERCENARIES
Shooting    Academic 

Mercenary equipment lists


The following lists are used by Mercenary warbands to pick their weapons:

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . 10 gc Morning star . . . . . . . . . . . 15 gc Double-handed weapon . . 15 gc Spear . . . . . . . . . . . . . . . . 10 gc Halberd . . . . . . . . . . . . . . 10 gc

MARKSMAN EQUIPMENT LIST


This list is for Marksmen only

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . 10 gc

Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace) Bow . . . . . . . . . . . . . . . . . 10 gc Long bow . . . . . . . . . . . . . 15 gc Blunderbuss . . . . . . . . . . . 30 gc Handgun . . . . . . . . . . . . . 35 gc Hunting rifle . . . . . . . . . . 200 gc

Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace) Duelling pistol . . . . . . . . . 25 gc (50 for a brace) Bow . . . . . . . . . . . . . . . . . 10 gc

Armour
Light armour . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . 5 gc Buckler . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . .10 gc

Armour
Light armour . . . . . . . . . . 20 gc Shield . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . 10 gc

Mercenaries

Heroes
1 Mercenary captain
60 gold crowns to hire
A Mercenary Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Mercenary Captain, it is no wonder that they flock to Mordheim. Profile M WS BS S 4 4 4 3 T 3 W 1 I 4 A Ld 1 8

Henchmen
(Bought in groups of 1-5)

Warriors
25 gold crowns to hire
These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armour. They form the core of any Mercenary warband. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Mercenary Equipment list.

Weapons/Armour: A Mercenary Captain may be equipped with weapons and armour chosen from the Mercenary Equipment list.

0-7 Marksmen
25 gold crowns to hire
The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

SPECIAL RULES
Leader: Any warrior within 6" of the Mercenary Captain may use his Leadership characteristic when taking Leadership tests.

0-2 Champions
35 gold crowns to hire
In any Mercenary warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot. Profile M WS BS S 4 4 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment list.

0-5 Swordsmen
35 gold crowns to hire
Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim. Profile M WS BS S 4 4 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: Champions may be equipped with weapons and armour chosen from the Mercenary Equipment list.

0-2 Youngbloods
15 gold crowns to hire
These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim. Profile M WS BS S 4 2 2 3 T 3 W 1 I 3 A Ld 1 6

Weapons/Armour: Swordsmen may be equipped with weapons and armour chosen from the Mercenary Equipment list.

SPECIAL RULES
Expert Swordsmen: Swordsmen are so skilled with their weapons that they may re-roll any failed hits when charging. Note that this only applies when they are armed with normal swords, and not with doublehanded swords or any other weapons.

Weapons/Armour: Youngbloods may be equipped with weapons and armour chosen from the Mercenary Equipment list.

Cult of the possessed


There is never any shortage of men willing to risk their lives for a chance of real power: men whose ambitions lie beyond the scope of their birthright, or whose sorcerous skills or physical deformities place them in constant danger of persecution. What do such men have to lose if they pledge their souls to the dark gods of Chaos! In the aftermath of the destruction of Mordheim all manner of mutants have appeared whilst many hitherto unblemished folk feel the stirring of strange powers, the first awakenings of magical gifts destined to bring them to a fiery death at the hands of the Witch Hunters. Now a leader has appeared, a new Dark Emperor, who claims lordship of the City of the Damned. He is called the Shadowlord, Master of the Possessed, and followers of the cults of Chaos gather from all over the Empire to pledge their souls to him. Though none know whether he is man or Daemon all proclaim him their saviour and eagerly seek to do his bidding. As all students of the dark arts know, it is by the power of magic that creatures such as Daemons and spirits are able to stalk the mortal world. The wyrdstone that proliferates in Mordheim grants unnatural life to many vile things that by all natural rights should never exist. The Possessed were once men but by surrendering themselves wholly to the dark gods they have allowed Daemons to possess their bodies. Their appearance is horrific corrupted from within, their flesh is twisted into a new and monstrous form. With the power of the Possessed behind them the followers of the Shadowlord have grown powerful in Mordheim. In the Massacre of Silver Street the Cult of the Possessed ambushed and destroyed a large force sent in to hunt them down. Now the streets of Mordheim belong to the Shadowlord and his servants. The contaminated air does not affect them at all or, more likely, it nourishes their inner corruption. Men who venture into Mordheim alone are hunted down and sacrificed to the dark gods. All warbands of the Possessed gather wyrdstone for the Shadowlord who remains hidden in the Pit where he is said to be guarded by titanic Possessed the size of houses. A few shards of the precious stone are kept by the warbands and used to create more of the Possessed. The leaders of cult warbands are called Magisters and each leads a group of cultists: minions of the dark gods of Chaos. These are men whose hunger for power knows no bounds, who willingly give their bodies over to possession. All take part in the blood sacrifices, dark rituals, and worship of Daemons nothing is too base for them! These degenerate humans are joined by other creatures as vile as they things half-man half-beast that call themselves Gors, and which men refer to as Beastmen. There are few sights as horrific as a cult warband. Deranged warriors smeared with blood and dirt wave jagged weapons and chant blasphemous rites as they throw themselves upon their foes. Many are hardly recognisable as human, their bodies are so scarred and disfigured. The stigmata of mutation is borne by most, but the most unsettling of all are the Possessed themselves melded flesh made of men, beasts, and metal driven by the implacable will of a Daemon.

Choice of warriors
A Possessed warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 15. Magister: Each Possessed warband must have one Magister: no more, no less! Possessed: Your warband may include up to two Possessed. Mutants: Your warband may include up to two Mutants. Darksouls: Your warband may include up to five Darksouls. Brethren: Any number of models may be Brethren. Beastmen: Your warband may include up to three Beastmen Gors.

Starting experience
A Magister starts with 20 experience. Possessed start with 8 experience. Mutants starts with 0 experience. Henchmen start with 0 experience.

10

Cult of the possessed

Possessed skill table


Combat Magister Possessed Mutant    Shooting Academic   Strength Speed   

Possessed equipment lists


The following lists are used by Possessed warbands to pick their equipment.

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

DARKSOULS EQUIPMENT LIST


This list is for Darksouls and Beastmen only

Hand-to-hand Combat Weapons:


Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . . 15 gc Flail . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Short bow . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons
None

Armour
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Armour
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

hen you are facing an enemy that is really scary like the living dead or creatures of Chaos, always shoot at them. Never attack them in close combat if you have the option.

Ive seen many powerful warriors losing precious seconds trying to overcome their fear and charge these monsters. And when they did it, it was often too late

11

Cult of the possessed

Heroes
1 Magister
70 gold crowns to hire
Magisters lead the covens of the Possessed. They have been granted magical powers by their patron gods. They are fanatical followers of the Dark gods, utterly dedicated to bringing Chaos to the world. Profile M WS BS S 4 4 4 3 T 3 W 1 I 3 A Ld 1 8 a result, they are nightmarish creatures, a melding of flesh, metal and black magic. Inside them lives a supernatural thing of evil, a Daemon from the dark reaches of the Realm of Chaos. The powerful spirit of a Daemon can meld several creatures together, be they men or animals, into a multi-faceted horror. These monstrous Possessed are perhaps the most dangerous of the creatures of Mordheim, and certainly the most loathsome and dreadful. Profile M WS BS S 5 4 0 4 T 4 W 2 I 4 A Ld 2 7

Weapons/Armour: The Magister may be equipped with weapons and armour chosen from the Possessed Equipment list.

SPECIAL RULES
Leader: Any models in the warband within 6" of the Magister may use his Leadership instead of their own. Wizard: The Magister is a wizard and uses Chaos Rituals. See the Magic section for details.

Weapons/Armour: None. The Possessed never use weapons or armour.

SPECIAL RULES
Fear: The Possessed are terrifying, twisted creatures and therefore cause fear. See the Psychology section for details. Mutations: Possessed may start the game with one or more mutations each. See the Mutations list over the page for costs.

0-2 The possessed


90 gold crowns to hire (+ the cost of mutations)
The Possessed have committed the greatest of heresies: they have given their bodies to Daemons. As

0-2 Mutants
25 gold crowns to hire (+ the cost of mutations)
Mutants are revered as the favoured ones of the Dark gods, their physical disfigurements marking out the vileness of their soul. They come in many shapes and sizes, each more bizarre than the next. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: Mutants may be equipped with weapons and armour chosen from the Possessed Equipment list.

SPECIAL RULES
Mutations: Mutants must start the game with one or more mutations each. See the Mutations list over the page for the cost.

12

Cult of the possessed

Henchmen
0-5 Darksouls
35 gold crowns to hire

(Bought in groups of 1-5)

0-3 Beastmen
45 gold crowns to hire
Beastmen are mutated monstrosities that infest the forests of the Empire: massive horned creatures with an inhuman resistance to pain. The destruction of Mordheim brought many Beastmen into the ruined city to prey upon the survivors. They readily ally with the Magisters of the Possessed warbands. Profile M WS BS S 4 4 3 3 T 4 W 2 I 3 A Ld 1 7

Darksouls are men who have been driven insane by the daemonic possession which became all too common after the destruction of Mordheim. The Daemons have left the bodies of these men, but their minds have been scarred by the horror of the experience.

Weapons/Armour: Beastmen may be equipped with weapons and armour chosen from the Darksouls Equipment list. Their insane strength makes Darksouls dangerous fighters. The Cultists regard them as holy men, and let them work out their unreasoning rage in battle. In their tortured minds the Darksouls believe themselves to be Daemons. They wear leering daemonic masks and garb themselves in armour and clothing resembling the scaled skin of Daemons. Profile M WS BS S 4 2 2 4 T 3 W 1 I 3 A Ld 1 6

Weapons/Armour: Darksouls may be equipped with weapons and armour chosen from the Darksouls Equipment list.

SPECIAL RULES
Crazed: Darksouls have been driven insane by daemonic possession and know no fear. They automatically pass any Leadership tests they are required to take.

Brethren
25 gold crowns to hire
Brethren are the crazed human followers of the cults of the dark gods, eager to descend into damnation. Their vile deeds and unspeakable acts have driven them to the brink of insanity. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: The Brethren may be equipped with weapons and armour chosen from the Possessed Equipment list.

13

Cult of the possessed

Mutations
Those who dwell in Mordheim soon develop horrible mutations, and the Cult of the Possessed seem to be especially susceptible. In addition, Mordheim attracts mutants from all over the Empire, who are always quick to join the Chaos covens. Most mutations are simply inconvenient or hideous, but some make their bearers extremely dangerous in combat. Mutations may be bought for a Mutant or a Possessed warrior only when they are recruited; you may not buy new mutations for a model after recruitment. Any Mutant or Possessed may have one or more mutations. The first mutation is bought at the price indicated, but second and subsequent mutations bought for the same model cost double.

daemon soul
A Daemon lives within the mutants soul. This gives him a 4+ save against the effects of spells or prayers. Cost: 20 gold crowns.

tentacle
One of the mutants arms ends in a tentacle. He may grapple his opponent in close combat to reduce his attacks by -1, down to a minimum of 1. The mutant may decide which attack his opponent loses. Cost: 35 gold crowns

great claw
One of the mutants arms ends in a great, crab-like claw. He may carry no weapons in this arm, but gains an extra attack in hand-to-hand combat with a +1 Strength bonus. Cost: 50 gold crowns.

blackblood
If the model loses a wound in close combat, anyone in base contact with the model suffers a Strength 3 hit (no critical hits) from the spurting corrosive blood. Cost: 30 gold crowns

cloven hoofs
The warrior gains +1 Movement. Cost: 40 gold crowns

spines
Any model in base contact with the mutant suffers an automatic Strength 1 hit at the beginning of each close combat phase. Spines will never cause critical hits. Cost: 35 gold crowns

scorpion tail
The mutant has a long barbed tail with a venomed tip, allowing him to make an extra Strength 5 attack in each hand-to-hand combat phase. If the model hit by the tail is immune to poison, the Strength of the hit is reduced to 2. Cost: 40 gold crowns

extra arm
The mutant may use any single-handed weapon in the extra arm, giving him +1 attack when fighting in hand-to-hand combat. Alternatively, he may carry a shield or a buckler in the extra arm. If a Possessed chooses to do this, he gains an extra attack but still cannot carry a weapon. Cost: 40 gold crowns

hideous
The mutant causes fear. See the Psychology section for details. Cost: 40 gold crowns

14

Witch Hunters

Witch hunters
T
he Order of the Templars of Sigmar, universally known as the Witch Hunters, is an organisation dedicated to the eradication of heretics, be they warlocks, witches, sorcerers, fortune-tellers, necromancers, worshippers of the dark gods, deviants, mutants, blasphemers, sinners, utterers of profanities, servants of Daemons, or composers of corrupting music. Indeed, there are few who altogether escape the suspicions of the Witch Hunters with the possible exception of other Witch Hunters. It is wise to remember that the practice of magic in all its forms is deemed a most heinous crime in the Empire. Death by fire is the proscribed punishment for this particular heresy. Many of the Witch Hunters victims treacherously avoid their fate by perishing under torture before making a full confession. In these troubled times the Witch Hunters are kept busy as more and more men turn to the dark arts. The most dangerous of all these heretics are the followers of the Chaos gods. These depraved individuals practise Daemon worship and (it is claimed) even offer human sacrifices in the name of their vile masters. Of all the enemies of Sigmar they are the most abhorrent! The destruction of Mordheim has fired the Witch Hunters with a new and irresistible sense of purpose. In the light of events the Grand Theogonist has proclaimed Sigmars punishment on the City of the Damned. The Witch Hunters rejoice that their crusade against widespread corruption has been vindicated. Now they are ready to complete Sigmars holy purpose by destroying his enemies within the ruins of the city itself. The Grand Theogonist has commanded the Witch Hunters to go unto that place and recover the wyrdstone for Sigmars temple. Their crusade also pits them into the same arena as their old enemies the so-called Sisters of Sigmar those loathsome Daemon-worshipping she-heretics whose very existence is a vile affront to the majesty of Sigmar. Witch Hunters are charismatic rabble-rousers who can soon turn a crowd to their own ends. They are universally dreaded, for everyone has something or someone to hide, and there are countless individuals who would willingly and enthusiastically hunt down and burn their own kin were a Witch Hunter to command them to do so. Bands of Witch Hunters are often accompanied by zealous citizens, Flagellants, and even holy Priests of Sigmar as well as the huge vicious warhounds which the Witch Hunters employ to track and bring down fugitives. As men accustomed to fighting Witch Hunters are well-armed and sturdy individuals. They favour hooded cloaks and headgear which conceal their appearance from the overly curious. Some wear chains about their throats to remind them of fallen comrades and old rivalries and also, so it is said, so that the iron might serve as protection against witchcraft. The followers of the Witch Hunters, the rabble that accompany them to Mordheim, are a far more dire sight indeed crazed and self-mutilated men who have lost or surrendered all their worldly goods and, most likely, their reason as well.

Choice of warriors
A Witch Hunter warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12. Witch Hunter Captain: Each Witch Hunter warband must have one Witch Hunter Captain. Warrior-Priest: Your warband may include a single Warrior-Priest. Witch Hunters: Your warband may include up to three Witch Hunters. Zealots: Any number of models may be Zealots. Flagellants: Your warband may include up to five Flagellants. Warhounds: Your warband may include up to five Warhounds.

Starting experience
A Witch Hunter Captain starts with 20 experience. Witch Hunters start with 8 experience. A Warrior-Priest starts with 12 experience. Henchmen start with 0 experience.

15

15

Witch Hunters

Witch hunter skill table


Combat Shooting   Academic     Strength  Speed  

Witch Hunter Captain Witch Hunter Warrior-Priest

  

Witch hunter equipment lists


The following lists are used by Witch Hunter warbands to pick their equipment.

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . 15 gc

ZEALOT EQUIPMENT LIST


This list is for Zealots only

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons
Crossbow . . . . . . . . . . . . . . . . . . . . 25 gc Pistol . . . . . . . . . . . . . . . . . . . . . . . 15 gc (30 for a brace) Crossbow pistol . . . . . . . . . . . . . . . 35 gc

Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Short bow . . . . . . . . . . . . . . . . . . . 5 gc

Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

FLAGELLANT EQUIPMENT LIST


This list is for Flagellants only

Hand-to-hand Combat Weapons


Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Morning star . . . . . . . . . . . . . . . . . . . . . 15 gc Double-handed weapon . . . . . . . . . . . . 15 gc

Missile Weapons . . . . . . . . . . . . . . . . None Armour . . . . . . . . . . . . . . . . . . . . . . . . None

16

16

Witch Hunters

Heroes
1 Witch hunter captain
60 gold crowns to hire
Driven by fanaticism, Witch Hunter Captains are obsessed with cleansing Mordheim and bringing the justice of Sigmar to all. Carrying the edict of the Grand Theogonist himself, they have the divine right to judge and execute warlocks, witches, Chaos worshippers in fact all who dare to oppose them. Profile M WS BS S 4 4 4 3 T 3 W 1 I 4 A Ld 1 8

0-3 Witch hunters


25 gold crowns to hire
Witch Hunters are members of the grim Order of Witch Hunters, dedicated to eradicating Chaos and all its minions. Usually they prowl the Old World individually trying and executing the enemies of Sigmar, but the situation in Mordheim requires them to band together. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: A Witch Hunter Captain may be equipped with weapons and armour chosen from the Witch Hunter Equipment list.

Weapons/Armour: Witch Hunters may be equipped with weapons and armour chosen from the Witch Hunter Equipment list.

SPECIAL RULES
Leader: Any warrior within 6" of the Witch Hunter Captain may use his Leadership value when taking Leadership tests. Burn the Witch!: A Witch Hunter Captain hates all models who can cast spells.

SPECIAL RULE
Burn the Witch!: Witch Hunters hate all models who can cast spells.

0-1 Warrior-priest
40 gold crowns to hire
Many powerful fighting men have come from the ranks of the faithful. The Priests of Sigmar are no exception, and the military wing of the cult is feared and respected throughout the Empire. The Grand Theogonist himself has granted the Warrior-Priests an edict to cleanse Mordheim of Chaos filth. With fire burning in their eyes, the WarriorPriests stride into battle, chanting aloud the Deus Sigmar, the praise of the patron god of the Empire. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 8

Weapons/Armour: A Warrior-Priest may be equipped with weapons and armour chosen from the Witch Hunter Equipment list.

SPECIAL RULES
Prayers: A Warrior-Priest is a servant of Sigmar and may use the Prayers of Sigmar as detailed in the Magic section.

17

17

Witch Hunters

Henchmen
0-5 Flagellants
40 gold crowns to hire

(Bought in groups of 1-5)

0-5 Warhounds
15 gold crowns to buy
Witch Hunters often keep packs of ferocious hunting dogs. With their huge jaws and powerful bite, they are perfect for hunting down (and tearing apart) any heretics, mutants, deviants and witches. Profile M WS BS S 6 4 0 4 T 3 W 1 I 4 A Ld 1 5

Flagellants are fanatics and madmen obsessed with the end of the world. They are often men who have lost their families to war or the ravages of nature, and have also lost their minds. With insane persistence, they travel the length and breadth of the Empire, preaching their view of the end of the world. With their rousing speeches, Witch Hunters can muster these dangerous lunatics to fight in the streets of Mordheim, where no sane man dares tread. Flagellants are extremely dangerous opponents in close combat, for they have the strength of madmen, and their bodies have become inured to pain because of self-mutilation. Profile M WS BS S 4 3 3 4 T 4 W 1 I 3 A Ld 1 10

Weapons/Armour: Jaws and brutality! Warhounds never use or need weapons and armour.

SPECIAL RULES
Animals: Warhounds are animals and thus do not gain experience.

Weapons/Armour: Flagellants may be equipped with weapons and armour chosen from the Flagellant Equipment list. Flagellants never use missile weapons, even if they gain an Advance roll which would otherwise allow them to do so.

SPECIAL RULES
Fanatical: Flagellants are convinced that the end of the world is nigh, and nothing in this world holds any terror for them. Flagellants automatically pass all Leadership-based tests they are required to take. A Flagellant may never become a warband leader.

Zealots
20 gold crowns to hire
When a man loses his family, home and all he cared for, religion is often the last refuge left to him. Such men become wandering pilgrims, bitter and dangerous fanatics who are prepared to avenge their loss at any cost. These men are called Zealots. Zealots have forsaken their former lives and exist only to destroy evil and the minions of Chaos. Whilst they might have been peasants and craftsmen before, and thus may not be as dangerous in a fight as seasoned mercenaries, their determination and fanaticism should not be underestimated. Witch Hunters find ready allies in their ranks, and many a band of Zealots is led by Witch Hunters. Profile M WS BS S 4 2 2 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: Zealots may be equipped with weapons and armour chosen from the Zealot Equipment list.

18

18

The Sisters of Sigmar


or centuries the nobility of the Empire has sent its wayward or troublesome daughters to the Holy Convent of the Order of Merciful Sisters of Sigmar in Mordheim to be initiated into the only order of priestesses dedicated to the Empires patron god. The Sisters of Sigmar, as they are commonly called, have traditionally travelled the Empire administering to the sick and poor, tending to the needs of orphans, curing the diseased and mending broken bodies. As well as the healing arts, which they practise with expert knowledge of herb-lore and prayer, their advice is frequently sought by those about to make an important decision, for the Sisters of Sigmar are famed for their ability to predict the fickle course of fate.

The Sisters believe they have a holy mission, a task that they have been set by Sigmar himself and to which they must submit themselves body and soul. Their sacred duty is to gather up the shards of wyrdstone and hide it deep beneath Sigmars Rock in the vaults of their convent where, shielded by a great depth of solid granite and guarded by the eternal prayers of the sisterhood, it will cause no harm to Sigmars people. It is a nigh hopeless task, for there are few Sisters and countless shards of stone. Worse still, there are many who want the stone for themselves, to take it from Mordheim and spread its contagion amongst the cities of the Empire. The warbands of the sisterhood are led by tough Matriarchs, each accompanied by a body of warrior sisters. The training and harsh discipline of the convent includes mastery of martial as well as ecclesiastic skills, for mastery of the body is but the first step towards the mastery of the soul. Their favoured weapon is the warhammer, the instrument of Sigmar, seen as his holy symbol, alongside the twintailed comet.

Though once much loved by the common people, the Sisters have seen their popularity wane in recent years. Rabble-rousing Witch Hunters have denounced them as witches and heretics, so that even in the countryside they are attacked and driven away by the very peasants they seek to help. Many of Sigmars priests wish to disband the order altogether, claiming that women have no right to teach the holy word of Sigmar. Even the Grand Theogonist, ostensibly the chief authority over the order, has cooled towards the sisterhood, denying the throne to Magritta of Marienburg who was brought up by the Sisters and said to be sympathetic to their cause. These days the Sisters of Sigmar have retreated to their convent situated high on the craggy island of Sigmars Rock in the river Stir in Mordheim. Of all the inhabitants of Mordheim only the Sisters of Sigmar were prepared for its destruction. Seeress Cassandora foretold of the disaster and at their nightly vigil the Maidens of Sigmar heard the voice of Sigmar speaking in their dreaming minds. Thus they knew that they would be safe in their fortress high above the city, raised as it is above the polluted vapours, if only they were prepared to survive the fire of Sigmars Fury. While the rest of Mordheim fell under a spell of madness the Sisters of Sigmar offered prayer after prayer, scourging themselves to drive out all thoughts of sin, fervently accepting a punishing penitential regime to harden their minds against the wantonness running rampant outside their walls. When the blow finally came the Sisters gathered beneath the great temple dome of their convent which, well built and fortified as it was by the prayers of the Sisters, protected them from the fire and heat of their masters ire.

Choice of warriors
A Sisters of Sigmar warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 15. Sigmarite Matriarch: Each Sisters of Sigmar warband must have one Matriarch to lead it: no more, no less. Sister Superior: Your warband may include up to 3 Sister Superiors. Augur: Your warband may include a single Augur. Novices: Your warband may include up to 10 Novices. Sisters: Any number of models may be Sisters.

Starting experience
A Matriarch starts with 20 experience. Sisters Superior start with 8 experience. An Augur starts with 0 experience. Henchmen start with 0 experience.

19

19

Sisters of Sigmar

Special skills
The Sisters of Sigmar may use the following skill list instead of the standard skill lists.

Sign of Sigmar
The Sister is favoured by the great god Sigmar. Possessed or Undead opponents lose their first attack against the Priestess in the first round of hand-to-hand combat (down to a minimum of 1).

Righteous Fury
The Sister feels cold fury and utter contempt towards any evil that pollutes the soil of the holy Empire with its presence. The model hates all Skaven, Undead or Possessed warbands and all models in them.

Protection of Sigmar
The Sister has been blessed by the High Matriarch. Any spell which would affect her is nullified on a D6 roll of 4+. Note that if the spell is nullified it will not affect any other models either.

Absolute Faith
The Sister puts her faith in Sigmar, and faces dangers unflinchingly. She may re-roll any Fear tests and does not have to test if she is fighting alone against several opponents.

Utter Determination
Only the Matriarch may have this skill, which allows her to re-roll any failed Rout tests.

Sisters of Sigmar skill table


Combat Shooting Academic    Strength   Speed    Special   

Matriarch Sister Superior Augur

 

Sisters of Sigmar equipment lists


The following lists are used by the Sisters of Sigmar to pick their equipment.

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc Sigmarite warhammer . . . . . . . . . . 15 gc Flail . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Steel whip . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . 15 gc

Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Miscellaneous Equipment (Heroines only)


Holy tome . . . . . . . . . . . . . . . . . . . 120 gc Blessed water . . . . . . . . . . . . . . . . . 10 gc Holy relic . . . . . . . . . . . . . . . . . . . . 15 gc

Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc

20

Sisters of Sigmar

Heroines
1 Sigmarite matriarch
70 gold crowns (dowry to the temple)
The Sigmarite Matriarchs, of whom there is an inner circle of twelve, are answerable to the High Matriarch of the temple. Each must lead a warband of Sisters in frequent searches of the city in order to purge the ruins. Matriarchs are driven by a zealous devotion to the Cult of Sigmar and a relentless determination to redeem the Sisterhood in His eyes. Profile M WS BS S 4 4 4 3 T 3 W 1 I 4 A Ld 1 8

0-3 Sister superior


35 gold crowns (dowry to the temple)
Each of the Sisters Superior is a long-serving priestess of the Cult of Sigmar, well versed in the rituals of the temple and an example to the younger Sisters and Novices. The Sisters Superior are entrusted with maintaining the faith and fervour of the order. Any peril or foe that may lurk in the ruins of Mordheim is as nothing compared to the wrath of a Sister Superior. Profile M WS BS S 4 4 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: The Sigmarite Matriarch may be equipped with weapons and armour chosen from the Sisters of Sigmar Equipment list.

Weapons/Armour: A Sister Superior may be equipped with weapons and armour chosen from the Sisters of Sigmar Equipment list.

SPECIAL RULES
Leader: Any warband member within 6" of the Sigmarite Matriarch may use her Leadership characteristic when taking any Leadership tests. Prayers of Sigmar: The Matriarch has studied the Prayers of Sigmar. See the Magic section.

0-1 Augur
25 gold crowns (dowry to the temple)
The blind Augurs of the Sisterhood are blessed beyond their comrades. By giving up their sight they have gained something far more, second sight a gift from their patron god. Only a very few are marked this way, and they are greatly revered by the Sisterhood. Unlike the rest of the priestesses, they shave their heads, save for a single long braid. Profile M WS BS S 4 2 2 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: The Augurs may be equipped with weapons chosen from the Sisters of Sigmar Equipment list. They never wear armour.

SPECIAL RULES
Blessed Sight: An Augur can re-roll any failed characteristic tests (climbing, resisting spells or any other reason), and any rolls to hit in close combat or shooting. You must accept the second result. In addition, an Augur can use her Blessed Sight to help the Sisterhood when they are searching the city for wyrdstone. If the Augur is not put out of action in the battle, you may roll two dice for her in the exploration phase and pick either dice as the result.

21

21

Sisters of Sigmar

Henchmen
Sigmarite sister
25 gold crowns (dowry to the temple)

(bought in groups of 1-5)

0-10 Novices
15 gold crowns (dowry to the temple)
By tradition, the Sisters draw their recruits only from the most noble houses of the Empire, and families consider it a great honour to have their daughter accepted into the order. Only maidens of noble lineage can be relied upon to have the devotion to duty and innate sense of honour. Few though the recruits may be, they must endure several years as Novices during which time their devotion will be tested to the full. All are eager to prove themselves worthy to be the handmaidens of Sigmar. Profile M WS BS S 4 2 2 3 T 3 W 1 I 3 A Ld 1 6

Sigmarite Sisters know that their entire order is shamed in the eyes of their Lord Sigmar. Every one of them is sworn upon His altar to pacify the city and thereby redeem themselves. Whatever the perils and horrors that stand in their way, they will be overcome! Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: The Sigmarite Sisters may be equipped with weapons and armour chosen from the Sisters of Sigmar Equipment list.

Weapons/Armour: The Novices may be equipped with weapons and armour chosen from the Sisters of Sigmar Equipment list.

Special weapons
sigmarite warhammer
15 gold crowns Availability: Common (Sisters of Sigmar only). One of the traditional weapons of the Sisterhood, the warhammer echoes Ghal-Maraz, the great hammer of Sigmar himself. Range Strength Special rules Concussion, Holy

steel whip
10 gold crowns Availability: Common (Sisters of Sigmar only). Another weapon unique to the Sisterhood is the steel whip, made from barbed steel chains. Range Strength Special rules Cannot be parried, whipcrack

Close Com As user

Close Com As user+1

SPECIAL RULES SPECIAL RULES


Concussion: Warhammers are excellent at striking people senseless. When using a warhammer in close combat a roll of 2-4 is treated as stunned when rolling on the Injury chart. Holy Weapon: Each warhammer is blessed by the High Matriarch herself before it is handed to the Sisters. The warhammer has a +1 bonus on all to wound rolls against any Possessed or Undead models. Note that you will still need to score a 6 before any modifiers in order to cause a critical hit. Only Matriarchs and Sister Superiors may carry two Sigmarite warhammers. Cannot be parried: The steel whip is a flexible weapon and the Priestesses use it with great expertise. Attempts to parry its strikes are futile. A model attacked by a steel whip may not make parries with swords or bucklers. Whipcrack: when the wielder charges they gain +1A for that turn. This bonus attack is added after any other modifications. When the wielder is charged they gain +1A that they may only use against the charger. This additional attack will strike first. If the wielder is simultaneously charged by two or more opponents they will still only receive a total of +1A. If the wielder is using two whips at the same time then they get +1A for the additional hand weapon, but only the first whip gets the whipcrack +1A.

22

22

The Undead
Count Vlad von Carstein and his wife Isabella have ruled the province of Sylvania for as long as anyone can remember peasants whisper of some dark secret, Witch Hunters revile them, and the Priests of Sigmar shun their court. Indeed, Sylvania has the most dire reputation of all the provinces of the Empire. Few men sent to spy on the rulers of Sylvania have ever returned from those dark Sylvanian forests, and then rarely with their sanity intact. In the dimly-lit chamber of the Drakenhof castle, on a throne of black obsidian, sits Vlad von Carstein, the ruler of Sylvania. He waits in shadows, having set himself apart from the politics and bickering of the Empire. For he holds a terrible secret: he, and all the ruling aristocracy of his province are Vampires, undying monsters from beyond the grave. Here he patiently waits, drinking the blood of maidens from gold goblets. For many long years Vlad has gathered his strength and mustered his Undead legions in secrecy. One day soon he will march from the forests of Sylvania at the head of an army of restless dead. The pieces of magic stone that lie scattered among the ruins of Mordheim can give the Count the power to challenge the nobles of the Empire and enslave the men of the Old World. Wyrdstone holds enough captured magical energy to unleash a great spell of doom to rival that of Nagash the Black. If the Count is successful, he will raise all the dead between the Worlds Edge Mountains and the borders of Stirland, and go to war against the divided rulers of the Empire. His plans laid out, Vlad sends his thralls, the immortal Vampires, to do his bidding. During dark, moonless nights, black coaches arrive at the gates of Mordheim carrying coffins. Ghouls scuttle from their hiding places to greet them, and corpses are stirred by a command which the living cannot hear. Following the commands of the Vampire, they hunt for shards of wyrdstone. The night belongs to the Undead, and in Mordheim it is always night.

Choice of warriors
An Undead warband must include a minimum of three models. You have 500 gold crowns to recruit your warband. The maximum number of warriors in the warband may never exceed 15. Vampire: Each Undead warband must have one Vampire: no more, no less! Necromancer: Your warband may include a single Necromancer if you wish. Dregs: Your warband may include up to three Dregs. Zombies: Your warband may include any number of Zombies. Ghouls: Your warband may include any number of Ghouls. Dire Wolves: Your warband may include up to five Dire Wolves.

Starting experience
A Vampire starts with 20 experience. A Necromancer starts with 8 experience. Dregs start with 0 experience. Henchmen start with 0 experience.

23 2 3

2 3

The undead

Undead skill tables


Combat Shooting Academic     Strength  Speed  

Vampire Necromancer Dreg

Undead equipment lists


The following lists are used by Undead warbands to pick their equipment.

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc Halberd . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Short bow . . . . . . . . . . . . . . . . . . . 5 gc

Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

All who profit from the spoils of Chaos shalt be doomed. So quoth Grand Theogonist Vilgrim the Third, Marius said vehemently. I am not a looter or a thief! Its been three weeks now, Marius! Hensel argued bitterly. Weve run out of money. We need more men, we need new weapons. For Sigmars sake, Marius, well all starve! Hensel paused for a moment, and a sly look entered his dark brown eyes. That broken vault is there, and someone will find it. Others, less righteous than us, will be looking for it. Would you see the wealth of the Empire stolen by wicked creatures or men of no moral virtue. At least well be spending it to further our noble cause! As the two spoke, Enderlin, one of Lapzigs men, came around the corner, clearly excited. Weve found the merchants house. The vault is there, alright! he told them with a grin. We better be quick, and grab the hoard before theres any trouble. With that he hurried off again, the Witch Hunter and Hensel following. Enderlin led them down a narrow alleyway, choked with debris. At the far end, where the alley opened onto a wider street, a skeleton hung from a

gibbet, its rusted metal creaking as the cadaver swung in the stale wind. A corner of a nearby building had broken through its foundations and within the dark confines of the exposed cellar gold glinted in the dim light. Well be taking that! a voice called out, and from the shadows stepped a dozen men, some carrying crossbows, the others wielding swords and spears. They were all well dressed, in the manner of Marienburgers. Dare not oppose me! cried Marius, pulling forth his own blade. I am sent here by Sigmar himself. Cross my path and be forever damned. The world around us is in turmoil, Chaos gnaws upon the bones of our lands, foul creatures lurk in our once proud cities. Men should not fight men in these troubled times, for have we not a common foe to fight against? All the same, that gold is ours! their leader replied, signalling his men to advance. Then so be it, you shall be in the arms of damnation before the sun sets! Marius snarled back, leaping to the attack.

2 4

24 2 4

The undead

Heroes
1 Vampire
110 gold crowns to hire
Vampires lead the Undead in their search for the magical stones that will give their master the power to conquer the Empire. Although but pale shadows when compared to the dread Vampire Lords, the immortal servants of Vlad are still some of the most powerful creatures who fight in Mordheim. Most of them serve the undying count of Sylvania, but some have found the city to their liking, and have become independent. Profile M WS BS S 6 4 4 4 T 4 W 2 I 5 A Ld 2 8

0-1 Necromancer
35 gold crowns to hire
Necromancers are evil wizards, studying the corrupt art of Necromancy. Many of them are acolytes and servants of Vlad von Carstein, and follow the agents of their master to the city of the Damned. Others are recruited from amongst wizards and warlocks who have come under the suspicion of the various agents of Sigmar and have fled to Mordheim to avoid persecution. Profile M WS BS S 4 3 3 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: Vampires may be armed with weapons and armour chosen from the Undead Equipment list.

Weapons/Armour: Necromancers may be armed with weapons and armour chosen from the Undead Equipment list.

SPECIAL RULES
Wizard: Necromancers are wizards and so are able to use Necromantic magic. See the Magic section for details.

SPECIAL RULES
Leader: Any models in the warband within 6" of the Vampire may use his Leadership instead of their own. Cause Fear: Vampires are terrifying Undead creatures and therefore cause fear. Immune to Psychology: Vampires are not affected by psychology (such as fear) and never leave combat. Immune to Poison: Vampires are not affected by any poison. No Pain: Vampires treat a stunned result on the Injury chart as knocked down.

0-3 Dregs
20 gold crowns to hire
Dregs are the most miserable human survivors of the demise of Mordheim. They are deformed and rejected individuals, shunned even by the other men and women who still live in the ruins and catacombs of the city. Vampires often recruit Dregs as their servants and treat them with surprising kindness. As a result, Dregs are often fanatically loyal to their Undead overlords and will do anything to protect and serve them. Dregs are very useful to their masters as they can be sent to buy equipment, weapons and supplies from the settlements around Mordheim which would often not welcome Necromancers or where Vampires would fall under the suspicion of the Witch Hunters. They can also do the bidding of their vampiric master during daylight, when the Vampires must rest in their coffins. Profile M WS BS S 4 2 2 3 T 3 W 1 I 3 A Ld 1 7

Weapons/Armour: Dregs may be armed with weapons and armour chosen from the Undead Equipment list.

25

2 5

2 5

The undead

Henchmen
Zombies
15 gold crowns to hire
Zombies are the most common of the Undead: creatures animated by the will of their Necromantic masters. Profile M WS BS S 4 2 0 3 T 3 W 1 I 1 A Ld 1 5

SPECIAL RULES
Cause Fear: Ghouls are twisted and repulsive creatures and therefore cause fear.

0-5 Dire wolves


50 gold crowns to hire
Dire Wolves are slavering Undead hounds, the animated remains of the giant wolves of the Worlds Edge Mountains. Their chilling howls can strike fear into the hearts of even the bravest warriors or most ruthless Dwarf mercenaries. They prowl the streets of Mordheim like shadows, and many men have died with the cold jaws of a Dire Wolf around their neck. Profile M WS BS S 9 3 0 4 T 3 W 1 I 2 A Ld 1 4

Weapons/Armour: Zombies may not have any weapons or armour and suffer no penalties for this.

SPECIAL RULES
Cause Fear: Zombies are terrifying Undead creatures and therefore cause fear. May not run: Zombies are slow Undead creatures and may not run (but may charge normally). Immune to Psychology: Zombies are not affected by psychology and never leave combat. Immune to Poison: Zombies are not affected by any poison. No Pain: Zombies treat a stunned result on the Injury chart as knocked down. No Brain: Zombies never gain experience. They do not learn from their mistakes. What did you expect?

Weapons/Armour: None.

SPECIAL RULES
Charge: Dire Wolves are slavering creatures that overpower their opponents when they charge. Dire Wolves fight with 2 attacks instead of 1 during the turn they charge. May not Run: Dire Wolves are slow to react and may not run (but may charge normally). Cause Fear: Dire Wolves are terrifying Undead creatures and therefore cause fear. Immune to Psychology: Dire Wolves are not affected by psychology and never leave combat. Immune to Poison: Dire Wolves are not affected by any poison. Unliving: Dire Wolves do not gain experience. You cant teach an old dog new tricks! No Pain: Dire Wolves treat a stunned result on the Injury chart as knocked down.

Ghouls
40 gold crowns to hire (bought in groups of 1-5 models)
Ghouls are the descendants of evil and insane men who ate the flesh of the dead. When the lean and hungry times of famine come upon the Old World, the most depraved and destitute took to feasting on corpses to survive. Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life and dwell near graveyards, crypts and tombs, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws. The destruction of Mordheim attracted many Ghoul clans from the north, and now they have taken up permanent residence in the crypts and cemeteries of the ruined city. Profile M WS BS S 4 2 2 3 T 4 W 1 I 3 A Ld 2 5

Weapons/Armour: Ghouls never carry any equipment, apart from a few bones which they use as primitive weapons.

2 6

26 2 6

Skaven
Unbeknownst to man, for thousands of years he has shared his world with another and altogether different race. There have always been signs for those who cared to see them: a scurrying black shadow, an inhuman scream from the sewer, scuttling shapes at the back of the cellar. All these years these creatures have worked away in secret, burrowing beneath the world of man, undermining his great cities, infiltrating his sewers and cellars, and joining all up into a vast worldspanning labyrinth of tunnels and nests. These creatures call themselves Skaven and they are ratmen, the mutant spawn of an older age of chaos and mutation. Doubtless one day the Skaven will be ready to emerge from their tunnels and wage open war upon mankind. For centuries they have been content to feed upon his ruins, to seed plague in his cities, and spread contagion amongst his lands. At least they were content to wait and watch, for now everything has suddenly changed. Now the destruction of Mordheim has created new opportunities in the secret war against mankind. Since ancient times the Skaven have searched the world for the stones of power that men in their ignorance call wyrdstone but which Skaven have long since known as warpstone, blackstone, or seerstone. It was as a result of gnawing upon this magic stone in ages past that commonplace rats began the slow process of mutation that spawned the Skaven race. Wyrdstone is quite literally in their blood, for they feed upon it and make use of it in their foul sorceries. Until now the ratmens search for wyrdstone has been difficult and time-consuming as the stone has grown increasingly rare, but now a new and abundant source has appeared a dark blessing from the skies! For the Skaven of Clan Eshin, this is an especially opportune time for such a thing to happen, for, just as the Empire is divided, so the Skaven race is divided amongst itself. Clan fights clan the world over, each struggling for domination of the Council of Thirteen whose masters rule the Skaven race. Mordheims secret is not yet revealed to all the clans, or else the City of the Damned would already be overrun with ratmen. The Nightmaster of Clan Eshin is keen to guard this secret, and for this reason has not sent his multitudinous armies into Mordheim. Instead, he has sent small warbands of Skaven skittering through secret tunnels into the city to gather up the shining stones and bring them back to the clan nests. The Skaven of Clan Eshin are supremely adapted to their task. Masters of the art of bringing silent death to their foes, they are skilled in the use of poison and trained in the thousand secrets of the assassin. Since birth Skaven warriors practise martial crafts in the ruinous temples of the Horned Rat, their everhungering and hideous god. There are none better amongst their verminous kind to gather up the treasure of Mordheim, but they must be silent, swift and efficient. Were rival Skaven clans to discover the secret of Mordheim there would come not hundreds, not thousands, but millions upon millions to contend for the wyrdstone in the City of the Damned.

27

27

27

Skaven

Skaven equipment lists


The following lists are used by the Skaven to pick their equipment.

HEROES EQUIPMENT LISTS Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc Flail . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc Halberd . . . . . . . . . . . . . . . . . . . . . 10 gc Weeping Blades . . . . . . . . . . . . . . . 50 gc Fighting Claws . . . . . . . . . . . . . . . . 35 gc

Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

HENCHMEN EQUIPMENT LIST Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Club . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc Throwing stars . . . . . . . . . . . . . . . . 15 gc Blowpipe . . . . . . . . . . . . . . . . . . . . 25 gc Warplock pistol . . . . . . . . . . . . . . . 35 gc (70 for a brace)

Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc

Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Choice of warriors
A Skaven warband must include a minimum of three models. You have 500 gold crowns (representing your resources) which you can use to recruit and equip your initial warband. The maximum number of warriors in the warband may never exceed 20. Assassin Adept: Each Skaven warband must have one Assassin Adept: no more, no less! Eshin Sorcerer: Your warband may include a single Eshin Sorcerer. Black Skaven: Your warband may include up to two Black Skaven. Night Runners: Your warband may include up to two Night Runners. Verminkin: Verminkin. Any number of models may be

Starting experience
An Assassin Adept starts with 20 experience. Eshin Sorcerers and Black Skaven start with 8 experience. Night Runners start with 0 experience. Henchmen start with 0 experience.

Giant Rats: Your warband may include any number of Giant Rats. Rat Ogre: Your warband may include a single Rat Ogre.

2 8

2 8

28

Skaven

Skaven special equipment


This equipment is only available to Skaven, and no other warbands may purchase it. See the Trading section for full rules on acquiring rare items.

blowpipe
25 gold crowns Availability: Rare 7, Skaven only The blowpipe is a short hollow tube which can be used to shoot poisoned darts. While the darts by themselves are too small to cause significant damage, the poison used by the Skaven can cause searing agony and eventual death. The other advantage of a blowpipe is that it is silent, and a well-hidden shooter can fire the darts undetected. Range 8" Strength Save modifier Special rules 1 +1 Poison, Stealthy

fighting claws
35 gold crowns per pair Availability: Rare 7, Skaven only The martial arts practised by Clan Eshin employ many unusual weapons. The most famous of these are the Eshin Fighting Claws: sharp metal blades attached to the paws of a Skaven warrior. It takes a real expert to use them effectively, but an adept of Clan Eshin is a fearsome opponent when armed this way. Range Save Strength modifier Special rules Pair, Climb, Parry, Cumbersome

Close Com. As user

SPECIAL RULES
Poison: The needles fired by a blowpipe are coated in a venom very similar in its effects to the Black Lotus (if you roll a 6 on the To Hit roll, the victim is automatically wounded). A blowpipe cannot cause critical hits. This weapon has a positive armour save modifier, so a model that normally has a save of 5+ will get a save of 4+ against a blowpipe dart. Even models that normally do not have an armour save will get a 6+ save to take into account protection offered by clothes, fur or the like. Stealthy: A Skaven armed with a blowpipe can fire while hidden without revealing his position to the enemy. The target model can take an Initiative test in order to try to spot the firing Skaven. If the test is successful, the Skaven no longer counts as hidden.

SPECIAL RULES
Pair: Fighting Claws are traditionally used in pairs, one in each hand. A warrior armed with Fighting Claws gets an additional attack. Climb: A Skaven equipped with Fighting Claws can add +1 to his Initiative when making Climbing tests. Parry: A Skaven armed with Fighting Claws may parry blows and can re-roll a failed attempt once, in the same way as a model armed with a sword and buckler. Cumbersome. A model armed with Fighting Claws may not use any other weapons in the entire battle.

weeping blades
50 gold crowns (per pair) Availability: Rare 9, Skaven only The adepts of Clan Eshin use weapons called Weeping Blades, murderous swords constructed with a small amount of warpstone in their structure. A Weeping Blade constantly sweats a deadly corrosive venom. Range Close Com. Strength As user Special rules Pair, Venomous, Parry

warplock pistol
35 gold crowns (70 for a brace) Availability: Rare 11, Skaven only Warplock pistols are terrifying weapons, testimony to the mad genius of Clan Skryre engineers. Warplock pistols shoot ammunition made of magically treated warpstone and wounds caused by warplock pistols are horrible to behold and often cause infections. Range 8" Strength Save modifier Special rules 5 -3 Fire every other turn

Pair: Weeping Blades are traditionally used in pairs, one in each hand. A warrior armed with Weeping Blades gets an additional attack. Venomous: The venom of Weeping Blades will enter the blood of the victim and ravage his organs and muscles. These weapons count as being permanently coated in black lotus (see the Equipment section). No additional poison may be applied to Weeping Blades. Parry: Weeping Blades are swords and can be used for parrying.

29 2 9

2 9

Skaven

Skaven skill tables


Combat Shooting Academic Strength Speed Special

Adept Black Skaven Eshin Sorcerer Night Runners

  

 

 

 

  

   

Skaven special skills


Skaven Heroes may choose to use the following Skill list instead of any of the standard Skill tables available to them.

black hunger
The Skaven can draw upon the dreaded Black Hunger, the fighting frenzy which gives him unnatural strength and speed but can ravage him from inside. The Skaven Hero may declare at the beginning of his turn that he is using this skill. The Hero may add +1 attack and +D3" to the total move to his profile for the duration of his own turn but will suffer D3 S3 hits with no armour save possible at the end of the turn.

tail fighting
The Skaven may wield a shield, knife or a sword with its tail. The model gains an extra attack with the appropriate weapon or a +1 bonus to its armour save.

wall runner
The Skaven does not need to take an Initiative test when climbing up walls and other sheer surfaces.

infiltration
A Skaven with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

art of silent death


The Skaven has patiently mastered the deadly art of open-hand fighting, as taught by the mystics of Cathay in the temples of the far East. In hand-to-hand combat, the Skaven can fight with his bare paws without any penalties and counts as having two weapons (ie, +1 attack). In addition, a Skaven Hero with this skill will cause a critical hit on a To Wound roll of 5-6 instead of just 6. This skill may be used in conjunction with the Eshin Fighting Claws (+2 Attacks instead of +1).

3 0

30 3 0

Skaven

Heroes
1 Assassin adept
60 gold crowns to hire
The Nightmaster of Clan Eshin has sent the Assassin to collect precious wyrdstone. Success means many breeders, wealth and a better position amongst the clan. Failure, on the other hand, is best not contemplated Profile M WS BS S 6 4 4 4 T 3 W 1 I 5 A Ld 1 7

0-2 Black skaven


40 gold crowns to hire
Black Skaven are the most powerful fighters of Clan Eshin: black-furred killers trained in the martial arts of their clan. In Mordheim they excel at ambushing and assassinating man-things. Profile M WS BS S 6 4 3 4 T 3 W 1 I 5 A Ld 1 6

Weapons/Armour: An Assassin Adept may be armed with weapons and armour chosen from the Skaven Heroes Equipment list.

Weapons/Armour: A Black Skaven may be armed with weapons and armour chosen from the Skaven Heroes Equipment list.

SPECIAL RULES
Leader: Any warrior within 6" of the Assassin Adept may use his Leadership instead of his own. Perfect Killer: An Assassin Adept always has an extra -1 modifier to any armour save the enemy has to take against wounds they inflicted (both with shooting and close combat weapons).

0-1 Eshin sorcerer


45 gold crowns to hire
The Sorcerers of Clan Eshin are black magicians who manufacture the enchanted weapons of the Assassins. Though their power is slight compared to the Warlocks of Clan Skryre or the mighty Grey Seer, their black sorcery is still potent. Profile M WS BS S 5 3 3 3 T 3 W 1 I 4 A Ld 1 6

Weapons/Armour: A Skaven Eshin Sorcerer may be armed with weapons and armour chosen from the Skaven Heroes Equipment list.

SPECIAL RULES
Wizard: An Eshin Sorcerer is a wizard and uses the Magic of the Horned Rat. See the Magic section for details.

0-2 Night runners


20 gold crowns to hire
Night Runners are the young apprentices of Clan Eshin. Recently initiated into the secrets of the clan, they make up for their lack of knowledge with their ambition and energy. Profile M WS BS S 6 2 3 3 T 3 W 1 I 4 A Ld 1 4

Weapons/Armour: Night Runners may be armed with weapons and armour chosen from the Skaven Henchmen Equipment list.

31 3 1

3 1

Skaven

Henchmen
Verminkin
20 gold crowns to hire

(bought in groups of 1-5)

0-1 Rat ogre


210 gold crowns to buy
These horrible monsters are much in demand as bodyguards to important Skaven. Profile M WS BS S 6 3 3 5 T 5 W 3 I 4 A Ld 3 4

Verminkin are the Clanrats of Clan Eshin. The strongest amongst them are initiated into the secrets of the clans and begin their training to become Assassins, the most feared warriors of the Skaven warbands. All the Clanrats of Clan Eshin dream of rising to the status of an Assassin one day. Profile M WS BS S 5 3 3 3 T 3 W 1 I 4 A Ld 1 5

Weapons/Armour: Jaws, claws and brute force! Rat Ogres can never use weapons or armour.

SPECIAL RULES
Fear: Rat Ogres are so frightening they cause fear. Stupidity: A Rat Ogre is subject to stupidity unless a Skaven Hero is within 6" of it. Experience: Rat Ogres do not gain experience. Large Target: Rat Ogres are Large Targets as defined in the shooting rules.

Weapons/Armour: Verminkin may be armed with weapons and armour chosen from the Skaven Henchmen Equipment list.

Giant rats
15 gold crowns to buy
Giant Rats are creations of the twisted genius of the Skaven. They are mutated monstrosities the size of dogs. They fight alongside the Skaven, overpowering any opponents by sheer weight of numbers. Profile M WS BS S 6 2 0 3 T 3 W 1 I 4 A Ld 1 4

Weapons/Armour: None. Giant Rats never use any armour or weapons.

SPECIAL RULES
Pack size: You can recruit as many Giant Rats as you wish. Experience: Giant Rats are animals and do not gain experience.

3 2

32 3 2

Ostlander
Mercenary Warbands
My only crime was to get in a brawl with some pig farmer outside of the Donkeys Nut Tavern and the next thing I knew a dozen of his brothers were after my blood. Udo Verkonnen, Freesword The Principality of Ostland is the most sparsely inhabited of all of the Empires Electoral Provinces. Its people have more ties with the land of Kislev to the north than they do to their countrymen to the south. This is because the Forest of Shadows and the Middle Mountains form two natural barriers between Ostland and the rest of the Empire. Within the Forest of Shadows are vast amounts of wild game but also darker creatures such as Chaos Beastmen and Forest Goblins. The Middle Mountains themselves are the highest point in the Empire and their peaks are inhabited by a large number of Ogres. Ostlands isolation has greatly shaped its inhabitants and they are a poor but hardy folk. Each small village lives barely above subsistence levels and is usually composed of one large extended family. The men of Ostland are tall and broad-shouldered while the women tend to either be tall and whippet thin or short and stout. Married men are usually dirt farmers who also gather roots, tubers and nuts in the forests, while unmarried men spend their lives as trappers and hunters. The worship of Taal, the God of Forests and Beasts, is very popular in the region although there is some worship of Taals wife Ryha and his brother Ulric in the more westerly villages. While not warlike by nature, Ostlanders are never opposed to a good honest drunken brawl and with their love of dark ales these sorts of scraps are not uncommon. During the Great War against Chaos, Ostlanders rallied in 4 great numbers to wield bow and spear in defence of their Kislevite neighbours. More than any other part of the Empire, Ostland has tasted the lash of Chaos and their hatred of the evil ones knows no bounds.

Special Rules
Self-Sufcient: The men of Ostland have no desire to give their hard-earned gold to outsiders. As a result they can never hire any Mercenaries except for Ogres (who are not an uncommon sight in Ostland). Nouveau Riche: Ostlanders are almost universally poor. Many Ostlanders never see coined money in their entire life and those that do are often overcome with giddiness at the mere sight of wealth. As a result, Ostlanders MUST sell all of their Wyrdstone (unless they have more than 8 pieces in which case they must only sell 8) after every battle and after hiring new warriors (which may be done rst) at least 50% of the remaining gold MUST be spent on a single item of gear. This means that Ostlander Warbands will often be composed of a dozen men wearing muddy peasant garb with one member wearing goldinlaid heavy armour and another carrying a double-barrelled hunting rie from the nest forges of Hochland.

Choice of Warriors
An Ostlander Warband is often made up of an extended family of Ostlanders. Fathers, uncles, brothers, cousins and even the occasion tough-as-nails aunt all join together to form the Warband. The family must include a minimum of 3 models and a maximum of 15. You have 500 Gold Crowns that you can use to recruit your initial warband.

Heroes
Elder: Each Ostlander Warband must have one Elder, no more, no less! Blood-Brothers: Your Warband may include up to 2 Blood-Brothers. Priest of Taal: Your Warband may include up to 1 Priest of Taal.

A tale of ye rufans and drunken rogues of the northernmost lands of the Empire By Brian Lang

Henchmen
Kin: You may have any number of Kin. Rufans: Your Warband may include up to 5 Rufans. Jaeger: Your Warband may include up to 7 Jaeger. Ogre: Your Warband may include one Ogre. There isnt enough food for more than one!

own a brace of double-barrelled pistols you may re them every other round (rather than every round like a normal brace).

Characteristic Increase
When Warband members gain enough experience for an Advance (see the Experience section of the Mordheim rulebook), it is likely that they will roll a characteristic increase. Characteristics for members of Ostlander warbands may not be increased beyond the maximum prole limits shown below. If a characteristic is at its maximum, take the other option or roll again if you can only increase one characteristic. If both are already at their maximum, you may increase any other by +1 instead. Remember that Henchmen can only add +1 to any characteristic. Prole Human Ogre M WS BS S T 4 6 6 5 6 4 4 4 6 6 W I 3 4 6 5 A 4 4 Ld 9 7

Starting Experience
The Elder starts with 20 experience. Blood-Brothers start with 12 experience. Priests of Taal start with 12 experience. All Henchmen start with 0 experience.

New Equipment
Double-barrelled Pistol (30 gc/60 gc for a brace / Av Rare 10) Double-barrelled Hunting Rie (250 gc / Av Rare 12) Knowing Ostlanders penchant for impressive weaponry (and ready willingness to spend excessive amounts of money) a weaponsmith from Hochland decided to weld two barrels together on a pistol and sell it for twice the price. The Warband was so impressed with their new weapon that they asked him to do the same to their hunting rie. Since then the weaponsmith has been ooded with orders from some of the most powerful Warbands in Mordheim. A double-barrelled gun (of any sort) is treated exactly like a normal version with one exception. Any enemy is hit by two blasts rather than one (i.e. a pistol causes two S4 hits rather than one for each successful hit). However, each barrel takes a full turn to reload (although if you reload only one barrel you can re it like a normal pistol/rie). If you 5

Ostlanders

Ostlander equipment lists


The following lists are used by Ostlander Warbands to pick their weapons:

Ostlander Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Mace/hammer . . . . . . . . . . . . . . . . . .3 gc

Jaeger Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc . . . . . . . . .15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . .5gc Missile Weapons Pistol . . . . . . . . . . . .15 gc (30 for a brace) Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Handgun . . . . . . . . . . . . . . . . . . . . .35 gc Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc Hunting rie . . . . . . . . . . . . . . . . .200 gc

Double-handed Weapon

Spear . . . . . . . . . . . . . . . . . . . . . . . . .5gc Missile Weapons Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Pistol . . . . . . . . . . .15 gc (30 for a brace)

Armour Light armour . . . . . . . . . . . . . . . . . .20 gc Heavy armour . . . . . . . . . . . . . . . . .50 gc

Double-Barrelled. . . . . . . . . . . . Twice Cost (Pistol/Hunting Rie) Armour Light armour . . . . . . . . . . . . . . . . . .20 gc Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Rufan Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Ogre-Kin Equipment List Hand-to-hand Combat Weapons Club . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc

Sword

Double-handed weapon . . . . . . . . . .15 gc Missile Weapons None Armour Light armour . . . . . . . . . . . . . . . . . . .20 gc

Sword

Double-handed weapon . . . . . . . . . .15 gc Missile Weapons None Armour Light armour . . . . . . . . . . . . . . . . . . .20 gc

Ostlander skill tables


Combat Elder Uncles Priest of Taal     Shooting  Academic Strength Speed      Special   

Ostlanders

heroes
1 Elder
60 Gold Crowns to hire In Ostland, the oldest (or more often biggest) man in the village is given the title Elder. His word is greatly respected and only at his urging would the manhood of an entire village pack up and travel to Mordheim to seek their fortune. Prole M WS BS S T 4 4 4 3 3 W I 1 4 A 1 Ld 8 Weapons and Armour: Blood-Brothers may be equipped with weapons and armour chosen from the Ostlander Equipment list.

0-1 Priest of Taal


45 Gold Crowns to hire It is said that every priest of Taal is born during the darkest phase of the moon. Those who are accepted into the service of Taal are loners by nature and spend their time wandering the untamed forests of the Northern Empire. It is unclear why the priests of the forest have begun to join bands of Ostlanders in their delvings into the ruined city of Mordheim for the servants of Taal keep their own counsel. Sufce to say that the Forest-God is clearly building a strong presence both in and around the darkened ruins as more and more animals begin to ll the surrounding forests... Prole M WS BS S T 4 2 3 3 3 W I 1 3 A 1 Ld 7

Weapons and Armour: An Elder may be equipped with weapons and armour chosen from the Ostlander Equipment list.

SPECIAL RULES
Leader: Any warrior within 6" of the Elder may use his Leadership characteristic when taking any Leadership tests.

0-2 Blood-Brothers
35 Gold Crowns to hire Ostland villages are usually composed of a single extended family. Everyone is everyone elses uncle, cousin or brother (and sometimes their own!). Rather than trying to keep all of these relations straight the most respected men in the village (aside from the Elder) are referred to simply as BloodBrothers. Prole M WS BS S T 4 4 3 3 3 W I 1 3 A 1 Ld 7

Weapons and Armour: A Priest of Taal may be equipped with weapons chosen from the Ostlander Equipment list.

SPECIAL RULES
Prayers: A Priest of Taal may use the prayers of Taal listed below. Strictures: Priests of Taal may never wear heavy armour.

Ostlander Elder (below, left), Blood Brother (below, centre) and Priest of Taal (below, right).

Ostlanders

henchmen
kin
25 Gold Crowns to hire Most of the warriors in an Ostlander Warband are brothers and cousins of the Elder. Many are married men with children to support and the ruins of Mordheim are a lure that few poor villagers can resist. Prole M WS BS S T 4 3 3 3 3 W I 1 3 A 1 Ld 7

(Brought in groups of 1-5) 0-5 Ruffians


25 Gold Crowns to hire Although every Ostlander loves his ale, a few men in every village take this love to extremes. Never sober and rarely conscious these buffoons stagger their way through the streets of Mordheim yelling slurred insults at whomever they meet, committing petty acts of vandalism and generally making a mess of things. This comic behaviour is often misconstrued into a false belief that they are harmless, a belief that many live to regret. Fuelled by vast quantities of booze these are very dangerous, unpredictable men indeed who will shove a broken bottle into your face as soon as laugh heartily and burst into song! Prole M WS BS S T 4 2 2 3 3 W I 1 2 A 1 Ld 10

Weapons and Armour: Kin may be equipped with weapons and armour chosen from the Ostlander Equipment list.

0-7 Jaeger
25 Gold Crowns to hire Some Ostlander men choose not to marry but instead to spend their times alone in the forests of the Old World. While these rangers do not share the close family bonds of a typical Ostlander Blood-kin they are well respected for their knowledge of the woods and their rugged determination. Poor Jaeger usually wield a simple home-made bow but it is every Jaegers dream to one day own a blackpowder weapon and hunting rie, especially double-barrelled versions, as these are a sign of great prestige amongst the hunters of the deep woods. Prole M WS BS S T 4 3 3 3 3 W I 1 3 A 1 Ld 7

Weapons and Armour: Rufans may be equipped with weapons and armour chosen from the Rufans Equipment list. Rufans never use missile weapons, as their depth perception leaves a bit to be desired, even if they gain an Advance roll which would otherwise allow them to do so.

SPECIAL RULES
Drunk: Rufans are blasted out of their tiny minds on rotgut spirits and cheap ale. As such, they automatically pass all Leadership based tests they are required to take. No Respect: Rufans are objects of a strange mix of pity and abject fear for their fellows and may never become a Warband leader.

Weapons and Armour: Jaeger may be equipped with weapons and armour chosen from the Jaeger Equipment list.

Ostlander Rufan (below, left), Kin (below, centre) and Jaeger (below, right).

Ostlanders

0-1 Ogre
160 Gold Crowns to hire More than anywhere in the Empire Ogres are most commonplace within the hilly, pine forested landscape of Ostland. These brutish creatures are very sought after by the rough mountain men of Ostland as muscle in the Warband. An Ogres strength is near legendary and their ability to sustain an awful lot of punishment during a ght make these the perfect shock troops of any Warband. Of course, an Ogres appetite is nearly as wellrenowned as their ghting abilities and so they are rather expensive to keep. Prole M WS BS S T 6 3 2 4 4 W I 3 3 A 2 Ld 7 for archers. Any model may shoot at an Ogrekin, even if it is not the closest target. Skills: An Ogre-kin who becomes a Hero as a result of The Lads Got Talent may choose from the Combat and Strength skills. Slow Witted: Although Ogres are capable of earning experience and bettering themselves they are not the smartest of creatures. Ogres only gain advances at half the rate of everyone else (I.e they must accrue twice as much experience as normal to get an advance).

Weapons and Armour: Ogre-kin may be equipped with weapons and armour chosen from the Ogre-kin Equipment list.

SPECIAL RULES
Fear: Ogre-kin are large, threatening creatures that cause Fear. See the Psychology section for details. Large: Ogre-kin are huge, lumbering creatures and therefore make tempting targets

Ostlanders

Ostlander Special Skills


Ostlander Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Bull Rush.
This warrior is huge, even by Ostlander standards, and can use his massive girth to overpower his opponents. When he charges, this Hero may attempt to knock down his opponent rather than making his normal attacks. Roll to hit once with a +1 to hit modier, though no to wound roll is necessary. Instead, if the warrior hits with this attack, the opposing model is Knocked Down. (Models with the Bull Rush skill should have a suitably large beer-belly modelled out of putty whenever possible.)

addition, the warrior cannot carry any open ames (torch, lantern, etc.) and re attacks made against him are resolved at +1 Strength as his beer soaked clothing burns readily.

Taunt
After years of baiting opponents into drunken brawls the Ostlander has learned some of most vile insults in the Empire. During the shooting phase the warrior may choose to taunt one enemy instead of shooting with a missile weapon or casting a spell. The warrior must be able to see the enemy and taunting follows all the LOS rules for shooting (you must taunt the nearest opponent, etc.). The player should insult the enemy model in some manner whenever possible (perhaps his hat looks like a strangled parrot or his mother was a Bretonnian.). The enemy then takes a Leadership test. If he passes, nothing happens but if he fails he must spend his next movement phase trying to get into close combat with the warrior who taunted him.

Foul Odour
Ostlanders are one and all prodigious drinkers and none too hygienic! This warrior rises head and shoulders above the rest. After a lifetime of drinking, liquor has little effect on him any more... not that this stops him from consuming massive quantities! His unwashed clothes and sweat reek of alcohol and all living enemies (not Undead or Possessed) are at -1 to hit him in hand-tohand combat. In

Animal Friendship
Having grown up amidst the animals of the forest this warrior exudes a certain charm to all normal animals (i.e. warhorses, warhounds, etc.). Animals will never attack him and up to two wardogs (see Mordheim book, page 54) that the warrior owns do not count against the maximum number of models in the Warband.

Blood Oath
The leader of an Ostlander Warband sometimes takes a Blood Oath never to leave any of his fallen family members behind. Such is his determination to protect his fallen Blood-kin that it is extremely difcult to cause him to Rout from the eld. Only a Warbands leader may have this skill, which allows him to reroll a single Rout test once per game. 10

Ostlanders

Prayers of Taal
Taal is the God of Nature and demands the respect of all those who enter the wild regions of the Empire. He is portrayed as a tall, broad-shouldered man with long wild hair and a thick beard. He wears a stag skull as a helm and is clothed in bison and bear skins. He is often called the Lord of Beasts. His followers include rangers, trappers and those who live in the wilds of the Empire. Prayers of Taal work like the Prayers of Sigmar although the Taal Priest never wears armour.

D6

Result

1 Stags Leap Difculty 7 Many of Taals priests wear a stag skull as a symbol of their devotion and the Forest Lords power can be used to emulate the speed and beauty of this magnicent beast. The Priest of Taal may immediately move anywhere within 9", including into base-contact with the enemy, in which case he counts as charging and gains a +1 Strength to his rst round of attacks. If he engages a eeing enemy, in the close combat phase he will score one automatic hit at +1 Strength and then his opponent will ee again (if he survives). 2 Blessed Ale Difculty 5 Like his brother Ulric, Taal has a great appetite for the strong ales of the Northern Empire. During the summer equinox each village in Ostland opens one keg of ale (at least!) in Taals honour. Drinking a ask of Taal-blessed ale (the priest is assumed to carry as many asks as are needed) may heal any one model within 2" of the Priest (including himself). The warrior is restored to his full quota of Wounds. In addition, any living enemy models (not Undead or Possessed) within 2" of the Priest will be lose 1 Attack during the next round of combat due to the potent fumes of the ale. 3 Bears Paw Difculty 7 Many an armoured knight has been knocked to the ground by the surprising Strength of the followers of Taal. Although traditionally called Bears Paw this spell is sometimes referred to as Mooses Breath by those Ostlanders who have felt its power. The Priest invokes the blessing of Taal on himself or a single friendly model within 6". The target receives a bonus of +2 to his Strength until the Priests next turn. 4 Earthshudder Difculty 9 Taals domain includes both the earth and the skies and his power can reach out even into the dark streets of Mordheim. When his name is invoked three times and the blood of an eagle is poured on the ground, the Lord of the Wild will cause thunder to rumble and the earth to shake. The spell is cast on a single building within 4". Any enemy models touching the building will suffer a single S3 hit. In addition the building will collapse and any models on it will count as having fallen to the ground (for example a model falling 5" to the tabletop must pass two Initiative tests to avoid taking D3 S5 hits.) Remove the terrain feature from the board for the rest of the game. 5 Tanglefoot Difculty 8 It is said that when Taal walked the earth, living things would spring up behind him as he passed. A portion of his power can be summoned by his followers to help regrow forests and aid in the return of the land to its natural state. Plants, vines and even small trees burst forth from the earth, hindering all those who attempt to move through them. All models (friend as well as foe) with the exception of Ostlander Jaeger within 12" of the Priest can only move at 1/2 speed until the next shooting phase. 6 Summon Squirrels Difculty 7 Taal is the master of all beasts both great and small. Those who anger him may be mauled by a mountain lion or drowned in a ood caused by an angry beaver. With this spell the Priest invokes the wrath of the Lord of Beasts, summoning forth dozens upon dozens of enraged squirrels. The furious rodents assault one enemy within 12" of the Priest, crawling inside the warriors clothing and armour, pelting him with nuts and causing numerous tiny bites and welts. The target suffers 2D6 Strength 1 hits. No armour saves allowed.

11

Averlander Mercenary Warbands


Averland lies in the south of the Empire, between the rivers Aver and Upper Reik and borders upon the Black Mountains and the huge range that is the Worlds Edge Mountains. Its a prosperous province, though its neither one of the largest or most inuential in the Empire. The Black Mountains and the World Edge Mountains harbour plenty of mines, many are in Dwarf possession. The metal ore is sold at a good prot in Averheim, the provincial capital, to merchants from Nuln, who transport it on barges down the river Aver. The mountains contain several ancient Dwarf strongholds but the uniforms of the state soldiers. Seasoned veterans prefer amboyant uniforms to make them stand out compared to the peasant, but also to reect their seniority. This tradition has seeped down through the ranks to a point where even the militia and mercenary bands strive to have as amboyant clothing as they can afford. The Averlander army is said to employ enough tailors to supply a small city! Outsiders joke that the Averlanders are such great archers because they do not want to get up close and personal as they risk tearing or bloodying their clothes. Such remarks are hushed down in the presence of a veteran of the Black Fire Pass though, or else the jester will soon nd himself in the gutter with a few missing teeth. The practice of wearing outrageous clothing has certainly appealed to the diminutive race of Halings and tailors are constantly being asked to shorten sleeves and add a little extra width to the waist. Many Young recruits are disheartened to learn that they are disallowed from wearing the stunning uniform until they have served at least a year in the army. These Youngbloods are by no means regarded as professional soldiers yet and have to make do with more simple clothing.

Night Goblins or Skaven has overrun several of them, while others have been lost in violent volcanic eruptions. The Black Fire Pass guards an important trade route between the Borderlands and the Empire, it divides the World Edge Mountains from the Black Mountains. The route is an old Dwarf road and extends past Averheim and further north into the Empire. Goods from the Black Fire pass are usually shipped along the Aver River to Nuln. The pass is the only place to cross the mountains, as the mountainsides are extremely steep and almost impossible to pass. Not to mention that the weather is notoriously unpredictable and few dare risk being caught in a snow blizzard or avalanche. As if things werent bad enough the mountains are home to erce tribes of Night Goblins, Trolls, Skaven and legendary monsters. Some daring adventurers have made a living off stealing eggs from the tallest peaks and selling them to the Imperial Zoo. These beasts will be brought up to become mounts for famous generals. Averland is a rich province and as a result exorbitant sums of money are spent on 34

By Scribe of fair renown Tommy Punk Mller http://hem.passagen.se/pestilen/

The Bergjaeger are a special detachment of the Black Fire Pass guard that is made up of trappers and rangers from the surrounding mountains. They are experts at moving silently through rocky terrain and are often used as scouts. The background of a ranger is as varied as there are rangers, and most of them have a story to tell. Some were gamekeepers who have lost their job or found it too uninspiring. Some where poachers press-ganged into the army to avoid serving prison time. Some might have been rustlers who decided to ee to the militia when the angry farmers came too close to catching him. Whatever their background they are expert marksmen and well suited to a life in the bleak mountain wilderness.

Captain: Your warband must have one Captain, no more no less! Sergeant: Your warband may include a single Sergeant. Bergjaegers: Your warband may include up to two Bergjaegers. Youngblood: Your warband may include a single Youngblood. Mountainguards: Your warband may include any number of Mountainguards. Marksman: Your warband may include any number of Marksmen. Haling Scouts: Your warband may include no more than three Haling Scouts.

Choice of Warriors
An Averlander warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.

Starting Experience
The Captain starts with 20 experience. The Sergeant starts with 8 experience. Bergjaegers start with 4 experience. The Youngblood starts with 0 experience.

35

Averlanders

Averlander equipment lists


The following lists are used by Averlander Warbands to pick their weapons:

Scout Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Mace/hammer . . . . . . . . . . . . . . . . . .3 gc

Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc Hunting rie Armour Light armour . . . . . . . . . . . . . . . . . .20 gc Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . .200 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Mountainguard Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc

Missile Weapons Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Longbow . . . . . . .15 gc (Bergjaeger only) Armour Light armour . . . . . . . . . . . . . . . . . .20 gc Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Miscellaneous Hunting arrows . .35 gc (Bergjaeger only) Marksman Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Mace/hammer Axe . . . . . . . . . . . . . . . . . .3 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . .10 gc Halberd . . . . . . . . . . . . . . . . . . . . . .10 gc Double-handed weapon . . . . . . . . . .15 gc Morning star . . . . . . . . . . . . . . . . . .15 gc

Missile Weapons Pistol . . . . . . . . . . .15 gc (30 for a brace) . . . .25 gc (50 for a brace)

Duelling pistol

. . . . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc

Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Armour Light armour . . . . . . . . . . . . . . . . . . .20 gc Heavy armour Shield . . . . . . . . . . . . . . . . .50 gc

Sword

Missile Weapons Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc Pistol . . . . . . . . . . . .15 gc (30 for a brace) Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Longbow . . . . . . . . . . . . . . . . . . . . .15 gc Handgun . . . . . . . . . . . . . . . . . . . . .35 gc

. . . . . . . . . . . . . . . . . . . . . . . .5 gc

Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

Averlander skill tables


Combat Captain Sergeant Bergjaegers Youngblood      Shooting  Academic  Strength Speed       Special

Averlanders

heroes
1 Captain
60 gold crowns to hire The Captain of a mercenary warband is typically a middleaged veteran soldier of the Imperial army, most likely he was a sergeant or other petty ofcer. The survival of a mercenary warband relies more on the wit and experience of its captain, than on how good a ghter he is. Its all too common that an inexperienced captain will lead his men into an ambush, or lead them on a long journey with no food or supplies. Being a successful captain means that your men will follow you to hell and back, and plenty of gold crowns and feasting. A captain that fails in his duty to keep his men alive and well fed will at best nd himself deserted and worst end up with a knife in his back. Prole M 4 WS BS S 4 4 3 T W I 4 A 1 Ld 8 rely more on stealth and cunning than a strong sword-arm to survive. Prole M 4 WS BS S 2 4 3 T 3 W I 1 3 A 1 Ld 7

Weapons/Armour: Bergjaeger may be equipped with weapons and armour chosen from the Scout Equipment list. SPECIAL RULES Set Traps: Bergjaeger are expert trappers and hunters and these skills can be put to great use in the ruins of Mordheim. A Bergjaeger may set a trap if he spends a turn doing nothing else (he may not set traps if hes just recovered from being Knocked Down). Place a marker in base contact with the Bergjager. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Bergjager wont trigger his own traps). If the trap did not wound the model or it didnt trigger, the victim may nish his move otherwise he is placed knocked Down or Stunned 2" from the marker. Regardless whether the trap was triggered or not, the marker is removed.

3 1

Weapons/Armour: A Captain may be equipped with weapons and armour chosen from the Mountainguard Equipment list. SPECIAL RULES Leader: Any warrior within 6" of the Captain may use his Leadership characteristic when taking Leadership test.

0-1 Youngblood
15 gold crowns to hire Although Empire armies are comprised of mature men there are plenty of jobs for youths as there is always a demand for extra help in the kitchens or as fetchers. Some of these youths actually join a band of mercenaries or regiment in pursuit of a romantic dream of fame and adventure. Some are herdsmen who hoped to nd an easier way of lling their belly than the hard and uncertain business of looking after animals, not to mention that its quite dull! Prole M 4 WS BS S 2 2 3 T 3 W I A 1 Ld 6

0-1 Sergeant
35 gold crowns to hire Some captains are merchants or nobles that are looking for a chance at making some extra money. The brighter captains hire the service of a veteran as his sergeant, and leave all the practical decision to him. A veteran can be recognised by his many battle-scars and the cynicism that marks a soldier of the army. Prole M 4 WS BS S 4 3 3 T 3 W I 1 3 A 1 Ld 7

Weapons/Armour: A Sergeant may be equipped with weapons and armour chosen from the Mountainguard Equipment list.

1 3

0-2 Bergjaeger
35 gold crowns to hire The Bergjaeger are trappers and rangers from the mountains that surround the Black Fire pass. They are experts at moving silently through terrain and are used as scouts. In addition they make good use of animal traps to delay or divide a group of enemies. Bergjager are not professional soldiers and 37

Weapons/Armour: A Youngblood may be equipped with weapons and armour chosen from the Mountainguard Equipment list.

Averlanders

henchman
Mountainguard
30 gold crowns to hire The Mountainguard is the famous garrison of the Black Fire Pass that has repelled countless greenskin invasion attempts. Their traditional uniform is yellow and black and its a merit in the Averland armey to have served a few years at the mountain-pass. The Mountain guard train both with the traditional Imperial weapons, the halberd and the sword, and with the crossbow and bow. Veterans are often employed by mercenary warbands who know that their presence will certainly boost their chances in the battles to come. Some of these veterans advance to become sergeants or even captains themselves. There are a few warbands that consists solely of Mountainguard veterans, often from the same regiment or the survivors of a great battle. Prole M 4 WS BS S 4 3 3 T 3 W 1 I 3 A 1 Ld 7

(Brought in groups of 1-5)


do as much hard labour as the militia. Prole M 4 WS BS S 3 3 3 T 3 W I A 1 Ld 7

1 3

Weapons/Armour: Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment list.

0-3 Halflings Scouts


20 gold crowns to hire Averland is neighbour to the Moot, the Haling province. In 1707 the Orc Warlord Gorbad Ironclaw invaded through the Black Fire pass and the Moot was devastated. Ever since then the Moot urge their gamekeepers to serve at least a few years in the garrison that guard the pass. If another warlord tries to invade the Moot, they will meet the erce resistance of the Halings in the mountain Pass. Prole M 4 WS BS S 2 4 2 T 2 W I A 1 Ld 8

Weapons/Armour: Mountainguards may be equipped with weapons and armour chosen from the Mountainguard Equipment list.

1 4

Weapons/Armour: Haling Scouts may be equipped with weapons and armour chosen from the Scout Equipment list. SPECIAL RULES Promotion: A Haling that is promoted to hero through the The lads got talent advance may not choose Strength skills as one of his two skill lists. Halings are not known for their great strength!

Marksmen
25 gold crowns to hire Being a Marksmen is not as simple as picking up a bow and try to hit your enemies. A Marksman has to train for years to master his chosen weapon, Imperial enlisters often visit archery competitions to try and enlist a couple of expert archers. Some Marksmen are trained with black powder weapons instead of the traditional bow or crossbow. Marksmen often own their own weapons, as the cost of a handgun is as high as hiring the Marksman himself! Thus the Marksmen are not forced to 38

The Sons of Nagarythe


Shadow Warrior Warbands
Nagarythe was once one of the most prosperous and beautiful of the kingdoms of the High Elven land of Ulthuan. When the Witch King Malekith and his mother Morathi led the kingdom of Nagarythe astray into worship of the Chaos Gods, not all of their people followed. When Malekith led his people in a rebellion against the rightful Phoenix King, those who had not been converted to depravity remained loyal to the throne of Ulthuan and waged a secret war, a war of shadows, against the Witch King and his armies. When the Witch King was defeated and forced to ee with his followers, most of these shadow warriors were killed, drowned by the sea as their land was torn asunder by the Witch Kings foul magics. The people of Nagarythe that survived became a nation of wanderers, moving from place to place and never really welcomed by other High Elves, for these Shadow Elves as they became known had gained a reputation for being a erce and warlike people, full of cruelty. This reputation, while probably only partially true, sets the Shadow Elves apart from other members of their race. This, along with their grim attitude and generally dark presence, makes other High Elves feel ill at ease around them. In Ulthuan they are mists and outcasts, and many of these proud people seek their fortunes outside Ulthuan entirely. They truly are a race in the shadows between the cruel darkness of the Dark Elves, and the beautiful light of the other High Elves. Some of the Elves of Nagarythe have been driven mad by this condition, but most have accepted their existence, and are driven on by a desire for revenge against the arch nemesis the Witch King and his perverse mother. The Shadow Elves form themselves into warbands and travel the lands of Ulthuan and the Known World, sometimes ghting Dark Elves (and other forces of Chaos) when they nd them, and ghting just to survive the remainder of the time. Some still work in the service of the Phoenix king, acting as scouts and trackers for his armies. Sometimes small units of these warriors will be sent by their king to distant lands on a special mission for Ulthuan recovery of ancient artifacts left behind when the High Elves abandoned the Old World, or sabotage of a rumoured plot of the Dark Elves. When sent on such a mission, these bands bring their military trappings with them standards and war horns, unit insignia ercely emblazoned on their shields for the Shadow Elves take pride in their loyalty to the Phoenix King. Other warbands represent small groups of warriors seeking their fortune... though still loyal to Ulthuan, they may no longer feel welcome in their island home, or perhaps they represent a family pursuing a personal vendetta against a particular Dark Elf leader. Whatever the case, bands of Shadow Warriors may occasionally be seen roving the lands of the Old World to exploring the steamy jungles of Lustria. Due to their wandering nature, its not uncommon to see Shadow Warriors travelling the lands of the Empire, so they should t right in in your normal games of Mordheim. However, the Empire is not the only land these tireless warriors travel to in their quest to rid the world of Dark Elves. As more settings are introduced for the game, you will be able to take your Shadow Warriors to other lands, such as the jungles of Lustria as introduced in Lustria Cities of Gold. You should not feel constrained to keep the Shadow Warriors in one city, it is their nature to wander.

Special Rules
Hate Dark Elves: All warriors in a Shadow Warrior Warband (excluding any Hired Swords) have an unyielding Hatred for Dark Elves. 24

A story of that ancient and fey race, the Elves of Ulthuan, as translated here by the renowned scholar and wit Markus De Havener

Excellent Sight: Elves have eyesight unmatched by mere humans. All the Elves in a Shadow Warrior Warband can spot Hidden enemies from twice as far away as other warriors (i.e. twice their Initiative in inches). Distaste for Poison: The use of poisons and various drugs is a Dark Elf specialty. As such, it is frowned upon by Shadow Warriors, even more so than by other High Elves. Warriors in a Shadow Warrior Warband may not use poisons of any type. Unforgiving: In addition to their hatred of their corrupt kin, the folk of Nagarythe have a long history of struggle against the forces of Chaos. In multiplayer games, a Shadow Warrior warband may never forge an alliance with any Warband of a Chaotic nature (Possessed, Skaven, Beastmen, Dark Elves, etc.). Tolerant: Due to their outsider status with their own people, the Elves of Nagarythe have learned to stie their distaste for lesser races, and have even been known to work alongside them from time to time. A Shadow Warrior Warband may hire any Hired Sword that is not of a Chaotic or evil bent (so no Skaven, Possessed, Beastmen, Dark Elves, Undead, etc.). They also shun the company of anyone specialising in the use of poison (so no Assassins).

Henchmen
Shadow Warriors: Any number of models may be Shadow Warriors. Shadow Novices: Any number of models may be Shadow Novices.

Starting Experience
Shadow Master starts with 20 experience. Shadow Walkers start with 12 experience. Shadow Weavers start with 12 experience. All Henchmen start with 0 experience.

Maximum Charateristics
See page 121 of the Mordheim Rulebook.

Choice of Warriors
A Shadow Warrior Warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your initial warband. Maximum number of warriors in the warband is 12.

Heroes
Shadow Master: Each Shadow Warrior Warband must have one Shadow Master: no more, no less! Shadow Walkers: Your Warband may include up to 3 Shadow Walkers. Shadow Weaver: Your Warband may include one Shadow Weaver.

25

The Sons of Nagarythe

Shadow Warrior skill tables


Combat Shadow Master Shadow Walker Shadow Weaver    Shooting    Academic  Strength Speed    Special   

Shadow Warrior equipment lists


The following lists are used by Shadow Warrior warbands to pick their weapons:

SHADOW WARRIOR EQUIPMENT LIST


Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Ithilmar weapon* . . . . . . . . . . . . . . 2 x price Missile Weapons Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Longbow . . . . . . . . . . . . . . . . . . . . . . . 15 gc Elf Bow . . . . . . . . . . . . . . . . . . . . . . . .35 gc

Armour Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . . . .20 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Ithilmar armour* . . . . . . . . . . . . . . . . .60 gc Miscellaneous Standard of Nagarythe* . . . . . . . . . . . . 75 gc War Horn of Nagarythe* . . . . . . . . . . . . 25 gc Elven Cloak . . . . . . . . . . . . . . . . . . . . . 75 gc Elven Wine* . . . . . . . . . . . . . . . . . . . . . 50 gc Elven Runestones* . . . . . . . . . . . . . . . . 50 gc

* Heroes only. These special prices represent the lower rarity of these items in Ulthuan; when attempting to purchase these items in Mordheim (or Lustria), Shadow Warriors pay the same prices as other Warbands, and must roll to nd them as normal. No roll is necessary to nd these items when rst starting a Shadow Warrior Warband.

New Equipment
Elven Wine (50+3D6 gc / Rare 10): High Elven wines are well known to be the best in the world, and some are even rumoured to have magical qualities. A ne Elven Wine can cast out doubt and fear and leave a general feeling of well-being in a warrior. A Shadow Warrior Warband that drinks Elven Wine before a battle will be immune to Fear for the whole of the battle. (Shadow Warriors Only, one use only) Elven Runestones (50+2D6 gc / Rare 11): High Elven mages are well known as the masters of defensive magic. To aid them, they have developed several mystic runes of power. They often inscribe these runes on semi26

precious stones, which can help strengthen an Elven Mages magical defenses. A mage with Elven Runestones may use them to attempt to dispel a spell that has been successfully cast against himself or another member of his warband. To dispel such a spell, the mage must roll against the spells Difculty (Sorcery does not help here). If he succeeds, the spell fails to work. If the roll fails, the spell works normally. (Shadow Weavers Only.) Standard of Nagarythe (75 + 3D6 gc / Rare 9): While many Shadow Warrior Warbands are simply wandering, some represent groups that have been sent from Ulthuan on some special mission for the Phoenix King. Such bands are really closer to military units than loose bands of warriors. As such, they tend to retain their

The Sons of Nagarythe


unit insignia and other trappings. Chief among these is the unit standard. A units colours can hold a lot of meaning, particularly when the warriors in that unit lack a true home. A Shadow Warrior band normally makes their standard by hand; cost and rarity represent the difculty of nding the proper materials (ne silks and thread of gold, for example). A Standard of Nagarythe can serve as a second rallying point (the Shadow Master is the rst, represented by his Leader skill) for the unit. Any members of the Shadow Warrior Warband within 6" of their standard take all Leadership tests against a Leadership value of 10. In addition, should the standard be captured by the enemy (model holding the standard is Taken Out of Action), all members of the Warband will be subject to Frenzy for the remainder of the game, and may not voluntarily Rout. Note that these effects (Leadership 10 and Frenzy) do not affect any Hired Swords in the Warband, only actual Shadow Warriors (including Shadow Warrior heroes) are affected. A model carrying a standard requires one hand free to do so, so no weapons, shields, etc. may be carried in this hand, and no double-handed weapons may be used while the standard is carried. A standard may be used in close combat as a makeshift spear (use the rules for a spear but with -1 on the to hit rolls. Shadow Warriors Only May only be purchased when the warband is created.) the warband takes a Rout test. Shadow Warriors only. Elven Cloak (75 + D6x10 gc / Rare 12): Being from Ulthuan, Shadow Warriors have access to items that are rarely seen by other races. Familiar (20+1D6 gc / Rare 8): Wizards are often solitary, usually shunned by those who can barely conceive of, much less understand, the power these individuals wield. As such, they often share their lives with animal companions, rather than more sentient beings. Sometimes a magical link will develop between one of these animals and the wizard, to the extent that the wizard begins to see through the animals eyes, and hear its thoughts. Wizards in different lands favour different types of familiars, depending on their environment: Shadow Weavers tend to favour darkly-coloured animals that can blend into the shadows with them easily-ravens or darkly-coloured cats are most common. Regardless of their form, familiars are actually not normal members of their kind at all, but rather creatures that have somehow become attuned to the Winds of Magic. Familiars cannot actually be purchased as normal equipment. The cost to purchase a familiar actually represents the cost of materials to cast the ritual to summon a familiar and form a magical bond with it; the Rarity level represents the chances of the ritual actually working. As such, the cost of the familiar must always be paid if the rarity roll is attempted, regardless of the success of the roll. Also, only spell-casters can attempt to nd a familiar. If a familiar is found, it should be modelled on the spellcaster as with any other piece of equipment. A familiar may be placed on a separate base (in fact many of the familiars that GW sells come this way), but if this is done the familiar must always remain in base-to-base contact with the wizard, and it is ignored for game purposes (so it may not attack enemy models or be attacked itself, may not intercept attackers, does not increase the wizards base size, etc.), other than the effect below. A wizard with a familiar is allowed to re-roll one failed roll to cast a spell each turn. The result of this re-roll must be accepted, even if it fails, and remember that you may never reroll a re-roll. Spell-users only (does not include users of Prayers). Note that unlike many of the items above, this item is equipment that any warband with a spell-user may use, if he can summon it successfully. 27

War Horn of Nagarythe (25+1D6 gc / Rare 6): Similar to the Standard of Nagarythe, units of Shadow Warriors sent into Mordheim often bring with them a war horn to rally around. The rules for the War Horn of Nagarythe are the same as for a normal War Horn from Town Cryer issue 7 (except for Rarity and price, see above), and are restated here for your convenience: A War Horn of Nagarythe may be sounded once during the game at the start of any Shadow Warrior turn. Until the start of the next turn, all members of the Warband gain a +1 to their Leadership (maximum Leadership 10). The War Horn may be used just before

The Sons of Nagarythe

Heroes
1 Shadow Master
70 Gold Crowns to hire
Shadow Master is a very honourable title among the warriors of the Shadow Elves it is given to one who has fought in the shadow war for so long that he rules the darkness that he ghts from. Often a member of the former Nagarythe nobility, the captain of a Shadow Warrior Warband is known by the honourable title Shadow Master. These proud and strong-willed warriors often gather a small band of their followers and seek a life away from the hesitant charity and distasteful stares of Ulthuan. Prole M WS BS S T 5 5 5 3 3 W I 1 6 A 1 Ld 9

0-3 Shadow Walker


45 Gold Crowns to hire
One step down from the title of Shadow Master is Shadow Walker. A walker in the shadows is considered to have made friends with the darkness, and while he does not command it, it gives him aid when asked. Shadow Walkers are seasoned veterans in the war against the Dark Elves. They are skilled trackers and hunters, and the most trusted lieutenants of the Warbands captain, the Shadow Master. Prole M WS BS S T 5 5 4 3 3 W I 1 6 A 1 Ld 8

Weapons and Armour: Shadow Master may be equipped with weapons and armour chosen from the Shadow Warrior Equipment list. SPECIAL RULES Leader: Any warrior within 6" of the Shadow Master may use his Leadership characteristic when taking any Leadership tests.

Weapons and Armour: Shadow Walkers may be equipped with weapons and armour chosen from the Shadow Warrior Equipment list.

0-1 Shadow Weaver


55 Gold Crowns to hire
All High Elves have some aptitude for magic, and those with the greatest aptitude are taught how to bend the Winds of Magic to their will. Shadow Weavers are the mages of Nagarythe. Due to the nature of their unending war against the Dark Elves, the mages of Nagarythe tend to specialise in magics that use shadows to conceal their presence and confound their enemies. In fact the title Shadow Weaver comes from the nature of their magic like a talented tailor, the Shadow Weaver takes the threads of shadow and fashions them into shapes and forms of his choosing. Prole M WS BS S T 5 4 4 3 3 W I 1 6 A 1 Ld 8

Weapons and Armour: Shadow Weavers may be equipped with weapons and armour chosen from the Shadow Warrior Equipment list, but they may not cast spells if wearing armour. SPECIAL RULES Wizard: The Shadow Weaver is a wizard and may use the Shadow Magic list.

28

The Sons of Nagarythe

Henchmen (Bought in groups of 1-5)


Shadow Warriors
35 Gold Crowns to hire
Most of the warriors in the Shadow Warrior Warband are veterans of at least one battle, and all have lost loved ones to the depravity of the Dark Elves. Prole M WS BS S T 5 4 4 3 3 W I 1 6 A 1 Ld 8

Shadow Warrior Novices


25 Gold Crowns to hire
These are untested Shadow Elves, newly inducted into the warband. Often these warriors are younger cousins who are setting out from Ulthuan for the rst time. Due to their hard existence, it is often a quick progression from Novice to full Warrior, however. Prole M WS BS S T 5 3 3 3 3 W I 1 5 A 1 Ld 7

Weapons and Armour: Shadow Warriors may be equipped with weapons and armour chosen from the Shadow Warrior Equipment list.

Weapons and Armour: Shadow Novices may be equipped with weapons and armour chosen from the Shadow Warrior Equipment list.

Shadow Warrior Special Skills


Shadow Warrior Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Infiltration
This skill is exactly the same as the Skaven skill of the same name.

Sniper
Long years of guerrilla warfare against the Dark Elves have taught Shadow Warriors how to strike from the shadows without being seen. If Hidden, a warrior with this skill may shoot or cast spells and still remain Hidden.

See in Shadows
The warriors senses have become especially keen from years spent walking the shadows. As long as he has movement to reach them, the warrior may always roll to charge opponents he cannot see (instead of the normal 4").

Powerful Build
The warrior is strongly built for an Elf, and is capable of feats of strength not often seen among the people of Ulthuan. A warrior with this skill may choose skills from the Strength skills table from now on. This skill may not be taken by Shadow Weavers. There may never be more than two Elves with this skill in the warband at any one time.

Master of Runes
The Shadow Weaver has learned to harness the power of the High Elven runes of power (see Elven Runestones, below) to a degree few mages attain. When using Elven Runestones, the mage is +1 to his dispel roll. In addition, the mage can inscribe the weapons and armour of one of his fellow warriors with Elven runes. One member of the Warband may reroll a single failed armour save or Parry roll once per battle. After a single battle, the runes lose their glamour and must be redone. This skill may only be taken by Shadow Weavers. 29

Hide in Shadows
Over time Shadow Warriors have learned how to freeze in place and remain undetected, even from the heightened senses of their Dark Elf cousins. An enemy warrior attempting to detect this warrior when he is Hidden must halve his Initiative before measuring the distance.

Shadow Warrior Magic


Shadow Weavers use a strange blend of magic that differs in many ways to the traditional High Magic of their cousins of the Tower of Hoeth. Authors note: Several of the following spells mention that the target must be within a certain distance of a wall. This is not literally restricted to walls, but may include any piece of terrain that could be expected to cast a man-sized shadow.

D6 Result
1 Pool of Shadow Difculty 7 The area immediately surrounding the mage is suddenly lled with twisting shadows that make it nearly impossible to see anything inside. This spell allows the mage and all within 6" to Hide, exactly as if there were a wall or other obstruction between them and their enemies. They may Hide even after marching. This Hiding is disrupted if any enemy enters the area of affect. In addition, all affected count as being in cover against enemy shooting. This spell lasts until the start of the Shadow Weavers next turn. 2 The Living Shadows Difculty 7 Shadows around the target suddenly writhe as if alive and move to strike the victim. The Shadow Weaver may cast this spell at any enemy model within 12" of him and within 2" of a wall. The target suffers a single Strength 4 hit with no armour saves. 3 Wings of Night Difculty 6 Wings of darkness unfurl from the Shadow Weavers back and engulf him. He disappears, only to reappear in nearby shadow. This spell may only be cast if the Shadow Weaver is within 2" of a wall. He is instantly moved up to 12" to a place that is also within 2" of a wall. If moved into contact with an enemy model, the Shadow Weaver counts as charging in the rst round. 4 Cloak of Darkness Difculty 7 The Shadow Weaver appears to be swallowed by shadows that even the sharpest senses cannot pierce. The Shadow Weaver is effectively concealed from enemy sight. As long as he does not attack (cast spells, shoot, or engage in close combat) any enemy models, he may not be attacked. He may intercept as normal if the player controlling him wishes, but he does not have to do so (and if he does not, enemy warriors may charge past him of course). The spell lasts until the Shadow Weaver attacks an enemy model. Note that a model engaged in close combat with an enemy warrior may never choose to not attack. 5 Shadowbind Difculty 9 Tendrils of darkness rise from the shadows to engulf an enemy warrior, rendering him helpless to the whims of the Shadow Weaver. The Shadow Weaver may cast this spell at any enemy model within 24" of him and 2" of a wall. The target may not move unless it rst passes a Strength test on 2D6 at the start of his turn (before the Recovery Phase). This spell lasts until the Shadow Weaver suffers a Wound or attempts to cast another spell. If attacked while affected by this spell, treat the target exactly as if he were Stunned. 6 Shield of Shadow Difculty 7 Shadows congeal and become a solid barrier in front of the Shadow Weaver or one of his comrades, protecting the target from enemy attacks. The Shadow Weaver may cast this spell on himself or a member of his warband within 12". The target receives an armour save of 5+ that is not modied by the attackers Strength. The spell lasts until the start of the Shadow Weavers next turn.

The

smell of this place is more noisome than the pleasure pits of the fallen ones, Lirenar thought to himself irritably. Everywhere the landscape was covered in a lush, almost too healthy, green. Vines draped from the trees, and strange animals scampered or ew about from tree to tree. The jungle was lled with strange sounds as well, hoots and howls that reminded the young Elf of the stories hed been told of the tortures the damned were forced to endure after they died and their dark masters took their souls to be the playthings of daemons. Lirenar shuddered at the thought, and consciously steeled his mind, using techniques all the Shadow Elves learned as young children. He had almost reached a state of relative calm when his concentration was broken by thoughts of the sweltering heat of this place. It was impossible! There were too many distractions in this strange, uncomfortable land for the Shadow Novice to remain focussed. Lirenar realised that he had been unconsciously slowing, and now could no longer see the rest of his warband down the trail. Damn, have to catch up, he thought to himself. Wouldnt want to be left alone here in this strange land of Lustria. If only they hadnt had to travel so far, but that scabrous human fellow, Morgan, had told them that Durnath The Despised had ed here but only after the rumour-mongering manling had sold them out to the foul creature. It had taken time, as Morgan was unwilling to give information without pay, but eventually the traitorous fool had told the Elves everything, right before Rathevar gutted him, to serve as a warning to all who aided the Druchii. It was the rst killing Lirenar had seen, and it had sickened him, but he understood the necessity their foul kin must have no sanctuary anywhere Lost in thought, Lirenar didnt see the movement in the trees above, and in fact the rst indication that something was amiss was a sharp prick at his throat. His hand automatically went to the source of the pain and he felt something small and hard. Taking his hand away, he pulled something out of his neck which tugged at his esh as if unwilling to give up its resting place. Holding it up to his eyes, Lirenar saw that he held a small dart. How strange, thought the young Elf, just before the world went black Brother Lirenar was right behind me, I know it! exclaimed Thrindal, I turned around and he was gone. The whole warband was in a small group, looking up and down the trail and in the nearby jungle for their youngest member, near the place hed last been seen. There were tracks everywhere strange tracks, made by something in bare feet with clawed toes. The tracks were small as well, approximately the size of goblin feet. But goblins werent indigenous to this area, and though they had very poor toenail hygiene, they didnt have actual claws like these. Over here my brothers yelled Yirithin, one of the other Shadow Warriors. Rathevar walked over to where the other Elf stood, something held in the ngers of one hand. As the Elf leader got closer, he saw that what Yirithin held was a small dart. Servants of the Old Ones reptilian Skinks most likely. stated the Shadow Master calmly. Lirenar is gone. He turned to the other Elves. We will avenge his passing on the esh of Durnath the Despised! Rathevar turned back down the trail and resumed the trek, Come, we must continue to track our quarry. He will learn that even the terrors of Lustria are no protection for him from the wrath of the Shadow Warriors. Be vigilant there are likely to be more of the lizard-people about. The sooner we run Durnath to ground, the sooner the spirits of our family can rest, and we can return to more civilised lands

31

Bretonnian Warbands
By Sir Tomaso De Merrigan

This is a time when the Empire is being torn apart from within. A time when there is no Emperor and the lands are increasingly divided, as individual cities look to their own lords and mercantile Burgomeisters gain in power through gold. Where corruption flows like effluent down the River Reik and conspiracy is rife throughout the land. By contrast, happy is the land of Bretonnia where chivalry reigns, honour is upheld and the Lady of the Lake still bestows her favour on those deemed worthy. To the knights of Bretonnia Mordheim is a vile place where virtue and order have been discarded. Where a proud city once stood nightmarish creatures now wander the streets and mix with men in dens of corruption and squalor. It is therefore considered extremely virtuous for a knight to embark on a spiritual quest to Mordheim, seeking to achieve honour in battle and perhaps earn the favour of the Lady of the Lake herself. In Mordheim a knights courage and valour will be thoroughly tested, but so much the better, because with hardship come honour.

following him, ready to fight for the honour of Bretonnia and the Lady of the Lake. Once on a quest a Knight will be spurred on by dreams and visions often visited upon him by the Lady of the Lake. This leads him ever onwards and inspires and encourages him on his quest. In time he hopes that through his deeds and valour he will earn the favour of the Lady of the Lake and she will let him drink from the Grail of Life. This is the final reward for a knight, and on finding the Grail he will return to Bretonnia to protect its people. Until that time though, he is bound to fight the enemies of virtue and order and to endure incalculable hardships.

Special Rules
Before heading into battle Bretonnian Knights kneel and pray to the Lady of the Lake, avowing to fight to the death for honour and justice. Before playing a game of Mordheim make a Leadership test against the Leadership characteristic of the warbands leader. If the test is successful the Lady of the Lake has bestowed her blessing on the warband. The blessing takes the form of a powerful curse upon the enemies of chivalry, and in particular upon those that make use of the foul and dishonourable weapons of mass destruction. Any model in the opposing warband who wishes to fire a black powder weapon must roll a D6 and score 4+ to overcome the curse, otherwise they may not fire the weapon. The opposing player must test each time they wish to fire such a weapon. Models armed with other shooting weapons, such as bows and crossbows, do not have to test unless they dare raise their weapons against the gallant Knights of Bretonnia. If any enemy model wishes to shoot at a Bretonnian Knight (Questing Knights and Errants only) , then they must first roll a 4+ on a D6 to overcome the curse.

A Questing Knight will relinquish his castle and domain to set out on such a journey. He becomes free from any obligation to defend a domain and will now seek a road leading to new adventures. A Questing Knight has put all worldly ambitions aside and is accorded a rank far greater then even the most powerful dukes of the land. Such a gesture is considered particularly noble, and it is not uncommon for other knights and common folk to flock to the Questing Knights aid. Knights Errant in particular are eager for adventure and a chance to win honour by a feat of arms, so will often join a Questing Knight on his journey. By the time the Questing Knight leaves the fair lands of Bretonnia he will have a sizable retinue 28

Choice of Warriors
A Questing Knights warband must include a minimum of three models. You have 500 gold

crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12. Questing Knight: Each Questing Knights warband must have one Questing Knight: no more, no less! Knight Errant: Your warband may include up to two Knight Errant. Squires: Your warband may include up to three squires. You may not have more squires in the warband then you have Knights. Men-at-arms: Your warband may include any number of Men-atArms. Bowmen: Your warband may include any number of Bowmen.

Starting Experience
The Questing Knight starts with 20 experience. Knights Errant start with 8 experience. Squires start with 0 experience. Henchmen start with 0 experience.

Special Equipment
Barding (rare 11): Barding is armour for a horse in the same way that light armour is armour for a human. It covers the mounts hide, and in some cases, its head. A model mounted on a barded horse receives an extra +1 to their armour save (+2 instead of the usual +1 for being mounted). In addition, a mount wearing

barding will only be killed on a D6 roll of a 1 if the model is taken out of action (instead of a 1 or 2). Barding may only ever be bought for a warhorse.

Bretonnian skill tables


Combat Questing Knight Knight Errant Squire   
29

Shooting

Academic

Strength Speed    

Special   

Bretonnian Warbands

Bretonnian equipment lists


The following lists are used by Bretonnian warbands to pick their weapons: KNIGHTS EQUIPMENT LIST Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc Horse . . . . . . . . . . . . . . . . . . . . . . . 40 gc MEN-AT-ARMS EQUIPMENT LIST

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Double-handed weapon . . . . . . . . . 15 gc Morning Star . . . . . . . . . . . . . . . . . . 15 gc Lance . . . . . . . . . . . . . . . . . . . . . . . . 20 gc

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Halberd . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . 15 gc

Missile Weapons
None

Armour
Light armour . . . . . . . . . . . . . . . . . . 20 gc Heavy armour . . . . . . . . . . . . . . . . . 50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc Warhorse . . . . . . . . . . . . . . . . . . . . . 80 gc Barding . . . . . . . . . . . . . . . . . . . . . . 30 gc SQUIRES EQUIPMENT LIST

Armour
Light armour . . . . . . . . . . . . . . . . . . 20 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc BOWMEN EQUIPMENT LIST

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Longbow . . . . . . . . . . . . . . . . . . . . . 15 gc

Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Longbow . . . . . . . . . . . . . . . . . . . . . 15 gc

Armour
Light armour . . . . . . . . . . . . . . . . . . 20 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Armour
Light armour . . . . . . . . . . . . . . . . . . 20 gc

30

Bretonnian Warbands

Heroes
1 Questing Knight
80 gold crowns to hire
A Questing Knight is an extremely tough and virtuous individual, who fights to uphold the traditions of honour and to serve the Lady of the Lake. Injustice and the persecution of the weak are his enemies, whilst courage and valour are his companions. It is no wonder then that many a Questing Knight will journey to Mordheim. Profile M 4 WS BS S 4 3 4 T 3 W I 1 4 A Ld 1 8 so does not have to pass a Leadership test for being all alone.

0-3 Squires
15 gold crowns to hire
Knights are served by their Squires, commoners who ride to the hunt with their master, and who accompany him to war. They are chosen from the fittest and youngest of a Knights retinue, and they are trained and schooled by the knight himself. If a squire performs some great deed or service to his master he may even be raised to the ranks of knighthood! Profile M 4 WS BS S 2 2 3 T 3 W I 1 3 A Ld 1 6

Weapons/Armour: A Questing Knight may be


equipped with weapons and armour chosen from the Knights section of the Bretonnian Equipment list.

Weapons/Armour: Squires may be equipped


with weapons and armour chosen from the Squires section of the Bretonnian Equipment list. A Squire may not ride a horse unless the Questing Knight and any Knight Errant in the warband are riding warhorses.

SPECIAL RULES
Leader: Any warrior within 6" of the Questing Knight may use his Leadership characteristic when taking Leadership tests. Knights Virtue: A Questing Knight is a chivalrous warrior who is superior to ordinary warriors. He will never panic and break from combat and so does not have to pass a Leadership test for being all alone.

0-2 Knights Errant


50 gold crowns to hire
Knight Errant are the sons of nobles, eager to prove their mettle by feats of arms, and earn their place amongst the Knights of the Realm of Bretonnia. To do this they must perform valourous deed, so they will often accompany a Questing Knight on his spiritual journey in the hope of adventure and honour. Profile M 4 WS BS S 3 3 3 T 3 W I 1 3 A Ld 1 7

Weapons/Armour: A Knight Errant may be


equipped with weapons and armour chosen from the Knights section of the Bretonnian Equipment list. A Knight Errant may not ride a warhorse unless the Questing Knight also rides one.

SPECIAL RULES
Knights Virtue: A Knight Errant is a chivalrous warrior who is superior to ordinary warriors. He will never panic and break from combat and 31

Bretonnian Warbands

Henchmen (Bought in groups of 1-5)


0-8 Men-at-Arms
25 gold crowns to hire
Men-at-arms are the soldiery of Bretonnia. Every Knight maintains a retinue when he is a lord of a domain, and upon embarking on a quest, this retinue may join him on his journey. Men-atarms are determined warriors, ready to fight for honour and justice as much as the Questing Knight they follow. Profile M 4 WS BS S 3 3 3 T 3 W I 1 3 A Ld 1 7

Bowmen
20 gold crowns to hire
Bowmen are common folk who regularly practice archery at the village butts so as to be ready to repel raiders from their humble cottages, fields and vineyards. When a Knight sets off on a quest it is not uncommon for a handful of bowmen to be inspired to bravery and join the Knight on his journey. Profile M 4 WS BS S 3 3 3 T 3 W I 1 3 A Ld 1 6

Weapons/Armour: Men-at-arms may have weapons and equipment chosen from the Menat-arms section of the Bretonnian Equipment list.

Weapons/Armour: Bowmen may be equipped with weapons chosen from the Bowmen section of the Bretonnian Equipment list.

To Mordheim! Let us sally forth and right the wrongs of a thousand horrors and on us shall be ordained virtue of the highest accord Last words of Sir Julian De-Tyrosse Questing Knight of Montfort

Chivalrous Questing Knight Impetuous Knight Errant


32

Bretonnian Warbands

Bretonnian Special Skills


Bretonnian Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Bretonnian Special Skills


Bretonnian Questing Knights may use the following skill list instead of the standard skill lists.

the knight is not out of action, stunned or knocked down, you may re-roll a failed rout test.

Virtue of Purity
The Knights sole purpose is to serve the Lady of the Lake. His purity of heart and discipline endow him with the strength of spirit to resist enemy magic. Any spell cast against the knight will be dispelled on the D6 roll of a 4+. This is a natural dispel on account of the knights extreme piety.

Virtue of Noble Disdain


The Knight has nothing but contempt for enemies who hide behind weapons of dishonour. The Knight is subject to Hatred of all enemies armed with shooting weapons. See the Leadership and Psychology section (p38).

Virtue of Valour
The Knight has vowed to confront the biggest and strongest foes. The more awesome his enemy, the more valourous are his efforts. If fighting a model with a higher Strength characteristic than himself, the Knight may reroll any failed to hit rolls in hand-to-hand combat.

Virtue of Impetuous
The Knight is eager to get to grips with the enemy. He charges into combat with reckless enthusiasm. The Knight may add +D3" to his move when charging. Roll the dice each time you wish to charge and before moving the model.

Virtue of Discipline
The Knight has total faith in his chivalric code: he maintains self-control in the face of adversity, and displays complete confidence whatever the odds. Once per game, if

I come from a land down under...


Tom Merrigan, who hails from Sydney in Oz, is fast becoming a name of legend in the dark halls of the Black Library. Tom has had no less than six articles printed by Fanatic Press, in the Journal and Gang War! Now that Toms cut his teeth on the delights of Mordheim Im sure that well be featuring more of his work.

tlm@start.com.au

Historical Accvuracy
In reality Bretonnian Knights never lowered themselves to travel the monumental distance to the Chaos-infested City of the Damned which they considered a den of heathens hardly worth saving.

Humble Bowman Man-at-arms


33

BUT! Because they seem so popular with you guys we thought wed include them if you want to include them in your games.

The Outlaws Of the Stirwood Stirland Forest


To the north of the River Stir lies the Great Forest, a vast expanse of woodland that lls the very heart of the Empire. Bounded along its southern edge by the river, this, the largest forest of the known world, extends league upon league as far as any man can see. Just at its southernmost, the River Stir separates a small part of the forest from the main bulk of the woodland and this smaller area of forest is known locally as Stirwood. Small though Stirwood may be indeed, this part of the forest is not even on the same scale as the sacred Forest of Loren, but, as many say, size isnt everything Stirwood Forest is nevertheless still large enough to get lost in, and many have done so, some by accident and some by design. Stirwood lies just north of the noble city of Nuln and to the west of Wurtbad, where law and order are strictly enforced, at least they are strictly enforced once the City Guards have nally managed to catch up with those who break the Counts law. The Elector Count of Stirland was well known as a man that one should not cross. Those that did so were inevitably declared as outlaws and were pursued from the cities. Even the most petty of criminals, some still quite young, could be declared outlaw and had little option but to ee to the countryside. Many perished, both young and old, but some made it to Stirwood where they could lay low. During their time in Stirwood, some would band together and become groups of outlaws, rather than just attempting to survive on their own. The forest was a perfect training ground to develop their skills, particularly in archery, where even the hunting of the wild deer, the Counts deer, was a crime in itself. Illicit deerhunting was not their only past-time as many an unwary traveller, passing unsuspectingly through the forest, would nd themselves ambushed and relieved of their goods. Clerics also lived in these parts, holy men who spent their time in devotion to the blessed Sigmar. Usually they dwelt alone in contemplation, but were often trusted by the local groups of outlaws that they came into contact with and attended to their spiritual needs, and, when the occasion arose, also attended to their wounds. 24 In the years that followed the sighting of the twin-tailed star in the sky, it was inevitable that tales of Mordheim would have travelled down the waters of the River Stir. Tales of strange sights and great riches would easily have reached the inhabitants of Stirwood Forest. Temptations of this enormous wealth that was rumoured to be in the shattered city would have been hard for any group of outlaws to resist.

Special Rules
All warriors in an Outlaws warband may be equipped with only one missile weapon at any time. All warriors must carry a type of bow, but not crossbows, as part of their equipment. So, even if an Outlaw acquires skills that allow him to use additional ballistic weaponry, he cannot do so. The only exception to this is the Cleric who may choose to carry a bow, but is not compelled to do so.

Hired Swords
The following Hired Swords are not available to the Outlaws: Bounty Hunter, Wolf-Priest of Ulric, Norse Shaman, Dark Elf Assassin.

Choice of Warriors
An Outlaw warband must include a minimum of three models. You have 500 gold crowns that you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.

Bandit Leader: Each Outlaw warband must have one Bandit Leader: no more, no less! Champion: Your warband may include up to
two Champions.

Petty Thieves: Your warband may include up to two Petty Thieves. Cleric: Your warband may include up to one Cleric, but he can only be taken instead of either a Champion or a Petty Thief.

Amazons

An Alternative House Rules Mordheim Warband by Jon Davis

Henchwomen
Marksmen: Your warband may include up to
a maximum of seven Marksmen.

Starting Experience
The Bandit Leader starts with 20 experience.

Outlaws: Your warband may


include any number of Outlaws.

Champions start with 8 experience. A Cleric start with 8 experience.


Petty Thieves start with 0 experience. Henchmens start with 0 experience.

Outlaws equipment lists


The following lists are used by Outlaws warbands to pick their weapons:

Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Staff/Clubb/Mace . . . . . . . . . . . . . . . . . .3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . . . . 30 gc Missile Weapons Shortbow . . . . . . . . . . . . . . . . . . . . . . . 5 gc Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Longbow* . . . . . . . . . . . . . . . . . . . . . . 15 gc * Available to Heroes and Marksmen only

Armour Light armour* . . . . . . . . . . . . . . . . . . . 20 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Special Equipment Hunting arrows* . . . . . . . . . . . . . . . . . .30gc Forest cloak* . . . . . . . . . . . . . . . . . . . . .50gc

Outlaws skill tables


Combat Bandit Leader Champion Cleric Petty Thieves Shooting Academic Strength Speed

25

The Outlaws Of the Stirland Forest

Heroes
1 Bandit Leader
60 Gold Crowns to hire A Bandit Leader is a professional cutthroat, a hardened criminal. His presence along the shadowy forest tracks of Stirwood has often meant the untimely demise of many a passing traveller. Other Outlaws will follow him, inspired as much by his ruthlessness as by his prowess. Prole M WS BS S T 4 4 4 3 3 W I 1 4 A 1 Ld 8

Disciple of Sigmar: The Cleric has devoted


his life in the constant service to Sigmar and as such he would start a campaign knowing one of the Prayers of Sigmar (see Mordheim rulebook page 57). As with a Witch-Hunters Warrior Priest, he is also subject to some of the restrictions of being a follower of the Lord Sigmar and may learn neither Sorcery nor Arcane Lore..

0-2 Petty Thieves


20 Gold Crowns to hire Many youths who are caught by the City Guards in the act of thieving are compelled to ee the city and take up a place among the trees of Stirwood Forest. Although young, they are still keen enough to prove their worth to their fellow outlaws. Prole M WS BS S T 4 2 3 3 3 W I 1 3 A 1 Ld 6

Weapons/Armour: The Bandit Leader may


be equipped with weapons chosen from the Outlaws equipment list. SPECIAL RULES

Leader: Any models in the warband within 6"


of the Bandit Leader may use her Leadership instead of their own.

0-2 Champions
35 Gold Crowns to hire All groups of Outlaws will often have a few who are more experienced than others. Loyal to their Leader they are usually rewarded with the choicest pickings of any loot. Prole M WS BS S T 4 3 4 3 3 W I 1 3 A 1 Ld 7

Weapons/Armour: Petty Thieves may be


equipped with weapons chosen from the Outlaws equipment list.

Weapons/Armour: Champions may be


equipped with weapons chosen from the Outlaws equipment lists.

0-1 Cleric
35 Gold Crowns to hire A Cleric would usually spend most of his time alone in the forest in contemplation of his devotion to Sigmar. However, some will see that Sigmars work can also be achieved by the purging of all that is corrupt from the Empire. Many will, therefore, willingly join in the activities of groups of outlaws. Their knowledge of healing is often valued by other members. Prole M WS BS S T 4 3 3 3 3 W I 1 3 A 1 Ld 7

Weapons/Armour: Can be chosen from the


Outlaws equipment list. As Prayers are not considered to be Spells, a Cleric may wear armour, if he wishes.

The Outlaws Of the Stirland Forest

Henchwomen
0-7 Marksmen
25 Gold Crowns to hire These are the best archers in the group and their skill with the bow is legendary. They are more than capable of picking off any enemy before they get too close. Prole M WS BS S T 4 3 4 3 3 W I 1 3 A 1 Ld 7

Outlaws
25 Gold Crowns to hire These warriors form the basis of any group of bandits. Ruthless to the core, any of these would be more than happy to slip a sharp knife between somebodys ribs for the promise of just a few groats. Prole M WS BS S T 4 3 3 3 3 W I 1 3 A 1 Ld 7

Weapons/Armour: Marksmen
can be armed with weapons and armour chosen from the Outlaws Equipment list.

Weapons/Armour: Outlaws can be armed


with weapons and armour chosen from the Outlaws Equipment list.

Outlaws Special equipment


Hunting Arrows: These are available to Heroes at the time of their initial recruitment without having to roll for Rarity. If you wish to subsequently purchase this item during the Trading and Exploration stages of the game, then you would have to roll for Rarity as normal. Forest Cloak: Some Outlaws use Forest
Cloaks to camouage themselves against being seen by their enemies. Any wearer of such a cloak would appear to blend into the surrounding forest making it almost impossible to be seen. So long as the wearer is beside a tree, bush or hedge, any enemy using any kind of missile weapon at a warrior wearing a Forest Cloak is at an additional 1BS to hit (in addition to all other modiers). Similarly, if any spellcaster wishes to target a magical attack against an Outlaw camouaged in this way, he can only do so by successfully rolling a 4+ on a D6. The only exception to this is if the shooting warrior or the spellcaster is already within their Initiative range in inches. Forest Cloaks are available to Heroes at the time of their initial recruitment without having to roll for Rarity. If you wish to subsequently purchase this item during the Trading and Exploration stages of the game, then you would have to roll for Rarity as normal. Availability: 50gc, Rare 10, Outlaw Heroes only. 27

www.innercircle-games.com/lustria

DARK ELF WARBAND


Dark Ones of Naggaroth
Many dare not speak of the High Elves evil kin, the Druchii, or the Dark Elves as they are better known. They are a race for whom pain and pleasure have been pushed to the ultimate extreme. They leave destruction and despair in their wake and are more greatly feared than the barbaric Orcs and no less so than the tainted forces of Chaos and Undeath. To the victims of the Dark Elves it is the fortunate to whom a quick death is gifted for this twisted folk roam the Known World in search of slaves. The slaves of the Dark Elves are either worked to death in their mines, ripped apart on the altars to Khaine, their dark God, or tortured mercilessly by the Brides of Khaine, the Witch Elves. Dark Elves take a perverse delight in inflicting pain upon others just to see their victims suffer. Despite their dire reputation for cruelty they are only rivaled as explorers and adventurers by their High Elven cousins. It is the lure of the precious, arcane artifacts of the Slann that bring these foul creatures to Lustria, traveling stealthily in their Black Arks and penetrating deep into the jungle. Dark Elves are adept at stealth and ambush and are well suited to the overgrown realm of the Lizardmen most warbands dont even know theyre being attacked until it is too late. to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12.

Heroes
High Born: Each Dark Elf warband must have one High Born to lead it no more, no less. Beastmaster: Your warband may include one Beastmaster. Fellblades: Your warband may include up to two Fellblades. Sorceress: Your warband may include one Sorceress.

Henchmen
Corsairs: Your warband may include any number of Corsairs. Shades: Your warband may include up to five Shades. Cold One Hounds: Your warband may include up to two hounds if it also includes a Beastmaster.

Starting Experience
High Born starts with 20 experience. Fellblades start with 12 experience. Sorceress starts with 12 experience. Beastmaster starts with 8 experience. Henchmen start with 0 experience.

Maximum Characteristics Choice of Warriors


A Dark Elf warband must include a minimum of three models. You have 500 gold crowns Characteristics for Dark Elf warriors may not be increased beyond the maximum limits shown on the Elven profile on page 121 of the Mordheim rulebook.

Lustria Cities of Gold

Special Rules

Kindred Hatred: The Dark Elves have been ghting the High Elves for many centuries. The wars between these two races have been very long and bloody affairs. Dark Elves Hate any High Elf warriors including High Elf Hired Swords. Excellent Sight: There are numerous legends detailing the excellent eyesight of the Elves, both Druchii and Ulthuan kin. Elves can spot Hidden enemies from twice as far away than normal warriors. (ie twice their Initiative value in inches) Black Powder Weapons: Dark Elves may never use black powder weapons as they nd them too crude, noisy and unreliable.

Dark Elf equipment lists


The following lists are used by Dark Elf warbands to pick their weapons:

DARK ELF EQUIPMENT LIST


Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Double-handed weapon . . . . . . . . . . . . 15 gc Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Beastlash . . . . . . . . . . . . . . . . . . . . . . . 10 gc Missile Weapons Repeater Crossbow . . . . . . . . . . . . . . . 35 gc Crossbow Pistol . . . . . . . . . . . . . . . . . . 35 gc Armour Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . . . .50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Special Equipment Dark Elf Blade* . . . . . . . . . . . . . . . . . . 15 gc Dark Venom* . . . . . . . . . . . . . . . . . . . . 15 gc Sea Dragon Cloak** . . . . . . . . . . . . . . . 50 gc * May be taken by Heroes only. ** May be taken by Heroes and Corsairs only.

SHADES EQUIPMENT LIST


Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Missile Weapons Repeater Crossbow . . . . . . . . . . . . . . . 35 gc Armour Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . . . . 20 gc

Dark Elf skill tables


Combat High Born Sorceress Fellblade Beastmaster x
x x

Shooting x

Academic x
x

Strength Speed x
x x x

Special x
x x x

18

Lustria Cities of Gold

Heroes

1 High Born

70 Gold Crowns to hire


Dark Elf Leaders are typically drawn from the Dark Elf nobility and lead the warband in search of gold, slaves and arcane artifacts to bring home to Naggaroth. They are cold and ruthless killers and they command the respect of their troops through assassination and terror. They have attained their position of leadership by eliminating rival nobles who stand in their way and through their remarkable cunning, they are dangerous foes who embody the merciless traits of the Druchii race. Prole M WS BS S T 5 5 4 3 3 W I 1 6 A 1 Ld 9

0-1 Beast Master

45 Gold Crowns to hire


Whereas the High Elves have a great afnity with Dragons and Griffons and other noble creatures their malevolent kin have infamous Beastmasters, Dark Elves of particularly cruel renown who breed many vicious beasts and lead them into contact. Unlike the High Elves who treat their beasts as companions, the Dark Elf Beastmasters are very spiteful masters. Prole M WS BS S T 5 4 4 3 3 W I 1 6 A 1 Ld 8

Weapons/Armour: A Beastmaster may be armed with weapons and armour chosen from the Dark Elf Equipment list.

Weapons/Armour: A High Born may be


armed with weapons and armour chosen from
the Dark Elf Equipment list.

SPECIAL RULES
Cold One Beasthound: The Beastmaster may be accompanied by up to two Cold One Beasthounds, these are bought as henchmen and follow all rules for listed for them.

SPECIAL RULES

Leader: Any models in the warband within 6"


of the High Born may use his Leadership
instead of their own.

0-1 Dark Elf Sorceress


0-2 Fellblades

40 Gold Crowns to hire


The Fellblades are elite warriors of the Dark Elf armies and are often linked to the household of a particular Noble family. Fellblades live a life of strict martial training, each specialises in a particular weapon and ghting style. Killing is a way of life for these warriors. Enemies can expect no mercy from them. Fellblades accompany raiding parties to Lustria as paid guards or to further hone their killing skills. Prole M WS BS S T 5 5 4 3 3 W I 1 6 A 1 Ld 8

55 Gold Crowns to hire


Dark Elves are strange in that apart from the fell Witch King there are no other male sorcerers, all the other practitioners of magic in the Dark Elf race are female. It is rumoured that any males who do develop an afnity for magic amongst the Dark Elves are immediately put to death to full some dark prophecy. Dark Elf Sorceresses are mysterious, ravenhaired beauties who are grudgingly respected even from the powerful High Born and their services are high in demand. Prole M WS BS S T 5 4 4 3 3 W I 1 6 A 1 Ld 8

Weapons/Armour: Fellblades may be armed with weapons and armour chosen from the Dark Elf Equipment list.

Weapons/Armour: The Sorceress may be armed with weapons and armour chosen from the Dark Elf Equipment list but they may not cast spells if wearing armour.

SPECIAL RULES
Melee Specialists: Fellblades live by a strict code of close quarter ghting. Fellblades may not use missile weapons of any sort. 19

SPECIAL RULES
Wizard: The Dark Elf Sorceress is a wizard and uses Dark magic, detailed below.

Lustria Cities of Gold

Henchmen
Corsairs
35 Gold Crowns to hire

(bought in groups of 1-5)

0-2 Cold One Beasthounds

30 Gold Crowns to hire


The Dark Elves capture and breed many exotic creatures to ght for them and ghts between pets are often staged as a form of entertainment amongst the Dark Elves. One such animal was discovered in Lustria. Distantly related to Cold Ones, the Cold One Beasthound lives in swamps and bogs. Cold One Beasthounds are larger than wardogs and of similar build but are in all other respects reptilian. Rows of sharp teeth ll its maw, and when provoked, the Cold One Beasthound is a very aggressive beast. The Dark Elves capture and train these creatures to ght in battles all over the Warhammer world. Prole M WS BS S T 6 3 0 4 4 W I 1 1 A 1 Ld 4

The Dark Elves are cruel and erce ghters. This is especially true of the Corsairs the Black Ark Raiders. They are skilled with sword and axe, as well as the repeater crossbow, the distinct missile weapon of the Dark Elves. Whenever a Black Ark explores the coast of Lustria the Corsairs are the rst to launch raiding parties. Prole M WS BS S T 5 4 4 3 3 W I 1 6 A 1 Ld 8

Weapons/Armour: Corsairs may be armed with weapons and armour chosen from the Dark Elf Equipment list, in addition they may wear Sea Dragon Cloaks even though they are not heroes.

Weapons/Armour: Cold One Beasthounds are animals and do not need any weapons save their claws and massive jaws.

SPECIAL RULES
Animals: Cold One Beasthounds are animals and all animal rules apply to them, they never gain experience. Beastmaster: Cold One Beasthounds are nasty viscous brutes that are barely kept under control. If the Beastmaster dies the beasts will immediately escape from the warband and they are removed from the warband roster. If the Beastmaster is unable to participate in a battle, then neither will the beasts. Stupidity: Cold One Beasthounds may use the basic Leadership of the Beastmaster if they are within 6" of him. They may never use the Leadership of the warband leader, nor may they benet from the Beastmasters increased Leadership if he is within 6" of the leader. Scaly Skin: Cold One Beasthounds have tough scaly skin, and are considered to have a 6+ armour save. This save cannot be modied beyond 6 due to strength modiers but any result of no save on the injury chart will negate the unmodied 6+ save. Fear: Cold One Beasthounds cause Fear.

0-5 Shades
30 Gold Crowns to hire
The stealthy Dark Elf Scouts rely on their repeater crossbows to harass and snipe at the enemy, rather than engaging them head on as ambush is the preferred style of ghting. Shades are young and inexperienced scouts that see the expeditions to Lustria as a valuable training opportunity. Prole M WS BS S T 5 3 3 3 3 W I 1 5 A 1 Ld 8

Weapons/Armour: Shades may be armed with weapons and armour chosen from the Shades Equipment list. Natural Stealth: The rst thing that Dark Elf Scouts master is the art of moving without being seen or heard. If a Dark Elf is Hiding, enemy models suffer -1 to their Initiative value for determining if they can detect him. 20

Lustria Cities of Gold

Special Equipment

Dark Elf Blade


(+20 gold crowns to weapon/Rare 9)

Dark Elf Blades are forged in the city of Hag Graef, the Dark Crag. They are fashioned from Blacksteel, a rare form of steel found deep within the mountains around the city. Dark Elf Blades have wicked protrusions and serrated edges, which inict serious damage on an opponent. Any Dark Elf can upgrade a sword or dagger to a Dark Elf blade by paying an additional 20 gc at the time of purchase. Weapons upgraded to a Dark Elf Blade retain all of their abilities (i.e. swords can parry, daggers grant an armour save of 6). Range Close Combat Strength As user Special Rules Critical Damage, Wicked Edge

Beastlash (10+D6 Gold Crowns/Rare 8) (Beastmaster only)


The Beastmaster make good use of their whips to goad their hounds and creatures into combat. Range Close Combat Strength As user -1 Special Rules Beastbane, Reach

SPECIAL RULES
Beastbane: The Beastmaster wielding a Beastlash causes Fear in animals, any animal charged or wishing to charge a Beastmaster with one of these weapons must rst take a Fear test as mentioned in the psychology section of the Mordheim rules. Reach: A Beastlash may attack opponents up to 4" away (see Sisters of Sigmar Steelwhip).

SPECIAL RULES
Critical Damage: Dark Elf blades inict serious damage on their opponents, when rolling on the critical hit chart a Dark Elf blade will add +1 to the result. Wicked Edge: Dark Elf blades are set with sharp protrusions and serrated edges which inict serious damage on an opponent, a roll of 2-4 on the injury table is a Stunned result.

Sea Dragon Cloak (50+2D6 Gold Crowns/Rare 10)


Dark Elf Corsairs use special cloaks fashioned
from Sea Monsters that dwell deep in the
oceans depths. These cloaks are tough and
resilient and offer Dark Elves with a very good
amount of protection.

SPECIAL RULES

Scales: 5+ armour save in close combat, 4+


armour save against missiles.

Dark Elf Special Skills


Dark Elf Heroes may use the following Skill table instead of any of the standard skill tables available to them.

Fey Quickness

Few can ever hope to match an Elf s inhuman quickness and agility. An Elf with Fey Quickness can avoid melee or missile attacks on a roll of 6. If the Elf also has Step Aside or Dodge this will increase to a 4+ in the relevant area. For example, an Elf with Fey Quickness and Step Aside avoids melee attacks on a 4+ and missile attacks on a 6.

Fury of Khaine

The Dark Elf is infused with an intense raging thirst for blood and is a whirlwind in hand-tohand combat, moving from opponent to opponent. The Dark Elf may make a 4" follow up move if he takes all of his opponents out of action. If he comes into contact with another enemy this starts a new combat. This new combat takes place in the following turn and the model counts as charging. May not follow up in the opponents turn

Infiltration

The Dark Elf can Inltrate, this skill is exactly the same as the Skaven skill.

Master of Poisons

The Dark Elf is procient in concocting different poisons. If the Hero doesnt search for rare items, he may make D3-1 doses of Dark Venom instead. There is a chance of getting none, as the hero doesnt have access to a stable workplace. The poison must be used in the next battle and cannot be sold or traded to other warbands as the Dark Elves guard their secrets very carefully. 21

Powerful Build

The warrior is strongly built for an Elf and is capable of feats of strength. A warrior with this skill may choose skills from the Strength table. The Sorceress may never take this skill and no more than two warriors in the warband may take this skill at any one time.

Dark Elf Magic

The Dark Elves are as accomplished practitioners of magic as their arch enemies the High Elves but whereas the High Elves essentially use magic defensively and for the power of good, the Dark Elves utilise the evil powers of Dark Magic a very destructive force indeed.

D6
1

Result

Doombolt Difculty 9 Whispering an ancient incantation the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand. The bolt of doom may be targeted at any enemy model in line of sight. The Doombolt has an 18" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength than the previous hit. The bolt will keep leaping until there are no more targets within range or until its Strength drops to a one. Each model can only be hit by a bolt once per turn. Take armour saves as normal.

Word of Pain Difculty 8 The Sorceress calls the curse of the Witch King down on his enemy reducing their willingness to ght. The spell may be cast at an enemy model within 12". The victim must re-roll all successful hand to hand or missile attacks and all to wound rolls. If the victim wishes to charge, he must pass a successful Leadership test rst. Lasts until the beginning of the next Dark Elf turn.

Soul Stealer Difculty 9 At the Sorceresss touch, the essence of life is drained from her enemy and absorbed into her body giving him renewed strength and vigour. Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her prole. Note: the Sorceress can never have more then one extra wound from the use of this spell and the extra wound is lost at the end of the battle.

Flamesword Difculty 8 Summoning Dark Magic the Sorceress engulfs a weapon in twisted black ames. The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in ames. A weapon with these ames acts as a normal weapon of its type, but also adds a +2 bonus to the users Strength. Hits inicted from the weapon ignore armour saves. Lasts until the Sorceress next shooting phase.

Deathspasm Difculty 10 The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain. The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down.

Witch Flight Difculty 7 The Sorceress bends the winds of magic to her will and ies through the air. The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a eeing enemy in the close combat phase she will score 1 automatic hit and then the opponent will ee again.

22

Lustria Cities of Gold

Phillipe hated this place. He hated the humid heat and the sun that burned his skin. It had only been a week in this godforsaken jungle. Man eating plants, snake pits and lizards that walk on two legs... He mumbled to himself with distaste. Phillipe would leave this dammed jungle with his friends, fast as the holy Madre could blink her eyes. It is only for the treasure the tales and myths speak of that has kept him and his Remasen friends here. The six Tileans moved forward cautiously under the dark canopy of trees. It was only a few hours ago that Captain Andres found strange tracks on the ground. They had never seen such tracks before, and wondered what beast made such a strange trail. They concluded that whatever the nature of the beast, it would bring a hefty price if sold at the market at one of the coastal settlements. Dead exotic creatures are usually sought after by wizards, but exotic creatures captured alive bring more riches. Whenever you have merchants and nobles who are collectors a lot of money is to be made. So, they went on the hunt. Senore Andres, maybe we should head back to the shoreline eh? Suggested Phillipe to his captain. Andres was a sturdy warrior, who had seen many battles. He was always thinking of his companions rst and glory second and Phillipe was trying to nd some reason and common ground to persuade his captain. Senore Andres paused for a moment and so did the rest of the ve men, who awaited their captain's decision. Andres thought for a few moments. He eyed his men closely. They were good men, but exhausted none the least. He could see them breathing heavily. They were not used to this intense environment. "We will camp here tonight." Andres spoke nally. The rest of the group gave a heavy sigh of relief. Although they still wanted to head back to the shore they knew their limits of compromise when it came to their leader. They set up camp amid a small clearing and before too long were singing songs and telling stories of their grand adventures in the land of gold and riches. Carlos and Piassiso stood watch that night. Carlos had been at the ale again and nodded off, leaning against his halberd. When he came to all was quiet and very still and the night air brought a cool breeze with it. It was then, that he realised, it was too quiet for the jungle. Unfortunately for Carlos, as he opened his eyes he found himself face to face with two large red eyes and a monstrous mouth. The beast's eyes were locked onto Carlos. He sat frozen, trying to persuade himself that he was dreaming. The beast hissed, sending a gust of fetid, acrid breath over Carlos face, it was then that he concluded the creature was real. Druchii! Carlos cried the instant before the beasts jaws ripped out his throat in a single bite. His cry of desperation was enough to warn his friends, but before they could ready their weapons it was too late. A second beast leapt out from the dark and pounced on Piassiso crushing his bones and rending the esh from them. A man, but too lithe to be a man, silhouetted against the campre lashed out at the beasts with a whip. The all too familiar 'k-ching, k-ching' sound could be heard from the dense foliage, each noise signifying a hail of bolts from a Druchii repeater crossbow and each noise followed by a scream. It was all over in seconds, ill prepared and surprised it wasn't long before most of the Remasens were dead. Phillipe was barely conscious through the pain caused by the vicious barb embedded in his thigh. Through his blurry vision he could make out the beasts that had attacked them, huge scaled lizards and they were devouring the remains of his friends. Then he could start to make out the shadowy shapes that had massacred his friends in an instant, they were tall and lithe and despite their erce, cold stares they were truly beautiful. Phillipe had never seen the legendary and infamous Druchii before. Looking into those blank, unfeeling eyes as the Druchii surrounded his prone form Phillipe realised that it was his friends who were the lucky ones as the Druchii slowly drew wickedly barbed blades. A high pitched scream rent the still night air over the jungle, quickly followed by another and then another

23

Lustria Cities of Gold

Ceiling Capacity

If constructed correctly, approximately 2 small based models ought to be able to stand atop the larger barrio comfortably, and only 1 on the smaller ones. The following is a good rule for ceiling and interior capacity for the barrios: Large Barrio: 2 small based/1 large based model Small barrio: 1 small/large based model Monster based models cannot stand in or on top of either of the barrios.

Painting

To paint all pieces of scenery described so far, follow the same procedure. Paint them all over with textured paint, preferably a sort of sandy yellow. If you cant get hold of a sandy yellow textured paint, just use normal textured paint and paint it yellow later. Whatever happens, drybrush in a brighter shade of yellow so that the little bits of sand or grit stand out. Due to the nature of the paint this makes everything even more rigid. And there you have it! Other terrain tips include using the WH40k trees as jungle trees, which work brilliantly. Leave the green plastic of the leaves as it is, but put a green wash on it for darkening and bringing out the full detail.

Interconnecting Bridges

These bridges are designed to stand between any combination of double tiered and large barrios. Cut a strip from a GW mail order box (or any other thin but rigid cardboard) of optional length I suggest that the average bridge length is 12-14 cm and a width of 2.3cm. The mail order boxes are ideal because they are corrugated for rigidity, but also thin so they dont look ridiculous. The angle that these bridges meet the barrios at is customisable. If you want the barrios parallel then obviously leave the ends at. If you want a 45 degree angle between the barrios, chop one of the ends so that it is 45 degrees. These are so quick to make that you can make at least 5 for every degree available, so dont be conservative. On the underside of the bridge, score a line about 0.5cm in from each end, and fold the resultant ap in. Chop a cocktail stick up so that its ends only just protrude from underneath the ends of the bridge, and PVA glue them into the corner of the crack (this is for extra rigidity on the corners). Congratulations, you now have a fully functional bridge.

The alternative way

However not everyone want to build all that jungle/city terrain and a good and cheap alternative is Lego. You can also use books to create stepped pyramids or upside turned boxes as houses. The following is a little story from Eric Ostermann that really illustrates the good use of alternative terrain. As both me and my wife are playing Warhammer I am lucky to come home and see the dining room table frequently already set up with lego houses, lego walls, and blue cloths as water, green ones as forest areas and overturned bowls as hills. But last night my wife created a whole Temple City. The Slann had a huge at topped pyramid in the city centre to stand on and he could see the whole city from his vantage point. She had made walls, city sectors, market places and best of all my sons newest block set had dino's and she mounted these on pillars to make cool obelisks and stuff. It looked very Aztec like, it was breathtaking. Her and the kids worked all afternoon on it. Fighting city block to city block was fun, a city street could only t 5 models across so it was a lot of brutal hand to hand combat as well as archers on the rooftops. Also, youll love this, a cloth covered parts of the city which were only unveiled as I moved troops through it. Talk about dead end alleys and such. You can use many items on hand and still enjoy the game. They might not look as real, but imagination goes a long way and lego is easy to assemble/disassemble due to damage, and best of all very inexpensive. I only wish I had pictures...

A gateway under construction


26

Dark Elf Warbands

Here are some Dark Elf minis to help represent your warbands. If you ask the Trolls were sure that they will be able to come up with ideas for models to use for your Beastmaster.

USA 1-800-394-GAME

DARK ELF SORCERESS 021202001 4.00

DARK ELF CHAMPION1 021200501 3.00

DARK ELF CHAMPION 2 021200502 3.00

DARK ELF CORSAIR 4 021200704 2.00

DARK ELF CORSAIR 2 021200702 2.00

DARK ELF CORSAIR 3 021200703 2.00

UK 0115 91-40-000

Remember that there are loads of other Dark Elf models available from Mail Order and that this is just a small selection of them why not call the Trolls and ask?
DARK ELF CROSSBOWMEN 2.00

motroll@games-workshop.co.uk

WWW.GAMES-WORKSHOP.COM
19 27

Shiver me Timbers!
By Capn Tim Huckelbery

The blasted city of Mordheim has called to many a Pirate Captain with the song of easy riches, as the nearby rivers are filled with ships laden with either gold into the city or departing with wyrdstone. Using the perpetual fog and dust which fills the air around the ruins, a ship can navigate the city via the deep rivers running though it. With lightning speed, the pirate ships can appear from nowhere and attack a ship, quickly looting it of any valuables. Some Captains have even found safe harbours for their vessels, and lead frequent raiding parties into the city itself. These brave pirate bands have become new additions to other groups of adventurers, fanatics, and nightmare creatures that dare enter the remains of the City of the Damned.

opportunity to join the pirate crew (usually at the point of a cutlass!). As an alternative to exchanging/ransoming the captured Hero back to their original Warband (or selling him to slavers), the Pirate Captain can instead add the captured enemy to the ships crew as follows. Both players roll 2D6, with the Pirate player adding the Captains Leadership and the enemy player adding the Leadership of the captured Hero. If either side won that game, it may add +1 to its score. If the Pirate players result is higher, the Hero renounces his old ways for the life of the high seas! She or he joins the Crew, either starting a new Crew group or joining an existing one if it has four models or less. There is no extra cost to add him to a group which has accumulated experience points, and any equipment or weapons he had are immediately sold off to buy him the proper weapons and armour to match his new unit in an even swap. His skills and characteristics are changed to those of a starting Crewman, or to match those of his new crewmates if joining an existing group. Otherwise, the Hero has resisted the sirens song of the sea, and is forced to become a Swabbie (see Swabbies below). He is stripped of his equipment and weapons; these are handed out as the player desires. He does retain any skills and keeps his original characteristics, but can only be re-armed with the weapons listed in the Swabbie equipment list. Enemy human Henchmen taken Out of Action during the game and then lost from their original Warband for good (a 1-2 was rolled for them post-game) also have a chance of joining up too! Roll another D6 for each: on a roll of 4+, the Pirates manage to drag them away or otherwise make off with their wounded bodies, and patch them up on the ship. The Pirate player can then test to see if they will join exactly as above, by both players rolling 2D6 and adding it to the Captains and the Henchmans Leadership. This test can only be done if the Pirates win the game, so the Pirate player will always get a +1 to his roll. 34

My first landing. First time Ive been in the city. No, not a city, not anymore. Oh Sigmar, what did these people do to deserve such punishment? More later I cannot find the words. from the log of Augustus Riley Frayed Crewman, pirate ship The Serpents Mother

Special Rules
Swabbies: Pirate warbands can recruit new members to join the adventuresome life of a pirate, sometimes willingly but oftentimes more as an alternative to walking the plank! Only humans can be recruited in this manner though not even the most bloodthirsty pirate would ever trust a Skaven or Beastman, and other races even though friendly to mankind would normally never follow a mere human into battle! The following special rules apply to certain situations in Mordheim game play: Kidnapped! Enemy human Heroes who after the game rolled up the Captured result (D66 rolls of 61 or 62) can be offered one

A tale of ye most scurrilous Pirates and vagabonds fresh to The City of the Damned as told by Capn Tim Huckleberry

Hired Swords and Special Characters are too skilled to be taken off in this manner, and can never be recruited they have their own agendas to pursue, and will ensure the pirate life is not part of those plans. Well now matey, have you ever considered pirating as a career? If the Pirates encounter Stragglers (result 44) or Prisoners (result 333) when Searching, there is a chance they may sign up to sail under the Jolly Roger. Either of these options may be used instead of the regular options listed for these situations. If a Straggler is found, the Captain can try to convince him to join the crew by making a successful Leadership test. If passed, the Straggler joins as a Swabbie (hes too unhinged even to become a member of the Crew!) If Prisoners are found, roll a D3 to determine how many are rescued. If the Captain passes a Leadership test (he must make a separate test for each one), the Prisoner eagerly joins his rescuers as a member of the Crew, either starting a new Crew group or joining an existing one if it has four models or less. If he is starting a new Crew group, he will start at the normal characteristics levels for a normal Crew member and at Zero Experience. There is no extra cost to add him to an existing group which has accumulated experience points, and his skills and characteristics match those of his new crewmates. The player must pay though to equip and arm the new Crewman as per his new unit. If the player cannot pay, the prisoner must join as a Swabbie. If the test is failed, the Prisoner isnt quite so convinced of the worthiness of the sea dogs and is added as a Swabbie. Unless noted otherwise, Pirate Warbands have the same access to Hired Swords & any other items as for a regular human Mercenary Warband, and follow all the normal rules for them as well. They must however pay an additional +20 gc in upkeep if they have both Dwarfs and Elves together in the same warband (the ship is only so big, and the confines make them more irritable than usual!). In one-off games, a Pirate Warband starts with two Swabbies for free. 35

Succession: If the Captain is killed, one of the Mates will take over in the same manner as a Champion taking over for a Mercenary warband.

Choice of Warriors
A Pirate warband must include a minimum of three models. You have 500 Gold Crowns which you can use to recruit and equip your Warband. The maximum number of warriors in the Warband is 15 (this represents the landing party; the rest of the crew are aboard the ship in case some other scurvy sea dogs dare to attack!). Ships Captain: Each Pirate warband must be lead by a Captain no more, no less! Mates: Your warband may include up to 2 Mates Cabin Boys: Your warband may include up to 2 Cabin Boys. Crew: Your warband may include any number of Crew. Gunners: Your warband may include up to 7 Gunners. Boatswains: Your warband may include up to 5 Boatswains. Swabbies: Your warband may include up to 5 Swabbies. Note that you may never have more Swabbies than you have Crew though!

Starting Experience
The Captain starts with 20 experience. Ships Mates start with 8 experience each Cabin Boys start with 0 experience each All Henchmen start with 0 experience.

Pirate equipment lists


The following lists are used by Pirate warbands to pick their weapons: PIRATE EQUIPMENT LIST

Missile Weapons
Belaying Pin . . . . . . . . . . . . . . . . . . . . 3 gc Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Boat Hook . . . . . . . . . . . . . . . . . . . . . .8 gc Cat O Nine Tails. . . . . . 8 gc (Heroes only) Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc Double-handed weapon . . . . . . . . . .15 gc

Armour
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc Toughened leathers . . . . . . . . . . . . . . 7 gc GUNNER EQUIPMENT LIST

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc

Missile Weapons
Belaying Pin . . . . . . . . . . . . . . . . . . . . 3 gc Pistol . . . . . . . . . . . . . . . . 15 gc (60 Brace) Crossbow . . . . . . . . . . . . . . . . . . . . 25 gc Dueling Pistol. . . . . . . . . . 30 gc (60 Brace)

Missile Weapons
Pistol . . . . . . . . . . . . . . . . 15 gc (60 Brace) Blunderbuss . . . . . . . . . . . . . . . . . . 30 gc Dueling Pistol. . . . . . . . . . 30 gc (60 Brace) Handgun . . . . . . . . . . . . . . . . . . . . . 35 gc Swivel Gun . . . . . . . . . . . . . . . . . . . .65 gc (Rare 8; one per Warband) Swivel Gun Ammo: Ball Shot . . . . . . . . . . . . . . . . . . . . . . 5 gc Chain Shot . . . . . . . . . . . . . . . . . . . . 2 gc Grape Shot . . . . . . . . . . . . . . . . . . . . 2 gc

Armour
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc Toughened leathers . . . . . . . . . . . . . . 7 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . . 20 gc SWABBIE EQUIPMENT LIST

Hand-to-hand Combat Weapons


Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Boat Hook . . . . . . . . . . . . . . . . . . . . . .8 gc Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc Double-handed weapon . . . . . . . . . .15 gc

Armour
Toughened leathers . . . . . . . . . . . . . . 7 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . . 20 gc

Pirate skill tables


Combat Captain Mate Cabin Boy    Shooting    Academic  Strength Speed     Special   

Pirate Warbands

Heroes
1 Pirate Captain
60 Gold Crowns to hire
Only the roughest toughest sea dog can rise to become captain of his own ship. A good Captain has to be bold and decisive in combat, and a forceful personality to hold together his unruly followers. Though often elected by the Crew, he must command their respect and fear, and more importantly ensure their continued loyalty with plenty of gold! Profile M 4 WS BS S 4 3 3 T 3 W I 1 3 A Ld 1 8 stand with their Captain ready to plunder and ravage any ships they find. Profile M 4 WS BS S 4 3 3 T 3 W I 1 3 A Ld 1 7

Weapons and Armour: Mates may be


equipped with items chosen from the Pirate Equipment list.

0-2 Cabin Boys


15 Gold Crowns to hire
The lure of the sea often calls many young men to leave their boring lives behind and take up the exciting life of a pirate. Some are the youngest sons of nobles who know they will never inherit, or whose families have fallen to disgrace or poverty. Others are simple farmboys yearning for the open sea and adventure. All though, show some glimmer of talent which the Captain decides is enough to allow them to serve as Cabin Boys, where they can learn not only the basics of seamanship but also the more important lessons of how to run a pirate ship. Assuming the live through the years of training, they will go on to become feared Captains of their own! Profile M 4 WS BS S 2 2 3 T 3 W I 1 3 A Ld 1 6

Weapons and Armour: A Pirate Captain may be equipped with items chosen from the Pirate Equipment list. SPECIAL RULES
Leader: Any pirate within 6" of the Captain may use his Leadership characteristic when taking any Leadership tests.

0-2 Ships Mates


35 Gold Crowns to hire
Each ship has several Mates to serve under the Captain and ensure his orders are carried out properly. They also keep a careful eye on him as well for any signs of weakness or hoarding from the Crew, as each Mate would love nothing more than to become Captain himself one day. Until that day though they readily obey his commands, oversee the Crew and the ship, and

Weapons and Armour: Cabin Boys may be


equipped with items chosen from the Pirate Equipment list.

Yer a lucky one here, boy yer own friends left ye fer dead. We coulda have cut yer throat and taken yer gear, or sold ye like a Dreg. So now laddie Have ye ever been athinkin about the pirate business? Pirate Captain Drakkens anonymous enemy offer to

from the log of Augustus Riley Frayed Crewman, pirate ship The Serpent's Mother

37

Pirate Warbands

Henchmen (Bought in groups of 1-5)


Crew
25 Gold Crowns to hire
The backbone to the ship, the crew are drawn together by the lure of the sea as well as the lure of plunder! As sailors, crewmen are experts in seamanship and ship operations. As pirates, they also quickly become proficient in swordplay and in using a variety of weapons especially pistols. It is said a good pirate crewman needs to know how to read the skies, weather, and winds, but most importantly the moods of his Captain! Profile M 4 WS BS S 3 3 3 T 3 W I 1 3 A Ld 1 7 Gun into battle. Usually they stand in awe quite far away from him even they cant be sure when one might blow! If a Pirate Warband includes a Swivel Gun, the Gunner wielding it will always be considered an individual and can never have anyone else with him. Since a Pirate Warband may only have one Swivel Gun, if a Gunner is equipped with one then he must either be a new Gunner, or split from an existing unit. If the latter, he retains all Experience and Skills he had previously.

0-5 Boatswains
32 Gold Crowns to hire
Boatswains (or Bosons as they are often called) are responsible aboard the vessel for the upkeep of the rigging, the hundreds of lines and cables throughout the ship which keep the sails operating properly. They are experts at moving throughout the ships maze of ropes, swinging from one yardarm to another to ensure the overall soundness of the rigging. In the ruins of Mordheim, these same skills serve them well in moving throughout the building wreckage and craters which litter the former city. Profile M 4 WS BS S 3 3 3 T 3 W I 1 3 A Ld 1 7

Weapons and Armour: Crew members may


be equipped with weapons and armour chosen from the Pirate Equipment list.

0-2 Gunners
25 Gold Crowns to hire
Gunners tend the artillery and ammunition of the ship. Their keen knowledge of blackpowder weapons is essential to prevent the potential disaster of a cannon bursting, overheating, or recoiling out of control. In battle, Gunners oversee the banks of cannon, and on land they tend to be armed with the best pistols and other blackpowder weapons from the ships stores. Profile M 4 WS BS S 3 3 3 T 3 W I 1 3 A Ld 1 7

Weapons and Armour: Boatswains start with a Rope & Hook, and may be equipped with weapons and armour chosen from the Pirate Equipment list. Note that they can never sell off or give away their Rope & Hook a Boatswain would never be without his ropes! SPECIAL RULES
Expert Riggers: Boatswains are highly trained in using their ropes, as they are the ones who maintain the complex network of rigging throughout the ship. They may re-roll failed Initiative tests Leaping over Gaps, Jumping Down, and performing a Diving Charge, as well as the normal test for Climbing Up or Down that a Rope allows.

Weapons and Armour: Gunners may be equipped with weapons and armour chosen from the Gunner Equipment list. SPECIAL RULES
Swivel Guns is Dangerous, Matey! Gunners are known to be amongst the bravest of pirates, given their close proximity to blackpowder weapons, but even among themselves they stand in awe of any Gunner who takes a Swivel 38

0-5 Swabbies
Special Recruitment rules (see above)
Not all members of a Pirate Warband are there entirely voluntarily. Some have been captured from enemy vessels, or rounded up on the docks or harbour fronts when the ship was in need of extra men. Kept under a watchful eye by

Pirate Warbands
the Mates, the Swabbies know they had better carry out their duties as assigned, lest they face a keel-hauling or worse! Many have grown accustomed to their lot, but given a chance many will run for it, even into the unknown dangers of the hellish city ruins. Profile M 4 WS BS S 2 2 3 T 3 W I 1 3 A Ld 1 6

Weapons and Armour: Swabbies may be


equipped with weapons and armour chosen from the Swabbie Equipment list.

SPECIAL RULES
Not Hired: Swabbies are not hired, they follow the special recruitment rules above. Never Gain Experience: Swabbies generally arent interested in proving their worth to the crew, they are interested in survival and hopefully escape! Swabbies never gain experience in games. Rabble: Swabbies do not need to be armed all the same. Each may be given different equipment, but only items listed in the Swabbie equipment list. Swabbies can never use magic, or cast spells of any sort, no matter their original background or abilities. Blimey, they got away! If the Pirate Warband itself Routs, any Swabbies who have already left the table in previous turns are presumed to have made a successful escape, and are never seen from again. Remove them from your warband roster as if they had been killed.

Dont mind them mates, they aint true pirates! The rest of the crew barely notice if any Swabbies run away or go Out of Action they know theyll find them later on and give them 30 lashes if theyre lucky! Any Swabbies who are running away or have been taken out of action do not count towards the need to take a Rout test for the warband.

Pirate Special Skills


Pirate Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Sea Shanty Singer


The pirate is renowned throughout the seas as one of the greatest singers aboard a ship, able to raise the spirits of any crew with his stirring renditions of The Sloop Johan Bee, What do you do with a Drunken Halfling?, and other famous pirate ditties. At the start of his Close Combat phase he can suddenly burst out in song, distracting one opponent in base contact of his choosing. That enemy must pass a Leadership test, or loose 1 Attack that turn. This does not effect Undead or other non-living 39

creatures, such as Possessed.

Sea Legs
Even in the strongest seas, the pirate has learned to keep his footing and equilibrium. If he Falls during a battle, he may ignore the effects of the D3 hits on a roll of 4+ (make a single roll to see if the any of the hits take effect or not). In addition, if he is knocked down or stunned within 1" of a precipice he may re-roll his Initiative test to see if he falls down or not.

Pirate Warbands
shout encouraging words (or threats) at any one pirate within 8" who just failed his test to see if he runs away from combat, or to stop running away if he was already fleeing. That pirate may then re-roll the test. This can only be done if the Captain is on his feet, but not if the Captain is in close combat himself.

Hardy Constitution
Many months at sea, and especially many months eating hardtack, have hardened the pirates body to effects that would cause a lesser man to collapse. During the battle, the pirate may ignore any Critical Hits on a roll of 5+ (the wound is treated as normal if the roll is successful). If the roll is failed, the Critical Hit is worked out as normal.

Cutlass Master
These short, single bladed swords are the mainstay weapon of any pirate crew, and in the hands of a trained seaman they are superb weapons for close quarters fighting. If the pirate is equipped with a Sword, this skill will give him the additional benefit of also being able to parry successfully if the player rolls equal to number rolled to hit, not just higher as normal. This extra ability only apply if the Pirate is not in the open; ie., only when in cover or in a building, within 2" of a terrain feature like a wall or tree, etc.

Swashbuckler
The pirate cuts a dashing figure in combat, mixing dazzling swordplay and acrobatic feats with charm and witty comments. Even the basest villains in Mordheim respect (and curse) his ability to always seem to effortlessly slip from their grasp. The pirate may make a Leadership Test at the end of any Hand-to-Hand phase (pirates or enemys turn) if he is still in base contact with any enemy models. If he passes he may make a normal movement away from the enemy (he may not run or charge), without the enemy striking any blows on him. If he fails the test he remains in combat and must fight as normal in the following turn.

Booming Voice
(Captain only) The Captain has spent many a battle bellowing orders to his crew, yelling above the roar of the cannons and the screams of the enemy. Once per turn, the captain may

Price Chart
The following chart gives the cost of all the aforementioned pirate items of equipment including whether items are rare or common. Item WEAPONS & ARMOUR Cost Availability 3gc 8gc Common Common Common (Heroes Only) Rare 8 (Gunners Only) Common Item MISCELLANEOUS EQUIPMENT Cost Availability 45+2D6gc 5gc 4gc 40+2D6gc 15gc 8gc 206gc 75+4D6gc Rare 9 Common Common Rare 9 Rare 8 Common Rare 8 Rare 10

Belaying Pin Boat Hook

Compass Hardtack Biscuits Hook Hand Jolly Roger Parrot Peg Leg Spy Glass Treasure Map

Cat O Nine Tails 3gc Swivel Gun Toughened Leathers 65gc 7gc

40

Pirate Warbands PIRATE WEAPONS & ARMOUR


Pirate Warbands make use of trading between ships at sea, as well as the regular trading & merchant locations on land. Also, the landing parties can bribe their mates on the ship to rig up special weapons or items for them with the gold they gain in their adventures on land. Thus Pirates may also purchase the following in their after-game trading. Note that some items are included in the equipment lists above, meaning they can be bought in initial Warband creation as well. the threat of the lash. In battle the long barbed whip of the Cat is also seen, but this time dealing out punishment to the enemy! SPECIAL RULES Like the Steel Whips of the Sisterhood, Cats cannot be parried by swords or bucklers, have a 4" range, and hit with the users Strength. However, since they are made of rope and not steel, they give the enemy model a +1 to his armour save (6+ for no armour), like a hit from a fist or dagger. Other than this exception Cats follow all the rules for Steel Whips.

Belaying Pins
A typical ship contains hundreds of these short lengths of carved wood. They are set up in racks in convenient places in the ship, around which the running rigging can be secured or belayed. These also make good weapons, and pirates quickly become proficient with hurling them as short range weapons. Range: 6" Strength: As User -1 Special Rules: +1 SPECIAL RULES Thrown Weapon, +1 Enemy Armour Save. Models using Belaying Pins do not suffer any penalties for range, but still suffer a -1 to hit penalty if they use them after moving that turn. They also do not hit very hard, so strike at User Strength -1 and give the target +1 to its armour save (or a 6+ if they have none), exactly as if the enemy had been hit by a bare fist.

Swivel Gun
Pirate Gunners sometimes construct and carry into battle a smaller and lighter version of the real swivel cannons normally attached to pivoting mounts on the ships railing or sides. Though smaller than regular cannons, swivel guns are larger than normal handguns, so big that they must be held up with the support of wooden support. They are cumbersome, and prone to failure due to imperfect castings or poorly mixed blackpowder, but most gunners agree that they make up for it in sheer power. SPECIAL RULES Swivel Guns follow most of the rules for Blackpower weapons, Move or Fire, Prepare Shot, but have some exceptions as noted below. A Pirate Warband may have only one Swivel Gun at a time, due to the time it takes the ships Master Gunner to construct one. Cumbersome: The user is at 1 Initiative and 1 Movement throughout the battle. Also, Swivel Guns may never be fired twice per turn, or fired if the user moved, no matter what Skills the user may have. Blackpowder Rules: The normally optional rules for Blackpowder weapons on page 164 are always in effect for Swivel Guns, due to unpredictable nature of the local materials used in their construction. Special Ammunition: Swivel Guns use nonstandard ammunition types, which must be bought for each game. Each type only lasts one game, so if it is used in a game it cannot be used again until another supply is bought. Before firing, the Gunner must declare which type is being used, if he has more than one type available in the game. Ball Shot Range: 36"

Boat Hook
These are normally used to pull in ropes or other objects from the water, but their long reach and wicked metal catches makes them also useful in combat. Range: Close Combat Strength: As User -1 Special Rules: Strike First, Two-handed SPECIAL RULES Strike First, Two Handed. Boat Hooks are used in Close Combat. They allow the user to Strike First in the first round of any close combat, no matter which model charged, but require both hands to use. Models using a Boat Hook in combat cannot use any other weapons, or gain benefit from a shield or buckler, while in close combat.

Strength: 5 Armour Save: -2

Cat O Nine Tails


Order is often maintained aboard the ship with 41

A Swivel Gun firing these heavy lead balls can stop even a charging Ogre dead in his tracks!

Pirate Warbands
Concussion: The impact of the heavy lead projectile is enough to rattle even the hardiest warrior. Treat any resulting Injury Rolls of 2-4 as a Stunned result. Chain Shot Range: 24" Whew, thats ripe Matey! Once bought (or broken in), a pirates Toughened Leathers cannot be given to another pirate or sold back at the Trading Posts the stench alone is enough to drive away even the most desperate of new owners!

Strength: 4 Armour Save: -1

These lengths of chain and linked metal dont cause as much damage, but can entangle an enemy model and bring him to his knees. All Wrapped Up! Enemy hit by Chain Shot which are not wounded are Knocked Down on a roll of 4+, even if they normally can never be Knocked Down. Grape Shot Range: 24"

SPECIAL PIRATE EQUIPMENT

Compass
A compass can be a big help on the land as well as at sea, by helping the pirates navigate faster and more accurately around the seemingly random ruins of the blasted city. In any scenarios where players roll to see which side deploys first, then his warband may re-roll their result. This can only be done if the pirate with the compass is not missing the game though! Note that only one re-roll is allowed, even If multiple pirates have a Compass, and if both sides have one then no re-rolls are allowed.

Strength: 3 Armour Save: -

Very small pellets, rocks, metal scrap, even rock salt are poured into the barrel from prepared canisters, producing a cloud of shrapnel when fired. Its Everywhere! If a hit is scored, D6 other enemy models within 4" of the target and also in Line of Sight will automatically take a single hit. If the original target was in the open, no hits can be applied to models in cover though (only if the original target was in cover can hits go to models in cover as well). The closest enemy model to the target must take the first hit, then the next closest, and so on. Models in Hiding will also count towards being close to the target, and can be hit as well. There is no Armour Save modifier from Grape Shot hits. Pirates know to duck out of the way when they hear a Swivel Gun going off, and thus are never hit by friendly Grape Shot.

Hardtack Biscuits
(one per model, one use only) Any Pirate may bring some of these dense breads to eat during a battle, filling him with well, something pretty dense and bread-like (the ships cook refuses to divulge the exact ingredients). At the start of any one of his turns the pirate may pop some in his mouth as long as he is not already in hand-to-hand combat. His Toughness is temporarily increased by +1 for the duration of that turn and the following enemy turn, with the effects generally wearing off afterwards. Roll a D6 after that turn; on a 1 his biscuits were tainted and filled with maggots (yuck!). Make a note of his name the pirate must miss the next game as he recovers (and thumps the cook a few times to boot!). If the Pirate winds up missing a game because of other effects, the losses will add together and he will miss the next two games.

Toughened Leathers
There is nothing like many months at sea to really toughen up clothing! Covered with crusted salt, spilled rum, and other less savoury materials, many a pirate has found his long coat to have stiffened up to a very hard finish, and even offers some protection in combat. SPECIAL RULES Toughened Leathers work exactly like Light Armour, giving the wearer a 6+ Armour Save, but cannot be combined with the effects of any other armour except a Helmet or Buckler. This includes using a shield most pirates find they get in the way when fighting in the stiff leather, resulting in falling into the briny deeps when trying to board a ship! 42

Hook Hand (one per model) Pirates who have lost a hand or arm due to a Hand Injury or Arm Wound can be fitted with a sharpened metal hook. The wearer of the stylish new device cannot use any two-handed weapons, but will always count as having a close combat weapon in that hand. The hook strikes in close combat in the same manner as a dagger. A new pirate joining the warband, either during initial warband creation or as a new hire, may also start out with a Hook Hand. If the wearer gets a Hand Injury or Arm Wound in further battles, these can be ignored on a roll of 4+ as the hit was taken by the Hook Hand instead.

Pirate Warbands Jolly Roger (one per Warband) Ah, the sight of the Jolly Roger waving in the wind is enough to bring a tear to the eye of even the toughest old salty dog. Any Hero may carry the Jolly Roger; the cost represents the effort to have the ships sail makers create a smaller version that one man may carry on a long pole. Any Pirates within 12" of the Jolly Roger never count as being All Alone in combat. Carrying the banner takes up one hand though, so that model may not carry or use any two-handed weapons during the game. Note that Swabbies, lacking the true Pirate spirit, do not gain any benefit from the Jolly Roger. Parrot
(Captain and Mates only) Squawk! Pieces of Wyrdstone, Pieces of Wyrdstone! A well trained parrot is excellent at distracting opponents, either by shouting out loud at them or flying around getting in their way. All enemy in base contact with the owner will be at 1 to hit in their first round of combat with the pirate unless they can pass a Leadership Test. (one per model) Any Pirate suffering a Leg Wound or Smashed Leg can opt to have his ruined leg replaced with a stout wooden peg leg. This will reduce his Movement (and maximum possible Movement characteristic) by -1, but offers a chance that stray hits will strike the leg instead. This gives him a special saving throw of 6+, which can be taken whenever he fails any other saving throws allowed against any wounding shooting or hand-to-hand hits. This save is not modified, and can be used even if no saving throw is normally allowed. A new pirate joining the warband, either during initial warband creation or as a new hire, may also start out with a Peg Leg. If the wearer gets a Leg Wound or Smashed Leg in further battles, these can be ignored on a roll of 4+ as the hit was taken by the Peg Leg instead.

Treasure Map (one use only) Pirates may use a Treasure Map instead of regular exploration of the city ruins. It represents the location (possibly) of a treasure stash another pirate band was forced to bury, before they could bring the booty to a safe hide away. Roll a D6 after the game to determine where the map leads you (note that any gold crowns found represent the profit after all shares have been given to the crew).
1. The map turns out to be a fake! However, you do manage to return and trounce the bilge-drinking swine who sold it to you, and he gives your Warband D6x5 gold crowns to make amends (and prevent himself getting keel-hauled!). 2. The map leads your crew to a minor stash. After some hours digging, the find a chest containing 1 shard of wyrdstone and some jewels worth 2D6x10 gold crowns. 3. The map reveals one of the fabled alestashes of Long Drong Slayer himself! You uncover several barrels of the finest rums, ales, and other assorted spirits. One is a barrel of Bugmans XXXX, which can be used as per the rules for Bugmans Ale. After sampling many of the other barrels, the remainders are sold off for 2D6x10 gold crowns (after the crew wakes up, of course). 4. Buried deep in the ruins of an unassuming hovel you find several chests filled with fine clothes, plus several notebooks outlining blackmail information for many of the local trading merchants. You realise this must be one of the stashes left by Facio, the great Tilean trickster and rogue. Armed with your new clothing and information, on your next visit to the trading posts you may buy any one item listed on the regular Price Chart as if it was Common (except any other Pirate Warband unique items, such as Swivel Guns or Treasure Maps), assuming you have the money. Once the transaction is complete, you turn around and sell the notebooks to his competitors for 2D6x10 gold crowns, and make any other trading post purchases as normal. Also, if in your next game your warband captures anyone, or finds any Stragglers or Prisoners, the fine clothing impresses them quite a bit! The Captains Leadership is increased by +1 when testing to see if any join your warband. 43

Peg Leg

Spy Glass
A pirate can use his trusty spy glass to examine the combat ground, spotting any yellow dogs who try to sneak about! At the start of his turn, the owner can try to detect one Hidden enemy model to which he has normal Line of Sight. On a roll of 4+, the model looses his Hidden status. The spying Pirate can move as normal in that turn, but cannot run or charge.

Pirate Warbands
5. The treasure chest that is found has been carefully booby-trapped! One of your Heroes must try to penetrate the maze of poisoned dart-shooters and collapsing pathways that surround the chest by passing an Initiative test. If he passes, his expert approach reveals a Lucky Charm near the chest (which he claims for himself!), and 3D6x10 gold crowns in the chest itself. If he fails the test, he must sit out the next game as he recovers, but the crew do manage to open the chest now that the traps have been set off and gain the gold as above. They do not find the Lucky Charm though as it is drawn back into its hiding place, there to await a more careful adventurer. 6. Your crew bow their heads in reverent silence, as the map has lead them to one of the legendary secret burial spots used by Black-Wyrd the Pirate King, first and finest pirate to ever ravage Mordheim. Known for tying shards of Wyrdstone into the thick strands of his hair and beard and then setting them alight so they set off sparks of unholy fire, he was rightly feared by all Warbands throughout the land and sea. Though only a small chest is found at the site, when opened it reveals 2+D3 shards of Wyrdstone, plus a Mordheim Map! armed with a Bow. Ideally they will find a good shooting spot and not move too much during the game. The two Gunners will indeed be moving, as I want to get them into good firing positions for their Blunderbusses. Since they only get one shot per game, they have to count! Lastly, I have two more hand-to-hand fighters. My other Crewman, armed with a sword and pistol, will be able to move around as needed and lend a hand. Ideally, he may even get some shots off with his pistol! The Boatswain will be working the buildings with his sword, using his own skills to leap about from rooftop to rooftop, and maybe get some Diving Charges in as well. This leaves 22 gc for spending after the first game. If Im lucky, Ill pick up a Swabbie after the game, or even a Crewman. Ill also be putting some gold aside for a Swivel Gun too no Pirate Warband should be without one!

A gentleman and scholar...


Tim Huckelbery is head of the Games Workshop USA Customer Service Department, and also serves as the GW Internet rep. He graduated from MIT with a degree in Physics, and served 10 years with the US Air Force in Space Command launching rockets and flying satellites. He now is having much more fun working for GW (just passed his 5 year mark!), even though his parents are a bit confused by it all. In the Customer Service department, he and team get to talk to players from all over North America, helping with product problems, finding them good local stores, and answering lots of gaming questions, plus answering email from all over the world! Tim was introduced into Games Workshop via Talisman, and rapidly got into all the other games, becoming one of the first Outriders over in the USA. He plays lots of 40K (Tyranids, ChaosNurgle, and Genestealer Cults are his favourites), but when the Mordheim background mentioned rivers in the City of the Damned he immediately thought Pirates! 44

Some Player Notes


When making my own Pirate Warband the goal here was a good mix of shooting and hand-tohand fighters. I also wanted a Warband that could be very mobile. With these in mind, I went for a classical pirate captain armed with sword and pistol, plus light armour to help him out as he advances into combat. I upgraded his pistol to a Dueling Pistol as an afterthought nothing but the best for the Captain! Hell be accompanied by two Cabin Boys, lightly armed but with weapons that should give them an edge. The Cat O Nine Tails will allow one to attack even if not in base contact, essentially extending his attack range by 4 inches. The Boat Hook will allow the other to strike first, and hopefully get a lucky hit in before the enemy can strike back. Their main goal in the first few games though is survival they need to build up their characteristics before they are ready to strike out on their own! As Mate, I went with a Peg Leg (as the model would simply be fun to create!) and armed him with a crossbow. Hell be hanging back mostly, and hopefully not seeing any actual hand-to hand-combat. Hell working with a Crewman

Pit Fighters
The Pit Fighter warband was rst featured in Town Cryer 14. Since then we have playtested and updated the rules exhaustively. We even got the Fanatic miniature designer Mark Bedford to sculpt a complete Pit Fighter warband to accompany this article. So, those who are about to die we salute you!

ll across the Empire there are gladiatorial ghting pits where tough warriors are forced to take up arms against each other in brutal hand-to-hand ghting, often to the death, for the bloodthirsty pleasures of the baying crowd. From the vicious pits of Cutthroats Haven to the Black Pits on the outskirts of the ruined city of Mordheim, there can be heard the clash of steel and the screams of the dying. In most regions of the Empire these ghts are outlawed, but the culture itself remains a haven for exmercenaries, escaped convicts and itinerant conmen, and bribes to local ofcials ensures that this brutal sport continues unabated. There are as many different types of pit ght as there are venues, from small stghts in an old barn or a back alley, to huge conicts with many heavily armed combatants. There are vast amounts of money to be made by the illegal gambling cartels and on the sly by the merchant guilds from the pit ghts. In the more lawless areas of the Empire, such as around the Cursed City, the pit ghts are bigger, more widespread and far more lavish. There are many different types of pit ghter: huge and brutish Ogres; frenzied, fearless Dwarf Troll Slayers and even those unfortunate humans who are sold as pit ghters have many different ghting styles.

Each type of pit ghter is easily recognisable from his armour and weapons which are heavily stylised on the appearance of the Empires many foes. Close combat specialists wear heavy plates of armour across their shoulders, thick iron gauntlets and heavy greaves. They also wear heavy horned helms that caricature warriors of Chaos, helmets with fake tusks and leering faces akin to Orcs or skull-faced helmets that look like the Undead. The weapons these warriors carry are invariably heavy ails, gauntlets with razor-sharp iron claws like Ghouls and Orc choppas. There are also specialist pit ghters called pursuers that are based upon the expert light skirmish troops of other races such as Lizardman Skinks or Witch Elves, and their weapons and armour reect this. They wear very little armour besides a stylised helm and often 2

By Scribes of ill repute and twisted rumour Gert Joris & Stephanus Harburgh

carry two light swords, a spear and net or several javelins. Unlike the heavy pit ghters, these warriors harry their foes with hit and run attacks, using speed and agility over brute strength. The most feared and respected type of pit ghter is the Pit King a veteran ghter of many bouts, a heavily scarred killing machine with muscles like iron. Pit Kings are often dressed in heavy armour reminiscent of Empire heroes of old, adorned with a laurel wreath which is the symbol of his status. These dynamic warriors have access to many weapons, often favouring great axes and swords which they wield with consummate skill. The vast majority of ghters are slaves who work for the so-called circuit and they have to go through rigorous training before they are let loose in the bloody world of the ghting pits as they are considered an expensive investment by their owners. They strive to survive long enough to earn their freedom by paying off their owners with a large cut of the winnings. Most successful pit ghters live for the sport (and, of course, often die for it also!) because they know of little else. Enough pit ghters either earn their freedom or, as is more often the case, escape and form bands of fugitives on the run from their former owners. These bands of outcasts make ideal warbands for hire to those shady characters who wish to explore the ruins of Mordheim. The warriors in a pit ghter warband are very dangerous adversaries indeed even for the most rugged, experienced of mercenaries for they are entirely ruthless and offer no quarter. Pit ghters are especially adept at ghting in close quarters with little room to manoeuvre such as the cluttered streets and ruined houses of Mordheim and this makes them much-feared opponents amongst the denizens and warbands of the Cursed City. Appearance: Pit Fighters are grizzled veteran warriors covered with many scars of battle, they are armed with special pit weapons and Armour, their bodies well developed and muscular. They wear little clothing and only partial armour known as Pit Armour. 3

Choice of Warriors
A Pit Fighter Warband must include a minimum of 3 models. You have 500 Gold Crowns that you can use to recruit your initial Warband. The maximum number of warriors in the Warband is 15, though some buildings in the Warbands encampment may increase this. Pit King: Each Pit Fighter Warband must have one Pit King: no more, no less! Pit Fighter Troll Slayer: Your Warband may include a single Pit Fighter Troll Slayer. Pit Fighter Veterans: Your Warband may include up to two Veterans. Ogre Pit Fighter: Your Warband may include a single Ogre Pit Fighter. Pursuers: Your Warband may include up to seven Pursuers. Pit Fighters: Your Warband may include any number of Pit Fighters.

Starting Experience
A Pit King starts with 20 experience. Pit Fighter Veterans start with 8 experience. A Pit Fighter Troll Slayer starts with 8 experience. Henchmen start with 0 experience

Weapons & Armour


Unlike other warbands that may chose which weapons and armour to equip their warriors with, Pit Fighters have to chose a specic ghting style which dictates their weapons and armour conguration. This is with the exception of Trollslayers and Ogres that may chose from a limited selection of equipment. The ghting style does not restrict Heroes from using items not on their list if they learn the appropriate skills. Pit Fighters may chose to change their ghting style at any stage by either swapping with another warrior in the warband or by simply buying a new style (or the separate components). Pit Fighter warbands also differ from other warbands in that a Henchman group may contain a mix of several different ghting styles and does not have to equip all of its warriors in the same manner.

Pit Fighters

Pit Fighter Equipment List


The following lists are used by Pit Fighter warbands to pick their weapons & armour:

PIT FIGHTER EQUIPMENT LIST


Orc Style Helmet/Dagger/ Axe/Shield . . . . . . . . . . . . . . . . . . . . . . .20gc Undead Style Helmet/Dagger/ Spiked Gauntlet/Sword . . . . . . . . . . . . . .35gc Empire Style Helmet/Dagger/Double-handed Weapon/ Light Armour . . . . . . . . . . . . . . . . . . . . .45gc Chaos Style Helmet/Dagger/Flail/ Shield/Light Armour . . . . . . . . . . . . . . . .50gc

OGRE & SLAYER EQUIPMENT LIST


Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Dwarf Axe* . . . . . . . . . . . . . . . . . . . . . . .15 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 gc Spiked Gauntlet . . . . . . . . . . . . . . . . . . .15 gc Gromril Weapon* . . . . . . . . . 3 times the cost *Only available to the Dwarf Trollslayer Armour Helmet* . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Light Armour* . . . . . . . . . . . . . . . . . . . .20 gc *Only available to the Ogre

PURSUER EQUIPMENT LIST


Skink Style Helmet/Dagger/Trident or Javelins/ Net or Buckler . . . . . . . . . . . . . . . . . . . .25gc Witch Elf Style Helmet/Dagger/ 2 x Swords or Spear & Net . . . . . . . . . . .30gc

Pit Fighter skill tables


Combat Pit King Veteran Troll Slayer

Shooting

Academic

Strength Speed

Special

Pit Fighters

heroes
1 Pit King
80 gold crowns to hire The Pit King is the leader of the warband. He is a very renowned warrior; a spectacular ghter used to pleasing the baying crowd with his martial display and bloody triumphs. He has managed to buy or free enough fellow pit ghters to start a warband of his own. Hes the smartest and toughest pit ghter around and will ght anybody who puts his position in danger. He is held in a mixture of awe and fear by his fellows and his loyalty to his men is undisputed. Prole Pit King M WS BS S T 4 4 3 4 4 W I 1 4 A 2 Ld 8 action on a roll of a 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as out of action. Hard Head: Dwarfs ignores the special rules for maces, clubs, etc. They are not easy to knock out! Hate Orcs and Goblins: All Dwarfs hate Orcs and Goblins. See the psychology section of the Mordheim rules for details on the effects of Hatred. Grudgebearers: Dwarfs hold an ancient grudge against Elves from the days when the two races fought for the supremacy of the Old World. If the Pit Fighters ever hire any kind of Elven Hired Sword, he will leave the Warband immediately, he refuses to ght alongside these pansy Elves! Death Wish: Troll Slayers seek an honourable death in combat. They are completely immune to all psychology and never need to test if ghting alone.

Weapons/Armour: A Pit King may be equipped with weapons and armour chosen from the Pit Fighter Equipment list. SPECIAL RULES Leader: Any models in the Warband within 6" of the King may use his Leadership instead of their own. Pit Fighter: See Strength Skill section.

0-2 Pit Veterans


35 gold crowns Pit ghter veterans are experienced ghters who carry out the orders of the Pit King with ruthless efciency. These men ensure that the warband is held together with iron-hard discipline and always keep a watchful eye on the Pit Kings back lest an over ambitious fellow pit ghter gets any ideas. Prole Pit King M WS BS S T 4 4 3 4 3 W I 1 4 A 1 Ld 7

0-1 Dwarf Troll Slayer


50 gold crowns to hire Troll Slayers are members of the morbid Dwarf cult obsessed with seeking an honourable death in combat. Having committed some unforgivable crime or been dishonoured in some way, a Dwarf will forsake his home and wander off to die ghting the enemies of Dwarf kind. Troll Slayers are insanely dangerous individuals, psychopathic and violent. There are, however, few better ghters in the known world, so which place would be more tting for them than the dangerous ghting pits then! Battling against the most hardened veterans and monsters in the Old World, it appears that they have truly found their vocation. Prole M WS BS S T 4 3 3 4 W I 1 2 A 1 Ld 9
Troll Slayer 3

Weapons/Armour: A Pit Fighter Veteran may be equipped with weapons and armour chosen from the Pit Fighter Equipment list. SPECIAL RULES Pit Fighter: See Strength Skill section.

Weapons/Armour: A Troll Slayer may be equipped with weapons and armour chosen from the Ogre & Slayer Equipment list. Slayers may never carry or use missile weapons or any form of armour. SPECIAL RULES Pit Fighter: See Strength Skill section. Hard to Kill: Dwarfs are tough, resilient individuals who can only be taken out of 5

Pit Fighters

henchmen
0-1 Ogre Pit Fighter
165 gold crowns to hire Ogres are large brutish creatures standing some ten feet tall, and all of it is bone and muscle. It is unsurprising then that they are one of the most brutal and feared of all pit ghters. These massive, savage ghters are often called upon to ght such fearsome beasts as captured Trolls in some of the most incredible bouts held at the pits. Prole Ogre M WS BS S T 6 3 2 4 4 W I 3 3 A 2 Ld 7

0-7 Pursuers
25 gold crowns to hire Pursuers are a special martial type of pit fighter often used for warm-up fights before the main show. These men are usually lightly armed with spears, nets and javelins with which they harry their enemies in a hit and run style of warfare. This style of fighting dates back to ancient times in Tilea when gladiators, as they were known in the Tilean tongue, would fight in massive stone arenas to huge crowds of citizens baying for blood. Prole Pursuer M WS BS S T 4 3 3 3 3 W I 1 3 A 1 Ld 7

Weapons/Armour: An Ogre Pit Fighter may be equipped with weapons and armour chosen from the Ogre & Slayer Equipment list. SPECIAL RULES Pit Fighter: See Strength Skill section. Fear: Ogre Pit Fighters are large, threatening creatures that cause Fear. See the Psychology section for details. Large: Ogre Pit Fighters are huge, lumbering creatures and therefore make tempting targets for archers. Any model may shoot at the Ogre Pit Fighter, even if he is not the closest target. Skills: An Ogre Pit Fighter who becomes a Hero as a result of The Lads Got Talent may choose from the Combat, Strength and Pit Fighter Special Skills. Slow Witted: Although Ogres are capable of earning experience and bettering themselves, they are not the smartest creatures. Ogres only gain advances at half the rate of everyone else (ie, they must accrue twice as much experience as normal to get an advance).

Weapons/Armour: A Pit Fighter Pursuer may be equipped with weapons and armour chosen from the Pit Fighter Pursuer Equipment list. SPECIAL RULE Pit Fighter: See Strength Skill section. Evade: Pursuers are agile and athletic, well adept at avoiding the heavier Pit Fighters charges. When an enemy charges a Pursuer he may choose to try and evade. On a successful Initiative test it is considered a failed charge and the normal rules apply.

Pit Fighters
35 gold crowns to hire Pit ghters are close combat specialists armed with a variety of weapons and armour. Usually they are fairly heavily armoured and equipped with sword and shield, although sometimes they will be skilled in the use of two-handed weapons. Prole M WS BS S T 4 3 3 3 W I 1 3 A 1 Ld 7 Pit Fighter 4

Weapons/Armour: A Pit Fighter may be equipped with weapons and armour chosen from the Pit Fighter Equipment list. SPECIAL RULES Pit Fighter: See Strength Skill section. 6

Pit Fighters

Hired Swords
Pit Fighters may hire all Hired Swords available except for the Elf Ranger, who feels working with such dirty and brutish individuals would just not do!

Pit Fighter Weapons


Trident
Cost: 15 gold crowns Availability: Rare 7 (Pit Fighters only) The Trident as a Pit Fighter weapon originates in Tilea from the ancient days when gladiators, as the Tileans called them, would ght in the massive public arenas. This weapon is similar to a spear and has all of its advantages in length but it has three spear points, allowing an adept user to catch blades between them and turn them aside. Traditionally, the trident is a weapon that is combined with a net and used by a lightly armoured Pit Fighter against the more heavily armed Swordsmen. Weapon Trident Range Close Combat Strength As User

Warband Special Rules


All Pit Fighters have the Pit Fighter skill as described in the Strength Skill List (+1 WS, +1 A when ghting in ruins, buildings and The Pit). Free the Slaves! Pit Fighters hate all slavers. The Pit Fighters will never sell their captured opponents to the slavers. In the Pit! Pit Fighters who capture an opponent may decide to let him ght in the infamous ghting pits of Cutthroats Haven (use the rules that appeared earlier in this magazine). The Pit Fighter warband may decide to send in one or more of their own ghters to ght the captive, if the Pit Fighter wins he gains +2 Experience, the warband gets all the captives armour and weapons +50gc, if the Pit Fighter loses then roll to see whether he is dead or injured as normal (ignore all following results: Robbed, Captured, Hardened, Sold to the Pits and Survives against the Odds), he will not lose his armour or weapons, the captive will get the 50gc and the +2 Experience when he wins. If the captive wins, the audience decides whether he gains his freedom. Roll a D6 on a 4+ the audience raise their thumbs and he is free. A 1-3 means he remains the Pit Fighters captive and may be elded in the pits after future games.

SPECIAL RULES Strike rst, Parry

Spiked Gauntlet
See P148 of Mordheim rulebook.

Javelins
Cost: 10 gold crowns Weapon Range Javelin 10" Strength As User

SPECIAL RULES Thrown Weapon: Does not suffer from to hit penalties for moving and shooting. May not be used in Close Combat. Ogre maximum limits Prole Ogre M WS BS S T 6 5 4 6 6 W I 4 5 A 4 Ld 7

Troll Slayer Special Skills List


Dwarf Slayers may use the following Skill table as well as any of the standard Skill tables available to Dwarfs. Ferocious Charge: The Slayer may double his attacks on the turn that he charges. He will suffer a -1 to hit penalty on that turn. Monster Slayer: The Slayer always wounds any opponent on a roll of 4+, regardless of Toughness, unless his own Strength (after all modiers due to weapon bonuses, etc) would mean that a lower roll than this is needed. Berserker: The Slayer may add +1 to his close combat to hit rolls during the turn which he charges. (may not be used with Ferocious Charge). 7

Pit Fighters

Special Skills:
Pit Fighter Heroes may use the following skill table instead of any of the standard skill tables available to them.

Pit Fighter Skills


Bulging Biceps: The Pit Fighter may ignore the entire heavy weapons special rule penalty. The Strength bonus will now apply to all rounds in Close-Combat. So a Morning Star will give +1 Strength in all turns not only the rst one. Force of Will: When the Pit Fighter loses his last wound and is taken Out-of-Action, he must roll a D6 equal or under his Toughness, each following round he has to roll again on his toughness but then with a -1 modier for each subsequent round. If he succeeds he gets up and may continue to ght, when he gets taken Out-of-Action a second time hell be removed as normal. Arms master: The Pit Fighter may now ignore all difcult to use rules for all weapons. This enables him to combine certain types of weapons, he can combine a Morning Star with buckler, or even a Morning Star with a Morning Star. Body Slam: Instead of making a normal charge, the Pit Fighter may attempt to slam his opponent to the ground, he burrows his shoulder deep into his opponents stomach. Instead of making his normal attacks the Pit ghter may make a single attack resolved as following: +1Str, +1 to Hit, no weapon bonuses or abilities. Critical hit on a 5+.

Grizzled Veteran: The Pit Fighter is used to ghting fearsome monsters and being cornered in the pit when theres no escape. He has been close to death so many times that he has made his peace and the thought of death no longer bothers him. The Pit Fighter is immune to all psychology.

Mail Order: UK 0115-91-40 000 USA 1-800-394-GAME CANADA 1-800-GW-TROLL AUS 02982 960606 You can order online at www.games-workshop.com

Marauders of Chaos
The primitive men who dwell in the Northern lands on the border of the Chaos Wastes are called Marauders of Chaos. They live in tribes and worship strange gods long forgotten by the civilised world. These Northmen are great warriors and they endlessly strive to win the attention of their patron gods by proving themselves in many battles. Some of the more ambitious chieftains lead their warbands south to the Cathayan Borderlands, leaving burned villages and bloody trails in their wake, seeking greater and greater challenges all for the glory of their dark gods. To the east of Norsca lies the southern arm of the Frozen Sea and, east of that, the Northern Wastes, stretching many thousands of miles to the distant ocean. This cold and barren extension of the great northern steppes is home to fierce nomad peoples, of whom the greatest and most feared are the Kurgan to the west and the Hung to the east. These races are themselves divided into many inter-warring tribes, some more barbarous and bloodthirsty than others. As soon as the leader receives a Mark of Chaos through the Eye of the Gods special rule this test is no longer taken until the leader leaves the warband in which case the new leader must prove himself to the Dark Gods the same way his predecessor did. If the warband already includes a Spawn of Chaos the doomed leader is simply erased from the roster. There may never be more than one Spawn of Chaos in a single warband. The Eye of the Dark Gods rule is not in effect if the warband leader did not take part in the previous battle Hired Swords: Marauders of Chaos may only hire the following Hired Swords: Pit Fighters, Ogres, Norse Shamans and Imperial Assassins plus any other Hired Swords which specify they may be hired by Marauders of Chaos. Witches and Warlocks may be hired except by warbands that include warriors with the Mark of Arkhar.

Choice of warriors
A Marauders of Chaos warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15 (except for Hung warbands). Chieftain: Each Marauder warband must have one Chieftain: no more, no less! Seer: Your warband may include one Seer. Condemned: Your warband may include one Condemned. Champions: Your warband may include up to two Champions. Marauders: Your warband may include any number of Marauders. Warhounds of Chaos: Your warband may include up to five Warhounds. Spawn of Chaos: Your warband may include one Spawn of Chaos.

Special rules
Eye of the Gods: An aspiring chaos follower is always watched by the vigilant eyes of the dark gods, who reward the successful generously but punish failures harshly. Roll 2D6 after every battle. Spawn of Chaos: Chaos: If you lost the preceding battle add +1 to the roll for each of your Heroes that was taken out of action during the battle. On a total of 12 or more the warbands leader turns into a Chaos spawn (see rules below). His experience, skills, injuries and equipment are lost. Mark of Chaos: If you won the battle add +1 for every enemy model the leader took out of action. On a total of 12 or more you may choose a Mark of Chaos for the winning leader (see Marks of the Dark Gods below).

Starting experience
A Chieftain starts with 20 Experience. A Seer starts with 8 Experience. Champions start with 8 Experience. A Condemned starts with 8 Experience. All Henchmen start with 0 Experience.

Characteristic increase
Profile M WS BS S T W I A Ld

Marauder

Marauders with the Chosen of Chaos skill use the maximum profile for Warriors of Chaos: Profile M WS BS S T W I A Ld

Warrior 4

126

Marauder equipment list


The following list is used by Marauder warbands to pick their equipment:

HERO EQUIPMENT LIST


HandHand-toto-hand Combat Weapons Dagger ...................................................1st free/2 gc Hammer ............................................................. 3 gc Axe...................................................................... 5 gc Sword ...............................................................10 gc Halberd ............................................................10 gc Morning star.....................................................15 gc Barbed whip.....................................................15 gc Double-handed weapon..................................15 gc Flail...................................................................15 gc Great axe ..........................................................25 gc Missile Weapons none Armour Light armour ....................................................20 gc Heavy armour ..................................................50 gc Shield ................................................................. 5 gc Helmet..............................................................10 gc

HENCHMAN EQUIPMENT LIST


HandHand-toto-hand Combat Weapons Dagger ...................................................1st free/2 gc Hammer ............................................................. 3 gc Axe...................................................................... 5 gc Sword ...............................................................10 gc Spear ................................................................10 gc Morning star.....................................................15 gc Flail...................................................................15 gc Missile Weapons Throwing axes..................................................15 gc (treat as Throwing knives) Armour Light armour ....................................................20 gc Shield ................................................................. 5 gc Helmet..............................................................10 gc

Marauder skill table


Combat Shooting Academic Strength Speed Special

Chieftain Seer Condemned Champion

Marauder special skills


The Marauders of Chaos may use the following skill list instead of any of the standard skill lists.

chosen of chaos
The Hero has been found worthy of his gods service and entered the rank of a Chaos Warrior. He uses the maximum profile for Warriors of Chaos and the Hero equipment list (if he does not already).

sweeping blow
Whenever the Hero takes an enemy model out of action using a double-handed weapon he may immediately make an additional attack against another model in base contact. Requires the Strongman skill.

tattooed body
Only the warband's leader may have this skill. The Hero's body is covered with unholy Chaos signs to attract his patron's attention. The Eye of the Gods special rule's effect (of becoming a Chaos Spawn or receiving a Mark) happens on a result of 10+ instead of 12+ only. Note that for the less favoured Norse leaders this is 11+.

mutant
The Hero may buy one mutation. See the Mutations section of the Possessed on special rules. Heroes with the Mark of Onogal may choose a Blessing of Nurgle instead (see Empire in Flames, page 66) except the Mark of Nurgle. Note that unlike other skills Marauder Heroes may take this skill more than once.

heart of the warrior


Only the warbands leader may have this skill. He may re-roll any failed Rout test and is immune to fear and all alone tests.

127

Heroes
1 Marauder Chieftain
95 gold crowns to hire
The Chieftain is the brutish head of the warband. He leads his tribe in their constant warfare and bloodshed in an attempt to win the approval of their fickle gods. Profile M WS BS S T W I A Ld

0-2 Champions
45 gold crowns to hire
Champions are the strongest and most battle hardened warriors in the tribe. They fight constantly waiting for the day when they can finally be judged by their god as being worthy of his service. Profile M WS BS S T W I A Ld

Weapons/Armour: The Marauder Chieftain may be equipped with weapons and armour chosen from the Hero Equipment list.

SPECIAL SPECIAL RULES


Leader: Any Warrior within 6 of the Marauder Chieftain may use his Leadership when taking Ld tests.

Weapons/Armour: Champions may be equipped with weapons and armour chosen from the Hero Equipment list.

0-1 Condemned
55 gold crowns to hire
A servant of a dark god who was foolish enough to turn away from his patron is forever condemned. If the traitor turns to another god for aid then they are often spared death, but suffer a fate many times worse. The servant suffers constant mutations at the hands of their old god but maintains vestiges of his humanity as his new god compensates for the mutations by restoring or altering the form of the servant. It is all in vain, as the unwitting servant eventually becomes a plaything of both gods who use the servant's body and soul as a contest of wills between themselves, completely uncaring of the condemned servant's fate. Profile M WS BS S T W I A Ld

0-1 Seer
45 gold crowns to hire
A Seer is the Chieftains advisor as their god tells them his will through the Seer's visions and dreams. The other tribesmen see the Seer's attunement to their gods as a great gift that is to be equally respected and feared. Profile M WS BS S T W I A Ld

Weapons/Armour: The Seer may be equipped with weapons chosen from the Hero Equipment list.

SPECIAL RULES
Wizard: A Seer is a Wizard and may use Chaos Magic as detailed in the Magic section. Mark of Chaos: The Seer gets a Mark of Chaos when hired to determine the kind of magic he uses. He can have the Mark of the Serpent, the Mark of the Crow, the Mark of the Eagle, the Mark of Arkhar or the Mark of Chaos Undivided.

D6

D6 D6

D3

Weapons/Armour: The Condemned uses no equipment (see Fate special rule below) but fights without penalties.

SPECIAL RULES
Inconsistency: The body of the Condemned is mutating permanently. The variable attributes WS, S, T and A are determined whenever needed, once every turn. Fear: The Condemneds unnatural appearance makes him cause fear in his enemies. Experience: Whenever the Condemned would increase one of his variable attributes the player rolls an appropriate die instead. If the player is satisfied with the result, he may set the attribute on that number (e.g. roll a D6 instead of increasing Strength, on a roll of 4 the player may choose to give the model S 4). Otherwise the attribute remains variable (and the advance is lost). The maximum attributes of the Marauders may be exceeded due to the special nature of the Condemned, and this carries through to when the player wishes to set an attribute instead of keeping it random. Fate: Once all variable attributes are set, the Condemned may use weapons, armour and miscellaneous equipment as usual. But, if he has 90 Experience and still variable attributes, his patron could not save him from his former god's wrath and his soul and body are lost. He turns into a terrifying Spawn of Chaos. If the warband already consists of a spawn, the doomed warrior wanders off into the wastes, never to be seen again.

128

Henchmen
Chaos Marauders
35 35 gold crowns to hire
Marauders are wild uncivilized barbarians who seek battles and bloodshed. They form the majority of the chieftains retinue. Profile M WS BS S T W I A Ld

0-1 Spawn of Chaos


180 gold gold crowns to hire
Spawns of Chaos are former Chaos Champions who have been too heavily gifted by their gods and become terrifying mutants. Profile M WS BS S T W I A Ld

2D6 3

2 D6+1 10

Weapons/Armour: Marauders may be equipped with weapons and armour chosen from the Henchman Equipment list.

Weapons/Armour: None! Spawns of Chaos fight with claws, tentacles and other extremities.

SPECIAL RULES
Special Attacks: Roll at the beginning of each Close Combat phase to determine the spawns number of Attacks for that phase. Fear: Spawn are disgusting and revolting blasphemies against nature and cause fear. Special Special Movement: The Spawn moves 2D6" straight ahead in each of its Movement phases. Before it does so its player may turn it to give the direction. It does not double its movement for charging, instead if its movement takes it into contact with a model it counts as charging and engages that model in close combat. Psychology: Spawns are mindless creatures, knowing no fear of pain or death. Spawns automatically pass any Leadership based test they are required to make. No Brain: Spawns of Chaos are crazed creatures and therefore gain no experience. Large: Spawns of Chaos are huge tempting creatures and count as Large Targets as defined in the shooting rules.

0-5 Warhounds of Chaos


15 gold crowns to hire Warhounds of Chaos are titanic, mastiff-like creatures which are insanely dangerous in combat. Profile M WS BS S T W I A Ld

Weapons/Armour: None! Apart from their fangs and nasty tempers the Warhounds dont have weapons and can fight without any penalties. SPECIAL RULES Animals: Warhounds are animals and never gain experience.

Marauders special equipment


great axe
25 gold crowns Availability: Rare 8, Heroes with the Chosen of Chaos skill only These over-sized Battle Axes can be wielded only by the strongest of warriors. Range Close Combat Strength As user +2 Special rules Two-handed, Strike last, Cutting edge 15 gold crowns Availability: Rare 9, one Hero only Originally used for taming the wild Chaos Hounds the barbed whips have proven effective in combat also. Range Close Combat Strength As user Special rules cannot be parried, whipcrack, enrage

barbed whip

SPECIAL RULES Strike last: Great Axes are so heavy that the model using them always strikes last, even when charging, unless it has the Strongman skill. Cutting Edge: A Great Axe has an extra save modifier of 1, so a model with Strength 4 using a Chaos Battle Axe has a 4 save modifier in hand-to-hand combat.

SPECIAL RULES Whipcrack: See Steel whip (see Mordheim Rules Review, p 4). Cannot be parried: A model attacked by a barbed whip may not make parries with a sword or buckler. Enrage: The Hero may use his whip to make the Warhounds charge wildly. As long as he is not involved in close combat all Warhounds of Chaos within 4 gain +1 attack.

129

Marks of the Dark Gods


The Eye of the Gods special rule may let the warbands leader choose a Mark of the Dark Gods. With exception to the Mark of Chaos Undivided there may never be two models in the warband with different Marks. Upon being hired Seers choose their Mark when in correspondence with the tribe, granting an audience with their god. A Seer who becomes leader at the same time has to choose the Mark for his associated patron when being rewarded through the Eye of the Gods.

Mark of Chaos Undivided


A Hero with this mark believes in Chaos in its purest form instead of the division into four Chaos Gods. Leader: All warband members within the leader rule's radius (6" normally and 12" with Battle Tongue) may re-roll all failed Ld tests. Seer: With the Seer of Chaos Undivided as the tribe's spiritual leader the warband may include 0-3 Gors (see Beastmen Raiders in the Empire in Flames Supplement, p. 73) that count towards the maximum of 15 members. Re-roll all results of The lads got talent for them. A Seer of Chaos Undivided uses the Chaos Rituals (see p. 59 in the Mordheim rulebook).

Mark of Arkhar the Dog


Arkhar the Dog is the God of War. He is worshipped on the battlefield by his warriors who shed blood in his name, charging their enemies with the battle-cry Blood for the Blood God! Leader: The Hero is subject to frenzy from now on. In addition, any spell that targets the Hero fails on a roll of 4+. Seer: A Seer with the mark of Arkhar counts as a Bloodfather. A Bloodfather is a war-priest and cannot cast spells. Instead he communes with daemons and his almighty deity through visions. Take a Leadership test each time a Bloodfather takes an enemy out of action in hand-to-hand combat. If the test is passed add +1 to the Weapons Skill, Strength, Toughness or Initiative of the war-priest until the end of the battle. Each characteristic can be increased only once in this way. A Bloodfather may take Strength skills in addition to those normally available to a Seer.

Mark of Tchar the Eagle


Tchar the Great Eagle is the Changer of the Ways. He is the Master of the ever-mutating energy known as magic and his followers are skilful practitioners of the arcane arts. Leader: The Hero is capable of casting spells and immediately learns one random spell from the Tchar Rituals. However, he suffers 1 on all rolls for Difficulty unless he was a wizard before. Seer: A Seer of Tchar has command of powerful sorcery. The sorcerer starts with two spells from the Tchar Rituals. One can be chosen freely, the second is randomly determined.

Mark of Onogal the Crow


Onogal the Crow is the Lord of Decay who unleashes pestilence upon the world. Therefore his followers are almost completely immune to diseases and serious wounds. Leader: The Hero gets +1 T and may re-roll on the Serious Injuries table once. In addition, he is immune to poison. Seer: The Seer uses the Nurgle Rituals (see p. 65 in the Empire in Flames Supplement). However, replace the first spell in the list with the Touch of Onogal as described below. A Seer of Onogal is immune to poison.

Mark of Shornaal the Serpent


Shornaal the Serpent is the Dark Prince of Chaos. The Lord of Pleasure is the patron of all things beautiful and seductive. Leader: Leader: Enemy models that are not immune to psychology cannot attack the Hero in close combat unless they pass a Ld test with 3D6, discarding the lowest D6 result. If the roll is failed, these models are hit automatically in close combat. Once they pass, they do not have to test again for the duration of the battle. Note that the Lizardmans Cold Blooded special rule cannot be applied to this effect. Seer: A Seer of Shornaal uses the Shornaal Rituals. If the Seer wasn't taken out of action during the battle, instead of searching for rare items he may brew a strong drink for the warband (treat as Bugman's Ale). Note that this item cannot be sold.

130

Shornaal Rituals
The The Shornaal Rituals are used by the Seers who worship the Great Serpent. They use their power power to show unlucky victims the horrible pleasures of their patron.

Delicious Suffering
The Seer summons great suffering to overwhelm his enemies.

Difficulty 8

All models (friend and foe, except for the Seer) within 3 must pass a Ld test or are knocked down.

Dance of the Serpent

Difficulty 8

The Seers sight is so incredibly fascinating that his opponents cannot help starring stupidly while he draws his sword. All enemy models that are not immune to psychology suffer a 1 to hit against him in close combat. The Dance lasts until the beginning of the Seers next shooting phase.

Endless Torment

Difficulty 9

The Seer falls into ecstasy torturing his helpless victim and watching it die slowly. Choose one enemy model within 8. From now on the model must roll for injury 1 after its Recovery phase. For the duration of the Torment the Seer can do nothing else but end the spell at the beginning of his turn and if attacked in close combat, he is hit automatically and the spell breaks.

Mystify

Difficulty Difficulty 8

Pain, beautiful Pain! last words of Snaghel, Exalted Seer of the Tribe of the Snake Target enemy model within 8" will have their Initiative value reduced to 1 and will always strike last in close combat, even if they charge an opponent or are armed with a spear or pike and are charged themselves. This spell lasts until the target passes a Ld test during the recovery phase.

A Thousand Voices

Difficulty 8

A thousand voices manifest within the head of the unlucky victim driving him insane by mocking at his secret desires and dreams. Choose one enemy model within 12. For the duration of the spell the model reduces its Ld by D3 +1 (to a minimum of 2) if it is not immune to psychology. The model must pass a Ld test at the beginning of its turn to end the spell. The spell breaks also when the Seer loses a wound. A thousand Voices can only enchant one model at a time.

Shornaals Temptation

Difficulty 7

The Serpent has chosen to deliver a certain warrior from his miserable existence by promoting him to one of his Daemonic servants. Choose one enemy model within 8 that is not immune to psychology. The model must pass a Ld test. If the model fails, then the Seer gains control over the model. The player may attempt to regain control at the beginning of his turn by passing a Ld test. Shornaal's Temptation can only enchant one model at a time. If the Seer is hit whether by a missile or in close combat he must pass a Ld test or the spell ends.

131

Tchar Rituals
The The Tchar Tchar Rituals are used by the Seers Seers who worship the Great Eagle. For Tchar is the Lord over destiny and fate respecting wisdom and subtlety his servants are amongst the mightiest of spellspellcasters and his magic is especially effective against the dumb and inexperienced.

Tchars Blessing Blessing

Difficulty: auto

The Seer prays to his god to fill him with wisdom and thus triumph over his enemies. This spell must be used before the game and may only be used once. The Seer may not cast spells in the following battle. After the game he gains D3 Experience points if he wasnt taken out of action.

Dispel Magic
The Seer ends all effects of currently active spells.

Difficulty 7

The winds of magic are bound to the will of Tchar and no so-called wizard may use them against his favoured.

Foresight
The Changer of the Ways pulls the strings of destiny to protect his servants.

Difficulty 10

This spell must be used before the game and may only be used once. Choose a warband. One randomly determined Hero of that warband must miss the following game. Models that are capable of casting spells or prayers are immune to this effect.

Wrath of the Great Eagle


The Seer calls Tchar to punish the ignorant and stupid for their delusion

Difficulty 9

Choose one enemy model within 12. The model is hit with a Strength equal to the difference of the Seers Experience points and the models Experience (to a maximum of 10). Armour saves are taken as normal. If the victim has more Experience points than the Seer, the latter is hit instead.

Tchars Reward
The Seer is rewarded for his great power.

Difficulty 8

The Seer gets +1 on any one stat per 10 Experience points he has. Each stat may be increased only once through this spell. The power of Tchars Reward lasts until the end of the Seers next shooting phase and can be re-cast in that phase.

Slave to Chaos

Difficulty 9

From the Seers trembling fingers a blazing pink and blue ray streams towards an enemy causing him to mutate terribly until a new recruit queues in the ranks of the Great Eagles followers. This spell has a range of 12 and causes one Strength 2 hit with no armour save. If the model is taken out of action roll for Serious Injuries immediately. If they die replace the killed warrior with a Horror of Tzeentch (see Bestiary for rules) until the end of the game. If the Seer is stunned or taken out of action the Horror disappears into the Realm of Chaos.

Onogal Rituals
The Nurgle Rituals are used by Seers with the Mark of Onogal the Crow. Replace the spell Daemonic Vigour with Touch of Onogal.

Touch Touch of Onogal

Difficulty 10

The Seers body is covered with smallpox and blisters. His touch can transmit devastating diseases. This spell can be used against one of the Seers close combat opponents. If he takes the model out of action in the following hand-to-hand combat phase, that player rolls for Serious Injuries immediately. If the model dies permanently, replace it with a Nurgle Plague Bearer (see Bestiary for rules) for the rest of the game under the Seers control. If the Seer is stunned or taken out of action the Plague Bearer disappears into the Realm of Chaos. Note that only one Plague Bearer can be created at a time.

13 2

A Journey of a Thousand Miles


The crows fly overhead, silhouetted against the sun. Below them the broken and lifeless bodies of the Tilean militia lay, still clad in their towns colors. A lone crow swoops down and perches on one of the bodies. A robed figure appears before it, frightening the crow away. Dull green ghostlights swirl about the figure as it stands motionless, surveying his handiwork. Melkor, a scruffy young man with a long walking stick and a heavy backpack approaches the robed figure Ive made preparations, Master Thurgood loads the cart as we speak. Voltais. Voltais opens his mouth wide and the dim ghotstlights swirling about him intensify. Voltais begins to chant and Melkors hair stands on end as the dark magics electrify the air. As the ghostlights form a solid blur, a terrible howl escapes Voltais gaping maw and a foul dark spirit claws its way out of his mouth and flies into the open urn in Melkors hands, the green ghostlights quickly follow. As the last ghostlight flies into the urn, Melkor replaces the stopper and wipes the cold sweat off his brow. Melkor looks up at the robed figure that once held his master. The body stands for a moment before collapsing onto the ground, completely lifeless. A voice from beyond echoes in Melkors ears. Melkor, you and Thrugood are to travel north, carrying my remains in a trunk. To all who ask, my body is that of an ancestor you wish to bury in the place of your new home. The urn must never leave your person and none may see it. Only open it when we reach the northern wastes, do you understand? Melkors voice, still shaky from the terrifying event he witnessed nods his head and says Y...yes, Master. I understand With that, Melkor gathers his masters remains, turns and makes his way towards the donkey cart that Thurgood has prepared, piled with clay pots and books.

A low, echoed voice comes from the motionless robed figure. Did you get my vessel? Yes, Master Voltais The scruffy man produces a humble earthen urn with a Khermi gods head as the stopper. If you dont mind me asking, sir; what use is this urn? It looks ordinary to me, although I feel magic about it. That urn comes from the southlands. Inside is the preserved heart of a priest that died a thousand years ago. If we are to travel north, I must not be seen or I will not make it. He pauses and the ghostlights about his person dim. I am weak, Melkor. But sir, you won! You beat them. Not a man stands alive who stood against you! You have much to learn, Melkor. I cannot regain my strength here any longer. I have defeated this army, but soon another will come and another and another until I am banished to the land of the dead. If I am to survive then I must travel to where magic is in great abundance. Melkor looks down at the urn in his hands. As he looks up again at his master, his heart skips a beat. The robed figures flesh is stretched thin over his bones. His eyes that once burned with baleful magic are now dim and listless. Only now does Melkor understand his masters peril. Melkor pulls the stopper off the urn and a slow breath escapes it.

The Restless Dead


For those who travel north, the journey is long and arduous; dodging road wardens, rogues and thieves all for their goal to reach the Chaos Wastes, where the Liche's power will slowly regenerate from the billowing magical winds spewing from the Realm of Chaos.

A Liche is a necromancer who was wise enough never to expend his own life energy to fuel his spells during his lifetime. As time eats away at his body, he retains his soul which allows him to manipulate magic, which is what separates them from pitiful wraiths. Unfortunately, the undead bodies of the Liche are not capable of retaining magic forever. They must absorb massive amounts of magic through the use of dark rituals and forbidden spells. The most common ritual involves the devouring of the soul of a human. The soulless human becomes a zombie under the Liches control. This continues until he is discovered. When a Liche is found, great armies are sent against it. The Liche retaliates by creating armies of undead warriors to defend itself, expending vast amounts of stored magical energy to do so. Win or lose, the Liche is greatly weakened in this process. More often than not, the Liche is crippled such that he is incapable of bringing himself to his former strength. In this event, the Liche has two options. Most of them wander south to the forest of Loren where they seek the wild and infinite magic of the wood. Some wander north towards the Chaos Wastes where they are almost always discovered and destroyed en-route. An even smaller percentage go west in ramshackle boats towards the lands of the High Elves... so far, only a small handful of Liches have ever lived in their undead state for very long; even fewer return to fighting strength after crippling defeat.

Choice of warriors
An Undead Liche warband must include a minimum of three models. You have 500 gold crowns to recruit your warband. The maximum number of warriors may not exceed 12. Liche: Each Undead Liche warband must include one Liche: no more, no less! Necromancer: Your warband may include a single Necromancer if you wish. Grave Guard: Your warband may include up to three Grave Guards. Zombies: Your warband may include any number of Zombies. Skeletons: Your warband may include up to eight Skeletons. up to three Wights. Wights: Your warband may include

Scarecrows: Your warband may include up to two Scarecrows.

Starting experience
A Liche starts with 20 experience. A Necromancer starts with 8 experience. Grave Guards start with 6 experience. Wights start with 0 experience.

Characteristic increase
Profile Liche Profile Grave Guard M WS BS 5 5 4 5 4 5 M WS BS S 4 S 4 T 4 T 4 W 8 W 4 I 6 I 5 A 3 A 4 Ld 10 Ld 10

Necromancers are (just about) human. They use the maximum characteristics for humans from the Mordheim rulebook.

Undead skill table


Combat Liche Necromancer Grave Guard Shooting Academic Strength Speed Special

Undead equipment list


The following lists are used by Undead Liche warbands to pick their equipment:
HandHand-toto-hand Combat Weapons Dagger ................................................... 1st free/2 gc Mace....................................................................3 gc Hammer..............................................................3 gc Axe .....................................................................5 gc Sword .............................................................. 10 gc Double-handed weapon ................................ 15 gc Spear ............................................................... 10 gc Halberd............................................................ 10 gc Missile Weapons Shortbow ............................................................5 gc Bow.................................................................. 10 gc Armour Light armour.................................................... 20 gc Heavy armour.................................................. 50 gc Shield..................................................................5 gc Buckler ...............................................................5 gc Helmet ............................................................. 10 gc

Undead special skills


Liches and Necromancers may choose to use the following skill list instead of any of the standard Skill tables available to them.

corpse bomb
Special magics and rituals can cause a Zombie to explode when they are near the enemy. Secretly nominate one Zombie at the beginning of the battle to be a Corpse Bomb. If the enemy charges or is charged by the Zombie, it immediately detonates. All models within D6 inches take D3 Strength 4 hits. The detonated Zombie may never be used again as it is splattered in a million pieces! Corpse bombs killed by shooting do not detonate. Only one Zombie at a time can be a corpse bomb although the skill can be taken by both the Necromancer and the Liche.

wraith touch
The hero may make a Wraith Touch attack instead of their normal attacks in close combat. The hero making a Wraith Touch makes a single unarmed attack, if it hits, it wounds automatically, all rules that apply to unarmed attacks apply to the Wraith Touch. If a Liche uses this skill and wounds, then he may regain one lost wound. This may not take the hero beyond his starting total. Necromancers do not regain wounds with this skill. This skill has no effect on the Possessed or Undead.

deathspeaker
At the start of the battle, the undead player may deploy D3 Zombies for free. These zombies do not count towards the maximum number of models in the warband, but increase the warbands rating as normal. Zombies created in this way may not be used as Corpse Bombs. These Zombies only last for the duration of the battle.

forbidden rite
If the hero with this skill did not search for rare items during their last exploration phase, then they start the next battle with a pool of D3+1 (+1) modifiers they can use to increase their casting rolls. They may use as many of these modifiers at a time as they desire.

summoner
The maximum warband size is increased by 1.

Heroes
1 Liche
125 gold crowns to hire
A Liche is a powerful undead sorcerer. They journey north in a desperate bid to regain their power in the Realm of Chaos after a crippling defeat. Liches are fanatical in their struggle to hang on to their pitiful existence, especially when this close to being forever banished from the realm of the living M WS BS 4 2 2 S 2 T 2 W 4 I 4 A 1 Ld 8 Eternal: A Liche can choose to ignore any result on the hero's Serious Injury chart except Killed by taking a permanent -1 on their starting Wound profile. Obviously, a Liche with 1 Wound remaining on their starting profile does not have this option. A Liche that gets a Killed result instead takes a permanent D3 Wounds on their starting profile. If this takes their starting Wound total to 0 or less, the Liche is Killed as normal. Feed Upon Magic: A Liche can perform spells that, with the consumption of D3 Treasures, can give the Liche a permanent +1 Wound on their starting profile. This can only be used in between battles and cannot be used if the Liche searches for rare items or was put out of action in the previous battle. If the warband does not have enough Treasures to complete the spell, then the Treasures are consumed anyway and the Liche does not gain the Wound. Warrior Wizard: The Liche may wear armour and cast spells. Indeed, it is often the clothing and armour alone that gives the Liche substance and form! Advancement: If a Liche gets an advance roll of +1 Wound, they may instead pick a new skill from their available lists.

Profile

Weapons/Armour: Liches may not carry any nonmagical weapons and do not suffer any penalties for this. They may wear any armour from the Undead Equipment list. SPECIAL RULES Wizard: A Liche is a powerful wizard and so is able to use Necromantic magic and starts with two spells randomly generated from the Necromantic magic list. Cause Cause Fear: A Liche is a horrible abomination and causes fear. Immune to Psychology: A Liche is not affected by psychology and never leaves combat. No Pain: A Liche treats a stunned result on the injury chart as knocked down. Immune to Poison: A Liche is not affected by poison.

0-1 Necromancer
40 gold crowns to hire
Necromancers who travel with Liches are apprentices to the dark arts of Necromancy. They are the only living thing that a Liche will tolerate in his proximity! M WS BS 4 3 3 S 3 T 3 W 1 I 3 A 1 Ld 7

Profile

Weapons/Armour: Necromancers may be armed with weapons and armour chosen from the Undead Equipment list. SPECIAL RULES Wizard: Necromancers are wizards being trained by their Liche masters in the art of Necromancy and so are able to use Necromantic magic. They start out knowing one of the two spells known by their Liche masters. Apprentices: Necromancers may only ever know spells known by their Liche masters. Even if they did know spells the Liche didnt, they wouldnt dare use them for fear of their masters response for their arrogance! If the Liche is ever killed, the Necromancer can continue to learn magic spells as a normal wizard, ignoring the Apprentice rule. Gofer: as an Apprentice, the Necromancer spends much of their time running errands for their Liche masters and over the years get exceptionally good at it. When a Necromancer searches for rare items, they roll 3D6 and pick the two highest.

0-3 Grave Guards


35 gold crowns to hire
Grave Guards were once the finest warriors, hand selected by their masters for their martial skill and bravery, who fell in battle many centuries ago. They are now slaves to their necromantic masters in restless undeath. M WS BS 4 3 2 S 3 T 3 W 1 I 2 A 1 Ld 6

No Pain: Grave Guards treat a stunned result on the injury chart as knocked down. May not Run: Grave Guards are slow undead creatures and may not run (but can charge normally). No deal: Grave Guards may not search for rare items.

Profile

Weapons/Armour: Grave Guards may be armed with weapons and armour chosen from the Undead Equipment list. SPECIAL RULES Wight Blades: Grave Guards carry weapons laden with evil magic. All close combat to hit rolls of a 6 will automatically wound. You may roll to wound as normal to determine if it is a critical hit, but even a failed to wound roll will still cause a wound if a 6 was rolled first to hit. Cause Fear: Grave Guards are terrifying undead creatures and so cause fear. Immune to Poison: Grave Guards are not affected by poison. Immune to Psychology: Grave Guards are not affected by psychology and never leave combat.

Henchmen
Zombies
15 gold crowns to hire hire
Zombies are the most common of the undead: creatures animated by the will of their Necromantic masters to be slaves in their undeath. M WS BS 4 2 0 S 3 T 3 W 1 I 1 A 1 Ld 5

0-8 Skeletons
20 gold crowns to hire
The remains of ancient soldiers lie restless in their graves in the Northern Wastes. It only takes a mere whisper from the Necromancer to command them from their slumber and again into loyal service as mindless undead warriors. M WS BS 4 2 2 S 3 T 3 W 1 I 2 A 1 Ld 5

Profile

Profile

Weapons/Armour: Zombies may not carry any weapons or wear armour and do not suffer any penalties for this. SPECIAL RULES Cause Fear: Zombies are horrible abominations and so cause fear. May not run: Zombies are slow undead creatures and may not run (but may charge normally). Immune to Psychology: A Zombie is not affected by psychology and never leaves combat. Immune to Poison: A Zombie is not affected by poison. No Pain: Zombies treat stunned results on the injury chart as knocked down. No Brain: Zombies never gain experience.

Weapons/Armour: Skeletons may be armed with weapons and armour chosen from the Undead equipment list. SPECIAL RULES Cause Fear: Skeletons are terrifying undead monsters and so cause fear. May not run: Skeletons are slow undead creatures and may not run (but may charge normally). Immune to Psychology: A Skeleton is not affected by psychology and never leaves combat. Immune to Poison: A Skeleton is not affected by poison. No Pain: Skeletons treat stunned results on the injury chart as knocked down. No Brain: Skeletons never gain experience.

0-3 Wights
30 gold crowns to hire
Wights were formerly great champions among men, now reduced to shambling bodyguards. They resemble skeletons, but are far better armed and armoured and retain a substantial amount of their old combat prowess. M WS BS 4 2 2 S 3 T 3 W 1 I 2 A 1 Ld 6

Profile

M WS BS 5 3 0

I 3

A 2

Ld 10 no

3 3(6) 1

Weapons/Armour: The scarecrow carries equipment and suffers no penalties for this.

Profile

SPECIAL RULES Cause Fear: The sight of a tall, lanky and silent scarecrow moving is highly unnatural and so causes fear. Immune to Psychology: The scarecrow is immune to all psychology and will never leave combat. Immune to Poison: The scarecrow is immune to all poisons. No Pain: The scarecrow treats all stunned results on the injury chart as knocked down. No Brain: The scarecrow never gain experience. No Substance: The scarecrow is incredibly difficult to take down with shooting as there are few vital parts to hit. The scarecrow counts as having a T6 against all shooting and magical missiles, likewise, a scarecrow is immune to critical hits caused by shooting. The exception to this rule is missile weapons or spells that are fire based which deal damage as normal. Flammable: The scarecrow is primarily ratty cloth, straw and preserved body parts so as a result they burn very easily. Scarecrows count as being flammable. In addition, a scarecrow will be 'caught fire' on the roll of a 3+ as opposed to the normal 4+. Construct: The scarecrow is an undead construct and may re-roll any rolls on the injury table except for wounds caused by fire. Animated Construct: Powerful constructs such as scarecrows require much more concentration from their summoners than normal skeletons or zombies to remain animated. The scarecrow is controlled by either the Liche or the Necromancer (note down on the warband roster which), but each may only control one at a time, so only a warband with both a Liche and a Necromancer may ever take two Scarecrows. If the Liche or the Necromancer is for some reason unable to participate in a battle, their Scarecrow will also be unable to participate. Whenever the scarecrow's controller loses a wound he must pass an unmodified Leadership test or the magical bond is broken and the scarecrow is immediately taken out of action.

Weapons/Armour: Wights may be armed with weapons and armour chosen from the Undead Equipment list. SPECIAL RULES Cause Fear: Wights are terrifying undead creatures and so cause fear. Immune to Poison: Wights are not affected by poison. Immune to Psychology: Wights are not affected by psychology and never leave combat. No Pain: Wights treat a stunned result on the injury chart as knocked down. May not Run: Wights are slow undead creatures and may not run (but can charge normally). Experience: Wights may gain experience, however Wights promoted to become Heroes by rolling The lad's got talent will be unable to search for rare items in the same way as Grave Guards. They must choose the Combat and Strength skill lists if promoted. Wights also gain Wight Blades if they become Heroes.

0-2 Scarecrows
65 gold crowns to hire
Some sorcerors have been known to create horrible unliving forms that are impervious to pain and notoriously difficult to stop. In order to maintain secrecy, a cunning wizard disguises their twisted supernatural bodyguard as something more common. With its ordinary appearance the golem is granted enough freedom to move around undetected. These lanky constructs are fashioned from straw to resemble scarecrows used by farmers to frighten birds away from crops. No one gives them so much as a passing glance... that is, until they begin to move!

When I was just a young boy, my mother warned me never to enter the wheat fields at night. She said that evil things prowled in the tall grass and that only our faith in Sigmar and the scarecrows kept them away from us and I wish more than anything that I did not leave my lantern in the barn one night because I lost my faith in both all at once. As I entered the barn I saw our farmhand, flayed and strung from the ceiling, the animals dissected and mutilated, and the limp, straw filled body of the scarecrow from our fields lying on the ground just below it. I blindly groped for the still lit lantern I left by the barns entrance and picked it up. In the dim light I saw the scarecrow stand itself up. My better judgement left me and I stood transfixed as his gangly frame walked towards me. As his blood-stained arms reached out towards me, my senses returned and I threw the lantern at the scarecrow and it was quickly engulfed in flames. Flailing about, he ignited the straw and the barn caught fire as I fled into the fields. I caught my breath and looked about only to see, illuminated by the burning barn: the scarecrows, one by one, falling off their stands.

Necromancy
Necromancy is the magic of the dead. It grants Necromancers the power to raise the dead and command spirits, but also destroy the vitality of the living. This list is slightly revised for use in a Liche Warband.

D6
1

Result
The Sorcerer summons calls the soul of a slain Hero back to his body and enslaves him with corrupt magic.

Spell of Awakening

Difficulty: Auto

If an enemy Hero is killed (i.e. your opponent rolls 11-15 on the serious injury chart after the battle), then the sorcerer may raise him to fight as a Zombie in his servitude. The dead Hero retains his characteristics and all his weapons and armour but may not use any equipment or skills. He may no longer run, counts as a Henchmen group on his own and does not gain additional experience.

The Sorcerer sucks out the very essence of life from his victim, stealing its vigour for himself.

Lifestealer

Difficulty 10

Choose a single model within 6. The target suffers a wound, (no saves allowed) and the sorcerer gains an extra wound for the duration of the battle. This may take the Wounds of a Necromancer above their original maximum value, but a Liche may only restore lost wounds. This spell will not affect the Possessed or any Undead models.

At the spoken command of the Sorcerer, the dead rise to fight again.

Reanimation

Difficulty 5

One Zombie that went out of action during the last hand to hand combat phase immediately returns to battle. Place the model within 6 of the sorcerer. The model cannot be placed straight into hand to hand combat with an enemy model. This spell can be used on Grave Guards and Wights to restore 1 lost wound (should they have more than one). This cannot be used to bring Scarecrows, Grave Guards, Wights and Skeletons back to life if they are taken out of action the way Zombies can.

The Sorcerer whispers to the sleeping dead to rise up from the ground and seize his enemies.

Spell of Doom

Difficulty 9

Chose one enemy model within 12. The model must immediately roll equal to or less than his Strength on a D6 or the dead emerging from the earth will rend him with supernatural power. If he fails, you may roll on the Injury table to see what happens to the unfortunate warrior.

The Sorcerer summons the world of the dead to invigorate his Undead servants.

Call of Vanhel

Difficulty Difficulty 6

A single Zombie, Skeleton, Wight or Grave Guard within 6 of the caster may immediately move again up to its maximum movement distance. If this moves them into base contact with an enemy model then it counts as charging. The targeted Zombie, Skeleton, Wight or Grave Guard will automatically pass Initiative tests needed to be made during this extra movement.

The Sorcerer calls upon the power of Necromancy to reveal the moment of his enemies death.

Deathly Visage (Necromancers only)

Difficulty 6

The Necromancer causes fear in his enemies for the duration of the battle and is likewise immune to fear. This spell is the one exception to the Apprentice rule that Necromancers must usually follow when in a Liche warband. A Necromancer may choose this spell if the Liche has the spell Horror.

The ghostlights around the Liche intensify as he torments the mind of his enemy forcing him to experience the sensation during the very moment of his death over and over

Living Horror (Liche only)

Difficulty 8

You may choose one model within 8 of the Liche and roll D6+3. If this score is equal to or greater than the Leadership of the target model, then that model suffers a Wound, no armour saves allowed. If this wounds the target and they still have Wounds remaining, then that target may not move, shoot or cast spells during their next turn unless they pass a Leadership test. This spell will not affect the Possessed, Undead, or any model that is immune to fear.

The Black Dwarfs


Few scholars know how exactly these Dwarfs came to be the evil and twisted creatures of Chaos they are now. A long and slow warping process has changed them forever. Sundered from others of their kind, trapped in underground holds on the ash-choked Plain of Zharr, darkness swept over them. From a worship born out of desperation, the bull-shaped god Hashut became their saviour and the Dwarfs of Karak Vlag became a perverted mockery of their former selves. Through infernal pacts with their mysterious daemon deity this bitter race has endured and gained an unnatural mastery of foul magic. They practice bloodthirsty rites which involve throwing captives into burning cauldrons of molten metal. The Black Dwarfs constantly trade armour, weapons and machines forged out of precious metals with their hammers and vile sorcery, for fresh supplies and victims. Those condemned souls are brought back to the Dark Lands. Deep beneath the the ziggurat shaped obsidian tower they are sentenced to toil in the labour pits of Mingol Zharr-Naggrund, the City of Fire and Desolation. Fell Sorcerer Priests mastermind tactical raids harvesting prisoners on the Silver Road to expand their labour force. Scouting for rich mineral veins and metal ores while scouring the land for wyrdstone deposits, has led detachments of the Children of Darkness to Mordheim. Hired Swords: A Chaos Dwarf warband may hire the following Hired Swords: Ogre Bodyguard, Pit Fighter, Warlock, Imperial Assassin, and Hobgoblin Scout. They may hire any Hired Sword described as all may hire, or allowed by Orc warbands and Chaos warbands. They may never hire Elves of any sort!

Choice of warriors
A Chaos Dwarf warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15. Sorcerer: Each Chaos Dwarf warband must have one Sorcerer no more, no less! Bull Centaur: Your warband may include one Bull Centaur. Gaolers: Your warband may include up to two Gaolers. Chaos Dwarfs: Your warband may include up to five Chaos Dwarfs. Informers: Your warband may include any number of Informers.

Starting experience
A Sorceror starts with 20 Experience. A Bull Centaur starts with 10 Experience. Gaolers start with 8 Experience. Henchmen start with 0 Experience.

Special rules
The following special rules apply to all warriors in the warband excluding Informers: Hard to Kill: Like their uncorrupted brethren, Chaos Dwarfs are tough, resilient individuals who can only be taken out of action on a roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as out of action. Hard Head: Chaos Dwarfs ignore the special rules for clubs, maces, etc. They too are not easy to knock out! Armour: Chaos Dwarfs never suffer movement penalties for wearing armour.

Characteristic increase
Characteristics for warriors may not be increased beyond the maximum limits shown on the following profiles. Informers are a mixture of races, half-breeds, and mutants. They use the maximum characteristics for humans from the Mordheim rulebook. Profile M WS BS S T W I A Ld

Chaos Dwarf

10

Profile

M WS BS

Ld

Bull Centaur

10

Chaos Dwarf skill table


Combat Shooting Academic Strength Speed Special

Sorcerer Bull Centaur Gaolers

Chaos Dwarf equipment lists


The following lists are used by Chaos Dwarf warbands to choose their equipment. Starting warbands receive special prices on the Mechanical suit and the Engine of Chaos. These special prices represent the lower rarity of these items in the Dark Lands. When attempting to manufacture these items in Mordheim or anywhere else outside Zharr-Naggrund, Chaos Dwarfs pay the full prices, and must roll to acquire them as normal.

CHAOS DWARF EQUIPMENT LIST


HandHand-toto-hand Combat Weapons Dagger ...................................................1st free/2 gc Mace ................................................................... 3 gc Hammer ............................................................. 3 gc Axe...................................................................... 5 gc Sword ...............................................................10 gc Steel whip*.......................................................10 gc Double-handed weapon..................................15 gc Man-catcher*....................................................25 gc *Gaolers only Missile Weapons Pistol..................................15 gc (30 gc for a brace) Blunderbuss.....................................................30 gc Handgun ..........................................................35 gc Armour Light armour ....................................................20 gc Heavy armour ..................................................50 gc Shield ................................................................. 5 gc Helmet..............................................................10 gc Mechanical suit** ..........................................175 gc **Sorceror only

Miscellaneous Equipment Engine of Chaos.............................................125 gc

INFORMER EQUIPMENT LIST


HandHand-toto-hand Combat Weapons Dagger ...................................................1st free/2 gc Mace ................................................................... 3 gc Axe...................................................................... 5 gc Spear ................................................................10 gc Missile Weapons Sling.................................................................... 2 gc Bow ..................................................................10 gc Armour Light armour ....................................................20 gc Shield ................................................................. 5 gc Helmet..............................................................10 gc

Chaos Dwarf special skills


Chaos Dwarfs may choose to use the following skill list instead of the standard skill lists.

extra tough
A Chaos Dwarf with this skill is notorious for walking away from wounds that would kill a lesser warrior. When rolling on the Heroes Serious Injury chart for this Hero after a game in which he has been taken out of action, the dice may be re-rolled once. The result of this second dice roll must be accepted, even if it is a worse result.

resource hunter
This Chaos Dwarf is especially good at locating valuable resources. When rolling on the Exploration chart at the end of a game, the hero may modify one dice roll by +1/-1.

tyrant
This skill is for the Chaos Dwarf leader only. This Priest of Hashut is renowned for his tyranny. His word is absolute so his own warband fears his cruelty more then the enemy. When making a Rout test, and if led by a leader with this skill, the leader may inspire his warband to stick around. This skill allows the leader to re-roll any failed Rout test, as long as the leader is not knocked down or stunned. If re-rolled, the new result will apply even if the new result is worse. If the leader is taken out of action the warband must make an immediate Rout test.

chaos engineer
The Hero has great technical skill and can use this to craft wicked armours. Whenever a Hero with this skill searches for Chaos armour (including Mechanical Suit), he gets +3 on the roll. This represents the Engineers ability to craft these items himself. The Hero ignores the rarity and gift of chaos special rules and may never wear the chaos armours.

thick skull
The Hero has a thick skull, even for a Chaos Dwarf. He has a 3+ save on a D6 to avoid being stunned. If the save is made, treat a stunned result as knocked down instead. If the Chaos Dwarf also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal Helmet special rule).

true grit
Chaos Dwarfs are hardy individuals and this Hero is resolute, even for a Chaos Dwarf! When rolling on the Injury table for this Hero, a roll of 1-3 is treated as knocked down, 4-5 as stunned, and 6 as out of action.

Chaos Dwarfs special equipment


This equipment is only available to the Chaos Dwarfs, and no other warband may purchase it.

man-catcher
25 gold crowns Availability: Rare 10, Chaos Dwarfs only Semi-circular prongs mounted on pole-arms are popular among the Gaolers of Zharr-Naggrund. This non-lethal spring loaded device can ensnare the most violent of prisoners. Range: Close Combat; Strength: As user; Special Rules: Capture, Two-handed SPECIAL RULES Capture: A model taken out of action by a Mancatcher becomes captured. Do not roll for Serious Injuries. The catch is locked up in the Engine of Chaos instead. If the warband does not include an Engine of Chaos, roll for Serious Injuries as normal. Large models, such as Ogres, Trolls and Minotaurs, cannot be captured this way, and neither can animals.

pulling the Wagon should be treated as referring to its daemon. Daemon movement is unaffected by cargo. Passengers: A Chaos Dwarf must function as the driver. No other models but captives may passage the Engine of Chaos. No more than six captives may be imprisoned in the Engine at a time large creatures (Ogres, Minotaurs, etc.) count as two models. Pedal to the Metal: The driver may apply the effects of the lash. If an Engine of Chaos goes out of control for then refer to the Out of Control table. In the event of rolling the result Loss of Control, replace a result of 5 (The wagon yoke pole snaps) with; The Daemon has released itself from the sorcery which bound it to the Engine of Chaos. The Engine moves 6" straight ahead and then comes to a halt. The vehicle may no longer move for the remainder of this battle. Prisoners: Models always become captives when fighting a battle against a Chaos Dwarf warband that has an Engine of Chaos by rolling the Captured result on the Serious Injuries table or by being taken out of action by a Man-catcher. Note that in both cases their equipment is lost to the Chaos Dwarf warband. Some results on the Mordheim Exploration chart let Chaos Dwarfs acquire captives: Straggler (one) and Prisoners (D3). From the Empire in Flames Exploration chart: Raving Lunatic (one), Lost Children (two), Mordheim Refugees (D3), The Hanging Tree (one), Small Farm and Large Farm (two). Models held as captives can be set free by destroying the Engine of Chaos or by using the prison keys. If a model puts one of the Chaos Dwarf warband's Gaolers out of action they take the keys. A model that takes the keys may free the captives by moving into base contact with the engine. If the Chaos Dwarfs rout before this happens or if the model with the keys is taken out of action (losing the keys to a new keeper), the captives remain captured. Freed captives must always move towards the closest table edge. Captives not from participating warbands use the basic profile for human warriors (see Mercenary warband). Rescued captives return to their former warbands. Hashut's Reward: The Chaos Dwarfs may choose to send captives back to the Dark Lands after a battle. If they do this, any number of captives must be sacrificed to Hashut. The Engine of Chaos plus one Hero must miss the next battle. Unless there is another engine, no models may be captured until they return. Captives must be removed from their warbands rosters permanently. After the Hero rejoins the warband consult the following table.

mechanical suit
225 gold crowns Availability: Rare 14, Chaos Dwarfs only The Curse of Stone comes to all Chaos Dwarf Sorcerers, gradually transforming them to rock from the feet up. Engineers have crafted machines which can transport their Priests as they begin to pay the price for working dark rituals. SPECIAL RULES Chaos Armour: A Mechanical suit counts as Chaos armour and rules that would affect Chaos armour affect the suit as well. Suited and Booted: A Sorcerer equipped with a Mechanical suit receives +3 to Movement.

engine of chaos
195 gold crowns Availability: Rare 10, Chaos Dwarfs only Gaolers lock up their victims in a twisted daemonic machine crafted by the industrial insanity of Chaos Engineers. The vehicle is a living prison on wheels. Armoured engines transport captives to the Dark Lands, to feed fuel to furnaces or to become sacrifices. Profile M WS BS S T W I A Ld

Engine Wheel Daemon

8 6 6

4 1 3

Captives Hashuts Reward


1- 3 4- 5 +1 Experience points for the leader. +D3 Experience points which can be distributed among the Heroes. +2D3 Experience points which can be distributed among the Heroes plus D6x5 gold crowns.

SPECIAL RULES Wagon: The Engine of Chaos follows all rules for Wagons (see Empire in Flames Supplement, p. 3033) unless specified otherwise here. Daemon: The Engine of Chaos is powered by the binding of a daemon. All references to draft animals

Heroes
1 Sorcerer
85 gold crowns to hire
It is the Priests of Hashut who administrate insidious edicts on behalf of the Chaos Dwarf race. This includes orchestrating trade agreements with the savage Northmen and Ogre tribes. From out of the Dark Lands they frequently lead warbands to plunder the Silk Road. Profile M WS BS S T W I A Ld

Profile

M WS BS

Ld

Weapons/Armour: A Bull Centaur may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment list, but may never use any missile weapons. SPECIAL RULES Large target: target: Bull centaurs are large creatures and therefore make tempting targets for archers. Anyone shooting at the Bull Centaur gains a +1 to hit and may shoot at it even if it is not the closest target. As large targets a Bull Centaur adds an extra +20 to the warbands rating.

Weapons/Armour: The Sorcerer may be equipped with weapons chosen from the Chaos Dwarf Equipment list. SPECIAL RULES Leader: Any warrior within 6 of the Sorcerer may use his Leadership when taking Ld tests. Wizard: The Sorcerer is a wizard and follows the rules for wizards in the magic section. Sorcerers may cast Rituals of Hashut. Priest: The Sorcerer starts with two rituals. One of them is the Sacrificial Ritual. The other spell is determined as usual from the Rituals of Hashut.

0-2 Gaolers
50 gold crowns to hire
Of all the Black Dwarfs it is the wicked Gaolers who are the most infamous. The minds of these merciless fiends are bent on inflicting pain and their repulsive methods strike fear into the hearts of men. Gaolers delight in the torture of their prisoners for whom death never comes quick enough. Profile M WS BS S T W I A Ld

0-1 Bull Centaur


100 gold crowns to hire
Bull Centaurs are keen witted creatures with the upper torso of a Chaos Dwarf and the body of a bull. They are the most favoured disciples to the Father of Darkness. In his divine image these mutated centauroids are fewer in number than Chaos Dwarfs, more powerful and swifter in battle.

Weapons/Armour: Gaolers may be equipped with weapons chosen from the Chaos Dwarf Equipment list. SPECIAL RULES Nasty Reputation: Gaolers are known for their brutality. The dreaded sight of them and the very thought of being captured causes fear in Humans.

Henchmen
Informers
15 gold crowns to hire
For those imprisoned in the foundries of ZharrNaggrund, the fires of industry burn night and day. There is little reward for a spy, only deceitful promises of freedom. Lies are enough to motivate these treacherous informants into betraying their own kind for small dispensations. Profile M WS BS S T W I A Ld

0-5 Chaos Dwarfs


40 gold crowns to hire
These resentful creatures toil in the forges of their city stronghold. To boost the production of weapons and Chaos armour in the foundries they set out on expeditions armed with blunderbusses to bolster the labour force kept shackled in pits beneath the earth. Profile M WS BS S T W I A Ld

Weapons/Armour: Informers may be equipped with weapons and armour chosen from the Informer Equipment list. SPECIAL RULES Drudgery: Informers have had their will broken by their masters. Informers may never become Heroes. Re-roll all results of The lads got talent for them.

Weapons/Armour: Chaos Dwarfs may be equipped with weapons and armour chosen from the Chaos Dwarf Equipment list.

Rituals of Hashut
This is dark sorcery of fire and ash used by wicked Sorcerers among the Chaos Dwarfs. They are Priests and magicians who have carefully mastered the teachings of a daemonic god known as the Father of Darkness.

D6 Result
0 Sacrificial Ritual Difficulty Difficulty 10
The Chaos Dwarf Sorcerer sacrifices the captives in a bloody ritual, thus carrying out his assignments as a High Priest of Hashut. The Chaos Dwarf Sorcerer must be in contact with an Engine of Chaos in order to successfully cast this spell. As the ritual requires the sacrifice of a mortal, remove one captive model from the Engine of Chaos and its starting warbands roster. The Sorcerer may sacrifice additional captives to lower the spell's difficulty by 1 per sacrifice. These models must be sacrificed before rolling for Difficulty. The Chaos Dwarf Sorcerer gains +D3 Experience.

Spirit of Hashut

Difficulty 9

The air around the Sorcerer thickens to form a billowing avatar of the great Bull-God. In defiance this unholy likeness to the Father of Darkness rolls forward, trampling all before it. The player draws a line 18 from the Sorcerer. All models crossed by the line, suffer one S4 hit.

Bellow of Doom

Difficulty 8

Crackling with arcane energy, the Sorcerer's features contort into the horned visage of the mighty Hashut. Smoke and flame spills from his maw, as he lets loose a deafening sound that none may escape. All models engaged in base contact with the sorcerer must make an immediate Ld test or break from combat and run.

Fumes of Azgorh

Difficulty 7

The Sorcerer's mouth glows. Clouds of black gas are slowly emitted until with an almighty belch, a wave of corrosive smoke erupts from his gaping jaws. The spell has a range of 8, hitting all models in its path on a D6 score of 4+. Any model hit suffers a S4 hit, roll to wound as normal. No armour saves allowed.

Flickering Hide

Difficulty 10

With eldritch power the target begins to burn from within. His skin spits and sparks wherever a blow is struck as if like molten iron. The Sorcerer may cast this spell upon himself or any one model within 6. The flaming hide will negate any one wound suffered on a D6 roll of 4+. In hand-to-hand combat, any model which hits the flaming hide will suffer one S3 hit for each hit scored. The Flaming Hide lasts until the beginning of the Sorcerers next shooting phase.

Lava Flow

Difficulty 7

The Sorcerer melts into molten magma, burning itself into the earth. The Sorcerer then reappears after seeping unnaturally through the ground. The Sorcerer may move 12 in any direction, even into combat, counting as a charge. However, due to the nature of this spell the Sorcerer may only reappear on or below the ground.

Earthquake

Difficulty 9

Arms raised, the Sorcerer brings his staff crashing to the ground. The earth ripples outwards from the blow, and splits asunder. All models within 3 of the Sorcerer, friend or foe alike, must roll equal to or under their Initiative or suffer D3 S4 hits.

Vampire Hunters of Sylvania


Death comes for each man. Nowheres is this more evident than the lands of Sylvania. The tyrannical reign of the Von Carsteins has held sway for generations, keeping man and beast cowering indoors once darkness falls. It is a dismal life that is lead in Sylvania, however it is often not over when death comes calling. Too often are loved ones laid to rest, only to have nothing but open graves remaining come morning. The dead do not sleep easily in the cursed soil, and oft are the times when ones weary bones are called into dark service. The dead stalk the living as horrors wander the streets at night. Even the short and bleak days do not provide solace as the more desperate of Sylvanian stock raid for what they can take with strength of arms. Several have tried to escape, and very few have succeeded. Fewer still are those that return with hopes of liberating their countrymen from the iron-grasp of the von Carsteins and their court of nightmares. These determined men of iron bring with them those trained in the arts of dealing with the undead. Even priests of the god Morr come to Sylvania, hoping to cleanse the tainted hand that rules her. Here is what sends ghouls scampering back into their filthy holes. They are the ones who leave nothing but smoldering piles of ash in their wake. Here is what causes vampires to pause. These are the Slayers, the Vampire Hunters of Sylvania. Vampire Hunter: Each Slayer Warband must have one Vampire Hunter. Priest of Morr: Your Warband may include a single Priest of Morr. Slayers: Your Warband may include up to three Slayers. Villagers: Any number of models may be Villagers. Pilgrims: Your Warband may include up to four Pilgrims. Wolfhounds: Your Warband may include up to four Wolfhounds.

Starting Experience
Vampire Hunters start with 20 experience A Priest of Morr starts with 12 experience Slayers start with 8 experience. Henchmen start with 0 experience. Vampire Hunters and Slayers may use the following skill list instead of the standard skill lists. Iron Will: Such is the work of Slayers that there is little room for hesitation. When the opportunity arises, one must be able to strike! As such, the warrior is hardened and immune to Fear. Righteous Aura: Carrying many talismans from various gods, the warrior heads into battle assured of victory. Possessed or Undead opponents lose their first attack against the warrior in the first round of hand-to-hand combat (down to a minimum of 1). Thirst for Vengeance: The warrior Hates all undead. In his quest for revenge, he gains +1 attack in a turn where he has charged. Blessing of Moor: The warrior has the Death gods blessing in his work. Add +1 to all injury rolls against the undead. Touch of Darkness: Long has the Slayer been dealing in death. Perhaps too long. Due to his heightened intuition, he ignores darkness penalties

Special Skills

A Slayer Warband must include a minimum of 3 models. You have 500 gold crowns which you can use to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12.

Choice of Warriors

Vampire Hunter Equipment List


Hand to Hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Sword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Scythe. . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 gc* Silver-tip Stake . . . . . . . . . . . . . . . . . . . . . 10 gc* Double-handed weapon . . . . . . . . . . . . . . . 15 gc

Villager Equipment List


This list is for Villagers only

Hand to Hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Sword. . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Spear . . . . . . . . . . . . . .. . . . . . . . . . . . . . . 10 gc (Pitch Fork)

Missile Weapons

Crossbow . . . . . . . . . . . . . . . . . . . . . . . . . .25 gc Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 gc (30 for brace) Crossbow Pistol . . . . . . . . . . . . . . . . . . . . .35 gc

Missile Weapons

Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Short Bow . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Armor: Armor:
Light Armor . . . . . . . . . . . . . . . . . . . . . . . 20 gc Heavy Armor . . . . . . . . . . . . . . . . . . . . . . .50 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Buckler . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light Armor . . . . . . . . . . . . . . . . . . . . . . . 20 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Miscellaneous Equipment
(Heroes Only) Holy Water . . . . . . . . . . . . . . . . . . . . . . . .10 gc Blessed Bolts . . . . . . . . . . . . . . . . . . . . . .25 gc Garlic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Holy Relic . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Throat-guard . . . . . . . . . . . . . . . . . . . . . . .10 gc* let his anger tear from his throat in a thunderous cry. Leaping from cover, he whipped the vials of blessed water at the monstrosities and grabbed the vampire by the neck, forcing it to the ground. Hissing through clenched teeth, the abomination promised pain and suffering in it's ancient tongue as the holy water ate through its flesh like acid. Know this, vile one, that it is Bergeron DesAnges that sends you back to the pit from whence you were spawned! With a mighty blow, he pierced the chest of the creature with a silver-tipped stake, and watched as all about it turned to ash. Standing, Bergeron wiped himself off, and retrieved his weapons. A grim smile crossed his face as he surveyed the cemetery. Another night complete, another blood-thirster slept the sleep of the dead.

Pilgrim Equipment List


This list is for Pilgrims only Mace/Hammer/Club . . . . . . . . . . . . . . . . . . 3 gc Silver-tip Stake. . . . . . . . . . . . . . . . . . . . . . 10 gc The baying of the wolves did little to ease his nerves as he squatted beneath the bows of the dying evergreen. Praise be that the moon was dull this eve, or surely his location would have been visible to all. He remained motionless, watching the ghouls tear at their grisly feast. The villagers had merely been a diversion, sent to draw out these twisted mockeries of life and their master. It wouldn't be long now... Suddenly, he appeared. The doors to the crypt burst open with a cloud of dust as the blood-thirster emerged from it's protective embrace. He seemed pleased with the carnage, and after a few moments of scurrying, the ghouls went back to their meals. Palming the vials in his right hand, and gripping his stake with his left, Bergeron breathed in deeply, and

New Equipment
Silver-tip Stake
Range Close Combat

Common
Strength As User

15 gold crowns Throat-Guard


Special Rules Range Heart-seeker n/a

Rare 9
Strength n/a

10 gold crowns
Special Rules Life saver

Special Rules:
Heart-seeker: Such is the destructive power of silver over a Vampires form that the silver-tip stake adds +1 to the injury roll when it causes a wound.

Special Rules:

Life saver: As the vampires of Sylvania rely upon hapless human victims to sate their thirst for blood, it is only prudent to protect vulnerable areas. As such, the Throat-Guard allows a Slayer the peace of mind knowing Scythe Common 10 gold crowns that their blood shall remain in their veins. All injury rolls Range Strength Special Rules caused by a Vampire have a 5+ save while this equipment is Close Combat As User +1 two handed worn. It does not add any armor-save modifiers, and can be worn on it's own, or combined with light or heavy armor. Special Rules: Two Handed: As a scythe requires two hands to use, a model using one may not use a shield buckler or additional weapon in close combat.

Heroes

1 Vampire Hunter 60 gold crowns to hire Driven by a need to cleanse the night, a Vampire Hunter gathers a group of solemn and battle-ready men to combat the most evil and powerful of those that dwell in the darkness. Blood-thirsters beware...
Profile M WS BS S T 4 4 4 3 3

0-1 Priest of Morr 35 gold crowns to hire Only a Priest of Morr can truly put to rest the reign of undeath. While sword and club may curtail them, a devotee of Morr can truly free the tortured souls of the dead.
Profile M WS 4 2

Weapons/Armor: A Vampire Hunter may be armed with weapons and armor chosen from the Vampire Hunter Equipment list.

W I A Ld 1 4 1 8

Special Rules: Leader: Any models in the warband within of the Vampire Hunter may use his Leadership instead of their own. Stake the Vampire!: A Vampire Hunter Hates Vampires. They must always move towards a Vampire on the field (if he can see them) unless he can shoot (in which case he may choose).

Weapons/Armor: As priests of Morr seldom engage in martial activities, they may only be armed with a Dagger and a Scythe as weapons. Priests of Morr may never wear armor. Special Rules: Loner: Few people care to spend any length of time in the company of a priest of Morr even when it is their duty to do so. As such, a priest of Morr is used to being alone and probably prefers it that way. Priests of Morr do not suffer from the All Alone rules. Funerary Rites: Priests of Morr are not wizards, however they do have numerous Funerary Rites which they may perform. As such, priests of Morr may randomly choose a Funerary Rite listed on the following page.

BS S T W I A Ld 2 3 3 1 4 1 9

0-3 Slayers 25 gold crowns to hire While not yet fully accredited Vampire Hunters, these Slayers prowl the night in search of a great kill that will propel them into the esteemed order. They often band together with famous (or infamous) Vampire Hunters in the hopes of finding honor and glory.
Profile M WS BS S T 4 3 3 3 3

Weapons/Armor: A Slayer may be armed with weapons and armor chosen from the Vampire Hunter Equipment list.

W I A Ld 1 3 1 8

Special Rules: Stake the Vampire!: A Slayer Hates Vampires. They must always move towards a Vampire on the field (if he can see them) unless he can shoot (in which case he may choose).

The only sounds that Bergeron could hear were the gurgled death-cries of Phillipe and his heartbeat echoing off of the stone walls. 'Curse you, Phillipe!' thought Bergeron of the Slayer as he ran as quietly as possible down the dank passageway. The oaf insisted on opening the sepulture before preparing for what may lie within. Granted, no great blood-thirster emerged, but the loaded trap launched several stakes of rotting wood into the young Slayers torso. 'A macabre twist,' thought Bergeron, 'for what awaits thee, dread lord Ruggar.' Pausing to catch his breath, Beregon leaned against the cold wall, calming himself and attempted to find his center. It was then that the laughter started. Come to me, child. goaded the deep and husky voice. I shall see to it that you feel no pain. Let me release you from your sorrow. I can teach you what it tastes like to be immortal Not pausing to witness the horror that was sure to be the Lord Ruggar, Bergeron turned and fled. His forces had proven to be insufficient this time. 'A mistake that I shall not repeat, Ruggar.' he thought to himself. There were other Slayers, and perhaps a Priest of Morr would be called for. 'When next we

meet, blood-thirster, I shall show you what it tastes like to die.' swore the Vampire Hunter. He escaped into the chill of night, bypassing the zombie sentries as easily as he and Phillipe had upon their entering of Ruggars lair.

Henchmen.
Villagers 20 gold crowns to hire Roused by grand speeches given to them by the Hunters and Slayers, these common men and women pick up what weapons they can to help reclaim their lives from the night. More often than not, they do not return, but that does not stop others from following in their footsteps.
Profile M WS BS S T 4 2 2 3 3

and staffs. The only exception to this is the silver-tip stake, for it's incredible desctructive powers against Vampires.

0-4 Wolfhounds 15 gold crowns to hire Bred to help in the hunt, these wolfhounds are perfect for rending rotting flesh from dusting bone.
Profile M WS 6 4

Weapons/Armor: A Villager may be equipped with weapons and armor chosen from the Villager Equipment list.

W I A Ld 1 3 1 8

Weapons/Armor: Jaws and brutality. A Wolfhound never use nor need weapons or armor.

BS S T W I A Ld 0 4 3 1 4 1 6

0-4 Pilgrims 40 gold crowns to hire Through incredible pain and suffering a new cult was borne. The members of the Dark Shroud call to those who have lost all to the overlords of the night. These pilgrims of pain, also known as fanatics or zealous madmen, flock to the Slayers in hopes of bringing about an end to the reign of the Undead.
Profile M WS BS S T 4 3 3 4 4

Special Rules: Animals: Wolfhounds are animals and thus do not gain experience.

Weapons/Armor: A Pilgrim may be equipped with weapons and armor chosen from the Pilgrim Equipment list.

W I A Ld 1 3 1 10

Special Rules: Fanatical: A Pilgrim of Pain believes that the end of the world is nigh should the undead threat not be stopped. As such, nothing holds any terror for them in the mortal world. Pilgrims automatically pass any leadership-based tests they are required to take. A Pilgrim may never become a Warband leader. Blunt: Due to bludgeoning weapons having a much more profound effect upon the undead, Pilgrims ignore all bladed and ranged weapons in favor of maces, hammers

Funerary Rites
1 - Morr's Protection Difficulty: 6 The Priest of Morr calls out to his god when confronted by an abomination and asks that he be shielded from the corrupted magic of the tainted. Any Magical attacks made by a Necromancer, a Magister or Daemons, which would be considered a direct attack on the priest, will be negated if this rite is successful. This effect remains until the priests next shooting phase. 2 - Death Holds No Fear Difficulty: Auto Priests of Morr must be steadfast in their resolution and as such must, above all else, have no fear of death. The priest of Morr is now Fearless for the remainder of the game. 3 - Sanctity of the Fallen Difficulty: 5 ' Those who fall shall be sanctified and their soul freed, in the name of Morr, god of death'. The priest of Morr may attempt to perform the Rite of Sanctity on a model (friend or foe) who has been taken Out of Action. The priest of Morr must e within 6 of the model in question. If successful, the model may not be raised up by a Necromancer. 4 - Hand of Morr Difficulty: 9 'By his the hand of Morr, the Undead shall become as dust and ashes'. The priest of Morr must be in base-to-base contact with the Undead model. Before Hand-to-Hand combat occurs, the priest of Morr may attempt to use the Hand of Morr rite. If successful the foe immediately goes Out of Action (this affects Zombies, Dire Wolves and Vampires). Ghouls, Possessed, Daemons and creatures of chaos affected by this rite will immediately flee their full Move away from the priest of Morr. 5 - Do you know who I am? Difficulty: 9 'Gaze upon me, abomination, for I am a priest of Morr'. This rite has a range of 6 and must be directed at the closest Undead model first, or if no Undead are within range, at the next closest human servant of the Undead (Dregs, Ghouls, Necromancers), or finally at any model. If successful, that model is immediately Stunned. If the model cannot be Stunned, then it is Knocked Down instead. 6 - I am death! Difficulty: 8 'I am a priest of Morr, god of death!'. It is a well-known fact that the pirests of Morr are not martially inclined. Their divine duties involve the dead, not the taking of life. However, there are times when a priest of Morr will be called to engage in combat and who would be more feared than a representative of the god of Death? This spell give the priest of Morr a 6+ armor save and increases their WS by either +1 or makes it 4, whichever is the greater. A Ld test is required to maintain this spell in subsequent rounds.

Back foul abominations! shouted Vilhelm. His black robes swirled about in a ballet of death as his scythe cut a path through the horde of zombies that blocked their entrance to Ruggar's chamber. It was noon when they had arrived here, and already the sun was beginning to dip behind the horizon. We must hurry! called Bergeron. Do not let them slow you down! We must breach Ruggar's lair before nightfall! The Pilgrims stood at Vilhelm's back, safe-guarding him from the slavering ghouls that had slunk behind their lines. The Slayers that

Bergeron had recruited worked furiously to disperse the shambling zombies ahead of them. Scanning the darker recesses of the anti-chamber, Bergeron spotted him. Letting lose with his crossbow, the bolt struck true and the Necromancer slumped against the wall. Immediately, the Zombies fell to dust, and a great cheer rose from his men. His signature grim smile crossed his face for a fleeting moment, when the last words he'd ever hear were whispered over his shoulder. You are too late, child. Vampire Hunters count as Human Mercenaries when recruiting Hired Swords.

EMP_FLA_57_74

26/1/04

2:10 pm

Page 67

Razziatori Uominibestia
Wilhelm scosse la testa scostando una volta ancora, la ciocca di capelli bagnati dagli occhi. I piedi gli dolevano, le dita erano umide e fredde, inzuppate dal fango della strada; era ad un passo dal crollare. Nella mano sinistra reggeva le redini del cocciuto mulo da soma, che trainava da una settimana. Un passo dopo laltro, arrancava lungo la strada dietro il resto del gruppo, troppo stanco, bagnato e talmente annoiato da non evitare pi persino le pozzanghere pi grandi. Tutto questo era lontano mille miglia da quello che avrebbe pensato di fare. Aveva lasciato casa pieno di eccitazione, immaginando le avventure che avrebbe avuto lungo la strada, le ricchezze che avrebbe trovato a Mordheim e le imprese che avrebbe compiuto. Mai si sarebbe sognato di camminare per una settimana sotto la pioggia, guidando verso un posto che sembrava non raggiungere mai, uno stupido mulo intento a fargli sembrare la sua vita una miseria. Domandandosi se non avesse fatto un terribile errore nellunirsi alla piccola banda di guerrieri del Reikland, Wilhelm lanci uno sguardo al resto del gruppo. Pieter, il leader della piccola banda, cavalcava in sella ad un poderoso destriero da guerra in testa al gruppo. Il destriero era sembrato cos imponente e nobile quando era apparso nel villaggio, ma ora appariva solo come una stanca, bagnata e miserabile creatura. Nonostante tutto, Pieter teneva alta la sua nobile testa, ignorando quel tempo pazzo come se lui ne fosse al di sopra. Al suo fianco camminava limponente guerriero Brock, la sua enorme spada a due mani fissata attorno alle spalle taurine. Come aveva riso il grande veterano quando, la notte scorsa, Wilhelm aveva provato a sollevare la titanica arma. Dietro i due temprati guerrieri cera il carro dove viaggiavano altri cinque veterani, protetti dalle intemperie, in qualche modo, da un consunto telone di pelle. Il carro era trainato da un paio di cavalli le cui teste dondolavano stancamente, mentre marciavano attraverso il denso fango. Le ruote del carro incidevano lunghi solchi sulla strada, e Wilhelm inciamp improvvisamente in uno di questi. Una presa forte lafferr, prendendolo per le spalle e facendolo restare in piedi. Forza ragazzo. Presto ci fermeremo. Disse una voce profonda, da dietro le sue spalle. Wilhelm accenn i suoi ringraziamenti al severo guerriero Mikhel, imbarazzato dallaver mostrato la sua debolezza di fronte allalto Reiklander. Il mulo che Wilhelm stava guidando nitr improvvisamente, tirando la testa da un lato e quasi slogando la spalla di Wilhelm. "Ehi, Attento!" grid. Ne aveva avuto a sufficienza del cattivo carattere dellanimale. Alle armi! Lurlo tagli i pensieri di Wilhelm. Guard i cavalli che trainavano il carro nitrire dalla paura, mentre un guerriero tentava disperatamente di tenerli a bada. Limprovviso sparo di una pistola tagli laria, e Wilhelm vide Pieter aggirare il proprio cavallo, il fumo si alzava dalla sua arma. Il nobile capo della banda estrasse velocemente una seconda pistola e spar ad un nemico che Wilhelm non riusciva ancora a vedere. Il mulo improvvisamente stratton nuovamente le redini attorcigliate attorno alla mano di Wilhelm, ed egli fu sbalzato da terra. Appena si fu rialzato, riusc a scorgere il nemico. Un oscura pelosa sagoma sbucata dal terreno ai piedi della strada, si stava lanciando contro di lui con un passo innaturale, inumano. La creatura aveva una testa bestiale, caprina, completa di unimpressionante paio di corna ricurve, e nella mano teneva una massiccia ed arrugginita ascia. I suoi occhi erano selvaggi, come quelli di in toro infuriato e la sua bocca spalancata lasciava esposta uningiallita dentatura a zanne. Il suo primo pensiero fu che si trattava di una semplice maschera, una subdola e terrificante maschera, ma un istante dopo si rese conto che non era cos. Questo era uno dei temuti Uominibestia del profondo della foresta, una creatura di cui egli aveva solo sentito parlare nelle favole narrate attorno ai fuochi da campo, dai vecchi veterani. Rialzandosi in piedi, Wilhelm estrasse la sua spada corta, alzandola appena in tempo per bloccare lattacco dellUomobestia, un selvaggio colpo proveniente da sopra la sua testa. La forza dellimpatto fece accasciare, Wilhelm, sulle ginocchia, e cap che il colpo successivo avrebbe segnato la sua fine. Il colpo non arriv mai, un pesante fendente di spada mozz improvvisamente il collo della creatura, facendo spruzzare una fontana di sangue rosso scuro. Wilhelm fu rialzato dallalto guerriero Mikhel, che poi balz in avanti per aiutare gli altri Reiklander man mano che ulteriori Uominibestia sbucavano fuori dai loro ripari. Laria era piena di urla, ruggiti bestiali, grugniti e nitriti di terrore dei cavalli. Scattando a correre, Wilhelm riusc a fare solo tre passi prima che un grosso peso lo colpisse alle spalle, facendolo cadere nel fango ancora una volta, urlante dalla paura. Mezzo girato riusc a vedere le fauci spalancate di un massiccio e gigantesco mastino tutto pelo e muscoli brutali, che lo aveva scelto come sua preda. Urlando dalla paura, Wilhelm affond, mentre gli si avvicinava, la sua spada corta nel poderoso torace della bestia, scostando la propria testa
67

EMP_FLA_57_74

26/1/04

2:10 pm

Page 68

dalla paurosa creatura. Estraendo la spada, lo colp ancora, spinse poi lontano da se il pesante corpo che si contorceva nella morte. Rialzandosi, vide cadere il cavallo di Pieter, spinto a terra da un paio di malefici Uominibestia. Pieter salt dal cavallo cadente e rotol dolcemente mentre atterrava, la coppia di pistole prontamente sostituita da uno stocco e da un pugnale. Il carro fu improvvisamente rovesciato su un lato, scalzando bagagli e uomini, quando unimponente sagoma sbuc dagli alberi impattando sulla pesante carrozza. Alto pi di nove piedi, il Minotauro sbuff dagli orifizi del naso, scrutando la carneficina. Sotto shock dal terrore, Wilhelm guard gli Uominibestia pi piccoli balzare nel massacro e affettare i Reiklanders mentre tentavano di rialzarsi. Limmenso Minotauro balz sul cavallo accasciato di Pieter, con le fauci che scattavano sul collo del destriero. Limponente guerriero Brock apparve, brandendo il suo imponente spadone in un fluido arco. Il colpo affond profondamente nella massiccia spalla dellincurvato Minotauro, il colpo avrebbe tagliato in due un uomo. La bestia si alz soltanto dal suo pasto, sangue ed interiora colavano dal suo volto, e men colpi alla cieca con la sua grande arma simile ad una mannaia. Il colpo impatt sul collo di Brock, recidendo quasi la testa dalle spalle. Wilhelm pietrificato, rimase piantato sul posto. Una creatura balz sul carro rovesciato. Era un orrendo mix fra un Uomobestia e quello che sembrava essere un massiccio bue, la parte superiore da Uomobestia era dove avrebbe dovuto esserci la testa e il collo di un cavallo. La sua faccia era contorta in un ringhio, densi filamenti di bava penzolavano dalle sue labbra. I suoi occhi scintillanti improvvisamente notarono la presenza di Wilhelm e con un ruggito, si lanci al galoppo. Wilhelm corse. Svolt dalla strada tuffandosi tra gli alberi, incespicando e cadendo su un ammasso di ceppi in decomposizione. Seppe allora che non avrebbe mai raggiunto Mordheim, che non avrebbe mai dovuto lasciare casa. Il suo respiro si fece affannoso mentre barcollava nella boscaglia, rami e fronde che gli sferzavano il volto. Azzard uno sguardo alle sue spalle e vide unorrenda creatura urlare mentre lo raggiungeva. Una lancia uncinata era stretta tra le sue mani ed egli la spinse in avanti mentre raggiungeva la sua preda.

La lancia affond profondamente nella schiena del ragazzo, che cadde istantaneamente, la spina dorsale spezzata. Il Centigor si ferm un momento, estrasse una fiasca dalla cintura. Ondeggi leggermente mentre sorseggiava profondamente, noncurante della birra che gli scorreva sul viso e sul pelo. Poi si volt lanciandosi nuovamente verso la strada. Non voleva certo perdersi la fine del massacro. Una volta finito quello sarebbe iniziata la festa...

68

EMP_FLA_57_74

26/1/04

2:10 pm

Page 69

Bande di Uominibestia
Gli Uominibestia sono creature brutali, innaturali e selvagge che vivono nel profondo della foresta. Chiunque viaggi attraverso le lande selvagge, corre il rischio di essere attaccato da questi imprevedibili razziatori. Molti di quelli che abitano nelle foreste attorno ai confini di Mordheim dicono che queste perfide creature del Caos sono pi numerose degli stessi umani, queste affermazioni sono impossibili da confermare, poich gli Uominibestia non costruiscono citt e non hanno una bench minima forma di struttura sociale. Lordine e lorganizzazione sono concetti a loro alieni e che odiano, vagano dove desiderano razziando ed uccidendo per ottenere ci che vogliono o di cui necessitano. Con piacere si rivoltano gli uni contro gli altri, prendendo i loro simili pi deboli come prede per divertirsi o come cibo. Gli Uominibestia si uniscono spontaneamente in bande itineranti, sebbene non si sappia se lo facciano consciamente o istintivamente. Una piccola banda capace di muovere velocemente e di nascosto attraverso le terre selvagge e pu coprire centinaia di miglia ogni stagione mentre vaga dove vuole. Sono guidati dal pi forte e il pi feroce della loro specie, e se qualcuno nel branco avverte dei segnali di debolezza nel loro leader, gli si rivoltano contro in una brutale sfida per la supremazia, che pu concludersi solo con uno dei due sfidanti morto e divorato dal vincitore. Letteralmente migliaia di queste piccole bande infestano le foreste del Vecchio Mondo, predando i viaggiatori e le fattorie. Una banda di Uominibestia attacca senza preavviso, ed i paesani, mercanti e viaggiatori vivono nella paura continua di imboscate da parte di questi abitanti delle foreste. Provano a prepararsi per questi eventi e spesso chiedono disperatamente ai nobili di liberare le foreste, tramite lintervento delle truppe provinciali.

Comunque in questi tempi di confusione, i nobili hanno ben altro a cui pensare che soddisfare le richieste dei ceti bassi. Costretti a difendersi, i terrorizzati paesani abbattono ampi tratti di foresta attorno ai loro insediamenti e ogni tanto ingaggiano anche i servizi di guerrieri mercenari per proteggerli, barricandosi in casa appena sentono voci di bande di razziatori vagare nei paraggi. Tuttavia, pensare di ripulire la foresta comunque unidea senza speranza, poich gli Uominibestia di solito scompaiono dalla zona in cui hanno colpito, molto prima che la rappresaglia possa essere persino organizzata. Le fattorie ed i villaggi pi isolati sono i pi a rischio essendo lontani da ogni possibile aiuto. Frequentemente i viaggiatori scoprono edifici e fattorie bruciate e rase al suolo, bestiame macellato e abbandonato dov stato abbattuto. Colmi di malvagit, uno dei passatempi preferiti dagli Uominibestia abbattere gli edifici costruiti con cura ed ordine dagli uomini. Abbattono le siepi e riducono in macerie le costruzioni, lasciando terreni pronti per essere riannessi dalla foresta. Imbrattano malignamente e fanno appassire i raccolti diligentemente seminati e si divertono a sgozzare i piccoli agnellini. Le bande di Uominibestia formano spesso accampamenti temporanei, dai quali partono per razziare larea circostante. Questi accampamenti sono luoghi crudeli, solitamente poco pi che punti dove accatastare il bottino ed il cibo rubato. Possono includere grezzi pali picchettati al suolo ai quali vengono legati i massicci mastini da caccia oppure i prigionieri, entrambi vengono ridotti alla fame ed insultati, per il solo motivo che questo il comune comportamento degli Uominibestia. Solitamente un banda di razziatori rimane presso laccampamento fino a quando non compiono una proficua scorreria, dopo la quale il capo muove la banda in unaltra zona. Questi accampamenti sono spesso posizionati vicino a strade o insediamenti, luoghi fruttuosi per le scorribande. Gli Uominibestia sono un pericolo costante, ed anche se i viaggiatori sono abbastanza fortunati da non incontrarli, la loro presenza viene comunque sempre percepita, essi infatti sorvegliano ed attendono tra le contorte ombre degli oscuri alberi. Nessuno pu prevedere i loro movimenti, ed in molti vivono con una costante paura dei loro attacchi.

69

EMP_FLA_57_74

26/1/04

2:11 pm

Page 70

Gli Uominibestia sono creature brutali, i figli del Caos e della Vecchia Notte. Vagano per le foreste del Vecchio Mondo e sono tra i peggiori nemici dellUmanit. Il rabbioso potere del Caos gli ha donato una feroce vitalit che gli fa ignorare anche ferite orrende, spingendoli a continuare la lotta non curanti delle conseguenze. Persino gli orchi se paragonati allincredibile vitalit degli Uominibestia sono esseri vulnerabili ai danni. Gli Uominibestia sono un incrocio tra uomini e animali, che genera di solito teste cornute caprine, sebbene siano note esistere anche molte altre varianti. Gli Uominibestia sono divisi in due razze distinte: gli Ungor, che sono i pi numerosi, creature corrotte con le peggiori qualit degli uomini e delle bestie, ed i Bestigor la razza gigante degli Uominbestia, un mix tra potenti animali ed uomini. Gli Ungor sono Uominibestia pi piccoli, che non possono competere per forza e potenza con i Bestigor. Possono avere uno o pi corni, ma questi non rivaleggiano di certo con quelli caprini dei Bestigor. Gli sciamani bercianti sono Uominibestia molto speciali e sono riveriti da tutti i loro simili, poich per loro sono i profeti ed i servitori dei Poteri del Caos. Ogni banda da guerra include un mix di Bestigor, guerrieri Gor ed Ungor che sono la colonna portante di ogni trib. Sette grandi Pietre del Branco sono nascoste nelle foreste che circondano la citt di Mordheim. Da qui arrivano le bande di Uominibestia, che razziano la citt: il Branco di Thulak, i Cacciatori di Teste del signore dei Gor Zharak, le Grandi Corna di Krazak Gore, e molti altri. Le schegge di meteorite sono considerate reliquie sacre, che possono essere vendute ai potenti Signori delle Bestie ed ai reverendi sciamani, in cambio di nuove armi e dei servigi di guerrieri. Per le trib degli Uominibestia le battaglie combattute a Mordheim sono parte di una grande guerra religiosa, uno sforzo per abbattere la civilt degli uomini che offendono le divinit del Caos. Dopo che linfezione dellUomo sar cancellata dalla faccia della terra allora gli Uominibestia potranno assurgere al loro posto. Aspetto: i Bestigor Uominibestia sono alti circa 6-7 piedi ed i loro corpi pesantemente muscolosi sono coperti di pelo. Gli Ungor sono Uominibestia pi piccoli, non pi grandi degli Umani, ma i loro corpi robusti ed il loro pessimo temperamento li rendono facilmente una ardua sfida per qualsiasi guerriero Umano.
70

Gli Uominibestia indossano ben poche vesti, ma spesso si ricoprono delle pelli dei loro rivali sconfitti. Di solito portano i teschi dei loro nemici sconfitti perch ritenuti dei portafortuna. Sebbene la maggior parte degli Uominibestia siano di carnagione e pelo bruno, si ha notizia di Uominibestia di pelo nero o perfino albino. Gli Uominibestia indossano pesanti bracciali e collari che utilizzano sia come decorazioni che come armature. Escludendo le clave primitive e gli scudi di legno, gli Uominibestia costruiscono ben poche armi. Non nella natura degli dei del Caos creare, ma solo distruggere.

Scelta dei guerrieri

Una banda di Uominibestia deve includere un minimo di tre modelli. Puoi spendere 500 corone doro per reclutare la tua banda iniziale. Il numero massimo di guerrieri in una banda 15, sebbene alcuni edifici nellaccampamento degli Uominibestia possano farne aumentare il numero. Capotrib: Ogni banda deve avere un Capitano: n di pi n di meno! Sciamano: La tua banda pu includere un singolo Sciamano Uomobestia. Bestigor: La tua banda pu includere fino a due Bestigor.

EMP_FLA_57_74

29/1/04

5:00 pm

Page 71

Tabella delle Abilita' degli Uomini Bestia


Corpo a corpo       Tiro Conoscenza Forza  Velocit   Capotrib Sciamano Bestigor Centigor

Speciale    

Lista d'Equipaggiamento degli Uomini Bestia


Le seguenti liste sono usate da una banda di Uomini Bestia per prendere le loro armi: LISTA D'EQUIPAGGIAMENTO DEGLI UOMINI BESTIA LISTA D'EQUIPAGGIAMENTO DEGLI UNGOR

Armi da Corpo a corpo


Pugnale .................................... 1 gratis/2 co Mazza ..................................................... 3 co Martello ................................................. 3 co Ascia da Guerra ...................................... 5 co Spada ................................................... 10 co Arma a Due Mani ................................. 15 co Alabarda ............................................... 10 co

Armi da Corpo a corpo


Pugnale .................................... 1 gratis/2 co Mazza ..................................................... 3 co Martello ................................................. 3 co Ascia da Guerra ...................................... 5 co Lancia ................................................... 10 co

Armi da Tiro

Armi da Tiro
Nessuna

Armature
Armatura Leggera ................................. 20 co Armatura Pesante ................................. 50 co Scudo ..................................................... 5 co Elmo ..................................................... 10 co Nessuna

Armature
Scudo ..................................................... 5 co

Centigor: La tua banda pu includere un solo Centigor. Gor: La tua banda pu includere fino a 5 Gor. Ungor: La tua banda pu includere un qualsiasi numero di Ungor. Minotauro: La tua banda pu includere un solo Minotauro.

Mastini da Guerra del Caos: La tua banda pu includere fino a 5 Mastini da Guerra del Caos.

Esperienza Iniziale

Capotrib inizia con Esperienza 20. Uomo Bestia Sciamano inizia con Esperienza 11. I Bestigor iniziano con Esperienza 8. I Centigor iniziano con Esperienza 8. Tutta la Truppa inizia con Esperienza 0.

Caratteristiche Massime

Profilo M AC AB Fo R Fe I A D Ungor 6 6 6 4 4 3 7 4 7 Centigor 9 7 6 4 5 4 6 4 9 Minotauro 6 6 5 5 5 5 6 5 9 Altri* 5 7 6 4 5 4 6 4 9 *Tutti gli Eroi non-Centigor e i gor di Truppa.

Animali

Gli Uomini Bestia sono spaventose creature del Caos che non hanno rapporti con le altre razze, se non combattendo. Una banda di Uomini Bestia non pu assoldare alcun Avventuriero, tranne se specificato nelle regole dellAvventuriero.

71

EMP_FLA_57_74

26/1/04

2:11 pm

Page 72

1 Capotribu'

Eroi

65 Corone I Capotrib hanno acquisito la loro posizione con la pura brutalit. Un Capotrib conduce gli Uomini Bestia a Mordheim, per raccogliere le Pietre del Caos, per la sua Pietra del Branco. Profilo M AC AB Fo R Fe I A D 5 4 3 4 4 1 4 1 7

permette di usare le armi. Queste bestiecentauri sono potenti creature ma non sono particolarmente agili e abili. Profilo M AC AB Fo R Fe I A D 8 4 3 4 4 1 2 1(2) 7

Armi/Armature: I Centigor possono essere armati con armi e armature scelte dalla lista d'equipaggiamento dei Gor. REGOLE SPECIALI Ubriachi: I Centigor sono inclini a bere grandi quantit di birre nocive e, vini ed alcolici, saccheggiati prima della battaglia, fino a ridursi in uno stato di furia da ubriachezza. Tira 1D6 all'inizio di ogni turno, Con 1, devono effettuare un test di Stupidit per quel turno. Con 2-5 non succede niente e con un tiro di 6 divengono soggetti alla Furia per quel turno. Quando sono soggetti alla Stupidit o alla Furia sono immuni a tutte le altre forme di psicologia. Vivono nei Boschi: I Centigor sono creature delle oscure, profonde foreste. Non soffrono di penalit al movimento, muovendo attraverso aree boscose.

Armi/Armature: I Capotrib possono essere equipaggiati con armi e armature scelte dalla lista d'equipaggiamento degli Uomini Bestia. REGOLE SPECIALI Comandante: Qualunque guerriero entro 6'' dal Capotrib pu usare il suo valore di Disciplina quando deve effettuare un test di Disciplina.

0-1 Sciamano
45 Corone Gli Sciamani sono profeti degli Dei Oscuri, e i pi rispettati fra tutti gli Uomini Bestia. Profilo M AC AB Fo R Fe I A D 5 4 3 3 4 1 3 1 6

Armi/Armature: Gli Sciamani possono essere equipaggiati con armi scelte lista d'equipaggiamento degli Uomini Bestia, ma non possono mai indossare armature. REGOLE SPECIALI Mago: Uno Sciamano e un Mago e pu usare i Rituali del Caos, come descritto nella sezione Magia.

0-2 Bestigor
45 Corone I Bestigor sono i pi grandi tipi di Uomini Bestia, i grandi guerrieri con corna della banda di Uomini Bestia. Sono enormi creature con una inumana resistenza al dolore. Profilo M AC AB Fo R Fe I A D 5 4 3 4 4 1 3 1 7

Armi/Armature: I Bestigor possono essere equipaggiati con le armi scelte dalla lista dequipaggiamento degli Uomini Bestia.

0-1 Centigor
80 Corone Un Centigor un inquietante incrocio tra un cavallo o un toro e un Uomo Bestia. Lessere un quadrupede gli conferisce una grande forza e velocit mentre il loro torso umanoide gli

72

EMP_FLA_57_74

26/1/04

2:12 pm

Page 73

Truppa
Ungor

(Organizzata in gruppi da 1-5)

Calpestare: Cos come fanno con le armi, i Centigor usano i loro zoccoli e la loro solida corporatura per schiacciare i loro nemici. Questo conta come un attacco addizionale, che non beneficia dei bonus o penalit delle armi...

25 Corone Gli Ungor sono i pi numerosi Uomini Bestia. Sono piccole, maligne creature, ma pericolosi in gran numero. Profilo M AC AB Fo R Fe I A D 5 3 3 3 3 1 3 1 6

Armi/Armature: Gli Ungor possono essere armati con armi e armature scelte dalla lista d'equipaggiamento degli Ungor.

REGOLE SPECIALI Animali: I Mastini del Caos sono animali e non possono guadagnare l'Esperienza.

0-1 Minotauro
REGOLE SPECIALI Pi in Basso del Basso: Gli Ungor sono sul pi basso scalino della societ degli Uomini Bestia e quindi anche acquistando Esperienza, non potranno mai assumere una posizione autoritaria. Se un Ungor tira "Quel ragazzo ha talento", deve essere ripetuto il tiro. 200 Corone I Minotauri sono giganteschi, Uomini Bestia con la testa da toro. Spaventosi e potenti, qualunque Capo Uomo Bestia prover a reclutare un Minotauro nella sua banda se possibile. Profilo M AC AB Fo R Fe I A D 6 4 3 4 4 3 4 3 8

0-5 Gor
35 Corone I Gor sono numerosi quasi quanto gli Ungor ma sono pi grossi e pi brutali... Profilo M AC AB Fo R Fe I A D 5 4 3 3 4 1 3 1 6

Armi/Armature: I Minotauri possono essere armati con armi e armature scelte dalla lista d'equipaggiamento degli Uomini Bestia. REGOLE SPECIALI Paura: I Minotauri sono enormi, questi mostri muggiscono e causano Paura. Vedi la sezione Psicologia per i dettagli. Sete di Sangue: Se un Minotauro mette tutti i suoi nemici fuori combattimento in corpo a corpo, diventa Furioso con un tiro di 4+ su un D6. Animale: Un Minotauro pi bestiale dei suoi fratelli Uomini Bestia e, sebbene possa aumentare l'Esperienza, non potr mai diventare un Eroe. Bersaglio Grande: I Minotauri sono Bersagli Grandi come definito nelle regole del Tiro.

Armi/Armature: I Gor possono essere armati con armi e armature scelte dalla lista d'equipaggiamento degli Uomini Bestia.

Mastini da Guerra del Caos


15 Corone I Mastini del Caos sono creature enormi, simili a mastini, in combattimento sono incredibilmente pericolosi. Profilo M AC AB Fo R Fe I A D 7 4 0 4 3 1 3 1 5

Armi/Armature: Nessuna! A parte le loro zanne e l'indole aggressiva i Mastini del Caos non hanno armi e possono combattere senza alcuna penalit.

73

EMP_FLA_57_74

26/1/04

2:11 pm

Page 74

Abilita' Speciali degli Uomini Bestia


Manto Ispido
Il manto estremamente ispido delluomobestia funge da armatura, deflette i colpi di spada e lo protegge dalle ferite. Il modello guadagna un tiro armatura di 6+ che pu essere combinato con altre armature come al solito.

Mutante

L'Uomo Bestia pu acquistare una mutazione. Vedi la sezione Mutanti nelle regole speciali.

Senza Paura

Immune ai test di paura, terrore e Tutto Solo.

Grandi Corna

L'Uomo Bestia ha corna potenti, e pu fare un Attacco addizionale con la sua Forza base nel turno in cui carica.

Ruggito del Capo

Solo il Capotrib pu avere questa abilit. Pu ritirare qualunque test di Rotta fallito.

Misantropo

Sar affetto dalle regole sullOdio quando combatte contro una qualunque banda di Umani.

74

EMP_FLA_57_74

26/1/04

2:08 pm

Page 58

Il Carnevale del Caos


Un'altra risata venne dalla folla come un tuono smorzato, quando il finto Cavaliere della Pantera, decorato da un'armatura di latta e brandendo una spada di legno, sgusci fuori da alcune interiora. Era la scena di un campo di battaglia; sangue di maiale, viscere srotolate e budella di animali erano sparpagliati come un finto massacro. "Un cavallo, un cavallo, l'Imperatore un cavallo!" url il Cavaliere quando la sua mente soccombette al Caos. Gli attori itineranti erano arrivati nel villaggio senza bisogno di parole o accordi precedenti, con carri fatiscenti che avevano la doppia funzione di camerini e teatri improvvisati. Una moltitudine di personaggi colorati, che correvano e danzavano fianco a fianco, con un fare arguto e affascinante, annunciarono a tutti quanti che avrebbero interpretato una commedia, "Il vero volto dell'Imperatore". Una folla si era radunata velocemente, inizialmente i bambini, poi le donne e infine gli uomini, e presto l'intero villaggio era sotto l'incantesimo degli attori. Demitri era stato uno degli ultimi a unirsi alla folla desiderosa e impaziente, inizialmente scettico ma in un attimo anche lui del tutto preso dallo spettacolo. La commedia arriv alla scena dei 'Rifiuti del Nord', un cartello di legno marcio recante la scena di un attore abbigliato come un demone con un ghigno apparentemente permanente. Demitri, meravigliato dagli altri personaggi demoniaci, i cui costumi erano stupidamente realistici, danz e saltell tra la folla ammirata. Penne di pollo lanciate dai demoni si adagiarono a terra come neve. Un giullare meravigliosamente macabro esegu acrobazie, picchiettando la fronte dei bambini che sedevano nella prima fila quando salt pi in l con la sua bacchetta solleticante. Un odore disgustoso e ripugnante riemp le narici di Demitri come una sgradevole sensazione di bruciore che gli saliva nel petto ma non poteva togliere gli occhi dallo spettacolo, completamente perso nello svolgimento del dramma. Sua moglie e suo figlio, seduti di fronte al palco, erano un ricordo lontano. Adesso esistevano solo lui e quegli stravaganti e macabri attori. Il Cavaliere della Pantera scivol di nuovo e Demitri rise rumorosamente. Un demone della peste piomb sopra l'improbabile eroe della commedia e stup il contadino ammaliato dal suo realismo. Allargando gli occhi, Demitri fiss incredulo come la piaga della creatura si gonfiava,lo stomaco si dilatava come se si stesse riempendo di aria stagnante. Una figura con qualcosa somigliante a braccia e gambe si stava formando l dentro allungando la carne sottile come una mucosa appiccicosa. C'era qualcosa di sbagliato. La bocca della creatura pestilenziale si gonfi fino a dimensioni angosciose ma Demitri non pot guardare altrove. Vomit una piccola creatura demoniaca che si sedette sguazzando in mezzo ad un sudicio miasma di vomito e cumuli di bava provenienti dallo stomaco della creatura.

58

EMP_FLA_57_74

26/1/04

2:08 pm

Page 59

La farsa venne rivelata per quello che era; una congiura del Caos. Orme di muco lasciate dagli attori sfrigolavano e ribollivano. Occhi umani, teste; veri cadaveri malati e in decomposizione erano sparsi sulla scena. Queste cose non indossavano maschere ma erano demoni loro stessi! Non appena Demitri prov ad alzarsi senti il peso come di una grande macina sul collo e sulle spalle. Si gir; il panico cresceva nel suo cuore. I poteri perniciosi stavano errando liberi e senza controllo nell'Impero! Guard suo fratello in cerca d'aiuto, provando a dare l'allarme. Ma erano tutti morti, orribilmente gonfi per qualche invisibile pestilenza; pustole e bolle sulla loro pelle zampillavano intorno con tutto il fervore di una grottesca epidemia. Terrorizzato, Demitri guard in basso verso il bruciore al petto, si strapp di dosso la camicia dal dolore e vide un icona poggiata l, incisa con il simbolo di Sigmar. All'improvviso vide un pugnale sudicio e incrostato togliere l'amuleto dal suo petto, lasciandogli dietro un livido rosso. un icona di Sigmar quella che vedo davanti a me? chiese una voce che ricordava la pelle ribollente. Era il capo degli attori, la sua faccia a forma di luna era coperta di verruche e bolle ed era vestito di abiti spessi e sgargianti. Demitri era terrorizzato. Cosa hai fatto? balbett, indietreggiando. Il capo degli attori fece un passo avanti, facendone uno ogni volta che Demitri barcollava all'indietro. Sudicio adoratore del Caos! grid sprezzante, improvvisamente consapevole di essere circondato. S, ahim, vero, mio nobile signore,

conferm una voce alla sinistra di Demitri; un personaggio magro e basso, curvo, con la faccia come di qualche cupa maschera teatrale, sput di fronte a lui. Un infestazione di mosche gli ronzava attorno quando sventol un mazzo di tarocchi. Ma le vostre parole mi feriscono, signore, continu con falsa offesa, aprendosi una ferita nel polso colpendolo di taglio con uno dei tarocchi. Siamo di carne come te, disse, avvicinandosi, se ci ferisci, non sanguiniamo?. Con un ghigno di disprezzo, il demone dei tarocchi sprizz sangue dalla ferita, che cadde sopra l'amuleto Sigmarita, dissolvendolo come fosse acido. Istantaneamente, Demitri pot sentire gli effetti di quel male che aveva colto i suoi parenti. Era indifeso. La testa gli girava, turbin come ubriaco intorno a miriadi di facce ghignanti che lo circondavano; un clown dall'aspetto brutale, con delle orribili pitture sulla faccia impresse da una mutazione fisica, un oscuro e sogghignante giullare con un burattino demoniaco che parlava in sincronia con il suo portatore, una moltitudine di facce ghignanti e che lo deridevano lo circondarono di colori che erano sgargianti e sporchi allo stesso tempo. Demitri fu colto dalla nausea e cadde sulle ginocchia nel fango. L'oscuro giullare gli alz il mento per guardarlo mentre la sua marionetta parlava per lui. Perch dunque, disse, mentre la resistenza del talismano si affievoliva, il tuo stomaco la mia ostrica, continu, quando un repentino bagliore argenteo di un pugnale cattur gli occhi di Demitri, che io, con la spada, aprir, concluse il giullare tenebrosamente tra s. Come la lama penetr e gli attori del Carnevale cominciarono il loro raccapricciante lavoro, un ultimo pensiero raggiunse Demitri. Helena! grid, con il suo ultimo respiro, mia moglie... Il capo degli attori si deline alla sua vista, la faccia come la luna oscur il sole di Demitri per l'ultima volta. Lei mia moglie adesso, Demitri...

59

EMP_FLA_57_74

26/1/04

2:09 pm

Page 60

Nessuno sa da dove venga lo spaventoso Carnevale del Caos. Alcuni dicono che un tempo era una carovana di zingari proveniente dall'est dell'Impero, gente nomade che portava i propri passeggeri pittoreschi di villaggio in villaggio intrattenendo la gente dell'Impero con spettacoli sfarzosi e opere teatrali. Se questo passato la verit, ci che diventato nel presente molto pi sinistro e sconvolgente. Anche ora vaga per le zone di campagna abbandonate dell'Impero, in un corteo di carrozzoni colorati, con la sua gente vestita con gli abiti sfarzosi e colorati degli attori itineranti, portando sonetti e canzoni ai paesani e ai contadini impressionabili. Non appena raggiungono un nuovo insediamento, questi stravaganti uomini di spettacolo montano il loro palcoscenico e intrattengono la povera gente di campagna con canzoni e spettacoli sui giorni oscuri dell'Impero. Storie come: La Vera Faccia dell'Imperatore, Orfeo e il Pustoloso, I Figli Infetti di Babbo Noigul e Un Incubo di Mezz'Estate riempiono di ammirazione la folla ammaliata. Uomini forzuti compiono gesta di incredibile abilit per la folla adorante, mentre attori con sgargianti maschere sorridenti fanno i giocolieri con palle, pugnali e tizzoni ardenti. Non appena comincia ad esserci pi gente, un giullare in abiti sgargianti con una vescica di maiale gonfiata attaccata ad un bastone salta da uno spettatore all'altro scherzando e urlando, spingendo e pungolando. solo quando lo spettacolo raggiunge l'apice della sua blasfemia, non appena il sole comincia a tramontare, che la natura del Carnevale del Caos si rivela in tutta la sua gloria putrida e marcescente. Poich questi non sono semplici intrattenitori erranti. Quando gli attori recitano il loro atto finale, conosciuto come la Danza della morte, l'incantesimo che copre la loro vera natura lentamente scivola via rivelando al loro ignaro pubblico felice che sono dei saltellanti, giganteschi demoni con la pelle marcescente tirata su ossa giallastre. Quelle che all'inizio erano considerate maschere con intricate decorazioni e trucchi abilmente applicati presto si rivelano come le vere facce orrendamente mutate degli attori, coperte da pustole e lesioni infette. Non appena le espressioni dei paesani mutano dalleuforia al pi nero terrore alla vista di queste orribili figure, il massacro comincia. Ormai la maggior parte dei paesani che costituivano il pubblico gioioso si sono gi arresi alle malattie virulente diffuse dai malevoli attori. Il subdolo Capocirco, accompagnato dal suo ridacchiante giullare, raduna quelle sfortunate donne e bambini rimasti vivi, prendendo un dito da ognuna delle sue nuove spose, esclama Adesso tu sei mia moglie!. Poi i sopravvissuti sono condotti verso un destino sconosciuto e il villaggio lasciato deserto, i suoi abitanti e il bestiame uccisi da innumerevoli malattie e piaghe.
60

Il Carnevale del Caos il malato scherzo del Grande Signore del Disfacimento, il dio del Caos conosciuto come Nurgle. Il tre volte maledetto Nurgle anche conosciuto come l'innominabile Maestro delle Piaghe e delle Pestilenze e gli attori del Carnevale sono i suoi corrotti seguaci e fedeli. Sono coloro che hanno venduto la loro anima per una distorta forma di immortalit abbracciando la morte, la distruzione e il disfacimento, imparando ad amare i molti e vari doni di Nurgle. Non si sa quanti Carnevali del Caos ci siano, o se la manciata di notizie proferite dalle labbra dei pietrificati testimoni descrivano tutte la stessa banda. Il capo del Carnevale del Caos conosciuto come Capocirco, si ritiene sia uno stregone dai grandi poteri, che sa controllare l'immonda magia del suo padrone per scatenare sofferenza e morte per malattia e disfacimento. Attraverso gli oscuri rituali e i sacrifici, gli incantesimi del Capocirco mantengono in vita gli schiamazzanti e decadenti Demoni del suo dio patrono per prendere parte alla distorta messinscena. I suoi seguaci mortali si prendono cura dei morbi appena ricevuti, benedizioni della loro socievole divinit, rivaleggiano per il potere e l'avanzamento sotto il suo vigile sguardo. Le pi benedette fra queste deformi e insane creature sono i cosiddetti Corrotti. Questi di solito sono il braccio destro dei Capicirco e i loro corpi sono oppressi da una moltitudine di sudici morbi e mutazioni. Il Carnevale del Caos giustamente ricercato dalle molte bande di zelanti Cacciatori di Streghe che attraversano le campagne, ma sembra che sia sempre un passo avanti ai Sigmariti e continui a seguire il proprio allegro cammino, portando la benedizione di Nurgle a tutti.

Regole Speciali

Pericolosi da Conoscere: A causa della sua natura molto corrotta, una banda del Carnevale del Caos raramente lascerebbe vivo un Avventuriero! Perci, il Carnevale del Caos non pu mai ingaggiare nessun tipo di Avventuriero. Infetti: Il Carnevale , come i Posseduti, una massa immonda di mutazione e Caos e quindi conta come Posseduti per quanto riguarda lEsplorazione e le Ferite Gravi.

EMP_FLA_57_74

26/1/04

2:09 pm

Page 61

Tabella delle abilita' del Carnevale del Caos


Corpo a corpo

Tiro

Conoscenza

Forza

Velocit

Capocirco Bruti Corrotti

La seguente lista usata dalle bande del Carnevale del Caos per scegliere il loro equipaggiamento:

Lista d'equipaggiamento del Carnevale


Armature

Armi da Corpo a corpo Pugnale ...................................... 1 gratis/2 co Mazza ....................................................... 3 co Martello ................................................... 3 co Ascia ........................................................ 5 co Spada ..................................................... 10 co Arma a Due Mani ................................... 15 co Lancia .................................................... 10 co Alabarda ................................................ 10 co Mazzafrusto ........................................... 15 co Armi da Tiro Arco ....................................................... 15 co Arco Corto ............................................. 10 co Pistola ...................... 15 co (30 per la coppia)

Armatura Leggera .................................. 20 co Armatura Pesante .................................. 50 co Scudo ...................................................... 5 co Elmo ...................................................... 10 co Lista d'Equipaggiamento dei Bruti Arma a Due Mani ................................... 15 co Flagello .................................................. 10 co

Scelta dei Guerrieri

Una banda del Carnevale del Caos deve includere almeno tre modelli. Puoi spendere fino a 500 Corone d'oro per reclutare la tua banda iniziale. Il numero massimo di guerrieri nella banda di 15.

I Corrotti iniziano con 0 punti Esperienza. La Truppa inizia con 0 punti Esperienza.

Caratteristiche Massime

Eroi

Capocirco: Il Carnevale del Caos deve includere un Capocirco: non uno di pi, non uno di meno. Bruti: La tua banda pu includere fino a due Bruti. Corrotti: La tua banda pu includere fino a due Corrotti.

Ad eccezione degli Untori e dei Nurglini, che non guadagnano esperienza, tutti gli altri membri del Carnevale del Caos usano le caratteristiche massime degli Umani.

Truppa

Untori: La tua banda pu includere fino a due Untori. Attori: La tua banda pu includere un qualsiasi numero di Attori. Nurglini: La tua banda pu includere un qualsiasi numero di Nurglini.

Esperienza Iniziale

Il Capocirco inizia con 20 punti Esperienza. I Bruti iniziano con 8 punti Esperienza.
61

EMP_FLA_57_74

29/1/04

4:20 pm

Page 62

Eroi
1 Capocirco
70 Corone Guidano i diabolici Carnevali del Caos. Sono scelti da Nurgle ed usano il potere magico donato loro dal proprio dio pestilenziale. Il Capocirco un individuo folle e potente che conduce la sua congrega di intrattenitori Demoniaci attraverso le zone pi remote dell'Impero, contaminando con malattie i villaggi e gli insediamenti. Per gli ignoranti contadini delle aree rurali dell'Impero, il Capocirco un intrattenitore esotico e carismatico che porta stravaganti spettacoli nelle loro altrimenti noiose vite. l'intelligenza e l'astuzia delle stregonerie del Capocirco che aiuta i suoi sciocchi servi ad essere un passo avanti alle pattuglie delle tante bande di Cacciatori di Streghe che controllano il territorio. Profilo M 4 AC 4 AB 4 Fo 3 R 3 Fe 1 I 3 A 1 D 8 Profilo M AC AB Fo R Fe I A D 4 4 0 4 4 1 2 2 7

Armi/Armature: I Bruti possono essere equipaggiati con armi ed armature scelte dalla Lista d'equipaggiamento dei Bruti.
REGOLE SPECIALI

Forza Soprannaturale: I Bruti iniziano il gioco con l'abilit Forzuto dalla lista delle abilit di Forza nel libro delle regole di Mordheim.

0-2 Corrotti
25 Corone (+Costo delle Benedizioni di Nurgle) I Corrotti sono i preferiti e i pi benedetti da Pap Nurgle. Occupano una posizione di estrema importanza nella gerarchia del Carnevale. Sono sempre abbigliati pesantemente e protetti da potenti incantesimi, perch al di sotto dei vestiti sono mostri indescrivibili. I corpi dei Corrotti sono talmente distrutti dalle malattie e dalle mutazioni che toccare la loro pelle nuda non sicuro nemmeno per gli altri membri mortali della banda. Ironicamente, occupano il ruolo pi prestigioso del Carnevale: il giullare. I Corrotti balzano e fanno capriole sul pubblico, vestiti da buffoni, quando il Carnevale si esibisce, ridendo e scherzando con la folla riunita e infettandola con la loro moltitudine di orrende malattie. Queste creature perverse sono estremamente pericolose per gli avversari contro cui combattono, perch si dice portino l'incurabile e mortale Putrefazione di Nurgle. Profilo M AC AB Fo R Fe I A D 4 3 3 3 3 1 3 1 7

Armi/Armature: Il Capocirco pu essere


equipaggiato con armi ed armature scelte dalla Lista d'equipaggiamento del Carnevale del Caos. REGOLE SPECIALI

Comandante: Qualunque modello della banda


entro 6'' dal Capocirco pu utilizzare il suo valore di Disciplina invece del proprio.

Mago: Il Capocirco un mago e usa i Rituali di


Nurgle. Vedi la sezione Magia per i dettagli.

0-2 Bruti
60 Corone I Bruti sono un tipo molto specifico di mutanti che hanno visto la loro costituzione rinforzata dall'innaturale vitalit del Signore del Disfacimento. La sudicia attenzione di Nurgle ha trasformato coloro che un tempo erano uomini in enormi e statuarie creature increspate da muscoli malati e un vigore soprannaturale. I Bruti sono individui di immensa forza e la loro parte nelle recite del Carnevale del Caos quella di uomini forti che compiono atti di forza per intrattenere la folla. Sono quasi sempre incappucciati alla maniera dei boia perch sebbene i loro corpi appaiano a prima vista forti e in salute, le loro facce sono spesso butterate dalle malattie e mezze decomposte. In battaglia, impugnano enormi martelli e flagelli con spericolato trasporto, mulinandoli sopra la testa come giocattoli.

Armi/Armature: I Corrotti possono essere equipaggiati con armi ed armature scelte dalla Lista d'equipaggiamento del Carnevale del Caos.
REGOLE SPECIALI

Benedizioni di Nurgle: I Corrotti devono


cominciare il gioco con una o pi benedizioni di Nurgle. Vedi le Benedizioni di Nurgle pi avanti.

62

EMP_FLA_57_74

26/1/04

2:09 pm

Page 63

Truppa
0-2 Untori

(Organizzata in gruppi da 1-5)


Untori ma distraggono i nemici ronzando negli occhi, nelle narici e nella bocca. L'avversario dell'Untore, in corpo a corpo, ha una penalit di -1 al tiro per colpire su tutti gli attacchi.

50 Corone Gli Untori sono demoni del dio del Caos Nurgle, conosciuto anche come il Signore del Disfacimento. Possono essere riconosciuti dalle facce ciclopiche e dai corpi orribilmente putrefatti. Le loro interiora pendono da lacerazioni nella loro pelle grigio verdastra infettata dalla sifilide e un'aura di morte e putrefazione li avvolge. Qualche volta sono anche chiamati i Mercanti delle Piaghe o le Larvine, e sono altamente rispettati dai membri mortali della banda. Come tutti gli altri Demoni non possono essere uccisi o distrutti completamente fino a quando il potere del loro dio prevale. Comunque, la loro presenza nel mondo mortale labile e pu essere mantenuta per lunghi periodi solo attraverso la Magia Oscura e i sacrifici. Nel Carnevale, gli Untori si divertono nei ruoli appariscenti come personaggi secondari e attori, vestiti di pomposi farsetti e calzamaglie incrostati di sudiciume. Profilo M AC AB Fo R Fe I A D 4 4 3 4 4 1 4 2 10

Flusso Corrotto: Gli Untori possono vomitare


una mostruosa marea di larve, viscere e lerciume. Conta come un attacco a distanza con una gittata di 6'' ed risolto a Forza 3 senza tiro Armatura.

Demoniaci: Gli Untori sono Demoni del Signore delle Malattie, Nurgle, e non sono costituiti da carne ed ossa, ma dalle eterne e immutabili forze del Caos. Perci non guadagnano mai Esperienza. Immuni al Veleno: Gli Untori sono l'incarnazione Demoniaca della malattia e della pestilenza. Sono totalmente immuni a tutti i veleni e malattie. Immuni alla Psicologia: Gli Untori sono Demoni e non conoscono il concetto di paura. Superano automaticamente qualsiasi test basato sulla Disciplina che sono costretti a fare. Causano Paura: Gli Untori sono orribili creature
soprannaturali e perci causano paura.

Armi/Armature: Nessuna. Gli Untori hanno grandi artigli incrostati di sudiciume, che usano per squarciare e lacerare i loro nemici. Perci non hanno bisogno di usare armi e non possono indossare armature.
REGOLE SPECIALI

Nube di Mosche: Gli Untori sono circondati da


una nube di mosche, che ronzano attorno a loro e ai loro nemici. Non hanno alcun effetto sugli

Aura Demoniaca: A causa della natura magica e intangibile dei Demoni gli Untori hanno uno speciale Tiro Armatura di 5+. Viene modificato dalla Forza dell'attacco come di consueto ed completamente negato da armi magiche e incantesimi. Inoltre gli attacchi degli Untori sono considerati magici. Instabilit Demoniaca: Gli Untori sono tenuti nel mondo dalla Magia Oscura che molto mutevole ed instabile. Se un Untore messo fuori combattimento viene bandito ed effettivamente distrutto con un risultato di 1-3 tirando un D6 (non tirare per le ferite). Inoltre, se una banda va in rotta ogni Untore della banda deve fare immediatamente un test di Disciplina. Se questo test viene fallito, l'Untore conta come distrutto.

Nurglini
15 Corone I Nurglini sono minuscoli Demoni di Nurgle e sono visti dagli altri seguaci del dio del pus come simili ai suoi amati figli. Appaiono come pustole putrefatte con le gambe, e con denti affilati come rasoi e artigli incrostati di sudiciume, che afferrano, lacerano e infettano i loro nemici. I Nurglini normalmente sono poco pi che un fastidio in combattimento, ma in numero sufficiente possono sopraffare anche il pi resistente dei guerrieri. I Nurglini sono piccole e maligne palle di sudiciume e pus e traggono enorme piacere dalla loro parte nel Carnevale del Caos, non solo come musicisti ma anche come giullari e attori comici. I Nurglini spesso si mostrano amici dei bambini di ogni villaggio che
63

EMP_FLA_57_74

26/1/04

2:09 pm

Page 64

visitano, rivelando la loro rivoltante identit alle loro vittime terrorizzate solo nell'ultimo atto del Grande Spettacolo di Nurgle. Profilo M AC AB Fo R Fe I A D 4 3 0 3 2 1 3 1 10

Nel Carnevale, gli Attori svolgono tutti i ruoli minori: comparse, tecnici di scena, marionettisti, ecc. Profilo M AC AB Fo R Fe I A D 4 3 3 3 3 1 3 1 7

Armi/Armature: Nessuna. I Nurglini non usano


armi e non indossano armature. REGOLE SPECIALI

Armi/Armature: Gli Attori possono essere


equipaggiati con armi e armature scelte dalla Lista d'equipaggiamento del Carnevale del Caos.

Nube di Mosche: I Nurglini sono circondati da


una nube di mosche, che ronzano attorno a loro e ai loro nemici. Non hanno alcun effetto sui Nurglini ma distraggono i nemici ronzando negli occhi, nelle narici e nella bocca. L'avversario di un Nurglino, in corpo a corpo, ha una penalit di -1 al tiro per colpire su tutti gli attacchi.

0-1 Carro della Piaga


120 Corone Il Carro della Piaga l'incarnazione di Nurgle e il cuore del Carnevale del Caos. Decorato dai colorati e sgargianti ornamenti delle carrozze degli attori erranti, il Carro cattura facilmente gli occhi degli ottusi e miti contadini dei villaggi. Comunque, il telone rovinato e marcio, l'intelaiatura scheggiata e inclinata, le parti metalliche butterate e arrugginite e i destrieri sono in decomposizione. Pochi mortali hanno visto l'interno di uno di questi sinistri veicoli perch permesso entrarvi solo al Capocirco e ai suoi servi Demoniaci. Si dice che questi fatiscenti carrozzoni contengano un pentacolo imbrattato di rune oscure dall'incredibile potere che creano un portale con i reami del Caos e la dimora dello stesso grande Nurgle. Profilo Carro Ruota Cavallo Guardiano M AC AB Fo R Fe I A D 8 3 3 3 8 6 3 3 4 1 1 - - 3 3 1 -

Sciame: Puoi evocare quanti Nurglini vuoi (cio


puoi avere pi di cinque Nurglini in un gruppo di Truppa).

Demoniaci: I Nurglini sono Demoni del Signore delle Malattie, Nurgle, e non sono costituiti da carne ed ossa, ma dalle eterne e immutabili forze del Caos. Perci non guadagnano mai Esperienza. Immuni al Veleno: I Nurglini sono l'incarnazione
Demoniaca della malattia e della pestilenza. Sono totalmente immuni a tutti i veleni e malattie.

Immuni alla Psicologia: I Nurglini sono Demoni e non conoscono il concetto di paura. Superano automaticamente qualsiasi test basato sulla Disciplina che sono costretti a fare. Aura Demoniaca: A causa della natura magica e intangibile dei Demoni i Nurglini hanno uno speciale Tiro Armatura di 5+. Viene modificato dalla Forza dell'attacco come di consueto ed completamente negato da armi magiche e incantesimi. Inoltre gli attacchi dei Nurglini sono considerati magici. Instabilit Demoniaca: I Nurglini sono tenuti
nel mondo dalla Magia Oscura che molto mutevole e instabile. Se un Nurglino messo fuori combattimento viene bandito ed effettivamente distrutto con un risultato di 1-3 tirando un D6 (non tirare per le ferite). Inoltre, se una banda va in rotta ogni Nurglino della banda deve fare immediatamente un test di Disciplina. Se questo test viene fallito, il Nurglino conta come distrutto.

Armi/Armature: Nessuna. Il Guardiano del Carro


della Piaga non usa e non ha bisogno di armi ma non subisce la penalit per combattere disarmati. Perci non pu usare armi e non pu indossare armature. REGOLE SPECIALI

Carro della Piaga: La natura Demoniaca del


Carro della Piaga infonde vigore sia nei Demoni che nei mortali del Carnevale del Caos. Il numero massimo di guerrieri permessi nella banda aumentato di +2. Inoltre, l'Instabilit Demoniaca dei Demoni della banda leggermente bilanciata. Gli Untori e i Nurglini possono ritirare il test di Disciplina per l'Instabilit e possono aggiungere un +1 al loro test per le Ferite se vengono messi fuori combattimento.

Attori
25 Corone Gli Attori sono i folli e devoti seguaci di Nurgle, il Signore del Disfacimento. Hanno abbracciato completamente la filosofia del grande Signore del Disfacimento, il sentiero della dannazione la strada che hanno scelto. Molti Attori sono infetti con rivoltanti malattie e alcuni hanno gi cominciato a decomporsi. Le loro facce sono coperte di verruche, pustole e altri doni minori del loro signore.

Guardiano: Il Guardiano fa parte del Carro della


Piaga. Infatti, molto spesso fisicamente legato al carro con qualche orrendo miscuglio di carne e legno. Perci egli non pu mai scendere dal carro o lasciarlo in qualsiasi circostanza. Inoltre, dato che parte del Carro non pu essere ferito a meno che il Carro non sia distrutto, nel qual caso anche lui muore. Il Guardiano considerato una creatura

64

EMP_FLA_57_74

26/1/04

2:10 pm

Page 65

Demoniaca e non guadagna mai Esperienza. Gli attacchi del Guardiano causano la Putrefazione di Nurgle (vedi sotto).

Immune alla Psicologia: Il Carro della Piaga e il Guardiano sono considerati Demoniaci e non conoscono il concetto di paura. Il Carro della Piaga supera automaticamente ogni test di Disciplina che costretto a fare.

Il Capocirco usa i rituali di Nurgle per alterare e corrompere la natura, infliggendo orribili malattie, delle quali non si conosce la cura. Tira un D6. D6 1 Risultato Difficolt 8 Vigore Demoniaco Il Capocirco infonde nei suoi tirapiedi demoniaci poteri soprannaturali. Qualsiasi Untore o Nurglino entro 8'' dal Capocirco aumenta la sua Aura Demoniaca, il suo tiro salvezza passa da 5+ a 4+ fino all'inizio del suo prossimo turno. Bubboni Difficolt 7 Il Capocirco concede il dono di bubboni pieni di pus ai suoi nemici. Questo incantesimo ha una gittata di 8'' e colpisce un singolo guerriero nemico. Il guerriero deve superare un test di Resistenza o perdere una Ferita. Non concesso alcun tiro Armatura. Difficolt 8 Fetore di Nurgle Dal Capocirco fuoriesce unorribile, fetida foschia che soffoca i suoi nemici. Questo incantesimo ha una gittata di 6'' ed interessa tutte le creature viventi, amiche o nemiche. Ogni guerriero entro la gittata deve superare un test di Resistenza o perdere un Attacco fino al suo prossimo turno. Pestilenza Difficolt 10 Il Capocirco infligge orribili malattie sui miscredenti. Tutti i modelli nemici entro 12'' dal Capocirco subiscono un colpo a Fo3. Non concesso alcun tiro Armatura. Pelle a Scaglie Difficolt 8 La pelle del Capocirco diventa dura e coriacea come quella del suo dio protettore. Il Capocirco ha un tiro armatura di 2+ che sostituisce qualsiasi normale tiro Armatura. La Pelle a Scaglie dura fino all'inizio della sua prossima fase di Tiro. Putrefazione di Nurgle Difficolt 9 Il Capocirco concede la benedizione del Dio della Peste ai suoi nemici. Tutti i modelli nemici a contatto di basetta con il Capocirco devono immediatamente fare un test di Resistenza o contrarranno la Putrefazione di Nurgle (vedi sotto).

Rituali di Nurgle

65

EMP_FLA_57_74

26/1/04

2:10 pm

Page 66

Quelli che adorano il fetido altare del Signore del Disfacimento sono colpiti da terribili malattie e corruzioni, note come Benedizioni di Nurgle. Le Benedizioni di Nurgle possono essere comprate per i Corrotti solo quando vengono reclutati; non puoi comprare nuove Benedizioni per un modello dopo il reclutamento. Qualsiasi Corrotto pu avere una o pi Benedizioni. La prima Benedizione comprata al prezzo indicato, ma la seconda e le Benedizioni successive costano il doppio.

Benedizioni di Nurgle

Flusso Corrotto

Il Corrotto pu emettere un grottesco flusso di larve, interiora e sporcizia. Questo considerato come un attacco a distanza con una gittata di 6'' ed risolto a Forza 3 senza tiro Armatura. Costo: 25 co

Putrefazione di Nurgle

Il Corrotto infetto da una mortale pestilenza del suo signore: la Putrefazione di Nurgle. Inoltre, il Corrotto immune a tutti i veleni. La Putrefazione di Nurgle una mortale malattia contagiosa per la quale non c' cura conosciuta. Questa virulenta malattia pu essere passata nel combattimento corpo a corpo. Se il Corrotto ferisce un modello nemico con un 6 con un qualsiasi suo attacco in corpo a corpo, il modello ferito contrarr la Putrefazione (nota: la Putrefazione di Nurgle affligge solo i viventi, quindi Nonmorti, Demoni e Posseduti ne sono immuni). Una volta che un guerriero ha contratto la Putrefazione, annotalo nella lista della banda. Invece di uccidere la vittima immediatamente, alla Putrefazione occorre un certo tempo per agire. D'ora in poi, prima dell'inizio di ogni battaglia, il guerriero deve superare un test di Resistenza. Se lo supera, la sua costituzione riuscita ad evitare gli effetti della Putrefazione. Se lo fallisce, il guerriero perde un punto di Resistenza permanentemente (se raggiunge zero, soccombe alla Putrefazione e muore; rimuovilo dalla lista). Inoltre, se ottiene 6 nel test di Resistenza ha passato senza volere la Putrefazione a un altro membro della banda (assegnala a caso ad un membro della banda e annotalo nella lista). Costo: 50 co

Nube di Mosche

Il Corrotto circondato da una nube di mosche, che ronzano intorno a lui e allavversario con cui combatte. Non ha effetto sul Corrotto, ma distrae i nemici ronzandogli negli occhi, nelle narici e nella bocca. L'avversario del Corrotto, in corpo a corpo, ha una penalit di -1 al tiro per colpire su tutti gli attacchi. Costo: 25 co

Gonfio di Sporcizia

Il Corrotto un enorme massa disgustosa di malate e flaccide pieghe. Ottiene +1 Ferite e +1 in Resistenza, ma il suo Movimento si riduce di -1. Costo: 40 co

Marchio di Nurgle

Il Corrotto marchiato con il grande simbolo di Nurgle, le tre sfere, che trasuda fetido pus continuamente. Ottiene +1 Ferite ed immune a qualsiasi veleno. Costo: 35 co

Ripugnante

Il Corrotto disgustoso alla vista, dato che la sua carne pende a brandelli dal suo corpo e le sue interiora sono marce ed esposte. Causa Paura. Costo: 40 co

66

Name: Type:
Combat Shooting Academic Strength Speed Special M WS BS S T W I A Ld Sv

Skills & Spells:

Equipment:

Warband Name:

Injuries:
5 10 15 20 25 30

Total Experience

HERO

Racial Maximums

Experience Skills & Spells: Equipment:

Name: Type:
Combat Shooting Academic Strength Speed Special M WS BS S T W I A Ld Sv

Injuries:
5 10 15 20 25 30

Total Experience

HERO

Racial Maximums

Experience Skills & Spells: Equipment:

Name: Type:
Combat Shooting Academic Strength Speed Special M WS BS S T W I A Ld Sv

Injuries:
5 10 15 20 25 30

Total Experience

HERO

Racial Maximums

Experience

Warband Type:

Name: Type:
Combat Shooting Academic Strength Speed Special M WS BS S T W I A Ld Sv

Skills & Spells:

Equipment:

Injuries:
5 10 15 20 25 30

Total Experience

HERO

Racial Maximums

Experience Skills & Spells: Equipment:

Name: Type:
Combat Shooting Academic Strength Speed Special M WS BS S T W I A Ld Sv

Injuries:
5 10 15 20 25 30

Total Experience

HERO

Racial Maximums

Experience Skills & Spells: Equipment:

Rating:

Name: Type:
Combat Shooting Academic Strength Speed Special M WS BS S T W I A Ld Sv

Injuries:
5 10 15 20 25 30

Total Experience

HERO

Racial Maximums

Experience

Warband Rating Calculator Hero Total Experience: Henchmen Total Experience: Members ( ) x 5: Large Creatures ( ) x 20: Hired Swords: Dramatis Personae: + Total Rating:

Treasury Gold Crowns: Shards: Treasure:

Stored Equipment

Mordheim Campaign Roster Sheet Ver. 1.0 (2008) zetazot@hotmail.com freebooters.org bordertownburning.de.vu

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Warband Type:

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Warband Name:

Name: Type:
M WS BS S T W I

Henchmen Skills & Special Rules:

Equipment:

Number:
A Ld Sv Group Experience

10

Warband Objective Objective: Achievements:


Campaign Points:

10

15

20

Notes (Skill Descriptions, Spell Descriptions, etc.)

Mordheim Campaign Roster Sheet Ver. 1.0 (2008) zetazot@hotmail.com freebooters.org bordertownburning.de.vu

Non un prodotto Games Workshop