Professional Documents
Culture Documents
Before you begin to play you must recruit a warband to take part
in the battle for Mordheim. The warbands are represented by a whole
range of Citadel models available as boxed sets and blister packs. The
boxed sets are designed to form an ideal starting point for your collection
and further models can be added as your warband grows and thrives.
2 2
Warbands
The other type of Henchmen are those such as in which they gain experience and use weapons,
Warhounds and Zombies. These are too dim or too armour and equipment.
primitive to gain experience.
It is a good idea to work out the warband on a piece
Henchmen may never use any special equipment you of scrap paper first, as you will have to juggle the
acquire during their adventures (unless otherwise weapons and fighters to get as close to the maximum
noted); only Heroes may do so. Henchmen can permitted value of the warband as possible. If you
include potentially powerful warriors, but Heroes have any cash left after choosing your warband write
always have an edge over them with their potential to this down in the space marked as ‘Treasury’. At the
gain extra experience. end of the book you’ll find an example warband; you
can use this if you want or choose your own – it’s up
All Henchmen belong to a Henchmen group, which
to you.
usually consists of between one and five individuals.
Henchmen groups gain experience collectively and The warband roster is a record of your brave group of
gain advances together. warriors and is useful to keep beside you as you play.
During a battle you may wish to make notes on the
sheet itself, to record details such as extra experience,
warband roster
You’ll need a warband roster sheet to record the
details of your warband. Blank roster sheets can be
found printed at the back of this book, one for Heroes
and one for Henchman groups. We suggest that you
photocopy or copy as many sheets as you need, so
that you can keep a neat and accurate record of your
warband as it changes from game to game.
When you choose a warband, take a warband roster
sheet and write down the details of each Hero and
Henchman group in the appropriate places. You’ll
notice that Heroes and Henchmen have slightly
different spaces provided to reflect the different ways
3 3
3
Warbands
isten to me boy, there are many in Mordheim who you
“L must face. Men from the lands of Middenheim to as far
as Marienburg have staked their claim upon this forsaken city.
Then there are the rat-men, the Walking Dead and those
crazed Witch Hunters…
So seeing as I’m feeling generous, I will describe them all.
Then maybe you’ll have an idea of what you’re up against.
So pay attention boy, for this information just might save
your life!”
The Undead
The Restless Dead plague Mordheim. Zombies, Ghouls and huge
hellhounds prowl the streets, and woe to anyone caught by them. He’ll
be eaten alive, or end up as one of the walking corpses himself. I lost
my eye to one of the fanged horrors who leads the Undead. Let me tell
you, that thing was not human. I put my sword through it and it still
kept coming.
Witch Hunters
Witch Hunters will burn you and your warband if you give them the slightest reason. They are well
armed and equipped, and show no mercy to anyone who dares to stand in their way. They are
followed everywhere in Mordheim by a rabble of fanatics and those crazed Flagellants. One word
from a Witch Hunter and they’ll tear you apart, burn you, decapitate you and excommunicate you
from the grace of Sigmar.
Warbands
Middenheimers
These Northerners are nutters, madmen, berserkers! They are as strong as
Ogres and meaner than Orcs. Watch out for them in close quarters – the
chances are they’ll crush your skull with a hammer or behead you with
one of those hefty axes they carry around with them.
Reiklanders
Ah, Reiklanders, the finest of men! Disciplined, magnificent archers and
good, solid warriors! Reiklanders need the best leaders, so you’d better
shape up boy! For these warriors are good at almost all the skills of war,
and they are more likely to hold their nerve than others in Mordheim.
Marienburgers
The rich boys of Marienburg. Never turn your back on them. I’ll grant
them this: they are completely ruthless and have more money than anyone
else – hardly surprising, as those fat leeches in the Merchant’s Guild fill
their coffers. That’s why they have such good armour and weapons, and
usually a few more men than most as well. Don’t let their fancy clothes
and flash jewellery fool you, though. They’re not wearing those weapons
just for show, they know how to use them as well!
o there you have it. You’ll encounter all these motley crews in
“S Mordheim sooner or later. Each has its own weaknessess but each also
has its strengths that you must learn to deal with. Remember, it is foolish
to rush into close combat with the Possessed scum – you’ll only get killed.
Neither should you try to outpace the Skaven vermin, for they’re as fast as
quicksilver.
If you heed nothing else, lad, remember this. Make your warband as flexible
as possible so that you are prepared for almost anything this cursed city
will throw at you.
5 5
Mercenaries
This is a time of three most powerful contenders for the Emperor’s
unremitting war, civil throne: the Grand Prince of Reikland, the Count of
strife, violence and Middenheim, and Lady Magritta of Marienburg –
famine. A time of orphan favourite of the merchant guilds.
children and wanton As a mercenary warband you must decide which of
slaughter. For warriors the three contenders for Sigmar’s throne you are
these are good times! Since fighting for. Warbands from different places will vary
the discovery of wyrdstone in many respects, offering different benefits as well as
Mordheim has become a having a unique appearance and character.
magnet for fighting men from
all over the Empire. Nobles,
merchants, and the Temple of
Sigmar itself offer rich rewards for shards of the Reikland
mysterious stone. Foremost amongst the patrons of
Reikland lies at the heart of the Empire and its
mercenary warriors are the
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 Captain’s
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.
6
Mercenaries
Middenheim stands on a mountain pinnacle Warbands sent to Mordheim are sumptuously dressed
surrounded by dark forest in the centre of and armed. Though Marienburgers are often
Middenland, and is also known as the City of the ridiculed as foppish and effete, their skill at arms and
White Wolf after Ulric, the old god of wolves and complete ruthlessness has earned them grudging
winter. The Priesthood of Ulric is still strong in respect. Their chief skills lie in duelling and in the use
Middenheim where Ulric is venerated as the patron of of poisons and other clandestine fighting methods.
the city. The tradition of rivalry between Middenheim Richer individuals dress flamboyantly and wear
and Reikland goes back hundreds of years, and the jewellery. However, the bulk of most warbands are
Count of Middenheim, Mannfred Todbringer, is one recruited from the dockland thugs, ships’ crews, and
of the chief contenders for the Emperor’s throne. As a stevedores who favour a simpler appearance: leather
result there has always been a great deal of friction coats, bandanas and short swords that are easy to
between Middenheimers and the Temple of Sigmar. conceal.
Mercenary Captain
Champion
Youngblood
MIDDENHEIM MERCENARIES
Combat Shooting Academic Strength Speed
Mercenary Captain
Champion
Youngblood
MARIENBURG MERCENARIES
Combat Shooting Academic Strength Speed
Mercenary Captain
Champion
Youngblood
8 8
Mercenaries
Heroes Henchmen
(Bought in groups of 1-5)
1 Mercenary captain
Warriors
60 gold crowns to hire
A Mercenary Captain is a tough professional warrior, 25 gold crowns to hire
a man who will fight for anyone or against anything so These dogs of war are grim, seasoned fighters,
long as the price is right. Mordheim offers such a man fearing no man as long as they have their weapons
the chance to become rich beyond his dreams, and armour. They form the core of any Mercenary
though at great risk. But as ruthlessness and lack of warband.
mercy and pity are the hallmarks of a successful
Mercenary Captain, it is no wonder that they flock to Profile M WS BS S T W I A Ld
Mordheim. 4 3 3 3 3 1 3 1 7
Weapons/Armour: Warriors may be equipped with
Profile M WS BS S T W I A Ld
weapons and armour chosen from the Mercenary
4 4 4 3 3 1 4 1 8 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
SPECIAL RULES
The archers and hunters of the Old World are famed
Leader: Any warrior within 6" of the Mercenary for their skill, and it is said that they can hit a coin
Captain may use his Leadership characteristic when from 300 paces with a long bow. In the savage street
taking Leadership tests. fights of Mordheim they snipe at the enemy from the
windows of ruined buildings and pick out enemy
0-2 Champions leaders with their arrows.
9 9
9
Cult of the possessed
The leaders of cult warbands are called Magisters and
There is never
each leads a group of cultists: minions of the dark
any shortage of men willing
gods of Chaos. These are men whose hunger for
to risk their lives for a chance
power knows no bounds, who willingly give their
of real power: men whose
bodies over to possession. All take part in the blood
ambitions lie beyond the scope
sacrifices, dark rituals, and worship of Daemons –
of their birthright, or whose
nothing is too base for them! These degenerate
sorcerous skills or physical
humans are joined by other creatures as vile as they –
deformities place them in constant
things half-man half-beast that call themselves Gors,
danger of persecution. What do such men
and which men refer to as Beastmen.
have to lose if they pledge their souls to the
dark gods of Chaos! In the aftermath of the There are few sights as horrific as a cult warband.
destruction of Mordheim all manner of mutants have Deranged warriors smeared with blood and dirt wave
appeared whilst many hitherto unblemished folk feel jagged weapons and chant blasphemous rites as they
the stirring of strange powers, the first awakenings of throw themselves upon their foes. Many are hardly
magical gifts destined to bring them to a fiery death at recognisable as human, their bodies are so scarred
the hands of the Witch Hunters. and disfigured. The stigmata of mutation is borne by
most, but the most unsettling of all are the Possessed
Now a leader has appeared, a new Dark Emperor,
themselves – melded flesh made of men, beasts, and
who claims lordship of the City of the Damned. He is
metal driven by the implacable will of a Daemon.
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.
Choice of warriors
A Possessed warband must include a minimum of
As all students of the dark arts know, it is by the power three models. You have 500 gold crowns to recruit
of magic that creatures such as Daemons and spirits your initial warband. The maximum number of
are able to stalk the mortal world. The wyrdstone that warriors in the warband may never exceed 15.
proliferates in Mordheim grants unnatural life to
many vile things that by all natural rights should never Magister: Each Possessed warband must have one
exist. The Possessed were once men but by Magister: no more, no less!
surrendering themselves wholly to the dark gods they Possessed: Your warband may include up
have allowed Daemons to possess their bodies. Their to two Possessed.
appearance is horrific – corrupted from within, their
Mutants: Your warband may include up to
flesh is twisted into a new and monstrous form.
two Mutants.
With the power of the Possessed behind them the
Darksouls: Your warband may include up to five
followers of the Shadowlord have grown powerful in
Darksouls.
Mordheim. In the Massacre of Silver Street the Cult of
the Possessed ambushed and destroyed a large force Brethren: Any number of models may be Brethren.
sent in to hunt them down. Now the streets of Beastmen: Your warband may include up to three
Mordheim belong to the Shadowlord and his Beastmen Gors.
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 Starting experience
the Possessed gather wyrdstone for the Shadowlord
A Magister starts with 20 experience.
who remains hidden in the Pit where he is said to be
guarded by titanic Possessed the size of houses. A few Possessed start with 8 experience.
shards of the precious stone are kept by the warbands
Mutants starts with 0 experience.
and used to create more of the Possessed.
Henchmen start with 0 experience.
10
Cult of the possessed
Magister
Possessed
Mutant
11
Cult of the possessed
Heroes
a result, they are nightmarish creatures, a melding of
1 Magister flesh, metal and black magic. Inside them lives a
70 gold crowns to hire supernatural thing of evil, a Daemon from the dark
reaches of the Realm of Chaos.
Magisters lead the covens of the Possessed. They have
been granted magical powers by their patron gods. The powerful spirit of a Daemon can meld several
They are fanatical followers of the Dark gods, utterly creatures together, be they men or animals, into a
dedicated to bringing Chaos to the world. multi-faceted horror. These monstrous Possessed are
perhaps the most dangerous of the creatures of
Profile M WS BS S T W I A Ld Mordheim, and certainly the most loathsome and
4 4 4 3 3 1 3 1 8 dreadful.
Weapons/Armour: The Magister may be equipped
Profile M WS BS S T W I A Ld
with weapons and armour chosen from the Possessed
5 4 0 4 4 2 4 2 7
Equipment list.
Weapons/Armour: None. The Possessed never use
SPECIAL RULES weapons or armour.
Leader: Any models in the warband within 6" of the
Magister may use his Leadership instead of their own. SPECIAL RULES
Fear: The Possessed are terrifying, twisted creatures
Wizard: The Magister is a wizard and uses Chaos
and therefore cause fear. See the Psychology section
Rituals. See the Magic section for details.
for details.
Mutations: Possessed may start the game with one or
0-2 The possessed more mutations each. See the Mutations list over the
90 gold crowns to hire page for costs.
(+ the cost of mutations)
The Possessed have committed the greatest of 0-2 Mutants
heresies: they have given their bodies to Daemons. As
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 T W I A Ld
4 3 3 3 3 1 3 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
Profile M WS BS S T W I A Ld
4 4 3 3 4 2 3 1 7
Weapons/Armour: Beastmen may be equipped with
weapons and armour chosen from the Darksouls
Equipment list.
Profile M WS BS S T W I A Ld
4 2 2 4 3 1 3 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 T W I A Ld
4 3 3 3 3 1 3 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 may be bought for a Mutant or a Possessed
mutations, and the Cult of the Possessed seem to be warrior only when they are recruited; you may not
especially susceptible. In addition, Mordheim attracts buy new mutations for a model after recruitment. Any
mutants from all over the Empire, who are always Mutant or Possessed may have one or more
quick to join the Chaos covens. Most mutations are mutations. The first mutation is bought at the price
simply inconvenient or hideous, but some make their indicated, but second and subsequent mutations
bearers extremely dangerous in combat. bought for the same model cost double.
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
he Order of the Templars of Sigmar, universally vicious warhounds which the Witch Hunters employ
T known as the Witch Hunters, is an organisation
dedicated to the eradication of heretics, be they
to track and bring down fugitives.
As men accustomed to fighting Witch Hunters are
warlocks, witches, sorcerers, fortune-tellers,
well-armed and sturdy individuals. They favour
necromancers, worshippers of the dark gods,
hooded cloaks and headgear which conceal their
deviants, mutants, blasphemers, sinners, utterers of
appearance from the overly curious. Some wear
profanities, servants of Daemons, or composers of
chains about their throats to remind them of fallen
corrupting music. Indeed, there are few who
comrades and old rivalries and also, so it is said, so
altogether escape the suspicions of the Witch Hunters
that the iron might serve as protection against
with the possible exception of other Witch Hunters.
witchcraft.
It is wise to remember that the practice of magic in all
The followers of the Witch Hunters, the rabble that
its forms is deemed a most heinous crime in the
accompany them to Mordheim, are a far more dire
Empire. Death by fire is the proscribed punishment
sight indeed – crazed and self-mutilated men who
for this particular heresy. Many of the Witch Hunters’
have lost or surrendered all their worldly goods and,
victims treacherously avoid their fate by perishing
most likely, their reason as well.
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 Choice of warriors
Chaos gods. These depraved individuals practise
Daemon worship and (it is claimed) even offer human A Witch Hunter warband must include a minimum of
sacrifices in the name of their vile masters. Of all the three models. You have 500 gold crowns which you
enemies of Sigmar they are the most abhorrent! can use to recruit your initial warband. The maximum
number of warriors in the warband may never exceed
The destruction of Mordheim has fired the Witch 12.
Hunters with a new and irresistible sense of purpose.
In the light of events the Grand Theogonist has Witch Hunter Captain: Each Witch Hunter warband
proclaimed Sigmar’s punishment on the City of the must have one Witch Hunter Captain.
Damned. The Witch Hunters rejoice that their crusade Warrior-Priest: Your warband may
against widespread corruption has been vindicated. include a single Warrior-Priest.
Now they are ready to complete Sigmar’s holy
Witch Hunters: Your warband may
purpose by destroying his enemies within the ruins of
include up to three Witch Hunters.
the city itself. The Grand Theogonist has commanded
the Witch Hunters to go unto that place and recover Zealots: Any number of models may
the wyrdstone for Sigmar’s temple. Their crusade also be Zealots.
pits them into the same arena as their old enemies the Flagellants: Your warband may
so-called Sisters of Sigmar – those loathsome include up to five Flagellants.
Daemon-worshipping she-heretics whose very
existence is a vile affront to the majesty of Sigmar. Warhounds: Your warband may include up to five
Warhounds.
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 Starting experience
who would willingly and enthusiastically hunt down
A Witch Hunter Captain starts with 20 experience.
and burn their own kin were a Witch Hunter
to command them to do so. Bands of Witch Witch Hunters start with 8 experience.
Hunters are often accompanied by A Warrior-Priest starts with 12 experience.
zealous citizens, Flagellants, and even
holy Priests of Sigmar as well as the huge Henchmen start with 0 experience.
15 15
Witch Hunters
16 16
Witch Hunters
Heroes
1 Witch hunter captain 0-3 Witch hunters
60 gold crowns to hire 25 gold crowns to hire
Driven by fanaticism, Witch Hunter Captains are Witch Hunters are members of the grim Order of
obsessed with cleansing Mordheim and bringing the Witch Hunters, dedicated to eradicating Chaos and all
justice of Sigmar to all. Carrying the edict of the its minions. Usually they prowl the Old World
Grand Theogonist himself, they have the divine right individually trying and executing the enemies of
to judge and execute warlocks, witches, Chaos Sigmar, but the situation in Mordheim requires them
worshippers… in fact all who dare to oppose them. to band together.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8 4 3 3 3 3 1 3 1 7
Weapons/Armour: A Witch Hunter Captain may be Weapons/Armour: Witch Hunters may be equipped
equipped with weapons and armour chosen from the with weapons and armour chosen from the Witch
Witch Hunter Equipment list. Hunter Equipment list.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 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
Profile M WS BS S T W I A Ld
4 3 3 4 4 1 3 1 10
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 T W I A Ld
4 2 2 3 3 1 3 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 The Sisters believe they have a holy mission, a task
F its wayward or troublesome daughters to the
Holy Convent of the Order of Merciful Sisters of
that they have been set by Sigmar himself and to
which they must submit themselves body and soul.
Sigmar in Mordheim to be initiated into the only Their sacred duty is to gather up the shards of
order of priestesses dedicated to the Empire’s patron wyrdstone and hide it deep beneath Sigmar’s Rock in
god. The Sisters of Sigmar, as they are commonly the vaults of their convent where, shielded by a great
called, have traditionally travelled the Empire depth of solid granite and guarded by the eternal
administering to the sick and poor, tending to the prayers of the sisterhood, it will cause no harm to
needs of orphans, curing the diseased and mending Sigmar’s people. It is a nigh hopeless task, for there
broken bodies. As well as the healing arts, which they are few Sisters and countless shards of stone. Worse
practise with expert knowledge of herb-lore and still, there are many who want the stone for
prayer, their advice is frequently sought by those themselves, to take it from Mordheim and spread its
about to make an important decision, for the Sisters contagion amongst the cities of the Empire.
of Sigmar are famed for their ability to predict the
The warbands of the sisterhood are led by tough
fickle course of fate.
Matriarchs, each accompanied by a body of warrior
Though once much loved by the common people, the sisters. The training and harsh discipline of the
Sisters have seen their popularity wane in recent convent includes mastery of martial as well as
years. Rabble-rousing Witch Hunters have denounced ecclesiastic skills, for mastery of the body is but the
them as witches and heretics, so that even in the first step towards the mastery of the soul. Their
countryside they are attacked and driven away by the favoured weapon is the warhammer, the instrument
very peasants they seek to help. Many of Sigmar’s of Sigmar, seen as his holy symbol, alongside the twin-
priests wish to disband the order altogether, claiming tailed comet.
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
Choice of warriors
Marienburg who was brought up by the Sisters and A Sisters of Sigmar warband must include a minimum
said to be sympathetic to their cause. These days the of three models. You have 500 gold crowns to recruit
Sisters of Sigmar have retreated to their convent your initial warband. The maximum number of
situated high on the craggy island of Sigmar’s Rock in warriors in the warband may never exceed 15.
the river Stir in Mordheim.
Sigmarite Matriarch: Each Sisters of Sigmar
Of all the inhabitants of Mordheim only the Sisters of warband must have one Matriarch to lead it:
Sigmar were prepared for its destruction. Seeress no more, no less.
Cassandora foretold of the disaster and at their
nightly vigil the Maidens of Sigmar heard the voice of Sister Superior: Your warband may
Sigmar speaking in their dreaming minds. Thus they include up to 3 Sister Superiors.
knew that they would be safe in their fortress high Augur: Your warband may include a
above the city, raised as it is above the polluted single Augur.
vapours, if only they were prepared to survive the fire
Novices: Your warband may include up to 10
of Sigmar’s Fury.
Novices.
While the rest of Mordheim fell under a spell of
Sisters: Any number of models may be Sisters.
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
Starting experience
finally came the Sisters gathered beneath the great A Matriarch starts with 20 experience.
temple dome of their convent which, well built and Sisters Superior start with 8 experience.
fortified as it was by the prayers of the Sisters,
An Augur starts with 0 experience.
protected them from the fire and heat of their
master’s ire. 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.
Utter Determination
Only the Matriarch may have this skill, which allows
her to re-roll any failed Rout tests.
Matriarch
Sister Superior
Augur
20
Sisters of Sigmar
Heroines
1 Sigmarite matriarch 0-3 Sister superior
70 gold crowns (dowry to the temple) 35 gold crowns (dowry to the temple)
The Sigmarite Matriarchs, of whom there is an inner Each of the Sisters Superior is a long-serving priestess
circle of twelve, are answerable to the High Matriarch of the Cult of Sigmar, well versed in the rituals of the
of the temple. Each must lead a warband of Sisters in temple and an example to the younger Sisters and
frequent searches of the city in order to purge the Novices. The Sisters Superior are entrusted with
ruins. Matriarchs are driven by a zealous devotion to maintaining the faith and fervour of the order. Any
the Cult of Sigmar and a relentless determination to peril or foe that may lurk in the ruins of Mordheim is
redeem the Sisterhood in His eyes. as nothing compared to the wrath of a Sister Superior.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8 4 4 3 3 3 1 3 1 7
Weapons/Armour: The Sigmarite Matriarch may be Weapons/Armour: A Sister Superior may be
equipped with weapons and armour chosen from the equipped with weapons and armour chosen from the
Sisters of Sigmar Equipment list. Sisters of Sigmar Equipment list.
SPECIAL RULES
Leader: Any warband member within 6" of the
0-1 Augur
Sigmarite Matriarch may use her Leadership 25 gold crowns (dowry to the temple)
characteristic when taking any Leadership tests. The blind Augurs of the Sisterhood are blessed
Prayers of Sigmar: The Matriarch has studied the beyond their comrades. By giving up their sight they
Prayers of Sigmar. See the Magic section. 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 T W I A Ld
4 2 2 3 3 1 3 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
Special weapons
sigmarite warhammer steel whip
15 gold crowns 10 gold crowns
Availability: Common (Sisters of Sigmar only). Availability: Common (Sisters of Sigmar only).
One of the traditional weapons of the Another weapon unique to the Sisterhood is the
Sisterhood, the warhammer echoes Ghal-Maraz, steel whip, made from barbed steel chains.
the great hammer of Sigmar himself.
Range Strength Special rules
Range Strength Special rules
Close Com As user Cannot be parried, whipcrack
Close Com As user+1 Concussion, Holy
SPECIAL RULES
SPECIAL RULES Cannot be parried: The steel whip is a flexible
Concussion: Warhammers are excellent at weapon and the Priestesses use it with great
striking people senseless. When using a expertise. Attempts to parry its strikes are futile.
warhammer in close combat a roll of 2-4 is A model attacked by a steel whip may not make
treated as stunned when rolling on the Injury parries with swords or bucklers.
chart.
Whipcrack: when the wielder charges they gain
Holy Weapon: Each warhammer is blessed by +1A for that turn. This bonus attack is added
the High Matriarch herself before it is handed to after any other modifications. When the wielder
the Sisters. The warhammer has a +1 bonus on is charged they gain +1A that they may only use
all to wound rolls against any Possessed or against the charger. This additional attack will
Undead models. Note that you will still need to ‘strike first’. If the wielder is simultaneously
score a 6 before any modifiers in order to cause charged by two or more opponents they will
a critical hit. Only Matriarchs and Sister still only receive a total of +1A. If the wielder is
Superiors may carry two Sigmarite using two whips at the same time then they get
warhammers. +1A for the additional hand weapon, but only
the first whip gets the whipcrack +1A.
22 22
The Undead
Wyrdstone holds enough captured magical energy to
Count Vlad von Carstein unleash a great spell of doom to rival that of Nagash
and his wife Isabella have the Black. If the Count is successful, he will raise all
ruled the province of the dead between the Worlds Edge Mountains and the
Sylvania for as long as anyone can borders of Stirland, and go to war against the divided
remember – peasants whisper of rulers of the Empire. His plans laid out, Vlad sends his
some dark secret, Witch Hunters revile thralls, the immortal Vampires, to do his bidding.
them, and the Priests of Sigmar shun their During dark, moonless nights, black coaches arrive at
court. Indeed, Sylvania has the most dire the gates of Mordheim carrying coffins. Ghouls scuttle
reputation of all the provinces of the Empire. Few from their hiding places to greet them, and corpses
men sent to spy on the rulers of Sylvania have ever are stirred by a command which the living cannot
returned from those dark Sylvanian forests, and then hear. Following the commands of the Vampire, they
rarely with their sanity intact. hunt for shards of wyrdstone.
In the dimly-lit chamber of the Drakenhof castle, on a The night belongs to the Undead, and in Mordheim it
throne of black obsidian, sits Vlad von Carstein, the is always night.
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, Choice of warriors
undying monsters from beyond the grave. Here he
An Undead warband must include a minimum of
patiently waits, drinking the blood of maidens from
three models. You have 500 gold crowns to recruit
gold goblets.
your warband. The maximum number of warriors in
For many long years Vlad has gathered his strength the warband may never exceed 15.
and mustered his Undead legions in secrecy. One day
Vampire: Each Undead warband must have one
soon he will march from the forests of
Vampire: no more, no less!
Sylvania at the head of an army of
restless dead. The pieces of magic Necromancer: Your warband may include a single
stone that lie scattered among Necromancer if you wish.
the ruins of Mordheim
Dregs: Your warband may include up to three Dregs.
can give the Count
the power to Zombies: Your warband may include any number of
challenge the nobles Zombies.
of the Empire and Ghouls: Your warband may include any number of
enslave the men of the Ghouls.
Old World.
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
23 23
The undead
Vampire
Necromancer
Dreg
“‘All who profit from the spoils of Chaos shalt be gibbet, its rusted metal creaking as the cadaver
doomed.’ So quoth Grand Theogonist Vilgrim the swung in the stale wind. A corner of a nearby
Third,” Marius said vehemently. “I am not a looter building had broken through its foundations and
or a thief!” within the dark confines of the exposed cellar gold
glinted in the dim light.
“It’s been three weeks now, Marius!” Hensel
argued bitterly. “We’ve run out of money. We need “We’ll be taking that!” a voice called out, and from
more men, we need new weapons. For Sigmar’s the shadows stepped a dozen men, some carrying
sake, Marius, we’ll all starve!” Hensel paused for a crossbows, the others wielding swords and spears.
moment, and a sly look entered his dark brown They were all well dressed, in the manner of
eyes. “That broken vault is there, and someone will Marienburgers.
find it. Others, less righteous than us, will be
“Dare not oppose me!” cried Marius, pulling forth
looking for it. Would you see the wealth of the
his own blade. “I am sent here by Sigmar himself.
Empire stolen by wicked creatures or men of no
Cross my path and be forever damned. The world
moral virtue. At least we’ll be spending it to
around us is in turmoil, Chaos gnaws upon the
further our noble cause!”
bones of our lands, foul creatures lurk in our once
As the two spoke, Enderlin, one of Lapzig’s men, proud cities. Men should not fight men in these
came around the corner, clearly excited. troubled times, for have we not a common foe to
fight against?”
“We’ve found the merchant’s house. The vault is
there, alright!” he told them with a grin. “We better “All the same, that gold is ours!” their leader
be quick, and grab the hoard before there’s any replied, signalling his men to advance.
trouble.” With that he hurried off again, the Witch
“Then so be it, you shall be in the arms of
Hunter and Hensel following.
damnation before the sun sets!” Marius snarled
Enderlin led them down a narrow alleyway, back, leaping to the attack.
choked with debris. At the far end, where the alley
opened onto a wider street, a skeleton hung from a
24 24
24
The undead
Heroes
1 Vampire 0-1 Necromancer
110 gold crowns to hire 35 gold crowns to hire
Vampires lead the Undead in their search for the Necromancers are evil wizards, studying the corrupt
magical stones that will give their master the power to art of Necromancy. Many of them are acolytes and
conquer the Empire. servants of Vlad von Carstein, and follow the agents of
their master to the city of the Damned. Others are
Although but pale shadows when compared to the
recruited from amongst wizards and warlocks who
dread Vampire Lords, the immortal servants of Vlad
have come under the suspicion of the various agents
are still some of the most powerful creatures who
of Sigmar and have fled to Mordheim to avoid
fight in Mordheim. Most of them serve the undying
persecution.
count of Sylvania, but some have found the city to
their liking, and have become independent.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7
6 4 4 4 4 2 5 2 8 Weapons/Armour: Necromancers may be armed with
weapons and armour chosen from the Undead
Weapons/Armour: Vampires may be armed with
Equipment list.
weapons and armour chosen from the Undead
Equipment list.
SPECIAL RULES
SPECIAL RULES Wizard: Necromancers are wizards and so are able to
use Necromantic magic. See the Magic section for
Leader: Any models in the warband within 6" of the
details.
Vampire may use his Leadership instead of their own.
Cause Fear: Vampires are terrifying Undead creatures
and therefore cause fear. 0-3 Dregs
Immune to Psychology: Vampires are not 20 gold crowns to hire
affected by psychology (such as fear) and Dregs are the most miserable human
never leave combat. survivors of the demise of Mordheim.
Immune to They are deformed and rejected
Poison: individuals, shunned even by the other men and
Vampires are women who still live in the ruins and catacombs of
not affected the city.
by any Vampires often recruit Dregs as their servants and
poison. treat them with surprising kindness. As a result, Dregs
No Pain: are often fanatically loyal to their Undead overlords
Vampires and will do anything to protect and serve them.
treat a Dregs are very useful to their masters as they can be
‘stunned’ sent to buy equipment, weapons and supplies from
result on the settlements around Mordheim which would often
the Injury not welcome Necromancers or where Vampires
chart as would fall under the suspicion of the Witch Hunters.
‘knocked They can also do the bidding of their vampiric master
down’. during daylight, when the Vampires must rest in their
coffins.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Weapons/Armour: Dregs may be
armed with weapons and armour
chosen from the Undead
Equipment list.
25 25 25
The undead
Henchmen
SPECIAL RULES
Zombies Cause Fear: Ghouls are twisted and repulsive
15 gold crowns to hire creatures and therefore cause fear.
Zombies are the most common of the Undead:
creatures animated by the will of their Necromantic
masters.
0-5 Dire wolves
50 gold crowns to hire
Profile M WS BS S T W I A Ld Dire Wolves are slavering Undead hounds, the
4 2 0 3 3 1 1 1 5 animated remains of the giant wolves of the Worlds
Weapons/Armour: Zombies may not have any Edge Mountains. Their chilling howls can strike fear
weapons or armour and suffer no penalties for this. into the hearts of even the bravest warriors or most
ruthless Dwarf mercenaries. They prowl the streets of
SPECIAL RULES Mordheim like shadows, and many men have died
Cause Fear: Zombies are terrifying Undead creatures with the cold jaws of a Dire Wolf around their neck.
and therefore cause fear.
Profile M WS BS S T W I A Ld
May not run: Zombies are slow Undead creatures 9 3 0 4 3 1 2 1 4
and may not run (but may charge normally).
Weapons/Armour: None.
Immune to Psychology: Zombies are not affected by
psychology and never leave combat. SPECIAL RULES
Immune to Poison: Zombies are not affected by any Charge: Dire Wolves are slavering creatures that
poison. overpower their opponents when they charge. Dire
Wolves fight with 2 attacks instead of 1 during the
No Pain: Zombies treat a stunned result on the Injury turn they charge.
chart as knocked down.
May not Run: Dire Wolves are slow to react and may
No Brain: Zombies never gain experience. They do not run (but may charge normally).
not learn from their mistakes. What did you expect?
Cause Fear: Dire Wolves are terrifying Undead
creatures and therefore cause fear.
Ghouls Immune to Psychology: Dire Wolves are not affected
40 gold crowns to hire by psychology and never leave combat.
(bought in groups of 1-5 models) Immune to Poison: Dire Wolves are not
Ghouls are the descendants of evil and insane men affected by any poison.
who ate the flesh of the dead. When the lean and
hungry times of famine come upon the Old World, the Unliving: Dire Wolves do not
most depraved and destitute took to feasting on gain experience. You can’t
corpses to survive. teach an old dog new tricks!
Profile M WS BS S T W I A Ld
4 2 2 3 4 1 3 2 5
Weapons/Armour: Ghouls never carry any
equipment, apart from a few bones which they use
as primitive weapons.
26 26
26
Skaven
Unbeknownst to man, upon mankind. For centuries they have been content
for thousands of years he has to feed upon his ruins, to seed plague in his cities,
shared his world with another and spread contagion amongst his lands. At least they
and altogether different race. were content to wait and watch, for now everything
There have always been signs has suddenly changed. Now the destruction of
for those who cared to see Mordheim has created new opportunities in the
them: a scurrying black secret war against mankind.
shadow, an inhuman scream Since ancient times the Skaven have searched the
from the sewer, scuttling world for the stones of power that men in their
shapes at the back of the cellar. ignorance call wyrdstone but which Skaven have long
All these years these creatures have worked since known as warpstone, blackstone, or seerstone.
away in secret, burrowing beneath the world of man, It was as a result of gnawing upon this magic stone in
undermining his great cities, infiltrating his sewers ages past that commonplace rats began the slow
and cellars, and joining all up into a vast world- process of mutation that spawned the Skaven race.
spanning labyrinth of tunnels and nests. These Wyrdstone is quite literally in their blood, for they
creatures call themselves Skaven and they are feed upon it and make use of it in their foul sorceries.
ratmen, the mutant spawn of an older age of Until now the ratmen’s search for wyrdstone has been
chaos and mutation. difficult and time-consuming as the stone has grown
Doubtless one day the increasingly rare, but now a new and abundant
Skaven will be ready to source has appeared – a dark blessing from the skies!
emerge from their For the Skaven of Clan Eshin, this is an especially
tunnels and wage opportune time for such a thing to happen, for, just
open war 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. Mordheim’s
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 ever-
hungering 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
28 28 28
Skaven
Availability: Rare 11, Skaven only Close Com. As user Pair, Venomous, Parry
Warplock pistols are terrifying weapons, testimony to Pair: Weeping Blades are traditionally used in pairs,
the mad genius of Clan Skryre engineers. Warplock one in each hand. A warrior armed with Weeping
pistols shoot ammunition made of magically treated Blades gets an additional attack.
warpstone and wounds caused by warplock pistols Venomous: The venom of Weeping Blades will enter
are horrible to behold and often cause infections. the blood of the victim and ravage his organs and
Range Strength Save modifier Special rules muscles. These weapons count as being permanently
coated in black lotus (see the Equipment section). No
8" 5 -3 Fire every other additional poison may be applied to Weeping Blades.
turn
Parry: Weeping Blades are swords and can be used
for parrying.
29
29 29
Skaven
Adept
Black Skaven
Eshin Sorcerer
Night Runners
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.
30 30
30
Skaven
Heroes
1 Assassin adept 0-2 Black skaven
60 gold crowns to hire 40 gold crowns to hire
The Nightmaster of Clan Eshin has sent the Assassin Black Skaven are the most powerful fighters of Clan
to collect precious wyrdstone. Success means many Eshin: black-furred killers trained in the martial arts of
breeders, wealth and a better position amongst the their clan. In Mordheim they excel at ambushing and
clan. Failure, on the other hand, is best not assassinating man-things.
contemplated…
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 6 4 3 4 3 1 5 1 6
6 4 4 4 3 1 5 1 7
Weapons/Armour: A Black Skaven may be armed
Weapons/Armour: An Assassin Adept may be armed with weapons and armour chosen from the Skaven
with weapons and armour chosen from the Skaven Heroes Equipment list.
Heroes Equipment list.
Profile M WS BS S T W I A Ld
5 3 3 3 3 1 4 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.
Profile M WS BS S T W I A Ld
6 2 3 3 3 1 4 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
Profile M WS BS S T W I A Ld
6 2 0 3 3 1 4 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.
32 32
32
Averlander Mercenary Warbands
Averland lies in the south of the Empire, the uniforms of the state soldiers. Seasoned
between the rivers Aver and Upper Reik and veterans prefer flamboyant uniforms to make
borders upon the Black Mountains and the them stand out compared to the peasant, but
huge range that is the Worlds Edge also to reflect their seniority. This tradition has
Mountains. It’s a prosperous province, though seeped down through the ranks to a point
it’s neither one of the largest or most where even the militia and mercenary bands
influential in the Empire. The Black strive to have as flamboyant clothing as they
Mountains and the World Edge Mountains can afford. The Averlander army is said to
harbour plenty of mines, many are in Dwarf employ enough tailors to supply a small city!
possession. The metal ore is sold at a good Outsiders joke that the Averlanders are such
profit in Averheim, the provincial capital, to great archers because they do not want to get
merchants from Nuln, who transport it on up close and personal as they risk tearing or
barges down the river Aver. The mountains bloodying their clothes. Such remarks are
contain several ancient Dwarf strongholds but hushed down in the presence of a veteran of
the Black Fire Pass though, or else the jester
will soon find himself in the gutter with a few
missing teeth. The practice of wearing
outrageous clothing has certainly appealed to
the diminutive race of Halflings 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
Night Goblins or Skaven has overrun several uniform until they have served at least a year
of them, while others have been lost in violent in the army. These ‘Youngbloods’ are by no
volcanic eruptions. means regarded as professional soldiers yet
and have to make do with more simple
The Black Fire Pass guards an important trade clothing.
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 weren’t bad enough
the mountains are home to fierce 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” Müller
http://hem.passagen.se/pestilen/
The Bergjaeger are a special detachment of Captain: Your warband must have one
the Black Fire Pass guard that is made up of Captain, no more no less!
trappers and rangers from the surrounding
Sergeant: Your warband may include a single
mountains. They are experts at moving
Sergeant.
silently through rocky terrain and are often
used as scouts. The background of a ranger is Bergjaegers: Your warband may include up to
as varied as there are rangers, and most of two Bergjaegers.
them have a story to tell. Some were
Youngblood: Your warband may include a
gamekeepers who have lost their job or found
single Youngblood.
it too uninspiring. Some where poachers
press-ganged into the army to avoid serving Mountainguards: Your warband may include
prison time. Some might have been rustlers any number of Mountainguards.
who decided to flee to the militia when the
angry farmers came too close to catching him. Marksman: Your warband may include any
Whatever their background they are expert number of Marksmen.
marksmen and well suited to a life in the Halfling Scouts: Your warband may include
bleak mountain wilderness. no more than three Halfling Scouts.
Choice of Warriors Starting Experience
An Averlander warband must include a The Captain starts with 20 experience.
minimum of three models. You have 500 gold
crowns available to spend. The maximum The Sergeant starts with 8 experience.
number of warriors in the warband may never Bergjaegers start with 4 experience.
exceed 15.
The Youngblood starts with 0 experience.
35
Averlanders
heroes
1 Captain rely more on stealth and cunning than a
60 gold crowns to hire strong sword-arm to survive.
The Captain of a mercenary warband is Profile M WS BS S T W I A Ld
typically a middleaged veteran soldier of the
Imperial army, most likely he was a sergeant 4 2 4 3 3 1 3 1 7
or other petty officer. The survival of a Weapons/Armour: Bergjaeger may be
mercenary warband relies more on the wit equipped with weapons and armour chosen
and experience of its captain, than on how from the Scout Equipment list.
good a fighter he is. It’s all too common that
an inexperienced captain will lead his men SPECIAL RULES
into an ambush, or lead them on a long Set Traps: Bergjaeger are expert trappers and
journey with no food or supplies. Being a hunters and these skills can be put to great
successful captain means that your men will use in the ruins of Mordheim. A Bergjaeger
follow you to hell and back, and plenty of may set a trap if he spends a turn doing
gold crowns and feasting. A captain that fails nothing else (he may not set traps if he’s just
in his duty to keep his men alive and well fed recovered from being Knocked Down). Place a
will at best find himself deserted and worst marker in base contact with the Bergjager.
end up with a knife in his back. When a model, friend or foe, moves within 2"
of the marker he risks setting off the trap –
Profile M WS BS S T W I A Ld roll a D6. On a score of 3+ he has triggered
the trap and suffers a S4 hit (note that the
4 4 4 3 3 1 4 1 8 Bergjager won’t trigger his own traps). If the
Weapons/Armour: A Captain may be trap did not wound the model or it didn’t
equipped with weapons and armour chosen trigger, the ‘victim’ may finish his move
from the Mountainguard Equipment list. otherwise he is placed knocked Down or
Stunned 2" from the marker. Regardless
SPECIAL RULES whether the trap was triggered or not, the
Leader: Any warrior within 6" of the Captain marker is removed.
may use his Leadership characteristic when
taking Leadership test. 0-1 Youngblood
15 gold crowns to hire
0-1 Sergeant Although Empire armies are comprised of
35 gold crowns to hire mature men there are plenty of jobs for
Some captains are merchants or nobles that youths as there is always a demand for extra
are looking for a chance at making some extra help in the kitchens or as fetchers. Some of
money. The brighter captains hire the service these youths actually join a band of
of a veteran as his sergeant, and leave all the mercenaries or regiment in pursuit of a
practical decision to him. A veteran can be romantic dream of fame and adventure. Some
recognised by his many battle-scars and the are herdsmen who hoped to find an easier
cynicism that marks a soldier of the army. way of filling their belly than the hard and
Profile M WS BS S T W I A Ld uncertain business of looking after animals,
not to mention that its quite dull!
4 4 3 3 3 1 3 1 7
Profile M WS BS S T W I A Ld
Weapons/Armour: A Sergeant may be
equipped with weapons and armour chosen 4 2 2 3 3 1 3 1 6
from the Mountainguard Equipment list. Weapons/Armour: A Youngblood may be
equipped with weapons and armour chosen
0-2 Bergjaeger from the Mountainguard Equipment list.
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
Averlanders
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
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Beastmen Raiders
Wilhelm hung his head and pushed his long enough of the animal’s behaviour.
fringe of wet hair from his eyes once again. His
‘To arms!’
feet were sore, his toes were wet and cold from
the sodden mud of the road, and he was ready The scream cut through Wilhelm’s thoughts. He
to drop. In his left hand he held the reins of the looked up to see the draught horses that pulled
stubborn pack mule he had been leading for the the wagon rearing up in fear, while a warrior
past week. One foot in front of the other, he tried desperately to hold them in check. The
plodded along the road behind the rest of the sudden crack of a pistol firing ripped through
group, too tired, wet and bored to even bother the air, and Wilhelm saw Pieter circling his
avoiding the larger puddles. This was a million warhorse, smoke rising from his discharged
leagues from what he imagined he would be weapon. The noble warband leader swiftly
doing right now. He had left home full of drew and fired a second pistol into an enemy
excitement, imagining the adventures he would that Wilhelm couldn’t yet see.
have on the road, the riches he would find in
The mule suddenly pulled again at the reins
Mordheim and the famous deeds that he would
wrapped around Wilhelm’s hand, and he was
achieve. Never in his dreams did he imagine
jerked from his feet. As he pushed himself up
himself walking for a week through the rain,
from the ground, he caught his first glimpse of
leading a stupid mule that seemed intent on
the enemy. A dark, shaggy shape leapt from the
making his life a misery, towards a place that
undergrowth at the side of the road, launching
never seemed to arrive.
itself towards him with an unnatural, inhuman
Wondering if he had made a horrible mistake in gait. The creature had a bestial, goat-like head,
joining the small band of Reikland warriors, complete with an impressive set of curving
Wilhelm let has gaze wander over the rest of the horns, and in it’s hands it held a massive,
party. Pieter, the leader of this little band, rode rusting axe. Its eyes were wide, like those of an
at the front of the group on the back of a enraged bull, and its wide spread mouth
powerful warhorse. That steed had looked so exposed yellowing, tusk-like teeth. His first
mighty and noble when they had rode into his thought was that this was a merely a mask, a
village, but now it too was merely another tired hideous and terrifying mask, but in an instant
and wet, miserable creature. Still, Pieter held he knew this was not so. This was one of the
his noble head high, ignoring the foul weather feared Beastmen of the deep forest, a creature
as if it were below him. At his side walked the he had only heard of in tales told by ageing
massive warrior Brock, his huge greatsword soldiers around the campfire.
strapped over his bull-like shoulders. How the
Pushing himself to his feet, Wilhelm drew his
big veteran had laughed when Wilhelm
shortsword and raised it just in time to block
struggled to lift that titanic weapon the
the attack of the Beastman, a wild overhead
previous night.
blow. The force of the strike dropped Wilhelm
Behind the pair of seasoned warriors was the to his knees, and he knew the next attack
wagon, where five other trained warriors rode, would be the end of him. It never came, for a
somewhat protected from the weather by a heavy sword-blade suddenly chopped into the
faded leather canopy. The wagon was pulled by side of the creature’s neck, spraying a
a pair of horses, their heads hanging wearily as fountain of dark red blood. Wilhelm was
they trudged though the clinging mud. dragged to his feet by the tall warrior Mikhel,
who then leapt forwards to aid the other
The wheels of the wagon carved deep furrows in
Reiklanders as more of the Beastmen leapt
the road, and Wilhelm stumbled suddenly into
from their ambush. The air was filled with
one of them. A strong hand grabbed him by the
shouts, bestial roars and growling, and horses
shoulder, steadying him.
screaming in terror.
‘Steady lad. We will be stopping soon,’ said a
Breaking into a run to follow, Wilhelm only
deep voice from behind him.
made it three steps before a heavy weight hit
Wilhelm nodded his thanks to the stern warrior him from behind, and he dropped into the
Mikhel, embarrassed to have shown his mud once again, shouting in pain. Half
weakness in front of the tall Reiklander. rolling, he looked up into the slavering jaws
of a gigantic, hulking hound that was all
The mule Wilhelm was leading whinnied
fur and brute muscle and intent on him
suddenly, pulling its head sharply to one side,
as its prey. Crying out in fear,
nearly ripping Wilhelm’s shoulder from its
Wilhelm stabbed his short sword
socket.
into the beast’s massive chest
‘Whoa, boy!’ he called. He had almost had as it closed on him, pulling
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his face away from the fearful beast. Pulling the The spear smashed deeply into the human boy’s
sword out, he stabbed again, and then pushed lower back, and he dropped instantly, his spine
the dying, twitching weight away from him. severed. The Centigor paused for a moment,
and pulled a flagon from its harness-belt. It
Rising, he saw Pieter’s warhorse fall, pulled
swayed slightly as it drank deeply, uncaring of
down to the ground by a pair of malevolent
the ale that spilled over its face and fur. Then, it
Beastmen. Pieter leapt from his falling steed
turned and launched itself back towards the
and rolled smoothly as he landed, his pistols
road. It did not wishing to miss the end of the
now replaced by a rapier and a dagger. The
slaughter.
wagon itself was suddenly hurled onto its side,
throwing luggage and men clear as a huge And once that was finished, the feast would
shape burst from the trees and smashed fully begin…
into the heavy carriage. Standing fully nine feet
tall, the Minotaur snorted, steam puffing from
its nostrils as it surveyed the carnage.
In horrified shock, Wilhelm watched as smaller
Beastmen leapt around the mayhem, savagely
cutting down the Reiklanders with axes as
they tried to rise. The immense Minotaur
leapt upon the fallen horse of Pieter, its
jaws closing around its neck. The mighty
warrior Brock appeared, swinging his
mighty greatsword down in a fluid arc. It
cut deeply into the shaggy shoulders of
the stooping Minotaur, a blow that
would have cut a man in two. The
beast merely raised itself from its
meal, blood and gore dripping from
its face, and lashed out with its
great cleaver-like weapon. The blow
hacked into Brock’s neck, near
severing his head from his
shoulders. Wilhelm was petrified,
rooted to the spot.
A creature bounded over the felled
wagon. It was a hideous blend of
Beastman and what looked like a
shaggy ox, a beastman’s upper body
where the horses neck and head
should have been. Its face was
contorted into a growl, and thick
strands of drool hung from its thick
lips. Its glazed eyes suddenly
registered Wilhelm’s presence, and
with a roar, it launched into a
gallop.
Wilhelm ran. He turned off the
road, and plunged into the
trees, stumbling and falling over
saturated, rotting logs. He knew
then that he would never reach
Mordheim, that he never should
have left home at all. His breathing
was ragged as he staggered
through the dark trees, branches
and twigs lashing at his face. He
risked a glance behind him,
and saw the hideous creature
whooping as it closed on
him. A barbed spear was
held in its hands, and it
thrust the cruel
weapon forwards
as it reached its
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prey.
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Beastmen are brutish creatures, the Children of Beastmen wear little clothing, but often dress in
Chaos and Old Night. They roam the great forests the fur of their defeated rivals. They usually carry
of the Old World, and are amongst the most bitter the skulls of their vanquished enemies as these are
enemies of Mankind. The raging power of Chaos thought to bring good luck. While most Beastmen
has given them a ferocious vitality which makes have dark brown skin and fur, black-furred or even
them shrug off ghastly wounds and carry on albino Beastmen are not unknown.
fighting regardless of the consequences. Even the
Beastmen wear heavy armlets and necklaces which
Orcs are comparatively vulnerable to damage
serve as armour as well as decoration.
compared to the awesome vitality of the Beastmen.
Apart from the most primitive clubs and wooden
Beastmen are a crossbreed between men and
shields, the Beastmen make few weapons. It is not
animals, usually resulting in the horned head of a
the nature of Chaos to create, but to destroy.
goat, though many other variations are also
known to exist. The Beastmen are divided into
to two distinct breeds: Ungors, who are more Choice of Warriors
numerous, twisted creatures that combine the A Beastmen warband must include a minimum of
worst qualities of man and beast, and Bestigors, a 3 models. You have 500 Gold Crowns which you
giant breed of Beastmen, a mix between some can use to recruit your initial warband. The
powerful animal and man. maximum number of warriors in the warband is
15, though some buildings in the warband’s
The Ungor are smaller Beastmen, who cannot encampment may increase this.
compete with Bestigors in strength and power.
They may have one horn or many, but these won’t Beastmen Chief: Each Beastmen warband must
be recognised as those of goat. have one Chief: no more, no less!
Bray Shaman are very special Beastmen and are Shaman: Your warband may include a single
revered by all Beastmen, for they are the prophets Beastmen Shaman.
and servants of Chaos Powers. Bestigors: Your warband may include up to two
Each warband of Beastmen includes a mix of Bestigors.
some Bestigor, Gor warriors and Ungor
who are the mainstay of the tribes.
Seven great Herdstones stand hidden in
the forests surrounding the city of
Mordheim. From there the Beastmen
warbands come to raid the city: Warherd of
Thulak, Headtakers of Gorlord Zharak, the
Horned Ones of Krazak Gore, and many
others.
The shards of the meteorite are seen as holy
objects, which can be sold to the
powerful Beastlords and revered
Shamans in exchange for new weapons
and services of warriors.
For the tribes of Beastmen the battles
fought in Mordheim are part of a great
religious war, an effort to bring down the
civilisation of man which offends the
Chaos gods. After the taint of Man has
been wiped from the face of the earth
then the Beastmen shall inherit.
Appearance:Beastmen Bestigor stand
some six-seven feet tall, and their
heavily muscled bodies are covered
with fur. Ungor are lesser Beastmen, no
larger than Humans, but their tough
bodies and vicious tempers easily
make them a match to any
Human warrior.
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Centigors: Your warband may include a single Warhounds of Chaos: Your warband may
Centigor. include up to five Warhounds of Chaos.
Gor: Your warband may include up to five Gor.
Starting Experience
Ungor: Your warband may include any Beastman Chief starts with 20 Experience.
number of Ungor.
Beastman Shaman starts with 11 Experience.
Minotaur: Your warband may include a single
Minotaur. Bestigors start with 8 Experience.
Centigors start with 8 Experience.
All Henchmen start with 0 experience.
Maximum Characteristics
Bestogors: As Gor, but M5
Centigors: As Gor, but M9
Animals
Beastmen are fearsome creatures of Chaos that
do not interact with other races other than in
war. A Beastmen warband may never hire any
Hired Swords unless specifically stated with
the Hired Sword.
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heroes
1 Beastmen Chieftain allow them to wield weapons. These beast-
centaurs are powerful creatures but they are
65 Gold Crowns to hire not particularly agile or dexterous.
Beastmen chieftains have gained their position
through sheer brutality. He leads the Beastmen Profile M WSBS S T W I A Ld
to Mordheim to gather the Chaos Stones to his
8 4 3 4 4 1 2 1(2) 7
Herdstone.
Profile M WSBS S T W I A Ld Weapons/Armour: Centigors may be armed
with weapons and armour chosen from Gor
5 4 3 4 4 1 4 1 7 Equipment list.
Weapons/Armour: The Beastmen Chieftain
may be equipped with weapons and armour SPECIAL RULES
chosen from the Beastmen Equipment list. Drunken: Centigor are inclined to drink
vast quantities of noxious beer and looted
SPECIAL RULES wine and spirits before battle, working
Leader: Any Warrior within 6" of the Beastman themselves up into a drunken frenzy. Roll
Chieftain may use his Leadership when taking 1D6 at the start of each turn. On a roll of 1,
Ld tests. they must test for stupidity that turn. On a
roll of 2-5 nothing happens and on the roll
0-1 Beastmen Shaman of a 6 they become subject to frenzy for that
45 Gold Crowns to hire turn. Whilst subject to both stupidity and
Beastmen Shamans are prophets of the Dark frenzy they are immune to all other forms of
Gods, and the most respected of all the psychology.
Beastmen. Woodland Dwelling: Centigors are creatures
Profile M WSBS S T W I A Ld of the deep, dark forests. They suffer no
movement penalties for moving through
5 4 3 3 4 1 3 1 6
wooded areas.
Weapons/Armour: Beastmen Shamans
may be equipped with weapons chosen
from the Beastmen Equipment list
except that they never wear armour.
SPECIAL RULES
Wizard: A Beastmen Shaman is a Wizard
and may use Chaos Rituals, as detailed
in the Magic section.
0-2 Bestigors
45 Gold Crowns to hire
Bestigors are the largest type of
Beastmen, the great horned warriors of
the Beastmen warbands. They are
massive creatures with an inhuman
resistance of pain.
Profile M WSBS S T W I A Ld
5 4 3 4 4 1 3 1 7
Weapons/Armour: Bestigors may be
equipped with weapons chosen from
the Beastmen Equipment list.
0-1 Centigors
80 Gold Crowns to hire
A Centigor is a disturbing cross
between a horse or oxen and
Beastman. Being quadruped
grants them great strength and
speed whilst their
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humanoid upper torsos
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Ungor
25 Gold Crowns to hire
Ungor are the most numerous of the Beastmen.
They are small, spiteful creatures, but
dangerous in large masses.
Profile M WSBS S T W I A Ld
5 3 3 3 3 1 3 1 6
Weapons/Armour: Ungor may be armed with
weapons and armour chosen from Ungor
Equipment list.
SPECIAL RULES
Animals: Chaos Hounds are animals and never
gain Experience.
0-1 Minotaur
200 Gold Crowns to hire
Minotaurs are gigantic, bull-headed Beastmen.
SPECIAL RULES Fearsome and powerful, any Beastmen Chief
Lowest of the Low: Ungor are on the lowest will try to recruit a Minotaur into his warband if
rung of Beastmen society and regardless of how possible.
much Experience they accrue they will never
acquire a position of authority. If an Ungor rolls Profile M WSBS S T W I A Ld
‘That lad’s got talent’ it must be re-rolled. 6 4 3 4 4 3 4 3 8
Weapons/Armour: Minotaurs may be armed
0-5 Gor with weapons and armour chosen from the
35 Gold Crowns to hire Beastmen Equipment list.
Gor are nearly as numerous as Ungor but are
larger and more brutish... SPECIAL RULES
Fear: Minotaurs are huge, bellowing monsters
Profile M WSBS S T W I A Ld
and cause fear. See Psychology section for
5 4 3 3 4 1 3 1 6 details.
Weapons/Armour: Gor may be armed with Bloodgreed: If a Minotaur puts all of its
weapons and armour chosen from Beastmen enemies out of action in hand-to-hand combat,
Equipment list. it becomes frenzied on a D6 roll of 4+.
Animal: A Minotaur is far more bestial than its
Warhounds of Chaos Beastmen brethren and, although it may gain
15 Gold Crowns to hire Experience, it may never become a Hero.
Chaos Hounds are titanic, mastiff-like creatures Large: A Minotaur is a huge creature and
which are insanely dangerous in combat. stands out from amongst its smaller brethren.
Profile M WSBS S T W I A Ld Any model may shoot at a Minotaur, even if it is
not the closest target.
7 4 0 4 3 1 3 1 5
Weapons/Armour: None! Apart from their
fangs and nasty tempers the Chaos Hounds
don’t have weapons and can fight without any
penalties.
EMP_FLA_57_74 26/1/04 2:11 pm Page 74
Mutant
The Beastman may buy one mutation.
See Mutants section on special rules.
Fearless
Immune to fear and terror and All Alone test.
Horned One
The Beastman has mighty horns, and can
make an additional Attack with its basic
Strength on a turn it charges.
Bellowing Roar
Only the Beastmen Chief may
have this skill. He may re-roll any
failed Rout tests.
Manhater
Will be affected by the rules of hatred
when fighting any Human warbands.
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The charade was revealed for what it was; a conjuration of from Demitri’s left confirmed; a thin and short character,
Chaos. Slime trails left by the actors spat and bubbled. hunched over, face like some grim theatrical mask, split
Human eyeballs, heads; real corpses diseased and rotting down the forehead. An infestation of flies buzzed around
were strewn about the stage. These things wore no masks him as he fanned a set of tarot cards. “But your words
but were daemons themselves! wound me sir,” he continued with mock offence, slicing open
a cut in his wrist with one of the tarot cards. “We are but
A weight like a heavy millstone fell about his neck and
flesh like you,” he said, drawing closer, “if you prick us, do
shoulders as Demitri made to rise. He turned; panic welling
we not bleed?” With sniggering contempt, the tarot daemon
in his heart. The ruinous powers were roaming free and
squeezed the blood from his wound, which dripped down
unchecked in the Empire! He looked to his brothers for aid,
upon the Sigmarite talisman, dissolving it like acid.
trying to raise the alarm. But they were all dead, horribly
swollen with some unseen pestilence, pustules and boils on Instantly, Demitri could feel the effects of whatever malady
their flesh spilling over with all the fervour of a grotesque had overtaken his kinsmen. He was defenceless. Head
epidemic. Horrified, Demitri looked down to the burning at swimming, he whirled around drunkenly a myriad of
his chest, he ripped away his shirt in pain and saw an icon grinning faces surrounding him; a brutish-looking clown,
resting there, inscribed with the sigil of Sigmar. with daubed on face paint hideously joined with physical
mutation, a dark grinning jester with a daemonic hand-
Abruptly, a foul, filth-encrusted dagger came into view,
puppet that chattered in sync with its bearer, a host of
lifting the amulet from Demitri’s chest and leaving behind a
grinning, sneering faces awash with colour that was bright
red weal.
and dirty at the same time.
“Is this an icon of Sigmar I see before me?” a voice
Demitri felt the sickness overtake him and sank to his knees
reminiscent of bubbling flesh, asked. It was the head player,
in the dirt. The dark jester lifted his chin up to face him as
his moon-shaped face was covered in warts and boils and
his hand-puppet spoke for him.
he was dressed in thick gaudy robes.
“Why then,” it said, the talisman’s resistance ebbing, “Your
Demitri was terrified. “What have you done?” he
stomach is mine oyster,” he continued as a sudden silver
stammered, recoiling.
flash from a dagger caught Demitri’s eye, “which I, with
The head player moved forward a step, keeping pace as sword, shall open,” the jester himself concluded darkly.
Demitri lurched back.
As the blade slipped in and the Carnival players began their
“Foul worshippers of Chaos!” he cried defiantly, suddenly grisly work one last thought occurred to Demitri.
aware that he was surrounded.
“Helena!” he cried, with the last of his dying breath, “My
“Yes, alas, that is wife…”
true my noble
The head player loomed into view, his moon-like visage
lord,” a voice
blotting out Demitri’s sun for the last time.
“She’s my wife now Demitri…”
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No one knows from whence it came, the dreaded The Carnival of Chaos is the sick joke of the Great
Carnival of Chaos. Some have rumoured that it was Lord of Decay, the Chaos god known as Nurgle.
once a gypsy caravan from the east of the Empire, Thrice cursed Nurgle is also known as the
wandering folk that brought their colourful fare unspeakable Master of Plague and Pestilence and
from village to village entertaining the poor rural the players in the Carnival are his corrupt
folk of the Empire with their lavish shows and stage followers and worshippers. They are those who
plays. If this past is the truth then what it has have sold their souls for a twisted form of
become in the present is far more sinister and immortality through embracing death,
deadly. Still it wanders the rural backwaters of the destruction and decay – learning to love Nurgle’s
Empire, in a colourful cavalcade of wagons, its folk many and varied gifts. It is not known how many
dressed in the colourful finery of travelling players, Carnivals of Chaos there are or if the handful of
bringing sonnet and song to excitable villagers and reports from the lips of petrified witnesses all
peasants. refer to the same warband.
Upon reaching a new settlement, these The leader of the Carnival of Chaos is
outlandish showmen erect their stage and known as the Carnival Master and
entertain the poor rural folk with songs and plays is reputed to be a sorcerer of
of the dark days of the Empire. Tales such as: ‘The great power, wielding the
Emperor’s True Face’, ‘Orfeo and Pustulate’, unclean magic of his lord to
‘Papa Noigul’s Festering Children’ and ‘A cause suffering and death
Midsummer Nightmare’ wow the enraptured through disease and decay. Through
throng. dark ritual and sacrifice, the Carnival Master
summons forth the cackling, decaying Daemons
Strongmen perform feats of incredible prowess to
of his patron god to take part in the twisted
the adoration of the crowd, whilst players in
masquerade. His mortal followers carefully
garish, grinning masks juggle balls, knives and
nurture their newly acquired diseases, blessings
flaming brands. As the crowd’s numbers increase,
of their gregarious deity and vie for power and
a fool in bright jester’s garb with an inflated pig’s
advancement under his watchful gaze. The most
bladder on a stick leaps from one enthralled
blessed of these twisted, insane creatures are
watcher to the next joking and cackling, poking
those known as the Tainted Ones. These are often
and prodding.
the right-hand ‘men’ of the Carnival Master and
It is only when the show reaches its blasphemous their bodies are wracked with a multitude of foul
climax, as the sun begins to set, that the truth of diseases and mutation. The Carnival of Chaos is
the Carnival of Chaos is revealed in all its putrid, justly hunted by the many bands of zealous Witch
festering glory. For these are no mere wandering Hunters that traverse the lands but always seems
thespians and entertainers. When the players to be just one step ahead of the Sigmarites and
perform their final act, known as the ‘Dance of continues to follow its merry path, bringing the
Death’, the enchantments covering their true blessings of Nurgle to all.
visages slowly slip away revealing them to their
blissfully ignorant audience for they are Special Rules
cavorting, cyclopean daemons with rotting flesh Dangerous to Know: Because of its rather
hanging from yellowing bones. What were diseased nature a Carnival of Chaos warband
originally considered intricately decorated would find it very hard to keep any Hired Swords
masks and cleverly applied make-up is soon alive! Therefore, a Carnival of Chaos may never
revealed as the players’ true horribly mutated hire any type of Hired Sword.
faces, covered in pustules and pox-ridden
lesions. As the villagers’ expressions turn from
those of elation to abject terror at the sight of
these horrific visions the slaughter begins. By
now most of the folk who made up the cheering
audience would have already succumbed to the
virulent diseases spread by these malevolent
players. The insidious Carnival Master,
accompanied by his cackling fool, rounds up
those unfortunate women and children that
remain alive, taking a finger from each of his
new brides, exclaiming “You’re my wife now!”.
The survivors are then led away to an
unknown fate and the village is left
deserted, its inhabitants and livestock
killed by innumerable diseases and
plague.
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Missile Weapons
Bow........................................................15 GC
Short Bow ..............................................10 GC
Pistol ............................15 GC (30 for a brace)
Starting Experience
Carnival Master starts with 20 Experience.
Brutes starts with 8 Experience.
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Heroes
1 Carnival Master Profile M WS BS S T W I A Ld
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0–2 Plague Bearers Plague Bearer but distract foes by buzzing into
eyes, nostrils and mouths. A Plague Bearer’s close
50 Gold Crowns to hire combat opponent suffers a -1 to hit modifier on all
Plague Bearers are daemons of the Chaos god attacks.
Nurgle, also known as the Lord of Decay. They can
be identified by their cyclopean faces and Stream of Corruption: Plague Bearers can
horrifically decayed bodies. Their entrails hang spew forth a grotesque stream of maggots, entrails
from tattered holes in their grey-green, pox- and filth. This is counted as a shooting attack with
ridden flesh and the aura of death and decay a range of 6" and is resolved at Strength 3 with no
surrounds them. They are sometimes known as saves for armour.
the Tallymen of Plagues or Maggotkin and are Demonic: Plague Bearers are Daemons of the
highly revered by the mortal members of the lord of disease, Nurgle, and are not made of living
warband. As with all Daemons they can never be flesh but the eternal and unchanging forces of
killed or destroyed for good so long as the power Chaos. Therefore they never gain Experience.
of their god prevails. However, their presence in
the mortal world is tenuous and can only be Immune to Poison: Plague Bearers are the
maintained for long periods by Dark Magic and Daemonic embodiment of disease and pestilence.
sacrifice. In the Carnival, the Plague Bearers revel They are totally immune to all poisons and
in their showy roles as stage actors and players, diseases.
dressing in filth encrusted but ostentatious
Immune to Psychology: Plague Bearers are
doublet and hose.
Daemons and do not know the concept of fear.
Profile M WS BS S T W I A Ld They automatically pass any Leadership-based test
4 4 3 4 4 1 4 2 10 they are required to take.
Weapons/Armour: None. Plague Bearers have Cause Fear: Plague Bearers are horrifying
huge filth encrusted claws, which they use to tear supernatural creatures and therefore cause fear.
and slash at their foes. They therefore neither Daemonic Aura: Due to the magical, intangible
need nor use weapons and cannot wear armour. nature of Daemons they have a special Armour
save of 5+. This is modified by the Strength of the
SPECIAL RULES attack as normal and is completely negated by
Cloud of Flies: Plague Bearers are surrounded magic weapons and spells. Plague Bearers’ attacks
by a cloud of flies, which buzz around them and are considered as magical also.
their combat opponent. They do not affect the
Daemonic Instability: Plague Bearers are
bound to the world by Dark Sorcery that is
highly volatile and unstable. If taken out of
action a Plague Bearer is banished and
effectively destroyed on a D6 roll of 1-3 (do not
roll for injury). In addition, if the warband routs
then every Plague Bearer in the warband must
take an immediate Leadership test. If this test is
failed, then the Plague Bearer counts as
destroyed.
Nurglings
15 Gold Crowns to hire
Nurglings are tiny Daemons of Nurgle and are
viewed by other followers of the pus god as akin to
his beloved children. They are like rotten boils
with legs and razor sharp teeth, that pick and tear
and infect their foes with filth-encrusted claws.
Nurglings are generally more of a nuisance in a
fight than any real threat but in sufficient
numbers can overwhelm even the toughest of
warriors. Nurglings are mischievous little
bundles of filth and pus and take great
delight in their part in the Carnival of
Chaos, not only as musicians but also
as fools and slapstick comedians.
Nurglings often befriend the
children of each village they
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visit, only revealing their foul identity to their Carnival, the Brethren take on all of the minor
terrified victims at the final stage of ‘Nurgle’s Great roles: stagehands, puppeteers, etc.
Play’.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7
4 3 0 3 2 1 3 1 10
Weapons/Armour: Brethren may be equipped
Weapons/Armour: None. Nurglings do not use with weapons and armour chosen from the
weapons or wear armour. Carnival of Chaos Equipment list.
SPECIAL RULES
Cloud of Flies: Nurglings are surrounded by a 0–1 Plague Cart
cloud of flies, which buzz around them and their 120 Gold Crowns to hire
combat opponent. They do not affect the The Plague Cart is the embodiment of Nurgle and
Nurglings but distract foes by buzzing into eyes, the core of the Carnival of Chaos. Bedecked in
nostrils and mouths. A Nurgling’s close combat the colourful, garish finery of the coaches of
opponent suffers a -1 to hit modifier on all travelling players and thespians,
attacks. the Cart easily draws the eyes of
Swarm: You may summon as many Nurglings as the dull and bland peasantry of
you wish (ie. you may have more than five the villages. However, the canvas
Nurglings in a Henchman group). is tattered and rotten, the frame
splintered and bent, the metalwork
Daemonic: Nurglings are Daemons of the pitted and rusted and the steeds rotted and dank.
diseased Lord Nurgle and are not made of living Few mortals have ever seen the interior of one of
flesh but the eternal and unchanging forces of these most sinister of vehicles for it is only the
Chaos. Therefore they never gain Experience. Carnival Master and his Daemonic minions that
are permitted entry. It is rumoured that these
Immune to Poison: Nurglings are the
ramshackle wagons contain a pentagram daubed
Daemonic embodiment of disease and
with dark runes of incredible potency that
pestilence. They are totally immune to all poisons
actually creates a portal to the realms of Chaos
and diseases.
and the dwelling place of great Nurgle himself.
Immune to Psychology: Nurglings are
Profile M WS BS S T W I A Ld
Daemons and do not know the concept of fear.
They automatically pass any Leadership-based Cart - - - - 8 4 - - -
test they are required to take. Wheel - - - - 6 1 - - -
Daemonic Aura: Due to the magical, intangible Horse 8 - - 3 3 1 3 - -
nature of Daemons they have a special Armour Guardian - 3 - 3 3 - 3 1 -
save of 5+. This is modified by the Strength of the
attack as normal and is completely negated by Weapons/Armour: None. The Plague Cart’s
magic weapons and spells. Nurglings’ attacks are Guardian does not use or need weapons but
also considered as magical. suffers no penalties for fighting unarmed.
Therefore it cannot use weapons and cannot
Daemonic Instability: Nurglings are bound to wear armour.
the world by Dark Sorcery that is highly volatile
SPECIAL RULES
and unstable. If taken out of action a Nurgling is
banished and effectively destroyed on a D6 roll Plague Cart: The Daemonic nature of the
of 1-3 (do not roll for injury). In addition, if the Plague Cart fills both the Daemons and mortals of
warband routs then every Nurgling in the the Carnival of Chaos with vigour. The maximum
warband must take an immediate Leadership number of warriors allowed in the warband is
test. If this test is failed, then Nurgling counts as increased by +2.
destroyed. In addition, the Daemonic Instability of the
Daemons within the warband is slightly offset.
Brethren Plague Bearers and Nurglings may re-roll
Leadership tests for Instability and may +1 to
25 Gold Crowns to hire their Injury tests if taken out of action.
Brethren are the crazed and devoted followers
of Nurgle the Lord of Decay. They have totally Guardian: The Guardian comes as part of the
embraced the philosophy of the great Lord of Plague Cart. In fact, more often than not he is
Decay and the path of damnation is the road physically bonded to the cart in some twisted
that they have chosen. Most brethren are nightmare of flesh and wood. He may therefore
infected with foul diseases and some have never dismount from the cart or leave under any
even started to decay. Their faces are circumstances. In addition, as he is part of the
covered in warts and boils and other Cart he cannot be injured unless the Cart is
lesser gifts of their lord. In the destroyed in which case so is he. The Guardian is
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Nurgle Rituals
The Carnival Master uses the rituals of Nurgle to pervert and corrupt nature, inflicting
hideous diseases for which there are no known cures. Roll a D6.
D6 Result
1 Daemonic Vigour Difficulty 8
The Master imbues his Daemonic minions with supernatural power.
Any Plague Bearers or Nurglings within 8" of the Master increase their Daemonic
Aura save from 5+ to 4+ until the beginning of their next turn.
2 Buboes Difficulty 7
The Master bestows the gift of pus-filled buboes upon his enemies.
This spell has a range of 8" and affects a single enemy warrior. The warrior must
pass a Toughness test or lose a Wound. No Armour saves are allowed.
3 Stench of Nurgle Difficulty 8
The Master spews forth a foul, stinking mist that chokes his foes.
This spell has a range of 6" and affects all living creatures – friend or foe. Each
enemy warrior in range must pass a Toughness test or lose an Attack until their
next turn.
4 Pestilence Difficulty 10
The Master inflicts horrible diseases upon the unbelievers.
All enemy models within 12" of the Master suffer a Strength 3 hit. No Armour
saves are allowed.
5 Scabrous Hide Difficulty 8
The Master’s skin becomes tough and leathery like that of his patron god.
The Master has an armour save of 2+ which replaces any normal Armour save.
The Scabrous Hide lasts until the beginning of his next Shooting phase.
6 Nurgle’s Rot Difficulty 9
The Master bestows the blessing of the Plague God upon his foe.
All enemy models in base contact with the Master must immediately test against
their Toughness or contract Nurgle’s Rot (see Nurgle’s Rot opposite).
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Blessings of Nurgle
Those that worship at the fetid altar of the Lord of Decay suffer from terrible diseases
and decay, which are known as Blessings of Nurgle.
Blessings of Nurgle may be bought for Tainted Ones only when they are recruited; you
may not buy new Blessings for a model after recruitment. Any Tainted may have one or
more Blessings. The first Blessing is bought at the price indicated, but second and
subsequent Blessings cost double.
Stream of Corruption
The Tainted One can spew forth a grotesque stream of maggots, entrails and filth. This
is counted as a shooting attack with a range of 6" and is resolved at Strength 3 with no
saves for armour.
Cost: 25 Gold Crowns
Nurgle’s Rot
The Tainted One is infected with the deadly pestilence of its lord – Nurgle’s Rot. In
addition, the Tainted One is immune to all poisons. Nurgle’s Rot is a deadly contagion
for which there is no known cure. This virulent disease can be passed on in hand-to-
hand combat. If the Tainted One makes a successful to hit roll of 6 this will result in
the target model contracting the Rot (note: Nurgle’s Rot only affects the living, so
Undead, Daemons and the Possessed are unaffected). Once a warrior has contracted
the Rot, mark this on the warband roster. Rather than killing the victim immediately,
the Rot can take some time to set in. From now on, before the start of each battle, the
warrior must pass a Toughness test. If successful, his constitution has managed to stave
off the Rot’s effects. If unsuccessful, the warrior loses one point of Toughness
permanently (if he reaches zero, he has succumbed to the Rot and died, remove him
from the roster). In addition, if a 6 is rolled for the Toughness test then he has
unwittingly passed the Rot on to another member of the warband (randomly allocate a
warband member and mark this on the roster).
Cost: 50 Gold Crowns
Cloud of Flies
The Tainted One is surrounded by a cloud of flies, which buzz around him and his
combat opponent. They do not affect the Tainted One but distract foes by buzzing into
eyes, nostrils and mouths. The Tainted One’s close combat opponent suffers a
-1 to hit modifier on all attacks.
Cost: 25 Gold Crowns
Bloated Foulness
The Tainted One is a huge, disgusting mass of diseased, flabby folds. It gains +1
Wound and +1 Toughness but has its Movement reduced by -1.
Cost: 40 Gold Crowns
Mark of Nurgle
The Tainted One is burned with the great mark of Nurgle, the three spheres, that weep
foul pus constantly. It gains +1 Wound and is immune to all poisons.
Cost: 35 Gold Crowns
Hideous
The Tainted One is so disgusting that its flesh hangs in tatters from its body and its
entrails are rotten and exposed. It causes Fear.
Cost: 40 Gold Crowns
66
Dwarf Treasure Hunters
Dwarfs are a grim and exceptionally proud people. They respect
three things above all else: age, wealth and skill. It is no surprise then
that these grim warriors can be found in Mordheim searching for fame
and fortune. Mark Havener gives full rules for including Dwarf
warbands in Mordheim.
Occasionally, a Dwarf on a roll of 6 instead of 5-6 when rolling on the Injury chart.
noble will find himself in Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as
desperate times. His family out of action.
hold may have been overrun by
Goblins or Skaven, or he may have Hard Head. Dwarfs ignore the special rules for maces, clubs,
somehow disgraced himself and been etc. They are not easy to knock out!
banished. Other Dwarfs know these warriors Armour. Dwarfs never suffer movement penalties for wearing
as the Dispossessed. Dwarfs are a proud race armour.
and it is against a Dwarf ’s nature to lose himself
in despair. Instead, a noble who finds himself in Hate Orcs and Goblins. All Dwarfs hate Orcs and Goblins.
such dire straits will gather together a group of his See the psychology section of the Mordheim rules for details
closest friends and kin and go treasure hunting, on the effects of hatred.
hoping to accumulate a large enough hoard to Grudgebearers. Dwarfs hold an ancient grudge against Elves
establish his own holding. At this time, the largest from the days when the two races fought for supremacy in the
source of wealth in the Known World is rumoured to Old World. A Dwarf warband may never include any kind of
be a city in the Empire. The city is known as Elven Hired Sword or Dramatis Personae.
Mordheim…
Incomparable Miners. Dwarfs spend much of their lives
underground searching for precious minerals, and they are
Special Rules the best in the world at this kind of work. In the city of
All Dwarfs are subject to the following special rules: Mordheim they apply similar skills to the search for
Hard to Kill. Dwarfs are tough, resilient wyrdstone. When checking for wyrdstone at the end of a
individuals who can only be taken out of action game, add +1 to the number of pieces found for a
Dwarf warband.
Absolute silence hung over the feasting hall like a burial “All I am saying is that times are changing, and we must
shroud. The celebration had lasted for days, ever since the change with them! You speak of skill – but the age-old tactics
invading Goblin tribes had been repulsed. The people of that our ancestors employed are the same ones we still use
Karak Azar had not had much cause for rejoicing over recent today. Eventually a canny foe will figure out our methods,
decades so all were making the most of this rare occasion; and this kingdom will fall!”
songs were sung that had not been heard in these halls for a
generation, and legendary quantities of the most precious “Do you not have any pride in your ancestors, lad?” The
Dwarf ales were being drunk. Dwarf king was nearly silent now, his voice barely above a
whisper. Those who knew him well realised that this was a
That was until young Lord Orrick had entered the hall. dangerous sign, and more worried looks were exchanged
Orrick was the youngest son of King Kurdan, ruler of Karak throughout the room.
Azar. To say the two sometimes clashed would be an
understatement. “Ancestors be damned!” the young prince exclaimed,
slamming his fist into the hard stone of the feasting table.
“What did you say, lad?” asked the aged king in a steady “Over the last generation half a dozen Dwarf holds have
voice. “My old ears must have misheard you.” fallen to their enemies. I’m quite sure their rulers thought
just as highly about the outdated strategies of their
“I merely asked what we are celebrating for,” slurred the forefathers. We must abandon the old ways, before it is too
younger Dwarf. He lacked his father’s ability to appear sober late for us all!”
regardless of the amount of drink he had imbibed. “We beat
them this time, but they’ll be back, mark my words. And next Though he had been flushed with drink before, the ancient
time we might not be so lucky.” ruler’s face had been drained by his son’s last outburst. To
his ears, the words his offspring had spoken were the worst
“Lucky?” roared the enraged king, half rising from his chair. desecration imaginable – disrespect of the ancestors.
His hearthguard seated to either side exchanged worried
looks yet rose with him. Would noble blood be spilled in the “Get out.” The words were barely audible, even in the silent
hall this night? hall. “Leave this kingdom never to return. Your name shall be
stricken from all records. You are no longer the son of King
“How dare you speak to me of luck? It was Dwarf courage Kurdan of Karak Azar.”
and fighting skill that drove off those green-skinned hordes.
This hold has never fallen to invaders, and never will! Not
while I draw breath!”
20
Thunderer Equipment List
Dwarf equipment lists Hand-to-hand Combat Weapons
The following lists are used by Dwarf warbands to Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
pick their equipment. Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Dwarf Warrior Equipment List Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Hand-to-hand Combat Weapons Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Missile Weapons
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Crossbow . . . . . . . . . . . . . . . . . . . . . . . . 25 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Handgun . . . . . . . . . . . . . . . . . . . . . . . . . 35gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Dwarf axe . . . . . . . . . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Armour
Double-handed weapon . . . . . . . . . . . . . 15 gc Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Heavy armour . . . . . . . . . . . . . . . . . . . . . 50 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Gromril weapon* . . . . . . . . . . 3 times the cost Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons *Any weapon a Dwarf may normally purchase may be
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc bought as a Gromril weapon instead. This multiplies
Armour the cost of the weapon by 3. For rules on Gromril
weapons see the Mordheim rulebook. Note that this
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc price is only for a starting warband, as it represents the
Heavy armour . . . . . . . . . . . . . . . . . . . . . 50 gc Dwarfs outfitting themselves at their own stronghold.
Gromril armour** . . . . . . . . . . . . . . . . . . 75 gc Later purchases of Gromril weapons are done using the
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc price chart in the Mordheim rules.
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc **The price of a suit of Gromril armour is cheaper for
a starting warband to represent the relative ease with
which Dwarfs can find such items in their own
stronghold. Later purchases of Gromril armour must
be done using the normal price chart in the
Mordheim rules.
A Dwarf warband must include a minimum of 3 models. You Beardlings: Your warband may include any number of
have 500 gold crowns which you can use to recruit and equip Beardlings.
your warband. The maximum number of warriors in the
warband is 12.
Noble: Each Dwarf warband must have one Noble – no
more, no less!
Starting experience
A Noble starts with 20 experience.
Engineer: Your warband may include up to 1 Engineer.
An Engineer starts with 10 experience.
Troll Slayers: Your warband may include up to 2 Troll
Slayers. Troll Slayers start with 8 experience.
Dwarf Clansmen: Your warband may include any number Dwarf Clansmen start with 0 experience.
of Dwarf Clansmen. Dwarf Thunderers start with 0 experience.
Beardlings start with 0 experience.
21
Heroes
1 Dwarf Noble 0-2 Dwarf Troll Slayers
85 gold crowns to hire 50 gold crowns to hire
Dwarf Nobles are fortune seekers who have recruited a band Troll Slayers are members of the morbid Dwarf cult obsessed
of like-minded Dwarfs and set off from their stronghold in with seeking an honourable death in combat. Having
search of riches. A Dwarf Noble is well respected by the committed some unforgivable crime or been dishonoured in
members of his warband. Often he is a member of one of the some way, a Dwarf will forsake his home and wander off to
noble families of the lost Dwarf strongholds, dreaming of die fighting the enemies of Dwarfkind. Troll Slayers are
collecting enough treasure to restore the former glory of the insanely dangerous individuals, psychopathic and violent.
Dwarf Kingdoms. There are however few better fighters in the Known World, so
they are much sought after by Dwarf treasure hunters.
Profile M WS BS S T W I A Ld
3 5 4 3 4 1 2 1 9 Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armour: A Dwarf Noble may be equipped with
weapons and armour chosen from the Dwarf Warrior Weapons/Armour: Troll Slayers may be equipped with
equipment list. weapons chosen from the Dwarf Warrior equipment list.
Slayers may never carry or use missile weapons or any form
SPECIAL RULES of armour.
Leader: Any models in the warband within 6" of the Dwarf
Noble may use his Leadership instead of their own. SPECIAL RULES
Deathwish: Troll Slayers seek an honourable death in
combat. They are completely immune to all psychology and
0-1 Dwarf Engineer never need to test if fighting alone.
50 gold crowns to hire Slayer Skills: Troll Slayers may choose a skill from the Troll
Dwarf Engineers are respected members of Dwarf society. It is Slayer Skill table instead of the normal Skill tables when they
they who design and build the complex war machines and gain a new skill.
devices which have made the Dwarfs famous.
TROLL SLAYER SKILLS
Profile M WS BS S T W I A Ld Dwarf Slayers may use the following Skill table as well as any
3 4 3 3 4 1 2 1 9 of the standard Skill tables available to them.
Weapons/Armour: A Dwarf Engineer may be equipped with Ferocious Charge: The Slayer may double his attacks on the
weapons and armour chosen from Dwarf Thunderer turn in which he charges. He will suffer a -1 ‘to hit’ penalty on
equipment list. that turn.
SPECIAL RULES Monster Slayer: The Slayer always wounds any opponent on
Expert Weaponsmith: A Dwarf Engineer is a master of a roll of 4+, regardless of Toughness, unless his own Strength
mechanical devices. By using stronger construction materials (after all modifiers due to weapon bonuses, etc) would mean
and time-tested secrets of Dwarf engineering, a Dwarf Engineer that a lower roll than this is needed.
can increase the distance the warband’s missile weapons can
shoot. All Dwarf missile weapons in the warband have their Berserker: The Slayer may add +1 to his close combat ‘to hit’
range increased by 3" for Pistols and 6" for Crossbows and rolls during the turn in which he charges.
Handguns. Any range increases are only maintained as long as
the Dwarf Engineer remains with the warband.
22
Splinters flew toward his face as another crossbow And now here they were, with Reinhold’s band
bolt embedded itself into the door frame that occupying buildings (or the dirt!) at one end of the
Reinhold was using as cover. Damn but those stunties street, and the Dwarfs occupying the other. Most of
were good shots! As he quickly glanced outside, he Reinhold’s band were holed up in a building on the
could see that both Dieter and big Klaus lay prone in other side of the street – he could see Gunter, their
the middle of the street. They might have appeared to hired Warlock, attempting to cast something at their
be sleeping if their poses weren’t so awkward, and of adversaries through one of the windows. A second
course there was that bolt through Klaus’ right eye later there was an explosion somewhere down the
socket. If the big man was still alive, he’d not be using street and Reinhold could hear curses and a few
that eye again. muffled screams of pain. Gunter was not given much
time to enjoy his handiwork, as suddenly three
The worst part of the whole situation was that it was crossbow bolts struck him in the chest. Reinhold
all the result of a silly argument. Reinhold and his could see the mage look down in shock and surprise
mates had met the Dwarfs at the Halfling Hotpot, a at the deadly quarrels protruding from his body, and
local tavern and well-known meeting place for those then he slumped down out of the old veteran’s sight.
of Reinhold’s occupation. The two groups had ‘Damn’ thought Reinhold, ‘I always told him he
actually gotten along quite well at first. Klaus had gawked too much!’
been able to keep up with the incredible drinking
capacity of the smaller Dwarfs, and this caused them “This is bad, very bad,” the mercenary muttered
to accord him a certain measure of respect. Of under his breath. As he looked around at his
course, with strong drink comes lack of judgement, surroundings, he noticed something he had not seen
and Klaus was no exception. He began to make fun of when he first entered this building – another door.
the Dwarfs’ small stature and overall dour He took a look back out in the street at the warriors
appearance, which was bad enough, but then he he had fought with through a dozen battles. Most
made a very unfriendly remark about the Dwarf were dead or dying. The dwarfs had begun moving
leader’s mother, and that was all the diminutive down the street, looting the dead and taking
warriors could stand. The Dwarfs had not made a prisoners. They were moving cautiously now, but
scene at the tavern, as such locations were regarded soon they would be at this doorway, entering this
as holy ground to groups like themselves, but they building, and he would be at best their prisoner.
had not forgotten Klaus’ words, and had called out “Time to disband this warband,” whispered Reinhold
Reinhold and his warband in the street the next day. as he backed to the other doorway and safety.
23
SPECIAL RULES
Special weapons Cutting Edge: Dwarf axes have an extra save modifier of
-1, so a model with Strength 4 using a Dwarf axe has
dwarf axe a -2 save modifier when he hits an opponent with the axe
in close combat.
15 gold crowns Parry: Dwarf axes offer an excellent balance of defence
Availability: Rare 8 (Dwarfs only) and offense. A model armed with a Dwarf axe may parry
blows. When his opponent rolls to hit, the model armed
Dwarf axes are smaller-hafted weapons made of lighter with a Dwarf axe may roll a D6. If the score is greater than
(but stronger) materials than normal axes. Dwarf the highest to hit score of his opponent, the model has
Warriors are specially trained in their use and are able to parried the blow and that attack is discarded. A model
use them as deftly as a Human warrior might wield a may not parry attacks made with double or more its own
sword. Strength – they are simply too powerful to be stopped. A
Range Strength Special Rule model may not parry more than one attack in a single
Close Combat phase; a model armed with two Dwarf axes
Close Combat As user Cutting Edge, Parry (or a Dwarf axe and a sword, etc) does not get to parry
two attacks but may instead re-roll a failed parry.
Thick Skull
The Hero has a thick skull, even for a 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 Dwarf also wears a helmet,
this save is 2+ instead of 3+ (this takes the
place of the normal Helmet special rule).
24
Kislevite Warband
The Land of the Great Bear sending troops to aid the other in times of
The land of Kislev lies to the north and east of need, and in fact the Gryphon Legion, pride
the Empire. The further east one travels the of the Kislevite nobility, was formed as a
dense forests give way to open steppes symbol of the unity between the two
stretching to the foothills of the Worlds Edge countries. This knightly order is made up
Mountains. The winters of Kislev are harsh entirely of Kislevite nobles, but is garrisoned
and cruelly long and for months the land is and trained in the Empire.
gripped by snow blizzards and ice. The Despite the constant threat of invading
townships of Kislev are mainly built of timber armies, the people of Kislev sing and dance
for stone is rare and only the most important and play as much as or perhaps more than the
of the cities have stone buildings and walls. In people of any other country in the Old World.
the ancient capital city of Kislev the massive Some say that their relative happiness derives
white buildings are topped by vast gilded from their love of strong drink. Whether this
domes and decorated with golden statues and is true or not, Kislevites certainly do enjoy
gargoyles. It has been said that Kislev is a poor their spirits, and in fact many of their people
country filled with rich people. It is certainly attribute almost magical qualities to that most
true that the people that live in this famous of Kislevite drinks – vodka.
beleaguered land have an outlook on life that
strangers often find surprisingly positive. For A Kislevite warband represents a group of
Kislev is a country under constant threat of individuals from this unique northern realm.
invasion. Armies of savage Norse often Kislevites tend to be quiet in the face of
venture into Kislev, raiding and pillaging, and strangers, but they hold much joy in their
to make matters worse Kislev lies right on the hearts. In fact they are loud and boisterous
border of the Chaos Wastes, so that any Chaos when amongst their own people. Kislevites
incursion passes through the land (and its are known to be extremely brave warriors,
people) first. and they hold a loathing for Chaos that is
much stronger than most of the peoples of
To aid them in their struggle against these the Old World. While many citizens of the
murderous foes, the Tzars of Kislev have Empire may remain ignorant to the initial
forged strong ties with the Empire. This signs of a Chaos cult, Kislevite citizens will
alliance benefits both countries, as the rulers immediately seek out any signs of depravity
of the Empire have long understood the and cleanse the infected individuals with
benefit of a northern bulwark against the tides sword and flame. Keep these things in mind
of Chaos. Both countries have a tradition of when you play a Kislev warband. Most citizens
of Kislev have lost homes or loved ones to the
warriors of Chaos, and they realise that
anything less than constant vigilance could
lead to their downfall. They are therefore
unrelenting in their resolve against their
ancient enemies. Give the forces of Chaos no
quarter, and expect none in return.
Special Rules
May Hire: A Kislevite warband is allowed the
same selection of Hired Swords as the Human
Mercenary warbands from the Mordheim
rulebook.
Ancient Enemies: Kislevite warbands may
never ally (see the ‘Multiplayer Rules for
Mordheim’ article from the Town Cryer for
more details on warband alliances) with any
type of Chaos Warband. This restriction
14
Tales of vodka-swilling, gruff men of Kislev
by roving scribe Mark Havener
pertains to the following warbands: Possessed, threat of invasion. While this has instilled a
Beastman, Skaven, Dark Elf, Chaos Dwarf, and seriousness in these people, it has not diluted
any other warbands the players judge to be their love of celebration one bit. If anything
sufficiently ‘chaotic’. their love of revelry has increased with the
hardships they have had to endure, as they
Choice of Warriors have learned that life is fleeting, and any
A Kislevite warband must include a minimum excuse to enjoy what they have been given is
of 3 models. You have 500 Gold Crowns not to be squandered. One of the products of
which you can use to recruit and equip your this love of life and celebration is a strong
warband. The maximum number of warriors alcoholic spirit called vodka. It is also one of
in the warband is 15, though some buildings the country’s most famous exports, though
in the warband’s encampment may increase most inhabitants of the Old World find it too
this. harsh for their palates. Kislevites take such
enjoyment in this drink and regard it as
something almost magical. Mothers give vodka
Heroes to their families to ward off sickness and to
Druzhina Captain: Each Kislevite warband
keep them warm in the long winter months
must have one Druzhina Captain, no more, no
and warriors indulge both for luck and
less!
courage. Outsiders often scoff at the reputed
Bear Tamer: Your warband may include a properties of this liquor, but it must be said
single Bear Tamer. that a Kislevite army that is well supplied with
vodka certainly fights better and in higher
Esaul: Your warband may include a single
spirits than one without.
Esaul.
In game terms, vodka is a one-use item of
Youths: Your warband may include up to 2
equipment that a Kislevite Hero may give to
Youths.
the warband before the start of the game.
Every warrior in the warband receives +1
Henchmen Leadership (up to a maximum of 10) for that
Warriors: Your warband may include any game. In addition because of its nullifying
number of Warriors. alcoholic effects every warband member must
Cossacks: Your warband may include any test against their Toughness before the start of
number of Cossacks. the game – a failure resulting in -1 Initiative
for the duration of the game.
Streltsi: Your warband may include up to 3
Streltsi. Kislevite Heroes Only
16
Kislevite Warband
heroes
1 Druzhina Captain widely renowned amongst the people of
Kislev. Bears can be trained for martial
80 gold crowns to hire purposes as well, and Bear Tamers are often
Druzhina are the minor nobles of Kislev. recruited into the armies of Kislev, where they
During times of war these nobles form their enjoy a special status among the soldiery.
own regiments in a Kislevite army, and they
look most impressive with their ancient Profile M WS BS S T W I A Ld
armour and weapons, as most of these prized 4 3 3 4 3 1 3 1 7
artefacts are handed down from father to son.
Druzhina are rich enough to afford their own Weapons and Armour: A Bear Tamer may be
horse and battlegear, and they must be ready armed with weapons chosen from Kislevite
to fight for the Tzar when called upon. In Warrior equipment list.
return for this they are allowed to own land
and are given a break on their annual taxes. SPECIAL RULES
Bear Handler: A Kislevite Warband that
Profile M WS BS S T W I A Ld includes a Bear Tamer is allowed to purchase
4 4 4 3 3 1 3 1 8 a Bear as a henchman. This bear has been
trained to follow the Tamer’s commands, and
Weapons and Armour: A Druzhina Captain so will automatically pass its Stupidity tests
may be equipped with weapons and armour when within 6" of the Bear Tamer (even if the
chosen from the Kislevite Warrior equipment Tamer has been Knocked Down or Stunned).
list.
0-1 Esaul
SPECIAL RULES
35 gold crowns to hire
Leader: Any warrior within 6" of the Druzhina
Esaul is an ancient Cossack term that means
Captain may use his Leadership characteristic
‘Best Warrior’, and was traditionally given to
when taking any Leadership tests.
the most powerful fighter in the tribe. The
Inheritance: When the Kislevite warband is word has survived the generations, and today
first created, the Druzhina Captain is allowed it is an honourary title given by a chieftain to
to purchase one item from the Kislevite his personal champion, though it is also used
Warrior equipment list at half the normal cost. by Gospodar warriors as a more familiar term
This item represents a treasured family for an experienced veteran. Most Kislevite
heirloom that has been passed down through cities contain at least one grizzled veteran
the generations. Losing an ancestral item is amongst the ranks of their professional
considered very disrespectful and if the item is soldiery who has been affectionately labelled
ever lost (e.g. from a Robbed result on the ‘Esaul’ by his men.
Serious Injury chart), the Captain MUST
Profile M WS BS S T W I A Ld
replace it with a finely-made substitute as
quickly as possible or risk being haunted by 4 4 3 3 3 1 3 1 7
the angry spirits of his ancestors. To replace Weapons and Armour: An Esaul may be
an ancestral item, the Captain must purchase equipped with weapons chosen from the
the same item of equipment at 150% of its Kislevite Warrior Equipment list.
normal price. This higher cost represents the
fine detail and valuable materials used in the 0-2 Youths
item’s manufacture. Until the item is replaced,
the Captain suffers a -1 penalty to all tests and 15 gold crowns to hire
rolls to hit. Strong, strapping lads from the countryside
often join a band of daring adventurers to
0-1 Bear Tamer make their fortune.
35 gold crowns to hire Profile M WS BS S T W I A Ld
Since ancient times, bears have featured in 4 2 2 3 3 1 3 1 6
Kislevite myths and legends. Kislevites have a
deep respect for these mighty beasts, and Weapons and Armour: Youths may be
gather to see the trained specimens that equipped with weapons chosen from the
accompany travelling circuses. The powerful Kislevite Warrior Equipment list.
men that train these bears are known simply
as Bear Tamers, and the best of them are
17
Kislevite Warband
SPECIAL RULES
Hate Chaos: Years of bitter struggle against
the forces of Chaos have left their mark on the
Cossack people. Cossacks are subject to
Hatred against all forces of Chaos (e.g.
members of any warband the players would
apply the Ancient Enemies special rule to).
18
Kislevite Warband
Sample Warband
When creating a warband I normally start with
SPECIAL RULES
the models I place the highest priority on. I
Trained: A bear doesn’t care about the
always purchase a leader first, as the warband
warband’s mission or enmity for other
has to have a leader and this is the figure that
warbands – it’s just following the orders of its
will most closely represent me as the warband
trainer. Sometimes it gets bored waiting for
combats others for wealth and glory. After this
orders; for this reason Trained Bears are
I purchase any henchmen that I really want to
subject to the rules for Stupidity. If given
try out, and then I look at filling out my
‘special attention’ by its trainer, it will mind a
heroes and the rest of my warband. So Andrei
bit better, so a bear is not required to take
was purchased first, and I gave him some
these Stupidity tests if the warband’s Bear
ancestral armour, a pistol and sword. I figured
Tamer is within 6". In fact this is the only
the bulk of my warband would have very little
member of the warband the bear will listen to;
equipment, so the Druzhina should have a
a Trained Bear will never use the warband
couple expensive items to really make him
leader’s Leadership for any tests it is required
stand out. The ‘Inheritance’ special rule really
to take. It may use the Bear Tamer’s
helps here!
leadership if within 6" of him however. Note
that the warband cannot control the bear After Andrei was purchased, my next priority
without a Bear Tamer. The Trained Bear may was a Trained Bear. Bears feature prominently
not be used in any game in which the
warband's Bear Tamer does not take part (and
this means that if the warband does not
include a Bear Tamer at all, the warband must
keep the bear staked back at camp until they
hire a new one!).
19
Kislevite Warband
in the history and religion of Kislev, and it just that has to be taken Out of Action before you
wouldn’t be right not to include one. Besides, start testing for Rout. So I dropped one of the
if you want to strike fear into your opponents, Warriors and added a Streltsi with his special
there are few models better suited to do this! equipment (handgun and halberd) in his
place, and upgraded the remaining Warriors
Next I focused on filling out my heroes. I
to swords instead of clubs.
normally try to purchase as many heroes as
possible when I start a warband, as this gives As the warband progresses I plan to add in
me the best chance to get good Exploration the final hero, and add some Cossacks as well.
rolls. However, this time I had allowed myself If I earn sufficient gold, I would like to
a little extravagance in the purchase of a bear, purchase the maximum number of Streltsi as
and this along with the expensive warband their unique skills can make for a fearsome
leader severely limited the amount of gold I’d support of my close combat troops.
have to fill out the warband. So I left the Esaul
in Kislev and purchased a Bear Tamer and two Kislev Warband
Youths. The Bear Tamer is a requirement if I Andrei Padinov, Druzhina Captain 110 gc
want to use the bear, and the Youths are Heavy Armour (Ancestral Item), Sword, Pistol,
cheaper than any of my henchmen! Dagger.
On to the henchmen, and by this time I was Boris Schaunov, Bear Tamer 45 gc
starting to run pretty low on funds. With this Sword, Dagger.
in mind I decided to purchase Warriors
instead of Cossacks. Warriors lack the Hate Ivan, Youth 25 gc
Chaos special rule of the Cossacks, but they Sword, Dagger.
are still decent henchmen and the five gold Stephan, Youth 18 gc
crown savings each would help me to possibly Club, Dagger.
buy another warrior. I included four with
clubs and daggers, but looking at the gold I Igor,Trained Bear 125 gc
had left and how many warriors were in my Valery, Josef and Alexi, Gospodar Warriors
band, I figured I could do some shuffling and Sword, Dagger. 105 gc
still get the warband to a good starting size. I
normally like to start out a new warband with Anatoly, Streltsi 70 gc
at least nine members, as having one more Handgun, Halberd, Dagger.
than a multiple of four gives you one more Total: 498 gc
20
Kislevite Warband
From the skilled hands of sculptors Mark Harrison and Seth Nash we bring you the Kislev warband. The Kislev
Example Pack contains a random selection of three of the above models, two that can be armed
with halberd or hand weapons and one that can be armed with a missile weapon
Example Pack contains a random selection of three of the above models, two that can be armed
with halberd or hand weapons and one that can be armed with a missile weapon
www.games-workshop.com
Mail Order can supply individual models . Just give Mail Order a call if you require a specific model.
Da Mob Roolz
Orcs enjoy fighting and looting more than anything else.
Because of this, an Orc’s life is spent in constant battle – either with
his fellow Orcs or some other enemy. With its wealth of opponents and
loot ready for the taking, Mordheim offers the perfect opportunity for
an aspiring Orc Warboss to prove himself. What follows are complete
rules, written by Mark Havener, for Orc & Goblin warbands.
Among the races of the player’s turn, roll a D6 for each Henchman who is either an
Warhammer world, none enjoy Orc or a Goblin. A roll of 1 means that the warrior has taken
the prospect of a good looting offense to something one of his mates has done or said. Do
more than Orcs and Goblins. For not roll for models that are engaged in hand-to-hand combat
this reason many Orc warbands have (they’re already scrappin’!). To find out just how offended the
been drawn to the city of Mordheim model is, roll another D6 and consult the following chart to
and the wyrdstone that lies hidden there. Of see what happens:
course, Orcs would much rather ambush
other warbands and take their wyrdstone than D6 Result
collect it themselves, but their goals are the 1 “I ’Erd Dat!” The warrior decides that the nearest friendly
same as any other warband – collect as much Orc or Goblin Henchman has insulted his lineage or personal
treasure as possible! These traits are reflected hygiene and must pay the price! If there is a friendly Orc or
in the following special rules: Goblin Henchman or Hired Sword within charge reach (if
there are multiple targets within reach, choose the one
nearest to the mad model), the offended warrior will
Special Rules immediately charge and fight a round of hand-to-hand
Animosity. Orcs and combat against the source of his ire. At the end of this round
Goblins enjoy nothing of combat, the models will immediately move 1" apart and no
more than a good longer count as being in close combat (unless one of them
scrap, unfortunately fails another Animosity test and rolls this result again). If
they’re not always there are no friendly Orc or Goblin Henchmen or Hired
very discerning Swords within charge reach, and the warrior is armed with a
about who they missile weapon, he immediately takes a shot at the nearest
scrap with! To friendly Orc or Goblin Henchman or Hired Sword. If none of
represent this, the above applies, or if the nearest friendly model is an Orc
at the start of Hero, the warrior behaves as if a 2-5 had been rolled on this
the Orc chart. In any case, the warrior in 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 an
offensive sound from the nearest friendly Orc 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. “I’ll Show Yer!” The warrior imagines that his mates are
laughing about him behind his back and calling him silly
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 if
possible. If there are no enemy models within sight, the Orc
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. If the extra move takes the Orc or Goblin warrior within
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 for
Orcs, as they know that Orcs are just as likely to eat them as
fight alongside them. Orcs may only hire the following Hired
Swords: Pit Fighters, Ogre Bodyguards or Warlocks.
8
Orc skill table
Combat Shooting Academic Strength Speed Special
Boss ✓ ✓ ✓ ✓ ✓
Shaman ✓ ✓
Big ’Un ✓ ✓ ✓ ✓
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
9
The lithe figures peered through the foliage at the “Where’s da loot den?” asked the Orc Boss. “All ’umies
group in the clearing below. The pair of Wood Elf got loot!”
scouts had been shadowing the Orcs for days,
attempting to determine if the small band of creatures “Dat’s what I asked ’em!” replied the Big ’Un, “Dey
was an isolated warband or the scouting party of a tried to tell me dat da rocks WAS da loot! Den after I
larger army. While most beings would not be able to leans on ’em a bit, dey tells me dat some big boss
hear the guttural Orc speech from 100 yards away, the ’umies pay loads for dis stuff!”
keen ears of the Elves allowed the scouts to discern “Loads?”
what the creatures were saying. Most of it was
nonsense of course, squabbling over some scraps of “Dat’s what dey sed,” the Big ’Un replied, disbelief
meat or pretty rocks, but the Elves patiently awaited the plain on his face, “Dey told me da rocks wuz from dis
words that would reveal the purpose of the foul place called More-ty...Mordh...Mork...well, dey drew us
creatures. dis map.”
Members of the band loitered about the clearing. The larger Orc grabbed the scrap of parchment his
Goblins scampered around ceaselessly, attempting to lieutenant had been holding and scanned it for a few
avoid the annoyed grasp of their larger Orc cousins. A seconds, then began barking orders. Goblins squealed
single Troll slowly wandered around aimlessly in a and ran about the encampment, frantically packing up
small circle, digging a groove into the ground where it the warband’s gear. Four huffed and strained as they
had been dragging its feet for hours. As the Elves picked up their leader on his throne and carried him
watched, a solidly built Orc with blood covering his aloft. The Orc warriors were much more composed
arms up to the elbows approached a much larger Orc about the whole affair, and calmly packed up their kits
who was seated on a primitive ‘throne’ of bones and and prepared for the journey ahead.
hides. The scouts had already determined that the The scouts faded back into the forest, secure in the
seated Orc was the leader of the motley group. knowledge that these Orcs were no threat. They too
“How’d da huntin’ go?” asked the Orc Boss. had heard stories about the human city that had
treasure supposedly lying on the streets for easy
“Ran inta some ’umies. All dey ’ad was some black picking. But they had also heard other stories about the
rocks.” city. The Orcs would be dead within a fortnight.
Heroes
Profile M WS BS S T W I A Ld
1 Orc Boss 4 3 3 3 4 1 3 1 7
80 gold crowns to hire Weapons/Armour: An Orc Shaman may be armed with
An Orc Boss is a tough and brutal warrior, who will throw his weapons chosen from the Orc equipment list. An Orc Shaman
lads into any fight that he thinks he can profit from. He is the may never wear armour.
strongest, toughest and most barbaric member of the
warband and if any of his Boyz think otherwise, the band may SPECIAL RULES
soon find itself with one less member! Wizard: An Orc Shaman is a wizard and uses Waaagh! Magic.
See Waaagh! Magic page15 for his spell list.
Profile M WS BS S T W I A Ld
4 4 4 4 4 1 3 1 8
0-2 Orc Big ‘Uns
Weapons/Armour: An Orc Boss may be equipped with
weapons and armour chosen from the Orc equipment list. 40 gold crowns to hire
Orc society is a savage hierarchy where only the toughest
SPECIAL RULES survive and rise through the ranks (often atop the bodies of
Leader: Any warrior within 6" of the Orc Boss may use his other challengers). Big ’Uns are such rising stars, and they
Leadership characteristic when taking Leadership tests. carry out the orders of the Orc Boss. If the Boss ever falls, it
is up to the Big ’Uns to decide on a new leader (usually
through personal combat).
0-1 Orc Shaman
Profile M WS BS S T W I A Ld
40 gold crowns to hire 4 4 3 3 4 1 3 1 7
Orc Shamans are outcasts from Orc society. They are gifted by
the Orc gods Gork and Mork with powers they can neither Weapons/Armour: Big ’Uns may be equipped with weapons
understand nor completely control. Many join roaming Orc and armour chosen from the Orc equipment list.
warbands where they are no longer shunned for their
abilities, but respected for them.
10
Henchmen (Bought in groups of 1-5)
Orc Boyz SPECIAL RULES
Movement: Cave Squigs do not have a set Movement
25 gold crowns to hire characteristic but move with an ungainly bouncing stride. To
Orc Boyz are savage and tough. They fear nothing that they represent this, when moving Squigs, roll 2D6 for the distance
can get their bare hands on, though they are even more they move. Squigs never run and never declare charges.
ignorant and superstitious than most other beings in the Instead, they are allowed to contact enemy models with their
Warhammer world. They form the core of any Orc warband. normal 2D6" movement. If this happens, they count as
charging for the following round of close combat, just as if
Profile M WS BS S T W I A Ld they had declared a charge.
4 3 3 3 4 1 2 1 7 Minderz: Each Cave Squig must always remain within 6" of a
Weapons/Armour: Boyz may be equipped with weapons and Goblin Warrior, who keeps the creature in line. If a Cave
armour chosen from the Orc equipment list. Squig finds itself without a Goblin within 6" at the start of its
Movement phase, it will go wild. From that point on, move
the Squig 2D6" in a random direction during each of its
SPECIAL RULES Movement phases. If its movement takes it into contact with
Animosity: Orc Boyz are subject to the rules for Animosity another model (friend or foe), it will engage the model in
(see Special Rules for details). hand-to-hand combat as normal. The Cave Squig is out of the
Orc & Goblin player’s control until the end of the game.
Goblin Warriors Not Orcs: See Goblin Warriors entry for rules.
15 gold crowns to hire Animals: Cave Squigs are animals of a sort and so do not gain
experience.
Goblins are often used as cannon fodder (as well as a food
source in lean times!) by their larger Orc cousins. They are
usually not as well equipped as Orc Boyz, having to make do
with whatever the Orcs do not want or cannot use.
0-1 Troll
200 gold crowns to hire
Profile M WS BS S T W I A Ld
Trolls are not intelligent enough to recognize the value of
4 2 3 3 3 1 3 1 5 gold, but large amounts of food can often instill a certain
Weapons/Armour: Goblins may be armed with weapons and loyalty in them.
armour chosen from Goblin equipment list.
Profile M WS BS S T W I A Ld
SPECIAL RULES 6 3 1 5 4 3 1 3 4
Animosity: Goblin Warriors are subject to the rules for Weapons/Armour: Trolls do not require weapons to fight but
Animosity (see Special Rules for details). Note: A Goblin often carry a big club. In any event, Trolls can never be given
Warrior who fails his Animosity test and rolls a 1 for the result weapons or armour.
will never charge an Orc Henchman, though he will still use
any missile weapons to attack as normal. Goblins are far too
afraid of Orcs to challenge them individually.
SPECIAL RULES
Fear: Trolls are frightening monsters which cause fear.
Not Orcs: Orcs don’t expect much from non-Orcs, and are
Stupidity: A Troll is subject to the rules for stupidity.
therefore not unsettled if Goblins or Cave Squigs break or get
cut down in battle. In fact, they expect as much from these Regeneration: Trolls have a unique physiology that allow
weaklings! Therefore, when testing to see if an Orc Warband them to regenerate wounds. Whenever an enemy successfully
needs to take a Rout test, each Goblin Warrior or Cave Squig inflicts a wound on a Troll roll a D6, on a result of 4 or more
taken out of action only counts as half a model. Therefore, a the wound is ignored and the Troll is unhurt. Trolls may not
band of 5 Orcs and 10 Goblins (15 models) would only have regenerate wounds caused by fire or fire-based magic. Trolls
to take a test if 4 models fell (4 Orcs or 8 Goblins, or some never roll for Injury after a battle.
combination thereof ).
Dumb Monster: A Troll is far too stupid to ever learn any
Runts: Goblins may gain experience but if they happen to new skills. Trolls do not gain experience.
roll ‘That Lad’s got talent’ they are immediately killed by their
Orc overlords for becoming too ‘mouthy’ (remove the Gobbo Always Hungry: A Troll requires an upkeep cost. This
from the roster). 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
0-5 Cave Squigs order to keep the Troll. If the warband lacks the gold to pay
the upkeep, the Boss has the option of sacrificing two Goblin
15 gold crowns to hire Warriors or Cave Squigs to the Troll in lieu of buying food
Goblins raise the deadly Cave Squigs. These creatures are a (Trolls eat nearly anything). If this fee is not paid (either in
curious blend of animal and fungus, and are composed gold or in warband members) the Troll gets hungry and
mostly of teeth, horns, and a nasty temperament. wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can
Profile M WS BS S T W I A Ld regurgitate its highly corrosive digestive juices on an
2D6 4 0 4 3 1 4 1 5 unfortunate hand-to-hand combat opponent. This is a single
attack that automatically hits with a Strength of 5 and ignores
Weapons and Armour: Big gob and brutality! Cave Squigs armour saves.
never use or need weapons or armour.
11
Therefore, any hit that successfully wounds will do
Orc special equipment 1D3 wounds instead of 1.
Random: The only way to wield a Ball and Chain is to
Squig Prodder swing it around in large circles, using your body as a
15 gold crowns counter-weight. Unfortunately this is not a very
controllable fighting style, and as soon as he starts
Availability: Common (Goblins only) swinging his Ball and Chain, a warrior starts to lose
This item is a long pole with a trio of spikes at the end. control. The first turn he starts swinging the Ball and
It is used by Goblin Squig herders to keep their Chain, the model is moved 2D6" in a direction
livestock in line. Cave Squigs will recognize a Squig nominated by the controlling player. In his
prodder and automatically give the bearer more subsequent Movement phases, roll a D6 to determine
respect, as they’ve all been on its pointy end more what the model does:
than once! To represent this, a Goblin with a Squig D6 Result
prodder can keep all Cave Squigs within 12" from 1 The model trips and strangles himself with the
going wild, instead of the normal 6" (see the Minderz chain. The model is taken out of action. When rolling
special rule under the Cave Squig entry). In addition, for Injury after the game, a roll of 1-3 means the
a Squig prodder is treated exactly like a spear in model is out permanently, instead of the normal 1-2.
hand-to-hand combat.
2-5 The model moves 2D6" in a direction nominated
Mad Cap Mushrooms by the controlling player.
25 gold crowns 6 The model moves 2D6" in a random direction. If the
Availability: Common (if warband includes Goblins) player owns a Scatter dice (available from Games
Workshop stores), roll that to determine direction. If
Mad Cap Mushrooms (see the rules in the Mordheim not, then roll a D6: 1 – Straight Forward, 2-3 – Right,
rulebook for more information on Mad Cap 4-5 – Left, 6 – Straight Back.
Mushrooms) are a necessity for someone wishing to
wield a ball and chain (see below). Fortunately for Orc If the Ball and Chain wielding model moves into
warbands, Mad Cap Mushrooms are cultivated by the contact with another model (friend or foe), he counts
Night Goblins of the Worlds Edge Mountains, and they as charging into close combat, and will engage in
are much more willing to trade these to other close combat until his next Movement phase.
Goblins. Though normally a rare item in Mordheim, Opponents wishing to attack a Ball and Chain
Mad Cap Mushrooms are a common item that cost wielding model suffer a To Hit penalty of -1, as they
25 gold crowns for an Orc warband that includes one must dodge the whirling ball to get close enough to
or more Goblins. A Goblin may take his mushrooms at strike. The Ball and Chain wielder cannot be held in
the start of any turn. 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 trying 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
Ball and Chain weapons or equipment. In addition, only a model
15 gold crowns under the influence of Mad Cap Mushrooms has the
strength to wield a ball and chain.
Availability: Common (Goblins only)
Unwieldy: The great weight of the Ball and Chain can
This is a huge iron ball with a chain attached, used by easily tear ligaments or pull a wielder’s arms out of
the dreaded Night Goblin Fanatics to deal out their sockets. While someone under the influence of
whirling death. Enormously heavy, it can only be used Mad Cap Mushrooms will not notice such effects,
when combined with Mad Cap Mushrooms. when the drug wears off he will be in great pain. To
Range Strength Special Rule represent this, at the end of the battle the controlling
player must roll for Injury for each model that used a
Close Combat As user +2 Incredible Force, Ball and Chain, just as if the model had been taken
Random, Two-handed, out of action. If the model was actually taken out of
Cumbersome, Unwieldy action normally, just roll once for Injury – there is no
need to make a second roll.
SPECIAL RULES
Incredible Force: Because the Ball and Chain is so
heavy, normal armour does very little to protect
against it. No armour saves are allowed against
wounds caused by a Ball and Chain. In addition, any
hit from a Ball and Chain is very likely to take off
someone’s head (or at least break some ribs!).
12
Orc special skills
Orc Heroes may use the following Skill list instead of any of the standard Skill lists available to them.
Waaagh! Magic
Waaagh! spells are used by Orc Shamans. They are rituals of a sort, howling prayers to the boisterous Orc
gods Gork and Mork.
D6 Result
1 Led’z go Difficulty: 9
The Shaman’s howling invigorates the ladz to fight even harder for Gork and Mork.
Any Orc or Goblin within 4" of the Shaman will automatically strike first in hand-to-hand combat regardless of
other circumstances. The spell only lasts until the caster is knocked down, stunned or taken out of action.
2 Oi! Gerroff! Difficulty: 7
A huge, green ectoplasmic hand pushes an enemy away.
Range 8". Moves any enemy model within range D6" directly away from the Shaman. If the target collides with
another model or a building, both suffer 1 S3 hit. Note: Very handy for dropping people from high buildings
with. May not be cast on models in hand-to-hand combat.
3 Zzap! Difficulty: 9
A crackling green bolt of WAAAGH! energy erupts from the Shaman’s forehead to strike the skull of the closest
foe. This energy easily overloads the brain of a weak-willed opponent.
Range 12". Causes D3 S4 hits on the closest enemy target, with no armour saves allowed.
4 Fooled Ya! Difficulty: 6
The Shaman disappears in a green mist, confusing his enemies.
No enemy may charge the Shaman during their next turn. If the Shaman is engaged in hand-to-hand combat
he may immediately move 4" away.
5 Clubba Difficulty: 7
A huge, green club appears in the hand of the Shaman.
The ectoplasmic club counts as a normal club with +2 Strength bonus and gives the Shaman +1 attack as well.
This spell lasts until the Shaman suffers a wound.
6 Fire of Gork Difficulty: 8
Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model.
Range 12". Each of the two bolts causes D3 S3 hits; the bolts can either be fired both at the closest enemy target
or split between the two closest enemy targets.
13
Sample Warbands
Orc tactics
Crump ’em! The fierce nature of Orcs 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 Orc warband:
Goblins and Cave Squigs are expendable. Orcs do not
particularly care if these members of the warband die or run
away, and they are relatively cheap. In addition, Cave Squigs
can easily hold their own against most foes in close combat,
as long as they have a Goblin minder close by to keep them
in line. Use these troops as your front-line fighters. You can
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
warband without missing 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 Orcs 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
Orcs, Goblins, and Cave Squigs, or the Boss could
decide to save up enough until
he can afford a hard-
hitting (and very
durable)
Troll.
14
Kruk the Orc Shaman bursts forth from
a building to attack the Reiklanders.
Thogskin’s Thrashers
Sean Cutler has made his Orc & Goblin warband from the Orc &
Goblin Regiments plastic sprues, combined with the Mordheim
accessory sprue. The versatility of these sprues makes modelling your
warband’s weaponry very easy.
Reinhold walked among the buildings, hunting for more reassured the scarred veteran somewhat, and he
of the precious wyrdstone. The Reiklander Captain was limbered up his sword arm with a few practice swings in
alone, as he had spread his warband throughout this anticipation of the coming conflict. The Goblins were
quarter. They had stumbled upon an unusually large closer now, little more than a block away. ‘It’s been a
concentration of the stone shards, and were hoping to good life.’ thought the old warrior proudly.
find and gather as much treasure as possible before any
rivals got wind of their find. Suddenly one of the Goblins stumbled on a loose stone
in the street, jostling one of his companions. The second
Movement at the end of the street brought him out of his creature hissed his displeasure at this mistreatment and
reverie. Three bandy green midgets dressed in black swung his spear at his clumsy neighbour, narrowly
were prodding forward what looked like enormous missing him. Both Goblins had stopped now and faced
orange balls with legs. ‘Goblins’, thought the mercenary each other in the street, spears at the ready, jabbering
to himself, ‘Damn!’ But it wasn’t the figures in black that away at each other in their evil tongue. The third
worried him, it was the creatures they were herding. As continued his run a few paces, but after noticing that his
they came closer, Reinhold could see the enormous comrades were no longer keeping up, he stopped as well
mouths that occupied most of the creatures’ bodies. and swung around to see what all the commotion was
Cave Squigs, all teeth and bad temper, and three of them about. The noise stopped the Cave Squigs, and as they
were more than a match for a single human, no matter turned, the large-toothed monsters began to whine in
how skilled. Just as he started to duck into the nearest excitement. In the next moment all six creatures were
doorway to avoid being spotted, one of the Goblins involved in a swirling melee. As Reinhold watched, one
looked him straight in the eyes. The little creature’s face of the Goblins thrust his spear into the right arm of his
split into an evil gap-toothed grin, and he prodded his mate, only to suffer a huge bite on his leg from a Cave
Cave Squig forward more quickly. The other Goblins Squig.
followed suit, and soon all of the creatures were running
down the narrow street toward Reinhold, the Squigs Experience told Reinhold that while such fights often
bounding forward on powerful legs, and the Goblins broke out among the green skinned folk, they rarely
running behind. proved to be fatal or long lasting. Deciding to take
advantage of his good luck while it lasted, the mercenary
Grim determination set in his features as Reinhold ducked into the doorway he’d moved towards earlier.
resolved to sell his life dearly. The familiar weight of the “Praise Sigmar for bad tempers.” breathed the warrior
buckler on his arm and his family sword in his hand under his breath as he made good his escape.
15
Amazons
Amazons
Most of the cutthroats and scum that risk their women warriors are known. Unfortunately,
lives daily scouring the ruins of Mordheim are women warriors are not accepted by Norse
drawn there by the lure of Wyrdstone and the warrior society which holds that ‘axe wielding
riches that it brings. For a few, such as the in battle is man’s work and not for women!’
Sisters of Sigmar, there are other more After helping to beat off the foe, the Norse
powerful motivating factors like redemption. women warriors were in no mood to put away
However, for a certain other group of their weapons and go back to weaving
exclusively female warriors, Mordheim has no breeches for the menfolk. The Valkyries were
such attractions. For the mysterious Amazons forced to leave Skeggi. They were given a
that have been brought to the damned city in longship and sailed far along the coast and up
chains, escape is all that they seek. the estuary of a great river.
Very little is known about these strange The Valkyries finally settled in a swampy island
warrior women from far across the Great in the middle of the river, surrounded on all
Western Ocean. According to Norse saga they sides by impenetrable jungle. The island
originate from the colony of Skeggi founded contained the deserted ruins of Lizardmen
by Losteriksson long ago on the eastern coast temples, and this place became the Valkyries’
of Lustria. When large numbers of warriors stronghold. Many years later these same
deserted Losteriksson’s settlement because warriors were encountered by Elf and Dwarf
they were impatient to go and find gold, they adventurers who had sailed up the river and
left their wives behind. When they did not attacked the settlement thinking it to be a
return, these and many other Norse maidens Lizardman city. They were beaten off and fled,
who had come to Skeggi hoping to find a bringing back tales of strange warrior women
brave and wealthy warrior as a husband were worshipping Lizardmen gods. They called
bitterly disappointed. Furthermore, the them the ‘Amazons’ after the name of the
number of warriors defending Skeggi was river. The island they called ‘Heart of
badly depleted. Darkness’ because of the denseness of the
surrounding jungle.
These resolute Norse women became
Valkyries, by which Needless to say, the Amazons now bear scant
name the resemblance to proper Norse Valkyries, having
dreaded adopted the trappings of the Lizardman
Norse culture which they found in the ruins.
Furthermore, the fact that they are still there
and their numbers have never been
replenished and are never likely to be, lends
credibility to the rumour that they have
discovered a strange tropical drug which gives
them everlasting youth and longevity. This
rumour alone has attracted many would-be
raiders to their stronghold, for such a potion
would be more valuable than gold. The
Amazons have never taken sides with the
Lizardmen, nor have the Lizardmen ever
sought their help. They remain invaders as
far as the Lizardmen are concerned. The
Amazons therefore are alone and never
fight for anyone except themselves.
In recent years, more and more invaders
have assailed the once hidden, exotic
homeland of the Amazons, notably the
Tilean expedition of Juan Cornetto of
1997. Raiders have pillaged the arcane
4
Amazons
riches of the Amazon temples and enslaved Not one of us: Due to the Amazons’
much of the population, carrying them off isolationism and suspicions about other races
across the sea to the courts and bazaars of the they never side with anyone else. For this
Old World. Before the comet struck doomed reason, the Amazons may not have any Hired
Mordheim, Count Steinhardt purchased Swords or Dramatis Personae unless they are
several hundred Amazons from Tilean slavers. actually Amazons themselves.
These he used either as exotic gifts to
snivelling, sycophantic courtiers or as his own Choice of Warriors
personal concubines. It is said that during An Amazon warband must include a minimum
lavish parties held just before the city of sin of three models. You have 500 gcs to recruit
was cleansed with fire, the depraved Count your initial warband. The maximum number
instructed his Amazon harem to perform an of models in the warband is 15.
exotic dance for his noble guests. Most of the
guests were so overcome by the mesmerising
dance that many of the Amazons were able to
Heroines
Although outsiders consider the Amazons to
escape the the palace and city into the
be immortal, the maximum characteristics for
surrounding countryside. These fugitives have
each type will be the same as any other
adapted well to the wilds of the Empire and
human warband.
their numbers have been swollen by more
escapees from travelling shows and the fairs of Priestess: Each Amazon warband must have
Cutthroat’s Den and the Black Pit. one Priestess to lead it – no more, no less.
Champions: Your warband may include up
to two Champions.
Totem Warriors: Your warband may include
up to two Totem Warriors.
Henchwomen
Amazon Warriors: Purchased in-groups of
Of particular interest are the weapons and 1-5 (You must have at least 1 Warrior in your
equipment carried by the Amazons. To those Warband).
Old Worlders who liberated them these items
Scouts: Your Warband may include up to
just appear as fanciful ‘mock’ swords, amulets
three Scouts.
and staffs to be put on display as status
symbols. Once activated by the rituals of the
Amazons however, they are fearsome arcane Starting Experience
devices from an age of great magical power. Priestess starts with 20 experience.
So, the Amazons find themselves trapped in a Champions start with 8 experience.
very alien environment far from home but this
Totem Warriors start with 8 experience.
doesn’t stop them trying to return. These
fiercely independent ladies form warbands to Henchwomen start with 0 experience.
recover the green stones that the brutish men
covert so greedily. They then sell these in an
attempt to make sufficient gold to perhaps
pay for safe passage back to their homeland.
Special Rules
Sacrifice: The Amazons are quick to sacrifice
any captive to their gods. The Amazons follow
the rules for Possessed in the Rulebook when
it comes to captives.
5
Amazons
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Javelins . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
6
Amazons
7
Amazons
Heroines
SPECIAL RULES
Frenzy: Totem Warriors are
utterly fanatical, blood crazed
individuals. They are also
totally out of their heads on
dangerous, psychedelic, herbal
concoctions prepared by their
sisters. Totem Warriors are mad
berserkers who care little
about danger or the prospect
of death. They are subject to
the rules for Frenzy.
8
Amazons
9
Amazons
Amazon Rituals
Little is known about Amazon magic beyond their island home. It is said that the
immortal Amazons learn their magic from the very gods themselves.
D6 Result
1 Singing Wind Difficulty 8
The priestess calls upon the power of Shaekal the Wind Goddess to enter the battlefield.
The goddess appears in the form of singing motes and dancing lights that will entrance
and ‘hold’ any model within 10" until the start of the Amazon player’s next turn. The
model cannot move, shoot, or cast spells, but may defend itself in hand-to-hand combat.
Models affected by this ritual automatically go last in combat.
10
Amazons
Abdul Meershariff stroked his oily black moustache and wiped copious amounts of drool from the side
of his mouth, drying his hand with his sleeve.
“This one’s new in today, all her own teeth...” with that the rotund, flamboyantly dressed Arabian
grabbed the cowering, manacled girl by the arm and dragged her to her feet. With a filth-encrusted,
stubby finger he forced her lips apart showing his potential customers a set of polished, ivory white
teeth. The merchant smiled, showing his own teeth – they failed to compare...
“Fifty of your Imperial crowns.” There was a long pause, “She can cook, clean, dress wounds and by his
magnificence above can she fight!” bellowed the excited Arab, his foetid breath forcing his customers to
gag. Despite the manacles and being paraded like a prize bull the girl stared back defiantly, her ice-blue
eyes displaying obvious contempt for both her would-be new owners and the obese slave merchant.
Delicately placing a dainty, white silk handkerchief over his mouth the powdered fop observed his
prospective purchase, slowly walking around her marvelling at the lithe, toned form before him.
“She’s certainly a feisty little thing isn’t she?” he said, a tinge of Marienburger creeping into his accent.
The Marienburger captain’s comrades laughed haughtily as he reached for the bulging pouch at his belt
and began to count out the money. The Arab’s eyes widened at the sight of the gold and he began to
perspire heavily with anticipation. Then four cloaked and hooded figures entered the merchant’s tent.
“Whaddya want?” snarled the Arab, quickly pocketing the gold. The tall figure at the front pointed
towards the manacled girl with a slender arm. The Marienburgers’ hands were already at the hilts of
their swords.
“You’re too late, she’s been sold.” sneered the Arab as he positioned himself behind the Marienburgers.
In a blur of movement the interlopers cast aside their cloaks revealing themselves to be lithe, tanned
women dressed in animal skins with bright feathers adorning their hair and strange weapons gripped in
their fists. With a ringing of metal the Marienburgers unsheathed their swords and charged the warrior
women. One of the women raised what looked like a cross between an ornate duelling pistol and a
golden gauntlet. With a blinding flash it discharged. The lead Marienburger looked down at the smoking,
fist-sized hole burned straight through his shield and likewise in his steel breastplate and then slumped
to the floor. With the clash of weapons going on all around them the Marienburger captain and the tall
leader of the women squared up against each other each gripping their weapons tightly.
“Another wench in need of learning her place.” Spat the Marienburger as he expertly lunged with his
sword. The tall warrior woman’s sword glowed white hot as she parried the captain’s attack, shearing his
sword in half. The captain looked in horror at the remains of his expensive weapon as the tall woman’s
glowing sword swept downwards in a diagonal arc from his right shoulder to his groin. The fop stood
motionless for a second staring blankly ahead and then fell to the ground in two perfectly cauterised
halves. With the rest of the Marienburgers now dead or dying, the women freed their sister from her
manacles as the tall leader dragged the shrieking Arab from the puddle he was now inhabiting at the
back of the tent by his beard.
The women slapped the manacles upon the merchant and now the slaver had become the slave. They
then slipped out into the night with their captive. The squealing Arabian knew that it had been the
Marienburgers who were the lucky ones for he had heard tayles of what the dreaded Amazons did with
their captives...
11
Bretonnian Warbands
By Sir Tomaso De Merrigan
This is a time when the Empire is being torn following him, ready to fight for the honour of
apart from within. A time when there is no Bretonnia and the Lady of the Lake.
Emperor and the lands are increasingly divided,
Once on a quest a Knight will be spurred on by
as individual cities look to their own lords and
dreams and visions often visited upon him by
mercantile Burgomeisters gain in power
the Lady of the Lake. This leads him ever
through gold. Where corruption flows like
onwards and inspires and encourages him on
effluent down the River Reik and conspiracy is
his quest. In time he hopes that through his
rife throughout the land. By contrast, happy is
deeds and valour he will earn the favour of the
the land of Bretonnia where chivalry reigns,
Lady of the Lake and she will let him drink from
honour is upheld and the Lady of the Lake still
the Grail of Life. This is the final reward for a
bestows her favour on those deemed worthy. To
knight, and on finding the Grail he will return to
the knights of Bretonnia Mordheim is a vile
Bretonnia to protect its people. Until that time
place where virtue and order have been
though, he is bound to fight the enemies of
discarded. Where a proud city once stood
virtue and order and to endure incalculable
nightmarish creatures now wander the streets
hardships.
and mix with men in dens of corruption and
squalor. It is therefore considered extremely
virtuous for a knight to embark on a spiritual Special Rules
quest to Mordheim, seeking to achieve honour Before heading into battle Bretonnian Knights
in battle and perhaps earn the favour of the kneel and pray to the Lady of the Lake, avowing
Lady of the Lake herself. In Mordheim a knight’s to fight to the death for honour and justice.
courage and valour will be thoroughly tested, Before playing a game of Mordheim make a
but so much the better, because with hardship Leadership test against the Leadership
come honour. 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
A Questing Knight will relinquish his castle and
the weapon. The opposing player must test
domain to set out on such a journey. He
each time they wish to fire such a weapon.
becomes free from any obligation to defend a
Models armed with other shooting weapons,
domain and will now seek a road leading to new
such as bows and crossbows, do not have to test
adventures. A Questing Knight has put all
unless they dare raise their weapons against the
worldly ambitions aside and is accorded a rank
gallant Knights of Bretonnia. If any enemy
far greater then even the most powerful dukes
model wishes to shoot at a Bretonnian Knight
of the land. Such a gesture is considered
(Questing Knights and Errants only) , then they
particularly noble, and it is not uncommon for
must first roll a 4+ on a D6 to overcome the
other knights and common folk to flock to the
curse.
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 Choice of Warriors
join a Questing Knight on his journey. By the A Questing Knight’s warband must include a
time the Questing Knight leaves the fair lands of minimum of three models. You have 500 gold
Bretonnia he will have a sizable retinue
28
crowns to recruit your
initial warband. The
maximum number of
warriors in the warband may
never exceed 12.
Questing Knight: Each
Questing Knight’s 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-at-
Arms.
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.
barding
Special Equipment will only be
Barding (rare 11): Barding is armour for a killed on a D6
horse in the same way that light armour is roll of a 1 if the
armour for a human. It covers the mount’s hide, model is taken out
and in some cases, its head. A model mounted of action (instead of a 1 or
on a barded horse receives an extra +1 to their 2). Barding may only ever be
armour save (+2 instead of the usual +1 for bought for a warhorse.
being mounted). In addition, a mount wearing
29
Bretonnian Warbands
30
Bretonnian Warbands
Heroes
1 Questing Knight so does not have to pass a Leadership test for
being all alone.
80 gold crowns to hire
A Questing Knight is an extremely tough and
virtuous individual, who fights to uphold the 0-3 Squires
traditions of honour and to serve the Lady of 15 gold crowns to hire
the Lake. Injustice and the persecution of the Knights are served by their Squires, commoners
weak are his enemies, whilst courage and valour who ride to the hunt with their master, and who
are his companions. It is no wonder then that accompany him to war. They are chosen from
many a Questing Knight will journey to the fittest and youngest of a Knight’s retinue,
Mordheim. and they are trained and schooled by the knight
Profile M WS BS S T W I A Ld himself. If a squire performs some great deed or
service to his master he may even be raised to
4 4 3 4 3 1 4 1 8 the ranks of knighthood!
Weapons/Armour: A Questing Knight may be Profile M WS BS S T W I A Ld
equipped with weapons and armour chosen
4 2 2 3 3 1 3 1 6
from the Knights section of the Bretonnian
Equipment list. Weapons/Armour: Squires may be equipped
with weapons and armour chosen from the
SPECIAL RULES Squires section of the Bretonnian Equipment
Leader: Any warrior within 6" of the Questing list. A Squire may not ride a horse unless the
Knight may use his Leadership characteristic Questing Knight and any Knight Errant in the
when taking Leadership tests. warband are riding warhorses.
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.
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
32
Bretonnian Warbands
Virtue of Purity
The Knight’s 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 Virtue of Noble Disdain
a natural dispel on account of the knights The Knight has nothing but contempt for
extreme piety. enemies who hide behind weapons of
dishonour. The Knight is subject to Hatred of
all enemies armed with shooting weapons. See
Virtue of Valour the Leadership and Psychology section (p38).
The Knight has vowed to confront the biggest
and strongest foes. The more awesome his
enemy, the more valourous are his efforts. If Virtue of Impetuous
fighting a model with a higher Strength The Knight is eager to get to grips with the
characteristic than himself, the Knight may re- enemy. He charges into combat with reckless
roll any failed to hit rolls in hand-to-hand enthusiasm. The Knight may add +D3" to his
combat. 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
I come from a land down under...
Tom Merrigan, who hails from Sydney in
odds. Once per game, if
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 Tom’s cut his teeth on the
delights of Mordheim I’m sure that we’ll
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.
BUT! Because they seem so popular with you
Humble Bowman guys we thought we’d include them if you
want to include them in your games.
Man-at-arms
33
Lustria – Cities of Gold
The Shaman may adjust one die roll by +/-1 6 Bear’s Might Difficulty 9
between a successful casting of this rune & his The Shaman calls upon the spirits of the great
next recovery phase. A to wound roll adjusted Ice Bears of the North to aid him.
to or from 6 will not cause a critical.
The Shaman gains +1 Attack, +2 Strength, +2
5 Kiss of Frost Difficulty 6 Toughness and lose -2 Initiative (to a
The Shaman covers ground of his choosing minimum of 1). Take a Leadership test at the
with slick ice. beginning of each turn (both your’s and your
opponent’s). If the test fails, Bear’s Might
A single model within 12" of the Shaman must drains away. Bear’s Might can only be cast
pass an Initiative test or be knocked down. successfully once per game.
Maximum Characteristics
Characteristics for Dark Elf warriors may not
Choice of Warriors be increased beyond the maximum limits
A Dark Elf warband must include a minimum shown on the Elven profile on page 121 of the
of three models. You have 500 gold crowns to Mordheim rulebook.
17
Lustria – Cities of Gold
Special Rules
Kindred Hatred: The Dark Elves have been
fighting 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 find
them too crude, noisy and unreliable.
18
Lustria – Cities of Gold
Heroes
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
0-5 Shades battle, then neither will the beasts.
30 Gold Crowns to hire
The stealthy Dark Elf Scouts rely on their Stupidity: Cold One Beasthounds may use
repeater crossbows to harass and snipe at the the basic Leadership of the Beastmaster if they
enemy, rather than engaging them head on as are within 6" of him. They may never use the
ambush is the preferred style of fighting. Leadership of the warband leader, nor may
Shades are young and inexperienced scouts they benefit from the Beastmaster’s increased
that see the expeditions to Lustria as a Leadership if he is within 6" of the leader.
valuable training opportunity. Scaly Skin: Cold One Beasthounds have
Profile M WS BS S T W I A Ld tough scaly skin, and are considered to have a
6+ armour save. This save cannot be modified
5 3 3 3 3 1 5 1 8 beyond 6 due to strength modifiers but any
Weapons/Armour: Shades may be armed with result of ‘no save’ on the injury chart will
weapons and armour chosen from the Shades negate the unmodified 6+ save.
Equipment list.
Fear: Cold One Beasthounds cause Fear.
Natural Stealth: The first 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
D6 Result
1 Doombolt Difficulty 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.
4 Flamesword Difficulty 8
Summoning Dark Magic the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her
warband within 6" to be engulfed in flames. A weapon with these flames acts as a
normal weapon of its type, but also adds a +2 bonus to the users Strength. Hits
inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting
phase.
5 Deathspasm Difficulty 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.
22
Lustria Cities of Gold
Lizardman Warband
Servants of the Old Ones their location near the coast. In recent years,
The Lizardmen and indeed their bloated toad- more and more Norse, Elven and Tilean
like masters, the Slann, were once the explorers have arrived seeking treasure and
servants of the divine ‘Old Ones’. Ever since arcane knowledge. With the arrival of these
the great catastrophe and the departure of the intruders the indigenous Lizardmen have
Old Ones from the world the Lizardmen have been hard-pressed to keep what is rightfully
been closely observing the rituals and plans theirs. It is by guerrilla style hit and run
laid down by the Old Ones as closely as attacks by war-parties of Skink and Saurus
possible. But the tranquil peace of this once warriors that somewhat stems the tide of the
hidden race has been shattered forever since foreign plunderers. The beaches, the jungle
the coming of the dreaded ‘Dry Skins’! and parts of the ruined cities themselves are
home to numerous small bands of these lone
Many of the Temple cities of the Lizardmen defenders against the ravages of the ‘dry-
have been raided and plundered by the likes skinned ones’.
of Human explorers and other more sinister
races. But the plunder is not over as more and Not only do the Lizardmen keep watch over
more adventurers arrive at the shores of the ruins they are also protected by a fiendish
Lustria, drawn by the tall tales told in taverns variety of traps and mazes of tunnels that lead
– tales of cities filled with gold! would-be-robbers around in circles. The
plunderers are thus forced to camp outside
The ruined temple cities of Huatl, Tlax and the ruins while they explore the depths of the
Xahutec are the most frequently raided due to temples and try to overcome the traps.
Lustria Cities of Gold
A player who chooses The Temple Guard to Armour: Armour is rare amongst the
play will find them to be both rewarding and Lizardmen and the cost of light armour is
challenging to play. The Lizardmen are the always 50 gc, even if you are buying it from
‘home team’ as it were and enjoy some Equipment chart.
unique benefits. But they also will have some
Bite Attack: Saurus have a powerful bite
weaknesses that astute players will enjoy
attack, this bite attack uses the Saurus’ own
‘hiding’ from their opponents.
Strength to wound and receive no penalty for
not using a weapon. The Bite attack always
Special Rules strikes last, regardless of who charged or
Scaly Skin: All Lizardmen have a natural save which weapon is used. The Bite even attacks
thanks to their thick scales. Saurus have a 5+ after Double-Handed Weapons.
save and Skinks have a 6+. This save cannot
be modified beyond 6 due to Strength Cold Blooded: All Lizardmen are slow to
modifiers but any result of ‘no save’ on the react to psychology, they may roll 3D6 and
injury chart will negate this 6+ save. Light select the lowest two dice when taking a
Armour adds +1 to the save, as does the psychology test or Rout test. A Lizardmen
addition of a shield. Warband may never use the Leadership of
Saurus or Kroxigor when taking a rout test.
Lustria Cities of Gold
Aquatic: Skinks may move through water Saurus Totem Warriors: Your Warband may
terrain with no penalty, and count as being in include one Saurus Totem Warrior.
cover whilst they are in the water.
Skink Great Crests: Your Warband may
Jungle born: All Skinks can move through include up to 2 Skink Great Crests.
jungle terrain without penalty
Saurus Rarity: The Slann Mage-Priests would Henchmen
never include more Saurus braves in a Skink Braves: Your Warband may include any
Warband than Skink braves and thus you can number of Skink Braves.
never have more Saurus braves than Skink Saurus Braves: Your warband may include up
braves in the Warband. to 4 Saurus Braves.
Kroxigor: Your Warband may include a single
Choice of Warriors Kroxigor.
Your Warband must include a minimum of 3
models and a maximum of 20 models. You
have 500 gcs (or the Lizardmen equivalent) to Starting Experience
assemble your Warband with. Skink Priest starts with 20 exp
Totem Warrior starts with 11 exp
Heroes Skink Great Crests start with 8 exp
Skink Priest: Your Warband must be lead by
a Skink Priest. Henchmen start with 0 exp
Heroes
1 Skink Priest 0-1 Saurus Totem Warrior
60 Gold Crowns to hire 60 Gold Crowns to hire
The Warband leader will be one of the hand- When a Saurus warrior has killed twenty foes
picked Skink Priests renowned for their he is accepted into one of the three Warrior
reliability. The nature of his mission is to Totems, Eagle, Jaguar or Alligator. He must
observe the dry skin plunderers and only react then go and kill the animal of his new Totem
if they stray too close to a hidden chamber to prove his worthiness to join. Upon
within the ruined city. The Skink Priest must attaining the status of Totem Warrior he is
be able to make the delicate decision of when recruited by the Skink Priests to join in forays
to attack and when not to. Skink Priests are into the ruined temples.
easily recognisable as they paint their skins
Profile M WS BS S T W I A Ld
with colourful mystic symbols associated with
their god. Priests of Chotec for instance have 4 4 0 4 4 1 2 1+1 8
winged serpents drawn upon their bodies, Weapons and equipment: A Totem Warrior
whilst those of Sotek use snake tattoos. may be equipped with weapons and armour
Profile M WS BS S T W I A Ld from the Saurus Equipment list.
6 3 4 3 3 1 5 1 7
0-2 Skink Great Crests
Weapons and armour: The Skink Priest may 30 Gold Crowns to hire
be equipped from the Skinks Equipment list. Great Crests, as they are known, are the
leaders of many raiding parties and have
SPECIAL RULES become skilled at scouting, tracking,
Leader: The Skink Priest is the leader of the ambushing and skirmishing. Their skin is
Warband and any Lizardmen within 6" may more varied in colour than normal Skinks so
use his Leadership characteristic for any they blend in with the jungle more effectively.
Leadership tests. If the Skink Priest is killed They also wear leaves or cover themselves in
you may recruit a new Skink Priest but you mud to further blend in. They function as
must play at least one game without the leaders and patrol the jungles reporting of the
leader to give him time to join up. arrival of a new ship laden with plunderers.
Wizard: The Skink Priest is a Wizard and may They lay ambushes or provide a covering hail
use Lizardmen magic. of arrows and javelins while a hit and run war
band retreats back into the jungle.
Profile M WS BS S T W I A Ld
6 3 3 3 2 1 4 1 7
Weapons and armour: Skink Great Crests are
equipped from the Skinks Equipment list.
Henchmen
Skink Braves 0-1 Kroxigor
20 Gold Crowns to hire 200 Gold Crowns to hire
Many Skinks dwell in the deepest jungles and Kroxigor resemble Saurus but are much
trackless swamps of Lustria. These Skink bigger and are far more powerful creatures.
braves are fast, agile and intelligent. Although They are not very intelligent and their speech
they lack the brute force and sheer aggression is limited to a blood-curling roar. They are
of the Saurus they are good at shooting strong and mainly used for construction
volleys of arrows or javelins. They lack the goaded into working by the nimble Skinks.
staying power of the Saurus, because they
Profile M WS BS S T W I A Ld
switch between reckless audacity and sudden
panic, this may be due to their very short 6 3 0 5 4 3 1 3 8
memories. As soon as a group of Skinks flee Weapons and Armour: The Kroxigor is
out of immediate danger they are likely to equipped with a halberd.
forget the experience and regroup for another
reckless attack. SPECIAL RULES
Profile M WS BS S T W I A Ld Scaly skin: Kroxigor has a natural save of 4+.
6 2 3 3 2 1 4 1 6 Aquatic: Kroxigor may move through water
with no penalty, and count as being in cover
Weapons and Armour: Skink Braves may be
whilst in water.
equipped from the Skinks Equipment list.
Cause Fear: Kroxigor are large and
0-4 Saurus Braves frightening monsters that cause Fear.
40 Gold Crowns to hire Large: Kroxigor stand out amongst the rest of
Saurus have thick, horny, scaly hides which the Warband and may be picked out by an
protect them as natural armour. Saurus are archer even if he is not the closest model.
sufficiently intelligent to understand clear and
simple commands. They make excellent Animal: Kroxigor are slow-witted creatures
warriors but they are not much good at that never learn from their mistakes. The
anything else. They are extremely stubborn Kroxigor doesn’t gain experience.
and are very hard to shift in battle. They are
very ferocious creatures and will rip at an
enemy until they are slain.
Profile M WS BS S T W I A Ld
4 3 0 4 4 1 1 1+1 7
Weapons and Armour: Saurus Braves may be
equipped from the Saurus Equipment list.
Sacred Markings
Many Skink and Saurus warriors are born with
distinct markings or mutations. They are Qocbotl was in awe, he could not believe the size and
regarded as being blessed by the gods and majesty of the Slann Lord. It was easily ten times as
often rise to become leaders. A Hero may only big as Qocbotl, and its huge unblinking eyes seemed
to burn into his own even though the stare seemed so
have a single Sacred Marking and these may
distant. The Slann had not moved since before
only be bought when you recruit the Hero, Qocbotl had hatched. And now, suddenly, the Slann
not in the middle of a campaign. started to move...
...The crowd below gasped. Qocbotl felt his arm being
Oversized Jaws 40 points grasped by the Slann and his whole body was lifted
The Saurus has been granted the addition of up towards the sun. His arm felt like it had been
powerful neck muscles and oversized jaws, ripped from its socket, as he dangled in the air in
even greater than those of a normal Saurus. front of the Slann.
The Hero may make his bite attack with +1
Strength. (Saurus Only)
Lizardman Magic
Lizardmen Spells work like the Prayers of Sigmar and may be used even if the Skink
Priest is wearing armour.
D6 Result
1 Chotec’s Wrath Difficulty 8
A lightning bolt shoots from the sky above and strikes the closest enemy model within 10"
of the Skink Priest, causing a single Strength 5 hit. However add +1 to the Strength and +1
to the roll on the injury table if the model is wearing armour like light armour, heavy
armour, Ithilmar armour or Gromril armour.
‘Great Sotek, mark this, your new chosen agent, as servant of the Old Ones, and grant him gifts to protect your people.’
The Slann sounded as if he was speaking a ritual, yet strangely it was very conversational in tone. Qocbotl felt the sun
beating upon him. For what seemed like an eternity he swayed in the arm of the Slann. And then he felt a burning
sensation start from his head, and stretch down his chest. He screamed. And then he fell to the platform. He felt truly
powerful. He finally understood why elder Shaman could do what he could not. And then he passed out.
Qocbotl had seen, for one brief moment, a tiny glimpse of the impossibly complex plans of the Old Ones. And he knew
how to use that knowledge to wield great power. But the moment was quickly over, fleeing from his mind as mists. He
grasped to remember parts of it, but only slivers remained when he regained consciousness of how to move waters and
direct bolts of power.
‘Rise, Qocbotl, Bender of Rivers.’ said the mighty Slann. Qocbotl rose, staring at the waving river symbols scarred on his
chest and the crowd raised much noise in jubilation. He was ready to lead his people. And though he could not remember
the whole plan, he finally knew why he must lead his people, and what they must do.
Dwarf Rangers
There is a traditional school
of thought amongst many Dwarfs Choice of warriors
that ‘the old ways are best’, that A Dwarf Rangers warband must include a minimum of
new-fangled contraptions dreamt 3 models. You have 500 Gold Crowns with which you
up by younger dwarves, can use to recruit and equip your warband. The
especially those in the maximum number of warriors in the warband is 12.
Engineering Guild, are
weakening them by straying from Runesmith:
Runesmith Each Dwarf Rangers warband must have
time-honoured tactics and the one Runesmith: no more, no less!
ways of the Ancestors. Apprentice Runesmith:
Runesmith Your warband may include up
to 1 Apprentice Runesmith.
These Dwarfs tend to be older and as Troll Slayers:
Slayers Your warband may include up to 2 Troll
such travel together to prove this simple fact, Slayers.
appeasing the Ancestors by only using traditional Dwarf Longbeards:
Longbeards Your warband may include up to 5
weapons and tactics, retrieving lost treasures and Dwarf Longbeards.
artefacts and making every effort to cleanse fallen Dwarf Clansmen
Clansmen: Your warband may include any
and lost Holds of the scum that have ‘temporarily’ number of Dwarf Warriors.
taken them. Dwarf Crossbowmen:
Crossbowmen Your warband may include up
The newest Runesmiths, seen as the keepers of to 5 Dwarf Crossbowmen.
tradition, tend to be the leaders of these groups, Beardlings:
Beardlings Your warband may include any number of
gathering together a large number of like-minded Beardlings.
members to undertake these expeditions. Their remit
is simple – show the young whippersnappers that the
Old Ways are the best way forward for the survival of Starting Experience
the Dwarf race. Runesmith starts with 20 experience.
Apprentice Runesmith starts with 0 experience.
Special Rules Troll Slayers start with 8 experience.
All Henchmen start with 0 experience.
A Dwarf Rangers Warband is subject to the following
special rules in addition to the ones for Dwarf
Warbands. Characteristic Increase
When warband members gain enough experience for
Don’t Trust ‘Em: While Ranger Warbands are free to an Advance (see the Experience section of the
ally with other Dwarf warbands in multi-player games, Mordheim rulebook), it is likely that they will roll a
their point of view is so different that they do not trust characteristic increase. Dwarf characteristics may not
them fully. Members of a Dwarf Rangers warband are be increased beyond the maximum profile limits
never considered ‘friendly models’ to other dwarfs shown below. If a characteristic is at its maximum,
and vice versa. take the other option or roll again if you can only add
one characteristic. If both are already at their
This means that members of one warband WILL stop maximum, you may increase any other by +1 instead.
members of the other from Marching, they won’t keep Remember that Henchmen can only add +1 to any
each other from taking All Alone tests, etc. They don’t characteristic.
count as enemy models and may split any treasure
found at the end of the game as normal, but the two Profile M WS BS S T W I A Ld
bands are not friends, make no mistake!
Dwarf 3 7 6 4 5 3 5 4 10
‘Old’ Borin was respected and revered amongst his contemporaries as he had outlived the majority of
them and grown the beard to prove it. He was used to reverence. Yet there was more to it than simple
age, even in Dwarf Society where that carried a great deal of respect. He was also a member of the
Order of Runesmiths, it’s rites and rituals secretive and powerful.
Now, as he struck the axe blade, forging another ancient rune into its surface, uttering the words of
power that would enhance the potency of the weapon, Borin knew that the axe would be another step
in repairing the mistakes of the past as it maintained the Ways of the Ancestors, and would thus
return his people to a Golden Age
Staring at the finished axe, the Runesmith felt a surge of pride, but fought it back. Yes the weapon was
complete and empowered, but it was no better than any produced now. Not compared to the great
weapons forged yesteryear and wielded in the hands of the greatest heroes. Only time could tell how
true it would be…
Dwarf Skill Table
Combat Shooting Academic* Strength Speed Special
Runesmith √ √ √ √ √
Apprentice √ √ √ √
Troll Slayer √ √ √
*Note that Dwarfs may never take the Arcane Lore skill. It is not possible for a dwarf to learn to cast spells.
Henchmen
0-5 Dwarf Longbeards SPECIAL RULES
Stubborn: Dwarf Longbeards have seen just about
Stubborn
50 Gold Crowns
Crowns to hire everything in their long careers and they know it.
Tested Dwarf veterans who’ve fought in hundreds of They are used to fighting by themselves against
battle over their long lives, Longbeards are typically impossible odds and it hasn’t killed them yet. On top
more than willing to support an expedition to prove of all this they are just generally more set in their
what they’ve said all along – the old ways are best! ways than other Dwarfs and they’re not about to let a
bunch of weedy goblins drive them off! A Dwarf
Profile M WS BS S T W I A Ld Longbeard may reroll any failed Leadership test he is
3 5 3 3 4 1 3 1 9 required to take. Remember that you can never reroll
a reroll, so the result of this second roll must always
Weapons/Armour: Dwarf Longbeards may be be accepted.
equipped with weapons and armour chosen from the
Dwarf Warrior equipment list.
Profile M WS BS S T W I A Ld
Dwarf Clansmen 3 4 3 3 4 1 2 1 9
40 Gold Crowns to hire
There are many Dwarfs who see the ‘wisdom’ in Weapons/Armour: Crossbowmen may be armed with
reliance on the old ways. Most of these Dwarf weapons and armour chosen from the Dwarf
warriors venerate Runesmiths and are honoured to be Crossbowmen equipment list.
chosen as part of an expedition including one.
Profile M WS BS S T W I A Ld
Beardlings
3 4 3 3 4 1 2 1 9 25 Gold Crowns to hire
Many of the proponents of the old ways are older
Weapons/Armour: Dwarf Clansmen may be equipped members of Dwarf community. However there are
with weapons and armour chosen from the Dwarf still youngsters who believe and they often
Warrior equipment list. accompany a Runic warband to lend a hand as
needed to the respected oldsters. More spry than
their fellows, they are often used as scouts, roaming
0-5 Dwarf Crossbowmen ahead of the rest to spy the land and observe enemy
activity.
40 Gold Crowns to hire
More Dwarfs who see the old ways as best use the Profile M WS BS S T W I A Ld
older crossbow instead of the newer (and very
unreliable to their eyes) handguns. If their ancestors 3 3 2 3 4 1 2 1 8
had wanted them to use black powder weapons, they
would have developed them generations ago. Weapons/Armour: Beardlings may be armed with
weapons and armour chosen from the Dwarf Warrior
equipment list.
Before each game, the Runesmith may attempt to inscribe the rune on an item one of the
warriors in his warband is carrying. To do so he must roll 2D6. If he rolls a number equal to or
greater than the Difficulty Level of the rune, the item gains the appropriate bonus FOR THAT
GAME. If he rolls a ‘2’ on the 2D6, he has fumbled the inscription, fractured the blade of the
weapon or shattered the breastplate of the armour, etc. The item is destroyed and must be
removed from the warrior’s list of items, though it may be replaced before the game if the
warband has sufficient gold crowns. Any other failure simply means the Runesmith failed to
inscribe the rune correctly and the warrior gains no bonus.
The leader of a Dwarf Rangers warband represents a younger Runesmith that has recently left
the tutelage of his master. He knows one of the following minor runes:
1 – Rune of Stone:
Stone +1 to Armour Save. Difficulty 8.
2 – Rune of Sharpness:
Sharpness -1 Armour Save modifier to weapon. Difficulty 6.
3 – Rune of Speed:
Speed Initiative doubled on weapon. Difficulty 7.
4 – Rune of Warding
Warding: Special 4+ save Vs. Spells affecting target (placed on belt, armband, etc.
Cost to replace: 1 GC). Difficulty 8.
5 – Rune of Accuracy:
Accuracy +1 to hit on weapon. Difficulty 9.
6 – Rune of Striding
Striding: +1 Movement (placed on boots, belt, etc. Cost to replace: 1 GC).
Difficulty 8.
Dorval raised his axe to let the light shine on to its edge and, more
specially, the rune engraved on it. The younger dwarfs around the
table stared at it in murmuring awe, recognising the superior
workmanship in it. Not one of them didn’t know that it would take
them centuries to attain such skills.
“Where did ye find it?” One of them asked.
“Find, lad, find! It were recovered from Karak Azgal, deep deep
down. It’s me great-great grandfather’s axe and I went back for it.
Now I can truly get me revenge on those bloody greenskins. It’s what
me father would have wanted and I want too. I need some stouter
arms than mine to aid me quest and you look like a bunch of fine
lads, stout of arms and courage.”
Some of them scoffed, one scowled and another got up and walked
away.
“Here me boys, now is the time to claim back what once was ours
and I have a plan.”
Now the others stood up and walked away, leaving only two young dwarves, beards barely at the
collars, sat there waiting for him to continue, their eyes wide in respected remembrance for their
Ancestors.
“Now you look like two wise dwarfs and I’m sure your Fathers’ll be proud.”
Forest Goblins
Forest Goblin tribes dwell deep within The Great
Forest. They have completely adapted to their Choice of warriors
surroundings, learning stealth and camouflage to A Forest Goblin warband must include a minimum of
evade their neighbours. three models. You have 500 gold crowns which you
Gold motivates the Forest Goblins as it does any can use to recruit your initial warband. The maximum
warband, albeit for different reasons. It is worthless number of warriors in the warband may never exceed
to them as currency but as a metallic resource, it is 20.
valuable nonetheless. Instead of using gold to buy Chieftain: Each Forest Goblin warband must have one
weapons and armour, Forest Goblins actually coat Chieftain.
their stone equipment with the metal. This has led Braves: Your warband may include up to four Braves.
unscrupulous leaders to send their henchmen into Shaman: Your warband may include one Shaman.
certain ambush, only to arrive later to collect the Forest Goblins: Any number of models may be Forest
arrowheads and spear points from the remains of Goblins.
their former employees Red Toof Boyz: Your warband may include up to five
Forest Goblins are able to create poisons with a Red Toof Boyz.
precision surpassing even the Dark Elves. Their Sluggas: Your warband may include up to five Sluggas.
natural surroundings harbour any number of Gigantic Spider: Your warband may include one
poisonous creatures, including the gigantic spiders Gigantic Spider.
they are rumoured to prod into combat with their
enemies. Coating their weapons with deadly venom,
the Goblins are capable of felling any foe, no matter Starting Experience
their size. Led by their Chieftain (usually the Goblin A Chieftain starts with 17 experience.
with the loudest voice), the Forest Goblins appear A Brave starts with 6 experience.
from nowhere and strike with feral ferocity before A Shaman starts with 6 experience.
receding into the trees, leaving injuries as the only Henchmen start with 0 experience.
proof they were ever there. A Gigantic Spider does not gain experience.
Profile M WS BS S T W I A Ld
4 5 6 4 4 3 6 4 7
Chieftain √ √ √ √
Brave √ √ √ √
Shaman √ √
A Forest Goblin Brave may choose to remove his Animosity instead of choosing a skill, should they earn one.
Forest Goblin special equipment
Boss Pole Poisoned Weapon
20 gold crowns 25 gold crowns
Availability: Common Availability: Common
Some influential Goblins carry badges of office, Forest Goblins commonly jab their weapon points
usually taking the form of long wooden poles with an into the bodies of giant spiders in hopes of coating
icon or sharp blade on the end. This allows the hero them with deadly poison. Once this poison is bought,
and any Goblin henchmen within 6" to ignore it is applied to one weapon, and may not be traded
animosity. Additionally, the Boss Pole acts as a spear or sold later on. The weapon in question, once
in close combat. poisoned, adds +1 to any injury rolls from then on.
SPECIAL RULES
Giant Spider Mount
Poison: The needles fired by a blowpipe are coated in 45 gold crowns
a venom very similar in its effects to the Black Lotus (if
Availability: Rare 5
you roll a 6 on the To Hit roll, the victim is
automatically wounded). A blowpipe cannot cause If you are using the optional rules for mounts, then
critical hits. This weapon has a positive armour save your warband’s heroes may ride giant spiders. The
modifier, so a model that normally has a save of 5+ rider’s Movement is increased to 6, and armor save
will get a save of 4+ against a blowpipe dart. Even increased by +1, exactly as if mounted on an ordinary
models that normally do not have an armour save will horse. The rider need not dismount to climb terrain
get a 6+ save to take into account protection offered (including building exteriors) and the spider’s natural
by clothes, fur, or the like. climbing abilities allow the rider to re-roll any failed
climbing attempts.
Stealthy: A Goblin 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 Goblin. If the test is
successful, the Goblin no longer counts as hidden.
Forest Goblin equipment lists
The following lists are used by Forest Goblin warbands to pick their equipment:
Armour
Light Armour ................................................... 20 gc
Shield..................................................................5 gc
Heroes
1 Chieftain 0-4 Braves
50 Gold Crowns to hire 20 Gold Crowns to hire
Forest Goblins are usually led by the biggest, strongest, Forest Goblin Braves are just a tad more intelligent
and most cunning Goblin in the band. This Chieftain than their peers, and aid the Chieftain in directing
routinely comes up with ways to drive off the Old them in battle. This does not improve their
World invaders, and collect gold for Mork and Gork temperament, however, since they are as prone to
infighting as their henchmen.
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 7 Profile M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 6
Weapons/Armour:
Weapons/Armour A Chieftain may be equipped with
weapons and armour chosen from the Hero Weapons/Armour: Braves may be equipped with
equipment list. weapons chosen from the Hero equipment list.
0-1 Shaman
20 Gold Crowns to hire
Shamans use the power of the Waaagh to direct the
might of G’rrk and M’rrk against their foes. Usually
found scrounging up mysterious animal parts instead
of gold, most other Goblins agree that ‘dey is odd’.
Profile M WS BS S T W I A Ld
4 2 3 3 3 1 4 1 6
Weapons/Armour: A Shaman may be equipped with
weapons chosen from the Hero equipment list.
SPECIAL RULES
Wizard: A Shaman begins with one spell randomly
chosen from the Forest Goblin Spell list.
Henchmen
Forest Goblins 0-5 Sluggas
15 Gold Crowns to hire 20 Gold Crowns to hire
Forest Goblin warriors form the rank and file of a Sluggas practice the art of throwing various objects
Goblin warband. They use their natural talents to until they can hurl several projectiles in a split second.
harass their enemies while keeping out of sight in the This makes them useful for distracting enemies with a
dense foliage. hail of heavy stones.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 6 4 2 3 3 3 1 3 1 6
Weapons/Armour: Forest Goblins may be equipped Weapons/Armour: Sluggas may be equipped with
with weapons chosen from the Henchmen equipment weapons chosen from the Henchmen equipment list
list.
SPECIAL RULES
SPECIAL RULES Animosity: are subject to the rules for Animosity.
Animosity: Forest Goblins are subject to the rules for
Sluggas: In the shooting phase, the Sluggas may throw
Animosity.
thrown weapons up to three times. This may not be
combined with Quick Shot if they should be promoted
0-5 Red Toof Goblins to hero status.
3 ‘Eadbanger Difficulty 8
The Shaman channels pure Waaagh! energy through his body and vomits it toward the
enemy.
Range 6". Fire bolts equal to the number of the Shaman’s Attacks. Resolve with Strength equal
to the Shaman’s Toughness at the first model in their path. After the bolts effects are resolved,
roll a die. On a 1 the Shaman has drawn upon too much power. The Shaman collapses and
goes out of action.
Bandit Prince √ √ √ √ √
Footpad √ √ √ √
Huckster √ √ √
Duelist √ √ √ √
Armour
Light Armour ................................................... 20 gc
Shield..................................................................5 gc
Helmet ............................................................. 10 gc
Armour Armour
Shield..................................................................5 gc Helmet ............................................................. 10 gc
Buckler ...............................................................5 gc
Bandit Special Skills
Bandit Heroes may use the following skill lists instead of the standard skill lists available to them.
enemy warrior (and not Knocked Down or Stunned) at
banditry the start of his Movement Phase, he may attempt to
Between missions, the bandit goes off and robs jump out of combat. To attempt to do so, the warrior
travelers or other innocent victims. Instead of searching must make an Initiative test. If he fails the test, the
for Rare equipment, the hero may engage in banditry - warrior will automatically strike last in that round of
roll a D6, on a result of 2-6, the banditry is successful combat. However, if he passes, immediately move him
and the hero adds D6+1 gold to the warband's stash. 1" away from the enemy warrior (this does not count
However, on a result of 1, the attempted robbery has against his movement for that Movement Phase); he
somehow gone wrong - roll on the Serious Injury table may then move and otherwise act normally for the test
for the bandit, as if he had been taken Out of Action in of that that turn (even charging back into combat if he
the last game. If several heroes have this skill, it is quite chooses!).
possible that some are successful and some not in their
Banditry attempt between games...that is the nature of sniper
theives' honor - if a man falls behind, he is usually on
his own! This skill may not be combined with the The bandit is an expert at shooting his victims from the
Huckster's Slick Operator special ability. comfort of cover. When Hiding, the warrior may cast
spells or shoot and still remain Hidden. Note that the
bandit may not use this skill if he is shooting a
hide in shadows Blackpowder weapon!
The Bandit has become an expert at concealing himself
from his enemies (and potential victims!). An enemy throw voice
warrior attempting to detect this warrior when he is
Hidden must halve his Initiative (round up) before This rogue has mastered the art of misdirecting
measuring the distance. enemies who get too close by making them hear noises
or voices some distance from his location. If an
Enemy warrior is attempting to detect the bandit
jump back While he is Hidden, roll a D6 - on a result of
This warrior is an expert at getting himself out of sticky 4 or better, the bandit is undetected and
situations. If the warrior is in close combat with an remains Hidden.
SPECIAL RULES
0-2 Footpads Swordmaster: In order to remain alive, a Duelist picks
up swordfighting techniques that few others master.
45 Gold Crowns to hire The Duelist successfully parries an enemy blow on a
Footpads specialize in sneaking behind their target (or roll equal to or over the roll to hit, not just over the roll
‘mark’) and taking him while he is unaware of their as with normal parries. Obviously a Duelist must first
presence (preferably from behind…in the dark). While be armed with a weapon or armour that allows him to
out in the open a Footpad fights no better than any Parry in order to use this rule.
other warrior, if given the opportunity to surprise his
enemy, a Footpad can often be a dangerous opponent Weapon Knowledge: A Duelist must be prepared to
indeed. fight an opponent with any weapon at any time, so a
working knowledge of even exotic weapons is critical
Profile M WS BS S T W I A Ld for his survival. The weapons in the Bandit equipment
chart merely represent the weapons a Duelist may start
4 3 3 3 3 1 3 1 7 with. A Duelist may use any close combat or missile
Weapons/Armour: Footpads may be equipped with weapon that the warband members can get hold of.
weapons and armour chosen from the Bandit
Equipment list.
0-1 Huckster
SPECIAL RULES 40 Gold Crowns to hire
Concealment:
Concealment Enemy warriors often find it difficult to Among the cities of the humans there are those who
detect a Footpad until he strikes. If an enemy warrior find that they have a natural gift for convincing others
wishes to charge a Footpad that he cannot see (but was to help them in their endeavors. Typically very
intelligent and possessing a silver tongue, a huckster enemy warrior attempts to charge a member of the
can convince a man that the stones in his hand are huckster’s warband within 12” of the huckster, the
really magical beans, or that ownership of a nearby enemy must first pass a successful Leadership test. If
bridge is the answer to his dreams. Often quite well-to- the warrior fails the test he may not charge and remains
do until their victims track them down, hucksters often stationary for the turn (treat as a failed charge), exactly
find a Bandit warband offers them considerably more as if he had failed a test to charge a Fear-causing
security than life alone. enemy. Note that individuals subject to Stupidity and
animals are immune to this effect (they are too stupid
Profile M WS BS S T W I A Ld to understand what the huckster is saying).
4 2 3 2 3 1 3 1 6 Slick Operator: In between games the player may
choose to have the huckster run a con on the local
Weapons/Armour: A Huckster may be equipped with inhabitants of the region. Roll a D6: On a result of 2-6,
weapons and armour chosen from the Coward the con is successful and the warband gains 2D6 gold
Equipment list. (the huckster keeps the rest). However, on a result of 1
the huckster’s con has backfired and he is on the run
SPECIAL RULES
RULES (he misses the next game and no gold is received by
Convincing Manner: Hucksters specialize in convincing the warband).
strangers of their benevolent intentions. When an
Henchmen
warriors who are to be removed from their warband’s
Thugs roster. On a roll of 4+ the looter has taken all of the
warrior’s equipment—it is the Bandit player’s to keep.
30 Gold Crowns to hire Failure indicates that the Looter either didn’t notice the
Brawn without brains. Those stronger than their warrior going down, or he didn’t get the opportunity
fellows are often drawn to a life of banditry, as it is an to rob the body. Obviously any warrior can only be
easy way for them to earn a living. Many a town bully looted once, but multiple Looters allow the Bandit
has found that he has been, quite by accident, training player multiple chances that his warband members got
himself for a life of crime. the equipment off of each downed warrior. Note also
that warriors to be looted can be from any warband
Profile M WS BS S T W I A Ld participating in the game, including the Bandit
4 3 3 4 3 1 3 1 7 warband—Bandits are certainly not above looting their
own dead!
Weapons/Armour: Thugs may be equipped with
weapons and armour chosen from the Bandit
Equipment list. 0-2 Blackhearts
35 Gold Crowns to hire
0-4 Looters Rapists and killers, Blackhearts are truly soulless
individuals who represent the worst elements of any
25 Gold Crowns to hire society. Such cruel and evil beings have usually seen
Not all members of a Bandit warband find close-up the worst life has to offer and revel in it. Most
fighting enjoyable. Many are cowards who make their Blackhearts have severely anti-social tendencies, so a
living off of shooting a victim from afar and then Bandit warband will never be found with more than
stripping the body for anything that can be sold. one or two of these depraved creatures.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 2 4 3 3 1 3 1 6 4 3 3 3 3 1 3 1 7
Weapons/Armour: Looters may be equipped with Weapons/Armour: Blackhearts may be equipped with
weapons and armour chosen from the Coward weapons and armour chosen from the Bandit
Equipment list. Equipment list.
Bogrutz sat down on the boulder and put his chin on his fist. “Boyz, one day ah’ll tell meself, never trust a gobbo. Dey
lie, steal an’ run off jus’ when yer needs ‘um.” The other orcs nodded in agreement, partly because it was true and
partly because it was never wise to argue with Bogrutz when he was on one of those moods. “L’il buggers. If’s ah sees
‘em agin, ah’ll frottle ‘em all.”
The black orcs had survived, mainly through sheer pigheadness and refusal to give up fighting, even when a very
malicious spirit of the wood had torn one of their number to pieces. They’d been the last ones left on the battlefield,
the stunties being forced to retreat, the humies running away and the gobbos sneaking off with a prize, which Bogrutz
knew must have been what the stunties were keeping. It made him so mad to have won and yet lost. He really needed
to hit something until there was nothing left but a smear.
Slowly he stood up and pointed. “Dis way, boyz, an’ Gork ‘elp ‘oever steps in front o’ us.”
“Why boss?”
“’Cos we’ll batter ‘em until dey’s dead. Den we batter ‘em some more.”
“An’ more affer dat?”
“Yeah.”
By a less then spectacular coincidence not that far away and in the direction that the black orcs were moving in,
sat a small group of disconsolate men wearing clothing that had been repaired to the point of being thread-bare,
weapons stained with blood that was so old it wouldn’t wash off and a mood blacker than night at the bottom of the
ocean.
Patrick Richards was in the foulest mood he could ever remember being in and, to top it off, the person he most
hated at that moment was himself. Ever since he’d taken charge things had gone downhill. The light at the end of the
tunnel turned out to be a lure to an even bigger drop. They numbered only 5 now and two of those Richards couldn’t
even remember their names.
He missed Hagman and the way the old poacher could sing a song to raise their spirits. He missed Perkins and
the young man’s exhilaration for life. He missed Harris and the ex-priest’s sayings. He missed Tongue and the way the
cutpurse had been able to work a piece of wood with a knife. He missed Robin Sharper, for the man had been a better
leader than Patrick had been. He had had presence, charisma. He hadn’t led them wrong.
Now they were down to five men, lost in the Great Forest and whatever hope they had had for finishing Robin’s
mission was gone, lost in the mire of their depression and just generally not in a good place. It wasn’t even as if Pat
could just tell them all to give up and go home, they were stuck together till the bitter end and it seemed to be very
bitter indeed.
He should have said that they’d go north, back to Hochland, back at the beginning, fight Robin’s legacy from
there, win back their homeland, but he’d promised the dying man he’d go on to Altdorf and defeat the Rossensteins.
Damn me for promising a dying man a wish I’ll never fulfil, he thought.
And then the day got worse.
Gunnery School of Nuln
The province of Nuln is respected across the Empire One of the requirements of the school is that all
as the home to the finest handguns and war students undergo fieldwork to see how weapons
machines, save for those constructed by the Dwarfs. perform in the field, and how the students perform
This makes them a desired commodity for any too. They are sent out under the tutelage of a Senior
Imperial army using cannonry and as such Gunnery Officer and an instructor, one who has
graduates from the Imperial Gunnery School are graduated recently and who knows what is expected
highly prized for their skills in training artillery on with fieldwork.
vulnerable targets with unerring accuracy and
For such an excursion, the group leave the school
maintaining the war machines.
and Nuln for a period of time and travel wherever
Perhaps the most surprising fact is that the Imperial they feel. The instructor evaluates the aptitude of the
Gunnery School does not create new weapons of students, making assessments of whether they are
war. Such tasks are executed by the College of likely to graduate. Their abilities vary from
Engineering, either the well known one in Altdorf, undeveloped to talented, but they are always very
where luminaries as von Meinkopt (creator of the well equipped.
Hellblaster) and Pfielmann (Grenade Launching
Blunderbuss) were taught, or the Gunnery School’s
neighbouring one in Nuln. Once the Colleges of Special rules
Engineering create a war machine, the Imperial Impeccable Care
Gunnery School then start training gunners to use Amongst one of the first things that the students are
them. taught is to take proper care of their equipment and
This creates a high demand for their services with the right way to perform that maintenance. Once they
only a limited number available at any one time. Yet have mastered this function, they learn to repair the
this demand has still led to the school refusing to same weapons should they become damaged and
lower its standards to concentrate on producing because of this they can buy such black powder
better skilled gunners and engineers, rather than a weapons on the cheap and quickly return them to
lot of sub-standard graduates barely capable of good working order. As a result they can buy these
knowing which end of the cannon shoots the balls weapons at a fairly reduced price! They can ALWAYS
out. use the reduced cost for black powder weapons listed
in their starting Equipment List, and they gain an
Most of the students at the school come from the
additional +2 on rare rolls to find any black powder
Imperial nobility, sons who show talents in
weapons since people don’t mind selling broken
mathematics or an interest in things that go boom,
guns!
as well as not being immediately in line for
succession. Once they graduate, students are given Properly Used
the choice of staying in the school for further studies The students know the proper way to use their
(and eventually becoming a Master Gunner) or weapons, spending many hours on the school’s
returning home. For some the prospect of yet more shooting range. This is considered to be a good use
years of studies will send them home where they will of time between lessons and recommended by all the
go on to fight as an army’s pistoliers or outriders. school’s instructors, after all if the students constantly
Those who remain will attain the pinnacle of their blow themselves up with their weapons, there
craft and get to watch their former trainees charge wouldn’t be many graduates. When using the
across the battlefield, often to their deaths. optional Misfire rules, if a one is rolled, roll a second
dice. On a 3+ the misfire is ignored (the shot still
misses, but the weapon does NOT explode).
Proud To A Fault!
Anyone studying at the Gunnery School is very proud
of this fact, as it is a great honour to be accepted.
After they start using black powder weapons, students
recognise the superiority of these weapons and refuse
to bend their knee to the ‘lesser’ ranged
weapons. The members of this
warband NEVER use any
non-black powder ranged
weapons (this prohibition
does NOT apply to hired swords
or dramatis personae, as they are
hired help and have not received
proper Nuln training).
Underclassmen – A warband may include up to two
Choice of warriors Underclassmen.
A Gunnery School warband must include a minimum Sons of the Guns – A warband may include any
of three models. You have 500 gold crowns to recruit number of Sons of the Guns.
your initial warband. The maximum number of Marksmen – A warband may include up to 7
warriors in the warband may never exceed 15. Marksmen.
Pistoliers – A warband may include up to 5 Pistoliers.
Senior Gunnery Officer – Each warband must start
with a single Senior Gunnery Officer, no more, no Starting Experience
less.
Instructor – A warband may include up to one A Senior Gunnery Officer starts with 20 experience.
Instructor. An Instructor starts with 12 experience.
Senior Student – A warband may include up to one Senior Students starts with 8 experience.
Senior Student. Underclassmen
Underclassmen start with 0 experience.
Henchmen start with 0 experience
Miscellaneous Miscellaneous
Superior Black Powder.................................... 25 gc Superior Black Powder.................................... 25 gc
Gunnery School special weapons
Double Barrelled Pistols Accuracy: As per the Mordheim rulebook.
25 + D6 gold crowns (46 + 2D6 gold crowns brace) Prepared Shot: As per the Mordheim rulebook.
Availability: Rare 9 (Rare 10 for a brace) Save Modifier: As per the Mordheim rulebook.
Originally created by a forward thinking blacksmith Hand-
Hand-to-
to-hand: As per the Mordheim rulebook.
in Ostland for a vampire hunter, the engineers in the
Double Barrelled: As above.
College at Nuln picked up on the trick very quickly.
The design was simple enough; it is merely a pistol
with a pair of barrels and a two-part trigger, which is Double Barrelled Handgun
capable of firing one or both barrels at a time, giving
it the ability to punch a hole in even the toughest 60 + 2D6 gold crowns
armour. Availability: Rare 10
Range Strength Special rules Created from a request by a Nuln nobleman who
had been impressed by a demonstration model, the
6” 4 Prepared Shot, Save Modifier,
gunsmiths slaved long and hard to replicate it until
Hand-to-hand, Double-barrelled
a final model was forged. By then the noble had
forgotten about it and the Colleges was left with a
Prepared Shot: As per the Mordheim rulebook.
job lot. These were given to the Gunnery School as a
Save Modifier: As per the Mordheim rulebook. gift and sort of disappeared on route.
Hand-
Hand-to-
to-hand: As per the Mordheim rulebook.
Range Strength Special rules
Double-
Double-barrelled: A double-barrelled weapon is a 24” 4 Prepared Shot, Save Modifier,
tricky piece of engineering, but it’s a wonderful piece
Move or Fire, Double-barrelled
for combat. When firing such a weapon, the bearer
must declare whether he is firing one or both barrels.
Prepared Shot: As per the Mordheim rulebook.
If firing a single barrel, treat the shot as you would a
normal weapon. However when firing both barrels, Save Modifier: As per the Mordheim rulebook.
the method changes slightly: Move or Fire: As per the Mordheim rulebook.
To hit – roll a single dice as you would normally. This
allows for a narrow field of fire emanating from the Double Barrelled: As above.
weapon.
To wound – roll for each shot individually, as each Repeater Handgun
shot can wound on it’s own. Treat each shot that
inflicts Critical Hits separately. 60 + 2D6 gold crowns
Reloading:
Reloading After firing both barrels, place 2 tokens on Availability: Rare 11
the model. In your next shooting phase remove 1
token to represent one barrel having been reloaded. The next step in the evolution of multi-barrelled
Token removal should be the last thing done in your weapons, a Repeater Handgun mounts a number of
shooting phase and you cannot shoot in the same handgun barrels around a rotating cylinder, each
phase as your reload. one firing in turn. Prone to misfiring or other
malfunction, Repeater Handguns are still highly
Firing a Brace: If you fire both guns and barrels at the sought after items, as they will launch a veritable
same time, place 4 tokens down, 2 each of different storm of lead at the enemy if they don’t break down.
colours (one for each pistol in the brace). Remove
one token of each colour every turn. Range Strength Special rules
24” 4 Save Modifier, Move or Fire,
Double Barrelled Duelling Pistols Fire Thrice, Experimental
45 + 2D6 gold crowns (80 + 4D6 gold crowns brace) Save Modifier: As per the Mordheim rulebook.
Availability: Rare 11 (Rare 12 for a brace) Move or Fire: As per the Mordheim rulebook.
A natural evolution from the double-barrelled pistol, Fire
Fire Thrice: The Repeater Handgun may fire up to
but it has proven less popular than envisaged. It had three shots; if more than one shot is made the to hit
been thought that nobles would invest in them as a roll is at -1. Resolve each shot individually, you may
showpiece and put a stop to pointless duels, as who choose to shot later shots at a different target, but
would want to shoot a rival who could shoot, miss, they must be within 3" of the previous target.
and then shoot again, even if you got two shots at Ordinary targeting restrictions apply to shots as per
them as well. Perhaps the designer should have put a Mordheim rulebook.
few more hours thinking into it.
Experimental: The Repeater Handgun is always
Range Strength Special rules subject to the optional Blackpowder Weapons rules
from the Mordheim rulebook, even if they are not
9” 4 Accuracy, Prepared Shot, normally used in your campaign. On any result other
Save Modifier, Hand-to-hand, Double-barrelled
than “BOOM!”, the weapon has jammed or run out of Range Strength Special rules
loaded barrels and must be reloaded. 24” 4 Prepared Shot, Save Modifier,
Slow Reload:
Reload To reload a Repeater Handgun takes a Move or Fire, Scatter,
long time and a bit of focus. The warrior must do Experimental, Explosive Radius
nothing (no moving, no shooting, no fighting in close
combat, etc.) for a complete turn in order to reload Prepared Shot: As per the Mordheim rulebook.
the weapon. Save Modifier: As per the Mordheim rulebook
.
Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: Senior Students are allowed to
choose weapons and armour from the Gunnery
School Equipment List.
0-2 Underclassmen
20 Gold Crowns
Crowns to hire
This is the first excursion for these freshmen, who
have had maybe only months of training and
shooting. Most will see this as a chance to escape the
stuffy halls of academia and go hunting for pleasure.
The brighter ones will realise that this is a true test of
their dedication and knowledge.
Profile M WS BS S T W I A Ld
4 3 2 3 3 1 3 1 6
Weapons/Armour: Underclassmen choose their
weapons and armour from the School’s Armoury List.
Henchmen
Sons of the Guns SPECIAL RULES
Quick Reload: Marksmen trained at the Gunnery
25 Gold Crowns to hire School are forced to practice many drills day after
Orphans left on the doorsteps of the school, well day, including those that teach them to load their
cared for and trained to take care of the constructs as weapons for speed under high-pressure conditions.
apprentices and assistants. Many go on to form gun Marksmen have the Hunter skill from the Mordheim
crews for the cannons taken into battle and some rulebook. A Marksman who becomes a Hero gains no
even rise as far as commanding such crews. For the further effect from taking the Hunter skill in addition
most part they remain a background element to the to this.
successful workings of any cannon or black powder
weapon and have become an essential part of the
school. On the excursions, Sons of the Guns provide 0-5 Pistoliers
a much-needed set of arms to carry provisions and
spare powder, as well as providing much needed 35 Gold Crowns to hire
additional firepower in a fight. Part of any student’s tutoring involves
learning pistols and pistol
Profile M WS BS S T W I A Ld maintenance and many become
4 3 3 3 3 1 3 1 7 crack shots with repeated practice.
Sadly they do not devote as much
Weapons/Armour:
Weapons/Armour The sons of the guns choose time to learning from the other
weapons and armour from the Gunnery School’s parts of the curriculum and often
Equipment List. graduate through money and
luck, returning home to show off their skills, drifting
into the army as Pistoliers or Outriders.
0-7 Marksmen
Profile M WS BS S T W I A Ld
30 Gold Crowns to hire
It is said that some of the finest marksmen in the 4 4 3 3 3 1 3 1 7
Empire have graduated from the Gunnery School, Weapons/Armour: The Pistoliers choose their
though many backwoodsmen in Hochland disagree. equipment from the Gunnery School’s List.
Certainly compared to their rural counterparts,
Marksmen show more proficiency over a wider range SPECIAL RULES
of black powder weapons, even the Long Rifle. Crack Shot: Experts with pistols in close quarters;
they have an uncanny ability to turn what should have
Profile M WS BS S T W I A Ld missed its target into a success. When using pistols in
4 3 4 3 3 1 3 1 7 close combat, they may re-roll any missed to-hit rolls
with the pistol in the first round of combat.
Weapons/Armour: The Marksmen choose their
weapons and armour from the Marksmen Equipment
List.
Reinhardt smiled menacingly as he reloaded his double-barrelled handgun in front of the cowering
village folk. The two mutants he’d put down in front of them lay slumped a few feet away and the
explosive bangs had put the fear of Sigmar in them. How superstitious and ignorant they looked to him, a
man of confidence, style and training.
He turned to them and spoke, raising his gun above his head. “ All right, peasants! See this, this is my
boomstick.” He fired both barrels in the air, spooking them. “It’s Nuln’s top of the line, made by Mssr’s
Steinhock and Ulstadt. It costs more money than you’ll ever see in five lifetimes, comes with an oaken
stock, silver trim and a hair trigger. Now that I’ve killed off your little problem, I expect the best food and
accommodation you can give me – for free.”
A woman in the crowd shrieked and the entire crowd started running away from Reinhardt, leaving him
puzzled until he heard the slow laboured grunts coming from behind him. One of the mutants was
standing up, the shot having evidently only scratched it. It got to its feet and shook its head around.
Reinhardt’s smile grew wider and he raised his handgun, the mutant firmly in his sights, not yet moving.
He pulled the trigger and the hammer fell onto two empty barrels with a loud click.
The mutant seemed to notice him at the sound and leapt for Reinhardt’s throat.
Black Orcs
Smarter, stronger,
more vicious and better Special rules
equipped than the normal Animosity:
Animosity Standard rules for Animosity (as per the
Orc (and that’s saying something Orc Mob Rules in the Mordheim Annual 2002).
about Orcs). Black Orcs are amongst
some of the worst foes anyone can face Let the goons do the work:work Black Orcs rely on
in single combat and a band of them is themselves to do the killing and do not ride mounts
certainly something to put the fear into the of any kind. Only normal Orcs may ride a boar or
hearts of men. They do appear more built than other such mount.
born and it is little wonder that there are many Da Boss is Dead!
Dead!:If the Boss should be killed a Black
rumours regarding their origins. Orc will always assume leadership of the warband
Since the Storm of Chaos there are many, many more before any other type, irrespective of relative
of these monsters now wandering the Empire, having experience. The replacement will automatically
followed Grimgor Ironhide in his Waaagh! Where acquire the "Oi Behave!" skill.
once the forces of the Empire could have tracked
down warbands in a matter of weeks, now there is
no means or enough men to perform such a task and
Choice of warriors
thus the Black Orcs roam freely. A Black Orc warband must include a minimum of
What aims do the Black Orcs have? What is the point three models. You have 500 Gold Crowns with which
of a tornado? It is meaningless to ponder such you can use to recruit your initial warband. The
matters because all the Orcs want is to fight and that maximum number of warriors in the warband may
means attacking whoever crosses never exceed 12.
their path. Whatever they gain from Black Orc Boss:
Boss Each Black Orc warband must have
such battling is simply one Black Orc Boss.
that they get to fight. Black Orcs:
Orcs Your warband may include up to 2 Black
There is no logic Orcs.
from them nor can Young’uns:
Young’uns Your warband can include up to 2
any be expected. Young’uns.
Orc Boys:
Boys Any number of models may be Orc Boys.
Orc Shootaz:
Shootaz You may only have as many Shootaz as
the warband has Boyz.
Orc Nuttaz:
Nuttaz Your warband may include up to 4 Orc
Nuttaz.
Troll: You may include a single Troll in the warband.
Starting Experience
A Black Orc Boss starts with 20 experience.
Black Orcs start with 8 experience.
Young’uns start with 0 experience.
All Henchmen start with 0 experience.
Characteristic Increase
Profile M WS BS S T W I A Ld
Black Orc 4 7 6 5 6 3 5 4 9
Orc 4 6 6 4 5 3 5 4 9
Black Orc Skill Table
Combat Shooting Academic Strength Speed Special
0 – 2 Black Orcs
60 Gold Crowns to hire
In it for the mayhem, maybe even some loyalty to the
Boss of the warband, these Black Orcs lead the charge
at every turn, knowing that killing is only at arm’s
reach all the time and they don’t care what the target
is, some Imperial peasant, herd of Beastmen or even
the Boyz in the warband. The Black Orcs just don’t
care.
Profile M WS BS S T W I A Ld
4 4 3 4 4 1 3 1 7
Weapons/Armour:
Weapons/Armour Black Orcs may choose any
equipment from the Black Orc equipment list.
SPECIAL RULES
Black Orc:
Orc Model starts with a 6+ Armour Save. This
may be improved upon by other equipment.
Henchmen
Orc Boyz 0 – 4 Orc Nuttaz
25 Gold Crowns to hire 40 Gold Crowns to hire
No warband would be complete without the warm These are Orcs who have been left a little bit…
bodies to makeup the number and thus the Boyz are unstable by the Storm of Chaos. They ain’t right in the
essential, purely because the Black Orcs need head, I tell you, especially by Orc standards.
someone to kick around when they can’t find Eventually they’ll kill themselves, but only after
anything else to do it too. they’ve killed everyone else.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 3 3 3 4 1 2 1 6 4 3 2 3 4 1 2 1 5*
Weapons/Armour:
Weapons/Armour Boyz may choose equipment from Weapons/Armour
Weapons/Armour:
pons/Armour Nuttaz may choose weapons and
the Henchman equipment list. armour from the Henchman equipment list.
Bogrutz looked at the various Orcs stood in front of him and then rolled his eyes. Not a
veteran amongst them. Oh they had weapons that looked rusty, blood-stained and
used, but you could nab such weapons from any battlefield.
He looked down on one of the ‘volunteers’. “Boy, wos yer doin’ ‘ere? ‘Ever sliced a ‘umie
from belly to skull?”
The Orc nodded with a large smile and shook his cleaver. “Wid dis fing. Gots seven o’
‘em.”
“Course yer did, boy an’ ah’m Grimgor hisself.” Bogrutz took a step away and a deep
breath. He’d seen worse in his years, but you could never fault dedication. He just
wished that there were more experienced warriors there.
“Right, ‘ere’s wot we be doin’. Goin’ down dis ‘ill, hit anyone hoo stands in front o’ us,
batter everyt’ing we like an’ den we be doin’ somet’in’ impertent. Gots it?”
The Boyz nodded and even cheered a little. It was always good to do subtle and easy
stuff with new warriors. Get some action under their belt before throwing them at the
enemy or something really big. Bogrutz had a good feeling about them and if they did
fail him, there were plenty more from where they came from.
The Horned Hunters
Horned Hunters prowl the woods both within the
crater walls of the Taalbaston and throughout
Talabecland and claim allegiance only to Taal – the
God of nature and wilderness. Choice of warriors
The rites of Taal demand great mental, physical, and A Horned Hunter warband is a
emotional fortitude from its practitioners. Some see cult composed of feral devotees to
the trappings of civilisation – cities, courts, and the Taal, the God of nature and the wilds.
like – as a failing in the interpretation of Taal’s will. The warband must include a minimum of three
Followers of Taal avoid firearms and other works of models. You have 500 gold crowns which you can use
science, preferring to take pride in self strength and to recruit your initial warband. The maximum number
natural skill of warriors in the warband may never exceed 12.
Taal is represented as a powerfully built man with
Horned Hunter: Each Horned Hunter warband must
long, wild hair crowned with the skull of a great stag.
have one Horned Hunter.
He wears animal skins and golden leaves flutter from
Priest of Taal: Your warband may include a single Priest
his beard. In some tales he manifests as one of his
of Taal.
totems: a stag or bear. Devotees dress in the image of
Initiates: Your warband may include up to three
their patron deity. While Taal is not usually revered in
Initiates.
cities, in Talabheim, which is founded on river trade,
he is called the Father of Rivers and is the city’s Zealots: Any number of models may be Zealots.
foremost God. Drunken Gang: Your warband may include up to five
Drunken Gang.
Warhounds: Your warband may include up to five
Special rules Warhounds.
Woodcraft: Followers of Taal make their homes in the
wilderness and shall only frequent towns or cities when
it is compulsory for them to do so. They are expert Starting Experience
woodsmen and their knowledge of the wilds is A Horned Hunter starts with 20 experience.
unrivalled by all except perhaps the Wood Elves. Initiates start with 8 experience.
Horned Hunter warbands move through any difficult A Priest of Taal starts with 12 experience.
terrain they encounter without suffering any movement Henchmen start with 0 experience.
penalties.
Horned Hunter √ √ √ √ √
Initiates √ √ √ √ √
Priest of Taal √ √ √ √ √
SPECIAL RULES
Prayers: A Priest of Taal may use the prayers of Taal
listed below.
Strictures: Priests of Taal may never
wear heavy armour.
Henchmen
Zealots
20 Gold Crowns to hire
While they lack the fiery rhetoric of most zealots, Taal’s
followers are still fervent in their beliefs. They give up
much in the way of a material life. They shun normal
clothing and armour and wear animal skins, loincloths
or less.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
SPECIAL RULES
Strictures: Zealots may never wear armour.
0-5 Drunken Gang
30 Gold Crowns to hire
The militia is a hodgepodge of trusted
citizens, woodsmen, and hunters that band
0-5 Warhounds
together in times of need. Ancient law dictates 15 Gold Crowns to hire
all able-bodied men must muster when Horned Hunters often keep packs of ferocious hunting
summoned by the Hunters Council in times of dogs. With their huge jaws and powerful bite, they are
war. Though how many come depends on the amount perfect for hunting down (and tearing apart) any
of Rotfire moonshine consumed the night before. For bandits, beasts and mutants.
this reason the army commonly refers to them as the
‘Drunken Gang’. Despite its malign reputation, the Profile M WS BS S T W I A Ld
militia is capable, made up of rugged and dependable
6 4 0 4 3 1 4 1 5
Talabeclanders.
Weapons/Armour: Jaws and brutality! Warhounds never
Profile M WS BS S T W I A Ld
use or need weapons and armour.
4 3 3 3 3 1 3 1 7
SPECIAL RULES
Weapons/Armour: Drunken Gang may be equipped Animals: Warhounds are animals and thus do not gain
with weapons chosen from the Henchmen equipment experience
list.
SPECIAL RULES
Drunk: The militia are blasted out of their tiny minds
on Rotfire moonshine and cheap ale. As such, they
automatically pass all Leadership-based tests
they are required to take.
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-
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 Stag’s Leap (Difficulty 7)
Many of Taal’s priests wear a stag skull as a symbol of their devotion and the Forest Lord’s power can be
used to emulate the speed and beauty of this magnificent 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 first round of attacks. If he engages a
fleeing enemy, in the close combat phase he will score one automatic hit at +1 Strength and then his
opponent will flee again (if he survives).
4 Earthshudder Difficulty 9
Taal’s 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 Difficulty 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 friendly Zealots within 12" of the
Priest can only move at 1/2 speed until the next shooting phase.
Knight √ √ √ √ √ √
Outrider √ √ √ √
Scout √ √ √ √
Hand-
Hand-to-
to-hand combat weapons Outrider Missile weapons
Dagger .................................................. 1st free/2 gc Pistol .................................................................15 gc
Hammer..............................................................3 gc Handgun...........................................................35 gc
Axe ......................................................................5 gc Blunderbuss .....................................................30 gc
Sword................................................................10 gc Hochland Long Rifle ..................................... 200 gc
Morning Star.....................................................15 gc
Spear.................................................................10 gc Scout Missile weapons
Lance.................................................................40 gc Throwing Knives ..............................................15 gc
Armour
Barding .............................................................80 gc
Buckler ...............................................................5 gc
Gromril Armour ............................................ 150 gc
Heavy Armour ..................................................50 gc
Helmet ..............................................................10 gc
Ithilmar Armour ...............................................90 gc
Light Armour ....................................................20 gc
Shield..................................................................5 gc
Heroes
1 Knight Weapons/Armour: Outriders may be equipped with
hand-to-hand weapons and armour chosen from the
85 Gold Crowns to hire Imperial Outriders’ Equipment List. They may be
Knights who show the greatest potential are often equipped with missile weapons from the Outriders’
chosen to lead small bands on quests into dangerous Missile Weapon List. Outriders come with a Riding
territory in order to prove their worth. Horse which may be upgraded to a Warhorse for an
additional +40 gc.
Profile M WS BS S T W I A Ld
SPECIAL RULES
4 4 3 3 3 1 4 1 8
Ride:
Ride Outriders have the Ride skill as detailed in the
Weapons/Armour: The Knight may be equipped with Blazing Saddles article.
hand-to-hand weapons and armour chosen from the
Imperial Outriders’ equipment list. The Knight comes
with a Riding Horse. This may be upgraded to a 0-2 Scouts
Warhorse for an additional +40 gc.
45 Gold Crowns to hire
SPECIAL RULES Accustomed to riding fast over long distances, Empire
Leader:
Leader Any warrior within 6” of the Knight may use couriers are an obvious choice to include in raids into
his Leadership characteristic when taking a the wilder lands. Less experienced at fighting, they
Leadership test need to learn quickly or risk falling at the wayside.
Ride:
Ride The Knight has the Ride skill as detailed in the Profile M WS BS S T W I A Ld
Blazing Saddles article.
4 2 2 3 3 1 3 1 6
Weapons/Armour: Scouts may be equipped with
0-2 Outriders hand-to-hand weapons and armour chosen from the
Imperial Outriders’ Equipment List. They may be
65 Gold Crowns to hire equipped with missile weapons from the Scouts’
Usually the offspring of nobility, Outriders are often
Missile Weapon List. Scouts come with a Riding
cocksure young guns and confident in the saddle.
Horse.
Eager to earn their spurs they readily sign up for
dangerous missions requiring speed, stealth and
SPECIAL RULES
bravery.
Ride:
Ride Scouts have the Ride skill as detailed in the
Blazing Saddles article.
Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Henchmen
0-5 Chasseurs
55 Gold Crowns to hire
Skilled at firing a range of Blackpowder weapons
from the saddle, these men are regarded as the finest
young prospects of the Empire’s armies. Chasseurs
provide vital missile cover for the band.
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Weapons/Armour: Chasseurs may be equipped with
hand-to-hand weapons and armour chosen from the
Imperial Outriders’ Equipment List. They may be
equipped with missile weapons from the Outriders’
Missile Weapon List. Chasseurs come with a Riding
Horse.
SPECIAL
SPECIAL RULES
Ride: Chasseurs have the Ride skill as detailed in the
Ride
Blazing Saddles article.
0-5 Hussars 0-2 Grooms
60 Gold Crowns to hire 50 Gold Crowns to hire
Selected for their combat skills, these grizzled Unskilled in the ways of war, nevertheless these
warriors pack a hard punch as the Outriders charge. young men have an empathy with the steeds. Grooms
have a vital part to play in their party.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7 Profile
Profile M WS BS S T W I A Ld
4 3 2 3 3 1 3 1 6
Weapons/Armour
Hussars may be equipped with hand-to-hand Weapons/Armour: Grooms may be equipped with
weapons and armour chosen from the Imperial hand-to-hand weapons, missile weapons and armour
Outriders’ Equipment List. Hussars come with a chosen from the Imperial Outriders’ Equipment List.
Riding Horse. This may be upgraded to a Warhorse They may be equipped with missile weapons from the
for an additional +40 gc. Scouts’ Missile Weapon List. Grooms come with a
Riding Horse.
SPECIAL RULES
Ride:
Ride Horsemen have the Ride skill as detailed in the SPECIAL RULES
Blazing Saddles article. Ride:
Ride Grooms have the Ride skill as detailed in the
Blazing Saddles article.
Combat Riding:
Riding Horsemen have the Combat Riding
skill as detailed in the Blazing Saddles article Horse Handling
Handling: Grooms have the Animal Handling
skill as detailed in the Blazing Saddles article
Injuries Scenarios
To determine the effects of wounds on mounted
models, use the Whoa Boy! table from the Blazing Several scenarios involve the moving of models across
Saddles article. the board to achieve the objective, either chasing
treasure or exiting the board. In these scenarios the
players should place sizeable areas of dense terrain
such that it is impossible to traverse the board
without entering them. This will force the Outriders
to dismount and so improve the game.
The Outlaws Of the Stirwood
Stirland Forest
To the north of the River Stir lies the Great In the years that followed the sighting of the
Forest, a vast expanse of woodland that fills twin-tailed star in the sky, it was inevitable
the very heart of the Empire. Bounded along that tales of Mordheim would have travelled
its southern edge by the river, this, the largest down the waters of the River Stir. Tales of
forest of the known world, extends league strange sights and great riches would easily
upon league as far as any man can see. Just at have reached the inhabitants of Stirwood
its southernmost, the River Stir separates a Forest. Temptations of this enormous wealth
small part of the forest from the main bulk of that was rumoured to be in the shattered city
the woodland and this smaller area of forest is would have been hard for any group of
known locally as Stirwood. Small though outlaws to resist.
Stirwood may be – indeed, this part of the
forest is not even on the same scale as the Special Rules
sacred Forest of Loren, but, as many say, size All warriors in an Outlaws warband may be
isn’t everything – Stirwood Forest is equipped with only one missile weapon at
nevertheless still large enough to get lost in, any time. All warriors must carry a type of
and many have done so, some by accident bow, but not crossbows, as part of their
and some by design.
equipment. So, even if an Outlaw acquires
Stirwood lies just north of the noble city of skills that allow him to use additional
Nuln and to the west of Wurtbad, where law ballistic weaponry, he cannot do so. The
and order are strictly enforced, at least they only exception to this is the Cleric who may
are strictly enforced once the City Guards choose to carry a bow, but is not compelled
have finally managed to catch up with those to do so.
who break the Count’s law. The Elector Count
of Stirland was well known as a man that one
should not cross. Those that did so were
Hired Swords
The following Hired Swords are not available
inevitably declared as ‘outlaws’ and were
to the Outlaws: Bounty Hunter, Wolf-Priest of
pursued from the cities. Even the most petty
of criminals, some still quite young, could be Ulric, Norse Shaman, Dark Elf Assassin.
declared ‘outlaw’ and had little option but to
flee to the countryside. Many perished, both Choice of Warriors
young and old, but some made it to Stirwood An Outlaw warband must include a minimum
where they could lay low. of three models. You have 500 gold crowns
that you can use to recruit and equip your
During their time in Stirwood, some would warband. The maximum number of warriors
band together and become groups of outlaws, in the warband is 15.
rather than just attempting to survive on their
own. The forest was a perfect training ground Bandit Leader: Each Outlaw warband must
to develop their skills, particularly in archery, have one Bandit Leader: no more, no less!
where even the hunting of the wild deer, the
Champion: Your warband may include up to
Count’s deer, was a crime in itself. Illicit deer-
two Champions.
hunting was not their only past-time as many
an unwary traveller, passing unsuspectingly Petty Thieves: Your warband may include up
through the forest, would find themselves to two Petty Thieves.
ambushed and relieved of their goods.
Cleric: Your warband
Clerics also lived in these parts, holy men may include up to
who spent their time in devotion to the one Cleric, but
blessed Sigmar. Usually they dwelt alone in he can only be
contemplation, but were often trusted by the taken instead of
local groups of outlaws that they came into either a
contact with and attended to their spiritual Champion or a
needs, and, when the occasion arose, also Petty Thief.
attended to their wounds.
24
Amazons
25
The Outlaws Of the Stirland Forest
Heroes
1 Bandit Leader Disciple of Sigmar: The Cleric has devoted
his life in the constant service to Sigmar and
60 Gold Crowns to hire as such he would start a campaign knowing
A Bandit Leader is a professional cutthroat, a one of the Prayers of Sigmar (see Mordheim
hardened criminal. His presence along the rulebook page 57). As with a Witch-Hunter’s
shadowy forest tracks of Stirwood has often Warrior Priest, he is also subject to some of
meant the untimely demise of many a passing the restrictions of being a follower of the Lord
traveller. Other Outlaws will follow him, Sigmar and may learn neither Sorcery nor
inspired as much by his ruthlessness as by his Arcane Lore..
prowess.
Profile M WS BS S T W I A Ld 0-2 Petty Thieves
4 4 4 3 3 1 4 1 8 20 Gold Crowns to hire
Weapons/Armour: The Bandit Leader may Many youths who are caught by the City
be equipped with weapons chosen from the Guards in the act of thieving are compelled to
Outlaws equipment list. flee the city and take up a place among the
trees of Stirwood Forest. Although young, they
SPECIAL RULES are still keen enough to prove their worth to
Leader: Any models in the warband within 6" their fellow outlaws.
of the Bandit Leader may use her Leadership Profile M WS BS S T W I A Ld
instead of their own.
4 2 3 3 3 1 3 1 6
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 Sigmar’s 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.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 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 Outlaws
25 Gold Crowns to hire 25 Gold Crowns to hire
These are the best archers in the group and These warriors form the basis of any group of
their skill with the bow is legendary. They are bandits. Ruthless to the core, any of these
more than capable of picking off any enemy would be more than happy to slip a sharp
before they get too close. knife between somebody’s ribs for the
promise of just a few groats.
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7 Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Marksmen
can be armed with weapons Weapons/Armour: Outlaws can be armed
and armour chosen from the with weapons and armour chosen from the
Outlaws Equipment list. Outlaws Equipment list.
The blasted city of Mordheim has called to many opportunity to join the pirate crew (usually at
a Pirate Captain with the song of easy riches, as the point of a cutlass!). As an alternative to
the nearby rivers are filled with ships laden with exchanging/ransoming the captured Hero back
either gold into the city or departing with to their original Warband (or selling him to
wyrdstone. Using the perpetual fog and dust slavers), the Pirate Captain can instead add the
which fills the air around the ruins, a ship can captured enemy to the ship’s crew as follows.
navigate the city via the deep rivers running Both players roll 2D6, with the Pirate player
though it. With lightning speed, the pirate ships adding the Captain’s Leadership and the enemy
can appear from nowhere and attack a ship, player adding the Leadership of the captured
quickly looting it of any valuables. Some Hero. If either side won that game, it may add
Captains have even found safe harbours for +1 to it’s score.
their vessels, and lead frequent raiding parties
If the Pirate player’s result is higher, the Hero
into the city itself. These brave pirate bands
renounces his old ways for the life of the high
have become new additions to other groups of
seas! She or he joins the Crew, either starting a
adventurers, fanatics, and nightmare creatures
new Crew group or joining an existing one if it
that dare enter the remains of the City of the
has four models or less. There is no extra cost to
Damned.
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
My first landing. First time I’ve been in his new unit in an even swap. His skills and
the city. No, not a city, not anymore. Oh characteristics are changed to those of a starting
Sigmar, what did these people do to Crewman, or to match those of his new crew-
deserve such punishment? More later – I mates if joining an existing group.
cannot find the words.
Otherwise, the Hero has resisted the siren’s
from the log of Augustus Riley Frayed song of the sea, and is forced to become a
Crewman, pirate ship The Serpent’s Swabbie (see Swabbies below). He is stripped of
Mother 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.
Special Rules Enemy human Henchmen taken Out of Action
Swabbies: Pirate warbands can ‘recruit’ new during the game and then lost from their
members to join the adventuresome life of a original Warband for good (a 1-2 was rolled for
pirate, sometimes willingly but oftentimes more them post-game) also have a chance of joining
as an alternative to walking the plank! Only up too! Roll another D6 for each: on a roll of
humans can be recruited in this manner though 4+, the Pirates manage to drag them away or
– not even the most bloodthirsty pirate would otherwise make off with their wounded bodies,
ever trust a Skaven or Beastman, and other and patch them up on the ship. The Pirate
races even though friendly to mankind would player can then test to see if they will join
normally never follow a mere human into exactly as above, by both players rolling 2D6
battle! The following special rules apply to and adding it to the Captain’s and the
certain situations in Mordheim game play: Henchman’s Leadership. This test can only be
Kidnapped! Enemy human Heroes who after done if the Pirates win the game, so the Pirate
the game rolled up the Captured result (D66 player will always get a +1 to his roll.
rolls of 61 or 62) can be ‘offered’ one
34
A tale of ye most scurrilous Pirates and vagabonds fresh to The City of the
Damned as told by Cap’n Tim Huckleberry
Hired Swords and Special Characters are too Succession: If the Captain is killed, one of the
skilled to be taken off in this manner, and can Mates will take over in the same manner as a
never be recruited – they have their own Champion taking over for a Mercenary
agendas to pursue, and will ensure the pirate warband.
life is not part of those plans.
Well now matey, have you ever considered Choice of Warriors
pirating as a career? If the Pirates encounter A Pirate warband must include a minimum of
Stragglers (result 44) or Prisoners (result 333) three models. You have 500 Gold Crowns which
when Searching, there is a chance they may sign you can use to recruit and equip your Warband.
up to sail under the Jolly Roger. Either of these The maximum number of warriors in the
options may be used instead of the regular Warband is 15 (this represents the landing
options listed for these situations. party; the rest of the crew are aboard the ship in
If a Straggler is found, the Captain can try to case some other scurvy sea dogs dare to attack!).
convince him to join the crew by making a Ship’s Captain: Each Pirate warband must be
successful Leadership test. If passed, the lead by a Captain no more, no less!
Straggler joins as a Swabbie (he’s too unhinged
Mates: Your warband may include up to 2 Mates
even to become a member of the Crew!)
Cabin Boys: Your warband may include up to 2
If Prisoners are found, roll a D3 to determine
Cabin Boys.
how many are rescued. If the Captain passes a
Leadership test (he must make a separate test Crew: Your warband may include any number
for each one), the Prisoner eagerly joins his of Crew.
rescuers as a member of the Crew, either
Gunners: Your warband may include up to 7
starting a new Crew group or joining an existing
Gunners.
one if it has four models or less. If he is starting
a new Crew group, he will start at the normal Boatswains: Your warband may include up to 5
characteristics levels for a normal Crew member Boatswains.
and at Zero Experience. There is no extra cost Swabbies: Your warband may include up to 5
to add him to an existing group which has Swabbies. Note that you may never have more
accumulated experience points, and his skills Swabbies than you have Crew though!
and characteristics match those of his new crew-
mates. The player must pay though to equip and
arm the new Crewman as per his new unit. If Starting Experience
the player cannot pay, the prisoner must join as The Captain starts with 20 experience.
a Swabbie. If the test is failed, the Prisoner isn’t
Ship’s Mates start with 8 experience each
quite so convinced of the worthiness of the sea
dogs and is added as a Swabbie. Cabin Boys start with 0 experience each
Unless noted otherwise, Pirate Warbands have All Henchmen start with 0 experience.
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
Pirate equipment lists
The following lists are used by Pirate warbands to pick their weapons:
Heroes
1 Pirate Captain stand with their Captain ready to plunder and
ravage any ships they find.
60 Gold Crowns to hire
Only the roughest toughest sea dog can rise to Profile M WS BS S T W I A Ld
become captain of his own ship. A good Captain 4 4 3 3 3 1 3 1 7
has to be bold and decisive in combat, and a
forceful personality to hold together his unruly Weapons and Armour: Mates may be
followers. Though often elected by the Crew, he equipped with items chosen from the Pirate
must command their respect and fear, and more Equipment list.
importantly ensure their continued loyalty with
plenty of gold!
0-2 Cabin Boys
Profile M WS BS S T W I A Ld 15 Gold Crowns to hire
4 4 3 3 3 1 3 1 8 The lure of the sea often calls many young men
to leave their boring lives behind and take up
Weapons and Armour: A Pirate Captain may the exciting life of a pirate. Some are the
be equipped with items chosen from the Pirate youngest sons of nobles who know they will
Equipment list. never inherit, or whose families have fallen to
disgrace or poverty. Others are simple farmboys
SPECIAL RULES yearning for the open sea and adventure. All
Leader: Any pirate within 6" of the Captain may though, show some glimmer of talent which the
use his Leadership characteristic when taking Captain decides is enough to allow them to
any Leadership tests. 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.
0-2 Ship’s Mates Assuming the live through the years of training,
35 Gold Crowns to hire they will go on to become feared Captains of
Each ship has several Mates to serve under the their own!
Captain and ensure his orders are carried out
properly. They also keep a careful eye on him as Profile M WS BS S T W I A Ld
well for any signs of weakness or hoarding from 4 2 2 3 3 1 3 1 6
the Crew, as each Mate would love nothing
more than to become Captain himself one day. Weapons and Armour: Cabin Boys may be
Until that day though they readily obey his equipped with items chosen from the Pirate
commands, oversee the Crew and the ship, and Equipment list.
37
Pirate Warbands
38
Pirate Warbands
SPECIAL RULES
Not Hired: Swabbies are not hired, they follow
the special ‘recruitment’ rules above.
Never Gain Experience: Swabbies generally
aren’t 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. ‘Don’t mind them mates, they ain’t true
‘Blimey, they got away!’ If the Pirate Warband pirates!’ The rest of the crew barely notice if
itself Routs, any Swabbies who have already left any Swabbies run away or go Out of Action –
the table in previous turns are presumed to they know they’ll find them later on and give
have made a successful escape, and are never them 30 lashes if they’re lucky! Any Swabbies
seen from again. Remove them from your who are running away or have been taken out
warband roster as if they had been killed. of action do not count towards the need to take
a Rout test for the warband.
Hardy Constitution
Many months at sea, and especially many
months eating hardtack, have hardened the
pirate’s 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
Cutlass Master wound is treated as normal if the roll is
These short, single bladed swords are the successful). If the roll is failed, the Critical Hit is
mainstay weapon of any pirate crew, and in the worked out as normal.
hands of a trained seaman they are superb
weapons for close quarters fighting. If the pirate Swashbuckler
is equipped with a Sword, this skill will give him
The pirate cuts a dashing figure in combat,
the additional benefit of also being able to parry
mixing dazzling swordplay and acrobatic feats
successfully if the player rolls equal to number
with charm and witty comments. Even the
rolled to hit, not just higher as normal. This
basest villains in Mordheim respect (and curse)
extra ability only apply if the Pirate is not in the
his ability to always seem to effortlessly slip
open; ie., only when in cover or in a building,
from their grasp. The pirate may make a
within 2" of a terrain feature like a wall or tree,
Leadership Test at the end of any Hand-to-Hand
etc.
phase (pirate’s or enemy’s turn) if he is still in
base contact with any enemy models. If he
Booming Voice passes he may make a normal movement away
(Captain only) The Captain has spent many a from the enemy (he may not run or charge),
battle bellowing orders to his crew, yelling without the enemy striking any blows on him. If
above the roar of the cannons and the screams he fails the test he remains in combat and must
of the enemy. Once per turn, the captain may fight as normal in the following turn.
Price Chart
The following chart gives the cost of all the aforementioned pirate items of equipment
including whether items are rare or common.
40
Pirate Warbands
PIRATE WEAPONS & ARMOUR the threat of the lash. In battle the long barbed
Pirate Warbands make use of trading between whip of the Cat is also seen, but this time
ships at sea, as well as the regular trading & dealing out punishment to the enemy!
merchant locations on land. Also, the landing
parties can bribe their mates on the ship to rig SPECIAL RULES
up special weapons or items for them with the Like the Steel Whips of the Sisterhood, Cats
gold they gain in their adventures on land. Thus cannot be parried by swords or bucklers, have a
Pirates may also purchase the following in their 4" range, and hit with the user’s Strength.
after-game trading. Note that some items are However, since they are made of rope and not
included in the equipment lists above, meaning steel, they give the enemy model a +1 to his
they can be bought in initial Warband creation armour save (6+ for no armour), like a hit from
as well. 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 Swivel Gun
lengths of carved wood. They are set up in Pirate Gunners sometimes construct and carry
racks in convenient places in the ship, around into battle a smaller and lighter version of the
which the running rigging can be secured or real swivel cannons normally attached to
belayed. These also make good weapons, and pivoting mounts on the ship’s railing or sides.
pirates quickly become proficient with hurling Though smaller than regular cannons, swivel
them as short range weapons. guns are larger than normal handguns, so big
that they must be held up with the support of
Range: 6" Strength: As User -1 wooden support. They are cumbersome, and
Special Rules: +1 prone to failure due to imperfect castings or
poorly mixed blackpowder, but most gunners
SPECIAL RULES agree that they make up for it in sheer power.
Thrown Weapon, +1 Enemy Armour Save.
Models using Belaying Pins do not suffer any SPECIAL RULES
penalties for range, but still suffer a -1 to hit Swivel Guns follow most of the rules for
penalty if they use them after moving that turn. Blackpower weapons, Move or Fire, Prepare
They also do not hit very hard, so strike at User Shot, but have some exceptions as noted below.
Strength -1 and give the target +1 to its armour A Pirate Warband may have only one Swivel Gun
save (or a 6+ if they have none), exactly as if the at a time, due to the time it takes the ship’s
enemy had been hit by a bare fist. Master Gunner to construct one. Cumbersome:
The user is at –1 Initiative and –1 Movement
Boat Hook throughout the battle. Also, Swivel Guns may
These are normally used to pull in ropes or never be fired twice per turn, or fired if the user
other objects from the water, but their long moved, no matter what Skills the user may have.
reach and wicked metal catches makes them Blackpowder Rules: The normally optional
also useful in combat. rules for Blackpowder weapons on page 164 are
Range: Close Combat always in effect for Swivel Guns, due to
Strength: As User -1 unpredictable nature of the local materials used
Special Rules: Strike First, Two-handed in their construction.
Special Ammunition: Swivel Guns use non-
SPECIAL RULES standard ammunition types, which must be
Strike First, Two Handed. Boat Hooks are used bought for each game. Each type only lasts one
in Close Combat. They allow the user to Strike game, so if it is used in a game it cannot be used
First in the first round of any close combat, no again until another supply is bought. Before
matter which model charged, but require both firing, the Gunner must declare which type is
hands to use. Models using a Boat Hook in being used, if he has more than one type
combat cannot use any other weapons, or gain available in the game.
benefit from a shield or buckler, while in close
combat. Ball Shot
Range: 36" Strength: 5 Armour Save: -2
Cat O’ Nine Tails A Swivel Gun firing these heavy lead balls can
Order is often maintained aboard the ship with stop even a charging Ogre dead in his tracks!
41
Pirate Warbands
Concussion: The impact of the heavy lead Whew, that’s ripe Matey! Once bought (or
projectile is enough to rattle even the hardiest broken in), a pirate’s Toughened Leathers
warrior. Treat any resulting Injury Rolls of 2-4 as cannot be given to another pirate or sold back
a Stunned result. at the Trading Posts – the stench alone is
enough to drive away even the most desperate
Chain Shot of new owners!
Range: 24" Strength: 4 Armour Save: -1
These lengths of chain and linked metal don’t SPECIAL PIRATE EQUIPMENT
cause as much damage, but can entangle an
enemy model and bring him to his knees.
Compass
A compass can be a big help on the land as well
All Wrapped Up! Enemy hit by Chain Shot as at sea, by helping the pirates navigate faster
which are not wounded are Knocked Down on and more accurately around the seemingly
a roll of 4+, even if they normally can never be random ruins of the blasted city. In any
Knocked Down. scenarios where players roll to see which side
deploys first, then his warband may re-roll their
Grape Shot result. This can only be done if the pirate with
Range: 24" Strength: 3 Armour Save: - the compass is not missing the game though!
Note that only one re-roll is allowed, even If
Very small pellets, rocks, metal scrap, even rock multiple pirates have a Compass, and if both
salt are poured into the barrel from prepared sides have one then no re-rolls are allowed.
canisters, producing a cloud of shrapnel when
fired.
Hardtack Biscuits
It’s Everywhere! If a hit is scored, D6 other (one per model, one use only)
enemy models within 4" of the target and also in Any Pirate may bring some of these dense
Line of Sight will automatically take a single hit. breads to eat during a battle, filling him with…
If the original target was in the open, no hits can well, something pretty dense and bread-like
be applied to models in cover though (only if (the ship’s cook refuses to divulge the exact
the original target was in cover can hits go to ingredients). At the start of any one of his turns
models in cover as well). The closest enemy the pirate may pop some in his mouth as long as
model to the target must take the first hit, then he is not already in hand-to-hand combat. His
the next closest, and so on. Models in Hiding Toughness is temporarily increased by +1 for
will also count towards being close to the target, the duration of that turn and the following
and can be hit as well. There is no Armour Save enemy turn, with the effects generally wearing
modifier from Grape Shot hits. Pirates know to off afterwards. Roll a D6 after that turn; on a 1
duck out of the way when they hear a Swivel his biscuits were tainted and filled with maggots
Gun going off, and thus are never hit by friendly (yuck!). Make a note of his name – the pirate
Grape Shot. must miss the next game as he recovers (and
thumps the cook a few times to boot!). If the
Toughened Leathers Pirate winds up missing a game because of other
There is nothing like many months at sea to effects, the losses will add together and he will
really toughen up clothing! Covered with miss the next two games.
crusted salt, spilled rum, and other less
savoury materials, many a pirate has found Hook Hand (one per model)
his long coat to have stiffened up to a very hard Pirates who have lost a hand or arm due to a
finish, and even offers some protection in Hand Injury or Arm Wound can be fitted with a
combat. sharpened metal hook. The wearer of the stylish
new device cannot use any two-handed
SPECIAL RULES weapons, but will always count as having a close
Toughened Leathers work exactly like Light combat weapon in that hand. The hook strikes
Armour, giving the wearer a 6+ Armour Save, in close combat in the same manner as a dagger.
but cannot be combined with the effects of any A new pirate joining the warband, either during
other armour except a Helmet or Buckler. This initial warband creation or as a new hire, may
includes using a shield – most pirates find they also start out with a Hook Hand. If the wearer
get in the way when fighting in the stiff leather, gets a Hand Injury or Arm Wound in further
resulting in falling into the briny deeps when battles, these can be ignored on a roll of 4+ as
trying to board a ship! the hit was taken by the Hook Hand instead.
42
Pirate Warbands
Jolly Roger (one per Warband) Treasure Map (one use only)
Ah, the sight of the Jolly Roger waving in the Pirates may use a Treasure Map instead of
wind is enough to bring a tear to the eye of even regular exploration of the city ruins. It
the toughest old salty dog. Any Hero may carry represents the location (possibly) of a treasure
the Jolly Roger; the cost represents the effort to stash another pirate band was forced to bury,
have the ship’s sail makers create a smaller before they could bring the booty to a safe hide
version that one man may carry on a long pole. away. Roll a D6 after the game to determine
Any Pirates within 12" of the Jolly Roger never where the map leads you (note that any gold
count as being All Alone in combat. Carrying the crowns found represent the profit after all
banner takes up one hand though, so that shares have been given to the crew).
model may not carry or use any two-handed
1. The map turns out to be a fake! However,
weapons during the game. Note that Swabbies,
you do manage to return and trounce the
lacking the true Pirate spirit, do not gain any
bilge-drinking swine who sold it to you, and
benefit from the Jolly Roger.
he gives your Warband D6x5 gold crowns to
make amends (and prevent himself getting
Parrot (Captain and Mates only) keel-hauled!).
Squawk! Pieces of Wyrdstone, Pieces of
Wyrdstone! A well trained parrot is excellent at 2. The map leads your crew to a minor
distracting opponents, either by shouting out stash. After some hours digging, the find a
loud at them or flying around getting in their chest containing 1 shard of wyrdstone and
way. All enemy in base contact with the owner some jewels worth 2D6x10 gold crowns.
will be at –1 to hit in their first round of combat 3. The map reveals one of the fabled ale-
with the pirate unless they can pass a stashes of Long Drong Slayer himself! You
Leadership Test. uncover several barrels of the finest rums,
ales, and other assorted spirits. One is a
Peg Leg (one per model) barrel of Bugman’s XXXX, which can be
Any Pirate suffering a Leg Wound or Smashed used as per the rules for Bugman’s Ale. After
Leg can opt to have his ruined leg replaced with ‘sampling’ many of the other barrels, the
a stout wooden peg leg. This will reduce his remainders are sold off for 2D6x10 gold
Movement (and maximum possible Movement crowns (after the crew wakes up, of course).
characteristic) by -1, but offers a chance that 4. Buried deep in the ruins of an
stray hits will strike the leg instead. This gives unassuming hovel you find several chests
him a special saving throw of 6+, which can be filled with fine clothes, plus several
taken whenever he fails any other saving throws notebooks outlining blackmail information
allowed against any wounding shooting or for many of the local trading merchants.
hand-to-hand hits. This save is not modified, You realise this must be one of the stashes
and can be used even if no saving throw is left by Facio, the great Tilean trickster and
normally allowed. A new pirate joining the rogue. Armed with your new clothing and
warband, either during initial warband creation information, on your next visit to the
or as a new hire, may also start out with a Peg trading posts you may buy any one item
Leg. If the wearer gets a Leg Wound or Smashed listed on the regular Price Chart as if it was
Leg in further battles, these can be ignored on a Common (except any other Pirate Warband
roll of 4+ as the hit was taken by the Peg Leg unique items, such as Swivel Guns or
instead. Treasure Maps), assuming you have the
money. Once the transaction is complete,
Spy Glass you turn around and sell the notebooks to
A pirate can use his trusty spy glass to examine his competitors for 2D6x10 gold crowns,
the combat ground, spotting any yellow dogs and make any other trading post purchases
who try to sneak about! At the start of his turn, as normal.
the owner can try to detect one Hidden enemy Also, if in your next game your warband
model to which he has normal Line of Sight. On captures anyone, or finds any Stragglers or
a roll of 4+, the model looses his Hidden status. Prisoners, the fine clothing impresses them
The spying Pirate can move as normal in that quite a bit! The Captain’s Leadership is
turn, but cannot run or charge. increased by +1 when testing to see if any
join your warband.
43
Pirate Warbands
5. The treasure chest that is found has been armed with a Bow. Ideally they will find a good
carefully booby-trapped! One of your shooting spot and not move too much during
Heroes must try to penetrate the maze of the game.
poisoned dart-shooters and collapsing
The two Gunners will indeed be moving, as I
pathways that surround the chest by passing
want to get them into good firing positions for
an Initiative test. If he passes, his expert
their Blunderbusses. Since they only get one
approach reveals a Lucky Charm near the
shot per game, they have to count!
chest (which he claims for himself!), and
3D6x10 gold crowns in the chest itself. If he Lastly, I have two more hand-to-hand fighters.
fails the test, he must sit out the next game My other Crewman, armed with a sword and
as he recovers, but the crew do manage to pistol, will be able to move around as needed
open the chest now that the traps have been and lend a hand. Ideally, he may even get some
set off and gain the gold as above. They do shots off with his pistol! The Boatswain will be
not find the Lucky Charm though as it is working the buildings with his sword, using his
drawn back into it’s hiding place, there to own skills to leap about from rooftop to
await a more careful adventurer. rooftop, and maybe get some Diving Charges in
as well.
6. Your crew bow their heads in reverent
silence, as the map has lead them to one of This leaves 22 gc for spending after the first
the legendary secret burial spots used by game. If I’m lucky, I’ll pick up a Swabbie after
Black-Wyrd the Pirate King, first and finest the game, or even a Crewman. I’ll also be
pirate to ever ravage Mordheim. Known for putting some gold aside for a Swivel Gun too –
tying shards of Wyrdstone into the thick no Pirate Warband should be without one!
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!
A gentleman and scholar...
Tim Huckelbery is head of the Games
Workshop USA Customer Service
Some Player Notes Department, and also serves as the GW
When making my own Pirate Warband the goal Internet rep. He graduated from MIT with
here was a good mix of shooting and hand-to- a degree in Physics, and served 10 years
hand fighters. I also wanted a Warband that with the US Air Force in Space Command
could be very mobile. With these in mind, I launching rockets and flying satellites. He
went for a ‘classical pirate captain’ armed with now is having much more fun working for
sword and pistol, plus light armour to help him GW (just passed his 5 year mark!), even
out as he advances into combat. I upgraded his though his parents are a bit confused by it
pistol to a Dueling Pistol as an afterthought – all. In the Customer Service department,
nothing but the best for the Captain! He’ll be he and team get to talk to players from all
accompanied by two Cabin Boys, lightly armed over North America, helping with product
but with weapons that should give them an problems, finding them good local stores,
edge. The Cat O’ Nine Tails will allow one to and answering lots of gaming questions,
attack even if not in base contact, essentially plus answering email from all over the
extending his attack range by 4 inches. The Boat world!
Hook will allow the other to strike first, and Tim was introduced into Games Workshop
hopefully get a lucky hit in before the enemy via Talisman, and rapidly got into all the
can strike back. Their main goal in the first few other games, becoming one of the first
games though is survival – they need to build up Outriders over in the USA.
their characteristics before they are ready to
strike out on their own! He plays lots of 40K (Tyranids, Chaos-
Nurgle, and Genestealer Cults are his
As Mate, I went with a Peg Leg (as the model favourites), but when the Mordheim
would simply be fun to create!) and armed him background mentioned rivers in the City
with a crossbow. He’ll be hanging back mostly, of the Damned he immediately thought –
and hopefully not seeing any actual hand-to ‘Pirates!’
hand-combat. He’ll working with a Crewman
44
Pit Fighters
The Pit Fighter warband was first featured in
Town Cryer 14. Since then we have playtested
and updated the rules exhaustively. We even got
A ll across the Empire there are gladiatorial
fighting pits where tough warriors are
forced to take up arms against each other in
the Fanatic miniature designer Mark Bedford to brutal hand-to-hand fighting, often to the
sculpt a complete Pit Fighter warband to death, for the bloodthirsty pleasures of the
accompany this article. So, those who are about baying crowd. From the vicious pits of
to die we salute you! Cutthroat’s 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 fights are outlawed, but the
culture itself remains a haven for ex-
mercenaries, escaped convicts and itinerant
conmen, and bribes to local officials ensures
that this brutal sport continues unabated.
There are as many different types of pit fight as
there are venues, from small fistfights in an old
barn or a back alley, to huge conflicts 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 fights. In the more lawless
areas of the Empire, such as around the Cursed
City, the pit fights are bigger, more widespread
and far more lavish. There are many different
types of pit fighter: huge and brutish Ogres;
frenzied, fearless Dwarf Troll Slayers and even
those unfortunate humans who are sold as pit
fighters have many different fighting styles.
Each type of pit fighter is easily recognisable
from his armour and weapons which are heavily
stylised on the appearance of the Empire’s 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 flails,
gauntlets with razor-sharp iron claws like Ghouls
and Orc choppas. There are also specialist pit
fighters 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 reflect 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 Choice of Warriors
javelins. Unlike the heavy pit fighters, these A Pit Fighter Warband must include a minimum
warriors harry their foes with hit and run attacks, of 3 models. You have 500 Gold Crowns that
using speed and agility over brute strength. you can use to recruit your initial Warband.
The most feared and respected type of pit The maximum number of warriors in the
fighter is the Pit King – a veteran fighter of Warband is 15, though some buildings in the
many bouts, a heavily scarred killing machine Warband’s encampment may increase this.
with muscles like iron. Pit Kings are often Pit King: Each Pit Fighter Warband must have
dressed in heavy armour reminiscent of Empire one Pit King: no more, no less!
heroes of old, adorned with a laurel wreath
Pit Fighter Troll Slayer: Your Warband may
which is the symbol of his status. These
include a single Pit Fighter Troll Slayer.
dynamic warriors have access to many
weapons, often favouring great axes and Pit Fighter Veterans: Your Warband may
swords which they wield with consummate include up to two Veterans.
skill. Ogre Pit Fighter: Your Warband may include
a single Ogre Pit Fighter.
The vast majority of fighters are slaves who
work for the so-called ‘circuit’ and they have to Pursuers: Your Warband may include up to
go through rigorous training before they are let seven Pursuers.
loose in the bloody world of the fighting pits as Pit Fighters: Your Warband may include any
they are considered an expensive investment by number of Pit Fighters.
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 fighters live for the sport
Starting Experience
A Pit King starts with 20 experience.
(and, of course, often die for it also!) because
they know of little else. Pit Fighter Veterans start with 8 experience.
A Pit Fighter Troll Slayer starts with 8
Enough pit fighters either earn their freedom or,
experience.
as is more often the case, escape and form bands
of fugitives on the run from their former owners. Henchmen start with 0 experience
These bands of outcasts make ideal warbands for
hire to those shady characters who wish to Weapons & Armour
explore the ruins of Mordheim. The warriors in a Unlike other warbands that may chose which
pit fighter warband are very dangerous weapons and armour to equip their warriors
adversaries indeed even for the most rugged, with, Pit Fighters have to chose a specific
experienced of mercenaries for they are entirely fighting style which dictates their weapons and
ruthless and offer no quarter. armour configuration. This is with the
exception of Trollslayers and Ogres that may
Pit fighters are especially adept at fighting in
chose from a limited selection of equipment.
close quarters with little room to manoeuvre
The fighting style does not restrict Heroes from
such as the cluttered streets and ruined
using items not on their list if they learn the
houses of Mordheim and this makes them
appropriate skills.
much-feared opponents amongst the denizens
and warbands of the Cursed City. Pit Fighters may chose to change their fighting
style at any stage by either swapping with
Appearance: Pit Fighters are grizzled
another warrior in the warband or by simply
veteran warriors covered with many
scars of battle, they are armed with buying a new style (or the separate
special pit weapons and components). Pit Fighter warbands also differ
Armour, their bodies well from other warbands in that a Henchman
developed and muscular. group may contain a mix of several different
They wear little clothing fighting styles and does not have to equip all of
and only partial armour its warriors in the same manner.
known as Pit Armour.
3
Pit Fighters
4
Pit Fighters
heroes
1 Pit King action on a roll of a 6 instead of 5-6 when
80 gold crowns to hire rolling on the Injury chart. Treat a roll of 1-2
The Pit King is the leader of the warband. He as knocked down, 3-5 as stunned, and 6 as
is a very renowned warrior; a spectacular out of action.
fighter used to pleasing the baying crowd with Hard Head: Dwarfs ignores the special rules
his martial display and bloody triumphs. He for maces, clubs, etc. They are not easy to
has managed to buy or free enough fellow pit
knock out!
fighters to start a warband of his own. He’s
the smartest and toughest pit fighter around Hate Orcs and Goblins: All Dwarfs hate Orcs
and will fight anybody who puts his position and Goblins. See the psychology section of
in danger. He is held in a mixture of awe and the Mordheim rules for details on the effects
fear by his fellows and his loyalty to his men is of Hatred.
undisputed.
Grudgebearers: Dwarfs hold an ancient
Profile M WS BS S T W I A Ld grudge against Elves from the days when the
Pit King 4 4 3 4 4 1 4 2 8 two races fought for the supremacy of the Old
World. If the Pit Fighters ever hire any kind of
Weapons/Armour: A Pit King may be Elven Hired Sword, he will leave the Warband
equipped with weapons and armour chosen immediately, he refuses to fight alongside
from the Pit Fighter Equipment list. these pansy Elves!
SPECIAL RULES Death Wish: Troll Slayers seek an honourable
Leader: Any models in the Warband within 6" death in combat. They are completely immune
of the King may use his Leadership instead of to all psychology and never need to test if
their own. fighting alone.
Pit Fighter: See Strength Skill section.
0-2 Pit Veterans
0-1 Dwarf Troll Slayer 35 gold crowns
50 gold crowns to hire Pit fighter veterans are experienced fighters
Troll Slayers are members of the morbid who carry out the orders of the Pit King with
Dwarf cult obsessed with seeking an ruthless efficiency. These men ensure that the
honourable death in combat. Having warband is held together with iron-hard
committed some unforgivable crime or been discipline and always keep a watchful eye on
dishonoured in some way, a Dwarf will the Pit King’s back lest an over ambitious
forsake his home and wander off to die fellow pit fighter gets any ideas.
fighting the enemies of Dwarf kind. Troll Profile M WS BS S T W I A Ld
Slayers are insanely dangerous individuals,
psychopathic and violent. There are, however, Pit King 4 4 3 4 3 1 4 1 7
few better fighters in the known world, so Weapons/Armour: A Pit Fighter Veteran may
which place would be more fitting for them
be equipped with weapons
than the dangerous fighting pits then! Battling
and armour chosen from the
against the most hardened veterans and
monsters in the Old World, it appears that Pit Fighter Equipment list.
they have truly found their vocation. SPECIAL RULES
Profile M WS BS S T W I A Ld Pit Fighter: See
Strength Skill
Troll Slayer 3 4 3 3 4 1 2 1 9 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 0-7 Pursuers
165 gold crowns to hire 25 gold crowns to hire
Ogres are large brutish creatures standing Pursuers are a special martial type of pit
some ten feet tall, and all of it is bone and fighter often used for ‘warm-up fights’
muscle. It is unsurprising then that they are before the main show. These men are usually
one of the most brutal and feared of all pit lightly armed with spears, nets and javelins
fighters. These massive, savage fighters are with which they harry their enemies in a hit
often called upon to fight such fearsome and run style of warfare. This style of
beasts as captured Trolls in some of the most fighting dates back to ancient times in Tilea
incredible bouts held at the pits. when gladiators, as they were known in the
Tilean tongue, would fight in massive stone
Profile M WS BS S T W I A Ld
arenas to huge crowds of citizens baying for
Ogre 6 3 2 4 4 3 3 2 7 blood.
Weapons/Armour: An Ogre Pit Fighter may be Profile M WS BS S T W I A Ld
equipped with weapons and armour chosen Pursuer 4 3 3 3 3 1 3 1 7
from the Ogre & Slayer Equipment list.
Weapons/Armour: A Pit Fighter Pursuer may
SPECIAL RULES be equipped with weapons and armour
Pit Fighter: See Strength Skill section. chosen from the Pit Fighter Pursuer
Fear: Ogre Pit Fighters are large, threatening Equipment list.
creatures that cause Fear. See the Psychology SPECIAL RULE
section for details. Pit Fighter: See Strength Skill section.
Large: Ogre Pit Fighters are huge, lumbering Evade: Pursuers are agile and athletic, well
creatures and therefore make tempting targets adept at avoiding the heavier Pit Fighters’
for archers. Any model may shoot at the Ogre charges. When an enemy charges a Pursuer he
Pit Fighter, even if he is not the closest target. may choose to try and evade. On a successful
Skills: An Ogre Pit Fighter who becomes a Initiative test it is considered a failed charge
Hero as a result of The Lad’s Got Talent may and the normal rules apply.
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).
Pit Fighters
35 gold crowns to hire
Pit fighters 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.
Profile M WS BS S T W I A Ld
Pit Fighter 4 4 3 3 3 1 3 1 7
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
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.
8
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
9
The Sons of Nagarythe
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
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
* – 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 find them as normal. No roll is
necessary to find these items when first starting a Shadow Warrior Warband.
26
The Sons of Nagarythe
unit insignia and other trappings. Chief the warband takes a Rout test. Shadow
among these is the unit standard. A unit’s Warriors only.
colours can hold a lot of meaning, particularly
Elven Cloak (75 + D6x10 gc / Rare 12):
when the warriors in that unit lack a true
Being from Ulthuan, Shadow Warriors have
home. A Shadow Warrior band normally
access to items that are rarely seen by other
makes their standard by hand; cost and rarity
races.
represent the difficulty of finding the proper
materials (fine silks and thread of gold, for Familiar (20+1D6 gc / Rare 8):
example). Wizards are often solitary, usually shunned by
those who can barely conceive of, much less
A Standard of Nagarythe can serve as a second
understand, the power these individuals
rallying point (the Shadow Master is the first,
wield. As such, they often share their lives
represented by his Leader skill) for the unit.
with animal companions, rather than more
Any members of the Shadow Warrior Warband
‘sentient’ beings. Sometimes a magical link
within 6" of their standard take all Leadership
will develop between one of these animals
tests against a Leadership value of 10. In
and the wizard, to the extent that the wizard
addition, should the standard be captured by
begins to see through the animal’s eyes, and
the enemy (model holding the standard is
hear its thoughts. Wizards in different lands
Taken Out of Action), all members of the
favour different types of familiars, depending
Warband will be subject to Frenzy for the
on their environment: Shadow Weavers tend
remainder of the game, and may not
to favour darkly-coloured animals that can
voluntarily Rout. Note that these effects
blend into the shadows with them easily--
(Leadership 10 and Frenzy) do not affect any
ravens or darkly-coloured cats are most
Hired Swords in the Warband, only actual
common. Regardless of their form, familiars
Shadow Warriors (including Shadow Warrior
are actually not normal members of their kind
heroes) are affected. A model carrying a
at all, but rather creatures that have somehow
standard requires one hand free to do so, so
become attuned to the Winds of Magic.
no weapons, shields, etc. may be carried in
this hand, and no double-handed weapons Familiars cannot actually be purchased as
may be used while the standard is carried. A normal equipment. The cost to ‘purchase’ a
standard may be used in close combat as a familiar actually represents the cost of
makeshift spear (use the rules for a spear but materials to cast the ritual to summon a
with -1 on the to hit rolls. Shadow Warriors familiar and form a magical bond with it; the
Only – May only be purchased when the Rarity level represents the chances of the
warband is created.) 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
‘find’ 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
War Horn of Nagarythe (25+1D6 gc / Rare 6): base-to-base contact with the wizard, and it is
Similar to the Standard of Nagarythe, units of ignored for game purposes (so it may not
Shadow Warriors sent into Mordheim often attack enemy models or be attacked itself, may
bring with them a war horn to rally around. not intercept attackers, does not increase the
The rules for the War Horn of Nagarythe are wizard’s base size, etc.), other than the effect
the same as for a normal War Horn from Town below.
Cryer issue 7 (except for Rarity and price, see A wizard with a familiar is allowed to re-roll
above), and are restated here for your one failed roll to cast a spell each turn. The
convenience: result of this re-roll must be accepted, even if
A War Horn of Nagarythe may be sounded it fails, and remember that you may never re-
once during the game at the start of any roll a re-roll. Spell-users only (does not
Shadow Warrior turn. Until the start of the include users of Prayers). Note that unlike
next turn, all members of the Warband gain a many of the items above, this item is
+1 to their Leadership (maximum Leadership equipment that any warband with a spell-user
10). The War Horn may be used just before may use, if he can summon it successfully.
27
The Sons of Nagarythe
Heroes
1 Shadow Master 0-3 Shadow Walker
70 Gold Crowns to hire 45 Gold Crowns to hire
Shadow Master is a very honourable title One step down from the title of Shadow
among the warriors of the Shadow Elves… it Master is Shadow Walker. A walker in the
is given to one who has fought in the shadow shadows is considered to have made friends
war for so long that he rules the darkness that with the darkness, and while he does not
he fights from. Often a member of the former command it, it gives him aid when asked.
Nagarythe nobility, the captain of a Shadow Shadow Walkers are seasoned veterans in the
Warrior Warband is known by the honourable war against the Dark Elves. They are skilled
title ‘Shadow Master’. These proud and trackers and hunters, and the most trusted
strong-willed warriors often gather a small lieutenants of the Warband’s captain, the
band of their followers and seek a life away Shadow Master.
from the hesitant charity and distasteful stares
Profile M WS BS S T W I A Ld
of Ulthuan.
5 5 4 3 3 1 6 1 8
Profile M WS BS S T W I A Ld
Weapons and Armour: Shadow Walkers may
5 5 5 3 3 1 6 1 9
be equipped with weapons and armour
Weapons and Armour: Shadow Master may chosen from the Shadow Warrior Equipment
be equipped with weapons and armour list.
chosen from the Shadow Warrior Equipment
list. 0-1 Shadow Weaver
55 Gold Crowns to hire
SPECIAL RULES All High Elves have some aptitude for magic,
Leader: Any warrior within 6" of the Shadow and those with the greatest aptitude are
Master may use his Leadership characteristic taught how to bend the Winds of Magic to
when taking any Leadership tests. 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.
Profile M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 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
Infiltration Sniper
This skill is exactly the same as the Skaven Long years of guerrilla warfare against the
skill of the same name. Dark Elves have taught Shadow Warriors how
to strike from the shadows without being
See in Shadows seen. If Hidden, a warrior with this skill may
The warrior’s senses have become especially shoot or cast spells and still remain Hidden.
keen from years spent walking the shadows.
As long as he has movement to reach them, Powerful Build
the warrior may always roll to charge The warrior is strongly built for an Elf, and is
opponents he cannot see (instead of the capable of feats of strength not often seen
normal 4"). 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
Hide in Shadows few mages attain. When using Elven
Over time Shadow Warriors have learned how Runestones, the mage is +1 to his dispel roll.
to freeze in place and remain undetected, In addition, the mage can inscribe the
even from the heightened senses of their Dark weapons and armour of one of his fellow
Elf cousins. An enemy warrior attempting to warriors with Elven runes. One member of the
detect this warrior when he is Hidden must Warband may reroll a single failed armour
halve his Initiative before measuring the save or Parry roll once per battle. After a
distance. single battle, the runes lose their glamour and
must be redone. This skill may only be taken
by Shadow Weavers.
29
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.
Author’s 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 Difficulty 7
The area immediately surrounding the mage is suddenly filled 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 Weaver’s next turn.
5 Shadowbind Difficulty 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 first 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.
31
Khemri – The Land of the Dead
Tomb Guardians
The hordes of the dead are terrible to behold of an artisan. The more wealthy the person,
walking resolutely forward, bones rattling, the more precious the items buried with him.
dry flesh creaking, and clutching ancient and
Not all mummies were once wealthy
rusty weapons or those torn from the grip of
merchants or mighty warriors; artisans were
defeated enemies. How can you kill what is
highly regarded in the old Nehekharan
already dead?
Empire. These people were the builders and
The first true human civilisation, Nehekhara architects of the tombs. Indeed many were
arose around the Imperial year -2500, in the entombed in the structures they had worked
area now called the Land of the Dead. This on – a final reward from their patron.
ancient kingdom was built along the river
valleys of northern Nehekhara. From the Choice of Warriors
earliest period of their civilisation, the
The Warriors of the Dead must include at least
Nehekharans buried their dead in pyramid
three models. You have 500 Gold Crowns with
cities in the desert outside their townships
which to form your warband. The maximum
and in the belief that the soul and spirit lived
number of models in the warband is 15.
on for as long as the body remained intact.
Their priests began to experiment with
mummification so that the body would be Heroes
preserved forever as would the soul giving Tomb Lord: Your warband must include a
eternal life. The Mortuary Cult was formed to Tomb Lord.
study the arts of mummification and perform Liche Priest: Your warband may include a
the rituals of awakening. After many centuries single Liche Priest.
the priests discovered the secret and were
able to mummify and preserve the bodies of Acolytes: Your warband may include up to
their kings. two Acolytes.
The king, his family, and trusted advisors were
entombed in great sarcophagi, which were Henchmen
laid at the heart of the huge pyramids. As each Skeleton Warriors: Your warband may
generation passed, larger and more elaborate include any number of Skeleton Warriors.
tombs were built as each king tried to out-do Tomb Guards: Your warband may include up
his predecessor. Eventually, in the deserts to two Tomb Guards
beyond each of the great cities, stood a
necropolis – a city of the dead. As the years Giant Scorpions: Your warband may include
passed, these eerie cities grew even larger up to three Tomb Scorpions.
than the towns of the people who had built
them. The tombs were guarded by titanic Starting Experience
statues and fortified like great keeps, built to A Mummy Prince starts with 20 experience.
keep their inhabitants secure through all
eternity from those who would disturb their A Liche Priest starts with 8 experience.
graves. So vast and maze-like were these cities Acolytes starts with 0 experience
that bridges and walkways were built to span
the gaps between the pyramid tops enabling Henchmen start with 0 experience
easier access for the priests who maintain
these sprawling conurbations. Undead Maximum
The preservation of the body depended on Characteristics
the wealth and status of that person; a farmer Maximum characteristic values for Mummies,
would be buried in a small family tomb, while Liche Priests and Acolytes.
the kings, their family, and trusted advisors
were entombed in great sarcophagi and huge Profile M WS BS S T W I A Ld
pyramids. Every Nehekharan was buried with Tomb Lord 4 6 6 5 5 5 5 4 9
a number of items that they held dear; a rattle Liche Priest 4 6 6 4 4 3 6 4 9
from childhood or perhaps the tools & Acolyte
6
Khemri – The Land of the Dead
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc
Immune to Psychology: All Undead warriors Note: Tomb Lords don’t actually learn new
are immune to psychology and never leave skills, rather they remember the skills they
combat. knew when they were alive. Liche Priests and
Acolytes are also Undead but they have
7
Khemri – The Land of the Dead
retained a form of living mind and are capable SPECIAL RULES
of learning from their experiences. Mounting – A charioteer may mount and
dismount a chariot in the same way as a
Flammable: The Tomb Lord is as dry as
ridden steed.
tinder and wrapped in bandages soaked in
highly flammable resins and preservatives. A Movement – A Skeleton Chariot normally
hit from a fire-based attack will cause double moves at 8" and may not run. However, it may
the normal number of wounds on it. double its normal move when charging.
Do not Drink: Undead models do not need Difficult Ground – If a chariot moves over
food and water. However any living animals difficult ground it suffers D3 Strength 4 hits. If
that accompany the Mummies follow the the chariot is charging over difficult ground, it
water rules as normal. suffers 2D3 Strength 6 hits.
Home Ground: The Tomb Guardians live in Steeds – If one steed dies, the chariot is
the Necropolises and have no trouble locating reduced to half movement but may still charge
the hidden tombs in search of weapons and (also at half normal charge distance). However
armour to help them defend their homes. A impact hits will no longer be effective. If both
Tomb Guardian warband always roll one extra steeds die, the chariot is immobile and the
dice in the Exploration phase. charioteer must fight on foot.
Combat – Chariots are feared for their
Special Equipment devastating charges that make use of their
Nehekharan Javelins horrible scythed wheels that will cut down
These warriors throw javelins equipped with a any warriors in their path. A charioteer is
becket; a string wound around the javelin. allowed to charge any enemy warrior that he
When it is thrown, the javelin spins like a can see who is in the open, he is not forced to
bullet increasing its accuracy. charge the closest warrior. If the chariot
moves more than half its normal move, it may
Range: 8" Strength: As user
make impact hits. Anyone directly in the path
Special Rules: +1 to hit
of a charging chariot is permitted an Initiative
test to dodge out of the way and avoid being
Asp Arrows hit. The charioteer must roll to hit as normal,
Made from the mummified remains of
a successful hit causing a single wound at
poisonous snakes, these are guided through
Strength 4 with a -2 armour save. At the end
the air by ancient magic.
of the charge move, the charioteer may fight
Special Rules: +1 to hit. any enemy models in base contact, as if he
had charged normally.
Serpent staff In combat, enemy warriors in contact may
The highest Liche Priests of their order carry elect to strike the chariot or its driver. If
staffs adorned with a serpent head as their hitting the chariot, the attacker must still
badge of office. The staff is used with two make a to hit roll against the charioteer. If in
hands and may be used to Parry. However, base contact with only a Skeletal
the Liche Priest may forgo all his normal Steed, then only the steed can be
attacks and parries in a round to use the hit.
power contained within the staff. A single
word of command brings the serpent to Shooting – A chariot is a large
life to attack their enemy. The staff always target and a warrior gains +1 to
attacks first in close combat and makes a hit when shooting at a chariot.
single attack with WS4 and S4. If the chariot is hit, roll a D6 to
see where it is hit: 1-2 steed,
0-1 Skeleton Chariot Cost: 3-4 chariot, 5-6 charioteer.
200+10D6gcs
A Skeleton Chariot is made from the bones of New Skill
the dead, pulled by two Skeleton Steeds and Drive Chariot (academic)
ridden by a member of the warband. Chariots are very difficult to control and a
Profile M WS BS S T W I A Ld warrior must have this skill to drive a chariot
effectively in combat. A charioteer without this
Chariot – – – 4 4 3 – – – skill cannot charge.
Steed 8 2 2 3 3 1 2 1 5
8
Khemri – The Land of the Dead
Heroes
1 Tomb Lord 0-1 Liche Priest
150 gold crowns to hire
55 gold crowns to hire
The legions of the dead are led by Tomb
The Mortuary Cult perfected their magic over
Lords, trusted officers and captains in the
a thousand years until the Cult could cheat
Nehekharan armies. But not all Tomb Lords
death itself. The priests now hold a unique
were soldiers in life and some were the great
kind of power, standing by the Tomb King’s
engineers and artisans who constructed the
side – they alone are able to invoke the power
Necropolises and were granted
that allows the Tomb King’s armies to march
mummification for their accomplishments
to war.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld
Mummy 4 4 3 4 5 3 3 2 8
Priest 4 2 2 3 3 1 3 1 7
Weapons and armour: The Tomb Lord may
Weapons and armour: The Liche Priest may
have equipment from the Undead Equipment
have equipment from the Liche Priest
list.
Equipment list. Note he may not wear armour
as it interferes with his spell casting.
SPECIAL RULES
Leader: The Tomb Lord is the warband’s
SPECIAL RULES
Leader and follows all the rules for Leaders.
Wizard: The Liche Priest is a Wizard and uses
Undead: The Tomb Lord is undead and Liche Priest scrolls (see the Liche Priest
follows all rules for the Undead. section for more details).
Undead: The Liche Priest is undead and
follows all rules for the Undead.
0-2 Acolytes
20 gold crowns to hire
The Mortuary Cult has
been a very large
influential priesthood in
the Land of the Dead
for centuries. Acolytes to
the Cult have to study
long and hard (even
beyond death!) before they
can assume the mantle of Liche
Priest. During their apprenticeship to the
Liche Priests, Acolytes have to perform all of
the menial tasks as well as protect their
masters from harm.
Profile M WS BS S T W I A Ld
Acolyte 4 2 2 3 3 1 3 1 7
Weapons and armour: The Acolyte may have
equipment from the Liche Priest Equipment
list.
Undead: The Liche Priest is undead and
follows all rules for the Undead.
9
Khemri – The Land of the Dead
SPECIAL RULES
Undead: Skeletons are undead and follow all
rules for the Undead.
10
Khemri – The Land of the Dead
This is the third installment of Khemri – The Scorpion Ring
Land of the Dead; the new setting based to At the beginning of the battle the
the far south of the Old World amidst the warrior is able to call forth a
burning desert sands and lost temples of old single Tomb Scorpion to fight for
Nehekhara. This section introduces new the warband if he can pass a
equipment, the Trading chart and a warband – Leadership test. The summoned
the Undead Tomb Guardians. scorpion will fight for a single battle only (use
Tomb Scorpion from Tomb Guardians list).
Nomad Robes
Woven by native desert dwellers these robes
enable the wearer to suffer only half penalties
from Weather Conditions. The robes affect the
following results on the Weather table:
It’s Raining: The robe protects the warrior’s
equipment. When rolling a D6 each time that
you fire a black powder weapon, the shot is
only wasted on a 1.
Hot as Hades: A warrior wearing a Nomad
Robe only suffers a penalty of -1 to WS and BS
and he only requires the normal amount of
water.
Hot: A warrior wearing a Nomad Robe suffers
no penalty to WS or BS. If at least half of the
warband are wearing Nomad Robes, they only
require the normal amount of water.
Dust Storm: The robe has no effect – not even
the Nomad Robes can protect the warrior
from the ferocity of the storm. Apply rules for
a Dust Storm as normal
Nehekharan Map
Maps of the Land of the Dead are rare.
Equipment Accurate ones are even rarer. The shifting
sands and dry riverbeds can render a map
Snake Charmer’s Flute obsolete in a season. Use the rules for the
A warrior who possesses this Mordheim map in the rulebook.
item is able to transfix and
control serpents. If the warrior Bota Bag
does nothing for a whole turn, Like a wine skin it allows the owner to carry
he may play the flute. If this one more water unit than normal. Each
happens, any serpent within 6" may character may only take one Bota Bag.
not move or attack in their subsequent turn.
Magic Gourd
The power of the gourd may be used at the
end of each battle. It will supply 1D3 units of
water. Once the amount of water is
determined, roll an additional D6 – on a roll
of 6, the gourd’s magic is exhausted and it
shatters.
Venom Ring
The Venom Ring renders the wearer immune
to the effects of all poisons.
4
Marauders of Chaos
The primitive men who As soon as the leader receives a Mark of Chaos
dwell in the Northern through the Eye of the Gods special rule this test is no
lands on the border longer taken – until the leader leaves the warband in
of the Chaos Wastes which case the new leader must prove himself to the
are called Marauders of Dark Gods the same way his predecessor did.
Chaos. They live in tribes
and worship strange gods long forgotten by If the warband already includes a Spawn of Chaos the
the civilised world. These Northmen are great warriors doomed leader is simply erased from the roster. There
and they endlessly strive to win the attention of their may never be more than one Spawn of Chaos in a
patron gods by proving themselves in many battles. single warband.
Some of the more ambitious chieftains lead their Hired Swords: Most Hired Swords refuse to work for
warbands south to the Cathayan Borderlands, leaving the powers of Chaos. Therefore a Marauder warband
burned villages and bloody trails in their wake, may only hire the following Hired Swords: Pit Fighters,
seeking greater and greater challenges all for the glory Ogre Bodyguards, Warlocks (except marauder
of their dark gods. warbands that include members with the Mark of
To the east of Norsca lies the southern arm of the Arkhar) and Imperial Assassins.
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
Choice of warriors
northern steppes is home to fierce nomad peoples, of A Marauders of Chaos warband must include a
whom the greatest and most feared are the Kurgan to minimum of three models. You have 500 gold crowns
the west and the Hung to the east. These races are which you can use to recruit and equip your warband.
themselves divided into many inter-warring tribes, The maximum number of warriors in the warband is
some more barbarous and bloodthirsty than others. 15 (except for Hung warbands).
Chieftain: Each Marauder warband must have one
Chieftain: no more, no less!
Special rules Seer: Your warband may include one Seer.
Condemned:
Condemned: Your warband may include one
Eye of the Gods: An aspiring chaos follower is always
Condemned.
watched by the vigilant eyes of the dark gods, who
Champions: Your warband may include up to two
reward the successful generously but punish failures
Champions.
harshly. Roll 2D6 after every battle.
Marauders: Your warband may include any number of
Spawn of C Chaos:
haos: If you lost the preceding battle Marauders.
add +1 to the roll for each of your Heroes that Warhounds of Chaos: Your warband may include up
was taken out of action during the battle. On a to five Warhounds.
total of 12 or more the warband’s leader turns Spawn of Chaos: Your warband may include one
into a Chaos spawn (see rules below). Spawn of Chaos.
His equipment is lost.
Mark of Chaos:
Chaos: If you won the battle Starting experience
add +1 for every enemy model the A Chieftain starts with 20 Experience.
leader took out of action. On a total A Seer starts with 8 Experience.
of 12 or more you may chose a Champions start with 8 Experience.
Mark of Chaos for the winning A Condemned starts with 8 Experience.
leader (see Marks of the All Henchmen start with 0 Experience.
Dark Gods below).
Characteristic increase
Profile M WS BS S T W I A Ld
Marauder 4 7 7 4 4 3 7 4 9
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 8 8 5 5 3 8 5 9
126
Marauder equipment list
The following list is used by Marauder warbands to pick their equipment:
Chieftain √ √ √ √
Seer √ √ √
Condemned √ √ √
Champion √ √ √
127
Heroes
1 Marauder Chieftain 0-2 Champions
95 gold crowns to hire 45 gold crowns to hire
The Chieftain is the brutish head of the warband. He Champions are the strongest and most battle
leads his tribe in their constant warfare and bloodshed hardened warriors in the tribe. They fight constantly
in an attempt to win the approval of their fickle gods. 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
Profile M WS BS S T W I A Ld
4 5 3 4 4 1 5 1 8
4 4 3 4 3 1 4 1 7
Weapons/Armour: The Marauder Chieftain may be
equipped with weapons and armour chosen from the Weapons/Armour: Champions may be equipped with
Hero Equipment list. weapons and armour chosen from the Hero
Equipment list.
SPECIAL RULES
Leader: Any Warrior within 6“ of the Marauder
Chieftain may use his Leadership when taking Ld tests. 0-1 Condemned
55 gold crowns to hire
0-1 Seer A servant of a dark god who was foolish enough to
turn away from his patron is forever condemned. If
45 gold crowns to hire the traitor turns to another god for aid then they are
A Seer is the Chieftain’s advisor as their god tells them often spared death, but suffer a fate many times worse.
his will through the Seer's visions and dreams. The The servant suffers constant mutations at the hands of
other tribesmen see the Seer's attunement to their their old god but maintains vestiges of his humanity as
gods as a great gift that is to be equally respected and his new god compensates for the mutations by
feared. restoring or altering the form of the servant. It is all in
vain, as the unwitting servant eventually becomes a
Profile M WS BS S T W I A Ld plaything of both gods who use the servant's body and
4 4 3 3 3 1 4 1 8 soul as a contest of wills between themselves,
completely uncaring of the condemned servant's fate.
Weapons/Armour: The Seer may be equipped with
weapons chosen from the Hero Equipment list. Profile M WS BS S T W I A Ld
4 D6 3 D6 D6 1 4 D3 7
SPECIAL RULES
Wizard: A Seer is a Wizard and may use Chaos Magic as Weapons/Armour: The Condemned uses no
detailed in the Magic section. equipment (see Fate special rule below) but fights
without penalties.
Mark of Chaos: The Seer gets a Mark of
Chaos when hired to determine the SPECIAL RULES
kind of magic he uses. He can Inconsistency: The body of the Condemned is
have the Mark of the Serpent, mutating permanently. The variable attributes WS, S, T
the Mark of the Crow, and A are determined whenever needed, once every
the Mark of the Eagle, turn.
the Mark of Arkhar Fear: The Condemned’s unnatural appearance makes
or the Mark him cause fear in his enemies.
of Chaos
Experience: Whenever the Condemned would
Undivided.
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 0-1 Spawn of Chaos
35 gold crowns to hire 180 gold crowns to hire
Marauders are wild uncivilized barbarians who seek Spawns of Chaos are former Chaos Champions who
battles and bloodshed. They form the majority of the have been too heavily gifted by their gods and become
chieftain’s retinue. terrifying mutants.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 7 2D6 3 0 4 5 3 2 D6+1 10
Weapons/Armour: Marauders may be equipped with Weapons/Armour: None! Spawns of Chaos fight with
weapons and armour chosen from the Henchman claws, tentacles and other extremities.
Equipment list.
SPECIAL RULES
Special Attacks: Roll at the beginning of each Close
Combat phase to determine the spawn’s number of
Attacks for that phase.
Fear: Spawn are disgusting and revolting blasphemies
against nature and cause fear.
Special Movement: The Spawn moves 2D6" straight on
in each of its Movement phases. Before it does so it’s
player may turn it to give the direction. It does not
0-5 Warhounds of Chaos double its movement for charging, instead if its
15 gold crowns to hire movement takes it into contact with a model it counts
Warhounds of Chaos are titanic, mastiff-like creatures as charging and engages that model in close combat.
which are insanely dangerous in combat.
Psychology: Spawns are mindless creatures, knowing
Profile M WS BS S T W I A Ld no fear of pain or death. Spawns automatically pass
any Leadership based test they are required to make.
7 4 0 4 3 1 3 1 5
No Brain: Spawns of Chaos are crazed creatures and
Weapons/Armour: None! Apart from their fangs and
therefore gain no experience.
nasty tempers the Warhounds don’t have weapons
and can fight without any penalties. Large: Spawns of Chaos are huge tempting creatures
and count as Large Targets as defined in the shooting
SPECIAL RULES
rules.
Animals: Warhounds are animals and never gain
experience.
129
Marks of the Dark Gods
The Eye of the Gods special rule may let the warband’s 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 that becomes leader at the same time has to choose the Mark for his associated patron when being rewarded
through the Eye of the Gods.
130
Shornaal Rituals
The Shornaal Rituals are used by the Seers who worship the Great Serpent. They use their power
to show unlucky victims the horrible pleasures of their patron.
1 Delicious Suffering
Suffering Difficulty 8
The Seer summons great suffering to overwhelm his enemies.
All models (friend and foe, except for the Seer) within 3” must pass a Ld test or are knocked
down.
4 Mystify 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.
131
Tchar Rituals
The Tchar Rituals are used by the Seers who worship the Great Eagle. For Tchar is the Lord over
destiny and fate respecting
respecting wisdom and subtlety his servants are amongst the mightiest of spell-
spell-
casters and his magic is especially effective against the dumb and inexperienced.
3 Foresight Difficulty 10
The Changer of the Ways pulls the strings of destiny to protect his servants.
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.
4 Wrath
Wrath of the Great Eagle Difficulty 9
The Seer calls Tchar to punish the ignorant and stupid for their delusion
Choose one enemy model within 12”. The model is hit with a Strength equal to the difference
of the Seer’s Experience points and the model’s 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.
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.
This spell can be used against one of the Seer’s 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) under the Seer’s 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.
132
Follow the darkest tribes
When starting a Marauders of Chaos warband you may SPECIAL RULES
decide which of the following three major Chaos Pedigree: Some Kurgan tribes delight in the spectacle
tribes your warriors belongs to. All warbands follow of trained pit hounds fighting against bears, trolls and
the same rules for Choice of Warriors, Skills and other creatures. A Kurgan warband may include any
Equipment. Any exceptions are described below. number of Warhounds of Chaos – not only up to five.
Bone Bows: The Kurgans are renowned for making
scary bows, using the bones of their fallen enemies.
The Norse Heroes and Chaos Marauder Henchmen may use bows
(cost: 10 gold crowns, availability: common).
To the north of the Old World live the Norse tribes:
fierce barbarians, fur-clad and warlike - the very Difficult Customers: While some of the less
epitome of the warriors of Chaos. Their mountainous bloodthirsty of the Norse and Hung tribes even trade
sea-bound land is haunted by all manner of twisted with merchants from the south, the Kurgan live far
monstrous creatures, notably mutant Trolls and away from civilisation and when they come to raid the
Giants, and by nameless things that live deep under southern farmsteads and villages they are certainly not
the mountains. They are warriors at sea as well as on welcomed. Therefore a Kurgan warband suffers –1
land – building longships in which they harass the when rolling to find Rare items except for Great Axes
southern lands and undertake journeys far to the and Steel Whips.
west. The Norse have pale skin after the manner of
men of the Empire. They are generally held to be
especially tall and strong, and many have red or fair
The Hung
hair. Those that live the greatest distance from the The Hung are an oriental race – perhaps shorter and
Realm of Chaos are the least favoured of their gods – more squat than the people of Cathay but otherwise
and the most likely to be seen openly in more civilised resembling them. They are reckoned the greatest of all
lands as a result. horsemen and are said to learn to ride before they
learn even to walk. Northwards, the land is too poor
SPECIAL RULES and mountainous to support their horses, and the
Reavers: Due to their proximity to the Empire and the steeds of the Hung are typically small, tough beasts
frequency of their raiding, the Norse excel at finding that can survive where larger warhorses would quickly
the best equipment and supplies quickly. As such, they starve. Here the tribes hunt mutant monsters in the
gain a +1 to their rarity rolls when searching during shadow of the snow-capped mountains, gathering
the post-game sequence. their strength to raid the soft lands of Cathay to the
south.
Pantheon: The Norse worship a myriad of gods, spirits
and ancestors. As a result of their wide pantheon the
SPECIAL RULES
Eye of the Gods special rule's effect (of becoming a
Disloyalty: The treachery of the Hung is infamous. As
Chaos Spawn or receiving a Mark) happens on a result
one horseman is no more trustworthy than the next,
of 13+ instead of 12+.
these nomads tribal allegiance is flimsy at best. The
maximum number of warriors in the warband is 12
(instead of 15).
The Kurgan Affinity with Horses: Warhorses always cost 40 gold
The Kurgan are a raven haired, dark-skinned and crowns to the warband – not only to starting
powerfully built race, quite unlike Old Worldlers in warbands. In addition, all Heroes (including
appearance. They are said to be equally at home on Henchmen that advance to Heroes) automatically have
foot or on horseback. When the armies of Chaos the Ride Warhorse skill. Note that the number of
gather to invade the Old World, it is the Kurgan mounts per warband is not restricted in the Border
that come most eagerly and in the greatest Town Burning setting.
numbers, for they are a numerous
people compared to the other tribes
of Chaos. It is the warriors of the
northernmost tribes who are the
fiercest and most likely to be
chosen by their gods.
133
2007/09/24 -V4.8-BTB-CONTACT:khrizzcianty@yahoo.de
Norse Explorers
The land of Norsca lies to the far north of the Empire
across the stormy Sea of Claws. This is a harsh realm Special rules
of snow, where deadly forests of ice and mountains of Seafaring: The Norse are seafaring people and spend
frost reach skywards to the heavens, marching down much of their time rowing boats. To represent this, all
to its impregnable coast. Norse warriors get +2 to Strength, when they row a
Humans that live here are powerfully built, with tall, boat.
well muscled frames and long limbs. They are
characterised by the pale hue of their skin, and
common hair colours of red or fair blond. The
Choice of warriors
Norsemen are bloodthirsty people whose society is A Norse Warband must include a minimum of three
based entirely around battle. They craft or produce models. You have 500 gold crowns which you can use
very little in their inhospitable homeland. Instead their to recruit your initial Warband. The maximum number
custom is to seize whatever they might need from of warriors in the Warband may never exceed 15.
foreign soil. Many times have their dreaded longships
brought terror and destruction to the shores of men Jarl: Each Norse warband must have one Jarl to lead it.
and the older races. Berserker: Your warband may include up to two
The Norse people live in marauder tribes, much like Berserkers.
the Unberogens who were, centuries earlier, the Bondsmen: Your warband may include up to two
founders of the Empire. It is for these reasons that Bondsmen.
they are viewed as a very primitive and uncivilised race Ulfwerenar: Your warband may include up to one
by their neighbours. Indeed many Norse tribes openly Ulfwerenar.
worship the Dark Gods of Chaos. Marauders: Your Warband may include any number
of Marauders.
All Norse warriors are trained in the art of war at a Hunters: Your Warband may include up to five
very young age and become skilled in the use of Hunters.
sword, axe, and shield for theirs is a brutal society Wolves: Your Warband may include up to five Wolves
where only the strongest survive. The Norsemen have provided it includes an Ulfwerenar.
few allegiances apart from to their families and tribal
ancestors. Due to their well founded fearsome
reputation they make excellent mercenaries. Starting experience
Despite their brutish behaviour the Norse make A Jarl starts with 20 experience.
superb natural sailors rivalling even the High Elves. It Berserkers start with 11 experience.
was the Norse who were the first humans to discover An Ulfwerenar starts with 11 experience.
Lustria and The South Lands. In their ships, explorers Bondsmen start with 0 experience.
sailed from Norsca to Lustria, establishing the first Henchmen start with 0 experience.
colony, their trading port Skeggi. Norse raiding parties
plague the coastline of Lustria attacking many offshore
settlements but it is their desire for riches and Characteristic increase
adventure that has driven them further inland to Norse warriors are human. Ferocious barbarians they
pillage the ancient temples of the Slann. might be but they are human all the same. They use
the maximum characteristics for humans from the
Mordheim rulebook. Ulfwerenar are favoured by the
Norse Gods. Neither man, beast nor both, these
werecreatures have different maximum characteristics
to reflect their altered physical form. Remember that
Henchmen can only add +1 to any characteristic.
Profile M WS BS S T W I A Ld
Human 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
Werecreature 8 6 0 6 5 4 7 4 9
Armour Armour
Light armour.................................................... 20 gc Light Armour ................................................... 20 gc
Shield..................................................................5 gc Shield..................................................................5 gc
Helmet ............................................................. 10 gc Helmet ............................................................. 10 gc
Missile Weapons
Javelins................................................................5 gc
Bow.................................................................. 10 gc
Armour
Shield..................................................................5 gc
Helmet ............................................................. 10 gc
Jarl √ √ √ √
Berserker √ √ √
Werecreature √ √ √ √
Bondsman √ √ √ √
135
Norse special equipment
javelins
5 gold crowns
Availability: Common
Javelins are primitive hand crafted throwing spears which
are used by young Norse warriors and exiled hunter
gatherers unable to afford better weapons.
SPECIAL RULES
Thrown weapon: Javelins are thrown weapons and the
warrior suffers no penalty for moving and shooting.
Heroes
1 Jarl 0-1 Ulfwerenar
70 gold crowns to hire 90 gold crowns to hire
The Jarl of a Norse warband is the most battle Ulfwerenar are Berserkers with a very rare mutation.
hardened veteran of his group and often a lesser clan When there is a full moon, or when blood starts
chieftain of his tribe. He has seen many battles and is flowing on the battlefield, the mysterious and deadly
used to the bloodshed. While some Jarls choose to Ulfwerenar turn into blood hungry beasts, part man,
command their forces with strategy, most just run into and part wolf or bear. These creatures are known and
the fray with the rest of the warriors. However the Jarl greatly feared as werewolves to most Old Worlders. To
decides to run his warband, all of the other warriors the Norse they are Werekin, monstrous beasts which
respect him and look up to him. can tear through flesh and armour with their huge
claws and massive fangs as they go on the rampage.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld
4 4 3 4 3 1 4 2 8
6 4 0 4 4 2 4 2 7
Weapons/Armour: A Jarl may be equipped with
weapons and armour chosen from the Norse Heroes Weapons/Armour: Ulfwerenar are werecreatures with
Equipment list. ferocious teeth and claws and may never use weapons
or armour, although suffer no penalty for being
SPECIAL RULES unarmed.
Leader: Any Warrior within 6“ of the Jarl may use his
Leadership instead of his own when taking Ld tests. SPECIAL RULES
Fear: The Condemned’s unnatural appearance makes
him cause fear in his enemies.
0-2 Berserkers Bestial: Ulfwerenar are ravenous and therefore
50 gold crowns to hire immune to psychology. Also despite being greatly
revered by their barbarian kinsmen, Ulfwerenar are
Berserkers are some of the most ferocious warriors in
too feral and uncontrolled to become the leader of the
any Norse warband. They have proven their worth
warband.
over countless battles and have learned that death is
nothing to be feared. They charge into battle without
any regard for their own safety and are really quite
demented.
0-2 Bondsmen
15 gold crowns to hire
Profile M WS BS S T W I A Ld
These are young fighters who are still inexperienced.
4 4 3 4 3 1 3 1 7 They are bonded to their Jarl by the oath of servitude.
Weapons/Armour: A Berserker may be equipped with Profile M WS BS S T W I A Ld
weapons chosen from the Norse Heroes Equipment
4 3 2 3 3 1 2 1 6
list but they may never wear armour.
Weapons/Armour: Bondsmen may be equipped with
SPECIAL RULES weapons and armour chosen from the Norse Heroes
Berserkers: Berserkers are subject to frenzy as detailed Equipment list.
in the Psychology section of the Mordheim rulebook.
136
Henchmen
Pack Leader: Wolves are feral animals that only
Marauders respond to the strongest in their pack – the
25 gold crowns to hire Ulfwerenar. In the event that no Ulfwerenar is
included in the warband due to a death or an injury,
Marauders are the standard warriors in any Norse
the wolves cannot be used until the creature is
warband. They have experienced bloodshed and have
replaced.
been trained to fight since they were children.
Marauders are so named as they are pirates and
raiders. 0-5 Hunters
Profile M WS BS S T W I A Ld 25 gold crowns tto
o hire
4 4 3 3 3 1 3 1 7 Hunters are expertly skilled in stalking the wild game
of the Umbra. When warriors are exiled from a tribe
Weapons/Armour: Marauders may be equipped with they become renegades, following Norse champions
weapons and armour chosen from the Norse on epic voyages to offer ranged attacks as well as their
Henchman Equipment list. exceptional hunting skills.
Profile M WS BS S T W I A Ld
0-5 Wolves 4 3 3 3 3 1 3 1 7
15 gold crowns to hire
Weapons/Armour: Hunters may be equipped with
The harsh lands of Norsca are inhabited by a great
weapons and armour chosen
many ferocious beasts: massive woolly mammoths,
from the Norse Hunters
vicious polar bears and wolves far larger than those
Equipment list.
encountered elsewhere in the world. Norse hunters
capture and use these beasts. Properly trained they
make formidable foes.
Profile M WS BS S T W I A Ld
9 3 0 3 3 1 3 1 5
Weapons/Armour: Wolves have very sharp fangs. They
never use or need weapons and armour.
SPECIAL RULES
Animals: Wolves are animals and thus do not gain
experience.
137
Portents of Doom
The caravan pulled to a halt in the mid-morning light and took their bearings off the
landscape. The two sighted landmarks were proving ideal; the first the tallest mountain they could
see, crudely dubbed the Ogre’s Finger, whose shadow was already crawling back to the Mourn as
the morning progressed; the second a large forested ruin still a day away and brooding ominously
at the caravan.
To Adolf Von Wanklin neither seemed to be welcoming and he was at least glad to be out of
that shadowy finger for another day, though not looking forward to the ruins. How big they must
be if they could already sight it and what could have built them? Not mere men.
The Strigany merchant had enjoyed the quiet travelling, all two weeks of it spread through
the long days of tense movement, silent watching, tireless guiding and vicious fighting. Hopefully
the return trip would be quieter, giving him less time to reflect on the perils and more on the profit
of this venture.
Fifteen months ago, starting the Von Wanklin’s family business in Talabheim had seemed
risky, but with more than ample return, so Adolf had pointed out how much they stood to make if
they expanded their base. Adolf had been thinking of Altdorf, Middenheim, Marienburg, maybe
even Bretonnia, but his old man had had a light come on in his eyes and thus said “Cathay”, and so
Adolf had packed wagons of Von Wanklins’ products that would keep on the long trip, paid for the
finest protection they could afford and waved his family goodbye, little knowing the immensity of
the task ahead.
They had chosen the mildly longer route of the
Northern Wastes, keeping to the shadows of the
mountains along it’s southern borders, which were
supposed to be safer than the snowy plains and taiga
that extended north and contained (or were said to)
creatures spawned, weaned and wiped by the dark gods
far to the north that should have been human or
animal, not some macabre mixture of the two. There
was a veritable bestiary of creatures who lived and
lurked in the shadows and Adolf had kept a journal
solely dedicated to descriptions and drawings of them.
If he wanted a bad night’s sleep he merely had to thumb
through this volume.
138
The caravan’s mercenary leader, a flame-haired woman, slim in build, long of leg and
smarter than the rest of the scum she lead by a factor of a hundred, was scanning the horizon with
her greyish blue eyes. They seemed to see through everything and over the horizon and Adolf hated
to admit that she scared the hell out of him. He knew she didn’t like him much, too much the
merchant, but held her fierce temper back to use on her collective of idiots. He had to admit that
Glory Vixan was very, very good at what she did, even if she did put a lot of emphasis on calling
him by his surname. As she was doing now.
“Von Wanklin, ho merchant, the weather threatens to turn, we should move as quickly as
we can, for as far as we are able, before the rain hits and this grassland becomes mire.”
Adolf looked at the bright sky with its single wisp of cloud in the far distance. The woman
must be suffering from sunstroke was his first thought, but she had been the first to recognise many
of the dangers inflicted on them and not yet been wrong once.
“Agreed. Mayhaps we can make that ruin by rainfall.”
“Nay, we shall detour round the edifice. I like not its look in this desolation. We shall move
toward it till rainfall, then veer south tomorrow. With luck and temperate weather, we shall spy
Qiong-Ang in five days. Seven if these rains are harsh and stormy.”
The caravan started moving again and as the day turned to afternoon, the clear sky
changed to dull and overcast, from blue to a greyish yellow, the wind picking up and the distant
sands of the northern deserts speckled the group. “It will be raining in the next two hours I expect,”
Glory yelled over the wind. The ruin was now extremely close and some vague feeling of unease
stole over them in the dulling atmosphere.
They eventually stopped the caravan as the first splashes of rain fell, turning the wagons
into a small circle and setting up the tents in the gaps between each of them, shelter enough for the
three dozen men (and single woman). It gave them enough room to stay away from the harsh
sandy wind, the thickening raindrops and see in every direction outside of their safety.
“By my reckoning, we maybe only a league from the ruin. I find this storm disquieting and
too sudden. We shall keep a wary eye out.” Vixan ordered the men, an eye that quickly proved to
be more difficult, for the sudden rainfall turned into a storm that lashed around them. The horses
were doubly secured inside the circle, the better to make sure that they wouldn’t escape and run
away from the caravan across the prairie.
The thunder was too loud for conversation to be heard and the ground quickly became
mud, so each of the small fires spluttered to slow extinguishment and provided little heat and
warmth, yet it was the light from them that was most wanted, for the early night pressed in eagerly.
“Magic afoot, daemonry even.” The tall redhead norscan Glory had in the mercenary
group, a fellow call Farhad, said in a low rumble. His close colleague, a grey cloaked little man
called the Ratter, nodded in quiet agreement.
The shadows did seem to be pressing in on the groups, trying to reach the warmth and light
of the fires, and even the many flashes of lightning seemed to be striking points on the ground and
then sucked out of the air quicker than normal. It slowly got to the men and more than once large
yells from the campfires were raised at something thought glimpsed in the flash drinking in the
electricity.
“Shaggoths, I would wager.” A lean albino whispered loudly. Out of all the warriors Glory
had, this one spooked Adolf the most, for his aspect was most sinister and his knowledge
otherworldly. His blade was rune-encrusted, but not dwarfish ones, and there was an aspect of
weird on his shoulders that owed to something more than his albinism.
“We left the mountains behind and that is their lairs to be found. Too many times have I
seen them to know this is the wrong place for them to be found,” the red-haired barbarian said.
“This is Cathayan magic.”
Adolf shivered even though the storm was baking the air. He disliked the eerie and occult, the
irrational. Give him the material, the financial. It had been him whom had laid down all the Von
Wanklins’ business plans, what to sell, the price, whereas his family were only good for the actual
manufacture and movement. They were always out in that damned barn of theirs, the one they
were wasting by not storing any material or livestock in. Their father had declared it sacrosanct
and inviolate for some reason and Adolf had lamented that, because it was a waste of their
resources and storage, but Father ran the business and had the last word on the subject.
139
A scream rang out from one of the other campfires and a bright burst of flame could be seen, a
burst of flame that turned out to be one of men whose arms were on fire. The wall of rain put it
out, but attracted everyone together to see what was going on.
They got the man under one of the makeshift tents and looked at the arm. One of Von
Wanklins’ men pulled out a small vial of their oil and smeared it on to the burn, Adolf knowing
that it would ease the pain and to dock the price from out of the both men’s wages.
“What happened?” He asked.
The other men around the fire looked around them, as if trying to see something in the outer
darkness around them. “Teddy, he, he put his hand in the fire.”
“What?”
“I dunno, he just seemed to reach his hand out and put it in the fire. It weren’t quick or
nothing, but we thought he was trying to stoke it, then he plunged his hand right in.”
They all looked at the burnt man, who was shivering in pain. “I di’nt wanna, but somethin’
were ahold o’ me arm, pullin’ me towards it. Couldn’t stop it.”
Glory looked around them “Did any of you see anything unusual?”
The men all shook their heads. Everyone seemed to be staring out into the storm-tossed prairie.
What they were actually staring out at was the ruin, but the dark was too black to see through to it.
Even the flashes of lightning weren’t illuminating anything, each flash doing little more than
blinding them.
“Did you see something move?” The Ratter asked.
“Blinded.” Farhad replied.
“Squint, you oaf, the eyes don’t take in the light then. I swear I saw something moving around
the point the flash hit the ground.”
The whole group started doing it and still weren’t exactly sure what they were looking for.
“There’s nothing, Rat.”
“No, I can see something.”
The albino nodded, “a black smoke. Like a mist hovering around the ground.”
This elicited a few seconds worth of silence, before Glory broke it. “Alcir, are you certain?”
The albino nodded. “Very much so. I have never seen the like, but whenever the lightning
connects with the grass, the brief spark is snuffed out, instead of sparking into fire, the power
absorbed by the mist. It stems out across the plains in all directions. I believe that our fires are
halting it from entering the camp.”
The men all looked at each other, judging the albino’s words, but Glory moved into action.
“Make a big fire in the centre of the camp, near the horses. We must keep them all stoked.”
“Why did Teddy put his hand in the fire?”
“We don’t have enough wood.”
The questions came thick and fast, but Glory ignored them, whilst Adolf just stared out of the
camp trying to see exactly what they said they were seeing. A flash of lightning seemed to hit quite
close by, yet still he couldn’t see anything.
A large pile of wood was quickly stacked up and trying to be set alight, but between the rain
and the haste, wasn’t catching quickly. Brands from the smaller fires were being run over, but they
seemed to be going out with unnatural quenching, even when shielded against the elements.
“The smoke, it moves in the camp. We must act quickly. Grab as many brands from the fires
and run here as fast as you are able.” The albino ordered, rendering a scene that would have been
called comical if the situation were less dangerous, with men running from fire to centre bearing
fire and occasionally sliding to the ground in the mud. In quiet desperation, the air took a thick
turn as smoke from the brands (and what else was now mixed therein) filled it and there was much
coughing. The albino grabbed Glory’s arm and whispered something into it, before she turned to
the other men.
“Return to your fires, Alcir believes he has a method that will help.” The men moved quickly,
leaving the albino in darkness and all they could do was stay close to their fires and try to listen to
140
what the mercenary was going to do. Indeed the fierceness of the storm precluded any chance of
understanding and several times Adolf could swear that he heard yelling or chanting, but the words
were drowned by a sudden increase in the story ferocity, until he could have sworn that it intended
for them to drown on those grassy plains. Even the lightning had stopped, but the feeling that
something was at their throats persisted, whither it be fear or some alien other.
Then from the sky fell a bolt that seemed to fill the camp centre and a crack that deafened all
there for some minutes and knocked many off their feet in intensity. Only Glory seemed to stay still
and, when Adolf later asked what she had seen, the flame-haired warrior would only say the albino
and his fire, for the bolt ignited the stack of wood to bright flame, and the immenseness of the bolt
seemed to have blasted the smoke clear away from the camp. The rain certainly could not diminish
the power of the pyre and even seemed to be turning to steam as it impacted.
What seemed to also counter-act the weather was a lessening of the storm and within an hour
the rain halted, the storm moved away (or dispersed), the sandy wind died with them and all
around was still and quiet.
The albino could be found sitting cross-legged in the mud by his fire, smiling gently to himself,
though many assumed that the strike had destroyed him or his mind. The night terrors on them all
slowly slunk back into the night, the darkness of the storm clearing and the moon of Mannslieb
clear in the sky. This made the men more thankful, for it was a good omen after fearing that the
storm had been in part due to Morrslieb rising.
There were many questions about what had happened and it took many hours for the men to
settle themselves before catching even a little sleep that night. The horses, whom had been struck
with the same fear and mightily restless, were refreshed as best as they could be, but as the first ray
of dawn in the east rose (a little more menacing than it should have been, for it came from over the
forested ruins and hung with the fear of the night, or even some alien or daemon presence trying to
suck it dry), the camp moved into action and got as swiftly underway as they could manage,
reining the horses and digging the wheels from the mud that had set around them.
Von Wanklin stared at the ruins, then in the opposite direction, back towards the Mountains of
Mourn and the lone peak they had been using as a guide. It seemed to have toppled down overnight
and Adolf was even more surprised to realise that the sun warmed those far slopes in the morning,
rather than casting their shadow over the plain. He pointed it out to Vixan.
“Aye, a daemon’s magic has brought us here, into range of who knows what dread powers. I for
one did not like that lone peak pointing towards our destiny, but who can truly tell what we faced.”
Yet as she spoke these last words, her eyes were turned towards the albino, who alone had fallen
asleep for most of the night and now was sitting atop the lead wagon alert.
“Today we shall hurry on past this place and whatever foulness lurks therein, or maybe lurked,
for there are more things in strange Cathay than can be dreamt of, or so I have heard.”
Adolf nodded at the woman’s words and inwardly hoped that their survival would prove to be
the beginning of a rich reward for them all. Riches meant nothing when you could not see the hand
that threatened to choke the life from you.
141
Merchant Caravans
Money. There are three ways Since the Tilean brothers Ricco and Robbio opened
to gain it – inherit, steal or this dangerous yet lucrative trade route, it has
earn. Earning it is the most attracted the most daring or foolhardy of merchants
honourable means, since no regularly. Each of them dreaming of the golden realm
one who has spent a life that lies beyond the horizon. The wastes are littered
working hard is begrudged with the tattered and broken remnants of those who
any comforts on their failed, a warning that their folly came
deathbed. But how it is earned is another matter! For at too high a price.
some, a long life spent toiling for pittance is a life
wasted and they seek ways to gain affluence more
rapidly. For opportunists the chance to make a lot of
money in one go, is too much to pass up.
Special rules
Blackguards attach themselves to merchant caravans
travelling towards distant lands to line their pockets. Merchant:
Merchant: The Merchant is the warband's leader (any
Sometimes the destinations are to Lustria or the Warrior within 6“ of him may use his Leadership when
Southlands, ship-bound for the best part. When the taking Ld tests) and the one who is in charge of the
journey remains on land their destination lies in the business. If the Merchant leaves the caravan (e.g. dies
far eastern lands of Ind and Cathay, lands shrouded in permanently through Serious Injuries), a new leader
myths and legends, tall tales and rumours. From these is determined as normal.
lands a merchant can make their name and fortune in The new leader gets the Merchant special rule,
a single journey, if they survive. allowing him to choose new skills from the Merchant's
For between the Old World and traders paradise lay special skills section. The model counts as a Merchant
the Dark Lands and the Mountains of Mourn, realms for all purposes just as the previous Merchant used to.
where lives fall at the mercy of the environment, If no model in the warband is allowed to become the
where the predations of natural creatures are lethal leader, an Apprentice must be bought as soon as
beyond imagination, where the dead roam eternally, possible to become the leader.
where bands of pillagers seek to replenish supplies, Trade: Instead of searching for rare items the
where death awaits the unprepared and the bone idle. Merchant may sell a rare item that has been stored in
Even the largest caravans are in peril every minute of the Trade Cart during the preceding battle. This must
every day they travel. Safe havens are few and far be done before Heroes of either warband search for
between and only deemed safe as long as you have rare items.
the coin to pay for their protection.
Roll a D6 to determine how many gold coins the
Only one in every ten caravans fulfils a successful Merchant would get for the item.
destiny. Because fortunes can be made from an
individual venture, the risk is more than equal the D6 Gold coins
reward, if not lessened. A greedy merchant will not
1-2 Half the item's basic price
stop at one expedition, when in returning there is an
3-4 The item's full basic price
expectation of further and greater profit. That so
5-6 Full plus half the item's basic price
many would gamble their lives time and again speaks
volumes of the wealth to the East.
Note that the Merchant may decide whether he wants
Even when alongside an army of
to sell the item for that price or if he wants to try again
sell-swords who drain the purse
after the next battle. This can be combined with the
to protect the investment, the
wholesale skill to sell up to D3+1 items each game.
lure is more than enough for
an Arabyan trader or one of Open for Business: All players may choose to send any
those racketeers from of their Heroes to the Merchant instead of having
Marienburg. Each trip may them search for rare items. A Hero doing so may buy
take years to complete one item from the warband's stored equipment if the
but the Silk Road players can agree on a price (including exchange deals
remains open for with items and Treasures). Instead of buying an item a
anyone wishing Hero may also go to the Merchant to sell any one item
to use it. (rare, common, magical, treasure counters) to him. If
players cannot agree on a price no deal is closed and
the visit is wasted.
Rarity: Any rare item that is reduced to Rare 2 or
below by the Trade Wagon's Reputation rule, the
Streetwise skill etc., can be bought as Common items.
Hired Swords: Merchant Caravans may hire every
Hired Sword that is available to Mercenary warbands.
142
Blackguards: Your warband may include up to three
Choice of warriors Blackguards.
A Merchant Caravan must include a minimum of three Trade Wagon: Your warband must include one Trade
models. You have 600 gold crowns which you can use Wagon.
to recruit and equip your warband. The maximum
number of warriors in the warband is 12.
Starting experience
Merchant: Each caravan must have one Merchant – no A Merchant starts with 20 Experience.
more, no less! An Apprentice starts with 0 Experience.
Apprentice: Your warband may have one Apprentice. Knights
Knights Vanguard start with 8 Experience.
Knights Vanguard: Your warband may include up to A Magician starts with 8 Experience.
two Knights Vanguard. All Henchmen start with 0 Experience.
Magician: Your warband may have one Magician.
Sell-
Sell-swords: Your warband may include any number
of Sell-swords. Characteristic increase
Marksmen: Your warband may include up to five Merchants and their retinue are humans and so use
Marksmen. the Human maximum profile.
Merchant √ √ √
Apprentice √ √ √ √
Knights Vanguard √ √ √
Magician √ √
143
Heroes
1 Merchant 0-2 Knights Vanguard
50 gold crowns to hire 45 gold crowns to hire
Only the bravest – or most greedy fools – among Serving as the vanguard for a merchants escort are
merchants travel north to trade with the barbaric former knights. Imperial’s, Bretonnian’s who used to
Norse tribes that dwell in the icy wastes. Others risk own land and servants of their own, or ronins from
their lives on the Silk Road before reaching the safe the east. Nipponese and Cathayans alike will fight for
haven of the Sentinels. From this trading post the fair pay in the service of merchants. All are well
road forks. The Spice Route leads south to the Land of travelled enough to be equipped with the finest arms
a Thousand Gods. The Ivory Road leads on east forged by the swordsmiths of Grand Cathay.
through uncountable dangerous tribes of warring
Marauders and Hobgoblins, not to the mention the Profile M WS BS S T W I A Ld
many terrors encountered in the Ogre kingdoms. 4 4 3 3 3 1 4 1 7
Profile M WS BS S T W I A Ld Weapons/Armour: Knights Vanguard may be equipped
4 2 3 3 3 1 3 1 8 with weapons and armour chosen from the Hero
Equipment list and the Cathayan Equipment list.
Weapons/Armour: The Merchant may be equipped
with weapons and armour chosen from the Hero SPECIAL RULES
Equipment list. Lightning Reflexes: If the Knights Vanguard is charged
he will ‘strike first’ against those that charged that
SPECIAL RULES turn. As the charger(s) will also normally ‘strike first’
Merchant: A Merchant is always the warband's leader. (for charging), the order of attack between the
Refer to the special rules for when using a Merchant. charger(s) and the Knights Vanguard will be
determined by comparing Initiative values.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 4 1 8
Weapons/Armour: The Magician may be equipped
with weapons and armour chosen from the Hero
Equipment list.
SPECIAL RULES
Wizard: A Magician is a wizard and uses Lesser Magic.
See the Magic section in the Mordheim rulebook for
details.
Hireling: The Magician is a hireling, paid by the
Merchant. He can never become the warband's leader.
144
Henchmen
Sell-swords 0-3 Blackguards
25 gold crowns to hire 35 gold crowns to hire
Well aware of the attraction his caravan holds for In the outer Cathayan cities a wealthy foreign trader is
highwaymen and raiding parties, the merchant keeps showered with offers from fortune seeking outcasts.
bodyguards. These roguish adventurers ensure that These mercenaries who dream of leaving their homes
both the goods and their paymaster survive the for wealth and fame bring strange weapons and
journey undamaged. Sell-swords are the unfortunate fighting styles with them to join the merchant caravan.
scoundrels that earn their living as caravan escorts.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7
4 3 3 3 3 1 3 1 7
Weapons/Armour: Blackguards may be equipped with
Weapons/Armour: Sell-swords may be equipped with weapons and armour chosen from the Cathayan
weapons and armour chosen from the Henchman Equipment list.
Equipment list.
SPECIAL RULES
Strongman: Blackguards are capable of great feats of
0-5 Marksmen strength. They may use a double-handed weapon
without the usual penalty of always striking last. Work
30 gold crowns to hire out order of battle as you would with other weapons.
The marksmen from Tilea are well renowned for their Unreliable Hirelings:
Hirelings: Blackguards are only hired by the
excellent skills in the use of crossbows. Merchant to serve him by protecting his cargo. They
are not much trusted or granted with any
Profile M WS BS S T W I A Ld responsibilities. Therefore they may never become
4 3 4 3 3 1 3 1 7 Heroes. Re-roll all results of ‘The lad’s got talent’ for
them.
Weapons/Armour: Marksmen may be equipped with
weapons and armour chosen from the Henchman
Equipment list.
145
Special equipment
allowed to (treat as Wagon or Stage Coach) or agree to
trade wagon cut a deal (using the ransom rules in Captured from
180 gold crowns to buy the Serious Injuries chart on page 119 of the
Mordheim rulebook) with the Merchant.
Availability: Common, Merchant Caravans only
A warband capturing a Wagon from a Merchant
The many vulnerable items such as Cathayan jewels, Caravan may not search for rare items following the
spices and silk cloths are stored in the Trade Cart. battle, unless every model from the Merchant's
warband was taken out of action, as word of it spreads
Profile M WS BS S T W I A Ld and they are avoided by the fearful local traders.
Cart - - - - 8 4 - - -
Wheel - - - - 6 1 - - -
Draft Horse 8 1 0 3 3 1 3 0 5
SPECIAL RULES
Wagon: The Trade Wagon is a wagon and so follows
all rules for Wagons (see Empire in Flames
Supplement, p. 30–33). The cost of the Trade Wagon
includes two draft horses. Remember that one model
from the warband needs to act as the wagon driver.
Storage: All the warband's stored equipment and
treasures are stored inside the Trade Wagon. Note that
this does not include the warband's gold crowns.
If the Trade Wagon is destroyed, all the warband's
stored equipment and treasures are lost. Until a new
Trade Wagon (or Stage Coach, if the player wishes) is
bought, equipment cannot be stored. Any treasures
gained after a battle are lost if they are not sold before
the next game.
Reputation: For every five different rare items stored
inside the Trade Wagon the Merchant gets +1 to his
rolls for finding rare items.
pike
Abandoned: If the warband fails its Rout test and no
model is driving the Trade Wagon then it is 10 gold crowns
abandoned. The wagon falls into the Availability: Rare 8, Merchant Caravans only
winning warband's hands. They may
choose to steal the contents, to keep A Pike is comparable to a spear, though its length
the wagon for themselves if exceeds the one of a common one. The Tileans use
them in their civil wars, and with the silk road they
came to the outer border towns of Cathay.
146
A Journey of a Thousand Miles…
The crows fly overhead, silhouetted against the Voltais opens his mouth wide and the dim
sun. Below them the broken and lifeless bodies ghotstlights swirling about him intensify. Voltais
of the Tilean militia lay, still clad in their town’s begins to chant and Melkor’s hair stands on end
colors. A lone crow swoops down and perches as the dark magics electrify the air. As the
on one of the bodies. A robed figure appears ghostlights form a solid blur, a terrible howl
before it, frightening the crow away. Dull green escapes Voltais’ gaping maw and a foul dark
ghostlights swirl about the figure as it stands spirit claws its way out of his mouth and flies
motionless, surveying his handiwork. into the open urn in Melkor’s hands, the green
ghostlights quickly follow. As the last ghostlight
Melkor, a scruffy young man with a long
flies into the urn, Melkor replaces the stopper
walking stick and a heavy backpack approaches
and wipes the cold sweat off his brow. Melkor
the robed figure
looks up at the robed figure that once held his
“I’ve made preparations, Master Voltais. master. The body stands for a moment before
Thurgood loads the cart as we speak.” collapsing onto the ground, completely lifeless.
A low, echoed voice comes from the motionless A voice from beyond echoes in Melkor’s ears.
robed figure.
“Melkor, you and Thrugood are to travel north,
“Did you get my vessel?” carrying my remains in a trunk. To all who ask,
“Yes, Master Voltais” The scruffy man produces a my body is that of an ancestor you wish to bury
humble earthen urn with a Khermi god’s head in the place of your new home. The urn must
as the stopper. “If you don’t mind me asking, sir; never leave your person and none may see it.
what use is this urn? It looks ordinary to me, Only open it when we reach the northern wastes,
although I feel magic about it.” do you understand?”
“That urn comes from the southlands. Inside is Melkor’s voice, still shaky from the terrifying
the preserved heart of a priest that died a event he witnessed nods his head and says
thousand years ago. If we are to travel north, I “Y...yes, Master. I understand” With that, Melkor
must not be seen or I will not make it.” He gathers his master’s remains, turns and makes
pauses and the ghostlights about his person dim. his way towards the donkey cart that Thurgood
“I am weak, Melkor.” has prepared, piled with clay pots and books.
“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 figure’s 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 master’s peril.
Melkor pulls the stopper off the urn and a slow
breath escapes it.
T The Restless Dead
A Liche is a necromancer For those who travel north, the journey is long and
who was wise enough arduous; dodging road wardens, rogues and thieves
never to expend his own life all for their goal to reach the Chaos Wastes, where the
energy to fuel his spells during his Liche's power will slowly regenerate from the
lifetime. As time eats away at his body, billowing magical winds spewing from the Realm of
he retains his soul which allows him to Chaos.
manipulate magic, which is what separates
them from pitiful wraiths. Unfortunately, the undead Choice of warriors
bodies of the Liche are not capable of retaining magic
forever. They must absorb massive amounts of magic An Undead Liche warband must include a minimum of
through the use of dark rituals and forbidden spells. three models. You have 500 gold crowns to recruit
The most common ritual involves your warband. The maximum
the devouring of the soul of a number of warriors may not
human. The soulless human exceed 12.
becomes a zombie under the Liche: Each Undead Liche warband
Liche’s control. This continues until must include one Liche: no more,
he is discovered. no less!
When a Liche is found, great armies Necromancer: Your warband may
are sent against it. The Liche include a single Necromancer if
retaliates by creating armies of you wish.
undead warriors to defend itself, Grave Guard: Your warband may
expending vast amounts of stored include up to three Grave Guards.
magical energy to do so. Win or
lose, the Liche is greatly weakened Zombies: Your warband may
in this process. More often than include any number of Zombies.
not, the Liche is crippled such that Skeletons: Your warband may
he is incapable of bringing himself include up to eight Skeletons.
to his former strength. In this event, Wights: Your warband may include
the Liche has two options. Most of them wander south up to three Wights.
to the forest of Loren where they seek the wild and
infinite magic of the wood. Some wander north Scarecrows: Your warband may include up to two
towards the Chaos Wastes where they are almost Scarecrows.
always discovered and destroyed en-route. An even
smaller percentage go west in ramshackle boats Starting experience
towards the lands of the High Elves... so far,
only a small handful of Liches have ever lived A Liche starts with 20 experience.
in their undead state for very long; A Necromancer starts with 8 experience.
even fewer return to fighting
strength after crippling Grave Guards start with 6 experience.
defeat. Wights start with 0 experience.
Characteristic increase
Profile M WS BS S T W I A Ld
Liche 5 4 4 4 4 8 6 3 10
Profile M WS BS S T W I A Ld
Grave Guard 5 5 5 4 4 4 5 4 10
148
Undead skill table
Combat Shooting Academic Strength Speed Special
Liche √ √
Necromancer √ √ √
Grave Guard √ √
Hand-
Hand-to-
to-hand Combat Weapons Missile Weapons
Dagger ................................................... 1st free/2 gc Shortbow ............................................................5 gc
Mace....................................................................3 gc Bow.................................................................. 10 gc
Hammer..............................................................3 gc
Axe .....................................................................5 gc Armour
Sword .............................................................. 10 gc Light armour.................................................... 20 gc
Double-handed weapon ................................ 15 gc Heavy armour.................................................. 50 gc
Spear ............................................................... 10 gc Shield..................................................................5 gc
Halberd............................................................ 10 gc Buckler ...............................................................5 gc
Helmet ............................................................. 10 gc
149
Heroes
Eternal: A Liche can choose to ignore any result on the
1 Liche hero's Serious Injury chart except Killed by taking a
permanent -1 on their starting Wound profile.
125 gold crowns to hire Obviously, a Liche with 1 Wound remaining on their
A Liche is a powerful undead sorcerer. They journey starting profile does not have this option. A Liche that
north in a desperate bid to regain their power in the gets a Killed result instead takes a permanent –D3
Realm of Chaos after a crippling defeat. Liches are Wounds on their starting profile. If this takes their
fanatical in their struggle to hang on to their pitiful starting Wound total to 0 or less, the Liche is Killed as
existence, especially when this close to being forever normal.
banished from the realm of the living
Feed Upon Magic: A Liche can perform spells that,
Profile M WS BS S T W I A Ld with the consumption of D3 Treasures, can give the
4 2 2 2 2 4 4 1 8 Liche a permanent +1 Wound on their starting profile.
This can only be used in between battles and cannot
Weapons/Armour: Liches may not carry any non- be used if the Liche searches for rare items or was put
magical weapons and do not suffer any penalties for out of action in the previous battle. If the warband
this. They may wear any armour from the Undead does not have enough Treasures to complete the spell,
Equipment list. then the Treasures are consumed anyway and the
Liche does not gain the Wound.
SPECIAL RULES
Wizard: A Liche is a powerful wizard and so is able to Warrior Wizard: The Liche may wear armour and cast
use Necromantic magic and starts with two spells spells. Indeed, it is often the clothing and armour
randomly generated from the Necromantic magic list. alone that gives the Liche substance and form!
Cause
Cause Fear: A Liche is a horrible abomination and Advancement: If a Liche gets an advance roll of +1
causes fear. Wound, they may instead pick a new skill from their
available lists.
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!
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
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 didn’t, they wouldn’t dare use them
for fear of their master’s 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.
150
No Pain: Grave Guards treat a stunned result on the
0-3 Grave Guards injury chart as knocked down.
35 gold crowns to hire May not Run: Grave Guards are slow undead creatures
Grave Guards were once the finest warriors, hand and may not run (but can charge normally).
selected by their masters for their martial skill and
bravery, who fell in battle many centuries ago. They No deal: Grave Guards may not search for rare items.
are now slaves to their necromantic masters in restless
undeath.
Profile M WS BS S T W I A Ld
4 3 2 3 3 1 2 1 6
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 0-8 Skeletons
15 gold crowns to hire
hire 20 gold crowns to hire
Zombies are the most common of the undead: The remains of ancient soldiers lie restless in their
creatures animated by the will of their Necromantic graves in the Northern Wastes. It only takes a mere
masters to be slaves in their undeath. whisper from the Necromancer to command them
from their slumber and again into loyal service as
Profile M WS BS S T W I A Ld mindless undead warriors.
4 2 0 3 3 1 1 1 5
Profile M WS BS S T W I A Ld
Weapons/Armour: Zombies may not carry any 4 2 2 3 3 1 2 1 5
weapons or wear armour and do not suffer any
penalties for this. Weapons/Armour: Skeletons may be armed with
weapons and armour chosen from the Undead
SPECIAL RULES equipment list.
Cause Fear: Zombies are horrible abominations and so
cause fear. SPECIAL RULES
Cause Fear: Skeletons are terrifying undead monsters
May not run: Zombies are slow undead creatures and and so cause fear.
may not run (but may charge normally).
May not run: Skeletons are slow undead creatures and
Immune to Psychology: A Zombie is not affected by may not run (but may charge normally).
psychology and never leaves combat.
Immune to Psychology: A Skeleton is not affected by
Immune to Poison: A Zombie is not affected by psychology and never leaves combat.
poison.
Immune to Poison: A Skeleton is not affected by
No Pain: Zombies treat stunned results on the injury poison.
chart as knocked down.
No Pain: Skeletons treat stunned results on the injury
No Brain: Zombies never gain experience. chart as knocked down.
No Brain: Skeletons never gain experience.
151
0-3 Wights Profile M WS BS S T W I A Ld
5 3 0 3 3(6) 1 3 2 10
30 gold crowns to hire
Wights were formerly great champions among men, Weapons/Armour: The scarecrow carries no
now reduced to shambling bodyguards. They equipment and suffers no penalties for this.
resemble skeletons, but are far better armed and
armoured and retain a substantial amount of their old SPECIAL RULES
combat prowess. Cause Fear: The sight of a tall, lanky and silent
scarecrow moving is highly unnatural and so causes
Profile M WS BS S T W I A Ld fear.
4 2 2 3 3 1 2 1 6 Immune to Psychology: The scarecrow is immune to
all psychology and will never leave combat.
Weapons/Armour: Wights may be armed with weapons
and armour chosen from the Undead Equipment list. Immune to Poison: The scarecrow is immune to all
poisons.
SPECIAL RULES
Cause Fear: Wights are terrifying undead creatures No Pain: The scarecrow treats all stunned results on
and so cause fear. the injury chart as knocked down.
Immune to Poison: Wights are not affected by poison. No Brain: The scarecrow never gain experience.
Immune to Psychology: Wights are not affected by No Substance: The scarecrow is incredibly difficult to
psychology and never leave combat. take down with shooting as there are few vital parts to
hit. The scarecrow counts as having a T6 against all
No Pain: Wights treat a stunned result on the injury shooting and magical missiles, likewise, a scarecrow is
chart as knocked down. immune to critical hits caused by shooting. The
May not Run: Wights are slow undead creatures and exception to this rule is missile weapons or spells that
may not run (but can charge normally). are fire based which deal damage as normal.
Experience: Wights may gain experience, however Flammable: The scarecrow is primarily ratty cloth,
Wights promoted to become Heroes by rolling The straw and preserved body parts so as a result they
lad's got talent will be unable to search for rare items burn very easily. Scarecrows count as being
in the same way as Grave Guards. They must choose flammable. In addition, a scarecrow will be 'caught
the Combat and Strength skill lists if promoted. fire' on the roll of a 3+ as opposed to the normal 4+.
Wights also gain Wight Blades if they become Heroes. Construct: The scarecrow is an undead construct and
may re-roll any rolls on the injury table except for
0-2 Scarecrows wounds caused by fire.
Animated Construct: Powerful constructs such as
65 gold crowns to hire scarecrows require much more concentration from
Some sorcerors have been known to create horrible their summoners than normal skeletons or zombies to
unliving forms that are impervious to pain and remain animated. The scarecrow is controlled by
notoriously difficult to stop. In order to maintain either the Liche or the Necromancer (note down on
secrecy, a cunning wizard disguises their twisted the warband roster which), but each may only control
supernatural bodyguard as something more common. one at a time, so only a warband with both a Liche and
With its ordinary appearance the golem is granted a Necromancer may ever take two Scarecrows. If the
enough freedom to move around undetected. These Liche or the Necromancer is for some reason unable
lanky constructs are fashioned from straw to resemble to participate in a battle, their Scarecrow will also be
scarecrows used by farmers to frighten birds away unable to participate.
from crops. No one gives them so much as a passing
Whenever the scarecrow's controller loses a wound he
glance... that is, until they begin to move!
must pass an unmodified Leadership test or the
magical bond is broken and the scarecrow is
immediately taken out of action.
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 barn’s 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.
152
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 Result
1 Spell of Awakening Difficulty: Auto
The Sorcerer summons calls the soul of a slain Hero back to his body and enslaves him with corrupt
magic.
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.
2 Lifestealer Difficulty 10
The Sorcerer sucks out the very essence of life from his victim, stealing its vigour for himself.
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.
3 Reanimation Difficulty 5
At the spoken command of the Sorcerer, the dead rise to fight again.
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.
153
Battle Monks of Cathay
The borders of Grand Cathay present a myriad of In times of strife frontiers are defended by
obstacles to invaders from the known world. In its the community. Local militia comprises of
north the verdant rice fields are defended by the Great the strongest young men, supporting trained
Bastion, a walled fortress which stretches further than soldiers of the Emperor’s Guard. An authorised
the eye can see. The west is shielded by a haunted emissary from Weijin is appointed by Imperial decree
mountainous stretch, remembered as the Ancient to govern each border district. The military view
Giant Holds, and the contaminated sands of the warrior monks as hooded vigilantes, and a menace to
Baleful Deserts in the north-west where wyrdstone is law and order. Temple masters themselves only co-
said to be found. Upon the slopes towering operate with the emissary for that is the Emperor’s
monasteries were built long ago by monks living in bidding. So it is that they are united in battle against
the outskirts of Cathay. In relative solitude these the enemies of the throne. Officers begrudge the
cowled guardians split their time between meditating, monks meddling in their affairs, yet heroic deeds and
fishing, and crafting, all the while honing the martial arts mastery of these robed advocates is
extraordinary fighting techniques. The brother’s ultimately what keeps raiding parties of hobgoblins,
dedication at arms, not to mention acrobatic defensive beastmen, marauders and mutants out. The combat
strikes, has repelled despoilers from the sacred skills of a Celestial Dragon Monk surpass anything that
grounds of each fortified tabernacle. Old World scholars have seen – even when using no
weapons at all!
Innkeepers, swordsmiths, merchants, fishermen, and
farmers have all survived in the monk’s proximity,
seeking the protection afforded by the monasteries Special rules
surrounds in these perilous borderlands. Peasant folk Strictures: A stringent regime of meditation is used by
risk what little they have by taking shelter here in the monks. Their faith is supported by a notion that the
wilderness. Tranquillity found within the temple skin of ones body is armour in itself. Dragon Monks
sanctums is a far cry from the warmongering tribes and Warrior Monks never wear any kind of armour.
who threaten the Cathayan Empire. From the west
loom feral bands of Ogres and men with no honour. Distaste for Poison: The use of poisons and various
Hobgoblin riders roam the steppes to the north-west. drugs is a speciality for dishonourable warriors who
From the Wastes to the north come would stoop to such ends. Dragon Monks and Warrior
the marauding hordes of Monks frown on this and may never use any kind of
Chaos barbarians and poison or venom.
creatures of horror Outsiders: Foreigners are generally considered
that feast upon unwelcome by the border guards of Cathay. The Battle
flesh. Monks warband may never hire any sort of Hired
Sword or Dramatis Personae unless specifically stated
with the Hired sword/Dramatis Personae.
Choice of warriors
A Battle Monks 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.
Emissary: Each Battle Monks warband must have one
Emissary – no more, no less!
Officer: Your warband may include up to one Officer.
Dragon Monks: Your warband may include up to three
Dragon Monks.
Soldiers: Your warband may include any number of
Soldiers.
Warrior Monks: Your warband may include up to five
Warrior Monks.
Raging Peasants: Your warband may include up to five
Peasants.
154
Starting experience Characteristic increase
An Emissary starts with 20 Experience. Cathayans are humans and therefore use the
An Officer starts with 12 Experience. maximum profile for humans.
Dragon Monks start with 15 Experience.
Henchmen start with 0 Experience.
Emissary √ √ √ √
Officer √ √ √ √
Dragon Monk √ √ √ √ √
155
Battle Monks special equipment
This equipment is only available to the Battle Monks, and no other warband may purchase it.
SPECIAL RULES
quarter staff Flurry: A set of chain sticks allows its wielder to
unleash a furious bludgeoning. A warrior armed with
15 gold crowns
chain sticks gets +2 Attacks. This bonus only applies
Availability: Common, Battle Monks only
in the first turn of each hand-to-hard combat. Using
Fighting staffs are traditional weapons among the chain sticks otherwise counts as having two hand
warrior monk brotherhoods. weapons.
156
Heroes Henchmen
1 Emissary Soldiers
60 gold crowns to hire 25 gold crowns to hire
An official delegate of the Dragon Throne is sent to Comprising of trained fighters and local militia, the
each border town from Weijin. His orders are to border guards form a solid patrol to defend the
ensure that the Emperor's decrees are being upheld. borderlands against invading tribes and other dangers.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 8 4 3 3 3 3 1 3 1 7
Weapons/Armour: The Emissary may be equipped Weapons/Armour: Soldiers may be equipped with
with weapons and armour chosen from the Soldier weapons and armour chosen from the Soldier
Equipment list. Equipment list.
SPECIAL RULES
Leader: Any warrior within 6“ of the Emissary may use 0-5 Warrior Monks
his Leadership when taking Ld tests.
35 gold crowns to hire
Ride Horse: The Emissary is trained in riding Horses. The Battle Monks from Cathay are experts in fighting
Decree: When the Emissary dies, a new one must be unarmed. Brothers combine open-hand tactics with
hired as soon as possible. Until you have done so, no specialist weapons training to create a shrouded force
other warriors and/or equipment may be bought. The of lethal warriors.
new Emissary will then reclaim Leadership of the
warband. Profile M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7
0-1 Officer Weapons/Armour: Warrior Monks may be equipped
40 gold crowns to hire with weapons chosen from the Monk Equipment list.
The Officer is the highest ranking member of his Monks suffer no penalties whatsoever for fighting
division, a decorated soldier despatched as custodian unarmed and they receive +1 Attack when doing so.
to administer Imperial law throughout the district.
Profile M WS BS S T W I A Ld
0-5 Raging Peasants
4 4 3 3 3 1 4 1 7 10 gold crowns to hire
The Emissary supplements his forces by making
Weapons/Armour: The Officer may be equipped with rousing speeches to stir townsfolk into taking up
weapons chosen from the Soldier Equipment list. arms. Equipped with pitchforks, kitchenware and
other improvised weapons, this angry mob follows the
Emissary against marauders threatening their borders.
0-3 Dragon Monks
Profile M WS BS S T W I A Ld
55 gold crowns to hire
Dragon Monks are close to reaching mental and 4 2 2 3 3 1 3 1 6
physical perfection. The most skilled martial artists
among each brotherhood have mastered the Way of Weapons/Armour: A peasant is usually equipped with
the Dragon, a fighting style which Cathayan monks are a pitchfork, torch or other simple tool. Treat them as
renowned for even far beyond their borders. fighting unarmed but without any penalties.
157
The Black Dwarfs
Few scholars know how Hired Swords: A Chaos Dwarf warband may hire the
exactly these Dwarfs came following Hired Swords: Ogre Bodyguard, Pit Fighter,
to be the evil and twisted Warlock, Imperial Assassin, and Hobgoblin Scout.
creatures of Chaos they are now. They may hire any Hired Sword described as all may
A long and slow warping process hire, or allowed by Orc warbands and Chaos
has changed them forever. Sundered warbands. They may never hire Elves of any sort!
from others of their kind, trapped in
underground holds on the ash-choked Plain of
Zharr, darkness swept over them. From a worship
Choice of warriors
born out of desperation, the bull-shaped god Hashut A Chaos Dwarf warband must include a minimum of
became their saviour and the Dwarfs of Karak Vlag three models. You have 500 gold crowns which you
became a perverted mockery of their former selves. can use to recruit and equip your warband. The
Through infernal pacts with their mysterious daemon maximum number of warriors in the warband is 15.
deity this bitter race has endured and gained an Sorcerer: Each Chaos Dwarf warband must have one
unnatural mastery of foul magic. They practice Sorcerer – no more, no less!
bloodthirsty rites which involve throwing captives into
burning cauldrons of molten metal. Bull Centaur: Your warband may include one Bull
Centaur.
The Black Dwarfs constantly trade armour, weapons Gaolers: Your warband may include up to two
and machines forged out of precious metals with their Gaolers.
hammers and vile sorcery, for fresh supplies and
victims. Those condemned souls are brought back to Chaos Dwarfs:
Dwarfs: Your warband may include up to five
the Dark Lands. Deep beneath the the ziggurat shaped Chaos Dwarfs.
obsidian tower they are sentenced to toil in the labour Informers: Your warband may include any number of
pits of Mingol Zharr-Naggrund, the City of Fire and Informers.
Desolation.
Fell Sorcerer Priests mastermind tactical raids Starting experience
harvesting prisoners on the Silver Road to expand A Sorceror starts with 20 Experience.
their labour force. Scouting for rich mineral veins and
metal ores while scouring the land for wyrdstone A Bull Centaur starts with 10 Experience.
deposits, has led detachments of the Children of Gaolers start with 8 Experience.
Darkness to Mordheim. Henchmen start with 0 Experience.
Sorcerer √ √ √ √
Bull Centaur √ √
Gaolers √ √ √ √
158
Chaos Dwarf equipment lists
The following lists are used by Chaos Dwarf warbands to pick their equipment:
extra tough
A Chaos Dwarf with this skill is notorious for walking
resource hunter
away from wounds that would kill a lesser warrior. This Chaos Dwarf is especially good at locating
When rolling on the Heroes Serious Injury chart for valuable resources. When rolling on the Exploration
this Hero after a game in which he has been taken out chart at the end of a game, the hero may modify one
of action, the dice may be re-rolled once. The result dice roll by +1/-1.
of this second dice roll must be accepted, even if it is a
worse result.
thick skull
The Hero has a thick skull, even for a Chaos Dwarf. He
chaos engineer has a 3+ save on a D6 to avoid being stunned. If the
The Hero has great technical skill and can use this to save is made, treat a stunned result as knocked down
craft wicked armours. Whenever a Hero with this skill instead. If the Chaos Dwarf also wears a helmet, this
searches for Chaos armour (including Mechanical save is 2+ instead of 3+ (this takes the place of the
Suit), he gets +3 on the roll. This represents the normal Helmet special rule).
Engineer’s ability to craft these items himself. The
Hero ignores the rarity and gift of chaos special rules
and may never wear the chaos armours.
true grit
Chaos Dwarfs are hardy individuals and this Hero is
resolute, even for a Chaos Dwarf! When rolling on the
tyrant Injury table for this Hero, a roll of 1-3 is treated as
This skill is for the Chaos Dwarf leader only. This knocked down, 4-5 as stunned,
Priest of Hashut is renowned for his tyranny. His word and 6 as out of action.
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.
159
Chaos Dwarfs special equipment
This equipment is only available to the Chaos Dwarfs, and no other warband may purchase it.
pulling the Wagon should be treated as referring to its
man-catcher daemon. Daemon movement is unaffected by cargo.
25 gold crowns Passengers: A Chaos Dwarf must function as the
driver. No other models but captives may passage the
Availability: Rare 10, Chaos Dwarfs only
Engine of Chaos. No more than six captives may be
Semi-circular prongs mounted on pole-arms are imprisoned in the Engine at a time – large creatures
popular among the Gaolers of Zharr-Naggrund. This (Ogres, Minotaurs, etc.) count as two models.
non-lethal spring loaded device can ensnare the most
Pedal to the Metal: The driver may apply the effects of
violent of prisoners.
the lash. If an Engine of Chaos goes out of control for
then refer to the Out of Control table. In the event of
Range: Close Combat; Strength: As user;
rolling the result ‘Loss of Control’, replace a result of 5
Special Rules: Capture, Two-handed
(The wagon yoke pole snaps…) with;
SPECIAL RULES The Daemon has released itself from the sorcery
Capture: A model taken out of action by a Man- which bound it to the Engine of Chaos. The Engine
catcher becomes captured. Do not roll for Serious moves 6" straight ahead and then comes to a halt.
Injuries. The catch is locked up in the Engine of Chaos The vehicle may no longer move for the remainder of
instead. If the warband does not include an Engine of this battle.
Chaos, roll for Serious Injuries as normal. Large Prisoners: Models always become captives when
models, such as Ogres, Trolls and Minotaurs, cannot fighting a battle against a Chaos Dwarf warband that
be captured this way, and neither can animals. has an Engine of Chaos by rolling the Captured result
on the Serious Injuries table or by being taken out of
mechanical suit action by a Man-catcher. Note that in both cases their
equipment is lost to the Chaos Dwarf warband. Some
225 gold crowns results on the Mordheim Exploration chart let Chaos
Dwarfs acquire captives: Straggler (one) and Prisoners
Availability: Rare 14, Chaos Dwarfs only (D3). From the Empire in Flames Exploration chart:
The Curse of Stone comes to all Chaos Dwarf Raving Lunatic (one), Lost Children (two), Mordheim
Sorcerers, gradually transforming them to rock from Refugees (D3), The Hanging Tree (one), Small Farm
the feet up. Engineers have crafted machines which and Large Farm (two).
can transport their Priests as they begin to pay the
Models held as captives can be set free by destroying
price for working dark rituals.
the Engine of Chaos or by using the prison keys. If a
SPECIAL RULES model puts one of the Chaos Dwarf warband's Gaolers
Chaos Armour: A Mechanical suit counts as Chaos out of action they take the keys. A model that takes
armour and rules that would affect Chaos armour the keys may free the captives by moving into base
affect the suit as well. contact with the engine. If the Chaos Dwarfs rout
before this happens or if the model with the keys is
Suited and Booted: A Sorcerer equipped with a taken out of action (losing the keys to a new keeper),
Mechanical suit receives +3 to Movement. the captives remain captured. Freed captives must
always move towards the closest table edge. Captives
engine of chaos not from participating warbands use the basic profile
for human warriors (see Mercenary warband).
195 gold crowns Rescued captives return to their former warbands.
Availability: Rare 10, Chaos Dwarfs only Hashut's Reward: The Chaos Dwarfs may choose to
Gaolers lock up their victims in a twisted daemonic send captives back to the Dark Lands after a battle. If
machine crafted by the industrial insanity of Chaos they do this, any number of captives must be sacrificed
Engineers. The vehicle is a living prison on wheels. to Hashut. The Engine of Chaos plus one Hero must
Armoured engines transport captives to the Dark miss the next battle. Unless there is another engine,
Lands, to feed fuel to furnaces or to become sacrifices. no models may be captured until they return. Captives
must be removed from their warbands rosters
Profile M WS BS S T W I A Ld permanently. After the Hero rejoins the warband
Engine - - - - 8 4 - - - consult the following table.
Wheel - - - - 6 1 - - -
Daemon 6 - - - 6 3 - - - Captives Hashut’s Reward
1- 3 +1 Experience points for the leader.
SPECIAL RULES 4- 5 +D3 Experience points which can
Wagon: The Engine of Chaos follows all rules for be distributed among the Heroes.
Wagons (see Empire in Flames Supplement, p. 30–33) 6 +2D3 Experience points which can
unless specified otherwise here. be distributed among the Heroes
Daemon: The Engine of Chaos is powered by the plus D6x5 gold crowns.
binding of a daemon. All references to draft animals
160
Heroes
Profile M WS BS S T W I A Ld
1 Sorcerer 8 4 3 4 4 1 3 2 9
85 gold crowns to hire
It is the Priests of Hashut who administrate insidious Weapons/Armour: A Bull Centaur may be equipped
edicts on behalf of the Chaos Dwarf race. This with weapons and armour chosen from the Chaos
includes orchestrating trade agreements with the Dwarf Equipment list, but may never use any missile
savage Northmen and Ogre tribes. From out of the weapons.
Dark Lands they frequently lead warbands to plunder
the Silk Road. SPECIAL RULES
Large target: Bull centaurs are large creatures and
Profile M WS BS S T W I A Ld therefore make tempting targets for archers. Anyone
shooting at the Bull Centaur gains a +1 ‘to hit’ and
3 4 3 3 4 1 2 1 9 may shoot at it even if it is not the closest target. As
large targets a Bull Centaur adds an extra +20 to the
Weapons/Armour: The Sorcerer may be equipped warband’s rating.
with weapons chosen from the Chaos Dwarf
Equipment list.
0-2 Gaolers
SPECIAL RULES
Leader:
Leader: Any warrior within 6“ of the Sorcerer may use 50 gold crowns to hire
his Leadership when taking Ld tests. Of all the Black Dwarfs it is the wicked Gaolers who
Wizard: The Sorcerer is a wizard and follows the rules are the most infamous. The minds of these merciless
for wizards in the magic section. Sorcerers may cast fiends are bent on inflicting pain and their repulsive
Rituals of Hashut. methods strike fear into the hearts of men. Gaolers
delight in the torture of their prisoners for whom
Priest: The Sorcerer starts with two rituals. One of death never comes quick enough.
them is the Sacrificial Ritual. The other spell is
determined as usual from the Rituals of Hashut. Profile
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
0-1 Bull Centaur
Weapons/Armour: Gaolers may be equipped with
100 gold crowns to hire weapons chosen from the Chaos Dwarf Equipment
Bull Centaurs are keen witted creatures with the list.
upper torso of a Chaos Dwarf and the body of a bull.
They are the most favoured disciples to the Father of SPECIAL RULES
Darkness. In his divine image these mutated Nasty Reputation: Gaolers are known for their
centauroids are fewer in number than Chaos Dwarfs, brutality. The dreaded sight of them and the very
more powerful and swifter in battle. thought of being captured causes fear in Humans.
Henchmen
Informers 0-5 Chaos Dwarfs
15 gold crowns to hire 40 gold crowns to hire
For those imprisoned in the foundries of Zharr- These resentful creatures toil in the forges of their city
Naggrund, the fires of industry burn night and day. stronghold. To boost the production of weapons and
There is little reward for a spy, only deceitful promises Chaos armour in the foundries they set out on
of freedom. Lies are enough to motivate these expeditions armed with blunderbusses to bolster the
treacherous informants into betraying their own kind labour force kept shackled in pits beneath the earth.
for small dispensations.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 3 4 3 3 4 1 2 1 9
4 3 3 3 3 1 3 1 7
Weapons/Armour: Chaos
Weapons/Armour: Informers may be equipped with Dwarfs may be equipped
weapons and armour chosen from the Informer with weapons and armour
Equipment list. chosen from the
Chaos Dwarf
SPECIAL RULES Equipment list.
Drudgery: Informers have had their will broken by
their masters. Informers may never become Heroes.
Re-roll all results of ‘The lad’s got talent’ for them.
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 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 warband’s 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.
6 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.
162
Maneaters
Slow Witt
Witted:
ed: Although Ogres are capable of earning
Ogre warbands experience and bettering themselves they are not the
In their natural environment Ogres move in herds. smartest of creatures. Ogres only improve at half the
They exist in tribes spread across the Mountains of rate of everyone else. They must earn twice the usual
Mourn. Drifting through foreign lands, Ogres take up number of experience points to gain an advance.
employment as hired muscle to anyone with enough
Difficult
Difficult Customers: Unable to create anything of
coin and the nerve to go with it.
lasting worth, Ogres tend to rely on more civilised folk
The call of the wild is too much for some bands and for the acquisition of quality goods. Widely regarded
they prey upon merchants and travellers. The Ivory by vendors as their least popular and most frightening
Road is never easy pickings as land trains are always customers, Ogre Heroes suffer -1 when rolling to find
guarded by heavily armed hirelings. Ogres sometimes Rare items that are not exclusively available to Ogres.
end up fighting their own kind before looting the
Cannibals: Most Hired Swords refuse to work for
caravans and returning to their tribes with whatever is
Ogres, as they know for sure they’ll end up being a
left of the spoils.
meal sooner or later. An Ogre warband may never hire
A company of these undisciplined savages who agree any Hired Swords, except for Halflings (Scout, Thief,
to fight under the command of a ballsy merchant will etc.) and the Ogre Bodyguard, or unless stated
have their witless brawn put to good use in a fight. otherwise, in which case Ogres can choose to devour
Spectacular mercenaries known as Maneaters all too him when the contract ends (see Gluttony).
often find themselves on the road, escorting a wealthy
caravan great distances along dangerous trade routes.
A few of these retinues make their way to the ruins of
Choice of warriors
Mordheim. An Ogre 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 12.
Captain: Each Ogre warband must have one Captain –
no more, no less!
Mountain Guide: Your warband may include one
Mountain Guide.
Youngbloods: Your warband may include up to three
Youngbloods.
Half-
Half-growns: Your warband may include any number
of Half-growns.
Special rules Bulls: Your warband may include up to two Bulls.
Fear: Ogres are large, threatening creatures that with Sabretusks: Your warband may include up to two
the exception of Youngbloods, cause fear. Sabretusks if it includes a Guide.
Large:
Large Except for Youngbloods and Half-growns Ogres
are huge, lumbering creatures and therefore make Starting experience
tempting targets for archers. Any model may shoot at A Captain starts with 20 Experience.
them, even if they are not the closest target and gets a A Mountain Guide starts with 8 Experience.
+1 bonus on the ‘to hit’ roll. Youngbloods start with 0 Experience.
Gluttony: Because of a voracious appetite, each Ogre Henchmen start with 0 Experience.
model counts as two models when selling wyrdstone
or treasure. Any model which is captured due to Characteristic increase
Serious Injuries or Exploration can be devoured and
his possessions retained, reducing the combined Characteristics for warriors may not be increased
model count of your warband by one (or two if the beyond the maximum limits shown on the following
captive ‘shared meal’ is a Large Target). Each Ogre profile.
always counts as at least one model towards the total,
no matter how much he eats! Profile M WS BS S T W I A Ld
An Ogre Hero devouring captured models is granted Ogre 6 6 4 5 5 5 4 5 9
experience points equal to the number of models that
were consumed. Any member or animal from your
warband can be eaten in the same way! Remove any
consumed comrades from the warband roster
immediately.
163
Ogres equipment lists
The following lists are used by Ogre warbands to pick their equipment:
Captain √ √ √
Youngblood √ √ √
Mountain Guide √ √ √
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Ogres special equipment
This equipment is only available to the Maneaters, and no other warband may purchase it.
SPECIAL RULES
Parry: A model with an iron fist may parry enemy
blows.
Gloved: A model armed with an iron fist may not hold
another weapon in the same hand. This means a
double-handed weapon cannot be used. Having two
iron fists means the Ogre may not use any other close
combat weapons during a battle.
Dual-
Dual-role: Iron fists operate like a buckler and a
bladed hand weapon at the same time. This means
that an iron fist allows the wearer to re-roll failed
parry attempts if paired with a sword or another iron
fist.
Claimed Gnoblars
Ogres find simple pleasure in the bickering of
Gnoblars and some claim one as their pet for luck-gnoblar
amusement. An astute Gnoblar puts his malice to
25 gold crowns
good use and places the right action at the perfect
moment to gain itself a master. Availability: Rare 9 (Ogres only)
Treat these Gnoblars in all aspects like miscellaneous An Ogre with a Luck-Gnoblar may re-roll one dice
equipment (they are not models and do not occupy during the battle. Remember you may never re-roll a
their own bases!). However, if the Ogre owning them re-roll.
was taken out of action in a game, roll a D6 for each
of his Gnoblars: on a 1-2 they are dead and removed
from their master’s equipment. Ogres may own up to sword-gnoblar
two different Claimed Gnoblars. These can be
30 gold crowns
represented on the model they accompany.
Availability: Rare 10 (Ogres only)
Heroes
equipment list. Unlike other models Ogres don't have
1 Captain free daggers, even though they might carry one
reserved for eating, the most sacred activity in their
145 gold crowns to hire life. Ogres never fight with daggers in close combat.
A retinue of Maneaters is captained by a brutish
mercenary driven by his lust to gather wealth,
experience and exotic wargear. He maintains order in 0-1 Mountain Guide
his company by issuing threats and bribes or using
violence. 145 gold crowns to hire
Youthful hunters leave their tribe to sate wanderlust
Profile M WS BS S T W I A Ld or a rumbling gut. Isolated in mountainous territories
6 4 3 4 4 3 3 2 8 they exist to track challenging prey through hostile
conditions. Eventually the tribal ties of scouts are
Weapons/Armour: A Captain may be equipped with severed. With no loyalty they may choose to follow
weapons and armour chosen from the Ogres herds as they wish.
equipment list. Unlike other models Ogres don't have
free daggers, even though they might carry one Profile M WS BS S T W I A Ld
reserved for eating, the most sacred activity in their 6 4 3 4 4 3 3 2 8
life. Ogres never fight with daggers in close combat.
Weapons/Armour: A Mountain Guide may be
SPECIAL RULES equipped with weapons and armour chosen from the
Leader: Any warrior within 6“ of the Captain may use Guide equipment list. Unlike other models Ogres
his Leadership when taking Ld tests. don't have free daggers, even though they might carry
one reserved for eating, the most sacred activity in
their life. Ogres never fight with daggers in close
combat.
0-3 Youngbloods
SPECIAL RULES
45 gold crowns to hire Ranger: A Mountain Guide is a dedicated tracker. If
When Ogre calves meet outsiders for the first time, he’s not put out of action in the battle, you may roll
they’re not quite so menacing. Strange encounters in two dice for Exploration and pick one as the result.
the wilderness pose a great many threats for them to Note that this is not a re-roll.
overcome.
Loner: Mountain Guides are Ogre Hunters. They
Profile M WS BS S T W I A Ld become used to the solitude of the highest peaks in
the Mountains of Mourn. A Mountain Guide hunts the
6 2 2 3 4 2 2 1 6 slopes alone and will never claim a Gnoblar or take
one as a pet. They are immune to All Alone tests and
Weapons/Armour: A Youngblood may be equipped may never become the warband leader.
with weapons and armour chosen from the Ogre
166
Henchmen
0-2 Bulls 0-2 Sabretusks
140 gold crowns to hire 125 gold crowns to hire
Reckless young Bulls are nothing more than Sabretusks are agile, giant felines with tusks jutting
wanderers who recognize the strength of the Captain. from their lower jaw. It is common for a young hunter
They care only to fill their stomachs and don’t realize to keep a Sabretusk or two around to help sniff out his
that one day they shall become learned and well next meal.
travelled Maneaters.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 8 4 0 4 4 2 4 3 4
6 3 2 4 4 3 2 3 7
Weapons/Armour: Tusks and primal ferocity!
Weapons/Armour: Bulls may be equipped with
weapons and armour chosen from the Ogre SPECIAL RULES
equipment list. Unlike other models Ogres don't have Trained: Sabretusks may use the Leadership of the
free daggers, even though they might carry one Mountain Guide if within 6” of him. In the event that
reserved for eating, the most sacred activity in their no Mountain Guide is included in the warband due to
life. Ogres never fight with daggers in close combat. a death or an injury, the Sabretusks cannot be used
until the Mountain Guide is replaced. They must be
SPECIAL RULES caged and left at the camp until a new one is hired.
Bull Charge: Ogres learn to use their vast bulk in a
Feral Instinct: Even a Guide has difficulty controlling
charge, trampling the enemy to the ground. When
such feral beasts. At the beginning of the Ogres turn
charging, Bulls may attempt a single attack with a +1
the Sabretusk must pass a Leadership test. If the test is
‘to hit’ modifier rather than making their normal
failed, the opponent may move the Sabretusk this
attacks. If successful the enemy model is automatically
turn. An uncontrolled Sabretusk may charge models
knocked down.
from his own warband!
Ignored: Sabretusks that are out of action do not
Half-growns count to the number of out of action models for the
purpose of Rout tests.
85 gold crowns to hire
Any underdeveloped Ogres risk meeting a sticky end. Fear: Sabretusks are huge feline predators and thus
These half-grown brutes are slain at the hands of cause fear.
traditionalist tyrants as runts represent weakness in
the tribe. Migrating renegades will seek refuge in a
weaker herd or take up arms in their exile for
whoever keeps them.
Profile M WS BS S T W I A Ld
6 3 2 4 4 2 2 2 7
167