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“ANNUAL 2002 = foray Blas) a Pale fels es ast ey ee ee ROR Rta eens ar Soe Reena een en ea nest ere secre it nemo y Cryer magazine and the Best of Town Cryer supplement together as one. Here Pe ee oe eC Run eee end , at | fearured in the ‘Town Cryer magazine: * qo all of us here in Fanatic it has been amazing how Mordheim has moved along in € leaps and bounds, proof that its popularity is surely unwavering. This Annual is juse "Te +3 the first in many potential supplements for the game that just goes from strength ») > strength. New settings supplements are planned for the future so keep your eyes 7 glued to the horizon, All that remains now is to thank the tireless members of the Mordhieim Rules Review — Rinku, Terry Maltman, Nick Kyme, Mark Havener, Steve Gibbs and Space MeQuirk, without who's help this wouldn't have been possible. EE OCU 1) ‘ SDT matt cad oe Fy Sars » BANDOM HAPPE | So" DA MOB ROOZ 8 + CTU cored cd J Moo ee ala Le RO ACM Onto 18 DCL LC) 2 Sees By OOM CR nd Py TOA a Cond 2, Slug cen) Lg ese 40 ern Sa 48 Jems Johnson ee UND BH a DDE RN aug 8 Dc .% iy PVA a oy Paes," Drala 76 atti f Sem Reet aaa a4 eee poy Vest of Town Crper eee . P Pe 88 He y aA aT ee These rules represent the weird and wonderful things that can happen. in Mordheim which are beyond the control of players. These rules are intended to be optional and should only be used if agreed on by all players taking part. To determine if a random ‘encounter occurs, roll a DG at the start of each, player's turn. A result of 1 indicates a 2 random encounter. Roll a D6 for the random encounter on the chart ‘opposite to see wh: encountered and follow the directions. The player whose tum it is places any models that represent the encounter down the back of and they will act in each of his SUSE turns (that player doesn't control their actions though, see the individual descriptions to see how the models act). This player is known asthe Encountering Player ching the shirt ee ae tans aren) ot er oer ee ee Sree eee eae ee Se ce kee te at was to concentrate on the task at hand. Peat eee eat areeey. eareee ee about what they could buy with t aren pene teeter y: ee ene eer icra ee ra Stee geet eee ee erm eee covered the sky. Instead of clation at the sight Pere kere ene eee: eee teres. ears Parte eee ee are Pett ey Poet ene Tene ee ern rd ‘What how?" Reinhold aske Senet eet Ree gee ee ee yuds opened aip and2r yellow rain ene ferret Cree teeter i teen ae ere eet ee ce ee ae nee ee eee en ea an eee trea mo Posen eae me sey Pree eet Rae e eeeterer tn one Pee oe en em ete ta Peper erste te tent eee eas Pernt ect Mordheim is a dark and around every corner. Even the basic laws of nature cannot be relied upon. Mark Havener and Tim Huckelbery explain how these dangers can be introduced to your battles. ister city - dangers ‘even though random encounters will frequently affect only his ‘opponent or both players indiscriminately. The models that represent a random encounter must all be placed within 6” of a randomly determined board edge and they will remain within 2’ of another member of their group at all times. Random encounter members must be placed (and will remain, unless their description indicates otherwise) at ground level in the open. The Encountering, Player places the models representing the random encounter, but note that they cannot initially be placed within 12" of any ‘warband models, After being placed, many encounters will travel as quickly as possible (without running) towards the nearest warband model. For this purpose the nearest model is the model that the encounter can reach most quickly and encounter models will never climb the sides of .a building to get at a ‘warband member. What each encounter does froma there is listed in its description. Note that charging models will engage as many warband members as they ean reach, ganging up if some of them ‘can't reach different models, No more than one random encounter will ever take place in a single game, so after a random encounter is rolled, the players no longer need to rol ar the start oftheir turns Several Of the entries below refer to game turns, this includes both players’ turns RanGon Encounters Chart D66 Result 11 Ogre Mercenary An Ogre Mercenary (sce the fired Swonds sect the Mi rules for details on the Ogre Mercenary) appears Further d street. Sensing trouble brewing, he decides to seize the opportu and offer his services to the warband with the lowest warband rating (if there are two warbands with the same rating, roll a dice 10 see ‘whom he offers his help to). The warband that he fers to help must add the Hired Sword to its roster for this game. At the end of the fame, the Ogre demands payment for services rendered. The ‘warband that he joined must pay his hire and upkeep fee. if the ‘and cannot (or will nox) [pay him, he leaves, but not before taking out his frustration on a random member of the warband (only roll among members of the warband who were not taken ou! of action during the game). Roll for injuries to this unfortunate member just as ifhe Inad been taken our of action 12 Swarm of Rats Something in the sewers has frightened the rats that lve there. The rats are in a hurry to get away and will atack anything that stands in their way, Use a template 80mm x 120mm to represent the ras, Six monster bases (use rat swarms if you have them), placed in a rectangle with one short side representing the front, wll do nicely. The rats move 2D6" each turn. They will always move forward down the centre of the strect and if they come t0 an intersection roll randomly to determine which direction they take (example: f mal fourway crossintersection roll a D6: 1-2 right, 3-4 straight forward, 5-6 left). The i be engaged in lose combat and if they make contact with a model they will run right over him. Any model moved over by the rats will suffer D3 Strength 2 hits, normal mour saves apply 13. Earthquake Powerful magical energies from the exater at the centre of the city shake the focal landscape. The ground heaves and! buckles violently and warband members find i aed 1 keep thett footing, Roll a3 10 Aletcrmine how many game turns the earthquake lasts, While the shuling persists, all movement is halved, all Tntiatie tests (climbing, ‘te suffer a-2 penalty and all Shooting and Close Combat to hit rolls are made with a-1 penalty 14 High Winds A powerful wind screams through the area, wildly scamering dis and knocking down anything, tat tax Gray’ anchored 10 the jzound. Warband members now stifle a =I penalty to all Initiative fess (climbing, Jumping, ete) and to hit rolls (cove combat and Soong) forthe rest of the game 15 Blood for the Blood God! Unlortunately for the warbaadds involved, the scent of blood has brought the attention of one of Khomue’s minions. Keality is breached as a vicious Bloodlerter emerges from the Realm of Chaos to shed ever more blood for ils master, The Bloodleuter has the following characteristics and special rules: Profile M_ws st wiaiw Bloodleter 4 6 0 4 3 1 6 2+ 10 Fear: As monstrous and hornifying creatures, loodletters eause fear Saves 44+ Dacmonic armour save Prychology: Immune 10 all psychology tests Hellblade: ‘The Hloodleter is armed with a Heliblade whiels will automatieally cause a eriieal hi if a 44 Is colled to bit the Bloadletier will seek out the nearest close combat and join in, drawn by the clash of steel, ‘The Daemon hay a number of Attacks equal wo the number of opponents iis fighting (down fo a minimum fof 2 Artacks). It will split ts attacks among the opponents, ard 0 ‘mutter how many warriors are tnvolved it may toll fo hit each ane at least once. Ie will ao prevent an opponent from taking any other warrior out of action in the massed combat, as they will be (00 concerned with the Daemon to finish off theit other enemy! It dhere are no ongoing close combats within range, it will charge the model with the highest Weapon Skill in order to do bate with a worthy opponent. If there are no enemies within charge range, the Dacion will pun towards the nearest warrior, eaxer to do battle. The Duetion will stay for D6 turns alter which ie will dissapear 16 Lucky Find ‘One random model, on his fect and not in handeto-hand combat or fleeing, has stumbled upon a shard of wyrdstone! Assuming he doesn't go ow of action, this is added « any other shards dhe ‘warhand finds after the game. If he is taken Ou! of action in close ‘combat, the enemy model stats the shard away Note that only nom animal models can find oF steal a shard, not Diee Wolves, Hunting, Dogs, et 21 Restless Spirit Countess unfortunates have suffered agonising deaths in countless firms since the comet crashed into the city, Not all of these individuals ean easity accept their new condition and they refuse 1 rest Perhaps they lefi some important task unfinished ‘or scck revenge on those who did them harm. The warbands have stumbled Upon one such ghost, Any warband member who is within 8" of the sprit a the start ofits Movernent phase must make a Leadership test OF flee (exactly a8 fhe were fleeing from combat). Models that are immune to psychology automatically pass this test. This ercature is unable to affect (or be affected hy) the physical world, hut itis very frightening nonetheless, the spirit moves 1" in. a random direction, ‘moving through walls, obstacles or warhand members as ifthey were fot there. tt will not charge and cannot be harmed by the warband ‘members in any way. The only exception to this is ifthe spirit comes ino contact with a Signarite Matsiarch or a Warrior Priest of Sign: ‘These models may choose to put the dead wo rest. If the player controlling such a model decides to do this, the spirit is immediately Innished (@isappears and ces not return) ane the priest gains one Experience point. ere 9 ra) rot ea 22 Burning Building Suede nly one ofthe buildings (choses ignited by smouldering embers from 3 ago. Any mostls inside take 4 83 hit unless they move outside in that tum and any models within 2° of the walls fake a $2 hit from the ‘smoke and heat unless they move further away as well. Kor the rest of the game, the building ise will cause fear dc to the intense flames and anyone who wishes to enter it must first pass a Fear tes exactly as if they wished co charge a fear-causing enemy at ranclom) bursts into fle, fire thought extinguished long 23 Man-Eater One of the trees growing in the area has been changed into a ‘carnivorous predator by exposure to the Chaos magic inundating the ia, Randomly determine which. member of the Encountering Player's warhandl finds the plant, That model is attacked as a large mouth opens up in the trunk of the tree and its branches whip down to grab its unfortunate victim, Place a tree next t0 the victim. He i now considered to be in close combat with the tree, which has the following characteristics Profile Mows ws Sor wor Au Tree ie ee ee ee ‘The erce automatically passes any Leadership tests i is required (© rake. Any result on the Injury table will cause the Man-Fater to stop attacking, though it is not possible to actually tke i one of action ot knock it down. Opponents are +1 t0 hit the wee, due to the fact that itis rooted to the spot! 24 Skeletons While the intense magic of the area rapidly dissolves skeletons 10 dust, shambling hordes of them spring up at random from the bones ff the fallen. Uncontrolled, they roam the city wasteland, blindly attacking everything they find before falling apart. 2D6 Skeletons appear with the following profile: Profile M_ws BS s oT Wot A Wd Skeleton 4225 5 2 5 1 30 Fear: The Skeletons cause fear Psychology: Skeletons are immune to all Leadership based tests and Stunned results They are armed with simple weapons or bony fists (reat as daggers ‘dose combat), The skeletons will move towards and attack the asest moxlels as quickly as possible. Koll a D3 when they appear after that many turns they crumble back to inanimate bones (count the current turn asthe fist one) 25 The Iwisting of the Air Reality itself seems to twist, warping perceptions until no one can be sure of what their senses tell them. Koll a DG at the start of each player's turn, For the next D3 game turns, the distance within which ‘warriors can use their Leader's Leadership value and the distance for being All Alone is the value rolled ‘normal 6”. All dlistances between models are also inc 16" roll for purposes of weapon ranges and charging. Note that the actual ‘models are-not moved, but only the shooting/charging model's perception of the distance. 26 Spawn The warbands have stumbled upon one of the many former inhabitants ofthe city that got too close to the erater a the centre of the city and was turned into a mindless spawn. Spawn have the following characteristics: Profile M_ws_Bs Spawn 26 3 0 4 4 2 Twiauw 3 26 10 Fear: Spawn are disgusting and revolting blayphemies against rnature and cause fear Psychology: They are mindless ex fear of pain or death. Spawn wlership based test they are required to make Movement: The Spawn moves 2D6' towards the nearest model in each 0 ss Movement phases. It does not double its movement for charging its movement takes i nto ‘moxlel i counts as charging and engages. that ‘model in close combat. Attacks: Roll at the beginning ‘of each Close Combat phase to determine the spawn's number of 31. Collapsing Building Pick one building at random. Any models inside must pass an Initiative test or suffer a $5 hit, armour saves applying as normal, 36 the building collapses. Remove the building from the table (replacing with ruins it possible) and place the models back on the table where tood, Any models climbing the sides of a building or on the root when it collapses automatically fall from whatever hei 32. Scrawlings on a Wall A randomly determined warband member who is within 4° of a building Gi the encounter), sees writing suddenly appear in blood on the wall lovest {o him. Roli on the following tale to find out what the writing say D6 Result are a map of the area, The model's warband receives a +1 on the roll to pick the scenario for the next ‘ff a spell on the reader, ‘now has a=1 penalty to all dice rolls for the 3 The warhand member learns of the remains of some booty ide the building, Ifhe moves inside he finds a D6 gold 4 ‘The writings reveal all the hiding places in the area. The node can hide, even in the open, for rest of the game 5 The warhand member learns of a secret passage inside the building ~ if he moves inside, he ean pop out ne other building, 6 A fun read, b wothing else happens (Veskit was h 33. Thick Fog ‘fog rol, thick a pea soup. Models can only see the dance all models can se; do noc rol oda orca Revol at start ofeach Encountering Player's tun w sce what the ‘sity s for chat cur, The fog lasts forthe rest of he game 34 Hands of Stone ands of earth and stone suddenly j leield. The Encou ‘out of the ground ina small ring Player must pick & spot within 3° of that spot is is now very dificult ground as the hands grasp and ‘anyone passing near them. This encounter lasts one ‘game turn, at the end of whi ‘back into the grow 35 Dog Pack Recent events in Mordheim have caused many of the eity's dogs to suddenly find themselves without homes. Groups of these animals hhave timed feral and formed into hunting packs. The warbands have been discovered by one such (very hungry) pack. The pack consists of 2D3 wild dogs (use the Hunting Dog stats from the Witeh Hunter warhand list) The dogs move as quickly as they ean toward the multiple ey are available. If members of a dog pack take a warhand member out of action, he will be eaten if not rescued. If 00 friendly model comes within 6” of where the model fell by the end of that warband’s next tun, the fallen member is considered lost (dog food). Ifa dog pack fails 4 Rout test, they leave without taking their food with them, any warband members taken out of action in the 1 the game have not heen eaten and follow the normal rules is taken our of action 36 Possessed! One randomly selected member of the Encountering Player's warhand is suddenly possessed by a minor spirit. This spirits far too ‘weak to control the model's entire body, but is instead limited controlling one of his or her limbs (usually an arm). The model takes an automatic hit at his or her own Strengih during each of his or her ‘Close Combat phases until the possession is over and may do nothing celse. The possession lasts D3 game turns. Note that Sigmarite Matriarchs and WarrionPriests are immune to this possession, as are ‘nomliving warband members. Ifsuch a warband member isthe object fof the spint’s attention, randomly determine another warband member (o suffer the effect instead. 41 Fountain of Blood The city itself seems 10 weep as even more blood 4s shed streets. For the rest of the game, whenever a model is taken out of ‘action in close combat, the model that did the deed must take Strength test or be knocked down as he is hit by & torrent of blood pouring from the ground. If there were others involved in the combat they are not affected, as the st directed only at those who have called bloodthirsty actions 42-44 Storm of Chaos ‘Clouds rapidly gather above the city in geen mass and warp lightning hein nother. Thunder rocks the air, screaming o foes. The clouds themselves seem to take onthe shapes ‘monstrous creatures and both warbands in the conflict look at each ther with fear on their faces. Roll a D6 t0 see what the storm, manifestation will bring, D6 Result 1 Warp lightning begins to strike the ground in search of a victim, I¢ will hit the warrior with the best armour save attracted 10 the large amount of metal, That warrior takes a 85. hit, with no armour save possible, M multiple warriors all have the highest armour save, randomly determine which is struck ‘The warp lightning will strike for D3 turns before moving on towards another part of the city 2 Fish sucdenly fll out of the sky to pelt the area! All movement fs halved for one turn (due to wet, flapping fish undertood) but there is no other effect 3 Wyrdstone dust has mixed with the water vapour in the area and produced the strange looking clouds from which a tainted rain begins w fall. The rain burns flesh and eats into xd metal. Each warband member in the open takes 4 (normal armour saves apply) every turn the rain he gets under cover, The rain lasts DS turns, 4A magical mass of lightning forms near the ground, iuminating the area with an eerie greenish glow. It be move about the area, drawn to magical pow feeds. Place a counter as per the normal ach turn move it ighest level spell user (the one with t ten roll a DG if wo ‘mass will a ‘more spell users hnave the highest the te table edge, dh ‘nothing but blocking line of sight as it moves. Ifthe model the ‘muss is moving towards casts a spell, immectiately move the counter another DG” towards the ‘model. If the ball of lightning touches the target model, the model is frozen in time and cannot do anything. While frozen, the model cannot be attacked of harmed in any way — the lightning mass protects ts prey! After free the Hightning wil 90 longer move but will inste rear its victim to Feed. The lightning will eed for D3 turns on the magical energy of ls victim and then flies back towards the warp clouds above freeing the magic user. Ifthe game ends before the feeding is done, the victim is immediately released. Vietims suffer no long-term ill effects from their exposure to the lightning, 5 Arrumbling is heard from overhead, as thund the strange clouds. The thunderclaps become more intense and the heavy pulses of air brings warriors to their knees as if they had been hit by cannonballs of solid aie. D6 randomly selected models are knocked down by the air bursts. any these models are in close combat, all other members of that melee are knocked down as well 6 —Tendrls of smoke drift down from the clouds, winding around the heads of members of each warband. Randomly select one Hero from each warband — these warriors have teen chosen by rival storm gods as their champions. The ee me mr ea cach tes evry ed ‘lose combat as quickly as possible. Once in combat, they will aromatialy pase all Leadership texts and wil fight ‘until only one remains (dhe combat will end when one of the ‘models puts his rival out of action). If a warband does not hhave any Heroes left in play when the storm gods choose theit champions, a random Henchman will be chosen from that wwarhaind instead 45° Pit Fighte: This encounter Is identical w0 the Ogre Mercenary encounter bef except the Hired Sword encounter! (Ogre Mercenary 46 Plague of Flies ‘4 An enormous cloud of fies appears in the sky and ‘swoops down on the warbands below. All xls have an 10 hit penalty when shooting oF fighting in close Combat as Mies buzz around them and into open orifices, The fes remain for D3 ame n hy away 51 Sinkhole An enormous mouth suddenly opens up under the fect of one randomly determined warband member. Make an Initiative test for the model. Ifthe testis failed, the model falls into the pit. Ifa is rolled for the test, the incl andl taken out lof action. Any other failure results in the model catching bi the opening, which closes around him, Treat the model as ing knocked down for the rest of the game, though he may not move at al 52 The Horror in the House Randomly select one warrior lurking alone inside a building (if there are no warband members inside a building, ignore this result and re-roll on the Random Encounters table). Unfortunately for hie, he's not as alone as he thought. He hears a slight ripping. sound as i the air itself is being torn apart and something manifests itself behind him, The warrior must make a Fear test and if he fails, in his next Movement phase he will run screaming 2D6" from the building, towards the nearest table edge ane! can do nothing else in that turn I he passes the test, the unnatural presence still forces him D6" ‘outside, but he suffers no other effects. Ar the start of his subsequent recover from his ordeal by passing a ‘1-1 penalty. If he docs, he steps, but cannot do anything else that turn other than catch his breath. ithe fails, he agiin moves 206, trying in vain to erase the terrifying images from his memory. For the rest of the game, the building itself will cause {fear, and anyone who wishes to enter it must first pass a Fear tes ‘exactly as if they wished to change a fear-causing enemy Leadership test, but 53 Plague Victims among the few survivors left in the fulne Of the eley This group of 1 D6 thizens has coniricted a pariculaly many pigs known ut Nergie's They move a oemal rate (1) towards aura wartaeel torebecs, soaking chat help. If they come into contact with a warband ber they wl wot attack to him as th i Plague Viton ln contact wich len acta un It he from beng lmoched down (moves a hal rat, may not charge or Fun, ete See the Mordheim rules for details) one of more ofthe Plague Vics ls charged, shox at, or otherwise atacked, these pitiful ics wi immediately: At the for each ‘warband member in play w/ sared and on roll of 1, that member has contracted Nurple’s Rot Roll again see effect the disease has on that member: DG Result 1 Major Symptoms: The plague races through the victim's system, producing horrible disfiguring lesions before killing him, If the model isa Hero, roll D3 tin ignoring Robbed, Bitter Enmuity, Captured ard Sold to the Pits to determine the long, term effects of the disease 25 ms: The plague takes its toll on takes its course, Without proper bed rest the vic warbandm ext an 6 Pull Recovery! The wictim has an especially hardy constitution ‘or gets an extremely mild case of the disease, The vietim, suffers no il effects. 54 Last One Standing The horrors of Mordheim ean dive even the strongest mind past the point of madness. This Sigmarite Matriarch (for stats see the Sisters of Sigmar section of the Mordheim rules) has seen her entire warband ccut down around her and the experience fas proven too much for She now sceks revenge and is not particular about who gets to pay! She is armed with a Sigmarite Hammer and stect whip and wears heavy armour and a helm. She carries Blessed Water and a Holy Relic ‘on her person as well She knows the prayers The Hammer of Sigmar and Armour of Righteousness (see the Prayers of Sigmar chat in the Mordheim rules for details). Roll randomly to determine which she casts on herself each tr. She has the skills Absolute Fath, Jump Up and Step. Aside. The Matriarch will move as quickly as. possible towards the nearest model and engage them in close combat if able She will not rout and must be taken ou! of action to make her sop. It the Matriarch is taken out of action, leave her body where it fll any non-animal warband member may loot her body by moving into contact with it during their Movement phase. If this warrior is taken out of action as well, place a counter where the warrior fell 0 represent the Matrarch’s equipment. This can then be picked up by a different model, as above. 55 Booby Traps Some nefarious individuals have trapped the whole area the warbands are searching These’ traps may take the form of spiked dcadhals, springsiven spiked boards, etc. "When ‘this encounter is rolled, the Encountering Player must. randomly determine which of his warband members has discovered the fist trap. This unfortunate individual springs a trap immediately. I the trap is not avoided by passing an Tnitave tem the model takes 4 Strengih 3 hit; armour saves apply as normal. From this point ual the end ofthe game, each player will rll a Déat the start of his or her Movement phase. A'roll of 1 means that one member of that player's wwarhand has sprung a tap and must make an Inative test to avoid it Ifthe tap ts noc avolded, the model tks a S3 hit as above; apply any damage before the model is moved 56 Catacombs The ground gives way under one randomly selected warrior and he remains of others who have fallen before him. Assuming he's not taken out of action by the fll, he déscovers one of the following a quick search (roll a D6) D6 Result 1 Abelmet 2 A-small pouch containing 206 gold crowns 3 Alantern 4 Ane 5 Aviat of Black Lorus 6 Asword Unless he has a rope & hook, the warrior is stuck én the catacombs and cannot rejoin the game. He will count as being out of action for Rout purposes, but will rejoin his warband after the game with no other untoward effects. IFhe does have a rope & hook, h b out DS turns later, appearing inside a randomly determined building 61 Forbidden Fruit shostly white flowers suddenly open on a tree in the area and emit a powerful fragrance, Randomly determine a member of the Encountering Player's warband who happens to be standing next 0 the tree when it comes to hfe. Place the tree within 2” of this model Any warband members within 8° of the tree must make a Leadership test atthe start of each of thelr turns of move ds at one ofthe swollen, blood-red fruit hanging from its branches, wel eating one ofthe fruit is automatically ken out of action, as powerful poisons incapacitate him or her. A non-spelibound warband modet may keep another model from moving toward the tree by moving into base to base contact with im or her and holding him back. Neither model may do anything else while the spellbound moxlel attempts to move to the tree and the restraining model attempts 10 prevent him from doing so. Both spellbound and restraining models can react normally if attacked in close combat and restraining model can ive up his attempts at any time. This tencounter lasts the remainder of the game. Close inspection of the tree reveals the bones of several animals overgrown with grass and leaves Iving at its base 62 The Lost Many view the destruction of Mordheim as a sign that the world i ‘coming to an end. Groups ofthese lunatics are often drawn to the iy swhere they attack anyone they come across, certain that they are i some way helping to avert this cataclysm, This group of D3 Flagellants (see the Witch Hunter section of the Mordheim rules for stats and special rules) will move as quickly as possible towards the nearest ‘warband members and engage them in close combat as soon as they are able, They are armed with fails, 63. Reflecting Pool ‘One warrior on the ground (selected at random from Poo! of what looks to be still water. Reflecting, the ‘Boom sky ahove, ie appears to be liquid metal or unnaturally deep Ser water, rippling only slightly with the dank breeze blowing Tough the city He can ignore it, or bend quickly to peer inte its depths. Ifhe's brave enough to gaze into the murky liquid, roll a D6 D6 Result 1 The water reflects back nightmare images of his own demise filling him with fear for his cwn safety. For the rest of the game, no matter how far away he is from friendly models, he will always count as being alf alone in close combat 2 The warrior glimpses an image of what is yer 10 come. For the rest of the current turn he may re-roll (once!) any shooting or lose combat rolls to hit 3. Afaint image of is personal god appears, be it Sigmar or even, ad Shadowlord, Filled with courage, the warrior may Leadership-based tests he is required (0 ‘ hs of his own mind, unlocking untapped abilities. He can detect any enemy models hidden, that turn, ise not in his normal Line o and passes the information on to the rest of his compatriots, All fenemy models lose their hidden status 5 Aslender arm reaches out from the pool, leaving no ripples in the smooth liquid, and pale fingers touch the warriors chest The soft caress causes a faint glow, which spreads throughout his body. Though it quickly «lims away, a strong feeling of strength and vitality s left behind. The warrior may ignore the feat wounding hic he receives, even if tis a critical hit 6 The city chooses 10 reveal Its true visage 10 the warrior unveiling the n facade of si ‘overwhele stumbles away én stark terror. For the rest of the game, all Enemy models count as causing fear to the warrior and he will refuse to enter any buildings or get within 2° of any walls o¢ fuuns, After the game the elfects will wear off, though he will always hesitate slightly before entering an unlit room From, bus intelligence that lurks behind the ple ruins and rubble Note: Only warriors who can gain in experience can choose Inuo the pool, all others simply lack the curiosity to bother! 64 Screaming Walls arin the walls of one ranclomly determined buildin Any warband members wit 3 allowed) and are at -1 ng) while the sereaming noise than others ys Rolla D3 piercing ‘determine 65 Peddler No matter which turn : it is rolled on, this encounter happens atthe end of the gime, The winning warband sees a r wandering throu fs travelling, his entire stock fers 10 sell pi il. He has the following ite nal price: mace, hammer, sword, dagger, axe net, crossbow, pistol, ducting ‘pistol, rope & ik, any lucky. char tunholy) relic, blessed. water healing ‘herbs, holy (or & Mor «Ds for each item to find the quantity the pedlar carries 66 Itsy-Bitsy Spider The presence of the wyrdstone has mutated household pest ter of titanic prope tie Spider has the following characteristics Prof M_ws Bs s T WIA Spicter a oe ee oe Fearsome Beast: The Gigantic Spider causes fear Chitinous Hide; It has an armour save of 4+ retreated as critical hits fe: Any to wound! rolls of 5 oF 6 (eather th ntic Spider moves fr table edge, attacki the table eadge it starts from to the any warband members that get in its path oa his fellow Orcs or s Among the races of the Warhammer world, none enjoy the prospect of a good looting more than Ores and Goblins. For this reason many Ore warbands have been drawn to the city of Mordheim and the wyrdstone that lies hidden there. Of course, Ores would much rather ambush other warbands and take their wyrdstone than collect it themselves, but their goals are the same as any other warband = collect as much treasure as possible! These traits are reflected in the following special rules: Speviat Butes Animosity. Orcs and Goblins enjoy nothing mow aos pod serap, uniornacmtely they're not always about who they Serap with! TO represent this, the Ore Reo Because of this, an Orc’s life is spent in constant battle - either with ne other enemy. With its wealth of opponents and loot ready for the taking, Mordhe’ an aspiring Orc Warboss to prove rules, written by Mark Havener, for Ore & Goblin warba offers the perfect opportunity for nself. What follows are complete ds. player's turn, roll a D6 for each Henchman who is either an Ore or a Goblin. A roll of 1 means that the warrior has taken) offense to something one of his mates has done or said. Do not roll for models that are engaged in hand-to-hand cor (they're already serappin’). To find out just how offended the model is, roll another D6 and consult the following chart to see what happens: DG Result 1“I'Erd Dat!" ‘The warrior decides that the nearest friendly Orc or Goblin Henchman has insulted his lineage or personal hhygiene and must pay the price! If there is a friendly Ore or Goblin Henchman o Hired Sword within charge reach (if there are multiple targets within reach, choose the one rest to the mad model), the offended warrior will immediately charge and fight a round of hand-to-hand Jinst the source of his ire. At the end of this round ly move 1” apart and no. longer count as being in close combat (unless one of them fails another Animosity test and rolls this result again). If there are no friendly Ore or Goblin Henchmen oF Hired Swords within charge reach, and the warrior is. armed with « missile weapon, he immediately takes a shot at the nearest friendly Ore or Goblin Henchman or Hired Sword. If none of the above applies, or if the nearest friendly model is an Ore Hero, the warrior behaves as if a 2-5 had been rolled on this chart. In any case, the warrior im question may take no other action this turn, though he may defend himself if attacked in hand-to-hand combat, 2.5 “Wud Yoo Say?" The warrior is fairly certain he heard as Offensive sound from the nearest friendly Ore or Goblin, but he’s not quite sure. He spends the turn hurling insults at his mate. He may do nothing else this turn, though he may defend himself if attacked in hand-to-hand combat 6. “T'll Show Yer!” The warrior imagines that his mates a laughing about him behind his back and calling him sily names. To show them up he decides that he'll be the first one to the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat f possible. If there are no enemy models within sight, the Or or Goblin warrior may make a normal move immediately This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if you wish, Ifthe extra move takes the Ore or Goblin warrior withia charge reach of an enemy model, the warrior must charge into close combat during his regular movement Distasteful Company. Many Hired Swords refuse to work fr ‘Ores, as they know that Ores are just as likely to eat them & fight alongside them. Ores may only hire the following Hire Swords: Pit Fighters, Ogre Bodyguards or Warlocks. Orc shite tabfe Combat___ Shooting Academic Strength Speed Special v Z Choice of warriors ‘An Ore warband must include @ minimum of three models. ‘You have 500 gold crowns which you can use to recruit and quip your warband. The maximum number of warriors in the warband is 20. Boss: Fach Ore warband must have one Boss: no more, no les! Shaman: Your warband may include up to one Shaman. Big"Uns: Your warband may include up to ovo Big.‘Uns. Ore Boyz: Your warband may Bo. Goblin Warriors: Your warband may include any number of Goblin Warriors, though it may not have more than two Goblins for each Ore in the warband (including Ore Heroes) Cave Squigs: Your warband may include up to five Cave Squigs. You may never have more Cave Squigs in your ‘warband than you have Goblin. Warriors. ‘Troll Your warband may include up to one Troll include any number of Ore Starting experience A Boss starts with 20 Experience. A Shaman starts with 10 Experience. Big "Uns start with 15 Experience All Henchmen start with 0 Experience. Cfaracteristic increase Ore characteristics may not be increased beyond the ‘maximum profile limits shown, below. Ifa characteristic is at its maximum, take the other option of 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. Profile M_ws Bs s oT Wor Aw Ore 664 5 3 5) 5S ee Ore equipment fists ‘The following lists are used by Ore warbands to pick their equipment. Orc equipment list Hand-to-hand combat weapons Dagger Ist free/2 ge J mene Se Morning star 15 gc ‘Sword ge Double-handed weapon 15 ge Spear 1 ge Halberd 10 ge 25 ge 10 ge 20 ge Sec - 10 ge Goblin equipment list Hand-to-hand combat weapons Dagger Ist fre? ge Club 3ec Sword 10 ge Spear 10 ge Missile weapons Short bow Sec Armour Shield : Sec Helmet 10 ge Miscellaneous I Squig Prodder 15 ge Ball & Chai 15 ge Mad Cap Mushrooms 25.9 eee een en eat ee eer ea ae Pee ee tent at me eee taney attempting to determine ifthe small band of creatures ROMER aera mae ee ee eae a eae es ce ee eee eee Rea aoe nen rect cea) eee eset a een nonsense of course, squabbling over some seraps of meat or pretty rocks, but the Elyes patiently awaited the words that would reveal the purpose of the foul Ree a ee eee tae oe ee eee eeu meets aero a a Ser ence een artnet ey Cr ae erat ecient etn earn small circle, digging a groove into the ground where it eer a eee ae ee hes watehed!, a solidly built Ore with blood covering his Ce Oe ey ee ete ete eae Src iety Om oon Te LS Tmr errant me eta primitive ‘throne’ of bones an seated Ore was the leader of the motley group. How'd da huntin’ go? asked the Ore Boss ae ee Ce es ick, 1 Ore Voss 80 gold crowns to hire An Ore Boss is a tough and brutal warrior, who will throw his lads into any fight that he thinks he ean profit from. He is the strongest, toughest and most barbaric member of the warband and if any of his Boyz think otherwise, the band may soon find itself with one less member! Pro BS_S wii aid 1 a0 8 Weapons/Armour: An Ore Boss may be equipped with weapons and armour chosen from the Ore equipment list SPECIAL RULE: Leader: Any warrior within 6" of the Ore Boss may use his Leadership characteristic when taking Leadership tests, o1 Ore Shaman 40 gold crowns to hire Ore Shamans are outcasts from Ore society. They are gifted by the Ore gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for thei¢ abilities, but respected for them. 10 ‘Where's da loot den?” asked the Ore Boss Ts Ree ee ee ea cy tried to tell me dat da rocks WAS da loot! Den after I leans on ‘em a bit, dey tells me dat some big boss Reena ener et. Tet Pe ome ee ee plain on his face, “Dey told me da rocks wuz. from dis Pere ence mca re aes Peer cerns ee Ree en eee Pee neem en eer Rage a seconds, then began barking orders. Goblins squealed and ran about the encampment, frantically packing up Peet sr peters etn tt eer er rena tat eet ters et eat en arene eae Taare ere erent ck ers Sone ea aoe eT) The scouts faded back into the forest, secure in the ee a a cain ea TemT enn Sah cna ee tr me sar Sar Sh) ena ie a tna nese ret picking. But they had also heard other stories about the ity, The Ores would be dead within a fortnight. Beroes iO Profile M_ws BS sr wit au [ss f 1 so Weapons/Armour: An Ore Shaman may be rom the Ore equipment list, An Ore Shaman, weapons chost SPECIAL RULES Wizard: An Ore Shaman is a wizard and uses Waaagh! Magic See Waaagh! Magic page 15 for his spell list 2 Ore Vig “Bus 40 gold crowns to hire Ore society is a savage hierarchy where only the toughest survive and rise through the ranks (often atop the bodies of other challengers), Big ‘Uns are such rising stars, and they carry out the orders of the Ore Boss, If the Boss ever fall, it is up to the Big ‘Uns to decide on a new leader (usually through personal combat). M_ws Bs s 1 Ww , 43 2°33 4 Profile ld Weapons/Armour: Big ‘Uns may be equipped with weapons and armour chosen from the Ore equipment list, me: GencBmen (BougBt in groups of 1-5) eee Ore Boyz 25 gold crowns to hire (Ore Boyz are savage and tough. They fear nothing that they ‘can get their bare hands on, though they are even more ignorant and superstitious than most other beings in the Warhammer world. They form the core of any Ore warband. Profile M_ws Bs Ss T Ww Ald +s ss 442 1 7 ‘Weapons/Armour: Boyz may be equipped with weapons and armour chosen from the Ore equipment list. SPECIAL RULES Animosity: Ore Boyz are subject to the rules for Animosity (Gee Special Rules for details) Gobfin. Garriors 15 gold crowns to hire Goblins are often used as cannon fodder (as well as a food source in lean times!) by their larger Ore cousins. They are ‘usually not as well equipped as Orc Boyz, having to make do ‘with whatever the Ores do not want or cannot use. Profile M_ws BS Ss oT Wit A td £25 5 3 € Sl S ‘Weapons/Armour: Goblins may be armed with weapons and armour chosen from Goblin equipment list. SPECIAL RULES Animosity: Goblin Warriors are subject to the rules. for Animosity (see Special Rules for details). Note: A Goblin ‘Warrior who fails his Animosity test and rolls a 1 for the result will never charge an Ore Henchman, though he will still use any missile weapons to attack as normal, Goblins are far too afraid of Ores to challenge them individually. Not Ores: Ores don’t expect much from non-Ores, and are therefore not unsettled if Goblins or Cave Squigs break or get ‘cut down in battle. In fact, they expect as much from these ‘weaklings! Therefore, when testing to see if an Ore Warband reeds to take a Rout test, each Goblin Wasrior or Cave Squig taken out of action only counts as half a model. Therefore, a band of $ Ores and 10 Goblins (15 models) would only have to take a test if 4 models fell (4 Ores or 8 Goblins, or some ‘combination thereof). Runts: Goblins may gain experience but if they happen to roll That Lads got talent’ they are immediately killed by their Ore overlords for becoming too ‘mouthy’ (remove the Gobbo from the roster), os Cave Squigs 15 gold crowns to hire Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed ‘mostly of teeth, horns, and a nasty temperament Profile M_ws_ps_s_oT w_1_A T me 4 0 4 5 1 4 Weapons and Armour: Big gob and brutality! Cave Squigs never use or need weapons or armour, SPECIAL RULES Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if, they had declared a charge. Mindeerz: Each Cave Squig must always remain within 6” of a Goblin Warrior, who keeps the creature in line. If a Cave Squig finds itseif without a Goblin within 6” at the start of its Movement phase, it will go wild. From that point on, move the Squig 2D6" ina random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Cave Squig is out of the (Ore & Goblin player's control until the end of the game, Not Ores: See Goblin Warriors entry for rules. Animals: Cave Squigs are animals of a sort and so do not gain ‘experience, 01 Troff 200 gold crowns to hire ‘Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyaley in them, Profile M ws Bs ST WIA ld 63 15 £5 15 4 ‘Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolls can never be given ‘weapons or armour, SPECIAL RULES Fear: Trolls are frightening monsters which cause fear. Stupidity: A Troll is subject to the rules for stupidity Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle Dumb Monster: A ‘Troll is far too stupid to ever learn any new skills. Trolls do not gain experience. Always Hungry: A ‘Troll requires an upkecp cost, This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order (o keep the Troll. If the warband lacks the gold to pay the upkeep, the Boss has the option of sacrificing two Goblin Warriors or Cave Squigs to the Troll in licu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food. Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores 1 2 a Ore speciaf equipment Squig Proper 15 gold crowns Availability: Common (Goblins only) This item is a long pole with a trio of spikes at the end. It is used by Goblin Squig herders to keep their livestock in line. Cave Squigs will recognize a Squig prodder and automatically give the bearer more respect, as they've all been on its pointy end more than once! To represent this, a Goblin with a Squig prodder can keep all Cave Squigs within 12° from going wild, instead of the normal 6” (sce the Minderz special rule under the Cave Squig entry). In addition, a Squig prodder is weated exactly like a spear in hand-to-hand combat. Aad Cap Aushrooms 25 gold crowns Availability: Common (if warband includes Goblins) Mad Cap Mushrooms (see the rules in the Mordheim rulebook for more information on Mad Cap Mushrooms) are a necessity for someone wishing 0 ‘wield a ball and chain (see below). Fortunately for Ore warbands, Mad Cap Mushrooms are cultivated by the Night Goblins of the Worlds Fdge Mountains, and they are_much more willing to tide these to other Goblins. Though normally a rare item in Mordheim, Mad Cap Mushrooms are a common item that cost 25 gold crowns for an Ore warband that includes one ‘or more Goblins. A Goblin may take his mushrooms at the start of any turn, Ball and Chain 15 gold crowns Availability: ‘This is a huge iron ball with a chain attached, used by the dreaded Night Goblin Fanatics to deal out whirling death. Enormously heavy, it can only be used. when combined with Mad Cap Mushrooms. ommon (Goblins only) Range Strength Special Rule Close Combat As user +2 Incredible Force, Random, Two-handed Cumbersome, Unwieldy SPECIAL RULES Incredible Force: Because the Ball and Chain is so heavy, normal armour does very little t protect against it No armour saves are allowed against wounds caused by a Ball and In addition, any hit from a Ball and Chain is very likely to take off someone’s head (or at least break some ribs!) RE ‘Therefore, any hit that successfully wounds will do 1D3 wounds instead of 1 Random: The only way to wield a Ball and Chain is to swing it around in large circles, using your body as a counter-weight. Unfortunately this is not avery controllable fighting style, and as soon as he stars swinging his Ball and Chain, a warrior starts to lose control. The first turn he starts swinging the Ball and Chain, the model is moved 2D6" in a direction nominated by the controlling player. In hi subsequent Movement phases, roll D6 to determine what the model does: D6 Result 1 The model trips and strangles himself with the chain. The model is taken out of action. When rolling, for Injury after the game, a roll of 1-3 means the model is our permanently, instead of the normal 1-2. 2-5 The model moves 2D6" in a direction nominated by the controlling player. 6 The model moves 2D6" in a random direction. Ifthe player owns a Scatter dice (available from Games ‘Workshop stores), roll that to determine direction. If not, then roll a D6: 1 ~ Straight Forward, 2-3 ~ Right, 4-5 — Left, 6 ~ Straight Back. If the Ball and Chain wielding model moves into contact with another model (friend or foe), he counts, as charging into close combat, and will engage in close combat until his next Movement. phase. Opponents wishing to attack a Ball and Chain wielding model suffer a To Hit penalty of -1, as they must dodge the whirling ball to get close enough to strike. The Ball and Chain wielder cannot be held in close combat and will automatically move even if he starts the Movement phase in base contact with another model. If the model moves into contact with a building, wall, or other obstruction, he is automatically taken out of action. In addition, a ball and chain wielding Goblin is much too busy tying to control the spinning weapon to worry about what others are saying about him behind his back, so ignores the special rules for Animosity. Cumbersome: Because the Ball and Chain is so heavy, a model equipped with one may carry no other ‘weapons or equipment. In addition, only a model under the influence of Mad Cap Mushrooms has the strength to wield a ball and chain. Unwieldy: The great weight of the Ball and Chain can easily tear ligaments or pull a wielder's arms out of their sockets. While someone under the influence of Mad Cap Mushrooms -will not notice such effects, when the drug wears off he will be in great pain. To represent this, at the end of the battle the controlling player must roll for Injury for each model that used a Ball and Chain, just as if the model had been taken out of action. If the model was actually taken out of ‘action normally, just roll once for Injury ~ there is no need to make a second roll B —. =a Qe == Ore special sills =e) ‘Ore Heroes may use the following Skill list instead of any of the standard Skill lists available to them. ‘ad cad ‘The warrior has a thick skull even for an Ore. He has a special 43+ save on a D6 t0 avoid being stunned. Ifthe save is made, ‘reat a stunned result as knocked down instead. If the Ore also wears a helmet, this save is 2+ instead of 3+ (his takes the place of the normal helmet special rule). waaags! Ores are aggressive creatures and some are experts at Fee eerie meyece vos tone oo ‘ere we go! Ores often charge even the most fearsome opponents, The ‘model may ignore Fear and Terror tests when charging 9a cunnin’ pfan Only the Boss may have this skill. The warband may re-roll any failed Rout tests as long as the Boss is not out of action ‘The Ore has a thick, dark-green skin, possibly indlicating Black Ore blood. Such is the toughness of the Ore that he may add +1 to any armour saves. ‘eaPhasher Ores have massive physical strength and some of them even earn to aim their blows at the heads of their opponents, with obvious results. Any knocked down results which the Orc causes in handsto-hand count as stunned results instead. Tara aay Ore tactics Crump ‘em! The fierce nature of Ores means that they are always ready for a good scrap. They would much rather kill and rob than search ruins looking for treasure. As such, they are an excellent warband for your Mordheim games. The following are things that should be kept in mind when designing and running your Ore warband: Goblins and Cave Squigs are expendable. Orcs do not particularly care if these members of the warband di away, and they are relatively cheap. In addition, Ca can easily hold their own against most foes in close comb: as long as they have a Goblin minder close by to ke in line. Use these troops as your fror lose twice as many of them as normal before your warband is, forced to take a Rout test, so don't be afraid to use them. Trolls are scary. If you can afford to add a Troll to your warband, do so! The ability to cause fear should not be underestimated. However, even without considering this ability, a Troll is a nasty opponent. With multiple attacks, multiple wounds, and the ability to regenerate, a Troll is likely to stand and take lots of attacks from the opposing wwarband witho a beat. In addition, its larger base size means that it can effectively block a large alleyway (or even a street!) all by itself The warband I have put together is designed around the use of Goblins and Cave Squigs as the front-line troops. The band is 13 models strong, so will have to lose 4 Orcs or 8 Goblins’Squigs (or something in between) before a Rout test is required. The Ores will mostly stand back and shoot with bows, only throwing themselves into the fray if it is absolutely necessary. As the warband collects more money, it can purchase more equipment and add more members. The warband could be expanded to include more Ores, Goblins, and Cave Squigs, or the Boss could decide to save up enough until he can afford a hard- hitting (and very durable) ie eee sue THhogshin'’s T Brashers = accessory sprue. The versatility of these sprues makes modelling your warband’s weaponry very easy Thogskin teads bis warband in search of booty and a big scrap. ener Sn tosnr Of the»precious wyrdstone: The Reiklander Captain was eee ee wee quarter, They had stumbled upon an unusually large concentration of the stone shards, and were hoping €0 find and gather as much treasure as possible before any rivals gat wind of their find. Movement at the end of the street Brought him out of his ee ees igre crc Momo were prodding forward what looked like enormous eters ery Seacrest Paes ae en reer es eee worried him, it was the creatures they were herding. As Pveuerctmress ce nron ment y ece arene pee a ae em recta nso ote Cea eal es re Scare rar remarry eee ee ener te eer eens ener Ree ere Retr areas looked him straight in the eyes. The little creature's face ee etic en ed oo eee eer an emer followed suit, and soon all of the creatures were runni oon eee mente a cr Pee meee eens ha een Co en er ete ae ono Serene rae ere a ee a Pete ce een eee meme or ae eee eee ee limbered up his sword arm. with a few practice swings in Prenat ee cae see closer now, little more than a block away. ‘It’s been a Pen oe tia aor ert ee aot Ree eg ens ee ees ree reed or ee eae | ee ern eee ae erate ere eae te as ee eras Sere ae ken here een tees cach other in the street, spears at the: ready, jabbering py Se ee eee ee ee ee a eee ences ste 4 ‘commrides were no longer keeping up, bestopped as well ee eae ee Ree eeu about, The noise stopped che Cave Squigs, and as they turned, the large-toothed monsters began to whine io Pee Stee eee eee ed involved in a swirling melee. As Reinhold watched, one of the: Goblins theuist his spear inte the right arm of his c, only to suffer achuge bite on his leg froma Cave a eee ce ee ee aa ee ee ee eee ome eee ar eae ars advantage of his good luck while if lasted, the mercenary ducked into the doorway he'd moved towards earlier peta oe re eee ee ee es en eee tele extract from putas Slanted Pom errr ert ae ai Tad @siyg Oe Banner 10 ge Rare 5 = Many more established MME, incrbends carry a banner FONSI, or flac, nor only to 5 announce their presence Johann’s but to also act as a rallying arse t ny point for the warband during a battle Special Rules: A banner requires one hand to use and can be carried by any Hero in the warband. Friendly warriors within 12" of the banner bearer may re-roll any failed ‘All-Alone’ test (but remember you can’t re-roll a failed re-roll). Opulent Coach 250. gc Rare 10 Truly successful warband leaders are quite willing to waste their money on extravagant excesses such as rare wines, jewel-encrusted weapons and armour and Cathayan spices. The beight of such indulgence ts an opulent coach, which the warband leader can use for driving around the settlements surrounding Mordbeim. There are few things that will impress commoners, or incur the wrath and envy of other, less successful leaders, as much as an opulent coach. Special Rules: The opulent coach impresses even the most suspicious merchant and they will flock to offer their most exotic wares to the obviously rich warband leader. ‘The warband leader gains+3 to any rolls to locate rare items. Hammer of Witches 100 ge (Witch Hunters only) The pages in this tome describe the servants of Chaos, witches, heretics, deviants, mutants, warlocks, blasphemers, necromancers, sinners and otber enemies of Sigmar in all their foulness. Rare 10 Special Rules: § Hero with the Hammer of Witches will bate all Possessed, Skaven, Beastmen, Chaos, Daemons, Dark Elf, (Ore & Goblins and Sigmarite Sisters. Wyrdstone Pendulum ——2543D6 ge Rare 9 Pendulums made of wyrdstone can reputedly be used to find even more of the magical stone. Special Rules: If he was not taken out, the Hero using the wyrdstone pendulum may make a Leadership test after the battle. Ifhe is successful, you may re-roll any one dice in the Exploration phase. 16 As a warband gains experience and wealth in the City of the Damned it will naturally acquire rare equipment and artifacts. A veteran warband will bave all manner of equipment, from expensive clothes to opulent coaches in which to get around the surrounding settlements of Mordbeim. Tuomas Pirinen, with belp from Tim Huckelbery, gives details of some of the more extravagant items for you to add to the existing chart on page 146 of the Mordbeim rulebook. ‘Toughened Leathers 5 gc Comn Expert leatherworkers are able to turn leather coats into armour (after a fashion) and those with limited funds often favour these jackets and coats as armour is very expensive. Covered with crusted salt, alcobol and other less savoury materials, toughened leather is hard to penetrate and 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. Toughened leathers cannot be sold back at the Trading Posts, the stench alone is enough to drive away even the most desperate of buyers! Wolfeloak 10 ge (Middenbeimers only) In Middenheim it is still considered to be the feat of a true ‘man to slay a great wolf single-banded. Warriors who accomplish such a deed will command the respect of their peers, and their cloaks will be blessed by the High Priest of the Cult of Ulric, the god of winter, evar and wolves. Special Special Rules: To acquire a wolfeloak, a Hero must pay 10 ge (to represent the expense of travelling to Middenheim and taking part in a hunt). In addition, the Hero must roll equal to or under his Strength on a D6. If successful, the Hero finds and slays the wolf oak as a mark of his skill and prowess. Note that Midd ‘may buy wolfcloaks when starting their warband without making a test for availability A model wearing a wolfeloak will gain +1 10 his armour saves ‘against all shooting attacks. Tarot Cards 50 ge Rare 7 (Not available to Witch Hunters or Sisters of Sigmar) Though declared blasphemous ane illegal by the Grand Theogonist, the Tarot of Stars is said to foretell the future for those who dare to consult it Special Rules: A Hero with a deck of tarot cards may consult them before each game. Make a Leadership test If successful, the Hero gains a favourable insight into the future and you may modify the result of any one dice in the Exploration phase by -1/+1 (even if the Hero with the cards is taken out of action). If the Leadership test is failed by three or more (ie, a Hero with Ld of 8 rolls 11 or 12) the cards show a portent of doom and despair and the Hero refuses to fight in the following battle and must miss the next game Seat an Mr Cd : From the travels of Johann Munz Cee ke ee eer mc) with its seventy-seven towers that are visible for miles around, eR Rm On eR eC My books tell me that the city was founded by the Knights of the Raven Order, who conquered the area from the Goblins and settled the glades of Ostermark There, on the bunks of the River Stir they built their stronghold and tamed it Mordheim, in memory of the heroic sacrifice of Count Gotthard Angelos who gave his life fighting against the Goblins of the surrounding forests From ancient times the city has been the capital of Ostermark and ruled by the von Stcinhardt family. The fields and pastures of the peasants and the Count himself surround Mordhcim, slong with several small villages. Around the fields, on all sides, stretches the seemingly endless forest. Only the mighty River Stir breaks the impenetrable wall of trees as it slowly and ponderously flows toward the heartlands of the Empire. The barges of the burghermeisters navigate the river, moving passengers and merchandise along it All manner of travellers come to Mordheim: Dwarfs from the mountains, Kislevite trappers selling their wares, smiths from Bechafen, hunters {rom Ostland and lumberjacks from the surrounding forests, they all come here to trade and rest. Now and then caravans from the far east cross the Peak Pass guarded by Karak Kadrin: these travellers from the lands of Cathay bring exotic wares of the cast such as spice and silk, and never {ail to attract attention From the docks of Mordheim much merchandise is loaded on river barges and seat to Nuln, Altdorf and beyond: Jumber from the forests, gemstones and ore {rom the mouatain mines, jewellery. armour and weapons forged by the Dwarfs of Karak Kadrio, all these and more make Mordheim a rich trading city Oe eC ay imbued in tradition and worship. Temples of Sigmar, Ulric, Morr and many other gods are focated here, but the Temple of Sigmar’s Rock, the home of the Sisterhood of Sigmar's Merey is the most famous of them all. It stands on a huge cliff in the middle of the River Stir, and its glittering gold cupola is said to be one of the wonders of the world. All over the city, monuments and centres of trade and learning can be seen: the Great Library of Mordheim attracts the finest minds of the eastern Empire to study at the feet of the learned priests of Sigmar, ‘The Merchants’ Quarter, known as the district of the Flying Horse, is a place buzzing with business as traders {rom all over the eastern Empire rub shoulders with Dwarf smiths and merchants of Araby. PVE ere Ce eet the guardian of the Eastern Provinces, the jewel of Ostermark. | Me Ra See Hal! Smperiaf Assassin 40 gold crowns to hire + 20 gold crowns upkeep Politics is a dangerous game and not all dangers are found ton the battlefield. The Assassin specializes in removing ‘obstacles’ with discretion. He will hire himself out to the bighest bidder and satisfaction is guaranteed. The Assassin calmly dispatches bis rather distasteful duties with Sastidiousness and finesse. In between jobs, such aman will often join a wandering warband in order to bone bis skills ‘assassination is not a profession for the slow or dull-witted! May Be Hired: Any warband except Witch Hunters, Sisters of Sigmar, Ores & Goblins of Skaven may hire the Assassin Rating: An Imperial Assassin increases the warband’s rating by +22 points, plus 1 point for each Experience point he has Profile M_WS_BS. w Aid Assassin, 1 4°43 3 1 5 @ 8 Weapons/Armour: Sword, dag crossbow pistol ; throwing daggers and a SPECIAL RU Weapons Master: The Assassin is a master of weapons and may use any weapon he finds, You may purchase weapons for the Assassin just as you would for any other member of your warband. However, unlike other members of your warband, any weapon you give an Assassin is his to keep ~ he will not give it to another warband member later. In addition, although he knows how to use them, an Assassin will never Pats Cee] Caron po RAE eee TOT ToT ee Wor nia tT rags ‘The taverns in the settlements around Mordheim make good recruitment centres for warriors to sell their services to the highest bidder. Here, two more Hired Swords that can be recruited by your warband. lark Havener describes use a blackpowder weapon as such devices are far tod conspicuous in their use for someone in his professi Poisoner: Assassins specialize in the use of poisons. Th Assassin starts each game with his weapons poisoned with either Black Lotus or Dark Venom. ‘The controlling play decides which poison the Assassin is armed with before the ne starts, and this poison does not need to be traded for And no, the Assassin cannot poison other warband member ‘weapons, nor will he loan his out! Skills: An Assassin may choose from Combat, Speed Shooting skills or Unstoppable Charge from the Streng skills list when he gains a new skill. He may also choose fra the special Assassin skills below ASSASSIN SKILLS Backstabber: The Assassin specializes in attacking his target when their back is turned. The Assassin may charge af opponent he cannot see (he knows you're there!) as long a the target model is within his charge reach. Ifhe does this, surprises his opponent and receives a +1 to hit him with al attacks and any rolls on the Serious Injuries chart are at +1 This bonus lasts for the first round of combat only, as his ‘opponent will swiftly recover his wits if he survives the init assault Hide in Shadows: The Assassin can blend into the shadow) ‘so that his opponents will not see him. As long as he is with) 1" of a wall or other linear obstacle (hedge, fence, well, opposing models must pass an Initiative test in onder i charge of shoot at him. Tifean Aarfsman Bigold crowns to hire + 15 gold crowns upkeep The Empire is not the only place that breeds mercenaries Theconstant warring among the city-states of Tlea provides imany opportunities for a man who knows bow to use a tsapon. Sill, sometimes the fighting dies down in Tilea and many ofthese mercenaries are forced to seek employment in ‘lber lands. Many of these temporarily unemployed mercenaries bave beard of the trouble brewing in Mordbeim ‘and bave come seoking a new patron. May Be Hired: Any warband except Skaven, Ores or Undead fnuyhire the Tilean Marksman. Rating: A Tilean Marksman increases the warband’s rating by +16 points, plus 1 point for each Exper Profile M Marksman $343 3 1 ‘nce point he has. ws BS _s Weapons/Armour: crossbow SPECIAL RULES Steady Hands: The Titea Jgnores “to hit erosbow Marksman’s aim never wavers. He odifiers for Ic x¢ when shooting his Dead lye Shot: The Marksman has the eyes of ‘an hit the smallest target. He ‘aver when shooting his crossbow eagle and nores ‘to hit n Skills; A Tilean Marksman may choose from Shooting skills When he gains a new skill eR eect argument had been going for a solid fifteen - Meer eeg nee Reinhold stooped to press his face close to his scarlet ec eer em em it infs were infamous for their stubbornness, and this Smee eee ee a tet Both warband leaders had warriors Sea ar) eer een Co ne Tenant: cert eee et ta es cen tn take Dwarfs seemed strangely calm. Se ee ee ee eee er eee eke en way, barely able £0 enter the room because of his lible bulk, strode an Ogre mercenary. T Seren ke ee ee Soe ee eu ae ee on ecm Som See een es nt Cue ee ee ee aes Rema abr aor a Cee Marletltan leads the Mabienburger|srcbers Carers eae ee aoe ee | Mirdgliano togepregent the Marksman. Pe ae Ron eee ee eae Serre nent Oe ST remnants of the crosshow across the room and brought Pewee aL mre os ae ee ee ee ee Pre Seen a ee ee ea rere ac Fortunately for him, he didn’t need to, for in the next t the Ogre froze, a look of shock and horror fixed! Pee reser rere en ce oa sound escaped. Then the hulking brute toppled forwara Peres own en OMe se enter cs rete et Reon ee ea eee Mean Ce og Peete ay ease nn Perera eee een ee temo oe) like any nobleman’s foppish son, if it were not for the Preemie Pe eee ests Nares ie Premcatn) no a eee aS nT) Tere neta ee mes a) to stay after al nd exceptionally proud people. They respec ind skill. It is no surprise then n warriors can be found in Mordheim searching for fame Mark Occasionally, a Dwarf noble will find himself desperate His family hold may have been overrun by Goblins o Skaven, or he may have somehow disgraced himself and been banished. Other Dwarfs know these warriors as the Dispossessed. Dwarfs are a proud fs nature to lose himself ead, a noble who finds himself will gather together a group of his nds and kin and go treasure hunting, hoping to accumulate a large enough hoard « establish his own holding. At this time, the largest source of wealth in the Known World is be a city in the Empire, The city is Mordheim, Speciar utes All Dwarfs are subject to the following spe Hard to Kill, Dwarfs arc Is who can only be rules tough, resilient keen out of action whe as ee oa ae a a ed shroud. The celebration had lasted for days, ever since the ae rn Oe er ee eae ere aa oer ra en ne ey eee Re eae Cr emer ea La eg eed Penne re ee era ery ee ee a Per ee ee a ee eee Dwarf ales were being drunk That was until young Lord Orrick baibventered the ball. Orrick was the youngest son of King Kundan, ruler of Karak NE ae ee ne ee as a ere What did you say, lad?” asked the aged king in a steady voice. “My old ears must bave misheard you. T merely asked what we are celebrating for,” slurred the Ro es eae eT eee ee regardless of the amount of drink he bad imbibed. “We beat them this time, but they'll be back, mark my words. And next Papen eee eee ee een een eee eed ee a ee eae make Paes re eae er eee em eee eee erent Tega eee Ae ee eed and fighting skill that drove off those green-skénned bordes. na ea ed eee ee ee ea Pere en ead Aes Hav Mordheim. Pe ae PL eee ee ene eee er gives full rules for including Dwar ‘hen rolling on the Injury char down, 3-5.as stunned, and 6% on a roll of 6 instead of 5-6 Treat a roll of 1-2 as knocke out of action. Hard Head. Dwarfs ignore the special rules for maces, clubs They are not easy to knock out! Armour, Dwarfs never suffer movement penalties for wearing All Dwarls bate Ores and Goblins 1» of the Mordheim rules for deta 1¢ Ores and Goblins, See the psychology sect on the effects of hatred, Grudgebearers. Dwarfs hold an ancient grudge against Eg he two races fought for supremacy inthe any kind of from the days when Old World. 4 Dw Elven Hired Sword ¢ warband may never include Dramatis Personae hy of their tie and they a the city dl comparable Miners. search Dwarfs spend 18 for precious minerals, the best in the world at this kind of work they apply similar skills to the search fof When checking for wyrdstone at the end off to the number of pieces found org undergrou Mordheim wyrdstone game, add +1 Dwarf warband, ra Ul I am saying ts that times are changing, and we mus er ane es tee ee ee that our ancestors eniplayed are the same ones we still ay. Eventually a canny foe will figure out our method ena a eae whisper. Those who knew hin well realised that this was dangerous sign, and more worried looks were exchange rao rere te era ae ent any pride in your ancestors, lad?" Di een aay eee ee eee ae eee slamming bis fist into the bard stone of the feasting tab Cea ra ge a eee a fallen to their enemies. Tm quite sure thetr rulers thon Rea re ene re ana een ee ae ea a Coy ae Cr re ey ee eee dae rruler’s face had been drained by bis son's last bis ears, the words bis offspring bad spoken were the Pe ne re Te Deeg a a ae ee ae ee ball. “Leave this kingdom never to return. Your name sha stricken from all records, You are no longer the son of K Kurdan of Karak Azar yea Swarf equipment fists ‘The following lists are used by Dwarf warbands to pick their equipment. Dwarf Wartior Equipment List Hande-to-hand Combat Weapons Dagees Ist free/2 se Hammer ---38e Bee Sa Dwarf axe. 15 ge Sword... loge Doublehancled weapon 15 ge Spear 10 ge Halberd 10g Gromril weapon 3 times the cost Missile Weapons Pistol 15.8 Armour Light armour 20 ge Hewy armour 50 gc Gromrilarmour"* 75 gc Shield. Se Helmet loge Thunderer Equipment List Hand-to-hand Combat Weapons Dagger Ist free’? ge Mace 3 sc Hammer 3.ac Axe Sac sword 10 ge Missile Weapons Crossbow 25 ee Handgun 5 --35g¢ Pistol 15 gc G0 for a brace) Armour Light armour 20g¢ } Heavy armour 50g 4 Shield Sac Helmet loge *Aay weapon a Dwarf may normally purchase may be bought as a Gromeil weapon instead. This multiplies the cost of the weapon by 3. For rules on Gromril weapons see the Mordheim rulebook. Note that this price is only for a starting warband, as it represents the Dwarls outfitting themselves at their own stronghold. later purchases of Grom4il weapons are done using the price chart in the Mordheim rules. the price of « suit of Gromeil armour is cheaper for a starting warhand to represcat the relative ease with which Dwarls can find such items in their own Stronghold. Tater purchases of Gromril armour must be done using the normal price chart in the Nowe rales == ad [ — Swarf afieh table OCtC*~C~*~=C*«d Engineer Wh Choice of warriors Dead varband must include a minimom of 3 Fave 300 gold crowns which you can vse to ree Sour wathand. The maximum number of warriors in the (pebends 12 ‘Noble: Each Dwarf warband must have one Noble — no more, 0 less! Engineer: Your warband may include up to 1 Fngineer. Troll Slayers: Your warband may inclyele up to 2 Troll Slayers. Dwarf Clansmen; Your warbandl may inctude any number ‘of Dwarf Clansmen. Dwarf Thuaderers: Your warband may include up to 5 Dwarf Thunderers. Beardlings: Your warhand may include any number of Beardlings. Starting experience A Noble starts with 20 experience An Engineer starts with 10 experience. ‘Troll Slayers start with & experience. Dwarf Clans en start with 0 experience. Dwarf Thunderers start with 0 experience. Reardlings start with 0 experience. ‘ummm Heroes = 1 Swarf Mobfe 85 gold crowns to hi Dwarf Nobles are fortune scckers who have recruited a hand of like-minded Dwarfs and set off from their stronghold in search of riches. A Dwarf Noble is well respected by the members of his warband. Often he is a member of one of the noble families of the lost Dwarf strongholds, dreaming of collceting caough teeasure to restore the former glory of the Dwarf Kingdoms, Profile Aud 19 Weapor ped with weapon armour chosen from the Dwarl Warrior equipment list SPECIAL RULES Leader: Any models in the warband within 6" of the Dwarf Noble may use his Leadership instead of their own 0-1 Dwarf Engineer 50 gold crowns to hire Dwarf Engineers are respected members of Dwarf society tis they who design and build the complex war machines and devices which have made the Dwarls furnous Profile M Ws BS Ss T Wi A id 3 4 5°39 4 1 2 1-9 Weapons/Armour: A Dwarf Engineer may be equipped with weapons and armour chosen from Dwarf Thu equipment list SPECIAL RULES pert Weaponsmith: A Dwarf Engineer is an mechanical devices. By using stronger construction and time-iestect secrets of Dwarf engineering, a Dwarf Engineer increase the distance the warband’s missile weapons can shoot. All Dwarf missile weapons in the warband have th inge increased by 3° for Pistols and 6" for Crossbows and Tandgguns. Any range increases are only maintained as long as the Dwarf Engineer remains with the warband, ns aa Tron a Me ae ag ae] 0-2 Swarf Troff Sayers 50 gold crowns to hire ‘Troll Slayers are members of the morbid Dwarf eult ob with seeking an honourable death in combat. Ta committed some unforgivable crime or been dishos some way, a Dwarf will forsake his home and wander die fighting the cnemies of Dwarfkind, ‘roll Slayers nsanely dangerous individuals, psychopathic and vol There are however few better fighters in the Known they are much sought alter by Dwarf treasure hunters Profile M_ws BS sv wit a 3 43° 3 4 1 2m Weapons/Armour: Troll Shyers may be equipped weapons chosen from the Dwarf Warrior equipment Slayers may never carry or use missile weapons oF any fs of armour, SPECIAL RULES. Deathwish: Troll Slayers seck an honourable death combat, They are completely immune to all psychology never nced to test if fighting alone. Slayer Skills: ‘troll Slayers may choose a skill from the Slayer Skill table: instead of the normal Skill tables when th gain a new skill. ROLL SLAYER SKILLS Dwarf Slayers may use the following Skill table as wells of the standard Skill ables available to them. vay double his attacks ont 1 “to hit’ penal Ferocious Charge: The Slayer turn in which he charges. Te will suffer that tun Monster Slayer: ‘the Slayer always wounds any opponent aroll of 4+, regardless of Toughness, unless his own Ste (alter all modifiers due to weapon bonuses, ete) would me that a lower roll than this is needed, Berserker: The Slayer may acd +1 1 his close combat tn rolls during the turn in which he charges. ; Be i eer temic See ete eee ee erat Cet eketear aie eT sea ots Pata Brey ere Hii, mec en Tea rareasstht fee cement marco ec eee) ements ace peor ata Te es oe eter Tere ota cn mer emia er er rare PRO aurea re cota eee en aaa tt ae Peete acento Cee Perens oni ata ctr anu PRR a ete Wet ne Me ye ecco reteaaelg Onna nee ar Kumar tas Pye aennre cen neon sn near ey Cea NU ame et settee Bact aes ey emis tans rot Sian eeu all. the dimintilive Roach er aes OM Pere Mea cr a te nm oe leader's mother rears icra cn Oven ecm ia Rt or teem ramen merle Ver met CMR OMe tina aeetgce a antec ‘aemmnererics Genchmen (Bought in groups of 1-5) Swarf Cfansmen 40 gold crowns to hire These are Dwarf warriors in their prime: tough, stubborn and brave warriors who can be relied on to hold their own ‘uinst any foe Profile: M Ws BS ST Wot A id nuagiss 4 1 21 9 WeaponsArmour: Dwarf Warriors may be equipped with Weapons and armour chosen from the Dwarf Warrior ‘quipment ist 0-5 Swarf TBunderers 40 gold crowns to hire DwrarThunderers ac experts missile weapons, Many an Ore oF Goblin has dice by the sting of a crossbow bolt or Auroaring handgun bullet shor by « Dwarl Thunderex Profile Mws uss T Wit aw foes 3 41 ~2~+i1~9 Weapons/Armous: Thunderers may be armed with ‘weapons and armour chosen from the Dwarf Thunelerer ‘equipment list Peewee ery Re ee canes co Oe a ohne rr etter eas Reem ecm eee Mens ‘other side of the stecet ~ he could se Gunter, heir Pea a enchuiatmentie cucu a ely Pier, eee tet ame nent em eer nt eens races Siem iso as Bie aet Gn Maem Ty pry Reon enr marae Mriug Tc nay Pere caeerases star re rte icars aetna Perea ferferenrs Ul tamer wr aca tema conta ecu eerie al aera erg ees et errs Pr er a rane emer Reape ocr een cemieenn mrecec tee ne Peace a SE ee ea Paster artes ecm msteccetra MT arE Reem rc vee Cou aa ere ee Ca Pita mieten re eemirence Reiter aas ccs aur nar ene tit erat Deane venta ranmirneertatentety Peace ici tne earn nt em re Reece ret erty nec an etre rece ny rye emcees or rset rac et Rear annem Cename inte Utero at Rein orem nee et crn meet Cmca camo Melani tite eae MRM amon carotene Re ret reste eu est ic Bearings 25 yold crowns to hire These are young Dwarls who have joinc experienced Dwarf weasure hunter hor fortune. the retinue of an to make their Profile M_ws BS ST Wot A td T 3 3 235 4 2a Weapons/Armour: Beardlings may be armed with weapons and atmour chosen from the Dwarf Warrior equipment list, Speciaf weapons Swarf are 15 gold crowns A bility: Rure 8 (Dwarfs only) Dwarf axes are smallerhafted weapons made of lighter (but stronger) n than normal axes. Dwarl Warriors are specially trained in their use and are able to use them as deftly asa Tuman warrior might wield a sword, Range Strength Special Rule Close Combat As user Cutting Edge, Parry Dwarf special shif—fs use the following Master of Blade ‘This Dwarfs martial skills surpass those of a normal warrior; he fas fought unscathed against hordes of Ores and Goblins. When using 2 weapon that has & Parry special rule, this hero parries successfully if he heats or matches his opponents highest ‘to hit’ roll, not just if he beats the roll. in addition, if this warkior is using two weapons that have the Barry special rule, he is allowed to parry wo attacks Gf his two dice match oF beat the (wo highest Attack dice against him) instead of the normal maximum of one. Note that if this Dwar has two Dwarh axes (as detailed above) he can re= roll any failed parties SPECIAL RULES Cutting Edge: Dwarf axes have an extra save modifier of -1, so t model with Strength 4 using a Dwarf axe has a-2 save modifier when he hits an opponent with the axe in close combat Parry: Dwarf axes offer an excel and offense. A model armed wit sxe may pasty blows. When his opponent rolls 1a hit, the model armed with « Dwarf axe may roll a D6. Ifthe score is greater than the highest to hit score of his opponent, the model has parried the blow and that attack is discarcled. A model may not parry attacks made with double or more its own Strength ~ they are simply too powerful to he stopped. & model may not parry more than one attack in a single (Close Combat phase; a model armed with two Dwarfaxes | (or a Dwarf axe and a sword, ete) does not get 10 pasty ‘wo attacks but may instead re-roll a failed parry Extra Toug This Dwarf is notorious for walkiny sway from wounds Injury chart for this Hero after a game in w laken on of action, the dice may be re-rolled once. The of this second dice roll must be accepted, even if lisa Resource Gunter. ‘this Dwarf is especially good at locating valuable res When rolling on the Exploration chart at the end of a the Hero may modify one dice roll by + 1/1 Cre Grit Dwarfs are hardy individuals and this Hero is hasdy esta a Dwarf! When rolling on the Tnjury table for this Hero, 2 of 1-3 is ueated as knocked down, 45 as stunned, and out of action. Chick Séull ‘The Tero hay « thick sleull, even for a Dwar has a 3+ save on a D6 to avoid being stunned the save is made, treat a slunzied result as down instead. If the Dwarf also wears this save is 2+ instead of 3 (this takes place of the normal Helmet special rule) y= Wicodemus, Be curs pifgrim ——y by Alessio Cavatore rcodemus was a [promising apprentice to the mighty wizard Ganthrandir. During one of his master’s many absences, ‘Nicodemus felt an irresistible call from one of the ancient artifacts stored inthe wizard’s laboratory: ‘an exotic magic lantern. Greated wher the world twas but young, this righty artifact imprisoned the essence of a powerful Duaernon. Masry times ‘Nicodemus’ master bad wamed him not to touch the dangerons lantern, but the voice in the young Wizard's mind was more onvincing tan ever bis mentors Free me" It was ; ; Be "ei mirenima tn wih thins ondjiod begiewing powerful pasion contacted ‘your heart's desire ~ eas pres an the wad), things and (ied, beeing §— power pation cones ae et elle dsgoususore ul The mighty ble teenderings across 1 arse bert e met jours! Mine fs the power to Caos being smiled Old World. the Worlds Edge Mountains. eee rgmaticatly ane asked: — Oy rv ects ater tan» Be bettors ait to delay Mendemasinew somating Miro wish ey ate day dd Nicene. omer became oy We realise the Daemon's Patina for she ateaable dicen rom the Realm of yaghuing bard against all trckery. ils ody eas ete be Ghaas and immediately the instincts telling him 20 growing abnormally Noe ae asted: ‘Do you swear it 9 tee as far as be could from quickly — be was now an fagilat infisione of thename of the Powerou “this unearthly abomination, ich taller tbean the ee ED asi see? Mera moment of | Nicodemus revealed bis previous week and his body ake effect. Thus Nicodemus silence, the voice answered: wish: “f went to become the ‘was yelling proportionally has been elrawn to he Tear it tn thename of ereatestwsard hunnn to. ‘bigger The-greatest wizard! ts een craun 10 the rc young §— Mambindr Te cunning Daemon bad | Sore wondrous mineril = tesard was booked and Afew long beartheats lator Kaeciaiag ped boon tangan — Mordbetin, City of tbe proceeded to break the the fiery gaze of the Boho ct eML Ly careful BAD ic. ee es os tBe foster. Dieseern Taft the tedatare, the wording of anything Nicodemus’s skills bave Bee fice bocenedd the ‘Granted!” whispered the related to wish-magic, but greatly developed during the Daemon ast. —-Dagmon and with one last be sheer terror generated bis time in the dark streets oe OF ea evil chuckle disappeared by the Daemon had of Mordbeim and he is now ange ffom ts prison in ‘yack to the netbenworld —— ereoma bis rang. pores ‘oud The smoke then from whence it came. Row be was doomed 16 lve tanuong the many warbands seemed Ke pai into the ons bee foe percoine with bis mistake. v Laas beeen fee i, Mondored bow long ramet day on, the Ue °F wil gape nesta who ‘and vast wings come true. Only one lbinag : so i ; Imad of iridescent light twas clear, be could not stay — Garberare march fora way precious magle stones The Dacnion forked down tere anymnore, becanse bis 1,Mebelle he Curso (on the human, anal master would certainty not Only remedy Be bas Nicodemus, controlling bis be pleased by bis actions. So desperitely needs fragments with both hands, in which ‘of wyrdstone to delay his {se the stalf courts as fbnormnal growih. When he club, but also allows joins the warband and alier Nicodemus to parry asthe Special Rules, enormous Wivard's Stall ¢See Each atte he fights, sys armed with a buckler, Maybe Tired: Any warhand — SPeval Rules) Including the stu must erate) Nicodemus can ued and = Gitks as a normal club while he’s hePossesedmay hire | Nicodemus has the following shard or ifyou don't want t0 wielding the Sword of Nearer ska ine Uk, Skills: Sorcery and Fearsome. give it to Nicodemus and Rezbehol (see Lesser Magic Wetec cent thecursed spe) in is night hand Rating: Nicodemus increases warhand, never to rerurn. tea an See ee gnane rating by +85 : Wirare’s Staff. Nicodemus sword, therefore it cannot os Special Rules staff in close be used to parry. Weapons/Armour: Cursed, Nicodemus is not Nicodemus carries an interested in moncy, he

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