Professional Documents
Culture Documents
death of a leader
If the Old Sister of a Nefrata's Daughters warband dies
then the Young Sister will be entitled as Old Sister and to
learn to use magic in their stead. Is there no Young Sister
available, the warband falls apart. The new leader may roll
for a prayer/spell from the appropriate list, instead of
rolling on the Advance table, the first time they are eligible
for an advance. After this they are considered to be a
wizard/use prayers as appropriate for their warband and
use the Advance table as normal.
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Nefrata's Daughters
skill tables
Combat Shooting Academic Strength Speed Elf
Old Sister
Young Sister
Champion
Reikländer
Middenheimer
Marienburger
Elf
equipment lists
The following lists are used by Nefrata's Daughters 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 Crossboww . . . . . . . . . . . .. . . . . . . . . . 25 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Long bow . . . . . . . . . . . . . . . . . . . . . 15 gc
Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . 15 gc Armour
Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc Light armour . . . . . . . . . . . . . . . . . 20 gc
Halberd . . . . . . . . . . . . . . . . . . . . . 10 gc Heavy armour . . . . . . . . . . . . . . . . 50 gc
Morning star . . . . . . . . . . . . . . . . . 15 gc Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Mortal Pawn
Enchanted: As soon as the old sister is taken out of action, all warriors are subject to the rules for Frenzy for
the rest of the game.
Displeasure: Roll a d6 before each game, if you roll a 1, the warrior gnaws at his mind again for days, for
this game he is subject to the rules for Stupidity.
Origin: You may assign your warrior to one of the following origin, the extra gold pieces represent this.
5 GS Reikländer: The warrior adds 1+ to his Ballistic Skill.
5 GS Middenheimer: The warrior adds 1+ to his Strength.
15 GS Marienburger: The warrior add a bonus of 1+ when attempting to find rare items and is proficient
in Haggle.
25 GS Elf: The warrior is an elf, so he adds 1+ to his Movement, plus 2+ to his Ballistic skill and Initiative,
but he is currently only proficient with bows and longbows.
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Nefrata's Daughters
Heroes
0-1 Young Sister
50 gold crowns to hire
The young sister, second in command are mostly very
young and beautiful teenagers or woman, sold for cheap
gold by poor families or freed from a brothel. Those got
the first drops from the nactar of life, the blood of the
undead Lahmian bloodline.
1 ol d Sister Profile M WS BS S
6 3 3 3
T
3
W
2
I
4
A Ld
1 7
90 gold crowns to hire
The vampiress was entrusted by Nefrata Weapons/Armour: Vampires may be armed with
with a task that has taken her far from her weapons and armour chosen from the Undead
home to Mordheim. They are sent to Equipment list.
eliminate all the living who do not want to
serve the eldest queen. Mordheim, the city of the damned, SPECIAL RULES
was and is their goal. Leader: Any models in the warband within 6" of the
To anchor the supremacy of the clan of Lahmia. Vampire may use his Leadership instead of their own.
Determined, vampires are as ruthless as the possessed or Cause Fear: Vampires are terrifying Undead creatures
the orcs, but they succeed without attracting attention. and therefore cause fear.
Immune to Psychology: Vampires are notaffected
Profile M WS BS S T W I A Ld by psychology (such as fear) and never leave combat.
6 4 3 4 3 2 5 2 8 Immune to Poison: Vampires are not affected by any
Weapons/Armour: Vampires may be armed with poison.
weapons and armour chosen from the No Pain: Vampires treat a ‘stunned’ result on the
Equipment list. Injury chart as ‘knocked down’.
SPECIAL RULES
Leader: Any models in the warband within 6" of the
Vampire may use his Leadership instead of their own. 0-3 Warriors
Cause Fear: Vampires are terrifying Undead creatures 35 gold crowns to hire
and therefore cause fear. These warriors have fallen for the beauty of their
Immune to Psychology: Vampires are notaffected vampiress and would follow her beyond death or where
by psychology (such as fear) and never leave combat. just simply convinced by the blood kiss. Many of them
were once untalented youths or even bards, but the fear of
Immune to Poison: Vampires are not affected by any
the death of their Lady made them what they are now.
poison. Warriors who have the greatest adventure ahead of them
No Pain: Vampires treat‘stunned’
a result on the and the first step towards damnation behind them.
Injury chart as ‘knocked down’.
Wizard: V ampires are magicians and have two
spells generated at random from the Lesser Magic Profile M WS BS S T W I A Ld
list. See the Magic section for details. 4 4 3 3 3 1 3 1 7
Bloodkiss
Weapons/Armour: Warriors may be equipped with
weapons and armour chosen from the Mercenary
If an enemy Hero is captured (ie, your opponent rolls 61 on Equipment list.
the Serious Injury chart after the battle) then the Vampiress
may seduce him to fight as a new Warrior in her servitude. SPECIAL RULES
The new Hero retains his characteristics and all his Mortal Pawn: Please see the table on the second page for
weapons and armour or other equipment and skills. mortal pawns.
3
Nefrata's Daughters
Henchmen
0-5 Brute Foo ls
40 gold crowns to hire 20 gold crowns to hire
(bought in groups of 1-5 models) (bought in groups of 1-5 models)
If you ever in need of moving things, like a wagen, houses The fools are nothing more than human servants or food
or just piles if dead bodies. Brutes are what you need. They not yet slaughtered, who care for the well-being of the
follow the vampiress just for the beauty of her smile. They vampiress and serve her during the day with their own
are not very smart but simple in their mind to follow any blood. Sometimes these lost children are called to arms, or
order given by her Mistress. simply killed for the sheer pleasure of it...
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 3 3 4 4 1 3 1 7 4 2 2 3 3 1 3 1 5
SPECIAL RULES
Weapons/Armour: Fools may be equipped with
Enchanted: As soon as the old sister is taken out of
weapons chosen from the Equipment list.
action, all brutes are subject to the rules for Frenzy for
the rest of the game. SPECIAL RULES
Enchanted: As soon as the old sister is taken out of
Displeasure: Roll a d6 before each game, if you roll a 1, the action, all brutes are subject to the rules for Frenzy for
brute gnaws at his mind again for days, for this game he is the rest of the game.
subject to the rules for Stupidity.
Displeasure: Roll a d6 before each game, if you roll a 1, the
brute gnaws at his mind again for days, for this game he is
0-5 Warhounds subject to the rules for Stupidity.
15 gold crowns to buy
Dire Wolfs stink, as all lower undead do and Warhounds Worthless: In case a henchmen group of fools rolls for "The
with their huge jaws and powerful bite, they are perfect lad’s got talent", the choosen one gets an invitation of the
for hunting down (and tearing apart) any human , vampiress. But instead of a romantic scene he got killed by
mutants, deviants and Witch Hunters the vampiress - she gains +1 Experience. Remove one model
from his henchgroup immediatly
Profile M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5
Weapons/Armour: Jaws and brutality!
Warhounds never use or need weapons and armour.
SPECIAL RULES
Animals: Warhounds are animals and thus do
not gain experience.
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