Professional Documents
Culture Documents
Dramatis personae
his section details some of the strangest and You can only ever have one of a particular special
T most famous (or infamous) characters to be
found in Mordheim and the outlying settlements.
character in your warband. A warband may employ as
many special characters as it likes – if it can afford
Occasionally, these warriors join forces with a them!
warband (usually demanding wyrdstone or a bag of
gold in payment).
looking for special characters
The following characters (known as ‘special
After a battle, you can send any number of your
characters’) are hard to find and expensive to hire –
Heroes to look for a special character. Only Heroes
you must be lucky and wealthy to attract their
can look (Henchmen are rarely trustworthy enough).
attention.
Heroes who went out of action in the last battle are
This list does not, by any means, include all the unable to join the search because they are recovering
famous warriors and cold-hearted killers you could from their wounds.
encounter in Mordheim. There are famous
Heroes who are looking for a special character cannot
Dwarf gold hunters, Burgomeisters of the
look for rare items. Decide which special character
Merchants’ Guild, Theodor, the
you are seeking, and how many Heroes have been
marksman of Hochland,
sent to look for him. Roll a D6 for each searcher. If any
and many others. In fact
of the searchers rolls under his Initiative he has
we hope that the
located the special character. You can, of course, only
characters detailed
find one of a particular special character, no matter
here will inspire
how many searchers roll under their Initiative.
players to
invent
special hire fee
characters The warband must pay the hire fee for the special
of their character when he is recruited, and after each battle
own. he fights, including the first, you must pay an upkeep
fee. These fees are indicated in the entries. This
money comes from the warband’s treasury in the
same way as buying new weapons or recruiting new
warriors. If you don’t have enough gold to pay for the
special character he leaves the warband.
experience,
injuries and equipment
Special characters have their own equipment. Only
they may use this equipment; it can’t be given to
other warriors. Furthermore, you cannot buy
extra weapons or equipment for a special
character.
Special characters do not earn Experience
points, although they suffer serious injuries,
just like Heroes, if they are taken out of
action.
Each special character’s description tells
you how much to add to your
warband’s rating for including them
(taking into account their
experience and abilities).
111 111
111
Dramatis personae
M WS BS S T W I A Ld
Aenur 5 8 4 4 3 2 7 3 8
Weapons/Armour: Aenur wears ithilmar armour, an
Elven cloak and carries an enormous sword known as
Ienh-Khain.
Skills: Aenur has the following skills: Strike to Injure,
Expert Swordsman, Step Aside, Sprint, Lightning
Reflexes, Dodge and Mighty Blow.
112 112
Dramatis personae
SKILLS
Johann has the following skills: Dodge, Scale Sheer
Surfaces, Quick Shot, Eagle Eyes and Knife Fighter.
SPECIAL RULES
Knife Fighter Extraordinaire: Johann has a
deserved reputation for being the greatest knife-
fighter in whole of the Empire. Unlike normal
warriors, he can combine the Knife Fighter and
Quick Shot skills (yes, he can throw six
throwing knives in one turn if he does not
move!).
113 113
113
Dramatis personae
Difference in
Warband Rating Dice roll required
0-49 Nil
50-99 6+
100-149 5+
150-199 4+
200+ 3+
M WS BS S T W I A Ld
Bertha 4 5 3 4 4 2 4 3 10
May be Hired: Bertha Bestraufrung will
only join Sisters of Sigmar warbands.
Rating: Bertha increases a warband’s
rating by +105 points.
114 114
114
Dramatis personae
M WS BS S T W I A Ld
Veskit 5 5 4 4 4 2 5 4 8
Weapons/Armour: Eshin Fighting Claws (the extra
attack is included in his profile). Each Fighting Claw
incorporates an in-built warplock pistol, so Veskit can
shoot in every turn, and he fights in close combat with
Strength 5 and a save modifier of -3 (note that he
can still parry twice with his claws!).
SPECIAL RULES
Unfeeling. Veskit is a cold, calculating
killing machine, and feels few of the
emotions that living things do. He is
therefore immune to all psychology.
No Pain. Veskit ignores knocked down and
stunned results on the Injury chart. He
must lose his last wound and be taken
out of action before he is removed
from battle.
Unblinking Eye. Thanks to the
sorcerous devices built by the Warlock
Engineers of Clan Skryre, Veskit can spot
hidden enemies within twice his Initiative
value in inches.
Metallic Body. These give Veskit his high
Toughness and a 3+ armour save.
115 115
115
WD244 Nicodemus 9/5/01 2:48 pm Page 2
T his is the sixth and final installment of Khemri – the Land of the Dead; the new setting based
to the far south of the Old World amidst the burning desert sands and lost temples of old
Nehekhara. This section introduces Dramatis Personae that are exclusive to Khemri.
Dramatis Personae
Equipment: Black Nomad robes, Dagger, The
Abdul Alhazred, the Mad Sorcerer Eye Pendant
Abdul Alhazred is renowned as the mad
sorcerer from the Arabian town of Sanaá. Skills: Sorcery
Born to wealthy merchants he was educated SPECIAL RULES
with the sons of the local Caliph and it was in
the Caliph’s private library that he first learnt The Eye Pendant: The Eye Pendant is an
about the land of the Dead from tomes he had ancient artefact stolen by Abdul from the
been expressly forbidden to read. It was then Caliph of Sanaá. Only after much painstaking
that he developed an obsessional desire for research did Abdul discover its secrets and he
knowledge of the long dead civilisation of has used its arcane powers to protect himself
Nehekhara and some say it was the dread from the wrath of the Tomb Kings and their
reputation of this ancient land that drew him servants. Any Undead warrior wishing to
on to rash acts. Others say it was the calling of attack Abdul must first pass a Ld test. In
the legendary Nagash none know... addition, the pendant gives Abdul a 4+ Ward
save against all damage.
It is said that he left immediately, stealing
enough money to fund his wanderings along Psychology: Abdul Alhazred has witnessed
with an artefact of such antiquity it was some of the foulest monstrosities of the Land
believed to have come from Nehekhara. He of the Dead and is quite mad! He is immune
has visited the ruins of Khemri, Zandri, Numas to all Psychology-tests.
and Quatar and over long years plundered Djinn Master: Abdul Alhazred has spoken to
them of their secrets. His discoveries rival many of the mystical Djinn in his time and
those of Abdul Ben Raschid, whose works he despite his unsteady state of mind knows how
has voraciously studied and it is these that to see through their lies and bend them to his
have sent him spiralling into insanity. Referred will. If the warband he is with acquires a
to as ‘The Mad Sorcerer’ he is shunned by all Lamp of the Djinn he may assist a Hero using
except those foolish enough to want to learn it with a +1/-1 modifier on the Light and Dark
the secrets of the Land of the Dead. tables respectively.
Hire Fee: 70 gold crowns to hire + 30 gold Master Wizard: The Mad Arab is one of the
crowns upkeep. most learned and powerful wizards in Araby.
May be Hired: All warbands, except Witch He knows all the spells in the Elemental and
Hunters and Sisters of Sigmar, may hire the Necromancy lists. Because he is mad,
Mad Sorcerer. however, he must roll at the beginning of
each Shooting phase to see which spell he
Rating: Abdul Alhazred increases the remembers.
warband’s rating by +30 points.
Roll a D6: 1-3 Elemental, 4-6 Necromancy
Profile M WS BS S T W I A Ld
Then roll a D6 to see which spell he
Abdul 4 3 2 3 3 2 4 1 8 remembers.
16
Khemri – The Land of the Dead
17
Khemri – The Land of the Dead
SPECIAL RULES
Heinrich ‘Altdorf ’ Schmidt
Dr. Heinrich Schmidt is renowned at the Oh no, not Snakes!: ‘Altdorf ’ Fears all snakes
University of Altdorf. However, most of this and serpents
renown is not out of his scholarly works, but Whip Swing: ‘Altdorf ’ Schmidt has developed
rather the priceless artifacts he sends home a technique to use his whip as a rope to swing
from his journeys. Thanks to him, artifacts over gaps. To represent this, ‘Altdorf ’ Schmidt
from Kislev or Norsca, as well as far off places can jump a gap (up to a maximum of 4"),
such as Cathay and Lustria have found their without deducting the distance jumped from
way home to Altdorf. Since all his findings are his normal Movement allowance. You must,
shipped back to Altdorf, this has earned him however, still make an Initiative test not fall
the nickname ‘Altdorf ’ Schmidt. His down. In addition, he may use his whip to
main arena for relic hunting jump to a lower level, even through windows.
however, has come to be in Araby However, there must always be something on
and Khemri, with its grand tombs a higher level to attach the whip to in order of
and priceless treasures. The swing with it (just use common sense here –
acquisition of the relics is not sewers, dungeons, tunnels, etc, always count
often discussed, as most of the as having something to attach the whip to). If
scholars agree that they are more Altdorf Schmidt falls into a pit trap, he may try
capable of appreciating them than the to use his whip to save himself from falling
inhabitants of the lands from which they down by passing an Initiative test.
came.
No time for you: Altdorf Schmidt is
Hire Fee: 75 gold crowns to hire; + 1 notorious for being a man in a hurry. If his
treasure upkeep charge path toward a Hero, treasure or some
May be Hired: Any Human warband may hire other important target is obstructed by an
Altdorf Schmidt. enemy henchman who would prevent his
charge, ‘Altdorf ’ Schmidt may attempt a single
Rating: ‘Altdorf ’ Schmidt increases warband shot with his Duelling Pistol before charging
rating by +75 points. (assuming he didn’t fire it last round of
Profile M WS BS S T W I A Ld course). If this shot knocks down, stuns or
takes the henchman out of action, Altdorf
Djinn 4 4 4 3 3 2 6 2 8 Schmidt may charge as if the henchman
Equipment: Whip, sword, Duelling Pistol, wasn’t there. If the henchman is unharmed, it
Light armour, Lantern, Rope & Hook counts as a failed charge as normal.
Skills: Tomb Explorer, Lightening Reflexes, I’ll Take That!: Rather than being paid in
Whip Master, Step Aside, Streetwise, Dodge, gold, ‘Altdorf ’ collects relics and artifacts from
Luck (re-roll any one dice the places he visits. His upkeep cost is taken
during the game). as a piece of treasure.
(Rules for Whip & Well that’s it for Khemri – the Land of the
Whip Master can Dead. Hopefully we shall compile all of
be found in this as a supplement sometime in
TC14). the future, so keep your
water bottles
handy!
18
Lustria – Cities of Gold
Dramatis Personae
By Sam Sedghi, Jamie Webb & Andres May be Hired: Any warband except for
Olivares. Amazons, Shadow Warriors, Dark Elves
(obviously) and any warband that includes
Dijin Katal, and type of Elven hired sword may hire Dijin
The Renegade Assassin Katal.
How many years have I walked the earth? Rating: Dijin Katal increases the warbands
How many plains have I seen that stretch to rating by 70 points.
the horizon? How many cities are there that
are crammed with the filth and dregs of this Profile M WS BS S T W I A Ld
world? And how many dark places have been 5 7 5 4 3 2 7 2 8
my refuges? Yet I still miss that dreaded place
Weapons/Armour: Dijin Katal wears a
Clar Karond... my home. I wonder what is
Druchii Assassin’s cloak
happening amongst my kin what devious
and wields two swords
politics abound. Oh, how I miss the intrigue
coated with Dark
of a true civilisation. These are strange times.
venom and a repeater
I never desired to travel to this hot insect-
crossbow.
infested land of Lustria but now I am here it
has a strange hold on me. I have delivered
many to the grace of Khaine within this SKILLS
jungle. This jungle seems to cry out for blood. Dijin katal has the
Although my murderous instincts have grown following skills:
the animal inside is now in sated. What has Strike to injure,
become of me? Quick shot,
Dodge, Lightning
Still, my blades run with the blood of my reflexes and
enemies the only thing that brings me Trick shooter.
comfort. I have the murderous instinct, which
my people have practised for thousands of
years and the addiction is strong. That night
when I saw the broken bodies of my own kin
on the floor in the carnival of horrors I knew
that killing was my sole purpose. I also knew
that it didn’t matter who would be my prey –
friend or foe it makes to difference to the
unquenchable thirst within. And now my
comrades hunt me. Although my thirst for
another murder is great in good time soon it
shall be quenched. My life is for Khaine.
My goal? To find some meaning to this
mundane existence...
Known as ‘The Hunter in the Shadows’, ‘The
Thrice Cursed Renegade’, ‘He who Thirsts’
and ‘Kinslayer’, among other things, Dijin
Katal as greatly feared and loathed and that’s
just by his own people. The covens of the
Druchii have a price on Katal’s head and
demand that he be captured alive for the Hag
Queen’s pleasure. Few know this Druchii’s
chequered past when they hire him in fact
most are not even aware that he is Druchii,
such is their ignorance.
Hire fee: 85 gold crowns: 40 gold crowns
upkeep.
25
Lustria – Cities of Gold
27
Dramatis Personae:
Hire Fee: 80 gold crowns hire tithe, plus 30 gold crowns upkeep tithes.
May Be Hired By: Dwarfs and all human warbands except The Cult of the
Possessed, Sisters of Sigmar, Carnival of Chaos, Horned Hunters and
Middenheimers.
Rating: Increases warband rating by 25 points.
Profile M WS BS S T W I A Ld
Maximilian 4 4 3 3 4 2 3 2 10
SPECIAL RULES
Fanatical: Max will automatically pass al Leadership-based tests he is
required to take. Mad Max follows the rules for hatred when
encountering the following warbands: Orcs and Goblins, Black
Orcs, Forest Goblins, Horned Hunters, Sisters of Sigmar,
Middenheimers, Skaven, Undead, Beastmen, Possessed, Carnival
of Chaos.
Religious Fervour:
Fervour: Mad Max follows the rules for frenzy as per
the rulebook. (Note, he must always charge, even if this
requires a diving charge!) Also, he must always end his turn
closer to the enemy than at the start as his desire to fight the
enemies of Sigmar is so strong.
Fear: His reputation is such that he causes fear as per the
rulebook. Any models from the warband hiring him that
are within 3” of him are also immune to fear. Note: models
wishing to charge a fear causing enemy outside 3” still
need to pass a fear test as normal.
Strongman: As the Combat skill of the same name.
Dramatis Personae
The characters described in this chapter are unique
and outstanding persons from the Border Town
hiring and upkeep
Burning setting. They follow all rules for Dramatis Some of the special characters described in this
Personae as described in the Mordheim Rulebook on chapter can only be hired when using the Border
page 152. Town Burning campaign system. That is because their
hiring and/or upkeep costs are paid using campaign
points (CP) instead of or in addition to gold crowns.
old dramatis personae This means, when hiring dramatis personae the
Special Characters from the Mordheim Rulebook are warband erases an amount of CP equal to the
bound to the cursed city and should not be used in character’s hiring costs from their roster. The same
other settings. Sigurd and Bertha are unlikely to be goes for the upkeep costs which are also paid using
found in the wilderness of the Cathayan borderlands. campaign points.
Hire Fee: 75 gold crowns and 3 campaign points to Art of Silent Death skill applies to Lin’s fan attacks as
hire, +2 campaign points upkeep cost. well.
May be Hired: Any good aligned warband may hire Parry Missiles: Ippan Shu may use his iron fan to parry
Ippan Shu. missiles. For each hit by a missile weapon he parries
the shot if he beats the 'to hit' roll. Note that Ippan
Rating: Ippan Shu increases the warband’s rating by
Shu also has the Dodge skill.
+110 points.
Immune to Psychology: Ippan Shu is in total control of
Profile M WS BS S T W I A Ld his emotions and therefore immune to psychology and
4 7 7 4 4 2 6 4 10 automatically passes all Leadership-based tests.
With the Elegance of a Feather: Ippan Shu’s moves
Weapons/Armour: Ippan Shu wields an iron fan in appear supernatural to his enemies, as if he was flying.
one of his hands. His other hand is fighting unarmed. When running or charging he may move up to half his
total movement rate (ie, 6” – see Lightning Speed skill)
SKILLS in any direction, not only on the ground. This can be
Ippan Shu has the following skills: Art of Silent Death, combined with the leap skill, thus allowing Ippan Shu
Strike to Injure, Step Aside, Mighty Blow, all Speed to move up to 6+D6” in any direction. Note that he
and Battle Monk special skills except Warmonger. still must always finish his Movement on solid ground.
SPECIAL RULES Way of the Dragon: Being one of the most perfectly
Bare--handed Fighting: Ippan Shu can fight without
Bare trained mystic Dragon Monks, Ippan Shu spits fire
weapons and suffers no penalties when doing so. In upon his enemies in the shooting phase. Use the flame
fact, he then counts as having a second close combat template to determine which models suffer an
weapon and gets +1 attack. automatic Strength 4 hit. In addition, hit models are
set on fire on a roll of 4+ (see “Fire Rules” section).
Iron Fan: Ippan Shu’s iron fan can flick deadly force Note that Ippan Shu can use his breath attack even
with the grace of a dance. The weapon grants him +1 when he is engaged in close combat.
Initiative and allows him to parry not only enemy
blows but also missile shots (see below). Note that the
177
Maglah Khan’s Horde
Hobgobla Khan rules the Great Steppes, keeping his hordes in alliance with the Chaos Dwarfs through cunning
and strength, but also with the loyalty of tribal leaders amongst the hobgoblins. Such loyalty can be trusted
only so far, as any individual khan may attempt to usurp the current Hobgobla, usually by gaining respect
from the other chieftains and thus rising to take the position for themselves, before assassinating the previous
incumbent.
Such was the way for Maglah Khan, who had planned for months and accumulated enough followers to make
his play, yet perhaps it was the duplicitous nature of the hobgoblins or simply bad timing, but Maglah and the
surviving members of his tribe were forced to flee after the Hobgola ordered their deaths.
Taking to the Steppes and staying at least two steps ahead of any pursuers, Maglah Khan is now mercenary and
guide to any who would need both and seek his aid. Astride Denglesh, his wolf steed, Maglah performs these
roles easily, the few survivors from his tribe riding point and rear, but woe betide
any who forget the basic nature of a hobgoblin, for Maglah and his men are as
likely to run at the first sign of trouble as they are at the merest hint of incoming
hobgoblins. More so if you pay them beforehand.
Hire Fee: 80 gold crowns to hire, +25 gold crowns SPECIAL RULES
upkeep cost. Maglah's Boyz: Maglah
is always accompanied
May be Hired: Orcs & Goblins, Ogres, Chaos Dwarfs,
by some of his loyal
Marauders of Chaos, Norse, Beastmen, Possessed and
Hobgoblin Wolfboyz.
Mercenaries may hire Maglah Khan’s Horde.
Therefore a warband
Rating: Maglah Khan increases the warband’s rating by cannot hire Maglah alone
+60 points. but must hire some of his
retinue as well. A warband
Profile M WS BS S T W I A Ld with Maglah Khan must hire
Maglah Khan 4 5 5 3 3 2 4 2 7 multiple Hobgoblin Scout Hired Swords
Giant Wolf 9 3 0 3 3 1 4 1 4 (see Hired Swords chapter) as long as he stays in the
warband. The minimum is always two and up to a
Weapons/Armour: Spear, sword, bow, shield, heavy maximum of five Hobgoblin Scouts may be taken.
armour and helmet. Maglah rides a Giant Wolf. When Maglah leaves the warband all Hobgoblin Scouts
except for one will also leave.
SKILLS
Hobgoblin leader: Maglah Khan is the leader of all
Maglah Khan has the following skills: Quick Shot,
Hobgoblin Scouts in the warband. Any Hobgoblin
Eagle Eyes, Trick Shooter, Ride Giant Wolf and Horse
Scout within 6“ of him may use his Leadership when
Archer (treat as Giant Wolf Archer).
taking Ld tests. They may not use the warband’s leader
Leadership.
178
Belandysh, Condemned Champion of Chen
Belandysh was once a powerful Chaos Champion and Chieftain to the Tribe of the Rising Eagle, notable for their
devotion to Chen, as Tchar is known amongst the Hung. When he turned from Chen’s paths, the Lord of Change
blessed Belandysh in punishment, mutating the champion into a living symbol of constant change, gifting
Belandysh a powerful blade that would deform his enemies into Chaos Spawn. Now he perfectly represents his
former patron and can never be free, save in death. Perhaps that is the way the Master of Transfiguration
meant for Belandysh to be after all.
Hire Fee: 90 gold crowns and 5 campaign points to Tol'Agath: Belandysh used to ride a normal Battle
hire, +30 gold crowns and +1 campaign point Horse when he was still a Marauder Chieftain. When
upkeep cost. turned into a Chaos spawn, Tol'Agath, his steed, was
hardly spared and mutated as well. Tol'Agath acts as a
May be Hired: Marauders of Chaos, Beastmen, Norse
Warhorse (including the Battle Schooled rule). In
and Posessed may hire Belandysh.
addition, it is subject to the Inconsistency special rule.
Rating: Belandysh increases the warband’s rating by
Wrath of Tchar: If a battle ends with Belandysh being
+130 points.
out of action and someone having picked up the
Broadsword of Damnation, Belandysh is pulled into
Profile M WS BS S T W I A Ld
the Realm of Chaos and never seen again. He then
Belandysh 4 D6 0 D6 D6 3 D6 D3 10 cannot be hired again for the remainder of the
Tol'Agath 8 3 0 D6 D6 1 3 1 5 campaign.
Weapons/Armour: Belandysh is armed with the
Broadsword of Damnation (see Chaos Artefacts). He
wears a Helmet and a Chaos Armour that hardly hold
his body together.
SKILLS
Belandysh has the following skills: Fearsome,
Strongman, Chaos Armour and Ride Tol’Agath.
SPECIAL RULES
Immune to psychology: Belandysh is immune to
psychology and automatically passes all Leadership
tests.
Inconsistency: Belandysh's body is mutating
permanently. His variable attributes are determined
whenever needed, once every turn.
Regeneration: Whenever an enemy successfully inflicts
a wound on Belandysh, roll a D6, on a result of 4 or
more the wound is ignored and Belandysh unhurt.
However, note that he may not regenerate wounds
caused by fire or fire-based magic.
179