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Starting a warband

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.

In this section of the book


we take a detailed look at
each of the warbands and
heroes and henchmen
provide the information you For game purposes the warriors in your warband are
need to recruit a warband of classified as Heroes and Henchmen.
that type.
Use the lists that follow to recruit
and equip your warband (an heroes
example warband has been
These are exceptional individuals who have the
included at the back of the book.)
potential to become legends. Heroes can be armed
You have 500 gold crowns to spend. Each model
and equipped individually and may carry any special
and their equipment (if you choose to buy any) costs
equipment they might pick up during the campaign.
a set amount of money. As you make your choices,
subtract the money you have “spent” from your total
until you have bought all you can. Any unspent gold leader
crowns are put into the warband’s treasury and can Every warband must have a leader. He represents you,
be used later or hoarded to buy something more the player. He makes the decisions and leads your
expensive. warriors through the dark streets of Mordheim.
To start with you must recruit at least three warriors
including a leader. The weapons, armour and
mutations you choose for your warriors must be
other heroes
represented on the models themselves. The Apart from its leader, your warband may include up to
exceptions are knives and daggers, which you may five other Heroes, who form the core of your
assume are tucked in boots or concealed in clothing warband. A warband may never include more Heroes
if not represented on the model. of any specific type than the number given in the
Warband list. This means that some warbands can
only get the maximum of six Heroes by gaining
skill tables experience with their Henchmen (see the Experience
and starting experience section).

The warband lists also include information about the


starting experience of the warriors and which skills
they can choose as they progress in the game. Some
henchmen
warbands also include separate skill lists unique to Henchmen typically fall into two groups. There are
the warband. Henchmen such as the Brethren of the Possessed,
Skaven Verminkin and Mercenary Swordsmen. These
The rules about experience and skills will be fully Henchmen gain experience and become better as
explained in the Campaign section, so don’t worry time goes by. They are bought in groups of one to five
about them for now. models.

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,

weapons and armour equipment used, etc.


You will need to give your warband a name, and also
Each warrior you recruit can be armed with up to two name all your Heroes and each Henchman group. It’s
close combat weapons (in addition to his free up to you to invent suitable names, though you’ll find
dagger), up to two different missile weapons and any plenty of inspiration throughout this book.
armour chosen from the appropriate list. For these
purposes, a brace of pistols counts as a single missile
weapon. Warriors may be restricted in regard to
calculate the warband rating
which types of weapons they can use. The warband’s Each warband has a warband rating – the higher the
equipment lists tell you exactly what equipment is rating, the better the warband. The warband rating is
available. Note that you may buy rare weapons and simply the number of warriors multiplied by 5, plus
armour when starting a warband, as indicated by the their accumulated experience.
list in the warband’s entry, but after playing the first Large creatures such as Rat Ogres are worth 20 points
game the only way to get further rare weapons and plus the number of Experience points they have
armour is to roll to see if you can locate them (see the accumulated.
Trading section).
You may buy additional equipment between battles,
but your warriors can only use the weapons and
ready for battle
armour listed in their warband entry. As they The warband is now ready to start its fighting career!
accumulate experience and gain skills, Heroes may
learn to use weapons other than those initially
available to them.
Every model in each Henchman group must be armed
and armoured in the same way. This means that if
your Henchman group has four warriors, and you
want to buy them swords, you must buy four swords.

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

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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 Cult of the Possessed


The Possessed. The Damned. The bogeymen. These scum are the
worst of the worst. They are dangerous creatures, perhaps more so
than any other group in the entire city. This Chaos-worshipping
scum consists of mutants, Beastmen and cultists, and even worse
things called the Possessed. If you ever let them get close to you,
you’ll be in big trouble – there are few who are a match for this
scum in close quarters.

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.

Sisters of Sigmar Skaven


Don’t believe everything those Witch Hunters These are no ordinary vermin - big as a man,
say about the Sisters. They’re no more fast on their feet, and smart too, not like
heretics than I am and I’ll skewer any man common rats. The whole city’s full of ’em
that says different. Not that the Sisters need and the worse of it is they’re waitin’ in the
looking after – they’re mean fighters and you old drains and sewers, watchin’ for a chance
gotta be tough just to live like they do in to catch you on your own. Let ’em and you’re
that big fortress in the middle of Mordheim. a dead man.

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

Marienburg the throne driving a wedge between the


Middenheim City of Gold and the Temple of Sigmar.

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.

Middenheimers are typically large, strongly built men


with a well deserved reputation for ferocity. Many special rules
wear wolf pelts which custom decrees to be the mark As natural traders with contacts in the merchant
of those who have slain a wolf with their own hands. guilds Marienburg warbands receive a +1 bonus
These grim warriors are famously contemptuous of when attempting to find rare items (see the Trading
danger. They frequently go into battle bare-headed, section for rules).
scoffing at those who choose, for reasons of good
sense, to wear helmets. As Middenheimers favour To reflect their enormous wealth Marienburgers start
long hair and beards their lack of headgear makes off with an extra 100 gold crowns (600 in total) when
them look especially fierce when they charge upon fighting in a campaign. In a one-off game they are
their enemies howling their brutal battle-cries. permitted an extra 20% gold crowns when recruiting
a warband. For example, in a 1,000 gold crown game
a Marienburger warband will have 1,200gc.
special rules
The men of Middenheim are famous for their physical
prowess. To represent their advantage in size and
bulk, the Champions and Captains of a Middenheim
Choice of warriors
warband start with Strength 4 instead of Strength 3. A Mercenary warband must include a minimum of
three models. You have 500 gold crowns available to
spend. The maximum number of warriors in the
Marienburg warband may never exceed 15.
Captain: Each Mercenary warband must have
Marienburg is the largest and most prosperous one Captain: no more, no less!
trading city in the Old World. Many call it the City of
Gold which alone conveys a good idea of the wealth Champions: Your warband may include up to two
of this sprawling cosmopolitan city. Nowhere else can Champions.
be found the vast array of shops selling goods from as Youngbloods: Your warband may include up to two
far away as the Elven kingdoms of Ulthuan in the west Youngbloods.
and distant Cathay in the east. The city’s craftsmen
Warriors: Your warband may include any number of
represent every skill known to man, and a few others
Warriors.
beside, so that it is said in Marienburg there is no
activity that cannot be quickly turned to profit. Marksmen: Your warband may include no more
than seven Marksmen.
Many mercantile guilds have their headquarters in
Marienburg, most important of all the secretive High Swordsmen: Your warband may include no
Order of Honourable Freetraders which represents more than five Swordsmen.
the elite amongst mercantile society. This large, rich,
and ambitious body of men feel themselves shackled
by the old order and are eager to seize power for
themselves. Their champion for the Emperor’s throne
Starting experience
is the Lady Magritta. Thanks to the unseen influence The Captain starts with 20 experience.
of Freetraders throughout the Empire all the minor
Champions start with 8 experience.
Electors were persuaded to support the Lady
Magritta’s claim. It was only the Grand Youngbloods start with 0 experience.
Theogonist’s refusal to crown her that denied Henchmen start with 0 experience.
7 7
7
Mercenaries

Mercenary skill tables


REIKLAND MERCENARIES
Combat Shooting Academic Strength Speed

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   

Mercenary equipment lists


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

Hand-to-hand Combat Weapons MARKSMAN EQUIPMENT LIST


Dagger . . . . . . . . . . . . . . . 1st free/2 gc This list is for Marksmen only
Mace . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . 3 gc Hand-to-hand Combat Weapons
Axe . . . . . . . . . . . . . . . . . . 5 gc Dagger . . . . . . . . . . . . . . . 1st free/2 gc
Sword . . . . . . . . . . . . . . . 10 gc Mace . . . . . . . . . . . . . . . . 3 gc
Morning star . . . . . . . . . . . 15 gc Hammer . . . . . . . . . . . . . . 3 gc
Double-handed weapon . . 15 gc Axe . . . . . . . . . . . . . . . . . . 5 gc
Spear . . . . . . . . . . . . . . . . 10 gc Sword . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . 10 gc
Missile Weapons
Missile Weapons Crossbow . . . . . . . . . . . . . 25 gc
Crossbow . . . . . . . . . . . . . 25 gc Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace) Bow . . . . . . . . . . . . . . . . . 10 gc
Duelling pistol . . . . . . . . . 25 gc (50 for a brace) Long bow . . . . . . . . . . . . . 15 gc
Bow . . . . . . . . . . . . . . . . . 10 gc Blunderbuss . . . . . . . . . . . 30 gc
Handgun . . . . . . . . . . . . . 35 gc
Armour Hunting rifle . . . . . . . . . . 200 gc
Light armour . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . 50 gc Armour
Shield . . . . . . . . . . . . . . . . 5 gc Light armour . . . . . . . . . . 20 gc
Buckler . . . . . . . . . . . . . . 5 gc Shield . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . .10 gc Helmet . . . . . . . . . . . . . . . 10 gc

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.

35 gold crowns to hire Profile M WS BS S T W I A Ld


In any Mercenary warband there is one warrior who is 4 3 3 3 3 1 3 1 7
bigger, stronger (and often uglier) than his comrades. Weapons/Armour Marksmen may be equipped with
These men are called Champions (or berserkers, first weapons and armour chosen from the Marksman
swordsmen and various other names). Champions are Equipment list.
amongst the toughest and the best fighters in the
warband. They often answer challenges issued to the
warband and, after the Captain, they get the pick of 0-5 Swordsmen
any equipment and loot.
35 gold crowns to hire
Profile M WS BS S T W I A Ld Swordsmen are professional warriors, experts at
4 4 3 3 3 1 3 1 7 taking on and beating several opponents at once.
They are much sought after by warband leaders, as
Weapons/Armour: Champions may be equipped their skills are ideally suited for fighting in Mordheim.
with weapons and armour chosen from the
Mercenary Equipment list. Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
0-2 Youngbloods Weapons/Armour: Swordsmen may be equipped
with weapons and armour chosen from the
15 gold crowns to hire Mercenary Equipment list.
These are young fighters who are still inexperienced,
but eager to win their spurs in the savage fighting in SPECIAL RULES
and around the ruins of Mordheim. Expert Swordsmen: Swordsmen are so skilled with
their weapons that they may re-roll any failed hits
Profile M WS BS S T W I A Ld
when charging. Note that this only applies when they
4 2 2 3 3 1 3 1 6 are armed with normal swords, and not with double-
Weapons/Armour: Youngbloods may be equipped handed swords or any other weapons.
with weapons and armour chosen from the
Mercenary Equipment list.

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

Possessed skill table


Combat Shooting Academic Strength Speed

Magister   
Possessed   
Mutant  

Possessed equipment lists


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

Hand-to-hand Combat Weapons DARKSOULS EQUIPMENT LIST


Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc This list is for Darksouls and Beastmen only
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc Hand-to-hand Combat Weapons:
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Double-handed weapon . . . . . . . . . . 15 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons Double-handed weapon . . . . . . . . . . 15 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Flail . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Short bow . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Armour None
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc Armour
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

hen you are facing an enemy that is really


W scary like the living dead or creatures of
Chaos, always shoot at them. Never attack them in
close combat if you have the option.
I’ve seen many powerful warriors losing precious
seconds trying to overcome their fear and charge
these monsters.
And when they did it, it was often too late…

11
Cult of the possessed

Heroes
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

Henchmen (Bought in groups of 1-5)

0-5 Darksouls 0-3 Beastmen


35 gold crowns to hire 45 gold crowns to hire
Darksouls are men who have been driven insane by Beastmen are mutated monstrosities that infest
the daemonic possession which became all too the forests of the Empire: massive horned creatures
common after the destruction of Mordheim. The with an inhuman resistance to pain. The destruction
Daemons have left the bodies of these men, but their of Mordheim brought many Beastmen into the ruined
minds have been scarred by the horror of the city to prey upon the survivors. They readily ally with
experience. the Magisters of the Possessed warbands.

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.

Their insane strength makes Darksouls dangerous


fighters. The Cultists regard them as holy men, and let
them work out their unreasoning rage in battle. In
their tortured minds the Darksouls believe
themselves to be Daemons. They wear leering
daemonic masks and garb themselves in armour and
clothing resembling the scaled skin of Daemons.

Profile M WS BS S 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.

daemon soul tentacle


A Daemon lives within the mutant’s soul. This gives One of the mutant’s arms ends in a tentacle. He may
him a 4+ save against the effects of spells or prayers. grapple his opponent in close combat to reduce his
attacks by -1, down to a minimum of 1. The mutant
Cost: 20 gold crowns.
may decide which attack his opponent loses.

great claw Cost: 35 gold crowns


One of the mutant’s arms ends in a great, crab-like
claw. He may carry no weapons in this arm, but gains blackblood
an extra attack in hand-to-hand combat with a +1 If the model loses a wound in close combat, anyone
Strength bonus. in base contact with the model suffers a Strength 3 hit
(no critical hits) from the spurting corrosive blood.
Cost: 50 gold crowns.
Cost: 30 gold crowns
cloven hoofs
The warrior gains +1 spines
Movement. Any model in base contact with the mutant suffers an
automatic Strength 1 hit at the beginning of each
Cost: 40 gold
close combat phase. Spines will never cause critical
crowns
hits.
Cost: 35 gold crowns

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

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

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

14
Witch Hunters

Witch hunters
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

Witch hunter skill table


Combat Shooting Academic Strength Speed

Witch Hunter Captain     


Witch Hunter    
Warrior-Priest   

Witch hunter equipment lists


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

Hand-to-hand Combat Weapons ZEALOT EQUIPMENT LIST


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc This list is for Zealots only
Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc Hand-to-hand Combat Weapons
Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Double-handed weapon . . . . . . . . . 15 gc Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Missile Weapons Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc
Crossbow . . . . . . . . . . . . . . . . . . . . 25 gc Double-handed weapon . . . . . . . . . 15 gc
Pistol . . . . . . . . . . . . . . . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc
(30 for a brace)
Crossbow pistol . . . . . . . . . . . . . . . 35 gc Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour Short bow . . . . . . . . . . . . . . . . . . . 5 gc
Light armour . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . 50 gc Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc Light armour . . . . . . . . . . . . . . . . . 20 gc
Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

FLAGELLANT EQUIPMENT LIST


This list is for Flagellants only

Hand-to-hand Combat Weapons


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

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


Armour . . . . . . . . . . . . . . . . . . . . . . . . None

16 16
Witch Hunters

Heroes
1 Witch hunter captain 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.

SPECIAL RULES SPECIAL RULE


Leader: Any warrior within 6" of the Witch Burn the Witch!: Witch Hunters hate all models who
Hunter Captain may use his Leadership value can cast spells.
when taking Leadership tests.
Burn the Witch!: 0-1 Warrior-priest
A Witch Hunter
Captain hates 40 gold crowns to hire
all models Many powerful fighting men have come from the
who can ranks of the faithful. The Priests of Sigmar are no
cast exception, and the military wing of the cult is feared
spells. and respected throughout the Empire.
The Grand Theogonist himself has granted the
Warrior-Priests an edict to cleanse Mordheim of Chaos
filth. With fire burning in their eyes, the Warrior-
Priests stride into battle, chanting aloud the Deus
Sigmar, the praise of the patron god of the Empire.

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

Henchmen (Bought in groups of 1-5)

0-5 Flagellants 0-5 Warhounds


40 gold crowns to hire 15 gold crowns to buy
Flagellants are fanatics and madmen obsessed with Witch Hunters often keep packs of ferocious hunting
the end of the world. They are often men who have dogs. With their huge jaws and powerful bite, they are
lost their families to war or the ravages of nature, and perfect for hunting down (and tearing apart) any
have also lost their minds. With insane persistence, heretics, mutants, deviants and witches.
they travel the length and breadth of the Empire,
preaching their view of the end of the world. With Profile M WS BS S T W I A Ld
their rousing speeches, Witch Hunters can muster 6 4 0 4 3 1 4 1 5
these dangerous lunatics to fight in the streets of Weapons/Armour: Jaws and brutality! Warhounds
Mordheim, where no sane man dares tread. never use or need weapons and armour.
Flagellants are extremely dangerous opponents in
close combat, for they have the strength of madmen, SPECIAL RULES
and their bodies have become inured to pain because Animals: Warhounds are animals and thus do not
of self-mutilation. gain experience.

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.

Sign of Sigmar Righteous Fury


The Sister is favoured by the great god Sigmar. The Sister feels cold fury and utter contempt towards
Possessed or Undead opponents lose their first attack any evil that pollutes the soil of the holy Empire with
against the Priestess in the first round of hand-to-hand its presence. The model hates all Skaven, Undead or
combat (down to a minimum of 1). Possessed warbands and all models in them.

Protection of Sigmar Absolute Faith


The Sister has been blessed by the High Matriarch. The Sister puts her faith in Sigmar, and faces dangers
Any spell which would affect her is nullified on a D6 unflinchingly. She may re-roll any Fear tests and does
roll of 4+. Note that if the spell is nullified it will not not have to test if she is fighting alone against several
affect any other models either. opponents.

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

Sisters of Sigmar skill table


Combat Shooting Academic Strength Speed Special

Matriarch     
Sister Superior     
Augur   

Sisters of Sigmar equipment lists


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

Hand-to-hand Combat Weapons Armour


Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Light armour . . . . . . . . . . . . . . . . . 20 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc Heavy armour . . . . . . . . . . . . . . . . 50 gc
Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sigmarite warhammer . . . . . . . . . . 15 gc Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . 15 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Steel whip . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . 15 gc Miscellaneous Equipment
(Heroines only)
Missile Weapons Holy tome . . . . . . . . . . . . . . . . . . . 120 gc
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc Blessed water . . . . . . . . . . . . . . . . . 10 gc
Holy relic . . . . . . . . . . . . . . . . . . . . 15 gc

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

Henchmen (bought in groups of 1-5)


Sigmarite sister 0-10 Novices
25 gold crowns (dowry to the temple) 15 gold crowns (dowry to the temple)
Sigmarite Sisters know that their entire order is By tradition, the Sisters draw their recruits only from
shamed in the eyes of their Lord Sigmar. Every one of the most noble houses of the Empire, and families
them is sworn upon His altar to pacify the city and consider it a great honour to have their daughter
thereby redeem themselves. Whatever the perils and accepted into the order. Only maidens of noble
horrors that stand in their way, they will be overcome! lineage can be relied upon to have the devotion to
duty and innate sense of honour. Few though the
Profile M WS BS S T W I A Ld recruits may be, they must endure several years as
4 3 3 3 3 1 3 1 7 Novices during which time their devotion will be
tested to the full. All are eager to prove themselves
Weapons/Armour: The Sigmarite Sisters may be worthy to be the handmaidens of Sigmar.
equipped with weapons and armour chosen from the
Sisters of Sigmar Equipment list. Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons/Armour: The Novices may be equipped
with weapons and armour chosen from the Sisters of
Sigmar Equipment list.

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

Undead skill tables


Combat Shooting Academic Strength Speed

Vampire    
Necromancer  
Dreg  

Undead equipment lists


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

“‘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!

Driven by their unspeakable craving for the meat of No Pain: Dire


their fellow men, these creatures have given up their Wolves treat a
human life and dwell near graveyards, crypts and ‘stunned’ result
tombs, digging up the rotting corpses of the recently on the Injury chart
buried and consuming the cold flesh with their bare as ‘knocked down’.
teeth and claws.
The destruction of Mordheim attracted many Ghoul
clans from the north, and now they have taken up
permanent residence in the crypts and cemeteries of
the ruined city.

Profile M WS BS S 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

Skaven equipment lists


The following lists are used by the Skaven to pick their equipment.
HEROES EQUIPMENT LISTS Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Hand-to-hand Combat Weapons
Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc
Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . 15 gc HENCHMEN EQUIPMENT LIST
Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Hand-to-hand Combat Weapons
Halberd . . . . . . . . . . . . . . . . . . . . . 10 gc
Dagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Weeping Blades . . . . . . . . . . . . . . . 50 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Fighting Claws . . . . . . . . . . . . . . . . 35 gc
Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc Missile Weapons
Throwing stars . . . . . . . . . . . . . . . . 15 gc Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc
Blowpipe . . . . . . . . . . . . . . . . . . . . 25 gc
Armour
Warplock pistol . . . . . . . . . . . . . . . 35 gc
(70 for a brace) Light armour . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Choice of warriors Starting experience


A Skaven warband must include a minimum of three An Assassin Adept starts with 20 experience.
models. You have 500 gold crowns (representing
Eshin Sorcerers and
your resources) which you can use to
Black Skaven start
recruit and equip your initial warband.
with 8 experience.
The maximum number of warriors in
the warband may never exceed 20. Night Runners start
with 0 experience.
Assassin Adept: Each Skaven
warband must have one Assassin Henchmen start
Adept: no more, no less! with 0
experience.
Eshin Sorcerer: Your warband may include a single
Eshin Sorcerer.
Black Skaven: Your warband may include up to two
Black Skaven.
Night Runners: Your warband may include up to two
Night Runners.
Verminkin: Any number of models may be
Verminkin.
Giant Rats: Your warband may include any number
of Giant Rats.
Rat Ogre: Your warband may include a single
Rat Ogre.

28 28 28
Skaven

Skaven special equipment


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

blowpipe fighting claws


25 gold crowns 35 gold crowns per pair
Availability: Rare 7, Skaven only Availability: Rare 7, Skaven only
The blowpipe is a short hollow tube which can be The martial arts practised by Clan Eshin employ many
used to shoot poisoned darts. While the darts by unusual weapons. The most famous of these are the
themselves are too small to cause significant damage, Eshin Fighting Claws: sharp metal blades attached to
the poison used by the Skaven can cause searing the paws of a Skaven warrior. It takes a real expert to
agony and eventual death. use them effectively, but an adept of Clan Eshin is a
fearsome opponent when armed this way.
The other advantage of a blowpipe is that it is silent,
and a well-hidden shooter can fire the darts Save
undetected. Range Strength modifier Special rules
Range Strength Save modifier Special rules Close Com. As user - Pair, Climb, Parry,
Cumbersome
8" 1 +1 Poison, Stealthy
SPECIAL RULES
SPECIAL RULES
Pair: Fighting Claws are traditionally used in pairs,
Poison: The needles fired by
one in each hand. A warrior armed with Fighting
a blowpipe are coated in a
Claws gets an additional attack.
venom very similar in its
effects to the Black Lotus (if Climb: A Skaven equipped with Fighting Claws can
you roll a 6 on the To Hit add +1 to his Initiative when making Climbing tests.
roll, the victim is Parry: A Skaven armed with Fighting Claws may parry
automatically wounded). A blowpipe cannot cause blows and can re-roll a failed attempt once, in the
critical hits. This weapon has a positive armour save same way as a model armed with a sword and buckler.
modifier, so a model that normally has a save of 5+
will get a save of 4+ against a blowpipe dart. Even Cumbersome. A model armed with Fighting Claws
models that normally do not have an armour save may not use any other weapons in the entire battle.
will get a 6+ save to take into account protection
offered by clothes, fur or the like. weeping blades
Stealthy: A Skaven armed with a blowpipe can fire 50 gold crowns (per pair)
while hidden without revealing his position to the
enemy. The target model can take an Initiative test in Availability: Rare 9, Skaven only
order to try to spot the firing Skaven. If the test is The adepts of Clan Eshin use weapons called Weeping
successful, the Skaven no longer counts as hidden. Blades, murderous swords constructed with a small
amount of warpstone in their structure. A Weeping
warplock pistol Blade constantly sweats a deadly corrosive venom.

35 gold crowns (70 for a brace) Range Strength Special rules

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

Skaven skill tables


Combat Shooting Academic Strength Speed Special

Adept      
Black Skaven     
Eshin Sorcerer   
Night Runners   

Skaven special skills


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

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

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

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

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

art of silent death


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

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.

SPECIAL RULES 0-1 Eshin sorcerer


Leader: Any warrior within 6" of the Assassin Adept
45 gold crowns to hire
may use his Leadership instead of his own.
The Sorcerers of Clan Eshin are black magicians who
Perfect Killer: An Assassin Adept always has an extra manufacture the enchanted weapons of the Assassins.
-1 modifier to any armour save the enemy has to take Though their power is slight compared to the
against wounds they inflicted (both with shooting and Warlocks of Clan Skryre or the mighty Grey Seer, their
close combat weapons). black sorcery is still potent.

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.

0-2 Night runners


20 gold crowns to hire
Night Runners are the young apprentices of Clan
Eshin. Recently initiated into the secrets of the clan,
they make up for their lack of knowledge with their
ambition and energy.

Profile M WS BS S 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

Henchmen (bought in groups of 1-5)


Verminkin 0-1 Rat ogre
20 gold crowns to hire 210 gold crowns to buy
Verminkin are the Clanrats of Clan Eshin. The These horrible monsters are much in demand as
strongest amongst them are initiated into the secrets bodyguards to important Skaven.
of the clans and begin their training to become
Assassins, the most feared warriors of the Skaven Profile M WS BS S T W I A Ld
warbands. All the Clanrats of Clan Eshin dream of 6 3 3 5 5 3 4 3 4
rising to the status of an Assassin one day.
Weapons/Armour: Jaws, claws and brute force! Rat
Profile M WS BS S T W I A Ld Ogres can never use weapons or armour.
5 3 3 3 3 1 4 1 5 SPECIAL RULES
Weapons/Armour: Verminkin may be armed with Fear: Rat Ogres are so frightening they cause fear.
weapons and armour chosen from the Skaven
Stupidity: A Rat Ogre is subject to stupidity unless a
Henchmen Equipment list.
Skaven Hero is within 6" of it.
Experience: Rat Ogres do not gain experience.
Giant rats Large Target: Rat Ogres are Large Targets as defined
15 gold crowns to buy in the shooting rules.
Giant Rats are creations of the twisted genius of the
Skaven. They are mutated monstrosities the size of
dogs. They fight alongside the Skaven, overpowering
any opponents by sheer weight of numbers.

Profile M WS BS S 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

Averlander equipment lists


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

Scout Equipment List Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc


Hand-to-hand Combat Weapons
Hunting rifle . . . . . . . . . . . . . . . . .200 gc
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Armour
Mace/hammer . . . . . . . . . . . . . . . . . .3 gc
Light armour . . . . . . . . . . . . . . . . . .20 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc
Missile Weapons
Mountainguard Equipment List
Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Hand-to-hand Combat Weapons
Longbow . . . . . . .15 gc (Bergjaeger only) Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc
Armour Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc
Light armour . . . . . . . . . . . . . . . . . .20 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Spear . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Miscellaneous Halberd . . . . . . . . . . . . . . . . . . . . . .10 gc
Hunting arrows . .35 gc (Bergjaeger only) Double-handed weapon . . . . . . . . . .15 gc
Marksman Equipment List Morning star . . . . . . . . . . . . . . . . . .15 gc
Hand-to-hand Combat Weapons
Missile Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Pistol . . . . . . . . . . .15 gc (30 for a brace)
Mace/hammer . . . . . . . . . . . . . . . . . .3 gc
Duelling pistol . . . .25 gc (50 for a brace)
Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc
Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Missile Weapons
Armour
Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc
Light armour . . . . . . . . . . . . . . . . . . .20 gc
Pistol . . . . . . . . . . . .15 gc (30 for a brace)
Heavy armour . . . . . . . . . . . . . . . . .50 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Longbow . . . . . . . . . . . . . . . . . . . . .15 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Handgun . . . . . . . . . . . . . . . . . . . . .35 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

Averlander skill tables


Combat Shooting Academic Strength Speed Special
Captain     
Sergeant   
Bergjaegers  
Youngblood   
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

henchman (Brought in groups of 1-5)


Mountainguard do as much hard labour as the militia.
30 gold crowns to hire Profile M WS BS S T W I A Ld
The Mountainguard is the famous garrison of
the Black Fire Pass that has repelled countless 4 3 3 3 3 1 3 1 7
greenskin invasion attempts. Their traditional Weapons/Armour: Marksmen may be
uniform is yellow and black and it’s a merit in equipped with weapons and armour chosen
the Averland armey to have served a few years from the Marksman Equipment list.
at the mountain-pass. The Mountain guard
train both with the traditional Imperial 0-3 Halflings Scouts
weapons, the halberd and the sword, and with 20 gold crowns to hire
the crossbow and bow. Veterans are often Averland is neighbour to the Moot, the
employed by mercenary warbands who know Halfling province. In 1707 the Orc Warlord
that their presence will certainly boost their Gorbad Ironclaw invaded through the Black
chances in the battles to come. Some of these Fire pass and the Moot was devastated. Ever
veterans advance to become sergeants or even since then the Moot urge their gamekeepers
captains themselves. There are a few to serve at least a few years in the garrison
warbands that consists solely of that guard the pass. If another warlord tries to
Mountainguard veterans, often from the same invade the Moot, they will meet the fierce
regiment or the survivors of a great battle. resistance of the Halflings in the mountain
Pass.
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 3 1 7
4 2 4 2 2 1 4 1 8
Weapons/Armour: Mountainguards may be
equipped with weapons and armour chosen Weapons/Armour: Halfling Scouts may be
from the Mountainguard Equipment list. equipped with weapons and armour chosen
from the Scout Equipment list.
SPECIAL RULES
Promotion: A Halfling that is promoted to
hero through the “The lad’s got talent”
advance may not choose Strength skills as one
of his two skill lists. Halflings are not known
for their great strength!

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

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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
68
prey.
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Beastmen Warbands of political upheaval, the nobles have far more


pressing concerns than the pleas of low-born
The Beastmen are brutish, wild and unnatural villagers. Forced to fend for themselves, terrified
creatures that live in the deep forests. Anyone villagers hack down great swathes of the forest
travelling through this untamed wilderness risks around their settlements, and sometimes hire the
being attacked by these unpredictable raiders. Many services of mercenaries to protect them, barricading
of those who dwell within the forests around the themselves indoors when they hear rumours of a
outskirts of Mordheim claim that these vile creatures marauding band within the area. Nevertheless,
of Chaos outnumber mankind, though such purges of the forest are nearly always hopeless, for
statements are impossible to prove, for the Beastmen the Beastmen warbands generally move far away
build no cities and do not create any structured form from an area they have struck well before organised
of society as such. Order and organisation are alien retaliation can be mounted.
and hated by them, and they roam where they will,
pillaging and killing for whatever they have need or The more isolated farms and villages are most at risk
want for. They willingly turn on each other, picking from attack, being far from any aid. Frequently,
on the weakest amongst them for food and fun. travellers will discover buildings and farms burnt to
the ground, cattle butchered and lying where they
The Beastmen naturally form into roaming were cut down. Full of malevolence, Beastmen take
warbands, though whether they do so consciously or particular delight in tearing down the carefully
merely instinctively is unknown. A small warband is constructed and ordered structures of men. They
able to move swiftly through the wilderness smash down fences and rip buildings down to
unnoticed, and can cover hundreds of miles each rubble, allowing them to be reclaimed by the
season as they travel where they will. They are led by forests. They maliciously soil and blight painstakingly
the strongest and most ferocious of their kind, and if planted crops, and will tear the throats from
ever one within the warband senses a weakness in newborn lambs merely for sport.
their leader, they will turn on him in a brutish
leadership challenge that can only result in one of Beastmen warbands often form temporary
the two being killed and consumed by the victor. encampments, from which to raid the surrounding
Literally thousands of these small warbands infest the areas. These are crude things, usually little more than
dark forests of the Old World, preying upon travellers a place to store any plundered loot and food. They
and farmsteads. may include roughly staked out pens for their
massive war hounds or for holding captives – both
A Beastmen warband attacks without warning, and are taunted and starved for no other reason than it is
villagers, merchants and travellers in the Beastmens nature to behave
live in constant fear of ambush so. Typically, a warband will
from these forest denizens. remain at this encampment
They try to prepare until it makes one sizeable
themselves for such an raid, whereupon the
event, and often Beastman chief will move
desperately appeal his camp to another area.
to the nobles to These encampments are
scour the forests often positioned nearby
with their State roads and settlements,
troops – for such areas are ripe for
however, at plunder. The Beastmen
such a time are a constant threat, and
even if travellers are lucky
enough not to encounter
them, their presence can
always be felt, watching
and waiting in the
twisted shadows
amongst the dark
trees. None can
predict their
movements, and
many live in
constant fear of
their attacks.

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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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Beastman skill tables


Combat Shooting Academic Strength Speed Special
Chief 3 3 3 3
Shaman 3 3 3
Bestigor 3 3 3
Centigors 3 3 3

Beastman equipment lists


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

BEASTMAN EQUIPMENT LIST UNGOR EQUIPMENT LIST


Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 GC Dagger . . . . . . . . . . . . . . . . . .1st free/2 GC
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 GC Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 GC
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 GC Hammer . . . . . . . . . . . . . . . . . . . . . . 3 GC
Battle Axe . . . . . . . . . . . . . . . . . . . . . 5 GC Battle Axe . . . . . . . . . . . . . . . . . . . . . 5 GC
Sword . . . . . . . . . . . . . . . . . . . . . . . 10 GC Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 GC
Double-handed Weapon . . . . . . . . . 15 GC Missile Weapons
Halberd . . . . . . . . . . . . . . . . . . . . . . 10 GC
Missile Weapons
None
Armour
Light Armour . . . . . . . . . . . . . . . . . . 20 GC
Heavy Armour . . . . . . . . . . . . . . . . . 50 GC None
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 GC Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 GC Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 GC

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
72
humanoid upper torsos
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henchmen (Brought in groups of 1-5)


Trample: As well as their weapons,
Centigors use their hooves and sheer size to
crush their enemies. This counts as an
additional attack, which does not benefit
from weapon bonuses or penalties...

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

Beastmen Special Skills


Shaggy Hide
The bestial hero is titanic in size and may use a
double-handed weapon in one hand.

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 Carnival of Chaos


Another roar of laughter came from the crowd like muted performed acrobatics, tapping the village children’s
thunder as the mock Knight Panther, bedecked in armour of foreheads who sat transfixed in the front row as he sprang
tin and wielding a wooden sword, slipped upon some past with his tickle stick.
entrails. It was a battlefield scene; pig’s blood, uncoiled
A foul and repugnant odour filled Demitri’s nostrils as an
rope and animal intestine were strewn about the stage as
uncomfortable burning sensation grew upon his chest but he
mock carnage.
couldn’t take his eyes off the play, utterly lost in the
“A horse, a horse, the Emperor is a horse!” the Knight wailed unfolding drama. His wife and child, sitting at the front of
as his mind succumbed to Chaos. the stage, were a distant memory. Now only he and the
bizarrely macabre players existed. The Knight Panther
The travelling players had arrived in the village without
slipped again and Demitri laughed out loud. A plague
word or prior arrangement, replete with ramshackle cart
daemon bore down upon the play’s unlikely hero and the
that doubled as dressing room and makeshift theatre. A host
enraptured farmer marvelled at its realism. Eyes widening,
of colourful characters, loped and cavorted alongside, with
Demitri stared with incredulity as the plague creature
mesmerising wit and charm, announcing to all and sundry
swelled, stomach bloating as if filling with stagnant air. A
they would be performing a rendition of the play, ‘The
shape with what looked like arms and legs pawed within,
Emperor’s True Face.’
stretching the flesh thin like clinging mucous.
Crowds had gathered quickly, initially children, then
Something was wrong. The plague creature’s mouth
women and finally the men, and soon the entire village was
distended to agonising proportions but Demitri couldn’t
under the players’ spell. Demitri was one of the last to join
look away. It belched forth a tiny daemon creature that sat
the eager and enraptured throng, sceptical at first but in
wallowing amidst a foul miasma of vomit and pooling
moments he too was utterly engrossed.
slime from the creature’s stomach.
The play reached the ‘Northern Wastes’ scene, a rotted
wooden placard carried across the stage describing as much
by a robed daemon with a seemingly permanent grin.
Demitri marvelled as other daemonic characters, whose
costumes where uncannily realistic, danced and skipped
amongst the appreciative crowd. Chicken feathers thrown by
the daemons drifted down like snow. A
wonderfully macabre jester

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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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Carnival of Chaos skill tables


Combat Shooting Academic Strength Speed
Master ✓ ✓ ✓ ✓ ✓
Brutes ✓ ✓ ✓
Tainted Ones ✓ ✓

Carnival equipment lists


The following lists are used by the Carnival of Chaos to pick their weapons:

Hand-to-hand Combat Weapons Armour


Dagger ........................................1st free/2 GC Light Armour .........................................20 GC
Mace.........................................................3 GC Heavy Armour........................................50 GC
Hammer ...................................................3 GC Shield .......................................................5 GC
Axe ...........................................................5 GC Helmet ...................................................10 GC
Sword.....................................................10 GC
Brute Equipment list
Double-handed Weapon........................15 GC
Double-handed Weapon........................15 GC
Spear ......................................................10 GC
Flail ........................................................10 GC
Halberd ..................................................10 GC
Morning Star..........................................15 GC

Missile Weapons
Bow........................................................15 GC
Short Bow ..............................................10 GC
Pistol ............................15 GC (30 for a brace)

Choice of Warriors Tainted Ones starts with 0 experience.


A Carnival of Chaos warband must include a Henchmen starts with 0 experience.
minimum of three models. You have 500 Gold
Crowns to recruit your initial warband. The Maximum Characteristics
maximum number of warriors in the warband With the exception of the Plague Bearers and
may never exceed 15. Nurglings which do not acrue experience all
other members of the Carnival of Chaos use the
Heroes maximum characteristics for Humans.
Carnival Master: The Carnival of Chaos must
have one Master to lead it – no more, no less.
Brutes: Your warband may include up to two
Brutes.
Tainted Ones: Your warband may include up to
two Tainted Ones.
Henchmen
Plague Bearers: Your warband may include up
to two Plague Bearers.
Brethren: Your warband may include any
number of Brethren.
Nurglings: Your warband may include any
number of Nurglings.

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

70 Gold Crowns to hire 4 4 0 4 4 1 2 2 7


These lead the diabolical Carnivals of Chaos. They Weapons/Armour: Brutes may be equipped with
are the chosen of Nurgle and wield sorcerous weapons and armour chosen from the Brute
powers gifted to them by their pestilential god. Equipment list.
The Master is a power-crazed individual that leads
his coven of Daemonic entertainers throughout SPECIAL RULES
the backwaters of the Empire, tainting villages and Unnatural Strength: Brutes start the game with
settlements with disease. To the backward the Strongman skill from the Strength skill list in
peasantry of the Empire’s rural settlements, the the Mordheim rulebook.
Master comes across as an exotic and charismatic
showman bringing outlandish entertainment into 0-2 Tainted Ones
their otherwise dreary lives. It is the Carnival
25 Gold Crowns to hire
Master’s cunning and clever enchantments that
(+Cost of Blessings of Nurgle)
help to keep his minions one step ahead of the
The Tainted Ones are those that are most blessed
patrols of the many Witch Hunter bands that
and favoured of Father Nurgle. They hold a
rove the land.
position of great importance within the hierarchy
of the Carnival. They are often heavily robed and
Profile M WS BS S T W I A Ld
protected by powerful enchantments, for beneath
4 4 4 3 3 1 3 1 8 their robes are unspeakable horrors. The bodies of
Weapons/Armour: The Master may be equipped the Tainted Ones are so wracked with disease and
mutation that it is unsafe for even the other mortal
with weapons and armour chosen from the
members of the warband to touch their bare skin.
Carnival of Chaos Equipment list.
Ironically, they take the most prestigious role in
SPECIAL RULES the Carnival – the fool. The Tainted Ones leap and
Leader: Any models in the warband within 6" of prance about the audience, dressed as jesters,
the Master may use his Leadership instead of their when the Carnival is performing, laughing and
own. joking with the gathered throng infecting them
with their multitude of horrendous maladies.
Wizard: The Master is a wizard and uses Nurgle These twisted creatures are exceptionally
Rituals. See the Magic section for details.
dangerous opponents in combat too, for it is said
that they carry the dreaded and incurable Nurgle’s
0-2 Brutes Rot.
60 Gold Crowns to hire Profile M WS BS S T W I A Ld
These are a very specific type of mutant that have
4 3 3 3 3 1 3 1 7
had their constitution bolstered by the unnatural
vitality of the Lord of Decay. Nurgle’s foul Weapons/Armour: Tainted Ones may be
attention has transformed what were once men equipped with weapons and armour chosen from
into massive, statuesque creatures rippling with the Carnival of Chaos Equipment list.
diseased muscles and a supernatural vigour.
Brutes are immensely strong individuals and SPECIAL RULES
their part in the masquerade that is the Nurgle’s Blessings: Tainted Ones must start the
Carnival of Chaos is as strongmen performing game with one or more Blessings of Nurgle. See
feats of strength to entertain the crowds. the Blessings of Nurgle that follow.
They are nearly always hooded in the nature
of executioners for although their bodies
appear outwardly strong and healthy, their
faces are often riddled with disease and are
half-decayed. In battle, they wield huge
hammers and flails with reckless abandon,
whirling them around their heads like
children’s toys.

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Henchmen (Bought in groups of 1-5)

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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considered a Daemonic creature and so never


gains any Experience. Attacks from the Guardian
cause Nurgle’s Rot (see below).
Immune to Psychology: The Plague Cart and
Guardian are considered Daemonic and don’t
know the concept of fear. The Plague Cart
automatically passes any Leadership-based test it is
required to take.

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.

Dwarf skill table


Combat Shooting Academic Strength Speed Special
Noble ✓ ✓ ✓ ✓
Engineer ✓ ✓ ✓
Troll Slayer ✓ ✓ ✓

Dwarf Thunderers: Your warband may include up to


Choice of warriors 5 Dwarf Thunderers.

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.

Matthew Hutson’s Dwarf warband Cragbrow’s Steelfists


defend their treasure hoard from the foul Undead.

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.

Henchmen (Bought in groups of 1-5)

Dwarf Clansmen Beardlings


40 gold crowns to hire 25 gold crowns to hire
These are Dwarf warriors in their prime: tough, stubborn These are young Dwarfs who have joined the retinue of an
and brave warriors who can be relied on to hold their own experienced Dwarf treasure hunter hoping to make their
against any foe. fortune.
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 3 3 2 3 4 1 2 1 8
Weapons/Armour: Dwarf Warriors may be equipped with Weapons/Armour: Beardlings may be armed with weapons
weapons and armour chosen from the Dwarf Warrior and armour chosen from the Dwarf Warrior equipment list.
equipment list.

0-5 Dwarf Thunderers


40 gold crowns to hire
Dwarf Thunderers are experts at using missile weapons. Many
an Orc or Goblin has died by the sting of a crossbow bolt or
a roaring handgun bullet shot by a Dwarf Thunderer.
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armour: Thunderers may be armed with
weapons and armour chosen from the Dwarf Thunderer
equipment list.

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.

Dwarf special skills


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

Master of Blades Extra Tough


This Dwarf ’s martial skills surpass those of a normal warrior; he This Dwarf is notorious for walking away from wounds that
has fought unscathed against hordes of Orcs and Goblins. When would kill a lesser being. When rolling on the Heroes Serious
using a weapon that has a Parry special rule, this hero parries Injury chart for this Hero after a game in which he has been
successfully if he beats or matches his opponents highest ‘to hit’ taken out of action, the dice may be re-rolled once. The result
roll, not just if he beats the roll. In addition, if this warrior is of this second dice roll must be accepted, even if it is a worse
using two weapons that have the Parry result.
special rule, he is allowed to parry
two attacks (if his two dice
match or beat the two
highest Attack dice
Resource Hunter.
This Dwarf is especially good at locating valuable resources.
against him) instead When rolling on the Exploration chart at the end of a game,
of the normal the Hero may modify one dice roll by +1/-1.
maximum of one.
Note that if this
Dwarf has two Dwarf
axes (as detailed
True Grit
above) he can re- Dwarfs are hardy individuals and this Hero is hardy even for
roll any failed a Dwarf! When rolling on the Injury table for this Hero, a roll
parries. of 1-3 is treated as knocked down, 4-5 as stunned, and 6 as
out of action.

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

Trained Bear: Your warband may include up Bear-Claw Necklace


to 1 Trained Bear. Note however that a (75+3D6 gcs / Rare 9)
Kislevite warband may not include a Trained Bears are widely
Bear if it does not first include a Bear Tamer! regarded as sacred in
Kislev, and a necklace
made of their claws
Starting Experience (or sometimes their
Druzhina Captain starts with 20 experience. teeth) is considered
Bear Tamer starts with 10 experience. magical and reputed
to have magical
Esaul starts with 8 experience. powers.
All Henchmen start with 0 experience. A warrior wearing a bear-claw
necklace receives some of the strength and
Special Equipment wild ferocity of the bear it came from. A
Vodka warrior wearing a bear-claw necklace becomes
(35+2D6 gc / Rare 8) subject to Frenzy.
Kislevites live in a harsh land under constant
Kislevite Heroes Only
15
Kislevite Warband

Kislevite Equipment List


The following lists are used by Kislevite warbands to pick their weapons:
KISLEV WARRIOR EQUIPMENT LIST STRELTSI EQUIPMENT LIST
Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Hammer . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc
Double-handed weapon . . . . . . . . . . . . 15 gc Double-handed weapon . . . . . . . . . . . . 15 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons Missile Weapons


Throwing Knives . . . . . . . . . . . . . . . . . 15 gc Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shortbow . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Crossbow . . . . . . . . . . . . . . . . . . . . . . . 25 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Pistol . . . . . . . . . . . . 15 gc (30 gc for a brace)
Crossbow . . . . . . . . . . . . . . . . . . . . . . . 25 gc Duelling Pistol . . . . . 25 gc (50 gc for a brace)
Pistol . . . . . . . . . . . . 15 gc (30 gc for a brace) Handgun . . . . . . . . . . . . . . . . . . . . . . . 35 gc
Duelling Pistol . . . . . 25 gc (50 gc for a brace)
Armour
Armour Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy Armour . . . . . . . . . . . . . . . . . . . 50 gc

Kislevite skill tables


Combat Shooting Academic Strength Speed
Druzhina ✓ ✓ ✓ ✓ ✓
Esaul ✓ ✓ - - ✓
Bear Tamer ✓ - - ✓ ✓
Youth ✓ ✓ - ✓ ✓

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

henchmen (bought in groups of 1-5 models

Warriors 0-3 Streltsi


25 gold crowns to hire 25 gold crowns to hire
The Gospodar tribe make up the bulk of the Firearms were first introduced to Kislev by
people of Kislev, and they are generally Prince Boydinov of Erengrad. Though very
considered the most civilised of the peoples popular among his people, the prince was
of this harsh realm. Gospodars are people of considered quite eccentric (it was he that
large stature with blonde or red hair. Their invented the mad game called Kislevite
women are well known throughout the Old Roulette). Despite initial superstition as time
World for their fair-skinned beauty. Gospodar past handguns have been accepted as essential
women have the same rights as men, and are weapons of war. In his legacy the prince had a
allowed to rise to positions of power; in fact large portion of his wealth set aside for the
the most powerful of the legendary Ice Mages establishment and upkeep of a regiment of
of Kislev are all female! handgunners. The regiment continues to this
day and its members are known as Streltsi.
Profile M WS BS S T W I A Ld
Soldiers from other cities in Kislev, most
4 3 3 3 3 1 3 1 7 notably the capital, are sent here to train in
Weapons and Armour: Warriors may be the use of firearms with the Streltsi.
equipped with weapons and armour chosen In addition to their knowledge of handguns
from the Kislevite Warrior equipment list. Streltsi are also trained to use a small halberd
called the berdiche. In fact the berdiche and
handgun are the most widely recognised
symbols of the Streltsi. In combat Streltsi are
able to use their berdiches as rests for their
handguns, increasing their accuracy and
making for a deadly weapon combination.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons and Armour: Streltsi may be armed
Cossacks with weapons and armour chosen from the
Streltsi equipment list. Note that Streltsi are
30 gold crowns to hire the only Kislevite Warriors trained in the use
Cossacks are nomadic tribesmen who live in of handguns.
the far north of Kislev. They are always the
first to encounter any Chaos invaders from the SPECIAL RULES
north, and so have long fostered a bitter Gun-Rest: A Streltsi warrior armed with both
enmity with the servants of Chaos. Cossacks halberd and handgun may use the halberd as
are renowned for their riding skills, and their a gun-rest. The warrior receives a +1 on his
favoured weapons are the scimitar (sword) ‘to hit’ roll with the handgun, as long as he
and spear. did not move that turn (this applies even if
Profile M WS BS S T W I A Ld the warrior has a skill that allows him to move
and shoot with his handgun – he must not
4 3 3 3 3 1 3 1 7
move if he is to rest the gun).
Weapons and Armour: Cossacks may be
armed with weapons and armour chosen from
the Kislevite Warrior equipment list.

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

0-1 Trained Bear Fearsome: A charging bear is a very scary


sight indeed! A Trained Bear causes Fear.
145 gold crowns to hire
Bear Tamers often bring one of their sacred Bear Hug: If the Bear hits the same enemy
bears with them when they prepare to enter warrior with both of his attacks in the same
battle. These great beasts respect little, and it round of combat, the player may choose to
takes years for a human to win their trust and make a single ‘Bear Hug’ attack instead of
obedience. The effort to train one of these resolving the attacks normally. If this option is
creatures is well worth it however, as one can chosen, each player must roll a D6 and add
not hope for a more loyal friend or useful ally his model’s Strength to the roll. If the Bear’s
when things turn bad. total is higher or the totals are equal, the
opposing warrior takes a single automatic
Profile M WS BS S T W I A Ld wound with no armour save allowed. If the
6 3 0 5 5 2 2 2 6 enemy warrior’s total is higher, the warrior
has broken the Bear’s hold and suffers no
Weapons and Armour: None, other than damage from the attack.
their claws and teeth!
Fiercely Loyal: Such dedication is built into
the relationship between Bear Tamer and bear
that if his trainer is injured, a bear will often
stand over the body to protect it, or even drag
the trainer’s body to safety. As long as his bear
is not taken Out of Action during a game, a
Bear Tamer ignores the following results on
the Serious Injury table: ‘Sold to the Pits’,
‘Robbed’, and ‘Captured’ (and ignore
equivalent results in settings such as Lustria
that have their own special Serious Injury
table). If any of these results are rolled for the
Bear Tamer, treat the result as a ‘Full
Recovery’ instead.
Animal: Trained Bears are animals and do not
gain experience.

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

Kislevite concept sketches by Mark Bedford

20
Kislevite Warband
From the skilled hands of sculptors Mark Harrison and Seth Nash we bring you the Kislev warband. The Kislev

MAIL ORDER ☎ UK 0115 91-40-000 USA 1-800-394-GAME


range is supplied in packs. Each pack contains a random mix of between 1-3 models and a set of weapons
that are used to arm the models in the manner you choose. The Kislevites are available through Mail Order
and from the Games Workshop online store – see details on the right.

KISLEV PACK A – ONE CAPTAIN/CHAMPION £4.00

Example Pack contains a random selection of one of the above models

KISLEV PACK B – THREE HENCHMEN £7.50

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

KISLEV PACK C – THREE YOUTHS £7.50

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

KISLEV PACK D – TAMER & BEAR £10.00


KISLEV WEAPONS
Models are supplied with a selection of the
following weapons. Enough are included in
each pack to arm all of the models.

Hand Weapons Crossbow

Pack contains one bear and bear tamer Halberd

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 ✓ ✓ ✓ ✓

Choice of warriors Starting experience


An Orc warband must include a minimum of three models. A Boss starts with 20 Experience.
You have 500 gold crowns which you can use to recruit and
equip your warband. The maximum number of warriors in A Shaman starts with 10 Experience.
the warband is 20. Big ’Uns start with 15 Experience.
Boss: Each Orc warband must have one Boss: no more, no All Henchmen start with 0 Experience.
less!
Shaman: Your warband may include up to one Shaman.
Big ’Uns: Your warband may include up to two Big ’Uns.
Characteristic increase
Orc characteristics may not be increased beyond the
Orc Boyz: Your warband may include any number of Orc maximum profile limits shown below. If a characteristic is at
Boyz. its maximum, take the other option or roll again if you can
only increase one characteristic. If both are already at their
Goblin Warriors: Your warband may include any number of maximum, you may increase any other by +1 instead.
Goblin Warriors, though it may not have more than two Remember that Henchmen can only add +1 to any
Goblins for each Orc in the warband (including Orc Heroes). characteristic.
Cave Squigs: Your warband may include up to five Cave
Squigs. You may never have more Cave Squigs in your Profile M WS BS S T W I A Ld
warband than you have Goblin Warriors. Orc 4 6 6 4 5 3 5 4 9
Troll: Your warband may include up to one Troll.

Goblin equipment list


Orc equipment lists Hand-to-hand combat weapons
The following lists are used by Orc warbands to Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
pick their equipment. Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Orc equipment list Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc Missile weapons
Battle axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Short bow . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Morning star . . . . . . . . . . . . . . . . . . . . . . 15 gc
Armour
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Double-handed weapon . . . . . . . . . . . . . 15 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Miscellaneous
Squig Prodder . . . . . . . . . . . . . . . . . . . . 15 gc
Missile weapons Ball & Chain . . . . . . . . . . . . . . . . . . . . . . 15 gc
Crossbow . . . . . . . . . . . . . . . . . . . . . . . . 25 gc Mad Cap Mushrooms . . . . . . . . . . . . . . . 25 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

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.

’ard ead da cunnin’ plan


The warrior has a thick skull even for an Orc. He has a special Only the Boss may have this skill. The warband may re-roll
3+ save on a D6 to avoid being stunned. If the save is made, any failed Rout tests as long as the Boss is not out of action.
treat a stunned result as knocked down instead. If the Orc
also wears a helmet, this save is 2+ instead of 3+ (this takes
the place of the normal helmet special rule). well ’ard
The Orc has a thick, dark-green skin, possibly indicating Black
waaagh! Orc blood. Such is the toughness of the Orc that he may add
+1 to any armour saves.
Orcs are aggressive creatures and some are experts at
bulldozing charges. The warrior may add +D3" to his charge
range. ’eadbasher
Orcs have massive physical strength and some of them even
’ere we go! learn to aim their blows at the heads of their opponents, with
obvious results. Any knocked down results which the Orc
Orcs often charge even the most fearsome opponents. The causes in hand-to-hand count as stunned results instead.
model may ignore Fear and Terror tests when charging.

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.

Thogskin leads his warband in search of booty and a big scrap.

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

New Amazon warband adapted from Lustria – Cities of Gold


by Stephanus Harburgh

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

Amazon equipment lists


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

HEROINES EQUIPMENT LIST HENCHWOMEN EQUIPMENT LIST


Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc Club. . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Claw of the Old Ones . . . . . . . . . . . . . . 30 gc
Missile Weapons
Missile Weapons Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sunstaff . . . . . . . . . . . . . . . . . . . . . . . . 50 gc Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Sun Gauntlet . . . . . . . . . . . . . . . . . . . . 40 gc
Armour
Armour Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
SCOUT EQUIPMENT LIST
Special Equipment Hand-to-hand Combat Weapons
Amulet of the Moon . . . . . . . . . . . . . . . 50 gc Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Healing Herbs . . . . . . . . . . . . . . . . . . . 35 gc Club. . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Javelins . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

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

Amazon skill tables


Combat Shooting Academic Strength Speed
Priestess x x x x x
Champion x x x
Totem Warrior x x x

6
Amazons

Amazon Special equipment


The Amazons carry many strange arcane items and weapons, which originate from their
homeland in Lustria. The origins of these mystical and powerful weapons is unknown but they
are believed by High Elf scholars to originate from during the time of the Old Ones.

CLAW OF THE OLD ONES pointed at an enemy unleashes a blinding


(30 gcs Rare 12) beam of energy like the Sunstaff.
This is a very ancient weapon made from a Maximum Range: 12"
strange metal that is impervious to age and Strength: 4
corrosion. The powers of this artefact can only Special: Accurate, no save, hand-to-hand
be unleashed through a ritual known only to a
handful of Amazons. The blade of this weapon
SPECIAL RULES
glows white hot and can cut through armour
Accurate: The Sun Gauntlet does not suffer
as if it were paper.
the usual -1 modifier to hit for long range.
Range: Close Combat
No save: The beam from a Sun Gauntlet can
Strength: +1
literally cut through anything. A warrior
Special: No save, parry
wounded by a Sun Gauntlet receives no
armour save whatsoever.
SPECIAL RULES
No save: The blade of the Claw can literally Hand-to-hand: The Sun Gauntlet can be used
cut through anything. A warrior wounded by a with another close combat weapon in hand-
Claw receives no armour save whatsoever. to-hand combat with Strength 4 and no
armour save. Because it does not require
SUNSTAFF (50 gcs Rare 12) prepared shot, this bonus attack may be used
The Sunstaff is a long tubular stick that is in each turn of combat.
made from a strange multicoloured metal with
one end hollow like a tube. Strange runes are JAVELINS (5 gcs Common)
carved along its length and a large gemstone Javelins are short throwing spears specially
is set into the pommel. Despite being weighted to travel quite a distance. Although
extremely ancient (Elf Loremasters of the they have a much reduced range when
White Tower of Hoeth claim to have found a compared to an arrow they can cause quite
similar device that they surmise is more than considerable damage when thrown by a
20,000 years old – older than the Elven race person of great strength.
itself!), the wielder of the Sunstaff can
Maximum Range: 8"
discharge a beam of energy akin to the rays of
Strength: As user
the sun.
Special: Thrown weapon
Maximum Range: 24"
Strength: 4 SPECIAL RULES
Special: Accurate, no save Thrown weapon: Javelins are thrown
weapons and the warrior suffers no penalties
SPECIAL RULES for moving and shooting.
Accurate: The Sunstaff does not suffer the
usual -1 modifier to hit for long range. AMULET OF THE MOON (50 gcs Rare 12)
Once activated, this ancient device creates a
No save: The beam from a Sunstaff can
shimmering aura around the wearer that
literally cut through anything. A warrior
makes it harder for enemies to see them. Any
wounded by a Sunstaff receives no armour
missile fire directed at a model equipped with
save whatsoever.
the amulet suffers a penalty of -1 to hit. The
amulet also confers a special save of 5+
SUN GAUNTLET(40 gcs Rare 12) against missile fire.
This, as with all strange arcane Amazon items,
is made from an unknown multicoloured
HEALING HERBS (35 gcs common)
metal that is impervious to damage or
The Amazons are master herbalists and may
corrosion. It is covered in strange runes and a
buy Healing Herbs as common items, instead
bright gemstone is set into the hilt. In many
of rare items.
ways this weapon resembles a blackpowder
pistol. It can be held in one hand and when

7
Amazons

Heroines

1 Priestess 0-2 Champions


70 Gold Crowns to hire 35 Gold Crowns to hire
Priestesses are part of the religious sisterhood Champions are veterans that have participated
that rules Amazon society. They are powerful in dozens of war parties over the years. They
sorceresses and their word is law. The are the right-hand girls to the Priestesses and
younger, more junior members of the also act as their bodyguards. They are skilled
Priestesshood often gather war parties to in fighting with a variety of different weapons
search for Slann artifacts and also conduct the including the legendary claws of the Old
ritual sacrifices of captured enemies. Ones.
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 Priestess may be Weapons/Armour: Champions may be
equipped with weapons chosen from the equipped with weapons chosen from the
Heroine’s equipment lists. Heroines and special equipment lists.

SPECIAL RULES 0-2 Totem Warriors


Leader: Any models in the warband within 6"
of the Priestess may use her Leadership 30 Gold Crowns to hire
instead of their own. There is a peculiar sect within Amazon society
that attracts the most bloodthirsty, unhinged
Wizard: The Priestess is a Wizard and may members of the population. These sisters are
use Amazon Rituals. She starts with one ritual feared and revered in equal amounts. They
chosen at random from the list. are the Totem Warriors – Amazons that follow
animal totems like the Eagle, Pirahna, Jaguar,
etc, and adorn themselves in the skins and
feathers of their patron gods. Totem warriors
are addicted to dangerous narcotic substances
that are made from the various rare herbs that
grow wild in the jungles of Lustria. Before
they go into battle they imbibe quantities of
psychedelic herbs and enter a kill-frenzy –
making them very ferocious opponents
indeed.
Profile M WS BS S T W I A Ld
4 4 2 3 3 1 3 1 7
Weapons/Armour: Totem Warriors may be
equipped with weapons chosen from the
Heroines and special equipment lists.

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

Henchwomen (must be bought in groups of 1-5 models)

Amazon Warriors 0-3 Scouts


25 Gold Crowns to hire 30 Gold Crowns to hire
Every Amazon woman is trained in the ways of Scouts are known for their exceptional speed
warfare from birth and is hardened by a life in and agility. They are just at home stealthily
the unforgiving nature of their jungle picking their way through the rubble strewn
environment. On the shattered streets of streets of the City of the Damned and hiding
Mordheim, things are hardly that different as in the ruins setting up ambushes.
they have just traded the dense jungle
Profile M WS BS S T W I A Ld
undergrowth for broken buildings and rubble.
4 3 3 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: Scouts can be armed with
weapons and armour chosen from the Scout
Weapons/Armour: Equipment list.
Amazon Warriors may be
equipped with weapons SPECIAL RULES
chosen from the Stealthy: A Scout may deploy twice the
henchwomens distance onto the battlefield than other
equipment list. warriors and may start the battle Hiding.

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.

2 Serpent’s Strength Difficulty 9


The priestess begins the ritual by dancing wildly and screaming in an ancient tongue.
All friendly models close to the Priestess will be charged with a frantic energy until the
end of their next turn. During this time any model within 8" of the Priestess (including
herself) will add +1 to their Strength. The ritual cannot be cast if the Priestess is in
close combat during her Shooting phase. The effects will continue after the ritual is cast
if the Priestess enters combat.

3 Wendala’s Maelstrom Difficulty 7


The priestess summons harsh tropical winds to protect the Amazons from enemy
ranged attacks.
The storm extends out from the Priestess 18". All attempts to shoot missile weapons by
the enemy will be at -1 to hit. The ritual lasts up until the start of the Amazon player’s
next turn.

4 Shield of Thorns Difficulty 7


Moving her arms about in a weaving motion, the priestess calls upon the plants to
protect her.
The ritual produces a cocoon of thorns all about the Priestess, making her immune to
ranged or magical attacks. Any models wishing to charge the Priestess can do so but the
thorns negate any strikes by the Priestess and her enemies in the first round of combat.
The Priestess cannot cast this ritual while in hand-to-hand combat.

5 The Living Jungle Difficulty 6


Drawing upon her will, the Priestess reaches out to the denizens of the jungle, seeking
their aid.
Pick one model within 12". The model is suddenly swarmed by a savage mix of snakes,
spiders and insects, most of them poisonous. The afflicted model takes 1D6 Strength
2 hits with no armour saves allowed apart from Ward saves. You cannot use a dodge
save against a swarm.

6 Siren’s Dreams Difficulty 7


The priestess starts to sing with a wondrous voice and all the Amazons join in with her.
The song is so beautiful and mesmerising that it momentarily distracts the Amazon’s
enemies within 12" such that all Ld tests for the opposing warband are made at -1 until
the end of the opposing player’s next turn. Lizardmen and Undead are immune to the
effects of this ritual.

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

Bretonnian skill tables


Combat Shooting Academic Strength Speed Special
Questing    
Knight
Knight   
Errant
Squire   

29
Bretonnian Warbands

Bretonnian equipment lists


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

KNIGHTS EQUIPMENT LIST Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc


Hand-to-hand Combat Weapons Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Horse . . . . . . . . . . . . . . . . . . . . . . . 40 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
MEN-AT-ARMS EQUIPMENT LIST
Double-handed weapon . . . . . . . . . 15 gc
Hand-to-hand Combat Weapons
Morning Star . . . . . . . . . . . . . . . . . . 15 gc
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Lance . . . . . . . . . . . . . . . . . . . . . . . . 20 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Missile Weapons
Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
None Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Armour Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . 20 gc Halberd . . . . . . . . . . . . . . . . . . . . . . 10 gc
Heavy armour . . . . . . . . . . . . . . . . . 50 gc Double-handed weapon . . . . . . . . . 15 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . . 20 gc
Warhorse . . . . . . . . . . . . . . . . . . . . . 80 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Barding . . . . . . . . . . . . . . . . . . . . . . 30 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
SQUIRES EQUIPMENT LIST BOWMEN EQUIPMENT LIST
Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Missile Weapons
Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons Longbow . . . . . . . . . . . . . . . . . . . . . 15 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Longbow . . . . . . . . . . . . . . . . . . . . . 15 gc
Light armour . . . . . . . . . . . . . . . . . . 20 gc
Armour Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . 20 gc

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.

0-2 Knights Errant


50 gold crowns to hire
Knight Errant are the sons of nobles, eager to
prove their mettle by feats of arms, and earn
their place amongst the Knights of the Realm of
Bretonnia. To do this they must perform
valourous deed, so they will often accompany a
Questing Knight on his spiritual journey in the
hope of adventure and honour.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: A Knight Errant may be
equipped with weapons and armour chosen
from the Knights section of the Bretonnian
Equipment list. A Knight Errant may not ride a
warhorse unless the Questing Knight also rides
one.

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

Henchmen (Bought in groups of 1-5)


0-8 Men-at-Arms Bowmen
25 gold crowns to hire 20 gold crowns to hire
Men-at-arms are the soldiery of Bretonnia. Every Bowmen are common folk who regularly
Knight maintains a retinue when he is a lord of practice archery at the village butts so as to be
a domain, and upon embarking on a quest, this ready to repel raiders from their humble
retinue may join him on his journey. Men-at- cottages, fields and vineyards. When a Knight
arms are determined warriors, ready to fight for sets off on a quest it is not uncommon for a
honour and justice as much as the Questing handful of bowmen to be inspired to bravery
Knight they follow. and join the Knight on his journey.
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 6
Weapons/Armour: Men-at-arms may have Weapons/Armour: Bowmen may be
weapons and equipment chosen from the Men- equipped with weapons chosen from the
at-arms section of the Bretonnian Equipment Bowmen section of the Bretonnian Equipment
list. list.

‘To Mordheim! Let us sally forth and right


the wrongs of a thousand horrors and on
us shall be ordained virtue of the highest
accord’
Last words of Sir Julian De-Tyrosse
Questing Knight of Montfort

Chivalrous Questing Knight

Impetuous Knight Errant

32
Bretonnian Warbands

Bretonnian Special Skills


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

Bretonnian Special Skills the knight is not out of action, stunned or


knocked down, you may re-roll a failed rout
Bretonnian Questing Knights may use the
test.
following skill list instead of the standard skill
lists.

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.

Dark Elf Warband


Dark Ones of Naggaroth recruit your initial warband. The maximum
Many dare not speak of the High Elves’ evil number of warriors in the warband may never
kin, the Druchii, or the Dark Elves as they are exceed 12.
better known. They are a race for whom pain
and pleasure have been pushed to the Heroes
ultimate extreme. They leave destruction and High Born: Each Dark Elf warband must have
despair in their wake and are more greatly one High Born to lead it – no more, no less.
feared than the barbaric Orcs and no less so
than the tainted forces of Chaos and Undeath. Beastmaster: Your warband may include one
To the victims of the Dark Elves it is the Beastmaster.
fortunate to whom a quick death is gifted for Fellblades: Your warband may include up to
this twisted folk roam the Known World in two Fellblades.
search of slaves. The slaves of the Dark Elves
are either worked to death in their mines, Sorceress: Your warband may include one
ripped apart on the altars to Khaine, their Sorceress.
dark God, or tortured mercilessly by the
Brides of Khaine, the Witch Elves. Dark Elves Henchmen
take a perverse delight in inflicting pain upon Corsairs: Your warband may include any
others just to see their victims suffer. number of Corsairs.
Despite their dire reputation for cruelty they Shades: Your warband may include up to five
are only rivalled as explorers and adventurers Shades.
by their High Elven cousins. It is the lure of Cold One Hounds: Your warband may
the precious, arcane artifacts of the Slann that include up to two hounds if it also includes a
bring these foul creatures to Lustria, travelling Beastmaster.
stealthily in their Black Arks and penetrating
deep into the jungle. Dark Elves are adept at
stealth and ambush and are well suited to the Starting Experience
overgrown realm of the Lizardmen – most High Born starts with 20 experience.
warbands don’t even know they’re being Fellblades start with 12 experience.
attacked until it is too late.
Sorceress starts with 12 experience.
Beastmaster starts with 8 experience.
Henchmen start with 0 experience.

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.

Dark Elf equipment lists


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

DARK ELF EQUIPMENT LIST Special Equipment


Hand-to-hand Combat Weapons Dark Elf Blade* . . . . . . . . . . . . . . . . . . 15 gc
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Dark Venom* . . . . . . . . . . . . . . . . . . . . 15 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Sea Dragon Cloak** . . . . . . . . . . . . . . . 50 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc * May be taken by Heroes only.
Double-handed weapon . . . . . . . . . . . . 15 gc ** May be taken by Heroes and Corsairs only.
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
SHADES EQUIPMENT LIST
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Hand-to-hand Combat Weapons
Beastlash . . . . . . . . . . . . . . . . . . . . . . . 10 gc Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Missile Weapons Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Repeater Crossbow . . . . . . . . . . . . . . . 35 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Crossbow Pistol . . . . . . . . . . . . . . . . . . 35 gc Missile Weapons
Armour Repeater Crossbow . . . . . . . . . . . . . . . 35 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Armour
Light armour . . . . . . . . . . . . . . . . . . . .50 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Dark Elf skill tables


Combat Shooting Academic Strength Speed Special
High Born x x x x x
Sorceress x x x
Fellblade x x x
Beastmaster x x x

18
Lustria – Cities of Gold

Heroes

1 High Born 0-1 Beast Master


70 Gold Crowns to hire 45 Gold Crowns to hire
Dark Elf Leaders are typically drawn from the Whereas the High Elves have a great affinity
Dark Elf nobility and lead the warband in with Dragons and Griffons and other noble
search of gold, slaves and arcane artifacts to creatures their malevolent kin have infamous
bring home to Naggaroth. They are cold and Beastmasters, Dark Elves of particularly cruel
ruthless killers and they command the respect renown who breed many vicious beasts and
of their troops through assassination and lead them into contact. Unlike the High Elves
terror. They have attained their position of who treat their beasts as companions, the
leadership by eliminating rival nobles who Dark Elf Beastmasters are very spiteful
stand in their way and through their masters.
remarkable cunning, they are dangerous foes
Profile M WS BS S T W I A Ld
who embody the merciless traits of the
Druchii race. 5 4 4 3 3 1 6 1 8
Profile M WS BS S T W I A Ld Weapons/Armour: A Beastmaster may be
armed with weapons and armour chosen from
5 5 4 3 3 1 6 1 9 the Dark Elf Equipment list.
Weapons/Armour: A High Born may be
armed with weapons and armour chosen from SPECIAL RULES
the Dark Elf Equipment list. Cold One Beasthound: The Beastmaster may
be accompanied by up to two Cold One
SPECIAL RULES Beasthounds, these are bought as henchmen
Leader: Any models in the warband within 6" and follow all rules for listed for them.
of the High Born may use his Leadership
instead of their own.

0-1 Dark Elf Sorceress


55 Gold Crowns to hire
0-2 Fellblades Dark Elves are strange in that apart from the
40 Gold Crowns to hire fell Witch King there are no other male
The Fellblades are elite warriors of the Dark sorcerers, all the other practitioners of magic
Elf armies and are often linked to the in the Dark Elf race are female. It is rumoured
household of a particular Noble family. that any males who do develop an affinity for
Fellblades live a life of strict martial training, magic amongst the Dark Elves are immediately
each specialises in a particular weapon and put to death to fulfil some dark prophecy.
fighting style. Killing is a way of life for these Dark Elf Sorceresses are mysterious, raven-
warriors. Enemies can expect no mercy from haired beauties who are grudgingly respected
them. Fellblades accompany raiding parties to even from the powerful High Born and their
Lustria as paid guards or to further hone their services are high in demand.
killing skills.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8
5 5 4 3 3 1 6 1 8
Weapons/Armour: The Sorceress may be
Weapons/Armour: Fellblades may be armed armed with weapons and armour chosen from
with weapons and armour chosen from the the Dark Elf Equipment list but they may not
Dark Elf Equipment list. cast spells if wearing armour.

SPECIAL RULES SPECIAL RULES


Melee Specialists: Fellblades live by a strict Wizard: The Dark Elf Sorceress is a wizard
code of close quarter fighting. Fellblades may and uses Dark magic, detailed below.
not use missile weapons of any sort.
19
Lustria – Cities of Gold

Henchmen (bought in groups of 1-5)

Corsairs 0-2 Cold One Beasthounds


35 Gold Crowns to hire 30 Gold Crowns to hire
The Dark Elves are cruel and fierce fighters. The Dark Elves capture and breed many
This is especially true of the Corsairs – the exotic creatures to fight for them and fights
Black Ark Raiders. They are skilled with sword between pets are often staged as a form of
and axe, as well as the repeater crossbow, the entertainment amongst the Dark Elves. One
distinct missile weapon of the Dark Elves. such animal was discovered in Lustria.
Whenever a Black Ark explores the coast of Distantly related to Cold Ones, the Cold One
Lustria the Corsairs are the first to launch Beasthound lives in swamps and bogs. Cold
raiding parties. One Beasthounds are larger than wardogs and
of similar build but are in all other respects
Profile M WS BS S T W I A Ld
reptilian. Rows of sharp teeth fill its maw, and
5 4 4 3 3 1 6 1 8 when provoked, the Cold One Beasthound is
Weapons/Armour: Corsairs may be armed a very aggressive beast. The Dark Elves
with weapons and armour chosen from the capture and train these creatures to fight in
Dark Elf Equipment list, in addition they may battles all over the Warhammer world.
wear Sea Dragon Cloaks even though they are Profile M WS BS S T W I A Ld
not heroes.
6 3 0 4 4 1 1 1 4
Weapons/Armour: Cold One Beasthounds
are animals and do not need any weapons
save their claws and massive jaws.

SPECIAL RULES
Animals: Cold One Beasthounds are animals
and all animal rules apply to them, they never
gain experience.
Beastmaster: Cold One Beasthounds are
nasty viscous brutes that are barely kept under
control. If the Beastmaster dies the beasts will
immediately escape from the warband and
they are removed from the warband roster. If
the Beastmaster is unable to participate in a
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

Special Equipment Beastlash (10+D6 Gold Crowns/Rare 8)


Dark Elf Blade (Beastmaster only)
(+20 gold crowns to weapon/Rare 9) The Beastmaster make good use of their
Dark Elf Blades are forged in the city of Hag whips to goad their hounds and creatures into
Graef, the Dark Crag. They are fashioned from combat.
Blacksteel, a rare form of steel found deep Range Close Combat
within the mountains around the city. Dark Elf Strength As user -1
Blades have wicked protrusions and serrated Special Rules Beastbane, Reach
edges, which inflict serious damage on an
opponent. Any Dark Elf can upgrade a sword SPECIAL RULES
or dagger to a Dark Elf blade by paying an Beastbane: The Beastmaster wielding a
additional 20 gc at the time of purchase. Beastlash causes Fear in animals, any animal
Weapons upgraded to a Dark Elf Blade retain charged or wishing to charge a Beastmaster
all of their abilities (i.e. swords can parry, with one of these weapons must first take a
daggers grant an armour save of 6). Fear test as mentioned in the psychology
Range Close Combat section of the Mordheim rules.
Strength As user Reach: A Beastlash may attack opponents up
Special Rules Critical Damage, to 4" away (see Sisters of Sigmar Steelwhip).
Wicked Edge
Sea Dragon Cloak
SPECIAL RULES (50+2D6 Gold Crowns/Rare 10)
Critical Damage: Dark Elf blades inflict Dark Elf Corsairs use special cloaks fashioned
serious damage on their opponents, when from Sea Monsters that dwell deep in the
rolling on the critical hit chart a Dark Elf blade oceans depths. These cloaks are tough and
will add +1 to the result. resilient and offer Dark Elves with a very good
amount of protection.
Wicked Edge: Dark Elf blades are set with
sharp protrusions and serrated edges which SPECIAL RULES
inflict serious damage on an opponent, a roll Scales: 5+ armour save in close combat, 4+
of 2-4 on the injury table is a Stunned result. armour save against missiles.

Dark Elf Special Skills


Dark Elf Heroes may use the following Skill Fey Quickness
table instead of any of the standard skill tables Few can ever hope to match an Elf ’s inhuman
available to them. quickness and agility. An Elf with Fey
Quickness can avoid melee or missile attacks
Fury of Khaine on a roll of 6. If the Elf also has Step Aside or
The Dark Elf is infused with an intense raging Dodge this will increase to a 4+ in the
thirst for blood and is a whirlwind in hand-to- relevant area. For example, an Elf with Fey
hand combat, moving from opponent to Quickness and Step Aside avoids melee attacks
opponent. The Dark Elf may make a 4" follow on a 4+ and missile attacks on a 6.
up move if he takes all of his opponents out
of action. If he comes into contact with Infiltration
another enemy this starts a new combat. This The Dark Elf can Infiltrate, this skill is exactly
new combat takes place in the following turn the same as the Skaven skill.
and the model counts as charging. May not
follow up in the opponent’s turn Master of Poisons
The Dark Elf is proficient in concocting
Powerful Build different poisons. If the Hero doesn’t search
The warrior is strongly built for an Elf and is for rare items, he may make D3-1 doses of
capable of feats of strength. A warrior with Dark Venom instead. There is a chance of
this skill may choose skills from the Strength getting none, as the hero doesn’t have access
table. The Sorceress may never take this skill to a stable workplace. The poison must be
and no more than two warriors in the used in the next battle and cannot be sold or
warband may take this skill at any one time. traded to other warbands as the Dark Elves
guard their secrets very carefully.
21
Dark Elf Magic
The Dark Elves are as accomplished practitioners of magic as their arch enemies
the High Elves but whereas the High Elves essentially use magic defensively and
for the power of good, the Dark Elves utilise the evil powers of Dark Magic a very
destructive force indeed.

D6 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.

2 Word of Pain Difficulty 8


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

3 Soul Stealer Difficulty 9


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

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.

6 Witch Flight Difficulty 7


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

22
Lustria Cities of Gold

Weather Variables 1D6 – 1-3 = -1 to hit with missile weapons


By Steven ‘Grafix’ Gibbs and to leap across buildings, 4-6 = -2 for
shooting and leaping.
‘The day was wet as we started out into the
jungle. Visibility was poor. My men and I 8-9. Raining: Rain is very common in the lush
cautiously hacked our way through the ‘rain’ forest of Lustria. All missile and powder
under-growth listening and watching for weapons are at -1 to hit. Those wishing to fire
those accursed Lizardmen. Through the a Black Powder weapon must first roll 4+ on
drizzle we saw a clearing up ahead and 1D6 otherwise the powder is too wet to fire.
decided to take a rest there, that was when 10. Heavy Rain: The tropical monsoon beats
they attacked. Skinks leaped from the down upon the warriors making movement
undergrowth, a third of our pistols didn’t fire through the jungle slow and hazardous. There
due to the dampness and our crossbowmen is -1 to all movement. All missile weapons
couldn’t see far enough to get a good shot. We ranges are halved. Black Powder weapons may
drew our swords and axes and fought for our not fire at all.
lives.’
11. Mist: A thick mist has rolled in from the
Roll on this chart at the beginning of a coast. Roll 1D6. A roll of 1-5 results in all
scenario to see how the weather is going to shooting reduced to half range due to poor
effect your play. visibility. On a ‘6’ warriors can’t see where
2D6 Hazard they are going and are disoriented.
2-6 Nice and dry – normal play Using a random move dice (40k) roll for each
character/Henchmen unit. They may move
7 Windy
(walking) in that direction. If they run into
8-9 Raining another warrior they may attack them, if they
10 Heavy Rain are friendly roll 1D6, on a 5+ they attack
them thinking they are the enemy.
11 Mist
12. Hot and Humid: Part of the reason that
12 Hot and Humid
Lustria remains largely unexplored is because
7. Windy: The mystical jungle has thrown up of the extreme heat because of the tropical
a howling gale making it difficult to shoot and climate. All warriors except Undead are at -1
leap across buildings/terrain features. Roll to WS, BS and I for the duration of the game.

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

Lizardmen equipment lists


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

SAURUS EQUIPMENT LIST SKINKS EQUIPMENT LIST


Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Stone Axe (counts as a club). . . . . . . . . . 3 gc Stone Axe (counts as a club). . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Sword (Heroes only) . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . 15 gc Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shortbow . . . . . . . . . . . . . . . . . . . . . . . . 5gc
Missile Weapons Bolas . . . . . . . . . . . . . . . . . . . . . . . . . . . 5gc
None Javelins . . . . . . . . . . . . . . . . . . . . . . . . . .10gc
Throwing Knives . . . . . . . . . . . . . . . . . .15gc
Armour
Blowpipe . . . . . . . . . . . . . . . . . . . . . . . .25gc
Bone Helmet . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . .50 gc Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Bone Helmet (Skink Priest only) . . . . . .10 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Lizardmen skill tables


Combat Shooting Academic Strength Speed Special
Skink Priest   
Totem Warriors   
Skink Great Crests   

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

The Making of a River Bender.


ocbotl, Skink Shaman of the 13th spawning of the three thousandth cycle of the sun in the era of Sotek walked
Q
slowly up the steps of the Great Pyramid of the venerated Slann Lord Teheqela. Today had been a great day of feasting
and ritual. Today was his day of testing. This day, Sotek willing, would be Qocbotl’s chance to join the ranks of the
High Shamen. His spawn-brothers would become warriors, engineers, and leaders.
‘We go to the second level now, initiate.’ Croaked the gray-green Ullotl. Many cycles of service as the High Shaman
had taken their toll on the old Skink. Soon, Qocbotl would inherit Ullotl’s mantle and his old tutor would soon join
his ancestor’s to bask in the eternal grace of Sotek.
‘How long must we wait my master?’ Qocbotl enquired.
‘Until the Sun reaches the second point of its ascension. It is important to wait to reach the top until Sotek shines
glory down upon us, so that you may receive his gift.’ came the croaking reply. Hours passed, and Qocbotl surveyed
the great city below him. Saurus, Kroxigor, and thousands of Skinks busied themselves, scuttling around the Lizardman
city, whilst the High Skinks began to crowd around the base of the pyramid. Soon it would be Qocbotl’s job to
protect them from their merciless enemies: the thrice cursed Ratmen, the ignorant Humans, the cruel Dark Ones, the
beasts of Chaos, and even the fierce Warrior-women all preyed upon them without seeming rhyme or reason. Qocbotl
had watched seven of his spawn-brothers already fall to the weapons of raiders. He had sworn no more hatchlings
would be killed under his watchful unblinking eyes.
‘Now young Shaman, we ascend the path of honour so you may receive this task from me.’ Ullotl began walking up
the last of the steps, stopping at each one and waving towards a glyph carved upon the step.
‘This is the path of glory, these plaques honour those of our race who have served us.’ He waved to a small plaque
that seemed to shift colours as he pointed at it.
‘The great guardian Oxyotl, the Chameleon Skink. As High Shaman you must be cunning and strike our foe where he
does not expect it.’
Qocbotl responded, ‘I will do so.’ He took a step. Ullotl waved to his left, to the plaque of a crocodile. ‘You must be
brave and strong, as the great crocodile.’ Pride swelled in Qocbotl’s chest, for here was the plaque of his namesake. ‘I
will do so!’ Ullotl moved up a step and spoke again, ‘You must be quick and strong, like Ichi-Uichi the master of
Cold Ones.’
‘I will do so,’ Qocbotl said sternly. The final stage was about to begin…
Ullotl stopped. He pointed at the pavilion above him, which housed the Great Slann Lord Teheqela, ‘...And you must
serve all that is good and true in the world, and protect it as the Old Ones have taught our fathers.’
‘I…’ and suddenly, as if magical arms squeezed his throat, he could barely utter the next words, ‘will… do… so!’ Qocbotl
gasped. This was not part of the training he had expected. His oath seemed seared upon his mind. He could see the
words in flame. Ullotl took off his feathered headdress, and made Qocbotl kneel. The crown of feathers was placed
upon his head. Ullotl looked at the new High Shaman, and directed him to the Slann Lord.
Lustria Cities of Gold

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.

Skink Priest (above)


Saurus Totem Warrior
(right) and Skink Great
Crest (extreme right).
Lustria Cities of Gold

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.

Saurus Brave (above), Skink Braves (centre &


right) and Kroxigor (above right).
Lustria Cities of Gold

New Equipment Poison Glands 40 points


Poisoned Weapons: Skinks are experts at The Skink has been gifted with glands that
extracting and refining poisons from produce a deadly poison. He may choose to
poisonous frogs, spiders and snakes. Skink make any number of attacks with his teeth
Heroes may buy Dark Venom at a cost of 20 instead of his weapons; these attacks are
pts and Black Lotus at a cost of 10 pts, both of treated just like a Saurus bite attack. These
these items are treated as a common item attacks at +1 save modifier, regardless of the
however the poison may only be used on Strength of the Skinks, in addition add +1 to
missile weapons. Only Saurus warriors may the roll on the Injury table as well.
buy Dark Venom or Black Lotus and use it on (Skinks only)
their close combat weapons, and they have to
buy it as normal from the Trading chart. Mark of the Old Ones at 50 points
This is the greatest mark a Lizardman can be
Skink henchmen may buy low-strength Reptile born with, for these Albinos are destined for
Venom for their missile weapons at a cost of 5 greatness in the eyes of their gods and other
pts per weapon. This poison is a common Lizardmen. The Hero may change one of his
item. This adds +1 to the Strength of the failed dice rolls into a successful one; this
weapon but does not grant the -1 save mark may only be used once per battle and
modifier. The poison only lasts for one battle only on actions that the Hero is making
and remember that all the henchmen in a himself. You may use this mark on a failed
group must be armed in the same manner. Rout test if you wish.

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)

Lizardmen Special Skills & Sacred Markings


Lizardmen Heroes with the Special skill list available to them may use these skill lists instead of
the normal ones when they gain a new skill.

SKINKS ONLY SAURUS ONLY


Skills list prohibitions: Saurus cannot receive
Infiltration the Academic skill and can never use missile
The Skink is a great hunter and is an expert at weapons.
sneaking upon his prey unnoticed. The Hero
may set up anywhere on the table but no
closer than 12" to an enemy and he must start
Bellowing Battle Roar
The Saurus’ roar is so deafening that enemy
the game in hiding.
models in base contact suffer -1 to hit in the
first round of combat against them.
Great Hunter
The Skink Great Crest is adept at making the
most of the cover available and imposes an
Toughened Hide
Through years of battle the Saurus’ hide has
additional -1 to hit the Skink if he is in cover,
become hardened and the Saurus will only be
IE a -2 to hit penalty.
taken out of action on a 6+.
Lustria Cities of Gold

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.

2 Sotec’s Blessing Difficulty 7


This spell may be cast on a single model within 6" of the Skink Priest or on himself. Roll a
D6 to determine the blessing. The effects remain in play until the Priest or the model is
Stunned or taken Out of Action. Only a single model may be affected by the blessing at any
given time.
D6 Effect
1-2 - +1 BS or +1 to hit in close combat.
3-4 - Toughness +1.
5-6 - Movement and Initiative +1.
3 Huanchi’s Stealth Difficulty 7
The spell affects all Skinks within 6" of the Skink Priest, including himself, and allows any
model that is in cover to immediately to go into hiding. A model may go into hiding even if
they ran in the movement phase or has already shot with a missile weapon.

4 The Old Ones’ Protection Difficulty 6


The Skink Priest and any Lizardmen within 4" of him gain a save of 4+ against the effects of
spells or prayers. This spell remains in play until the Skink Priest is taken Out of Action.

5 Tinci’s Rage Difficulty 8


A single Lizardman within 6" of the Skink Priest or himself, is overtaken by rage and follows
the rules for Frenzy, in addition he gains +1 Strength. This spell remains in play until the
Skink Priest or the model is Stunned or is taken Out of Action. At the beginning of the turn
the Skink priest must pass a Leadership roll in order to keep the spell going. Only a single
model may be affected by the blessing at any given time, but the Skink Priest can choose to
release the spell at the beginning of his turn if he wish to attempt to recast it on another
model later in the shooting phase.

6 Itzl’s Speed Difficulty 7


A single Lizardman model within 6" of the Skink Priest or himself, may make an additional
sprint of movement and move up to 4". This counts, as running and a model may not move
if he has already fired with a missile weapon. He may not charge with this extra move.

‘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.

Dwarf Ranger equipment list


The following lists are used by a Dwarf Rangers warband to pick their equipment:

DWARF WARRIOR EQUIPMENT LIST CROSSBOWMEN EQUIPMENT LIST


Hand-
Hand-to-
to-hand combat weapons Hand-
Hand-to-
to-hand combat weapons
Dagger...................................................1st free/2 gc Dagger...................................................1st free/2 gc
Mace ................................................................... 3 gc Mace ................................................................... 3 gc
Hammer ............................................................. 3 gc Hammer ............................................................. 3 gc
Battleaxe............................................................. 5 gc Battleaxe............................................................. 5 gc
Dwarf Axe......................................................... 15 gc Sword ............................................................... 10 gc
Sword ............................................................... 10 gc
Two-handed weapon....................................... 15 gc Missile weapons
Spear ................................................................ 10 gc Crossbow ......................................................... 25 gc
Halberd ............................................................ 10 gc Armour
Gromril Weapon* .......3x normal cost of a weapon Light Armour.................................................... 20 gc
Missile weapons Heavy Armour .................................................. 50 gc
Pistol................................................................. 15 gc Shield ................................................................. 5 gc
(30 gc for a brace) Helmet.............................................................. 10 gc

Armour * Any weapon a Dwarf may normally purchase may be


Gromril Armour** ........................................... 75 gc purchased as a Gromril weapon instead. This
Light Armour.................................................... 20 gc multiplies the cost of the weapon by three. For rules
Heavy Armour .................................................. 50 gc on Gromril weapons see the Mordheim rulebook.
Shield ................................................................. 5 gc Note that this price is only for a starting warband, as it
Helmet.............................................................. 10 gc represents the Dwarfs outfitting themselves at their
own stronghold. Later purchases of Gromril weapons
are done using the Price Charts in the Mordheim
rulebook.
** The price of a suit of Gromril armour is cheaper for
a starter 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 rulebook.
Heroes
1 Runesmith Profile M WS BS S T W I A Ld
85 Gold Crowns to hire 3 3 2 3 4 1 2 1 8
Dwarf Runesmiths are champions of the old ways. ‘If
it was good enough for my ancestors, it’s good Weapons/Armour:
Weapons/Armour: An Apprentice Runesmith may be
enough for me!’ is a popular saying. Fresh out of their armed with weapons chosen from the Dwarf Warrior
decades-long apprenticeships, these Runesmith’s are equipment list.
normally on a quest to prove this saying and so will
gather together a party of like-minded individuals to SPECIAL RULES
seek out lost treasures of their ancestors to confirm Extra Set of Hands:
Hands An Apprentice Runesmith helps
this adherence to the traditional ways. his master fashion runic items, doing all the boring
grunge-work that makes his master more efficient in
Profile M WS BS S T W I A Ld his efforts. An Apprentice Runesmith in the warband
allows a Master Runesmith to inscribe on two items
3 5 4 3 4 1 2 1 10 before each game, instead of only one.

Weapons/Armour: A Dwarf Runesmith may be


equipped with weapons and armour chosen from the 0-2 Troll Slayers
Dwarf Warrior equipment list.
50 Gold Crowns to hire
SPECIAL RULES While it may seem that Troll Slayers shouldn’t fit in
Leader: Any warrior within 6” of the Dwarf Runesmith with the rest of a Runic Ranger warband, make no
may use his leadership characteristic when taking any mistake – they are strict adherents to tradition and the
Leadership tests. old ways! Indeed they usually find it easier to get
along with the more traditional minded Dwarfs than
Inscribe Runes:
Runes A Runesmith knows one minor rune
other dwarfs, who Slayers feel lack determination and
(see list at the end of this warband list), determined
the insight to see what the true problems are with
randomly when the warband is first created. He may
their race.
inscribe the rune on an item carried by one of the
warriors of his warband, and (if successful, see below)
Profile M WS BS S T W I A Ld
the item will gain a bonus from the rune for that
game. When a Runesmith advances and rolls a skill on 3 4 3 3 4 1 2 1 9
the Hero Advance table, he may choose to learn a new
rune instead of learning a skill (exactly like a Weapons/Armour: Troll Slayers may be equipped with
spellcaster advancing and learning a new spell). weapons chosen from the Dwarf Warrior Equipment
List. Slayers may never carry or use Missile Weapons
or any form of armour.
0-1 Apprentice Runesmith
SPECIAL RULES
40 Gold Crowns
Crowns to hire Deathwish:
Deathwish Troll Slayers seek an honourable death in
An Apprentice Runesmith follows his master wherever combat. They are completely immune to all
he goes and is normally just as anxious to prove that psychology and never need to test if fighting alone.
the old ways are best. For if they aren’t, he is wasting
a good portion of his life…

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.

Dwarf Special Skills


Dwarf Heroes may use the following Skill List instead of the standard skill lists available to them.

True Grit Extra Tough


Dwarfs are hardy individuals and this hero is hardy This Dwarf is notorious for walking away from
even for a Dwarf! When rolling on the Injury Table for wounds that would kill a lesser being. When rolling
this hero, a roll of 1-3 is treated as Knocked Down, 4- on the Heroes Serious Injury Chart for this hero after
5 as Stunned and 6 is Taken Out. a game in which he has been taken Out of Action, the
dice may be re-rolled once. The result of this second
dice roll must be accepted, even if it is a worse result.
Combat Master
This Dwarf’s martial skills surpass those of a normal
warrior; he is used to fighting by himself against
Resource Hunter
hordes of opponents and coming through unscathed. This Dwarf is especially good at locating valuable
When using a weapon that has a Parry special rule, resources. When rolling on the exploration chart at
this hero parries successfully if he beats OR MATCHES the end of a game, the hero may modify one die roll
his opponent’s highest ‘to hit’ roll, not just if he beats by +/-1.
the roll. In addition, if this warrior is using two
weapons that have the Parry special rule, he is
allowed to parry two attacks (if his two dice match or
Ferocious Charge
beat the highest two attack dice against him) instead The Slayer may double his attacks on the turn in
of the normal maximum of one. which he charges. He will suffer a –1 to hit penalty on
that turn. Slayers only.
Thick Skull
The hero has a thick skull even for a Dwarf. He has a
Monster Slayer
special 3+ save on a D6 to avoid being Stunned. If the The Slayer always wounds any opponent on a roll of
save is made, treat a Stunned result as Knocked Down 4+, regardless of Toughness, unless his own strength
instead. If the Dwarf also wears a Helmet, this save is (with weapon modifiers) would mean that a lower roll
2+ instead of 3+ (this takes the place of the normal than this is needed. Slayers only.
Helmet special rule).
Berserker
The Slayer may add +1 to his to hit rolls during the
turn in which he charges. Slayers only.
Dwarf Runes
Runesmiths harness the magic of the Warhammer world by inscribing magical runes on items,
imbuing them with a variety of wondrous abilities. When a Runesmith graduates from his long
apprenticeship he has knowledge of one or two minor runes taught to him by his master.
These runes are less powerful than normal Dwarf runes, in that they can only utilise magic for
a short time. As the Runesmith practices and studies on his own, he gains the knowledge
required to inscribe the more powerful permanent runes on to items.

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.

The Jealousy of Runes


Runes: Bonuses from Runes are not cumulative with magical bonuses from
other items. In other words, a warrior may not combine a Rune of Stone on his shield and a
Rune of Shield on his armour for a total bonus to his Armour Save of +2. Similarly the warrior
could not combine the Rune of Stone on his shield with some suit of magic elven armour (for
example) that added +1 to the warrior’s Armour Save.

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.

Special Rules Characteristic Increase


Natives: Used to poking through the underbrush, Characteristics for Forest Goblin warriors may not be
Forest Goblins suffer no movement penalties from increased beyond the maximum limits shown on the
moving through any wooded terrain. following profile. If a characteristic is at its maximum,
Animosity:
Animosity Standard rules for Animosity (as per the take the other option or roll again if you can only
Orc Mob Rules in the Mordheim Annual 2002). increase one characteristic. If both are already at their
maximum, you may increase any other by +1 instead.
Remember that Henchman can only add +1 to any
characteristic.

Profile M WS BS S T W I A Ld
4 5 6 4 4 3 6 4 7

Forest Goblin Skill Table


Combat Shooting Academic Strength Speed Special

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.

Range Strength Special rules


Close Combat As user Strike First
Cavalry bonus
Magic Gubbinz
50 gold crowns
SPECIAL RULES Availability: Rare 9
Strike First: A warrior with a spear strikes first, even if
charged. Note that this only applies in the first turn of These are odds and ends carried around by the
hand-to-hand combat. Shaman to focus his powers. Most are bat feet, lizard
lips, and the like, but still seem to provide benefits to
Cavalry Bonus: If using the optional rules for mounted their owner.
models, a mounted warrior armed with a spear
receives a +1 Strength bonus when he charges. This The Shaman may re-roll a failed magic test on a D6 roll
bonus only applies for that turn. of 4+.

Blowpipe Red Toof Tribal Jewellery


25 gold crowns 40 gold crowns
Availability: Common Availability: Rare 9
The Blowpipe is a short hollow tube which can be Only proving one’s prowess in battle can attract the
used to shoot poisoned darts. While the darts by attention of this cadre of warriors. Once inducted to
themselves are too small to cause significant damage, the tribe, the warrior undertakes excessive body
the poison can cause searing agony and even death. piercing!
This cannot be removed. The model will now be
subject to the rules for Frenzy as described in the
Range Strength Save Modifier Special rules Mordheim rulebook.
8” 1 +1 Poison,
Stealthy

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:

HERO EQUIPMENT LIST HENCHMEN EQUIPMENT LIST


Hand--to-
Hand to-hand combat weapons Hand--to-
Hand to-hand combat weapons
Dagger .................................................. 1st free/2 gc Dagger .................................................. 1st free/2 gc
Axe ......................................................................5 gc Sword............................................................... 10 gc
Sword............................................................... 10 gc Spear...................................................................5 gc
Two-handed weapon ...................................... 15 gc
Spear...................................................................5 gc
Halberd............................................................ 10 gc Missile weapons
Boss Pole ......................................................... 20 gc Blowpipe ......................................................... 25 gc
Throwing Weapons......................................... 15 gc
Bow.................................................................. 10 gc
Missile weapons
Blowpipe ......................................................... 25 gc
Short bow ...........................................................5 gc Armour
Shield..................................................................5 gc

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.

SPECIAL RULES SPECIAL RULES


Leader: Any warrior within 6" of the Chieftain may use Animosity: Braves are subject to the rules for
his Leadership value when taking Leadership tests. Animosity.

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.

25 Gold Crowns to hire


Of all the various factions that comprise the Forest
0-1 Gigantic Spider
Goblins, the infamous Red Toof tribe is the most 200 Gold Crowns to hire
feared. They are elite shock troops, valued by
Gigantic Spiders are best avoided when encountered
Chieftains for their berserk rage in battle.
in the wild, due to their deadly poison and huge size.
When urged into fighting by Forest Goblin
beastmasters, they become doubly dangerous and
Profile M WS BS S T W I A Ld much harder to evade.
4 2 3 3 3 1 3 1 6
Profile M WS BS S T W I A Ld
Weapons/Armour:
Weapons/Armour: Red Toof Boyz may be equipped
with weapons chosen from the Henchmen equipment 6 3 0 5 5 3 4 2 4
list.
Weapons/Armour: A Gigantic Spider never needs or
uses weapons or armour.
SPECIAL RULES
Animosity: Red Toof Boyz are subject to the rules for
SPECIAL RULES
Animosity.
Fear: Gigantic Spiders cause fear as described in the
Berserkers: Forest Goblins of the Red Toof tribe allow Mordheim Rulebook.
themselves to be bitten by all sorts of poisonous
Large Monster: Gigantic Spiders are large targets, and
wildlife before entering battle. The mingling venom
may always be shot at.
drives them into frothing convulsions, making them
extremely ferocious. Red Toof Boyz are affected by the Poisonous: The Gigantic Spider’s maw drips with vile
rules for Frenzy as described in the Mordheim poisons. When it wounds an enemy and a roll is made
rulebook. In addition, if they begin their on the injury table, 1: knocked down, 2-4: stunned,
turn within charge range of an and 5-6: Out of Action.
enemy, they are immune to Native: Negotiating woodlands is no trouble for
animosity for that turn. spiders. They move through any wooded terrain
without penalty.
Non-
Non-sentient: Spiders are affected by the stupidity
rules in the Mordheim rulebook. In addition, they
never gain experience, as they are animals. Note
however that they may climb as normal.
May Ride: The Forest Goblin Chieftain, may ride the
Gigantic Spider, if you are using the optional rules for
mounts. The chieftain gains +1 armour save, and shall
move at the Gigantic Spider’s rate of 6. Shooting
attacks hit the Chieftain on a die roll of 1-2, and the
Gigantic Spider on a 3-6. In close combat, the
opponent may choose which to hit. The Gigantic
Spider no longer has to check for stupidity if it is
being ridden, as the Chieftain is directing its actions.
Forest Goblin Magic
D6 Result
1 Wind of Gork Difficulty 6
A blast of foul flatulence signals G’rrk’s Wrath.
A blast of foul flatulence signals Gork’s wrath. Range:12" The first model in its path must roll
under its Toughness or take a S2 hit and be knocked down automatically.

2 Gaze of Mork Difficulty 8


The Shaman invokes the presence of the God Mork to smite his foes with lightning.
Range 12". D3 S3 hits strike the first model in their path.

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.

4 Leap of Waaagh! Difficulty 7


The Shaman summons a giant green hand to lift any Goblin and carry him into the fray.
The Shaman or any other Goblin within 3" may be moved up to 12". If this move brings them
into close combat, they count as charging in the close combat phase.

5 Idol of Gork Difficulty 8


Swirling energy crackles around the Shaman, giving him the appearance of a huge orc hero.
The Shaman gains +1 WS, +1 S, and +1 A. This enhancement lasts until the Shaman takes a
wound.

6 ‘Ere we go! Difficulty 8


The Shaman and nearby Goblins become filled with the essence of the Waaagh!
All friendly models within 6" of the Shaman treat stunned results on the injury table as
knocked down instead. The effects last until the Shaman takes a wound.
Hochland Bandits
The biggest fallout of the Storm of Chaos was the influx Foragers. Bandits are used to lean times, and know
of refugees from across the border. Though many from how to make their gold stretch. Because of this, they
Ostermark and Ostland have returned, either to push usually have fewer expenses between adventures.
back whatever forces remain in the areas they once When determining Income for a Bandit warband,
called home or to start anew elsewhere in the Empire, always use the next lower warband size category (a
a large population of Hochland have not and this has warband with 1-3 members still uses the first column
raised tensions throughout Talabecland. In and however!). For example, a warband with 15 members
around Talabheim it is felt that they should cross the finds 4 Treasures in the Exploration Phase. When they
River Talabec, separating the two Provinces, and make sell these Treasures, they use the 10-12 members
efforts to rebuild. column instead of the 13-15 members column,
Talabheim has had great difficulty with refugees and resulting in a gain of 5 gold pieces for the warband.
Talagaad, the port on the banks of the Talabec that Know Who To Sell To. Bandits are used to getting rid
sees most of the trade that flows along that great of stolen goods, and have built up contacts for doing
waterway, has had riots at the docks and in the area so. When a Bandit warband sells equipment, they get
of the district known as ‘Little Kislev’ where half of any random element of the equipment cost, in
longstanding Kislev migrants have clashed in the addition to the normal half of the item's basic cost.
streets with the Hochland invaders. This bad blood is
brewing a deep vintage and the winter has helped
none. Choice of warriors
It was a bad winter, food was short and even the A Bandit warband must include a minimum of 3
aristocracy was having to make do as best they could. models. You have 500 Gold Crowns which you can use
The harvest had been bad leading up to the Storm and to recruit your initial warband. The maximum number
the loss of so many men folk to the fighting and the of warriors in the warband is 12.
return of many broken by it did not help. What excess
grain and meat there was given charitably (or sold to Bandit Prince: Each Bandit warband must have one
the highest bidder) in those lands that had suffered Bandit Prince: no more, no less!
worse. The trading that passed through Talagaad was Footpads: Your warband may include up to 2 Footpads.
slight and poor, for it drew from the realms that had Huckster: Your warband may include a single Huckster.
been hardest hit by the war – Ostland, Ostermark and Duelist: Your warband may include a single Duelist.
distant Kislev, and the mercantile routes along the Stir Thugs: Any number of models may be Thugs.
that passed through Krugenheim were equally poor, Blackhearts: Your warband may include up to 2
for it passed through Sylvania and that has nothing Blackhearts.
that few would wish to trade in. With trade weakened Looters: Your warband may include up to 4 Looters.
employment became scarce and men have been driven Gutterscum: Your warband may include any number of
to take desperate measures in order to survive. Gutterscum.
Rumours have spread of a treasure hidden deep in the Poachers: You warband may include up to 2 Poachers.
Great Forest. Adventurous gangs of petty crooks led by
villainous individuals now prowl the wilderness. Men Starting Experience
and women have started disappearing. There is much
which stands between them and success yet these men A Bandit Prince starts with 20
are opportunists who seek a prize for their own selfish experience.
gain. Footpads start with 8
experience.
Duelists start with 12
Special rules experience.
Hired Swords: Bandits have no compunction about Hucksters start with 8
hiring mercenaries, and may hire any Hired Swords experience.
allowed to a Human Mercenary warband. All Henchmen start with
0 experience.
Powder's Expensive! Bandits are often too poor to
purchase or upkeep expensive equipment like
gunpowder weapons. The exception to this is Bandit
heroes, who often see such extravagances as pistols as
symbols of their status and higher wealth. The higher
costs for black powder weapons in the equipment
chart, and the fact that henchmen can't purchase them
at all, reflect the extreme rarity of these types of
weapons for Bandit warbands.
Bandit Skill Table
Combat Shooting Academic Strength Speed Special

Bandit Prince √ √ √ √ √
Footpad √ √ √ √
Huckster √ √ √
Duelist √ √ √ √

Bandit equipment list


The following lists are used by Bandit warbands to pick their equipment:

BANDIT EQUIPMENT LIST COWARD EQUIPMENT LIST


Hand--to-
Hand to-hand combat weapons Hand--to-
Hand to-hand combat weapons
Dagger .................................................. 1st free/2 gc Dagger .................................................. 1st free/2 gc
Hammer..............................................................3 gc Spear................................................................ 10 gc
Battle Axe............................................................5 gc
Sword............................................................... 10 gc
Spear................................................................ 10 gc Missile weapons
Two-handed weapon ...................................... 15 gc Sling ....................................................................2 gc

Missile weapons Armour


Throwing Axe .................................................. 15 gc None

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

DUELIST EQUIPMENT LIST


Hand-
Hand-to-
to-hand combat weapons POACHER EQUIPMENT LIST
Dagger .................................................. 1st free/2 gc Hand--to-
Hand to-hand combat weapons
Rapier............................................................... 15 gc Dagger .................................................. 1st free/2 gc
Main Gauche ......................................................7 gc Spear................................................................ 10 gc
Sword............................................................... 10 gc
Spear................................................................ 10 gc
Missile weapons
Short bow ...........................................................5 gc
Missile weapons Bow.................................................................. 10 gc
Pistol ................................. 20 gc (40 gc for a brace) Longbow.......................................................... 15 gc
Duelling Pistol.................. 30 gc (60 gc for a brace) Crossbow......................................................... 25 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.

Bandit special equipment


to hit and to wound as normal. However, if you
Rapier manage to hit your opponent but fail to wound you
(from the “Ye Olde Curiosity Shoppe” in TC 7) may attack again just as if you had another attack but at
-1 o hit ( down to a maximum of needing a '6' to hit).
15 gold crowns You may continue attacking as long as you hit and it is
Availability: Rare 5; possible to strike your opponent many times,
Reiklanders, Marienburgers, Hochland Bandits only particularly if your warrior has more than one attack on
his profile.
The rapier is a long thin blade commonly used by
duellists. It is a deadly, sharp weapon capable of
delivering a multitude of blows but lacks the power of Main Gauche
a broadsword. 7 gold crowns

Range Strength Special rules Availability: Rare 7, Hochland Bandits only


Close Combat As user –1 Parry, Barrage A main gauche is a dagger with a large hand guard,
often used in conjunction with a rapier or other
SPECIAL RULES sword. Popular among duellists and petty nobles, the
Parry: see Mordheim Rulebook. main gauche is sometimes seen as a "foppish" weapon,
but in reality it provides the wielder the ability to be
Barrage: A rapier is light and flexible, and while this
strong both in attack and defense.
makes it less powerful than a broadsword or an axe it
means that a warrior using a rapier can make a barrage
Range Strength Special rules
of quick attacks before his opponent can react. A well
trained swordsman could inflict a multitude of light Close Combat As user Parry,
wounds in mere seconds, often enough to incapacitate +1 Enemy Armour Save
the hardiest of foes. A warrior armed with a rapier rolls
Heroes
not declared as Hidden), he must subtract 1 from his
1 Bandit Prince Initiative before making his Initiative test. Note that a
roll of ‘6’ always fails when rolling to charge a Footpad
60 Gold Crowns to hire that the warrior cannot see. Also, models halve their
Many young men of meager means and wild Initiative when checking the range to see if they can
imaginations dream of forging their own empire out of detect a Footpad who has been declared as Hiding.
the wilderness. Some actually take steps to make their
dreams reality, and gather a group of men together to
seek their fortunes. Unfortunately reality often 0-1 Duelist
overtakes these small adventuring bands, and instead of
forging ahead through hard times, many settle for 45 Gold Crowns to hire
claiming a small stretch of highway or forest as their It is inevitable that sometimes heated arguments just
'domain', imposing 'taxes' or 'tolls' on any travelers cannot be settled peacefully. On such occasions an
unlucky enough to be traveling by. The leaders of such injured party may decide that his honor cannot be
bands are sometimes bitter, hardened men who have restored with anything less than his enemy’s blood, and
seen their dreams trampled in the dust, but just as challenges his opponent to a duel. Among the rich and
often they are carefree spirits who have found they powerful in the cities of the Empire, life is often
actually prefer a more open forum for their 'court'. considered more important than personal honour, and
Many a romantic tale is spun about this latter a third party is hired to stand in for the
sort, and often young ladies of noble birth find challenged. A professional warrior who specializes
themselves falling in love with the ideal of the in standing in on these occasions is known as a
'daring scoundrel'. Most are often disappointed Duelist. Being a Duelist can prove quite a
(and slightly poorer) when they meet the real lucrative, if somewhat short, career. Many families
item in the flesh however. take offense to a trained fighter cutting their kin
down in the street, and will hire killers of their own to
Profile M WS BS S T W I A Ld exact revenge. A situation such as this will often result
4 4 3 3 3 1 4 1 8 in a Duelist joining a party of wandering brigands for a
time, taking a short ‘vacation’ from life in the city until
Weapons/Armour: A Bandit Prince may be equipped things cool down a bit…
with weapons and armour chosen from the Bandit
Heroes Equipment list. Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 7
SPECIAL RULES
Leader: Any warrior within 6" of the Bandit Prince may Weapons/Armour: A Duelist may be equipped with
use his Leadership characteristic when taking any weapons and armour chosen from the Duelist
Leadership tests. equipment list.

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.

SPECIAL RULES SPECIAL RULES


Looting the Dead: Normally when a warrior is killed or Hardened: Blackhearts are not as put off by the evils of
his wounds cause him to leave the warband and he is the world when they come across them…in fact
taken off the warband’s roster, all of his equipment is persons of this nature are often more uncomfortable
lost. However, some unscrupulous individuals will around situations where warmth and love are in
stoop to robbing a dead or incapacitated warrior, abundance! Blackhearts are immune to Fear, and never
thereby gaining his equipment for themselves. When have to take All-Alone tests (they prefer to work alone
rolling for warriors who were taken Out of Action at the anyway…).
end of a battle, the Bandit player may roll a D6 for any
for each Poacher in the Exploration phase. Poachers are
0-2 Poachers not as good as Elf Rangers for scouting, but they are
often darned close!
35 Gold Crowns to hire
While most members of a Bandit warband are hardened
criminals, some are just individuals who were down on Gutterscum
their luck for one reason or another, and were forced
to resort to poaching the local lord’s game. While these 10 Gold Crowns to hire
individuals may not have the same temperment or lack Gutterscum are the lowest of the low—those whose
of morals as the rest of the warband, they are usually laziness or other vices have driven them to a life they
hunted just as relentlessly. While they often find most are utterly unsuited for. They often make up the bulk
of their fellows distasteful (to say the least!) poachers of a Bandit Warband, as the slums of most cities are
are so useful to the warband that they are usually given filled with those desperate enough to view a life of
more slack than anyone else. After all, a band of preying on their fellow man and fleeing from the
outlaws needs places to hide and food to eat, and authorities as an opportunity to improve their lot.
Poachers know where the best of both are to be
found… Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7 Weapons/Armour: Gutterscum may be equipped with
weapons and armour chosen from the Coward
Weapons/Armour: Poachers may be equipped with Equipment list.
weapons and armour chosen from the Poacher
Equipment list. SPECIAL RULES
Utterly Inept: Gutterscum have turned to a life of crime
SPECIAL RULES because they lack the ability to fit into normal society.
Trailblazers: Poachers are experts at finding new game They lack both the ambition and the capacity for self-
or safe campsites for the warband. In the game this is improvement. Gutterscum do not gain experience.
represented by allowing the warband to reroll one D6

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

Gunnery School Skill Table


Combat Shooting Academic Strength Speed

Senior Gunnery Officer √ √ √ √ √


Instructor √ √ √
Senior Student √ √ √ √
Underclassmen √ √ √

Gunnery School equipment list


The following lists are used by Gunnery School warbands to pick their equipment:
Hand-
Hand-to-
to-hand combat weapons MARKSMEN EQUIPMENT LIST
Dagger...................................................1st free/2 gc Hand-
Hand-to-
to-hand combat weapons
Mace/Hammer.................................................... 3 gc Dagger...................................................1st free/2 gc
Axe...................................................................... 5 gc Mace/Hammer.................................................... 3 gc
Sword ............................................................... 10 gc Axe...................................................................... 5 gc
Double-handed weapon.................................. 15 gc Sword ............................................................... 10 gc
Spear ................................................................ 10 gc
Halberd ............................................................ 10 gc Missile weapons
Morning Star .................................................... 15 gc Pistol..................................10 gc (20 gc for a brace)
Double Barreled Pistol .....20 gc (35 gc for a brace)
Missile weapons Repeater Pistol ................................................. 25 gc
Pistol..................................10 gc (20 gc for a brace) Blunderbuss..................................................... 20 gc
Double Barreled Pistol .....20 gc (35 gc for a brace) Handgun .......................................................... 25 gc
Duelling Pistol ..................20 gc (35 gc for a brace) Double Barrrelled Handgun ........................... 45 gc
D. B. Duelling Pistol .........35 gc (65 gc for a brace) Hochland Long Rifle...................................... 100 gc
Handgun .......................................................... 25 gc Repeater Handgun........................................... 50 gc
Double Barrrelled Handgun ........................... 45 gc Hand-Held Mortar ........................................... 70 gc
Armour Pigeon Bombs.................................................. 25 gc
Light armour .................................................... 20 gc Armour
Heavy armour .................................................. 50 gc Light armour .................................................... 20 gc
Shield ................................................................. 5 gc Shield ................................................................. 5 gc
Buckler ............................................................... 5 gc Helmet.............................................................. 10 gc
Helmet.............................................................. 10 gc

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
.

Move or Fire: As per the Mordheim rulebook.


Repeater Pistol Scatter: If the warrior misses his roll to hit, the shot
30 + 2D6 gold crowns will land 2D6” in a random direction (determined
using a Warhammer directional die, using the “clock-
Availability: Rare 9 face method” of scattering, or whatever other method
It wasn't long after the invention of the repeater the players can agree to).
handgun that the same principle was being used on Experimental:
Experimental: As per the Repeater Handgun rule,
pistols. Still prone to misfiring or other malfunction, above.
they have found a place in gunnery bands armouries.
Stories of calm instructors gunning down hordes of Explosive Radius: After determining the final landing
foes within feet of themselves are legendary and in spot, the explosion created by the bomb will cover a
all likelihood untrue. But it just could happen... small area. The target and any models within 1 ½” of
him each take a single S4 hit from the blast.
Range Strength Special
Special rules
6” 4 Save Modifier, Fire Thrice, Hersten-Wenkler Pigeon Bombs
Experimental, Quick Reload, Not a Club
30 + 2D6 gold crowns
Save Modifier: As per the Mordheim rulebook. Availability: Rare 8
Move or Fire
Fire: As per the Mordheim rulebook. When the full potential of gunpowder was realized
Fire Thrice: The Repeater Pistol may fire up to three in the Empire, it became only a matter of time before
shots; if more than one shot is made the to hit roll is some enterprising engineers combined explosives
at -1. Resolve each shot individually, you may choose and small animals. After initial failures with
to shot later shots at a different target, but they must attempts to use rats, bats, and dogs, promising
be within 3" of the previous target. Ordinary targeting results were realized with pigeons. While not
restrictions apply to shots as per Mordheim rulebook. completely accurate due to having something of a
mind of their own, pigeons are able to get to even
Experimental:
Experimental: As per the rule for the Repeater distant targets quickly, and are very hard to prevent
Handgun, above. from reaching their target once they have been
Quick Reload
Reload: The basic design of the pistol and launched. Once it gets there, pigeon’s small metal
number of barrels allows quick reloading, the pistol harness will fall away, freeing the bomb to ravage a
will always be able to fire at least one shot. After small area below, while the pigeon returns home..
shooting more than one shot in a single turn the
model must spend a complete shooting phase without Range Strength Special rules
shooting and without being in combat, before firing Unlimited 4 Move or Fire, Explosive Radius
multiple shots (see Fire Thrice,
Thrice above) may be taken Tempermental
again.
Not a Club
Club: The Repeater Pistol may be used as a Move or Fire
Fire: As per the Mordheim rulebook.
normal pistol in the first round of combat. After that it Explosive Radius:
Radius If the Pigeon Bomb lands on target,
doesn't count as an additional hand weapon as it is far use the Explosive Radius rule under the Hand-Held
too delicate to risk in such a crude fashion. Its owner Mortar above to determine the area of effect.
will not willingly discard it in a fight and so must fight
on without the use of an additional hand weapon. Tempermental:
Tempermental: When launching a pigeon bomb, do
not use the BS of the warrior. Instead, roll a D6: on a
5-6, the a pigeon bomb hits its target; on a 2-4 the
Hand-Held Mortar fuse wasn’t cut properly and the pigeon explodes
harmlessly in the air before reaching its target; on a
80 + 2D6 gold crowns
result of 1, something has gone disastrously wrong
Availability: Rare 12 and the pigeon explodes in the hero’s hands… he
and everyone within 1 ½” takes a S4 hit.
The explosive power of a mortar, in a small enough
package to be carried by a single man, the Hand- Pigeon Roost: Once a Hero buys pigeon bombs, he
Held Mortar enables a warrior to launch an has enough for the full game, and his supply gets
explosive into the midst of the enemy, sowing death replenished at the start of each new game.
and disorder.
Heroes
1 Senior Gunnery Officer 0-1 Instructor
60 Gold Crowns to hire 45 Gold Crowns to hire
A veteran of many excursions, extremely skilled and a The gunners of Nuln are the most respected in the
deadly foe, these Officers have seen a lot of action, Old World. They are in charge of keeping up the
sometimes a little too much for some, and have mighty Empire war machines such as the great
partially retired from the front line to teach. They cannons. They are well educated and extensively
enjoy these little ‘days out’. trained, but not yet too battle-hardened, so these
excursions give them field experience, even in the
Profile M WS BS S T W I A Ld smallest things.
4 4 4 3 3 1 4 1 8
Profile M WS BS S T W I A Ld
Weapons/Armour: The Senior Gunnery Officer may 4 3 4 3 3 1 4 1 7
be equipped with weapons and armour chosen from
the Gunnery School Equipment list. Weapons/Armour: The Instructor chooses weapons
and armour from the School’s Armoury List or the
SPECIAL RULES
RULES Marksman Equipment List.
Leader: Any models in the warband
within 12” of the Senior Gunnery SPECIAL RULES
Officer may use his Leadership Expert Weaponsmith: The Instructors know every
value when using Leadership tests. trick in the book when it comes to working with black
powder weapons. While there is an Instructor in the
Hunter: See Shooting Skills.
warband all Pistol weapons receive a +3” range
bonus and all other black powder weapons receive a
+6” range bonus.

0-1 Senior Student


45 Gold Crowns to hire
The upperclassmen at the school are well acquainted
with the forms of combat and mechanics used by the
Empire. The years of using pistols and firing cannons
has given them plenty of experience with weaponry
and this is not their first excursion into the wilds of
the Empire. It is likely to be their last before they
graduate.

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

Black Orc Boss √ √ √ √ √


Black Orc √ √ √ √ √
Young’uns √ √ √

Black Orc equipment list


The following lists are used by Black Orc warbands to pick their equipment:

BLACK ORC LIST HENCHMAN EQUIPMENT LIST


Hand-
Hand-to-
to-hand combat weapons Hand
Han d-to-
to-hand combat weapons
Dagger...................................................1st free/2 gc Dagger...................................................1st free/2 gc
Axe...................................................................... 5 gc Axe...................................................................... 5 gc
Sword ............................................................... 10 gc Sword ............................................................... 10 gc
Choppa (counts as a Morning Star)................ 10 gc Choppa (counts as a Morning Star)................ 10 gc
Spear ................................................................ 10 gc Spear ................................................................ 10 gc
Two-handed weapon....................................... 15 gc Two-handed weapon....................................... 15 gc
(Boyz and Nuttaz only)
Missile weapons
Bow .................................................................. 10 gc Missile weapons
Crossbow ......................................................... 25 gc Bow .................................................................. 10 gc
Crossbow ......................................................... 25 gc
Armour (Shootaz only)
Light Armour.................................................... 20 gc
Heavy Armour .................................................. 50 gc Armour
Shield ................................................................. 5 gc Light Armour.................................................... 20 gc
Buckler ............................................................... 5 gc Shield ................................................................. 5 gc
Helmet.............................................................. 10 gc Helmet.............................................................. 10 gc

Black Orc Special Skills


Black Orc Heroes may use the following Skill list instead of the standard skill lists available to them.

proven warrior waaagh!


This young warrior has proven himself worthy of his Orcs are aggressive creatures and some are experts at
Black Orc heritage. This skill may only be taken by a bulldozing charges. The warrior may add +D3" to his
Young’un with the Black Orc blood ability and 25 charge range.
experience. Once he gains this skill, the model is now
considered a full Black Orc Warrior (yet still retains ’ere we go!
the title of Young’un). He follows all the rules for
Black Orcs and uses their equipment list and has Orcs often charge even the most fearsome opponents.
access to the same skill lists as a Black Orc. The model may ignore Fear and Terror tests when
charging.
’ard ead da cunnin’ plan
The warrior has a thick skull even for an Orc. He has a
special 3+ save on a D6 to avoid being stunned. If the Only the Boss may have this skill. The warband may
save is made, treat a stunned result as knocked down re-roll any failed Rout tests as long as the Boss is not
instead. If the Orc also wears a helmet, this save is 2+ out of action.
instead of 3+ (this takes the place of the normal
helmet special rule). ’eadbasher
Orcs have massive physical strength and some of them
even learn to aim their blows at the heads of their
opponents, with obvious results. Any knocked down
results which the Orc causes in hand-to-hand count as
stunned results instead.
Heroes
1 Black Orc Boss 0 – 2 Young’uns
90 Gold Crowns to hire 25 Gold Crowns to hire
Amongst some of the toughest of the tough, a Black Keen eager and, above all, green recruits to any
Orc Boss has fought in numerous battles and proven warband, these lads haven’t seen anywhere near as
to the gods just how truly powerful they can become. much action as the others in the warband and they’re
Taking a warband is the start of their ambitions as plenty keen to get in there and do some damage. Of
they will seek victories to meld the Boyz into larger course one day, they know it’ll be their warband.
and larger warbands until they have a Horde at their
beck and call. Profile M WS BS S T W I A Ld
4 2 2 3 4 1 2 1 6
Profile M WS BS S T W I A Ld
4 4 4 4 4 1 3 1 8 Weapons/Armour:
Weapons/Armour Young’uns may be equipped with
weapons and armour taken from the Henchmen
Weapons/Armour:
Weapons/Armour A Black Orc Boss may be equipped Equipment List.
with weapons and armour chosen from the Black Orc
list. SPECIAL RULES
Black Orc Blood:
Blood One Young’un may be upgraded to
SPECIAL RULES a Black Orc Young’un for 10gc. This upgrade allows
Leader: Any warrior within 6" of the Boss may use his him to take the ‘Proven Warrior’ skill upgrade, thus
Leadership characteristic when taking Leadership making him a fully-fledged Black Orc Warrior.
tests.
Black Orc
Orc: Model starts with a natural 6+ Armour
Save. This save may be combined with other
equipment to improve it.
Oi Behave!: If any Henchman fails his Animosity test
within 6” of the Boss, the player may opt to have the
boss stamp his authority (and clenched fist) on the
situation.
The misbehaving Henchman will receive an automatic
hit at the strength of the Orc player’s choosing. If the
Henchman is still on his feet after his slap, he may
add a number equal to the strength of the slap to his
subsequent roll to determine the effects of Animosity.
E.g. The player decides that the Boss will hit a
misbehaving Henchman with a S2 slap. If the slap fails
to Knock Down, Stun or Out of Action the
Henchman, then he adds +2 to the Animosity Effect
roll.

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.

SPECIAL RULES SPECIAL RULES


Animosity: At the start of every turn, every Boy must
Animosity Unstable:
Unstable These Orcs are not quite all there. They do
take a Ld Test for Animosity, as per the rules in the not suffer from Animosity, but instead have a host of
Mordheim 2002 Annual. their own issues to deal with.
Crazy:
Crazy Nuttaz always pass any Leadership-based Tests
Orc Shootaz they have to take. A side effect of this is that their
minds are too far-gone and they may never learn
25 Gold Crowns to hire Academic Skills should they become a Hero on an
Not all Orcs enjoy getting into a fight straight away. Advance Roll.
Some are hunters, tracking prey and shooting it down Savage:
Savage Nuttaz must always run or charge their
from a distance, others recognise that sometimes you maximum distance towards the nearest opponent
need to soften up a really tough foe from a distance they can see. Friendly models do not block line of
before moving in to finish them off. This is the closest sight. Additionally they fight with an extra attack
Orcs come to outright cowardice. whilst in combat. This does not appear on their
profile nor does it count towards the racial maximum.
Profile M WS BS S T W I A Ld If no enemy is visible they are moved under the
4 3 3 3 4 1 2 1 6 player’s control. They can never use any form of
armour or ranged weapons. Nuttaz
Weapons/Armour:
Weapons/Armour Shootaz may choose equipment are also too unstable for other Boyz and
from the Henchman equipment list. can never have the Leader ability or
use their Ld stat for rout tests, excepting
SPECIAL RULES them as being the only models left on
Animosity:
Animosity At the start of every turn, every Shoota the board.
must take a Ld Test for Animosity, as per the rules in
the Mordheim 2002 Annual.
Uncommon:
Uncommon A warband may not
hire more Shootaz than they
have Boyz. If a boy dies and
the Shootaz outnumber the
Boyz, the next hire must be
a boy so that the balance
is restored.
enemy successfully inflicts a wound on a Troll roll a
0 – 1 Troll D6, on a result of 4 or more the wound is ignored
and the Troll is unhurt. Trolls may not regenerate
200 Gold Crowns to hire. wounds caused by fire or fire-based magic. Trolls
Trolls are not intelligent enough to recognise the never roll for Injury after a battle, unless they were
value of gold, but large amounts of food can often taken Out of Action by a Flaming weapon or spell.
instil a certain loyalty in them. Black Orc Boss like Then they roll after the battle as a normal Henchman.
having Trolls in their bands because it’s good to have
someone who’ll follow any order, no matter how Dumb Monster:
Monster A Troll is far too stupid to ever learn
stupid or suicidal. any new skills. Trolls do not gain experience.
Always Hungry:
Hungry A Troll requires an upkeep cost. This
Profile M WS BS S T W I A Ld upkeep represents the copious amounts of food that
6 3 1 5 4 3 1 3 4 must be fed to the Troll in order to keep him loyal to
the warband. The warband must pay 20 gold crowns
Weapons/Armour:
Weapons/Armour Trolls do not require weapons to after every game in order to keep the Troll. If a
fight but often carry a big club. In any event, Trolls warband lacks the gold to pay the upkeep, the Boss
can never be given weapons or armour. has the option to let him count as 2 members, letting
the Troll cost only 5 crowns. However this does
SPECIAL RULES effectively drop your maximum warband size down to
Fear: Trolls are frightening monsters, which cause
Fear 11 models).
Fear. Vomit Attack
Attack: Instead of his normal attacks, a Troll
Stupidity:
Stupidity A Troll is subject to the rules for stupidity. can regurgitate its highly corrosive digestive juices on
an unfortunate hand-to-hand combat opponent. This
Large Target
Target: Trolls are large targets with regards to is a single attack that automatically hits with a
being targets for shooting. Strength of 5 and ignores armour saves.
Regeneration:
Regeneration Trolls have a unique physiology that
allows them to regenerate wounds. Whenever an

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 equipment list


The following lists are used by Horned Hunter warbands to pick their equipment:
Hand-
Hand-to-
to-hand combat weapons Miscellaneous
Dagger...................................................1st free/2 gc Hunting arrows................................................ 20 gc
Mace/Hammer.................................................... 3 gc Blessed Stag Hide ............................................ 40 gc
Axe...................................................................... 5 gc Trip wire .......................................................... 15 gc
Sword ............................................................... 10 gc
Double-handed weapon.................................. 15 gc
Spear .................................................................. 5 gc
HENCHMEN EQUIPMENT LIST
Hand--to-
Hand to-hand combat weapons
Missile weapons Dagger...................................................1st free/2 gc
Longbow .......................................................... 15 gc Mace/Hammer.................................................... 3 gc
Bow .................................................................. 10 gc Axe...................................................................... 5 gc
Short bow........................................................... 5 gc Sword ............................................................... 10 gc
Spear .................................................................. 5 gc
Armour
Light armour .................................................... 20 gc Missile weapons
Toughened Leathers.......................................... 5 gc Bow .................................................................. 10 gc
Shield ................................................................. 5 gc
Armour
Toughened Leathers.......................................... 5 gc
Shield ................................................................. 5 gc
Horned Hunter Skill Table
Combat Shooting Academic Strength Speed Special

Horned Hunter √ √ √ √ √
Initiates √ √ √ √ √
Priest of Taal √ √ √ √ √

Horned Hunter special skills


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

hit him in close combat. In addition, the warrior cannot


master trapper carry any open flames (torch, lantern, etc.) and fire
This huntsman is a masterful trap setter. Trip wire attacks made against him are resolved at +1 Strength as
range has been extended by this warrior to reach 4". his beer soaked clothing burns readily.
Traps set by a master trapper are triggered by a score of
2+.
animal friendship
Having grown up amidst the animals of the forest this
infiltration warrior exudes a certain charm to all ‘normal’ animals
A warrior with this skill is always placed on the (warhorses, warhounds, etc.). Animals will never attack
battlefield after the opposing warband and can be him and up to two wardogs (see Mordheim book, page
placed anywhere on the table as long as it is out of 54) that the warrior owns do not count against the
sight of the opposing warband and more than 12" away maximum number of models in the Warband.
from any enemy model.
If both players have models which infiltrate, roll a D6
for each, and the lowest roll sets up first.
pathfinder
Taal has gifted this hunter with an uncanny ability to
find paths through unexplored territories. Roll one
foul odour additional D6 during the exploration phase. A warband
Worshippers of Taal are one and all prodigious may only contain one pathfinder.
drinkers and none too hygienic! This warrior rises head
and shoulders above the rest. After a lifetime of
drinking, liquor has little effect on him any more... not
hide in shadows
that this stops him from consuming massive quantities! The hunter has learned to crouch unseen in any cover
they can find. Enemy models must halve their Initiative
His unwashed clothes and sweat reek of alcohol and all
when attempting to find this warrior when e is Hidden.
living enemies (not Undead or Possessed) are at -1 to

Horned Hunter special equipment


Blessed Stag Hide (40 gold crowns / Rare 10) down). Place a marker in base contact with the Hero.
The animal skin is worn as a drape and is a symbol of When a model, friend or foe, moves within 2" of the
honour once blessed by the hierarchs of Taal. A blessed marker he risks setting off the trap – roll a D6. On a
hide bestows unchallenged grace to the wearer score of 3+ he has triggered the trap and suffers a S4
allowing the re-roll of a failed Initiative test once per hit (note that the Hero won’t trigger his own traps).
turn.
If the trap did not wound the model or it didn’t trigger,
the victim may finish his move otherwise he is placed
Trip Wire (15 gold crowns / Common)
knocked down or stunned 2" from the marker. The
Horned Hunters are expert trappers. A Hero may set a
marker is removed whether the trap was triggered or
trap if he spends a turn doing nothing else (he may not
not.
set traps if he’s just recovered from being knocked
Heroes
1 Horned Hunter
60 Gold Crowns to hire
The Horned Hunters are deeply zealous and shun the
city of Talabheim. They safeguard pilgrims from the
predations of bandits and hunt down dangerous beasts
and the Mutants that flout Taal’s will.

Profile M WS BS S T W I A Ld 0-3 Initiates


4 4 4 3 3 1 4 1 8
40 Gold Crown
Crownss to
Weapons/Armour:
Weapons/Armour A Horned Hunter may be equipped hire
with weapons and armour chosen from the Horned Part of their initiation
Hunter equipment list. into this group is to
undergo extensive
SPECIAL RULES tattooing, covering their
Leader: Any warrior within 6" of the Horned Hunter chest and face. These feral
may use his Leadership value when taking Leadership hunters serve as masterful
tests. scouts.
Hang the Bandit!: A Horned Hunter hates all Bandits Profile M WS BS S T W I A Ld
and Outlaws.
4 3 3 3 3 1 3 1 7

Weapons/Armour: Initiates of Taal may be


0-1 Priest of Taal equipped with weapons chosen from the Horned
Hunter equipment list.
45 Gold Crowns to hire
It is said that every priest of Taal is born during the SPECIAL RULES
darkest phase of the moon. A few Priests are ordained Infiltrator: A warrior with this skill is always placed on
by their hierarchs to live in the wilderness, following the battlefield after the opposing warband and can be
the Path of Taal. They are guardians of wild places and placed anywhere on the table as long as it is out of
those who wander them. To the creatures of Chaos sight of the opposing warband and more than 12" away
lurking in the woods, they are terrors. from any enemy model.
If both players have models which infiltrate, roll a D6
Profile M WS BS S T W I A Ld for each, and the lowest roll sets up first.
4 2 3 3 3 1 3 1 7 Hang the Bandit!: Taal’s Initiates hate all Bandits and
Outlaws.
Weapons/Armour: A Priest of Taal may be equipped
Strictures: Taal’s Initiates may never wear armour.
with weapons chosen from the Horned Hunter
equipment list.

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

Weapons/Armour: Zealots may be equipped with


weapons chosen from the Henchmen equipment list.

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).

2 Blessed Ale Difficulty 5


Like his brother Ulric, Taal has a great appetite for the strong ales of the Northern Empire. During the
summer equinox each Priest opens one keg of ale (at least!) in Taal’s honour.
Drinking a flask of Taal-blessed ale (the priest is assumed to carry as many flasks as are needed) may heal
any one model within 2" of the Priest (including himself). The warrior is restored to his full quota of
Wounds. In addition, any living enemy models (not Undead or Possessed) within 2" of the Priest will be
lose 1 Attack during the next round of combat due to the potent fumes of the ale.

3 Bear’s Paw Difficulty 7


Many an armoured knight has been knocked to the ground by the surprising Strength of the followers of
Taal. Although traditionally called ‘Bear’s Paw’ this spell is sometimes referred to as ‘Moose’s Breath’ by
those who have felt its power.
The Priest invokes the blessing of Taal on himself or a single friendly model within 6". The target receives a
bonus of +2 to his Strength until the Priest’s next turn.

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.

6 Summon Squirrels Difficulty 7


Taal is the master of all beasts both great and small. Those who anger him may be mauled by a
mountain lion or drowned in a flood caused by an angry beaver.
With this spell the Priest invokes the wrath of the Lord of Beasts, summoning forth dozens upon dozens of
enraged squirrels. The furious rodents assault one enemy within 12" of the Priest, crawling inside the
warrior’s clothing and armour, pelting him with nuts and causing numerous tiny bites and welts. The
target suffers 2D6 Strength 1 hits. No armour saves allowed.
Imperial Outriders
As rumours of the discovery of the
Nemesis Crown spread across the land, Choice of warriors
the various provinces of the Empire An Imperial Outrider warband must include a
despatch bands of swift horsemen to scout the minimum of three models. You have 500 gold crowns
Great Forest. to recruit your initial warband. The maximum
Theirs is not to take on the enemy in a head-on number of warriors in the warband may never exceed
clash. Instead their role is about stealth. Outpacing 12.
and outmanouevring the enemy to leave them
empty-handed as they gallop into the distance with Knight: Each Outrider warband must have one
the prize. Knight: no more, no less!
Outriders: Your warband may include up to 2
Hired Swords: The Imperial Outriders may only be Outriders.
accompanied by mounted Hired Swords. This Scouts: Your warband may include up to 2 Scouts.
includes the Freelance Knight from the Mordheim Chasseurs: Your warband may include up to 5
Rulebook and the Roadwarden from Chasseurs.
the Empire In Flames supplement. Hussars: Your warband may include up to 5 Hussars.
The Highwayman keeps himself Grooms: Your warband may include up to 2 Grooms.
A safe distance from any official
representatives of the
Empire and so may
Starting Experience
not be hired. The Knight starts with 20 experience.
Outriders start with 8 experience.
Scouts start with 0 experience.
All Henchmen start with 0 experience

Imperial Outriders Skill Table


Combat Shooting Academic Strength Speed Cavalry

Knight √ √ √ √ √ √
Outrider √ √ √ √
Scout √ √ √ √

Imperial Outriders equipment list


The following lists are used by Imperial Outrider warbands to pick their equipment:

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

Further Mounted Rules


Rules for mounted warriors can be found on page
163 of the Mordheim Rulebook and in the Blazing
Stunned Riders
Saddles articles in the 2002 Mordheim Annual or Stunned riders will fall from their mounts as indicated
online at: on the Whoa Boy! table. Mounts which subsequently
http://www.specialist-games.com/assets/Mountedrules.pdf bolt may be remounted should the warrior make base
The clarifications below generally work in tandem contact with the horse before it leaves the table.
with these. Note that whether the mount leaves the table or not,
it will be recovered unscathed after the battle.
Two Weapon Fighting
Mounted warriors may not fight with two weapons, Out-Of-Action Models
although a shield or buckler may be used as normal. It is possible for a rider to be killed while his mount
Two-handed weapons are not permitted. The use of a survives. In this case the mount may be ridden by the
pistol in the first round of hand-to-hand combat dead model's replacement, reducing his cost by 40gc.
replaces the model’s usual weapon.
Dead Horses
Targeting Mounted Warriors Dead horses must be replaced before any other
Enemies may not target a ridden horse, whether by income is spent. All Treasures must be sold to fund
missiles or in hand-to-hand combat. The rider will this.
always be seen as the greater threat.
Any model without a mount may not take part in the
Due to their prominence, any mounted warrior may battle.
always be chosen as a target by a shooter even if there
are enemies closer.
Dense Terrain
However the shooters do not gain +1 to hit - the
rider is still the same size as before. Imperial Outriders may ignore the normal warband
limitation of two mounts in areas of dense terrain.

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

An Alternative House Rules Mordheim Warband


by Jon Davis

Henchwomen Starting Experience


Marksmen: Your warband may include up to The Bandit Leader starts with 20 experience.
a maximum of seven Marksmen.
Champions start with 8 experience.
Outlaws: Your warband may
include any number of A Cleric start with 8 experience.
Outlaws.
Petty Thieves start with 0 experience.
Henchmens start with 0 experience.

Outlaws equipment lists


The following lists are used by Outlaws warbands to pick their weapons:
Hand-to-hand Combat Weapons Armour
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Light armour* . . . . . . . . . . . . . . . . . . . 20 gc
Staff/Clubb/Mace . . . . . . . . . . . . . . . . . .3 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Special Equipment
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Hunting arrows* . . . . . . . . . . . . . . . . . .30gc
Double-handed weapon . . . . . . . . . . . . 30 gc
Forest cloak* . . . . . . . . . . . . . . . . . . . . .50gc
Missile Weapons
Shortbow . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow* . . . . . . . . . . . . . . . . . . . . . . 15 gc

* Available to Heroes and Marksmen only

Outlaws skill tables


Combat Shooting Academic Strength Speed
Bandit Leader ✓ ✓ ✓ ✓ ✓
Champion ✓ ✓ ✓
Cleric ✓
Petty Thieves ✓ ✓ ✓

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

0-2 Champions Weapons/Armour: Petty Thieves may be


equipped with weapons chosen from the
35 Gold Crowns to hire Outlaws equipment list.
All groups of Outlaws will often have a few
who are more experienced than others. Loyal
to their Leader they are usually rewarded with
the choicest pickings of any loot.
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Weapons/Armour: Champions may be
equipped with weapons chosen from the
Outlaws equipment lists.

0-1 Cleric
35 Gold Crowns to hire
A Cleric would usually spend most of his time
alone in the forest in contemplation of his
devotion to Sigmar. However, some will see
that 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.

Outlaws Special equipment


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

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:

PIRATE EQUIPMENT LIST Missile Weapons


Hand-to-hand Combat Weapons
Belaying Pin . . . . . . . . . . . . . . . . . . . . 3 gc
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc
Armour
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Boat Hook . . . . . . . . . . . . . . . . . . . . . .8 gc
Toughened leathers . . . . . . . . . . . . . . 7 gc
Cat O’ Nine Tails. . . . . . 8 gc (Heroes only)
Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc GUNNER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Double-handed weapon . . . . . . . . . .15 gc
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Missile Weapons
Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc
Belaying Pin . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Pistol . . . . . . . . . . . . . . . . 15 gc (60 Brace)
Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc
Crossbow . . . . . . . . . . . . . . . . . . . . 25 gc
Missile Weapons
Dueling Pistol. . . . . . . . . . 30 gc (60 Brace)
Pistol . . . . . . . . . . . . . . . . 15 gc (60 Brace)
Armour
Blunderbuss . . . . . . . . . . . . . . . . . . 30 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Dueling Pistol. . . . . . . . . . 30 gc (60 Brace)
Toughened leathers . . . . . . . . . . . . . . 7 gc
Handgun . . . . . . . . . . . . . . . . . . . . . 35 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Swivel Gun . . . . . . . . . . . . . . . . . . . .65 gc
Light armour . . . . . . . . . . . . . . . . . . 20 gc (Rare 8; one per Warband)

SWABBIE EQUIPMENT LIST Swivel Gun Ammo:


Hand-to-hand Combat Weapons Ball Shot . . . . . . . . . . . . . . . . . . . . . . 5 gc
Chain Shot . . . . . . . . . . . . . . . . . . . . 2 gc
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Grape Shot . . . . . . . . . . . . . . . . . . . . 2 gc
Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Armour
Boat Hook . . . . . . . . . . . . . . . . . . . . . .8 gc Toughened leathers . . . . . . . . . . . . . . 7 gc

Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . .15 gc Light armour . . . . . . . . . . . . . . . . . . 20 gc

Pirate skill tables


Combat Shooting Academic Strength Speed Special
Captain      
Mate    
Cabin Boy    
Pirate Warbands

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.

‘Yer a lucky one here, boy… yer own


friends left ye fer dead. We coulda have
cut yer throat and taken yer gear, or sold
ye like a Dreg. So now laddie… Have ye
ever been a’thinkin about the pirate
business?’
Pirate Captain Drakken’s offer to
anonymous enemy
from the log of Augustus Riley Frayed
Crewman, pirate ship The Serpent's
Mother

37
Pirate Warbands

Henchmen (Bought in groups of 1-5)


Crew Gun into battle. Usually they stand in awe quite
far away from him – even they can’t be sure
25 Gold Crowns to hire when one might blow! If a Pirate Warband
The backbone to the ship, the crew are drawn includes a Swivel Gun, the Gunner wielding it
together by the lure of the sea as well as the lure will always be considered an individual and can
of plunder! As sailors, crewmen are experts in never have anyone else with him. Since a Pirate
seamanship and ship operations. As pirates, Warband may only have one Swivel Gun, if a
they also quickly become proficient in Gunner is equipped with one then he must
swordplay and in using a variety of weapons either be a new Gunner, or split from an
especially pistols. It is said a good pirate existing unit. If the latter, he retains all
crewman needs to know how to read the skies, Experience and Skills he had previously.
weather, and winds, but most importantly the
moods of his Captain!
Profile M WS BS S T W I A Ld
0-5 Boatswains
32 Gold Crowns to hire
4 3 3 3 3 1 3 1 7 Boatswains (or Bosons as they are often called)
Weapons and Armour: Crew members may are responsible aboard the vessel for the
be equipped with weapons and armour chosen upkeep of the rigging, the hundreds of lines and
from the Pirate Equipment list. cables throughout the ship which keep the sails
operating properly. They are experts at moving
throughout the ship’s maze of ropes, swinging
from one yardarm to another to ensure the
overall soundness of the rigging. In the ruins of
Mordheim, these same skills serve them well in
moving throughout the building wreckage and
craters which litter the former city.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons and Armour: Boatswains start
with a Rope & Hook, and may be equipped with
0-2 Gunners weapons and armour chosen from the Pirate
25 Gold Crowns to hire Equipment list. Note that they can never sell off
Gunners tend the artillery and ammunition of or give away their Rope & Hook – a Boatswain
the ship. Their keen knowledge of blackpowder would never be without his ropes!
weapons is essential to prevent the potential
disaster of a cannon bursting, overheating, or
recoiling out of control. In battle, Gunners
SPECIAL RULES
Expert Riggers: Boatswains are highly trained
oversee the banks of cannon, and on land they
in using their ropes, as they are the ones who
tend to be armed with the best pistols and other
maintain the complex network of rigging
blackpowder weapons from the ship’s stores.
throughout the ship. They may re-roll failed
Profile M WS BS S T W I A Ld Initiative tests Leaping over Gaps, Jumping
4 3 3 3 3 1 3 1 7 Down, and performing a Diving Charge, as well
as the normal test for Climbing Up or Down that
Weapons and Armour: Gunners may be a Rope allows.
equipped with weapons and armour chosen
from the Gunner Equipment list.
0-5 Swabbies
Special Recruitment rules (see above)
SPECIAL RULES Not all members of a Pirate Warband are there
Swivel Guns is Dangerous, Matey! Gunners
entirely voluntarily. Some have been captured
are known to be amongst the bravest of pirates,
from enemy vessels, or rounded up on the
given their close proximity to blackpowder
docks or harbour fronts when the ship was in
weapons, but even among themselves they
need of extra men. Kept under a watchful eye by
stand in awe of any Gunner who takes a Swivel

38
Pirate Warbands

the Mates, the Swabbies know they had better


carry out their duties as assigned, lest they face
a keel-hauling or worse! Many have grown
accustomed to their lot, but given a chance
many will run for it, even into the unknown
dangers of the hellish city ruins.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons and Armour: Swabbies may be
equipped with weapons and armour chosen
from the Swabbie Equipment list.

SPECIAL RULES
Not Hired: Swabbies are not hired, they follow
the special ‘recruitment’ rules above.
Never Gain Experience: Swabbies generally
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.

Pirate Special Skills


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

Sea Shanty Singer creatures, such as Possessed.


The pirate is renowned throughout the seas as
one of the greatest singers aboard a ship, able to Sea Legs
raise the spirits of any crew with his stirring Even in the strongest seas, the pirate has
renditions of ‘The Sloop Johan Bee’, ‘What do learned to keep his footing and equilibrium. If
you do with a Drunken Halfling?’, and other he Falls during a battle, he may ignore the
famous pirate ditties. At the start of his Close effects of the D3 hits on a roll of 4+ (make a
Combat phase he can suddenly burst out in single roll to see if the any of the hits take effect
song, distracting one opponent in base contact or not). In addition, if he is knocked down or
of his choosing. That enemy must pass a stunned within 1" of a precipice he may re-roll
Leadership test, or loose 1 Attack that turn. This his Initiative test to see if he falls down or not.
does not effect Undead or other non-living
39
Pirate Warbands

shout encouraging words (or threats) at any one


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

Hardy Constitution
Many months at sea, and especially many
months eating hardtack, have hardened the
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.

WEAPONS & ARMOUR MISCELLANEOUS EQUIPMENT


Item Cost Availability Item Cost Availability
Belaying Pin 3gc Common Compass 45+2D6gc Rare 9
Boat Hook 8gc Common Hardtack 5gc Common
Biscuits
Cat O’ Nine Tails 3gc Common
(Heroes Only) Hook Hand 4gc Common
Swivel Gun 65gc Rare 8 Jolly Roger 40+2D6gc Rare 9
(Gunners Only)
Parrot 15gc Rare 8
Toughened 7gc Common
Peg Leg 8gc Common
Leathers
Spy Glass 206gc Rare 8
Treasure Map 75+4D6gc Rare 10

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

Pit Fighter Equipment List


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

PIT FIGHTER EQUIPMENT LIST OGRE & SLAYER EQUIPMENT LIST


Hand-to-hand Combat Weapons
Orc Style
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Helmet/Dagger/
Axe/Shield . . . . . . . . . . . . . . . . . . . . . . .20gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Undead Style
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Helmet/Dagger/
Spiked Gauntlet/Sword . . . . . . . . . . . . . .35gc Dwarf Axe* . . . . . . . . . . . . . . . . . . . . . . .15 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Empire Style
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 gc
Helmet/Dagger/Double-handed Weapon/
Light Armour . . . . . . . . . . . . . . . . . . . . .45gc Spiked Gauntlet . . . . . . . . . . . . . . . . . . .15 gc
Gromril Weapon* . . . . . . . . . 3 times the cost
Chaos Style *Only available to the Dwarf Trollslayer
Helmet/Dagger/Flail/
Shield/Light Armour . . . . . . . . . . . . . . . .50gc Armour
Helmet* . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
PURSUER EQUIPMENT LIST Light Armour* . . . . . . . . . . . . . . . . . . . .20 gc
Skink Style *Only available to the Ogre
Helmet/Dagger/Trident or Javelins/
Net or Buckler . . . . . . . . . . . . . . . . . . . .25gc

Witch Elf Style


Helmet/Dagger/
2 x Swords or Spear & Net . . . . . . . . . . .30gc

Pit Fighter skill tables


Combat Shooting Academic Strength Speed Special
Pit King ✓ ✓ ✓ ✓
Veteran ✓ ✓ ✓ ✓
Troll Slayer ✓ ✓ ✓

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

Hired Swords Pit Fighter Weapons


Pit Fighters may hire all Hired Swords Trident
available except for the Elf Ranger, who feels Cost: 15 gold crowns
working with such dirty and brutish Availability: Rare 7 (Pit Fighters only)
individuals would just not do!
The Trident as a Pit Fighter weapon originates
Warband Special Rules in Tilea from the ancient days when
All Pit Fighters have the Pit Fighter skill as gladiators, as the Tileans called them, would
described in the Strength Skill List (+1 WS, fight in the massive public arenas. This
+1 A when fighting in ruins, buildings and weapon is similar to a spear and has all of its
The Pit). advantages in length but it has three spear
points, allowing an adept user to catch blades
Free the Slaves! between them and turn them aside.
Pit Fighters hate all slavers. The Pit Fighters Traditionally, the trident is a weapon that is
will never sell their captured opponents to the combined with a net and used by a lightly
slavers. armoured Pit Fighter against the more heavily
In the Pit! armed Swordsmen.
Pit Fighters who capture an opponent may Weapon Range Strength
decide to let him fight in the infamous Trident Close Combat As User
fighting pits of Cutthroat’s Haven (use the
rules that appeared earlier in this magazine). SPECIAL RULES
Strike first, Parry
The Pit Fighter warband may decide to send
in one or more of their own fighters to fight Spiked Gauntlet
the captive, if the Pit Fighter wins he gains +2 See P148 of Mordheim rulebook.
Experience, the warband gets all the captive’s Javelins
armour and weapons +50gc, if the Pit Fighter Cost: 10 gold crowns
loses then roll to see whether he is dead or Weapon Range Strength
injured as normal (ignore all following results: Javelin 10" As User
Robbed, Captured, Hardened, Sold to the Pits
and Survives against the Odds), he will not SPECIAL RULES
lose his armour or weapons, the captive will Thrown Weapon: Does not suffer from to hit
get the 50gc and the +2 Experience when he penalties for moving and shooting. May not be
wins. If the captive wins, the audience decides used in Close Combat.
whether he gains his freedom. Roll a D6 on a
4+ the audience raise their thumbs and he is Ogre maximum limits
free. A 1-3 means he remains the Pit Fighters Profile M WS BS S T W I A Ld
captive and may be fielded in the pits after
future games. Ogre 6 5 4 6 6 4 5 4 7

Troll Slayer Special Skills List


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

7
Pit Fighters

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

Pit Fighter Skills Grizzled Veteran: The Pit Fighter is used to


Bulging Biceps: The Pit Fighter may ignore fighting fearsome monsters and being
the entire ‘heavy’ weapons special rule cornered in the pit when there’s no escape.
penalty. The Strength bonus will now apply to He has been close to death so many times that
all rounds in Close-Combat. So a Morning Star he has made his peace and the thought of
will give +1 Strength in all turns not only the death no longer bothers him. The Pit Fighter
first one. is immune to all psychology.

Force of Will: When the Pit Fighter loses his


last wound and is taken Out-of-Action, he
must roll a D6 equal or under his Toughness,
each following round he has to roll again on
his toughness but then with a -1 modifier for
each subsequent round. If he succeeds he gets
up and may continue to fight, when he gets
taken Out-of-Action a second time he’ll be
removed as normal.
Arms master: The Pit Fighter may now ignore
all ‘difficult to use’ rules for all weapons. This
enables him to combine certain types of
weapons, he can combine a Morning Star with
buckler, or even a Morning Star with a
Morning Star.
Body Slam: Instead of making a normal
charge, the Pit Fighter may attempt to slam his
opponent to the ground, he burrows his
shoulder deep into his opponent’s stomach.
Instead of making his normal attacks the Pit
fighter may make a single attack resolved as
following: +1Str, +1 to Hit, no weapon
bonuses or abilities. Critical hit on a 5+.

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

Shadow Warrior Warbands accepted their existence, and are driven on by


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

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

24
A story of that ancient and fey race, the Elves of Ulthuan, as translated here by
the renowned scholar and wit Markus De Havener

Excellent Sight: Elves have eyesight Henchmen


unmatched by mere humans. All the Elves in a Shadow Warriors: Any number of models
Shadow Warrior Warband can spot Hidden may be Shadow Warriors.
enemies from twice as far away as other
warriors (i.e. twice their Initiative in inches). Shadow Novices: Any number of models may
be Shadow Novices.
Distaste for Poison: The use of poisons and
various drugs is a Dark Elf specialty. As such, it
is frowned upon by Shadow Warriors, even
Starting Experience
Shadow Master starts with 20
more so than by other High Elves. Warriors in
experience.
a Shadow Warrior Warband may not use
poisons of any type. Shadow Walkers start
with 12 experience.
Unforgiving: In addition to their hatred of
their corrupt kin, the folk of Nagarythe have a Shadow Weavers
long history of struggle against the forces of start with 12
Chaos. In multiplayer games, a Shadow experience.
Warrior warband may never forge an alliance
All Henchmen
with any Warband of a Chaotic nature
start with 0
(Possessed, Skaven, Beastmen, Dark Elves,
experience.
etc.).
Tolerant: Due to their outsider status with
their own people, the Elves of Nagarythe have
learned to stifle their distaste for ‘lesser races’,
and have even been known to work alongside
them from time to time. A Shadow Warrior
Warband may hire any Hired Sword that is not
of a Chaotic or evil bent (so no Skaven,
Possessed, Beastmen, Dark Elves, Undead,
etc.). They also shun the company of anyone
specialising in the use of poison (so no
Assassins).

Maximum Charateristics
See page 121 of the Mordheim Rulebook.

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

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

25
The Sons of Nagarythe

Shadow Warrior skill tables


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

Shadow Warrior equipment lists


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

SHADOW WARRIOR EQUIPMENT LIST Armour


Hand-to-hand Combat Weapons Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Light armour . . . . . . . . . . . . . . . . . . . .20 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Double-handed weapon . . . . . . . . . . . . 15 gc Ithilmar armour* . . . . . . . . . . . . . . . . .60 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Miscellaneous
Ithilmar weapon* . . . . . . . . . . . . . . 2 x price
Standard of Nagarythe* . . . . . . . . . . . . 75 gc
Missile Weapons War Horn of Nagarythe* . . . . . . . . . . . . 25 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Elven Cloak . . . . . . . . . . . . . . . . . . . . . 75 gc
Longbow . . . . . . . . . . . . . . . . . . . . . . . 15 gc Elven Wine* . . . . . . . . . . . . . . . . . . . . . 50 gc
Elf Bow . . . . . . . . . . . . . . . . . . . . . . . .35 gc Elven Runestones* . . . . . . . . . . . . . . . . 50 gc

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

New Equipment precious stones, which can help strengthen an


Elven Wine (50+3D6 gc / Rare 10): Elven Mage’s magical defenses. A mage with
High Elven wines are well known to be the Elven Runestones may use them to attempt to
best in the world, and some are even dispel a spell that has been successfully cast
rumoured to have magical qualities. A fine against himself or another member of his
Elven Wine can cast out doubt and fear and warband. To dispel such a spell, the mage
leave a general feeling of well-being in a must roll against the spell’s Difficulty (Sorcery
warrior. does not help here). If he succeeds, the spell
fails to work. If the roll fails, the spell works
A Shadow Warrior Warband that drinks Elven normally.
Wine before a battle will be immune to Fear (Shadow Weavers Only.)
for the whole of the battle.
(Shadow Warriors Only, one use only) Standard of Nagarythe (75 + 3D6 gc / Rare 9):
While many Shadow Warrior Warbands are
Elven Runestones (50+2D6 gc / Rare 11): simply wandering, some represent groups that
High Elven mages are well known as the have been sent from Ulthuan on some special
masters of defensive magic. To aid them, they mission for the Phoenix King. Such bands are
have developed several mystic runes of power. really closer to military units than loose bands
They often inscribe these runes on semi- of warriors. As such, they tend to retain their

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

Henchmen (Bought in groups of 1-5)


Shadow Warriors Shadow Warrior Novices
35 Gold Crowns to hire 25 Gold Crowns to hire
Most of the warriors in the Shadow Warrior These are untested Shadow Elves, newly
Warband are veterans of at least one battle, inducted into the warband. Often these
and all have lost loved ones to the depravity warriors are younger cousins who are setting
of the Dark Elves. out from Ulthuan for the first time. Due to
their hard existence, it is often a quick
Profile M WS BS S T W I A Ld
progression from Novice to full Warrior,
5 4 4 3 3 1 6 1 8 however.
Weapons and Armour: Shadow Warriors may Profile M WS BS S T W I A Ld
be equipped with weapons and armour
5 3 3 3 3 1 5 1 7
chosen from the Shadow Warrior Equipment
list. Weapons and Armour: Shadow Novices may
be equipped with weapons and armour
chosen from the Shadow Warrior Equipment
list.

Shadow Warrior Special Skills


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

Infiltration 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.

2 The Living Shadows Difficulty 7


Shadows around the target suddenly writhe as if alive and move to strike the victim.
The Shadow Weaver may cast this spell at any enemy model within 12" of him and
within 2" of a wall. The target suffers a single Strength 4 hit with no armour saves.

3 Wings of Night Difficulty 6


Wings of darkness unfurl from the Shadow Weaver’s back and engulf him. He
disappears, only to reappear in nearby shadow.
This spell may only be cast if the Shadow Weaver is within 2" of a wall. He is instantly
moved up to 12" to a place that is also within 2" of a wall. If moved into contact
with an enemy model, the Shadow Weaver counts as charging in the first round.

4 Cloak of Darkness Difficulty 7


The Shadow Weaver appears to be swallowed by shadows that even the sharpest senses
cannot pierce.
The Shadow Weaver is effectively concealed from enemy sight. As long as he does not
attack (cast spells, shoot, or engage in close combat) any enemy models, he may not be
attacked. He may intercept as normal if the player controlling him wishes, but he does
not have to do so (and if he does not, enemy warriors may charge past him of course).
The spell lasts until the Shadow Weaver attacks an enemy model. Note that a model
engaged in close combat with an enemy warrior may never choose to not attack.

5 Shadowbind 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.

6 Shield of Shadow Difficulty 7


Shadows congeal and become a solid barrier in front of the Shadow Weaver or one of
his comrades, protecting the target from enemy attacks.
The Shadow Weaver may cast this spell on himself or a member of his warband within
12". The target receives an armour save of 5+ that is not modified by the attacker’s
Strength. The spell lasts until the start of the Shadow Weaver’s next turn.
The smell of this place is more noisome than the pleasure pits of the fallen ones, Lirenar
thought to himself irritably. Everywhere the landscape was covered in a lush, almost too healthy,
green. Vines draped from the trees, and strange animals scampered or flew about from tree to
tree. The jungle was filled with strange sounds as well, hoots and howls that reminded the young
Elf of the stories he’d been told of the tortures the damned were forced to endure after they
died and their dark masters took their souls to be the playthings of daemons. Lirenar shuddered
at the thought, and consciously steeled his mind, using techniques all the Shadow Elves learned
as young children. He had almost reached a state of relative calm when his concentration was
broken by thoughts of the sweltering heat of this place. It was impossible! There were too many
distractions in this strange, uncomfortable land for the Shadow Novice to remain focussed.
Lirenar realised that he had been unconsciously slowing, and now could no longer see the rest of
his warband down the trail. Damn, have to catch up, he thought to himself. Wouldn’t want to be
left alone here in this strange land of Lustria. If only they hadn’t had to travel so far, but that
scabrous human fellow, Morgan, had told them that Durnath ‘The Despised’ had fled here but
only after the rumour-mongering manling had sold them out to the foul creature. It had taken
time, as Morgan was unwilling to give information without pay, but eventually the traitorous fool
had told the Elves everything, right before Rathevar gutted him, to serve as a warning to all who
aided the Druchii. It was the first killing Lirenar had seen, and it had sickened him, but he
understood the necessity – their foul kin must have no sanctuary anywhere…
Lost in thought, Lirenar didn’t see the movement in the trees above, and in fact the first
indication that something was amiss was a sharp prick at his throat. His hand automatically went
to the source of the pain and he felt something small and hard. Taking his hand away, he pulled
something out of his neck which tugged at his flesh as if unwilling to give up its resting place.
Holding it up to his eyes, Lirenar saw that he held a small dart. How strange, thought the
young Elf, just before the world went black…
‘Brother Lirenar was right behind me, I know it!’ exclaimed Thrindal, ‘I turned around and he
was gone.’
The whole warband was in a small group, looking up and down the trail and in the nearby
jungle for their youngest member, near the place he’d last been seen. There were tracks
everywhere – strange tracks, made by something in bare feet with clawed toes. The tracks were
small as well, approximately the size of goblin feet. But goblins weren’t indigenous to this area,
and though they had very poor toenail hygiene, they didn’t have actual claws like these.
‘Over here my brothers’ yelled Yirithin, one of the other Shadow Warriors. Rathevar walked over
to where the other Elf stood, something held in the fingers of one hand. As the Elf leader got
closer, he saw that what Yirithin held was a small dart.
‘Servants of the Old Ones… reptilian Skinks most likely.’ stated the Shadow Master calmly.
‘Lirenar is gone.’ He turned to the other Elves. ‘We will avenge his passing on the flesh of
Durnath the Despised!’
Rathevar turned back down the trail and resumed the trek, ‘Come, we must continue to track our
quarry. He will learn that even the terrors of Lustria are no protection for him from the wrath
of the Shadow Warriors. Be vigilant… there are likely to be more of the lizard-people about. The
sooner we run Durnath to ground, the sooner the spirits of our family can rest, and we can
return to more civilised lands…’

31
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

Tomb Guardian Equipment List


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

UNDEAD EQUIPMENT LIST LICHE PRIEST EQUIPMENT LIST


Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Serpent Staff* . . . . . . . . . . . . . . . . . . . . 30 gc
Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc * Liche Priests only
Double-handed weapon . . . . . . . . . . . . 15 gc
Missile Weapons
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
None
Missile Weapons
Armour
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
None
Asp Arrows* . . . . . . . . . . . . . . . . . . . . . 10 gc
Nehekharan Javelin* . . . . . . . . . . . . . . . 10 gc
* Tomb Lords only

Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc

Tomb Guardian skill tables


Combat Shooting Academic Strength Speed
Mummy x x – x –
Liche Priest – – x – –
Acolyte x – x – –

Undead Special Rules No pain: All Undead warriors treat a Stunned


The warriors of the Tomb Kings are already result as Knocked Down.
dead and are unaffected by wounds that could May not run: No Undead warrior may run,
daze or cripple a living warrior. Their lack of but may charge as normal.
emotion means that they look upon Ogres
and Youngbloods with equal ambivalence. Immune to poison: No Undead warrior is
These special rules apply to all warriors in the affected by poison.
warband that have the special rule Undead. No Brain: Skeletons are not alive, thus they
Cause Fear: All Undead warriors cause Fear. never gain experience.

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

Henchmen (bought in groups of 1-5)


Skeleton Warriors
20 gold crowns to hire
With the coming of Nagash and his great
ritual, the inhabitants of the Necropolises
were brought back to the land of the living.
The kings and lords once more command
their legions, but this time the legions are
made up of skeletons rather than living
soldiers.
Profile M WS BS S T W I A Ld
Skeleton 4 2 2 3 3 1 2 1 5
Weapons and armour: Skeletons may have
equipment from the Undead Equipment list.

SPECIAL RULES
Undead: Skeletons are undead and follow all
rules for the Undead.

0-2 Tomb Guardians


30 gold crowns to hire
As the kings and lords were awakened, so too
were their bodyguards, the Tomb Guards; 0-3 Tomb Scorpions
faithful in death as they were in life. Often 15 gold crowns to hire
armed with the best armour and weapons, Vast nests of scorpions infest the ancient
they are always at their lord’s side. Necropolises of Khemri, dwelling in the dark
Profile M WS BS S T W I A Ld cracks and niches of the tombs, aggressively
defending their home. Liche Priests can
Guard 4 3 2 4 3 1 3 1 5
summon these poisonous creatures and direct
Weapons and armour: Tomb Guards may them to attack any invaders.
have equipment from the Undead Equipment
Profile M WS BS S T W I A Ld
list.
Scorpion 5 2 – 2* 2 1 4 1 4
SPECIAL RULES Weapons and armour: Scorpions don’t use
Undead: The Tomb Guards are undead and weapons or armour.
follow all rules for the Undead.
SPECIAL RULES
Living: Scorpions are living beings and are
affected by Psychology as normal. However as
they are small desert creatures they do not
need water.
Animals: Scorpions are animals and do not
gain experience points.
Scorpions sting*: Scorpions attack using the
poisonous sting in their tails. This attack is
worked out exactly as if the scorpion was
attacking with Black Lotus as explained on
page 52 of the Mordheim Rulebook.

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:

HERO EQUIPMENT LIST HENCHMAN EQUIPMENT LIST


Hand-
Hand-to- to-hand Combat Weapons Hand-
Hand-to- to-hand Combat Weapons
Dagger .................................................. 1st free/2 gc Dagger .................................................. 1st free/2 gc
Hammer..............................................................3 gc Hammer..............................................................3 gc
Axe ......................................................................5 gc Axe ......................................................................5 gc
Sword............................................................... 10 gc Sword............................................................... 10 gc
Halberd............................................................ 10 gc Spear................................................................ 10 gc
Morning star .................................................... 15 gc Morning star .................................................... 15 gc
Steel whip........................................................ 15 gc Flail .................................................................. 15 gc
Double-handed weapon ................................. 15 gc
Flail .................................................................. 15 gc Missile
Missile Weapons
Great axe ......................................................... 25 gc Throwing axes ................................................. 15 gc
(treat as Throwing knives)
Missile Weapons
none Armour
Light armour.................................................... 20 gc
Armour Shield..................................................................5 gc
Light armour.................................................... 20 gc Helmet ............................................................. 10 gc
Heavy armour.................................................. 50 gc
Shield..................................................................5 gc
Helmet ............................................................. 10 gc

Marauder skill table


Combat Shooting Academic Strength Speed Special

Chieftain √ √ √ √
Seer √ √ √
Condemned √ √ √
Champion √ √ √

Marauder special skills


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

chosen of chaos sweeping blow


The Hero has been found worthy of his god’s service Whenever the Hero takes an enemy model out of
and entered the rank of a Chaos Warrior. He uses the action using a double-handed weapon he may
maximum profile for Warriors of Chaos and the Hero immediately make an additional attack against another
equipment list (if he does not already). model in base contact. Requires the Strongman skill.

tattooed body mutant


Only the warband's leader may have this skill. The The Hero may buy one mutation. See the Mutations
Hero's body is covered with unholy Chaos signs to section of the Possessed on special rules. Heroes with
attract his patron's attention. The Eye of the Gods the Mark of Onogal may choose a Blessing of Nurgle
special rule's effect (of becoming a Chaos Spawn or instead (see Empire in Flames, page 66) except the
receiving a Mark) happens on a result of 10+ instead Mark of Nurgle. Unlike other skills this may be taken
of 12+ only. Note that for the less favoured Norse more than once.
leaders this is 11+.
heart of the warrior
Only the warband’s leader may have this skill. He may
re-roll any failed Rout test and is immune to fear and
all alone tests.

127
Heroes
1 Marauder Chieftain 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.

Marauders special equipment


great axe steel whip
25 gold crowns 15 gold crowns
Availability: Rare 8, Heroes with the Chosen of Chaos Availability: Rare 9, one Hero only
skill only
Originally used for taming the wild Chaos Hounds the
These over-sized Battle Axes can be wielded only by Steel whips have proven effective in combat also.
the strongest of warriors.
Range Strength Special rules
Range Strength Special rules Close Combat As user cannot be parried,
Close Combat As user +2 Two-handed, whipcrack, enrage
Strike last, SPECIAL RULES
Cutting edge Whipcrack: See Steel whip (see Mordheim Rules
Review, p 4).
SPECIAL RULES
Strike last: Great Axes are so heavy that the model Cannot be parried:
parried: A model attacked by a steel whip
using them always strikes last, even when charging, may not make parries with a sword or buckler.
unless it has the Strongman skill.
Enrage: The Hero may use his whip to make the
Cutting Edge: A Great Axe has an extra save modifier Warhounds charge wildly. As long as he is not
of –1, so a model with Strength 4 using a Chaos Battle involved in close combat all Warhounds of Chaos
Axe has a –4 save modifier in hand-to-hand combat. within 4” gain +1 attack.

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.

Mark of Chaos Undivided Mark of Arkhar the Dog


A Hero with this mark believes in Chaos in its purest Arkhar the Dog is the God of War. He is worshipped
form instead of the division into four Chaos Gods. on the battlefield by his warriors who shed blood in
Leader: All warband members within the leader rule's his name, charging their enemies with the battle-cry
radius (6" normally and 12" with Battle Tongue) may “Blood for the Blood God!”
re-roll all failed Ld tests. Leader: The Hero is subject to frenzy from now on. In
Seer: With the Seer of Chaos Undivided as the tribe's addition, any spell that targets the Hero fails on a roll
spiritual leader the warband may include 0-3 Gors (see of 4+.
Beastmen Raiders in the Empire in Flames Seer: A Seer with the mark of Arkhar counts as a
Supplement, p. 73) that count towards the maximum Bloodfather. A Bloodfather is a war-priest and cannot
of 15 members. Re-roll all results of ‘The lad’s got cast spells. Instead he communes with daemons and
talent’ for them. his almighty deity through visions. Take a Leadership
A Seer of Chaos Undivided uses the Chaos Rituals (see test each time a Bloodfather takes an enemy out of
p. 59 in the Mordheim rulebook). action in hand-to-hand combat. If the test is passed
add +1 to the Weapons Skill, Strength, Toughness or
Initiative of the war-priest until the end of the battle.
Mark of Tchar the Eagle Each characteristic can be increased only once in this
way.
Tchar the Great Eagle is the Changer of the Ways. He A Bloodfather may take Strength skills in addition to
is the Master of the ever-mutating energy known as those normally available to a Seer.
magic and his followers are skilful practitioners of
the arcane arts.
Leader: The Hero is capable of casting spells and Mark of Onogal the Crow
immediately learns one random spell from the Tchar Onogal the Crow is the Lord of Decay who unleashes
Rituals. However, he suffers –1 on all rolls for pestilence upon the world. Therefore his followers are
Difficulty unless he was a wizard before. almost completely immune to diseases and serious
Seer: A Seer of Tchar has command of powerful wounds.
sorcery. The sorcerer starts with two spells from the Leader: The Hero gets +1 T and may re-roll on the
Tchar Rituals. One can be chosen freely, the second is Serious Injuries table once. In addition, he is immune
randomly determined. to poison.
Seer: The Seer uses the Nurgle Rituals (see p. 65 in the
Empire in Flames Supplement). However, replace the
first spell in the list with the Touch of Onogal as
described below.
A Seer of Onogal is immune to poison.

Mark of Shornaal the Serpent


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

130
Shornaal Rituals
The 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.

2 Dance of the Serpent Difficulty 8


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

3 Endless Torment Difficulty 9


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

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.

5 A Thousand Voices Difficulty 8


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

6 Shornaal’s Temptation Difficulty 7


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

131
Tchar Rituals
The 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.

1 Tchar’s Blessing Difficulty: auto


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

2 Dispel Magic Difficulty 7


The winds of magic are bound to the will of Tchar and no so-called wizard may use them
against his favoured.
The Seer ends all effects of currently active spells.

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.

5 Tchar’s Reward Difficulty 8


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

6 Slave to Chaos Difficulty 9


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

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

1 Touch of Onogal Difficulty 10


The Seer’s body is covered with smallpox and blisters. His touch can transmit
devastating diseases.

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

Norse Explorers warband originally written by Derek


Whitman & Bill Sariego for the Lustria - Cities of Gold
alternative setting
Norse background edited by Werekin
134
Norse equipment lists
The following lists are used by Norse warbands to pick their equipment:

HERO EQUIPMENT LIST HENCHMAN EQUIPMENT LIST


Hand-
Hand-to- to-hand Combat Weapons Hand-
Hand-to-
to-hand Combat Weapons
Dagger .................................................. 1st free/2 gc Dagger .................................................. 1st free/2 gc
Hammer..............................................................3 gc Hammer..............................................................3 gc
Axe ......................................................................5 gc Axe ......................................................................5 gc
Sword............................................................... 10 gc Sword............................................................... 10 gc
Double-handed weapon ................................. 15 gc Spear................................................................ 10 gc
Flail .................................................................. 15 gc Double-handed weapon ................................. 15 gc

Missile Weapons Missile Weapons


Throwing axes (same as knives)..................... 15 gc Throwing axes (same as knives)..................... 15 gc

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

HUNTER EQUIPMENT LIST


Hand-
Hand-to-
to-hand Combat Weapons
Dagger .................................................. 1st free/2 gc
Hammer..............................................................3 gc
Axe ......................................................................5 gc
Sword............................................................... 10 gc
Spear................................................................ 10 gc
Double-handed weapon ................................. 15 gc

Missile Weapons
Javelins................................................................5 gc
Bow.................................................................. 10 gc

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

Norse skill tables


Combat Shooting Academic Strength Speed Special

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.

Range Strength Special rules


8” As user Thrown weapon

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.

Norse special skills


Norse heroes may use the following skill list instead of any of the standard skill lists.

barbarian courage shield master


As Norse warriors strive to die bravely in battle, they Norse warriors begin training with shields when they
learn to fear nothing and embrace hardship. This hero are still children. Some warriors become to skilled
never needs to take all alone tests and may re-roll with these weapons they can almost any blow against
failed fear tests. them. When this hero is armed with a shield he may
parry with it in addition to getting a 6+ save.
berserk charge
The Norse are very skilled with weapons that many
crushing blow
other races see as primitive and savage. When this Norse warriors train in almost all of their spare time.
hero is armed with an axe or double handed weapon, They are expert fighters and learn to put all of their
he may re-roll all failed to hit rolls when he charges. strength into very powerful attacks. No enemy may
parry an attack made by this hero because it strikes
with such great power that it pushes right through a
battle tongue buckler or sword.
Only a hero with the leader skill may gain this skill. It
allows models within 12” of him to use bis leadership,
rather than the normal 6”.

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 Caravan equipment list


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

HERO EQUIPMENT LIST HENCHMAN EQUIPMENT LIST


Hand-
Hand-to-
to-hand Combat Weapons Hand-
Hand-to-
to-hand Combat Weapons
Dagger .................................................. 1st free/2 gc Dagger .................................................. 1st free/2 gc
Hammer..............................................................3 gc Hammer..............................................................3 gc
Sword............................................................... 10 gc Axe ......................................................................5 gc
Rapier............................................................... 15 gc Sword............................................................... 10 gc
Pike* ................................................................ 10 gc
Missile Weapons
Halberd* .......................................................... 10 gc
Pistol ................................. 15 gc (30 gc for a brace)
*Sell-swords only
Duelling pistol.................. 30 gc (60 gc for a brace)
Missile Weapons
Armour
Crossbow......................................................... 25 gc
Light armour.................................................... 20 gc
Heavy armour.................................................. 50 gc Armour
Shield..................................................................5 gc Light armour.................................................... 20 gc
Helmet ............................................................. 10 gc Heavy armour.................................................. 50 gc
Shield..................................................................5 gc
Miscellaneous Equipment Helmet ............................................................. 10 gc
Cathayan silk cloak.......................................... 40 gc
Warhorse*........................................................ 40 gc CATHAYAN EQUIPMENT LIST
Trade wagon**.............................................. 180 gc Hand-
Hand-to-
to-hand Combat Weapons
*Knights Vanguard only Dagger .................................................. 1st free/2 gc
**Note that a starting warband must always Club ....................................................................3 gc
include one Trade Wagon! Sword............................................................... 10 gc
Double-handed weapon ................................. 15 gc
Katana .............................................................. 20 gc
Armour
Light armour.................................................... 20 gc
Heavy armour.................................................. 50 gc
Shield..................................................................5 gc
Helmet ............................................................. 10 gc

Merchant Caravan skill table


Combat Shooting Academic Strength Speed Special

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.

0-1 Apprentice Ride Warhorse: The Knights


Vanguard is trained in riding
15 gold crowns to hire Warhorses.
Less than desirable duties must be diligently fulfilled Hirelings: The Knights Vanguard
during an apprenticeship with a merchant – packing is a hireling, paid by the
mules, carrying crates or driving the wagon. Merchant and therefore
can never become the
Profile M WS BS S T W I A Ld warband's leader.
4 2 2 3 3 1 3 1 6
Weapons/Armour: The Apprentice
may be equipped with
weapons and armour
chosen from the Hero
Equipment list.
0-1 Magician
40 gold crowns to hire
Often warlocks, alchemists and sorcerers seek the
protection of an influential merchant to escape the
stakes of the fanatical Witch Hunters. As part of his
escort they secretly continue their forbidden studies
incognito. Opportunities arise to test the results of
their ability on the raiding creatures of the Wastes.

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.

Merchant special skills


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

bribery deal breaker


Whenever the warband has to take a Rout test, the When trying to sell items through the Trade special
Merchant may talk his hirelings into staying a little rule, the Merchant gets a +1 bonus on the roll to see
longer and face the danger. He may immediately pay 5 what the item would fetch.
gc per non-Hero warband member (including Hired
Swords!) still in the game. If he does, one member
taken out of action already, does not count for Rout
connected
tests. If after that a Rout test is still required, test as The Merchant knows many retailers and ways of
normal. This skill may be used as many times as getting hold of rare items. Instead of searching for rare
required so long as the coffers aren’t empty! items as normal he may visit the local black market
and its fencers. If he does, he may search for items
from the following table, applying the normal rules.
dubious income
The Merchant has set up an underground business
that proves to be quite profitable. After every battle in Item Cost Availability
which the Merchant was not taken out of action he Dispel Scroll 50 + 4D6 gc Rare 12
may choose to use this skill before the trading phase see Mordheim Annual 2002, p. 31
(i.e. before any gold is spent). If he does, he must pass Lesser Artefact 200 + D6x15 gc Rare 16
a Ld test. If the test is successful, the warband receives roll on the Lesser Artefacts table
one gold coin per Experience point the Merchant has. Magical Artefact 350 + D6x25 gc Rare 18
If the test is failed, the warband loses up to the same roll on the Magical Artefact Table from the
amount of gold coins. Mordheim rulebook, p. 141
Magical Scroll 100 gc Rare 14
roll on the Lesser Artefacts table
wholesale
The Merchant is known for buying items in greater
numbers and so is especially welcome at the other Note that though the Merchant may buy items using
merchants. He may search for D3+1 rare items after the table above he can never sell them back again (and
each battle instead of one item only (if he was not must hope for other players to be interested in them).
taken out of action, of course!).

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.

Range Strength Special rules


Close Combat As user Two-handed,
Strike first
SPECIAL RULES
Two-
Two-handed: A model armed with a pike may not use
a shield, buckler or additional weapon in close
combat. However it gets an additional +1 armour save
bonus against ranged attacks if it carries a shield.
Strike first: A warrior with a pike strikes first in the first
turn of a hand-to-hand combat. For that turn he gains
+1 Initiative representing the pike's long shaft that
allows him to attack even before the enemy reaches
him.

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

Necromancers are (just about) human. They use the


maximum characteristics for humans from the
Mordheim rulebook.

148
Undead skill table
Combat Shooting Academic Strength Speed Special

Liche √ √
Necromancer √ √ √
Grave Guard √ √

Undead equipment list


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

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

Undead special skills


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

corpse bomb wraith touch


Special magics and rituals can cause a Zombie to The hero may make a Wraith Touch attack instead of
explode when they are near the enemy. Secretly their normal attacks in close combat. The hero making
nominate one Zombie at the beginning of the battle to a Wraith Touch makes a single unarmed attack, if it
be a Corpse Bomb. If the enemy charges or is charged hits, it wounds automatically, all rules that apply to
by the Zombie, it immediately detonates. All models unarmed attacks apply to the Wraith Touch. If a Liche
within D6 inches take D3 Strength 4 hits. The uses this skill and wounds, then he may regain one
detonated Zombie may never be used again as it is lost wound. This may not take the hero beyond his
splattered in a million pieces! Corpse bombs killed by starting total. Necromancers do not regain wounds
shooting do not detonate. Only one Zombie at a time with this skill. This skill has no effect on the Possessed
can be a corpse bomb although the skill can be taken or Undead.
by both the Necromancer and the Liche.
forbidden rite
deathspeaker If the hero with this skill did not search for rare items
At the start of the battle, the undead player may during their last exploration phase, then they start the
deploy D3 Zombies for free. These zombies do not next battle with a pool of D3+1 (+1) modifiers they
count towards the maximum number of models in the can use to increase their casting rolls. They may use as
warband, but increase the warband’s rating as normal. many of these modifiers at a time as they desire.
Zombies created in this way may not be used as
Corpse Bombs. These Zombies only last for the
duration of the battle.
summoner
The maximum warband size is increased by 1.

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.

4 Spell of Doom Difficulty 9


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

5 Call of Vanhel Difficulty


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

6 Deathly Visage (Necromancers only) Difficulty 6


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

Living Horror (Liche only) Difficulty 8


The ghostlights around the Liche intensify as he torments the mind of his enemy forcing him to
experience the sensation during the very moment of his death over and over
You may choose one model within 8” of the Liche and roll D6+3. If this score is equal to or greater than
the Leadership of the target model, then that model suffers a Wound, no armour saves allowed. If this
wounds the target and they still have Wounds remaining, then that target may not move, shoot or cast
spells during their next turn unless they pass a Leadership test. This spell will not affect the Possessed,
Undead, or any model that is immune to fear.

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.

Battle Monks equipment lists


The following lists are used by Battle Monks warbands to pick their equipment:

SOLDIER EQUIPMENT LIST MONK EQUIPMENT LIST


Hand-
Hand-to-
to-hand Combat Weapons Hand-
Hand-to-
to-hand Combat Weapons
Spear................................................................ 10 gc Axe ......................................................................5 gc
Sword............................................................... 10 gc Spear................................................................ 10 gc
Katana .............................................................. 20 gc Sword............................................................... 10 gc
Cathayan longsword* ..................................... 75 gc Quarter staff .................................................... 15 gc
Katana .............................................................. 20 gc
Missile Weapons
Chain sticks ..................................................... 20 gc
Duelling pistol.................. 30 gc (60 gc for a brace)
Handgun.......................................................... 35 gc Missile Weapons
Bow.................................................................. 10 gc Fish-hook shot................................................. 10 gc
Crossbow......................................................... 25 gc Throwing stars................................................. 15 gc
Armour Armour
Light armour.................................................... 20 gc None
Heavy armour.................................................. 50 gc
Shield..................................................................5 gc
Helmet ............................................................. 10 gc
Miscellaneous Equipment
Cathayan silk cloak*........................................ 40 gc
Horse* ............................................................. 30 gc
*Emissary only

Battle Monks skill table


Combat Shooting Academic Strength Speed Special

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.

Range: Close Combat; Strength: As user;


Special Rules: Balanced, Parry, Freestyle fish-hook shot
SPECIAL RULES 10 gold crowns
Balanced: A quarter staff is, especially light and easy to Availability: Rare 7, Battle Monks only
wield. A model armed with a fighting staff gets +1 Hook shot is a fine rope or chain with a weighted
Initiative in close combat. fishing hook or scythe tied to its end. Monks use the
range of this curious barbed weapon with deadly
Freestyle: Although a staff does not always require two
precision to cause sword-wielding enemies to fall.
hands to use it cannot be combined with another
weapon, shield, buckler, etc. However it can be
Range: 3"; Strength: 3;
combined with the Monks bare hand attacks. This
Special Rules: Thrown weapon, Precise, Caused fall
means that the Monk is still getting +1 Attack.
SPECIAL RULES
chain sticks Thrown weapon: Models using a fish-hook shot do not
suffer penalties for range or moving as it is designed
20 gold crowns for short range use anyway.
Availability: Rare 7, Battle Monks only
Precise: A model using a fish-hook shot is so well-
Consisting of wooden bars, tied together, chain sticks trained in the use of this weapon that he may attack
are enhanced with iron or steel to gain more striking enemy models that are engaged in close combat.
power. Compared to a flail it is light, providing the However the hook shot is useless when the monk is
bearer more flexibility in combat. engaged in close combat.
Caused fall: Before making his 'to hit' roll, a warrior
Range: Close Combat; Strength: As user;
may declare to try and cause an enemy model to fall
Special Rules: Flurry, Two-handed
instead of causing damage as normal. The warrior
must roll 'to hit' as normal and then pass a Strength
test. If the test is successful the enemy model counts
as knocked down.

Battle Monks special skills


Battle Monks of Cathay may choose to use the following skill list instead of the standard skill lists.
Note that the Emissary may only pick the Warmonger skill.

energy focus human shield


If fighting unarmed the Hero may choose to reduce If two or more models are engaged in close combat
his Attacks by –1 and thus gain +1 Strength in close with the monk, he may choose to grab one to use it as
combat. The monk may sacrifice any number of a shield instead of his normal attacks. To do this he
attacks this way. must pass an Initiative test after the first model has
attacked, but before the second model attacks. On a
successful roll, the monk grabs the first model – the
lightning speed second model directs its full attacks on the friendly
The monk may triple his Movement whilst running or model. After the combat phase the model breaks free
charging and may run even when there are enemy and the battle goes on as usual. On a failed roll the
models within 8”. monk and the second model use their normal attacks.

leap of faith warmonger


The Hero cannot be intercepted whilst charging. He The Emissary may make a Ld test before the battle. If
may escape from combat (as described on p. 161 in the test is successful, D3+1 Raging Peasants join the
the Mordheim rulebook) by leaping away without warband for the next game (this may exceed the
having to pass a Ld test and may declare a leaping maximum number of warriors). Each Raging Peasant
charge at the same time in the same turn. in the warband is subject to Hatred for the duration of
the battle.

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.

Profile M WS BS S T W I A Ld SPECIAL RULES


Simple folk: Peasants never gain Experience.
4 4 3 3 3 1 4 1 8
Mob: Peasants become threatening in large
Weapons/Armour: Dragon Monks may be equipped numbers. A Peasant gets +1 Ld for each other
with weapons chosen from the Monk Equipment list. allied Peasant model within 3". Due to their
Monks suffer no penalties whatsoever for fighting rage they do not benefit from the leader rule.
unarmed and they receive +1 Attack when doing so. Ignored: Peasants that are out of
action do not count to the number
SPECIAL RULES of out of action models for the
Art of Silent Death: Dragon Monks have become purpose of Rout tests.
masters of the Cathayan art of open-hand fighting. In
hand-to-hand combat, if fighting unarmed, they will Downtrodden: When a Peasant is
cause a critical hit on a roll 'to wound' of 5-6 instead wounded do not roll for injury.
of a 6. If the Dragon Monk wields a quarter staff, only The model is immediately taken
the unarmed attacks will cause a critical hit on 5+. out of action.

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.

Special rules Characteristic increase


Hard to Kill: Like their uncorrupted brethren, Chaos Characteristics for warriors may not be increased
Dwarfs are tough, resilient individuals who can only beyond the maximum limits shown on the following
be taken out of action on a roll of 6 instead of 5-6 profiles. Informers are a mixture of races, half-breeds,
when rolling on the Injury chart. Treat a roll of 1-2 as and mutants. They use the maximum characteristics
knocked down, 3-5 as stunned, and 6 as out of action. for humans from the Mordheim rulebook.
Hard Head: Chaos Dwarfs ignore the special rules for
clubs, maces, etc. They too are not easy to knock out! Profile M WS BS S T W I A Ld
Chaos Dwarf 3 7 6 4 5 3 5 4 10
Armour: Chaos Dwarfs never suffer movement
penalties for wearing armour. Profile M WS BS S T W I A Ld
Bull Centaur 8 7 6 5 5 4 6 5 10

Chaos Dwarf skill table


Combat Shooting Academic Strength Speed Special

Sorcerer √ √ √ √
Bull Centaur √ √
Gaolers √ √ √ √

158
Chaos Dwarf equipment lists
The following lists are used by Chaos Dwarf warbands to pick their equipment:

CHAOS DWARF EQUIPMENT LIST Miscellaneous Equipment


Hand-
Hand-to-
to-hand Combat Weapons Engine of Chaos ............................................ 125 gc
Dagger ................................................................2 gc
Mace....................................................................3 gc INFORMER EQUIPMENT LIST
Hammer..............................................................3 gc Hand-
Hand-to-
to-hand Combat Weapons
Axe ......................................................................5 gc Dagger ................................................................2 gc
Sword............................................................... 10 gc Mace....................................................................3 gc
Steel whip* ...................................................... 10 gc Axe ......................................................................5 gc
Double-handed weapon ................................. 15 gc Spear................................................................ 10 gc
Man-catcher* ................................................... 25 gc
Missile Weapons
*Gaolers only
Sling ....................................................................2 gc
Missile Weapons Bow.................................................................. 10 gc
Pistol ................................. 15 gc (30 gc for a brace)
Armour
Blunderbuss .................................................... 30 gc
Light armour.................................................... 20 gc
Handgun.......................................................... 35 gc
Shield..................................................................5 gc
Armour Helmet ............................................................. 10 gc
Light armour.................................................... 20 gc
Heavy armour.................................................. 50 gc
Shield..................................................................5 gc
Helmet ............................................................. 10 gc
Mechanical suit**.......................................... 175 gc
**Sorceror only

Chaos Dwarf special skills


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

extra tough
A Chaos Dwarf with this skill is notorious for walking
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.

1 Spirit of Hashut Difficulty 9


The air around the Sorcerer thickens to form a billowing avatar of the great Bull-God. In defiance
this unholy likeness to the Father of Darkness rolls forward, trampling all before it.
The player draws a line 18” from the Sorcerer. All models crossed by the line, suffer one S4 hit.

2 Bellow of Doom Difficulty 8


Crackling with arcane energy, the Sorcerer's features contort into the horned visage of the mighty
Hashut. Smoke and flame spills from his maw, as he lets loose a deafening sound that none may
escape.
All models engaged in base contact with the sorcerer must make an immediate Ld test or break
from combat and run.

3 Fumes of Azgorh Difficulty 7


The Sorcerer's mouth glows. Clouds of black gas are slowly emitted until with an almighty belch,
a wave of corrosive smoke erupts from his gaping jaws.
The spell has a range of 8’’, hitting all models in its path on a D6 score of 4+. Any model hit suffers
a S4 hit, roll to wound as normal. No armour saves allowed.

4 Flickering Hide Difficulty


Difficulty 10
With eldritch power the target begins to burn from within. His skin spits and sparks wherever a
blow is struck as if like molten iron.
The Sorcerer may cast this spell upon himself or any one model within 6”. The flaming hide will
negate any one wound suffered on a D6 roll of 4+. In hand-to-hand combat, any model which hits
the flaming hide will suffer one S3 hit for each hit scored. The Flaming Hide lasts until the
beginning of the Sorcerer’s next shooting phase.

5 Lava Flow Difficulty 7


The Sorcerer melts into molten magma, burning itself into the earth. The Sorcerer then reappears
after seeping unnaturally through the ground.
The Sorcerer may move 12” in any direction, even into combat, counting as a charge. However,
due to the nature of this spell the Sorcerer may only reappear on or below the ground.

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:

OGRE EQUIPMENT LIST Miscellaneous


Gnoblar Fighter............................................... 15 gc
Hand-
Hand-to-
to-hand Combat Weapons Lookout-Gnoblar............................................. 20 gc
Cleaver (counts as axe)......................................5 gc
Luck-Gnoblar................................................... 25 gc
Ogre club ......................................................... 10 gc
Sword-Gnoblar ................................................ 30 gc
Sword............................................................... 10 gc
Spear................................................................ 10 gc GUIDE EQUIPMENT LIST
Morning star .................................................... 15 gc
Double-handed weapon ................................. 15 gc Hand-
Hand-to-
to-hand Combat Weapons
Iron fist ............................................................ 15 gc Cleaver (counts as axe)......................................5 gc
Cathayan longsword* ..................................... 75 gc Ogre club ......................................................... 10 gc
*Captain only Sword............................................................... 10 gc
Spear................................................................ 10 gc
Missile Weapons
Double-handed weapon ................................. 15 gc
Hand-held mortar ........................................... 70 gc
Missile Weapons
Weapons
Armour
Harpoon crossbow.......................................... 50 gc
Light armour.................................................... 20 gc
Heavy armour.................................................. 50 gc Armour
Helmet ............................................................. 10 gc Light armour.................................................... 20 gc
Helmet ............................................................. 10 gc

Ogres skill table


Combat Shooting Academic Strength Speed Special

Captain √ √ √
Youngblood √ √ √
Mountain Guide √ √ √

Ogres special skills


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

master of arms bull charge


The Ogre learns how to use his size. He may now Ogres learn to use their vast bulk in a charge,
wield a Difficult to Use weapon and a hand weapon at trampling the enemy to the ground. When charging,
the same time, but not two Difficult to Use weapons. an Ogre with this skill may attempt a single attack with
a +1 ‘to hit’ modifier rather than making his normal
attacks. If successful the enemy model is automatically
crude belch knocked down.
Ogres eat almost anything. Consequences are to be
expected from those inconsiderate enough to dog of war
consume a rich meal before battle. A Hero with this
'condition' may unleash his thunderous fumes on all When an Ogre travels south he can find employment
enemies engaged in close combat. Those that do not as a tavern bouncer. Some are enlisted by Paymasters
pass a Ld test suffer a –1 ‘to hit’ modifier for the turn. to fight for Tilean City States. Drawing from
The Ogre must wait until a new enemy engages him in experience gained during a stint on foreign soil, the
combat before he relieves himself again. band can now hire those Hired Swords available for
Mercenaries. This skill may only be taken by the leader
and if he dies all Hired Swords are removed from the
maneater warband.
Ogres are not civilized of their own accord but it is
proven they are prone to absorb foreign customs bellowing roar
when travelling the world. Some eventually learn An Ogre leader expects challenges to his authority.
strange new skills before returning home to their One of the best ways to suppress a mutineer in the
tribes. This Ogre may immediately learn one skill from ranks is to give his ear drums a good pounding. This
the Shooting or Academic skill lists. This skill may be skill may only be taken by the warband leader,
taken only once and may not be taken by the Guide. allowing him to re-roll the first failed Rout test.

164
Ogres special equipment
This equipment is only available to the Maneaters, and no other warband may purchase it.

ogre club hand-held mortar


10 gold crowns 80 + 2D6 gold crowns
Availability: Common (Ogres only) Availability: Rare 12 (Ogres only)
Ogre clubs are crudely fashioned with bindings, The explosive power of a mortar, in a small enough
spikes, and studs, and the craftsmanship and size of package to be carried by a single man, the Hand-Held
the club an Ogre wields is an indication of his status. Mortar enables an ogre to launch an explosive into the
An Ogre wielding a simple log is generally seen as midst of the enemy, sowing death and disorder.
desperate or extremely poor while wandering ones
are known to wield almost anything of suitable size Range: 24"; Strength: 4;
such as street lamps, salvaged artillery or pieces of Special Rules: Move or fire, Prepare shot,
architecture. These clubs are normally used for Save Modifier, Scatter, Experimental, Explosive Radius
knocking out food so that it can be dragged back to
the cave without losing much blood, but are also SPECIAL RULES
perfect for breaking enemies defence in a fight. An Scatter: If the warrior misses his roll to hit, the shot
Ogre trusts his club and will eat it only in the direst of will land 2D6” in a random direction (determined
circumstances. using a Warhammer directional die, using the “clock-
face method” of scattering, or whatever other method
Range: Close Combat; Strength: As user; the players can agree to).
Special Rules: Concussion, Crushing attack Experimental: The Repeater Handgun is always subject
to the optional Blackpowder Weapons rules from the
SPECIAL RULES
Mordheim rulebook, even if they are not normally
Concussion: Ogre clubs are excellent to use for used in your campaign. On any result other than
striking enemies senseless. When using an Ogre club,
“BOOM!”, the weapon has jammed or run out of
a roll of 2-4 is treated as stunned when rolling for
loaded barrels and must be reloaded.
Injuries.
Explosive Radius: After determining the final landing
Crushing Attack: Ogre clubs may be wielded with
spot, the explosion created by the bomb will cover a
impressive strength imposing –1 to enemy armour
small area. The target and any models within 1 ½” of
saves. Also the Strength of the attack is considered one
him each take a single S4 hit from the blast.
higher for parry attempts by the defender, so a S3
model may not parry attacks by a S5 Ogre wielding the
club. Crushing Attack only applies if the Ogre uses the
club with both hands. harpoon crossbow
50 gold crowns

iron fist Availability: Rare 10 (Ogres only)


Little more than a crude crossbow hybrid, scaled up
15 gold crowns for the sake of a titanic marksman.
Availability: Common (Ogres only)
Range: 30"; Strength: 5;
Ogres often shield their off-hand with some kind Special Rules: Move or fire, Prepare shot
of spiked gauntlet. Such a heavy glove can be
used to bat aside the strongest of attacks in
a similar way to a giant buckler or to smash
an enemy's face to a pulp.

Range: Close Combat; Strength: As user;


Special Rules: Parry, Gloved, Dual-role

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)

lookout-gnoblar An Ogre with a Sword-Gnoblar gains one extra


Strength 2 attack in Close Combat, at the weapon skill
20 gold crowns of the owning model. This attack is made at the same
time as the owning Hero’s attacks and must be
Availability: Rare 8 (Ogres only) directed at a model the Ogre has directed attacks
An Ogre with a Lookout-Gnoblar gains the skill Dodge toward. The opponent’s attention is on the Ogre!
from the Speed skill list.

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

Weapons/Armour: A Half-grown may be


equipped with weapons and armour
chosen from the Ogre equipment list.
Unlike other models Ogres 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.

167

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