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THIS BEING THE FIRST ISSUE, I FELT THAT I SHOULD GET MY TWO CAUSE FEAR: THRALLS ARE TERRIFYING

YING UNDEAD CREATURES THING I DID WAS TRY TO FIND OUT ALL THE THINGS THAT I MAY BEASTS WITH SPIKES OF IVORY JUTTING THROUGH FLESH THAT
GROATS IN. MY MESSAGE IS CLEAR. I FEEL THAT MORDHEIM IS AND THEREFORE CAUSE FEAR. IMMUNE TO PSYCHOLOGY: HAVE MISSED OUT ON WHILE I WAS 'OUT OF ACTION'. I WAS GLEAMED BRIGHTLY IN THE MORNING LIGHT. HOT, HUMID
ALIVE AND VIBRANT, BUT IT LACKS COHESION. THERE ARE MANY THRALLS ARE NOT AFFECTED BY PSYCHOLOGY (SUCH AS FEAR) SURPRISED TO SEE THAT THERE SEEMED TO HAVE BEEN BREATH BLASTED OUT IN THE CHILL OF THE AIR CREATED
COLORFUL AND CREATIVE MINDS ROUND THE WORLD WHO ARE AND NEVER LEAVE COMBAT. IMMUNE TO POISON: THRALLS ARE NOTHING RELEVANT GOING ON. THE BIGGEST CHANGE WAS THE SMALL CLOUDS OF STEAM. THERE WAS AN EVIL INTELLIGENCE
CONSTANTLY SPEWING OUT NEW CONTENT FOR MORDHEIM, BUT NOT AFFECTED BY ANY POISON. NO PAIN: THRALLS TREAT A RENOVATION OF THE OFFICIAL MORDHEIM FORUM WHICH MEANT THAT LURKED BEHIND THEIR BLOOD RED ORBS. A MALICE WHICH
THERE IS NO REAL WAY FOR US TO GET OUR HANDS ON ALL OF IT. STUNNED RESULT ON THE INJURY CHART AS KNOCKED DOWN. 0-3 THAT I COULD NOT FIND THE VARIOUS FAN BASED RULES AND COULD FREEZE A BRAVE MAN IN HIS TRACKS. HE LET THE
FURTHERMORE, I FEEL THAT THERE IS NO OFFICIAL VOICE FOR ACOLYTE 35 GOLD CROWNS TO HIRE CHOSEN FROM THE DISCUSSIONS ANYMORE. ALTHOUGH THE SITUATION MET MY SHUTTER CLOSE AS THE TWO HOUNDS LUNGED. FRANZ SAGGED
MORDHEIM; WE HAVE THE SPECIALIST GAMES WEBSITE, WHICH WRETCHED STOCK AVAILABLE TO THEM, THE NECRARCHS EXPECTATIONS I FELT A BIT DISAPPOINTED. IT WAS A BIT LIKE AGAINST THE WALL WHEN PIETER SCREAMED PITIFULLY,
IS GREAT, BUT MORDHEIM NEEDS A CHAMPION. IT IS MY INTENT ELEVATE A SELECT FEW TO THE POSITION OF ACOLYTE. THESE MOANING ABOUT THE DEATH OF A GREAT ARTIST WHO DIED BEGGED AS HIS FLESH WAS RIPPED, HIS BODY TORN, HIS SCREAMS
THAT THIS EZINE BECOMES THAT CHAMPION. SINCE THE DAYS INDIVIDUALS PROVIDE AID WITHIN THE TOWER ITSELF, BE IT WITH BEFORE HIS TIME, NEVER GETTING THE CHANCE TO MAKE THE ROSE IN PITCH UNTIL THEY STOPPED, AND ONLY FIGHTING GROWLS
OF THE TOWN CRYER, MORDHEIM PLAYERS HAVE ILLUSTRATED EXPERIMENTS OR THE PREPARATION OF SACRIFICES.WEAPONS/ MOST OF HIS POTENTIAL. HOWEVER, THE TRAGEDY WAS ONLY COULD BE HEARD. WHERE THERE WERE CHAOS HOUNDS,
TIME AND TIME AGAIN THAT WE ARE NEVER SATED. WE ARMOR: ACOLYTES MAY EQUIP THEMSELVES WITH WEAPONS OSTENSIBLE AND A BRIGHTER BIGGER PICTURE SHOULD SOON BEASTMEN WERE SURE TO FOLLOW.FRANZ HEARD HIS WIFE CALL
CONSTANTLY THIRST FOR MORE RULES, MORE CONTENT, MORE AND ARMOR FROM THE HENCHMEN EQUIPMENT LIST.SPECIAL SURFACE. WHAT SURPRISED ME THE MOST OF ALL WAS THAT OUT HIS NAME. CONFUSED, HE LOOKED AROUND THE HOUSE AND
IDEAS TO KEEP OUR UNIVERSE GROWING AND EXPANDING. THE TIME RULES VASSAL: THE ACOLYTE HAS GIVEN HIMSELF OVER TO HIS DESPITE THE LACK OF OFFICIAL SUPPORT THERE IS STILL A FINALLY SAW HER ALREADY ON THE CELLAR LADDER. HOLDING
SINCE THE TOWN CRYERS WERE CANCELLED HAVE BEEN FILLED DARK LORD. AT A WHIM, THE NECRARCH CAN SEE WHAT THE COMMUNITY OF PEOPLE WHO ARE MOTIVATED AND THE TRAPDOOR OPEN, SHE WAVED AT HIM IN FRANTICALLY.
WITH A NIGH-EMPTINESS THAT CAN ONLY BE DESCRIBED AS ACOLYTE SEES, HEAR WHAT HE HEARS, AND EVEN SPEAK ENTHUSIASTIC ABOUT THE GAME AS IF IT HAD BEEN RELEASED HOPE SURGED AND HE STEPPED FOR HER WHEN THE DOOR
DEAFENING. WE NEED SOMETHING LIKE THIS, A PUBLICATION THROUGH HIS SLAVE. AS LONG AS THE NECRARCH HAS LINE OF JUST YESTERDAY. MORDHEIM IS PROBABLY ONE OF THE MOST SIMPLY EXPLODED, CEASING ITS VIGILANT WARD, PIECES FLEW
WRITTEN, READ AND SUPPORTED BY THE COMMUNITY. MAKE NO SIGHT AT AN ACOLYTE, AND THE ACOLYTE IS NOT ENGAGED IN SUITABLE TABLETOP GAMES IN TERMS OF ADDING NEW FLAVOUR AND STRUCK HIM WITH ENOUGH FORCE TO MAKE HIM STUMBLE.
MISTAKE; WITHOUT YOU, THE MORDHEIM FAN, WE'VE VERY HAND TO HAND COMBAT, HE MAY USE IT AS A CASTING POINT FOR TO THE ATMOSPHERE BY EXPANDING THE ALREADY EXISTING HER EYES WERE THE LAST THING HE SAW, DARK AND DEEP, BUT
LITTLE TO SAY. KEEP YOUR SUBMISSIONS COMING IN, AND WE'LL A SPELL. UPON A CRITICAL FAILURE OF A CASTING (ROLLING RULES. DUE TO ITS STRONG ATMOSPHERIC FEEL AND ROLE- FILLED WITH TEARFUL RESOLVE AS SHE FOREVER CLOSED HIS
KEEP GOING. I WANT TO DO MY PART. I HAVE THE RESOURCES TO DOUBLE 1'S) REGARDLESS OF SKILLS SUCH AS MIND FOCUS OR THE PLAYING GAME STYLE THERE IS PLENTY OF ROOM FOR PATH OF ESCAPE. A POWERFULLY CLAWED HAND GRABBED HIM
HELP FURTHER THE COMMUNITY, AND I CANNOT STAND IDLY BY LIKE, THE ACOLYTE MUST ROLL ON THE INJURY TABLE AND ADD INNOVATION. THE BASIC RULES FROM THE RULEBOOK ARE NOTHING BY THE HAIR AND LIFTED HIM CLEAN OFF THE GROUND, THE PAIN
AND WATCH IT FALL FURTHER INTO OBSCURITY. MORDHEIM IS A +1. 0-5 SKELETAL WARRIORS 20 GOLD CROWNS TO HIRE DRAGGED BUT A STARTING POINT FOR THE CREATION OF ALL SORTS OF MAKING HIM CRY OUT EVEN AS HE WAS THROWN THROUGH THE
FANTASTIC GAME AND AN IN DEPTH UNIVERSE. IT WOULD BE A FROM THE GRAVE, THESE UNFORTUNATE WARRIORS SERVE SKIRMISH GAME ENVIRONMENTS. FANS HAVE CONTRIBUTED TO WALL AND OUT INTO THE DIRT OF HIS YARD. HIS ROLLING FINALLY
SHAME TO HAVE THE GAME WIPED FROM TABLETOPS THEIR DARK LORDS. MARCHING RELENTLESSLY, THEY DRAW THE GAME EVER SINCE ITS RELEASE. THIS IS STILL TRUE TODAY. STOPPED IN A POOL OF STICKY, COOLING LIQUID. HE STRUGGLED TO
EVERYWHERE. SOUNDS DIRE AND OMINOUS, BUT IT IS DEFINITELY A CLOSE TO MORDHEIM, A CITY AS WELCOMING AS ANY TO AND THERE IS A LOT TO DO: MANY ASPECTS OF THE GAME NEED HIS HANDS AND KNEES AND RETCHED AS HE REALIZED THAT IT
POSSIBILITY. WITH LIMITED SUPPORT, MORDHEIM (AS WITH ALL WARRIORS SUCH AS THEY.WEAPONS/ARMOR: SKELETAL AN OVERHAUL. I DO NOT WANT TO GO INTO DETAIL HERE ABOUT WAS PIETER'S BLOOD, THE RUINED REMAINS OF HIS FRIEND IN
OF THE SPECIALIST GAMES) LEADS A LIFE BALANCED UPON THE WARRIORS MAY BE EQUIPPED WITH WEAPONS AND ARMOR WHAT I THINK SHOULD BE REWORKED RULES-WISE. MOST SEVERAL PIECES, PARTIALLY EATEN AND STILL STEAMING.PAIN
EDGE OF A RAZOR. GW HAS ALLOWED US THE OPPORTUNITY WITH CHOSEN FROM THE HENCHMEN EQUIPMENT LIST. SPECIAL RULES MORDHEIM GAMERS ARE AWARE OF THE UNBALANCE ISSUES BLOSSOMED IN HIS SIDE AS AN UNSEEN ASSAILANT KICKED HIM
THEIR FORUMS. I AM GRATEFUL FOR THAT. THE ONUS IS UPON US CAUSE FEAR: SKELETAL WARRIORS ARE TERRIFYING UNDEAD BETWEEN USING TWO WEAPONS (I.E. AN ADDITIONAL ONE-HAND- HARD ENOUGH TO STAVE SEVERAL RIBS IN. HE ROLLED A DOZEN
TO DO THE REST. SEND IN YOUR IDEAS, YOUR SCENARIOS, YOUR CREATURES AND THEREFORE CAUSE FEAR. MAY NOT RUN: WEAPON) AND USING A ONE-HANDED WEAPON AND A SHIELD. FEET AND CRASHED TO A HALT AGAINST AN IMMOVABLE
SHORT STORIES AND YOUR BATTLE-REPORTS. WE, AND I MEAN SKELETAL WARRIORS ARE SLOW UNDEAD CREATURES AND MAY ANOTHER CONCERN IS THE UNEVEN POWER-LEVEL OF CERTAIN OBJECT. SPARKS SWIRLED THROUGH HIS VISION, DARKNESS
ALL OF US, NEED THEM. WITH THE DESTRUCTION OF LAHMIA THE NOT RUN (BUT MAY CHARGE NORMALLY). IMMUNE TO WARBANDS. THESE ARE JUST TWO EXAMPLES FOR MAJOR CLOUDED EVERYTHING AND THREATENED TO TAKE HIM DOWN
KINGDOM OF VAMPIRES CAME TO AN END AND THE GREAT PSYCHOLOGY: SKELETAL WARRIORS ARE NOT AFFECTED BY IMPROVEMENTS THAT NEED TO BE DONE. FORTUNATELY THERE INTO THAT MURKY DEPTH. HE TRIED TO WELCOME IT BUT IT
LIBRARY WAS BURNED TO THE GROUND. THE ACCUMULATED PSYCHOLOGY. IMMUNE TO POISON: SKELETAL WARRIORS ARE ARE ALREADY CREATIVE PEOPLE WORKING ON THEM. YOU WILL RECEDED, CHASED AWAY BY THE PAIN OF HIS LABOURED
KNOWLEDGE OF THE ANCIENT NEHEKHARA WAS DESTROYED AND IMMUNE TO POISONS. NO PAIN: SKELETAL WARRIORS TREAT FIND SUGGESTIONS FOR SOLVING THE ARMOUR PROBLEM IN THE BREATHING AND HIS LOUD WHEEZING. ON HIS BACK, HE LOOKED UP
MANY OF THE DISCIPLES OF W'SORAN DIED IN THE FLAMES, STUNNED RESULTS AS KNOCKED DOWN. NO BRAIN: SKELETAL MORDHEIM FORUM AND THERE IS A YAHOO GROUP THAT IS AND UNDERSTOOD THAT IT WASN'T A WALL OR THE WELL THAT
RELUCTANT TO ABANDON THEIR WORK. UNFORTUNATELY FOR WARRIORS DO NOT GAIN EXPERIENCE. ZOMBIES 15 GOLD CROWNS TO DEDICATED TO REWORKING THE WARBAND RULES. DESPITE ALL HE'D HIT, BUT POWERFUL SHAGGY LEGS. ONE SHIFTED AND
THE WORLD, A HANDFUL OF NECRARCHS FLED AND SURVIVED THE HIRE ZOMBIES ARE THE MOST COMMON OF THE UNDEAD: THESE EFFORTS THERE IS STILL AN IMPORTANT PROBLEM: BROUGHT A DARK HOOF TO REST UPON HIS ALREADY BROKEN
PURSUIT OF THE ARMIES OF THE KINGS OF NUMAS AND ZANDRI, CREATURES ANIMATED BY THE WILL OF THEIR NECROMANTIC THE MORDHEIM COMMUNITY LACKS ORGANIZATION. MANY FANS CHEST. HIS SCREAM OF AGONY WAS DROWNED OUT BY A
TAKING WITH THEM BOOKS, SCROLLS AND OTHER FRAGMENTS OF MASTERS. REINFORCED BY THEIR DARK MAGICS, A NECRARCHS ARE WRITING GREAT NEW RULES AND PUT A LOT OF WORK INTO POWERFUL BELLOW."BURN EVERYTHING! KEEP THE BREEDERS,
THE DARK LORE THAT NAGASH HAD CREATED. THEY ZOMBIE MINIONS ARE MUCH MORE MENACING.WEAPONS/ARMOR: THEM. BUT ALL THESE GEMS OF INNOVATION ARE SPREAD ALL KILL THE REST!" IT LOOKED DOWN ON HIM, INTELLIGENT EYES SET
SCATTERED ALL OVER THE WORLD AND HID THEMSELVES TO ZOMBIES NEVER CARRY ANY EQUIPMENT, AND DO NOT SUFFER ANY OVER THE WORLD WIDE WEB. YOU WOULD BE SURPRISED TO SEE IN A DARK GOAT'S FACE. MASSIVE HORNS CROWNED ITS SKULL, AND
PATIENTLY WAIT FOR THE DEATH OF THEIR ENEMIES AND PENALTIES FOR THIS.SPECIAL RULES CAUSE FEAR: ZOMBIES ARE HOW MANY PRIVATE MORDHEIM HOMEPAGES EXIST ONCE YOU AS IT GRINNED IT'S LIPS PEELED BACK, SHOWING INCREDIBLY
CONTINUE THEIR STUDIES. THEY BUILT TALL TOWERS FROM TERRIFYING UNDEAD CREATURES AND THEREFORE CAUSE FEAR. ARE WILLING TO SPEND AN HOUR OR TWO WITH INTERNET LARGE TEETH."ATAR! THAT ONE IS MINE!" FRANZ TURNED HIS
WHERE THEY COULD STUDY THE STARS AND DEFEND MAY NOT RUN: ZOMBIES ARE SLOW UNDEAD CREATURES AND MAY SEARCH ENGINES. OF COURSE, NOT ALL OF THESE RULES AND IDEAS HEAD AND SAW ANOTHER, SMALLER THAN THE ONE THAT
THEMSELVES IF ATTACKED. NEWS HAS SINCE SPREAD TO THESE NOT RUN (BUT MAY CHARGE NORMALLY). IMMUNE TO ARE WORTH KNOWING ABOUT. NEVERTHELESS, THE COMMUNITY PINNED HIM DOWN YET LARGER THAN ANY MAN COULD EVER BE,
REMOTE STRONGHOLDS AND HIDDEN ALCOVES OF THE EVENTS PSYCHOLOGY: ZOMBIES ARE NOT AFFECTED BY PSYCHOLOGY. NEEDS A WAY TO BUNDLE ITS EFFORTS AND SHOW THE WORLD COMING FROM HIS YARD. THE HOLE IN THE WALL BEHIND IT
OCCURRING IN MORDHEIM, A CITY RIPE FOR THE TAKING. WITH IMMUNE TO POISON: ZOMBIES ARE IMMUNE TO POISONS. NO PAIN: THAT MORDHEIM IS WELL ALIVE. A LOT OF FORMER GAMERS DO GAPED AWKWARDLY AS A PIECE FELL, AND HE SAW ONE OF
THE DEAD CALLING THEM FORTH, THE ARCH MAGES OF THE ZOMBIES TREAT STUNNED RESULTS ON THE INJURY TABLE AS NOT EVEN KNOW THIS. SADLY, THE SPECIALIST GAMES WEBSITE IS THOSE VICIOUS, UNNATURAL HOUNDS TEAR AT THE FLOOR. IT
VAMPIRE LINE DESCEND WITH THEIR MINIONS UPON THE CURSED KNOCKED DOWN. NO BRAIN: ZOMBIES DO NOT GAIN EXPERIENCE. 0-1 NO LONGER THE PLACE TO LOOK FOR THE LATEST NEWS AND GOUGED OUT CHUNKS OF DIRT AND WOOD AS HIS WIFE SCREAMED
CITY TO CLAIM ITS RICHES, FROM BOTH THOSE WHO ARE DEAD ABOMINATION 190 GOLD CROWNS TO HIRE VILE CONSTRUCTS, THESE DEVELOPMENT OF THE GAME. WHEN I FIRST HEARD OF THE IDEA PITIFULLY FROM WITHIN."SIGMAR PRESERVE US," HE WHISPERED
AND THOSE THAT SOON SHALL BE...CHOICE OF WARRIORS THIS TWISTED BEINGS ARE TORN FROM THE NIGHTMARES OF MEN. OF A MORDHEIM E-ZINE I WAS VERY EXCITED. I BELIEVE THIS IS A AS MORE PAIN SHOT THROUGH HIM. THE ONE CALLED ATAR,
WARBAND MUST INCLUDE A MINIMUM OF 3 MODELS. YOU HAVE 500 MADE FROM LOOTED GRAVES, THESE BEASTS ARE POWERED BY STEP IN THE RIGHT DIRECTION. IF IT CAN CONTINUE TO PUBLISH FRANZ WAS SURE IT WAS THE LEADER, HAD SHIFTED, GRINDING ITS
GOLD CROWNS WHICH YOU CAN USE TO RECRUIT YOUR INITIAL THE DARK MAGIC OF THEIR LORDS AND THE WYRDSTONE FOUND IN QUALITY MATERIAL AND GAIN ACCEPTANCE THROUGHOUT HOOF IN THE PROCESS. FROM THE GROUND ALL HE SAW WERE
WARBAND. THE MAXIMUM NUMBER OF WARRIORS IN THE AND AROUND MORDHEIM.WEAPONS/ARMOR: ABOMINATIONS DO NOT MOST OF THE FANS, IT MIGHT BECOME THE MOUTHPIECE OF A TWO MASSIVE BEASTMEN AS THEY STARED AT EACH OTHER,
WARBAND MAY NEVER EXCEED 15.NECRARCH: EACH NECRARCH EMPLOY WEAPONS, AND SUFFER NO PENALTIES FOR DOING SO. UNITED MORDHEIM COMMUNITY. HOWEVER, FURTHER STEPS ARE THE INTENSITY OF THEIR LOCKED GAZES ALMOST LIT THE AIR
WARBAND MUST HAVE ONE NECRARCH VAMPIRE, NO MORE, NO SPECIAL RULES NECESSARY. WITH THE ABSENCE OF THE 2006 RULES REVIEW AND WITH CRACKLING FLAMES. MOMENTS PASSED AND THE ONE
LESS! THRALL: YOUR MAY INCLUDE A SINGLE THRALL. CAUSE FEAR: ABOMINATIONS ARE TERRIFYING UNDEAD NO OTHER ONE IN SIGHT, THERE MUST BE A SELECTED THAT HAD THROWN HIM DROPPED ITS GAZE AND BACKED AWAY
ACOLYTES: YOU MAY HAVE UP TO THREE ACOLYTES. CREATURES AND THUS CAUSE FEAR. IMMUNE TO PSYCHOLOGY: AUTHORITY THAT TAKES CARE OF THE GAME INDEPENDENTLY WHILE ATAR BRAYED LOUDLY ENOUGH TO WAKE THE
SKELETAL WARRIORS: YOU MAY FIELD UP TO FIVE SKELETAL ABOMINATIONS ARE NOT AFFECTED BY PSYCHOLOGY. IMMUNE TO OF SPECIALIST GAMES AND GAMES WORKSHOP. NOT A DEAD."TAKE THE LIVESTOCK! TAKE THEIR WEAPONS! THE CITY
WARRIORS. ZOMBIES: YOU MAY HAVE ANY NUMBER OF ZOMBIES. POISON: ABOMINATIONS ARE IMMUNE TO POISONS. NO PAIN: DICTATORSHIP BUT A RESPECTED COMMITTEE THAT THE AWAITS." THE CALL WENT OUT, BELLOWS AND ROARS WERE THE
ABOMINATION: YOUR WARBAND MAY INCLUDE A SINGLE ABOMINATIONS TREAT STUNNED RESULTS AS KNOCKED DOWN. NO FANS ARE WILLING TO TRUST AND SUPPORT - BECAUSE IN THE RESPONSE. NO FURTHER SCREAMS WERE AUDIBLE. NO NOISE SAVE
ABOMINATION. WAIFS: YOU MAY FIELD UP TO FIVE WAIFS. STARTING BRAIN: ABOMINATIONS DO NOT GAIN EXPERIENCE. LARGE TARGET: END, THE FANS SUPPORT NO ONE BUT EACH OTHER. WITH SUCH A THAT OF FIRE CONSUMING, OR TEETH AND METAL RENDING.
EXPERIENCE NECRARCHS START WITH 20 EXPERIENCE A ABOMINATIONS ARE LARGE TARGETS AS DEFINED IN THE DEDICATED GROUP TO LEAD AND ORGANIZE THE FAN-DRIVEN "MORGHUR DEMANDS SACRIFICE! MORGHUR COMMANDS US! TO
THRALL STARTS WITH 8 EXPERIENCE ACOLYTES START WITH SHOOTING RULES. POWERED: A NECRARCH HAS PLACED A SHARD PROCESSES WHAT WE NEED IS AN 'OFFICIAL' MORDHEIM WEBSITE MORDHEIM!"BUILDINGS BURNED AND BLOOD RAN FREELY, THE DIRT
0 EXPERIENCE HENCHMEN START WITH 0 EXPERIENCE SPECIAL OF WYRDSTONE IN THE ABOMINATION TO BRING IT LIFE. SHOULD CONTROLLED BY THE FANS. IF YOU ARE FAMILIAR WITH THE PACKED ROADS TURNED INTO A BLOODY OOZE THAT HOOVES HAD
SKILLS THE FOLLOWING SKILL LIST MAY BE USED BY THE THE ABOMINATION BE REMOVED FROM COMBAT, THE MODEL WHO MORDHEIM FORUM YOU WILL PROBABLY KNOW MIKE NO DIFFICULTY NAVIGATING. THE HOUND WHICH DUG FOR HIS WIFE,
NECRARCH VAMPIRE OR THRALL WITH THE WIZARD SKILL TOOK IT DOWN RECEIVES A SHARD OF WYRDSTONE. A NEW SHARD IS ''THRASHER'' KITCHENMAN'S UBER USEFUL MORDHEIM TRAPPED IN THE CELLAR, STARTED TO GROWL AS PIECES OF
INSTEAD OF THE STANDARD LISTS. PUPIL OF NAGASH: DELVING THEN NEEDED TO RE-ANIMATE THE ABOMINATION. SPARE INFORMATION THREAD - A HUGE COLLECTION OF RELEVANT THE THICK TRAP DOOR STARTED TO BUCKLE UNDER ITS CLAWS.
FURTHER INTO THE EVIL TEACHINGS OF NAGASH, THE NECRARCH PARTS: THANKS TO THE DARK MAGICS OF THEIR LORDS AND MORDHEIM SOURCES. THIS IS A GREAT EXAMPLE FOR SHE STOPPED SCREAMING AND FRANZ WONDERED IF SHE HAD
VAMPIRE BRINGS GREATER DARKNESS TO THE REALM OF THE THE MANNER OF THEIR CONSTRUCTION, ABOMINATION IGNORE INFORMATION THAT ABSOLUTELY NEED TO BE PRESENTED IN A ENDED HER LIFE TO ESCAPE THE DEPREDATIONS OF THESE VILE
LIVING. HE MAY ROLL IMMEDIATELY ON THE SCROLLS OF NAGASH ROLLS OF 1&2 ON THE POST BATTLE INJURY TABLE; THEY BETTER WAY, ESPECIALLY WITH POTENTIAL MORDHEIM CREATURES. HE PRAYED FOR HER SOUL QUICKLY AND REACHED
FOR A SPELL, AND CHOOSE TO DO SO AGAIN INSTEAD OF OF A FUTURE CANNOT BE DESTROYED.0-5 WAIFS 20 GOLD CROWNS TO HIRE WAIFS BEGINNERS IN MIND. AN OFFICIAL - THAT MEANS WHOLLY UP TO TUG ON ATAR'S CHAIN MAIL SKIRT. NOTHING. BREATH
SKILL. MASTER OF THE BLACK ARTS: SUCH IS THE POWER OF ARE THE MOST MISERABLE OF HUMAN SPECIMENS. THEY ARE ACCEPTED BY THE COMMUNITY—MORDHEIM FAN SITE WOULD BE CAME IN GASPS HE TUGGED HARDER, WILLING SOME OF HIS
THE NECRARCH THAT THE RANGE OF ALL HIS MAGICAL DEFORMED AND REJECTED INDIVIDUALS, SHUNNED BY EVEN THEIR A PLACE FOR INTERESTED GAMERS - BE IT NEWBIES OR MIDDENHEIM HERITAGE INTO HIS ARMS. THICK ARMS THAT HAD
WORKINGS IS EXTENDED BY HALF-AGAIN. PULL OF UNDEATH: SO FELLOW MAN. VAMPIRES OFTEN RECRUIT WAIFS AS THEIR VETERANS - TO REGULARLY GO CHECK FOR THE MOST ALWAYS BEEN STRONG FELT SO VERY WEAK. ATAR LOOKED DOWN
STRONG IS CENTER OF UNDEATH WITHIN THE NECRARCH THAT SERVANTS AND TREAT THEM WITH SURPRISING KINDNESS. AS A IMPORTANT NEWS AND UPDATES IN THE MORDHEIM GAME. IF WE AS THOUGH JUST REMEMBERING THAT HIS FOOTSTOOL IS STILL
HE MAY SAVE HIS CONSTRUCTS AROUND HIM FROM THEIR DEMISE. RESULT, WAIFS ARE OFTEN FANATICALLY LOYAL TO THEIR CAN ACHIEVE TO EVOLVE AS A STRONG AUTONOMOUS COMMUNITY ALIVE."OI, BEASTM..." STARTED FRANZ ONLY TO COUGH UP GOUTS
AS LONG AS THE NECRARCH IS WITHIN 4 INCHES OF AN UNDEAD UNDEAD OVERLORDS AND WILL DO ANYTHING TO SERVE AND AND TRANSFER THAT PICTURE TO THE PUBLIC, WE CAN HELP OF BLOOD WHEN THAT SAME HOOF LIFTED AND THEN BORE DOWN,
HENCHMAN, THEY MAY ONLY BE TAKEN OUT OF ACTION ON A PROTECT THEM.WEAPONS/ARMOR: A WAIF MAY BE ARMED THE GAME PROSPER, I.E. ATTRACT NEW PLAYERS, WHICH IS CRUSHING THE REST OF HIS CHEST AS ATAR STEPPED THROUGH
ROLL OF A NATURAL 6. AVAILABLE ONLY TO THE LEADER. WITH WEAPONS AND ARMOR CHOSEN FROM THE HENCHMEN NEAR IMPOSSIBLE AT THE MOMENT. AT BEST EXPERIENCED HIM TOWARDS THE CELLAR DOOR. BLOOD FLOWED FROM NOSE AND
SPECIAL RULES THE FOLLOWING RULES APPLY TO THE EQUIPMENT LIST. IN THE VASTNESS OF THE MORDHEIM RUINS WARHAMMER VETERANS MAY GIVE MORDHEIM A TRY, BUT MOUTH, AIR NON-EXISTENT IN HIS CRUSHED LUNGS, FRANZ
NECRARCH WARBAND. DEATH OF THE LEADER: SHOULD THE THERE IS ALWAYS THE RISK OF RUNNING INTO A RIVAL WARBAND. THOSE INTERESTED WILL PROBABLY HAVE DONE SO LONG AGO WATCHED ATAR GRAB THE CHAOS HOUND BY THE TAIL AND
NECRARCH PERISH, THE THRALL SHALL PICK UP THE WHILE TWO GROUPS SOMETIMES PASS EACH OTHER WITHOUT A ANYWAY. ANOTHER ADVANTAGE WOULD BE THAT THE TUGGED IT BACKWARDS. THE HOUND TWISTED AND SNAPPED ITS
MANTLE OF LEADER AND ALL CONFERRED BONUSES SHALL BE FIGHT, MORE OFTEN THAN NOT THERE IS A VICIOUS BATTLE INDIVIDUAL EFFORTS MADE BY THE VARIOUS PROJECT TEAMS SERRATED TEETH AT THE BEASTMAN'S FOREARM BUT
TRANSFERRED TO HIM. HE MAY IMMEDIATELY ROLL ON THE AMONGST THE RUINS. ADDED TO THIS, THE REPUTATIONS OF WERE BETTER AVAILABLE TO THE COMMUNITY, FROM WHICH QUICKLY WHINED IN ABJECT APOLOGY. A LARGE FIST CLIPPED IT
SPELL LIST FOR ONE SPELL. YOU CANNOT HIRE ANOTHER MANY WARBANDS HAVE LEFT A PRICE ON THE HEADS OF THEIR BOTH THE OTHER GAMERS AND THE PROJECTS WOULD BENEFIT. IN THE JAW AND SENT THE HOUND SPRAWLING BACKWARDS,
NECRARCH, BUT YOU MAY CREATE ANOTHER THRALL FROM MEMBERS. THIS LEADS TO THE TARGETING OF SPECIFIC FOR NOW, GAMES WORKSHOP HAS ABANDONED MORDHEIM BUT DUE CRASHING IT THROUGH THE SLEEPING COT. IT THRASHING
YOUR CURRENT LIST OF ACOLYTE HEROES. THEY WILL RETAIN INDIVIDUALS TO CLAIM THE PRIZE. TERRAIN EACH PLAYER TO ITS UNIQUE NATURE MORDHEIM WILL MOST CERTAINLY NEVER ABOUT, THUS RIGHTING ITSELF AND SLUNK AWAY, TAIL TUCKED
THEIR CURRENT STAT-LINE, BUT SHALL GAIN THE BENEFITS OF TAKES IT IN TURN TO PLACE A PIECE OF TERRAIN, EITHER A DIE. THERE ARE MANY PEOPLE OUT THERE WHO PRODUCE NEW LOW EVEN AS ATAR'S ATTENTION IS FIRMLY UPON THE RUINED
BEING UNDEAD; IMMUNE TO POISON & PSYCHOLOGY, CAUSES FEAR & RUINED BUILDING, TOWER, OR OTHER SIMILAR ITEM. WE SUGGEST MATERIAL THAT COMPARES FAVOURABLY WITH ANY SET OF SCRAPS OF THE CELLAR DOOR. "COME OUT. I SMELL YOUR FEAR.
SUFFERS NO PAIN: SHOULD BOTH NECRARCH AND THRALL BE THAT THE TERRAIN IS SET UP WITHIN AN AREA ROUGHLY 4' X 4'. OFFICIAL RULES. IF WE - THE FANS - CAN DEVELOP A DRIVE TO UNITE COME OR I SEND THE DOGS IN AFTER YOU." FRANZ STRUGGLED TO
DESTROYED AT ONCE, THE EVIL MAGICS THAT BIND THE WARBANDS EACH PLAYER ROLLS A DICE. WHOEVER ROLLS AND PULL TOGETHER WE CAN TAKE THE GAME TO THE NEXT KEEP HIS VISION CLEAR, THE DAY DARKENED THOUGH THERE
WARBAND TOGETHER FADE, AND ALL TURNS TO DUST. STAFF OF HIGHEST CHOOSES WHO SETS UP FIRST. THE PLAYER THEN LEVEL. IN TWO YEARS MORDHEIM WILL CELEBRATE ITS 10TH WERE NO CLOUDS. HOW CAN SUCH A DAY BE? HE WONDERED,
DAMNATION 25 GC NECRARCH ONLY THE PREFERRED WEAPON OF CHOOSES WHICH TABLE EDGE TO SET UP ON, PLACING ALL HIS BIRTHDAY AND IT IS UP TO US TO DECIDE WHERE MORDHEIM WILL COUGHING. HIS EYES WATCHED AS HIS WIFE CAME UP THE
THESE ANCIENT MAGES, THE STAFF OF DAMNATION ALLOWS WARRIORS WITHIN 8" OF THAT EDGE. OPPONENTS THEN SET UP BE BY THEN. I AWAIT YOUR COMMENTS AND IDEAS IN THE CELLAR LADDER, HER HANDS IN HER SKIRTS. TEAR STAINED,
THEM TO BEAR DEADLY MAGIC AGAINST THEIR FOES. SPECIAL WITHIN 8" OF THE OTHER EDGES, BEGINNING WITH THE OPPOSITE MORDHEIM FORUM AND HOPE FOR A LIVELY DISCUSSION. - DISHEVELED BUT DEFIANT. ATAR GRINNED AND REACHED FOR HER
RULES TWO-HANDED: AS THE STAFF OF DAMNATION REQUIRES EDGE TO THE FIRST PLAYER. SETTING THE BOUNTY YOU SHOULD CHRISTIAN 'CIANTY' TEMPLINSCREAMING WOKE FRANZ. THE EVEN AS SHE PULLED A BLACKPOWDER PISTOL FROM THE FOLDS
TWO HANDS TO WIELD, A MODEL EQUIPPED WITH IT MAY NOT USE MAKE A SET OF SIX COLOURED TOKENS PER WARBAND, ONE TERRIFIED CRIES OF WOMEN AND CHILDREN. MEN SHOUTING, DOGS OF HER DRESS AND LEVELED IT AT THE BEASTMAN'S CHEST.
A SHIELD, BUCKLER OR SECONDARY WEAPON IN CLOSE COMBAT. IF MARKER PER HERO. EACH PLAYER SECRETLY WRITES BARKING, LIVESTOCK ADDING THEIR TERRIFIED CACOPHONY TO PULLING THE TRIGGER SHE FIRED, STRIKING TRUE. RINGS OF MAIL
THE MODEL HAS A SHIELD IT WILL STILL GET A +1 BONUS TO ITS THREE COLOURS (SEPARATELY FOR EACH WARBAND IF THE DIN OF DISCORDANCE. STUMBLING HE SHRUGGED THE COVERS BURST APART, SCATTERING AS THE LEATHER BLEW
ARMOR SAVE AGAINST SHOOTING. MAGIC-WELL: A NECRARCH MULTIPLAYER) REPRESENTING THEIR BOUNTIES. PLAYERS ASIDE AND STOOD UP DIZZILY. THE LEFT-OVER TANG OF LAST OUTWARD AND ATAR TOOK A STEP BACKWARDS AND LOOKED
VAMPIRE MAY CAST A SPELL INTO THE STAFF OF DAMNATION THEN DECIDE WHAT COLOUR MARKER IS PLACED UPON EACH OF NIGHTS GROG STILL STRONG IN HIS STOMACH, IT THREATENED TO DOWN...AND BEGAN TO LAUGH. A HORRIBLE BRAYING SOUND, HARSH
DURING HIS MAGIC PHASE INSTEAD OF CASTING AS NORMAL. UPON A THEIR OWN HEROES. STARTING THE GAME EACH PLAYER RISE AND PURGE ITSELF FROM HIS PROTESTING BODY. THE DOOR AND GRATING. "YOUR ONE CHANCE, BREEDER." ATAR GRABBED
SUCCESSFUL CASTING, THE SPELL IS STORED WITHIN THE STAFF. ROLLS A D6. THE HIGHEST SCORING PLAYER TAKES THE FIRST BURST OPEN AND SUNLIGHT, A STRONG MORNING SHAFT, BLAZED A HER BY THE HAIR AND DRAGGED HER THE REST OF THE WAY
THE SPELL MAY BE RELEASED DURING A LATER SHOOTING TURN. PLAY PROCEEDS CLOCKWISE. ENDING THE GAME WHEN STREAK OF FIRE THROUGH AN OTHERWISE DARKENED HOVEL OUT. "WASTED ON ATAR" FRANZ'S LAST SIGHT WAS WATCHING HIS
PHASE IN LIEU OF CASTING ANOTHER SPELL. DAMNED BOOK RARE ALL BUT ONE OF THE WARBANDS FAILS ITS ROUT TEST, THE BEFORE BEING SHUT AWAY AGAIN WITH A CRASHING SLAM. HIS WIFE BEING DRAGGED BY THE HAIR BEHIND THE BEASTMAN
11 45+3D6 GC PENNED IN THE BLOOD OF ELVEN MAIDENS AND WRITTEN GAME ENDS. ALSO, THE GAME ENDS IF A PLAYER HAS EYES CLOSED INSTINCTIVELY AS THE SUDDEN ONSLAUGHT OF CHIEF, BROKEN, PISTOL FORGOTTEN IN HER HAND AS SHE WEPT.
UPON THE FLESH OF VIRGINS, THE DAMNED BOOK PERVERTS ANY SUCCESSFULLY TAKEN OUT OF ACTION ALL OF HIS SELECTED BRIGHTNESS CAUSED HIS HEAD TO THROB SO STRONGLY, SO DARKNESS CAME CRASHING AND WITH IT, THE WORLD ENDS.TO
SPACE ABOUT IT. SPECIAL RULES CURSED AURA: A MODEL BOUNTIES AND THEN MANAGES TO GET ALL OF HIS OWN REMAINING UNASHAMEDLY VIOLENT, THAT HE WAS AFRAID IT MIGHT SPLIT. MORDHEIM! SCREAMING WOKE FRANZ. THE TERRIFIED CRIES OF
BEARING THE DAMNED BOOK CAUSES ALL ENEMY MODELS WITHIN HEROES WITHIN 2'' OF A SINGLE TABLE EDGE. WINNING THE GAME IF WORDS DIED EVEN AS HE MADE TO SPEAK THEM. AGGRAVATED, WOMEN AND CHILDREN. MEN SHOUTING, DOGS BARKING, LIVESTOCK
2 INCHES TO SUFFER A -1 PENALTY TO HIT IN CLOSE COMBAT1 A PLAYER SUCCESSFULLY ELIMINATES ALL OF HIS BOUNTIES AND ANNOYED AND CONFUSED MOST OF ALL, ONE LOOK AT HIS WIFE AND ADDING THEIR TERRIFIED CACOPHONY TO THE DIN OF
NECRARCH VAMPIRE 110 GOLD CROWNS TO HIRE ANCIENT AND MANAGES TO GET ALL OF HIS REMAINING HEROES TO A TABLE HE KNEW SOMETHING WAS TERRIBLY WRONG. HER WILD BROWN DISCORDANCE. STUMBLING HE SHRUGGED THE COVERS ASIDE AND
PURELY EVIL, THE NECRARCH EXISTS SOLELY TO DESTROY LIFE. EDGE, THEN HE WINS THE GAME. IF A PLAYER VOLUNTARILY EYES WERE SMALL DOTS IN SAUCERS OF WHITE THAT STARED STOOD UP DIZZILY. THE LEFT-OVER TANG OF LAST NIGHTS GROG
AS MORDHEIM HAS FALLEN INTO THE GRASP OF INSANITY, THE ROUTS, HE AUTOMATICALLY LOSES THE MATCH. IF A PLAYER AT HIM IN PANIC. HE NOTICED THE SMUDGE MARKS, THE TORN STILL STRONG IN HIS STOMACH, IT THREATENED TO RISE AND
NECRARCH VAMPIRES CONVERGE UPON ITS RIPE BOUNTY SO ROUTS DUE TO FAILED ROUT TEST BUT HAS ELIMINATED MORE SKIRTS AS THOUGH SHE'D FALLEN SEVERAL TIMES ON HER WAY PURGE ITSELF FROM HIS PROTESTING BODY. THE DOOR BURST
THAT THEY MAY BENEFIT FROM THE DEMISE OF THE LIVING. BOUNTIES THAN ANY OTHER PLAYER, THEN THE MATCH IS A FROM THE PIG PEN, WHERE SHE NORMALLY SPENT THE OPEN AND SUNLIGHT, A STRONG MORNING SHAFT, BLAZED A
WEAPONS/ARMOR: A NECRARCH VAMPIRE MAY BE ARMED TIE. OTHERWISE, THE LAST WARBAND STANDING WINS THE MORNINGS TENDING THE FAT SOWS. HE HEARD BELLOWS, STREAK OF FIRE THROUGH AN OTHERWISE DARKENED HOVEL
FROM THE NECRARCH HERO EQUIPMENT LIST. SPECIAL RULES SCENARIO. EXPERIENCE +1 SURVIVES. IF A HERO OR A HENCHMAN INCREDIBLY DEEP AND LOUD, SHORT BLASTS OF NOISE THAT BEFORE BEING SHUT AWAY AGAIN WITH A CRASHING SLAM. HIS
LEADER: ANY MODELS IN THE WARBAND WITHIN 6 INCHES OF THE GROUP SURVIVES THE BATTLE THEY GAIN +1 EXPERIENCE. +1 DROWNED EVERYTHING ELSE OUT. FRANZ ALSO HEARD ROARING EYES CLOSED INSTINCTIVELY AS THE SUDDEN ONSLAUGHT OF
NECRARCH VAMPIRE MAY USE HIS LEADERSHIP INSTEAD OF WINNING LEADER. THE LEADER OF THE WINNING WARBAND GAINS +1 LAUGHTER AND THE SICK SOUND OF METAL CRUSHING FLESH AND BRIGHTNESS CAUSED HIS HEAD TO THROB SO STRONGLY, SO
THEIR OWN. CAUSE FEAR: VAMPIRES ARE TERRIFYING UNDEAD EXTRA EXPERIENCE. +1 PER ENEMY OUT OF ACTION. ANY HERO BONE. SOMETHING CRASHED AGAINST THE DOOR AND HIS WIFE
CREATURES AND THUS CAUSE FEAR. WIZARD: NECRARCH EARNS +1 EXPERIENCE FOR EACH ENEMY MODEL HE PUTS OUT OF SQUEAKED, HER NAILS DIGGING INTO THE WOOD SO HARD AND DEEP
VAMPIRES HAVE ONE SPELL RANDOMLY GENERATED FROM THE ACTION. +1 PER BOUNTY OUT OF ACTION. ANY HERO OR HENCHMAN THEY CRACKED AND BROKE. POUNDING, A MAN SCREAMED AND
NECROMANCY SPELL LIST. IMMUNE TO PSYCHOLOGY: VAMPIRES GROUP THAT SUCCESSFULLY TAKES OUT OF ACTION A BOUNTY CLAWED AT THE DOOR AS SEVERAL DEEP CHESTED GROWLS
ARE NOT AFFECTED BY PSYCHOLOGY (SUCH AS FEAR) AND NEVER EARNS +1 EXPERIENCE (FOR HEROES, THIS IS IN ADDITION TO THE +1 REVERBERATED THROUGH THE WALLS. RISKING A PEEK, UNASHAMEDLY VIOLENT, THAT HE WAS AFRAID IT MIGHT SPLIT.
LEAVE COMBAT. IMMUNE TO POISON: VAMPIRES ARE NOT EXPERIENCE FOR TAKING AN ENEMY OUT OF ACTION).THE BOUNTY DESPITE THE DESPERATE SHAKING OF HER HEAD, FRANZ WORDS DIED EVEN AS HE MADE TO SPEAK THEM. AGGRAVATED,
AFFECTED BY ANY POISON. NO PAIN: VAMPIRES TREAT A STUNNED ON TOP OF THE NORMAL SEARCH, WARBANDS RECEIVE 1 SHARD OF PUSHED THE SHUTTER OF THE WINDOW OUT A CRACK, AND ANNOYED AND CONFUSED MOST OF ALL, ONE LOOK AT HIS WIFE AND
RESULT ON THE INJURY CHART AS KNOCKED DOWN.0-1 THRALL 60 WYRDSTONE FOR EACH SUCCESSFUL BOUNTY. IT HAS BEEN ABOUT IMMEDIATELY WISHED HE HADN'T. TWO MASSIVE HOUNDS, EACH HE KNEW SOMETHING WAS TERRIBLY WRONG. HER WILD BROWN
GOLD CROWNS TO HIRE TAKEN INTO THE FOLD DUE TO THEIR HALF A YEAR SINCE I RETURNED TO PLAYING MORDHEIM. ALL WEIGHING MORE THAN A MAN, HUNCHED SHOULDERS BUNCHED EYES WERE SMALL DOTS IN SAUCERS OF WHITE THAT STARED
PROMISE WITH THE DARK ARTS, THRALLS SERVE THEIR KINDS OF REAL LIFE REASONS AND OTHER BAD EXCUSES KEPT ME POWERFULLY WITH JAWS FULL OF SHARP FANGS MADE FOR AT HIM IN PANIC. HE NOTICED THE SMUDGE MARKS, THE TORN
MASTERS WITH UNDYING DEVOTION. WHILE LESSER VAMPIRES, AWAY FROM THE GAME FOR SLIGHTLY MORE THAN TWO YEARS. RIPPING BONE GLARED AT HIS NEIGHBOUR PIETER, WHO NOW HAD SKIRTS AS THOUGH SHE'D FALLEN SEVERAL TIMES ON HER WAY
THEY STILL POSSESS GREAT SPEED AND STRENGTH, AND THE DURING THE BREAK I USED TO HIT THE ONLINE STORE NOW AND HIS BACK PRESSED FIRMLY AGAINST THE DOOR AS HE SHOOK FROM THE PIG PEN, WHERE SHE NORMALLY SPENT THE
ABILITY TO POSSIBLY OVERTHROW THE SHADOW OF THEIR THEN AND VERY OCCASIONALLY I THREW A GLANCE AT THE UNCONTROLLABLY. BRITCHES FOULED, HIS TEARS STREAMED MORNINGS TENDING THE FAT SOWS. HE HEARD BELLOWS,
UNDEAD LORDS. WEAPONS/ARMOR: A THRALL MAY BE EQUIPPED SPECIALIST GAMES HOMEPAGE. WHEN I DECIDED TO START AND HE SIMPLY SHOOK HIS HEAD AND SAID NO OVER AND OVER. NO, INCREDIBLY DEEP AND LOUD, SHORT BLASTS OF NOISE THAT
FROM THE NECRARCH HERO EQUIPMENT LIST.SPECIAL RULES PLAYING MORDHEIM AGAIN ON A REGULAR BASIS THE FIRST AS IF THE WORD WOULD STOP THESE CHAOS TOUCHED BEASTS, DROWNED EVERYTHING ELSE OUT. FRANZ ALSO HEARD ROARING

1
Letters of the Damned

Find Herein
W elcome to our first
installment. Held
within are articles
and missives of both
Compelled to always speak his mind, our Sage-in-Chief puts
his pen to parchment. Page 3
beneficial and malign intent.
We within the Tower are not Once we believed these creatures to be of myth and legend, it
to judge, but to let the now seems that our oversight may prove to be our doom. Re-
knowledge out to those of ye
with the courage to thirst for ports have reached us that Necrarch Vampires have been seen in
it. Whereas there are those the areas surrounding Mordheim. The Captain that delivered
who would bury Mordheim this information to us was terribly wounded and road-weary,
and all that has happened however we gleaned this information from him before he
since that fateful eve of
passed. Read more on Page 4
Righteous Judgment, we
believe that there is no true
path back into Sigmars While Bounty Hunting may be frowned upon in some of the
glorious light without it. For more 'civilized' portions of the Empire, it is still very much a
without knowledge and way of life here in and around Mordheim. The one known as
understanding of what pushed
Mordheim into the state of
''Mordheimer'' sends to us the following information so that
madness that now grips her, you will not be caught unawares should you find someone com-
how are we to understand the ing for you! Scenario is on Page 10
proper path back to holiness?
While we ourselves may be
See here an interesting letter sent to us by renowned explorer
branded as Warlocks, we
brave the attentions of the and teller of tales, Cianty. In it he addresses the current state
Witch Hunters in the hopes of of Mordheim and its support base, including that from official
restoring Mordheim. It is sources as well as fan-based. Read more on Page 11
from like-minded and brave
men still loyal to the Empire,
as well as heretics & madmen
Held herein are the tales of the dreaded Atar. These tellings
that we glean the information are graphic in nature, and may not be appropriate for those of
held within these pages. Show few years or who are faint of heart. Should you decide to read
fortitude my fellow, and read on... you may find the first installment upon page 13
on. Let not thy eye stray too
far from these words, for it is
within that ye shall find As a regular feature, we provide some portion of lore we have
salvation. picked up throughout the years. Peer upon Page 17
Most Humbly,
Brahm Tazoul,
Mage Extrodinaire &
Sage-in-Chief

2
Sage Advice

T
his being the first
issue, I felt that I
should get my two
groats in.
My message is clear. I feel that Mordheim is
alive and vibrant, but it lacks cohesion.
There are many colorful and creative minds
round the world who are constantly spewing
out new content for Mordheim, but there is
no real way for us to get our hands on all of
it. Furthermore, I feel that there is no official
voice for Mordheim; we have the Specialist
Games website, which is great, but opportunity with their forums. I am grateful
Mordheim needs a champion. It is my intent for that. The onus is upon us to do the rest.
that this ezine becomes that champion. Send in your ideas, your scenarios, your
Since the days of the Town Cryer, short stories and your battle-reports. We,
Mordheim players have illustrated time and and I mean all of us, need them.
time again that we are never sated. We Cheers,
constantly thirst for more rules, more Tom 'Brahm Tazoul' Bell
content, more ideas to keep our universe Sage in chief
growing and expanding.
The time since the Town Cryers were
cancelled have been filled with a nigh-
emptiness that can only be described as
deafening. We need something like this, a
publication written, read and supported by
the community. Make no mistake; without
you, the Mordheim fan, we've very little to
say. Keep your submissions coming in, and
we'll keep going.
I want to do my part. I have the resources to
help further the community, and I cannot
stand idly by and watch it fall further into
obscurity. Mordheim is a fantastic game and
an in depth universe. It would be a shame to
have the game wiped from tabletops
everywhere. Sounds dire and ominous, but it
is definitely a possibility. With limited
support, Mordheim (as with all of the
Specialist Games) leads a life balanced upon
the edge of a razor. GW has allowed us the

3
Necrarchs, The Soul Stealers

W
ith the destruction of Lahmia the kingdom of Special Skills
Vampires came to an end and the Great Library was The following skill list
burned to the ground. The accumulated knowledge may be used by the
of the ancient Nehekhara was destroyed and many of Necrarch Vampire or Thrall
the disciples of W'soran died in the flames, reluctant to abandon with the Wizard skill instead of
their work. Unfortunately for the world, a handful of Necrarchs fled the standard lists.
and survived the pursuit of the armies of the kings of Numas and Pupil of Nagash: Delving further into
Zandri, taking with them books, scrolls and other fragments of the the evil teachings of Nagash, the
dark lore that Nagash had created. They scattered all over the Necrarch Vampire brings greater darkness to
world and hid themselves to patiently wait for the death of their the realm of the living. He may roll immediately
enemies and continue their studies. They built tall towers from on the Scrolls of Nagash for a spell, and choose
where they could study the stars and defend themselves if attacked. to do so again instead of of a future Skill.
News has since spread to these remote strongholds and hidden Master of the Black Arts: Such is the power of
alcoves of the events occurring in Mordheim, a city ripe for the the Necrarch that the range of all his magical
taking. With the dead calling them forth, the arch mages of the workings is extended by half-again.
Vampire line descend with their minions upon the cursed city to Pull of Undeath: So strong is center of undeath
claim its riches, from both those who are dead and those that soon within the Necrarch that he may save his
shall be.. constructs around him from their demise. As
long as the Necrarch is within 4 inches of an
Choice of Warriors undead henchman, they may only be taken Out
This Warband must include a minimum of 3 of Action on a roll of a natural 6. Available only
models. You have 500 gold crowns which you to the Leader.
can use to recruit your initial warband. The
maximum number of warriors in the warband Special Rules
may never exceed 15. The following rules apply to the Necrarch
Necrarch: Each Necrarch Warband must have warband.
one Necrarch Vampire, no more, no less! Death of the Leader: Should the Necrarch
Thrall: Your may include a single Thrall. perish, the Thrall shall pick up the mantle of
Acolytes: You may have up to three Acolytes. Leader and all conferred bonuses shall be
Skeletal Warriors: You may field up to five transferred to him. He may immediately roll on
Skeletal Warriors. the spell list for one spell. You cannot hire
Zombies: You may have any number of another Necrarch, but you may create another
Zombies. Thrall from your current list of Acolyte Heroes.
Abomination: Your Warband may include a They will retain their current stat-line, but shall
single Abomination. gain the benefits of being undead;
Waifs: You may field up to five Waifs. Immune to Poison & Psychology, causes Fear
&
Starting Experience suffers No Pain: Should both Necrarch and
Necrarchs start with 20 experience Thrall be destroyed at once, the evil magics that
A Thrall starts with 8 experience bind the warband together fade, and all turns to
Acolytes start with 0 experience dust.
Henchmen start with 0 experience

4
Necrarch Skill tables
Combat Shooting Academic Strength Speed
Necrarch   
Thrall   
Acolyte  

HEROES EQUIPMENT LIST HENCHMEN 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 Axe ................................................................ 5 gc
Sword ...........................................................10 gc Sword .......................................................... 10 gc
Spear ............................................................10 gc Spear ............................................................ 10 gc
Halberd.........................................................10 gc Missile Weapons
Double-handed weapon................................15 gc Bow ............................................................. 10 gc
Missile Weapons Armor:
Bow ..............................................................10 gc Shield ............................................................. 5 gc
Short Bow ......................................................5 gc MISCELLANEOUS EQUIPMENT:
Armor Heroes Only
Light Armor .................................................20 gc Staff of Damnation .................................... 25 gc*
Shield .............................................................5 gc Unholy Relic ............................................... 15 gc
Helmet ..........................................................10 gc Damned Book ............................................ 45 gc*

New Equipment
Staff of Damnation 25 gc Damned Book Rare 11 45+3D6 gc
Necrarch only Range Strength Special Rules
Range Strength Special Rules n/a n/a Cursed Aura
Close Combat As User Two-Handed,Magic-well
Penned in the blood of elven maidens and written
The preferred weapon of these ancient mages, the upon the flesh of virgins, the Damned Book
Staff of Damnation allows them to bear deadly perverts any space about it.
magic against their foes. SPECIAL RULES
SPECIAL RULES Cursed Aura: A model bearing the Damned Book
Two-Handed: As the Staff of Damnation requires causes all enemy models within 2 inches to suffer a -
two hands to wield, a model equipped with it may 1 penalty to hit in close combat.
not use a shield, buckler or secondary weapon in
close combat. If the model has a shield it will still
get a +1 bonus to its armor save against shooting.
Magic-well: A Necrarch Vampire may cast a spell
into the Staff of Damnation during his Magic phase
instead of casting as normal. Upon a successful
casting, the spell is stored within the staff. The spell
may be released during a later shooting phase in lieu
of casting another spell.

5
HEROES
1 Necrarch Vampire 0-3 Acolyte
110 gold crowns to hire 35 gold crowns to hire
Ancient and purely evil, the Necrarch exists solely to Chosen from the wretched stock available to them,
destroy life. As Mordheim has fallen into the grasp of the Necrarchs elevate a select few to the position of
insanity, the Necrarch Vampires converge upon its Acolyte.
ripe bounty so that they may benefit from the demise These individuals provide aid within the tower itself,
of the living. be it with experiments or the preparation of
Profile M WS BS S T W I A Ld sacrifices.
Vampire 6 3 3 4 4 2 6 1 8 Profile M WS BS S T W I A Ld
Weapons/Armor: A Necrarch Vampire may be armed Acolytes 4 3 3 3 3 1 3 1 7
from the Necrarch Hero Equipment list. Weapons/Armor: Acolytes may equip themselves
with weapons and armor from the Henchmen
SPECIAL RULES equipment list.
Leader: Any models in the warband within 6 inches
of the Necrarch Vampire may use his Leadership SPECIAL RULES
instead of their own. Vassal: The Acolyte has given himself over to his
Cause Fear: Vampires are terrifying Undead dark lord. At a whim, the Necrarch can see what the
creatures and thus cause Fear. Acolyte sees, hear what he hears, and even speak
Wizard: Necrarch Vampires have one spell through his slave. As long as the Necrarch has line of
randomly generated from the Necromancy spell list. sight at an Acolyte, and the Acolyte is not engaged in
Immune to Psychology: Vampires are not affected hand to hand combat, he may use it as a casting point
by psychology (such as fear) and never leave combat. for a spell. Upon a critical failure of a casting (rolling
Immune to Poison: Vampires are not double 1's) regardless of skills such as Mind Focus or
affected by any poison. the like, the Acolyte must roll on the Injury table and
No Pain: Vampires treat a Stunned result on the add +1.
Injury chart as Knocked Down.

0-1 Thrall
60 gold crowns to hire
Taken into the fold due to their promise with the dark
arts, Thralls serve their masters with undying
devotion. While lesser Vampires, they still possess
great speed and strength, and the ability to possibly
overthrow the shadow of their undead lords.
Profile M WS BS S T W I A Ld
Thralls 5 3 3 4 4 1 5 1 7
Weapons/Armor: A Thrall may be equipped from
the Necrarch Hero Equipment List.

SPECIAL RULES
Cause Fear: Thralls are terrifying Undead creatures
and therefore cause Fear.
Immune to Psychology: Thralls are not affected by
psychology (such as fear) and never leave combat.
Immune to Poison: Thralls are not affected by any
poison.
No Pain: Thralls treat a Stunned result on the Injury
chart as Knocked Down.

6
HENCHMEN
0-5 Skeletal Warriors Zombies
20 gold crowns to hire 15 gold crowns to hire
Dragged from the grave, these unfortunate warriors Zombies are the most common of the Undead:
serve their dark lords. Marching relentlessly, they creatures animated by the will of their Necromantic
draw close to Mordheim, a city as welcoming as any masters. Reinforced by their dark magics, a
to warriors such as they. Necrarchs zombie minions are much more menacing.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
Warriors 4 3 3 3 3 1 3 1 5 Zombies 4 2 0 3 3 1 1 1 5
Weapons/Armor: Skeletal warriors may be Weapons/Armor: Zombies never carry any
equipped with weapons and armor chosen from the equipment, and do not suffer any penalties for this.
Henchmen Equipment list.
SPECIAL RULES
SPECIAL RULES Cause Fear: Zombies are terrifying Undead
Cause Fear: Skeletal Warriors are terrifying Undead creatures and therefore cause Fear.
creatures and therefore cause Fear. May not Run: Zombies are slow Undead creatures
May not Run: Skeletal Warriors are slow Undead and may not run (but may charge normally).
creatures and may not run (but may charge Immune to Psychology: Zombies are not affected by
normally). psychology.
Immune to Psychology: Skeletal Warriors are not Immune to Poison: Zombies are immune to poisons.
affected by psychology. No Pain: Zombies treat Stunned results on the Injury
Immune to Poison: Skeletal Warriors are immune to table as Knocked Down.
poisons. No Brain: Zombies do not gain experience.
No Pain: Skeletal Warriors treat Stunned results as
Knocked Down.
No Brain: Skeletal Warriors do not gain experience.

7
HENCHMEN
0-1 Abomination Abomination ignore rolls of 1&2 on the post battle
Injury Table; they cannot be destroyed.
190 gold crowns to hire
Vile constructs, these twisted beings are torn from
the nightmares of men. Made from looted graves,
these beasts are powered by the dark magic of their
Lords and the wyrdstone found in and around
Mordheim.
Profile M WS BS S T W I A Ld
Abominations 4 3 0 4 5 3 2 3 5 0-5 Waifs
Weapons/Armor: Abominations do not employ 20 gold crowns to hire
weapons, and suffer no penalties for doing so. Waifs are the most miserable of human specimens.
They are deformed and rejected individuals, shunned
by even their fellow man. Vampires often recruit
waifs as their servants and treat them with surprising
kindness. As a result, waifs are often fanatically loyal
to their undead overlords and will do anything to
serve and protect them.
Profile M WS BS S T W I A Ld
Waifs 4 2 2 3 3 1 3 1 7
Weapons/Armor: A Waif may be armed with
weapons and armor chosen from the Henchmen
Equipment list.

SPECIAL RULES
Cause Fear: Abominations are terrifying Undead
creatures and thus cause Fear.
Immune to Psychology: Abominations are not
affected by psychology.
Immune to Poison: Abominations are immune to
poisons.
No Pain: Abominations treat Stunned results as
Knocked Down.
No Brain: Abominations do not gain experience.
Large Target: Abominations are Large Targets as
defined in the shooting rules.
Powered: A Necrarch has placed a shard of
wyrdstone in the Abomination to bring it life. Should
the Abomination be removed from combat, the model
who took it down receives a shard of wyrdstone. A
new shard is then needed to re-animate the
Abomination.
Spare Parts: Thanks to the dark magics of their
lords and the manner of their construction,

8
Dreaded Scrolls of Nagash
Written upon the flesh of elven children, these markings burn with eternal evil. Sought by scholars of
the Empire and Necromancers alike, these ancient words are borne only upon damned breath.
Despair and sorrow have taken written form upon the Scrolls of Nagash.

1 - Soulcage Difficulty: 9
Wracked with pain unimaginable, the victim shoulders the burden that belongs to the caster.
You may choose a single model within 6''. All wounds are transferred to this model
at +1 to the Injury Roll. Should a natural 6 be rolled on the Injury chart, not only is
the Soulcaged model removed from action, but the caster is treated as Stunned. Only
one Soulcage spell may be in effect at a time.

2 - Black Breath Difficulty: 8


The mage belches forth a toxic wind of death, engulfing all within the embrace of slumber eternal.
The spell has a range of 8'', and hits the first model within its path. It causes 2 S4 hits
on its target, and one S3 hit on all models within 2''.

3 - Servants Eternal Difficulty: Auto


Calling upon the powers of darkness, the caster summons undying servants to do his bidding.
This spell must be used before the game, and may only be used once. When cast, the
spell summons D3 Zombies to the casters side. The evil that sustains the
abominations will fade after the battle, turning their damned flesh to dust. As such,
these zombies do not count towards the warbands maximum size.

4 - Fear of the Ages Difficulty: 9


Like a wave of pure despair, the mage releases the fear of the ages over those around him.
All enemy models within 4'' of the caster suffer a S3 hit. No armour saves are
allowed. The servants of Morr, Sigmar and Ulric are especially susceptible to this
evil, and suffer a S4 hit instead.

5 - Wall of Despair Difficulty: 6


The caster weaves about him a wall of pure despair, rendering himself immune to the will of others.
The caster is immune to all spells and prayers. Roll at the beginning of each turn
during the Recovery Phase. On a roll of 1 or 2, the Wall of Despair disappears.

6 - Claws of Nagash Difficulty: 10


The withered hands of the caster grow and flash with the dark power of Nagash.
The Claws of Nagash grant the caster +1 Weapon Skill, and the caster becomes
Frenzied. Test at the beginning of each turn during the Recovery Phase. On a roll of
2 or less, the Claws of Nagash vanish.
Racial Maximum M WS BS S T W I A Ld
Necrarch Vampire 6 4 4 6 6 4 9 3 10

9
BOUNTY HUNT
A scenario submitted by Dennis Montera, known as Mordheimer
In the vastness of the Mordheim ruins there is always If a player successfully eliminates all of his bounties
the risk of running into a rival warband. While two and manages to get all of his remaining heroes to a
groups sometimes pass each other without a fight, table edge, then he wins the game. If a player
more often than not there is a vicious battle amongst voluntarily routs, he automatically loses the match. If a
the ruins. Added to this, the reputations of many player routs due to failed rout test but has eliminated
warbands have left a price on the heads of their more bounties than any other player, then the match is
members. This leads to the targeting of specific a tie. Otherwise, the last warband standing wins the
individuals to claim the prize. scenario.

Terrain Experience
Each player takes it in turn to place a piece of terrain, +1 Survives. If a Hero or a Henchman group survives
either a ruined building, tower, or other similar item. the battle they gain +1 Experience.
We suggest that the terrain is set up within an area +1 Winning Leader. The leader of the winning
roughly 4' x 4'. warband gains +1 extra Experience.
+1 Per Enemy Out of Action. Any Hero earns +1
Warbands Experience for each enemy model he puts out of
Each player rolls a dice. Whoever rolls highest chooses action.
who sets up first. The player then chooses which table +1 Per Bounty Out of Action. Any Hero or henchman
edge to set up on, placing all his warriors within 8" of group that successfully takes out of action a bounty
that edge. Opponents then set up within 8" of the other earns +1 Experience (for heroes, this is in addition to
edges, beginning with the opposite edge to the first the +1 experience for taking an enemy out of action).
player.
The Bounty
Setting the bounty On top of the normal search, warbands receive 1 shard
You should make a set of six coloured tokens per of wyrdstone for each successful bounty.
warband, one marker per hero. Each player secretly
writes three colours (separately for each
warband if multiplayer) representing
their bounties. Players then decide what
colour marker is placed upon each of
their own heroes.

Starting the game


Each player rolls a D6. The highest
scoring player takes the first turn. Play
proceeds clockwise.

Ending the game


When all but one of the warbands fails
its Rout test, the game ends. Also, the
game ends if a player has successfully
taken out of action all of his selected
bounties and then manages to get all of
his own remaining heroes within 2'' of a
single table edge.

Winning the game

10
Knocked Down but not Stunned:
The current state of Mordheim

I
t has been about half a year since I returned role-playing game style there is plenty of
to playing Mordheim. All kinds of real life room for innovation. The basic rules from the
reasons and other bad excuses kept me rulebook are nothing but a starting point for
away from the game for slightly more than the creation of all sorts of skirmish game
two years. During the break I used to hit the environments.
online store now and then and very Fans have contributed to the game ever
occasionally I threw a glance at the Specialist since its release. This is still true today. And
Games homepage. When I decided to start there is a lot to do: Many aspects of the game
playing Mordheim again on a regular basis the need an overhaul. I do not want to go into
first thing I did was try to find out all the detail here about what I think should be
things that I may have missed out on while I reworked rules-wise. Most Mordheim gamers
was 'out of action'. I was surprised to see that are aware of the unbalance issues between
there seemed to have been nothing relevant using two weapons (i.e. an additional one-
going on. The biggest change was the hand-weapon) and using a one-handed
renovation of the official Mordheim forum weapon and a shield.
which meant that I could not find the various Another concern is the uneven power-
fan based rules and discussions anymore. level of certain warbands. These are just two
Although the situation met my expectations I examples for major improvements that need
felt a bit disappointed. It was a bit like to be done. Fortunately there are already
moaning about the death of a great artist who creative people working on them. You will
died before his time, never getting the chance find suggestions for solving the armour
to make the most of his potential. However, problem in the Mordheim forum and there is a
the tragedy was only ostensible and a brighter Yahoo group that is dedicated to reworking
bigger picture should soon surface. the warband rules. Despite all these efforts
What surprised me the most of all was that there is still an important problem: The
despite the lack of official support there is still Mordheim community lacks organization.
a community of people who are motivated and Many fans are writing great new rules and put
enthusiastic about the game as if it had been a lot of work into them. But all these gems of
released just yesterday. Mordheim is probably innovation are spread all over the world wide
one of the most suitable tabletop games in web. You would be surprised to see how
terms of adding new flavour to the many private Mordheim homepages exist
atmosphere by expanding the already existing once you are willing to spend an hour or two
rules. Due to its strong atmospheric feel and with internet search engines. Of course, not all

11
Cianty’s Heresy Continued

of these rules and ideas are worth knowing Mordheim fan site would be a place for
about. Nevertheless, the community needs a interested gamers - be it newbies or veterans -
way to bundle its efforts and show the world to regularly go check for the most important
that Mordheim is well alive. A lot of former news and updates in the Mordheim game. If
gamers do not even know this. Sadly, the we can achieve to evolve as a strong
Specialist Games website is no longer the autonomous community and transfer that
place to look for the latest news and picture to the public, we can help the game
development of the game. prosper, i.e. attract new players, which is near
When I first heard of the idea of a impossible at the moment. At best
Mordheim e-zine I was very excited. I believe experienced Warhammer veterans may give
this is a step in the right direction. If it can Mordheim a try, but those interested will
continue to publish quality material and gain probably have done so long ago anyway.
acceptance throughout most of the fans, it Another advantage would be that the
might become the mouthpiece of a united individual efforts made by the various project
Mordheim community. However, further teams were better available to the community,
steps are necessary. With the absence of the from which both the other gamers and the
2006 rules review and no other one in sight, projects would benefit.
there must be a selected authority that takes For now, Games Workshop has
care of the game independently of Specialist abandoned Mordheim but due to its unique
Games and Games Workshop. Not a nature Mordheim will most certainly never
dictatorship but a respected committee that die. There are many people out there who
the fans are willing to trust and support - produce new material that compares
because in the end, the fans support no one favourably with any set of official rules. If we
but each other. - the fans - can develop a drive to unite and
With such a dedicated group to lead and pull together we can take the game to the next
organize the fan-driven processes what we level.
need is an 'official' Mordheim website In two years Mordheim will celebrate its
controlled by the fans. If you are familiar with 10th birthday and it is up to us to decide
the Mordheim forum you will probably know where Mordheim will be by then. I await your
Mike ''Thrasher'' Kitchenman's Uber Useful comments and ideas in the Mordheim forum
Mordheim Information thread - a huge and hope for a lively discussion.
collection of relevant Mordheim sources. This - Christian 'Cianty' Templin
is a great example for information that
absolutely need to be presented in a better
way, especially with potential Mordheim
beginners in mind. An official - that means
wholly accepted by the community—

Christian Templin started playing Warhammer in 1997. He became a huge Mordheim enthusiast as
soon as the game was released. He started writing house rules and scenarios for and with his gaming
group during the glorious days of the Town Cryer. The group then decided to collect their rules and
put them into the shell of a private Mordheim supplement. After a couple of years of abstinence from
the game and the community his gaming group is active again and they continue the development of
their supplement Border Town Burning. Christian’s recent efforts include being part of the Mordheim
Nemesis Crown development team.

12
Tales of the Dreaded Atar

S
creaming woke Franz. The terrified something was terribly wrong. Her wild brown eyes
cries of women and children. Men were small dots in saucers of white that stared at
shouting, dogs barking, livestock adding him in panic. He noticed the smudge marks, the torn
their terrified cacophony to the din of skirts as though she'd fallen several times on her
discordance. Stumbling he shrugged the covers aside way from the pig pen, where she normally spent the
and stood up dizzily. The left-over tang of last mornings tending the fat sows. He heard bellows,
nights grog still strong in his stomach, it threatened incredibly deep and loud, short blasts of noise that
to rise and purge itself from his protesting body. drowned everything else out. Franz also heard
The door burst open and sunlight, a strong roaring laughter and the sick sound of metal
morning shaft, blazed a streak of fire through an crushing flesh and bone. Something crashed against
otherwise darkened hovel before being shut away the door and his wife squeaked, her nails digging
again with a crashing slam. His eyes closed into the wood so hard and deep they cracked and
instinctively as the sudden onslaught broke. Pounding, a man screamed and clawed at the
of brightness caused his head to door as several deep chested growls reverberated
throb so strongly, so through the walls. Risking a peek, despite the
unashamedly violent, desperate shaking of her head, Franz pushed the
that he was shutter of the window out a crack, and immediately
afraid it might wished he hadn't.
split. Two massive hounds, each weighing more than
Words died even a man, hunched shoulders bunched powerfully with
as he made to jaws full of sharp fangs made for ripping bone
speak them. glared at his neighbour Pieter, who now had his
Aggravated, back pressed firmly against the door as he shook
annoyed and uncontrollably. Britches fouled, his tears streamed
confused and he simply shook his head and said no over and
most of all, over. No, as if the word would stop these Chaos
o n e touched beasts, beasts with spikes of ivory jutting
look at through flesh that gleamed brightly in the morning
h i s light. Hot, humid breath blasted out in the chill of
wife the air created small clouds of steam. There was an
and he evil intelligence that lurked behind their blood red
knew orbs. A malice which could freeze a brave man in
his tracks. He let the shutter close as the two
hounds lunged. Franz sagged against the wall

13
Tales of the Dreaded Atar Continued

when Pieter screamed pitifully, begged as his flesh shaggy legs. One shifted and brought a dark hoof to
was ripped, his body torn, his screams rose in pitch rest upon his already broken chest. His scream of
until they stopped, and only fighting growls could be agony was drowned out by a powerful bellow.
heard. Where there were Chaos hounds, Beastmen "Burn Everything! Keep the breeders, kill the
were sure to follow. rest!" It looked down on him, intelligent eyes set in a
Franz heard his wife call out his name. Confused, dark goat's face. Massive horns crowned its skull,
he looked around the house and finally saw her already and as it grinned it's lips peeled back, showing
on the cellar ladder. Holding the trapdoor open, she incredibly large teeth.
waved at him in frantically. Hope surged and he "Atar! That one is mine!" Franz turned his head
stepped for her when the door simply exploded, and saw another, smaller than the one that pinned him
ceasing its vigilant ward, pieces flew and struck him down yet larger than any man could ever be, coming
with enough force to make him stumble. Her eyes from his yard. The hole in the wall behind it gaped
were the last thing he saw, dark and deep, but filled awkwardly as a piece fell, and he saw one of those
with tearful resolve as she forever closed his path of vicious, unnatural hounds tear at the floor. It gouged
escape. A powerfully clawed hand grabbed him by the out chunks of dirt and wood as his wife
hair and lifted him clean off the ground, the pain screamed pitifully from within.
making him cry out even as he was thrown through the "Sigmar preserve us," he whispered as
wall and out into the dirt of his yard. His rolling more pain shot through
finally stopped in a pool of sticky, cooling liquid. He him. The one called
struggled to his hands and knees and retched as he Atar, Franz was sure it
realized that it was Pieter's blood, the ruined remains
of his friend in several pieces, partially eaten and still
steaming.
Pain blossomed in his side as an
unseen assailant kicked him hard
enough to stave several ribs in. He
rolled a dozen feet and crashed to a
halt against an immovable object.
Sparks swirled through his
vision, darkness clouded
everything and threatened to take him
down into that murky depth. He tried
to welcome it but it receded, chased
away by the pain of his laboured
breathing and his loud wheezing. On
his back, he looked up and
understood that it wasn't a wall or
the well that he'd hit, but powerful

14
Tales of the Dreaded Atar Continued

was the leader, had shifted, grinding its hoof in the apology. A large fist clipped it in the jaw and sent the
process. From the ground all he saw were two massive hound sprawling backwards, crashing it through the
beastmen as they stared at each other, the intensity of sleeping cot. It thrashing about, thus righting itself
their locked gazes almost lit the air with crackling and slunk away, tail tucked low even as Atar's
flames. Moments passed and the one that had thrown attention is firmly upon the ruined scraps of the cellar
him dropped its gaze and backed away while Atar door.
brayed loudly enough to wake the dead. "Come out. I smell your fear. Come or I send the
"Take the livestock! Take their weapons! The dogs in after you."
city awaits." The call went out, bellows and roars Franz struggled to keep his vision clear, the day
were the response. No further screams were audible. darkened though there were no clouds. How can such a
No noise save that of fire consuming, or teeth and day be? He wondered, coughing. His eyes watched as
metal rending. "Morghur demands Sacrifice! his wife came up the cellar ladder, her hands in her
Morghur commands us! To Mordheim!" skirts. Tear stained, disheveled but defiant. Atar
Buildings burned and blood ran freely, the dirt grinned and reached for her even as she pulled a
packed roads turned into a bloody ooze that hooves blackpowder pistol from the folds of her dress and
had no difficulty navigating. The hound which dug for leveled it at the Beastman's chest. Pulling the trigger
his wife, trapped in the cellar, started to growl as she fired, striking true. Rings of mail burst apart,
pieces of the thick trap door started to buckle under its scattering as the leather blew outward and Atar took
claws. She stopped screaming and Franz wondered if a step backwards and looked down...and began to
she had ended her life to escape the depredations of laugh. A horrible braying sound, harsh and grating.
these vile creatures. He prayed for her soul quickly "Your one chance, breeder." Atar grabbed her by
and reached up to tug on Atar's Chain Mail skirt. the hair and dragged her the rest of the way out.
Nothing. Breath came in gasps he tugged harder, "Wasted on Atar"
willing some of his Middenheim heritage into his arms. Franz's last sight was watching his wife being
Thick arms that had always been strong felt so very dragged by the hair behind the beastman chief, broken,
weak. Atar looked down as though just remembering pistol forgotten in her hand as she wept.
that his footstool is still alive. Darkness came crashing and with it, the world
"Oi, Beastm..." Started Franz only to cough up ends.
gouts of blood when that same hoof lifted and then
bore down, crushing the rest of his chest as Atar
stepped through him towards the cellar door. Blood
To Mordheim!
flowed from nose and mouth, air non-existent in his
crushed lungs, Franz watched Atar grab the chaos
hound by the tail and tugged it backwards. The hound
twisted and snapped its serrated teeth at the
beastman's forearm but quickly whined in abject

15
Submissions & Authors
Submission Guidelines: This Months Authors:
If you wish to write for Letters of
the Damned, we welcome your Necrarch Warband:
contributions. Please be aware of Tom ''Brahm Tazoul'' Bell. (that's me!) I
the following conditions, as they are have been an avid Mordheim player for
several years, an Answer MOD for
non-negotiable. If you submit any
nearly two of them and have recently
material, it is under the premise that
opened a gaming store. With a 20+
you agree to the following: player league that is going strong on a 30
By submitting your article you are scenario campaign, I just can't help but be
handing over copyright and all passionate. Mordheim is alive and
rights to the material to Tom Bell, strong, and I'll do my part to ensure that
editor of Letters of the Damned. it stays that way!
Tom Bell in turn claims no
ownership of any IP of Games Bounty Hunt Scenario:
Workshop, and willingly hands all Dennis ''Mordheimer'' Montera. A
ownership of material included in prevalent poster on the old SG boards,
this ezine to GW. You will, of Dennis has taken a break of late but is
course be fully credited for your never far from the surface. We are
extremely grateful that he has given us his
work should we publish it. All
experience & knowledge with his
submitted articles are unpaid. Please
submissions.
be sure to include your name and
contact information with all Cianty's Heresy:
submissions, as well as how you Christian ''Cianty'' Templin. Chris is an
would like to be known in the incredible asset to the Mordheim
Mordheim world. For example, community. If you haven't already, be sure
Tom Bell may be referred to as Tom to check out his website,
''Brahm Tazoul'' Bell, Tom ''Brahm www.bordertownburning.de.vu . His
Tazoul'', or simply as Brahm credits are far too numerous to mention
Tazoul. The choice is yours. here, but I'll just drop Nemesis Crown as
one of them.
Email your submissions to:
lod@redclawgaming.com Tales of Dreaded Atar:
Roger ''Vargkrigare''. A recent addition to
Mordheim, his vibrant tales of conquest
or mail them to: and terror have captivated me.
LOD c/o Tom Bell
12820 64 st
Edmonton, Alberta, Canada
T5A 0X7

16
TURN SEQUENCE
1 Recovery 2 Movement 3 Shooting & Magic 4 Close Combat
During the recovery phase you may attempt During the movement phase you may move In the shooting phase you may shoot with During the hand-to-hand combat phase all
to rally individuals who have lost their the warriors of your warband according to any appropriate weapons as described in models in hand-to-hand combat may fight.
nerve and recover models that are knocked the rules given in the Movement section. the rules for shooting and your wizards Note that both sides fight in the hand-to-
down or stunned. may cast a spell they know. hand combat phase, regardless of whose
turn is.

RECOVERY
During the recovery phase you may attempt to rally any of Move or shoot for the rest of the turn, but can cast spells. If During the recovery phases warriors that have been stunned
your models that have lost their nerve. To take a rally test, the test is failed, the model continues to flee towards the become knocked down instead and warriors who have been
roll 2d6. If the score is equal to or less then the model’s closest table edge. knocked down may stand up.
Leadership value the model stops fleeing and has rallied. A model cannot rally if the closest model to him is an
The model cannot enemy model

MOVEMENT
In your movement phase, you may move your warriors in the following order.
1. Charges 2. Compulsory Moves 3. Remaining Moves
RUNNING CLIMBING JUMPING OVER GAPS
A running warrior moves at twice its normal speed. A A warrior may climb a height equal to its Movement value Models may jump over gaps, up to a maximum distance of
model may not run if there are enemy models within 8" at in a single movement phase. Take an Initiative test. If it 3". (You are not allowed to measure the distance
the start of the turn. fails while climbing up, it cannot move that turn. If it fails beforehand.) If your model doesn't have enough movement
A running warrior may not hide or shoot that turn, though it while climbing down, it falls (see Falling, below). left it automatically falls.
may cast spells. If the model covers the distance, take an Initiative test. If
JUMPING DOWN the model fails to pass the test it falls (see below).
CHARGES Warriors may jump down from high places, up to a
Without measuring the distance, declare that the model is maximum height of 6". Take an Initiative test for each full WARRIORS KNOCKED DOWN OR STUNNED
charging and indicate which enemy warrior it is going to 2" the warrior jumps down. If it fails any of the tests the If a warrior is knocked down or stunned within 1" of the
attack. Warriors charge at twice their normal speed. model falls down and takes damage as detailed in Falling. edge of a roof or building, there is a chance it will slip and
Once opposing models are touching bases, they are fall off. Roll a D6. If the score is more than warrior's
engaged in hand-to-hand combat. DIVING CHARGE Initiative, it will fall over the edge "and take damage (see
You may not charge a model if there is another enemy A warrior may make a diving charge against an enemy who Falling, below).
model within 2" of the most direct charge route. is on a lower level than himself and is within 2" of the
place where your warrior lands. Test for jumping down as FALLING
CARRYING LADDERS detailed above. If the model succeeds it gains a +1 Strength Models that fall take D3 hits at a Strength equal to the
A warrior can carry a ladder or other heavy object at half bonus and +1 'to hit' bonus in the hand-to-hand combat height in inches of the fall. No armor saves apply.
his movement value in a turn, no running is allowed. phase.
Two warriors can move at the full movement of the slowest
model., no running is allowed

SHOOTING TO HIT every turn.


BS of shooter 1 2 3 4 5 6 7 8 9 10 Save Modifier This weapon affects the armour save against its attacks.
D6 roll needed 6 5 4 3 2 1 0 -1 -2 -3 Shoot in hand-to-hand A warrior armed with this weapon may shoot in the first
combat round of a hand-to-hand combat, and this shot is resolved
SHOOTING MODIFIERS first before any blows are struck. –2 to-hit penalty.
-1 Cover If any part of the model is obscured by scenery or other Shot Draw a line 16" long and 1" wide from the firer. Any and all
models then it counts as being in cover. models it its path are automatically hit by a strength 3 hit.
-1 Long range If you are shooting at a target that is more than half of your Stealthy This weapon may be fired while hidden without revealing the
weapon's maximum range away. firer's position though the target receives an initiative test to
-1 Moving & shooting If your model has moved at all during this turn. see the firer.
+1 Large target The main body of the target is more than 2" tall or wide. No penalty for long range or moving. They cannot be used in
Thrown weapon
This includes such targets as buildings and large creatures. close combat.

SHOOTING SPECIAL RULES RANGE WEAPONS RANGE STRENGTH


Accuracy +1 bonus on to hit rolls. Blowpipe 8" 1
Fire Once This weapon takes so long to reload it may only be fired once Crossbow 30" 4
per battle.
Crossbow Pistol 10" 4
Fire Twice at Half A slinger may fire twice at short range if he does not move.
Elf Bow 36" 3
Range
Long Bow 30" 3
Fire Twice This weapon may be fired twice, with a –1 to hit penalty on
both shots. Repeater Crossbow/Bow 24" 3
Hand-to-Hand This weapon may be used in hand-to-hand combat as well as Short Bow 16" 3
shooting. If carried as a second weapon it grants +1 attack Sling 18" 3
which is resolved as an attack of strength 4 with a –2 save Throwing Star or Knife 6" As user
modifier. This bonus may only be used once per combat. A
BLACK POWDER WEAPONS
brace of weapons provides two such attacks in the first turn
of combat. Blunderbuss Special. 3
Move or Fire You may not move and fire this weapon in the same turn. Duelling Pistol 10" 4
You may freely pivot to face the target or stand up from Handgun 24" 4
being knocked down. Hochland Long Rifle 48" 4
Pick Target You may fire at any target in sight, not just the closest one. Pistol 6" 4
Poison If a 6 is rolled to hit the weapon automatically causes a Warplock Pistol 8" 5
wound. This weapon cannot cause critical hits.
Prepare Shot This weapon takes a whole turn to reload. You may only fire
every other turn. If you have a brace of pistols you may fire
HITTING A TARGET WOUNDING TARGET INJURY CHART
OPPONENT’S WEAPON SKILL TARGET’S TOUGHNESS 1-2 Knock down
The force of the blow knocks the warrior down. Place
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 the model face up to show that he has been knocked
1 4 4 5 5 5 5 5 5 5 5 1 4 5 6 6 - - - - - - down.
ATTACKER’S WEAPON SKILL

3-4 8tunned
2 3 4 4 4 5 5 5 5 5 5 2 3 4 5 6 6 - - - - - The target falls to the ground where he lies wounded

ATTACKS STRENGTH
3 3 3 4 4 4 4 5 5 5 5 3 2 3 4 5 6 6 - - - - and barely conscious. Turn the model face down to
show that he has been stunned.
4 3 3 3 4 4 4 4 4 5 5 4 2 2 3 4 5 6 6 - - - 5-6 Out of Action
5 3 3 3 3 4 4 4 4 4 4 5 2 2 2 3 4 5 6 6 - - The target has been badly hurt and falls to the ground
unconscious. He takes no further part in the game and is
6 3 3 3 3 3 4 4 4 4 4 6 2 2 2 2 3 4 5 6 6 -
immediately removed from the battle.
7 3 3 3 3 3 3 4 4 4 4 7 2 2 2 2 2 3 4 5 6 6
8 3 3 3 3 3 3 3 4 4 4 8 2 2 2 2 2 2 3 4 5 6 AUTOMATIC TAKE OUT OF ACTION
Roll to wound as normal. If any of the attacks wound,
9 3 3 3 3 3 3 3 3 4 4 9 2 2 2 2 2 2 2 3 4 5 Take an armor save modified as normal. If the save
10 3 3 3 3 3 3 3 3 3 4 10 2 2 2 2 2 2 2 2 3 4 fails, the warrior is automatically out of action.

CLOSE COMBAT SPECIAL RULES additional attack.


+1 Enemy armor Target receives a bonus to his armor save and a 6+ armor save Parry Roll a D6 when attacked in close combat. If the score is higher
Save if he has no normal armor save. than the highest to-hit score of the attacker then the blow has
been successfully parried and does no damage. A model may
Cannot be parried This weapon may not be parried, whether with a sword,
not parry an attack made with twice or more his own Strength.
buckler or any other means.
Reach A model armed with such a weapon may attack figures out of
Cavalry Bonus This weapon receives a damage bonus when used by a
base-to-base contact. The target may not strike back. In base-
mounted warrior in a charge. The bonus only applies for the
to-base contact the weapon functions as a normal melee
first turn of combat. The bonus is +1 for a spear or +2 for a
weapon.
lance.
Strike First This weapon strikes first, even if charged, on the first turn of
Cavalry Weapon This weapon may only be used when mounted on a war-horse.
combat. In subsequent turns initiative is determined normally.
Climb This weapon aids climbing. Add +1 to initiative when making
Strike Last A warrior using this weapon always strikes last, even when
climbing tests.
charging.
Concussion In close combat a roll of 2–4 is treated as stunned when rolling
Two-Handed This weapon requires two hands to use. A model using it may
on the injury chart.
not use a shield, buckler or additional weapon in close combat.
Cumbersome The user of this weapon may not use another weapon for the But may still use a shield for its +1 armour save against
entire battle. shooting.
Cutting Edge An extra save modifier of –1. Venomous These weapons are treated as always being coated in the Black
Difficult to use This weapon may not be used with a second weapon or buckler Lotus poison.
in the off-hand though a normal shield may be used. Gromril Weapon An extra –1 save modifier.
Heavy The +2 Strength bonus only applies in the first turn of each Ithilmar Weapon +1 Initiative bonus.
hand-to-hand combat.
Holy +1 bonus to all wound rolls against any Possessed or Undead
models. A natural 6 is still required for a critical hit however.
Pair This weapon is traditionally used in pairs. The user gains an

CRITICAL HITS & BLACK POWDER MISFIRES


BLUDGEON CRITICAL HITS BLADED CRITICAL HITS THRUSTING CRITICAL HITS
(Clubs, maces, hammers, flails, double-handed hammers (Swords, axes, double-handed swords etc.) (Spears, halberds, lances etc.)
etc.) 1–2 Flesh wound: Ignore armor saves 1–2 Stab: Model gains +1 to injury rolls
1–2 Hammered: Target is knocked off balance 3–4 Bladestorm: Attack causes 2 wounds 3–4 Thrust: Target is knocked down, take armor saves
and may not fight this turn 5–6 Sliced: Ignores armor saves, causes 2 to determine if wounded
wounds, and gains +2 to injury rolls 5–6 Kebab: Ignores armor saves, gains +2 to injury
3–4 Clubbed: Ignores armour & helmet saves rolls, target is knocked backwards D6” followed by attacker,
5 Wild sweep: Target’s weapon is knocked MISSILE CRITICAL HITS other models involved in CC are separated, if target collides
from hand (Bows, crossbows, black powder weapons, throwing with another model it is hit once at S3
knives etc.)
6 Bludgeoned: Enemy goes out of action if
1–2 Hits a weak spot: Ignore armor saves MISFIRES
fails armor save
3–4 Ricochet: Closest enemy within 6” is also hit Each time you roll a 1 when rolling to hit with a black powder
5–6 Master shot: Target suffers 2 wounds with weapon (handgun, pistol, blunderbuss, warplock pistol, etc),
FLEXABLE WEAPONS
no armor save roll a D6 and consult the chart below.
(Whips, Ropes, Chains, Morningstars etc)
BLACKPOWDER WEAPON MISFIRES
1-2 Entangle. The weapon has wrapped around
UNARMED CRITICAL HITS 1 BOOM! The weapon explodes with a deafening
the target's body or legs, allowing the wielder to pull the
(Wardogs, warhorses, Zombies, Possessed, animals etc.) roar! The shooter suffers an S4 hit (this does not cause critical
target off- balance. One wound is caused as normal, with
1–2 Body blow: Gains 1 immediate additional hits) and the weapon is destroyed.
armor saves, and the target also receives a Knocked
attack 2 Jammed. The weapon is jammed and useless for
Down result if it fails a Strength roll, which is not subject
3–4 Crushing blow: Model gains +1 to injury the remainder of the battle. You may use it as normal in the
to armor saves, but may be affected by special saves or
rolls next battle.
skills.
5–6 Mighty blow: Ignores armor saves and gains 3 Phut. The weapon fails to fire and you must
3-4 Whiplash! The weapon inflicts a stinging
+2 to injury rolls remove the shot. This means that the shooter must wait one
blow, causing two wounds instead of one. Armor saves
extra turn before he can fire this weapon again.
as normal.
4-5 Click. The weapon fails to fire, but there is no
5 Disarm. Your opponent's weapon is
additional effect.
entangled and wrenched from his hand. If he is carrying
6 KA-BOOM! The weapon roars and spits a cloud
two weapons, roll to see which one he loses. Roll to
of black smoke and flame! The shot hits the intended target
wound and take armor saves as normal.
and counts as having + 1 Strength.
6 Choke! The weapon has wrapped around
the target's neck. Roll two wounds, ignoring armor saves,
with +2 to any Injury rolls.
HENCHMEN & HIRED SWORDS SERIOUS INJURY LIST HERO ADVANCEMENT DRAMATIS PESONAE
1-2 DEAD All the weapons and equipment he carried are lost 2-5 New Skill (or Spell if Wizard)
3-6 FULL RECOVERY 6 Characteristic Increase
Heroes who are looking
1-3 + 1 Strength; for a special character
HEROES & DRAMATIS PERSONAE SERIOUS INJURY LIST
11-15 DEAD All the weapons and equipment he carried are lost.
4-6 + 1Attack. cannot look for rare items.
7 Characteristic Increase Decide which special
16-21 MULTIPLE INJURIES Roll D6 times on this table. Re-roll any 'Dead', 'Captured' Choose either + 1 WS or + 1 BS.
and further 'Multiple Injuries' results. 8 Characteristic Increase character you are seeking,
22 LEG WOUND -1 Movement permanently
23 ARM WOUND
1-3 + 1 Initiative and how many Heroes
4-6 + 1 Leadership have been sent to look for
1 Loses Arm 9 Characteristic Increase
2-6 Light wound. The warrior must miss the next game. 1-3 + 1 Wound him. Roll a D6 for each
24 MADNESS
1-3 the warrior suffers from stupidity;
4-6 + 1 Toughness searcher. If any of the
10-12 New Skill (or Spell if Wizard) searchers rolls under his
4-6 the warrior suffers from frenzy
HENCHMEN ADVANCEMENT
25 SMASHED LEG
2-4 Advance. + 1 Initiative. Initiative he has located
1 The warrior" may not run any more but he may still charge.
2-6 The warrior misses the next game.
5 Advance. +1 Strength. the special character. You
6-7 Advance. Choose +1 BS or +1 WS. can, of course, only find
26 CHEST WOUND Toughness is reduced by -1 permanently
8 Advance. + 1 Attack.
31 BLINDED IN ONE EYE Randomly determine which. A character that loses an eye
9 Advance. + 1 Leadership. one of a particular special
has his Ballistic Skill reduced by -1. If blinded again Hero must retire
32 OLD BATTLEWOUND At the start of any battle from now on a roll of 1 Hero can’t
10-12 The lad's got talent. One model in character, no matter how
the group becomes a Hero. (Roll many searchers roll under
fight in this battle.
again for the new hero and for the
33 NERVOUS CONDITION Initiative is permanently reduced by -1 permanently.
henchmen group.) their Initiative.
34 HAND INJURY Weapon Skill is permanently reduced by -1 permanently.
35 DEEP WOUND Must miss the next D3 games while he is recovering. He may do
nothing at all while recovering.
36 ROBBED All his weapons, armor and equipment are lost. 1-3 4-6 7-9 10-12 13-15 16+ SELLING WYRDSTONE
41-55 FULL RECOVERY
56 BITTER ENMITY The warrior suffers from Hatred from now on. Roll to see who he
1 45 40 35 30 30 25 HORIZONTAL = WARBAND
hates; SIZE
1-3 Hero who wounded him, Leader if it was a henchmen 2 60 55 50 45 40 35 VERTICAL = # OF SHARDS
4 The leader of the warband that caused the injury.
5 The entire warband that caused the injury 3 75 70 65 60 55 50
6 All Warbands of that type
61 CAPTURED :::see book for rules::: 4 90 80 70 65 60 55
62-63 HARDENED From now on he is immune to fear.
64 HORRIBLE SCARS The warrior causes fear from now on. 5 110 100 90 80 70 65
65 SOLD TO THE PITS The warrior wakes up in the infamous fighting pits of
6 120 110 100 90 80 70
Cutthroat's Haven and must fight against a Pit Fighter. :::see book for rules:::
66 SURVIVES AGAINST THE ODDS Gains + 1 Experience. 7 145 130 120 110 100 90
8+ 155 140 130 120 110 100
WYRDSTONE SHARDS SEARCHING FOR RARE ITEMS
1-5 1 You may send any number of Heroes that were 3 D3 Helmets
6-11 2 not taken out of action last battle to search for 4 D3 suits of Light Armor
rare items. Each hero can look for one item; 5 D3 suits of Heavy Armor
12-17 3
roll 2D6 once for one item each of your heroes 6 Suit of Ithilmar Armor
18-24 4 5555 Graveyard D6x10 gc, Witch Hunters and Sisters of Sigmar gain D6
25-30 5 are looking for. If you roll equal or greater then experience to distribute amongst the heroes.
the rarity of the item you found one of them. 6666 Catacombs Next game 3 fighters may be placed anywhere on the
31-35 6
36+ 7 battlefield at ground level.
11111 Moneylender’s House D6x10 gc
22222 Alchemist’s Laboratory 3D6 gc & Alchemist Notebook one warrior may now
EXPLORATION CHART choose skills from Academic Skill List.
11 Well Choose 1 hero to make an Toughness test, If successful he 33333 Jewelsmith 1-2 Quartz worth D6x5 gc
finds a wyrdstone, if failed he misses next game. 3-4 Amethyst worth 20 gc
22 Shop D6 gc, if a 1 is rolled also finds a Lucky Charm 5 Necklace worth 50 gc
33 Corpse 1-2 D6 gc 6 Ruby worth D6x15 gc
3 Dagger May decide not to sell the jewels and gain +1 when
4 Axe locating rare items.
5 Sword 44444 Merchant’s House 2D6x5 or if doubles are rolled finds a symbol of the Order
6 Lt. Armor of the freetraders
44 Straggler Skaven: 2D6 gc 55555 Shattered Building D3 wyrdshards, if the leader passes a leadership test the
Possessed: Leader +1 experience warband gains a war dog.
Undead: gains a zombie 66666 Entrance to the From now on you may re-roll one dice when you roll on
Other warbands: Additional die on exploration drop the Catacombs the exploration chart.
lowest. 111111 The Pit You may send one hero to look in the pit roll a D6
55 Overturned Cart 1-2 Mordheim Map
3-4 2D6 gc 1 Hero is killed
5-6 Jeweled Sword and Dagger 2-5 D6+1 shards of wyrdstone
66 Ruined Hovels D6 gc 222222 Hidden Treasure Treasure Chest roll a D6 for each
111 Tavern Leader must make a Leadership test If successful they 5D6x5 gc Auto
receive 4D6 gc, If failed D6 gc. Undead, Witch hunter and D3 pieces of wyrdstone 4+
Sister of Sigmar don’t need to make the leadership test. Holy Relic 5+
222 Smithy 1 Sword Suit of Heavy Armor 5+
2 Double-handed weapon D3 gems worth 10 gc each 4+
3 Flail Elven Cloak 5+
4 D3 halberds Holy Tomb 5+
5 Lance Magical Artifact 5+
6 2D6 gc worth of metal 333333 Dwarf Smithy 1 D3 Double-handed axes
333 Prisoners Possessed: D3 Experience for Heroes 2 D3 Suits of heavy armor
Undead: Gain D3 zombies 3 Gromril axe
Skaven: 3D6 gc 4 Gromril hammer
Other warbands: 2D6 gc, plus one human henchman. 5 Double-handed Gromril axe
444 Fletcher 1-2 D3 Short bows 6 Gromril armor
3 D3 Bow 444444 Slaughtered Warband 3D6x5 gc Auto
4 D3 Long bows D6 Daggers Auto
5 Quiver of Hunting Heroes D3 suits of Light Armor 4+
6 D3 Crossbows Suit of Heavy Armor 5+
555 Market Hall 2D6 gc Mordheim Map 4+
666 Returning a Favor Hired Sword for one battle D3 Halberds 5+
1111 Gunsmith 1 Blunderbuss D3 Swords 3+
2 Brace of Pistols D3 Shields 2+
3 Brace of Dueling Pistols D3 Bows 4+
4 D3 handguns D3 Helmets 2+
5 D3 superior black powder. 555555 Fighting Arena Training Manual; can sell for 100 gc or one warrior may
6 Hochland long rifle now choose skills from Combat Skill List and has a +1
2222 Shrine 3D6 gc. Witch hunters and Sisters of Sigmar may have one max WS.
weapon blessed. 666666 Noble’s Villa 1-2 D6x10 gc
3333 Townhouse 3D6 gc 3-4 D6 vials of Crimson Shade
4444 Armorer 1-2 D3 shields or bucklers 5-6 Magical Artifact

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