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Page 1: Mordheim   regras completa
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MordheimBy Tuomas Pirinen with Rick Priestley & Alessio Cavatore

Living Rulebook Editing Jake Thornton & Andy Hall

Living Rulebook Production Gareth Roach

Mordheim Rules CommitteeIan Davies, Mark Dewis, Mark Havener, Nick Kyme, Terry Maltman and Andy Hall

Illustrious Illustrators & EmbellishersJohn Blanche, Alex Boyd, David Gallagher,

Nuala Kennedy, Karl Kopinski, Paul Smith John Wigley & Neil Hodgson

Compositions and LayoutsJohn Blanche, Alan Merrett & Talima Fox

Design of the MiniaturesDave Andrews, Mark Bedford, Colin Dixon, Gary Morley, Aly Morrison,

Trish Morrison, Brian Nelson, Alan Perry & Michael Perry

StorytellingGavin Thorpe

& many thanks to the following Joshua Thaler, Sarah Groves, Antti Vierikko, Tuomas Lähdeoja,

Alfred Nunez, Tim Huckelbery, Jeremy Vetock, Brian Lang, Lindsey le Doux Priestley, Mark Havener, Nigel Stillman,

Atte Roine and all the other people without whose help this game would not have been possible!

PRODUCED IN A MOOD OF MADNESS BY GAMES WORKSHOP

© The copyright in all text, artwork and images herein are the property of Games Workshop Limited 2005. All Rights Reserved.

The Games Workshop logo, Games Workshop, Warhammer, Augur, Beastmen, Brethren, Cult of the Possessed, Darksoul, Dreg, Eshin Sorcerer, Flagellant, Magister, Mordheim, Night Runner, Rat Ogre, Skaven, Sister of Sigmar, Verminkin, Warhound, Witch Hunter, Youngblood and Zealot and all associated marks, names, characters, illustrations

and images from the Warhammer universe are either ®, TM and/or © Games Workshop Ltd 1999-2004, where applicable registered in the UK and other countries around the world, All Rights Reserved.

No toads or rats were harmed during the production of Mordheim. Several fish were consumed.

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Contents

RulesIntroduction . . . . . . . . . . . . . . . . . . . . . . . . 4Characteristics . . . . . . . . . . . . . . . . . . . . . . . 6The Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Movement . . . . . . . . . . . . . . . . . . . . . . . . . . 9Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . 13Close Combat . . . . . . . . . . . . . . . . . . . . . . 18Leadership & Psychology . . . . . . . . . . . . . . 22Weapons & Armour . . . . . . . . . . . . . . . . . . 24Miscellaneous Equipment . . . . . . . . . . . . . 36Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

WarbandsStarting Out . . . . . . . . . . . . . . . . . . . . . . . . 46Warbands . . . . . . . . . . . . . . . . . . . . . . . . . . 48Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . 50The Cult of the Possessed . . . . . . . . . . . . . 54Witch Hunters . . . . . . . . . . . . . . . . . . . . . . 59The Sisters of Sigmar . . . . . . . . . . . . . . . . . 63The Undead. . . . . . . . . . . . . . . . . . . . . . . . 67Skaven . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

CampaignsCampaigns. . . . . . . . . . . . . . . . . . . . . . . . . 77Experience. . . . . . . . . . . . . . . . . . . . . . . . . 81Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . 85Income . . . . . . . . . . . . . . . . . . . . . . . . . . . 93Trading . . . . . . . . . . . . . . . . . . . . . . . . . . 102Hired Swords. . . . . . . . . . . . . . . . . . . . . . 105Dramatis Personae . . . . . . . . . . . . . . . . . . 110

Optional rulesOptional Rules . . . . . . . . . . . . . . . . . . . . . 115Mounted Warriors . . . . . . . . . . . . . . . . . . 118Blackpowder Weapons. . . . . . . . . . . . . . . 119Fighting Individual Battles . . . . . . . . . . . . 120

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4

me with me, descend into the darkness.

Welcome to Mordheim, City of the Damned!Mordheim is a game of combat that takes placeduring the short but intense period when

scores of warbands fought hundreds of bitterskirmishes throughout the city.

This book contains all the information you will needin order to play Mordheim, as well as backgroundinformation, advice on starting a warband, running acampaign, collecting and painting your own warband,etc.

tabletop conflictIn Mordheim, the opposing factions – warbands – arerepresented by models, assembled and painted byyou, each representing a single warrior.

Your tabletop becomes part of the City of theDamned: the scene of the action, with ruinedbuildings, overhangs and walkways where the battlestake place.

The aim of the game is to outfight your opponent,which requires a mixture of skill and luck. You’ll soonlearn how to arm and equip your warband effectively,and how to exploit the ruins and other terrain to yourbest advantage.

You’ll probably want to expand your basic warband asyou and they gain experience. This is easy as there arelots of models available for the warbands and newminiatures will be coming out all the time. With theseyou can expand your warband, equip your warriorswith different weapons and armour, and hiremercenaries to join them.

building a warbandAt first you will probably want to play individualgames (see the Warbands section for more details)rather than a campaign. This will allow you to learnthe rules, and also give you the opportunity to decidewhich type of warband is most suited to yourparticular style of play.

If you are playing in a campaign, you will have thechance to expand and improve your warband aftereach game. By winning battles your warband will gainriches and wyrdstone, discover magical artefacts andmay also have the opportunity to recruit mercenaries.

In a campaign, every time your warband fights, itswarriors gain in skill and experience. Raw recruitsquickly progress to become fully fledged warriors,and your Heroes will learn new skills which will makethem even better in combat.

Each warband has its own objective and motivationfor fighting in Mordheim: be it riches or politicalinfluence. Through countless battles and streetskirmishes you can try to achieve your ambition andemerge victorious from the city!

4

new playersIf you’re new to Games Workshop games you’ll bereassured to know that finding other players is notnormally a problem – you’ll be surprised how manythere are!

There may be a Games Workshop store near to youwhere you can buy models, paint and gamessupplements. However Games Workshop stores arenot just shops, they are hobby centres, where the staffwill happily help you to learn the rules, show youhow to paint, and suggest ways to develop yourwarband.

warhammer playersIf you already play Warhammer, the basic rules ofMordheim will be familiar to you. Remember though,Warhammer is designed for fighting battles betweenentire armies, whilst Mordheim represents individualaction between a dozen or so warriors.

As a result, some of the rules developed for masscombat in Warhammer do not apply to Mordheim,such as unit Break tests and rank bonuses. On theother hand, there are new rules for woundedwarriors, climbing, parrying and other aspects ofindividual combat.

Introduction

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terrainThe bitter struggles of a Mordheim battle take place inlabyrinthine streets, ruined buildings and on derelictwalkways. Pre-cut card and plastic scenery is availablefrom Games Workshop, but many gamers enjoymaking their own. As a rule, a table packed withscenery will lead to closer and more exciting games.

Throughout the book you will find photographs,drawings and descriptions of Mordheim. Theseshould give you plenty of ideas for producing yourown scenery. Games Workshop’s book How to MakeWargames Terrain is also a good source of ideas andpractical hints on all asp

countersCounters can help you keep track of things on thetabletop. You can always keep notes about who ishidden, carrying treasure, etc, but counters are aconvenient memory jogger and speed the game up.

Above are some examples of counters you couldphotocopy and stick onto thin card if you wish.

diceAll dice rolls use a standard six-sided dice (usuallyshortened to D6). Sometimes you will be asked tomodify the result of the dice roll. This is noted as D6plus or minus a number, such as D6+1 or D6-2. Rollthe dice and add or subtract the number indicated toget the final result. You may have to roll a number ofdice in one go. For example, 2D6 means roll two diceand add the scores together. You may also comeacross the term D3. As there is no such thing as athree-sided dice, use the following method fordetermining a score between 1 and 3. Roll a D6 andhalve the score, rounding up: 1 or 2 equals 1, 3 or 4 equals 2 and 5 or 6 equals 3. If you are giventhe opportunity to re-roll a dice roll, you must acceptthe second score, even if it’s worse than the original.

tape measureFor measuring ranges you will need a tape measuremarked in inches, or a couple of plastic range rulers.

other equipmentYou will also need pens and paper to record details ofyour warriors’ weapons and other details. You can useroster sheets for this, and blank ones are included atthe back of this book. We recommend you photocopythem rather than use the originals.

Introduction

5

what you will needAs well as this book, you will need the following itemsto play Mordheim.

citadel modelsYou will need enough miniatures of the appropriaterace/type to represent the warriors in your warband.It is a good idea to work out your warband on paperfirst and then purchase the miniatures that yourequire. Almost all possible weapon variations can beadded using the Mordheim equipment sprues.

As you will see in the Warbands section, each warbandfights in a particular way – some are expert bowmenwhile others are better in hand-to-hand combat.When choosing which warband you want to lead youcould choose one that reflects your preferred playingstyle, or you could read the background section andchoose one that really captures your imagination. Agood way of picking a warband is simply to pick theone with the models you like the best.

playing surfaceYou will also need something to play your battles on.Any firm, level surface is best, such as a tabletop or anarea of floor – most kitchen tables will do. It’s a goodidea to use an old sheet or blanket to protect the tablefrom scratches. Some players make a special gamingboard from chipboard or other similar material(divided into two or more pieces for ease of storage)which they can use on top of a table to extend theplaying area. Whatever you use, you will find that asquare area approximately 4 x 4' is about right formost battles.

“Are you newhere, boy?

Thought so. I amLuthorWolfenbaum.You must haveheard of me.They call me theCrimson Blade of

Reikland. No? BySigmar, where areyou from, lad?

Well, I’ve got aproposition for

you. For a few goldcrowns, I can tell you which warriors to hire, how toequip your men, where to find the best weapons andarmour… The only thing I ask in return for my aid isa pouch of gold crowns. Don’t look at me like that,lad. It’s hard enough to stay alive in Mordheim, letalone find wyrdstone. Ah, that’s better.

Yes, that’s enough. Good. Let’s go, lad. And my firstpiece of advice is free: watch your back…”

Hidden counter Wyrdstone counter

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In Mordheim the warriors each have differentabilities, some being better at certain actions, for

example, fighting, shooting or climbing, than they areat others. This variety in each warrior is representedin the form of characteristics and skills. Right nowdon’t worry about skills – these come later withpractice and battle experience. For now we just needto consider a warrior’s characteristics.

Each model is defined by a set of characteristics:Movement, Weapon Skill, Ballistic Skill, Strength,Toughness, Wounds, Initiative, Attacks andLeadership. Each characteristic is assigned a value of(usually) between 1 and 10. The higher the value your

model has for anycharacteristic the

better – forexample, a model

with a Strength of 6is stronger than

a model that has aStrength of 2.

MOVEMENT (M):A model’s

Movement rateshows how farthe model can

move in aturn, under

normalconditions.

Characteristics

For example, a typical Human has a move of 4", whilea fleet-footed nimble Skaven has a move of 5".

WEAPON SKILL (WS): Weapon Skill is a measure ofclose combat ability (ie, how good the warrior is athand-to-hand fighting). A deadly swordsman or acrazed berserker would have a high value comparedto a lowly acolyte, for example. The higher the WS,the more likely your warrior is to hit his opponent.

BALLISTIC SKILL (BS): This shows how good a shotthe individual is. When you shoot a bow or fire apistol, the chance of hitting a target depends uponyour model’s Ballistic Skill. A normal Human has a BSof 3, though an experienced marksman might have aBS of 4, 5 or even higher.

STRENGTH (S): Strength indicates how strong awarrior is! It is especially important for hand-to-handcombat, because the stronger you are the harder youcan hit. A Strength value of 3 is about average.

TOUGHNESS (T): This is a measure of how easily anindividual can withstand a hit from a weapon or ablow from a club or fist. The tougher you are, theharder you are to wound or kill. An averageToughness value is 3, though a gnarled old warriormight have a Toughness of 4!

WOUNDS (W): A model’s Wounds value shows howmany times the model can be wounded before itcollapses, is killed or incapacitated. Most individualshave only 1 Wound but veteran warriors or largecreatures such as Ogres might have more.

INITIATIVE (I): The Initiative value indicates how fastand nimble the warrior is. It determines the attackingorder in hand-to-hand combat, and is particularlyimportant when the model is climbing and movingamidst the ruins of Mordheim.

ATTACKS (A): The Attacks value indicates how manyblows the model can make in hand-to-hand combat.Most warriors have an Attacks value of 1, but powerfulfighters may have more. The more Attacks you have,the greater the chance you’ve got of beating youropponents into an unrecognisable pulp!

LEADERSHIP (Ld): Leadership represents rawcourage, self control and charisma. The higher themodel’s Leadership value, the more likely he is toremain steadfast in combat while others run off or areslain. For example, a cowardly Skaven may have aLeadership of 5, while a cool, calm Elf could have aLeadership of 8 or higher.

6

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77

zero level characteristicsSome creatures in Mordheim have been given a ‘0’ forcertain characteristics which means that they have noability in that field whatsoever. This usually applies tocreatures unable to use missile weapons (who wouldhave a BS of 0) but it might equally apply to othercharacteristics as well.

If a model has a WS of 0 then it cannot defend itselfin hand-to-hand combat, and any blows struck againstit will automatically hit.

characteristic profilesA model’s characteristic values are written in the formof a chart called a characteristics profile (or justprofile).

Warrior M WS BS S T W I A Ld

Dieter Stahl 4 3 3 3 3 1 3 1 7

The example above is a typical profile for a Humanwarrior.

As you fight in more games against other players, yourwarriors will get better and their characteristics mayincrease. All these details are recorded using theWarband roster sheets provided at the back of thisbook. This is explained properly later on. For now itis enough to know what each characteristic is for andhow their values vary.

characteristic testsOften in the game a model will be required to take atest on one of his own characteristics. In order to passthis test, the model has to roll a D6 and obtain a resultequal to or lower than the value of the characteristicinvolved. Note that if you roll a 6, you automaticallyfail the test regardless of the model’s characteristicvalue.

For example: Dieter Stahl is jumping down from awall that is 3" high and has to take an Initiative test.He has an Initiative value of 3 on his characteristicprofile and therefore will be successful if he rolls a 1,2 or 3 on a D6. If he rolls a 4, 5 or 6 he will fail thetest and fall down, suffering all the painfulconsequences!

leadership testsTests against the Leadership characteristic are done ina slightly different way. In the case of a Leadershiptest, you should roll two dice and add the two scorestogether. If the result is equal to or less than themodel’s Leadership characteristic, the test has beenpassed.

For example: Dieter’s Leadership is 7, so to pass aLeadership test he must roll 7 or less on 2D6.

Characteristics

7

A new era is beginning. Itwill be the era of darkness.

We have turned our backs to thelight and stepped from its path.Men will grow ever more distantfrom the gods, and seek the pettytrappings of worldly power,sacrificing all at the altar ofgreed. Our childhood is at anend. Ahead of us looms nothingbut the long, long night: a timewithout warmth or comfort.

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In Mordheim you are in a charge of a warband andyour opponent is in charge of another.

The warriors and scenery in the game are set up onthe tabletop in a way that is appropriate for theencounter you are fighting. Do not worry about thisfor now as these things will be explained in full in theScenarios section.

To play, one side takes a turn, then the other side,then the original side and so on, much like in a gameof draughts or chess. When it is your turn, you may

move all your models, shoot with any warriors ableto do so, and fight in hand-to-hand combat. Once

your turn is complete, it is your opponent’sturn to move, shoot and fight.

phasesTo keep track of who

is doing what andwhen, each turn

is split intofour phases.

This is calledthe Turn

sequence.

Turn sequence1 RecoveryDuring the recovery phase you may attemptto rally individuals who have lost their nerveand recover models that are knocked downor stunned.

2 MovementDuring the movement phase you may movethe warriors of your warband according tothe rules given in the Movement section.

3 ShootingIn the shooting phase you may shoot withany appropriate weapons as described in therules for shooting.

4 Hand-to-hand combatDuring the hand-to-hand combat phase allmodels in hand-to-hand combat may fight.Note that both sides fight in the hand-to-hand combat phase, regardless of whose turnit is.

The turn

recovery phaseDuring the recovery phase you may attempt to rallyany of your models who have lost their nerve (see theRecovery Phase rules). To take a Rally test, roll 2D6. Ifthe score is equal to or less than the model’sLeadership value the model stops fleeing and hasrallied; turn it to face in any direction you wish. Themodel cannot move or shoot for the rest of the turn,but models able to do so can cast spells. If the test isfailed, the model will continue to flee towards theclosest table edge.

Note that a model cannot rally if the closest model tohim is an enemy model (fleeing, stunned, knockeddown and hidden models are not taken intoconsideration for this).

During the recovery phase, warriors in yourwarband who have been stunned becomeknocked down instead and warriors whohave been knocked down may stand up

(see the Injuries section).

8

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3. Remaining MovesOnce you have movedyour chargers and madeany compulsory moves,you may move the rest ofyour warriors as you see fit.

movingDuring their movement phase, models can move upto movement rate their in any direction. They maymove (including running and charging) up and downladders and stairs, and over low obstacles such asbarrels, boxes, etc.

In normal circumstances models don’t have to movetheir full distance, or at all if you do not want them to.All exceptions are explained later and invariablyinvolve either charging or compulsory moves.

During the movement phase models are moved in the following order:

1. Charge!If you want a model in your warband to charge at anenemy model and attack it in hand-to-hand combatthen you must do this at the start of the movementphase before moving any of your other models.

When you charge a model, declare to your opponentthat you are doing so and indicate which of hismodels it is attacking.

2. Compulsory MovesSometimes a model is forced to move in a certain wayand this is called a compulsory move. For example, afighter whose nerve breaks must run away from hisenemies and take cover.

Make all of your models’ compulsory moves beforefinishing any remaining movement.

Movement

9

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Movement

runningThe normal Movement value of models represents awarrior moving at a fairly rapid rate, but allows timefor him to aim and shoot a weapon and generallyobserve what is going on around him. If you wish, amodel may move much quicker than this – he canrun! A running warrior can move at double speed (forexample, 8" rather than 4"). Note that running is notthe same as charging as it does not allow your modelto engage the enemy in hand-to-hand combat.

A model can only run if there are no enemy modelswithin 8" of it at the start of the turn (fleeing, stunned,knocked down and hidden models do not count).Check this distance after any charges have beendeclared. If there are any enemies within 8" at thestart of the turn, the model will prepare to fightinstead and so is unable to run. The running modelcan move closer than 8" to an enemy as it moves.

Any model that runs loses its chance to shoot duringthat turn. He is concentrating on running and is notprepared to fight, having sheathed or shouldered hisweapons. You should declare that models are running

as they move, as this will remind bothplayers that the model is unable to

shoot that turn. Running modelscan cast spells as normal.

charge!If you want a model to

engage the enemy inhand-to-hand combat

then you mustmake a specialmove called a

charge. Withoutmeasuring the

distance,declare thatyour modelis charging

and If an unengaged (ie, not in hand-to-hand combat)enemy model lies within 2" of the charge route, thatmodel may choose to intercept the charger if hewishes. This ‘interception area’ is shown in thediagram above. Only one enemy model may attemptto intercept each charger. If the intercepting warriorwould normally require a Fear test to engage thecharger then he must pass one in order to be allowedto intercept. Failure means he will not move. If theintercepting warrior causes fear then move themodels into contact and then take a Fear test for theoriginal charger (assuming he would normally do so)as if he was the one being charged. Regardless of theresults of this test it is still the original charger whocounts as charging in the subsequent round ofcombat, not the intercepting warrior.

10

2"

2"

Interception area

A B

A B

1"

C

A B

3"

C cannot intercept Awhile he is charging Bbecause he is too faraway

C

C can intercept A whilehe is charging B becausehe is within interceptdistance

indicate which enemy model he is going to attack.You can charge any opposing model if you can drawan unobstructed line from your model to the target. Ifyour warrior wants to charge an enemy model within4" that he can’t see (eg, because it is behind a corner)but has not been declared as hidden, he must pass anInitiative test to detect it. If he fails the roll, yourmodel may not charge this turn, but may move hisnormal distance, shoot and cast spells.

A charge is like a running move, performed at doublethe Movement rate, but ends with the attacker movingby the most direct route into base-to-base contactwith the enemy model. Once their bases are touchingthey are engaged in hand-to-hand combat. Models arealso considered to be in hand-to-hand combat evenwhen separated by a low wall or obstacle, where it isimpossible for the bases to touch physically becausethe obstacle is in the way.

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Movement

Sometimes a charging warrior may not reach theenemy because you have miscalculated the distance.If this happens move your warrior his normal movedistance towards the enemy. This is called a failedcharge. The model cannot shoot in the same turn inwhich he failed a charge, but he can cast spells asnormal.

Models cannot be moved into hand-to-hand combatexcept by charging – any move that brings a warriorinto hand-to-hand combat is a charge by definition. Amodel that charges will ‘strike first’ in the first roundof the ensuing combat.

charging more than one opponent

If you can move your warrior into base contact withmore than one enemy model with its charge move, itcan charge them both. This might be inadvisable asit’ll then be fighting two enemies at once!

hidingThe Hiding rule represents warriors concealingthemselves in a way that our unmoving anddramatically posed models cannot. A hiding warriorkeeps as still as possible, just peeking out of cover.

A model can hide if he ends his move behind a lowwall, a column or in a similar position where he couldreasonably conceal himself. The player must declarethat the warrior is hiding and place a Hidden counterbeside the model for it to count as being hidden.

A model that runs, flees, is stunned or charges cannothide that turn. His sudden burst of speed does notgive him time to hide.

A model may stay hidden over several turns, so longas he stays behind a wall or similar feature. He mayeven move around so long as he stays hidden whiledoing so. If an enemy moves so that he can see thehidden warrior, the model is no longer hidden andthe counter is removed. When hidden, a warriorcannot be seen, shot at or charged.

While hiding, a model cannot shoot or cast spellswithout giving away its position. If a hidden modelshoots, or moves so that he can be seen, he is nolonger hidden and can be shot at as normal.

A model may not hide if he is too close to an enemymodel – he will be seen or heard no matter how wellconcealed. Enemy warriors will always see, hear orotherwise detect hidden foes within their Initiativevalue in inches. So a warrior whose Initiative value is3 will automatically spot all hidden enemies within 3".

terrainThe ruined city of Mordheim is a dark and dangerousplace, where tumbled down towers and blastedhouses form a vast maze of streets and alleyways.

OPEN GROUNDThe tabletop surface, floors of buildings, connectingoverhangs, ladders and ropes are all considered to beopen ground and will not affect movement even if themodel is charging. It can also go through doors andhatches without slowing down.

DIFFICULT GROUNDDifficult ground includes steep or treacherous slopes,bushes and the angled roofs of buildings. Modelsmove at half speed over difficult terrain.

VERY DIFFICULT GROUNDThis is really dangerous terrain, such as narrowcrawlholes through the rubble. Models may move at aquarter rate, so if the model moves 4" over openground it can only move 1" over very difficult ground.

WALLS AND BARRIERSWalls, hedges and other low obstacles form barriersthat you can either go around or leap over. A modelcan leap over a barrier that is less than 1" high. Thisdoes not affect its movement in any way.

climbingOften the ruined buildings of Mordheim do not havestairs or ladders, so your warriors will have to climbto reach the upper floors of buildings.

Any model (except animals!) can climb up or downfences, walls, etc. He must be touching what he wantsto climb at the start of his movement phase. He mayclimb up to his total Movement in a single movementphase (but cannot run while he is climbing). Anyremaining movement can be used as normal. If theheight is more than the model’s normal move, hecannot climb the wall.

To climb, a model must take an Initiative test. If hefails it whilst climbing up, he cannot move that turn.If he fails it while climbing down, he falls from wherehe started his descent (see the Falling section).

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Movement

Your warrior may jump down from high places (up toa maximum height of 6") such as walkways andbalconies at any time during his movement phase.Take an Initiative test for every full 2" he jumps down.If he fails any of the tests, the model falls from thepoint where he jumped, takes damage (see Falling)and may not move any more during the movementphase. If successful, the model can continue hismovement as normal (jumping down does not use upany of the model’s Movement allowance).

diving chargeYou may charge any enemy troops that are below abalcony or overhang, etc, that your model is on. If anenemy model is within 2" of the place where yourwarrior lands, he may make a diving charge against it.Take an Initiative test for each full 2" of height yourmodel jumped down from, up to a maximum of 6",like a normal jump. If he fails any of them, your modelhas fallen and suffers damage, may not move anymore during the movement phase and cannot chargethe enemy. If he succeeds, the model gains a +1Strength bonus and +1 to hit bonus but only duringthe following hand-to-hand combat phase.

jumping over gapsModels may jump over gaps (up to a maximum of 3")and streets, (eg, from the roof of a building toanother). Deduct the distance jumped from themodel’s movement but remember that you cannotmeasure the distance before jumping. If your modeldoes not have enough movement to jump thedistance, he automatically falls. If your model is ableto cover the distance, he must pass an Initiative test orfall. A model may jump over a gap and still fire amissile weapon if it is not running. It may also jumpas part of its charge or running move.

warriors knocked down or stunnedIf a warrior is knocked down or stunned (see theShooting section for details) within 1" of the edge ofa roof or building, there is a chance that it will slipand fall off. Take an Initiative test. If the test is failed,the model falls over the edge to the ground and takesdamage as detailed below.

fallingA model that falls takes D3 hits at a Strength equal tothe height in inches that it fell (eg, if the model fell 4",it would take D3 hits at Strength 4). No armour savesapply. Falling will not cause critical hits (see the Hand-to-Hand Combat section for the Critical Hits rules). Amodel that falls may not move any further or hideduring that turn, even if it is not hurt.

12

The Skaven runs/charges from the top of a building, jumpingdown during the move. It moves 3" to reach the edge, thenjumps down and has to see whether it can safely make it to theground. As it has to jump down 5", it must pass two Initiativetests to avoid taking D3 S5 hits. If it fails it will stop its move atthe bottom of the wall (if it is not taken out of action). If itpasses both tests, it can continue its run/charge and move theremaining 7".

3"

5"

7"

jumping down

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Warriors that fight in the ruins of Mordheim areusually armed to the teeth! Individual warriors

often have several different weapons such as swords,knives, bows and even blackpowder weapons.

During your warband’s shooting phase each of yourwarriors may shoot once with one of his weapons.This means that he can fire a bow, shoot with acrossbow, or hurl a throwing knife, for example.

Work through the models one at a time. Pick whichfighter is going to shoot, nominate his target, workout whether he hits the enemy and, if he does, anywounds or injuries that are caused. Then continuewith the next shooter. You can take shots in any orderyou wish. Be sure to remember or note down whichmodels have already shot.

who can shootEach model can shoot once in the shooting phase, solong as he can see a target and assuming he has asuitable weapon. He may not fire in the followingcircumstances: if he is engaged in hand-to-handcombat, has run or failed a charge in the movementphase, has rallied this turn or is stunned or knockeddown.

To shoot at a target, a model must be able to see it,and the only way to check this is to stoop over thetabletop for a model’s eye view. Models can see allaround themselves (ie, 360°), and they may be turnedfreely to face in any direction before firing. Note thatturning on the spot does not count as moving.

closest targetYou must shoot at the closest enemy, as he representsthe most immediate threat and therefore the mostobvious target. However, you may shoot at a moredistant target if it is easier to hit or if closer models arestunned or knocked down (see diagram on nextpage). For example, a closer target may be hard to hitbecause it is in cover, whilst a more distant targetmight be in the open and therefore an easier shot.

You may always choose to shoot at a Large Target ifyou can see it, whether it is in cover or not and evenif it is not the closest target.

You can shoot at models that are fleeing, knockeddown or stunned, but you can choose to ignore them,because they do not represent an immediate threat. Itis better to shoot the closest standing enemy modelinstead.

Note that you may not shoot at models that areengaged in hand-to-hand combat, as the risk of hittingyour comrades is too great.

coverThe many walls, ruined buildings and other masonryin Mordheim offer plenty of cover. If any portion ofthe target is hidden by a piece of scenery or anothermodel, the shooting model will suffer a penalty asexplained below.

Shooting

Targets in cover

Target A in the open – no To Hit modifier for cover

Target B out of sight – cannot be shot at

A

B

The pictures on the leftand below show

examples of warriorsin cover. It does notmatter how much ofthe target is in cover,

the model that isshooting always

suffers a -1 To Hitmodifier.

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14 14

Shooting

14

Sometimes it will be obvious whether a target can beseen; at other times it will be more difficult, asbuildings and other scenery are in the way. If theshooter can see only part of the target’s body, thetarget is in cover and the shooter suffers a -1 penaltyon his To Hit roll.

If a shot misses its target by 1, and that target claimedthe -1 modifier for cover, then the shot strikes thecover instead. Normally this doesn’t matter, but in thecase where a model is concealed behind anotherwarrior, or when the cover is a powder keg, it mightbe extremely important!

shooting from an elevated position

A model situated in an elevated position (ie, anythingthat is more than 2" above the table surface, such asan upper floor of a building), may freely pick anytarget he can see and shoot at it. The exception to thisrule is that if there are enemies in the same buildingand in line of sight of the shooter, he must shoot atthese, as they present a more immediate threat.

rangeOnce you have decided to shoot and have chosen atarget you must measure to see whether the shot iswithin range. Each type of missile weapon has amaximum range, as described in the Weapons &Armour section of the book.

Assuming that your target is within range your warriorcan proceed with the shot. If the target is out of rangethen he has automatically missed this turn.

hitting the targetTo determine whether a shot hits its target, roll a D6.The dice score needed will depend upon how good ashot the firer is (as indicated by his Ballistic Skill). Thechart below shows the minimum D6 roll needed toscore a hit.

BS of shooter 1 2 3 4 5 6 7 8 9 10

D6 roll needed 6 5 4 3 2 1 0 -1 -2 -3

A

B D

C

Here, the closest target (A) is behind cover and so is harder tohit than the more distant targets B, C and D. In this situationthe firer may shoot at target B even though he is further awaythan A.

Two huge stone gargoyles squatted in front of thecrumbling arch of the gateway, leering at Marius

and his henchmen as they approached. Lapzig made thesign of the sacred hammer across his chest as they passedbetween them. The wall itself was already beingreclaimed by the land, tendrils of ivy grew everywhereand patches of moss were spreading over the ancientblocks. As they passed into the shadow of the GargoyleGate, Marius and Hensel saw the City of the Damnedproperly for the first time.

Just inside the gate was a wide cobbled square, the storesaround its edge were old but still standing. Theirwindows were broken, the doors had been stolen forfirewood, even the timbers of some had been hacked atfor precious fuel. The empty window frames anddoorways stared at them like stone skulls.

“It’s pretty tame here. Wait until we get further in, thenyou’ll really understand what has happened to thisplace,” Lapzig growled. With a flick of a finger he sentone of his men to scout ahead. Just then a wheezingcough reverberated around the courtyard and all turnedto see a hunched figure limping across the squaretowards them, swathed in rags.

“Tell ye fortune, sires?” the stranger asked. His eyes werecovered in bloodstained bandages and a palsied legprotruded at an odd angle from beneath the old man’stattered, stained white robes.

“Get thy devilry from me!” bellowed Marius with wide,staring eyes. He wrenched his sabre from its scabbardand brandished it in the beggar’s face. “Worshipper ofdarkness, I shalt run thee through!”

“Wait!” the beggar cried, holding up a bony hand. “’Tisnot from Chaos comes my visions, but from holy Sigmarhimself.” The man fumbled in his robes and pulled out atarnished icon of a hammer. “I was a priest here once.When the sky fell I clawed out my eyes so that I wouldnot see the evil around me, only Sigmar’s great wisdom.He tells me that you should turn back now to save yoursoul. One does not leap into damnation, one walks therea step at a time.”

“Begone with your riddles, wretch,” Lapzig interrupted,shoving the old man away. “We must not tarry within thewalls too long, already there will be others aware of ourpresence.”

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Shooting

15

hit modifiersIt is easier to hit a target that is in the open comparedto a target behind cover. Usually it is also easier to hita target if it is close compared to one further away.

These situations are represented by the followingmodifiers:

HIT MODIFIERS-1 Cover If any part of the model is

obscured by scenery or othermodels then it counts as beingin cover.

-1 Long range If you are shooting at a targetthat is more than half of yourweapon’s maximum rangeaway.

-1 Moving & If your model has moved at allshooting (other than standing up, or

turning to face your target)during this turn.

+1 Large target If either the target model hasthe Large Target special rule(such as an Ogre), or whosemain ‘body’ is over 2" tall orwide (such as most buildings).

roll to woundOnce you have hit a target test to see if a wound isinflicted. A shot may fail to cause a wound because ithits part of the target’s equipment, just scratches theskin or causes some very minor injury which thewarrior bravely (or stupidly) ignores. If you fail tocause a wound, the target is unharmed.

To determine whether your shot has caused a wound,compare the Strength of the weapon with theToughness of the target. You will find a completedescription of the various weapons together withtheir Strength values and special rules in the Weapons& Armour section.

The chart above shows the D6 score required to turna hit into a wound Note that a dash (–) means thatthere is no chance of wounding the target.

Deploying your archers in the upper floors ofbuildings is a good idea. They will be in coverand can freely pick their targets.

Wound charttarget’s toughness

1 2 3 4 5 6 7 8 9 10

1 4 5 6 6 – – – – – –

2 3 4 5 6 6 – – – – –

3 2 3 4 5 6 6 – – – –

4 2 2 3 4 5 6 6 – – –

5 2 2 2 3 4 5 6 6 – –

6 2 2 2 2 3 4 5 6 6 –

7 2 2 2 2 2 3 4 5 6 6

8 2 2 2 2 2 2 3 4 5 6

9 2 2 2 2 2 2 2 3 4 5

10 2 2 2 2 2 2 2 2 3 4

wea

pon’s s

tren

gth

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16 16

armourSteel breastplates, chainmail, leather tunics, shields…all these and more are readily available in the forgesof the villages surrounding Mordheim. That is if youare prepared to pay the price, since armour is veryexpensive.

If a warrior wearing armour suffers a wound roll a D6.If the dice roll is sufficiently high the wounding hithas bounced off the armour and has not hurt thewearer at all. The dice score required varies accordingto the type of armour.

The table below summarises the most commonarmour types and the D6 rolls required to make asave. Note that carrying a shield increases the save by+1. For example, a warrior in light armour with ashield will save on a roll of a 5 or 6. A warrior who hasa shield but no armour will save on a roll of a 6.

Minimum D6 scoreArmour required to save

Light armour 6Heavy armour 5Gromril armour 4Shield adds +1 to the armour save

armour save modifiersSome weapons are better at penetrating armour thanothers. A shot from a short bow can be deflectedrelatively easily, but a shot from a crossbow penetratesarmour much more effectively.

The higher a weapon’s Strength, the more easily it canpierce armour. The chart below shows the reductionto the enemy’s armour saving throw for differentStrength weapons.

Strength Save modifier

1-3 None4 -15 -26 -37 -48 -5

9+ -6

Some weapons are better at penetratingarmour than their Strength value suggests

(Elven bows, for example). This is covered inthe entry for each particular weapon (see the

Weapons & Armour section).

Example: Dieter wears heavy armour andcarries a shield. His armour save is 4+. He ishit by a crossbow (Strength 4) and therefore hewill save on a D6 roll of 5+ (ie, 4+–1=5+).

Shooting

16

critical hitsIf you roll a 6 when rolling to wound (for hand-to-hand combat and shooting only) you will cause acritical hit. Roll a D6 and consult the Critical Hit chartbelow to determine the damage caused by the criticalhit. You should also roll to see whether the targetmakes its armour save or suffers damage as normal.

In addition, if the attacker normally needs 6s towound his target, he cannot cause a critical hit. Hisopponent is simply too tough to suffer a seriousinjury at the hands of such a puny creature!

Each warrior may only cause one critical hit in eachhand-to-hand combat phase (see the Close Combatsection), so if he has several attacks, the first 6 you rollto wound will cause a critical hit.

CRITICAL HIT CHART1-2 Hits a vital part. The wound is doubled to 2

wounds. Roll any armour saves beforedoubling the wound.

3-4 Hits an exposed spot. The wound is doubledto 2 wounds. The attack ignores all armoursaves.

5-6 Master strike! The wound is doubled to 2wounds. The attack ignores all armour saves.You gain +2 to any Injury rolls.

If a critical hit causes more than 1 wound,and the weapon the attacking model is

using normally causes severalwounds, then use the one

that causes the mostdamage.

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knocked downA fighter who has been knocked down falls to theground either because of a jarring blow he has sustained, because he has slipped, or becausehe has thrown himself to the ground to avoidinjury. Turn the model face up to show thathe has been knocked down. Knocked downmodels may crawl 2" during the movementphase, but may not fight in hand-to-handcombat, shoot or cast spells. If he is in base-to-base contact with an enemy, a knockeddown model can crawl 2" away only if theenemy is engaged in hand-to-hand combatwith another opponent, otherwise he has tostay where he is. In combat he cannot strikeback and the enemy will have a good chanceof putting him out of action (see the WarriorsKnocked Down section of the Close Combatrules on page 21).

A warrior who has been knocked down maystand up at the start of his next turn. In thatturn he may move at half rate, shoot and cast

17

injuriesMost warriors have a Wounds characteristic of 1, butsome have a value of 2 or more. If the target has morethan 1 wound then deduct 1 from his total each timehe suffers a wound. Make a note on the roster sheet.So long as the model has at least 1 wound remaininghe may continue to fight.

As soon as a fighter’s Wounds are reduced to zero, rollto determine the extent of his injuries. The playerwho inflicted the wound rolls a D6 for the wound thatreduced the model to zero wounds and for everywound the model receives after that. If a modelsuffers several wounds in one turn, roll once for eachof them and apply the highest result.

spells, he cannot charge or run. If he is engaged inhand-to-hand combat, he may not move away and willautomatically strike last, irrespective of weapons orInitiative. After this turn the fighter moves and fightsnormally, even though he has zero wounds left. If themodel takes any further wounds, then roll for injuryonce more, exactly as if the model had just sustainedits last wound.

stunnedWhen a warrior is stunned, he is either badly injuredor temporarily knocked out. Turn the model facedown to show that he has been stunned. A fighterwho is stunned may do nothing at all. A player mayturn the model face up in the next recovery phase,and the warrior is then treated as knocked down.

out of actionA warrior who is out of action is also out of the game.Remove the model from the tabletop. It’s impossibleto tell at this point whether the warrior is alive ordead, but for game purposes it makes no difference atthis stage. After the battle you can test to seewhether he survives and if he sustainsany serious lasting injuries as aresult of his wounds (seepage 79 for details).

1-2 Knocked downThe force of the blow knocks the warrior down.Place the model face up to show that he hasbeen knocked down.

3-4 StunnedThe target falls to the ground where he lieswounded and barely conscious. Turn the modelface down to show that he has been stunned.

5-6 Out of actionThe target has been badly hurt and falls to theground unconscious. He takes no further part inthe game and is immediately removed from thebattle.

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who can fightModels whose bases are touching are engaged inhand-to-hand combat. This can only happen once awarrior has charged his enemy, as models areotherwise not allowed to move into contact.

All close quarter fighting is worked out in the hand-to-hand combat phase. Regardless of whose turn it is, allmodels in hand-to-hand combat will fight. A warriorcan fight against enemies to his side, front, or rear. Inreality the fighters are constantly moving, dodging,and weaving as they struggle to kill their adversaries.

Models fighting in hand-to-hand combat do not shootin the shooting phase. They are far too busy fightingfor their lives. Any very close range shots they are ableto make using pistols are treated like close combatweapon attacks (see the Weapons & Armour section).

who strikes firstNormally, models fight in order of descendingInitiative with the highest striking first. If theirInitiatives are equal, roll a dice to see who strikes first.If a model stood up in the Recovery phase of that

turn, then he will strike last irrespective of any othercircumstances.

Sometimes a model will be allowed to ‘strike first’ forsome reason. Most commonly this is because theycharged in that turn, but some equipment, skills andspells produce the same effect. If only one model‘strikes first’ then it does so and the remainder of thecombatants strike in Initiative order as describedabove.

If there are several models who are each entitled to‘strike first’, then they determine the order of combatbetween themselves by Initiative, as described above.Once all those that were eligible to ‘strike first’ havefought, any other combatants fight in Initiative order.

which models fightA model can fight if its base is touching the base of anenemy model. Even models attacked from the side orrear can fight.

If a warrior is touching more than one enemy, he canchoose which to attack. If he has more than 1 Attack,he can divide them in any way the player wishes, solong as he makes this clear before rolling to hit.

Close combat

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rollto wound

Once your modelhas hit a target youmust test to seewhether a wound isinflicted. Sometimes astrike may fail to woundsimply because it causesan insignificant injury orglances off the enemy’sequipment.

To determine whether the blowhas caused a wound compare theStrength of the weapon with theToughness of the target. You will find acomplete description of the variousweapons together with their Strengthvalues and special rules in the Weapons& Armour section.

Follow the same procedure for wounding and causingcritical hits as in the Shooting section. Note that adash (–) means that there is no chance of woundingthe target.

hitting the enemyTo determine whether hits are scored, rolla D6 for each model fighting. If a model hasmore than 1 Attack roll a D6 for each attack.

The dice roll needed to score a hit on your enemydepends upon the Weapon Skills of the attacker andthe foe. Compare the Weapon Skill of the attackerwith that of his opponent and consult the To Hit chartbelow to find the minimum D6 score needed to hit.

fighting with two weaponsSome maniac warriors carry two weapons, one ineach hand, so they can rain a flurry of blows on theirenemies. A warrior armed with two one-handedweapons may make 1 extra Attack with the additionalweapon. Note that this is added to the total of thewarrior’s attacks after other modifiers, such as frenzy,have been applied. If he is armed with two differentweapons (sword and dagger, for example), he willmake a single attack with whichever weapon hechooses, and all others with the remaining weapon.Roll to hit and wound for each weapon separately.

weapon modifiersUnlike hits from shooting, the Strength of the attackeris used to determine wounds, rather than that of theweapon itself. However, some weapons confer abonus on the attacker’s Strength (see the Weapons &Armour section for full details).

19

To hit chartOpponent’s weapon skill

1 2 3 4 5 6 7 8 9 10

1 4 4 5 5 5 5 5 5 5 5

2 3 4 4 4 5 5 5 5 5 5

3 3 3 4 4 4 4 5 5 5 5

4 3 3 3 4 4 4 4 4 5 5

5 3 3 3 3 4 4 4 4 4 4

6 3 3 3 3 3 4 4 4 4 4

7 3 3 3 3 3 3 4 4 4 4

8 3 3 3 3 3 3 3 4 4 4

9 3 3 3 3 3 3 3 3 4 4

10 3 3 3 3 3 3 3 3 3 4

Attack

er’s w

eapo

n s

kill

Close combat

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Close combat

20

armourCombatants that are wounded have the chance toavoid damage if they are wearing armour or carryingshields. This is exactly the same as described forshooting, and the same rules apply.

For each wound suffered the player rolls a D6. If herolls greater than or equal to the armour save of hisfighter then that wound has been absorbed ordeflected by the armour.

armour save modifiersSome models are so powerful that armour providesless protection against them.

The higher a creature’s Strength the more easily it canpierce armour. The following chart shows thereduction in the enemy’s armour saving throw causedby the attacker’s Strength.

Strength Save modifier

1-3 None4 -15 -26 -37 -48 -5

9+ -6

Some weapons also confer a bonus to the user’sStrength, making it more likely that any hits willpierce the opponent’s armour. These bonuses aregiven in the Weapons & Armour section.

parryBucklers are small shields which offer no increase tothe armour saving throw, but allow you to parryattacks. Swords are also used to parry enemy attacks.

When an opponent scores a hit, warriors equippedwith bucklers or swords may try to parry the blow.

Roll a D6. If the score is higher than the number youropponent rolled to hit, the buckler or sword hasparried the strike. Note that it is therefore impossibleto parry a blow which scored a 6 on the roll to hit.

“Swordsmenare always attheir bestwhen theyareequippedwith swords and bucklers. The enemy will find it reallydifficult to penetrate their defences and it makes themgood when attacking, too.”

Wound charttarget’s Toughness

1 2 3 4 5 6 7 8 9 10

1 4 5 6 6 – – – – – –

2 3 4 5 6 6 – – – – –

3 2 3 4 5 6 6 – – – –

4 2 2 3 4 5 6 6 – – –

5 2 2 2 3 4 5 6 6 – –

6 2 2 2 2 3 4 5 6 6 –

7 2 2 2 2 2 3 4 5 6 6

8 2 2 2 2 2 2 3 4 5 6

9 2 2 2 2 2 2 2 3 4 5

10 2 2 2 2 2 2 2 2 3 4

attack

er’s S

tren

gth

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A buckler or sword may only parry one blow perhand-to-hand combat phase. A parried blow isignored and has no effect. If your opponent scoredseveral hits, you will have to try to beat the highestscore (if the highest score is a 6, you automaticallylose the chance of parrying that opponent’s attacks).If a model is fighting against several opponents, it mayonly parry the strike from the enemy who makes thefirst hit(s) (ie, the attacking model with the highestInitiative). In the case of equal Initiativecharacteristics roll a dice to decide who strikes first.

If your model is armed with a buckler and a sword,you may re-roll any failed parries once. A modelarmed with two swords can still only roll once.

A model may not parry attacks made with twice (ormore) his own basic Strength – they are simply toopowerful to be stopped.

warriors knocked downIf an enemy is fighting a warrior who is knockeddown, he may attack him to put him out of his misery.All attacks against a warrior who is knocked down hitautomatically. If any of the attacks wound the knockeddown model and he fails his armour save, he isautomatically taken out of action as explainedpreviously. A knocked down model may not parry.

warriors stunnedA stunned warrior is at the mercy of his enemies. Astunned model is automatically taken out of action ifan enemy can attack him in hand-to-hand combat.

attacking stunned and knocked down warriors

Note that a model with multiple attacks may notstun/knock down and then automatically take awarrior out of action during the same hand-to-handcombat phase. The only way you can achieve this is tohave more than one of your models attacking thesame enemy. So, if the enemy is stunned/knockeddown by the first warrior, he can be hit and put out ofaction by the next warrior to attack.

If your model is engaged in close combat with anenemy who is still standing, he cannot attack anyother models that are stunned or knocked down,since in reality they will not pose an immediate threatto him and their companions will try to protect them.

moving from combatOnce models are engaged in hand-to-hand combatthey cannot move away during their movementphase. They must fight until they are either taken outof action, until they take out their enemies, or untilone or the other breaks and runs.

The exception to this rule is that if all a model’s closecombat opponents are knocked down or stunned, hemay move away from the combat if you wish, andeven charge other enemies within range.

breaking from combatA warrior who panics whilst fighting in hand-to-handcombat will break off and make a run for it asdescribed in the Leadership & Psychology section.

When a fighter breaks from combat he simply turnsand runs off. His opponents automatically hitthe warrior as he breaks, eachinflicting 1 hit which isworked out immediately.

Note that warriorscannot choose toleave a fightvoluntarily.

Close combat

21

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Leadership & psychology

22 22

the rout testA player must make a Rout test at the start of his turnif a quarter (25%) or more of his warband is out ofaction. For example, in a warband that has twelvewarriors a test is needed if three or more are out ofaction. Even warbands who are normally immune topsychology (such as Undead) must make Rout tests.

If the Rout test is failed, the warband automaticallyloses the fight. The game ends immediately andsurviving warriors retreat from the area. A failed Routtest is the most common way in which a fight ends.

To take a Rout test roll 2D6. If the score is equal to orless than the warband leader’s Leadership, the playerhas passed the test and may continue to fight.

If the warband’s leader is out of action or stunned,then the player may not use his Leadership to take thetest. Instead, use the highest Leadership characteristic

amongst any remaining fighters who are not stunnedor out of action.

voluntary routA player may choose to voluntarily Rout at the start ofany of his own turns if he wishes, but only if he wasalready required to take a Rout test or if a quarter(25%) or more of his warband are out of action.

leadersA warrior within 6" of his leader may use his leader’sLeadership value when taking Leadership tests. Thisrepresents the leader’s ability to encourage hiswarriors and push them beyond normal limits.

A leader cannot confer this bonus if he is knockeddown, stunned or fleeing himself. The sight of yourleader running for cover is obviously far from

encouraging!

all aloneBeing outnumbered and alone is a nerve-rackingsituation for any warrior.

If your warrior is fighting alone against two ormore opponents, and there are no friendlymodels within 6" (knocked down, stunned orfleeing friends do not count), he must make a testat the end of his combat phase. The test is takenagainst the model’s Leadership on 2D6. If thewarrior scores equal to or under his Leadershiphis nerve holds. If the score is greater than hisLeadership, the warrior breaks from combat andruns. Each one of his opponents may make oneautomatic hit against him as he turns to run. Ifthe model survives, he runs 2D6" directly awayfrom his enemies.

At the start of each of his turns, the warrior musttake another Leadership test. If he passes, hestops but can do nothing else during his ownturn except cast spells. If he fails or is charged, heruns 2D6" towards the nearest table edge,avoiding any enemy models. If he reaches thetable edge before he has managed to recover hisnerves, he is removed from combat.

If a warrior is charged while he is fleeing, thecharger is moved into base contact as normal, butthe fleeing warrior will then run a further 2D6"towards the table edge, before any blows can bestruck.

Leadership & psychology

22

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fearFear is a natural reaction to huge or unnervingcreatures. A model must take a Fear test (ie, testagainst his Leadership) in the following situations.Note that creatures that cause fear can ignore thesetests.

a) If the model is charged by a warrior or acreature which causes fear.

If a warrior is charged by an enemy that he fearsthen he must take a test to overcome that fear.Test when the charge is declared and isdetermined to be within range. If the test ispassed the model may fight as normal. If it isfailed, the model must roll 6s to score hits inthat round of combat.

b) If the model wishes to charge a fear-causing enemy.

If a warrior wishes to charge an enemy that itfears then it must take a test to overcome this. Ifit fails the model may not charge and mustremain stationary for the turn. Treat this as afailed charge.

frenzySome warriors can work themselves into a berserkstate of fury, a whirlwind of destruction in which allconcern for their own personal safety is ignored infavour of mindless violence. These warriors aredescribed as being frenzied.

Frenzied models must always charge if there are anyenemy models within charge range (check aftercharges have been declared). The player has nochoice in this matter – the warrior will automaticallydeclare a charge.

Frenzied warriors fight with double their Attackscharacteristic in hand-to-hand combat. Warriors with1 Attack therefore have 2 Attacks, warriors with 2Attacks have 4, etc. If a warrior is carrying a weapon ineach hand, he receives +1 Attack for this as normal.This extra Attack is not doubled.

Once they are within charge range, frenzied warriorsare immune to all other psychology, such as fear anddon’t have to take these tests as long as they remainwithin charge range.

If a frenzied model is knocked down or stunned, he isno longer frenzied. He continues to fight as normalfor the rest of the battle.

hatredHatred is a very powerful emotion, and during thisera of strife and war, bitter rivalry is commonplace.

Warriors who fight enemies they hate in hand-to-handcombat may re-roll any misses when they attack in thefirst turn of each hand-to-hand combat. This bonusapplies only in the first turn of each combat andrepresents the warrior venting his pent-up hatred onhis foe. After the initial round of hand-to-hand combathe loses some impetus and subsequently fightsas normal for the rest of the combat.

stupidityMany large and powerful creatures, as well as some ofthe more unhinged individuals in Mordheim, areunfortunately rather stupid.

Models that are stupid test at the start of their turn tosee if they overcome their stupidity. Make a test foreach model affected by stupidity. If you pass the testby rolling their Leadership value or less on 2D6 thenall is well – the creatures behave reasonablyintelligently and the player may move and fight withthem as normal.

If the test is failed all is not well. Until the start of hisnext turn (when it takes a new Stupidity test) themodel will not cast spells or fight in hand-to-handcombat (though his opponent will still have to roll tohit him as normal).

If a model who fails a Stupidity test is not in hand-to-hand combat, roll a D6.

1-3 The warrior moves directly forward at halfspeed in a shambling manner. He will notcharge an enemy (stop his movement 1" awayfrom any enemy he would have come intocontact with). He can fall down from the edgeof a sheer drop (see the Falling rules) or hit anobstacle, in which case he stops. The modelwill not shoot this turn.

4-6 The warrior stands inactive and drools a bitduring this turn. He may do nothing else, asdrooling is so demanding.

Regardless of whether the test is passed or failed, theresult applies until the start of the model’s followingturn (when it takes a new Stupidity test).

Leadership & psychology

23

“You can either have lots of men or really good equipment,weapons and armour. Make your own mind up which. Iwould try and strike a balance between the two.”

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Perhaps the simplest type of weapon, these brutal,bludgeoning instruments range from primitivewooden clubs to elaborately forged Dwarf hammers

made from the finest steel. A blow from a mace caneasily crush a skull or knock a man unconscious.

Range: Close Combat; Strength: As user; Special Rule: Concussion

SPECIAL RULEConcussion: Hammers and other bludgeoning weaponsare excellent to use for striking your enemy senseless.

When using a hammer, club or mace, a roll of 2-4 is treated as stunned when rolling to see the

extent of a model’s injuries.

Hammer, staff, mace or club

Dagger

Daggers and knives are extremely common, and men are allowed tocarry them in enclaves where weapons are otherwise forbidden. Many

a warrior in Mordheim has died with a dagger in his back.

Range: Close Combat; Strength: As user; Special Rule: +1 Enemy armour save

SPECIAL RULE+1 Enemy armour save: Daggers are not the best weapons to

use for penetrating an enemy model’s armour. An enemywounded by a dagger gains a +1 bonus to his armour save,

and a 6+ armour save if he has none normally.

The truly desperate, who don’t even own a knife, have to fight with their barehands. Needless to say, their chances of survival are comparable to Halflings goingwithout food for eight hours!

Note: The following rule only apply to warriors who have lost their weapons.Creatures such as Zombies, animals, etc, ignore these rules. Warriors using their

fists can only ever make 1 attack.

Range: Close Combat; Strength: As user -1; Special Rule: +1 Enemy armour save

SPECIAL RULE+1 Enemy armour save: An enemy wounded by a fist gains a +1 bonus tohis armour save, and a 6+ armour save if he normally has none.

Fist

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Weapons & armour

Life and death in Mordheim is decided by the quantity and qualityof the weapons a warrior carries. This section describes the different

weapons and other equipment such as armour and shields.

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Weapons & armour

Axe

The axe is the traditional weapon of Empire woodsmen, and is also used as a weapon inpoorer rural areas. Axes have a heavy blade and, if swung by a strong man, can cause alot of damage. The blade of an axe can easily cut through armour, though it requiresconsiderable strength from the wielder.

Of all the warriors in the Old World, Dwarfs are the most adept at making axes.Their axes are invaluable to the warriors of the Old World and are some of themost sought after weapons.

Range: Close Combat; Strength: As user; Special Rule: Cutting edge

SPECIAL RULECutting edge: An axe has an extra save modifier of -1, so a model withStrength 4 using an axe has a -2 save modifier when he hits an opponent inhand-to-hand combat.

SwordThe sword is often referred to as the ‘king of weapons’. The mostcommon sword available, the broadsword of the Empire, is amasterpiece by the standards of any smith: four full feet of gleamingsteel, double-edged and razor-sharp.

Swords are much more effective weapons than crude clubs and axes,though learning to use a sword is a long and difficult process. It takesyears to truly master this weapon – most warriors in Mordheim dielong before they get this far!

Range: Close Combat; Strength: As user; Special Rule: Parry

SPECIAL RULEParry: Swords offer an excellent balance of defence and offence. Amodel armed with a sword may parry blows. When his opponent rollsto hit, the model armed with a sword may roll a D6. If the score isgreater than the highest to hit score of his opponent, the model hasparried the blow, and that attack is discarded. A model may not parryattacks made with double or more its own Strength – they are simplytoo powerful to be stopped.

Flail

The flail is a heavy weapon wielded with both hands. Itnormally consists of heavy weights, often spiked, attached to apole or handle by means of heavy chains. Flails drain the user’sstamina quickly, but are awesomely destructive in the hands ofa skilled (or unhinged) warrior.

Range: Close Combat; Strength: As user +2; Special Rules: Heavy, Two-handed

SPECIAL RULESHeavy: A flail is extremely tiring to use and thus the +2Strength bonus applies only in the first turn of each hand-to-hand combat.

Two-handed: As a flail requires two hands to use, amodel using a flail may not use a shield, buckler oradditional weapon in close combat. If the model has ashield he still gets a +1 bonus to his armour saveagainst shooting.

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Morning star

A morning star consists of a wooden or steel shaft with heavy chains that have spiked steelballs attached. It is very destructive and requires great skill to wield effectively.

Range: Close Combat; Strength: As user +1; Special Rules: Heavy, Difficult to use

SPECIAL RULESHeavy: The morning star is extremely tiring to use, so its +1 Strengthbonus applies only in the first turn of each hand-to-hand combat.

Difficult to use: A model with a morning star may not use a secondweapon or buckler in his other hand because it requires all his skill towield it. He may carry a shield as normal though.

Halberd

The halberd’s heavy blade is mounted upon a sturdy shaftof oak or steel and has a point like a spear and a cutting

edge like an axe. Since it can be used to chop aswell as thrust, it is an adaptable weapon, but is

difficult to use inside buildings.

Range: Close Combat; Strength: As user +1; Special Rule: Two-handed

SPECIAL RULETwo-handed: A model armed with a halberd

may not use a shield, buckler or additionalweapon in close combat.

If the model has a shield he still gets a +1bonus to his armour save against shooting.

Spears range from sharpened sticks used byGoblins to the impressive cavalry spearstypical of the Elves.

Range: Close Combat; Strength: As user; Special Rules: Strike first, Unwieldy,

Cavalry bonus

SPECIAL RULESStrike first: A warrior with a

spear strikes first in the first turn ofhand-to-hand combat.

Unwieldy: A warrior with a spear mayonly use a shield or a buckler in his

other hand. He may not use a secondweapon.

Cavalry bonus: If usingthe rules for mounted

models, a mountedwarrior armed with a

spear receives a +1Strength bonus when hecharges. This bonus only

applies for that turn.

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Weapons & armour

Spear

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Elven blades are forged from priceless ithilmar,an extremely light but strong metal, found onlyin the fabled Elven kingdoms. A few of theseweapons are occasionally found in the OldWorld and these are normally spoils of war,taken by the Norse raiders who pillage thecoastal settlements of the Elves.

An ithilmar weapon gives its user +1 Initiative inhand-to-hand combat, and costs three times theprice of a normal weapon of its kind. You maychoose which hand-to-hand weapon isoffered to you as explained in the Tradingsection.

Only a Dwarf Runesmith can forge a weapon fromgromril, a rare meteoric iron. A blade fashioned from thismetal will stay keen for a thousand years.

A gromril weapon has an extra -1 save modifier, and costsfour times the price of a normal weapon of its kind. Youmay choose which type of hand-to-hand weapon is offeredto you as explained in the Trading section.

A blow from a double-handed axe or sword can cut a foe in half and break armourapart. It takes a long time to learn how to use these weapons and eventhen only extremely strong men are able to wield them effectively.

Range: Close Combat; Strength: As user +2; Special Rules: Two-handed, Strike last

SPECIAL RULESTwo-handed: A model armed with a double-handed weaponmay not use a shield, buckler or additional weapon in closecombat. If the model is equipped with a shield he will still geta +1 bonus to his armour save against shooting.

Strike last: Double-handed weapons are so heavy that themodel using them always strikes last, even when charging.

Double-handed sword, hammer, axe, etc

Weapons & armour

Lance

Lances are long, heavy spears used by mounted shock troops to rip through armour andfling their foes to the ground. They are the chosen weapons of Knights Templar and otherwealthy warriors. To use a lance requires great skill and strength, and only the richestwarriors ride the heavy warhorses needed to wield these mighty weapons effectively.

Range: Close Combat; Strength: As user +2; Special Rules: Cavalry weapon/bonus

SPECIAL RULESCavalry weapon: A warrior must own a warhorse to use a lance, as it can only be usedwhilst he is on horseback.

Cavalry bonus: If using optional rules for mounted models, a warrior armed with a lancereceives a +2 Strength bonus when he charges. This bonus only applies for that turn.

Gromril weapon

Ithilmar weapon

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Weapons & armour

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Short bows are small, short-ranged bows that are cheap and require littlestrength to use. Some cavalry carry a shortened bow which is easier to shoot

from horseback than a larger bow. Halflings also use short bows, as theylack the strength and height required to use a long bow.

Maximum Range: 16"; Strength: 3; Special Rules: None

The bow is carried by most races and used extensively in warfare.It is a compact yet powerful weapon, that is cheap to make andeasy to maintain.

Maximum Range: 24"; Strength: 3; Special Rules: None

Bow

A long bow is made of alternating layers of either yew or elm. Askilled archer can hit a chosen leaf on a tree from three hundredpaces with this weapon.

The long bow is favoured by experienced archers due to its greatreach and accuracy.

Maximum Range: 30"; Strength: 3; Special Rules: None

Long bow

Short bow

Elf bow

Elven bows are the finest missile weapons of their kind. Constructedfrom ithilmar or wood from the Elf forests, with strings woven fromthe hair of Elf maidens, Elven bows are far superior to any missileweapons made by other races. In the hands of an Elven archer, theElf bow is a truly potent weapon, its long range and penetratingpower making it far superior to any bow made by humans.

Maximum Range: 36"; Strength: 3; Special Rules: -1 Save modifier

SPECIAL RULESave modifier: An Elf bow has a -1 save modifier on armoursaves against it.

Missile weapons

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Weapons & armour

A crossbow consists of a short, strong bowstave mounted on a woodenor steel stock. The crossbows of the Empire are made of steel and ofteninclude a winding mechanism to draw back the string. It takes a longtime to prepare a crossbow, but a bolt fired from one has a tremendousrange and can penetrate armour easily.

Crossbows take much longer than other bows to make, so they areexpensive and relatively rare weapons. Still, they are the preferredweapon of many in Mordheim because of their power and long range.

Maximum Range: 30"; Strength: 4; Special Rule: Move or fire

SPECIAL RULEMove or fire: You may not move and fire a crossbow on the same turn,other than to pivot on the spot to face your target or to stand up.

Slings are rarely used, mainly because they are no more powerful thanbows and have a shorter range. A sling is little more than a loopedstrip of cloth or leather into which a stone is placed. The sling iswhirled about the slinger’s head and the sling stone is then releasedtowards the target.

While this weapon is looked down upon by most archers, askilled slinger can slay a man from a considerable distance, andthe ammunition is easy to find: rocks are everywhere and free!

Maximum Range: 18"; Strength: 3; Special Rule: Fire twice at half range

SPECIAL RULEFire twice at half range: A slinger may fire twice in the shootingphase if he does not move in the movement phase. He cannot shootover half range (9") though, if he fires twice. If the model fires twicetheneach shot is at -1 to hit.

Throwing stars are used mainly by the assassins of thesinister House of Shadows, or by street thugs who specialisein ambushing the unwary. A perfectly balanced knifethrown from behind has ended the life of many a nobleand merchant in Mordheim. Throwing knives are notsuitable for close combat, as their balance makesthem unwieldy in close quarters.

Range: 6"; Strength: As user; Special Rule: Thrown weapon

SPECIAL RULEThrown weapon: Models using throwing stars orknives do not suffer penalties for range or movingas these weapons are perfectly balanced forthrowing. They cannot be used in close combat.

Crossbow

Sling

Throwing star/knife

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Weapons & armour

30

Repeater crossbows are extremely complex devices, expensive to acquireand difficult to make. While this makes them rare, they certainly havetheir uses: they can rain a deadly hail of bolts on enemies, and a warriorusing one may move quite fast and still fire his weapon.

Maximum Range: 24"; Strength: 3; Special Rule: Fire twice

SPECIAL RULEFire twice: A model armed with a repeater crossbow may choose to firetwice per turn with an extra -1 to hit penalty on both shots.

Crossbow pistols are masterpieces made by expert weaponsmiths.They are miniature crossbows with all the power and accuracy ofthe real thing. As these weapons may be easily concealed, they arethe favoured weapon of assassins.

Maximum Range:10"; Strength: 4; Special Rule: Shoot in hand-to-hand combat

SPECIAL RULEShoot in hand-to-hand combat: A model armed with a crossbowpistol may shoot it in the first round of a hand-to-hand combat andthis shot is always resolved first, before any blows are struck. This

shot has an extra -2 to hit penalty. Use model’s Ballistic Skill to seewhether it hits or not. This bonus attack is in addition to any close

combat weapon attacks.

Repeater crossbow

Crossbow pistol

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A pistol is a small, simple blackpowder weapon fired by a spring mechanism. Mostpistols are expensive, unreliable, and poorly constructed.

Maximum Range: 6"; Strength: 4; Special Rules: Prepare shot, Save modifier, Hand-to-hand

SPECIAL RULESPrepare shot: A pistol takes a whole turn to reload, so you may only fire everyother turn. If you have a brace of pistols (ie, two) you may fire every turn.

Save modifier: Pistols are even better at penetrating armour than theirStrength value of 4 suggests. A model wounded by a pistol must take itsarmour save with a -2 modifier.

Hand-to-hand: Pistols can be used in hand-to-hand combat aswell as for shooting. A model armed with a pistol andanother close combat weapon gains +1 Attack, which isresolved at Strength 4 with a -2 save modifier. This bonusattack can be used only once per combat. If you are firing abrace of pistols, your model can fight with 2 Attacks in thefirst turn of close combat. These attacks are resolved with amodel’s Weapon Skill like any normal close combat attackand likewise may be parried. Successful hits areresolved at Strength 4 and with a -2 save modifier, regardlessof the firer’s Strength.

Blackpowder weapons are only a very recent invention in theWarhammer world. They are often unreliable and temperamental but

they do hit exceedingly hard and armour offers almost no protection, astheir lead bullets can penetrate even the strongest breastplate or shield.

Most blackpowder weapons are bought from Dwarfs at great expense,though some of the forges of Nuln and Altdorf have started to experiment withmaking handguns.

Blackpowder weapons

Pistol

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A duelling pistol is a work of art, and a gunsmith labours long and hard to producea single example. They are often carried by Imperial nobles to solve disputes overlove and honour, and many a noble has died at dawn in a duel over some

grievance.

Duelling pistols are prohibitively expensive weapons and common warriors rarelyhave them. Even if they do manage to steal or buy one, the ammunition isprohibitively expensive.

Some of the wealthiest warriors in Mordheim carry duelling pistols as statussymbols, commanding great respect, admiration and envy.

Maximum Range: 10"; Strength: 4; Special Rules: Accuracy, Prepare shot, Save modifier, Hand-to-hand

SPECIAL RULESAccuracy: A duelling pistol is built for accuracy as a skilled duellist is ableto hit a coin from twenty paces. All shots and close combat attacks froma duelling pistol have a +1 bonus to hit.

Prepare shot: A duelling pistol takes a complete turn to reload, so yourmodel may only fire every other turn. If he has a brace of duellingpistols he may fire every turn.

Save modifier: Duelling pistols are even better at penetrating armourthan their Strength 4 suggests. A warrior wounded by a duelling pistolmust make his armour save with a -2 modifier.

Hand-to-hand: Duelling pistols can be used in hand-to-handcombat as well as for shooting. A model armed with a duelling

pistol and another close combat weapon gains +1 Attack,which is resolved at Strength 4 with a -2 save modifier. Thisbonus attack can be used only once per combat. If you are

firing a brace of duelling pistols, your model can fight with 2Attacks in the first turn of close combat. These attacks are

resolved with a model’s Weapon Skill like any normal closecombat attack and likewise may be parried. Successful hits

are resolved at Strength 4 and with a -2 save modifier,regardless of the firer’s Strength.

Blunderbuss

Duelling pistol

A blunderbuss is a primitive blackpowder weapon, whichfires a hail of lead balls, rusty bolts, bent nails, and other

assorted scrap metal. It is a powerful, if erratic, weapon andtakes such a long time to load that most warriors discard itafter the first shot.

Maximum Range: Special; Strength: 3; Special Rules: Shot, Fire once

SPECIAL RULESShot: When your model fires the blunderbuss, draw aline 16" long and 1" wide in any direction from the firer

(the line must be absolutely straight). Any and allmodels in its path are automatically hit by aStrength 3 hit.

Fire Once: It takes a very long time to load ablunderbuss so it may only be fired it once per

battle.

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Weapons & armour

A handgun is a simple firearm. The quality of construction varies ranging from the crudewooden ‘hakbuts’ of the artillery school of Nuln, to the more sophisticated Dwarf firearmsthat have levers and springs which hold the burning match, and triggers which release thefiring mechanism and fire the gun.

Handguns are not terribly reliable weapons: the gun barrel occasionally tends to explodeviolently or the powder fails to ignite. But the weapon has a great range and tremendouspenetrating power, making a mockery of even the thickest armour.

In Mordheim, handguns are rare and expensive, but a warband which can boastsuch a weapon will command respect from all its rivals.

Maximum Range: 24"; Strength: 4; Special Rules: Prepare shot, Move or fire, Save modifier

SPECIAL RULESPrepare shot: A handgun takes a complete turn to reload, so you mayonly fire it every other turn.

Move or fire: You may not move and fire a handgun in the same turn,other than to pivot on the spot to face your target or stand up.

Save Modifier. Handguns are even better at penetrating armour than theirStrength 4 suggests. A warrior wounded by a handgun must take its armoursave with a -2 modifier.

Handgun

Hochland long rifle

Hochland is a province famed for its hunters, and the preferredweapon of its nobility when they go huntingis a long-ranged rifle. They areextremely rare and precious weapons,and only the most experiencedweaponsmiths are capable ofmanufacturing them.

Maximum Range: 48"; Strength: 4; Special Rules: Move or fire, Prepare shot,

Pick target, Save modifier

SPECIAL RULESMove or fire: You may not move and fire a Hochland longrifle in the same turn, other than to pivot on the spot to faceyour target or stand up from knocked down.

Prepare shot: A Hochland long rifle takes a complete turn toreload, so you may only fire it every other turn.

Pick target: A model armed with a Hochland long rifle can targetany enemy model in sight, not just the closest one.

Save modifier: Hochland long rifles are even better atpenetrating armour than their Strength 4 suggests. A warriorwounded by a long rifle must make his armour save with a -2modifier.

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Light armour encompasses a wide variety of materials from hardened leather tunics to chain shirts forged fromsteel. It does not offer complete protection against arrows or swords, but it is better than having nothing at all.Light armour does not inhibit movement.

ARMOUR SAVING THROWSave: A warrior who is wearing light armour has a basic D6 saving throw

of 6.

Light armour

When fighting in close combat, a good suit of armour may mean the difference between lifeand death. The finest armour in the known world is made in Dwarf forges, where the secrets

of steel and fire are well understood. Hardened leather jackets are often worn by the hunters ofOsterland, while city soldiers prefer mail coats and steel breastplates. The forges of the Empirehave many skilled smiths capable of forging fine armour, for the humans learned this craft fromDwarf master smiths in the early days of the Empire.

In Mordheim, only the most wealthy and powerful are able to afford the luxury of owning a suitof armour (the less well-off have to make do with leather tunics and occasionally helmets andwooden shields). The richest leaders of the most successful warbands wear suits of high qualityarmour and a good suit of armour is just as much a symbol of wealth and power as it isprotection against weapons.

Typical heavy armour is made from metal links andis called chain mail. Forging chain mail is a

laborious and time consuming process, asthe blacksmith must put together hundreds,

sometimes thousands, of metal links. Thismakes chain mail expensive, but this type

of armour provides excellent protection foranyone who can afford it.

There are other types of heavy armouras well, of which the best known are

the steel breastplates and greavesworn by the foot knights of the

Templar orders.

SPECIAL RULESSave: A warrior that iswearing heavy armour

has a basic D6 saving throw of5+.

Movement: A warrior that isarmed with both heavy armour

and a shield suffers a -1Movement penalty.

Armour

Heavy armour

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Gromril is the rarest and strongest metalknown of in the Old World. Only a very fewDwarf smiths know the secret of forginggromril, and a suit of armour made from itfetches a huge price.

Gromril armour gives the wearer a 4+ basicsave, and does not slow him down if he isalso armed with a shield.

Weapons & armour

There are two types of shield common to the warriors of Mordheim: the first is made of wood, occasionallyreinforced with metal plates. This basic type of shield, although strong, does tend to splinter, but this cansometimes save the user’s life as his enemy’s weapon can get trapped allowing him to strike back whilst hisenemy struggles to free his weapon.

Metal shields are heavy and cumbersome, but last much longer and can take a battering. A typical Empireshield is either round or triangular, and carries the emblem of the province or city of its owner.

ARMOUR SAVING THROWSave: A model with a shield has a basic save of 6 on a D6.

Shield

Bucklers are small, round shields designed for parrying or deflecting blows. They are usually made of steel forthey need to be tremendously durable to survive the brutal blows of hand-to-hand combat. Using a bucklerrequires great skill, but a nimble warrior can protect himself from blows which would otherwise cripple him.

SPECIAL RULEParry: A model equipped with a buckler may parry the first blow in each round of hand-to-hand combat. Whenhis opponent scores a hit, a model with a buckler may roll 1D6. If the score is greater than the highest to hitscore of his opponent, the model has parried the blow, and that attack is discarded. A model may not parryattacks made with double or more its own Strength – they are simply too powerful to be stopped.

Helmet

From the shining steel helmets of Bretonnian knights to the leather caps of the Skaven, all sensible warriors tryto protect the most vulnerable part of their body – their head. Even the most vain fighters still use a helmet,as it can be festooned with plumes, horns and other decorations.

Helmets come in varying shapes and sizes, but their basic function remains the same.

SPECIAL RULEAvoid stun: A model that is equipped with a helmet has a special 4+ saveon a D6 against being stunned. If the save is made, treat the stunnedresult as knocked down instead. This save is not modified by theopponent’s Strength.

Ithilmar armour

Ithilmar is a silvery metal which is as light as silk andstronger than steel. Elves are experts at fashioningweapons and armour from ithilmar, and the Elvenkingdom of Caledor is the only place in the worldwhere this metal can be found.

Ithilmar armour gives the wearer a 5+ basic save,and does not slow him down if he is also armedwith a shield.

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Gromril armour

Buckler

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This section covers all the strange and unusual equipment your warriors canfind in the ruins or buy from the merchants and pedlars in the settlements and

villages around Mordheim.

Only Heroes may buy and carry the equipment described in this section. You maynot give it to Henchmen unless the rules specifically say so.

rope & hookA warrior using a rope & hook will find it much

easier to move amongst the ruins of Mordheim.

A warrior equipped with a rope & hook may re-rollfailed Initiative tests when climbing up and down.

poisons and drugsThe use of poison is almost universally abhorred, butin the ruthless and brutal battles fought inMordheim, desperate warbands often resort to theuse of envenomed blades.

Poison may not be used with blackpowder weapons.When you buy a vial of poison, there is always onlyenough to last the duration of one battle. You canonly poison a single weapon with one vial of poison.

Black LotusIn the deepest forests of the Southlands grows a plantthat is extremely poisonous. It is known as BlackLotus and is much sought after by alchemists,assassins, wizards of the Western Coast and boredwives.

A weapon coated with the sap of the Black Lotus willwound its target automatically if you roll a 6 to hit.Note that you can still roll a dice for every woundinflicted in this way. If you roll a 6, you will inflict acritical hit with that roll. If you do not roll a 6, you willcause a normal wound. Take armour saves as normal.

Dark VenomThis is a poison extracted from Heldrakes, giganticsea serpents that plague the Western Ocean and thecoast of Naggaroth. The slightest wound infected byDark Venom causes excruciating pain, incapacitatingthe bravest of men.

Any hit caused by a weapon coated with Dark Venomcounts as having +1 Strength, so, for example, if awarrior with Strength 3 wielding a poisoned swordhits an opponent, he will cause a Strength 4 hitinstead. Armour saving throws are modified to takeinto account the increased Strength of the attack.

Mad Cap MushroomsThe feared cult of Goblin Fanatics of the Worlds EdgeMountains use these hallucinogenic mushrooms todrive themselves into a frenzied state.

Effect: Any warrior who takes Mad Cap Mushroomsbefore a battle will be subject to frenzy. The Mad CapMushroom has no effect on Undead such as Vampiresand Zombies, or the Possessed.

Side effect: After the battle, roll a D6. On a roll of a 1the model becomes permanently stupid.

Crimson ShadeCrimson Shade is the name given by Old Worlders tothe leaves of the blood oak of Estalia. It is anextremely addictive drug, but grants its usersinhuman quickness and strength.

Effect: A model using Crimson Shade has hisInitiative increased by +D3 points, and Movementand Strength by +1 (this effect lasts for one game).Crimson Shade has no effect on Undead such asVampires and Zombies, or the Possessed.

Side effects: After the battle, roll 2D6. On a roll of 2-3, the model becomes addicted and you must try tobuy him a new batch of Crimson Shade before everybattle from now on. If you fail to buy any, he will leaveyour warband. On a roll of 12 the model’s Initiative isincreased permanently by +1.

Mandrake RootThe man-shaped Mandrake Root grows in the rottingswamps of Sylvania. It is a noxious, deadly plantwhich is highly addictive and slowly kills its users, butalso allows them to shrug off almost any pain.

Effect: Mandrake Root makes a man almost obliviousto pain. His Toughness is increased by +1 for theduration of a battle and he treats all stunned resultsas knocked down instead. Mandrake Root has noeffect on Undead, such as Vampires and Zombies, oron the Possessed.

Side effects: Mandrake Root is highly poisonous. Atthe end of the battle, roll 2D6. On a roll of 2-3 themodel loses 1 point of Toughness permanently.

Miscellaneous equipment

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Miscellaneous Equipment

lucky charmThese take many shapes, but the most common aresymbolic hammers that a pious Sigmarite Priest hastouched, or carved heads of ancient Dwarf gods.

The first time a model with a lucky charmis hit in a battle they roll a D6. On a 4+the hit is discarded and no damage issuffered. Owning two or more charmsdoes not confer any extra benefits, the model maystill only try to discard the first hit.

Blessed waterThe priests of Ulric, Sigmar, Mórr and Manann holdgreat power over evil. Pure water from a clearfountain, blessed by one of these priests, is said toburn things of darkness and evil.

A vial of blessed water contains enough liquid for justone use, and has a thrown range of twice thethrower’s Strength in inches. Roll to hit using themodel’s BS. No modifiers for range or moving apply.Blessed water causes 1 wound on Undead, Daemonor Possessed models automatically. There is noarmour save. Undead or Possessed models may notuse blessed water.

elven cloakMade from the hair of Elven maidens and interwovenwith living tree leaves, an Elven cloak is a wonder tobehold. A warrior wearing such a cloak will blend intothe shadows, making it very difficult to shoot at themwith missile weapons. Elven cloaks rarely come up forsale, but are sometimes recovered from dead warriorsor offered by Elves as rewards to men who haveserved them in some way.

A warrior aiming a missile weapon at a warriorwearing an Elven cloak suffers -1 on his to hit roll.

hunting arrowsThe best hunting arrows are made by the hunters ofDrakwald forest. They have sharp, barbed arrowheadswhich cause excruciating pain when they hit theirtarget. A skilled archer can severely injure his targetwith a single arrow.

A model using a short bow, bow, long bow or Elf bowmay use these arrows. They add +1 to all Injury rolls.

garlicGarlic is a common herb grown in most gardens ofthe Empire. It is said to ward off Vampires and otherdenizens of the dark. A Vampire must pass aLeadership test or it will be unable to charge a modelcarrying a clove of garlic. Garlic lasts for the durationof one battle only, whether it is used or not.

netSteel nets, such as those used by Pit Fighters, can beused in battles. Once per game, the net may bethrown in the shooting phase instead of the modelshooting a missile weapon. Treat the net as a missileweapon in all respects with a range of 8". Use themodel’s BS to determine whether the net hits or not– there are no movement or range penalties. If it hits,the target must immediately roll a D6. If the result isequal to, or lower than his Strength, he rips the netapart. If the result is higher, he may not move, shootor cast spells in his next turn, although he is nototherwise affected. In either case the net is lost.

bugman’s aleOf all the Dwarf brewmasters, Josef Bugman is themost famous. His ale is known throughout the OldWorld, and widely regarded as the best.

A warband that drinks a barrel of Bugman’s before abattle will be immune to fear for the whole of thebattle. Elves may not drink Bugman’s ale as they arefar too delicate to cope with its effects. There is onlyenough ale to supply the warband for one battle.

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Miscellaneous Equipment

tome of magicSometimes books of forbidden lore are offered forsale in the markets and dark alleys of the settlementsaround Mordheim.

If a warband includes a wizard, he will gain an extraspell from the tome, permanently. He may randomlygenerate this new spell from his own list or the LesserMagic list. See the Magic section for details. Thebenefits from each Tome of Magic apply to only onemodel.

holy tomeBooks of prayers and descriptions of the holy deedsof religious heroes like Sigmar Heldenhammer arecopied by hand in the scriptoriums of Sigmar andUlric, and given or sold to the faithful. Of these tomes,the Deus Sigmar is the most common and wellknown, but other texts such as the Scriptures ofSigmar are also sold to those who follow the faith. Aholy man can recite his prayers from such a book,strengthening his faith and belief.

A Warrior Priest or Sister of Sigmar with a holy tomecan add +1 to the score when determining whetherhe (or she) can recite a spell successfully or not.

healing herbsCertain plants that grow on the banks of the River Stirhave curative properties. Herbalists collect their rootsand leaves and use them to treat the sick andwounded.

A Hero with healing herbs can use them at thebeginning of any of his recovery phases as long as heis not engaged in hand-to-hand combat. This restoresall wounds he has previously lost during the game.

holy (unholy) relicIn this age of superstition and religious fanaticism,holy objects are an important part of life. Relicsabound in the Old World: hairs of Sigmar, pieces fromUlric’s hammer, teeth of Daemon Princes, all are soldto men needing encouragement before battle and ascharms against sorcery.

A model with a holy relic will automatically pass thefirst Leadership test he is required to make in thegame. If worn by the leader, it will allow him toautomatically pass the first Rout test if he has nottaken any Leadership tests before.

You can only ignore the firstLeadership test in any singlegame – owning two or moreholy relics will not allow youto ignore second andsubsequent tests.

halfling cookbookAll Halfling chefs have their own secret recipes,and these are recorded in tomes handwritten inMootland, the home country of the Halflings.Food prepared according to these recipes will attractwarriors during these lean times.

The maximum number of warriors allowed in yourwarband is increased by +1 (note that neither anUndead warband nor a Carnival of Chaos warbandcan use this item).

animalsAnimals are not often offered for sale in Mordheim.The polluted grass and filthy water cause mostanimals to die quickly, and since hunger iscommonplace, many have been butchered for food.However, some horses occasionally go on sale forwealthy leaders who enjoy commanding theirsubordinates from horseback.

Horses & WarhorsesYou may mount one of your Heroes on a horse orwarhorse in the coming battles.

Horses and warhorses can only be used if you areusing the optional rules for mounted models at theback of the book.

Only Humans can buy or use horses and warhorses.

Profile M WS BS S T W I A Ld

Horse 8 0 0 3 3 1 3 0 5Warhorse 8 3 0 3 3 1 3 1 5

WardogsThe men of the Empire have always been experts atraising ferocious bloodhounds to guard their cattleand holdings against roaming Goblins and Beastmen.A highly trained wardog is a dangerous opponent andworth its weight in gold in Mordheim.

If you purchase a wardog, it will fight exactly like amember of your warband, though it is treated as partof the equipment of the Hero who bought it. You willneed a model to represent it on a battlefield.

Wardogs never gain experience, and if they are putout of action they have exactly the same chance ofrecovering as Henchmen (ie, 1-2: Dead; 3-6: Alive).Wardogs count towards the maximum number ofwarriors allowed in your warband.

Profile M WS BS S T W I A Ld

Wardog 6 4 0 4 3 1 4 1 5

You could also use the profile above to represent oneof the more exotic animals used by the warbands ofMordheim, such as trained bears, Chaos familiars oreven fighting monkeys from the far-off Southlands!

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Miscellaneous Equipment

lanternA model that is in possession of a lantern may add +4"to the distance from which he is able to spothidden enemies.

superior blackpowderThe model has acquired a better quality ofblackpowder than is normally available. This newbatch adds +1 Strength to all blackpowder weaponsthat the model has. There is enough superiorblackpowder to last for one game.

mordheim mapSome survivors of the cataclysm still remain in themany settlements around Mordheim, and make aliving by preparing maps of the city from memory.Many of these maps are faked, and even real ones areoften crude and inaccurate.

A map can help a warband find their way through theconfusing maze of streets and into areas with richbuildings to loot.

When you buy a map, roll a D6:

cathayan silk cloakSome rich warband leaders like to flaunt their wealthand purchase clothes made out of silk from distantCathay. This silk is the most expensive fabric in theknown world, and wearing such clothes is a sure wayto attract attention – especially thieves and assassins!

Any Mercenary warband whose leader is wearing silkclothes may re-roll the first failed Rout test. However,after each battle in which the leader is taken out ofaction, roll a D6. On a roll of 1-3 the clothes areruined and must be discarded.

tears of shallayaTears of Shallaya are vials of water from the holyspring in Couronne. Shallaya is the goddess of healingand mercy and it is said that this water has curativeproperties and is proof against any poison.

A model who drinks a vial of the Tears of Shallaya atthe beginning of a battle will be completely immuneto all poisons for the duration of combat. Undead andPossessed warriors may not use the Tears of Shallaya.

There is enough liquid in a vial of the Tears of Shallayato last for the duration of one battle.

39

D6 Result

1 Fake. The map is a fake, and iscompletely worthless. It leads you ona fool’s errand. Your opponent mayautomatically choose the nextscenario you play.

2-3 Vague. Though crude, the map isgenerally accurate (well… parts of itare… perhaps!). You may re-roll anyone dice during the next explorationphase if you wish but you must acceptthe result of the second roll.

4 Catacomb map. The map shows away through the catacombs into thecity. You may automatically choose thescenario next time you fight a battle.

5 Accurate. The map is recently madeand very detailed. You may re-roll upto three dice during the nextexploration phase if you wish. Youmust accept the result of the secondroll.

6 Master map. This is one of thetwelve master maps of Mordheimmade for Count von Steinhardt ofOstermark. From now on you mayalways re-roll one dice when rollingon the Exploration chart as long asthe Hero who possesses this map wasnot taken out of action in the battle.

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Mordheim has become home to many magic usersand they roam the ruins hiding from Witch Hunters.But there are other ways of gaining power over andabove that of a normal mortal man. The gods watchover their subjects and a priest of strong faith can callupon them to assist him in battle. Of these, the Priestsof Sigmar are the most common, for Sigmar is thepatron god of the Empire, and his following is strongduring these times of strife.

allocated spellsThe chart below summarises the different kinds ofmagic and explains who can use what spells.

Wizard Type of Magic

Chaos Magisters Chaos RitualsWarlocks Lesser MagicSkaven Eshin Sorcerer Magic of the Horned RatSisters of Sigmar& Warrior-Priests Prayers of SigmarNecromancers Necromancy

Each wizard starts with one randomly determinedspell, but may gain more. Roll a D6 and consult theappropriate chart. If you get the same spell twice, rollagain or lower the spell’s difficulty by 1.

casting spells Spells are cast in the shooting phase, and can be usedeven if the caster is in hand-to-hand combat. To use aspell, the wizard must roll equal to or greater than thespell’s Difficulty score on 2D6. If he fails, he may notcast a spell that turn. If the test is passed the spell maybe used as described overleaf. A wizard may cast onespell per turn and may not use missile weapons if hewants to cast a spell. He can however run!

A wizard may not use magic if he is wearing armour orhas a shield or buckler. The only exception is thePrayers of Sigmar. Sisters of Sigmar and Warrior-Priests may wear armour and use their prayers.

damageSome spells cause direct damage, and are resolvedthe same way as damage from shooting or blows inhand-to-hand combat. Spells do not cause critical hits.Models always receive armour saves against woundscaused by spells unless noted otherwise.

Magic

There have always been those who have usedmagic: witches and wizards, wise women and

warlocks. But as all scholars know, all magic isdangerous, for it originates from Chaos, the source ofcorruption and change. Indeed, during these times,sorcery is illegal and punishable by death.

Wizards have little say in whether the world of magictouches them or not. They are born with second sightand to them the world of magical energies and spellsis much more real than the mundane world of normalmortals. With all the persecution, fear and hatred it islittle wonder that wizards become reclusive andsuspicious, and many are downright insane. Someeven turn to the worship of the dark gods, and othersfollow the forbidden path of necromancy.

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Magic

41

Prayers of Sigmar

The Prayers of Sigmar can be used by Witch Hunter Warrior Priests and Sigmarite Matriarchs. A

warrior may use the divine power of Sigmar while wearing armour. Prayers of Sigmar are not

regarded as spells, so any special protection against spells does not affect them.

D6 Result

1 The Hammer of SigmarDifficulty 7

This weapon of the faithful glows with a golden light, imbued as it is with the righteous power of

Sigmar.

The wielder gains +2 Strength in hand-to-hand combat and all hits he inflicts cause double

damage (eg, 2 wounds instead of 1). The Priest must test each shooting phase he wants to use

the Hammer.

2 Hearts of SteelDifficulty 8

As the three words of power are spoken, waves of glory surround the servant of Sigmar. The

faithful are heartened by the warrior god’s presence.

Any allied warriors within 8" of the warrior become immune to Fear and All Alone tests. In

addition, the whole warband gains +1 to any Rout tests they have to make. The effects of this spell

last until the caster is knocked down, stunned or put out of action. If cast again the effects are not

cumulative, ie, the maximum bonus to Rout tests remains +1.

3 SoulfireDifficulty 9

The wrath of Sigmar comes to earth. Purifying flames surround the Priest and wipe out those who

resist the righteous fury of the God-Emperor!

All enemy models within 4" of the servant of Sigmar suffer a Strength 3 hit. No armour saves are

allowed. The servants of darkness and Chaos are especially susceptible to Sigmar’s holy power.

Undead and Possessed models in range suffer a Strength 5 hit instead.

4 Shield of FaithDifficulty 6

A shield of pure white light appears in front of the Priest. As long as his faith remains strong the

shield will protect him.

The Priest is immune to all spells. Roll at the beginning of each turn in the recovery phase. On a

roll of 1 or 2 the shield disappears.

5 Healing HandDifficulty 5

Laying hands upon a wounded comrade, the servant of Sigmar calls upon his Lord to heal the

warrior’s wounds.

Any one model within 2" of the Priest (including himself) may be healed. The warrior is restored

to his full quota of Wounds. In addition, if any friendly models within 2" are stunned or knocked

down, they immediately come to their senses, stand up, and continue fighting as normal.

6 Armour of RighteousnessDifficulty 9

Impenetrable armour covers the Priest and the fiery image of a twin-tailed comet burns above

his head.

The Priest has an armour save of 2+ which replaces his normal armour save. In addition, he causes

fear in his enemies and is therefore immune to fear himself.

The power of the Armour of Righteousness lasts until the beginning of the Priest’s next

Shooting phase.

Those with great faith in the gods can call upon their divine power. The priests of Sigmar

can pray for many miracles: healing of wounds, strengthening the resolve of their

comrades or the banishment of Daemonic creatures and the Undead.

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N cromancyNecromancy is the magic of the dead. It grants Necromancers the power to raise the deadand command spirits, but also to destroy the vitality of the living.

D6 Result

1 Lifestealer Difficulty 10The Necromancer sucks out the very essence of life from his victim, stealing its vigour for himself.

You may choose a single model within 6". The target suffers a wound (no save allowed) and theNecromancer gains an extra wound for the duration of the battle. This may take the Necromancer’sWounds above his original maximum value. This spell will not affect the Possessed or any Undeadmodels.

2 Re-Animation Difficulty 5 At the spoken command of the Necromancer, the dead rise to fight again.

One Zombie that went out of action during the last hand-to-hand combat or Shooting phaseimmediately returns to the battle. Place the model within 6" of the Necromancer. The modelcannot be placed straight into hand-to-hand combat with an enemy model.

3 Death vision Difficulty 6The Necromancer calls on the power of Necromancy to reveal the moment of his enemies’ death.

The Necromancer causes fear in his enemies for the duration of the battle.

4 Spell of Doom Difficulty 9The Necromancer whispers to the sleeping dead to rise up from the ground and seize his enemies.

Choose one enemy model within 12". The model must immediately roll equal to or less than hisStrength on a D6 or the dead emerging from the earth will rend him with supernatural power. Ifhe fails, you may roll on the Injury table to see what happens to the unfortunate warrior.

5 Call of Vanhel Difficulty 6The Necromancer summons the world of the dead to invigorate his Undead servants.

A single Zombie or Dire Wolf within 6" of the Necromancer may immediately move again up to itsmaximum Movement distance (ie, 9" in the case of Dire Wolves). If this moves them into basecontact with an enemy model, they count as charging.

6 Spell of Awakening Difficulty: AutoThe Necromancer calls the soul of a slain Hero back to his body and enslaves him with corruptmagic.

If an enemy Hero is killed (ie, your opponent rolls 11-16 on the Serious Injury chart after thebattle) then the Necromancer may raise him to fight as a Zombie in his servitude.

The dead Hero retains his characteristics and all his weapons and armour but may not use anyother equipment or skills. He may no longer run, counts as a Henchman group on his own, andmay not gain additional experience. This spell always succeeds (rules for Henchmen andexperience are described later). The new Zombie follows all the normal Zombie rules (immune topoison, causes fear) except for retaining his profile, weapons and armour.

e

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Magic

Chaos rituals employ the raw power of the darkest magic, and are therefore supremelyuseful in bringing pain and suffering, as well as change and mutation.Chaos rituals are used by Magisters of the Cult of the Possessed, and Daemons.D6 Result1 Vision of Torment

Difficulty 10The Chaos Mage summons horrible visions of the realm of Chaos, causing his enemy to recoil inutter horror.

This spell has a range of 6" and must be cast on the closest enemy model. If the Chaos Mage is inhand-to-hand combat, he must choose his target from those in base contact with him. The affectedmodel is immediately stunned. If the model cannot be stunned it is knocked down instead. 2 Eye of God

Difficulty 7The Chaos Mage implores the Dark gods to grant a boon to their servant.You may use the Eye of God successfully only once per battle. Choose any single model within 6",friend or foe. Roll a D6 to see what happens to the affected model.

D6 Result1 The wrath of the gods descends upon the target. The model is taken out of action immediately. He does not have to roll on the Serious Injury chart after the battle though. 2-5 The model gains +1 to any one of his characteristics during this battle (chosen by the player who cast the spell).

6 The model gains +1 to all of its characteristics for the duration of the battle.3 Dark Blood

Difficulty 8The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour.This attack has a range of 8" and causes D3 S5 hits. It hits the first model in its path. After usingthis spell the Chaos Mage must roll on the Injury table for himself to see how dangerous thewound is, though treat the out of action result as stunned instead. 4 Lure of Chaos

Difficulty 9The Chaos Mage calls upon the taint of chaos which exists in the inner soul of all living beings.The spell has a range of 12" and must be cast on the closest enemy model. Roll a D6 and add theChaos Mage’s Leadership to the score. Then roll a D6 and add the target’s Leadership to the score.If the Chaos Mage beats his opponent’s score he gains control of the model until the model passesa Leadership test in his own recovery phase. The model may not commit suicide, but can attackmodels on his own side, and will not fight warriors from the Chaos Mage’s warband. If he wasengaged in hand-to-hand combat with any warriors of the Chaos Mage’s warband, they willimmediately move 1" apart.

5 Wings of DarknessDifficulty 7The Chaos Mage is lifted from the ground by two shadowy Daemons and carried wherever hewants to go.

The Chaos Mage may immediately move anywhere within 12", including into base contact with anenemy, in which case he counts as charging. If he engages a fleeing enemy, in the close combatphase he will score one automatic hit and then his opponent will flee again (if he survives). 6 Word of Pain

Difficulty 7Speaking the forbidden name of his dark god, the Chaos Mage causes indescribable pain to allwho hear it.

All models within 3" of the Chaos Mage, friend or foe, suffer one S3 hit. No armour saves areallowed.

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Chaos rituals

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Magic

Lesser magicThose who have not been schooled in the ways of magic can cast only relatively simplespells. Many human wizards, lacking the tradition of sorcery and the grimoires ofNecromancers and Chaos Mages, have to rely on their own natural aptitude andexperimentation.

Lesser Magic (or hedge magic) is used by human warlocks. It may not be as awesome as the mightyspells of Necromancers and Chaos Mages, but it is still dangerous.

D6 Result

1 Fires of U’Zhul Difficulty 7The wizard summons a fiery ball of flames and hurls it upon his enemies.

The fireball has a range of 18" and causes one Strength 4 hit. It strikes the first model in its path.Armour saves are taken as normal (ie, with -1 modifier).

2 Flight of Zimmeran Difficulty 7Calling upon the power of the winds of magic, the wizard walks on air.

The wizard may immediately move anywhere within 12", including into base contact with anenemy, in which case he counts as charging. If he engages a fleeing enemy in the close combatphase he will score 1 automatic hit and then his opponent will flee again (if he survives).

3 Dread of Aramar Difficulty 7The wizard places a sense of mind-numbing fear into the minds of his opponents.

A single model within 12" of the wizard must pass a Leadership test or flee 2D6" directly away fromhim. If he flees, he must test at the start of each of his own movement phases and will continue toflee until he passes a test. Note that this spell does not affect Undead or any model immune tofear.

4 Silver Arrows of Arha Difficulty 7Silvery arrows appear from thin air and circle around the wizard, shooting out to strike his foes.

Unlike other spells, this cannot be cast whilst in hand-to-hand combat. The spell summons D6+2arrows which the wizard can use to shoot against one enemy model. The arrows have a range of24". Use the wizard’s own Ballistic Skill to determine whether he hits or not, but ignore movement,

range and cover penalties. The arrows cause one S3 hit each.

5Luck of Shemtek Difficulty 6The wizard summons the fickle power of magic to manipulate chance.

The wizard may re-roll all his failed dice rolls, though the second resultsstand. The effect lasts until the beginning of his own next turn.

6Sword of Rezhebel Difficulty 8

A flaming sword appears in the hand of the wizard,promising red ruin to all who stand in his way.

The sword gives the wizard +1 Attack, +2 Strength and +2Weapon Skill. Take a Leadership test at the beginning ofeach of the wizard’s own turns. If the test fails, the sworddisappears.

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Magic

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Magic of the horned ratThis brand of sorcery is used by the Skaven. It is a sinister form of magic which calls upon the

Skaven deity, a loathsome daemonic god known as the Horned Rat.

D6 Result

1 WarpfireDifficulty 8

A green flame leaps from the outstretched paw of the Sorcerer and burns its victims with

indescribable agony.

The spell has a range of 8", hitting the first model in its path. The spell causes D3 Strength 4 hits

on its target, and one Strength 3 hit on each model within 2" of the target.

2 Children of the Horned Rat Difficulty Auto

The Sorcerer raises his paws and calls upon the Father of the Skaven to send forth his servants.

This spell must be used before the game, and may only be used once. When cast, the spell

summons D3 Giant Rats, which are placed within 6" of the Sorcerer. The Sorcerer may cast this

spell successfully only once per battle, and the rats disappear after the battle. They do not count

towards the maximum size of the Skaven warband.

3 GnawdoomDifficulty 7

The target is attacked by rats and soon is covered from head to foot in small, bleeding wounds.

The Gnawdoom causes 2D6 Strength 1 hits on a single model within 8" of the caster.

4 Black FuryDifficulty 8

With a chittering incantation the Sorcerer turns into a monstrous rat-like creature, which

attacks with an insane fury.

The Sorcerer may immediately charge any enemy model within 12" (ignoring any terrain and

interposing models) and gains 2 extra Attacks and +1 Strength during this turn’s hand-to-hand

combat phase only.

5 Eye of the WarpDifficulty 8

Gaze into the eye of the warp and despair!

All standing models in base contact with the Sorcerer must take an immediate Leadership test. If

they fail, they each suffer a Strength 3 hit and must run 2D6" directly away from the Sorcerer,

exactly as if they had lost their nerve when fighting against more than one opponent.

6 Sorcerer’s CurseDifficulty 6The Sorcerer points a claw towards one of his enemies and curses him in the name of theHorned One.

The spell has a range of 12" and affects a single model within range. The target must re-rollany successful armour saves and to hit rolls during the Skaven hand-to-hand phase and hisown next shooting and hand-to-hand combat phases.

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2 22 2

Before you begin to play you must recruit a warband to take partin the battle for Mordheim. The warbands are represented by a whole

range of Citadel models available as boxed sets and blister packs. Theboxed sets are designed to form an ideal starting point for your collection

and further models can be added as your warband grows and thrives.

In this section of the bookwe take a detailed look at

each of the warbands andprovide the information you

need to recruit a warband ofthat type.

Use the lists that follow to recruitand equip your warband (an

example warband has beenincluded at the back of the book.)

You have 500 gold crowns to spend. Each modeland their equipment (if you choose to buy any) costsa set amount of money. As you make your choices,subtract the money you have “spent” from your totaluntil you have bought all you can. Any unspent goldcrowns are put into the warband’s treasury and canbe used later or hoarded to buy something moreexpensive.

To start with you must recruit at least three warriorsincluding a leader. The weapons, armour andmutations you choose for your warriors must berepresented on the models themselves. Theexceptions are knives and daggers, which you mayassume are tucked in boots or concealed in clothingif not represented on the model.

skill tablesand starting experience

The warband lists also include information about thestarting experience of the warriors and which skillsthey can choose as they progress in the game. Somewarbands also include separate skill lists unique tothe warband.

The rules about experience and skills will be fullyexplained in the Campaign section, so don’t worryabout them for now.

Starting a warband

2

heroes and henchmenFor game purposes the warriors in your warband areclassified as Heroes and Henchmen.

heroesThese are exceptional individuals who have thepotential to become legends. Heroes can be armedand equipped individually and may carry any specialequipment they might pick up during the campaign.

leaderEvery warband must have a leader. He represents you,the player. He makes the decisions and leads yourwarriors through the dark streets of Mordheim.

other heroesApart from its leader, your warband may include up tofive other Heroes, who form the core of yourwarband. A warband may never include more Heroesof any specific type than the number given in theWarband list. This means that some warbands canonly get the maximum of six Heroes by gainingexperience with their Henchmen (see the Experiencesection).

henchmenHenchmen typically fall into two groups. There areHenchmen such as the Brethren of the Possessed,Skaven Verminkin and Mercenary Swordsmen. TheseHenchmen gain experience and become better astime goes by. They are bought in groups of one to fivemodels.

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The other type of Henchmen are those such asWarhounds and Zombies. These are too dim or tooprimitive to gain experience.

Henchmen may never use any special equipment youacquire during their adventures (unless otherwisenoted); only Heroes may do so. Henchmen caninclude potentially powerful warriors, but Heroesalways have an edge over them with their potential togain extra experience.

All Henchmen belong to a Henchmen group, whichusually consists of between one and five individuals.Henchmen groups gain experience collectively andgain advances together.

weapons and armourEach warrior you recruit can be armed with up to twoclose combat weapons (in addition to his freedagger), up to two different missile weapons and anyarmour chosen from the appropriate list. For thesepurposes, a brace of pistols counts as a single missileweapon. Warriors may be restricted in regard towhich types of weapons they can use. The warband’sequipment lists tell you exactly what equipment isavailable. Note that you may buy rare weapons andarmour when starting a warband, as indicated by thelist in the warband’s entry, but after playing the firstgame the only way to get further rare weapons andarmour is to roll to see if you can locate them (see theTrading section).

You may buy additional equipment between battles,but your warriors can only use the weapons andarmour listed in their warband entry. As theyaccumulate experience and gain skills, Heroes maylearn to use weapons other than those initiallyavailable to them.

Every model in each Henchman group must be armedand armoured in the same way. This means that ifyour Henchman group has four warriors, and youwant to buy them swords, you must buy four swords.

warband rosterYou’ll need a warband roster sheet to record thedetails of your warband. Blank roster sheets can befound printed at the back of this book, one for Heroesand one for Henchman groups. We suggest that youphotocopy or copy as many sheets as you need, sothat you can keep a neat and accurate record of yourwarband as it changes from game to game.

When you choose a warband, take a warband rostersheet and write down the details of each Hero andHenchman group in the appropriate places. You’llnotice that Heroes and Henchmen have slightlydifferent spaces provided to reflect the different ways

Warbands

3

in which they gain experience and use weapons,armour and equipment.

It is a good idea to work out the warband on a pieceof scrap paper first, as you will have to juggle theweapons and fighters to get as close to the maximumpermitted value of the warband as possible. If youhave any cash left after choosing your warband writethis down in the space marked as ‘Treasury’. At theend of the book you’ll find an example warband; youcan use this if you want or choose your own – it’s upto you.

The warband roster is a record of your brave group ofwarriors and is useful to keep beside you as you play.During a battle you may wish to make notes on thesheet itself, to record details such as extra experience,equipment used, etc.

You will need to give your warband a name, and alsoname all your Heroes and each Henchman group. It’sup to you to invent suitable names, though you’ll findplenty of inspiration throughout this book.

calculate the warband ratingEach warband has a warband rating – the higher therating, the better the warband. The warband rating issimply the number of warriors multiplied by 5, plustheir accumulated experience.

Large creatures such as Rat Ogres are worth 20 pointsplus the number of Experience points they haveaccumulated.

ready for battleThe warband is now ready to start its fighting career!

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“Listen to me boy, there are many in Mordheim who youmust face. Men from the lands of Middenheim to as far

as Marienburg have staked their claim upon this forsaken city.Then there are the rat-men, the Walking Dead and thosecrazed Witch Hunters…

So seeing as I’m feeling generous, I will describe them all.Then maybe you’ll have an idea of what you’re up against. So pay attention boy, for this information just might save your life!”

Warbands

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

Witch HuntersWitch Hunters will burn you and your warband if you give them the slightest reason. They are wellarmed and equipped, and show no mercy to anyone who dares to stand in their way. They arefollowed everywhere in Mordheim by a rabble of fanatics and those crazed Flagellants. One wordfrom a Witch Hunter and they’ll tear you apart, burn you, decapitate you and excommunicate youfrom the grace of Sigmar.

The UndeadThe Restless Dead plague Mordheim. Zombies, Ghouls and hugehellhounds prowl the streets, and woe to anyone caught by them. He’llbe eaten alive, or end up as one of the walking corpses himself. I lostmy eye to one of the fanged horrors who leads the Undead. Let me tellyou, that thing was not human. I put my sword through it and it stillkept coming.

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Warbands

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“So there you have it. You’ll encounter all these motley crews inMordheim sooner or later. Each has its own weaknessess but each also

has its strengths that you must learn to deal with. Remember, it is foolishto rush into close combat with the Possessed scum – you’ll only get killed.Neither should you try to outpace the Skaven vermin, for they’re as fast asquicksilver.

If you heed nothing else, lad, remember this. Make your warband as flexibleas possible so that you are prepared for almost anything this cursed citywill throw at you.

SkavenThese are no ordinary vermin - big as a man,fast on their feet, and smart too, not likecommon rats. The whole city’s full of ’emand the worse of it is they’re waitin’ in theold drains and sewers, watchin’ for a chanceto catch you on your own. Let ’em and you’rea dead man.

Sisters of SigmarDon’t believe everything those Witch Hunterssay about the Sisters. They’re no moreheretics than I am and I’ll skewer any manthat says different. Not that the Sisters needlooking after – they’re mean fighters and yougotta be tough just to live like they do inthat big fortress in the middle of Mordheim.

ReiklandersAh, Reiklanders, the finest of men! Disciplined, magnificent archers andgood, solid warriors! Reiklanders need the best leaders, so you’d bettershape up boy! For these warriors are good at almost all the skills of war,and they are more likely to hold their nerve than others in Mordheim.

MarienburgersThe rich boys of Marienburg. Never turn your back on them. I’ll grantthem this: they are completely ruthless and have more money than anyoneelse – hardly surprising, as those fat leeches in the Merchant’s Guild filltheir coffers. That’s why they have such good armour and weapons, andusually a few more men than most as well. Don’t let their fancy clothesand flash jewellery fool you, though. They’re not wearing those weaponsjust for show, they know how to use them as well!

MiddenheimersThese Northerners are nutters, madmen, berserkers! They are as strong asOgres and meaner than Orcs. Watch out for them in close quarters – thechances are they’ll crush your skull with a hammer or behead you withone of those hefty axes they carry around with them.

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This is a time ofunremitting war, civil

strife, violence andfamine. A time of orphan

children and wantonslaughter. For warriorsthese are good times! Since

the discovery of wyrdstoneMordheim has become amagnet for fighting men from

all over the Empire. Nobles,merchants, and the Temple of

Sigmar itself offer rich rewards for shards of themysterious stone. Foremost amongst the patrons of

mercenary warriors are the

three most powerful contenders for the Emperor’sthrone: the Grand Prince of Reikland, the Count ofMiddenheim, and Lady Magritta of Marienburg –favourite of the merchant guilds.

As a mercenary warband you must decide which ofthe three contenders for Sigmar’s throne you arefighting for. Warbands from different places will varyin many respects, offering different benefits as well ashaving a unique appearance and character.

ReiklandReikland lies at the heart of the Empire and itsgreatest city is Altdorf, home of the Grand Theogonistand seat of the Temple of Sigmar. Reiklanders aredevout followers of Sigmar, the founder, firstEmperor, and patron god of the Empire. The GrandPrince of Reikland (as Siegfried, the ruler of Reikland,styles himself) is supported in his claim to the throneby the Grand Theogonist and opposed most stronglyby the Count of Middenheim and the Priests of Ulric.

Throughout the Empire Reiklanders are commonlysupposed to embody the discipline and loyalty of theprofessional warrior. Brave and well-versed in thearts of war, Reiklanders disdain fashionable clothingin favour of well-made and practical wargear.In battle they often wear coloured ribbons asmarks of identification or authority. They arejustly proud of their dynamic and ambitiousGrand Prince and contemptuous of other claimantsto the throne, especially the Count of Middenheim,Mannfred Todbringer, whom they sneeringly call the‘lap-dog of Ulric’.

special rulesReikland Mercenaries are accustomed to the

demands of military discipline and have a stronglydeveloped loyalty between officers and men. Torepresent this, fighters may use their Captain’sLeadership if within 12" rather than the usual 6".

A strong tradition of martial training is alsoresponsible for the high standards of archeryamongst the people of Reikland. All Marksmen

therefore add +1 to their Ballistic Skill,whether they are recruited when the warband

is first formed or added later.

Mercenaries

6

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MiddenheimMiddenheim stands on a mountain pinnaclesurrounded by dark forest in the centre ofMiddenland, and is also known as the City of theWhite Wolf after Ulric, the old god of wolves andwinter. The Priesthood of Ulric is still strong inMiddenheim where Ulric is venerated as the patron ofthe city. The tradition of rivalry between Middenheimand Reikland goes back hundreds of years, and theCount of Middenheim, Mannfred Todbringer, is oneof the chief contenders for the Emperor’s throne. As aresult there has always been a great deal of frictionbetween Middenheimers and the Temple of Sigmar.

Middenheimers are typically large, strongly built menwith a well deserved reputation for ferocity. Manywear wolf pelts which custom decrees to be the markof those who have slain a wolf with their own hands.These grim warriors are famously contemptuous ofdanger. They frequently go into battle bare-headed,scoffing at those who choose, for reasons of goodsense, to wear helmets. As Middenheimers favourlong hair and beards their lack of headgear makesthem look especially fierce when they charge upontheir enemies howling their brutal battle-cries.

special rulesThe men of Middenheim are famous for their physicalprowess. To represent their advantage in size andbulk, the Champions and Captains of a Middenheimwarband start with Strength 4 instead of Strength 3.

MarienburgMarienburg is the largest and most prosperoustrading city in the Old World. Many call it the City ofGold which alone conveys a good idea of the wealthof this sprawling cosmopolitan city. Nowhere else canbe found the vast array of shops selling goods from asfar away as the Elven kingdoms of Ulthuan in the westand distant Cathay in the east. The city’s craftsmenrepresent every skill known to man, and a few othersbeside, so that it is said in Marienburg there is noactivity that cannot be quickly turned to profit.

Many mercantile guilds have their headquarters inMarienburg, most important of all the secretive HighOrder of Honourable Freetraders which representsthe elite amongst mercantile society. This large, rich,and ambitious body of men feel themselves shackledby the old order and are eager to seize power forthemselves. Their champion for the Emperor’s throneis the Lady Magritta. Thanks to the unseen influenceof Freetraders throughout the Empire all the minor

Electors were persuaded to support the LadyMagritta’s claim. It was only the Grand

Theogonist’s refusal to crown her that denied

77

Marienburg the throne driving a wedge between theCity of Gold and the Temple of Sigmar.

Warbands sent to Mordheim are sumptuously dressedand armed. Though Marienburgers are oftenridiculed as foppish and effete, their skill at arms andcomplete ruthlessness has earned them grudgingrespect. Their chief skills lie in duelling and in the useof poisons and other clandestine fighting methods.Richer individuals dress flamboyantly and wearjewellery. However, the bulk of most warbands arerecruited from the dockland thugs, ships’ crews, andstevedores who favour a simpler appearance: leathercoats, bandanas and short swords that are easy toconceal.

special rulesAs natural traders with contacts in the merchantguilds Marienburg warbands receive a +1 bonuswhen attempting to find rare items (see the Tradingsection for rules).

To reflect their enormous wealth Marienburgers startoff with an extra 100 gold crowns (600 in total) whenfighting in a campaign. In a one-off game they arepermitted an extra 20% gold crowns when recruitinga warband. For example, in a 1,000 gold crown gamea Marienburger warband will have 1,200gc.

Choice of warriorsA Mercenary warband must include a minimum ofthree models. You have 500 gold crowns available tospend. The maximum number of warriors in thewarband may never exceed 15.

Captain: Each Mercenary warband must haveone Captain: no more, no less!

Champions: Your warband may include up to twoChampions.

Youngbloods: Your warband may include up to twoYoungbloods.

Warriors: Your warband may include any number ofWarriors.

Marksmen: Your warband may include no morethan seven Marksmen.

Swordsmen: Your warband may include nomore than five Swordsmen.

Starting experienceThe Captain starts with 20 experience.

Champions start with 8 experience.

Youngbloods start with 0 experience.

Henchmen start with 0 experience.

Mercenaries

7

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8 8

Mercenaries

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . 10 gc

Morning star . . . . . . . . . . . 15 gc

Double-handed weapon . . 15 gc

Spear . . . . . . . . . . . . . . . . 10 gc

Halberd . . . . . . . . . . . . . . 10 gc

Missile WeaponsCrossbow . . . . . . . . . . . . . 25 gc

Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)

Duelling pistol . . . . . . . . . 25 gc (50 for a brace)

Bow . . . . . . . . . . . . . . . . . 10 gc

ArmourLight armour . . . . . . . . . . 20 gc

Heavy armour . . . . . . . . . . 50 gc

Shield . . . . . . . . . . . . . . . . 5 gc

Buckler . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . .10 gc

MARKSMAN EQUIPMENT LISTThis list is for Marksmen only

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . 10 gc

Missile WeaponsCrossbow . . . . . . . . . . . . . 25 gc

Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)

Bow . . . . . . . . . . . . . . . . . 10 gc

Long bow . . . . . . . . . . . . . 15 gc

Blunderbuss . . . . . . . . . . . 30 gc

Handgun . . . . . . . . . . . . . 35 gc

Hunting rifle . . . . . . . . . . 200 gc

ArmourLight armour . . . . . . . . . . 20 gc

Shield . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . 10 gc

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

8

Mercenary skill tablesREIKLAND MERCENARIES

Combat Shooting Academic Strength Speed

Mercenary Captain � � � � �

Champion � � �

Youngblood � � �

MIDDENHEIM MERCENARIESCombat Shooting Academic Strength Speed

Mercenary Captain � � � � �

Champion � � �

Youngblood � � �

MARIENBURG MERCENARIESCombat Shooting Academic Strength Speed

Mercenary Captain � � � � �

Champion � � �

Youngblood � � �

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Henchmen(Bought in groups of 1-5)

Warriors25 gold crowns to hireThese dogs of war are grim, seasoned fighters,fearing no man as long as they have their weaponsand armour. They form the core of any Mercenarywarband.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 7

Weapons/Armour: Warriors may be equipped withweapons and armour chosen from the MercenaryEquipment list.

0-7 Marksmen25 gold crowns to hireThe archers and hunters of the Old World are famedfor their skill, and it is said that they can hit a coinfrom 300 paces with a long bow. In the savage streetfights of Mordheim they snipe at the enemy from thewindows of ruined buildings and pick out enemyleaders with their arrows.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 7

Weapons/Armour Marksmen may be equipped withweapons and armour chosen from the MarksmanEquipment list.

0-5 Swordsmen35 gold crowns to hireSwordsmen are professional warriors, experts attaking on and beating several opponents at once.They are much sought after by warband leaders, astheir skills are ideally suited for fighting in Mordheim.

Profile M WS BS S T W I A Ld4 4 3 3 3 1 3 1 7

Weapons/Armour: Swordsmen may be equippedwith weapons and armour chosen from theMercenary Equipment list.

SPECIAL RULESExpert Swordsmen: Swordsmen are so skilled withtheir weapons that they may re-roll any failed hitswhen charging. Note that this only applies when theyare armed with normal swords, and not with double-handed swords or any other weapons.

99

Heroes

1 Mercenary captain60 gold crowns to hireA Mercenary Captain is a tough professional warrior,a man who will fight for anyone or against anything solong as the price is right. Mordheim offers such a manthe chance to become rich beyond his dreams,though at great risk. But as ruthlessness and lack ofmercy and pity are the hallmarks of a successfulMercenary Captain, it is no wonder that they flock toMordheim.

Profile M WS BS S T W I A Ld4 4 4 3 3 1 4 1 8

Weapons/Armour: A Mercenary Captain may beequipped with weapons and armour chosen from theMercenary Equipment list.

SPECIAL RULESLeader: Any warrior within 6" of the MercenaryCaptain may use his Leadership characteristic whentaking Leadership tests.

0-2 Champions35 gold crowns to hireIn any Mercenary warband there is one warrior who isbigger, stronger (and often uglier) than his comrades.These men are called Champions (or berserkers, firstswordsmen and various other names). Champions areamongst the toughest and the best fighters in thewarband. They often answer challenges issued to thewarband and, after the Captain, they get the pick ofany equipment and loot.

Profile M WS BS S T W I A Ld4 4 3 3 3 1 3 1 7

Weapons/Armour: Champions may be equippedwith weapons and armour chosen from theMercenary Equipment list.

0-2 Youngbloods15 gold crowns to hireThese are young fighters who are still inexperienced,but eager to win their spurs in the savage fighting inand around the ruins of Mordheim.

Profile M WS BS S T W I A Ld4 2 2 3 3 1 3 1 6

Weapons/Armour: Youngbloods may be equippedwith weapons and armour chosen from theMercenary Equipment list.

9

Mercenaries

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There is neverany shortage of men willing

to risk their lives for a chanceof real power: men whose

ambitions lie beyond the scopeof their birthright, or whosesorcerous skills or physical

deformities place them in constantdanger of persecution. What do such men

have to lose if they pledge their souls to thedark gods of Chaos! In the aftermath of thedestruction of Mordheim all manner of mutants haveappeared whilst many hitherto unblemished folk feelthe stirring of strange powers, the first awakenings ofmagical gifts destined to bring them to a fiery death atthe hands of the Witch Hunters.

Now a leader has appeared, a new Dark Emperor,who claims lordship of the City of the Damned. He iscalled the Shadowlord, Master of the Possessed, andfollowers of the cults of Chaos gather from all overthe Empire to pledge their souls to him. Though noneknow whether he is man or Daemon all proclaim himtheir saviour and eagerly seek to do his bidding.

As all students of the dark arts know, it is by the powerof magic that creatures such as Daemons and spiritsare able to stalk the mortal world. The wyrdstone thatproliferates in Mordheim grants unnatural life tomany vile things that by all natural rights should neverexist. The Possessed were once men but bysurrendering themselves wholly to the dark gods theyhave allowed Daemons to possess their bodies. Theirappearance is horrific – corrupted from within, theirflesh is twisted into a new and monstrous form.

With the power of the Possessed behind them thefollowers of the Shadowlord have grown powerful inMordheim. In the Massacre of Silver Street the Cult ofthe Possessed ambushed and destroyed a large forcesent in to hunt them down. Now the streets ofMordheim belong to the Shadowlord and hisservants. The contaminated air does not affect them atall or, more likely, it nourishes their inner corruption.Men who venture into Mordheim alone are hunteddown and sacrificed to the dark gods. All warbands ofthe Possessed gather wyrdstone for the Shadowlordwho remains hidden in the Pit where he is said to beguarded by titanic Possessed the size of houses. A fewshards of the precious stone are kept by the warbandsand used to create more of the Possessed.

Cult of the possessed

The leaders of cult warbands are called Magisters andeach leads a group of cultists: minions of the darkgods of Chaos. These are men whose hunger forpower knows no bounds, who willingly give theirbodies over to possession. All take part in the bloodsacrifices, dark rituals, and worship of Daemons –nothing is too base for them! These degeneratehumans are joined by other creatures as vile as they –things half-man half-beast that call themselves Gors,and which men refer to as Beastmen.

There are few sights as horrific as a cult warband.Deranged warriors smeared with blood and dirt wavejagged weapons and chant blasphemous rites as theythrow themselves upon their foes. Many are hardlyrecognisable as human, their bodies are so scarredand disfigured. The stigmata of mutation is borne bymost, but the most unsettling of all are the Possessedthemselves – melded flesh made of men, beasts, andmetal driven by the implacable will of a Daemon.

Choice of warriorsA Possessed warband must include a minimum ofthree models. You have 500 gold crowns to recruityour initial warband. The maximum number ofwarriors in the warband may never exceed 15.

Magister: Each Possessed warband must have oneMagister: no more, no less!

Possessed: Your warband may include upto two Possessed.

Mutants: Your warband may include up totwo Mutants.

Darksouls: Your warband may include up to fiveDarksouls.

Brethren: Any number of models may be Brethren.

Beastmen: Your warband may include up to threeBeastmen Gors.

Starting experienceA Magister starts with 20 experience.

Possessed start with 8 experience.

Mutants starts with 0 experience.

Henchmen start with 0 experience.

10

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

Cult of the possessed

11

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . . 15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile WeaponsBow . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Short bow . . . . . . . . . . . . . . . . . . . . . . 10 gc

ArmourLight armour . . . . . . . . . . . . . . . . . . . . 20 gc

Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

DARKSOULS EQUIPMENT LISTThis list is for Darksouls and Beastmen only

Hand-to-hand Combat Weapons: Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . . 15 gc

Flail . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Missile WeaponsNone

ArmourLight armour . . . . . . . . . . . . . . . . . . . . 20 gc

Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

When you are facing an enemy that is reallyscary like the living dead or creatures of

Chaos, always shoot at them. Never attack them inclose combat if you have the option.

I’ve seen many powerful warriors losing preciousseconds trying to overcome their fear and chargethese monsters.

And when they did it, it was often too late…

Possessed skill tableCombat Shooting Academic Strength Speed

Magister � � �

Possessed � � �

Mutant � �

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1 Magister70 gold crowns to hireMagisters lead the covens of the Possessed. They havebeen granted magical powers by their patron gods.They are fanatical followers of the Dark gods, utterlydedicated to bringing Chaos to the world.

Profile M WS BS S T W I A Ld4 4 4 3 3 1 3 1 8

Weapons/Armour: The Magister may be equippedwith weapons and armour chosen from the PossessedEquipment list.

SPECIAL RULESLeader: Any models in the warband within 6" of theMagister may use his Leadership instead of their own.

Wizard: The Magister is a wizard and uses ChaosRituals. See the Magic section for details.

0-2 The possessed90 gold crowns to hire(+ the cost of mutations)The Possessed have committed the greatest ofheresies: they have given their bodies to Daemons. As

a result, they are nightmarish creatures, a melding offlesh, metal and black magic. Inside them lives asupernatural thing of evil, a Daemon from the darkreaches of the Realm of Chaos.

The powerful spirit of a Daemon can meld severalcreatures together, be they men or animals, into amulti-faceted horror. These monstrous Possessed areperhaps the most dangerous of the creatures ofMordheim, and certainly the most loathsome anddreadful.

Profile M WS BS S T W I A Ld5 4 0 4 4 2 4 2 7

Weapons/Armour: None. The Possessed never useweapons or armour.

SPECIAL RULESFear: The Possessed are terrifying, twisted creaturesand therefore cause fear. See the Psychology sectionfor details.

Mutations: Possessed may start the game with one ormore mutations each. See the Mutations list over thepage for costs.

0-2 Mutants25 gold crowns to hire (+ the cost of mutations)Mutants are revered as the favoured ones of the Darkgods, their physical disfigurements marking out the

vileness of their soul. They come in many shapesand sizes, each more bizarre than the next.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 7

Weapons/Armour: Mutants maybe equipped with weapons and

armour chosen from thePossessed Equipment list.

SPECIAL RULESMutations: Mutants must start

the game with one or moremutations each. See the

Mutations list over the page forthe cost.

12

Heroes

Cult of the possessed

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Henchmen (Bought in groups of 1-5)

Cult of the possessed

0-3 Beastmen45 gold crowns to hireBeastmen are mutated monstrosities that infestthe forests of the Empire: massive horned creatureswith an inhuman resistance to pain. The destructionof Mordheim brought many Beastmen into the ruinedcity to prey upon the survivors. They readily ally withthe Magisters of the Possessed warbands.

Profile M WS BS S T W I A Ld4 4 3 3 4 2 3 1 7

Weapons/Armour: Beastmen may be equipped withweapons and armour chosen from the DarksoulsEquipment list.

0-5 Darksouls35 gold crowns to hireDarksouls are men who have been driven insane bythe daemonic possession which became all toocommon after the destruction of Mordheim. TheDaemons have left the bodies of these men, but theirminds have been scarred by the horror of theexperience.

Their insane strength makes Darksouls dangerousfighters. The Cultists regard them as holy men, and letthem work out their unreasoning rage in battle. Intheir tortured minds the Darksouls believethemselves to be Daemons. They wear leeringdaemonic masks and garb themselves in armour andclothing resembling the scaled skin of Daemons.

Profile M WS BS S T W I A Ld4 2 2 4 3 1 3 1 6

Weapons/Armour: Darksouls may be equipped withweapons and armour chosen from the DarksoulsEquipment list.

SPECIAL RULESCrazed: Darksouls have been driven insane bydaemonic possession and know no fear. Theyautomatically pass any Leadership tests they arerequired to take.

Brethren25 gold crowns to hireBrethren are the crazed human followers of the cultsof the dark gods, eager to descend into damnation.Their vile deeds and unspeakable acts have driventhem to the brink of insanity.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 7

Weapons/Armour: The Brethren may be equippedwith weapons and armour chosenfrom the Possessed Equipmentlist.

13

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Mutations

Cult of the possessed

Mutations may be bought for a Mutant or a Possessedwarrior only when they are recruited; you may notbuy new mutations for a model after recruitment. AnyMutant or Possessed may have one or moremutations. The first mutation is bought at the priceindicated, but second and subsequent mutationsbought for the same model cost double.

Those who dwell in Mordheim soon develop horriblemutations, and the Cult of the Possessed seem to beespecially susceptible. In addition, Mordheim attractsmutants from all over the Empire, who are alwaysquick to join the Chaos covens. Most mutations aresimply inconvenient or hideous, but some make theirbearers extremely dangerous in combat.

daemon soulA Daemon lives within the mutant’s soul. This giveshim a 4+ save against the effects of spells or prayers.

Cost: 20 gold crowns.

great clawOne of the mutant’s arms ends in a great, crab-likeclaw. He may carry no weapons in this arm, but gainsan extra attack in hand-to-hand combat with a +1Strength bonus.

Cost: 50 gold crowns.

cloven hoofsThe warrior gains +1

Movement.

Cost: 40 goldcrowns

tentacleOne of the mutant’s arms ends in a tentacle. He maygrapple his opponent in close combat to reduce hisattacks by -1, down to a minimum of 1. The mutantmay decide which attack his opponent loses.

Cost: 35 gold crowns

blackbloodIf the model loses a wound in close combat, anyonein base contact with the model suffers a Strength 3 hit(no critical hits) from the spurting corrosive blood.

Cost: 30 gold crowns

spinesAny model in base contact with the mutant suffers anautomatic Strength 1 hit at the beginning of eachclose combat phase. Spines will never cause criticalhits.

Cost: 35 gold crowns

scorpion tailThe mutant has a long barbed tail with a venomed tip,allowing him to make an extra Strength 5 attack ineach hand-to-hand combat phase. If the model hit bythe tail is immune to poison, the Strength ofthe hit is reduced to 2.

Cost: 40 gold crowns

extra armThe mutant may use any single-handed weaponin the extra arm, giving him +1 attack when fightingin hand-to-hand combat. Alternatively, he may carry ashield or a buckler in the extra arm. If a Possessedchooses to do this, he gains an extra attack but stillcannot carry a weapon.

Cost: 40 gold crowns

hideousThe mutant causes fear. See the Psychology sectionfor details.

Cost: 40 gold crowns

14

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Witch Hunters

15

vicious warhounds which the Witch Hunters employto track and bring down fugitives.

As men accustomed to fighting Witch Hunters arewell-armed and sturdy individuals. They favourhooded cloaks and headgear which conceal theirappearance from the overly curious. Some wearchains about their throats to remind them of fallencomrades and old rivalries and also, so it is said, sothat the iron might serve as protection againstwitchcraft.

The followers of the Witch Hunters, the rabble thataccompany them to Mordheim, are a far more diresight indeed – crazed and self-mutilated men whohave lost or surrendered all their worldly goods and,most likely, their reason as well.

Choice of warriorsA Witch Hunter warband must include a minimum ofthree models. You have 500 gold crowns which youcan use to recruit your initial warband. The maximumnumber of warriors in the warband may never exceed12.

Witch Hunter Captain: Each Witch Hunter warbandmust have one Witch Hunter Captain.

Warrior-Priest: Your warband mayinclude a single Warrior-Priest.

Witch Hunters: Your warband mayinclude up to three Witch Hunters.

Zealots: Any number of models maybe Zealots.

Flagellants: Your warband mayinclude up to five Flagellants.

Warhounds: Your warband may include up to fiveWarhounds.

Starting experienceA Witch Hunter Captain starts with 20 experience.

Witch Hunters start with 8 experience.

A Warrior-Priest starts with 12 experience.

Henchmen start with 0 experience.

Witch hunters

he Order of the Templars of Sigmar, universallyknown as the Witch Hunters, is an organisation

dedicated to the eradication of heretics, be theywarlocks, witches, sorcerers, fortune-tellers,necromancers, worshippers of the dark gods,deviants, mutants, blasphemers, sinners, utterers ofprofanities, servants of Daemons, or composers ofcorrupting music. Indeed, there are few whoaltogether escape the suspicions of the Witch Hunterswith the possible exception of other Witch Hunters.

It is wise to remember that the practice of magic in allits forms is deemed a most heinous crime in theEmpire. Death by fire is the proscribed punishmentfor this particular heresy. Many of the Witch Hunters’victims treacherously avoid their fate by perishingunder torture before making a full confession. Inthese troubled times the Witch Hunters are kept busyas more and more men turn to the dark arts. The mostdangerous of all these heretics are the followers of theChaos gods. These depraved individuals practiseDaemon worship and (it is claimed) even offer humansacrifices in the name of their vile masters. Of all theenemies of Sigmar they are the most abhorrent!

The destruction of Mordheim has fired the WitchHunters with a new and irresistible sense of purpose.In the light of events the Grand Theogonist hasproclaimed Sigmar’s punishment on the City of theDamned. The Witch Hunters rejoice that their crusadeagainst widespread corruption has been vindicated.Now they are ready to complete Sigmar’s holypurpose by destroying his enemies within the ruins ofthe city itself. The Grand Theogonist has commandedthe Witch Hunters to go unto that place and recoverthe wyrdstone for Sigmar’s temple. Their crusade alsopits them into the same arena as their old enemies theso-called Sisters of Sigmar – those loathsomeDaemon-worshipping she-heretics whose veryexistence is a vile affront to the majesty of Sigmar.

Witch Hunters are charismatic rabble-rousers who cansoon turn a crowd to their own ends. They areuniversally dreaded, for everyone has something orsomeone to hide, and there are countless individualswho would willingly and enthusiastically hunt down

and burn their own kin were a Witch Hunterto command them to do so. Bands of Witch

Hunters are often accompanied byzealous citizens, Flagellants, and evenholy Priests of Sigmar as well as the huge

T

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Witch Hunters

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

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Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . 15 gc

Missile WeaponsCrossbow . . . . . . . . . . . . . . . . . . . . 25 gc

Pistol . . . . . . . . . . . . . . . . . . . . . . . 15 gc(30 for a brace)

Crossbow pistol . . . . . . . . . . . . . . . 35 gc

ArmourLight armour . . . . . . . . . . . . . . . . . 20 gc

Heavy armour . . . . . . . . . . . . . . . . 50 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

FLAGELLANT EQUIPMENT LISTThis list is for Flagellants only

Hand-to-hand Combat WeaponsFlail . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Morning star . . . . . . . . . . . . . . . . . . . . . 15 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

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

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

ZEALOT EQUIPMENT LISTThis list is for Zealots only

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . 15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile WeaponsBow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Short bow . . . . . . . . . . . . . . . . . . . 5 gc

ArmourLight armour . . . . . . . . . . . . . . . . . 20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Witch hunter skill tableCombat Shooting Academic Strength Speed

Witch Hunter Captain � � � � �

Witch Hunter � � � �

Warrior-Priest � � �

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Heroes

1 Witch hunter captain60 gold crowns to hireDriven by fanaticism, Witch Hunter Captains areobsessed with cleansing Mordheim and bringing thejustice of Sigmar to all. Carrying the edict of theGrand Theogonist himself, they have the divine rightto judge and execute warlocks, witches, Chaosworshippers… in fact all who dare to oppose them.

Profile M WS BS S T W I A Ld4 4 4 3 3 1 4 1 8

Weapons/Armour: A Witch Hunter Captain may beequipped with weapons and armour chosen from theWitch Hunter Equipment list.

SPECIAL RULESLeader: Any warrior within 6" of the Witch

Hunter Captain may use his Leadership valuewhen taking Leadership tests.

0-3 Witch hunters25 gold crowns to hireWitch Hunters are members of the grim Order ofWitch Hunters, dedicated to eradicating Chaos and allits minions. Usually they prowl the Old Worldindividually trying and executing the enemies ofSigmar, but the situation in Mordheim requires themto band together.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 7

Weapons/Armour: Witch Hunters may be equippedwith weapons and armour chosen from the WitchHunter Equipment list.

SPECIAL RULEBurn the Witch!: Witch Hunters hate all models whocan cast spells.

0-1 Warrior-priest40 gold crowns to hireMany powerful fighting men have come from theranks of the faithful. The Priests of Sigmar are noexception, and the military wing of the cult is fearedand respected throughout the Empire.

The Grand Theogonist himself has granted theWarrior-Priests an edict to cleanse Mordheim of Chaosfilth. With fire burning in their eyes, the Warrior-Priests stride into battle, chanting aloud the DeusSigmar, the praise of the patron god of the Empire.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 8

Weapons/Armour: A Warrior-Priest may beequipped with weapons and armourchosen from the Witch Hunter Equipmentlist.

SPECIAL RULESPrayers: A Warrior-Priest is a servant of

Sigmar and may use the Prayers ofSigmar as detailed in the Magic

section.

Witch Hunters

Burn the Witch!: A Witch Hunter

Captain hatesall models

who cancast

spells.

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Henchmen (Bought in groups of 1-5)

0-5 Warhounds15 gold crowns to buyWitch Hunters often keep packs of ferocious huntingdogs. With their huge jaws and powerful bite, they areperfect for hunting down (and tearing apart) anyheretics, mutants, deviants and witches.

Profile M WS BS S T W I A Ld6 4 0 4 3 1 4 1 5

Weapons/Armour: Jaws and brutality! Warhoundsnever use or need weapons and armour.

SPECIAL RULESAnimals: Warhounds are animals and thus do notgain experience.

0-5 Flagellants40 gold crowns to hireFlagellants are fanatics and madmen obsessed withthe end of the world. They are often men who havelost their families to war or the ravages of nature, andhave also lost their minds. With insane persistence,they travel the length and breadth of the Empire,preaching their view of the end of the world. Withtheir rousing speeches, Witch Hunters can musterthese dangerous lunatics to fight in the streets ofMordheim, where no sane man dares tread.

Flagellants are extremely dangerous opponents inclose combat, for they have the strength of madmen,and their bodies have become inured to pain becauseof self-mutilation.

Profile M WS BS S T W I A Ld4 3 3 4 4 1 3 1 10

Weapons/Armour: Flagellants may be equipped withweapons and armour chosen from the FlagellantEquipment list. Flagellants never use missileweapons, even if they gain an Advance roll whichwould otherwise allow them to do so.

SPECIAL RULESFanatical: Flagellants are convinced that the end ofthe world is nigh, and nothing in this world holds anyterror for them. Flagellants automatically pass allLeadership-based tests they are required to take. AFlagellant may never become a warband leader.

Zealots20 gold crowns to hireWhen a man loses his family, home and all he caredfor, religion is often the last refuge left to him. Suchmen become wandering pilgrims, bitter anddangerous fanatics who are prepared to avenge theirloss at any cost. These men are called Zealots.

Zealots have forsaken their former lives and exist onlyto destroy evil and the minions of Chaos. Whilst theymight have been peasants and craftsmen before, andthus may not be as dangerous in a fight as seasonedmercenaries, their determination and fanaticismshould not be underestimated. Witch Hunters findready allies in their ranks, and many a band of Zealotsis led by Witch Hunters.

Profile M WS BS S T W I A Ld4 2 2 3 3 1 3 1 7

Weapons/Armour: Zealots may be equipped withweapons and armour chosen from the ZealotEquipment list.

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Witch Hunters

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The Sisters of Sigmaror centuries the nobility of the Empire has sentits wayward or troublesome daughters to theHoly Convent of the Order of Merciful Sisters of

Sigmar in Mordheim to be initiated into the onlyorder of priestesses dedicated to the Empire’s patrongod. The Sisters of Sigmar, as they are commonlycalled, have traditionally travelled the Empireadministering to the sick and poor, tending to theneeds of orphans, curing the diseased and mendingbroken bodies. As well as the healing arts, which theypractise with expert knowledge of herb-lore andprayer, their advice is frequently sought by thoseabout to make an important decision, for the Sistersof Sigmar are famed for their ability to predict thefickle course of fate.

Though once much loved by the common people, theSisters have seen their popularity wane in recentyears. Rabble-rousing Witch Hunters have denouncedthem as witches and heretics, so that even in thecountryside they are attacked and driven away by thevery peasants they seek to help. Many of Sigmar’spriests wish to disband the order altogether, claimingthat women have no right to teach the holy word ofSigmar. Even the Grand Theogonist, ostensibly thechief authority over the order, has cooled towards thesisterhood, denying the throne to Magritta ofMarienburg who was brought up by the Sisters andsaid to be sympathetic to their cause. These days theSisters of Sigmar have retreated to their conventsituated high on the craggy island of Sigmar’s Rock inthe river Stir in Mordheim.

Of all the inhabitants of Mordheim only the Sisters ofSigmar were prepared for its destruction. SeeressCassandora foretold of the disaster and at theirnightly vigil the Maidens of Sigmar heard the voice ofSigmar speaking in their dreaming minds. Thus theyknew that they would be safe in their fortress highabove the city, raised as it is above the pollutedvapours, if only they were prepared to survive the fireof Sigmar’s Fury.

While the rest of Mordheim fell under a spell ofmadness the Sisters of Sigmar offered prayer afterprayer, scourging themselves to drive out all thoughtsof sin, fervently accepting a punishing penitentialregime to harden their minds against the wantonnessrunning rampant outside their walls. When the blowfinally came the Sisters gathered beneath the greattemple dome of their convent which, well built andfortified as it was by the prayers of the Sisters,protected them from the fire and heat of theirmaster’s ire.

The Sisters believe they have a holy mission, a taskthat they have been set by Sigmar himself and towhich they must submit themselves body and soul.Their sacred duty is to gather up the shards ofwyrdstone and hide it deep beneath Sigmar’s Rock inthe vaults of their convent where, shielded by a greatdepth of solid granite and guarded by the eternalprayers of the sisterhood, it will cause no harm toSigmar’s people. It is a nigh hopeless task, for thereare few Sisters and countless shards of stone. Worsestill, there are many who want the stone forthemselves, to take it from Mordheim and spread itscontagion amongst the cities of the Empire.

The warbands of the sisterhood are led by toughMatriarchs, each accompanied by a body of warriorsisters. The training and harsh discipline of theconvent includes mastery of martial as well asecclesiastic skills, for mastery of the body is but thefirst step towards the mastery of the soul. Theirfavoured weapon is the warhammer, the instrumentof Sigmar, seen as his holy symbol, alongside the twin-tailed comet.

Choice of warriorsA Sisters of Sigmar warband must include a minimumof three models. You have 500 gold crowns to recruityour initial warband. The maximum number ofwarriors in the warband may never exceed 15.

Sigmarite Matriarch: Each Sisters of Sigmarwarband must have one Matriarch to lead it:no more, no less.

Sister Superior: Your warband mayinclude up to 3 Sister Superiors.

Augur: Your warband may include asingle Augur.

Novices: Your warband may include up to 10Novices.

Sisters: Any number of models may be Sisters.

Starting experienceA Matriarch starts with 20 experience.

Sisters Superior start with 8 experience.

An Augur starts with 0 experience.

Henchmen start with 0 experience.

F

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Special skillsThe Sisters of Sigmar may use the following skill list instead of the standard skill lists.

Sisters of Sigmar

Sign of SigmarThe Sister is favoured by the great god Sigmar.Possessed or Undead opponents lose their first attackagainst the Priestess in the first round of hand-to-handcombat (down to a minimum of 1).

Protection of SigmarThe Sister has been blessed by the High Matriarch.Any spell which would affect her is nullified on a D6roll of 4+. Note that if the spell is nullified it will notaffect any other models either.

Utter DeterminationOnly the Matriarch may have this skill, which allowsher to re-roll any failed Rout tests.

Righteous FuryThe Sister feels cold fury and utter contempt towardsany evil that pollutes the soil of the holy Empire withits presence. The model hates all Skaven, Undead orPossessed warbands and all models in them.

Absolute FaithThe Sister puts her faith in Sigmar, and faces dangersunflinchingly. She may re-roll any Fear tests and doesnot have to test if she is fighting alone against severalopponents.

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc

Sigmarite warhammer . . . . . . . . . . 15 gc

Flail . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Steel whip . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . 15 gc

Missile WeaponsSling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc

ArmourLight armour . . . . . . . . . . . . . . . . . 20 gc

Heavy armour . . . . . . . . . . . . . . . . 50 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Miscellaneous Equipment (Heroines only)Holy tome . . . . . . . . . . . . . . . . . . . 120 gc

Blessed water . . . . . . . . . . . . . . . . . 10 gc

Holy relic . . . . . . . . . . . . . . . . . . . . 15 gc

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

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Sisters of Sigmar skill tableCombat Shooting Academic Strength Speed Special

Matriarch � � � � �

Sister Superior � � � � �

Augur � � �

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1 Sigmarite matriarch70 gold crowns (dowry to the temple)The Sigmarite Matriarchs, of whom there is an innercircle of twelve, are answerable to the High Matriarchof the temple. Each must lead a warband of Sisters infrequent searches of the city in order to purge theruins. Matriarchs are driven by a zealous devotion tothe Cult of Sigmar and a relentless determination toredeem the Sisterhood in His eyes.

Profile M WS BS S T W I A Ld

4 4 4 3 3 1 4 1 8

Weapons/Armour: The Sigmarite Matriarch may beequipped with weapons and armour chosen from theSisters of Sigmar Equipment list.

SPECIAL RULESLeader: Any warband member within 6" of theSigmarite Matriarch may use her Leadershipcharacteristic when taking any Leadership tests.

Prayers of Sigmar: The Matriarch has studied thePrayers of Sigmar. See the Magic section.

Sisters of Sigmar

Heroines0-3 Sister superior

35 gold crowns (dowry to the temple)Each of the Sisters Superior is a long-serving priestessof the Cult of Sigmar, well versed in the rituals of thetemple and an example to the younger Sisters andNovices. The Sisters Superior are entrusted withmaintaining the faith and fervour of the order. Anyperil or foe that may lurk in the ruins of Mordheim isas nothing compared to the wrath of a Sister Superior.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 3 1 7

Weapons/Armour: A Sister Superior may beequipped with weapons and armour chosen from theSisters of Sigmar Equipment list.

0-1 Augur25 gold crowns (dowry to the temple)The blind Augurs of the Sisterhood are blessedbeyond their comrades. By giving up their sight theyhave gained something far more, second sight – a giftfrom their patron god. Only a very few are markedthis way, and they are greatly revered by theSisterhood. Unlike the rest of the priestesses, theyshave their heads, save for a single long braid.

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 3 1 7

Weapons/Armour: The Augurs may be equipped withweapons chosen from the Sisters of SigmarEquipment list. They never wear armour.

SPECIAL RULESBlessed Sight: An Augur can re-roll any failedcharacteristic tests (climbing, resisting spells or anyother reason), and any rolls to hit in close combat orshooting. You must accept the second result.

In addition, an Augur can use her Blessed Sight tohelp the Sisterhood when they are searching thecity for wyrdstone. If the Augur is not put out of

action in the battle, you may roll two dice forher in the exploration phase and pick either

dice as the result.

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0-10 Novices15 gold crowns (dowry to the temple)By tradition, the Sisters draw their recruits only fromthe most noble houses of the Empire, and familiesconsider it a great honour to have their daughteraccepted into the order. Only maidens of noblelineage can be relied upon to have the devotion toduty and innate sense of honour. Few though therecruits may be, they must endure several years asNovices during which time their devotion will betested to the full. All are eager to prove themselvesworthy to be the handmaidens of Sigmar.

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 3 1 6

Weapons/Armour: The Novices may be equippedwith weapons and armour chosen from the Sisters ofSigmar Equipment list.

Henchmen (bought in groups of 1-5)

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Special weapons

Sigmarite sister25 gold crowns (dowry to the temple)Sigmarite Sisters know that their entire order isshamed in the eyes of their Lord Sigmar. Every one ofthem is sworn upon His altar to pacify the city andthereby redeem themselves. Whatever the perils andhorrors that stand in their way, they will be overcome!

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: The Sigmarite Sisters may beequipped with weapons and armour chosen from theSisters of Sigmar Equipment list.

sigmarite warhammer15 gold crowns

Availability: Common (Sisters of Sigmar only).

One of the traditional weapons of theSisterhood, the warhammer echoes Ghal-Maraz,the great hammer of Sigmar himself.

Range Strength Special rules

Close Com As user+1 Concussion, Holy

SPECIAL RULESConcussion: Warhammers are excellent atstriking people senseless. When using awarhammer in close combat a roll of 2-4 istreated as stunned when rolling on the Injurychart.

Holy Weapon: Each warhammer is blessed bythe High Matriarch herself before it is handed tothe Sisters. The warhammer has a +1 bonus onall to wound rolls against any Possessed orUndead models. Note that you will still need toscore a 6 before any modifiers in order to causea critical hit. Only Matriarchs and SisterSuperiors may carry two Sigmaritewarhammers.

steel whip10 gold crowns

Availability: Common (Sisters of Sigmar only).

Another weapon unique to the Sisterhood is thesteel whip, made from barbed steel chains.

Range Strength Special rules

Close Com As user Cannot be parried, whipcrack

SPECIAL RULESCannot be parried: The steel whip is a flexibleweapon and the Priestesses use it with greatexpertise. Attempts to parry its strikes are futile.A model attacked by a steel whip may not makeparries with swords or bucklers.

Whipcrack: when the wielder charges they gain+1A for that turn. This bonus attack is addedafter any other modifications. When the wielderis charged they gain +1A that they may only useagainst the charger. This additional attack will‘strike first’. If the wielder is simultaneouslycharged by two or more opponents they willstill only receive a total of +1A. If the wielder isusing two whips at the same time then they get+1A for the additional hand weapon, but onlythe first whip gets the whipcrack +1A.

Sisters of Sigmar

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Count Vlad von Carsteinand his wife Isabella have

ruled the province ofSylvania for as long as anyone canremember – peasants whisper of

some dark secret, Witch Hunters revilethem, and the Priests of Sigmar shun their

court. Indeed, Sylvania has the most direreputation of all the provinces of the Empire. Fewmen sent to spy on the rulers of Sylvania have everreturned from those dark Sylvanian forests, and thenrarely with their sanity intact.

In the dimly-lit chamber of the Drakenhof castle, on athrone of black obsidian, sits Vlad von Carstein, theruler of Sylvania. He waits in shadows, having sethimself apart from the politics and bickering of theEmpire. For he holds a terrible secret: he, and all theruling aristocracy of his province are Vampires,undying monsters from beyond the grave. Here hepatiently waits, drinking the blood of maidens fromgold goblets.

For many long years Vlad has gathered his strengthand mustered his Undead legions in secrecy. One day

soon he will march from the forests ofSylvania at the head of an army of

restless dead. The pieces of magicstone that lie scattered among

the ruins of Mordheimcan give the Countthe power tochallenge the nobles

of the Empire andenslave the men of the

Old World.

Wyrdstone holds enough captured magical energy tounleash a great spell of doom to rival that of Nagashthe Black. If the Count is successful, he will raise allthe dead between the Worlds Edge Mountains and theborders of Stirland, and go to war against the dividedrulers of the Empire. His plans laid out, Vlad sends histhralls, the immortal Vampires, to do his bidding.

During dark, moonless nights, black coaches arrive atthe gates of Mordheim carrying coffins. Ghouls scuttlefrom their hiding places to greet them, and corpsesare stirred by a command which the living cannothear. Following the commands of the Vampire, theyhunt for shards of wyrdstone.

The night belongs to the Undead, and in Mordheim itis always night.

Choice of warriorsAn Undead warband must include a minimum ofthree models. You have 500 gold crowns to recruityour warband. The maximum number of warriors inthe warband may never exceed 15.

Vampire: Each Undead warband must have oneVampire: no more, no less!

Necromancer: Your warband may include a singleNecromancer if you wish.

Dregs: Your warband may include up to three Dregs.

Zombies: Your warband may include any number ofZombies.

Ghouls: Your warband may include any number ofGhouls.

Dire Wolves: Your warband may include up to fiveDire Wolves.

Starting experienceA Vampire starts with 20 experience.

A Necromancer starts with 8 experience.

Dregs start with 0 experience.

Henchmen start with 0 experience.

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The Undead

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24 2424

The undead

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Undead equipment listsThe following lists are used by Undead warbands to pick their equipment.

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . 15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Halberd . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile WeaponsBow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Short bow . . . . . . . . . . . . . . . . . . . 5 gc

ArmourLight armour . . . . . . . . . . . . . . . . . 20 gc

Heavy armour . . . . . . . . . . . . . . . . 50 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

Undead skill tablesCombat Shooting Academic Strength Speed

Vampire � � � �

Necromancer � �

Dreg � �

“‘All who profit from the spoils of Chaos shalt bedoomed.’ So quoth Grand Theogonist Vilgrim theThird,” Marius said vehemently. “I am not a looteror a thief!”

“It’s been three weeks now, Marius!” Henselargued bitterly. “We’ve run out of money. We needmore men, we need new weapons. For Sigmar’ssake, Marius, we’ll all starve!” Hensel paused for amoment, and a sly look entered his dark browneyes. “That broken vault is there, and someone willfind it. Others, less righteous than us, will belooking for it. Would you see the wealth of theEmpire stolen by wicked creatures or men of nomoral virtue. At least we’ll be spending it tofurther our noble cause!”

As the two spoke, Enderlin, one of Lapzig’s men,came around the corner, clearly excited.

“We’ve found the merchant’s house. The vault isthere, alright!” he told them with a grin. “We betterbe quick, and grab the hoard before there’s anytrouble.” With that he hurried off again, the WitchHunter and Hensel following.

Enderlin led them down a narrow alleyway,choked with debris. At the far end, where the alleyopened onto a wider street, a skeleton hung from a

gibbet, its rusted metal creaking as the cadaverswung in the stale wind. A corner of a nearbybuilding had broken through its foundations andwithin the dark confines of the exposed cellar goldglinted in the dim light.

“We’ll be taking that!” a voice called out, and fromthe shadows stepped a dozen men, some carryingcrossbows, the others wielding swords and spears.They were all well dressed, in the manner ofMarienburgers.

“Dare not oppose me!” cried Marius, pulling forthhis own blade. “I am sent here by Sigmar himself.Cross my path and be forever damned. The worldaround us is in turmoil, Chaos gnaws upon thebones of our lands, foul creatures lurk in our onceproud cities. Men should not fight men in thesetroubled times, for have we not a common foe tofight against?”

“All the same, that gold is ours!” their leaderreplied, signalling his men to advance.

“Then so be it, you shall be in the arms ofdamnation before the sun sets!” Marius snarledback, leaping to the attack.

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2525 2525 25

0-1 Necromancer35 gold crowns to hireNecromancers are evil wizards, studying the corruptart of Necromancy. Many of them are acolytes andservants of Vlad von Carstein, and follow the agents oftheir master to the city of the Damned. Others arerecruited from amongst wizards and warlocks whohave come under the suspicion of the various agentsof Sigmar and have fled to Mordheim to avoidpersecution.

Profile M WS BS S T W I A Ld4 3 3 3 3 1 3 1 7

Weapons/Armour: Necromancers may be armed withweapons and armour chosen from the UndeadEquipment list.

SPECIAL RULESWizard: Necromancers are wizards and so are able touse Necromantic magic. See the Magic section fordetails.

0-3 Dregs20 gold crowns to hireDregs are the most miserable humansurvivors of the demise of Mordheim.They are deformed and rejectedindividuals, shunned even by the other men andwomen who still live in the ruins and catacombs ofthe city.

Vampires often recruit Dregs as their servants andtreat them with surprising kindness. As a result, Dregsare often fanatically loyal to their Undead overlordsand will do anything to protect and serve them.

Dregs are very useful to their masters as they can besent to buy equipment, weapons and supplies fromthe settlements around Mordheim which would oftennot welcome Necromancers or where Vampireswould fall under the suspicion of the Witch Hunters.They can also do the bidding of their vampiric masterduring daylight, when the Vampires must rest in theircoffins.

Profile M WS BS S T W I A Ld4 2 2 3 3 1 3 1 7

Weapons/Armour: Dregs may bearmed with weapons and armourchosen from the UndeadEquipment list.

1 Vampire110 gold crowns to hireVampires lead the Undead in their search for themagical stones that will give their master the power toconquer the Empire.

Although but pale shadows when compared to thedread Vampire Lords, the immortal servants of Vladare still some of the most powerful creatures whofight in Mordheim. Most of them serve the undyingcount of Sylvania, but some have found the city totheir liking, and have become independent.

Profile M WS BS S T W I A Ld6 4 4 4 4 2 5 2 8

Weapons/Armour: Vampires may be armed withweapons and armour chosen from the UndeadEquipment list.

SPECIAL RULESLeader: Any models in the warband within 6" of theVampire may use his Leadership instead of their own.

Cause Fear: Vampires are terrifying Undead creaturesand therefore cause fear.

Immune to Psychology: Vampires are notaffected by psychology (such as fear) and

never leave combat.

Immune toPoison:

Vampires arenot affected

by anypoison.

No Pain:Vampires

treat a‘stunned’result on

the Injurychart as

‘knockeddown’.

The undead

Heroes

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The undead

26

Henchmen

SPECIAL RULESCause Fear: Ghouls are twisted and repulsivecreatures and therefore cause fear.

0-5 Dire wolves50 gold crowns to hireDire Wolves are slavering Undead hounds, theanimated remains of the giant wolves of the WorldsEdge Mountains. Their chilling howls can strike fearinto the hearts of even the bravest warriors or mostruthless Dwarf mercenaries. They prowl the streets ofMordheim like shadows, and many men have diedwith the cold jaws of a Dire Wolf around their neck.

Profile M WS BS S T W I A Ld9 3 0 4 3 1 2 1 4

Weapons/Armour: None.

SPECIAL RULESCharge: Dire Wolves are slavering creatures thatoverpower their opponents when they charge. DireWolves fight with 2 attacks instead of 1 during theturn they charge.

May not Run: Dire Wolves are slow to react and maynot run (but may charge normally).

Cause Fear: Dire Wolves are terrifying Undeadcreatures and therefore cause fear.

Immune to Psychology: Dire Wolves are not affectedby psychology and never leave combat.

Immune to Poison: Dire Wolves are notaffected by any poison.

Unliving: Dire Wolves do notgain experience. You can’tteach an old dog new tricks!

No Pain: DireWolves treat a‘stunned’ resulton the Injury chartas ‘knocked down’.

Zombies15 gold crowns to hireZombies are the most common of the Undead:creatures animated by the will of their Necromanticmasters.

Profile M WS BS S T W I A Ld4 2 0 3 3 1 1 1 5

Weapons/Armour: Zombies may not have anyweapons or armour and suffer no penalties for this.

SPECIAL RULESCause Fear: Zombies are terrifying Undead creaturesand therefore cause fear.

May not run: Zombies are slow Undead creaturesand may not run (but may charge normally).

Immune to Psychology: Zombies are not affected bypsychology and never leave combat.

Immune to Poison: Zombies are not affected by anypoison.

No Pain: Zombies treat a stunned result on the Injurychart as knocked down.

No Brain: Zombies never gain experience. They donot learn from their mistakes. What did you expect?

Ghouls40 gold crowns to hire (bought in groups of 1-5 models)Ghouls are the descendants of evil and insane menwho ate the flesh of the dead. When the lean andhungry times of famine come upon the Old World, themost depraved and destitute took to feasting oncorpses to survive.

Driven by their unspeakable craving for the meat oftheir fellow men, these creatures have given up theirhuman life and dwell near graveyards, crypts andtombs, digging up the rotting corpses of the recentlyburied and consuming the cold flesh with their bareteeth and claws.

The destruction of Mordheim attracted many Ghoulclans from the north, and now they have taken uppermanent residence in the crypts and cemeteries ofthe ruined city.

Profile M WS BS S T W I A Ld4 2 2 3 4 1 3 2 5

Weapons/Armour: Ghouls never carry anyequipment, apart from a few bones which they useas primitive weapons.

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upon mankind. For centuries they have been contentto feed upon his ruins, to seed plague in his cities,and spread contagion amongst his lands. At least theywere content to wait and watch, for now everythinghas suddenly changed. Now the destruction ofMordheim has created new opportunities in thesecret war against mankind.

Since ancient times the Skaven have searched theworld for the stones of power that men in theirignorance call wyrdstone but which Skaven have longsince known as warpstone, blackstone, or seerstone.It was as a result of gnawing upon this magic stone inages past that commonplace rats began the slowprocess of mutation that spawned the Skaven race.Wyrdstone is quite literally in their blood, for theyfeed upon it and make use of it in their foul sorceries.Until now the ratmen’s search for wyrdstone has beendifficult and time-consuming as the stone has grownincreasingly rare, but now a new and abundantsource has appeared – a dark blessing from the skies!

For the Skaven of Clan Eshin, this is an especiallyopportune time for such a thing to happen, for, justas the Empire is divided, so the Skaven race is dividedamongst itself. Clan fights clan the world over, eachstruggling for domination of the Council of Thirteenwhose masters rule the Skaven race. Mordheim’ssecret is not yet revealed to all the clans, or else theCity of the Damned would already be overrun withratmen. The Nightmaster of Clan Eshin is keen toguard this secret, and for this reason has not sent hismultitudinous armies into Mordheim. Instead, he hassent small warbands of Skaven skittering throughsecret tunnels into the city to gather up the shiningstones and bring them back to the clan nests.

The Skaven of Clan Eshin are supremely adapted totheir task. Masters of the art of bringing silent death totheir foes, they are skilled in the use of poison and

trained in the thousand secrets of the assassin.Since birth Skaven warriors practise martial crafts in

the ruinous temples of the Horned Rat, their ever-hungering and hideous god. There are none betteramongst their verminous kind to gather up the

treasure of Mordheim, but they must be silent, swiftand efficient. Were rival Skaven clans to discoverthe secret of Mordheim there would come nothundreds, not thousands, but millions uponmillions to contend for the wyrdstone in the Cityof the Damned.

Unbeknownst to man,for thousands of years he has

shared his world with anotherand altogether different race.There have always been signsfor those who cared to seethem: a scurrying blackshadow, an inhuman screamfrom the sewer, scuttlingshapes at the back of the cellar.

All these years these creatures have workedaway in secret, burrowing beneath the world of man,undermining his great cities, infiltrating his sewersand cellars, and joining all up into a vast world-

spanning labyrinth of tunnels and nests. Thesecreatures call themselves Skaven and they areratmen, the mutant spawn of an older age of

chaos and mutation.

Doubtless one day theSkaven will be ready to

emerge from theirtunnels and wage

open war

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Skaven

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Choice of warriorsA Skaven warband must include a minimum of threemodels. You have 500 gold crowns (representingyour resources) which you can use torecruit and equip your initial warband.The maximum number of warriors inthe warband may never exceed 20.

Assassin Adept: Each Skavenwarband must have one AssassinAdept: no more, no less!

Eshin Sorcerer: Your warband may include a singleEshin Sorcerer.

Black Skaven: Your warband may include up to twoBlack Skaven.

Night Runners: Your warband may include up to twoNight Runners.

Verminkin: Any number of models may beVerminkin.

Giant Rats: Your warband may include any numberof Giant Rats.

Rat Ogre: Your warband may include a single Rat Ogre.

Skaven equipment listsThe following lists are used by the Skaven to pick their equipment.

Skaven

Starting experienceAn Assassin Adept starts with 20 experience.

Eshin Sorcerers andBlack Skaven startwith 8 experience.

Night Runners startwith 0 experience.

Henchmen startwith 0experience.

HEROES EQUIPMENT LISTS

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc

Flail . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Halberd . . . . . . . . . . . . . . . . . . . . . 10 gc

Weeping Blades . . . . . . . . . . . . . . . 50 gc

Fighting Claws . . . . . . . . . . . . . . . . 35 gc

Missile WeaponsSling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc

Throwing stars . . . . . . . . . . . . . . . . 15 gc

Blowpipe . . . . . . . . . . . . . . . . . . . . 25 gc

Warplock pistol . . . . . . . . . . . . . . . 35 gc(70 for a brace)

ArmourLight armour . . . . . . . . . . . . . . . . . 20 gc

Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

HENCHMEN EQUIPMENT LIST

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc

Club . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Sword . . . . . . . . . . . . . . . . . . . . . . 10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile WeaponsSling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc

ArmourLight armour . . . . . . . . . . . . . . . . . 20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc

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blowpipe25 gold crowns

Availability: Rare 7, Skaven only

The blowpipe is a short hollow tube which can beused to shoot poisoned darts. While the darts bythemselves are too small to cause significant damage,the poison used by the Skaven can cause searingagony and eventual death.

The other advantage of a blowpipe is that it is silent,and a well-hidden shooter can fire the dartsundetected.

Range Strength Save modifier Special rules

8" 1 +1 Poison, Stealthy

SPECIAL RULESPoison: The needles fired bya blowpipe are coated in avenom very similar in itseffects to the Black Lotus (ifyou roll a 6 on the To Hitroll, the victim isautomatically wounded). A blowpipe cannot causecritical hits. This weapon has a positive armour savemodifier, so a model that normally has a save of 5+will get a save of 4+ against a blowpipe dart. Evenmodels that normally do not have an armour savewill get a 6+ save to take into account protectionoffered by clothes, fur or the like.

Stealthy: A Skaven armed with a blowpipe can firewhile hidden without revealing his position to theenemy. The target model can take an Initiative test inorder to try to spot the firing Skaven. If the test issuccessful, the Skaven no longer counts as hidden.

warplock pistol35 gold crowns (70 for a brace)

Availability: Rare 11, Skaven only

Warplock pistols are terrifying weapons, testimony tothe mad genius of Clan Skryre engineers. Warplockpistols shoot ammunition made of magically treatedwarpstone and wounds caused by warplock pistolsare horrible to behold and often cause infections.

Range Strength Save modifier Special rules

8" 5 -3 Fire every otherturn

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

Skaven

Skaven special equipment

fighting claws35 gold crowns per pair

Availability: Rare 7, Skaven only

The martial arts practised by Clan Eshin employ manyunusual weapons. The most famous of these are theEshin Fighting Claws: sharp metal blades attached tothe paws of a Skaven warrior. It takes a real expert touse them effectively, but an adept of Clan Eshin is afearsome opponent when armed this way.

Save Range Strength modifier Special rules

Close Com. As user - Pair, Climb, Parry, Cumbersome

SPECIAL RULESPair: Fighting Claws are traditionally used in pairs,one in each hand. A warrior armed with FightingClaws gets an additional attack.

Climb: A Skaven equipped with Fighting Claws canadd +1 to his Initiative when making Climbing tests.

Parry: A Skaven armed with Fighting Claws may parryblows and can re-roll a failed attempt once, in thesame way as a model armed with a sword and buckler.

Cumbersome. A model armed with Fighting Clawsmay not use any other weapons in the entire battle.

weeping blades50 gold crowns (per pair)

Availability: Rare 9, Skaven only

The adepts of Clan Eshin use weapons called WeepingBlades, murderous swords constructed with a smallamount of warpstone in their structure. A WeepingBlade constantly sweats a deadly corrosive venom.

Range Strength Special rules

Close Com. As user Pair, Venomous, Parry

Pair: Weeping Blades are traditionally used in pairs,one in each hand. A warrior armed with WeepingBlades gets an additional attack.

Venomous: The venom of Weeping Blades will enterthe blood of the victim and ravage his organs andmuscles. These weapons count as being permanentlycoated in black lotus (see the Equipment section). Noadditional poison may be applied to Weeping Blades.

Parry: Weeping Blades are swords and can be usedfor parrying.

29

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Skaven special skills

Skaven

30

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

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

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

wall runnerThe Skaven does not need to take an Initiative test whenclimbing up walls and other sheer surfaces.

infiltrationA Skaven with this skill is always placed on the battlefieldafter the opposing warband and can be placed anywhereon the table as long as it is out of sight of the opposingwarband and more than 12" away from any enemy model.

If both players have models which infiltrate, roll a D6 foreach, and the lowest roll sets up first.

art of silent deathThe Skaven has patiently mastered the deadly art ofopen-hand fighting, as taught by the mystics of Cathay inthe temples of the far East. In hand-to-hand combat, theSkaven can fight with his bare paws without anypenalties and counts as having two weapons (ie, +1attack). In addition, a Skaven Hero with this skill willcause a critical hit on a To Wound roll of 5-6 instead ofjust 6. This skill may be used in conjunction with theEshin Fighting Claws (+2 Attacks instead of +1).

Skaven skill tablesCombat Shooting Academic Strength Speed Special

Adept � � � � � �

Black Skaven � � � � �

Eshin Sorcerer � � �

Night Runners � � �

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0-2 Black skaven40 gold crowns to hireBlack Skaven are the most powerful fighters of ClanEshin: black-furred killers trained in the martial arts oftheir clan. In Mordheim they excel at ambushing andassassinating man-things.

Profile M WS BS S T W I A Ld

6 4 3 4 3 1 5 1 6

Weapons/Armour: A Black Skaven may be armedwith weapons and armour chosen from the SkavenHeroes Equipment list.

0-1 Eshin sorcerer45 gold crowns to hireThe Sorcerers of Clan Eshin are black magicians whomanufacture the enchanted weapons of the Assassins.Though their power is slight compared to theWarlocks of Clan Skryre or the mighty Grey Seer, theirblack sorcery is still potent.

Profile M WS BS S T W I A Ld

5 3 3 3 3 1 4 1 6

Weapons/Armour: A Skaven Eshin Sorcerer may bearmed with weapons and armour chosen from theSkaven Heroes Equipment list.

SPECIAL RULESWizard: An Eshin Sorcerer is a wizard and uses theMagic of the Horned Rat. See the Magic section fordetails.

0-2 Night runners20 gold crowns to hireNight Runners are the young apprentices of ClanEshin. Recently initiated into the secrets of the clan,they make up for their lack of knowledge with theirambition and energy.

Profile M WS BS S T W I A Ld

6 2 3 3 3 1 4 1 4

Weapons/Armour: Night Runners may be armedwith weapons and armour chosen from the SkavenHenchmen Equipment list.

Heroes1 Assassin adept

60 gold crowns to hireThe Nightmaster of Clan Eshin has sent the Assassinto collect precious wyrdstone. Success means manybreeders, wealth and a better position amongst theclan. Failure, on the other hand, is best notcontemplated…

Profile M WS BS S T W I A Ld

6 4 4 4 3 1 5 1 7

Weapons/Armour: An Assassin Adept may be armedwith weapons and armour chosen from the SkavenHeroes Equipment list.

SPECIAL RULESLeader: Any warrior within 6" of the Assassin Adeptmay use his Leadership instead of his own.

Perfect Killer: An Assassin Adept always has an extra-1 modifier to any armour save the enemy has to takeagainst wounds they inflicted (both with shooting andclose combat weapons).

Skaven

31

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Henchmen (bought in groups of 1-5)

Verminkin20 gold crowns to hire Verminkin are the Clanrats of Clan Eshin. Thestrongest amongst them are initiated into the secretsof the clans and begin their training to becomeAssassins, the most feared warriors of the Skavenwarbands. All the Clanrats of Clan Eshin dream ofrising to the status of an Assassin one day.

Profile M WS BS S T W I A Ld

5 3 3 3 3 1 4 1 5

Weapons/Armour: Verminkin may be armed withweapons and armour chosen from the SkavenHenchmen Equipment list.

Giant rats15 gold crowns to buyGiant Rats are creations of the twisted genius of theSkaven. They are mutated monstrosities the size ofdogs. They fight alongside the Skaven, overpoweringany opponents by sheer weight of numbers.

Profile M WS BS S T W I A Ld

6 2 0 3 3 1 4 1 4

Weapons/Armour: None. Giant Rats never use anyarmour or weapons.

SPECIAL RULESPack size: You can recruit as many Giant Rats asyou wish.

Skaven

32

0-1 Rat ogre210 gold crowns to buyThese horrible monsters are much in demand asbodyguards to important Skaven.

Profile M WS BS S T W I A Ld

6 3 3 5 5 3 4 3 4

Weapons/Armour: Jaws, claws and brute force! RatOgres can never use weapons or armour.

SPECIAL RULESFear: Rat Ogres are so frightening they cause fear.

Stupidity: A Rat Ogre is subject to stupidity unless aSkaven Hero is within 6" of it.

Experience: Rat Ogres do not gain experience.

Large Target: Rat Ogres are Large Targets as definedin the shooting rules.

Experience: Giant Ratsare animals and do notgain experience.

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Shadow Warrior WarbandsNagarythe was once one of the mostprosperous and beautiful of the kingdoms ofthe High Elven land of Ulthuan. When theWitch King Malekith and his mother Morathiled the kingdom of Nagarythe astray intoworship of the Chaos Gods, not all of theirpeople followed. When Malekith led hispeople in a rebellion against the rightfulPhoenix King, those who had not beenconverted to depravity remained loyal to thethrone of Ulthuan and waged a secret war, awar of shadows, against the Witch King andhis armies. When the Witch King was defeatedand forced to flee with his followers, most ofthese ‘shadow warriors’ were killed, drownedby the sea as their land was torn asunder bythe Witch King’s foul magics.

The people of Nagarythe that survived becamea nation of wanderers, moving from place toplace and never really welcomed by otherHigh Elves, for these Shadow Elves as theybecame known had gained a reputation forbeing a fierce and warlike people, full ofcruelty. This reputation, while probably onlypartially true, sets the Shadow Elves apartfrom other members of their race. This, alongwith their grim attitude and generally darkpresence, makes other High Elves feel ill atease around them. In Ulthuan they are misfitsand outcasts, and many of these proud peopleseek their fortunes outside Ulthuan entirely.They truly are a race ‘in the shadows’ betweenthe cruel darkness of the Dark Elves, and thebeautiful light of the other High Elves.

Some of the Elves of Nagarythe have beendriven mad by this condition, but most have

accepted their existence, and are driven on bya desire for revenge against the arch nemesisthe Witch King and his perverse mother. TheShadow Elves form themselves into warbandsand travel the lands of Ulthuan and theKnown World, sometimes fighting Dark Elves(and other forces of Chaos) when they findthem, and fighting just to survive theremainder of the time. Some still work in theservice of the Phoenix king, acting as scoutsand trackers for his armies. Sometimes smallunits of these warriors will be sent by theirking to distant lands on a special mission forUlthuan – recovery of ancient artifacts leftbehind when the High Elves abandoned theOld World, or sabotage of a rumoured plot ofthe Dark Elves. When sent on such a mission,these bands bring their military trappings withthem – standards and war horns, unit insigniafiercely emblazoned on their shields – for theShadow Elves take pride in their loyalty to thePhoenix King. Other warbands represent smallgroups of warriors seeking their fortune...though still loyal to Ulthuan, they may nolonger feel welcome in their island home, orperhaps they represent a family pursuing apersonal vendetta against a particular Dark Elfleader. Whatever the case, bands of ShadowWarriors may occasionally be seen roving thelands of the Old World to exploring thesteamy jungles of Lustria.

Due to their wandering nature, it’s notuncommon to see Shadow Warriors travellingthe lands of the Empire, so they should fitright in in your normal games of Mordheim.However, the Empire is not the only landthese tireless warriors travel to in their questto rid the world of Dark Elves. As moresettings are introduced for the game, you willbe able to take your Shadow Warriors to otherlands, such as the jungles of Lustria asintroduced in Lustria Cities of Gold. Youshould not feel constrained to keep theShadow Warriors in one city, it is their natureto wander.

Special RulesHate Dark Elves: All warriors in a ShadowWarrior Warband (excluding any HiredSwords) have an unyielding Hatred for DarkElves.

The Sons of Nagarythe

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25

Excellent Sight: Elves have eyesightunmatched by mere humans. All the Elves in aShadow Warrior Warband can spot Hiddenenemies from twice as far away as otherwarriors (i.e. twice their Initiative in inches).

Distaste for Poison: The use of poisons andvarious drugs is a Dark Elf specialty. As such, itis frowned upon by Shadow Warriors, evenmore so than by other High Elves. Warriors ina Shadow Warrior Warband may not usepoisons of any type.

Unforgiving: In addition to their hatred oftheir corrupt kin, the folk of Nagarythe have along history of struggle against the forces ofChaos. In multiplayer games, a ShadowWarrior warband may never forge an alliancewith any Warband of a Chaotic nature(Possessed, Skaven, Beastmen, Dark Elves,etc.).

Tolerant: Due to their outsider status withtheir own people, the Elves of Nagarythe havelearned to stifle their distaste for ‘lesser races’,and have even been known to work alongsidethem from time to time. A Shadow WarriorWarband may hire any Hired Sword that is notof a Chaotic or evil bent (so no Skaven,Possessed, Beastmen, Dark Elves, Undead,etc.). They also shun the company of anyonespecialising in the use of poison (so noAssassins).

Maximum CharateristicsSee page 121 of the Mordheim Rulebook.

Choice of WarriorsA Shadow Warrior Warband must include aminimum of 3 models. You have 500 GoldCrowns which you can use to recruit yourinitial warband. Maximum number of warriorsin the warband is 12.

HeroesShadow Master: Each Shadow WarriorWarband must have one Shadow Master: nomore, no less!

Shadow Walkers: Your Warband may includeup to 3 Shadow Walkers.

Shadow Weaver: Your Warband may includeone Shadow Weaver.

HenchmenShadow Warriors: Any number of modelsmay be Shadow Warriors.

Shadow Novices: Any number of models maybe Shadow Novices.

Starting ExperienceShadow Master starts with 20experience.

Shadow Walkers startwith 12 experience.

Shadow Weaversstart with 12experience.

All Henchmenstart with 0experience.

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

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26

The Sons of Nagarythe

New EquipmentElven Wine (50+3D6 gc / Rare 10):High Elven wines are well known to be thebest in the world, and some are evenrumoured to have magical qualities. A fineElven Wine can cast out doubt and fear andleave a general feeling of well-being in awarrior.

A Shadow Warrior Warband that drinks ElvenWine before a battle will be immune to Fearfor the whole of the battle.(Shadow Warriors Only, one use only)

Elven Runestones (50+2D6 gc / Rare 11):High Elven mages are well known as themasters of defensive magic. To aid them, theyhave developed several mystic runes of power.They often inscribe these runes on semi-

precious stones, which can help strengthen anElven Mage’s magical defenses. A mage withElven Runestones may use them to attempt todispel a spell that has been successfully castagainst himself or another member of hiswarband. To dispel such a spell, the magemust roll against the spell’s Difficulty (Sorcerydoes not help here). If he succeeds, the spellfails to work. If the roll fails, the spell worksnormally.(Shadow Weavers Only.)

Standard of Nagarythe (75 + 3D6 gc / Rare 9):While many Shadow Warrior Warbands aresimply wandering, some represent groups thathave been sent from Ulthuan on some specialmission for the Phoenix King. Such bands arereally closer to military units than loose bandsof warriors. As such, they tend to retain their

SHADOW WARRIOR EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Ithilmar weapon* . . . . . . . . . . . . . . 2 x price

Missile Weapons

Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Longbow . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Elf Bow . . . . . . . . . . . . . . . . . . . . . . . .35 gc

Armour

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light armour . . . . . . . . . . . . . . . . . . . .20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Ithilmar armour* . . . . . . . . . . . . . . . . .60 gc

Miscellaneous

Standard of Nagarythe* . . . . . . . . . . . . 75 gc

War Horn of Nagarythe* . . . . . . . . . . . . 25 gc

Elven Cloak . . . . . . . . . . . . . . . . . . . . . 75 gc

Elven Wine* . . . . . . . . . . . . . . . . . . . . . 50 gc

Elven Runestones* . . . . . . . . . . . . . . . . 50 gc

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

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

Shadow Warrior skill tablesCombat Shooting Academic Strength Speed Special

Shadow Master � � � � �

Shadow Walker � � � �

Shadow Weaver � � � �

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The Sons of Nagarythe

unit insignia and other trappings. Chiefamong these is the unit standard. A unit’scolours can hold a lot of meaning, particularlywhen the warriors in that unit lack a truehome. A Shadow Warrior band normallymakes their standard by hand; cost and rarityrepresent the difficulty of finding the propermaterials (fine silks and thread of gold, forexample).

A Standard of Nagarythe can serve as a secondrallying point (the Shadow Master is the first,represented by his Leader skill) for the unit.Any members of the Shadow Warrior Warbandwithin 6" of their standard take all Leadershiptests against a Leadership value of 10. Inaddition, should the standard be captured bythe enemy (model holding the standard isTaken Out of Action), all members of theWarband will be subject to Frenzy for theremainder of the game, and may notvoluntarily Rout. Note that these effects(Leadership 10 and Frenzy) do not affect anyHired Swords in the Warband, only actualShadow Warriors (including Shadow Warriorheroes) are affected. A model carrying astandard requires one hand free to do so, sono weapons, shields, etc. may be carried inthis hand, and no double-handed weaponsmay be used while the standard is carried. Astandard may be used in close combat as amakeshift spear (use the rules for a spear butwith -1 on the to hit rolls. Shadow WarriorsOnly – May only be purchased when thewarband is created.)

War Horn of Nagarythe (25+1D6 gc / Rare 6):Similar to the Standard of Nagarythe, units ofShadow Warriors sent into Mordheim oftenbring with them a war horn to rally around.The rules for the War Horn of Nagarythe arethe same as for a normal War Horn from TownCryer issue 7 (except for Rarity and price, seeabove), and are restated here for yourconvenience:

A War Horn of Nagarythe may be soundedonce during the game at the start of anyShadow Warrior turn. Until the start of thenext turn, all members of the Warband gain a+1 to their Leadership (maximum Leadership10). The War Horn may be used just before

the warband takes a Rout test. ShadowWarriors only.

Elven Cloak (75 + D6x10 gc / Rare 12):Being from Ulthuan, Shadow Warriors haveaccess to items that are rarely seen by otherraces.

Familiar (20+1D6 gc / Rare 8):Wizards are often solitary, usually shunned bythose who can barely conceive of, much lessunderstand, the power these individualswield. As such, they often share their liveswith animal companions, rather than more‘sentient’ beings. Sometimes a magical linkwill develop between one of these animalsand the wizard, to the extent that the wizardbegins to see through the animal’s eyes, andhear its thoughts. Wizards in different landsfavour different types of familiars, dependingon their environment: Shadow Weavers tendto favour darkly-coloured animals that canblend into the shadows with them easily--ravens or darkly-coloured cats are mostcommon. Regardless of their form, familiarsare actually not normal members of their kindat all, but rather creatures that have somehowbecome attuned to the Winds of Magic.

Familiars cannot actually be purchased asnormal equipment. The cost to ‘purchase’ afamiliar actually represents the cost ofmaterials to cast the ritual to summon afamiliar and form a magical bond with it; theRarity level represents the chances of theritual actually working. As such, the cost ofthe familiar must always be paid if the rarityroll is attempted, regardless of the success ofthe roll. Also, only spell-casters can attempt to‘find’ a familiar. If a familiar is found, it shouldbe modelled on the spellcaster as with anyother piece of equipment. A familiar may beplaced on a separate base (in fact many of thefamiliars that GW sells come this way), but ifthis is done the familiar must always remain inbase-to-base contact with the wizard, and it isignored for game purposes (so it may notattack enemy models or be attacked itself, maynot intercept attackers, does not increase thewizard’s base size, etc.), other than the effectbelow.

A wizard with a familiar is allowed to re-rollone failed roll to cast a spell each turn. Theresult of this re-roll must be accepted, even ifit fails, and remember that you may never re-roll a re-roll. Spell-users only (does notinclude users of Prayers). Note that unlikemany of the items above, this item isequipment that any warband with a spell-usermay use, if he can summon it successfully.

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The Sons of Nagarythe

1 Shadow Master70 Gold Crowns to hireShadow Master is a very honourable titleamong the warriors of the Shadow Elves… itis given to one who has fought in the shadowwar for so long that he rules the darkness thathe fights from. Often a member of the formerNagarythe nobility, the captain of a ShadowWarrior Warband is known by the honourabletitle ‘Shadow Master’. These proud andstrong-willed warriors often gather a smallband of their followers and seek a life awayfrom the hesitant charity and distasteful staresof Ulthuan.

Profile M WS BS S T W I A Ld

5 5 5 3 3 1 6 1 9

Weapons and Armour: Shadow Master maybe equipped with weapons and armourchosen from the Shadow Warrior Equipmentlist.

SPECIAL RULESLeader: Any warrior within 6" of the ShadowMaster may use his Leadership characteristicwhen taking any Leadership tests.

0-3 Shadow Walker45 Gold Crowns to hireOne step down from the title of ShadowMaster is Shadow Walker. A walker in theshadows is considered to have made friendswith the darkness, and while he does notcommand it, it gives him aid when asked.Shadow Walkers are seasoned veterans in thewar against the Dark Elves. They are skilledtrackers and hunters, and the most trustedlieutenants of the Warband’s captain, theShadow Master.

Profile M WS BS S T W I A Ld

5 5 4 3 3 1 6 1 8

Weapons and Armour: Shadow Walkers maybe equipped with weapons and armourchosen from the Shadow Warrior Equipmentlist.

0-1 Shadow Weaver55 Gold Crowns to hireAll High Elves have some aptitude for magic,and those with the greatest aptitude aretaught how to bend the Winds of Magic totheir will. Shadow Weavers are the mages ofNagarythe. Due to the nature of theirunending war against the Dark Elves, themages of Nagarythe tend to specialise inmagics that use shadows to conceal theirpresence and confound their enemies. In factthe title Shadow Weaver comes from thenature of their magic… like a talented tailor,the Shadow Weaver takes the threads ofshadow and fashions them into shapes andforms of his choosing.

Profile M WS BS S T W I A Ld

5 4 4 3 3 1 6 1 8

Weapons and Armour: Shadow Weavers maybe equipped with weapons and armourchosen from the Shadow Warrior Equipmentlist, but they may not cast spells if wearingarmour.

SPECIAL RULESWizard: The Shadow Weaver is a wizard andmay use the Shadow Magic list.

Heroes

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The Sons of Nagarythe

Shadow Warriors35 Gold Crowns to hireMost of the warriors in the Shadow WarriorWarband are veterans of at least one battle,and all have lost loved ones to the depravityof the Dark Elves.

Profile M WS BS S T W I A Ld

5 4 4 3 3 1 6 1 8

Weapons and Armour: Shadow Warriors maybe equipped with weapons and armourchosen from the Shadow Warrior Equipmentlist.

Shadow Warrior Novices25 Gold Crowns to hireThese are untested Shadow Elves, newlyinducted into the warband. Often thesewarriors are younger cousins who are settingout from Ulthuan for the first time. Due totheir hard existence, it is often a quickprogression from Novice to full Warrior,however.

Profile M WS BS S T W I A Ld

5 3 3 3 3 1 5 1 7

Weapons and Armour: Shadow Novices maybe equipped with weapons and armourchosen from the Shadow Warrior Equipmentlist.

Henchmen (Bought in groups of 1-5)

Shadow Warrior Special SkillsShadow Warrior Heroes may use the following Skill table instead of any of the standard Skill

tables available to them.

InfiltrationThis skill is exactly the same as the Skavenskill of the same name.

See in ShadowsThe warrior’s senses have become especiallykeen from years spent walking the shadows.As long as he has movement to reach them,the warrior may always roll to chargeopponents he cannot see (instead of thenormal 4").

Hide in ShadowsOver time Shadow Warriors have learned howto freeze in place and remain undetected,even from the heightened senses of their DarkElf cousins. An enemy warrior attempting todetect this warrior when he is Hidden musthalve his Initiative before measuring thedistance.

SniperLong years of guerrilla warfare against theDark Elves have taught Shadow Warriors howto strike from the shadows without beingseen. If Hidden, a warrior with this skill mayshoot or cast spells and still remain Hidden.

Powerful BuildThe warrior is strongly built for an Elf, and iscapable of feats of strength not often seenamong the people of Ulthuan. A warrior withthis skill may choose skills from the Strengthskills table from now on. This skill may not betaken by Shadow Weavers. There may neverbe more than two Elves with this skill in thewarband at any one time.

Master of RunesThe Shadow Weaver has learned to harnessthe power of the High Elven runes of power(see Elven Runestones, below) to a degreefew mages attain. When using ElvenRunestones, the mage is +1 to his dispel roll.In addition, the mage can inscribe theweapons and armour of one of his fellowwarriors with Elven runes. One member of theWarband may reroll a single failed armoursave or Parry roll once per battle. After asingle battle, the runes lose their glamour andmust be redone. This skill may only be takenby Shadow Weavers.

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Shadow Warrior MagicShadow Weavers use a strange blend of magic that differs in many ways to thetraditional High Magic of their cousins of the Tower of Hoeth.

Author’s note: Several of the following spells mention that the target must be within acertain distance of ‘a wall’. This is not literally restricted to walls, but may includeany piece of terrain that could be expected to cast a man-sized shadow.

D6 Result

1 Pool of Shadow Difficulty 7The area immediately surrounding the mage is suddenly filled with twisting shadowsthat make it nearly impossible to see anything inside.

This spell allows the mage and all within 6" to Hide, exactly as if there were a wall or other obstruction between them and their enemies. They may Hide even after marching. This Hiding is disrupted if any enemy enters the area of affect. In addition, all affected count as being in cover against enemy shooting. This spell lasts until the start of the Shadow Weaver’s next turn.

2 The Living Shadows Difficulty 7Shadows around the target suddenly writhe as if alive and move to strike the victim.

The Shadow Weaver may cast this spell at any enemy model within 12" of him and within 2" of a wall. The target suffers a single Strength 4 hit with no armour saves.

3 Wings of Night Difficulty 6Wings of darkness unfurl from the Shadow Weaver’s back and engulf him. He disappears, only to reappear in nearby shadow.

This spell may only be cast if the Shadow Weaver is within 2" of a wall. He is instantly moved up to 12" to a place that is also within 2" of a wall. If moved into contact with an enemy model, the Shadow Weaver counts as charging in the first round.

4 Cloak of Darkness Difficulty 7The Shadow Weaver appears to be swallowed by shadows that even the sharpest sensescannot pierce.

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

5 Shadowbind Difficulty 9Tendrils of darkness rise from the shadows to engulf an enemy warrior, rendering himhelpless to the whims of the Shadow Weaver.

The Shadow Weaver may cast this spell at any enemy model within 24" of him and 2" ofa wall. The target may not move unless it first passes a Strength test on 2D6 at the startof his turn (before the Recovery Phase). This spell lasts until the Shadow Weaver suffersa Wound or attempts to cast another spell. If attacked while affected by this spell, treatthe target exactly as if he were Stunned.

6 Shield of Shadow Difficulty 7Shadows congeal and become a solid barrier in front of the Shadow Weaver or one ofhis comrades, protecting the target from enemy attacks.

The Shadow Weaver may cast this spell on himself or a member of his warband within12". The target receives an armour save of 5+ that is not modified by the attacker’s Strength. The spell lasts until the start of the Shadow Weaver’s next turn.

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31

The smell of this place is more noisome than the pleasure pits of the fallen ones, Lirenar

thought to himself irritably. Everywhere the landscape was covered in a lush, almost too healthy,green. Vines draped from the trees, and strange animals scampered or flew about from tree totree. The jungle was filled with strange sounds as well, hoots and howls that reminded the youngElf of the stories he’d been told of the tortures the damned were forced to endure after theydied and their dark masters took their souls to be the playthings of daemons. Lirenar shudderedat the thought, and consciously steeled his mind, using techniques all the Shadow Elves learnedas young children. He had almost reached a state of relative calm when his concentration wasbroken by thoughts of the sweltering heat of this place. It was impossible! There were too manydistractions in this strange, uncomfortable land for the Shadow Novice to remain focussed.

Lirenar realised that he had been unconsciously slowing, and now could no longer see the rest ofhis warband down the trail. Damn, have to catch up, he thought to himself. Wouldn’t want to beleft alone here in this strange land of Lustria. If only they hadn’t had to travel so far, but thatscabrous human fellow, Morgan, had told them that Durnath ‘The Despised’ had fled here butonly after the rumour-mongering manling had sold them out to the foul creature. It had takentime, as Morgan was unwilling to give information without pay, but eventually the traitorous foolhad told the Elves everything, right before Rathevar gutted him, to serve as a warning to all whoaided the Druchii. It was the first killing Lirenar had seen, and it had sickened him, but heunderstood the necessity – their foul kin must have no sanctuary anywhere…

Lost in thought, Lirenar didn’t see the movement in the trees above, and in fact the firstindication that something was amiss was a sharp prick at his throat. His hand automatically wentto the source of the pain and he felt something small and hard. Taking his hand away, he pulledsomething out of his neck which tugged at his flesh as if unwilling to give up its resting place.Holding it up to his eyes, Lirenar saw that he held a small dart. How strange, thought theyoung Elf, just before the world went black…

‘Brother Lirenar was right behind me, I know it!’ exclaimed Thrindal, ‘I turned around and hewas gone.’

The whole warband was in a small group, looking up and down the trail and in the nearbyjungle for their youngest member, near the place he’d last been seen. There were trackseverywhere – strange tracks, made by something in bare feet with clawed toes. The tracks weresmall as well, approximately the size of goblin feet. But goblins weren’t indigenous to this area,and though they had very poor toenail hygiene, they didn’t have actual claws like these.

‘Over here my brothers’ yelled Yirithin, one of the other Shadow Warriors. Rathevar walked overto where the other Elf stood, something held in the fingers of one hand. As the Elf leader gotcloser, he saw that what Yirithin held was a small dart.

‘Servants of the Old Ones… reptilian Skinks most likely.’ stated the Shadow Master calmly.‘Lirenar is gone.’ He turned to the other Elves. ‘We will avenge his passing on the flesh ofDurnath the Despised!’

Rathevar turned back down the trail and resumed the trek, ‘Come, we must continue to track ourquarry. He will learn that even the terrors of Lustria are no protection for him from the wrathof the Shadow Warriors. Be vigilant… there are likely to be more of the lizard-people about. Thesooner we run Durnath to ground, the sooner the spirits of our family can rest, and we canreturn to more civilised lands…’

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‘My onlycrime was to

get in a brawlwith some pig

farmer outsideof the Donkey’s

Nut Tavern andthe next thing I

knew a dozen of hisbrothers were after

my blood.’

Udo Verkonnen,Freesword

The Principality of Ostland is the mostsparsely inhabited of all of the Empire’sElectoral Provinces. Its people have more tieswith the land of Kislev to the north than theydo to their countrymen to the south. This isbecause the Forest of Shadows and the MiddleMountains form two natural barriers betweenOstland and the rest of the Empire. Within theForest of Shadows are vast amounts of wildgame but also darker creatures such as ChaosBeastmen and Forest Goblins. The MiddleMountains themselves are the highest point inthe Empire and their peaks are inhabited by alarge number of Ogres.

Ostland’s isolation has greatly shaped itsinhabitants and they are a poor but hardy folk.Each small village lives barely abovesubsistence levels and is usually composed ofone large extended family. The men ofOstland are tall and broad-shouldered whilethe women tend to either be tall and whippetthin or short and stout. Married men areusually dirt farmers who also gather roots,tubers and nuts in the forests, whileunmarried men spend their lives as trappersand hunters. The worship of Taal, the God ofForests and Beasts, is very popular in theregion although there is some worship ofTaal’s wife Ryha and his brother Ulric in themore westerly villages.

While not warlike by nature, Ostlanders arenever opposed to a good honest drunkenbrawl and with their love of dark ales thesesorts of scraps are not uncommon. During theGreat War against Chaos, Ostlanders rallied in

great numbers to wield bow and spear indefence of their Kislevite neighbours. Morethan any other part of the Empire, Ostlandhas tasted the lash of Chaos and their hatredof the evil ones knows no bounds.

Special RulesSelf-Sufficient: The men of Ostland have nodesire to give their hard-earned gold tooutsiders. As a result they can never hire anyMercenaries except for Ogres (who are not anuncommon sight in Ostland).

Nouveau Riche: Ostlanders are almostuniversally poor. Many Ostlanders never seecoined money in their entire life and thosethat do are often overcome with giddiness atthe mere sight of wealth. As a result,Ostlanders MUST sell all of their Wyrdstone(unless they have more than 8 pieces in whichcase they must only sell 8) after every battleand after hiring new warriors (which may bedone first) at least 50% of the remaining goldMUST be spent on a single item of gear. Thismeans that Ostlander Warbands will often becomposed of a dozen men wearing muddypeasant garb with one member wearing gold-inlaid heavy armour and another carrying adouble-barrelled hunting rifle from the finestforges of Hochland.

Choice of WarriorsAn Ostlander Warband is often made up of anextended family of Ostlanders. Fathers,uncles, brothers, cousins and even theoccasion tough-as-nails aunt all join togetherto form the Warband. The ‘family’ mustinclude a minimum of 3 models and amaximum of 15. You have 500 Gold Crownsthat you can use to recruit your initialwarband.

HeroesElder: Each Ostlander Warband must haveone Elder, no more, no less!

Blood-Brothers: Your Warband may includeup to 2 Blood-Brothers.

Priest of Taal: Your Warband may include upto 1 Priest of Taal.

4

OstlanderMercenary Warbands

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HenchmenKin: You may have any number of Kin.

Ruffians: Your Warband may include up to 5Ruffians.

Jaeger: Your Warband may include up to 7Jaeger.

Ogre: Your Warband may include one Ogre.There isn’t enough food for more than one!

Starting ExperienceThe Elder starts with 20 experience.

Blood-Brothers start with 12 experience.

Priests of Taal start with 12 experience.

All Henchmen start with 0 experience.

New EquipmentDouble-barrelled Pistol

(30 gc/60 gc for a brace / Av Rare 10)

Double-barrelled Hunting Rifle(250 gc / Av Rare 12)

Knowing Ostlanders’ penchant for impressiveweaponry (and ready willingness to spendexcessive amounts of money) a weaponsmithfrom Hochland decided to weld two barrelstogether on a pistol and sell it for twice theprice. The Warband was so impressed withtheir new weapon that they asked him to dothe same to their hunting rifle. Since then theweaponsmith has been flooded with ordersfrom some of the most powerful Warbands inMordheim.

A double-barrelled gun (of any sort) is treatedexactly like a normalversion with oneexception. Anyenemy is hit by twoblasts rather thanone (i.e. a pistolcauses two S4 hitsrather than one foreach successfulhit). However, eachbarrel takes a fullturn to reload(although if youreload only onebarrel you can fireit like a normalpistol/rifle). If you

own a brace of double-barrelled pistols youmay fire them every other round (rather thanevery round like a normal brace).

Characteristic IncreaseWhen Warband members gainenough experience for an Advance(see the Experience section of theMordheim rulebook), it is likely thatthey will roll a characteristic increase.Characteristics for members of Ostlanderwarbands may not be increased beyond themaximum profile limits shown below. If acharacteristic is at its maximum, take the otheroption or roll again if you can only increaseone characteristic. If both are already at theirmaximum, you may increase any other by +1instead. Remember that Henchmen can onlyadd +1 to any characteristic.

Profile M WS BS S T W I A Ld

Human 4 6 6 4 4 3 6 4 9Ogre 6 5 4 6 6 4 5 4 7

A tale of ye ruffians and drunken rogues of the northernmost lands of the EmpireBy Brian Lang

5

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Ostlanders

Ostlander Equipment ListHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc

Mace/hammer . . . . . . . . . . . . . . . . . .3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Double-handed Weapon . . . . . . . . .15 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . .5gc

Missile Weapons

Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc

Pistol . . . . . . . . . . .15 gc (30 for a brace)

Armour

Light armour . . . . . . . . . . . . . . . . . .20 gc

Heavy armour . . . . . . . . . . . . . . . . .50 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Ruffian Equipment ListHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Double-handed weapon . . . . . . . . . .15 gc

Missile Weapons

None

Armour

Light armour . . . . . . . . . . . . . . . . . . .20 gc

Jaeger Equipment ListHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . .5gc

Missile Weapons

Pistol . . . . . . . . . . . .15 gc (30 for a brace)

Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc

Handgun . . . . . . . . . . . . . . . . . . . . .35 gc

Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc

Hunting rifle . . . . . . . . . . . . . . . . .200 gc

Double-Barrelled. . . . . . . . . . . . Twice Cost(Pistol/Hunting Rifle)

Armour

Light armour . . . . . . . . . . . . . . . . . .20 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

Ogre-Kin Equipment ListHand-to-hand Combat Weapons

Club . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Double-handed weapon . . . . . . . . . .15 gc

Missile Weapons

None

Armour

Light armour . . . . . . . . . . . . . . . . . . .20 gc

Ostlander equipment listsThe following lists are used by Ostlander Warbands to pick their weapons:

Ostlander skill tablesCombat Shooting Academic Strength Speed Special

Elder � � � � �

Uncles � � �

Priest of Taal � � � � �

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7

Ostlanders

1 Elder60 Gold Crowns to hireIn Ostland, the oldest (or more often biggest)man in the village is given the title ‘Elder’. Hisword is greatly respected and only at hisurging would the manhood of an entirevillage pack up and travel to Mordheim toseek their fortune.

Profile M WS BS S T W I A Ld

4 4 4 3 3 1 4 1 8

Weapons and Armour: An Elder may beequipped with weapons and armour chosenfrom the Ostlander Equipment list.

SPECIAL RULESLeader: Any warrior within 6" of the Eldermay use his Leadership characteristic whentaking any Leadership tests.

0-2 Blood-Brothers35 Gold Crowns to hireOstland villages are usually composed of asingle extended family. Everyone is everyoneelse’s uncle, cousin or brother (andsometimes their own!). Rather than trying tokeep all of these relations straight the mostrespected men in the village (aside from theElder) are referred to simply as Blood-Brothers.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 3 1 7

Weapons and Armour: Blood-Brothers maybe equipped with weapons and armourchosen from the Ostlander Equipment list.

0-1 Priest of Taal45 Gold Crowns to hireIt is said that every priest of Taal is bornduring the darkest phase of the moon. Thosewho are accepted into the service of Taal areloners by nature and spend their timewandering the untamed forests of theNorthern Empire. It is unclear why the priestsof the forest have begun to join bands ofOstlanders in their delvings into the ruinedcity of Mordheim – for the servants of Taalkeep their own counsel. Suffice to say that theForest-God is clearly building a strongpresence both in and around the darkenedruins as more and more animals begin to fillthe surrounding forests...

Profile M WS BS S T W I A Ld

4 2 3 3 3 1 3 1 7

Weapons and Armour: A Priest of Taal maybe equipped with weapons chosen from theOstlander Equipment list.

SPECIAL RULESPrayers: A Priest of Taal may use the prayersof Taal listed below.

Strictures: Priests of Taal may never wearheavy armour.

heroes

Ostlander Elder (below, left), Blood Brother (below, centre)and Priest of Taal (below, right).

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Ostlanders

kin25 Gold Crowns to hireMost of the warriors in an Ostlander Warbandare brothers and cousins of the Elder. Manyare married men with children to support andthe ruins of Mordheim are a lure that fewpoor villagers can resist.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons and Armour: Kin may be equippedwith weapons and armour chosen from theOstlander Equipment list.

0-7 Jaeger25 Gold Crowns to hireSome Ostlander men choose not to marry butinstead to spend their times alone in theforests of the Old World. While these rangersdo not share the close family bonds of atypical Ostlander Blood-kin they are wellrespected for their knowledge of the woodsand their rugged determination. Poor Jaegerusually wield a simple home-made bow but itis every Jaeger’s dream to one day own ablackpowder weapon and hunting rifle,especially double-barrelled versions, as theseare a sign of great prestige amongst thehunters of the deep woods.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons and Armour: Jaeger may beequipped with weapons and armour chosenfrom the Jaeger Equipment list.

0-5 Ruffians25 Gold Crowns to hireAlthough every Ostlander loves his ale, a fewmen in every village take this love toextremes. Never sober and rarely consciousthese buffoons stagger their way through thestreets of Mordheim yelling slurred insults atwhomever they meet, committing petty acts ofvandalism and generally making a mess ofthings. This comic behaviour is oftenmisconstrued into a false belief that they areharmless, a belief that many live to regret.Fuelled by vast quantities of booze these arevery dangerous, unpredictable men indeedwho will shove a broken bottle into your faceas soon as laugh heartily and burst into song!

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 2 1 10

Weapons and Armour: Ruffians may beequipped with weapons and armour chosenfrom the Ruffians Equipment list. Ruffiansnever use missile weapons, as their depthperception leaves a bit to be desired, even ifthey gain an Advance roll which wouldotherwise allow them to do so.

SPECIAL RULESDrunk: Ruffians are blasted out of their tinyminds on rotgut spirits and cheap ale. Assuch, they automatically pass all Leadershipbased tests they are required to take.

No Respect: Ruffians are objects of a strangemix of pity and abject fear for their fellowsand may never become a Warband leader.

henchmen (Brought in groups of 1-5)

8

Ostlander Ruffian (below, left), Kin (below, centre) andJaeger (below, right).

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Ostlanders

0-1 Ogre160 Gold Crowns to hireMore than anywhere in the Empire Ogres aremost commonplace within the hilly, pineforested landscape of Ostland. These brutishcreatures are very sought after by the roughmountain men of Ostland as muscle in theWarband. An Ogre’s strength is near legendaryand their ability to sustain an awful lot ofpunishment during a fight make these theperfect shock troops of any Warband. Ofcourse, an Ogre’s appetite is nearly as well-renowned as their fighting abilities and sothey are rather expensive to keep.

Profile M WS BS S T W I A Ld

6 3 2 4 4 3 3 2 7

Weapons and Armour: Ogre-kin may beequipped with weapons and armour chosenfrom the Ogre-kin Equipment list.

SPECIAL RULESFear: Ogre-kin are large, threatening creaturesthat cause Fear. See the Psychology sectionfor details.

Large: Ogre-kin are huge, lumberingcreatures and therefore make tempting targets

for archers. Any model may shoot at an Ogre-kin, even if it is not the closest target.

Skills: An Ogre-kin who becomes a Hero as aresult of The Lad’s Got Talent may choosefrom the Combat and Strength skills.

Slow Witted: Although Ogres are capable ofearning experience and bettering themselvesthey are not the smartest of creatures. Ogresonly gain advances at half the rate of everyoneelse (I.e they must accrue twice as muchexperience as normal to get an advance).

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Ostlanders

Bull Rush.This warrior is huge, even by Ostlanderstandards, and can use his massive girth tooverpower his opponents. When he charges,this Hero may attempt to knock down hisopponent rather than making his normalattacks. Roll to hit once with a +1 tohit modifier, though no ‘to wound’roll is necessary. Instead, if thewarrior hits with this attack, theopposing model is Knocked Down.(Models with the Bull Rush skill should have asuitably large beer-belly modelled out of puttywhenever possible.)

Foul OdourOstlanders are one and all prodigiousdrinkers and none too hygienic! This warriorrises head and shoulders above the rest. Aftera lifetime of drinking, liquor has little effecton him any more... not that this stops himfrom consuming massive quantities! His

unwashed clothes and sweat reekof alcohol and all living

enemies (not Undead orPossessed) are at -1 to

hit him in hand-to-hand combat. In

addition, the warrior cannot carry any openflames (torch, lantern, etc.) and fire attacksmade against him are resolved at +1 Strengthas his beer soaked clothing burns readily.

TauntAfter years of baiting opponents into drunken

brawls the Ostlander has learned some ofmost vile insults in the Empire. During theshooting phase the warrior may choose to

taunt one enemy instead of shooting with amissile weapon or casting a spell. The warriormust be able to see the enemy and tauntingfollows all the LOS rules for shooting (youmust taunt the nearest opponent, etc.). Theplayer should insult the enemy model in somemanner whenever possible (perhaps his hatlooks like a strangled parrot or his motherwas a Bretonnian.). The enemy then takes aLeadership test. If he passes, nothing happensbut if he fails he must spend his nextmovement phase trying to get into closecombat with the warrior who taunted him.

Animal FriendshipHaving grown up amidst theanimals of the forest thiswarrior exudes a certain charm to

all ‘normal’ animals (i.e.warhorses, warhounds, etc.).Animals will never attack himand up to two wardogs (seeMordheim book, page 54) thatthe warrior owns do not countagainst the maximum numberof models in the Warband.

Blood OathThe leader of an OstlanderWarband sometimes takes aBlood Oath never to leave anyof his fallen ‘family’ membersbehind. Such is hisdetermination to protect hisfallen Blood-kin that it isextremely difficult to cause himto Rout from the field. Only aWarband’s leader may have thisskill, which allows him to re-roll a single Rout test once pergame.

10

Ostlander Special SkillsOstlander Heroes may use the following Skill table instead of any of the standard Skill tables

available to them.

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11

Ostlanders

Prayers of TaalTaal is the God of Nature and demands the respect of all those who enter the wild regionsof the Empire. He is portrayed as a tall, broad-shouldered man with long wild hair and athick beard. He wears a stag skull as a helm and is clothed in bison and bear skins. He isoften called the Lord of Beasts. His followers include rangers, trappers and those who livein the wilds of the Empire. Prayers of Taal work like the Prayers of Sigmar although theTaal Priest never wears armour.

D6 Result

1 Stag’s Leap Difficulty 7Many of Taal’s priests wear a stag skull as a symbol of their devotion and the Forest Lord’s power can be used to emulate the speed and beauty of this magnificent beast.

The Priest of Taal may immediately move anywhere within 9", including into base-contact with the enemy, in which case he counts as charging and gains a +1 Strength to his first round of attacks. If he engages a fleeing enemy, in the close combat phase he will score one automatic hit at+1 Strength and then his opponent will flee again (if he survives).

2 Blessed Ale Difficulty 5Like his brother Ulric, Taal has a great appetite for the strong ales of the Northern Empire. During the summer equinox each village in Ostland opens one keg of ale (at least!) in Taal’s honour.

Drinking a flask of Taal-blessed ale (the priest is assumed to carry as many flasks as are needed) may heal any one model within 2" of the Priest (including himself). The warrior is restored to his full quota of Wounds. In addition, any living enemy models (not Undead or Possessed) within 2" of the Priest will be lose 1 Attack during the next round of combat due to the potent fumes of the ale.

3 Bear’s Paw Difficulty 7Many an armoured knight has been knocked to the ground by the surprising Strength of the followers of Taal. Although traditionally called ‘Bear’s Paw’ this spell is sometimes referred to as ‘Moose’s Breath’ by those Ostlander’s who have felt its power.

The Priest invokes the blessing of Taal on himself or a single friendly model within 6". The target receives a bonus of +2 to his Strength until the Priest’s next turn.

4 Earthshudder Difficulty 9Taal’s domain includes both the earth and the skies and his power can reach out even into the dark streets of Mordheim. When his name is invoked three times and the blood of an eagle is poured on the ground, the Lord of the Wild will cause thunder to rumble and the earth to shake.

The spell is cast on a single building within 4". Any enemy models touching the building will suffer a single S3 hit. In addition the building will collapse and any models on it will count as having fallen tothe ground (for example a model falling 5" to the tabletop must pass two Initiative tests to avoid taking D3 S5 hits.) Remove the terrain feature from the board for the rest of the game.

5 Tanglefoot Difficulty 8It is said that when Taal walked the earth, living things would spring up behind him as he passed. A portion of his power can be summoned by his followers to help regrow forests and aid in the return of the land to its natural state.

Plants, vines and even small trees burst forth from the earth, hindering all those who attempt to move through them. All models (friend as well as foe) with the exception of Ostlander Jaeger within 12" of the Priest can only move at 1/2 speed until the next shooting phase.

6 Summon Squirrels Difficulty 7Taal is the master of all beasts both great and small. Those who anger him may be mauled by a mountain lion or drowned in a flood caused by an angry beaver.

With this spell the Priest invokes the wrath of the Lord of Beasts, summoning forth dozens upon dozens of enraged squirrels. The furious rodents assault one enemy within 12" of the Priest, crawlinginside the warrior’s clothing and armour, pelting him with nuts and causing numerous tiny bites and welts. The target suffers 2D6 Strength 1 hits. No armour saves allowed.

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The Land of the Great BearThe land of Kislev lies to the north and east ofthe Empire. The further east one travels thedense forests give way to open steppesstretching to the foothills of the Worlds EdgeMountains. The winters of Kislev are harshand cruelly long and for months the land isgripped by snow blizzards and ice. Thetownships of Kislev are mainly built of timberfor stone is rare and only the most importantof the cities have stone buildings and walls. Inthe ancient capital city of Kislev the massivewhite buildings are topped by vast gildeddomes and decorated with golden statues andgargoyles. It has been said that Kislev is a poorcountry filled with rich people. It is certainlytrue that the people that live in thisbeleaguered land have an outlook on life thatstrangers often find surprisingly positive. ForKislev is a country under constant threat ofinvasion. Armies of savage Norse oftenventure into Kislev, raiding and pillaging, andto make matters worse Kislev lies right on theborder of the Chaos Wastes, so that any Chaosincursion passes through the land (and itspeople) first.

To aid them in their struggle against thesemurderous foes, the Tzars of Kislev haveforged strong ties with the Empire. Thisalliance benefits both countries, as the rulersof the Empire have long understood thebenefit of a northern bulwark against the tidesof Chaos. Both countries have a tradition of

sending troops to aid the other in times ofneed, and in fact the Gryphon Legion, prideof the Kislevite nobility, was formed as asymbol of the unity between the twocountries. This knightly order is made upentirely of Kislevite nobles, but is garrisonedand trained in the Empire.

Despite the constant threat of invadingarmies, the people of Kislev sing and danceand play as much as or perhaps more than thepeople of any other country in the Old World.Some say that their relative happiness derivesfrom their love of strong drink. Whether thisis true or not, Kislevites certainly do enjoytheir spirits, and in fact many of their peopleattribute almost magical qualities to that mostfamous of Kislevite drinks – vodka.

A Kislevite warband represents a group ofindividuals from this unique northern realm.Kislevites tend to be quiet in the face ofstrangers, but they hold much joy in theirhearts. In fact they are loud and boisterouswhen amongst their own people. Kislevitesare known to be extremely brave warriors,and they hold a loathing for Chaos that ismuch stronger than most of the peoples ofthe Old World. While many citizens of theEmpire may remain ignorant to the initialsigns of a Chaos cult, Kislevite citizens willimmediately seek out any signs of depravityand cleanse the infected individuals withsword and flame. Keep these things in mindwhen you play a Kislev warband. Most citizensof Kislev have lost homes or loved ones to thewarriors of Chaos, and they realise thatanything less than constant vigilance couldlead to their downfall. They are thereforeunrelenting in their resolve against theirancient enemies. Give the forces of Chaos noquarter, and expect none in return.

Special RulesMay Hire: A Kislevite warband is allowed thesame selection of Hired Swords as the HumanMercenary warbands from the Mordheimrulebook.

Ancient Enemies: Kislevite warbands maynever ally (see the ‘Multiplayer Rules forMordheim’ article from the Town Cryer formore details on warband alliances) with anytype of Chaos Warband. This restriction

Kislevite Warband

14

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pertains to the following warbands: Possessed,Beastman, Skaven, Dark Elf, Chaos Dwarf, andany other warbands the players judge to besufficiently ‘chaotic’.

Choice of WarriorsA Kislevite warband must include a minimumof 3 models. You have 500 Gold Crownswhich you can use to recruit and equip yourwarband. The maximum number of warriorsin the warband is 15, though some buildingsin the warband’s encampment may increasethis.

HeroesDruzhina Captain: Each Kislevite warbandmust have one Druzhina Captain, no more, noless!

Bear Tamer: Your warband may include asingle Bear Tamer.

Esaul: Your warband may include a singleEsaul.

Youths: Your warband may include up to 2Youths.

HenchmenWarriors: Your warband may include anynumber of Warriors.

Cossacks: Your warband may include anynumber of Cossacks.

Streltsi: Your warband may include up to 3Streltsi.

Trained Bear: Your warband may include upto 1 Trained Bear. Note however that aKislevite warband may not include a TrainedBear if it does not first include a Bear Tamer!

Starting ExperienceDruzhina Captain starts with 20 experience.

Bear Tamer starts with 10 experience.

Esaul starts with 8 experience.

All Henchmen start with 0 experience.

Special EquipmentVodka(35+2D6 gc / Rare 8)Kislevites live in a harsh land under constant

threat of invasion. While this has instilled aseriousness in these people, it has not dilutedtheir love of celebration one bit. If anythingtheir love of revelry has increased with thehardships they have had to endure, as theyhave learned that life is fleeting, and anyexcuse to enjoy what they have been given isnot to be squandered. One of the products ofthis love of life and celebration is a strongalcoholic spirit called vodka. It is also one ofthe country’s most famous exports, thoughmost inhabitants of the Old World find it tooharsh for their palates. Kislevites take suchenjoyment in this drink and regard it assomething almost magical. Mothers give vodkato their families to ward off sickness and tokeep them warm in the long winter monthsand warriors indulge both for luck andcourage. Outsiders often scoff at the reputedproperties of this liquor, but it must be saidthat a Kislevite army that is well supplied withvodka certainly fights better and in higherspirits than one without.

In game terms, vodka is a one-use item ofequipment that a Kislevite Hero may give tothe warband before the start of the game.Every warrior in the warband receives +1Leadership (up to a maximum of 10) for thatgame. In addition because of its nullifyingalcoholic effects every warband member musttest against their Toughness before the start ofthe game – a failure resulting in -1 Initiativefor the duration of the game.

Kislevite Heroes Only

Bear-Claw Necklace(75+3D6 gcs / Rare 9)

Bears are widelyregarded as sacred inKislev, and a necklacemade of their claws(or sometimes theirteeth) is considered

magical and reputedto have magical

powers.

A warrior wearing a bear-clawnecklace receives some of the strength andwild ferocity of the bear it came from. Awarrior wearing a bear-claw necklace becomessubject to Frenzy.

Kislevite Heroes Only

15

Tales of vodka-swilling, gruff men of Kislevby roving scribe Mark Havener

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Kislevite skill tablesCombat Shooting Academic Strength Speed

Druzhina ✓ ✓ ✓ ✓ ✓

Esaul ✓ ✓ - - ✓

Bear Tamer ✓ - - ✓ ✓

Youth ✓ ✓ - ✓ ✓

KISLEV WARRIOR EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons

Throwing Knives . . . . . . . . . . . . . . . . . 15 gc

Shortbow . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Crossbow . . . . . . . . . . . . . . . . . . . . . . . 25 gc

Pistol . . . . . . . . . . . . 15 gc (30 gc for a brace)

Duelling Pistol . . . . . 25 gc (50 gc for a brace)

Armour

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc

Heavy Armour . . . . . . . . . . . . . . . . . . . 50 gc

STRELTSI EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc

Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Hammer . . . . . . . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc

Double-handed weapon . . . . . . . . . . . . 15 gc

Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile Weapons

Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Crossbow . . . . . . . . . . . . . . . . . . . . . . . 25 gc

Pistol . . . . . . . . . . . . 15 gc (30 gc for a brace)

Duelling Pistol . . . . . 25 gc (50 gc for a brace)

Handgun . . . . . . . . . . . . . . . . . . . . . . . 35 gc

Armour

Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc

Kislevite Equipment ListThe following lists are used by Kislevite warbands to pick their weapons:

Kislevite Warband

16

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Kislevite Warband

1 Druzhina Captain

80 gold crowns to hireDruzhina are the minor nobles of Kislev.During times of war these nobles form theirown regiments in a Kislevite army, and theylook most impressive with their ancientarmour and weapons, as most of these prizedartefacts are handed down from father to son.Druzhina are rich enough to afford their ownhorse and battlegear, and they must be readyto fight for the Tzar when called upon. Inreturn for this they are allowed to own landand are given a break on their annual taxes.

Profile M WS BS S T W I A Ld

4 4 4 3 3 1 3 1 8

Weapons and Armour: A Druzhina Captainmay be equipped with weapons and armourchosen from the Kislevite Warrior equipmentlist.

SPECIAL RULESLeader: Any warrior within 6" of the DruzhinaCaptain may use his Leadership characteristicwhen taking any Leadership tests.

Inheritance: When the Kislevite warband isfirst created, the Druzhina Captain is allowedto purchase one item from the KisleviteWarrior equipment list at half the normal cost.This item represents a treasured familyheirloom that has been passed down throughthe generations. Losing an ancestral item isconsidered very disrespectful and if the item isever lost (e.g. from a Robbed result on theSerious Injury chart), the Captain MUSTreplace it with a finely-made substitute asquickly as possible or risk being haunted bythe angry spirits of his ancestors. To replacean ancestral item, the Captain must purchasethe same item of equipment at 150% of itsnormal price. This higher cost represents thefine detail and valuable materials used in theitem’s manufacture. Until the item is replaced,the Captain suffers a -1 penalty to all tests androlls to hit.

0-1 Bear Tamer

35 gold crowns to hireSince ancient times, bears have featured inKislevite myths and legends. Kislevites have adeep respect for these mighty beasts, andgather to see the trained specimens thataccompany travelling circuses. The powerfulmen that train these bears are known simplyas Bear Tamers, and the best of them are

widely renowned amongst the people ofKislev. Bears can be trained for martialpurposes as well, and Bear Tamers are oftenrecruited into the armies of Kislev, where theyenjoy a special status among the soldiery.

Profile M WS BS S T W I A Ld

4 3 3 4 3 1 3 1 7

Weapons and Armour: A Bear Tamer may bearmed with weapons chosen from KisleviteWarrior equipment list.

SPECIAL RULESBear Handler: A Kislevite Warband thatincludes a Bear Tamer is allowed to purchasea Bear as a henchman. This bear has beentrained to follow the Tamer’s commands, andso will automatically pass its Stupidity testswhen within 6" of the Bear Tamer (even if theTamer has been Knocked Down or Stunned).

0-1 Esaul

35 gold crowns to hireEsaul is an ancient Cossack term that means‘Best Warrior’, and was traditionally given tothe most powerful fighter in the tribe. Theword has survived the generations, and todayit is an honourary title given by a chieftain tohis personal champion, though it is also usedby Gospodar warriors as a more familiar termfor an experienced veteran. Most Kislevitecities contain at least one grizzled veteranamongst the ranks of their professionalsoldiery who has been affectionately labelled‘Esaul’ by his men.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 3 1 7

Weapons and Armour: An Esaul may beequipped with weapons chosen from theKislevite Warrior Equipment list.

0-2 Youths

15 gold crowns to hireStrong, strapping lads from the countrysideoften join a band of daring adventurers tomake their fortune.

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 3 1 6

Weapons and Armour: Youths may beequipped with weapons chosen from theKislevite Warrior Equipment list.

heroes

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18

Kislevite Warband

henchmen (bought in groups of 1-5 models

Warriors

25 gold crowns to hireThe Gospodar tribe make up the bulk of thepeople of Kislev, and they are generallyconsidered the most civilised of the peoplesof this harsh realm. Gospodars are people oflarge stature with blonde or red hair. Theirwomen are well known throughout the OldWorld for their fair-skinned beauty. Gospodarwomen have the same rights as men, and areallowed to rise to positions of power; in factthe most powerful of the legendary Ice Magesof Kislev are all female!

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons and Armour: Warriors may beequipped with weapons and armour chosenfrom the Kislevite Warrior equipment list.

Cossacks

30 gold crowns to hireCossacks are nomadic tribesmen who live inthe far north of Kislev. They are always thefirst to encounter any Chaos invaders from thenorth, and so have long fostered a bitterenmity with the servants of Chaos. Cossacksare renowned for their riding skills, and theirfavoured weapons are the scimitar (sword)and spear.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons and Armour: Cossacks may bearmed with weapons and armour chosen fromthe Kislevite Warrior equipment list.

SPECIAL RULESHate Chaos: Years of bitter struggle againstthe forces of Chaos have left their mark on theCossack people. Cossacks are subject toHatred against all forces of Chaos (e.g.members of any warband the players wouldapply the Ancient Enemies special rule to).

0-3 Streltsi

25 gold crowns to hireFirearms were first introduced to Kislev byPrince Boydinov of Erengrad. Though verypopular among his people, the prince wasconsidered quite eccentric (it was he thatinvented the mad game called KisleviteRoulette). Despite initial superstition as timepast handguns have been accepted as essentialweapons of war. In his legacy the prince had alarge portion of his wealth set aside for theestablishment and upkeep of a regiment ofhandgunners. The regiment continues to thisday and its members are known as Streltsi.Soldiers from other cities in Kislev, mostnotably the capital, are sent here to train inthe use of firearms with the Streltsi.

In addition to their knowledge of handgunsStreltsi are also trained to use a small halberdcalled the berdiche. In fact the berdiche andhandgun are the most widely recognisedsymbols of the Streltsi. In combat Streltsi areable to use their berdiches as rests for theirhandguns, increasing their accuracy andmaking for a deadly weapon combination.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons and Armour: Streltsi may be armedwith weapons and armour chosen from theStreltsi equipment list. Note that Streltsi arethe only Kislevite Warriors trained in the useof handguns.

SPECIAL RULESGun-Rest: A Streltsi warrior armed with bothhalberd and handgun may use the halberd asa gun-rest. The warrior receives a +1 on his‘to hit’ roll with the handgun, as long as hedid not move that turn (this applies even ifthe warrior has a skill that allows him to moveand shoot with his handgun – he must notmove if he is to rest the gun).

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Kislevite Warband

0-1 Trained Bear

145 gold crowns to hireBear Tamers often bring one of their sacredbears with them when they prepare to enterbattle. These great beasts respect little, and ittakes years for a human to win their trust andobedience. The effort to train one of thesecreatures is well worth it however, as one cannot hope for a more loyal friend or useful allywhen things turn bad.

Profile M WS BS S T W I A Ld

6 3 0 5 5 2 2 2 6

Weapons and Armour: None, other thantheir claws and teeth!

SPECIAL RULESTrained: A bear doesn’t care about thewarband’s mission or enmity for otherwarbands – it’s just following the orders of itstrainer. Sometimes it gets bored waiting fororders; for this reason Trained Bears aresubject to the rules for Stupidity. If given‘special attention’ by its trainer, it will mind abit better, so a bear is not required to takethese Stupidity tests if the warband’s BearTamer is within 6". In fact this is the onlymember of the warband the bear will listen to;a Trained Bear will never use the warbandleader’s Leadership for any tests it is requiredto take. It may use the Bear Tamer’sleadership if within 6" of him however. Notethat the warband cannot control the bearwithout a Bear Tamer. The Trained Bear maynot be used in any game in which thewarband's Bear Tamer does not take part (andthis means that if the warband does notinclude a Bear Tamer at all, the warband mustkeep the bear staked back at camp until theyhire a new one!).

Fearsome: A charging bear is a very scarysight indeed! A Trained Bear causes Fear.

Bear Hug: If the Bear hits the same enemywarrior with both of his attacks in the sameround of combat, the player may choose tomake a single ‘Bear Hug’ attack instead ofresolving the attacks normally. If this option ischosen, each player must roll a D6 and addhis model’s Strength to the roll. If the Bear’stotal is higher or the totals are equal, theopposing warrior takes a single automaticwound with no armour save allowed. If theenemy warrior’s total is higher, the warriorhas broken the Bear’s hold and suffers nodamage from the attack.

Fiercely Loyal: Such dedication is built intothe relationship between Bear Tamer and bearthat if his trainer is injured, a bear will oftenstand over the body to protect it, or even dragthe trainer’s body to safety. As long as his bearis not taken Out of Action during a game, aBear Tamer ignores the following results onthe Serious Injury table: ‘Sold to the Pits’,‘Robbed’, and ‘Captured’ (and ignoreequivalent results in settings such as Lustriathat have their own special Serious Injurytable). If any of these results are rolled for theBear Tamer, treat the result as a ‘FullRecovery’ instead.

Animal: Trained Bears are animals and do notgain experience.

Sample WarbandWhen creating a warband I normally start withthe models I place the highest priority on. Ialways purchase a leader first, as the warbandhas to have a leader and this is the figure thatwill most closely represent me as the warbandcombats others for wealth and glory. After thisI purchase any henchmen that I really want totry out, and then I look at filling out myheroes and the rest of my warband. So Andreiwas purchased first, and I gave him someancestral armour, a pistol and sword. I figuredthe bulk of my warband would have very littleequipment, so the Druzhina should have acouple expensive items to really make himstand out. The ‘Inheritance’ special rule reallyhelps here!

After Andrei was purchased, my next prioritywas a Trained Bear. Bears feature prominently

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Kislevite Warband

in the history and religion of Kislev, and it justwouldn’t be right not to include one. Besides,if you want to strike fear into your opponents,there are few models better suited to do this!

Next I focused on filling out my heroes. Inormally try to purchase as many heroes aspossible when I start a warband, as this givesme the best chance to get good Explorationrolls. However, this time I had allowed myselfa little extravagance in the purchase of a bear,and this along with the expensive warbandleader severely limited the amount of gold I’dhave to fill out the warband. So I left the Esaulin Kislev and purchased a Bear Tamer and twoYouths. The Bear Tamer is a requirement if Iwant to use the bear, and the Youths arecheaper than any of my henchmen!

On to the henchmen, and by this time I wasstarting to run pretty low on funds. With thisin mind I decided to purchase Warriorsinstead of Cossacks. Warriors lack the HateChaos special rule of the Cossacks, but theyare still decent henchmen and the five goldcrown savings each would help me to possiblybuy another warrior. I included four withclubs and daggers, but looking at the gold Ihad left and how many warriors were in myband, I figured I could do some shuffling andstill get the warband to a good starting size. Inormally like to start out a new warband withat least nine members, as having one morethan a multiple of four gives you one more

that has to be taken Out of Action before youstart testing for Rout. So I dropped one of theWarriors and added a Streltsi with his specialequipment (handgun and halberd) in hisplace, and upgraded the remaining Warriorsto swords instead of clubs.

As the warband progresses I plan to add inthe final hero, and add some Cossacks as well.If I earn sufficient gold, I would like topurchase the maximum number of Streltsi astheir unique skills can make for a fearsomesupport of my close combat troops.

Kislev WarbandAndrei Padinov, Druzhina Captain 110 gcHeavy Armour (Ancestral Item), Sword, Pistol,Dagger.

Boris Schaunov, Bear Tamer 45 gcSword, Dagger.

Ivan, Youth 25 gcSword, Dagger.

Stephan, Youth 18 gcClub, Dagger.

Igor,Trained Bear 125 gc

Valery, Josef and Alexi, Gospodar WarriorsSword, Dagger. 105 gc

Anatoly, Streltsi 70 gcHandgun, Halberd, Dagger.

Total: 498 gc

Kislevite concept sketches by Mark Bedford

Page 100: Mordheim   regras completa

MAIL ORDER

☎ UK 0115 91-40-000 USA

1-800-394-GAME w

ww.gam

es-workshop.com

Mail Order can supply individual models . Just give Mail Order a call if you require a specific model.

KISLEV PACK A – ONE CAPTAIN/CHAMPION £4.00

KISLEV PACK B – THREE HENCHMEN £7.50

KISLEV PACK C – THREE YOUTHS £7.50

KISLEV PACK D – TAMER & BEAR £10.00 KISLEV WEAPONSModels are supplied with a selection of thefollowing weapons. Enough are included in

each pack to arm all of the models.

Pack contains a random selection of one of the above models

Pack contains a random selection of three of the above models, two that can be armedwith halberd or hand weapons and one that can be armed with a missile weapon

Pack contains a random selection of three of the above models, two that can be armedwith halberd or hand weapons and one that can be armed with a missile weapon

Pack contains one bear and bear tamer

Example

Example

Example

CrossbowHand Weapons

Halberd

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

range is supplied in packs. Each pack contains a random mix of between 1-3 models and a set of weaponsthat are used to arm the models in the manner you choose. The Kislevites are available through Mail Order

and from the Games Workshop online store – see details on the right.

Page 101: Mordheim   regras completa

Occasionally, a Dwarfnoble will find himself in

desperate times. His familyhold may have been overrun by

Goblins or Skaven, or he may havesomehow disgraced himself and been

banished. Other Dwarfs know these warriorsas the Dispossessed. Dwarfs are a proud race

and it is against a Dwarf ’s nature to lose himselfin despair. Instead, a noble who finds himself in

such dire straits will gather together a group of hisclosest friends and kin and go treasure hunting,hoping to accumulate a large enough hoard toestablish his own holding. At this time, the largestsource of wealth in the Known World is rumoured tobe a city in the Empire. The city is known asMordheim…

Special RulesAll Dwarfs are subject to the following special rules:

Hard to Kill. Dwarfs are tough, resilientindividuals who can only be taken out of action

on a roll of 6 instead of 5-6 when rolling on the Injury chart.Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 asout of action.

Hard Head. Dwarfs ignore the special rules for maces, clubs,etc. They are not easy to knock out!

Armour. Dwarfs never suffer movement penalties for wearingarmour.

Hate Orcs and Goblins. All Dwarfs hate Orcs and Goblins.See the psychology section of the Mordheim rules for detailson the effects of hatred.

Grudgebearers. Dwarfs hold an ancient grudge against Elvesfrom the days when the two races fought for supremacy in theOld World. A Dwarf warband may never include any kind ofElven Hired Sword or Dramatis Personae.

Incomparable Miners. Dwarfs spend much of their livesunderground searching for precious minerals, and they arethe best in the world at this kind of work. In the city ofMordheim they apply similar skills to the search forwyrdstone. When checking for wyrdstone at the end of agame, add +1 to the number of pieces found for a Dwarf warband.

Dwarfs are a grim and exceptionally proud people. They respectthree things above all else: age, wealth and skill. It is no surprise then

that these grim warriors can be found in Mordheim searching for fameand fortune. Mark Havener gives full rules for including Dwarfwarbands in Mordheim.

Absolute silence hung over the feasting hall like a burialshroud. The celebration had lasted for days, ever since theinvading Goblin tribes had been repulsed. The people ofKarak Azar had not had much cause for rejoicing over recentdecades so all were making the most of this rare occasion;songs were sung that had not been heard in these halls for ageneration, and legendary quantities of the most preciousDwarf ales were being drunk.

That was until young Lord Orrick had entered the hall.Orrick was the youngest son of King Kurdan, ruler of KarakAzar. To say the two sometimes clashed would be anunderstatement.

“What did you say, lad?” asked the aged king in a steadyvoice. “My old ears must have misheard you.”

“I merely asked what we are celebrating for,” slurred theyounger Dwarf. He lacked his father’s ability to appear soberregardless of the amount of drink he had imbibed. “We beatthem this time, but they’ll be back, mark my words. And nexttime we might not be so lucky.”

“Lucky?” roared the enraged king, half rising from his chair.His hearthguard seated to either side exchanged worriedlooks yet rose with him. Would noble blood be spilled in thehall this night?

“How dare you speak to me of luck? It was Dwarf courageand fighting skill that drove off those green-skinned hordes.This hold has never fallen to invaders, and never will! Notwhile I draw breath!”

“All I am saying is that times are changing, and we mustchange with them! You speak of skill – but the age-old tacticsthat our ancestors employed are the same ones we still usetoday. Eventually a canny foe will figure out our methods,and this kingdom will fall!”

“Do you not have any pride in your ancestors, lad?” TheDwarf king was nearly silent now, his voice barely above awhisper. Those who knew him well realised that this was adangerous sign, and more worried looks were exchangedthroughout the room.

“Ancestors be damned!” the young prince exclaimed,slamming his fist into the hard stone of the feasting table.“Over the last generation half a dozen Dwarf holds havefallen to their enemies. I’m quite sure their rulers thoughtjust as highly about the outdated strategies of theirforefathers. We must abandon the old ways, before it is toolate for us all!”

Though he had been flushed with drink before, the ancientruler’s face had been drained by his son’s last outburst. Tohis ears, the words his offspring had spoken were the worstdesecration imaginable – disrespect of the ancestors.

“Get out.” The words were barely audible, even in the silenthall. “Leave this kingdom never to return. Your name shall bestricken from all records. You are no longer the son of KingKurdan of Karak Azar.”

Dwarf Treasure Hunters

20

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Choice of warriorsA Dwarf warband must include a minimum of 3 models. Youhave 500 gold crowns which you can use to recruit and equipyour warband. The maximum number of warriors in thewarband is 12.

Noble: Each Dwarf warband must have one Noble – nomore, no less!

Engineer: Your warband may include up to 1 Engineer.

Troll Slayers: Your warband may include up to 2 TrollSlayers.

Dwarf Clansmen: Your warband may include any numberof Dwarf Clansmen.

Dwarf Thunderers: Your warband may include up to 5 Dwarf Thunderers.

Beardlings: Your warband may include any number ofBeardlings.

Starting experienceA Noble starts with 20 experience.

An Engineer starts with 10 experience.

Troll Slayers start with 8 experience.

Dwarf Clansmen start with 0 experience.

Dwarf Thunderers start with 0 experience.

Beardlings start with 0 experience.

Dwarf skill tableCombat Shooting Academic Strength Speed Special

Noble ✓ ✓ ✓ ✓

Engineer ✓ ✓ ✓

Troll Slayer ✓ ✓ ✓

21

Dwarf equipment listsThe following lists are used by Dwarf warbands to

pick their equipment.

Dwarf Warrior Equipment List

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gcMace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gcHammer . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gcAxe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gcDwarf axe . . . . . . . . . . . . . . . . . . . . . . . . 15 gcSword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gcDouble-handed weapon . . . . . . . . . . . . . 15 gcSpear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gcHalberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gcGromril weapon* . . . . . . . . . . 3 times the cost

Missile WeaponsPistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gcArmourLight armour . . . . . . . . . . . . . . . . . . . . . 20 gcHeavy armour . . . . . . . . . . . . . . . . . . . . . 50 gcGromril armour** . . . . . . . . . . . . . . . . . . 75 gcShield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gcHelmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Thunderer Equipment List

Hand-to-hand Combat WeaponsDagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gcMace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gcHammer . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gcAxe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gcSword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc Missile WeaponsCrossbow . . . . . . . . . . . . . . . . . . . . . . . . 25 gcHandgun . . . . . . . . . . . . . . . . . . . . . . . . . 35gcPistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

(30 for a brace)ArmourLight armour . . . . . . . . . . . . . . . . . . . . . 20 gcHeavy armour . . . . . . . . . . . . . . . . . . . . . 50 gcShield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

*Any weapon a Dwarf may normally purchase may bebought as a Gromril weapon instead. This multipliesthe cost of the weapon by 3. For rules on Gromrilweapons see the Mordheim rulebook. Note that thisprice is only for a starting warband, as it represents theDwarfs outfitting themselves at their own stronghold.Later purchases of Gromril weapons are done using theprice chart in the Mordheim rules.

**The price of a suit of Gromril armour is cheaper fora starting warband to represent the relative ease withwhich Dwarfs can find such items in their ownstronghold. Later purchases of Gromril armour must be done using the normal price chart in the Mordheim rules.

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Heroes

1 Dwarf Noble85 gold crowns to hireDwarf Nobles are fortune seekers who have recruited a bandof like-minded Dwarfs and set off from their stronghold insearch of riches. A Dwarf Noble is well respected by themembers of his warband. Often he is a member of one of thenoble families of the lost Dwarf strongholds, dreaming ofcollecting enough treasure to restore the former glory of theDwarf Kingdoms.

Profile M WS BS S T W I A Ld3 5 4 3 4 1 2 1 9

Weapons/Armour: A Dwarf Noble may be equipped withweapons and armour chosen from the Dwarf Warriorequipment list.

SPECIAL RULESLeader: Any models in the warband within 6" of the DwarfNoble may use his Leadership instead of their own.

0-1 Dwarf Engineer50 gold crowns to hireDwarf Engineers are respected members of Dwarf society. It isthey who design and build the complex war machines anddevices which have made the Dwarfs famous.

Profile M WS BS S T W I A Ld3 4 3 3 4 1 2 1 9

Weapons/Armour: A Dwarf Engineer may be equipped withweapons and armour chosen from Dwarf Thundererequipment list.

SPECIAL RULESExpert Weaponsmith: A Dwarf Engineer is a master ofmechanical devices. By using stronger construction materialsand time-tested secrets of Dwarf engineering, a Dwarf Engineercan increase the distance the warband’s missile weapons canshoot. All Dwarf missile weapons in the warband have theirrange increased by 3" for Pistols and 6" for Crossbows andHandguns. Any range increases are only maintained as long asthe Dwarf Engineer remains with the warband.

0-2 Dwarf Troll Slayers50 gold crowns to hire Troll Slayers are members of the morbid Dwarf cult obsessedwith seeking an honourable death in combat. Havingcommitted some unforgivable crime or been dishonoured insome way, a Dwarf will forsake his home and wander off todie fighting the enemies of Dwarfkind. Troll Slayers areinsanely dangerous individuals, psychopathic and violent.There are however few better fighters in the Known World, sothey are much sought after by Dwarf treasure hunters.

Profile M WS BS S T W I A Ld3 4 3 3 4 1 2 1 9

Weapons/Armour: Troll Slayers may be equipped withweapons chosen from the Dwarf Warrior equipment list.Slayers may never carry or use missile weapons or any formof armour.

SPECIAL RULESDeathwish: Troll Slayers seek an honourable death incombat. They are completely immune to all psychology andnever need to test if fighting alone.

Slayer Skills: Troll Slayers may choose a skill from the TrollSlayer Skill table instead of the normal Skill tables when theygain a new skill.

TROLL SLAYER SKILLSDwarf Slayers may use the following Skill table as well as anyof the standard Skill tables available to them.

Ferocious Charge: The Slayer may double his attacks on theturn in which he charges. He will suffer a -1 ‘to hit’ penalty onthat turn.

Monster Slayer: The Slayer always wounds any opponent ona roll of 4+, regardless of Toughness, unless his own Strength(after all modifiers due to weapon bonuses, etc) would meanthat a lower roll than this is needed.

Berserker: The Slayer may add +1 to his close combat ‘to hit’rolls during the turn in which he charges.

22

Matthew Hutson’s Dwarf warband Cragbrow’s Steelfistsdefend their treasure hoard from the foul Undead.

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Henchmen (Bought in groups of 1-5)

Dwarf Clansmen40 gold crowns to hireThese are Dwarf warriors in their prime: tough, stubbornand brave warriors who can be relied on to hold their ownagainst any foe.

Profile M WS BS S T W I A Ld3 4 3 3 4 1 2 1 9

Weapons/Armour: Dwarf Warriors may be equipped withweapons and armour chosen from the Dwarf Warriorequipment list.

0-5 Dwarf Thunderers40 gold crowns to hireDwarf Thunderers are experts at using missile weapons. Manyan Orc or Goblin has died by the sting of a crossbow bolt ora roaring handgun bullet shot by a Dwarf Thunderer.

Profile M WS BS S T W I A Ld3 4 3 3 4 1 2 1 9

Weapons/Armour: Thunderers may be armed withweapons and armour chosen from the Dwarf Thundererequipment list.

Beardlings25 gold crowns to hireThese are young Dwarfs who have joined the retinue of anexperienced Dwarf treasure hunter hoping to make theirfortune.

Profile M WS BS S T W I A Ld3 3 2 3 4 1 2 1 8

Weapons/Armour: Beardlings may be armed with weaponsand armour chosen from the Dwarf Warrior equipment list.

Splinters flew toward his face as another crossbowbolt embedded itself into the door frame thatReinhold was using as cover. Damn but those stuntieswere good shots! As he quickly glanced outside, hecould see that both Dieter and big Klaus lay prone inthe middle of the street. They might have appeared tobe sleeping if their poses weren’t so awkward, and ofcourse there was that bolt through Klaus’ right eyesocket. If the big man was still alive, he’d not be usingthat eye again.

The worst part of the whole situation was that it wasall the result of a silly argument. Reinhold and hismates had met the Dwarfs at the Halfling Hotpot, alocal tavern and well-known meeting place for thoseof Reinhold’s occupation. The two groups hadactually gotten along quite well at first. Klaus hadbeen able to keep up with the incredible drinkingcapacity of the smaller Dwarfs, and this caused themto accord him a certain measure of respect. Ofcourse, with strong drink comes lack of judgement,and Klaus was no exception. He began to make fun ofthe Dwarfs’ small stature and overall dourappearance, which was bad enough, but then hemade a very unfriendly remark about the Dwarfleader’s mother, and that was all the diminutivewarriors could stand. The Dwarfs had not made ascene at the tavern, as such locations were regardedas holy ground to groups like themselves, but theyhad not forgotten Klaus’ words, and had called outReinhold and his warband in the street the next day.

And now here they were, with Reinhold’s bandoccupying buildings (or the dirt!) at one end of thestreet, and the Dwarfs occupying the other. Most ofReinhold’s band were holed up in a building on theother side of the street – he could see Gunter, theirhired Warlock, attempting to cast something at theiradversaries through one of the windows. A secondlater there was an explosion somewhere down thestreet and Reinhold could hear curses and a fewmuffled screams of pain. Gunter was not given muchtime to enjoy his handiwork, as suddenly threecrossbow bolts struck him in the chest. Reinholdcould see the mage look down in shock and surpriseat the deadly quarrels protruding from his body, andthen he slumped down out of the old veteran’s sight.‘Damn’ thought Reinhold, ‘I always told him hegawked too much!’

“This is bad, very bad,” the mercenary mutteredunder his breath. As he looked around at hissurroundings, he noticed something he had not seenwhen he first entered this building – another door.He took a look back out in the street at the warriorshe had fought with through a dozen battles. Mostwere dead or dying. The dwarfs had begun movingdown the street, looting the dead and takingprisoners. They were moving cautiously now, butsoon they would be at this doorway, entering thisbuilding, and he would be at best their prisoner.“Time to disband this warband,” whispered Reinholdas he backed to the other doorway and safety.

23

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Master of BladesThis Dwarf ’s martial skills surpass those of a normal warrior; hehas fought unscathed against hordes of Orcs and Goblins. Whenusing a weapon that has a Parry special rule, this hero parriessuccessfully if he beats or matches his opponents highest ‘to hit’roll, not just if he beats the roll. In addition, if this warrior is

using two weapons that have the Parryspecial rule, he is allowed to parry

two attacks (if his two dicematch or beat the two

highest Attack diceagainst him) insteadof the normalmaximum of one.Note that if this

Dwarf has two Dwarfaxes (as detailed

above) he can re-roll any failed

parries.

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

Extra ToughThis Dwarf is notorious for walking away from wounds thatwould kill a lesser being. When rolling on the Heroes SeriousInjury chart for this Hero after a game in which he has beentaken out of action, the dice may be re-rolled once. The resultof this second dice roll must be accepted, even if it is a worseresult.

Resource Hunter.This Dwarf is especially good at locating valuable resources.When rolling on the Exploration chart at the end of a game,the Hero may modify one dice roll by +1/-1.

True GritDwarfs are hardy individuals and this Hero is hardy even fora Dwarf! When rolling on the Injury table for this Hero, a rollof 1-3 is treated as knocked down, 4-5 as stunned, and 6 as

out of action.

Thick SkullThe Hero has a thick skull, even for a Dwarf. Hehas a 3+ save on a D6 to avoid being stunned. Ifthe save is made, treat a stunned result as knockeddown instead. If the Dwarf also wears a helmet,

this save is 2+ instead of 3+ (this takes theplace of the normal Helmet special rule).

Special weaponsdwarf axe

15 gold crowns

Availability: Rare 8 (Dwarfs only)

Dwarf axes are smaller-hafted weapons made of lighter(but stronger) materials than normal axes. DwarfWarriors are specially trained in their use and are able touse them as deftly as a Human warrior might wield asword.

Range Strength Special Rule

Close Combat As user Cutting Edge, Parry

SPECIAL RULESCutting Edge: Dwarf axes have an extra save modifier of-1, so a model with Strength 4 using a Dwarf axe has a -2 save modifier when he hits an opponent with the axein close combat.

Parry: Dwarf axes offer an excellent balance of defenceand offense. A model armed with a Dwarf axe may parryblows. When his opponent rolls to hit, the model armedwith a Dwarf axe may roll a D6. If the score is greater thanthe highest to hit score of his opponent, the model hasparried the blow and that attack is discarded. A modelmay not parry attacks made with double or more its ownStrength – they are simply too powerful to be stopped. Amodel may not parry more than one attack in a singleClose Combat phase; a model armed with two Dwarf axes(or a Dwarf axe and a sword, etc) does not get to parrytwo attacks but may instead re-roll a failed parry.

24

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Among the races of theWarhammer world, none enjoy

the prospect of a good lootingmore than Orcs and Goblins. Forthis reason many Orc warbands have

been drawn to the city of Mordheimand the wyrdstone that lies hidden there. Of

course, Orcs would much rather ambushother warbands and take their wyrdstone thancollect it themselves, but their goals are the

same as any other warband – collect as muchtreasure as possible! These traits are reflectedin the following special rules:

Special RulesAnimosity. Orcs and

Goblins enjoy nothingmore than a good

scrap, unfortunatelythey’re not always

very discerningabout who they

scrap with! Torepresent this,at the start of

the Orc

player’s turn, roll a D6 for each Henchman who is either anOrc or a Goblin. A roll of 1 means that the warrior has takenoffense to something one of his mates has done or said. Donot roll for models that are engaged in hand-to-hand combat(they’re already scrappin’!). To find out just how offended themodel is, roll another D6 and consult the following chart tosee what happens:

D6 Result1 “I ’Erd Dat!” The warrior decides that the nearest friendlyOrc or Goblin Henchman has insulted his lineage or personalhygiene and must pay the price! If there is a friendly Orc orGoblin Henchman or Hired Sword within charge reach (ifthere are multiple targets within reach, choose the onenearest to the mad model), the offended warrior willimmediately charge and fight a round of hand-to-handcombat against the source of his ire. At the end of this roundof combat, the models will immediately move 1" apart and nolonger count as being in close combat (unless one of themfails another Animosity test and rolls this result again). Ifthere are no friendly Orc or Goblin Henchmen or HiredSwords within charge reach, and the warrior is armed with amissile weapon, he immediately takes a shot at the nearestfriendly Orc or Goblin Henchman or Hired Sword. If none ofthe above applies, or if the nearest friendly model is an OrcHero, the warrior behaves as if a 2-5 had been rolled on thischart. In any case, the warrior in question may take no otheraction this turn, though he may defend himself if attacked inhand-to-hand combat.

2-5 “Wud Yoo Say?” The warrior is fairly certain he heard anoffensive sound from the nearest friendly Orc or Goblin, buthe’s not quite sure. He spends the turn hurling insults at hismate. He may do nothing else this turn, though he maydefend himself if attacked in hand-to-hand combat.

6. “I’ll Show Yer!” The warrior imagines that his mates arelaughing about him behind his back and calling him sillynames. To show them up he decides that he’ll be the first oneto the scrap! This model must move as quickly as possibletowards the nearest enemy model, charging into combat ifpossible. If there are no enemy models within sight, the Orcor Goblin warrior may make a normal move immediately. Thismove is in addition to his regular move in the Movementphase, so he may therefore move twice in a single turn if youwish. If the extra move takes the Orc or Goblin warrior withincharge reach of an enemy model, the warrior must chargeinto close combat during his regular movement.

Distasteful Company. Many Hired Swords refuse to work forOrcs, as they know that Orcs are just as likely to eat them asfight alongside them. Orcs may only hire the following HiredSwords: Pit Fighters, Ogre Bodyguards or Warlocks.

Orcs enjoy fighting and looting more than anything else.Because of this, an Orc’s life is spent in constant battle – either with

his fellow Orcs or some other enemy. With its wealth of opponents andloot ready for the taking, Mordheim offers the perfect opportunity foran aspiring Orc Warboss to prove himself. What follows are completerules, written by Mark Havener, for Orc & Goblin warbands.

8

Da Mob Roolz

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Orc skill tableCombat Shooting Academic Strength Speed Special

Boss ✓ ✓ ✓ ✓ ✓

Shaman ✓ ✓

Big ’Un ✓ ✓ ✓ ✓

Choice of warriorsAn Orc warband must include a minimum of three models.You have 500 gold crowns which you can use to recruit andequip your warband. The maximum number of warriors inthe warband is 20.

Boss: Each Orc warband must have one Boss: no more, noless!

Shaman: Your warband may include up to one Shaman.

Big ’Uns: Your warband may include up to two Big ’Uns.

Orc Boyz: Your warband may include any number of OrcBoyz.

Goblin Warriors: Your warband may include any number ofGoblin Warriors, though it may not have more than twoGoblins for each Orc in the warband (including Orc Heroes).

Cave Squigs: Your warband may include up to five CaveSquigs. You may never have more Cave Squigs in yourwarband than you have Goblin Warriors.

Troll: Your warband may include up to one Troll.

Starting experienceA Boss starts with 20 Experience.

A Shaman starts with 10 Experience.

Big ’Uns start with 15 Experience.

All Henchmen start with 0 Experience.

Characteristic increaseOrc characteristics may not be increased beyond themaximum profile limits shown below. If a characteristic is atits maximum, take the other option or roll again if you canonly increase one characteristic. If both are already at theirmaximum, you may increase any other by +1 instead.Remember that Henchmen can only add +1 to anycharacteristic.

Profile M WS BS S T W I A LdOrc 4 6 6 4 5 3 5 4 9

Orc equipment listsThe following lists are used by Orc warbands to

pick their equipment.

Orc equipment list

Hand-to-hand combat weaponsDagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gcBattle axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gcMorning star . . . . . . . . . . . . . . . . . . . . . . 15 gcSword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gcDouble-handed weapon . . . . . . . . . . . . . 15 gcSpear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gcHalberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile weaponsCrossbow . . . . . . . . . . . . . . . . . . . . . . . . 25 gcBow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

ArmourLight armour . . . . . . . . . . . . . . . . . . . . . 20 gcShield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gcHelmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Goblin equipment list

Hand-to-hand combat weaponsDagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gcClub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gcSword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gcSpear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile weaponsShort bow . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

ArmourShield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

MiscellaneousSquig Prodder . . . . . . . . . . . . . . . . . . . . 15 gcBall & Chain . . . . . . . . . . . . . . . . . . . . . . 15 gcMad Cap Mushrooms . . . . . . . . . . . . . . . 25 gc

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10

1 Orc Boss80 gold crowns to hireAn Orc Boss is a tough and brutal warrior, who will throw hislads into any fight that he thinks he can profit from. He is thestrongest, toughest and most barbaric member of thewarband and if any of his Boyz think otherwise, the band maysoon find itself with one less member!

Profile M WS BS S T W I A Ld4 4 4 4 4 1 3 1 8

Weapons/Armour: An Orc Boss may be equipped withweapons and armour chosen from the Orc equipment list.

SPECIAL RULESLeader: Any warrior within 6" of the Orc Boss may use hisLeadership characteristic when taking Leadership tests.

0-1 Orc Shaman40 gold crowns to hireOrc Shamans are outcasts from Orc society. They are gifted bythe Orc gods Gork and Mork with powers they can neitherunderstand nor completely control. Many join roaming Orcwarbands where they are no longer shunned for theirabilities, but respected for them.

Profile M WS BS S T W I A Ld4 3 3 3 4 1 3 1 7

Weapons/Armour: An Orc Shaman may be armed withweapons chosen from the Orc equipment list. An Orc Shamanmay never wear armour.

SPECIAL RULESWizard: An Orc Shaman is a wizard and uses Waaagh! Magic.See Waaagh! Magic page15 for his spell list.

0-2 Orc Big ‘Uns40 gold crowns to hireOrc society is a savage hierarchy where only the toughestsurvive and rise through the ranks (often atop the bodies ofother challengers). Big ’Uns are such rising stars, and theycarry out the orders of the Orc Boss. If the Boss ever falls, itis up to the Big ’Uns to decide on a new leader (usuallythrough personal combat).

Profile M WS BS S T W I A Ld4 4 3 3 4 1 3 1 7

Weapons/Armour: Big ’Uns may be equipped with weaponsand armour chosen from the Orc equipment list.

The lithe figures peered through the foliage at thegroup in the clearing below. The pair of Wood Elfscouts had been shadowing the Orcs for days,attempting to determine if the small band of creatureswas an isolated warband or the scouting party of alarger army. While most beings would not be able tohear the guttural Orc speech from 100 yards away, thekeen ears of the Elves allowed the scouts to discernwhat the creatures were saying. Most of it wasnonsense of course, squabbling over some scraps ofmeat or pretty rocks, but the Elves patiently awaited thewords that would reveal the purpose of the foulcreatures.

Members of the band loitered about the clearing.Goblins scampered around ceaselessly, attempting toavoid the annoyed grasp of their larger Orc cousins. Asingle Troll slowly wandered around aimlessly in asmall circle, digging a groove into the ground where ithad been dragging its feet for hours. As the Elveswatched, a solidly built Orc with blood covering hisarms up to the elbows approached a much larger Orcwho was seated on a primitive ‘throne’ of bones andhides. The scouts had already determined that theseated Orc was the leader of the motley group.

“How’d da huntin’ go?” asked the Orc Boss.

“Ran inta some ’umies. All dey ’ad was some blackrocks.”

“Where’s da loot den?” asked the Orc Boss. “All ’umiesgot loot!”

“Dat’s what I asked ’em!” replied the Big ’Un, “Deytried to tell me dat da rocks WAS da loot! Den after Ileans on ’em a bit, dey tells me dat some big boss’umies pay loads for dis stuff!”

“Loads?”

“Dat’s what dey sed,” the Big ’Un replied, disbeliefplain on his face, “Dey told me da rocks wuz from displace called More-ty...Mordh...Mork...well, dey drew usdis map.”

The larger Orc grabbed the scrap of parchment hislieutenant had been holding and scanned it for a fewseconds, then began barking orders. Goblins squealedand ran about the encampment, frantically packing upthe warband’s gear. Four huffed and strained as theypicked up their leader on his throne and carried himaloft. The Orc warriors were much more composedabout the whole affair, and calmly packed up their kitsand prepared for the journey ahead.

The scouts faded back into the forest, secure in theknowledge that these Orcs were no threat. They toohad heard stories about the human city that hadtreasure supposedly lying on the streets for easypicking. But they had also heard other stories about thecity. The Orcs would be dead within a fortnight.

Heroes

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Henchmen (Bought in groups of 1-5)

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Orc Boyz25 gold crowns to hireOrc Boyz are savage and tough. They fear nothing that theycan get their bare hands on, though they are even moreignorant and superstitious than most other beings in theWarhammer world. They form the core of any Orc warband.

Profile M WS BS S T W I A Ld4 3 3 3 4 1 2 1 7

Weapons/Armour: Boyz may be equipped with weapons andarmour chosen from the Orc equipment list.

SPECIAL RULESAnimosity: Orc Boyz are subject to the rules for Animosity(see Special Rules for details).

Goblin Warriors15 gold crowns to hireGoblins are often used as cannon fodder (as well as a foodsource in lean times!) by their larger Orc cousins. They areusually not as well equipped as Orc Boyz, having to make dowith whatever the Orcs do not want or cannot use.

Profile M WS BS S T W I A Ld4 2 3 3 3 1 3 1 5

Weapons/Armour: Goblins may be armed with weapons andarmour chosen from Goblin equipment list.

SPECIAL RULESAnimosity: Goblin Warriors are subject to the rules forAnimosity (see Special Rules for details). Note: A GoblinWarrior who fails his Animosity test and rolls a 1 for the resultwill never charge an Orc Henchman, though he will still useany missile weapons to attack as normal. Goblins are far tooafraid of Orcs to challenge them individually.

Not Orcs: Orcs don’t expect much from non-Orcs, and aretherefore not unsettled if Goblins or Cave Squigs break or getcut down in battle. In fact, they expect as much from theseweaklings! Therefore, when testing to see if an Orc Warbandneeds to take a Rout test, each Goblin Warrior or Cave Squigtaken out of action only counts as half a model. Therefore, aband of 5 Orcs and 10 Goblins (15 models) would only haveto take a test if 4 models fell (4 Orcs or 8 Goblins, or somecombination thereof ).

Runts: Goblins may gain experience but if they happen toroll ‘That Lad’s got talent’ they are immediately killed by theirOrc overlords for becoming too ‘mouthy’ (remove the Gobbofrom the roster).

0-5 Cave Squigs15 gold crowns to hireGoblins raise the deadly Cave Squigs. These creatures are acurious blend of animal and fungus, and are composedmostly of teeth, horns, and a nasty temperament.

Profile M WS BS S T W I A Ld2D6 4 0 4 3 1 4 1 5

Weapons and Armour: Big gob and brutality! Cave Squigsnever use or need weapons or armour.

SPECIAL RULESMovement: Cave Squigs do not have a set Movementcharacteristic but move with an ungainly bouncing stride. Torepresent this, when moving Squigs, roll 2D6 for the distancethey move. Squigs never run and never declare charges.Instead, they are allowed to contact enemy models with theirnormal 2D6" movement. If this happens, they count ascharging for the following round of close combat, just as ifthey had declared a charge.

Minderz: Each Cave Squig must always remain within 6" of aGoblin Warrior, who keeps the creature in line. If a CaveSquig finds itself without a Goblin within 6" at the start of itsMovement phase, it will go wild. From that point on, movethe Squig 2D6" in a random direction during each of itsMovement phases. If its movement takes it into contact withanother model (friend or foe), it will engage the model inhand-to-hand combat as normal. The Cave Squig is out of theOrc & Goblin player’s control until the end of the game.

Not Orcs: See Goblin Warriors entry for rules.

Animals: Cave Squigs are animals of a sort and so do not gainexperience.

0-1 Troll200 gold crowns to hireTrolls are not intelligent enough to recognize the value ofgold, but large amounts of food can often instill a certainloyalty in them.

Profile M WS BS S T W I A Ld6 3 1 5 4 3 1 3 4

Weapons/Armour: Trolls do not require weapons to fight butoften carry a big club. In any event, Trolls can never be givenweapons or armour.

SPECIAL RULESFear: Trolls are frightening monsters which cause fear.

Stupidity: A Troll is subject to the rules for stupidity.

Regeneration: Trolls have a unique physiology that allowthem to regenerate wounds. Whenever an enemy successfullyinflicts a wound on a Troll roll a D6, on a result of 4 or morethe wound is ignored and the Troll is unhurt. Trolls may notregenerate wounds caused by fire or fire-based magic. Trollsnever roll for Injury after a battle.

Dumb Monster: A Troll is far too stupid to ever learn anynew skills. Trolls do not gain experience.

Always Hungry: A Troll requires an upkeep cost. Thisupkeep represents the copious amounts of food that must befed to the Troll in order to keep him loyal to the warband.The warband must pay 15 gold crowns after every game inorder to keep the Troll. If the warband lacks the gold to paythe upkeep, the Boss has the option of sacrificing two GoblinWarriors or Cave Squigs to the Troll in lieu of buying food(Trolls eat nearly anything). If this fee is not paid (either ingold or in warband members) the Troll gets hungry andwanders off in search of food.

Vomit Attack: Instead of his normal attacks, a Troll canregurgitate its highly corrosive digestive juices on anunfortunate hand-to-hand combat opponent. This is a singleattack that automatically hits with a Strength of 5 and ignoresarmour saves.

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Orc special equipmentSquig Prodder

15 gold crowns

Availability: Common (Goblins only)

This item is a long pole with a trio of spikes at the end.It is used by Goblin Squig herders to keep theirlivestock in line. Cave Squigs will recognize a Squigprodder and automatically give the bearer morerespect, as they’ve all been on its pointy end morethan once! To represent this, a Goblin with a Squigprodder can keep all Cave Squigs within 12" fromgoing wild, instead of the normal 6" (see the Minderzspecial rule under the Cave Squig entry). In addition,a Squig prodder is treated exactly like a spear in hand-to-hand combat.

Mad Cap Mushrooms25 gold crowns

Availability: Common (if warband includes Goblins)

Mad Cap Mushrooms (see the rules in the Mordheimrulebook for more information on Mad CapMushrooms) are a necessity for someone wishing towield a ball and chain (see below). Fortunately for Orcwarbands, Mad Cap Mushrooms are cultivated by theNight Goblins of the Worlds Edge Mountains, and theyare much more willing to trade these to otherGoblins. Though normally a rare item in Mordheim,Mad Cap Mushrooms are a common item that cost 25 gold crowns for an Orc warband that includes oneor more Goblins. A Goblin may take his mushrooms atthe start of any turn.

Ball and Chain15 gold crowns

Availability: Common (Goblins only)

This is a huge iron ball with a chain attached, used bythe dreaded Night Goblin Fanatics to deal outwhirling death. Enormously heavy, it can only be usedwhen combined with Mad Cap Mushrooms.

Range Strength Special Rule

Close Combat As user +2 Incredible Force, Random, Two-handed,Cumbersome, Unwieldy

SPECIAL RULESIncredible Force: Because the Ball and Chain is soheavy, normal armour does very little to protectagainst it. No armour saves are allowed againstwounds caused by a Ball and Chain. In addition, anyhit from a Ball and Chain is very likely to take offsomeone’s head (or at least break some ribs!).

Therefore, any hit that successfully wounds will do1D3 wounds instead of 1.

Random: The only way to wield a Ball and Chain is toswing it around in large circles, using your body as acounter-weight. Unfortunately this is not a verycontrollable fighting style, and as soon as he startsswinging his Ball and Chain, a warrior starts to losecontrol. The first turn he starts swinging the Ball andChain, the model is moved 2D6" in a directionnominated by the controlling player. In hissubsequent Movement phases, roll a D6 to determinewhat the model does:

D6 Result1 The model trips and strangles himself with thechain. The model is taken out of action. When rollingfor Injury after the game, a roll of 1-3 means themodel is out permanently, instead of the normal 1-2.

2-5 The model moves 2D6" in a direction nominatedby the controlling player.

6 The model moves 2D6" in a random direction. If theplayer owns a Scatter dice (available from GamesWorkshop stores), roll that to determine direction. Ifnot, then roll a D6: 1 – Straight Forward, 2-3 – Right,4-5 – Left, 6 – Straight Back.

If the Ball and Chain wielding model moves intocontact with another model (friend or foe), he countsas charging into close combat, and will engage inclose combat until his next Movement phase.Opponents wishing to attack a Ball and Chainwielding model suffer a To Hit penalty of -1, as theymust dodge the whirling ball to get close enough tostrike. The Ball and Chain wielder cannot be held inclose combat and will automatically move even if hestarts the Movement phase in base contact withanother model. If the model moves into contact witha building, wall, or other obstruction, he isautomatically taken out of action. In addition, a balland chain wielding Goblin is much too busy trying tocontrol the spinning weapon to worry about whatothers are saying about him behind his back, soignores the special rules for Animosity.

Cumbersome: Because the Ball and Chain is soheavy, a model equipped with one may carry no otherweapons or equipment. In addition, only a modelunder the influence of Mad Cap Mushrooms has thestrength to wield a ball and chain.

Unwieldy: The great weight of the Ball and Chain caneasily tear ligaments or pull a wielder’s arms out oftheir sockets. While someone under the influence ofMad Cap Mushrooms will not notice such effects,when the drug wears off he will be in great pain. Torepresent this, at the end of the battle the controllingplayer must roll for Injury for each model that used aBall and Chain, just as if the model had been takenout of action. If the model was actually taken out ofaction normally, just roll once for Injury – there is noneed to make a second roll.

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Orc special skillsOrc Heroes may use the following Skill list instead of any of the standard Skill lists available to them.

’ard eadThe warrior has a thick skull even for an Orc. He has a special3+ save on a D6 to avoid being stunned. If the save is made,treat a stunned result as knocked down instead. If the Orcalso wears a helmet, this save is 2+ instead of 3+ (this takesthe place of the normal helmet special rule).

waaagh!Orcs are aggressive creatures and some are experts atbulldozing charges. The warrior may add +D3" to his chargerange.

’ere we go!Orcs often charge even the most fearsome opponents. Themodel may ignore Fear and Terror tests when charging.

da cunnin’ planOnly the Boss may have this skill. The warband may re-rollany failed Rout tests as long as the Boss is not out of action.

well ’ardThe Orc has a thick, dark-green skin, possibly indicating BlackOrc blood. Such is the toughness of the Orc that he may add+1 to any armour saves.

’eadbasherOrcs have massive physical strength and some of them evenlearn to aim their blows at the heads of their opponents, withobvious results. Any knocked down results which the Orccauses in hand-to-hand count as stunned results instead.

Waaagh! MagicWaaagh! spells are used by Orc Shamans. They are rituals of a sort, howling prayers to the boisterous Orcgods Gork and Mork.

D6 Result

1 Led’z go Difficulty: 9

The Shaman’s howling invigorates the ladz to fight even harder for Gork and Mork.

Any Orc or Goblin within 4" of the Shaman will automatically strike first in hand-to-hand combat regardless ofother circumstances. The spell only lasts until the caster is knocked down, stunned or taken out of action.

2 Oi! Gerroff! Difficulty: 7

A huge, green ectoplasmic hand pushes an enemy away.

Range 8". Moves any enemy model within range D6" directly away from the Shaman. If the target collides withanother model or a building, both suffer 1 S3 hit. Note: Very handy for dropping people from high buildingswith. May not be cast on models in hand-to-hand combat.

3 Zzap! Difficulty: 9

A crackling green bolt of WAAAGH! energy erupts from the Shaman’s forehead to strike the skull of the closestfoe. This energy easily overloads the brain of a weak-willed opponent.

Range 12". Causes D3 S4 hits on the closest enemy target, with no armour saves allowed.

4 Fooled Ya! Difficulty: 6

The Shaman disappears in a green mist, confusing his enemies.

No enemy may charge the Shaman during their next turn. If the Shaman is engaged in hand-to-hand combat he may immediately move 4" away.

5 Clubba Difficulty: 7

A huge, green club appears in the hand of the Shaman.

The ectoplasmic club counts as a normal club with +2 Strength bonus and gives the Shaman +1 attack as well.This spell lasts until the Shaman suffers a wound.

6 Fire of Gork Difficulty: 8

Twin bolts of green flame shoot from the Shaman’s nose to strike the nearest enemy model.

Range 12". Each of the two bolts causes D3 S3 hits; the bolts can either be fired both at the closest enemy target or split between the two closest enemy targets.

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Sample Warbands

Orc tacticsCrump ’em! The fierce nature of Orcs means that they arealways ready for a good scrap. They would much rather killand rob than search ruins looking for treasure. As such, theyare an excellent warband for your Mordheim games. Thefollowing are things that should be kept in mind whendesigning and running your Orc warband:

Goblins and Cave Squigs are expendable. Orcs do notparticularly care if these members of the warband die or runaway, and they are relatively cheap. In addition, Cave Squigscan easily hold their own against most foes in close combat,as long as they have a Goblin minder close by to keep themin line. Use these troops as your front-line fighters. You canlose twice as many of them as normal before your warband isforced to take a Rout test, so don’t be afraid to use them.

Trolls are scary. If you can afford to add a Troll to yourwarband, do so! The ability to cause fear should not beunderestimated. However, even without considering thisability, a Troll is a nasty opponent. With multiple attacks,multiple wounds, and the ability to regenerate, a Troll islikely to stand and take lots of attacks from the opposingwarband without missing a beat. In addition, its larger basesize means that it can effectively block a large alleyway (or even a street!) all by itself.

The warband I have put together is designed aroundthe use of Goblins and Cave Squigs as the front-linetroops. The band is 13 models strong, so will have tolose 4 Orcs or 8 Goblins/Squigs (or something in-between) before a Rout test is required. The Orcs willmostly stand back and shoot with bows, onlythrowing themselves into the fray if it is absolutelynecessary. As the warband collects more money, it canpurchase more equipment and add more members.The warband could be expanded to include moreOrcs, Goblins, and Cave Squigs, or the Boss could

decide to save up enough until he can afford a hard-

hitting (and veryd u r a b l e )

Troll.

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Thogskin’s ThrashersSean Cutler has made his Orc & Goblin warband from the Orc &Goblin Regiments plastic sprues, combined with the Mordheimaccessory sprue. The versatility of these sprues makes modelling yourwarband’s weaponry very easy.

Reinhold walked among the buildings, hunting for moreof the precious wyrdstone. The Reiklander Captain wasalone, as he had spread his warband throughout thisquarter. They had stumbled upon an unusually largeconcentration of the stone shards, and were hoping tofind and gather as much treasure as possible before anyrivals got wind of their find.

Movement at the end of the street brought him out of hisreverie. Three bandy green midgets dressed in blackwere prodding forward what looked like enormousorange balls with legs. ‘Goblins’, thought the mercenaryto himself, ‘Damn!’ But it wasn’t the figures in black thatworried him, it was the creatures they were herding. Asthey came closer, Reinhold could see the enormousmouths that occupied most of the creatures’ bodies.Cave Squigs, all teeth and bad temper, and three of themwere more than a match for a single human, no matterhow skilled. Just as he started to duck into the nearestdoorway to avoid being spotted, one of the Goblinslooked him straight in the eyes. The little creature’s facesplit into an evil gap-toothed grin, and he prodded hisCave Squig forward more quickly. The other Goblinsfollowed suit, and soon all of the creatures were runningdown the narrow street toward Reinhold, the Squigsbounding forward on powerful legs, and the Goblinsrunning behind.

Grim determination set in his features as Reinholdresolved to sell his life dearly. The familiar weight of thebuckler on his arm and his family sword in his hand

reassured the scarred veteran somewhat, and helimbered up his sword arm with a few practice swings inanticipation of the coming conflict. The Goblins werecloser now, little more than a block away. ‘It’s been agood life.’ thought the old warrior proudly.

Suddenly one of the Goblins stumbled on a loose stonein the street, jostling one of his companions. The secondcreature hissed his displeasure at this mistreatment andswung his spear at his clumsy neighbour, narrowlymissing him. Both Goblins had stopped now and facedeach other in the street, spears at the ready, jabberingaway at each other in their evil tongue. The thirdcontinued his run a few paces, but after noticing that hiscomrades were no longer keeping up, he stopped as welland swung around to see what all the commotion wasabout. The noise stopped the Cave Squigs, and as theyturned, the large-toothed monsters began to whine inexcitement. In the next moment all six creatures wereinvolved in a swirling melee. As Reinhold watched, oneof the Goblins thrust his spear into the right arm of hismate, only to suffer a huge bite on his leg from a CaveSquig.

Experience told Reinhold that while such fights oftenbroke out among the green skinned folk, they rarelyproved to be fatal or long lasting. Deciding to takeadvantage of his good luck while it lasted, the mercenaryducked into the doorway he’d moved towards earlier.“Praise Sigmar for bad tempers.” breathed the warriorunder his breath as he made good his escape.

15

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

Kruk the Orc Shaman bursts forth froma building to attack the Reiklanders.

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Averland lies in the south of the Empire,between the rivers Aver and Upper Reik andborders upon the Black Mountains and thehuge range that is the Worlds EdgeMountains. It’s a prosperous province, thoughit’s neither one of the largest or mostinfluential in the Empire. The BlackMountains and the World Edge Mountainsharbour plenty of mines, many are in Dwarfpossession. The metal ore is sold at a goodprofit in Averheim, the provincial capital, tomerchants from Nuln, who transport it onbarges down the river Aver. The mountainscontain several ancient Dwarf strongholds but

Night Goblins or Skaven has overrun severalof them, while others have been lost in violentvolcanic eruptions.

The Black Fire Pass guards an important traderoute between the Borderlands and theEmpire, it divides the World EdgeMountains from the Black Mountains. Theroute is an old Dwarf road and extendspast Averheim and further north into theEmpire. Goods from the Black Fire passare usually shipped along the Aver River toNuln. The pass is the only place to crossthe mountains, as the mountainsides areextremely steep and almost impossible topass. Not to mention that the weather isnotoriously unpredictable and few darerisk being caught in a snow blizzard oravalanche. As if things weren’t bad enoughthe mountains are home to fierce tribes ofNight Goblins, Trolls, Skaven andlegendary monsters. Some daringadventurers have made a living off stealingeggs from the tallest peaks and sellingthem to the Imperial Zoo. These beastswill be brought up to become mounts forfamous generals.

Averland is a rich province and as a resultexorbitant sums of money are spent on

the uniforms of the state soldiers. Seasonedveterans prefer flamboyant uniforms to makethem stand out compared to the peasant, butalso to reflect their seniority. This tradition hasseeped down through the ranks to a pointwhere even the militia and mercenary bandsstrive to have as flamboyant clothing as theycan afford. The Averlander army is said toemploy enough tailors to supply a small city!Outsiders joke that the Averlanders are suchgreat archers because they do not want to getup close and personal as they risk tearing orbloodying their clothes. Such remarks arehushed down in the presence of a veteran ofthe Black Fire Pass though, or else the jesterwill soon find himself in the gutter with a fewmissing teeth. The practice of wearingoutrageous clothing has certainly appealed tothe diminutive race of Halflings and tailors areconstantly being asked to shorten sleeves andadd a little extra width to the waist. ManyYoung recruits are disheartened to learn thatthey are disallowed from wearing the stunninguniform until they have served at least a yearin the army. These ‘Youngbloods’ are by nomeans regarded as professional soldiers yetand have to make do with more simpleclothing.

Averlander Mercenary Warbands

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35

The Bergjaeger are a special detachment ofthe Black Fire Pass guard that is made up oftrappers and rangers from the surroundingmountains. They are experts at movingsilently through rocky terrain and are oftenused as scouts. The background of a ranger isas varied as there are rangers, and most ofthem have a story to tell. Some weregamekeepers who have lost their job or foundit too uninspiring. Some where poacherspress-ganged into the army to avoid servingprison time. Some might have been rustlerswho decided to flee to the militia when theangry farmers came too close to catching him.Whatever their background they are expertmarksmen and well suited to a life in thebleak mountain wilderness.

Choice of WarriorsAn Averlander warband must include aminimum of three models. You have 500 goldcrowns available to spend. The maximumnumber of warriors in the warband may neverexceed 15.

Captain: Your warband must have oneCaptain, no more no less!

Sergeant: Your warband may include a singleSergeant.

Bergjaegers: Your warband may include up totwo Bergjaegers.

Youngblood: Your warband may include asingle Youngblood.

Mountainguards: Your warband may includeany number of Mountainguards.

Marksman: Your warband may include anynumber of Marksmen.

Halfling Scouts: Your warband may includeno more than three Halfling Scouts.

Starting ExperienceThe Captain starts with 20 experience.

The Sergeant starts with 8 experience.

Bergjaegers start with 4 experience.

The Youngblood starts with 0 experience.

By Scribe of fair renown Tommy “Punk” Müllerhttp://hem.passagen.se/pestilen/

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Averlanders

Scout Equipment ListHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc

Mace/hammer . . . . . . . . . . . . . . . . . .3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Missile Weapons

Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc

Longbow . . . . . . .15 gc (Bergjaeger only)

Armour

Light armour . . . . . . . . . . . . . . . . . .20 gc

Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

Miscellaneous

Hunting arrows . .35 gc (Bergjaeger only)

Marksman Equipment ListHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc

Mace/hammer . . . . . . . . . . . . . . . . . .3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Missile Weapons

Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc

Pistol . . . . . . . . . . . .15 gc (30 for a brace)

Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc

Longbow . . . . . . . . . . . . . . . . . . . . .15 gc

Handgun . . . . . . . . . . . . . . . . . . . . .35 gc

Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc

Hunting rifle . . . . . . . . . . . . . . . . .200 gc

Armour

Light armour . . . . . . . . . . . . . . . . . .20 gc

Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

Mountainguard Equipment ListHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc

Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc

Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc

Spear . . . . . . . . . . . . . . . . . . . . . . . .10 gc

Halberd . . . . . . . . . . . . . . . . . . . . . .10 gc

Double-handed weapon . . . . . . . . . .15 gc

Morning star . . . . . . . . . . . . . . . . . .15 gc

Missile Weapons

Pistol . . . . . . . . . . .15 gc (30 for a brace)

Duelling pistol . . . .25 gc (50 for a brace)

Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc

Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc

Armour

Light armour . . . . . . . . . . . . . . . . . . .20 gc

Heavy armour . . . . . . . . . . . . . . . . .50 gc

Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc

Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc

Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc

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

Averlander skill tablesCombat Shooting Academic Strength Speed Special

Captain � � � � �

Sergeant � � �

Bergjaegers � �

Youngblood � � �

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Averlanders

1 Captain60 gold crowns to hireThe Captain of a mercenary warband istypically a middleaged veteran soldier of theImperial army, most likely he was a sergeantor other petty officer. The survival of amercenary warband relies more on the witand experience of its captain, than on howgood a fighter he is. It’s all too common thatan inexperienced captain will lead his meninto an ambush, or lead them on a longjourney with no food or supplies. Being asuccessful captain means that your men willfollow you to hell and back, and plenty ofgold crowns and feasting. A captain that failsin his duty to keep his men alive and well fedwill at best find himself deserted and worstend up with a knife in his back.

Profile M WS BS S T W I A Ld

4 4 4 3 3 1 4 1 8

Weapons/Armour: A Captain may beequipped with weapons and armour chosenfrom the Mountainguard Equipment list.

SPECIAL RULESLeader: Any warrior within 6" of the Captainmay use his Leadership characteristic whentaking Leadership test.

0-1 Sergeant35 gold crowns to hireSome captains are merchants or nobles thatare looking for a chance at making some extramoney. The brighter captains hire the serviceof a veteran as his sergeant, and leave all thepractical decision to him. A veteran can berecognised by his many battle-scars and thecynicism that marks a soldier of the army.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 3 1 7

Weapons/Armour: A Sergeant may beequipped with weapons and armour chosenfrom the Mountainguard Equipment list.

0-2 Bergjaeger35 gold crowns to hireThe Bergjaeger are trappers and rangers fromthe mountains that surround the Black Firepass. They are experts at moving silentlythrough terrain and are used as scouts. Inaddition they make good use of animal trapsto delay or divide a group of enemies.Bergjager are not professional soldiers and

rely more on stealth and cunning than astrong sword-arm to survive.

Profile M WS BS S T W I A Ld

4 2 4 3 3 1 3 1 7

Weapons/Armour: Bergjaeger may beequipped with weapons and armour chosenfrom the Scout Equipment list.

SPECIAL RULESSet Traps: Bergjaeger are expert trappers andhunters and these skills can be put to greatuse in the ruins of Mordheim. A Bergjaegermay set a trap if he spends a turn doingnothing else (he may not set traps if he’s justrecovered from being Knocked Down). Place amarker in base contact with the Bergjager.When a model, friend or foe, moves within 2"of the marker he risks setting off the trap –roll a D6. On a score of 3+ he has triggeredthe trap and suffers a S4 hit (note that theBergjager won’t trigger his own traps). If thetrap did not wound the model or it didn’ttrigger, the ‘victim’ may finish his moveotherwise he is placed knocked Down orStunned 2" from the marker. Regardlesswhether the trap was triggered or not, themarker is removed.

0-1 Youngblood15 gold crowns to hireAlthough Empire armies are comprised ofmature men there are plenty of jobs foryouths as there is always a demand for extrahelp in the kitchens or as fetchers. Some ofthese youths actually join a band ofmercenaries or regiment in pursuit of aromantic dream of fame and adventure. Someare herdsmen who hoped to find an easierway of filling their belly than the hard anduncertain business of looking after animals,not to mention that its quite dull!

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 3 1 6

Weapons/Armour: A Youngblood may beequipped with weapons and armour chosenfrom the Mountainguard Equipment list.

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Averlanders

Mountainguard30 gold crowns to hireThe Mountainguard is the famous garrison ofthe Black Fire Pass that has repelled countlessgreenskin invasion attempts. Their traditionaluniform is yellow and black and it’s a merit inthe Averland armey to have served a few yearsat the mountain-pass. The Mountain guardtrain both with the traditional Imperialweapons, the halberd and the sword, and withthe crossbow and bow. Veterans are oftenemployed by mercenary warbands who knowthat their presence will certainly boost theirchances in the battles to come. Some of theseveterans advance to become sergeants or evencaptains themselves. There are a fewwarbands that consists solely ofMountainguard veterans, often from the sameregiment or the survivors of a great battle.

Profile M WS BS S T W I A Ld

4 4 3 3 3 1 3 1 7

Weapons/Armour: Mountainguards may beequipped with weapons and armour chosenfrom the Mountainguard Equipment list.

Marksmen25 gold crowns to hireBeing a Marksmen is not as simple as pickingup a bow and try to hit your enemies. AMarksman has to train for years to master hischosen weapon, Imperial enlisters often visitarchery competitions to try and enlist acouple of expert archers. Some Marksmen aretrained with black powder weapons instead ofthe traditional bow or crossbow. Marksmenoften own their own weapons, as the cost of ahandgun is as high as hiring the Marksmanhimself! Thus the Marksmen are not forced to

do as much hard labour as the militia.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: Marksmen may beequipped with weapons and armour chosenfrom the Marksman Equipment list.

0-3 Halflings Scouts20 gold crowns to hireAverland is neighbour to the Moot, theHalfling province. In 1707 the Orc WarlordGorbad Ironclaw invaded through the BlackFire pass and the Moot was devastated. Eversince then the Moot urge their gamekeepersto serve at least a few years in the garrisonthat guard the pass. If another warlord tries toinvade the Moot, they will meet the fierceresistance of the Halflings in the mountainPass.

Profile M WS BS S T W I A Ld

4 2 4 2 2 1 4 1 8

Weapons/Armour: Halfling Scouts may beequipped with weapons and armour chosenfrom the Scout Equipment list.

SPECIAL RULESPromotion: A Halfling that is promoted tohero through the “The lad’s got talent”advance may not choose Strength skills as oneof his two skill lists. Halflings are not knownfor their great strength!

henchman (Brought in groups of 1-5)

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Warbandstravel to the City

of the Damned fromall over the Old World.

They come from many racesand for many reasons but

ultimately they must all face thedangers of the dim alleys and twisting,

winding streets of Mordheim.

Although it is great fun to fight individual battles, partof the challenge of Mordheim is to build yourwarband into a force to be reckoned with. A campaigngives your warband the chance to gain experience andnew skills, as well as the opportunity to hire extrawarriors as its fame and fortune increases.

starting a campaignTo start a campaign you’ll need at least two players,preferably three or more. Players may have more thanone warband, but most people prefer to run one at atime, as this allows them to devote more of theirattention to painting, modelling and playing withtheir favourite warband.

You can start a campaign as soon as two players haverecruited their warbands. New players can join thecampaign any time after that. Although the new

warbands will be less experiencedthey will soon learn new skills.Fighting other, more powerful,

warbands will allow themto develop more

quickly.

playing a campaign gameTo start the campaign, the two players select one ofthe scenarios to fight (see the Scenarios section). Atthe end of each game the players work out howmuch experience their warriors have earned andhow much wyrdstone the warband hascollected before returning to itsencampment.

Experience is expressed as Experience points whichHeroes and Henchmen groups receive for survivingeach game. This is covered later in the Experiencesection. When a Hero or a group of Henchmen hassufficient Experience points they receive an advance.An advance might improve a warrior’s characteristicsprofile, adding to his WS, BS, S etc, or he might gaina special skill such as Mighty Blow or Acrobat.

After each game the warriors collect wyrdstone. Thisis recorded on the warband’s roster sheet, and canlater be sold for gold, used for trading, etc. You canrecruit more warriors or buy new weapons fromtraders. All this is explained in the Income andTrading sections, later.

warband ratingEach warband has a warband rating – thehigher the rating the better the warband. The

warband rating is simply the number of warriors in itmultiplied by 5, plus their accumulated experience.

Large creatures such as Rat Ogres are worth 20 pointsplus the number of Experience points they haveaccumulated.

The warband’s rating changes after each game,because surviving warriors will gain extra experience,warriors may have been killed, new ones added, etc.Hopefully your warband rating will go up, signifyingyour increase in power!

post battle sequenceAfter the battle is over, both players work their waythrough the following sequence. You do not haveto work through it all at once (try to do the firstthree parts straight after the battle – you maywish to consider further purchases later) butany dice rolls must be seen by both players ora neutral third party.

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death of a leader

If the leader of the warband is slain, the Hero with thenext highest Leadership value takes command. Hethen gains the Leader ability (although he mustcontinue to use his original Skill list) and can use theEquipment list available to the leader. If there is morethan one Hero eligible to assume command, thewarrior with the most Experience points becomes theleader. In the case of a tie roll a D6 to decide the newleader. Note that you may not hire a new leader foryour warband.

In the case of Undead warbands, the death of theVampire means that the warband’s Necromancer musttake over. If the warband doesn’t include one, thespells that hold the restless dead together unravel,and the warband collapses into a pile of bones. Youcan buy a Vampire after the next game, at which pointthe Necromancer will step down (whether he wantsto or not) and lose the Leader skill.

If the leader of a Sisters of Sigmar, Possessed orCarnival of Chaos warband dies then their successorwill be entitled to learn to use magic in their stead.The new leader may roll for a prayer/spell from theappropriate list, instead of rolling on the Advancetable, the first time they are eligible for an advance.After this they are considered to be a wizard/useprayers as appropriate for their warband and use theAdvance table as normal.

Campaigns

1 Injuries. Determine the extent of injuries foreach warrior who is out of action at the end ofthe game. See the Serious Injuries, on page 118.

2 Allocate experience. Heroes and Henchmengroups gain experience for surviving battles. Seethe Experience and Scenarios sections for details.

3 Roll on the Exploration chart. See the Incomesection for details.

4 Sell Wyrdstone. This can only be done once perpost battle sequence.

5 Check available veterans. Roll to see how muchExperience worth of veterans is available for hire.You don’t have to commit to hiring any at thispoint.

6 Make rarity rolls and buy rare items. Makerolls for any rare items you intend to buy and payfor them. These items go into the warband’sstash.

7 Look for Dramatis Personae. If you want to hireany.

8 Hire new recruits & buy common items. Newrecruits come equipped with their free daggerand may be bought common items. This is donein any order and may be done several times. Notethat newly hired recruits cannot buy rare items.They can, however, be equipped with rare itemsif there are any in the warband’s stash in stage 9.

9 Reallocate equipment. Swap equipmentbetween models as desired (provided they areeligible to use it).

10 Update your warband rating. You are nowready to fight again.

disbanding warbandsYou may disband your old warband at the end of anygame and start again with a new one. All the warriorsin the original warband and any equipment and otherbenefits they acquired are lost. You can also dismissany warrior in your warband at any time.

death of a warrior

When a warrior is killed (Hero or Henchman) all hisweapons and equipment are lost. This is veryimportant, so be clear about it from the start. It is notpossible to reallocate a warrior’s weapons orequipment once he is dead.

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buying new equipment between games

As explained in the Trading section, warriors maypurchase new equipment and armaments using thewarband’s treasury. Warriors can also swap equipmentbetween themselves. Alternatively, old equipment canbe hoarded and re-used at a later date.

Weapons and armour purchased, swapped or takenfrom storage for your warband must be of anappropriate type for the warrior, as indicated by thewarband lists. Record any changes to the warrior’s

equipment onthe roster

sheet.

serious injuriesDuring a game some warriors will be taken out ofaction and removed from play. At that time it doesn’tmatter whether the warrior is dead, unconscious,injured or just playing dead – in game terms he is nolonger capable of fighting in the battle which is all thatmatters.

When you are playing a campaign it matters a greatdeal what happens to warriors who are taken out ofaction! They might recover completely and be readyto fight in the next battle, or they might havesustained injuries. Worst of all they might die, or be sobadly injured that they have to retire.

When a Henchman receives a serious injury this istreated differently than if a Hero received one (this isto represent the greater effect that losing a Herowould have on your warband). Working out theextent of a Henchman’s injuries is very simple. Youwill need to roll on the chart opposite to determinewhat has happened to your Hero. The chart covers awhole range of injuries and random things that mightbefall your warrior. Bear in mind that only Heroeswho are taken out of action are obliged to roll on this

chart.

HENCHMEN WITH SERIOUS INJURIESHenchmen who are out of action at the

end of the battle are removedpermanently from the roster sheet

on a D6 roll of 1-2. They haveeither suffered severe injuries,

died of their wounds, ordecided to quit the warband.On a roll of 3-6 they can fight

in the next battle as normal.

HEROES WITH SERIOUS INJURIESAfter a battle some ofyour Heroes may betaken out of action.

You will need todetermine the extent

of their injuries beforethe next game.

To use the Heroes’Serious Injuries chart

opposite, roll two D6.The first dice roll

represents ‘tens’ andthe second ‘units’, sothat a roll of 1 and 5is 15, a roll of 3 and

6 is 36, etc. This typeof dice roll is

referred to as a ‘D66 roll’.

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41-55 FULL RECOVERYThe warrior has been knocked unconscious, orsuffers a light wound from which he makes a fullrecovery.

56 BITTER ENMITYThe warrior makes a full physical recovery, but ispsychologically scarred by his experience. From nowon the warrior hates the following (roll a D6):

D6 Result1-3 The individual who caused the injury. If it was

a Henchman, he hates the enemy leaderinstead.

4 The leader of the warband that caused theinjury.

5 The entire warband of the warrior responsiblefor the injury.

6 All warbands of that type.

61 CAPTUREDThe warrior regains consciousness and finds himselfheld captive by the other warband.

He may be ransomed at a price set by the captor orexchanged for one of their warband who is being heldcaptive.

Captives may be sold to slavers at a price of D6x5 gc.

Undead may kill their captive and gain a new Zombie.

The Possessed may sacrifice the prisoner. The leaderof the warband will gain +1 Experience if they do so.

Captives who are exchanged or ransomed retain alltheir weapons, armour and equipment; if captives aresold, killed or turned to Zombies, their weaponry, etc,is retained by their captors.

62-63 HARDENEDThe warrior survives and becomes inured to thehorrors of Mordheim. From now on he is immune tofear.

64 HORRIBLE SCARSThe warrior causes fear from now on.

65 SOLD TO THE PITSThe warrior wakes up in the infamous fighting pits ofCutthroat’s Haven and must fight against a Pit Fighter.See the Hired Swords section for full rules for PitFighters.

Roll to see which side charges, and fight the battle asnormal. If the warrior loses, roll to see whether he isdead or injured (ie, a D66 roll of 11-35). If he is notdead, he is thrown out of the fighting pits without hisarmour and weapons and may re-join his warband.

If the warrior wins he gains 50 gc, +2 Experience andis free to rejoin his warband with all his weapons andequipment.

66 SURVIVES AGAINST THE ODDS The warrior survives and rejoins his warband. Hegains +1 Experience.

11-15 DEADThe warrior is dead and his body is abandoned in thedark alleys of Mordheim, never to be found again. Allthe weapons and equipment he carried are lost.Remove him from the warband’s roster.

16-21 MULTIPLE INJURIESThe warrior is not dead but has suffered a lot ofwounds. Roll D6 times on this table. Re-roll any‘Dead’, ‘Captured’ and further ‘Multiple Injuries’results.

22 LEG WOUNDThe warrior’s leg is broken. He suffers a -1 Movementcharacteristic penalty from now on.

23 ARM WOUNDRoll again: 1 = Severe arm wound. The arm must beamputated. The warrior may only use a single one-handed weapon from now on. 2-6 = Light wound.The warrior must miss the next game.

24 MADNESSRoll a D6. On a 1-3 the warrior suffers from stupidity;on 4-6 the warrior suffers from frenzy from now on(see the Psychology section for details).

25 SMASHED LEGRoll again: 1 = The warrior may not run any more buthe may still charge. 2-6 = The warrior misses the nextgame.

26 CHEST WOUNDThe warrior has been badly wounded in the chest. Herecovers but is weakened by the injury so hisToughness is reduced by -1.

31 BLINDED IN ONE EYEThe warrior survives but loses the sight in one eye;randomly determine which. A character that loses aneye has his Ballistic Skill reduced by -1. If the warrioris subsequently blinded in his remaining good eye hemust retire from the warband.

32 OLD BATTLE WOUNDThe warrior survives, but his wound will prevent himfrom fighting if you roll a 1 on a D6 at the start of anybattle. Roll at the start of each battle from now on.

33 NERVOUS CONDITIONThe warrior’s nervous system has been damaged. HisInitiative is permanently reduced by -1.

34 HAND INJURYThe warrior’s hand is badly injured. His Weapon Skillis permanently reduced by -1.

35 DEEP WOUNDThe warrior has suffered a serious wound and mustmiss the next D3 games while he is recovering. Hemay do nothing at all while recovering.

36 ROBBEDThe warrior manages to escape, but all his weapons,armour and equipment are lost.

Heroes’ serious injuries chart (roll D66)

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81

As warriors take part inbattles, those who survive

become more experienced,and improve their battle

skills. This is represented incampaigns by Experience

points.

Warriors earn Experiencepoints when they take part in

a battle. Once a warrior hasenough points he gains an

advance. This takes the form of an increased characteristic or a new skill. Warriors whosurvive long enough may progress to become greatHeroes, with many skills that they have picked upduring their long and glorious fighting career.

When warriors are recruited, some of them alreadyhave some experience. The warband lists detail how

many Experience points different warriors beginwith. Record these on your warband roster sheet by

ticking the right number of boxes. No extra advancesare gained for this

experience. It simplyrepresents theexperience the

warriors haveaccumulated

before thewarband is

formed.

earning experienceThe Experience points warriors earn depend on thescenario. Different scenarios have different objectivesand consequently warriors can earn experience inslightly different ways.

Extra Experience points are always added to thefighter’s total after the game is over, though it is agood idea to keep a record of the opponents yourwarrior puts out of action during the battle, as thisoften affects the experience they gain.

If you look through the scenarios you will notice thatwarriors always earn +1 Experience point forsurviving a battle. They earn this even if they areinjured – so long as they live to fight again!

The Scenarios section includes details of how manyExperience points are earned for each scenario.

experience advancesAs warriors earn more Experience points they areentitled to make Advance rolls. The warband rostersheet shows how much experience a Hero or aHenchman group must accumulate before making afurther roll. When the accumulated experiencereaches a box that has thick borders, the warrior maymake an Advance roll. The roll(s) must be takenimmediately after the game in which the advance wasearned, while both players are present to witness theresult. Note that Henchmen gain experience as agroup, and consequently all the warriors in onegroup gain the same advance.

underdogsWhen a warband fights against an enemy warbandwith a higher rating, its warriors earn extraExperience points as shown on the table below. Thehigher the opposing warband’s rating the morepoints the underdog earns.

Difference inWarband rating Experience Bonus

0-50 None51-75 +1

76-100 +2101-150 +3151-300 +4301+ +5

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advance rollsMake Advance rolls straight after the battle so bothplayers can witness the result. Roll 2D6 and consult theappropriate tables below.

Heroes2D6 Result2-5 New Skill. Select one of the Skill tables

available to the Hero and pick a skill. If he is awizard he may choose to randomly generate anew spell instead of a skill. See the Magicsection.

6 Characteristic Increase. Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.

7 Characteristic Increase.Choose either +1 WS or +1 BS.

8 Characteristic Increase.Roll again: 1-3 = +1 Initiative; 4-6 = +1 Leadership.

9 Characteristic Increase.Roll again: 1-3 = +1 Wound; 4-6 = +1 Toughness.

10-12 New Skill. Select one of the Skill tablesavailable to the Hero and pick a skill. If he is awizard he may choose to randomly generate anew spell instead of a skill.

HenchmenHenchmen never add more than +1 point to any of theirinitial characteristics. If the dice roll indicates an increasein a characteristic which has already been increased (oris at its racial maximum), roll again until an unincreasedcharateristic is rolled. All warriors in the group gain thesame advance.

2D6 Result2-4 Advance. +1 Initiative.

5 Advance. +1 Strength.

6-7 Advance. Choose either +1 BS or +1WS.

8 Advance. +1 Attack.

9 Advance. +1 Leadership.

10-12 The lad’s got talent. One model in the groupbecomes a Hero. If you already have themaximum number of Heroes, roll again. Thenew Hero remains the same Henchman type (eg,a Ghoul stays as a Ghoul) and starts with thesame experience the Henchman had, with all hischaracteristic increases intact. You may choosetwo skill lists available to Heroes in yourwarband. These are the skill types your newHero can choose from when he gains new skills.He can immediately make one roll on the HeroesAdvance table. The remaining members of theHenchmen group, if any, roll again for theadvance that they have earned, re-rolling anyresults of 10-12.

new skillsThere are several types of skill and each has a separatelist. You may not choose the same skill twice for thesame warrior. The skills a Hero may have arerestricted by the warband he belongs to and whattype of Hero he is.

To select a new skill for a Hero, pick the type of skillyou want from those available, then choose whichskill has been learned.

characteristic increaseCharacteristics for certain warriors may not beincreased beyond the maximum limits shown on thefollowing profiles. If a characteristic is at itsmaximum, take the other option or roll again if youcan only increase one characteristic. If both arealready at their racial maximum, you may increase anyother (that is not already at its racial maximum) by +1instead. Note that this is the only way to gain themaximum Movement for some races. Remember thatHenchmen can only add +1 to any characteristic.

HUMAN (Witch Hunters, Flagellants, Mercenaries,Dregs, Freelancers, Warlocks, Pit Fighters, Magisters,Darksouls, Mutants, Brethren, Warrior Priests,Zealots, Sisters of Sigmar, etc.)Profile M WS BS S T W I A LdHuman 4 6 6 4 4 3 6 4 9

ELF (Elf Ranger Hired Sword)Profile M WS BS S T W I A LdElf 5 7 7 4 4 3 9 4 10

DWARF (Troll Slayer Hired Sword)Profile M WS BS S T W I A LdDwarf 3 7 6 4 5 3 5 4 10

OGRE (Ogre Bodyguard Hired Sword)Profile M WS BS S T W I A LdOgre 6 6 5 5 5 5 6 5 9

HALFLING (Halfling Scout Hired Sword)Profile M WS BS S T W I A LdHalfling 4 5 7 3 3 3 9 4 10

BEASTMANProfile M WS BS S T W I A LdGor 4 7 6 4 5 4 6 4 9

POSSESSEDProfile M WS BS S T W I A LdPossessed 6 8 0 6 6 4 7 5 10

VAMPIREProfile M WS BS S T W I A LdVampire 6 8 6 7 6 4 9 4 10

SKAVENProfile M WS BS S T W I A LdSkaven 6 6 6 4 4 3 7 4 7

GHOULProfile M WS BS S T W I A LdGhoul 5 5 2 4 5 3 5 5 7

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Skill listsThe Skill lists are used to pick skills earned as advances. Your warrior is restricted to specific Skill listsdepending upon his warband type and what kind of warrior he is. Each warband entry includes a listof skills available to the Heroes of that particular warband.

All warbands have their own strengths and weaknesses which relate to the skills available to them.For example, the Possessed are good fighters and very strong, but they are not very academicallyminded.

Some warbands also have access to a unique Skill list, which is clearly indicated in their entry.

combat skillsStrike to Injure. The warrior can land his blows withuncanny accuracy. Add +1 to all injury rolls caused bythe model in hand-to-hand combat.

Combat Master. The warrior is able to take onseveral opponents at once. If he fights against morethan one enemy at a time, he gains an extra Attack ineach hand-to-hand combat phase as long as he isfighting two or more enemy models. In addition, thewarrior is immune to ‘All Alone’ tests.

Weapons Training. A warrior with this skill is adeptat using many different weapons. He may use anyhand-to-hand combat weapon he comes across, notjust those in his equipment options.

Web of Steel. Few can match the ability of thiswarrior. He fights with great skill, weaving a web ofsteel around him. The model gains +1 to all his rollson Critical Hit tables in hand-to-hand combat.

Expert Swordsman. This warrior has been expertlytaught in the art of swordsmanship. He may re-roll allmissed attacks if he is using a sword in the hand-to-hand phase of the turn that he charges. Note that thisonly applies when they are armed with normalswords or weeping blades, and not with double-handed swords or any other weapons.

Step Aside. The warrior has a natural ability to avoidinjury in combat. Each time he suffers a wound inclose combat he may make an additional saving throwof 5+. This save is never modified and is taken afterall other armour saves.

shooting skillsQuick Shot. The warrior may shoot twice per turnwith a bow or crossbow (but not a crossbow pistol).

Pistolier. The warrior is an expert at using all kindsof pistols. If he is equipped with a brace of pistols ofany type (including crossbow pistols), he may firetwice in the Shooting phase (though note that normalreloading rules apply). If he has a single pistol then hemay fire it in the same turn it was reloaded.

Eagle Eyes. The warrior’s sight is exceptionally keen.He adds +6" to the range of any missile weapon he isusing.

Weapons Expert. The warrior has been trained touse some of the more unusual weapons of the knownworld. He may use any missile weapon he comesacross, not just the weapons available from hiswarband’s list.

Nimble. The warrior may move and fire withweapons that are normally only used if the firer hasnot moved. Note that this skill cannot be combinedwith the Quick Shot skill.

Trick Shooter. The warrior can shoot through thetiniest gap without it affecting his aim. He ignores allmodifiers for cover when using missile weapons.

Hunter. The warrior is an expert at getting hisweapon loaded and ready. He may fire each turn witha handgun or Hochland long rifle.

Knife-Fighter. The warrior is an unrivalled expert atusing throwing knives and throwing stars. He canthrow a maximum of three of these missiles in hisshooting phase and may divide his shots between anytargets within range as he wishes. Note that this skillcannot be combined with the Quick Shot skill.

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academic skillsBattle Tongue. This skill may only be chosen by aleader. The warrior has drilled his warband to followshort barked commands. This increases the range ofhis Leader ability by 6". Note that Undead leaders maynot use this skill.

Sorcery. This skill may only be taken by Heroescapable of casting spells. A warrior with this skill gains+1 to his rolls to see whether he can cast spellssuccessfully or not. Note that Sisters of Sigmar andWarrior-Priests may not use this skill.

Streetwise. A warrior with this skill has good contactsand knows where to purchase rare items. He may add+2 to the roll that determines his chances of findingsuch items (see the Trading section).

Haggle. The warrior knows all the tricks ofbargaining and haggling. He may deduct 2D6 goldcrowns from the price of any single item (to aminimum cost of 1gc) once per post battle sequence.

Arcane Lore. Witch Hunters, Sisters of Sigmar andWarrior-Priests may not have this skill. Any warriorwith this skill may learn Lesser Magic if he owns aTome of Magic.

Wyrdstone Hunter. The warrior has an uncannyability to find hidden shards of wyrdstone. If a Herowith this skill is searching the ruins in the explorationphase you may re-roll one dice when rolling on theExploration chart. The second result stands.

Warrior Wizard. This skill may only be taken byspellcasters. The mental powers of the wizard allowhim to wear armour and cast spells.

strength skillsMighty Blow. The warrior knows how to use hisstrength to maximum effect and has a +1 Strengthbonus in close combat (excluding pistols). As hisStrength is used for close combat weapons, the bonusapplies to all such weapons.

Pit Fighter. The warrior has learned how to fight inenclosed spaces from his time in the dangerousfighting pits of the Empire. He is an expert at fightingin confined areas and adds +1 to his WS and +1 tohis Attacks if he is fighting inside buildings or ruins.It’s a good idea to define which bits of your terraincollection count as ‘buildings or ruins’ at the start ofa battle to avoid confusion later.

Resilient. The warrior is covered in battle scars.Deduct -1 Strength from all hits against him in closecombat. This does not affect armour save modifiers.

Fearsome. Such is the reputation and physique of themodel that he causes fear in opposing models.

Strongman. The warrior is capable of great feats ofstrength. He may use a double-handed weaponwithout the usual penalty of always striking last. Workout order of battle as you would with other weapons.

Unstoppable Charge. When he charges, the warrioris almost impossible to halt. He adds +1 to hisWeapon Skill when charging.

speed skillsLeap. The warrior may leap D6" in the movementphase in addition to his normal movement. He maymove and leap, run and leap, or charge and leap, buthe can only leap once per turn.

A leaping warrior may jump over opposing man-sizedmodels, including enemies, and obstacles 1" high,without penalty.

The leap may also be used to leap over gaps, but inthis case you must commit the warrior to making theleap before rolling the dice to see how far he jumps.If he fails to make it all the way across, he fallsthrough the gap (see page 28).

Sprint. The warrior may triple his Movement ratewhen he runs or charges, rather than doubling it asnormal.

Acrobat. The warrior is incredibly supple and agile.He may fall or jump from a height of up to 12"without taking any damage if he passes a singleInitiative test, and can re-roll failed Diving Chargerolls. He can still only make a diving charge from aheight of up to 6".

Lightning Reflexes. If the warrior is charged he will‘strike first’ against those that charged that turn. Asthe charger(s) will also normally ‘strike first’ (forcharging), the order of attack between the charger(s)and the warrior with this skill will be determined bycomparing Initiative values.

Jump Up. The warrior can regain his footing in aninstant, springing to his feet immediately if he isknocked down. The warrior may ignore knockeddown results when rolling for injuries, unless he isknocked down because of a successful save fromwearing a helmet or because he has the No Painspecial rule.

Dodge. A warrior with this skill is nimble and as fastas quicksilver. He can avoid any hits from a missileweapon on a D6 roll of 5+. Note that this roll is takenagainst missiles as soon as a hit is scored to seewhether the warrior dodges it or not, before rolling towound, and before any effects from other skills orequipment (such as lucky charms).

Scale Sheer Surfaces. A warrior with this skill canscale even the highest wall or fence with ease. He canclimb up or down a height equal to twice his normalMovement, and does not need to make Initiative testswhen doing so.

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pre-battle sequenceAlthough you can simply decide with your opponentwhich scenario you want to play, most players preferto generate their scenarios randomly. To do this, workyour way through the following sequence before thebattle.

1 The player with the lowest warband rating rollson the Scenario table to determine whichscenario is played. In the scenarios where thereis an attacker and a defender, the same playermay choose which he is.

2 Roll for warriors with old battle wounds to seewhether they can take part ornot.

3 Set up the terrain and warbandsaccording to the rules for thescenario you are playing. The more buildingsthe better, so you should place all the terrainyou have.

scenario table2D6 Result

2 The player with the lower warband ratingmay choose which scenario is played.

3 Play Scenario 5: Street Fight.

4 Play Scenario 7: Hidden Treasure.

5 Play Scenario 3: Wyrdstone Hunt.

6 Play Scenario 8: Occupy.

7 Play Scenario 2: Skirmish.

8 Play Scenario 4: Breakthrough.

9 Play Scenario 9: Surprise Attack.

10 Play Scenario 6: Chance Encounter.

11 Play Scenario 1: Defend the Find.

12 The player with the lower warband ratingmay choose which scenario is played.

Starting the game

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starting the gameThe attacker has the first turn.

ending the gameIf at the end of the defender’s turn theattacker has more standing models within 6" of theobjective than the defender, the attacker wins.Alternatively, when one of the warbands fails its Routtest the game ends.

experience+1 Survives. If a Hero or Henchman group survivesthe battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 extra Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy he puts out of action.

wyrdstoneOne shard of wyrdstone for each Hero of eitherwarband who is inside the objective building at theend of the game (up to a maximum of three shardsper warband).

Often a warband finds a building with a hoard ofwyrdstone or other treasure inside, only to bechallenged by a rival warband. This usually leads toconflict as it is unlikely that either side will be willingto give up the wealth easily.

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'. The first building should be placed inthe centre of the table, and the objective of thescenario is to take control of this building.

warbandsThe warband with the lowest number of warriors in itis automatically the defender. If both sides are equal,roll to decide.

The defender is deployed first inside or within 6" ofthe objective building. The attacking warband isdeployed within 6" of any table edge. Note that youcan split the warband to enter from different edges ifyou wish.

In the vastness of the Mordheim ruins there is alwaysthe risk of running into a rival warband. While twogroups sometimes pass each other without a fight,more often than not there is a vicious battle amongstthe ruins. If a warband can drive their rivals away, theywill have a larger area in which to search forwyrdstone.

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'.

warbandsEach player rolls a dice. Whoever rolls highestchooses who sets up first. The first player thenchooses which table edge to set up on, placing all hiswarriors within 8" of that edge. His opponent thensets up within 8" of the opposite edge.

starting the gameBoth players roll a D6. The higher scoring player takesthe first turn.

ending the gameWhen one of the warbands fails its Rout test, the gameends. The routing warband loses and their opponentswin.

experience+1 Survives. If a Hero or a Henchman group survivesthe battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 extra Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy model he puts out ofaction.

Scenario 1: defend the find

Scenario 2: skirmish

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Scattered in the ruins of Mordheim are innumerabletiny shards of priceless wyrdstone. It often happensthat two warbands come upon the same area and onlya battle can determine who will pick the spoils.

In this scenario, warbands encounter each otherwhile scavenging in the same ruined warehouse,vault, temple or other such potentially rich building.

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'.

special rulesOnce you have placed the terrain, put someWyrdstone counters on the tabletop to representwhere the shards are. There will be D3+1 counters intotal.

Each player takes it in turn to place a counter. Roll aD6 to see which player goes first. The counters mustbe placed more than 10" from the edge of the tableand at least 6" away from each other. Note thatcounters are placed before deciding which edge thewarbands will play from, so it is a good idea to putcounters towards the middle of the table. Warriorscan pick up the counters simply by moving into

contact with them. A warrior can carry anyamount of wyrdstone without any penalty.Warriors cannot transfer their wyrdstone toanother warrior. If the warrior who iscarrying a counter is taken out of action,place the counter on the table where he fell.

warbandsBoth players roll a D6 to see who deploysfirst. Whoever rolls highest sets up first,within 8" of the table edge of his choice. Hisopponent then sets up within 8" of theopposite edge.

starting the gameBoth players roll a D6. The highest scoringplayer takes the first turn.

ending the gameThe game ends when one warband fails itsRout test. The routers automatically lose.

experience+1 Survives. If a Hero or a Henchmangroup survives the battle they gain +1Experience.

+1 Winning Leader. The leader of thewinning warband gains +1 Experience.

+1 per Wyrdstone Counter. If a Hero orHenchman is carrying a Wyrdstone counterat the end of the battle he receives +1Experience.

+1 Per Enemy Out of Action. Any Heroearns +1 Experience for each enemy he putsout of action.

wyrdstoneYour warriors earn one shard of wyrdstonefor each counter still in their possession atthe end of the battle.

Scenario 3: wyrdstone hunt

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When news of a huge deposit of wyrdstone startscirculating, warbands will mount expeditions tounearth the wealth. However, their rivals often try toblock them, eager to claim all the wyrdstone forthemselves.

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'.

warbandsEach player rolls a dice. Whoever scores higherdecides which table edge the attacker sets up on.

The attacker sets up first, within 8" of his table edge.The defender sets up anywhere on the table as long asall his warriors are at least 14" away from any attacker.

starting the gameThe attacker has the first turn.

ending the gameIf one of the warbands fails a Rout test, the game endsimmediately and the routing warband loses.

If the attacker manages to move two or more standingwarriors to within 2" of the defender’s table edge,they have broken through and he wins the game.

experience+1 Survives. If a Hero or a Henchman group survivesthe battle, they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy he puts out of action.

+1 Breaking Through. Any warrior earns +1Experience for breaking through enemy lines. If thewarrior is a Henchman, then the whole group gains+1 Experience.

Scenario 5: street fightOften two warbands will come face to face with eachother in the narrow streets of Mordheim. Sometimesthey pass each other without incident but more oftenthe meeting ends in bloodshed.

terrainSet up all the buildings into a single street, with nogaps along the sides. Behind the buildings areimpassable ruins, although the buildings themselvesare still accessible. The only way out is along thestreet. The street may be as winding as you like andshould not be too narrow to fight in, but can havenarrow bottlenecks at some points. We suggest thatthe terrain is set up within an area roughly 4' x 4'.

set-upBoth players roll a D6 to see who sets up first.Whoever rolls highest chooses whether to deploy firstor second. The warbands are deployed within 6" ofopposite ends of the street.

special rulesNeither warband can backtrack down the street toleave the battlefield via their own edge.

starting the gameRoll a D6 to see who has the first turn.

ending the gameWhen one of the warbands manages to move all itsremaining warriors out of the street via the opposingedge, the game ends and that player is victorious.

Alternatively a warband which fails a Rout test losesthe game.

experience+1 Survives. If a Hero or a Henchman group survivesthe battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy he puts out of action.

+1 Escaping. The first Hero from either side (notboth!) who exits via the opposing table edge gains+1 Experience.

Scenario 4: breakthrough

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Both warbands have completed their daily search ofthe ruins and are on their way back to theirencampment when they run into each other. Neitherside was expecting a fight, and the warband thatreacts the quickest has the advantage.

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'.

set-up1. Each player rolls a D6. The player with the higher

score can choose to deploy first or second.

2. The first player to deploy sets up his entirewarband in deployment zone A as shown below.

He may choose which quarterof the table to nominate as

deployment zone A.

3. The second warbandcan then be set up indeployment zone B,

but no modelmay be set upwithin 14" of

any enemymodel.

starting the gameEach player rolls a D6 and adds the normal Initiativeof their leader. The player with the higher score goesfirst.

special rulesEach warband is carrying D3 shards of wyrdstone atthe beginning of the battle. Mark down the numbereach warband has.

ending the gameThe battle ends when one warband fails a Rout test.The routing warband loses.

experience+1 Survives. If a Hero or a Henchman group survivesthe battle then they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy he puts out of action.

wyrdstoneBoth warbands gain all the wyrdstone they werecarrying at the beginning of the battle, minus thenumber of their own Heroes that were taken out ofaction during the game, down to a minimum of zero.In addition, they gain one extra shard of wyrdstonefor each enemy Hero they take out of action, up to

the maximum number of shards theopposing warband was carrying at the

beginning of the battle.

Scenario 6: chance encounter

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There is a rumour that one of the ruined buildingshas a concealed cellar with a treasure chest hidden init. Two rival warbands have heard about the cellar andare now searching the area. Who knows what they willfind?

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'.

set-upBoth players roll a D6 and whoever rolls highestchooses which warband sets up first. This warband isdeployed within 8" of any table edge the playerchooses. His opponent sets up within 8" of theopposite side.

special rulesAll the warriors (not animals!) in each warband knowroughly what they are looking for and must inspectthe buildings to find the treasure. Each time a warriorenters a building which has not been previouslysearched by either side roll 2D6. On a score of 12, hehas found the treasure. Buildings in the deploymentzones are not searched (since they have alreadybeen thoroughly ransacked) and each buildingmay only be searched once.

If you have not scored 12 with any roll whenthere is only one building left to search, thetreasure will automatically be found there. Afterfinding the treasure chest, the warrior must thentake it to safety via his own table edge. Carryingthe treasure chest will slow the warrior carryingit to half speed. Two or more models may carrythe chest without any penalty. You may use thetreasure chest model to represent the chest. Ifthe carrier is put out of action, place the treasurechest at the spot where he fell. Any man-sizedmodel may pick it up by moving into basecontact with it.

Whoever recovers the chest may roll on thefollowing chart after the game to see what thechest contains. Note that you roll for each itemseparately, apart from the gold crowns, which arealways automatically found. For example, roll tosee if you find any wyrdstone – you need a 5+ tofind it. Then roll to see if you find the armour,and so on. This can make the chest a veryvaluable acquisition – however, it could alsomean that your warband has risked death foronly three gold crowns!

ITEMS D6 ROLL REQUIRED TO FIND

3D6 gc AutomaticD3 pieces of wyrdstone 5+Suit of light armour 4+Sword 3+D3 gems worth 10 gc each 5+

starting the gameRoll a D6. The player rolling highest has the first turn.

ending the gameWhen one warband gets the treasure to safety, or awarband fails a Rout test, the game ends. Thevictorious warband then gains the treasure chest.

experience+1 Survives. If a Hero or a Henchman group survivesthe battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy he puts out of action.

+2 For Finding the Chest. If a Hero finds thetreasure chest he earns +2 Experience.

Scenario 7: hidden treasure

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This scenario takes place in a part of Mordheim wherethe buildings are bursting with shards of wyrdstoneand other wealth. Taking and holding these buildingsmeans that your warband gains rich pickings.Unfortunately, your opponent has the same idea.

terrainEach player takes it in turn to place a piece of terrain,either a ruined building, tower, or other similar item.We suggest that the terrain is set up within an arearoughly 4' x 4'.

warbandsEach player rolls a D6. The player with the highestscore decides which warband sets up first. The firstplayer chooses the table edge he wants to set up on,and places all his warriors within 8" of it. Hisopponent then sets up within 8" of the opposite edge.

starting the gameBoth players roll a D6. The player with the higherscore takes the first turn.

special rulesThe objective is to captureD3+2 of the buildings onthe tabletop. Mark thesebuildings, starting with theone closest to the centre ofthe table, working your wayoutwards to the next nearestbuilding. A building isoccupied if at least one ofyour standing models isinside and no enemy modelsare inside the building.

ending the gameThere is no need to take anyRout tests – as the game lastsfor a maximum of eightturns. If one warbandvoluntarily routs, the gameends and the winningwarband is considered tooccupy all of the buildingson the table.

experience+1 Survives. If a Hero or aHenchman group survivesthey gain +1 Experience.

+1 Winning Leader. Theleader of the warband whocontrols the highest numberof buildings at the end of thebattle gains +1 Experience.

If both sides occupy thesame number of buildings,then the battle is consideredto be a draw and neitherleader gains this bonus.

+1 Per Enemy Out ofAction. Any Hero earns +1Experience for each enemyhe puts out of action.

Scenario 8: occupy

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One warband is out searching the ruins of Mordheimfor loot when it is attacked by an enemy warband. Thedefenders are spread thinly and must muster adefence quickly to drive off their attackers.

terrainStarting with the attacker, each player takes it in turnto place a piece of terrain, either a ruined building,tower, or other similar item. We suggest that theterrain is set up within an area roughly 4' x 4'.

set-up1. The defending player rolls a D6 for each Hero

and Henchman group in his warband, in anyorder he chooses. On a 1-3, they are elsewhere inthe ruins and turn up later as reinforcements. Ona 4-6 they are deployed at the start of the game.Note that at least one Hero or Henchmen groupwill be present at the start. If all roll 1-3, the lastHero or Henchmen group will automatically bedeployed at the start of the battle.

2. The defender deploys his available Heroes andHenchmen on the table. No model may be closerthan 8" to another model, as the warband isspread out wide to search the ruins. No modelmay be deployed closer than 8" to a table edge.

3. The attacker deploys his whole warband within 8"of a random table edge, as shown below. He maychoose which edge to nominate as ‘1’ beforerolling to see where he deploys.

starting the gameThe attacker alwaysgets the firstturn.

special rulesThe defender, at the start of his second andsubsequent turns, may roll a D6 for each of hisHenchmen groups or Heroes not yet on the table. Ona 4+ they move on in the movement phase from arandom table edge as shown below – roll a D6. Allreinforcements for that turn arrive from the sameedge and may charge on the turn in which they arrive.

ending the gameThe game ends when one warband fails a Rout test.The routing warband loses.

experience+1 Survives. If a Hero or a Henchman group survivesthe battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per Enemy Out ofAction. A Hero earns+1 Experience foreach enemy heputs out ofaction.

Scenario 9: surprise attack

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At the end of eachbattle, a warband may roll

on the Exploration chart.This is done as soon as a game

is over so that players canwitness each other’s dice rolls. As

you can see from the chart, awarband that is just starting out has little chance offinding the more obscure places in Mordheim.However, a warband will make more discoveries as itgoes along thanks to its better equipment andaccumulated skills.

Roll a D6 for each Hero in your warband who surviveswithout going out of action. This represents thewarband’s efforts to unearth wyrdstone. Do not rollfor any Heroes who went out of action during thebattle; they are taken back to the warband’sencampment to recuperate instead. So, for example,if your warband includes four Heroes who all survivedthe last battle, you can roll four dice. If you won yourlast game, you may roll one extra dice. Add the resultsof the dice together and consult the Exploration chartto see how many shards of wyrdstone your warbandhas found.

Do not roll for Henchmen. This does not mean thatthey don’t search the ruins, but instead represents theefforts of the Heroes in coordinating the searchparties. In addition, some Henchmen like Zombies orWarhounds (for obvious reasons) are not particularlyuseful when it comes to looking for wyrdstone.

rolling multiplesAs well as finding shards of wyrdstone, the warbandcan come across unusual places or encounterinhabitants of the ruined city. If you roll two or moreof the same number while searching, you have foundan unusual building or encountered something out ofordinary. Consult the chart and refer to theappropriate entry in the Exploration results.

For example, you might roll two 3’s or three 5’s, inwhich case you should refer to the chart. Choose themost numerous multiples if you score more than oneset of multiples. So, if you rolled a double 3 and atriple 5, only look up the triple 5 on the Explorationchart. In the case of two doubles or triples look up thehighest result. For example, if you rolled double 1and double 3, look up the double 3 result.

Income

Any money or loot you find in these locations isadded straight to the warband’s treasury. Any shardsof wyrdstone you find can be sold as normal.

exploration procedure1. Roll 1D6 for each of your Heroes who survived

the battle and one extra dice if you won, plus anyextra dice allowed by skills or equipment. Note,however, that you must pick a maximum of sixdice out of all the dice you roll, even if you areallowed to roll seven dice or more.

2. Some things, such as skills and equipment, (likethe Mordheim Map) may allow you to re-roll dice.If your warband includes an Elf Ranger, you maymodify one dice by +1 or -1.

3. If you rolled any doubles, triples, etc, you havefound an unusual location in Mordheim. Consultthe Exploration chart on the next page to seewhat you find. Refer to the appropriate entry onthe following pages and follow the instructionsgiven there.

4. Add the results together and consult the chart onthe next page to see how many shards ofwyrdstone you have found. Mark down theamount of wyrdstone on your warband’s rostersheet.

NUMBER OF WYRDSTONE SHARDS FOUND

Dice Result Shards Found1-5 16-11 2

12-17 318-24 425-30 531-35 636+ 7

Example: The Sellswords, a Reiklander warband, have justwon a battle. Three of their Heroes survived and the warbanddiscovered the Entrance to the Catacombs in an earlier battle.This means that the warband may roll four dice and re-rollone of them. The player rolls 5, 5, 1 and 3. He then picks one ofthe dice (the 1) and re-rolls it. He scores a 4. His warband alsoincludes an Elf Ranger, so he can modify one of the dice rollsby +1/-1. The player decides to turn the 4 into a 5, giving hima grand total of 5, 5, 5 and 3. This means that the warband hasfound four shards of wyrdstone (5+5+5+3=18 whichaccording to the table above gives the warband four shards)and the three 5’s produce a ‘Market Hall’ result on theExploration chart.

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Exploration chartDOUBLES

1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler5 5 . . . . . . . . . . . . . . . . . . . . . . . Overturned Cart6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels

TRIPLES

1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Fletcher5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Market Hall6 6 6. . . . . . . . . . . . . . . . . . . . Returning a Favour

FOUR OF KIND

1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard6 6 6 6 . . . . . . . . . . . . . . . . . . . . . . . . Catacombs

FIVE OF KIND

1 1 1 1 1 . . . . . . . . . . . . . . Moneylender’s House2 2 2 2 2 . . . . . . . . . . . . . . Alchemist’s Laboratory3 3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . Jewelsmith4 4 4 4 4 . . . . . . . . . . . . . . . . . Merchant’s House5 5 5 5 5 . . . . . . . . . . . . . . . . . Shattered Building6 6 6 6 6 . . . . . . . . . . Entrance to the Catacombs

SIX OF KIND

1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . The Pit2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Dwarf Smithy4 4 4 4 4 4 . . . . . . . . . . . . . Slaughtered Warband5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . Fighting Arena6 6 6 6 6 6 . . . . . . . . . . . . . . . . . . . . Noble’s Villa

The Necromancer dropped the crushedwyrdstone into the burning brazier causing

the roaring flames to leap up and light the roomin greens and blues. His spies had told him thata Witch Hunter had come to Mordheim to runhim down and end his unholy work.

Thinking of it made the evil Necromancer laughaloud. The stupid fool did not know whatdangers he was dealing with. Enemies might bekilled, riches might be won, but nobody coulddefeat this city. Mordheim no longer belongedto the normal mortal world. The stonesthemselves were steeped in the very stuff ofchaos.

“Perhaps he will kill me. He will be young,brash, naive. He is full of pride and noble self-sacrifice. He believes he can defeat this place!”He told his Zombies with a bitter laugh, as theywaited dumbly around him, their unseeing eyesclouded over, the flesh hanging limply off theirrotting bones.

“It doesn’t matter any more. For I have thepower now, I have the means to continue thegreat quest for all eternity. Isn’t that right,Hensel?” he asked the nearest of the Zombies,which leant on the haft of a battered, oldhalberd. The creature slowly turned its headtowards him, its broken jaw lolling open toissue an unintelligible moan.

“He thinks he knows what the truth is, doesn’the? Well, he will learn.” mused Marius Dire.“He will learn…”

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(1 1) WellThe public wells, of which there were several inMordheim, were covered by rooves raised upon pillars and adorned with carvings andfountains. The city was proud of its watersystem. Unfortunately, like all the other wells,this one is in a parlous state and undoubtedlypolluted with wyrdstone.

Choose one of your Heroes and roll a D6. If theresult is equal to or lower than his Toughness, hefinds one shard of wyrdstone at the bottom of thewell. If he fails, the Hero swallows tainted waterand must miss the next game through sickness.

(2 2) ShopThe Merchants Guild shop has been thoroughlyransacked. Even so, there are still itemsscattered around the single, long room,mingled in with the rubble. Some are useful,such as cast iron pots and pans and rolls offine cloth. All manner of smaller items arelying about – the sort of frippery which nolonger has a use in a devastated city with fewinhabitants.

After a thorough search you find loot worth D6 gc.If you roll a 1 you will also find a Lucky Charm (seethe Equipment section, page 53).

(3 3) CorpseYou find a still-warm corpse. A chipped daggersticks out of his back. Surprisingly, hispossessions have not been looted.

To see what you find when you search the corpse,roll a D6:

D6 Result1-2 D6 gc3 Dagger4 Axe5 Sword6 Suit of light armour

(4 4) StragglerYour warband encounters one of the survivorsof Mordheim, who has lost his sanity alongwith all his worldly possessions.

Skaven warbands can sell the straggler to agents ofClan Eshin (who will use the man for food orslavery) and gain 2D6 gc.

Possessed warbands can sacrifice the unfortunateindividual for the glory of the Chaos gods. Theleader of the warband will gain +1 Experience.

Undead warbands can kill the man and gain aZombie for no cost.

Any other warband can interrogate the man andgain insight into the city. Next time you roll on theExploration chart, roll one dice more than isusually allowed, and discard any one dice. (Forexample, if you have three Heroes, roll four diceand pick any three).

(5 5) Overturned CartStuck in a ruined gateway is an overturnedwagon – the covered type that nobles travel infrom the city to their estates in the country.Since anyone important fled a long time ago,what is it doing here? The horses have brokentheir traces, or did someone cut them free?

Roll a D6 to see what you find:

D6 Result1-2 Mordheim Map (see Equipment)3-4 A purse with 2D6 gc5-6 Jewelled sword and dagger. These can be

kept or sold at twice the value of a normalsword and dagger, but note that thenormal selling price is half the actual cost(see the Trading section for rules onselling items), so the jewelled sword willsell for 10gc, for instance.

(6 6) Ruined HovelsThe street consists of ruined hovels, which areleaning over at alarming angles. Not muchworth looting here.

You find loot worth D6 gc amidst the ruins.

Doubles

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(1 1 1) TavernThe ruin of a tavern is recognisable by its signstill hanging on the wall. The upper part of thebuilding is ruined, but the cellars are cut intorock and are still full of barrels. There arebroken flagons and tankards everywhere.

You could easily sell the barrels for a good price.Unfortunately your men are also interested in thecontents! The warband’s leader must take aLeadership test. If he passes, the warband gains4D6 gc worth of wines and ales which can be soldimmediately.

If he fails, the men drink most of the alcoholdespite their leader’s threats and curses. You haveD6 gc worth of alcohol left when the warbandreaches their encampment.

Undead, Witch Hunter and Sisters of Sigmarwarbands automatically pass this test, as they arenot tempted by such worldly things as alcohol.

(2 2 2) SmithyThe furnace and toppled anvil make it obviouswhat work was done here. Most of the iron andthe tools have been looted long ago. Coal andslag litter the floor but there may still beweapons to be found among the debris.

Roll a D6 to determine what you find inside:

D6 Result1 Sword2 Double-handed weapon3 Flail4 D3 Halberds5 Lance6 2D6 gc worth of metal

(add the value to your treasury).

(3 3 3) PrisonersA muffled sound comes from one of thebuildings. Inside you find a group of finelydressed people who have been locked in acellar. Perhaps they are prisoners taken bycultists, ready to be sacrificed duringGeheimnisnacht.

Possessed warbands can sacrifice the victims(undoubtedly finishing the job of the captors).They gain D3 Experience which is distributedamongst the Heroes of the warband.

Undead warbands can callously kill the prisonersand gain D3 Zombies at no cost.

Skaven can sell the prisoners into slavery for 3D6gc.

Other warbands can escort the prisoners out of thecity. For their trouble, they are rewarded with 2D6gc. In addition, one of the prisoners decides hewishes to join the warband. If you can afford toequip the new recruit with weapons and armour,you may add a new Henchman to any of yourhuman Henchman groups (with the same stats asthe rest of the group, even if they have alreadyaccumulated experience).

(4 4 4) FletcherThis hovel was once the workshop of a fletcher– a maker of bows and arrows. There arebundles of yew staves and willow rodseverywhere.

Roll a D6 to see what you find:

D6 Result1-2 D3 Short bows3 D3 Bows4 D3 Long bows5 Quiver of hunting arrows6 D3 Crossbows

(5 5 5) Market HallThe market hall was raised up onpillars, with the timbered cornexchange above the open marketplace. The upper storey has been

badly damaged, but the covered market stilloffers a good deal of shelter. The remains of thelast market day are still lying around on thecobbles. Most of this is broken pottery and ironpots.

You find several items worth 2D6 gc in total.

(6 6 6) Returning a FavourAs you are returning to your encampment, youmeet one of your old acquaintances. He hascome to repay an old favour or debt.

You gain the services of any one Hired Sword(choose from those available to your warband) forthe duration of the next battle, free of charge. Afterthe battle he will depart, or you may continue topay for his upkeep as normal. See the HiredSwords section on page 105.

Triples

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(1 1 1 1) GunsmithYou find the workshop of a Dwarf gunsmith. Itsdoors have been broken down and the roomsraided, but some of the iron strongboxes havesurvived intact.

Roll a D6 to see what you find:

D6 Result1 Blunderbuss2 Brace of pistols3 Brace of duelling pistols4 D3 Handguns5 D3 Flasks of superior blackpowder6 Hochland long rifle

(2 2 2 2) ShrineYour warband stumbles across a ruined shrine,which is so badly damaged that it is difficult totell which god was once worshipped within itswalls. A few images remain on the paintedplaster walls but they have been defaced byheretics. Fragments of smashed statues lieamong the ruins. Some items appear to becovered in gold leaf, most of which has beentorn off.

Your warband may strip the shrine and gain 3D6 gcworth of loot.

Sisters of Sigmar or Witch Hunter warbands maysave some of the shrine’s holy relics. They will gain3D6 gc from their patrons, and a blessing from thegods. One of their weapons (chosen by the player)will now be blessed and will always wound anyUndead or Possessed model on a to wound roll of2+.

(3 3 3 3) TownhouseThis three-storey house was once part of atenement block overlooking a narrowalleyway. The street is now in ruins, but thishouse remains largely intact. Exploring it youfind that the garret leans over so far that youcan step out of the window into the attic of thehouse opposite.

Your warband finds 3D6 gc worth of loot.

(4 4 4 4) ArmourerA breastplate hanging from a pole drew yourattention to this place, obviously too high up tobe easily looted. The workshop is ruined andthe forge has been smashed. Rooting about inthe soot, you find various half-finished items ofarmour.

Roll a D6 to see what you find:

D6 Result1-2 D3 Shields or bucklers (choose which)3 D3 Helmets4 D3 Suits of light armour5 D3 Suits of heavy armour6 Suit of Ithilmar armour

(5 5 5 5) GraveyardYou find an old graveyard, crammed withsepulchres that are overgrown with ivy. Themonuments to the dead are grotesque anddecorated with sculpted gargoyles. Theironwork has been ripped from some of thetombs, and stones have toppled off. It looks asif some of the crypts have already been brokeninto by tomb robbers.

Any warband apart from Witch Hunters and Sistersof Sigmar may loot the crypts and graves and gainsD6x10 gc worth of loot.

If you loot the graveyard, the next time you playagainst Sisters of Sigmar or Witch Hunters, theentire enemy warband will hate all the models inyour warband. Make a note of this on yourwarband roster sheet.

Witch Hunters and Sisters of Sigmar may seal thegraves. They will be rewarded for their piety by D6Experience points distributed amongst the Heroesof the warband.

(6 6 6 6) CatacombsYou find an entrance to the catacombs andtunnels below Mordheim.

You can use the new tunnels you found in the nextbattle you play. Position up to three fighters (notRat Ogres or the Possessed) anywhere on thebattlefield at ground level. They are set up at theend of the player’s first turn and cannot be placedwithin 8" of any enemy models.

This represents the warriors making their waythrough the tunnels, infiltrating enemy lines andemerging suddenly from below ground.

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(4 4 4 4 4) Merchant’s HouseThe merchant’s house stands by the waterfront.It has a vaulted stone undercroft which is stillstacked with barrels and bales of cloth. Thefoodstuffs have been looted or eaten long agoand huge rats infest the rotting bales. Up thestairs are the dwelling quarters, solidly built oftimber, although badly damaged you think youcan still get up to them but you’ll need to treadwith care!

Inside you find several valuable objects which canbe sold for 2D6x5 gc. If you roll a double, insteadof finding money you find the symbol of the Orderof Freetraders. A Hero in possession of this gainsthe Haggle skill.

(5 5 5 5 5) Shattered BuildingThe comet destroyed this building almostcompletely, making it unsafe for all but themost daring to explore. But places such as thisare the best for searching for wyrdstone shards.

You find D3 shards of wyrdstone amongst theruins. In addition take a Leadership test against thewarband leader’s Leadership value. If passed awardog that was guarding the building joins thewarband.

(6 6 6 6 6) Entrance to the CatacombsYou find a well-hidden entrance to the darkcatacombs which extend for miles beneath thecity of Mordheim. Although the entrance looksforeboding the tunnels will take hours off yoursearches of the city.

You can use these tunnels to explore Mordheimmore efficiently. From now on, you may re-roll onedice when you roll on the Exploration chart. Makea note of this in your warband’s roster sheet.Second and subsequent catacomb entrances youfind do not grant you any additional re-rolls,although you may find further re-rolls from othersources.

Income

98

(1 1 1 1 1) Moneylender’s HouseA grand mansion, that is strongly built fromstone, has survived the cataclysm remarkablywell. A carved coat of arms adorns the lintelabove the doorway although it has beendefaced by raiders and the symbols are nowunrecognisable. The door itself, has beensmashed open with axes and hangs open on itshinges.

Inside, hidden amongst the debris, you find D6x10gc to add to your treasury.

(2 2 2 2 2) Alchemist’s LaboratoryA narrow stairway leads down into a crypt-likedwelling which was once an alchemist’sworkshop. The sign still hangs from one hingeabove the entrance. It looks as if this was a veryold building which has remained in use forcenturies although it did not survive thecomet’s destruction too well. The stone floorhas strange symbols on it and there are chartsand astrological symbols painted onto thewalls.

In the ruins you find loot worth 3D6 gc and abattered old notebook. One of your Heroes maystudy the Alchemist’s notebook, and the extrawisdom he gains will enable him to choose fromAcademic skills whenever he gains a new skill inaddition to those skills normally available to him.

(3 3 3 3 3) JewelsmithThe houses in the jewellers’ quarter have allbeen well and truly looted long ago. Even therubble has been picked over many times forfragments of gold and gems. But still, somesmall but valuable items may have beenoverlooked.

Roll a D6 to see what you find:

D6 Result1-2 Quartz stones worth D6x5 gc 3-4 Amethyst worth 20 gc5 Necklace worth 50 gc6 A ruby worth D6x15 gc

If your warband does not sell the gems, one ofyour Heroes may keep them and displays themproudly. He will gain +1 to the rolls for locatingrare items as merchants flock to such an obviouslywealthy warrior.

Five of a kind

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(1 1 1 1 1 1) The PitYou have come within sight of the Pit, the hugecrater created by the comet. A black cloud stillrises from it but you can see glowing wyrdstoneeverywhere. This is the domain of the ShadowLord, the lord of the Possessed, and no-one iswelcome here – even his own followers!

If you wish, you can send one of your Heroes tosearch for any wyrdstone hidden here. Roll a D6.On a roll of 1 the Hero is devoured by theguardians of the Pit and never seen again. On a rollof 2 or more he returns with D6+1 shards ofwyrdstone.

(2 2 2 2 2 2) Hidden TreasureIn the depths of Mordheim, you come across ahidden chest, bearing the coat-of-arms of one ofthe noble families of the town.

When you open the chest you find the followingitems. Roll for every item on the list separately(apart from the gold crowns) to see whether youhave found it. For example, on a roll of a 4+ youfind the wyrdstone.

Items D6 Result NeededD3 Pieces of wyrdstone 4+5D6x5 gc AutoHoly relic 5+Suit of heavy armour 5+D3 Gems worth 10 gc each 4+Elven cloak 5+Holy tome 5+Magical artefact 5+

(3 3 3 3 3 3) Dwarf SmithyYou find a solidly built stone workshop. A runicinscription indicates that this may have been aDwarf smithy.

Roll a D6 to see what you find:

D6 Result1 D3 Double-handed axes 2 D3 Suits of heavy armour 3 Gromril axe 4 Gromril hammer 5 Double-handed gromril axe6 Gromril armour

(4 4 4 4 4 4) Slaughtered Warband

You find the remains of an entire warband.Broken bodies lay scattered among the ruins,torn apart by some monstrous creature. You seea huge shape, which looks like an immensePossessed creature, shambling away.

After giving the dead their final rites (Sisters ofSigmar or Witch Hunters), eating them (Skaven orUndead) or looting them (anyone else!) you findthe following items. Roll for every item separately(apart from the gold coins and daggers) to see ifyou find it. For example, on a roll of 4+ you willfind the suits of light armour.

Item D6 Result Needed3D6x5 gc AutoD3 Suits of light armour 4+Suit of heavy armour 5+D6 Daggers AutoMordheim Map (see p55) 4+D3 Halberds 5+D3 Swords 3+D3 Shields 2+D3 Bows 4+D3 Helmets 2+

(5 5 5 5 5 5) Fighting ArenaDuring better times, Mordheim was famous forits duellists and pit fighters. You have foundone of the areas used to train these warriors.The place is filled with training equipment andpractice weapons.

You find a training manual, which you can eithersell for 100 gc or let one of your Heroes read. Theextra knowledge your Hero gleans from readingthe manual entitles him to choose from Combatskills whenever he gains a new skill, and his WSmay now be increased by an extra point above hisnormal racial maximum (for example, a Humanwho has the book would now have a maximumWeapon Skill of 7).

(6 6 6 6 6 6) Noble’s VillaYou find a fine house which is partially ruined.It has been thoroughly ransacked and all thefurniture has been stripped of its fine fabrics.Shards of broken pottery of the finest qualityare scattered over the floor.

Roll a D6. If you roll 1-2, you find D6x10 gc worthof items and money to add to your treasury. On aroll of 3-4, you find D6 vials of Crimson Shade. Ona roll of 5-6 you find a hidden magical artefactcarefully concealed in a hidden cellar or behind asecret door. Roll on the Magical Artefacts table.

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magical artefacts tableRoll a D6 and use this table to determine which item you find when a result in the Exploration

chart indicates that you have found a magical artefact. In a campaign none of these items can

appear more than once, so if you find a magic item which is already in someone else’s possession

roll again – even if the warrior carrying it has been killed.

1 The Boots and Rope of PieterPieter, the master thief of the Guild of Shadows, was themost famous of all the cat burglars of Mordheim. Heearned the nickname ‘Spider’ for his daring robberies.The secret of his success was a pair of enchanted bootsand a magical rope which he had acquired from far-offAraby.

A model wearing these boots may move normally(including running, charging, etc) on any kind of terrain,including vertical surfaces. When moving the model,simply adds the distances moved horizontally to thatmoved vertically, with no Initiative test needed (except tojump across gaps).

2 The Count of Ventimiglia’s MisericordiaThis dagger was used by the notorious Tileangentleman-pirate known as the ‘Black Corsair’. It isclaimed that he found it in ancient Elven ruins andlegend also has it that the dagger’s blade cannot bedamaged in any way.

The dagger is treated as a sword. Opponents woundedby it are stunned on a result of 1-3 (Undead are knockeddown as normal) and put out of action on a 4-6.

3 Att’la’s Plate MailThis armour was given as a present by the Dwarf LordKurgan to the warlord Att’la in the time of SigmarHeldenhammer.

Att’la’s Plate Mail is a suit of gromril armour with thefollowing three runes inscribed on it:

Rune of Spell Eating: The Hero wearing this armouris immune to all spells.

Rune of Passage: The Hero can move through solidobjects, like walls (this does not mean that he can seethrough them).

Rune of Fortitude: The Hero has an extra wound.Note that this may take his total Wounds above hisrace’s maximum.

4 Bow of SeekingThis bow was a gift to Count Steinhardt from the Elflords of the Forest of Shadows.

Any arrow shot using this magic bow will pursue thetarget and hit it even if the target is behind cover. Treatthis as an Elven bow that always hits on a 2+, regardlessof any to hit modifier. Such is its deadly precision that allthe arrows shot with this weapon count as HuntingArrows (+1 on all Injury rolls).

Pick any enemy model in range, not just the closest, butthe shooter must be able to see the target (even the tip ofa target’s weapon is enough – as long as the shooter isaware of the presence and position of the target, he canshoot). In addition, if any Dwarf is an eligible target, thearrows will always deviate from their intended target andtry to hit the Dwarf instead. For obvious reasons this bowcannot be used to shoot at Elves.

5 Executioner’s HoodRecovered from a shipwrecked Dark Elf vessel, this hoodcarries evil glowing runes which fill the wearer withunreasoning rage.

A warrior wearing this becomes subject to and always willbe frenzied even if he is knocked down or stunned. Healso adds +1 to his Strength in close combat, such is thepower of his fury. The wearer never leaves combat underany circumstances, and will always attack opponents inbase contact until they are taken out of action.

If there are any stunned or knocked down models withinthe wearer’s charge range at the beginning of his turn, hewill charge and attack the closest one, even if they aremembers of his own warband! Fight the hand-to-handcombat until one of the warriors is taken out of action.

6 All-seeing Eye of NumasThis jewel was recovered from the ruins of Numas far inthe south. It gives its wielder horrific nightmares thatpredict his future.

The bearer of the All-seeing Eye can see all models on thetable top, even if they are hidden or out of sight. He canguide his fellow warband members through the ruins(this allows you to roll two dice for the bearer after battlewhen rolling on the Exploration chart). The bearer alsohas an additional 6+ save (which is not modified byStrength or weapon modifiers) against all shootingattacks and strikes in close combat, as he can sense theattacks before they are made.

All animals (such as wardogs, horses, etc) will beaffected by frenzy when fighting against the bearer of

the All-seeing Eye.

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selling wyrdstoneWyrdstone is tremendously valuable and is inconstant demand by Imperial nobles. This means thatfinding buyers for your warband’s wyrdstone is notdifficult. You do not have to sell all your wyrdstoneimmediately after the battle – you may want to hoardit and sell it later, as selling wyrdstone in smallerquantities will increase demand and raise the price.Unfortunately, the demands of running a warbandoften mean that you will have to sell most of yourwyrdstone as soon as you find it.

The warband must spend a large portion of its incomeon basic necessities such as food, drink, repair ofweapons, and new arrows and ammunition, as well ascelebrating! A warband leader is also expected toshare any profits made by selling wyrdstone betweenhis men which means that the more money thewarband makes from such sales, the bigger the sharefor the men.

The more models there are in the warband, the moreit costs to maintain and the higher the level of anyprofits made that must be shared between the men.The number indicated on the following chart is theprofit in gold crowns earned after deducting thewarband’s maintenance costs. The profit is added towarband’s treasury.

Number of Warriors in Warband

1-3 4-6 7-9 10-12 13-15 16+

1 45 40 35 30 30 252 60 55 50 45 40 353 75 70 65 60 55 504 90 80 70 65 60 555 110 100 90 80 70 656 120 110 100 90 80 707 145 130 120 110 100 90

8+ 155 140 130 120 110 100

Income

sisters of sigmar and incomeWorldly possessions mean little to the Sisters, buttheir holy mission to purifyMordheim of the influence ofChaos requires supplies andweaponry, and these are muchin demand. Thus the warbands ofthe Sisterhood compete witheach other to gain the bestweapons and equipment fromthe temple’s armoury.

To measure their success, the morewyrdstone the Sisters bring to be kept under lock andkey in the Vault of Vindication in the temple atSigmar’s Rock, the more aid they will receive from thetemple.

Thus all gold crowns in the possession of a Sisters ofSigmar warband represent the resources that the HighMatriarch will put at their disposal. It does notrepresent money in a literal sense, so you may like tothink of it as faith, piety, dedication, etc.

skaven and undeadNeither of these warbands puts much value on gold,but they send all the wyrdstone they find to theirsuperiors and receive aid and resources in return.Skaven use their own currency for trading, while theUndead are somewhat beyond petty concepts ofwealth. For Skaven, the gold crowns in the warband’streasury represent the warp tokens which the Skavenuse for currency, while for the Undead it representsthe favour they enjoy in the eyes of their master, Vladvon Carstein of Sylvania.

spending incomeYou can spend any accumulated money on weapons,armour, hiring new warriors, buying newequipment or simply save the money for abigger purchase. See the Trading sectionfor details.

No

. o

f Sh

ard

s So

ld

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Everysettlement

around the city ofMordheim has atleast one trading

post, shop ormerchant’sguildhousewhere the

local traderssell their wares

and buy wyrdstone and other items that have been scavenged from theruins. In a large village such a place might cover asubstantial area with many traders and merchantsoffering their goods and services. Small settlementsare served by travelling traders.

All warbands are able to get new equipment one wayor another. The most unscrupulous merchantsactively trade with the Possessed Cultists, andcreatures such as the Skaven have their own networkof contacts, while Vampires can send the Dregs thatserve them into the less salubrious settlementsaround Mordheim, such as Cutthroats’ Haven.

spending cashAfter every game, a warband can collect income fromexploration, etc, and sell any wyrdstone and treasuresthey have acquired. Cash can be spent on recruitingnew warriors, or on new equipment for the warband.

The price of wyrdstone varies according to currentdemand. See the Income section for details.

new recruitsNew warriors are recruited in the same way as theoriginal warband with the notable exception ofequipment. After the start of a campaign, a newhireling can only buy Common items from hiswarband’s equipment chart freely. He may only begiven Rare items from his warband’s equipment chartif the warband can obtain them via the normal tradingrules.

Warbands may recruit whatever type of warriors theplayer wishes, but the usual restrictions applyregarding the number of Heroes, Henchmen, wizards,etc. For example, no warband may recruit a secondleader, and no Mercenary warband can have morethan two Champions.

recruiting hired swordsPlayers may hire mercenary warriors known as ‘HiredSwords’ for the warband if they wish. See the HiredSwords section starting on page 147.

new recruits and existing henchmen groups

You may add new recruits to existing Henchmangroups. If the group is relatively inexperienced, youwill have no difficulty in finding raw recruits to add totheir numbers. But more experienced gnarledveterans are not so keen on letting novice warriorsjoin them – and quite rightly so! Between each battle,roll 2D6: this represents the experience of thewarriors currently available for hire. You can hire asmany warriors as you wish, as long as their combinedExperience does not exceed your dice roll. Forexample, if you rolled 7, you could add a singlewarrior to a Henchman group with 7 Experiencepoints, or two warriors to a Henchman group with 3Experience points, or any combination thereof.Disregard any excess Experience points.

As with other new Henchmen, you must pay for alltheir weapons and armour, and in addition you mustadd 2 gold crowns to their cost for each extraExperience point they add to the warband’s total.New Henchmen must be armed and equipped in thesame way as existing members of the group.

weaponsIf a player wants to buy new weapons or otherequipment for existing warriors, refer to the Pricechart that follows. The chart lists all the equipmentavailable in Mordheim, not just the common weaponsincluded in the Recruitment charts. Rare items andweapons are not always available and vary in price.Remember that your warriors lack the skill to use anyweapons other than the ones listed in theRecruitment charts. You may still want to buy rareitems offered to you, as your warriors may be able touse them as they gain in experience.

Players should preferably complete any recruiting andtrading after the battle is over, making the appropriatedice rolls whilst both players are present.

However, some players may prefer to wait until theheat of battle has cooled and they are able to consider

Trading

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Trading

purchases more carefully. Determine which rare itemsare offered for sale while both players are together.The players can work out what they will buy later.

tradingTrade items are divided into two sections: commonand rare items. Common items can be bought quitereadily in any of the numerous trading posts andsettlements around Mordheim. Players may purchaseas many of these items as they want. The price ofcommon items is fixed, so players always pay thesame rate for them.

Rare items are hard or even impossible to come by.Only occasionally do such itemsturn up for sale and the price askedis often way above the true value.These items are often offered only tothe most famous warbands, or thosewith the most money.

availabilityThe Price chart has a columnmarked ‘Availability’. Common itemsare always available, and can bebought in any quantity. Itemsmarked ‘rare’ are more difficult tofind. A rare item’s availability isindicated by a number, for example‘Rare 9’.

Whenever a Hero wants to buy a rareitem, roll 2D6 and compare theresult to the number stated. If theroll is equal or greater, the item isavailable. For example, you need toroll 9 or more to acquire an itemmarked ‘Rare 9’. You can only buyone rare item for each successfulroll. You may also only make oneroll for each Hero looking for rareitems. For example, if your warbandhas four Heroes, you may make fourrolls to locate rare items. Warriorstaken out of action during the lastbattle may not look for rare items.

sellingA player may trade in weapons andequipment at the same time he buysnew ones. After all, as warbandsbecome more powerful they oftenabandon their earlier armament infavour of something better.However, the second-hand value ofequipment is not high due to theconsiderable wear and tear inflictedon it by your warriors.

Warriors can automatically sell equipment for half itslisted price. In the case of rare equipment andweapons which have a variable price, the warbandreceives half of the basic cost only (merchants are farbetter at haggling than your warriors).

Alternatively, weapons, armour and equipment maybe hoarded for future use (make a note on thewarband roster) or swapped around the warbandfrom one fighter to another (though not betweenwarbands). As a weapon’s value is low compared tothe cost of equipping any new recruits you may get, awarband can usually find a use for its cast-offarmaments.

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Trading

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Price chartThe following chart indicates the cost of items available for sale at trading posts. The cost

of rare items is included, but such items cannot be bought unless they are available, as

already described. In some cases the price is variable, and includes a basic cost plus a

variable extra amount, for example 20+3D6 gold crowns. For these items the extra

variable cost reflects the rarity of the item – the premium which must be paid to buy it.

HAND-TO-HAND COMBAT WEAPONSItem Cost Availability

Axe 5 gc CommonClub, Mace or Hammer 3 gc CommonDagger 1st free/2 gc CommonDouble-Handed Weapon 15 gc CommonFlail 15 gc CommonGromril Weapon 4 x Price Rare 11Halberd 10 gc CommonIthilmar Weapon 3 x Price Rare 9Lance 40 gc Rare 8Morning Star 15 gc CommonSpear 10 gc CommonSword 10 gc Common

MISSILE WEAPONSItem Cost Availability

Bow 10 gc CommonBlunderbuss 30 gc Rare 9Crossbow 25 gc CommonCrossbow Pistol 35 gc Rare 9Duelling Pistol/brace 30 gc/60 gc Rare 10Elf Bow 35 +3D6 gc Rare 12Handgun 35 gc Rare 8Hunting Rifle 200 gc Rare 11Long Bow 15 gc CommonPistol/brace 15 gc/30 gc Rare 8Repeater Crossbow 40 gc Rare 8Sling 2 gc CommonShort Bow 5 gc CommonThrowing Knives/Stars 15 gc Rare 5

ARMOURItem Cost Availability

Barding 80 gc Rare 8Buckler 5 gc CommonGromril Armour 150 gc Rare 11Heavy Armour 50 gc CommonHelmet 10 gc CommonIthilmar Armour 90 gc Rare 11Light Armour 20 gc CommonShield 5 gc Common

MISCELLANEOUSItem Cost Availability

Black Lotus 10+D6 gc Rare 9(Not available to Witch Hunters, Warrior-Priests orSisters of Sigmar. Rare 7 for Skaven)

Blessed Water 10+3D6 gc Rare 6(Common for Warrior-Priests and Sisters of Sigmar;May not be bought by Undead)

Bugman’s Ale 50+3D6 gc Rare 9

Cathayan Silk Clothes 50+2D6 gc Rare 9

Crimson Shade 35+D6 gc Rare 8

Dark Venom 30+2D6 gc Rare 8(Not available to Witch Hunters, Warrior-Priests, orSisters of Sigmar)

Elven Cloak 100+D6x10 gc Rare 12

Garlic 1 gc Common(May not be bought by Undead)

Halfling Cookbook 30+3D6 gc Rare 7

Healing Herbs 20+2D6 gc Rare 8

Holy (Unholy) Relic 15+3D6 gc Rare 8(Rare 6 for Warrior-Priests and Sisters of Sigmar)

Holy Tome 100+D6x10 gc Rare 8(Only available to Warrior-Priests and Sisters ofSigmar)

Horse 40 gc Rare 8(Only available to Humans)

Hunting Arrows 25+D6 gc Rare 8

Lantern 10 gc Common

Lucky Charm 10 gc Rare 6

Mad Cap Mushrooms 30+3D6 gc Rare 9

Mandrake Root 25+D6 gc Rare 8

Mordheim Map 20+4D6 gc Rare 9

Net 5 gc Common

Rope & Hook 5gc Common

Superior Blackpowder 30 gc Rare 11

Tears of Shallaya 10+2D6 gc Rare 7(Not available to Possessed or Undead)

Tome of Magic 200+D6x25 gc Rare 12(Not available to Witch Hunters or Sisters ofSigmar)

Warhorse 80 gc Rare 11(Only available to Humans)

Wardog 25+2D6 gc Rare 10(Not available to Skaven)

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recruiting hired swordsThis section introduces Hired Swords – professionalmercenaries – to Mordheim campaign games. Tavernsin the settlements and shanty towns aroundMordheim are good recruitment centres for warriorswho do not belong to any particular warband orretinue, but instead hire out their services to thehighest bidder.

A player can recruit Hired Swords when he creates hiswarband, or during the campaign phase after a game.

Hired Swords do not count towards the maximumnumber of warriors or Heroes a warband may have onits roster and don’t affect your income from sellingwyrdstone. However, Hired Swords do count as partof the warband for purposes of Rout tests, etc whilstin battle. A player cannot buy extra weapons orequipment for a Hired Sword, and hecannot sell the Hired Sword’s weaponsor equipment. To reflect their rarity,you can only have one of each typeof Hired Sword in your warband.You may not use the Leadership ofany of the Hired Swords for Routtests.

hire feeWhen a warband recruits a HiredSword, you must must pay his hirefee. Subsequently, after each battlehe fights, including the first, youmust pay his upkeep fee if you wanthim to remain with the warband. Ifthe Hired Sword is killed, or you nolonger require his services, youdon’t have to pay any upkeep!These costs are indicated in theentries for each Hired Sword.

The money paid to Hired Swordscomes from the warband’s treasuryin the same way as buying newweapons or recruiting newwarriors. If you don’t have enoughgold to pay for the Hired Sword, orwant to spend it on other things, heleaves the warband. Any experiencehe has gained will be lost, even ifyou hire a new Henchman of thesame type.

injuriesIf a Hired Sword goes out of action during the game,roll for his injuries as you would roll for a Henchmanafter a battle (i.e, 1-2 = Lost; 3-6 = Survives).

hired swords and experienceHired Swords gain experience in exactly the same wayas Henchmen. Refer to the scenarios to find out howmuch experience Hired Swords gain after each game.

Write the name and profile of a Hired Sword on yourroster sheet in one of the Henchman group slots.

Once the Hired Sword gains enough experience foran advance, roll on the Heroes Advancement table (asopposed to Henchmen) to determine which advance

he gains. Skills available to the Hired Swords arelisted under their entries.

Hired Swords

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Pit fighter30 gold crowns to hire +15 gold crowns upkeep

Pit Fighters are dangerous men who make theirliving in the illegal fighting pits of the Empire. Manyof them are slaves and prisoners but some are freemen who earn their living from savage pit fights insettlements like Cutthroat’s Haven or Black Pit. Eventhough pit fights are banned in many provinces, theyare very popular and a great deal of money iswagered on the outcome. Thus many authoritiesturn a blind eye to these bloodsports.

When not in the pits, Pit Fighters offer their servicesto the highest bidders, and they readily findemployment in warbands intent on exploring theruins of Mordheim. Pit Fighters are powerful anddangerous fighters, and their unique weaponry givesthem an advantage against almost any opponent.

May be Hired: Any warband apart from Undead andSkaven may hire a Pit Fighter.

Rating: A Pit Fighter increases the warband’s ratingby +22 points, plus 1 point for each Experience pointhe has.

Profile M WS BS S T W I A Ld

Pit Fighter 4 4 3 4 4 1 4 2 7

Equipment: Morning star, spiked gauntlet andhelmet. The spiked gauntlet counts as an additionalhand weapon and a buckler. And no, your Heroescannot learn to use it!

Skills: A Pit Fighter may choose from Combat, Speed and Strength skills when he gains a new skill.

Ogre bodyguard80 gold crowns to hire +30 gold crowns upkeep

Ogres are large, brutish creatures, standing some tenfeet tall, and all of it bone and muscle. For thisreason they are much in demand as bodyguards andmercenaries, despite their lack of brains. A warbandbacked up by an Ogre makes a fearsome enemy,since Ogres are extremely dangerous fighters and aterrifying sight to behold when enraged. They happilyaccept any employer, as they are notoriouslyunbothered about who they fight for.

May be Hired: Any warband except Skaven may hirean Ogre Bodyguard.

Rating: An Ogre Bodyguard increases the warband’srating by +25 points, plus 1 point for eachExperience point he has.

Profile M WS BS S T W I A Ld

Ogre 6 3 2 4 4 3 3 2 7

Weapons/Armour: Either two swords, axes or clubs(or any mix of them), or a double-handed weapon(you may choose which). Ogres wear light armour.

SPECIAL RULESFear: Ogres are large, threatening creatures thatcause fear. See the Psychology section for details.

Large Target: Ogres are Large Targets as defined inthe shooting rules.

Skills: An Ogre may choose from Combat andStrength skills when he gains new skills.

Hired swords

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Halfling scout15 gold crowns to hire +5 gold crowns upkeep

Halflings are diminutive creatures, generally moreconcerned with the timing of their next meal (or two)than with military pursuits. They range from three tofour feet tall, and are neither very strong nor tough,but are naturally good shots and steadfast in theface of danger. Some Halflings are more adventurousthan others, however, and these bold spirits aremuch sought after by mercenary bands, for they aresplendid archers, and excellent cooks to boot.

May be Hired: Any warband except Skaven, Undeadand the Possessed may hire a Halfling Scout.

Rating: A Halfling Scout increases the warband’srating by +5 points plus 1 point for each Experiencepoint he has.

Profile M WS BS S T W I A Ld

Halfling 4 2 4 2 2 1 4 1 8

Equipment: Bow, dagger and a cooking pot (countsas a helmet).

SPECIAL RULES:Cook: Halflings are renowned for their cooking skills.A warband with a Halfling Scout may increase itsmaximum size by +1, as warriors from all around areattracted by the smell of great food! Note that thisdoes not increase the maximum number of Heroesyou may have.

Skills: A Halfling may choose from Speed andShooting skills when he gains a new skill.

Warlock30 gold crowns to hire +15 gold crowns upkeep

Wizards, shamans, mystics, all these and more areassociated with men who can wield the power ofmagic. All magic is potentially dangerous andoriginates from Chaos, so those blessed (or cursed)with the power of sorcery are hated and feared.

Still, it is not difficult to find employment if you area wizard, for many are willing to take the risk ofpersecution. But hiring a Warlock does not onlymean that you lose your gold – if the teachings of theCult of Sigmar are to be believed, your soul is at riskas well...

May be Hired: Any warband except Witch Huntersand Sisters of Sigmar may hire a Warlock.

Rating: A Warlock increases the warband’s rating by+16 points plus 1 point for each Experience point hehas.

Profile M WS BS S T W I A Ld

Warlock 4 2 2 3 3 1 4 1 8

Equipment: A Warlock carries a staff.

SPECIAL RULES:Wizard: Warlocks are magicians and have two spellsgenerated at random from the Lesser Magic list. Seethe Magic section for details.

Skills: Warlocks may choose skills from the Academicskills list, or they may randomly determine a newspell from the Lesser Magic spell list.

Hired swords

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Hired swords

Freelancer50 gold crowns to hire +20 gold crowns upkeep

Just as warriors of the lower social orders canbecome mercenaries, squires or nobles may offertheir skills for hire by becoming a Freelancer or‘robber knight’. Freelancers are often the youngersons of nobles, who have inherited little but theirweapons, horse and armour. Having becomedisillusioned with their lot in life they have taken theonly road available to them: that of a Hired Sword.

Financial considerations take precedence over thedictates of honour and chivalry. Many Freelancershave drifted to the shanty towns surroundingMordheim, and offer their considerable strength tothe highest bidders.

May be Hired: Mercenaries and Witch Hunters mayhire Freelancers.

Rating: A Freelancer increases the warband’s ratingby +21 points plus 1 point for each Experience pointhe has.

Profile M WS BS S T W I A Ld

Freelancer 4 4 3 4 3 1 4 1 7Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Heavy armour, shield, lance and sword.If you are using the optional rules for mountedmodels, a Freelancer rides a warhorse (and has theRide Warhorse skill from the Blazing Saddles article).When mounted, the Freelancer has an armour savingthrow of 3+. On foot his save is 4+.

Skills: A Freelancer may choose from Combat andStrength skills when he gains a new skill.

Elf ranger40 gold crowns to hire +20 gold crowns upkeep

Elves are a wondrous race: lithe, tall, beautiful, long-lived and magical. For the most part they are fearedand distrusted by humans, though some live in thecities amongst men and offer their services asminstrels and archers in return for a high fee.

Though Elves become rarer in the Old World eachyear, there are still some roaming on the tracklesspaths of the Drakwald Forest and the Forest ofShadows.

Elves sensibly tend to avoid the ruins of Mordheim,for in the City of the Damned there is little to attractthat fey and strange race, but sometimes they arehired by treasure hunters, for few can match theirskill with a bow, or their inhuman quickness andagility. The senses of an Elf are much keener thanany human’s, and they make excellent scouts.

May be Hired: Mercenaries and Witch Hunters mayhire Elf Rangers. Warbands which include Dwarfs mayhire Elf Rangers, but must pay 40 gold crowns aftereach battle instead of 20.

Rating: An Elf Ranger increases the warband’s ratingby 12 points plus 1 point for each Experience pointhe has.

Profile M WS BS S T W I A Ld

Elf Ranger 5 4 5 3 3 1 6 1 8

Equipment: Elf bow, sword and Elven cloak.

Skills: An Elf Ranger may choose from Shooting andSpeed skills when he gains a new skill. In addition,there are several skills unique to Elf Rangers asdetailed below, which he can choose instead ofnormal skills. Note that these special skills can only beacquired through experience. They are not possessedby a new recruit.

SPECIAL RULESSeeker. When rolling on the Exploration chart, theElf Ranger allows you to modify one dice roll by -1/+1.

Excellent Sight. Elves have eyesight unmatched bymere humans. The Elf Ranger spots Hidden enemiesfrom two times as far away as other warriors (ie, twicehis Initiative value in inches).

ELVEN SKILLSFey. Hostile magic spells will not affect the Elf on a D6roll of 4+.

Luck. The Elf Ranger is blessed by Lileath, the Elvengoddess of luck. Once per game he may re-roll anydice roll he makes (but not one made by othermembers of the warband).

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Hired swords

Dwarf troll slayer25 gold crowns to hire +10 gold crowns upkeep

Troll Slayers are members of the morbid Dwarf cultwhose followers are obsessed with seeking anhonourable death in combat. Having committedsome unforgivable crime or been dishonoured in anirredeemable way, a Dwarf will forsake his homeand wander off to die fighting the enemies ofDwarfkind.

Troll Slayers are insanely dangerous individuals,psychopathic and violent. However, there are fewbetter fighters, so they are much sought after whenwarriors are needed.

Known as ‘Hired Axes’, Troll Slayers who come toMordheim find plenty of opportunity to indulge theirdeathwish.

May be Hired: Mercenaries and Witch Hunters mayhire a Dwarf Troll Slayer. Warbands that include Elvesmay hire Slayers, but must pay 20 gold crowns aftereach battle instead of 10 gold crowns. Dwarfs won’tput up with weak pointy-eared folk unless they have to,or are adequately compensated for their sufferance.

Rating: A Dwarf Troll Slayer increases the warband’srating by 12 points plus 1 point for each Experiencepoint he has.

Profile M WS BS S T W I A Ld

Troll Slayer 3 4 3 3 4 1 2 1 9

Weapons/Armour: Two axes or a double-handed axe(the hiring player may choose).

Skills: A Troll Slayer may choose from Combat andStrength skills when he gains a new skill. Inaddition, there are several skills unique to DwarfTroll Slayers which he can have instead of normalskills when he gains a new skill.

SPECIAL RULESDeathwish. TrollSlayers seek anhonourabledeath incombat. Theyarecompletelyimmune toallpsychologyand willnever needto test ifthey arefightingalone.

Hard to Kill. Troll Slayers are tough, resilientindividuals who can only be taken out of action on aD6 roll of 6 instead of 5-6 when rolling on the Injurychart. Treat a roll of 5 as stunned.

Hard Head. Troll Slayers ignore the special rules formaces, clubs etc. They are not very easy individuals toknock out!

TROLL SLAYER SKILLSFerocious Charge. The Dwarf may double his attackson the turn in which he charges. He will suffer a -1 tohit penalty on that turn.

Monster Slayer. The Troll Slayer always wounds anyopponent on a D6 roll of 4+, regardless ofToughness, unless his own Strength (with weaponmodifiers) would mean that a lower result than this isneeded.

Berserker. The Dwarf may add +1 to his to hit rollsduring the turn in which hecharges.

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It’s a Kind Of MagicBy Jake Thornton

There are many wizards, witches and mages that roam the Old World, many in search of the powerful wyrdstone thatlies scattered across the ruins of Mordheim. However, not all are seeking wealth and power alone.

Elf Mage45 gold crowns to hireUnlike the staid and traditionally insular archmages ofthe Tower of Saphery, devotees of the smaller Djed’hitemple are wanderers. After a brief few decades studyat the temple on Ulthuan, they leave to seekenlightenment in the true ways of magic by studyingthe ways of the world. There is no single path to thisenlightenment, indeed there are said to be more pathsthan there are those that tread them.

The Djed’hi are not merely students of the academicarts. Their wanderings are perilous and inevitably leadthem into dangerous lands where they must defendthemselves. Thus, most of their magics are means toenable them to survive to explore the world anotherday.

Few of the Djed’hi own much in the way ofpossessions, and this saves them from some of the lesssavoury folk they encounter. However, althoughrobbing them is generally not worth the effort, themere fact that they are Elves is enough to attract bigotsand small-minded fools to attack them. All this justunderlines the natural feelings of superiority of thewanderers, which in turn makes their enlightenmentall the more distant.

May be Hired: Human Mercenaries may hire ElfMages.

Profile M WS BS S T W I A Ld

Elf Mage 5 4 3 3 3 2 6 1 8

Rating: An Elf Mage increases the warband’s rating by+23 Points.

Equipment: Staff, Elven cloak.

Skills: An Elf Mage is a wanderer and will not stay longenough with a warband to learn new skills.

SPECIAL RULESWizard: Elf Mages are magicians and have three spellsgenerated at random from the list on the oppositepage. See the magic section of the rulebook for moredetails.

Sorcery: See page 123 of the rulebook.

Fey: Hostile magic spells will not affect the Elf on a D6roll of a 4+.

Wanderer: An Elf Mage is a wanderer, and will only

stay with a warband for the duration of a single battle.A warband who used an Elf Mage in their last battlemay not seek out another until they have fought atleast one battle without one.

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Spells Of The Djed’hi1 Divination of Shirath Difficulty 6

Looking into the mists of the future, the Mage divines his best move.

The Mage may re-roll all his failed dice rolls, though the second result stands.

The effect lasts until the beginning of the Mage’s next turn.

2 Shimmering Shield Difficulty 7The Mage is surrounded by a pale glow.

This spell acts as a shield to protect the Mage. It gives him an additional

unmodified 5+ save against all attacks. The effect lasts until the beginning of

the Mage’s next turn.

3 Statue of Light Difficulty 7A pillar of light transfixes the Mage as another stabs down from the heavens topin his target.

The Mage chooses a single enemy model he can see. That model may not move

as long as the Mage remains both static and alive. The Mage and the target may

cast spells normally, but fight in close combat at -2 WS (minimum of 1).

4 Fleeting Shadows Difficulty 8The Mage slips between worlds, shimmering in and out of existence andbecoming hard to pinpoint exactly.

The first time the Mage is hit in close combat or shooting, the spell protects him

and the hit is ignored. Move the Mage 2" from his current position in a random

direction (but not off a cliff, etc). This is where he really was all along. The spell

remains in play until it saves the Mage from a hit, whereupon it is dispelled. It

may not be cast again whilst it is in play.

5 Hunter’s Fury Difficulty 9The Mage gestures at the target, and glowing arrows shoot from his fingertips to fly at the foe.

The spell summons D3+1 arrows which the Mage can use to shoot against one

enemy model following the rules for normal shooting. The arrows have a range

of 36". Use the Mage’s own Ballistic Skill to determine whether he hits or not,

but ignore movement, range and cover penalties. Each arrow causes one S3 hit.

6 Silent Guardian Difficulty 9Glowing swords appear by the Mage, leaping to his defence if he is attacked inclose combat.

This spell acts as an invisible guardian that will defend the Mage. If the Mage is

attacked in close combat then the guardian will fight first with WS5, S3. The

guardian will make 1 attack per turn against each enemy that attacks the Mage.

The guardian will not leave the Mage’s side, and will only fight if the Mage

himself is being attacked. The Guardian cannot be attacked in return and will

only be dispelled if the Mage casts another spell or dies.

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State of the Empire’s Soul

Being a treatise upon the diverse afflictions tormentingthe spirit of the common folk of the Empire in these darktimes of tumult and dismay.

Eminence,

Since the dire catastrophe that befell Mordheim, therehas been a great rise in piety amongst the population ofthe Empire, in all walks of life from the most humble tothe most high. Alarmingly, there has also been amanyfold rise in the heresy of witchery, in all its blackforms. As instructed, I have sent my emissaries far andwide across the land so that you might know the trueand accurate detail of these assertions. These humblewords are the result of their questionings of manyhundreds of witnesses. Some of these morsels ofinformation were given freely, others under closeinterrogation by experienced witch hunters. All has beenchecked as much as possible. However, you willappreciate that the lost souls who traffic with daemonsare not the most reliable of witnesses. I have done myutmost to sift their lies from the truth.

The great comet which struck the cursed city of Mordheimis oftentimes seen as a punishment for some misdeed ofthe peoples of that city, and a sobering punishment it hasbeen. Some have suggested that those who perished inthat fireball were perhaps the lucky ones as their

suffering was momentary, though this observer woulddoubt that. Surely they will writhe in torment everlastingif it was indeed their faithlessness which precipitated thecalamity.

It is instead my assertion that the comet was a sign forthe peoples of the Empire as a whole to leave off theirfaithless and worldly behaviours and return to the OneTrue Way of our Lord and Master Sigmar. It is a test of ourfaith and I regret to say that though many of our fellowsshow the utmost conviction and strength of spirit, thereare many others who have taken the easy path of heresy.

Those that have turned from the faith are scattered allover the Empire from the wildest forest to the heart of ourcities. Some are humble and uneducated labourers, butit is a taint which has also stained those who shouldknow better. Indeed, some of the most eloquent and wellargued of the heretics come from the universities or theclergy, much as it pains me to admit it.

Pieter of Nuln is an example of this type of learnedheretic. When he first appeared he was thought to beanother of the near-fanatic zealots who roam the roads,preaching of impending doom and the end of all things.Indeed, he did preach thus, but instead of explaining thetrue remedy of prayer, pilgrimage and support of the holychurch as intercessionary with Lord Sigmar, may hisname be praised, he preached increasing blasphemy.

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Pieter was an educated man, of lower nobility. Heattended the seminary and was an excellent theologicalscholar. His tutors speak highly of his conviction and hispiety. It seems that he was almost at Mordheim when thecomet struck, on his way to visit relations in that city.They were all slain. This appears to have turned hismind.

His first preachings were supported by the localchurchmen as they seemed to encourage piety, and thatcannot be a bad thing. However, as time went on it grewincreasingly clear that he was peddling a false andunholy brand of heresy. Of late he has even proclaimedthat the church itself is a corrupting influence on thefaith rather than the central bastion of its defence andencouragement. Instead he claims that the only faith isto be found by a cleansing of the self inside and out. Thiswould be no more than a repetition of the Grathar heresywere it not for the fact that he encouraged all who wouldlisten to help others cleanse themselves whether theywanted to or not. His followers set about burningchurches, breaking up the shops of rich merchants andcraftspeople, and denouncing any who stood in theirway as irreligious blasphemers. A ragged following grewaround him, as it was naturally the poorest that foundmost to attract them in this faith of denial. Spite andrevenge drove them to attack their betters under thebanner of their new, twisted faith, and all the whileproclaiming themselves the most holy of Sigmar’schildren.

This following soon grew to the size of a small army, andwith size it became bolder, marching across the HowlingHills from the Midden Moors where it had beenassembling. Pieter led his deluded followers up theTalabec towards Talabheim in a mass, chanting andsinging. By all accounts it was a striking sight.

The first of the armies that was sent against them wassmall, and after an impassioned speech from Pieterhimself it was swallowed up by the mass, joining theheretics it had been sent to destroy. In time of peaceTalabheim would have been doomed as there would nothave been the men to hire, but in these times of strifethere are mercenaries on every street corner, and thosewith deep purses can hire an army in short time. This isexactly what the frightened burghers of that city did,opening their coffers to buy a large army of veteranmercenaries led by the most irreligious and wordly ofgenerals they could find: Otto Halfhand. I will not delveinto the history of this unsavoury character here, save tooffer the view that he is not a man that one wouldnormally have dealings with, but desperate times call fordesperate measures. Having lost one force to the silvertongued charlatan they were loathe to lose another. Ifanyone could resist the call to his better nature or hisimmortal soul it was said to be Otto.

True to his nature, Otto led his army to a small ridge thatblocked the path of the advancing heretics, and waited.As before, they offered parley, but this time the hereticemissaries were sent back in several sacks. Believing theymight have some daemonic ability to turn men’s mindswith their words, Otto wasn’t taking any chances.

Pieter hesitated, but it was too late for him to back out.The battle was a bloody one when it came, all but ahandful of the heretics being slaughtered by themercenaries. The few that were captured werequestioned repeatedly and then put to the pyre. It wastoo dangerous for them to be suffered to live. Pieterhimself was slain on the field of battle.

What this episode teaches us is that even those that aremerely unbalanced and misled, as I believe Pieter was,can almost sack a city. Those that are truly evil may beeven more dangerous.

Pieter is dead now, but he was far from the only itinerantpreacher. The roads of the Empire are choked withmercenaries, homeless refugees from the fighting and inamongst these are many so-called holy men. This movingcongregation is a fertile ground for recruits and therehave been many cases of local disturbances on muchsmaller scale than the Pieterites. Local watchmen androadwardens from all corners of the Empire havetestified to my investigators to the growing unrest stirredup by these rabble-rousers. At present they are contained,for the most part. How long that will continue to be thecase is uncertain.

True witchcraft is also to be found in many parts of theEmpire, though it is more insidious and difficult to trace,for obvious reasons. For many years the holy church haslargely tolerated the home remedies and curative simplesof the local wise woman as they are, in the main, merelyharmless traditions. At least, this is the argument of theirapologists, a line of debate your Eminence knows I havenever followed. However, of late these ‘wise women’ have

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Nor is this the only haven for such black arts. Reportscome to me from all corners of our land. The UnbrokenCircle from Altdorf, Black University of Marienburg (evera haven for dubious foreigners) and the Unseen Handfrom Bechafen are but a few of the various and sundrynameless groups of witches, blasphemers and hereticsthat harbour no love for our Lord Sigmar. The so-calledCity of the White Wolf has been a nest of heresy forcenturies, and their well-practised witcheries are nodoubt even more pronounced now. My men have notbeen able to find reliable sources from those unholyparts, but we can hope that their travails will bring themto their senses and a devout and penitent joining of theTrue Faith of Sigmar.

The centre of this renewed outbreak of sorcery is, ofcourse, the ruined mass of Mordheim itself. By all reports,the city has been not only largely ruined, but also taintedwith poisonous wyrdstone. Quite how this came tohappen is uncertain, but it is clear that it is part of thecomet’s bane. This wyrdstone poisons the water and

been used to disguise and excuse an increasing amountof undoubted witchery, and we can no longer tolerateany such traffic with heresy, real or imagined, large orsmall. Heresy is heresy, however seemingly innocent, andneeds to be stamped out. As this practise is sowidespread, I urge your Eminence to consider instructingour clergy to use extra diligence in rooting out this taintat the lowest level, and thus by removing all excuse wecan leave the heretic without a place to hide. Once in theopen the searing light of pure faith will burn away thecorruption.

Of course, there are other witches who are more powerfulthan this and who practise their black arts openly. Theseare dangerous foes, and I have lost more than a few ofmy loyal inquisitors at their hands. Indeed, none whowere sent to Sylvania returned, and I fear that this bodesvery ill for that province. One can only hope for aninnocent explanation or some commonplace mishap,though I am unable to find such solace in my heart.

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Dramatis personae

111 111

This section details some of the strangest andmost famous (or infamous) characters to be

found in Mordheim and the outlying settlements.Occasionally, these warriors join forces with awarband (usually demanding wyrdstone or a bag ofgold in payment).

The following characters (known as ‘specialcharacters’) are hard to find and expensive to hire –you must be lucky and wealthy to attract theirattention.

This list does not, by any means, include all thefamous warriors and cold-hearted killers you could

encounter in Mordheim. There are famousDwarf gold hunters, Burgomeisters of the

Merchants’ Guild, Theodor, themarksman of Hochland,and many others. In fact

we hope that thecharacters detailed

here will inspireplayers to

inventspecial

charactersof their

own.

You can only ever have one of a particular specialcharacter in your warband. A warband may employ asmany special characters as it likes – if it can affordthem!

looking for special charactersAfter a battle, you can send any number of yourHeroes to look for a special character. Only Heroescan look (Henchmen are rarely trustworthy enough).Heroes who went out of action in the last battle areunable to join the search because they are recoveringfrom their wounds.

Heroes who are looking for a special character cannotlook for rare items. Decide which special characteryou are seeking, and how many Heroes have beensent to look for him. Roll a D6 for each searcher. If anyof the searchers rolls under his Initiative he haslocated the special character. You can, of course, onlyfind one of a particular special character, no matterhow many searchers roll under their Initiative.

hire feeThe warband must pay the hire fee for the specialcharacter when he is recruited, and after each battlehe fights, including the first, you must pay an upkeepfee. These fees are indicated in the entries. Thismoney comes from the warband’s treasury in thesame way as buying new weapons or recruiting newwarriors. If you don’t have enough gold to pay for thespecial character he leaves the warband.

experience, injuries and equipment

Special characters have their own equipment. Onlythey may use this equipment; it can’t be given to

other warriors. Furthermore, you cannot buyextra weapons or equipment for a special

character.

Special characters do not earn Experiencepoints, although they suffer serious injuries,

just like Heroes, if they are taken out ofaction.

Each special character’s description tellsyou how much to add to your

warband’s rating for including them(taking into account theirexperience and abilities).

Dramatis personae

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SPECIAL RULESInvincible Swordsman. Aenur always hits hisopponents on a roll of 2+ in hand-to-hand combat.

Wanderer. Aenur only ever stays with a warband forthe duration of the battle. A warband who used Aenurin their last battle may not seek him outuntil they have fought at least onebattle without him.

Ienh-Khain (the Hand ofKhaine). Ienh-Khain is anincredibly long single-edged sword, whichAenur uses withconsummate skill.This sword allowsAenur to parry,adds +1 to hisStrength andcauses acritical hiton a rollof 5-6whenrollingtowound.

Dramatis personae

Aenur, the sword of twilight

Many famous swordsmen have come toMordheim to make their fortune, but few can

match the terrifying reputation of the Elf swordsmanAenur. This mighty warrior was responsible forslaying the entire Possessed warband of KarlZimmeran, and single-handedly cleansed the RatHole, a settlement that had been overrun byBeastmen.

Rumours about Aenur’s origin abound. Elves usuallyavoid human settlements, and Mordheim inparticular, but for some reason the tall, paleswordsman has stayed in the proximity of the ruinedcity for months.

Some say Aenur comes from beyond the Great Ocean,from the fabled Elven kingdoms, and that he is thecaptain of the legendary Order of Swordmasters.Others claim that he is a Wood Elf prince in exile.Aenur himself says little about his past and thosewho are wise do not question him.

Whenever a warband prepares an expedition toexplore the inner city, there is a chance they mayhear a sharp rap at the gate of their encampment –their unexpected visitor will be Aenur, offering hisservices to their leader.

If, indeed, Aenur seeks something in the grim ruins ofMordheim, no-one knows what this might be. Somesay that he wishes to explore the Pit itself, and slaythe enigmatic Shadow Lord, though such a task mustsurely be above even this mighty warrior.

Aenur is tall even for an Elf, and beneath his finelywoven Elven cloak he wears armour of gleamingithilmar. He carries a sword of immense size which isrumoured to have arcane properties. Certainly no-one who has been struck by it has ever lived to tellthe tale.

Hire Fee: 150 gold crowns to hire.

May be Hired: Any warband except Skaven, Undeadand the Possessed may hire Aenur.

Rating: Aenur increases the warband’s rating by+100 points.

M WS BS S T W I A Ld

Aenur 5 8 4 4 3 2 7 3 8

Weapons/Armour: Aenur wears ithilmar armour, anElven cloak and carries an enormous sword known asIenh-Khain.

Skills: Aenur has the following skills: Strike to Injure,Expert Swordsman, Step Aside, Sprint, LightningReflexes, Dodge and Mighty Blow.

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Dramatis personae

Johann the knife

“Get your hands off me, brute! Let go of me, andI’ll tell you what I know. So, you seek Johann

the Knife! Take my advice, friend, do not speak hisname out loud. He does not like people talking abouthim in the street. What do you seek him for anyway?So, you’ve got a job for him! Well, why didn’t you sayso before? I cannot say where you might find him,because I do not know myself. Who does? Anyway, nomatter. When he hears word, he will find you soonenough! Ha! ha! It will cost you though, for he likesgold, does Johann. He knows this city – what’s left ofit – like the back of his hand. If he can’t findsomeone, no-one can. He is like a shadow, he can goin and out of anywhere, unseen. He can also fight his

way out of anywhere. No-one can catch him.

As quick as lightningwith a knife, he is!No traces, all very

neat andtidy. All I

need fromyou is the

gold, and thename. Johann

will do therest.”

Conversationoverheard in

Mordheim

Of the many cutthroats and assassins for hire thatinfest the settlements around Mordheim, Johann theKnife is the most famous. He exhibits his vocation ashired knife-fighter and assassin extraordinaire by thevarious lethal-looking daggers hanging from his belt,and the mean glint of his eyes. Johann wears darkleather gear, slightly out of fashion, which has neverbeen washed (or so the barmaids say). His long facebears the scars of many a fight, and his unkempt hairis lank and greasy.

Johann’s purse is always heavy with gold, and he takesno trouble to hide it, since only a fool would try tosteal it from him. Many have tried, and all have died…very quickly. The craftsmanship and quality ofJohann’s daggers is beyond compare, as he has takenthem from the bodies of the many wealthy, butunskilful, opponents he has despatched in viciousduels.

Hire Fee: 70 gold crowns to hire; +30 gold crownsupkeep cost. Johann is addicted to Crimson Shade, soyou may hire him for one portion of Crimson Shade ifyou wish.

May be Hired: Any warband except Skaven, Undeadand the Possessed may hire Johann.

Rating: Johann the Knife increases a warband’s ratingby +60 points.

M WS BS S T W I A Ld

Johann 4 3 6 4 3 2 6 1 7

Weapons/Armour: Johann is armed with countlessthrowing knives and several long daggers (he alwayscounts as having two swords in close combat). Hisweapons are always coated with Black Lotus and hemay take Crimson Shade before a battle if you wanthim to.

SKILLSJohann has the following skills: Dodge, Scale SheerSurfaces, Quick Shot, Eagle Eyes and Knife Fighter.

SPECIAL RULESKnife Fighter Extraordinaire: Johann has adeserved reputation for being the greatest knife-

fighter in whole of the Empire. Unlike normalwarriors, he can combine the Knife Fighter and

Quick Shot skills (yes, he can throw sixthrowing knives in one turn if he does not

move!).

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Dramatis personae

Years ago, Bertha sought refuge in the strictdiscipline and devotions of the Sisters of Sigmar.

Only the warrior god of the Empire was worthy ofher esteem. Only He was constant and faithful. Andhad not holy Sigmar, in truth, chosen her to be one ofhis handmaidens?

The pure blood of the Unberogens runs in Bertha’sveins, as evinced by her long golden plaits and fierceblue eyes, which can freeze a Goblin at twenty paceswith an icy glare. Even her voice commandsauthority, turning strong, hairy-thewed men intotrembling wretches.

The Sisters look up to Bertha as an example of holywomanhood. She rose rapidly through the ranks ofthe Sisterhood, and on her deathbed the reveredMatriarch Cassandra named Bertha her successor,new High Matriarch, and Abedissa of Sigmar’s Rock.

Sometimes, as Bertha straps on her Gromril armourin the light of dawn, she reflects on the lost innocenceof her youth. Then, angrily, she tightens the studdedleather straps tightly over her iron-hard limbs andstrides outside to spend hours practising with hergreat warhammers, preparing herself, as a bride ofSigmar should, for the day of battle.

Extract from the Tome of Heroes

Hire Fee: None. Bertha will come to the aid of anySisters of Sigmar warband if they send one or more oftheir Heroines to look for her in the normal manner,rolling under their Initiative (representing theirefforts to gain audience with the High Matriarch). Ifshe does grant an audience, she might decide that herpersonal help is needed in the forthcoming battle.She will only come to the aid of a Sisters of Sigmarwarband if their enemy has a higher warband rating.Consult the table below, and roll a D6 to see whetherBertha will aid the warband. A request for Bertha toaid the warband must be made for each battle youwish her to help the warband.

Difference inWarband Rating Dice roll required

0-49 Nil50-99 6+

100-149 5+150-199 4+200+ 3+

M WS BS S T W I A Ld

Bertha 4 5 3 4 4 2 4 3 10

May be Hired: Bertha Bestraufrung willonly join Sisters of Sigmar warbands.

Rating: Bertha increases a warband’srating by +105 points.

Weapons/Armour: Bertha is armed with twoSigmarite warhammers, wears gromril armour, andcarries a vial of blessed water and a holy relic.

SKILLSBertha has the following skills: Mighty Blow,Unstoppable Charge and Righteous Fury.

PRAYERS OF SIGMARBertha knows all six Prayers of Sigmar.

SPECIAL RULESHigh Matriarch. As the High Matriarch of the Sistersof Sigmar’s Mercy, Bertha will automaticallybe the leader of any warband shejoins.

Sigmar’s Handmaiden.Bertha is favoured above allother Sisters in the eyes ofSigmar. She gains +2 toall her rolls to seewhether her Prayersof Sigmar aregranted.

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Bertha Bestraufrung, high matriarch of the sisterhood

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“It killed us all! We couldn’t stop it, our weaponsbroke against its body... It was black, like a

shadow, and it was moving so fast, cutting men toshreds left and right. We fought, yes we fought hard,and old Marcus even tried his trick with the oil flask.It was engulfed by flames and for a moment wethought we’d stopped it. No way, it came out of thefire, still ablaze. It was as if it didn’t care! That wastoo much and those left of us ran for it. Still itfollowed us, on and on, relentless and merciless.There was no escaping, no hiding, its red eye couldalways spot you. Oh that eye... that eye...”

Last words of Fritz Huber at the Inn of the Red Moon,

Veskit was already a talentedclan Eshin Assassin whenhe was entrusted with his

most difficult mission.He was hired by ClanSkryre to free one of

their oldest and mostexperienced

Warlocks who wasbeing held hostage

by a rival clan.

Dramatis personae

Veskit, high executioner of clan eshinVeskit managed to take the prisoner back, fighting hisway through the guards, but at a very high cost. Hesuffered terrible wounds and would have certainlydied, but the Nightmaster of Clan Eshin made a pactwith the Warlock Engineers. The Skaven scientist-sorcerers replaced various parts of Veskit’s body withtheir part technological, part magical implants andmade him into a walking arsenal of deadly weapons.Veskit is now more a machine than a living thing, andhis thirst for killing has become almostuncontrollable.

When news of the wyrdstone came to the hiddenfortress of Clan Eshin, the Nightmaster sent Veskit toMordheim to deter the man-things from exploring thecity, which rightfully belonged to the Skaven. Fromthat day on, many adventurers have met their end inthe dark allies of Mordheim. Veskit’s unblinking eyemisses nothing, and those he hunts on the streets ofMordheim never return to the Gargoyle Gate.

Hire Fee: 80 gold crowns to hire; +35 gold crownsupkeep cost.

May be Hired: Veskit may only be hired by Skavenwarbands.

Rating: Veskit increases the warband’s rating by +70points.

M WS BS S T W I A Ld

Veskit 5 5 4 4 4 2 5 4 8

Weapons/Armour: Eshin Fighting Claws (the extraattack is included in his profile). Each Fighting Clawincorporates an in-built warplock pistol, so Veskit canshoot in every turn, and he fights in close combat with

Strength 5 and a save modifier of -3 (note that hecan still parry twice with his claws!).

SPECIAL RULES

Unfeeling. Veskit is a cold, calculatingkilling machine, and feels few of theemotions that living things do. He istherefore immune to all psychology.

No Pain. Veskit ignores knocked down andstunned results on the Injury chart. He

must lose his last wound and be takenout of action before he is removedfrom battle.

Unblinking Eye. Thanks to thesorcerous devices built by the Warlock

Engineers of Clan Skryre, Veskit can spothidden enemies within twice his Initiativevalue in inches.

Metallic Body. These give Veskit his highToughness and a 3+ armour save.

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GREATEST WIZARDin ye

KNOWN WORLD

To find me follow ye riddle A Gorgon by the river, a hole in the ground, wherethe old man of Mordheim goes around and around.

Expert practitioner in the art of hedge magic. Defeater of the warband

‘The White Wolves’ (deceased).

NICODEMUS

Payment in Wyrdstone

For Hire

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Nicodemus was apromising apprentice to

the mighty wizardGanthrandir. During one ofhis master’s many absences,Nicodemus felt anirresistible call from one ofthe ancient artifacts storedin the wizard’s laboratory:an exotic magic lantern.Created when the worldwas but young, this mightyartifact imprisoned theessence of a powerfulDaemon. Many timesNicodemus’ master hadwarned him not to touchthe dangerous lantern, butthe voice in the youngwizard’s mind was moreconvincing than even hismentor’s: “Free me” it wassaying “and I will grant youyour heart’s desire –anything you want will beyours! Mine is the power tomake it so! Free me…”Nicodemus knew somethingof dealing with thesedenizens from the Realm ofChaos and immediatelyasked: “Do you swear it onthe name of the Power youserve?” After a moment ofsilence, the voice answered:“I swear it in the name ofmy Master!” So theambitious but naive youngwizard was hooked andproceeded to break therunic seals of the lantern.

“Free at last!” boomed thevoice of the Daemon as itemerged from its prison ina billowing, many-huedcloud. The smoke thenseemed to coalesce into thevague shape of a hugehumanoid creature, with abird-like head atop a longthin neck and vast wingsseemingly made ofiridescent light. TheDaemon looked down onthe human, and Nicodemus,

controlling his fear,shouted: “The wish! Youmust grant me the wish asyou swore it!” The mightyChaos being smiledenigmatically and asked:“What is your wish then,manling?”

Fighting hard against allthe instincts telling him toflee as far as he could fromthis unearthly abomination,Nicodemus revealed hiswish: “I want to become thegreatest wizard known toMankind!”

A few long heartbeats laterthe fiery gaze of theDaemon left the wizard:“Granted!” whispered theDaemon and with one lastevil chuckle disappearedback to the netherworldfrom whence it came.

Nicodemus did not perceiveany immediate change andwondered how long itwould take for the wish tocome true. Only one thingwas clear, he could not staythere anymore, because hismaster would certainly not

be pleased by his actions. SoNicodemus picked up histhings and fled, beginninghis wanderings across theOld World.

Only a few weeks after thatfateful day did Nicodemusrealise the Daemon’strickery. His body wasgrowing abnormallyquickly – he was now aninch taller than theprevious week and his bodywas getting proportionallybigger. The greatest wizard!The cunning Daemon hadtaken his wish too literally!Nicodemus had been taughtto be extremely careful withthe wording of anythingrelated to wish-magic, butthe sheer terror generatedby the Daemon hadovercome his training…Now he was doomed to livewith his mistake.

From that day on, the life ofNicodemus has been anuninterrupted quest, adesperate search for a wayto negate the curse ofunstoppable growth. The

only remedy he hasstumbled upon is apowerful potion concoctedby a wise hermit he met inthe World’s EdgeMountains. The potion’sability to delay the effects ofthe Daemon’s powers hasbecome a lifeline for thesizeable wizard.Unfortunately forNicodemus he requiresregular infusions ofwyrdstone for the potion totake effect. Thus Nicodemushas been drawn to thegreatest concentration ofthis wondrous mineral –Mordheim, City of theDamned.

Nicodemus’s skills havegreatly developed duringhis time in the dark streetsof Mordheim and he is nowsomething of a legendamong the many warbandsvying for supremacy in thecity. Who knows where hewill appear next and whowill he join in his neverending search for theprecious magic stones…

Nicodemus, the cursed pilgrimby Alessio Cavatore

Hire Fee: See Special Rules.

May be Hired: Any warbandexcept Skaven, Undead andthe Possessed may hireNicodemus. Remember thathe must be looked for, likeall other special characters.

Rating: Nicodemus increasesthe warband’s rating by +85points.

Weapons/Armour:Nicodemus carries an

enormous Wizard’s Staff (seeSpecial Rules).

SkillsNicodemus has the followingskills: Sorcery and Fearsome.

SpellsNicodemus knows all sixLesser Magic spells.

Special RulesCursed. Nicodemus is notinterested in money, he

desperately needs fragmentsof wyrdstone to delay hisabnormal growth. When hejoins the warband and aftereach battle he fights,including the first, you mustpay him with a wyrdstoneshard. If you don’t have ashard or if you don’t want togive it to Nicodemus andprefer to sell it, the cursedpilgrim will leave thewarband, never to return.

Wizard’s Staff. Nicodemuscan use his staff in closecombat in two differentways: he can use the staff

with both hands, in whichcase the staff counts as aclub, but also allowsNicodemus to parry as if hewas armed with a buckler;alternatively Nicodemus canuse the staff in his left handas a normal club while he’swielding the Sword ofRezhebel (see Lesser Magicspells) in his right hand.

Note: the Sword of Rezhebelis a spell and not a normalsword, therefore it cannotbe used to parry.

M WS BS S T W I A LdNicodemus 4 3 3 4 4 2 3 1 8

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Ulli & MarquandNew Dramatis Personae based on Gordon Rennie’s popular

characters from ye comic Warhammer Monthly beautifully brought tolife by the art of karl Kopinski and Paul Jeacock.

Written here by ye scribes of great Renown Space McQuirkand Donato Ranzato for use with the exquisite models sculpted by

Mark Bedford.

Ulli & MarquandNew Dramatis Personae based on Gordon Rennie’s popular

characters from ye comic Warhammer Monthly beautifully brought tolife by the art of karl Kopinski and Paul Jeacock.

Written here by ye scribes of great Renown Space McQuirkand Donato Ranzato for use with the exquisite models sculpted by

Mark Bedford.

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54

A Pair of RoguesNever in the history of the Empire havethere been such a villainous pair of roguesas Marquand Volker and Ulli Leitpold. Oncebrigands in a mercenary regimentresponsible for a long list of crimes, theywere caught by bounty hunters and enlistedinto the slave army of the Count of Stirland.The pair escaped their captors on theoutskirts of Mordheim, City of the Damned,a ruinous place where death and glory couldbe found in equal measure. The infamousbandits instantly recognised it as home.

Ulli and Marquand quickly developed a strongrapport with the scum of Mordheim, a placeInhabited by the corrupt and immoral outcastsof society. Their martial prowess and ruthlessguile soon earned the nefarious partners incrime a high degree of notoriety. As a result,the less noble traders and prospectors of theaccursed city eagerly sought out the services ofthese talented scoundrels.

But their assistance did not come without ahigh price. Whilst the pair would consider anytask thrown their way for a mere handful ofgold coin, their loyalty was as fickle as thewinds of Chaos. They built up a reputation ofbetraying employers and stabbing them in theback for the sake of a single crown. They werecertainly not beyond using foul and despicabletricks to save their own worthless hides or linetheir own pockets.

What became of the despicable pair, none cansay but legends of their deeds can to this daybe heard in taverns throughout the Old World.Each story is more outlandish than the nextbut few ever doubt the truth behind thesefantastic tales.

Dramatis PersonaeBoth Ulli and Marquand are new DramatisPersonae as described on page 152 of theMordheim rulebook and follow all of thestandard rules therein. Unlike the otherDramatis Personae Ulli, and Marquand aremercenaries hired as a pair for one battle only,you cannot hire only one of them.

Dramatis Personae

Listen well my brothersto this, the true story.

Yes, behind thosetwo villainous rogues.

Ulli and Marquand,the bane of many.

For the wise would dowell to avoid them.

But who amongst those ofthe Cursed City can becounted among the wise?

New

Rul

es

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55

May be Hired: any warband except Sisters ofSigmar and Witch Hunters may hire theserogues.

Hire Fee: 30 Gold Crowns to hire as a pair.

Rating: Ulli and Marquand increase thewarband rating by +60 points.

Marquand VolkerReputedly the son of wealthy Marienburgmerchants, what made Marquand embark on acareer as a gambler and then a mercenary andassassin is unknown. What is known about thisapparent ‘fop’ is that his appearance belies histrue nature for he is quite deadly and entirelydevoid of any morals. Marquand personifiesMordheim ‘The City of the Damned’ for he iscorrupt and rotten to the core – just like thatplace he calls his ‘home’. An expertswordsman and master of the throwing knife,there are few who have crossed him and lived.In the darkened corners of taverns, tales aretold in nervous whispers about this cold-hearted killer’s reputation: that he killed hisfirst victim before he was ten; that he cut theheart out of the Duke of Suddenland while theDuke’s wife slept on beside him. His deadliestfoe is the Witch Hunter captain Gottlieb, ‘TheFlayer’, whose face Marquand horriblydisfigured whilst the erstwhile servant ofSigmar was attempting to redeem Marquandof his sins.

Profile M WS BS S T W I A Ld

Marquand 4 5 4 3 3 2 5 2 8

Weapons/Armour: Sword, Light armour,throwing knives.

Skills: Step aside, Knife Fighter, LightningReflexes.

Ulli LeitpoldMarquand’s sidekick and partner in crime.Little is known about this huge framedMiddenheimer, apart from it is unwise to becaught anywhere near the business end of hismassive warhammer! The tales tell that UlliLeitpold started out as a mercenary soldier,often in the service of the armies of the Countof Stirland, and that he was present at theslaughter that ensued at the third siege ofNuln. Life as a mercenary is presumably wherehe derives his unthinking greed and coldnature, no doubt. Ulli spent some time as abandit and thief and teamed up withMarquand when they were captured by bountyhunters and sentenced to live out their days inthe penal battalions of the Count of Stirland.Neither as subtle or as flash as his Marienburgcolleague, Ulli prefers to use a combination ofbrute force and low cunning to achieve hisgoals.

Profile M WS BS S T W I A Ld

Ulli 4 4 4 4 3 2 4 2 7

Weapons/Armour: Two-handed warhammer,Light armour.

Skills: Strongman, Unstoppable charge,Combat master.

SPECIAL RULESThese special rules apply to both Ulli andMarquand.

Wanderers. See Aenur, the Sword of TwilightMordheim rulebook page 153.

A Fistful of Crowns: These guys will doliterally anything for money/wyrdstone andhave been known to change sides and stabtheir former employers in the back for just a

New

Rules

WANTED

MARQUAND VOLKER

DEAD OR ALIVE

WANTED

ULLI LEITPOLDDEAD OR ALIVE

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56

few crowns. To represent this, opposingplayer(s) may attempt to bribe the pair intobetraying their employers and changing sides.At the start of the game, any player(s) wishingto do this must secretly write down how muchhe is willing to bribe them by (this must ofcourse be more than the pair’s starting hirefee!). The controlling/employing player isadvised to secretly write down a counter bid atthe start of the game also. The bribing playermay then choose at the start of any of his turnsto attempt to bribe them (even if they are inclose combat!). If he does so he must revealthe amount he has written down and if this ismore than the hire fee plus the amount thecontrolling player has for his counter-bid, thenhe gains control of the pair until the end of thegame. Only the player who has control of thepair is forced to pay the additional amount sothat if the original controlling player losescontrol of them through a bribe he doesn’thave to pay the counter-bid.

Eg, Captain Steiner of the Averland AvengersWarband has managed to find the duplicitous

pair when scouting the ruins. He pays themtheir hire fee of 30 gold crowns and they agreeto join his warband for the next day’sWyrdstone hunting. Because Steiner is wellaware of his new ‘partners’ treacherousreputation he keeps another 30 gold crownsset aside in a pouch just in case.

Later that day, Steiner comes across thewarband of his arch rival, the ReiklanderCaptain Albrecht ‘One Eye’. A fight ensues andwhen Albrecht recognises Ulli and Marquand(cutting a swathe through his men, no doubt!)he yells out to them that he will pay them fiftygold crowns if they change sides. Ulli andMarquand ponder this for a moment and thenturn their weapons against the Averlanders.At this point Steiner throws his pouch of 30crowns at their feet (making a total of 60crowns and beating Albrecht’s offer of 50)and, after counting the gold, our lovablerogues again turn their weapons towards thehapless Albrecht, much to Steiner’s relief. Ofcourse things could have been a lot different!For if Albrecht had bribed only 11 morecrowns, because with 61 he would havebeaten Steiner’s counter-bid and Ulli andMarquand would have stabbed him in theback (literally!) and changed sides.

This bribing business can of course get quiteinteresting in multi-player games with differentplayers attempting to bribe at different times.

Whichever player succeeds in bribing, or if thecontrolling player maintains control, they mustpay this extra amount.

Where’s the Money? These guys are notlikely to accept any poor excuses if a warbandcannot afford their extra pay. In the event thata player cannot pay the extra either in crownsor Wyrdstone (The warband should sell anyWyrdstone necessary in order to pay the hireor bribe) the pair will deprive the warband ofan equal amount in equipment (based onmarket price). Failing this, they will take outtheir anger on the warband leader –immediately play a close combat with the pairversus the warband leader on his own and tothe death!

Inseparable: These guys are like brothers(very nasty, unpleasant brothers!) and aretotally inseparable. They must be hired as apair and must remain within 8" of each other.In the event that one is taken Out of Action,the other will attempt to drag him off of thebattlefield and to safety.

In a campaign, if one member of thepartnership retires then the other will retire.

New

Rul

es

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57

New

Rules

The bolt whistled mere inches past Ulli’s ear.

Ducking back behind a pile of rubble he lookedacross to the other side of the street.

“Marquand, those shots are getting too close for myliking. What did the wizard want that this madmanthinks is so worthwhile defending, and why did I haveto hide in the privy whilst you arranged the deal.”

From the broken frame of a window, theflamboyantly dressed Marquand called back to hisfriend.

“It’s a book Ulli, now do me a favour and tell mewhen you see the crossbowman again.”

Ulli raised his head cautiously above the cover of alarge chunk of stone.

“It had better be a damn good story, that’s all I cansay,” the broad chested Middenheimer shouted backto his comrade, as another bolt flew through the air,slicing through Ulli’s topknot harmlessly.

“If you think I’m risking my neck like that againMarquand you’re sadly mistaken.” Ulli growled at hisfriend.

“No need Ulli, it’s safe, you can stop cowering behindthat stone now.”

Standing up Ulli spied the marksman’s body drapedfrom a window on the second floor of a ruinedtownhouse. Blood trickled down the wall from awound in the man’s side from where a small daggerprotruded.

“I just needed a small distraction my friend, thankyou for obliging. You know I never miss my mark!”Marquand drew his fine blade from its scabbard.“Now if you’d be so kind as to make good use ofthat hammer of yours to break down the door, we’llsee off the remaining guards and take that book tothe market.”

A puzzled look crossed Ulli’s face, “I thought wewere to give it to the wizard!” he shouted, chargingeasily through the thick, but rotten door, and bringinghis hammer into the midriff of a surprised Averlandermercenary.

Marquand quickly followed his companion, thrustingwith lightning speed at two opponents with his sword.“We were, but think how much this thing will fetchon the open market. Besides, I’ll let the old man knowof the sale of his precious tome and he is welcometo try and bid for it. But I have a sneaky suspicionthat there will be some competition in the auction, Iforesee a mystery trader raising the bid a little beforeletting the wizard buy his precious book.” A whirl ofsteel was the last sight Marquand’s unfortunateopponent witnessed before falling to the floor,bleeding from multiple wounds.

Ulli smiled as he finished off the winded Averlander,crushing his skull with a mighty blow of hiswarhammer.

“You know, my father always told me that books, notfighting, was the best way to make my fortune.Perhaps he was right after all.”

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Optional rules

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This section includes a variety of rules that addan extra dimension to your battles in

Mordheim. As they are additions to the basic rulesthey are not an essential part of the game, and youshould agree with your opponent beforehandwhether you are going to use any of them.

We recommend that new players ignore this sectionto begin with, at least until you are familiar with theway the game works. If you consider yourself to be anexperienced gamer then you’ll have no problemincorporating these elements. Some of theseadditional rules alter the game quite dramatically, andyou are under no obligation to use any of them. Theyhave simply been included for players who want toexplore different aspects ofthe game.

New critical hit chartsDepending on what weapon your warrior is using,you may roll on one of the following Critical Hitcharts. For example, if your warrior is using a sword,roll on the Bladed Weapons chart. All the rulesgoverning critical hits given in the main rules alsoapply to these tables.

missile weapons(Bows, crossbows,

blackpowder weapons, throwing knives etc.)

1-2 Hits a Weak Spot. The missile penetrates itstarget’s armour. Ignore all armour saves.

3-4 Ricochet. If there are any other models within6", the closest enemy model is also hit. Roll towound and take any saves as normal for bothtargets.

5-6 Master Shot. The missile hits an eye, thethroat, or some other vulnerable part. Thetarget suffers 2 wounds instead of 1. There isno armour save.

bludgeoning weapons(Clubs, maces, hammers,

flails, double-handed hammers etc.)

1-2 Hammered. The target is knocked offbalance. Your opponent may not fight thisturn if he hasn’t already fought.

3-4 Clubbed. The hit ignores armour saves andsaves from helmets.

5 Wild Sweep. Your opponent’s weapon isknocked from his hand. If he is carrying twoweapons, roll to see which one he loses. Hemust fight with whatever back-up weapon hehas in his equipment for the rest of thiscombat (or fight unarmed if he has no otherweapons). Roll to wound and take armoursaves as normal.

6 Bludgeoned. The victim automatically goesout of action if he fails his armoursave. Even if he has several woundsremaining, he will be taken out ofaction by this attack.

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bladed weapons(Swords, axes, double-handed swords etc.)

1-2 Flesh Wound. This attack hits an unprotectedarea, so there is no armour save.

3-4 Bladestorm. The warrior unleashes a virtualhail of blows. The attack causes 2 woundsinstead of 1. Take armour saves separately foreach wound. Remember that, as with othercritical hits, if an attack causes multiplewounds for other reasons as well, you choosethe highest number of wounds.

5-6 Sliced! The strike ignores armoursaves, causes 2 wounds, and yourwarrior gains +2 to any Injury rolls.

unarmed combat(Wardogs, warhorses,

Zombies, Possessed, animals etc.)

1-2 Body Blow. Your opponent staggers, allowingyou to seize the initiative and make anadditional attack. Immediately roll to hit andto wound. Any saves are taken as normal.

3-4 Crushing Blow. The blow lands withtremendous force. You gain +1 to the Injuryroll if your opponent fails his save.

5-6 Mighty Blow. With a mighty punch or flyingkick, you send your opponent sprawling tothe ground. The attack ignores armour savesand you gain +2 to any Injury rolls.

thrusting weapons(Spears, halberds, lances etc.)

1-2 Stab. With a quick strike, you penetrate youropponent’s defences. You gain +1 to anyInjury rolls. Armour saves are taken as normal.

3-4 Thrust. The thrust lands with great force andthe target is knocked down. Take armoursaves as normal and see whether the modelsuffers a wound.

5-6 Kebab! The thrust knocks the target back withtitanic force, ripping apart armour andpuncturing flesh. The attack ignores armoursaves and you gain +2 to any Injury rolls. Thevictim is knocked backwards D6" and theattacker follows, staying in base contact. Anyother models involved in the combat areseparated and only the model which struckthe blow and his target are still consideredto be in combat. If the target collides withanother model, the other model is hit onceat S3.

117 117117

Optional rules

Escaping from combatWarriors that are engaged in hand-to-hand combat atthe start of their own turn may try to escape fromcombat during their movement phase. Such fightersare assumed to have realised that the odds are againstthem and decided that it is just too dangerous forthem to continue.

Declare which of your warriors will try to escape fromcombat at the start of your movement phase, at thesame time as you declare charges. Turn the modelsaround to show this.

Take a Leadership test for each warrior trying toescape from combat. This represents his efforts tofind the right time to escape. If he passes, the warriorcan move up to double his normal Movement rateaway from combat and the enemy he was fighting, inany direction.

If he fails, his opponent is allowed to make 1automatic hit against the warrior who is trying toescape, and the fleeing warrior (provided he survives)will run 2D6" directly away from combat. He will haveto take a Leadership test at the beginning of his nextturn.

If successful he will stop, but may not do anythingelse during that turn. If the test is failed, he willcontinue to run 2D6" towards the closest table edgeand must test again the following turn if he is still onthe table.

If a warrior is charged whilst he is fleeing, the charger is moved into base contact withhim as normal, but the fleeing warriorwill then immediately run afurther 2D6"towards the tableedge, before anyblows can bestruck.

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118118 118

7-8 Mutation. The warrior develops a severemutation. Roll a D6. On a roll of 1 you losea single point from one of your warrior’scharacteristics (chosen by you), due toatrophy, or some such degrading mutation.On a roll of 2 or more you may choosewhich one of the mutations listed in theCult of the Possessed Warbands sectionyour warrior has been rewarded with.

9-10 Chaos Armour. Thewarrior’s body becomesencrusted with an arcane, all-enveloping suit of armour. Thisconfers a basic 4+ save, but doesnot affect the model’s ability tocast spells or move in any way.

11 Daemon Weapon. Thewarrior receives a weapon witha bound Daemon inside it. Thisweapon adds +1 to his Strengthin close combat, grants a +1bonus on all to hit rolls using it.The user may choose theweapon’s form (a sword, an axe,etc), though it will not have anyof the special abilities normallyassociated with commonweapons of that type. An axewith a bound Daemon, forexample, will notbenefit from theusual extra savemodifier.

12 Possessed! A Daemontakes over the soul and body ofthe warrior. He immediatelygains +1 Weapon Skill, +1Strength, +1 Attacks and +1Wounds. These increases do notcount towards his maximumcharacteristics. The warrior losesD3 of his skills (chosen by theplayer) and may no longer useweapons or armour, except forChaos Armour or Daemonweapons.

Rewards of the shadowlordWhen a Magister or Mutant from a Possessed warband has accumulated enough

experience, instead of picking a skill, he may roll on the Rewards table below. This represents the pilgrimage of the Mutant or Magister to the Pit, where he can beseech

a favour from the Shadowlord himself. Roll 2D6.

2 Wrath of the Shadowlord! The warrior ismutated beyond recognition and vanishesinto the ruins, joining the many otherhorrors that roam Mordheim.

3-6 Nothing Happens. Thecapricious Shadowlordignores the pleas of hisservant.

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Horses are rare and expensive in Mordheim, but they do allow warriors to movequickly, so as long as the steed stays on the streets and does not venture into theruined buildings, where it could easily stumble and fall. By using the following rules,you can include mounted Heroes in your games.

mounted models in mordheimA warrior and his horse are treated in all respects as asingle model. Should the rider be taken out of action,then the entire model is removed from the battle.

Mounted warriors use the rider’s Leadership value forall Leadership-based tests. When the warrior isattacked, use the rider’s Toughness and Wounds.

Mounted warriors automatically have an armour saveof 6+, even if the rider is wearing no armour. Thisrepresents the extra protection afforded by the horse.If the rider is wearing armour his armour save will be+1 better than it would be if he were on foot.

In close combat, a warhorse can make 1 attack, but anormal horse has no Attacks characteristic andtherefore does not attack in close combat.

Armour, called barding, may be purchased for awarhorse, (refer to the Trading chart). It adds a further+1 bonus to the model’s armour save, but subtractsone from its Movement. A normal horse may not wearbarding. A barded warhorse is only killed on a seriousinjury roll of ‘1’ if the model goes out of action.

A horse increases a warband’s rating by +3points, and a warhorse by +5 points.

mounted modelsand movement

Mounted models may not move intobuildings. This limits their movement torelatively flat surfaces such as streets.

A horse or warhorse may jump over anobstacle up to 2" in height with nomovement penalty.

shooting at mounted warriors

Because of the size of a mounted warrior,any shooter may always pick one as a target,even if there are enemies closer.

mounting/dismountingA mounted warrior may dismount during hismovement phase. He loses half his movementand may not charge or run during that turn.

Mounted warriors

A cavalryman who has dismounted is considered to befollowed by his steed wherever he goes and maymount it again whenever he wishes, provided he isnot inside a building or in any other place where themount could not be used (such as on a roof). Thewarrior loses half his movement when remountingand may not charge or run during that turn.

Replace a mounted warrior with a model that is onfoot if dismounting, and vice versa.

mounts and campaignsIf a mounted warrior is taken out of action, roll a D6after the battle. On a 1-2, the mount is killed andremoved from the warband roster.

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As well as being populated by the various humanoid races, the Warhammerworld also contains many species of animals, some of which have beentamed and trained to perform a useful function. These can be dividedbroadly into two groups – animals that can be ridden (e.g. horses, giantwolves, cold ones) and those that can’t (e.g. warhounds, giant rats). Theserules are intended to flesh-out the rules for mounted warriors from page163 of the Mordheim rulebook.

Model RepresentationIf you wish to include riding beasts or tamed animals you will need tohave models to represent them. For mounted warriors you will needboth a mounted minitaure and a model on foot. It is advised not toglue the rider on but to use ‘blue-tack’ or something simillar so thathe may be removed when on foot and his mount is unridden.

Animal Handling SkillsMany Warbands employ unridden, fighting animals. Often one ormore members of the warband is nominated to care for theanimals, feeding and training them.

Beast Handler (e.g. Dog Handler)This skill is highly beneficial if non-ridden animals are to beincluded in a warband. This skill must be taken for specificanimals and may be taken multiple times for differentanimals. It represents knowledge of the general care andwell being of the animal as well as training techniques.

A warrior with this skill has a beneficial effect on theanimals under his care. If a warrior has the AnimalHandling skill for a particular animal, any suchanimals may use his Leadership provided he iswithin 6". If the Warband’s leader is also nearby, aplayer may choose which of the warriors’Leadership to use unless the animal is stupid, inwhich case only the handler’s Leadership may beused. In addition, stubborn animals with ahandler in base contact ignore the effects ofstubbornness. This counts as an academic skill.

Riding AnimalsMost warriors in Mordheim can only dream ofowning a riding animal. Expensive to buy,expensive to keep and requiring skill to ride,they are a mark of status beyond the reach oflowly henchmen. To those with the necessarywealth and skill, however, they are a pricelesspossession, enabling their rider to move rapidlyacross the battlefield, aiding him in combat withan advantage of height and weight, and in somecases, fighting in their own right.

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Rules for Mounted Beasts in Mordheimby Robert J. Walker and Roger Latham

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Mounting Animals. It requires a full move tomount or dismount a riding creature and therider may not shoot or cast magic whilst doingso. A mount or its rider may not run or chargein the same turn that the warrior mounts ordismounts unless the rider has a Special RidingSkill that allows this.

Not Indoors. Mounts cannot normally beridden indoors or underground, unless playinga specially devised scenario that allows this.

Dense Terrain. Riding mounts are rare bothamongst the ruins of Mordheim and in theclaustrophobic jungles of Lustria. The denseterrain makes riding difficult and largenumbers of riders are highly ineffective. Thusin those settings a warband may only have amaximum of two mounts (not including thosebelonging to Hired Swords). In more opensettings, such as the open fields in thecountryside around Mordheim or the desertsof Khemri, a warband may have as manymounts as they can afford.

Controlling a Mount. The Special Riding Skillsmay be used by warriors who have a ridinganimal, but only after the skill Ride has beengained; warriors which come provided with a

riding animal are assumed topossess the Ride

skill already. Warriors without this skill may stillride animals, but must test against theirLeadership if hit by any missile and at thebeginning of any combat phase when astanding enemy is in base contact. If the test isfailed they lose control of their mount andmust roll on the Whoa, Boy! Table (see below).Note if an enemy is not standing, the mountedwarrior is not considered to be in combat andthus does not need to test for loss of control.

Armour Bonus. All riding animals give theirriders a +1 armour save bonus.

Bolting Mounts. In certain circumstances, amount may bolt. A bolting mount must make aLeadership test at the beginning of the owningplayer’s turn; if successful it stops running,otherwise it continues fleeing. The easiest wayto determine the direction a mount bolts is touse an artillery scatter dice. If you do not haveone, then roll 2D6 and use the clock-facemethod. Taking the direction the horse isfacing as 12 and directly behind as 6, the horsewill bolt in the appropriate direction on theclock-face.

Leading Animals. On occasion, a warriormay want to lead a riding animal ratherthan riding it. A warrior may only leadone riding animal unless he has theAnimal Handling skill, for thatparticular animal, in which case hecan lead as many as he wishes.Groups of led animals are tetheredtogether and must maintain basecontact with each other; at leastone must be in base contact withthe warrior leading them. Ridinganimals that are being led donot roll for loss of control. Ifrequired to make a Leadershiptest (e.g when attacked by a fearcausing enemy) they use the Ldof the warrior leading them. Awarrior leading riding animalsmay move and fight as normal,but must maintain base contactat all times.

Unled Animals. Riding animalswhich are not being either led or

ridden will remain stationary butmust make a Leadership test at the

beginning of their turn. If this is failed,they will bolt, using the rules above.

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Cavalry SkillsSkills may only be used one at a time. If two areapplicable to a given situation, the controllingplayer must decide which to use. All bonusesare cumulative with those gained from amount, unless otherwise stated.

Ride (e.g. Ride Horse)This skill is vital if a rider wishes to ride ananimal into combat. The skill is specific to aparticular type of animal and must be gainedagain if the warrior wishes to be able to ride adifferent kind of animal. For instance, a warriorwith Ride Horse would need to gain the skillRide Warhorse if he wanted to be able to ridesuch a spirited mount.

Special Riding Skills

Cavalry Commander. Mounted heroes are animpressive sight. With a good vantage point,they can see (and be seen) far more readilythan if they were on foot. If the warband'sleader has this skill and is mounted, he mayadd an extra 6" to the distance within whichother warriors in the warband may use hisLeadership. This is in addition to any otherbonuses that increase the range of the leader’sinfluence.

Trick Riding. By athletically hanging off theside of his mount, a rider makes himself harderto hit. While a rider is trick riding all missileattacks against him suffer -1 to hit in addition toother modifiers. The rider must declare that heis trick riding before moving. He must thenmake an initiative test and if successful maymove full distance. If he fails he loses control ofhis mount and must roll immediately on theWhoa Boy! Table. This skill may not be usedwith heavy armour because of the agilityrequired. In addition, trick riding requires bothhands, so the model may not use a shield ormissile weapons whilst using the skill. Warriorswithout Ride may not use this skill.

Combat Riding. The rider has trained hismount to use its bulk to trample any un-mounted enemy before him. A warrior withthis skill may make a single additional S4 attackwhen charging an unmounted opponent. Insubsequent rounds of combat, or if charged byenemy warriors, the mounted warrior fights asnormal.

Evade. The rider has trained his mount toswerve from side to side in combat, wrong-footing his opponent. A rider with this skillalways strikes first in close combat againstdismounted opponents. When charged by anopponent, or otherwise fighting an enemy also

entitled to strike first, attacks are carried out inorder of Initiative. If Initiative is equal, themodel with greater experience strikes first.Warriors without Ride may not use this skill.

Running Dismount. The rider is able todismount from his mount at speed. The ridermay ride up to the mount’s normal movedistance and then dismount immediately. Nofurther movement or shooting is possible. Thisskill may be used to move into contact with theenemy, counting as a Diving Charge from aheight of 2" – all usual rules for diving chargesapply. Note that the rider then counts asdismounted, gaining no further assistance fromhis mount. Warriors without Ride may not usethis skill.

Athletic Mount. Without breaking stride, thewarrior is able to leap onto the back of hismount and immediately spur it into a fullgallop. Once the warrior is aboard, the mountmay make a run or charge move as normal. Thewarrior must be within 2" of his steed to usethis skill.

Horse Archer. The rider has learned the skillsof the steppe nomads and can shoot from arunning mount. The rider may shoot in a 360degree arc whilst mounted, and may shootwhile his mount is running; however the shotsuffers a -1 to hit penalty in addition to all othernormal modifiers. Warriors without Ride maynot use this skill.

Mounted Combat Master. The rider isespecially skilled at combat against a mountedopponent. If the model is fighting mountedagainst a mounted opponent and successfullywounds the enemy, the wounded model mustadd +1 to his roll on the Whoa Boy! Table.Warriors without Ride may not use this skill.

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Losing ControlIf a mounted warrior is wounded, then theplayer must roll on the Whoa Boy! Table. Thisreplaces the normal injuries chart. If criticalhits are suffered then roll as many times as arerequired, taking the most serious result.

Whoa Boy! Table

1-2 The rider is temporarily disorientatedand his mount rears up. The rider keeps his seat but must spend his nextturn stationary regaining control, unable to move or shoot. If attacked, treat the rider as fallen down.

3-4 The rider falls off his mount and is stunned, taking an additional S2 hit inthe process with no armour save. In addition, roll 1D6: on a roll of 1-3, themount immediately bolts 3D6" in a random direction and continues untilit has left the table – the mount may berecovered after the battle; on a roll of4-6, the mount remains stationary andthe warrior may remount once recovered. Note: the mount does not count as unridden or unled in this instance.

5-6 The rider and his mount crash to the ground together. The rider and mountare automatically out of action. In addition, roll a D6: on a roll of 1-2 themount lands on top of its rider, crushing him. If this happens the warrior must roll twice on the seriousinjuries chart after the battle. In addition, after the battle roll a D6: ona roll of 1-2 the mount was crippled orkilled by the fall and removed from thewarband roster.

Animal BestiaryWhat follows is a summary of animalscommonly found in various parts of the world,along with a few less common species. Notethat animals are not particularly bright and donot gain experience. Note also that riddenanimals can be ridden, but that doesn't meanthat all of them want to be!

Attack AnimalsThe most common attack animal in the OldWorld is the faithful wardog, especiallyfavoured by Witch Hunters. Other warbandshave their favoured attack animals – Giant Ratsfor Skaven, Dire Wolves for Vampires, Cold OneBeasthounds for the Druchii, Black Hounds forLahmian (watch this space!). Whatever thedifferences between the species, that a warriorwith several sets of claws and jaws behind himis a more dangerous opponent than a warrioron his own.

For details of the various attack animalsavailable to different races, see the Mordheimrulebook or the relevant warband lists.

Ridden AnimalsHumans like their horses, Orcs their boars,Goblins their wolves. All agree that two legs aregood, but four legs are better.

War BoarCost: 90gc

Availability: Rare 11 (Orcs only)

Large, ferocious and bad-tempered – a perfectmount for an Orc Warlord. Orc warbandsoccasionally make use of these noisome beastswhile exploring the ruins of Mordheim andbeyond. It isn’t common though, as the biggerand meaner Orcs tend to take the boars forthemselves.

Profile M WS BS S T W I A Ld

7 3 0 3 4 1 3 1 3

SPECIAL RULESFerocious Charge: Orc war boars attack with+2S when charging, due to their bulk. Notethat this applies only to the boar, not the rider.

Thick Skinned: The thick skin and matted furof the boar makes him very hard to wound.Boars confer an additional +1 bonus to therider’s armour save (making +2 total).

Giant WolfCost: 85gc

Availability: Rare 10 (Goblins only)

The giant wolf is common in most of themountain ranges of the known world.However, catching one of these nasty, fast-moving beasts is another thing – especially ifyou are a Goblin.

Profile M WS BS S T W I A Ld

9 3 0 3 3 1 4 1 4

Note: Giant Wolves cannot be used in awarband that already contains Giant Spiders.

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Giant SpiderCost: 100gc

Availability: Rare 11 (Goblins only)

The Giant Spider is the stuff of nightmares.Typically 10 to 12 feet long they are highlyprized by Forest Goblins as mounts.

Profile M WS BS S T W I A Ld

7 3 0 3(4) 3 1 4 1 4

SPECIAL RULESPoisoned Attack: Giant Spider attacks arepoisoned – attacks are considered as strength4, but this will not modify any armour saves.

Wall Walk: Giant Spiders (and their riders)may walk up and down walls without makingInitiative tests. They may only jump up to 2"across or down, but this does count as a divingcharge. When a spider jumps, its rider mustmake an Initiative test; if this test is failed,something has gone wrong – roll on the WhoaBoy! Table. Note even if the rider has theRunning Dismount skill, the maximum divingcharge is only 2".

Note: Giant Spiders cannot be used in awarband that already contains Giant Wolves.

MuleCost: 30gc

Availability: Rare 7 (any warband)

Their stubbornness is legendary, but even so,these beasts of burden are occasionally riddenby Halflings, Dwarfs and even overweightclerics!

Profile M WS BS S T W I A Ld

6 2 0 3 3 1 2 0 4

SPECIAL RULESSlow: Mules are not the fastest of mounts andonly bolt 2D6".

Stubborn: If a warrior is riding a mule, or is inbase contact with a mule, he must make aLeadership test each round or the mule willrefuse to move.

Ornery: With no leader or rider, a mulewill wander in a random direction. Shouldany close combat occur within 6", it willautomatically bolt directly away from thecombat.

Non-combatant: Mules will not fight incombat and may not be used to charge intocombat – they will simply refuse to move. Ifan enemy warrior charges a ridden mule,immediately roll on the Whoa Boy! Table. Ifan unridden mule is charged, it will boltdirectly away from the charger.

Riding Horse

Cost: 40gc

Availability: Rare 8 (Humans only)

Riding horses are not trained for battle and willnot normally attack an enemy. However, theyare useful for moving rapidly around the site ofa battle.

Profile M WS BS S T W I A Ld

8 1 0 3 3 1 3 0 5

Warhorse

Cost: 80gc

Availability: Rare 11 (Humans only)

Warhorses are large, well-trained horses, quiteat home in battle. They are primarily used byhuman warbands.

Profile M WS BS S T W I A Ld

8 3 0 3 3 1 3 1 5

SPECIAL RULESBattle Schooled: The mount has beenspecially trained to fight on a battlefield. Therider may re-roll any failed loss of control tests.Only one re-roll is allowed per test.

Elven Steed

Cost: 90gc

Availability: Rare 10 (Elves only)

Elven steeds are graceful animals, but have avicious temperament when called upon tofight. It is rumoured that even Dark Elves breedthese fine beasts. Typically, High Elf steeds aregrey and white, Wood Elf steeds are tan andwhite, and Dark Elf steeds are midnight black.

Profile M WS BS S T W I A Ld

9 3 0 3 3 1 4 1 5

SPECIAL RULESBattle Schooled: The mount has been

specially trained to fight on abattlefield. The rider

may re-roll anyfailed loss ofc o n t r o ltests. Onlyone re-roll isallowedp e rtest.

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Nightmare

Cost: 95gc

Availability: Rare 11 (Vampires and Necromancers only)

The Vampire Counts occasionally need fellsteeds to carry them about their business. Whocares if they're dead? They still have legs, don'tthey?

Profile M WS BS S T W I A Ld

8 2 0 3 3 1 2 1 5

SPECIAL RULESMay Not Run: As an undead creature, aNightmare may not run, but may charge asnormal.

Immune to Poison: Nightmares are notaffected by poison.

Immune to Psychology: As an Undeadcreature, Nightmares are immune topsychology, never have to make Leadershiptests, and will always stand still if leftleaderless. However, if the rider suffers awound, he must roll on the Whoa Boy! Table asnormal.

Chaos Steed

Cost: 90gc

Availability: Rare 11 (Possessed warbands only)

Chaos Steeds are malformed, debased parodiesof the magnificent warhorses of the Empire.They are used by Possessed and other Chaoswarbands.

Profile M WS BS S T W I A Ld

8 3 0 4 3 1 3 1 5

SPECIAL RULESMay not be ridden by The Possessed. EvenChaos Steeds are skittish around the abhorrentPossessed and will not allow themselves to beridden by such a being.

Battle Schooled: The mount has beenspecially trained to fight on a battlefield. Therider may re-roll any failed loss of control tests.Only one re-roll is allowed per test.

Cold One

Cost: 100gc

Availability: Rare 11 (Dark Elves and Skinks only)

Scaly, mean and stupid, these native creaturesof the New World make excellent mounts uponwhich to fight.

Profile M WS BS S T W I A Ld

7 3 0 4 4 1 3 1 3

SPECIAL RULESFear: Cold Ones cause fear.

Stupid: Roll against the rider’s Leadershipeach turn; if the rider fails the test then usualstupidity applies, otherwise move as normal.

Scaly: Cold ones give an additional +1 armoursave bonus (making +2 total).

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A Hired Sword for Mordheim

35 gold crowns to hire + 15GC upkeep

Mule Skinners are quite common whereverteams of animal are used. They areexperienced warriors, accustomed tohandling teams of draft and pack animalssuch as horses and (strangely enough) mulesas well as more exotic animals such as ColdOnes. Most are freelance, offering theirservices in the marketplace alongsidetraditional traders. They are widely travelledand have contacts in most major cities,especially among the animal merchants.

May be hired: Any warband, except PossessedSkaven, or any Undead warband, may hire amuleskinner.

Rating: A Mule Skinner increases thewarband’s rating by 20 points, plus 1 point foreach Experience point he has.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: The Mule Skinner startswith a whip and a dagger.

Skills: A Mule Skinner may choose fromCombat and Strength skills. In addition he maylearn Streetwise and Haggle (both academicskills).

SPECIAL RULESAnimal Handler: A Mule Skinner starts withone Animal Handling skill (player’s choice ofwhich animal).

The following are based on the Adventurer’sWhip Rules by Jo-Herman Haugholt from theMordheim Khemri Discussion Group (usedwith permission).

NEW SKILLWhip Master: The hero is so skilled with hiswhip that he may re-roll all to-hit rolls whenusing the whip. Only one re-roll is allowed perattempt and you must accept the second roll,even if it is worse.

NEW EQUIPMENT

WhipCost: 15 Gold CrownsWeapon Range StrWhip 4" As user -1SpecialCannot be parried, reach, disarm, + 1 armoursave.

Disarm: Instead of striking to injure, a warriorwith a Whip may try to strike his opponent’sweapon making him drop it. Roll to hit asnormal, but instead of rolling to wound, theopponent gets a single Parry attempt; if theParry attempt is failed, he has dropped hisweapon. He must now fight with whateverback-up weapon he has in his equipment forthe rest of this combat (or fight unarmed if hehas no other weapons). At the end of thecombat, the model is assumed to retrieve thedropped weapon, as long as he is not put outof action. Disarmed opponents put out ofaction lose the weapon permanently.

Note: The Parry attempt represents the modeltrying to hold on to the weapon; he is alwaysallowed one (and only one) Parry, irrespectiveof the equipment he is carrying.

A Scenario by Roger Latham

Whilst the richest pickings in Mordheim are tobe found within the shattered remains of thecity itself, it sometimes happens that treasuresare to be found elsewhere. A stray word in atavern or around the campfire may let slipwhere a rival warband has hidden its stash ofwyrdstone. In such situations there is usually amad scramble as every warrior within earshottakes to his steed (if he’s lucky enough to haveone) in order to beat the others to the easyloot. After all, Chaos takes the hindmost andlast one there’s a halfling’s dishrag!

This scenario is written with the new animalrules in mind, and therefore assumes thatwarbands will have some riding and possiblypack animals, but it will work just as well fordismounted warbands – especially Skaven.

TerrainThe scenario takes place on the outskirts ofMordheim. Set up ruined buildings as normalalong one table edge, extending no furtherthan 12" onto the table. 8" in from the oppositetable edge place a small ruined building on ahill. This is an isolated building where a rivalwarband has hidden its stash. Inside thebuilding place 1D3 wyrdstone counters. Therest of the table should be lightly covered with

Blazing Saddles

Mule Skinner

Scenario: Finders Keepers

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10

suitable rural terrain (low hills, hedges, fences,abandoned carts, craters from cometfragments, etc.). If your warbands aredismounted you will want to use more terrainto give cover, less if you are using mounts andriders. A standard 4'x4' table will be largeenough, but to make it more interesting youcould have a 4'x6' or even 4'x8' with theobjective building at the far end from the edgeof the city.

SetupBoth players roll a D6 and the highest scoringplayer sets up within 8" of one corner of theedge opposite the objective building. Theother player then sets up within 8" of theopposite corner on the same edge.

Starting the GameRoll a D6. The highest scoring player goes first.

Special RulesThe objective of the game is to capture thestash of wyrdstone and exit the table within 8"of the warband’s starting corner. One warriorfrom the first warband to reach the stash mustspend one full turn searching for it before thewyrdstone can be moved, after which it can bepicked up simply by moving into contact withit. A single warrior can carry any amount, but

wyrdstone cannot be transferred betweenwarriors. If the warrior carrying a counter istaken out of action, place the counter on thetable where he fell.

Ending the GameThe game ends when one warband succeeds intaking at least half of the stash off the tablewithin 8" of its starting corner, thereby winningthe game, or when one warband fails a routtest. Routing warbands lose automatically.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 experience.

+1 Winning Leader. The leader of thewinning warband gains +1 experience.

+1 Per Wyrdstone Counter. If a Hero orHenchman is carrying a Wyrdstone counter atthe end of the battle he receives +1experience.

+1 Per Enemy Out of Action. Any Hero earns+1 experience for any enemy he puts out ofaction.

WyrdstoneYour warriors earn one shard of wyrdstone foreach counter still in their possession at the endof the battle.

Blazing Saddles

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11

A Mordheim Scenario by Robert J Walker

They come from far and wide; mule-trains arestill the most economical way of transportinggoods to Mordheim. The hardy mules makeexcellent time over the gorse-laden hillssurrounding the Damned City. This route hasthe additional advantage of avoiding the manybandits that roam the roads leading toMordheim, at least until recently…

Now, traders have to hire warbands to defendtheir mule-trains, to run the gauntlet againstthe increasingly bold thieves and opportunisticwarbands.

TerrainSet up ruined buildings as normal along onetable edge, extending no further than 12" ontothe table, 8" in from the opposite table edge.The rest of the table should be covered by hills,woods and hedges with a road down thecentre; each player takes it in turn to place apiece of terrain in a 4’x4’ playing area.

WarbandsThe warband with the lowest rating isautomatically defending the mule train. If bothsides are equal, the warband with the fewerwarriors is the defender.

The mule-train should consist of between 3and 6 mules and no more than one mule forevery two defending warriors (use normalhorse models if you have no models of mules).The mules should be set up within 4" of theroad up to 12" onto the table. The attackers canset up anywhere more than 24" away from theclosest enemy model.

Starting the GameThe attacker has the first turn.

Ending the GameThe game ends when all the mules have left theopposite table edge from where they started.Alternatively, the game ends when one of thewarbands fails its rout test. Note: any modelthat leaves the table cannot return.

Experience+1 Survives. If a Hero or Henchmen groupsurvives the battle, they gain +1 Experience.

+1 Winning Leader. The leader of thewinning warband gains +1 extra Experience.

+1 Per Enemy Out of Action. Any Hero gains+1 Experience for each enemy he puts out ofaction.

+1 Led Mule off the Table. If a Hero leadsone or more mules off the table, he gains +1Experience.

Special RulesRidingIn this scenario, the mules are laden withgoods and cannot be ridden. There areotherwise no restrictions on riding animals.

RewardsIf the attackers recover one or more mules,they may keep it or it may be sold. In addition,the goods on the back of the mule(s) should bedetermined as if the warband found aSlaughtered Warband in the exploration phase(4 4 4 4 4 4). Add +1 to the dice roll for everymule recovered over the first. Recoveredmounts are those being led by a member of theattacking warband as they leave the table.

The defenders gain 2D6GC for each mule theylead off the table.

RoutingIf a warband routs, it abandons any mules in itspossession. The opposing warband can onlylead mules off the table it has in its possessionas the enemy routs; abandoned mules areassumed to wander off and get eaten(probably).

Exploration.At the end of this scenario, both warbands mayexplore as normal.

Blazing Saddles

Scenario: Mule Train

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12

USA �

1-800

-394

-GAM

EUK

�01

15 9

1-40-

000

Mounted Models in MordheimThe Warhammer range admirably supports mounted troops for all the animals and creatures

mentioned in the article. Mail Order have stocks for all the races. Here’s a selection...

FREELANCE KNIGHT MOUNTED AND ON FOOT - £6 (Includes both models)

HIGH ELF ELLYRIAN REAVER CHAMPION£4 complete

BUGMAN’S CART£8 complete

7437412 – Pony£2.50

GOBLIN WOLF RIDER£4 Complete

ORC BOAR RIDER£4 complete

DARK ELF LEADER ON COLD ONE£8 complete

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During the period in which Mordheim is set, thetechnology needed to make blackpowder

weapons was still rare, and pistols, handguns,blunderbusses, etc were prone to malfunctions, jamsand misfires.

The following rules were not included in theShooting section, as they would have slowed downthe game, but if you want to create more realisticgames, feel free to use the Misfire rules below.

If you do use these rules, you might want to reducethe cost of the weapons (we suggest by 20%) to keepthe balance of the game fair.

misfiresEach time you roll a 1 when rolling to hit with ablackpowder weapon (handgun, pistol, blunderbuss,warplock pistol, etc), roll a D6 and consult the chartbelow.

BLACKPOWDER WEAPON MISFIRES1 BOOM! The weapon explodes with a

deafening roar! The shooter suffers an S4 hit(this does not cause critical hits) and theweapon is destroyed.

2 Jammed. The weapon is jammed and uselessfor the remainder of the battle. You may useit as normal in the next battle.

3 Phut. The weapon fails to fire and you mustremove the shot. This means that the shootermust wait one extra turn before he can firethis weapon again.

4-5 Click. The weapon fails to fire, but there isno additional effect.

6 KA-BOOM! The weapon roars and spits acloud of black smoke and flame! The shothits the intended target and counts as having

+1 Strength.

Blackpowder weapons

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Optional rules

121 121121

One thing we discovered during playtestingMordheim was that after a while very

experienced warbands became virtually unbeatablewhen fighting against novice warbands.

Whilst this might be amusing for the player with theexperienced warband, it will result in a very one-sided battle, where the inexperiencedwarband is swiftly crushed, without even achance to put up a decent fight. Although theunderdogs system balances this out somewhat, it isoften much more fun to play with roughly equalforces, especially when introducing new players tothe game.

The following rules allow both players to pickwarbands up to an agreed equal value, say 1,000 goldcrowns. This will make the game much more even, asthe two forces will be roughly similar in strength.

Use the Warband lists to recruit and equip yourwarband. The lists tell you which Heroes, Henchmenand equipment your warband is allowed to use. Thelimitations of the list ensure that the warbands arereasonably balanced.

You must recruit at least three warriors, including aleader, and you may either follow the limitations forthe maximum size of a warband given in the list oragree a maximum size with your opponent.

weapons & armourEach Hero you recruit may be armed with one ormore weapons and any armour chosen from theappropriate list. Different types of Hero are restrictedto different types of weapon. The Equipment lists forthe individual warbands tell you exactly whatequipment is available. You may buy rare weaponsand armour. Pay the appropriate prices for these asgiven in the Trading charts.

Every model in each Henchman group must takeexactly the same weapons and armour. This meansthat if your Henchman group has four warriors, andyou want to buy them swords, you must buy fourswords.

The weapons you choose for your warriors must berepresented on the models. This way your opponentwill know what he is facing (and he will not beshocked to discover in the middle of the game thatthe warrior who looks like a Halfling with a bow is infact an Ogre with a club!).

The exceptions to this rule are knives and daggers,which you may assume are tucked in boots orconcealed in their clothes, if not actually representedon the model.

upgrading heroesIn a campaign game, you must earn statistic increases,but in one-off games they can be bought beforehand.You may increase the starting characteristics of yourHeroes by paying the cost in gold crowns given below.

Note that all races have maximum statistics values.These can be found in the Experience section of thisrulebook.

Movement +15gc per point.

Weapon Skill +15gc per point.

Ballistic Skill +15gc per point.

Strength +25gc for the first increase/+35gcfor each additional increase.

Toughness +30gc for the first increase/+45gcfor each additional increase.

Wounds +20gc for the first increase/+30gcfor each additional increase.

Initiative +10gc per point.

Attacks +25 GC for the first increase/+35gcfor each additional increase.

Leadership +15gc per point.

Skills: +40gc for each skill. You maychoose one skill at this price foreach characteristic increase youtake. Choose from the skillsnormally available to yourwarrior.

ready for battleThe warband is now ready to fight againstyour opponent.

Fighting individual battles

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The Mordheim Rules Review This year’s Rules Review (RR) has been something of a mammoth effort on the part of the Mordheim Rules Committee who deserve a big vote of thanks for the number of hours put into this task. It took almost 1,400 emails and many weeks to refine the exact wording of the changes you see here which will, hopefully, iron out most of the little niggles you may have had with the rules as they stand. On the whole I think most of the changes should be pretty straightforward, but I’ve included a brief commentary after each section on some of the main points that were raised. There’s also a FAQ at the end which covers some points that seemed more appropriate to sort out by this means than by changing the rules themselves. If an old FAQ contradicts this errata then this errata takes precedence. The MHRC will be wading through all of the old FAQs to consolidate them into a single up to date document in due course. At the end of the day, remember that the main object of Mordheim is for you to enjoy fun games with your friends. If you don’t like a rule then change it! That said, it’s likely that the following will be the basis of most Mordheim tournaments, so if you’re likely to be attending then it’s worth checking them out. Enjoy!

Corrections, Errata and other changes to the Rulebook All page numbers refer to the printed rules. The LRB2 already incorporates all these changes. Page 26, 2nd column Replace the third paragraph (“A model may charge… past the enemy!”) with the following: “If an unengaged (ie, not in hand-to-hand combat) enemy model lies within 2” of the charge route, that model may choose to intercept the charger if he wishes. This ‘interception area’ is shown in the diagram above. Only one enemy model may attempt to intercept each charger. If the intercepting warrior would normally require a Fear test to engage the charger then he must pass one in order to be allowed to intercept. Failure means he will not move. If the intercepting warrior causes fear then move the models into contact and then take a Fear test for the original charger (assuming he would normally do so) as if he was the one being charged. Regardless of the results of this test it is still the original charger who counts as charging in the subsequent round of combat, not the intercepting warrior.” Page 26, 2nd column Add the following to the end of the last paragraph on the page:

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“A model that charges will ‘strike first’ in the first round of the ensuing combat.” Page 29, Closest Target Add the following sentence as a new paragraph after the first: “You may always choose to shoot at a Large Target if you can see it, whether it is in cover or not and even if it is not the closest target.” Page 30, 1st column Insert the following new paragraph after the first paragraph and before the diagram: “If a shot misses its target by 1, and that target claimed the -1 modifier for cover, then the shot strikes the cover instead. Normally this doesn’t matter, but in the case where a model is concealed behind another warrior, or when the cover is a powder keg, it might be extremely important!” Page 31, Hit Modifiers Change the definition of -1 Moving and shooting to: “If your model has moved at all (other than standing up, or turning to face your target) during this turn.” Page 31, Hit Modifiers Change the definition of +1 Large Target to: “If either the target model has the Large Target special rule (such as an Ogre), or whose main ‘body’ is over 2” tall or wide (such as most buildings).” Page 34, Who Strikes First Replace the paragraph with the following: “Normally, models fight in order of descending Initiative with the highest striking first. If their Initiatives are equal, roll a dice to see who fights first. If a model stood up in the Recovery phase of that turn, then he will strike last irrespective of any other circumstances. Sometimes a model will be allowed to ‘strike first’ for some reason. Most commonly this is because they charged in that turn, but some equipment, skills and spells produce the same effect. If only one model ‘strikes first’ then it does so and the remainder of the combatants strike in Initiative order as described above. If there are several models who are each entitled to ‘strike first’, then they determine the order of combat between themselves by Initiative, as described above. Once all those that were eligible to ‘strike first’ have fought, any other combatants fight in Initiative order.”

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Page 38, Voluntary Rout Replace the paragraph with: “A player may choose to voluntarily Rout at the start of any of his own turns if he wishes, but only if he was already required to take a Rout test or if a quarter (25%) or more of his warband are out of action.” Page 39, Fear In the paragraph labelled “a)”, replace the last sentence with: “If it is failed, the model must roll 6s to score hits in that round of combat.” Page 39, Stupidity Replace the third paragraph with: “If the test is failed all is not well. Until the start of his next turn (when it takes a new Stupidity test) the model will not cast spells or fight in hand-to-hand combat (though his opponent will still have to roll to hit him as normal).” Page 39, Stupidity Add the following paragraph at the end of the Stupidity section: “Regardless of whether the test is passed or failed, the result applies until the start of the model’s following turn (when it takes a new Stupidity test).” Page 42, Spear Replace the Strike First rule with: “Strike first: A warrior with a spear strikes first in the first turn of a hand-to-hand combat.” Page 42, Spear Add a new special rule between “Strike first” and “Cavalry bonus”: “Unwieldy: A warrior with a spear may only use a shield or a buckler in his other hand. He may not use a second weapon.” Page 45, Sling Add the following sentence to the end of the Fire Twice at Half Range special rule: “If the model fires twice then each shot is at -1 to hit.” Page 53, Lucky Charm Replace the second paragraph with:

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“The first time a model with a lucky charm is hit in a battle they roll a D6. On a 4+ the hit is discarded and no damage is suffered. Owning two or more charms does not confer any extra benefits, the model may still only try to discard the first hit.” Page 54, Halfling Cookbook Replace the brackets at the end of the second paragraph with: “(note that neither an Undead warband nor a Carnival of Chaos warband can use this item).” Page 58, Re-Animation Replace the first sentence with: “One Zombie that went out of action during the last hand-to-hand combat or Shooting phase immediately returns to battle.” Page 60, Silver Arrows of Arha Replace the first sentence with: “Unlike other spells, this cannot be cast whilst in hand-to-hand combat. The spell summons D6+2 arrows which the wizard can use to shoot against one enemy model.” Page 65, 1st column, 1st paragraph of Weapons and Armour Replace the first sentence with: “Each warrior you recruit can be armed with up to two close combat weapons (in addition to his free dagger), up to two different missile weapons and any armour chosen from the appropriate list. For these purposes, a brace of pistols counts as a single missile weapon.” Page 85, Steel Whip weapon stat line Under range, replace “4"” with “Close combat”: Page 85, Steel Whip weapon stat line Under special rules, replace “reach” with “whipcrack”: Page 85, Steel Whip special rules Replace the reach special rule with: “Whipcrack: when the wielder charges they gain +1A for that turn. This bonus attack is added after any other modifications. When the wielder is charged they gain +1A that they may only use against the charger. This additional attack will ‘strike first’. If the wielder is simultaneously charged by two or more opponents they will still only receive a total of +1A. If the wielder is using two whips at the same time then they get +1A for the additional hand weapon, but only the first whip gets the whipcrack +1A.”

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Page 95, Rat Ogre Replace the Large special rule with: “Large Target: Rat Ogres are Large Targets as defined in the shooting rules.” Page 117, Post Battle Sequence Stages 1-3 remain as they are. Stage 5 is renumbered stage 10. Stage 4 is replaced by the following new stages:

4 Sell Wyrdstone. This can only be done once per post battle sequence. 5 Check available veterans. Roll to see how much Experience worth of

veterans is available for hire. You don’t have to commit to hiring any at this point.

6 Make rarity rolls and buy rare items. Make rolls for any rare items you intend to buy and pay for them. These items go into the warband’s stash.

7 Look for Dramatic Personae. If you want to hire any. 8 Hire new recruits & buy common items. New recruits come equipped with

their free dagger and may be bought common items. This is done in any order and may be done several times. Note that newly hired recruits cannot buy rare items. They can, however, be equipped with rare items if there are any in the warband’s stash in stage 9.

9 Reallocate equipment. Swap equipment between models as desired (provided they are eligible to use it).

Page 117, Death of a Leader Replace the last sentence of the second paragraph (“In the case of Undead warbands…”) with: “You can buy a Vampire after the next game, at which point the Necromancer will step down (whether he wants to or not) and lose the Leader skill.” Page 117, Death of a Leader Add the following paragraph at the end of this section: “If the leader of a Sisters of Sigmar, Possessed or Carnival of Chaos warband dies then their successor will be entitled to learn to use magic in their stead. The new leader may choose 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.” Page 121, Henchmen In the first paragraph of this section, change the second sentence to read: “If the dice roll indicates an increase in a characteristic which has already been increased (or is at its racial maximum), roll again until an unincreased characteristic is rolled.”

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Page 121, Characteristic Increase In the initial paragraph, change the third sentence to read: “If both are already at their racial maximum, you may increase any other (that is not already at its racial maximum) by +1 instead.” Page 121, Characteristic Increase Replace the existing Ogre maximum characteristics with: OGRE (Ogre Bodyguard Hired Sword) Profile M WS BS S T W I A Ld Ogre 6 6 5 5 5 5 6 5 9

Page 121, Characteristic Increase Add the maximum characteristics for Halflings: “Halfling (Halfling Scout Hired Sword, et al) Profile M WS BS S T W I A Ld Halfling 4 5 7 3 3 3 9 4 10 Page 122, Expert Swordsman skill description Add the following to the end: “Note that this only applies when they are armed with normal swords or weeping blades, and not with double-handed swords or any other weapons.” Page 122, Quick Shot Replace the description with: “Quick Shot: The warrior may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).” Page 122, Pistolier Replace the second sentence of the description with: “If he is equipped with a brace of pistols of any type (including crossbow pistols), he may fire twice in the Shooting phase (though note that normal reloading rules apply). If he has a single pistol then he may fire it in the same turn it was reloaded.” Page 122, Hunter Replace the second sentence of the description with: “He may fire each turn with a handgun or Hochland long rifle.”

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Page 123, Haggle Replace the second sentence with: “He may deduct 2D6 gold crowns from the price of any single item (to a minimum cost of 1gc) once per post battle sequence.” Page 123, Pit Fighter Add the following at the end of the description: “It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.” Page 123, Lightning Reflexes Replace the entry with: “If the warrior is charged he will ‘strike first’ against those that charged that turn. As the charger(s) will also normally ‘strike first’ (for charging), the order of attack between the charger(s) and the warrior with this skill will be determined by comparing Initiative values.” Page 123, Jump Up Replace the last sentence with: “The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.” Page 123, Dodge Replace the last sentence with: “Note that this roll is taken against missiles as soon as a hit is scored to see whether the warrior dodges it or not, before rolling to wound, and before any effects from other skills or equipment (such as lucky charms).” Page 144, New recruits Replace the first paragraph of this section (“New warriors… at least one battle”) with: “New warriors are recruited in the same way as the original warband with the notable exception of equipment. After the start of a campaign, a new hireling can only buy Common items from his warband’s equipment chart freely. He may only be given Rare items from his warband’s equipment chart if the warband can obtain them via the normal trading rules.” Page 147, Recruiting Hired Swords In the third paragraph of this section, replace the first two sentences with:

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“Hired Swords do not count towards the maximum number of warriors or Heroes a warband may have on its roster and don’t affect your income from selling wyrdstone. However, Hired Swords do count as part of the warband for purposes of Rout tests, etc whilst in battle.” Page 148, Ogre Bodyguard Replace the Large special rule with: “Large Target: Ogres are Large Targets as defined in the shooting rules.” Page 150, Freelancer Under Equipment, replace the second sentence with: “If you are using the optional rules for mounted models, a Freelancer rides a warhorse (and has the Ride Warhorse skill from the Blazing Saddles article).”

Commentary on Rulebook Changes The changes made to the core rules fall into 4 main types:

• Grey Areas • Conflicts • Unsatisfactory Rules • Stuff For Later

Grey Areas Most of these simply needed a bit of rephrasing, but there were exceptions such as the rules for ‘Large Targets’ and ‘strikes first’. Part of the confusion here was that they were listed separately for each creature or weapon they applied to and some instances used slightly different wording. This meant that you had to know exactly how each individual item’s version of the rule worked, not just one. We made both ideas into core rules which we then applied whenever they came up. Now each time it says ‘Large Target’ or ‘strike first’ it means the same thing. Conflicts ‘Strike first’ also came up under conflicts and was resolved by a standard rule as described above. Other conflicts were mainly to do with stacking skills and so on, including the much debated question of just how many shots can you get in a single turn. These involved rephrasing a number of skills to avoid clashes. The shooting skills were changed so they each cover specific weapon types and that they are clear in their not stacking. The maximum number of shots you can get per turn with a black powder weapon is two. Unsatisfactory Rules A few rules just seem to cause debates, and so we went in and tidied them up. Steel whips, lucky charms and the death of spell-casting leaders all came under this sort of

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heading and have been fixed by rewording the applicable rules, or adding in new sections where they were clearly missing something. Stuff For Later There was much debate about hand-to-hand combat in general, though it tended to be sparked off by details. In the end I decided that it was going to take a major overhaul of the phase, not to change lots of things, but to perhaps shift the balance slightly. For example, two weapons are the norm in Mordheim and almost nobody uses a weapon and shield. This imbalance feels wrong to me: I’d much rather either was a viable choice, and one that was taken based on playing style, or perhaps warband type. Anyway, this subtle shifting of balance is actually extremely complex to achieve, and so I decided that we’d look at proposals after the RR, trial them in the Playtest Vault over the next year, and debate their adoption as official changes at next year’s RR. The Surprise Attack scenario was another one that needed playtesting to change as although we all agreed it needed work, we couldn’t get any sort of consensus on what should be done.

Corrections, Errata and other changes to Mordheim Annual 2002 All page numbers refer to the printed Annual. Page 3, Man-Eater Replace the last sentence with: “Opponents are +1 to hit the tree in hand-to-hand combat, due to the fact that it is rooted to the spot. The Tree is a Large Target.” Page 6, Forbidden Fruit Add the following to the end of the paragraph: “The Tree is a Large Target.” Page 7, Itsy-Bitsy Spider Add a new special rule: “Large Target: Gigantic Spiders are Large Targets as defined in the shooting rules.” Page 9, Orc Equipment Lists Add a club at 3gc to the list of hand-to-hand combat weapons available to the Orcs. Page 11, Troll Add a new special rule: “Large Target: Trolls are Large Targets as defined in the shooting rules.”

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Page 21, Dwarf Warrior Equipment Lists Add a brace of pistols at 30gc to the list of missile weapons available to the Dwarf warriors. Page 22, Dwarf Engineer Replace the Expert Weaponsmith special rule with: “Expert Weaponsmith: A Dwarf Engineer is a master of mechanical devices. By using stronger construction materials and time-tested secrets of Dwarf engineering, a Dwarf Engineer can increase the distance the warband’s missile weapons can shoot. Missile weapons bought from the warband’s basic equipment lists have their range increased by 3” for Pistols and 6” for Crossbows and Handguns. Range increases only apply in battles in which the Engineer takes part (though they do apply even if he is yet to enter the battlefield or has already been taken out of action in this battle). He has no effect on the equipment of Hired Swords.” Page 25, Nicodemus Add Witch Hunters to the list of warbands that cannot hire Nicodemus. Page 34, Great Beasts in Mordheim Insert a new sentence between the fourth and fifth (after “…a new lair in the ruined city.”): “Even so, all monsters count as Large Targets as defined in the shooting rules.” Page 66, 2nd column Add a new special rule between Armour Bonus and Bolting Mounts: “Large Target: All models mounted on a riding creature from this section count as Large Targets as defined in the shooting rules. Unridden riding creatures are not Large Targets.” Page 81, Trained Bear Add a new special rule: “Large Target: Bears are Large Targets as defined in the shooting rules.”

Commentary on Annual Changes There was little to worry about in the Annual once it’d been brought in line with the new rulebook. A couple of omissions and a clarification, but generally it was pleasingly clean of troubles.

Corrections, Errata and other changes to Empire in Flames All page numbers refer to the printed EIF.

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Page 17 Change the price of a Horseman’s Hammer to 12 gc. Page 24, 2nd column Add a new special rule between Armour Bonus and Bolting Mounts: “Large Target: All models mounted on a riding creature from this section count as Large Targets as defined in the shooting rules. Unridden riding creatures are not Large Targets.” Page 60, Special Rules Add the following Special rule: “Tainted: The Carnival is a similarly unclean mass of mutation and Chaos to the Possessed and so counts as such for purposes of Exploration and Serious Injuries.” Page 66, Nurgle’s Rot Change the fifth sentence to read: “If the Tainted One makes a successful to Wound roll of a 6 with any of his hand-to-hand attacks, the target model will contract the Rot (note: Nurgle’s Rot only affects the living, so Undead, Daemons and Possessed are immune).” Page 71, Beastman skill tables The ‘3s’ in the table should be ticks. Page 71, Maximum Characteristics Replace the entry with: “Profile M WS BS S T W I A Ld Ungor 6 6 6 4 4 3 7 4 7 Centigor 9 7 6 4 5 4 6 4 9 Minotaur 6 6 5 5 5 5 6 5 9 Others* 5 7 6 4 5 4 6 4 9 *This includes all the non-Centigor Heroes and the Gor Henchmen.” Page 73, Minotaur Replace the Large special rule with: “Large Target: Minotaurs are Large Targets as defined in the shooting rules.” Page 74, Shaggy Hide skill Replace the existing definition with the following:

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“The Beastman’s massively shaggy hide acts as armour, deflecting sword strokes and protecting him from harm. The model gains a 6+ Armour Save that can be combined with other armour as normal.” Page 78, The Thing in the Woods Replace the Large Beast special rule with: “Large Target: The Balewolf is a Large Target as defined in the shooting rules.”

Commentary on EIF Changes Clarifications for the new warbands made up the bulk of this small set of changes and are mostly fairly self-explanatory. Nurgle’s Rot, however, is one of the areas which have been much debated of late, and we have made a change to make it more difficult to contract. However, the proper resolution of this subject touches on a number of other rather more long-term plans and will be dealt with at a later date. For now, you always have the option of abandoning the afflicted one by the side of the road…

Official Warbands Over the years we’ve seen a number of new warbands and Hired Swords in a variety of publications and versions. This can be somewhat confusing for people, so we’ve gone through them all and listed those that should be considered “official”. What we mean by this is that we think these warbands and Hired Swords are reasonably balanced and fair. Whilst you can, of course, use any warbands you like in your own games, the ones listed here will probably form the basis for most competitive events (one of the reasons we made this list was repeated questions about what was ‘legal’ in tournaments). All of these should appear on the website in due course so that they are available to those of you who missed a given publication. Warbands All the ones in the printed rulebook Orc & Goblin warbands from the 2002 Annual Dwarf Treasure Hunter warbands from the 2002 Annual Ostlander warbands from the 2002 Annual Averlander warbands from the 2002 Annual Kislevite warbands from the 2002 Annual Beastmen warbands from Empire In Flames Carnival of Chaos warbands from Empire In Flames Hired Swords All the ones in the printed rulebook Imperial Assassin from the 2002 Annual Tilean Marksman from the 2002 Annual Beasthunter from Empire In Flames

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Highwayman from Empire In Flames Roadwarden from Empire In Flames The Merchant from Town Cryer 22 Dramatis Personae All the ones in the printed rulebook Nicodemus from the 2002 Annual Ulli & Marquand from the 2002 Annual Marianna Chevaux from Town Cryer 22

Commentary on Official Warbands Several warbands and Hired Swords which are currently not on the list above are very close. Experience suggests that the Witch is still a little too powerful, and there was (unresolved) debate about which incarnation of the Pit Fighters warband better fitted the background. Pirates are due for an overhaul and I’ve been talking to their original author about a reworking. The intention is to get these (and others) put up in the Playtest Vault over the next year so that you can all playtest them and we can tweak them into a version we all feel happy with making official. The Elves are a special case. They have been deliberately left off the list as they are, in their current form, entirely inappropriate for Mordheim. Elves will return in the future, but will be somewhat different when they do. We’ve also ignored the Thing in the Woods and the Town Cryer, not because we don’t like them, but because they’re more events than characters and will appear or not depending on whether you have the model and what you feel like playing. If it ever comes up, they’re both official.

FAQ Q: Does a model that is missing a game (for any reason) count towards the warband’s rating? A: Yes. The opposing warband doesn’t know exactly which warriors they’re fighting today, but they do know it’s the infamously bloodthirsty Black Spiders they’ve bumped into and they’re heard all the rumours about the last lot that crossed them… Q: Does a model that is missing a game (for any reason) count towards the number of models in a warband for the purposes of Rout tests?

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A: No. His mates know he’s lying in his sickbed at home and know he’s not going to help them today. Q: The Beastmen in the Possessed warband and the Beastmen warband have different profiles. Is this a mistake? A: No. You’ll note that the warriors are actually called something different too: ‘Beastmen’ in the Possessed warband and ‘Ungors’, ‘Gors’ and ‘Bestigors’ in the Beastmen warband. These are creatures of Chaos, after all, and there are many types of them in the Old World. Those that have been tainted by the proximity of so much warpstone in the city are a bit harder to kill, but that’s only to be expected. Q: Can a free dagger be given to another member of the warband or sold? A: No. A warrior will always keep his dagger as a last line of defence. It cannot be given away or sold. Q: Should Dwarfs be banned from taking spears in line with 6th edition Warhammer? A: No. Mordheim is set 500 years earlier and on a completely different scale. The lack of spear wielding regiments in the Dwarf army should not be taken to mean that Dwarfs never use them. Q: If a warband has both a Halfling Scout and a Halfling cookbook does it add +2 to its maximum size or just +1? A: +2. Q: What happens to the extra member of a warband if a Halfling Scout leaves or is killed (so the warband no longer gets the +1 to its maximum size)? A: If the warband doesn’t acquire a new Halfling Scout the warband must reduce its size to its current legal maximum at the end of stage 8 of the Post Battle sequence (as the extra warriors wander off in search of better rations). Q: What is a ‘brace’ of pistols? A: A brace of pistols is two pistols of the same type, eg, two duelling pistols, two crossbow pistols, etc. Q: If I buy two of the same type of pistol at different times, are they counted as a brace? A: Yes, as long as they’re exactly the same type. Q: Does a model with more than one shooting attack need to declare all of his target(s) before rolling any dice, or can he decide before each shot?

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A: He may decide before each shot. Q: If a model casts the Lure of Chaos spell, can either the caster or the target use their leader’s Leadership if he’s within 6” (because of the Leader special rule)”? A: No. The Leader special rule will only help with Leadership tests, and this isn’t one. Q: If I fail a Fear test and need to roll 6s to hit, does that only apply against the model that caused the Fear test, or against anyone I attack that turn? A: Against anyone. Q: Can a model that is behind a low wall or adjacent to a corner charge even while declared as Hidden? A: Yes. In the description of Hidden, he is “just peeking out of cover”. In other words, we can assume that he can indeed see his intended target. Q: What happens if a Merchant’s bodyguard dies? A: The bodyguard is defined as a skill, so the Merchant will be without one until he can take the skill again as the result of gaining Experience. On the other hand, if the Merchant dies then the bodyguard leaves the warband after that battle. Q: Is a Merchant’s bodyguard a Hero or a Henchman for purposes of rolling for serious injuries? A: A Henchman. Q: If I attack with a pistol in hand-to-hand combat do I use my WS or BS? A: WS for all except the crossbow pistol (which uses BS). Q: Can weapons be swapped during a combat? A: No, with the exceptions of pistols and lances which may be exchanged for a different weapon after their first turn special attack. Q: Is it possible to split a Henchman group? A: No. It can increase by hiring veteran warriors, or decrease through losses, but it may not be split. Q: Can spells cause critical hits?

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A: Directly, no. Indirectly, yes. The reference on page 56 to spells not causing critical hits specifically refers to spells that cause direct damage such as Word of Pain. These spells never cause critical hits. However, if a warrior is benefiting from a spell that enhances his ability to fight, such as The Hammer of Sigmar, he will be able to cause critical hits with these attacks. Q: Does a promoted Henchman gain his warband’s specialist skill list AND two other lists, or does the specialist skill list take up a slot? A: The Lad’s Got Talent result says “You may choose two skill lists available to Heroes in your warband”, and as your warband’s specialist skills ARE available to your Heroes that list does indeed take up one of those two if it is one of those chosen. Q: How do the rules for Hiding and Out of Sight interact? A: They don’t. Treat each of them as a separate issue even when they both apply. Q: If a model is already engaged in hand-to-hand combat with an enemy and a second enemy charges in on a subsequent turn does this count as the ‘first turn of combat’ again for rules such as ‘strike first’? A: No. ‘Strike first’ (and other similar rules that use this term) assume that the special feature of the first turn of a combat is that a warrior has had a degree of freedom to get himself ready for the fight and, once it’s started, he’s too busy fighting for his life to gain the benefit. That being the case, although it may be the first turn of combat against a particular foe, it doesn’t count for purposes of rules such as ‘strike first’. Q: In the pistol rules it says they give me +1A. Does that mean that a model with an additional hand weapon and a pistol gets +2A? A: No. Even if you’re carrying two hand weapons and a pistol you’ve still (barring mutations, etc) only got the ability to wield two of them at a time. So, you can either get the +1A from the additional hand weapon, or the +1A from the pistol, but not both.

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1. Recovery 2. Movement 3. Shooting 4. Close combat

Turn sequence

In your movement phase, you may move your warriors in the following order:

1. CHARGES 2. COMPULSORY MOVES 3. REMAINING MOVES

Movement

RUNNINGA running warrior moves at twice itsnormal speed. A model may not run ifthere are enemy models within 8" at thestart of the turn.

A running warrior may not hide or shootthat turn, though it may cast spells.

CHARGESWithout measuring the distance, declarethat the model is charging and indicatewhich enemy warrior it is going to attack.Warriors charge at twice their normalspeed.

Once opposing models are touchingbases, they are engaged in hand-to-handcombat.

You may not charge a model if there isanother enemy model within 2" of themost direct charge route.

CLIMBINGA warrior may climb a height equal to itsMovement value in a single movementphase. Take an Initiative test. If it failswhile climbing up, it cannot move thatturn. If it fails while climbing down, itfalls (see Falling, below).

JUMPING DOWNWarriors may jump down from highplaces, up to a maximum height of 6".Take an Initiative test for each full 2" thewarrior jumps down. If it fails any of thetests the model falls down and takesdamage as detailed in Falling.

DIVING CHARGEA warrior may make a diving chargeagainst an enemy who is on a lower levelthan himself and is within 2" of the placewhere your warrior lands. Test forjumping down as detailed above. If themodel succeeds it gains a +1 Strengthbonus and +1 ‘to hit’ bonus in the hand-to-hand combat phase.

JUMPING OVER GAPSModels may jump over gaps, up to amaximum distance of 3". (You are notallowed to measure the distancebeforehand.) If your model doesn’t haveenough movement left it automaticallyfalls.

If the model covers the distance, take anInitiative test. If the model fails to passthe test it falls (see below).

WARRIORS KNOCKEDDOWN OR STUNNED

If a warrior is knocked down or stunnedwithin 1" of the edge of a roof or building,there is a chance it will slip and fall off.Roll a D6. If the score is more thanwarrior’s Initiative, it will fall over theedge and take damage (see Falling,below).

FALLINGModels that fall take D3 hits at a Strengthequal to the height in inches of the fall.No armour saves apply.

MORDHEIM PLAYSHEET

Recovery

During the recovery phase you mayattempt to rally any of your models thathave lost their nerve. To take a Rally test,roll 2D6. If the score is equal to or lessthan the model’s Leadership value themodel stops fleeing and has rallied. The

model cannot move or shoot for the restof the turn, but can still cast spells. If thetest is failed, the model continues to fleetowards the closest table edge.

A model cannot rally if the closest modelto him is an enemy model.

During the recovery phase, warriors thathave been stunned become knocked downinstead and warriors who have beenknocked down may stand up.

Copyright © Games Workshop Ltd., 2003. Permission granted to photocopy for personal use only.

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HITTING THE TARGETUse the shooter’s BS to find the D6 scoreneeded to hit.

BS 1 2 3 4 5 6 7 8 9 10Score 6 5 4 3 2 1 0 -1 -2 -3

HIT MODIFIERS

-1 Target is in cover-1 Moving & shooting-1 Long range

+1 Large target

ROLL TO WOUNDCompare the target’s Toughness againstthe weapon’s Strength to find the D6score required to wound.

Shooting

Close combat

WHO STRIKES FIRSTThe model that charged its enemy strikesfirst. Otherwise, models fight in order ofdescending Initiative.

HITTING THE ENEMYRoll a D6 for each model fighting. If themodel has more than 1 Attack roll a D6for each attack.

Compare the WS of the attacker with theWS of his opponent and consult thefollowing chart to find the minimum D6score needed to hit.

ROLL TO WOUNDCompare the target’s Toughness againstthe weapon’s Strength to find the D6score required to wound (see the ToWound chart in Shooting, above).

ARMOUR SAVE MODIFIERSThe higher a creature’s Strength the moreeasily it can pierce armour.

The chart below shows the reduction inthe enemy’s armour saving throwcompared to the attacker’s Strength.

Str 1-3 4 5 6 7 8 9+

Save Mod. None -1 -2 -3 -4 -5 -6

WARRIORS KNOCKED DOWNIf an enemy model is fighting a warriorwho is knocked down, he may attack him toput him out of action.

Roll to wound as normal. If any of theattacks wound, take an armour savemodified by the Strength of the attackeras normal. If the save is failed, the warrioris automatically out of action.

Wpn Target’s ToughnessStr. 1 2 3 4 5 6 7 8 9 10

1 4 5 6 6 - - - - - -2 3 4 5 6 6 - - - - -3 2 3 4 5 6 6 - - - -4 2 2 3 4 5 6 6 - - -5 2 2 2 3 4 5 6 6 - -6 2 2 2 2 3 4 5 6 6 -7 2 2 2 2 2 3 4 5 6 68 2 2 2 2 2 2 3 4 5 69 2 2 2 2 2 2 2 3 4 510 2 2 2 2 2 2 2 2 3 4

ARMOUR SAVESModels wearing armour are permitted asaving throw to avoid receiving damagefrom a wound. Deduct any savemodifiers that apply.

Minimum D6 scoreArmour required to save

Light armour 6Heavy armour 5Gromril armour 4Shield Adds +1

to armour save.

INJURIESAs soon as a model loses its last woundroll a D6 on the Injury chart.

INJURY CHART1-2 Knocked down. The force of the

blow knocks the warrior down.Place the model face up.

3-4 Stunned. The target falls to theground, barely conscious. Turnthe model face down.

5-6 Out of action. Remove the modelfrom the game.

CRITICAL HITSA wound roll of 6 causes a critical hit. Rolla D6 and consult the Critical Hit chart. Amodel may only cause one critical hit ineach hand-to-hand combat phase.

CRITICAL HIT CHART1-2 Hits vital part. 1 wound = 2

wounds. Roll armour saves first.

3-4 Hits exposed spot. 1 wound = 2wounds. No armour saves.

5-6 Master Strike! 1 wound = 2wounds. No armour saves; +2 to Injury roll(s).

1 2 3 4 5 6 7 8 9 101 4 4 5 5 5 5 5 5 5 52 3 4 4 4 5 5 5 5 5 53 3 3 4 4 4 4 5 5 5 54 3 3 3 4 4 4 4 4 5 55 3 3 3 3 4 4 4 4 4 46 3 3 3 3 3 4 4 4 4 47 3 3 3 3 3 3 4 4 4 48 3 3 3 3 3 3 3 4 4 49 3 3 3 3 3 3 3 3 4 410 3 3 3 3 3 3 3 3 3 4

OPPONENT’S WEAPON SKILL

ATTA

CK

ER’S

WEA

PON

SK

ILL

Copyright © Games Workshop Ltd., 2003. Permission granted to photocopy for personal use only.

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Henchmen

STORED EQUIPMENT

NUMBER TYPE

EQUIPMENT

Group experience:

SPECIAL RULESNAME

M S T W I A LdWS BS

TREASURY:

Gold crowns:

Wyrdstone shards:

WARBAND RATING:

Total experience:

Members ( ) x 5:

Rating:

WARBAND NAME: WARBAND TYPE:

NUMBER TYPE

EQUIPMENT

Group experience:

SPECIAL RULESNAME

M S T W I A LdWS BS

NUMBER TYPE

EQUIPMENT

Group experience:

SPECIAL RULESNAME

M S T W I A LdWS BS

NUMBER TYPE

EQUIPMENT

Group experience:

SPECIAL RULESNAME

M S T W I A LdWS BS

NUMBER TYPE

EQUIPMENT

Group experience:

SPECIAL RULESNAME

M S T W I A LdWS BS

NUMBER TYPE

EQUIPMENT

Group experience:

SPECIAL RULESNAME

M S T W I A LdWS BS

Copyright © Games Workshop Ltd., 1999. Permission granted to photocopy for personal use only.

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TYPE

EQUIPMENT SKILLS, INJURIES, ETCNAME

M S T W I A LdWS BS

Experience:

TYPE

EQUIPMENT SKILLS, INJURIES, ETCNAME

M S T W I A LdWS BS

Experience:

TYPE

EQUIPMENT SKILLS, INJURIES, ETCNAME

M S T W I A LdWS BS

Experience:

TYPE

EQUIPMENT SKILLS, INJURIES, ETCNAME

M S T W I A LdWS BS

Experience:

TYPE

EQUIPMENT SKILLS, INJURIES, ETCNAME

M S T W I A LdWS BS

Experience:

TYPE

EQUIPMENT SKILLS, INJURIES, ETCNAME

M S T W I A LdWS BS

Experience:

Copyright © Games Workshop Ltd., 1999. Modified by Honza Skýpala for 6 heroes roster.Permission granted to photocopy for personal use only.

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HERO

Name:Type:

M WS BS S T W I A Ld Sv

Racial Maximums Experience

□ Combat □ Shooting □ Academic □ Strength □ Speed □ Special

5 10 15 20 25 30 Total Experience

Skills & Spells: Equipment:

Injuries:

HERO

Name:Type:

M WS BS S T W I A Ld Sv

Racial Maximums Experience

□ Combat □ Shooting □ Academic □ Strength □ Speed □ Special

5 10 15 20 25 30 Total Experience

Skills & Spells: Equipment:Equipment:

Injuries:

HERO

Name:Type:

M WS BS S T W I A Ld Sv

Racial Maximums Experience

□ Combat □ Shooting □ Academic □ Strength □ Speed □ Special

5 10 15 20 25 30 Total Experience

Skills & Spells: Equipment:

Injuries:

Warband Rating CalculatorHero Total Experience:Henchmen Total Experience:Members ( ) x 5:Large Creatures ( ) x 20:Hired Swords:Dramatis Personae: +Total Rating:

Stored EquipmentTreasuryGold Crowns:

Shards:

Treasure:

Mordheim Warband Roster Sheet Ver. 2.1 (2007) — [email protected] — freebooters.org

HERO

Name:Type:

M WS BS S T W I A Ld Sv

Racial Maximums Experience

□ Combat □ Shooting □ Academic □ Strength □ Speed □ Special

5 10 15 20 25 30 Total Experience

Skills & Spells: Equipment:

Injuries:

HERO

Name:Type:

M WS BS S T W I A Ld Sv

Racial Maximums Experience

□ Combat □ Shooting □ Academic □ Strength □ Speed □ Special

5 10 15 20 25 30 Total Experience

Skills & Spells: Equipment:

Injuries:

HERO

Name:Type:

M WS BS S T W I A Ld Sv

Experience

□ Combat □ Shooting □ Academic □ Strength □ Speed □ Special

5 10 15 20 25 30 Total Experience

Skills & Spells: Equipment:

Injuries:

Warband N

ame: W

arband Type:

Rating:

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Notes (Skill Descriptions, Spell Descriptions, etc.)

Mordheim Warband Roster Sheet Ver. 2.1 (2007) — [email protected] — freebooters.org

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

Name:

Type: Number: M WS BS S T W I A Ld Sv

5 10 Group Experience

Skills & Special Rules: Equipment:

Type: Number:

Henchmen

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv M WS BS S T W I A Ld Sv

War

band

Nam

e: W

arba

nd T

ype: