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    Published on the first Angcstag of c:a~hManns1i=cl>~.ljililljilWj~ID!'II~~OO!ltil1!i_ii'iWMtiUffi~m!~iijjiilIii'""lfiII_iiiim.~II ... 4 . G . r .o a . t s l l 9lm \

    BLOOD ERUPTSIN THE STREE t'SO F M ORDHE IM !..._ ~h""'fj)j .. .....,..,.,ii JI "'])lirQnjllJ:Oiifliij"n)l>(ObjJ1hti.5'!l!

    Fountains of B lood. Carnivorous Trees . P lagues of F lies .Scream ing W alls . and Earthquakes .~trange happenings arc afootIn ye ruined streets ofM ordheim , W arbands al l overthe city have reported s trangeoccurrences as if the city hastaken on a l i fe: of it s own.

    was butchered almost to aman . The only survivor sworethat the ancient trees came:alive and s laughtered thewarband before devouring it .Could it be that nature itsel fi s t ur nin g against humani ty?The Middenhcimer warband

    The Marienburg warband"The Heralds of Free Trsde'

    the Whi te Wolves reportedan earthquake that seemed toemanate from the crater'svery center. Captain KurtWhitebcard boasted that thewar band was only saved fromfaUiog masonry by his keensenses and the strength of hisbrave men of the north.

    & P ' 4 U ( 1 ! ' ! 1 ' T ' J ' pill. i l i O i rl l ! i{ 1 1 ' l '- u l i ,f I \ H t l l tt " t -II i' r r - - ; : - = i T iC tm jiii,.-- -- ' '' ji j ' '. ' i j) l J " ' , ' Ii t)' ii,,!JJW!gI' ,I1""' lfl"IH"-.1U" ihJ'j"tAA

    Middenheimerscome in search ofwealth and gloryThe fierce men of the Cityof the White Wolf havecome to Mordheim to provethat their contender for therhroce is stronger than hisunworthy rivals.

    SICMAR 'S WRATHREACHES CITY

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    (BS 4) prefer ro climb to a rooftop and target the enemies ofSigmar from a distance. Hopefully they can weaken theenemy with missile fire before utterly destroying them inhand-to-hand combat.

    Witch Hunters are charismatic followers of Sigmar who can soonrouse up a crowd into a vengeful mob. They are universally dreaded, for

    everyone has something to hide. Now that the Grand Theogonist hasproclaimed Sigmar's punishment on the City of the Damned, they have come

    to destroy his enemies with holy fire.As soon as I received a copy of Mordheirn I

    immediately knew that my loyalty would befirst and foremost to the Witch Hunters of Sigmar.

    In the eyes of the Witch Hunters everyone is suspect, everydeviation from the norm a potential sign of mutation, everymuttered word is sure to be blasphemy. In the lands of theEmpire Witch Hunters serve as judge, jury, and mostespecially executioner. Before every game of Mordheim it isImportant to publicly denounce your opponent. Perhapstheir haircut shows definite Chaos influence or you suspectthat they utter heresies in their sleep, or maybe their eyes areJUSta bit too shifty. Whatever the reason make sure they knowthat they are about to get a taste of Sigmar's wrath! Ifa crowdgathers it is your sacred duty to stir them up into a hystericalfrenzy. Getting them to chant "Burn the untcb!" or "Repent ordie!' , is always a good tactic.

    ~it'~ ! )unter iC4pt4 insWitch Hunter Captains are not the most fearsome of fighters.The dark pits of Mordheirn have vomited forth all manner ofcreatures which can tear a Witch Hunter limb from limb(Vampires, Rat Ogres, the Possessed). As a result, Captainshave been forced to learn guile.It matters not whether a herenc is killed by a sword or by acarefully targeted crossbow bolt. As a result many Captains

    ~it'~ !)utttersLike their Captains, Witch Hunters are often most usefulwielding crossbows at the start of the battle and then movinginto combat with sword and shield later. It is best to focusyour fire to take a single enemy out oj action rather thanlightly wounding several. Witch Hunters Heroes are as usefulafter the battle as they are during it. This is because eachcharacter that is not taken out oj action during the battleallows you to gain a roll on the Exploration chart (pg. 135).More characters = better treasure! Further, each charactercan make one roll to try and purchase a rare item (pg. 146).More characters = more rare items! Players who enjoysniping at the enemy from the rooftops will enjoy fielding aWitch Hunter Captain and three Witch Hunters all withcrossbows. Those who prefer hand-to-hand combat willprobably leave the Witch Hunters at home and bulk up onFlagellants and Warhounds.

    ~it'~ ! )u n te r ! )4 tr ellNothing angers a Witch Hunter more than an enemy

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    who dabbles in the dark arts. Witch Hunters have thebandy ability of re-rolling any missed attacks during ~efirst round of combat when fighting magic users. Keep Inmind that this is a rare occurrence. When it happens say aquick praye r of thanks to Sigmar, but don't plan anygrand strategies around it.

    !it'hurior, ~rie6t6Warrior-Priests are also rather average fighters. Theirsignificance depends entirely upon which prayer Sigmardeigns to grant them. All of a Priest's spells require him to bein or near hand-to-hand combat. As a result he is often thefirst character to receive armor and should always beequipped with a sword (for parrying) and a shield.Priests who are blessed with the Hammer of Sigmar oftencarry two weapons as well as a crossbow pistol (which grantsa free attack during the first round of combat). This allowsthe greatest number of attacks to benefit from Sigmar'sblessing. Warhounds should be kept near a priest that haHearts of Steel when facing a/ea1'-causing opponent.Warbands with crossbow wielding Witch Hunters receivegreat benefits from having a priest with the p~ayer Soul~re.The Witcb Hunters climb to the roof of a building. The Priestguards the building from the ground. Anyone who wants rofight the Wircll Hunters has to fight their way past anexploding priest! This prayer is especially effective becauseanyone who comes within 2"of the Priest is required to fight

    him (pg. 26)and hence remainsWithin range of the prayer.This means that a singlemodel call guard a 7" widestreet. Any enemies who attemptto move past the model willautomatically be drawn into combat,Priests who are gifted with the Healing Hand oftentravel in the middle ofa large Henchman group ofWarhoundsor Flagellants, These unarmored henchmen are often in needof healing and by keeping them in a big group all of theinjured can benefit from Sigmar's Healing Hand,Those blessed with the Armor of Righteousness often decideto battle with/ear-causing enemies. Be sure to cast the prayerthe round before charging or being charged by a/ear causingopponent (this is the only round in which/ear really matters),The incredible armor of the spell will serve the Priest well asbe attempts to battle some of the monstrosities lurking in thestreets of Mordheirn.

    tfageffant6Flagellants are the most expensive troops in the Witch Hunterwarband a are usually purchased only after you have themaximum five Hounds and as many crossbow-wielding WitchHunters as you desire. They work well with a mace and a

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    hammer. The extra attackand greater likelihood ofsrunningsomeone is the best bet(statistically) for combat

    effectiveness, Crazed Flagellantsare obviously great for handlingfem'-causing opponents, but theyare also useful for sending off aloneas they automatically pass All-alonetests. Finally, it is every WitchHunter Captain's fervent prayer thata Flagellant might someday receivethe The Lad's Gar Talent advanceand become a Hero, If yourFlagellant ever does become a Hero,protect his life at all costs (with the

    , skills Resillent, Step Aside, etc.) andbuy him Mad Cap Mushrooms. Even if

    he becomes Stupid as a result he will pass all ofhis Stupidity tests!

    ~e",(ct~The weakest and most numerous of Sigmar's followers arereligious zealots. These peasants work well equipped with adagger, mace, and a shortbow With this equipment they caneither send a hail of arrows or a great mob of weak attacks.Their strength is in numbers.

    ~" ' r~cun~~The great black Warbounds of igmar are some of the mos tcost effective troops in the game. For only 15 gold you getM6, W54, and 54! Every warband should include as many a spossible. Never send them alone (they will fail their All-Alonetest) or against/ear-cauSing opponents (unless they are neara Priest with Hearts of Steel or the Captain), Otherwise runthem in a big pack or pair them off with your characters.Regardless, they are some of the cheapest and best fighters inthe game, Hounds should always be used to bulk up awarband to at least nine members, Awarband with less thannine members takes a Rout test after JUSt two members aretaken out ofaction, while a warband of nine 01- more can losethree before taking tbe test.

    ~ntQ t~ e ~uinsThe infamous Witch Hunter Captain jusrus Laut leads m yWitch Hunter warband. Laut is a bard man who is intoleranrof error and has no concept of mercy. He and his two WitchHunters Lukash and Dieter all use crossbows for the first fewturns ofthe battle. They concentrate on taking one importantenemy out of action,While the Witch Hunters snipe, Isaiah the Slgmarlre Warrior-Priest leads a pack of snarling mastiffs and chancingFlagellants into m e heart of the enemy, Laut and the WitchHunters only enter the fray to finish off the enemy if

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    absolutely necessary. It is better to routand live to fight another day with only theloss of a few Henchmen than a Herobeing killed!Laut and the Witch Hunters are veryinterested in learning the Quick Shot skillthat would allow them to fire theireros bows twice every round. Dodgewould also be useful, as the Witch Huntersare likely to be me target of enemymissile fire. Isaiah the Priest is moreinterested inskills that will keep him alivein the thick of fighting such as Step Asideand Resilient.After each battle I replace any dogs orFlagellants which die and save money to buyarmor for my characters. There are also a fewbits of miscellaneous equipment [hat woulduseful to my warband. Justus is interested in acquiring a HolyRelic; Isaiah seeks a lucky charm, healing herbs, and Warhounds~~~~~~;~~!~~~~~~~:::~o add to his pack (which effectively increase the number ofembers in the warband beyond 12). If I have any moneyremaining I would consider employing a Hired Sword such asthe Elven Ranger or Halfling Scout.If the powers of darkness ever manage to kill Captain Justus I

    will certainly nominate Isaiah the Warrior-Priest to take hisplace. Isaiah has the same profile as the Witch Hunters bur withhis spell he is more likely 0be in the thick ofcombat where a 6" radius Leadershipwould be of most benefit. '..'.'

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    There have always beenthose who use magic:witches and wizards,wise women and

    warlocks. Bur as everyscholar knows, all magic

    is dangerous, for itoriginates from Chaos,rhe source of corruption

    and change. Indeedduring the e timessorcery is illegal andpunishable by death.Still, it is not difficult tofind employment if youare a Warlock, for manyare willing to take therisk of persecution by

    the Order of theTemplars of igmar.

    lSigmariteJDatr iafc~The Sigrnarite Matriarchsare answerable ro theHigh Matriarch of thetemple. Each must leada warband of Sisters infrequent searches of thecity In order to purge

    the ruins. Matriarchs aredriven by a zealous

    devotion to the Cult ofigmar and a relentlessdetermination to

    redeem the Sisterhoodin His eyes.

    8

    6igmaritelS i$ te r 6uper i r

    The Sister Superiors arethe long servingpriestesses of the Cultof Sigrnar, well versedin the rituals of the

    temple and an example[0the younger Sistersand Novices. Any perilor foe that may lurk inth ruins of Mordhcimis as nothing compared

    to the wrath of aSister Superior.

    ~ert~a~es traufrung.!5ig~ A1atr iarcq f t~ e 6is terqo~The pure blood of theUnberogens runs in

    Bertha's veins, as evincedby her long golden plaitsand fierce blue eyeswhich can freeze aGoblin at twenty pacesWith an icy glare. Even

    her voice commandsauthonry; turning strong,hairy-thewed men intotrembling wretches. In

    battle she flghrs with twogreat SigmanreWarhammers.

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    A terr ible place of nightm a rish ruins . w here death aw aits in every shadow .H ere hardbitten w arriors s talk through the crum b ling palaces and tw is tings treets , f ighting and dying for the prom ise of r iches and fam e.Available now, the boxed game contains everything you need to start your:warband and 6ght battles in Mordh.eim. There are two warbands and awhole host of card ruined buildings so that you can create the mined streetsof Mordheim. The comprehensive rule book describes eight differentwarbands and a vast array of weapons and equipment. There are also rulesfor running ongoing Mordheimcampaigns as well as includinghired swords and specialcharacters in your warband.The Motdheim boxedgame contains: 10 plastic Skaven 8 plastic Mercenaries 176 page Rulebook CityRulns c ) Dice 2 Range Rulers

    ~ { u ( \ i f ( \ b f e n e w f e r $ 85.00 C D N $ 5 .99 U S

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    In power and influence the city state of Middenheim is second only to thecapital, Altdorf. It is the city of the WhiteWolfand center of worship for the

    god Ulric. The men of Middenheim are as strong as Ogres and have a welldeserved reputation for ferocity.

    (J'-bis is a time of unremitting war civil strife,'Violence, and famine, A time of orphanchildren and wanton slaughter. }-01' warriors these are goodtimes! Since the discovery of uryrdstone, Mordbeim basbecome a magnet for fighting menfrom ail over tbe Empire,Nobles, merchants, and the Templeof Sigmar itself offer richrewards for sbards of the mysterious stone, Poremostamongst the patrons of mercenary toarriors are tbe threemost powerful contenders f01' the Emperor's throne: theGrand Prince of Reikland, Lady Magritta of Marienburg,and Mannfred Iodbringer; the Count ofMiddenheim.Middenheim stands on a mountain pinnacle surrounded bydark forest in the center of Middenland and is also knownas the City of the WhiteWolfafter Ulric,tbe old god ofwolvesand unnten Tbe priestbood of Ulric is still strong inMiddenheim, iobereUlric is venerated as the patron of the

    city. The tradition. of rivalry between Middenheim andReikland goes back hundreds of years and botb have theirown candidate currently vying to becom.e Emperor. As aresult there bas always been a great deal offriction betweenMiddenbeimers and tbe Temple of Sigmas:Mtddenbeimers CJI'eypically large, strongly buill men witba well deserved reputation f01' ferocity Many weal' wolfpelts which custom decrees to be the mark of tbose who haveslain a wolf with their own bands. Thesegrim warriors arefamously contemptuous of danger: 17Jey frequently go intobattle bare-beaded, scoffing at tbose who cboose.for reasonsofgood sense, to wear helmets. AsMtddenheimers fauorlongbuir and beards, their lack oj beadgear makes them lookespeciallyfierce when tbey cha1-geat their enemies, bowlingtheir brutal battle-cries.

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    1 4 ' f f w e \ ' $ ft~e ~~ite ~ffThe f ierce m en of the W hite W olfh av e a rr iv ed in th e. city . T hes e

    m ighty m en are here to prove theirferocity and skil l at arm s as w ell asthe Count of M iddenheim 'sw orthines s to be Em peror,

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    even though random encounters will frequently affect only hisopponent or both players indiscriminately- The models thatrepresent a random encounter must all be placed within 6" of arandomly determined board edge and they will remain within 2" ofanother member of their group at all times. Random encountermembers must be placed (and will remain, unless their descriptionindicates otherwlse) at ground level in the opcn. The EncounteringPlayer places the models representing the random encounter, butnote that they cannot initially be placed within 12" of anywarband models.After being placed, many encounters will travel as quicklyas possible (without running) towards the nearest warbandmodel. FOI- this purpose the nearest model is the model thatthe encounter can reach most quickly and encounter modelswillnever climb the sides of a building ro get at awarband member. \Vhat each encounter does from there is Listed inirs description. ote that charging models will engage as manywarband members as they can reach, ganging up if some of themcan't reach different models. No more than one random encounter, ill ever take place in a single game, so after a random encounreris rolled, the players no longer need to roll at [he start of their turns.

    Mordheim is a dark and sinister city - dangers lurkaround every corner, Even the basic laws of nature cannot be

    relied upon. Mark Havener and Tim Huckelbery explain how thesedangers can be introduced to your battles.

    These rules represent the weird andwonderful things that can happen in

    Mordheim which are beyond the control ofplayers. These rules are intended to be optionaland should only be used if aweed on by allplayers taking parr. To determine if a randomencounter occurs, roll a D6 at the start of each

    player's film. A result of 1 indicates arandom encounter. Roll a D66 for merandom encounter on the chart

    below a see what exactly isencountered and foUow thedirections. The player whoseturn it is places any modelsthat represent [he encounterand they will act in each of hisrums (that player doesn'tcontrol their actions though,ee the individual descriptions

    to see how the models act). Thisplayer is known as the

    'Encountering Player',

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    ~(\n~~m renc~unter$ {C~(\rtD66 Result11 Ogre MercenaryAn Ogre Mercenary (see [he Hired Swords section of the Mordheimrules for details on the Ogre Mercenary) appears further down rhesrreer, Sensing trouble brewing, he decides to seize tile opportunityand offer his services to the warband with the lowest warband rating(if tilere are tWO warbands with the arne rating, roll a dice (0 see, hom he offers hili help to), The warband [hal he offers to help mu radd the Hired Sword (0 its roster for [his game. Ar [he end of thegame the Ogre demands payment for services rendered. Thewarband that he joined must pay his hire and upkeep fee. If thewarband can nor (or will nor) pay him, be leaves, but not beforetaking out his frustration on a random member of the warband (onlyroll among members of me warband who were not taken out ofaction dll ring the game). Roll for injuries to this unfortunate memberjus! as if he had been taken out of action.12 Swarm of RatsSomething in the sewers has frightened the rats that live there. The

    !"""dIS are in a hurry ro get away and will attack anything that standsin rheir path. Use a template 80mm x 120mm to represent therars. Six monster bases (use rat swarms if you have them.

    placed in a rectangle with one short ide representing thefrom, will do nicely. The rats move 2D6" each turn. They

    will always move forward down the center of the street andif they come to an intersection roJJ randomly to determine

    which direction they take (ex.1mple: for a normal . -waycross-Intersection roll a D6: 1-2 right, 3-4 srratghiforward, 56 left). The rats cannot be engaged indose combat and if they make contact with a model

    they will run righr over him, Any model movedover by a swarm of !':lIS will suffer D3 Strength 2

    htts, normal armor saves apply.

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    13 . EarthquakePowerful magical energies from the crater at the center of the ciryshake the local landscape. The ground heaves and buckles violentlyand warband members find it hard to keep their fooung. Roll a 03 [0determine how many turns the earthquake lasts. While the shakingpersists all movement is halved, all Initiative tests (climbing, erc.)suffer a 2 penalty and all Shooting and Close Combat to hit rolls aremade with a 1penalty.

    14 High WindsA powerful wind screams through the area, Wildly scatrering debrisand knockinu down anything mat is not firmly anchored to theground. Warband members now suffer a 1 penalty to all Initiativerests (cllmbing, jumping, erc.) and to hie rolls (close combat andshooting) for the re [of the game.

    15 Blood for the Blood God!Unfortunarely for the warbands involved. the scent of blood hasbrought the artenuon of one of Khornc's minions. Reality isbreached as a vicious Bloodlertcr emerges from the realm of Chaos[0 shed even more blood for irs master. The Bloodlerrer has thefoUowing characteristics and special rules:Profile M WS BS S T W 1 A LdBloodletrer 460 3 1 6 2+ 10Fear: As monstrous and borrifying creatures, Bloodletters causefem.ave: 4 + Daernonic armor save.

    Psychology: Lmmune [0all psychology tests.Hellblade. The Bloodlerrer is armed with a HellbJadc which wLUautomatically cause a critical hit if a 4+ is rolled to bit.The BJoodlener will seek out the nearest close combat and join in,drawn by the clash of steel. The Daemon has a number of Attacksequal to [he number of opponents it is fighting (down [0 a minimumof 2 Attacks). It will split ns attacks amongst the opponents, and nomatter how many warriors arc involved j[ may roll [0hit each one atleast once. Lt will also prevent an opponent from taking any otherwarrior QUI of action in the massed combat. as they will be 100concerned with the Daemon to fini h off their other enemy!IJthere art: no ongoing dose combats within range, Itwill charge themodel With th e highest Weapon SkiU in order ro do battle with aworthy opponent. If there are no enemies Within charge range, theDaemon will. run towards the nearest warrior, eager to do bank andshed blood for tts thirsty god.

    16 Lucky FindOne random model, on his feel and not in hand-to-hand combat orfleeing, has stumbled upon a shard of wyrdstonel Assuming hedoesn't go OUi of action, this is added to any adler shards thewarband finds after the game. If he is taken out of action in closecombat, the enemy model steals the shard away! Note that only non-animal models can find or steal a shard, not Dire Wolves, HuntingDogs, etc.

    21 Restless SpiritCountless unfortunates have suffered agonizing deaths in countlessforms since the comet crashed into the City. Not all or theseindividuals can easily accept their new condition and they refuse torest, Perhaps they left some Important la.~k unfinished or seekrevenge on those who did them harm. The warbands have stumbledupon one such ghost. Any warband member who is within 8" of thespirit at the start of its Movement phase must make a Leadership testOf nee (exactly as if he were fleeing from combat). Models that areimmune to psychology automatically pass tlus rest. This creature isunable [0affect (or be affected by) the physical world, but it is veryfrightening nonetheless, The spirit moves 4" in a r-andom direction,moving through walls, obstacles. or warband members as if theywere nor there . .I[ will not charge and cannot be harmed by thewarband members in any way. The only exception to this is if thespirit comes Into contact with a Sigmarite Matriarch or a Warrior-Priest of Sigrnar, These models may choose to put the dead to rest. Ifthe player controlling such a model decides to do this, [he spirit isimmediately banished (disappears and does not return) and thepriest gains one Experience point.

    22 Burning BuildingSuddenly. one of the buildings (chosen at random) bursts into flames,ignited by smoldering embers from a fire thought extinguished longago. Any models inside take a 53 hit unless they move outside in thatrum and any models within 2" of [he walls take a 52 hir from tilesmoke and hear unless they move farther away as well. For the rest ofthe game, the building itself will csuscfear due to the intense flamesand anyone who wishes to enter it must first pass a Fear test exactlyas if the, wished to charge Jear-causing enemy.

    23 Man-EaterOne of the trees growing in the area has been changed into acarnivorous predator by exposure to the Chaos magic inundating thearea. Randomly determine which member of the EncounteringPlayer's warband finds the plant. That model is attacked as a largemouth opens up in the trunk of [he [fee and its branches whip downLO grab its unfortunate victim. Place a tree next to the victim. He isnow considered to be in close combat with the tree, which has thefollowing characteristics,Profrle M WS BS S T W 1 A LdTree 0 3 0 4 6 3 3 2 10The tree automatically passes any Leadership tests j[ IS required tomake. Any result on the Injury table will cause the Man-Eater to Stopartacklng, though jt is not possible to actually take irout of action orknock "i t down. Opponents are +1 to hit the tree, due to the fact thatit is rooted to the SPOt!

    1~

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    24 SkeletonsWhile the intense magic of the area rapidly dissolves skeletons todust, shambling hordes of them spring up at random from tbe bonesof the fallen, Uncontrolled, they roam me city wasteland, blindlyattacking everything they find before falling apart. 2D6 Skeletonsappear With the following profile:Profile M WS BS S T W I A LdSkeleton 4 2 2 3 3 1 1 I 10Fear, The Skeletons cause fearPsychology: Skeletons are immune to all Leadership-based tests andStunned results.They are armed with simple weapons or bony fists (treat as daggersin close combat). The skeletons 'wil l move towards and attack meclosest models as quickly as possible. RoH a D3 when they appear,after that many rums they crumble back to inanimate bones (countthe current turn as the firSt one).

    25 The Twisting of the AirReality itself seems 10twist, warping perceptions until no one can besure of what their senses tell them, Rot! a single D6 at the start ofeach player's turn. For the next D3 turns, the distance within whichwarriors can use their Leader's Leadership value and the distance forbeing A.ll Alone is the value rolled instead of the normal 6". Alldistances between models are also increased by the same D6" roll forpurposes of weapon ranges and charging. Note that the actualmodels are no! moved, but only the shoottng/charging models'perceptiousof the distance ..26 SpawnThe warbands have stumbled upon one of the many formerinhabitants of the city that gor 100 dose to the crater at the center ofthe city and as turned inro a mindless Spawn. Spawn have thefollowingcharacteristics:Profile M WS BS 5 T W I A LdSpawn 2D63 04 3 2D6 102

    'Fear: Spawn are disgusting and revolttng blasphemies againstnature and cause fear

    Psychology: They arc mindless creatures,knowing no fear of pain or death. Spawnautomarlcally pass any leadership-based testthey are required to make,

    Movement: The Spawn moves 2D6"towards the nearest model in each ofirs movement phases. If does notdouble its rnovemenr for charging,instead if its movement takes it intocontacr with a model it counts as

    charging and engages thatmodel in dose combat.Attacks: Roll at the beginning

    of each close combat phaseto determine the

    spawn's number ofAttacks for thatphase.

    31 Collapsing BuildingPick one building at random. Any models inside must pass anInitiative test or suffe.r a 55 hit, armor saves applying as normal, as thebuilding collapses. Remove the building from the table (replacingwith ruins if possible), and place the models back on the table whereit stood. Any models climbing the sides ofa building or on the roofwhen it collapses automatically fall from whatever height the)'were ar.

    32 Scrawlings on a WallA randomly determined warband member who is within 4" of abuilding (if there are no models tlus close to a.building, ignore thisencounter), sees writing suddenly appear in blood on the wall closestto him. Roll on the following table to find out what the writing says,06 Result1 The writings are a map of the area. The model's warband

    receives a +1 on the roll to pick the scenario for the nextgame they take pare in.Reading the writing accidentally sets off a spell on the reader.The model suffers a minor curse anel now has a -I penalty (0all dice rolls for the rest of the game"The warband member learns of the remains of some bootyinside the building. If he moves inside he finds lD Ggold crowns,The writings reveal all the hiding places in the area, Themodel can hide even in the open for rest of the game.The warband member learns of a secret passage inside thebuilding - if he moves inside, he can pop out next turn in anyother building.

    6 A fun read, but nothing else happens (Veskit was betel).

    2

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    33 11lick FogA fog rolls in, ,hick as pea soup, Models can only see 206" (roll oncefor the distance all models can see; do not roll individually for eachmodel), Re-r'QI.1at sian of each Encountering Player'S turn to see whatthe visibtlity is for that turrs. The fog lasts for the rest of the game.

    34 Hands of StoneHands of earth and stone suddenly jut our of the ground in a smallarea of the battlefield. The Encountering player rnusr pick a spotanywhere on the battlefield and anything within 3" of that spot isaffected, The area is now very difficult ground as the bands grasp andattempt to hold anyone passing near them, This encounter lasts oneturn, at the end of which the hands sink back tl1IO the ground,

    .3 5 Dog PackRecent events in Mordherm have caused many of the city's dogs tosuddenly find themselves without homes. Groups of these annualsrum feral and form into hunting packs, The warbands have beendiscovered by one such

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    Fountain of BloodThe city trself seems to weep as even more blood is sheri on usstreets. For the rest of the game, whenever a model i taken 0111 ofaaion in close combat, The model that did the deed musr Lake aStrength test or be knocked down as he is hit by a torrent of Moodpouring [rom the ground. L f there were others involved in thecombat they are not affected, as the steaming liquid seems 10 bedirected only at those who have called it into being by theirbloodthirsty actions.

    42-44 Storm of ChaosClouds rapidly gather above the City in an unnatural, sickly yellow-green mass and warp Irghrnmg begins to dan e from one cloud toanother. Thunder rocks the air, screaming Out in almost intelligiblenoises. The douds themselves seem ro take on the shapes ofmonstrous creatures and both warbands in the conflrcr look at eachother with fear on their faces. Roll a D6 ro see what the stormmanifestation will bring:06 Result

    Warp Iighming begins to strike the ground in search of avictiml It will hi! the warrior with the best annor save,attracted to the large amount of metal. That warrior takes a S5hit, with no armor save possible. 1f multiple warriors all have[he highest armor save, randomly determine which is struck.The 'warp lightning will strike for 0 turns before moving ontowards another part of the city.Fish suddenly fall out of the s 1 . . 1 ' to pelt the area! All movementis halved for one turn (due to wet, flapping fish underfoot),but there is no other effect.\'ilyrdstone dust has mixed with the water vapor in the areaand produced the strange-looking clouds from which amimed rain begins to fall. The rain burns flesh and ears intostone and metal. Each warbarid member in the open rakes aSingle 52 hit (normal armor saves apply) every turn the rainlasts until he gets under cover. The rain lases 103 turns.

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    4 A magical mass of lightning forms near the ground,Uluminating the area with an eerie greenish glow. It begins tomove about the area, drawn to magical powers from which iLfeeds. Place a counter as per the normal Encounter rules torepresent the mass and each turn move it 206" towards thehighest level spell user (the one with the rnos spells: eachturn roll a 06 If two or more spell users haw the highestnumber of spells). If there are no magic users in the game, themass will move towards the opposite table edge, doing.noth ing but blocking Hue of sight as it moves. lf the model themass is moving towards casts a spell, immediately move thecounter another 06" towards the model. If the ball ofUghming touches the target model, the model is frozen intime and cannot do anything. While frozen, the model cannotbe attacked or harmed in any way - the lightning massprotects irs prey! After freezing a model, the lighming will nolonger move but will in read remain near its victim [0 feed.The lightning will feed for 03 turns on the magical energy ofus victim and then flies back towards the warp clouds above,freeing the magic user. If the game ends before the feeding isdone, the victim ts immediately released. Victims suffer nolong-term ill effects from their exposure to the lightning.A rumbling is heard from overhead, as thunder erupts fromthe strange clouds. The thunderclaps become more intenseand the heavy pulses of air brings warriors to their knees as ifthey had been bit by cannonballs of solid air. 06 randomlyelected models are knocked down by the air bursts. Uany ofthese models are in close combat, all other members of thatmelee are knocked down as well.Tendrils of smoke drift down from the clouds, windingaround the heads of members of each warband, Randomlyselect one Hero from each warband - these warriors havebeen chosen by rival storm gods as their champions. Thechosen models must move towards each other everv turn andget into dose combat as quickly as possible. Once in combat,they will automatically pass ail Leadership tests and will fightuntil only one remains (the combat will end when one of themodels puts his rival out oj action). If a warband does notha ve any Heroes left:in play when the storm gods choose theirchampions, a random Henchman will be chosen from thatwarband instead.

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    6

    45 Pit FighterThis encounter is identical to theOgre Mercenary encounter before,except the Hired Sword encountered isa Pit Fighter, nor an Ogre Mer enary

    46 Plague of FliesAn enormous cloud of flies appears in the sky andswoops down on the warbands below, All models have anextra -I ro hit penalty when shooting or fighting in dosecombat as files buzz around them and into open orifices. The fliesremain for 03 rums and then tly away.

    51 SinkholeAn enormous mouth suddenly opens up under the feet of onerandomly-determined warband member. Make an Initiative test [OJ-the model. .IJ the test is failed, the model falls inro the pit. If a 1 isrolled for the rest, the model i sucked underground and taken outof action. Any other failure results in the model catching himself inthe opening, which closes around him. Treat the model asbeing knocked down for the rest of the game. though he mal'not move at all.

    52 The Horror in the HouseRandomly select one warrior lurking alone inside a butlding (if thereare no warband members inside a building, ignore thl result andre-roll on the Random Encounters table). Unfortunately for him, he'snor as alone as he thought. He hears a slight ripping sound as if theair itself is being torn apart and something manifests itself behindhim. The warrior muse make a Fear test and if he fails in his nextmovement phase he will run screaming 206" from the buildingtowards the nearest table edge and can do nothing else in that turn.If he passes the tesr, the unnatural presence still forces him 06"outside, but he suffers no other effects. At the Start of his subsequentturn a fleeing model can uy [0 recover from his ordeal by passing aLeadership rest, but at a -I penalty. U he does, he srops, bur cannotdo anything else thar turn other than catch his bream. lf he P.Lils,heagain moves 206", trying in vain to erase the terrifying images fromhis memory. Far the rest of the game, the building itself will cause[ear; and anyone who wishes to enter it mUSL first pass a Fear testexactly as if [hey wished to charge afear-causing enemy.

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    53 Plague VictimsDisease is a common occurrence

    among the few survivors left in theruins of the ciry. This group of 106citizens has contracted a particularlynasty plague known a urgle's Rot.

    They move at normal rare (4") towardsthe nearest warband members, seeking their

    help. If [hey come into contact with a warbandmember, they will nor attack, bur will instead cling

    to him as rhey beseech his aid, hindering him greatly A model withPlague Victims in contact with him acts as if he had just recoveredfrom being knocked down (moves ar half rate, may nor charge or run.etc. See [he Mocdheim rule for derails). If one or 1110reof the PlagueVictims is charged. shot at, or otherwise attacked, these pitiful victimswill rout irnmediarely Ar the end of the game, roll a dice for eachwarband member in play when the Plague Victims appeared and ona roll of 1, thar member has contracted Nurgle' Rot. Roll again [0seewhat effect the disease has on that member:06 Result

    Major Symptoms: The plague races through the victim'ssystem, producing horrible disfiguring lesions beforekllltnghim. If the model is a Henchman, he dies. If the model is 3Hero, roll D3 times on the Serious Lnjury table (ignoringRobbed, Biller Enmity, Captured and Sold to tbe Pits results)to determine the long term effects of the disease.

    2-~ Minor Symptoms: The plague takes 115(011 on the victim as itrakes its course. Wi.rholl( proper bed rest the victim will die.The warband member must miss the next game as herecovers.

    6 Full Recovery! The victim has an especially hardy constitutionor gelS an extremely mild ca e of the disease. The victimsuffers no iJI effects.

    54 Last One StandingThe horrors of Mordheim can drive even the strongest mind past thepoint of madness. This Slgrnarlte Matriarch (for stars see the Sisters ofSigrnar section of the Mordheim rules) has seen her entire warbaridcut down around her and the experience has proven roo much forher. "he now seeks revenge and is nor particular about who she getsto pay! She is armed with a sword and steel whip and wears heavyarmor and a helm. She carries Blessed Water and a Holv Relic on herperson as well. She knows the prayers TbeHammer o f Sigmar andArmor of Righteousness (see the Prayers of Sigmar chart. in theMordheim rules for details). Roll randomly to determine which hecasts on herself each turn. She has the skills Absolute Faith, Jump p,and Step Aside. The Marriarch will move as quickly as possibletowards rhe nearest model and engage them iJ1close combat if able.She will not rout and must be taken out of actiori to make her stop.If the Matriarch is taken out of action, leave her body where rt fell,any nun-anima) warband member may loot her body by moving inrncontact with it during their movement phase. If this warrior is latertaken out of action as well, place a counter where the warrtor fell torepresent the Matriarch's equipment. This it can then be picked upby a differeru model. as above.

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    ~;7/f'\'55 Booby Traps

    Some nefarious individuals have trappedthe whole area the warbands are searching.

    These traps may take the form of spiked pus,deadfalls. spring-driven spiked boards, etc. When thts

    encounter is rolled, the Encountering Player must randomlydetermine which of his warband members has discovered the firsttrap. This unfortunate individual springs a trap immediately. If thetrap is nor avoided by passing an Initiative tesr, the model takes :ltrengtn 3 hit; armor save apply as normal. From this point unril rhe

    end of the game, each player will roll a 06 at the start of his or hermovement phase. A roll of 1 means that one member of that player'swarband has sprung a trap and must make an Jnitiative [est to avoldit. If the trap is nor avoided, the model takes a S3 hit as above; apply;lny damage before the model is moved.

    56 CatacombsThe ground gives way under one randomly selected warrior and hefalls into tile depths of the catacombs below the ciry. He takes a S3 hitfrom the fall unless he passes an tnirlauve test, and lands near theremains of others who have fallen before him. As urning he's nottaken 01110/ action by the fall, he discovers one of the following aftera quick search ( 1 ' 0 1 1 a 06):06 Result1 A helmet2 A small pou h containing 206 gold crowns3 A lantern4 A net5 Avial of Black LOtus6 A swordUnless he has a rope & hook. the warrior is stuck in the catacombsand cannot rejoin the gam". He will count as being out of action. forRout purposes, bur will rejoin his warband after the game with noother untoward effects. If he docs have a rope & hook, he can climbout 03 turns later, appearing inside a randomly determined building.

    61 Forbidden FruitGhostly white flowers suddenly open on a tree in the area and emit apowerful fragrance. Randomly determine a member of theEncountering Player's warband who happens to be standing next tothe tree when it comes (0 life. Place the tree within 2" of this model.Any warband members within 8" of the tree must make a Leadershiprest at the starr of each of their turns or move as quickly as possibletowards the tree, Ifwlthin i" of the tree, a spellbound model will picklind eat one of the swollen, blood-red fruit hanging from its branches.Any model eating one of the fruit is automatically taken OUI of action,as powerful poisons incapacitate him or her. A non-spellboundwarband model may keep another model from moving toward thetree by moving iruo base to base contact with him or her and holdinghim back. either model may do anything else while the spellboundmodel attempts to move to the tree and the restraining modelattempts to prevent him from doing so. Both spellbound andrestraining models can. react normally if attacked in close com bar anda restraining model call give up his attempt ar any rime. Thisencounter lasts the remainder of the game. Close inspection of thetree reveals the bones of several animals overgrown with grASS andleaves lying at its base.

    62 The LostMany view the destruction of Mordheirn as a sign that the world iscoming to an end. Groups of these lunatics are often drawn to the citywhere they arrack anyone they come across, certain rhar they are insome way helping to averr this cataclysm. This group of 103Flagellants (see the Witch Hunter ecuon of the Mordheim rules forstars and special rules) will move as quickly as possible towards thenearest warband members and engage them in close combat as soonas [hey are able. They arc armed with flails.

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    63 Reflecting PoolOne warrior on the ground (selected at random fromthe Encountering Player's warband) notices a smallpool of what looks to be snll water. Reflecting thegloomy sky above, it appears to be liquid metal or unnaturally deepsilvery water, rippllng only slightly with the dank breeze blowingthrough the city He can ignore lr, or bend quickly to peer tnro irsdepths. Jf be's brave enough to gaze into the murky liquid, roll a D6,D6 Result

    The water reflects back nightmare images of his own demise,filling him with fear for his own safety .. For the rest of thegame. no matter how far away he is from friendly models hewill always counr as being all alone in clo e combat.The warrior glimpses an image of what i yet to come. For therest of the current turn he may re-roll (oncel) any shooting ordo e combat rolls to hit.

    3 A faint image of his personal god appears. be it Sigmar or eventhe dread Shadowlord. Filled with courage, the warrior mayignore any and all Leadership-based rests he is required tomake for the rest of [he game.

    4 The warrior peers inro the depths of his own mind, unlockinguntapped abilities . .He can detect any enemy models biddenthat turn, even those not in his normal line of sight, andpasses the lnformanon on to the rest of his compatriots. Allenemy models lose their hidden slams.

    5 A slender arm reaches out from the pool, leaving no ripples inthe smooth liquid, and pale fingers much the warrior's chest.The soft caress causes a faint glow, which spreads throughouthis body. Though it quickly dims away, a strong feeling ofstrength and vitality is left behind. The warrior may ignore thenext wounding hit he receives, even if it is a critical hit.

    6 The city chooses to reveal its [rue visage to the warrior,unveiling the monstrous intelligence that lurks behind thefacade of simple ruins and rubble. The warrlors mind isoverwhelmed by the enormity of the impression and hestumbles away in stark terror. For the rest of the game, allenemy model count as causing fear and the warrior willrefuse [Q enter any building or get within 2" of ally walls orruins. After the game the effects wiU wear off, th ugh he willalways hesitate slighdy before entering all, unlit room from

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    nowon ..Note: Only warriors who can gain in experience can choose to lookinto the pool, all others simply lack the curiosity to bother!

    64 Screaming WallsFaces appear in the walls of one randomly-dercrnuned building andstart to emir a piercing shriek. Any warband members within 8" of thebuilding takes a 51 hit (no armor aves allowed) and are at -Ion allto hit roils (dose combat and shooting) while the screaming lasts.pellcasters are even more sensirlve to the noise than others and sono spells may be cast from within this radiu . Roll a D3 [Q determinehow many turns the screaming lasts.

    65 PeddlerNo matter which rumtr is rolled all" thisencounter happens at theend of the game. Thewinning warband sees apeddler wandering throughrhe ruin. This travellingmerchant keeps his enrlre stock onhis back and he offers to sell part of it to thewarband. He has the following items at half theirnormal price: mace, harruner, sword, dagger, axe,helmet, crossbow, pistol duelling pistol, rope andhook, any poison, lucky charm, blessed water,hunting arrows, garlic, healing herbs, ho.ly (orunholy) relic, lantern, and Mordheim map. Roll a D3for each item to find the quantity the pedlar carries.

    66 Itsy-Bitsy SpiderThe presence of the wyrdsrone has mutated this commonhousehold pest into ,Imonster of titanic proportions! ThisGigantic Spider has he following characteristics:Profile M WS BS S T W A LdSpider 4 4 13 0 5 2 10Fearsome Beast, The Gigantic Spider cnuses fear:Chltinous Hide: The Spider has an armor save of 4+.Poisonous Bite: Any to wound rolls of 5 or 6 (rather (han just a 6)are treated as critical hits.The Gigantic Spider moves from the table edge it starts from to theopposite table edge, attacking any warband members that getin its path.

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    A')o~~eim . ~(fc~itectufe~p ~icf $ d a t 1 i 6

    The City of the Damned is a dark and dangerous place with twisted architecture,. and equally twis teddenizens, Inour third feature on Mordheim architecture, Nick Davis takes a look at the buildings ofMordheimand a subject that is dear to any Mercenary's life ... Cover!Nick: Welcome to the third installment ofMordheim Architecture as we continue ourlook at the buildings and features of the Cityof the Damned. I've at last got my bands on

    the fantastic new card buildings from the Blood on the Streetsbuilding pack and I'm looking forward to putting [hemtogether. But first I have to solve a little problem.As mywarband explores the dark reaches of Mordheim I'vefound that one thing becomes apparent. Apart from theruined buildings, ifyou're caught out in the streets there is nocover! Wen, in a bid to save my Mlddenheim mercenaries, theWhite Wolves, fromexdnction (they've hada hard time againstwarbands with lots of marksmen), I sat down, grabbed my bitsbox and started to make some barricades, based on thecardboard ones you get in the box.

    Wooden beams and broken doorscan.be math out of'popstcle sucks, cocktail sticks ..and bamboobarbecue sketoers.

    The materials used in the construction of my barricades arereally easy to find. They are mainly made out of broken uppopsicle sticks (lhope you saved yours from the summer - thefirst rule of modeling is never throw anything outl). I alsoadded some extra stuff from my bits box like plastic cartw-bee.lsand metal barrels. Also, to add a little interest to thebarrteade bases, [ used a couple of modeling techniqueswhich J explained in an earlier edition of MordheimArchitecture (see WD238).Right, let's get on with itand see what I can make.

    A 1 e < t t ' i e ~(tg6Mordhetm was a buS)' trade clly and many farmers broughttheir produce in 10 sell. It was not uncommon to see piles ofsacks containing grain or otber produce around tbe city. Thesemake I)(md), COller in tbe now dangerous city streets.- - " " " _ - .M), sacks or 'meaiie bags' are hand made. Get "emu! modelingclay like DAS.pull a btl oJlt lf ld shape into a rough sack (tbe sizeis IfP to you). Repeat untllYOJt~ve aline of three or four. Makea load more but Ibis timeplacJtlbesbllped.tl4S on topo/the lastI"OW of sacks. Kuep tbis up until the line of mtmlie bags comes lipto a Ruman mercenary's waist. Leaue to dry and then paint'OIJerhe bags witb usuered down PYAglue. This will seal themtogether. When tbe PYA is dry; paint the row of bags unti: ChaosBlack, drybrusb with Snakebite Leather,followed by Bubonic Br'OWl1andwash with Chesl11ut Brown lllkInu;(ld witb a drop of wa.~bingup liqulc/. Congratulations,you baue completed yoursl(l(::l~of meatte bags.

    Lifft:Me.alfe bags.Note the split . hag urill>

    {hegrain colored.black due 10tbe warplllJ: Itljluellcc of/he city18

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    ~ui~ing (t ~at'ri(tieBarricades are really easy to build as they can be made up ofalmost anytbiJ:J:g- discarded wood, empty barrels, old cartwheels, mea lie bags, and doors, Here is my l,IJ&I'y of doing it ...

    ~ DrJ'~rllsb all the wooden~ features em tbe IM.s/! wflhScorched BrtjWII,

    4Now (/rJ'~ntslJ tbe entire barricade wi(b nakcbite Leather; inctuding thewooden pieces on the base. Go ooertbe edge. of tbe pa

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    ~drricd~esAs I have mentioned before, making barricades is reallyeasy, Here are afeto I knocked out using some bits and piecesfrom my ever growing bits box.

    Above.:71)ntnnrnedtable Is a f{lil Orderonly sAeclal metat pice. J alsoadded (be remains of "0' pPp$fdcsticks 10 tbe base and a plastic cart wheel

    Above & rlgbt: This barricade/5 made upfrom q door fromtbe lr'ar!Ja.mmer Portress andsome bits from tbe SiegeDefenders boxed set. Tadded apile (if sprue rubble arul abroken bit ofpppsrcle sllckforextra cjJCCI.

    LtifI:A colleatum of barrels andat! upturned wheel barrourfrotn.the Sil'8eDefenders boxed set make aquick, e.u,' , effect/lie ptec of cot'er,

    We.lI,with the cover problem solved I can now concentrateon the Blood on me treet building . Ienjoyed purringtogether my last set of Mordheim cardboard buildings astr involved very little modeling work from me and theylooked great.Just like the first set of ruins, once 1 built thesemer looked great by themselve , but just Iikethe first et I added some extra touches. Firstof all I based them TO protect them fromknocks. Then J added a few ideas from thefirst Mordhelm Architecture article (seeWD238) like prue rubble - so check out thehints and tips scattered around that article.Also, Ipainted the edges of the buildings togive them a more solid appearance and tidythem up.The buildings were gluedtogether with PY A glue (youcan easily pull it apart ifyoumake a mistake). I dosuggest that before youapply any glue you test fit[he pieces first! As with allcardboard buildings yourna. find that you needto do some extratrimming here andthere. Use a modeling knifeor scissors [0ensure a snug fi t With theplastic building components. Have fun!

    A.bove & 0 left: The Blood on theSIret:1S tower 1)("'$1.',Must of

    (be 'extra taucbes' have gone011 arou nd the back. 1added the corner wallpiece to tbe bas tomake the building eueabigger.7 7 : J e base ba$ the "01/1mandalor), sprue Nibble(cbeckolllllJegap tn tbefar wall) andpuvlllg stones.

    BeJou" The ruined bouse from thebuild /I~gpm:; IJ, As well (IS tbe sllruerubble I added some broke" limber(the rematns of the PtWs1cw sticks)to tbe base.

    Above: J jllst bad 10pur tbe g(lteway either side of some}JaIIi.Ilgstones. A q,(ick note about Ibis piece - tbe foldsandJlap~ are light so 1 used sllpe~gll

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    22

    The skeleton art tbepost was copied from,the Studio Mordbeimtemple scenery togivethe piece contirtu lty. 1remodeled the headso tbat the Henchmanis looking down atbis injury.

    A Iter playing a few games ofrlMordheim, [ decided thatwounded counters wouldLook great on the gamingtable. And besides,constructing these smallvignettes proved to be a nicebreak from painting my gang!The new 40mm round basesproved to be perfect for whatI wanted, They allow moreroom for small pieces ofscenery such as rats,weapons, and blood! Iwanted each counter to bedifferenr, but to keep withinthe theme and look of theMordbeim game.I also decided to use the40mm base when I came topaint Aenur, the Sword of1WUghL This proved (Q be agreat success so I amcurrently working on morespecial characters in thesame way.

    / repositioned the legs oftbis Marienburger urarriorso he is sitting down. Tbehand has been replacedwith that of anothermodel to make thewarrior look like be isabout to pull out thearrow. 1m very pleasedwith tbis conversion as tbemodel looks like be is in alot ofpain!

    The tree bas been made of green stuff and wire, with brass-etched leaves that I bought. The wanted poster on the treewas made of apiece ofpaper wit" an ink wash ouer tbe topf01 weathering Because of the mystery surrounding AenU1Spast 1ainted bim in colors tbat are not associated witb anyparticular Biven race.

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    The Studio Mordheim campaign started up a few months agothere was a warband building frenzy all around Head Office. Notbeing one to miss out on the action, Mark Bedford chose to build ~Skaven warband. This is how he went about it.I decided to make the warband from plastics (although lateron I will add metal miniatures) because 1wanted the Skavenin my gang to be individual. This is something you just don'thave time for in Warhammer. There is an upper restriction tothe amount of warband member in a gang so 1lavished extratime on each figure and irs base. 1 find convening andaltering plastic figures a lot easier than rheir metalcounterparts, so after working am my warband on a piece ofscrap paper I grabbed my dippers, scalpel, bits box, and gluethen set to work.The As assin Adept isn't convened - he came straight fromthe Mordbeim sprue, However Idid pose him in a way thatlooks like he j scrambling over the dry's rubble. I based allthe models on 25mm square bases as this gives you a bitmore room to make each figure look like a mini diorama, Ifyou wanted you could go really over the top with the bases,modeling on rubble, artifacts, mushrooms, coins, warpstone,or anything else with spare bits from the accessory sprue orfrom your bits box.

    I armed the first of mytwo Black kaven with aflail, helmet, and lightarmor. I equipped tbeother with a shield andthrowing stars. I usedglos paint on all thearmor to make a contrastbetween hard metal partsand soft cloth and fur.Next came tbe EsbinSorcerer. He was madefrom plastics from theMordheim sprues andZombie, Ore, and Skavenregiment sprues. I aJso used .static grass on the Zombie'shead to look like hair.

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    The five Verminkin were takenvarious sources. 1

    managed to acquire enoughslinger arms from peoplearound the tudio to equipall five of them. 1 wantedeach figure to look differentso 1changed each of theslinger arms either bycutting it at the wrist androtating it or curting it off and

    gluing it to a different arm.Arming Verminkin with slings is

    a useful option - they don't havea very good Ballistic Skill to start

    with, but if they stand stili they get tofire twice in a turn and this gives youbetter odds of hitting something.

    Ialso armed them with spears and shields forclose quarter fighting. With the Verminkin

    finished 1 had completed my starting warband. Thefinishing touch was a namefor my gang. Being a big fanof Bernard Cornwell's KingArthur novels, L took mywarband name from thosestories. The Blackshicldswere a treacherous Irishwarband who changed sidein a decisive barrie - idealfor Skavenl

    The first battle I played was against artist Neil Hodgson andhis Skaven warband, This was a very quick battle that broughtme victory. I managed to cause enough casualties with a hailof slinger fire to cause him to take a Break test - which hefailed - and his kaven slunk off inro the darkness to licktheir wounds. Searching the ruins [ found enough warpsroneto buy two Night Runners and arm them with swordsand bucklers.future plans include purchasing a Rat Ogre (to strike fear intothe hearts of my enemies) and increasing the amount ofVerrninkin in the warband. This is so I can soak up a fewcasualties before taking a Leadership rest, which you don'twant to do roo soon in a battle ifyou have a Skaven warband.AIy Morrison had a Rat Ogre that be had covered in staticflock (as fur) but hadn't painted, so after continual hounding,he finally caved in and gave it ro me. J have painted it and nowneed to fight a few more warbands [0 earn enough goldcrowns to buy it for my warbandl

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    Mmk's Roster/or the Black Sbi ud.etas.

    . , . " " " " < 000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

    N.AME 1 . o e r r EQUIPMENT SKIllS. ""fURIES,FrCTYPE H i I b t R u n n t r m..- "~!'~~";!4~~~Uprr~ 000000000000000000000000000000 ~00000000000000000000000000000000000000000000000000000000000"

    2 5

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    THOR GR IM S M ER CEN AR Y MINER SThe Dwarfs ( rom Karax Azul seek a l ikc:ly young Dwarf

    or tw o to join their w arhand. G uaranteed supply ofDwarf ale to guzzle and gobbos to bash.

    D rinking chal lenge to be held at th e D runken Goblin inn ..

    OBITUARIESAlexandra K em m ler, s tabbed inTh e heart w ith j cwd l ed d~gg tr .R orek the Troll Shyer. kil led byUfOW [rom all u nk now n Ha lf li ng .H ein ri ch P ee per hoff en, s hotio tbe. head with a Dwarfblunderbuss.

    Stumpi ShortfootH.ALFLINGCOOKY c f in es t c.ook in al l ofM ordheim seeks em ploy.Equally adept at chopping up

    v eg eta .b lt s a nd S ka ve nwarbands .

    Currently head cook atthe R ed W aH tavern.Soi'iW)a:J.,i, i, ",!t, IIi'ii I_&; , i n . . .MiJifl '.!J.!~

    LANGAARD'SANIMALSBrceder of yc Fines tWarhounds .

    FOR SALEOR TRADEJohaoos Em porium hasthe fo llow ing goods forsa le or trade.Shor t sw ord. steel he lme t .rope. turnip. copper cup.d w ar f c ro ss bo w . haUlingbow . haddock. leather boot.W hy Dot cal l in at yc oldcg ate k eep er 's co tta ge.

    NICODEMUSGREATEST WIZARD

    10 y eKNOWN WORLD

    Paym e nt in w yrds tooc.Fol low the r iddle at the s ignof the R ed Moon.

    Supplier of W arhou;ods totlie Tem plars of SJgm ar .V is it m e at th esett lement of Harr i s .

    iJ!l!!tlf(1ILi'j r r _ t t ~ ~ _ n~ nf'I .... ~j._lJ pi),iijp n l ! $ ' l G t

    \)...Calling all Tru~\J Bel ievers t7PLACE OFWORSHIPNEEDEDAdolf Muller . m os t

    hum ble pr ies t of Sigm ar .needs a place of w orship

    dur ing his s tay inMordhe im.

    H en se l T o db ri ng cr , founddrained of blood.H enryk B ergson. accidental ly s hotin the ~y c with 10 Eli bow .Jacob E p sr e i n . s tabbed ;p the bac ktwenty-seven t imes and foundh u n g i n a l oc ke d c ha m be r.Ph y s j c i a n O s k ar A lbers said itwas th e wors t us e of s uicide heIIad ever seen,

    PICaCIA.COMETTIWAR AR TISTEXTRAORDINAIRE

    R ecord your favoriteba ttl e m o m en ts .

    Based at Criffon Cafe market-gp"ij[[Ltf"_j ' i('ln,,,.n ..dI'P" ,.,iIllO),":

    PUBLICNOTICEHangings

    This month's attractions;O ne -E ye d T ed dy Mgruc fo rtht murder of Max Piper .Alber to Mddot . r . apple Ihief.Maur ic e. K ub in ( or t he th ef t ofth e Count of D evem y 's coach.Johnn the Knife for th em urder of Count Ham m acheran d hi s re t inue.W.her Ruiz fo r kill ing. horse.

    To take place Onthe first da y o f U lr ic zei t,

    SS@lLU( i L "W , linin!!!! !n"'1iJjj.-'rLl',[email protected],/

    CORPSESREQUIREDfor expe r imen ts

    Otto DixO ffers to p a y 2 groats forintact corpses kil led notm ore than 3 days previous .B ody par ts considered on

    an i nd iv id ua l b as is .L eave th e m e rchandis eat the s ign of thes ev er ed h ea d.

    All are invited to w itnessMANDREDTHE JESTER'Sgreates t tr ick yetas he attem p ts tomake Morrs l ieb

    EAT THE SUN

    Com e and see thisamaziogevent o~ .th e s ix th day of Ulriczei t ,

    ROYALVISITThe C ount of Sylvania,Vlad VO.1l C ars tein. and hiscntouugeare to pay ourstricken city a visit .

    All warbands are orderedby the: Bur gc rm e is tc :r o fO s term uk not to m oles tthe Couut or auy m em berof his entourage dur ins

    hi s visit .