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Dramatis personae

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).

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Dramatis personae

Aenur, the sword of twilight


any famous swordsmen have come to SPECIAL RULES
M Mordheim to make their fortune, but few can
match the terrifying reputation of the Elf swordsman
Invincible Swordsman. Aenur always hits his
opponents on a roll of 2+ in hand-to-hand combat.
Aenur. This mighty warrior was responsible for
slaying the entire Possessed warband of Karl Wanderer. Aenur only ever stays with a warband for
Zimmeran, and single-handedly cleansed the Rat the duration of the battle. A warband who used Aenur
Hole, a settlement that had been overrun by in their last battle may not seek him out
Beastmen. until they have fought at least one
battle without him.
Rumours about Aenur’s origin abound. Elves usually
avoid human settlements, and Mordheim in Ienh-Khain (the Hand of
particular, but for some reason the tall, pale Khaine). Ienh-Khain is an
swordsman has stayed in the proximity of the ruined incredibly long single-
city for months. edged sword, which
Aenur uses with
Some say Aenur comes from beyond the Great Ocean, consummate skill.
from the fabled Elven kingdoms, and that he is the This sword allows
captain of the legendary Order of Swordmasters. Aenur to parry,
Others claim that he is a Wood Elf prince in exile. adds +1 to his
Aenur himself says little about his past and those Strength and
who are wise do not question him. causes a
Whenever a warband prepares an expedition to critical hit
explore the inner city, there is a chance they may on a roll
hear a sharp rap at the gate of their encampment – of 5-6
their unexpected visitor will be Aenur, offering his when
services to their leader. rolling
to
If, indeed, Aenur seeks something in the grim ruins of wound.
Mordheim, no-one knows what this might be. Some
say that he wishes to explore the Pit itself, and slay
the enigmatic Shadow Lord, though such a task must
surely be above even this mighty warrior.
Aenur is tall even for an Elf, and beneath his finely
woven Elven cloak he wears armour of gleaming
ithilmar. He carries a sword of immense size which is
rumoured to have arcane properties. Certainly no-
one who has been struck by it has ever lived to tell
the tale.

Hire Fee: 150 gold crowns to hire.


May be Hired: Any warband except Skaven, Undead
and the Possessed may hire Aenur.
Rating: Aenur increases the warband’s rating by
+100 points.

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.

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Dramatis personae

Johann the knife


et your hands off me, brute! Let go of me, and Of the many cutthroats and assassins for hire that
“G I’ll tell you what I know. So, you seek Johann
the Knife! Take my advice, friend, do not speak his
infest the settlements around Mordheim, Johann the
Knife is the most famous. He exhibits his vocation as
name out loud. He does not like people talking about hired knife-fighter and assassin extraordinaire by the
him in the street. What do you seek him for anyway? various lethal-looking daggers hanging from his belt,
So, you’ve got a job for him! Well, why didn’t you say and the mean glint of his eyes. Johann wears dark
so before? I cannot say where you might find him, leather gear, slightly out of fashion, which has never
because I do not know myself. Who does? Anyway, no been washed (or so the barmaids say). His long face
matter. When he hears word, he will find you soon bears the scars of many a fight, and his unkempt hair
enough! Ha! ha! It will cost you though, for he likes is lank and greasy.
gold, does Johann. He knows this city – what’s left of
Johann’s purse is always heavy with gold, and he takes
it – like the back of his hand. If he can’t find
no trouble to hide it, since only a fool would try to
someone, no-one can. He is like a shadow, he can go
steal it from him. Many have tried, and all have died…
in and out of anywhere, unseen. He can also fight his
very quickly. The craftsmanship and quality of
way out of anywhere. No-
Johann’s daggers is beyond compare, as he has taken
one can catch him.
them from the bodies of the many wealthy, but
As quick as lightning
unskilful, opponents he has despatched in vicious
with a knife, he is!
duels.
No traces, all very
neat and Hire Fee: 70 gold crowns to hire; +30 gold crowns
tidy. All I upkeep cost. Johann is addicted to Crimson Shade, so
need from you may hire him for one portion of Crimson Shade if
you is the you wish.
gold, and the May be Hired: Any warband except Skaven, Undead
name. Johann and the Possessed may hire Johann.
will do the
rest.” Rating: Johann the Knife increases a warband’s rating
by +60 points.
Conversation
overheard in
Mordheim M WS BS S T W I A Ld
Johann 4 3 6 4 3 2 6 1 7
Weapons/Armour: Johann is armed with countless
throwing knives and several long daggers (he always
counts as having two swords in close combat). His
weapons are always coated with Black Lotus and he
may take Crimson Shade before a battle if you want
him to.

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!).

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Dramatis personae

Bertha Bestraufrung, high matriarch of the sisterhood


ears ago, Bertha sought refuge in the strict Weapons/Armour: Bertha is armed with two
Y discipline and devotions of the Sisters of Sigmar.
Only the warrior god of the Empire was worthy of
Sigmarite warhammers, wears gromril armour, and
carries a vial of blessed water and a holy relic.
her esteem. Only He was constant and faithful. And
had not holy Sigmar, in truth, chosen her to be one of SKILLS
his handmaidens? Bertha has the following skills: Mighty Blow,
The pure blood of the Unberogens runs in Bertha’s Unstoppable Charge and Righteous Fury.
veins, as evinced by her long golden plaits and fierce
blue eyes, which can freeze a Goblin at twenty paces PRAYERS OF SIGMAR
with an icy glare. Even her voice commands Bertha knows all six Prayers of Sigmar.
authority, turning strong, hairy-thewed men into
trembling wretches. SPECIAL RULES
High Matriarch. As the High Matriarch of the Sisters
The Sisters look up to Bertha as an example of holy of Sigmar’s Mercy, Bertha will automatically
womanhood. She rose rapidly through the ranks of be the leader of any warband she
the Sisterhood, and on her deathbed the revered joins.
Matriarch Cassandra named Bertha her successor,
new High Matriarch, and Abedissa of Sigmar’s Rock. Sigmar’s Handmaiden.
Bertha is favoured above all
Sometimes, as Bertha straps on her Gromril armour other Sisters in the eyes of
in the light of dawn, she reflects on the lost innocence Sigmar. She gains +2 to
of her youth. Then, angrily, she tightens the studded all her rolls to see
leather straps tightly over her iron-hard limbs and whether her Prayers
strides outside to spend hours practising with her of Sigmar are
great warhammers, preparing herself, as a bride of granted.
Sigmar should, for the day of battle.
Extract from the Tome of Heroes

Hire Fee: None. Bertha will come to the aid of any


Sisters of Sigmar warband if they send one or more of
their Heroines to look for her in the normal manner,
rolling under their Initiative (representing their
efforts to gain audience with the High Matriarch). If
she does grant an audience, she might decide that her
personal help is needed in the forthcoming battle.
She will only come to the aid of a Sisters of Sigmar
warband if their enemy has a higher warband rating.
Consult the table below, and roll a D6 to see whether
Bertha will aid the warband. A request for Bertha to
aid the warband must be made for each battle you
wish her to help the warband.

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.

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Dramatis personae

Veskit, high executioner of clan eshin


t killed us all! We couldn’t stop it, our weapons Veskit managed to take the prisoner back, fighting his
“I broke against its body... It was black, like a
shadow, and it was moving so fast, cutting men to
way through the guards, but at a very high cost. He
suffered terrible wounds and would have certainly
shreds left and right. We fought, yes we fought hard, died, but the Nightmaster of Clan Eshin made a pact
and old Marcus even tried his trick with the oil flask. with the Warlock Engineers. The Skaven scientist-
It was engulfed by flames and for a moment we sorcerers replaced various parts of Veskit’s body with
thought we’d stopped it. No way, it came out of the their part technological, part magical implants and
fire, still ablaze. It was as if it didn’t care! That was made him into a walking arsenal of deadly weapons.
too much and those left of us ran for it. Still it Veskit is now more a machine than a living thing, and
followed us, on and on, relentless and merciless. his thirst for killing has become almost
There was no escaping, no hiding, its red eye could uncontrollable.
always spot you. Oh that eye... that eye...”
When news of the wyrdstone came to the hidden
Last words of Fritz Huber at the Inn of the Red Moon, fortress of Clan Eshin, the Nightmaster sent Veskit to
Mordheim to deter the man-things from exploring the
Veskit was already a talented city, which rightfully belonged to the Skaven. From
clan Eshin Assassin when that day on, many adventurers have met their end in
he was entrusted with his the dark allies of Mordheim. Veskit’s unblinking eye
most difficult mission. misses nothing, and those he hunts on the streets of
He was hired by Clan Mordheim never return to the Gargoyle Gate.
Skryre to free one of
their oldest and most Hire Fee: 80 gold crowns to hire; +35 gold crowns
experienced upkeep cost.
Warlocks who was May be Hired: Veskit may only be hired by Skaven
being held hostage warbands.
by a rival clan.
Rating: Veskit increases the warband’s rating by +70
points.

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.

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WD244 Nicodemus 9/5/01 2:48 pm Page 2

Nicodemus, the cursed pilgrim


by Alessio Cavatore
icodemus was a
N promising apprentice to
the mighty wizard
Ganthrandir. During one of
his master’s many absences,
Nicodemus felt an
irresistible call from one of
the ancient artifacts stored
in the wizard’s laboratory:
an exotic magic lantern.
Created when the world
was but young, this mighty
artifact imprisoned the
essence of a powerful
Daemon. Many times
Nicodemus’ master had
warned him not to touch
the dangerous lantern, but
the voice in the young
wizard’s mind was more
convincing than even his
mentor’s: “Free me” it was
saying “and I will grant you controlling his fear, be pleased by his actions. So only remedy he has
your heart’s desire – shouted: “The wish! You Nicodemus picked up his stumbled upon is a
anything you want will be must grant me the wish as things and fled, beginning powerful potion concocted
yours! Mine is the power to you swore it!” The mighty his wanderings across the by a wise hermit he met in
make it so! Free me…” Chaos being smiled Old World. the World’s Edge
Nicodemus knew something enigmatically and asked: Mountains. The potion’s
“What is your wish then, Only a few weeks after that ability to delay the effects of
of dealing with these fateful day did Nicodemus
denizens from the Realm of manling?” the Daemon’s powers has
realise the Daemon’s become a lifeline for the
Chaos and immediately Fighting hard against all trickery. His body was
asked: “Do you swear it on sizeable wizard.
the instincts telling him to growing abnormally Unfortunately for
the name of the Power you flee as far as he could from quickly – he was now an
serve?” After a moment of Nicodemus he requires
this unearthly abomination, inch taller than the regular infusions of
silence, the voice answered: Nicodemus revealed his previous week and his body
“I swear it in the name of wyrdstone for the potion to
wish: “I want to become the was getting proportionally take effect. Thus Nicodemus
my Master!” So the greatest wizard known to bigger. The greatest wizard!
ambitious but naive young has been drawn to the
Mankind!” The cunning Daemon had greatest concentration of
wizard was hooked and taken his wish too literally!
proceeded to break the A few long heartbeats later this wondrous mineral –
Nicodemus had been taught Mordheim, City of the
runic seals of the lantern. the fiery gaze of the to be extremely careful with
Daemon left the wizard: Damned.
“Free at last!” boomed the the wording of anything
“Granted!” whispered the related to wish-magic, but Nicodemus’s skills have
voice of the Daemon as it Daemon and with one last
emerged from its prison in the sheer terror generated greatly developed during
evil chuckle disappeared by the Daemon had his time in the dark streets
a billowing, many-hued back to the netherworld
cloud. The smoke then overcome his training… of Mordheim and he is now
from whence it came. Now he was doomed to live something of a legend
seemed to coalesce into the
vague shape of a huge Nicodemus did not perceive with his mistake. among the many warbands
humanoid creature, with a any immediate change and vying for supremacy in the
From that day on, the life of city. Who knows where he
bird-like head atop a long wondered how long it Nicodemus has been an
thin neck and vast wings would take for the wish to will appear next and who
uninterrupted quest, a will he join in his never
seemingly made of come true. Only one thing desperate search for a way
iridescent light. The was clear, he could not stay ending search for the
to negate the curse of precious magic stones…
Daemon looked down on there anymore, because his unstoppable growth. The
the human, and Nicodemus, master would certainly not

M WS BS S T W I A Ld desperately needs fragments with both hands, in which


of wyrdstone to delay his case the staff counts as a
Nicodemus 4 3 3 4 4 2 3 1 8 abnormal growth. When he club, but also allows
joins the warband and after Nicodemus to parry as if he
Hire Fee: See Special Rules. enormous Wizard’s Staff (see each battle he fights, was armed with a buckler;
Special Rules). including the first, you must alternatively Nicodemus can
May be Hired: Any warband
except Skaven, Undead and pay him with a wyrdstone use the staff in his left hand
the Possessed may hire
Skills shard. If you don’t have a as a normal club while he’s
Nicodemus has the following shard or if you don’t want to wielding the Sword of
Nicodemus. Remember that skills: Sorcery and Fearsome.
he must be looked for, like give it to Nicodemus and Rezhebel (see Lesser Magic
all other special characters. prefer to sell it, the cursed spells) in his right hand.
Spells pilgrim will leave the
Rating: Nicodemus increases Nicodemus knows all six warband, never to return. Note: the Sword of Rezhebel
the warband’s rating by +85 Lesser Magic spells. is a spell and not a normal
points. Wizard’s Staff. Nicodemus sword, therefore it cannot
Special Rules can use his staff in close be used to parry.
Weapons/Armour: Cursed. Nicodemus is not combat in two different
Nicodemus carries an interested in money, he ways: he can use the staff
Khemri
The Land of the Dead
By Tommy Muller, Brian Coggin, Steve Gibbs, Robert walker & Terry Maltman.
www.grafixgibs.tripod.com/khemri/index.htm.com/lustria

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

Khar-mel the Djinn Weapons and armour: Khar-mel is armed


with a scimitar but wears no armour.
Djinn are magical elemental spirits akin to
Daemons, that reside in the deep deserts of SPECIAL RULES
Araby and the Land of the Dead. They may be Fear: The Djinn naturally radiate an aura of
summoned by a complicated ritual involving power and cause Fear.
dark pacts and unholy promises. Djinn are
creatures born of the elements and may Ethereal: Khar-mel has only a semi-solid form
assume many different forms such as horses and has a 5+ save that is never be modified
made of sand, pillars of fire or mighty Arabic due to high Strength or anything else. The
warriors comprised of swirling air. As with all save is not effective against magical weapons.
Daemons, anyone learning a Djinn’s true Elemental Magic: Khar-mel knows D3 spells
name will receive great power over it. Djinn chosen from the Elemental magic list. Roll
are ancient spirits and know many long randomly on the Elemental magic list to
forgotten secrets, especially from the early determine the spells she may use.
days of Nehekhara and for this reason many
sorcerers and priests attempt to summon SKILLS
them to learn such forbidden knowledge. All Djinn have magical powers due to their
Sultan Jaffar was known to have been in spiritual and elemental nature. Khar-mel has
prolonged contact with some of the mightiest mastered each of these in her time but she
Djinn, although many surmise that their lies may only use one at a time. During her
led to his downfall. Recovery phase she may declare that she is
Khar-mel is one of the few known Djinn of using one of her powers. It will last until her
Araby. She has oft been encountered in the next Recovery phase. She may not use the
western desert over the centuries. Despite same power for two consecutive turns.
being centuries old, she normally appears as a Whirlwind: Khar-mel has the power to turn
beautiful arabian woman of about 30 years of into a whirlwind. This can take many forms: a
age, although she has been known to appear sandstorm, a pillar of fire or a hazy shimmer
as a swirling cloud of dust or a pillar of fire on in the air. She can run at triple her movement
occasion. but may not charge or be charged. She cannot
Like all Djinn, Khar-mel knows many secrets make any attacks or cast spells while using
forgotten by mortal man and many sorcerers this power, but is at -1 to hit with missile
and priests have tried to summon her to weapons.
answer their questions. If she does have one Djinn’s Curse: Djinn are incredibly ancient
weakness it is her thirst for knowledge. A creatures, prophets of fate and doom to
warband who claims that they are many. This interferes with all of the
undertaking a quest in search of Djinn’s enemies within 4", incurring a
ancient lore may well secure Khar- -1 penalty to their to-hit rolls (both
mel’s services. with missiles and with close combat
May be Hired: Any warband may hire weapons) and all saves.
Khar-mel. However in order to Djinn’s Luck: Djinn have been
summon her, a Wizard (or other spell around for centuries and due to their
caster, including a Priest) must pass a test on prophetic powers are very good at avoiding
his own Leadership. This Wizard may be a trouble. This power confers a 4+ Ward save.
Hired Sword, but must have been with the If no save normally applies (eg, against magic
warband for at least one battle prior to weapons) then she gains a 6+ save.
attempting to summon Khar-mel. If the Wizard
that summoned Khar-mel is killed or leaves
the warband, Khar-mel will leave as well.
Rating: Khar-mel increases the warband’s
rating by +45 points.
Hire Fee: 80 gold crowns to hire + 30 gold
crowns upkeep.
Profile M WS BS S T W I A Ld
Djinn 6 4 4 4 4 2 3 2 8

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

SPECIAL RULES slew this giant of a man in single combat and


held his severed head high causing the rest of
Kindred Hatred: The Dark Elves have been the Norse to flee. To further quench her thirst
fighting the High Elves for many centuries.
for revenge she kidnapped Sigursen’s entire
The wars between the two races have been
family to be used as slaves and sacrifices to
very long and bloody affairs. The Dark Elves
the Serpent God. The battle of Skeggi was a
are very bitter since they have been exiled
milestone battle for the Amazons. None had
from Ulthuan and thus they hate any High Elf
accomplished what Penthesilea had. For it was
warriors including High Elf Hired Swords.
her and her small band of Amazon warriors
Excellent Sight: There are numerous that had taken the fight straight to the
legends detailing the excellent eyesight of the supposedly invulnerable Norse stronghold
Elves, both Druchii and Ulthuan kin. Elves can and rescued their sisters slaying many men in
spot hidden enemies from twice as far away the process. It was her brilliant guerrilla
than normal warriors (i.e. twice their Initiative tactics and her ruthlessness that won the day.
value in inches). Since then, the men of the New World
settlements live in fear and shudder at the
Shadows Embrace: The Dark Elf has mention of her name. Tales have it that no
mastered the art of making the best use of man has survived an encounter with her and
shadows to hide, this is the legendary ability many a mighty warrior’s head hangs from her
of the Dark Elf Scouts and the Assassins. If the belt its mouth sewn shut as a sign of
Dark Elf is in cover and a model attempts to obedience.
charge him, he can only charge the Elf using a
charge move equal to his initiative in inches. Hire fee: Use the same hire table as Bertha
In addition, missile weapons suffer an Bestraufrung on page 155 of the rulebook.
additional -1 penalty to hit on top of the Maybe Hired: Penthesilea will only join
penalty for cover.
Amazon Warbands.
Perfect Killer: All attacks made by the Rating: 70 points.
Assassin, whether in shooting or close combat,
have an extra -1 save modifier to represent his Profile M WS BS S T W I A Ld
skill In striking at unarmoured spots. 5* 5 4 4 4 2 5* 2 8
Renegade: Dijin is a kinslayer and therefore Weapons/Armour: Star Sword, Star Blade,
a renegade in Druchii eyes. Any Dark Elves Amulet of the Moon and wears Enchanted
that Dijin is fighting against will suffer Hatred Skins (see Amazon equipment).
towards him.
Wanderer: See Aenur page 153 of the main SKILLS
rulebook. Mesmerising dance, Savage Fury, Elixir of life,
Weapon Master, Concealment.
SPECIAL RULES
Amazon. She is an Amazon and therefore all
of the Amazon special rules apply.
Penthesilea, Mark of the Serpent Mark of the Serpent. The High Serpentine
‘I am the hunter and you are my prey.’ Priestesses have blessed the warrior prime
Penthesilea is known as one of the greatest with the greatest gift any warrior can bear in
Amazon warriors and is a legend amongst her the name and glory of their race. The mark of
people. The Amazons were outraged by the the serpent. This magical tattoo is only given
oafish menfolk of the Norse settlement of to the worthiest of Amazons warriors.
Skeggi when they captured some Amazons in Penthesilea gains +1 to her movement and
a raid planning to keep them as slaves. Initiative (as marked by* on her profile).
Penthesilea led a warband on a night raid Man-Hater: Having seen so many of her
against the timber halls of the Norse sisters captured or killed by raiders who are
settlement. Her silent warriors slew the predominantly men she has developed a
guards and they liberated their captured loathing for these uncouth, primitive
sisters. Before she could make good her creatures. Penthesilea is subject to Hatred of
escape, however, Penthesilea was set upon by all human males (I’m sure we can work out
the Norse Jarl Sigursen the Impaler, he who which figures are male here!) and has many of
had led the raid to enslave her sisters. She their heads hanging from her belt.
26
Lustria – Cities of Gold

Drenok Johansen, SKILLS


Wielder of the great axe Fearsome, Strongman, Combat master and
Step aside.
The great sagas of the Norse tribes tell of a
mighty warrior known as the Wielder of the SPECIAL RULES
Great Axe. Long ago in the icy, inhospitable Berserker: If Drenok is reduced to zero
tundra of the Norse land a young clansman wounds roll 1D6. On a score of 4+ he stands
with fire in his eyes and passion in his heart fighting until the end of the turn. You must
left his clan in search of his father’s fate. His roll every turn or he will be Out of Action.
father was Johan warrior-prime, Chieftain of
the Clan Icefang, possessed by a demon of Ice fang Axe: A massive double-handed axe,
Khorne. His father had disappeared rumoured this weapon has been handed down through
to have travelled across the seas. Leaving the the ancestors of Ice fang throughout the
clan in a self-imposed exile he was never seen generations. It is said that a revered ancestor
again in the lands of his birth. used the axe and slew a great White Dragon
many centuries ago.
After many a long year within the realms of
the Old World Drenok took ship to the New The axe is the same as a double-handed
World in search of his father. Weeks dragged weapon but it can also Parry and has a +1
on into months and months into years until modifier to injury rolls.
finally the day came when the two mortals Sabertooth Tiger Hide: Gives Drenok
finally crossed paths. Only then did Drenok a 6 save in close combat
truly know fear. For when Drenok looked into and 5+ against
the face of his father he saw the Daemon missile fire.
within. A titanic struggle ensued between
father and son. The battle was fierce and long,
lasting for many hours. With each wound
Drenok inflicted upon this demon, his father,
anguish and rage consumed his soul. Finally
his father fell and the battle was won. But
this was no true victory this was a day of
mourning. For Drenok had now lost a part
of his soul he could never reclaim. He gazed
upon the great axe, which lay at the feet of
his father’s corpse and realised it to be the
legendary axe of the Icefang, his clan. Lifting
the mighty axe above his head, his hair
braids blowing in the wind he roared in
defiance of world. His quest would be to
bring honour to the death of his father.
Hire fee: 70 gold crowns to hire: +30 gold
crowns upkeep.
Maybe Hired: Norse and human warbands
may hire Drenok.
Rating: Drenok increases the warbands
rating by 70 points.
Profile M WS BS S T W I A Ld
4 6 3 4 4 2 4 2 8
Weapons/Armour: Drenok wields the great
axe of the Icefang and he wears Sabertooth
Tiger Hide.

27
Dramatis Personae:

Maximilian the Mad

Maximillian the Mad was a once-respected Warrior Priest and envoy in


the thrall of the Grand Theogonist. Roaming the Great Forest with his bands of
Flagellants, he acted as the eyes and ears of the Sigmaritic faith, looking for
signs of corruption as he marched from town to town. Any that were found were
ruthlessly and systematically purged.
That was until he was commissioned by his overseers to investigate rumours of
blasphemy deep within the heart of the Great Forest. What Maximillian discovered
there is unrecorded but is said to have driven him beyond the brink of sanity.
Now largely a loner, he continues to rove the paths of the Great Forest, but the
religious fervour within his soul combined with the hatred and intolerance of his
passion threatens to destroy him and all he encounters.
Maximillian the Mad will readily take up arms to assist those who fight the enemies of
Sigmar, although he will demand a tithe to Sigmar for his services.

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

Armour/Weapons: Mad Max is armed with a double handed Holy


Weapon. This grants +2 Strength as per the rulebook and being a
holy weapon, it gives +1 to rolls to wound on Undead, Possessed,
Carnival of Chaos, Beastmen.

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.

Grand Master Ippan Shu


Although the populace of Sen’Quoi knows the name Ippan Shu, very few of them have ever seen him. Rumoured
to be both a hundred years of age and a grand Master of the martial arts, he is also given supernatural aspects,
such as the abilities of flight and the spitting of fire on those he calls foe.
His legend says that a former disciple, Xiao Lin, once tried to assassinate him as Ippan Shu lay sleeping. Still
asleep, he fought his student, only awakening when a knife sliced of half his left moustache (a grave outrage,
for a Cathayan elder’s beard represents his wisdom and experience). Angered, Shu immediately killed Xiao Lin,
yet still he keeps his moustache trimmed short; The better to remind him that even the best can be found
wanting and caught off-guard, that no matter how good you become, you can always be better.
A loner, Ippan Shu can be found wandering the Borderlands, meditating or fighting the different opponents that
dwell therein, be they terrible creatures of Chaos or the ferocious hobgoblin wolf riders; he sees them all as a
way of bettering his arts. Some whisper that Shu seeks to face an opponent who will prove a better fighter than
he and, until that day, will continue his wanderings, whether he lives another hundred years or achieves the
highest reaches of enlightenment.

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

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