Mordheim - Rulebook 2020 Complete PDF
Mordheim - Rulebook 2020 Complete PDF
Mordheim - Rulebook 2020 Complete PDF
Mordheim
Mordheim
A Mighty Tome of Horror and Adventure by
Cover Painting
“Vision of Mordheim”
Geoff Taylor
Architectural Models
Owen Branham & Mark Jones
Storytelling
Gavin Thorpe
Rules
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Characteristics . . . . . . . . . . . . . . . . . . . . . . . . 22
The Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Close Combat . . . . . . . . . . . . . . . . . . . . . . . . 34
Leadership & Psychology . . . . . . . . . . . . . . . . . 38
Weapons & Armour . . . . . . . . . . . . . . . . . . . . . 40
Miscellaneous Equipment. . . . . . . . . . . . . . . . . . 52
Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Warbands
Starting Out . . . . . . . . . . . . . . . . . . . . . . . . . 64
Warbands . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Merceneries. . . . . . . . . . . . . . . . . . . . . . . . . . 68
The Cult of the Possessed . . . . . . . . . . . . . . . 72
Witch Hunters . . . . . . . . . . . . . . . . . . . . . . . 78
The Sisters of Sigmar. . . . . . . . . . . . . . . . . . . 82
The Undead . . . . . . . . . . . . . . . . . . . . . . . . . 86
Skaven . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Campaigns
Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Experience . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Income . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Trading. . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Hired Swords . . . . . . . . . . . . . . . . . . . . . . . 131
Dramatis Personae . . . . . . . . . . . . . . . . . . . . . 136
Optional rules
Optional Rules . . . . . . . . . . . . . . . . . . , , . . . 144
Mounted Warriors. . . . . . . . . . . . . . . . . . . . . 147
Blackpowder Weapons . . . . . . . . . . . . . . . . . 148
Fighting Individual Battles . . . . . . . . . . . . . . . 149
Listen now to my tune: ah, how my
flute sings! Heed my call mortals, and
do not think of the things that waits you
in the shadows where my siren's call
lures you. Come men, come rats, come
the creatures of the dark. Hear not the
cries of those who have gone before you,
see not the brink of the abyss where your
dancing steps take you.
N
ever is the Father of Men more sorely needed hundred and ninety nine of the era of Sigmat that the
than in the dying year of the last century of Seeress of the Sisters of Sigmar first observed in the
the second millennium. For the Empire, once night sky the long awaited sign. It was as the prophet
as mighty in arms as it was bold in spirit, is now a Macadamnus of Greill had predicted more than five
realm rent by war and weakened by corruption. No hundred years before when he wrote:
Emperor rules in these dark and terrible days, instead
the Empire is riven into many lands, from Ostermark In the city of his sisters he will return to us
in the cold north to Wissenland in the distant south, on wings of fire.
from Marienburg by the Western Ocean to Sylvania From his throne be shall reign in
that lies under the shadow of the Worlds Edge incorruptible flesh forever:
Mountains. Each lord fights his brothers within his No death shall there be for those that
borders and his neighbours without. Thus the lords of gather to him there.
the Empire squabble over the crown whilst bandits And the northern lords shall rule the lands
and rogues roam at will. of the world together.
None suffer as greatly as the dispossessed, so it is The Cantos of Macadamnus - Verse CXXVl
scarce wonder that the poor give themselves
Only
to wantonness, drunkenness and all then was it clear that the city referred to was
manner of vice. Theirs is a retched none other than Mordheim. This city was home
existence: slain by blade and fire, to the Holy Order of the Sisters of Sigmar, the ‘sisters’
squeezed dry by tax gatherers, and of the prophesy, and also the most northerly of the
robbed by bloated merchants lands of the Empire. As to the ‘wings of fire’, this
who grow ever richer upon the meaning too was plain for all to see. Overhead in the
profits of disorder. night sky was Sigmar’s own holy sign, the double-
tailed comet whose appearance two thousand years
It was in the city of
before was held to have foretold of his birth. Night
Mordheim, in the land of
after night the comet grew brighter. Day after day
Ostermark, on the first
people flooded into Mordheim as news spread
day of the year
through the Empire of Sigmar’s impending descent
nineteen
upon wings of fire.
As that last year of the twentieth century wore on, the
comet swelled until the night was altogether banished
from the streets of Mordheim. Its fires raged in the
heavens so that the sun itself seemed a dull cold thing
in comparison. Beneath that portentous orb the
people of Mordheim seemed to forget any sense of
modesty and gave themselves up to a ceaseless orgy of
depravity. Who knows how many souls were crammed
into that city? How many hundreds of thousands had
gathered there from all over the Empire so that every
8
street of every district overflowed with the unceasing In the new year strange stories began to circulate of a
music of merrymaking. Outside the city walls the wondrous stone discovered in the ruins — a glowing
newcomers heaved and crushed and danced. None dark shard capable of working miracles. Soon other
sought rest or shelter — for in those endless days no- stones were discovered, of all shapes and sizes,
one stopped to sleep but danced, feasted, drank and credited with powers of the most extraordinary kind.
gave themselves up to indecent pleasures. Later, it is If such tales are to be believed the sick were cured.
said that Daemons crept from the shadows and the blind could be made to see, tall trees would grow
mingled with the throng, crying joyously and from the ground in a single day, and the very dead
cavorting with man and woman alike. But who can be could be raised and made to speak again.
sure of anything that happened, their minds clouded
Most telling of all was the successful transmutation of
ever afterwards by the horror of those times.
lead to gold — a feat undertaken at the behest of
Siegfried, Count of Reikland, by his personal
Thus was gathered into Mordheim on the alchemist van Hoffman. Rumours of this discovery
eve of its destruction all the sins of men spread like wildfire throughout the Empire and
together, as a boil gathers the poisons of beyond as all manner of men flocked to the ruins of
the body ready to be lanced by the Mordheim to search for wyrdstone, as the strange
surgeon’s knife. stones were now called.
Bernhardt Hal - Witch Hunter General
So it was that the ruins of Mordheim drew the
attention of the lords of the Empire and many more
I
t was not Sigmar but his judgement that fell upon besides — for power and wealth was surely there for
the city of Mordheim on the first moment of the
the taking! For some there was the promise of wealth
first day of the new era. As the cavalcade of
in the form of gold which would pay their armies and
wickedness reached its zenith the Hammer of Sigmar
advance their imperial ambitions, for others there was
fell to earth and ended forever the lives of every man,
the lure of magical power, yet others were drawn by
woman and child within the city. With a roar ten
simple greed or else by more sinister reasons that
thousand times louder than thunder the ground
loyal and goodly men could but hardly imagine.
seemed to rise to meet the fire, casting down
buildings, toppling walls and flattening trees in a Then came the reports of monsters that lurked in the
flaming blast. In the distant city of Altdorf temples ruins, gigantic rats the size of men, the walking-dead,
shuddered and falling masonry plummeted to the Daemons and mutant creatures that might once have
streets below. Far beyond the Empire's borders the been men. Of such things nothing more is to be said
underground fortresses of the Dwarfs, that had stood here. All came to Mordheim with their dreams —
for generations, cracked and fell. though few scarce imagined that by their actions the
destiny of the world would soon be decided.
Nothing remained of Mordheim but burned and
charred ruins. The city was so crowded that not
everyone could enter, and a few of the revellers that Heaven, Earth and Hell the three
massed outside the city walls did avoid the cataclysm. shall be indivisible,
These survivors fled as far as they could, carrying the From the serenth toll of the Seven
tale of Sigmar’s divine punishment throughout the Emperors’ bell.
Empire. But even these did not escape unharmed — When the land of Sigmar
for many subsequently died, their bodies twisted and burns in flame,
distorted from within by mutation and their minds And the dead walk
tortured by the memories of what they had witnessed. beside Daemon, beast
A pall of smoke hung over the ruin for and man.
seven days and seven nights, and a great The Cantos of
heat burned as a glowing coal from the Macadamnus
furnace of the netherworld. – Verse CCXXl
The Chronicler of Ostermark
– entry for the year 2000
9
The city of the damned
During the year of madness before Mordbeim's destruction, Ostermark fell
into ever greater ruin as all matters of governance were neglected. Farmlands were
abandoned as people flocked to the city, smiths deserted their forges, and even merchants
and money lenders gave up all attempt at commerce. Thus even before the devastation, the
land of Ostermark had fallen into anarchy and its ruler, Count Steinhardt, had long since
embraced the unhealthy pleasures so prevalent in those final days. He, together with most of
the nobility of the land, perished in the cleansing fires of Sigmar and sorrowfully there were
few who mourned the passing of the ancient and honourable line of Steinbardt.
They flock to mordheim beyond its weight in gold. Though the rewards for
their endeavours may be great, and many a fortune
has been earned in a day, the dangers are greater still.
T oday the land of Ostermark exists in name only.
Wild reavers roam freely over lands that are now
neglected and ruinous. Foreign armies march
When treasure seekers first entered Mordheim they
did so without care and often singly or in pairs, for
through its territory without heed and such honest little did they imagine the terrors that lurked in the
men who remain, a pitiful few, must endure the grim ruins of the city. Many vanished without trace.
constant marauding of thieves and bandits. Yet men Others returned maimed in body or unseated in
still come to Ostermark, indeed they flock there from mind, babbling uncontrollably of outlandish and
all over the Empire like carrion to a corpse. They are bestial creatures. Some talked endlessly of Daemons
drawn by the mysterious lure of wyrdstone, for the and creatures from the pit. A few emerged empty-
magical powers of this stone have made it valuable handed from the ruins to laugh insanely and
unceasingly to this very day. Soon it was only the most
foolhardy who ventured alone into the City of the
Damned. Fortune seekers chose instead to gather into
armed groups or warbands: all the better for their
mutual protection.
Nor was it only monstrous things that were to take the
lives of fortune hunters. For the very air of Mordheim
was found to be poisonous to those who lingered
there too long. Even the wyrdstone they sought was
to prove the death of many – for its raw magical
power proved capable of burning flesh and wreaking
horrific changes of mind and form. Many who entered
Mordheim as comrades were soon driven to discord
and murder by the vapours of the air and sorcerous
energies of the wyrdstone. Others needed no magical
influence before they set upon their fellows, the very
discovery of the valuable stone was enough to make
them turn upon each other like savages who dispute
a glittering trinket whilst all around them lie even
greater treasures. Many more were to emerge from
their sorties apparently unharmed, yet they soon
sickened and died, or else developed such monstrous
deformities of the flesh that their comrades
abandoned them to die or else slew them outright to
spare their shame.
10
11
They make next morning. Such is the law of Mordheim where
there are no rules but the natural rule of kill or be
their encampment killed, for only the strongest are destined to win the
greatest prize of all.
12
T
he counts are not alone in their greed for
power. The Empire has suffered disarray for
many hundreds of years and during that time the
B ehind the Witch Hunters stands the greatest
spiritual authority in the Empire, the Grand
Theogonist of Sigmar. He too dreams of temporal
influence of the merchants and temples has grown power, having denied the crown to Magritta of
greatly. In the city of Marienburg, the largest and Marienburg, he is said to secretly covet it for himself.
most prosperous port in the Old World, merchants The destruction of Mordheim has created an
have flourished as nowhere else, and today the atmosphere of religious terror, for who can deny that
Burgomeisters of that city wield powers of patronage Sigmar's judgement has come to pass and his people
greater than that of many noble born men. Most have been found wanting? Since the new year
influential of all are the Freetraders, a secret circle of thousands have gathered to the holy places to make
the most wealthy guildsmen whose ambition is to peace with their god and accept his punishment.
raise the Lady Magritta of Marienburg to the throne of Many supplicants have pledged their goods to the
the Empire. The citizens of Marienburg are so well temples and taken to the roads as penance. Great
known for their richness of dress, love of jewellery crowds of beggars travel the lands, scourging
and preening ways that there are many who make fun themselves and each other to atone for the sins of all
of them and call them ‘popinjays’. In truth, there are men. Now the Grand Theogonist has sent his Witch
many more who envy the wealth and security of Hunters into Mordheim, ostensibly to cleanse it of the
Marienburg in a time of unrest. As the power of the evil that undoubtedly dwells there, but also, it is said,
counts has declined so the power of the merchant to gather up wyrdstone for his own purposes.
guilds has grown apace. Now there are plenty of rich
commoners who would like to see an end to the old Crow the black Daemon’s brother,
ways and a new ruling assembly that would give the As carrion to corpses gather.
mercantile classes political authority to match their Greed, ambition, guile and hate,
wealth. All crowd through fiery gate.
Such is the general discontent that there are some Who now wears Sigmar’s crown,
amongst the wealthy who seek to gain power by Save be who would be overthrown.
means most foul! They turn to sorcery, that darkest of Prophesy of Cassandora
arts, recognised by all right-thinking folk as the very – Seeress of the Sisters of Sigmar
embodiment of evil, and whose practice has long
since been punished with torture and death.
Though few dare say so it is common knowledge
that wizards walk abroad in the Empire, meeting
secretly to worship dark gods, and creeping
amongst the charnel houses to steal the dead. In
hidden cellars these agents of corruption
summon Demons to do their bidding whilst
Necromancers send undead agents into the
night to murder and steal. Now it is believed
sorcerers walk openly in the City of the
Damned, seeking that same wyrdstone
whose powers may multiply the vitality of
their own dark arts many times over. In
consequence the Templars of Sigmar gather
to Mordheim, their carts laden with cages,
braziers, irons and ingenious instruments of
torture, to do the work of Sigmar where it is
most sorely needed. Witch Hunters are
they called, most commonly by those that
fear them and those that hate them, and
by themselves too, for they take pride in
their persecution of heretics.
13
The warbands of mordheim
What manner of men most ambitious contenders for power. Indeed these
come to Mordheim? What three are such bitter rivals that it is rare to find men
manner of men do not! To the from different places even encamped together, and
tattered encampments that lie practically unheard of to find men from one land
around Mordheim come men from fighting in the same warband as men from another.
every state in the Empire, from
Middenheim and the city of Ulric to As we trod that well beaten track into the
Marienburg by the Western Ocean, from City of the Damned we passed them
Sylvania and Wissenland and every state between. banging from the crosses to which they
Some come for obtuse reasons of their own, but most had been nailed in long procession by the
come for one purpose only – to make their fortune. roadside. We walked then that avenue of
The largest portion of these mercenary adventurers broken corpses whose eyes yet followed us,
are hired by the pretenders to the Imperial throne, whose heads turned as they addressed us
the Counts of Middenheim, Marienburg and the thus in thin, dead words, ‘Turn back...
Reikland, three patrons who are by far the richest and turn back... turn back’.
OfSylvania,
the other claimants to the throne the Count of
Count von Carstein, is the most
powerful but such is his reputation few are tempted
by his gold. For he is said to practice occult heresies
of the most abominable nature, drinking the blood of
men and raising the dead with foul necromancy. His
minions are strange and sly, and though they skulk in
shadow and hide from honest daylight they too can
be found in Mordheim. Few suspect the true nature
of his, save perhaps the Witch Hunters who trust no one,
and for the moment, at least, he remains just another
contender for the throne of Sigmar.
Who knows what ambitions the Grand Theogonist of
Sigmar nurtures for himself? Having refused to crown
the Lady Magritta of Marienburg he has set himself
against the merchant guilds and most notably the
Freetraders of Marienburg whose secret membership
occupies positions of authority throughout the
Empire. Whilst proclaiming a holy crusade against
mutants and sorcerers the Grand Theogonist has sent
the Order of Templars, better known as Witch
Hunters, to scour Mordheim for wyrdstone. His
sermons preach redemption the vengeance of Sigmar,
and the love of the temple, but many suspect
it is earthly rather than spiritual power that he craves.
And what of the thwarted ambitions of the Freetraders
and all those like them to whom the old order and
old ways are shackles and chains binding their desire?
Many have turned to the secret cults of the dark gods
whose worship is the most dire of heresies and to the
practices of sorcery which all nature abhors as the
very stuff of Chaos. Their ambitions drive them
14
secretly to Mordheim where they gather up the Witch Hunters sneer at these pious claims and
wyrdstone. There they have found a leader, a Dark maintain instead that a daemonic pact allowed the
Emperor, though whether man or Daemon none can Sisterhood to betray Mordheim yet escape
say. He is known as the Shadowlord, Master of the destruction itself. Even today the Sisters seem blessed,
Possessed, and is said to dwell within the pit of or else favoured by some diabolic power, for the great
Mordheim deep inside the crater where the fires of height of their refuge raises them above the
Sigmar's fury still burn hot and foul smoke poisonous vapours and they claim to be able to resist
billows from gaping fissures. From this the contagion without suffering harm.
realm within a realm come daemonic And what of those other denizens, the monstrous and
creatures of twisted and malign appearance, the maimed, the mutant and the daemonic in what
things of hideous aspect and great strength, which holes do they dwell and to what ends do they come?
have come to infest the ruins of the City of the These things remain a mystery to this day, yet in time,
Damned. all mysteries must be revealed. The strange rat-shaped
creatures that skitter in the ruins we will cast from our
Within the city nothing remained as it was minds for now, as many a bold mercenary adventurer
but all was utterly devastated, charred would gladly do if he could, for their story is their
and ruinous. Where the hammer blow fell own, and for the most part men deny their very
there now stretched a pit the edges of existence or else place them amongst the other
which remained hot to the touch and its monstrous and deformed creatures of which there is
sides were as clear and smooth as glass no shortage in the City of the Damned.
where the very rock had ran molten in the
furnace of Sigmar’s fury. When the pall Thus are set the principle players upon the stage of
lifted from the pit, which took many weeks destruction: the mercenary adventurers of Reikland,
so thick and noxious were the vapours Middenheim and Marienburg, the undead minions of
that rose from it, the curious could discern the vampiric Count von Carstein, the Cult of the
here and there, as insects trapped in Master of the Possessed, the Grand Theogonist’s
amber, the faces of the dead peering in Witch Hunters, the holy Sigmarite Sisters, and most
terror from their glassy tomb, arrayed still mysterious of all the creatures of the ruins.
as on that fateful night of wantonness and
merrymaking.
15
A nd though thou walk with the shadow of
fear before thine eyes, and the bitter
taste of Death upon thy tongue, yet each day
thou shalt hear the call of thy doom and
wage war upon the destruction.
building a warband
At first you will probably want to play individual
games (see the Warbands section for more details)
rather than a campaign. This will allow you to learn
the rules, and also give you the opportunity to decide
which type of warband is most suited to your
particular style of play.
If you are playing in a campaign, you will have the
chance to expand and improve your warband after
each game. By winning battles your warband will gain
riches and wyrdstone, discover magical artefacts and
may also have the opportunity to recruit mercenaries.
In a campaign, every time your warband fights, its
warriors gain in skill and experience. Raw recruits
quickly progress to become fully fledged warriors,
and your Heroes will learn new skills which will make
them even better in combat.
Each warband has its own objective and motivation
for fighting in Mordheim: be it riches or political
influence. Through countless battles and street
skirmishes you can try to achieve your ambition and
emerge victorious from the city!
19
Introduction
playing surface
You will also need something to play your battles on.
Any firm, level surface is best, such as a tabletop or an
area of floor – most kitchen tables will do. It’s a good
Hidden counter Wyrdstone counter
idea to use an old sheet or blanket to protect the table
from scratches. Some players make a special gaming
Above are some examples of counters you could
board from chipboard or other similar material
photocopy and stick onto thin card if you wish.
(divided into two or more pieces for ease of storage)
which they can use on top of a table to extend the dice
playing area. Whatever you use, you will find that a
All dice rolls use a standard six-sided dice (usually
square area approximately 4 x 4' is about right for
shortened to D6). Sometimes you will be asked to
most battles.
modify the result of the dice roll. This is noted as D6
plus or minus a number, such as D6+1 or D6-2. Roll
the dice and add or subtract the number indicated to
“A re you new
here, boy?
Thought so. I am
get the final result. You may have to roll a number of
dice in one go. For example, 2D6 means roll two dice
Luthor and add the scores together. You may also come
Wolfenbaum. You across the term D3. As there is no such thing as a
must have heard of three-sided dice, use the following method for
me. They call me determining a score between 1 and 3. Roll a D6 and
the Crimson Blade halve the score, rounding up: 1 or 2 equals 1,
of Reikland. No? By 3 or 4 equals 2 and 5 or 6 equals 3. If you are given
Sigmar, where are the opportunity to re-roll a dice roll, you must accept
you from, lad?
the second score, even if it’s worse than the original.
Well, I’ve got a
proposition for you. tape measure
For a few gold crowns, For measuring ranges you will need a tape measure
I can tell you which warriors to hire, how to equip your marked in inches, or a couple of plastic range rulers.
men, where to find the best weapons and armour… The only
thing I ask in return for my aid is a pouch of gold crowns.
Don’t look at me like that, lad. It’s hard enough to stay other equipment
alive in Mordheim, let alone find wyrdstone. Ah, that’s You will also need pens and paper to record details of
better. your warriors’ weapons and other details. You can use
Yes, that’s enough. Good. Let’s go, lad. And my first piece roster sheets for this, and blank ones are included at
of advice is free: watch your back…” the back of this book. We recommend you photocopy
them rather than use the originals.
20
W
itch Hunter Marius Dire looked down from “Who's in charge here?” Marius demanded, leaning
the crest of the hill at his destination. The land over the fence to scowl at the pig tender.
before him was shrouded in twilight gloom, “Don't rightly know, milord,” the peasant replied,
the ever-present cloud over Mordheim blocking out scratching at a weeping boil on his neck with the
the afternoon sun. Patches of forest spread out from grimy, broken nails of his right hand. He squinted his
horizon to horizon until they came abruptly to an end eyes in concentration, then hawked and spat. “There’s
several miles away. In the distance the city of the Lapzig the Bold, come all the way from Altdort, no
damned could be half-seen through the shadow cast less He’s got the most men, so I guess he could be in
by the pall of smoke and dust hanging over the charge. Then again, you might try talking’ to Master
devastated settlement. Marius turned to his faithful Lupos, he's the richest of the merchants. You can
companion, Hensel, who was gazing doubtfully at usually find Lapzig in the alehouse and ol’ Lupos is
the grim landscape. next to the stables.” The swineherd indicated the
“I can smell the stench of Chaos, the foul stink of general direction with the wave of his left arm, which
unholy magic,” spat the Witch Hunter. Hensel noticed ended in a crude wooden hook rather
than a hand.
“Are you sure the Tainted One came here?” Hensel
asked, tightening his grip on the haft of a battered old They found Lupos haggling with a thin, wasted
halberd. young boy. The merchant’s stomach bulged over his
rope belt and a shapeless felt hat was rammed onto
“I know his spoor,” Marius replied, turning his stony
his head. As soon as he noticed Marius and Hensel his
stare at Hensel. “Graves have been disturbed along
frown turned to a wide grin.
the way, the peasants tell of half-dead things plaguing
their farms. I've hunted him through briar and bog, “Ah, more settlers for Brigandsburg!” he beamed,
forest and fen, and I know his trail well. From his pushing aside the lad and holding his arms open
foul lair in the Middle Mountains I ousted him, for one wide.
hundred and seventy-five leagues I have pursued “We need men and supplies,” snapped Marius
him. Through Osterland and Talabecland I have stalking into the stable to stand in front of the
harried and dogged him. He has come to Mordheim, overweight tradesman.
be sure of it. The lure of Chaos has brought him here.”
“If you’ve got the money, I’ve got the time,” laughed
Marius’ voice became a bitter whisper. “My Lupos, clapping a hand to Marius’ shoulder, which
vengeance will never be sated until he lies dead by was shrugged off hastily with snarl. “I’ll take
my own hands, his head severed and his heart cut crowns, barter or wyrdstone” the merchant added.
out! Only his blood can pay for the misery he has
brought me and my kin! I will make him pay for his “Wyrdstone?” Marius asked, eyes narrowing
crimes!” dangerously.
As the pair continued, the smell of woodfires was “Aye, wyrdstone. Heals the sick, turns lead to gold
carried along by the desultory breeze. Breaking from and water to wine, by all accounts. The gift of the
the treeline, they saw a small settlement ahead, and gods, so they say,” replied Lapos with a theatrical
hastened towards it. A sign was planted in the wink.
withered grass to one side of the track, three skulls “The gods of anarchy and misrule!” declared Marius
hung from it by rotten twine. On closer inspection "It is corruption incarnate, evil embodied, Chaos
the skulls were clearly deformed: one had three eye given solid form! It burns the soul and sears the mind.
sockets, another was grossly misshapen while the It decays and pollutes all who possess it. To touch it is
third showed vestigial homs and fang-like teeth. to invite damnation itself! l’ll pay in good, honest
“Brigandsburg, travelers welcome’.” Hensel read gold for my wares. This place seethes with
aloud. “Sounds inviting.” corruption. Decadence and Chaos surrounds you. I
will cleanse this place with torch and blade, so help
Brigandsburg itself consisted of four stone buildings,
me Sigmar!”
once a farmhouse and outbuildings by their layout,
surrounded by numerous wooden structures that had “Will ye now?” asked Lupos with a disbelieving look.
been haphazardly thrown together in the last few “We’ll see, we’ll see.”
months. Chickens roamed the streets, a small boy was “You will see, obese fool!” hissed Marius, grabbing
chasing a group of scrawny goats, whilst pigs grunted Lupos’ collar in one hand and pointing to the ragged
at the two newcomers from behind a rope fence. A scar across his own throat with the other. “The
thin old man was tending to the swine and looked up Tainted One gave me this reminder of his Dark Ways.
with suspicion in his eyes when he noticed Marius That and the memory of my loved ones falling
and Hensel. beneath his blade. He and all like him will die before
I submit!”
21
Characteristics
n Mordheim the warriors each have different For example, a typical Human has a move of 4", while
I abilities, some being better at certain actions, for
example, fighting, shooting or climbing, than they are
a fleet-footed nimble Skaven has a move of 5".
WEAPON SKILL (WS): Weapon Skill is a measure of
at others. This variety in each warrior is represented
close combat ability (ie, how good the warrior is at
in the form of characteristics and skills. Right now
hand-to-hand fighting). A deadly swordsman or a
don’t worry about skills – these come later with
crazed berserker would have a high value compared
practice and battle experience. For now we just need
to a lowly acolyte, for example. The higher the WS,
to consider a warrior’s characteristics.
the more likely your warrior is to hit his opponent.
Each model is defined by a set of characteristics:
BALLISTIC SKILL (BS): This shows how good a shot
Movement, Weapon Skill, Ballistic Skill, Strength,
the individual is. When you shoot a bow or fire a
Toughness, Wounds, Initiative, Attacks and
pistol, the chance of hitting a target depends upon
Leadership. Each characteristic is assigned a value of
your model’s Ballistic Skill. A normal Human has a BS
(usually) between 1 and 10. The higher the value your
of 3, though an experienced marksman might have a
model has for any
BS of 4, 5 or even higher.
characteristic the
better – for STRENGTH (S): Strength indicates how strong a
example, a model warrior is! It is especially important for hand-to-hand
with a Strength of 6 combat, because the stronger you are the harder you
is stronger than can hit. A Strength value of 3 is about average.
a model that has a TOUGHNESS (T): This is a measure of how easily an
Strength of 2. individual can withstand a hit from a weapon or a
MOVEMENT (M): blow from a club or fist. The tougher you are, the
A model’s harder you are to wound or kill. An average
Movement rate Toughness value is 3, though a gnarled old warrior
shows how far might have a Toughness of 4!
the model can WOUNDS (W): A model’s Wounds value shows how
move in a many times the model can be wounded before it
turn, under collapses, is killed or incapacitated. Most individuals
normal have only 1 Wound but veteran warriors or large
conditions. creatures such as Ogres might have more.
INITIATIVE (I): The Initiative value indicates how fast
and nimble the warrior is. It determines the attacking
order in hand-to-hand combat, and is particularly
important when the model is climbing and moving
amidst the ruins of Mordheim.
ATTACKS (A): The Attacks value indicates how many
blows the model can make in hand-to-hand combat.
Most warriors have an Attacks value of 1, but powerful
fighters may have more. The more Attacks you have,
the greater the chance you’ve got of beating your
opponents into an unrecognisable pulp!
LEADERSHIP (Ld): Leadership represents raw
courage, self control and charisma. The higher the
model’s Leadership value, the more likely he is to
remain steadfast in combat while others run off or are
slain. For example, a cowardly Skaven may have a
Leadership of 5, while a cool, calm Elf could have a
Leadership of 8 or higher.
22
Characteristics
characteristic profiles
A model’s characteristic values are written in the form
of a chart called a characteristics profile (or just
profile).
Warrior M WS BS S T W I A Ld
Dieter Stahl 4 3 3 3 3 1 3 1 7
characteristic tests
Often in the game a model will be required to take a
test on one of his own characteristics. In order to pass
this test, the model has to roll a D6 and obtain a result
equal to or lower than the value of the characteristic
involved. Note that if you roll a 6, you automatically
fail the test regardless of the model’s characteristic
value.
A
For example: Dieter Stahl is jumping down from a new era is beginning. It
wall that is 3" high and has to take an Initiative test. will be the era of darkness.
He has an Initiative value of 3 on his characteristic
We have turned our backs to the
profile 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 the
light and stepped from its path.
test and fall down, suffering all the painful Men will grow ever more distant
consequences! from the gods, and seek the petty
trappings of worldly power,
sacrificing all at the altar of
leadership tests greed. Our childhood is at an
Tests against the Leadership characteristic are done in end. Ahead of us looms nothing
a slightly different way. In the case of a Leadership but the long, long night: a time
test, you should roll two dice and add the two scores without warmth or comfort.
together. If the result is equal to or less than the
model’s Leadership characteristic, the test has been
passed.
For example: Dieter’s Leadership is 7, so to pass a
Leadership test he must roll 7 or less on 2D6.
23
The turn
InyourMordheim you are in a charge of a warband and
opponent is in charge of another.
Turn sequence
The warriors and scenery in the game are set up on
the tabletop in a way that is appropriate for the
encounter you are fighting. Do not worry about this 1 Recovery
for now as these things will be explained in full in the During the recovery phase you may attempt
Scenarios section. to rally individuals who have lost their nerve
and recover models that are knocked down
To play, one side takes a turn, then the other side, or stunned.
then the original side and so on, much like in a game
of draughts or chess. When it is your turn, you may 2 Movement
move all your models, shoot with any warriors able During the movement phase you may move
to do so, and fight in hand-to-hand combat. Once the warriors of your warband according to
your turn is complete, it is your opponent’s the rules given in the Movement section.
turn to move, shoot and fight.
3 Shooting
In the shooting phase you may shoot with
phases any appropriate weapons as described in the
To keep track of who rules for shooting.
is doing what and
when, each turn 4 Hand-to-hand combat
is split into During the hand-to-hand combat phase all
four phases. models in hand-to-hand combat may fight.
This is called Note that both sides fight in the hand-to-
the Turn hand combat phase, regardless of whose turn
sequence. it is.
recovery phase
During the recovery phase you may attempt to rally
any of your models who have lost their nerve (see the
Recovery Phase rules). To take a Rally test, roll 2D6. If
the score is equal to or less than the model’s
Leadership value the model stops fleeing and has
rallied; turn it to face in any direction you wish. The
model cannot move or shoot for the rest of the turn,
but models able to do so can cast spells. If the test is
failed, the model will continue to flee towards the
closest table edge.
Note that a model cannot rally if the closest model to
him is an enemy model (fleeing, stunned, knocked
down and hidden models are not taken into
consideration for this).
During the recovery phase, warriors in your
warband who have been stunned become
knocked down instead and warriors who
have been knocked down may stand up
(see the Injuries section).
24
Movement
During the movement phase models are moved in the following order:
25
Movement
charge! C
C can intercept A while
If you want a model to he is charging B because
engage the enemy in he is within intercept
hand-to-hand combat distance
then you must
make a special A B
move called a
charge. Without
3"
measuring the
distance, C cannot intercept A
declare that while he is charging B
C
because he is too far
your model away
is charging
and
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.
26
Movement
27
Movement
5"
falling
7" A model that falls takes D3 hits at a Strength equal to
the height in inches that it fell (eg, if the model fell 4",
it would take D3 hits at Strength 4). No armour saves
The Skaven runs/charges from the top of a building, jumping
apply. Falling will not cause critical hits (see the Hand-
down during the move. It moves 3" to reach the edge, then
jumps down and has to see whether it can safely make it to the to-Hand Combat section for the Critical Hits rules). A
ground. As it has to jump down 5", it must pass two Initiative model that falls may not move any further or hide
tests to avoid taking D3 S5 hits. If it fails it will stop its move at during that turn, even if it is not hurt.
the bottom of the wall (if it is not taken out of action). If it
passes both tests, it can continue its run/charge and move the
remaining 7".
diving charge
You may charge any enemy troops that are below a
balcony or overhang, etc, that your model is on. If an
enemy model is within 2" of the place where your
warrior lands, he may make a diving charge against it.
Take an Initiative test for each full 2" of height your
model jumped down from, up to a maximum of 6",
like a normal jump. If he fails any of them, your model
has fallen and suffers damage, may not move any
more during the movement phase and cannot charge
the enemy. If he succeeds, the model gains a +1
Strength bonus and +1 to hit bonus but only during
the following hand-to-hand combat phase.
28
Shooting
arriors that fight in the ruins of Mordheim are Note that you may not shoot at models that are
W usually armed to the teeth! Individual warriors
often have several different weapons such as swords,
engaged in hand-to-hand combat, as the risk of hitting
your comrades is too great.
knives, bows and even blackpowder weapons.
During your warband’s shooting phase each of your cover
warriors may shoot once with one of his weapons.
The many walls, ruined buildings and other masonry
This means that he can fire a bow, shoot with a
in Mordheim offer plenty of cover. If any portion of
crossbow, or hurl a throwing knife, for example.
the target is hidden by a piece of scenery or another
Work through the models one at a time. Pick which model, the shooting model will suffer a penalty as
fighter is going to shoot, nominate his target, work explained below.
out whether he hits the enemy and, if he does, any
wounds or injuries that are caused. Then continue
with the next shooter. You can take shots in any order Targets in cover
you wish. Be sure to remember or note down which
models have already shot.
B
who can shoot
A
Each model can shoot once in the shooting phase, so
long as he can see a target and assuming he has a
suitable weapon. He may not fire in the following
circumstances: if he is engaged in hand-to-hand
combat, has run or failed a charge in the movement
phase, has rallied this turn or is stunned or knocked
down.
To shoot at a target, a model must be able to see it, Target A in the open – no To Hit modifier for cover
and the only way to check this is to stoop over the Target B out of sight – cannot be shot at
tabletop for a model’s eye view. Models can see all
around themselves (ie, 360°), and they may be turned The pictures on the left
freely to face in any direction before firing. Note that and below show
turning on the spot does not count as moving. examples of warriors
in cover. It does not
matter how much of
closest target the target is in cover,
the model that is
You must shoot at the closest enemy, as he represents shooting always
the most immediate threat and therefore the most suffers a -1 To Hit
obvious target. However, you may shoot at a more modifier.
distant target if it is easier to hit or if closer models are
stunned or knocked down (see diagram on next
page). For example, a closer target may be hard to hit
because it is in cover, whilst a more distant target
might be in the open and therefore an easier shot.
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.
You can shoot at models that are fleeing, knocked
down or stunned, but you can choose to ignore them,
because they do not represent an immediate threat. It
is better to shoot the closest standing enemy model
instead.
29
Tir
Shooting
A
wo huge stone gargoyles squatted in front of the
T crumbling arch of the gateway, leering at Marius
and his henchmen as they approached. Lapzig made the
sign of the sacred hammer across his chest as they passed
between them. The wall itself was already being
reclaimed by the land, tendrils of ivy grew everywhere
and patches of moss were spreading over the ancient
blocks. As they passed into the shadow of the Gargoyle Here, the closest target (A) is behind cover and so is harder to
Gate, Mariu and Hensel saw the City of the Damned hit than the more distant targets B, C and D. In this situation
properly for the first time. the firer may shoot at target B even though he is further away
than A.
Just inside the gate was a wide cobbled square, the stores
around its edge were old but still standing. Their
windows were broken, the doors had been stolen for
firewood, even the timbers of some had been hacked at
for precious fuel. The empty window frames and shooting from
doorways stared at them like stone skulls.
“It’s pretty tame here. Wait until we get further in, then
an elevated position
you’ll really understand what has happened to this A model situated in an elevated position (ie, anything
place,” Lapzig growled. With a flick of a finger he sent that is more than 2" above the table surface, such as
one of his men to scout ahead. Just then a wheezing
an upper floor of a building), may freely pick any
cough reverberated around the courtyard and all turned
to see a hunched figure limping across the square target he can see and shoot at it. The exception to this
towards them, swathed in rags. rule is that if there are enemies in the same building
“Tell ye fortune, sires?” the stranger asked. His eyes were
and in line of sight of the shooter, he must shoot at
covered in bloodstained bandages and a palsied leg these, as they present a more immediate threat.
protruded at an odd angle from beneath the old man’s
tattered, stained white robes.
range
“Get thy devilry from me!” bellowed Marius with wide,
Once you have decided to shoot and have chosen a
staring eyes. He wrenched his sabre from its scabbard
and brandished it in the beggar’s face. “Worshipper of target you must measure to see whether the shot is
darkness, I shalt run thee through!” within range. Each type of missile weapon has a
maximum range, as described in the Weapons &
“Wait!” the beggar cried, holding up a bony hand. “’Tis Armour section of the book.
not from Chaos comes my visions, but from holy Sigmar
himself.” The man fumbled in his robes and pulled out a Assuming that your target is within range your warrior
tarnished icon of a hammer. “I was a priest here once. can proceed with the shot. If the target is out of range
When the sky fell I clawed out my eyes so that I would then he has automatically missed this turn.
not see the evil around me, only Sigmar’s great wisdom.
He tells me that you should turn back now to save your
soul. One does not leap into damnation, one walks there
a step at a time.”
hitting the target
To determine whether a shot hits its target, roll a D6.
“Begone with your riddles, wretch,” Lapzig interrupted, The dice score needed will depend upon how good a
shoving the old man away. “We must not tarry within the
shot the firer is (as indicated by his Ballistic Skill). The
walls too long, already there will be others aware of our
presence.” chart below shows the minimum D6 roll needed to
score 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
30
Shooting
Wound chart
target’s toughness
1 2 3 4 5 6 7 8 9 10
1 4 5 6 6 – – – – – –
2 3 4 5 6 6 – – – – –
weapon’s strength
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
31
Shooting
32
injuries
Most warriors have a Wounds characteristic of 1, but
some have a value of 2 or more. If the target has more
than 1 wound then deduct 1 from his total each time
he suffers a wound. Make a note on the roster sheet.
So long as the model has at least 1 wound remaining
he may continue to fight.
As soon as a fighter’s Wounds are reduced to zero, spells, he cannot charge or run. If he is engaged in
roll to determine the extent of his injuries. The player hand-to-hand combat, he may not move away and will
who inflicted the wound rolls a D6 for the wound automatically strike last, irrespective of weapons or
that reduced the model to zero wounds and for every Initiative. After this turn the fighter moves and fights
wound the model receives after that. If a model normally, even though he has zero wounds left. If the
suffers several wounds in one turn, roll once for each model takes any further wounds, then roll for injury
of them and apply the highest result. once more, exactly as if the model had just sustained
its last wound.
33
Close combat
turn, then he will strike last irrespective of any other
who can fight circumstances.
Models whose bases are touching are engaged in
Sometimes a model will be allowed to ‘strike first’ for
hand-to-hand combat. This can only happen once a
some reason. Most commonly this is because they
warrior has charged his enemy, as models are
charged in that turn, but some equipment, skills and
otherwise not allowed to move into contact.
spells produce the same effect. If only one model
All close quarter fighting is worked out in the hand-to- ‘strikes first’ then it does so and the remainder of the
hand combat phase. Regardless of whose turn it is, all combatants strike in Initiative order as described
models in hand-to-hand combat will fight. A warrior above.
can fight against enemies to his side, front, or rear. In
If there are several models who are each entitled to
reality the fighters are constantly moving, dodging,
‘strike first’, then they determine the order of combat
and weaving as they struggle to kill their adversaries.
between themselves by Initiative, as described above.
Models fighting in hand-to-hand combat do not shoot Once all those that were eligible to ‘strike first’ have
in the shooting phase. They are far too busy fighting fought, any other combatants fight in Initiative order.
for their lives. Any very close range shots they are able
to make using pistols are treated like close combat
weapon attacks (see the Weapons & Armour section). which models fight
A model can fight if its base is touching the base of an
enemy model. Even models attacked from the side or
who strikes first rear can fight.
Normally, models fight in order of descending
If a warrior is touching more than one enemy, he can
Initiative with the highest striking first. If their
choose which to attack. If he has more than 1 Attack,
Initiatives are equal, roll a dice to see who strikes first.
he can divide them in any way the player wishes, so
If a model stood up in the Recovery phase of that
long as he makes this clear before rolling to hit.
34
Corps
Close àcombat
corps
To hit chart
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
Attacker’s weapon skill
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
35
Close combat
Wound chart
target’s Toughness
1 2 3 7 8 9 10
1 4 5 6 6 – – – – – –
2 3 4 5 6 6 – – – – –
attacker’s Strength
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
36
Close combat
A buckler or sword may only parry one blow per The exception to this rule is that if all a model’s close
hand-to-hand combat phase. A parried blow is combat opponents are knocked down or stunned, he
ignored and has no effect. If your opponent scored may move away from the combat if you wish, and
several hits, you will have to try to beat the highest even charge other enemies within range.
score (if the highest score is a 6, you automatically
lose the chance of parrying that opponent’s attacks).
If a model is fighting against several opponents, it may
breaking from combat
only parry the strike from the enemy who makes the A warrior who panics whilst fighting in hand-to-hand
first hit(s) (ie, the attacking model with the highest combat will break off and make a run for it as
Initiative). In the case of equal Initiative described in the Leadership & Psychology section.
characteristics roll a dice to decide who strikes first. When a fighter breaks from combat he simply turns
If your model is armed with a buckler and a sword, and runs off. His opponents automatically hit
you may re-roll any failed parries once. A model the warrior as he breaks, each
armed with two swords can still only roll once. inflicting 1 hit which is
worked out immediately.
A model may not parry attacks made with twice (or
more) his own basic Strength – they are simply too Note that warriors
powerful to be stopped. cannot choose to
leave a fight
voluntarily.
warriors knocked down
If an enemy is fighting a warrior who is knocked
down, he may attack him to put him out of his misery.
All attacks against a warrior who is knocked down hit
automatically. If any of the attacks wound the knocked
down model and he fails his armour save, he is
automatically taken out of action as explained
previously. A knocked down model may not parry.
warriors stunned
A stunned warrior is at the mercy of his enemies. A
stunned model is automatically taken out of action if
an enemy can attack him in hand-to-hand combat.
attacking stunned
and knocked down warriors
Note that a model with multiple attacks may not
stun/knock down and then automatically take a
warrior out of action during the same hand-to-hand
combat phase. The only way you can achieve this is to
have more than one of your models attacking the
same enemy. So, if the enemy is stunned/knocked
down by the first warrior, he can be hit and put out of
action by the next warrior to attack.
If your model is engaged in close combat with an
enemy who is still standing, he cannot attack any
other models that are stunned or knocked down,
since in reality they will not pose an immediate threat
to him and their companions will try to protect them.
37
Leadership & psychology
all alone
Being outnumbered and alone is a nerve-racking
situation for any warrior.
If your warrior is fighting alone against two or
more opponents, and there are no friendly
models within 6" (knocked down, stunned or
fleeing friends do not count), he must make a test
at the end of his combat phase. The test is taken
against the model’s Leadership on 2D6. If the
warrior scores equal to or under his Leadership
his nerve holds. If the score is greater than his
Leadership, the warrior breaks from combat and
runs. Each one of his opponents may make one
automatic hit against him as he turns to run. If
the model survives, he runs 2D6" directly away
from his enemies.
At the start of each of his turns, the warrior must
take another Leadership test. If he passes, he
stops but can do nothing else during his own
turn except cast spells. If he fails or is charged, he
runs 2D6" towards the nearest table edge,
avoiding any enemy models. If he reaches the
table edge before he has managed to recover his
nerves, he is removed from combat.
If a warrior is charged while he is fleeing, the
charger is moved into base contact as normal, but
the fleeing warrior will then run a further 2D6"
towards the table edge, before any blows can be
struck.
38
Leadership & psychology
fear hatred
Fear is a natural reaction to huge or unnerving Hatred is a very powerful emotion, and during this
creatures. A model must take a Fear test (ie, test era of strife and war, bitter rivalry is commonplace.
against his Leadership) in the following situations.
Warriors who fight enemies they hate in hand-to-hand
Note that creatures that cause fear can ignore these
combat may re-roll any misses when they attack in the
tests.
first turn of each hand-to-hand combat. This bonus
a) If the model is charged by a warrior or a applies only in the first turn of each combat and
creature which causes fear. represents the warrior venting his pent-up hatred on
If a warrior is charged by an enemy that he fears his foe. After the initial round of hand-to-hand combat
then he must take a test to overcome that fear. he loses some impetus and subsequently fights
Test when the charge is declared and is as normal for the rest of the combat.
determined to be within range. If the test is
passed the model may fight as normal. If it is
failed, the model must roll 6s to score hits in
stupidity
that round of combat. Many large and powerful creatures, as well as some of
the more unhinged individuals in Mordheim, are
b) If the model wishes to charge a fear- unfortunately rather stupid.
causing enemy.
If a warrior wishes to charge an enemy that it Models that are stupid test at the start of their turn to
fears then it must take a test to overcome this. If see if they overcome their stupidity. Make a test for
it fails the model may not charge and must each model affected by stupidity. If you pass the test
remain stationary for the turn. Treat this as a by rolling their Leadership value or less on 2D6 then
failed charge. all is well – the creatures behave reasonably
intelligently and the player may move and fight with
frenzy them as normal.
Some warriors can work themselves into a berserk If the test is failed all is not well. Until the start of his
state of fury, a whirlwind of destruction in which all next turn (when it takes a new Stupidity test) the
concern for their own personal safety is ignored in model will not cast spells or fight in hand-to-hand
favour of mindless violence. These warriors are combat (though his opponent will still have to roll to
described as being frenzied. hit him as normal).
Frenzied models must always charge if there are any If a model who fails a Stupidity test is not in hand-to-
enemy models within charge range (check after hand combat, roll a D6.
charges have been declared). The player has no
choice in this matter – the warrior will automatically 1-3 The warrior moves directly forward at half
declare a charge. speed in a shambling manner. He will not
charge an enemy (stop his movement 1" away
Frenzied warriors fight with double their Attacks from any enemy he would have come into
characteristic in hand-to-hand combat. Warriors with contact with). He can fall down from the edge
1 Attack therefore have 2 Attacks, warriors with 2 of a sheer drop (see the Falling rules) or hit an
Attacks have 4, etc. If a warrior is carrying a weapon in obstacle, in which case he stops. The model
each hand, he receives +1 Attack for this as normal. will not shoot this turn.
This extra Attack is not doubled.
4-6 The warrior stands inactive and drools a bit
Once they are within charge range, frenzied warriors during this turn. He may do nothing else, as
are immune to all other psychology, such as fear and drooling is so demanding.
don’t have to take these tests as long as they remain
within charge range.
If a frenzied model is knocked down or stunned, he is
no longer frenzied. He continues to fight as normal
for the rest of the battle.
39
Weapons & armour
Life and death in Mordheim is decided by the quantity and quality
of the weapons a warrior carries. This section describes the different
weapons and other equipment such as armour and shields.
Fist
The truly desperate, who don’t even own a knife, have to fight with their bare
hands. Needless to say, their chances of survival are comparable to Halflings going
without 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 to
his armour save, and a 6+ armour save if he normally has none.
Dagger
Daggers and knives are extremely common, and men are allowed to
carry 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 enemy
wounded by a dagger gains a +1 bonus to his armour save,
and a 6+ armour save if he has none normally.
SPECIAL RULE
Concussion: Hammers and other bludgeoning weapons
are 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.
40
Weapons & armour
Axe
The axe is the traditional weapon of Empire woodsmen, and is also used as a weapon in
poorer rural areas. Axes have a heavy blade and, if swung by a strong man, can cause a
lot of damage. The blade of an axe can easily cut through armour, though it requires
considerable 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 the
most sought after weapons.
SPECIAL RULE
Cutting edge: An axe has an extra save modifier of -1, so a model with
Strength 4 using an axe has a -2 save modifier when he hits an opponent in
hand-to-hand combat.
Sword
The sword is often referred to as the ‘king of weapons’. The most
common sword available, the broadsword of the Empire, is a
masterpiece by the standards of any smith: four full feet of gleaming
steel, 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 takes
years to truly master this weapon – most warriors in Mordheim die
long before they get this far!
SPECIAL RULE
Parry: Swords offer an excellent balance of defence and offence. A
model armed with a sword may parry blows. When his opponent rolls
to hit, the model armed with a sword may roll a D6. If the score is
greater than the highest to hit score of his opponent, the model has
parried the blow, and that attack is discarded. A model may not parry
attacks made with double or more its own Strength – they are simply
too powerful to be stopped.
Flail
The flail is a heavy weapon wielded with both hands. It
normally consists of heavy weights, often spiked, attached to a
pole or handle by means of heavy chains. Flails drain the user’s
stamina quickly, but are awesomely destructive in the hands of
a skilled (or unhinged) warrior.
SPECIAL RULES
Heavy: A flail is extremely tiring to use and thus the +2
Strength bonus applies only in the first turn of each hand-to-
hand combat.
Two-handed: As a flail requires two hands to use, a
model using a flail may not use a shield, buckler or
additional weapon in close combat. If the model has a
shield he still gets a +1 bonus to his armour save
against shooting.
41
Weapons & armour
Morning star
A morning star consists of a wooden or steel shaft with heavy chains that have spiked steel
balls 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 RULES
Heavy: The morning star is extremely tiring to use, so its +1 Strength
bonus 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 second
weapon or buckler in his other hand because it requires all his skill to
wield it. He may carry a shield as normal though.
Halberd
The halberd’s heavy blade is mounted upon a sturdy shaft
of oak or steel and has a point like a spear and a cutting
edge like an axe. Since it can be used to chop as
well as thrust, it is an adaptable weapon, but is
difficult to use inside buildings.
SPECIAL RULE
Two-handed: A model armed with a halberd
may not use a shield, buckler or additional
weapon in close combat.
If the model has a shield he still gets a +1
bonus to his armour save against shooting.
Spear
Spears range from sharpened sticks used by
Goblins to the impressive cavalry spears
typical of the Elves.
SPECIAL RULES
Strike first: A warrior with a
spear strikes first in the first turn of
hand-to-hand combat.
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.
Cavalry bonus: If using
the rules for mounted
models, a mounted
warrior armed with a
spear receives a +1
Strength bonus when he
charges. This bonus only
applies for that turn.
42
Weapons & armour
Lance
Lances are long, heavy spears used by mounted shock troops to rip through armour and
fling their foes to the ground. They are the chosen weapons of Knights Templar and other
wealthy warriors. To use a lance requires great skill and strength, and only the richest
warriors ride the heavy warhorses needed to wield these mighty weapons effectively.
Range: Close Combat; Strength: As user +2; Special Rules: Cavalry weapon/bonus
SPECIAL RULES
Cavalry weapon: A warrior must own a warhorse to use a lance, as it can only be used
whilst he is on horseback.
Cavalry bonus: If using optional rules for mounted models, a warrior armed with a lance
receives a +2 Strength bonus when he charges. This bonus only applies for that turn.
SPECIAL RULES
Two-handed: A model armed with a double-handed weapon
may not use a shield, buckler or additional weapon in close
combat. If the model is equipped with a shield he will still get
a +1 bonus to his armour save against shooting.
Strike last: Double-handed weapons are so heavy that the
model using them always strikes last, even when charging.
Gromril weapon
Only a Dwarf Runesmith can forge a weapon from
gromril, a rare meteoric iron. A blade fashioned from this
metal will stay keen for a thousand years.
A gromril weapon has an extra -1 save modifier, and costs
four times the price of a normal weapon of its kind. You
may choose which type of hand-to-hand weapon is offered
to you as explained in the Trading section.
Ithilmar weapon
Elven blades are forged from priceless ithilmar,
an extremely light but strong metal, found only
in the fabled Elven kingdoms. A few of these
weapons are occasionally found in the Old
World and these are normally spoils of war,
taken by the Norse raiders who pillage the
coastal settlements of the Elves.
An ithilmar weapon gives its user +1 Initiative in
hand-to-hand combat, and costs three times the
price of a normal weapon of its kind. You may
choose which hand-to-hand weapon is
offered to you as explained in the Trading
section.
43
Weapons & armour
Missile weapons
Short bow
Short bows are small, short-ranged bows that are cheap and require little
strength 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 they
lack the strength and height required to use a long bow.
Bow
The bow is carried by most races and used extensively in warfare.
It is a compact yet powerful weapon, that is cheap to make and
easy to maintain.
Long bow
A long bow is made of alternating layers of either yew or elm. A
skilled archer can hit a chosen leaf on a tree from three hundred
paces with this weapon.
The long bow is favoured by experienced archers due to its great
reach and accuracy.
Elf bow
Elven bows are the finest missile weapons of their kind. Constructed
from ithilmar or wood from the Elf forests, with strings woven from
the hair of Elf maidens, Elven bows are far superior to any missile
weapons made by other races. In the hands of an Elven archer, the
Elf bow is a truly potent weapon, its long range and penetrating
power making it far superior to any bow made by humans.
SPECIAL RULE
Save modifier: An Elf bow has a -1 save modifier on armour
saves against it.
44
Weapons & armour
Crossbow
A crossbow consists of a short, strong bowstave mounted on a wooden
or steel stock. The crossbows of the Empire are made of steel and often
include a winding mechanism to draw back the string. It takes a long
time to prepare a crossbow, but a bolt fired from one has a tremendous
range and can penetrate armour easily.
Crossbows take much longer than other bows to make, so they are
expensive and relatively rare weapons. Still, they are the preferred
weapon of many in Mordheim because of their power and long range.
SPECIAL RULE
Move 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.
Sling
Slings are rarely used, mainly because they are no more powerful than
bows and have a shorter range. A sling is little more than a looped
strip of cloth or leather into which a stone is placed. The sling is
whirled about the slinger’s head and the sling stone is then released
towards the target.
While this weapon is looked down upon by most archers, a
skilled slinger can slay a man from a considerable distance, and
the ammunition is easy to find: rocks are everywhere and free!
Maximum Range: 18"; Strength: 3; Special Rule: Fire twice at half range
SPECIAL RULE
Fire twice at half range: A slinger may fire twice in the shooting
phase if he does not move in the movement phase. He cannot shoot
over half range (9") though, if he fires twice. If the model fires twice
then each shot is at -1 to hit.
Throwing star/knife
Throwing stars are used mainly by the assassins of the
sinister House of Shadows, or by street thugs who specialise
in ambushing the unwary. A perfectly balanced knife
thrown from behind has ended the life of many a noble
and merchant in Mordheim. Throwing knives are not
suitable for close combat, as their balance makes
them unwieldy in close quarters.
SPECIAL RULE
Thrown weapon: Models using throwing stars or
knives do not suffer penalties for range or moving
as these weapons are perfectly balanced for
throwing. They cannot be used in close combat.
45
Weapons & armour
Repeater crossbow
Repeater crossbows are extremely complex devices, expensive to acquire
and difficult to make. While this makes them rare, they certainly have
their uses: they can rain a deadly hail of bolts on enemies, and a warrior
using one may move quite fast and still fire his weapon.
SPECIAL RULE
Fire twice: A model armed with a repeater crossbow may choose to fire
twice per turn with an extra -1 to hit penalty on both shots.
Crossbow pistol
Crossbow pistols are masterpieces made by expert weaponsmiths.
They are miniature crossbows with all the power and accuracy of
the real thing. As these weapons may be easily concealed, they are
the favoured weapon of assassins.
SPECIAL RULE
Shoot in hand-to-hand combat: A model armed with a crossbow
pistol may shoot it in the first round of a hand-to-hand combat and
this 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 see
whether it hits or not. This bonus attack is in addition to any close
combat weapon attacks.
46
Blackpowder weapons
Pistol
A pistol is a small, simple blackpowder weapon fired by a spring mechanism. Most
pistols are expensive, unreliable, and poorly constructed.
Maximum Range: 6"; Strength: 4; Special Rules: Prepare shot, Save modifier, Hand-to-hand
SPECIAL RULES
Prepare shot: A pistol takes a whole turn to reload, so you may only fire every
other 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 their
Strength value of 4 suggests. A model wounded by a pistol must take its
armour save with a -2 modifier.
Hand-to-hand: Pistols can be used in hand-to-hand combat as
well as for shooting. A model armed with a pistol and
another close combat weapon gains +1 Attack, which is
resolved at Strength 4 with a -2 save modifier. This bonus
attack can be used only once per combat. If you are firing a
brace of pistols, your model can fight with 2 Attacks in the
first turn of close combat. These attacks are resolved with a
model’s Weapon Skill like any normal close combat 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.
47
Weapons & armour
Duelling pistol
A duelling pistol is a work of art, and a gunsmith labours long and hard to produce
a single example. They are often carried by Imperial nobles to solve disputes over
love 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 rarely
have them. Even if they do manage to steal or buy one, the ammunition is
prohibitively expensive.
Some of the wealthiest warriors in Mordheim carry duelling pistols as status
symbols, commanding great respect, admiration and envy.
SPECIAL RULES
Accuracy: A duelling pistol is built for accuracy as a skilled duellist is able
to hit a coin from twenty paces. All shots and close combat attacks from
a duelling pistol have a +1 bonus to hit.
Prepare shot: A duelling pistol takes a complete turn to reload, so your
model may only fire every other turn. If he has a brace of duelling
pistols he may fire every turn.
Save modifier: Duelling pistols are even better at penetrating armour
than their Strength 4 suggests. A warrior wounded by a duelling pistol
must make his armour save with a -2 modifier.
Hand-to-hand: Duelling pistols can be used in hand-to-hand
combat 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. This
bonus attack can be used only once per combat. If you are
firing a brace of duelling pistols, your model can fight with 2
Attacks in the first turn of close combat. These attacks are
resolved with a model’s Weapon Skill like any normal close
combat 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
A blunderbuss is a primitive blackpowder weapon, which
fires a hail of lead balls, rusty bolts, bent nails, and other
assorted scrap metal. It is a powerful, if erratic, weapon and
takes such a long time to load that most warriors discard it
after the first shot.
SPECIAL RULES
Shot: When your model fires the blunderbuss, draw a
line 16" long and 1" wide in any direction from the firer
(the line must be absolutely straight). Any and all
models in its path are automatically hit by a
Strength 3 hit.
Fire Once: It takes a very long time to load a
blunderbuss so it may only be fired it once per
battle.
48
Weapons & armour
Handgun
A handgun is a simple firearm. The quality of construction varies ranging from the crude
wooden ‘hakbuts’ of the artillery school of Nuln, to the more sophisticated Dwarf firearms
that have levers and springs which hold the burning match, and triggers which release the
firing mechanism and fire the gun.
Handguns are not terribly reliable weapons: the gun barrel occasionally tends to explode
violently or the powder fails to ignite. But the weapon has a great range and tremendous
penetrating power, making a mockery of even the thickest armour.
In Mordheim, handguns are rare and expensive, but a warband which can boast
such a weapon will command respect from all its rivals.
SPECIAL RULES
Prepare shot: A handgun takes a complete turn to reload, so you may
only 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 their
Strength 4 suggests. A warrior wounded by a handgun must take its armour
save with a -2 modifier.
SPECIAL RULES
Move or fire: You may not move and fire a Hochland long
rifle in the same turn, other than to pivot on the spot to face
your target or stand up from knocked down.
Prepare shot: A Hochland long rifle takes a complete turn to
reload, so you may only fire it every other turn.
Pick target: A model armed with a Hochland long rifle can target
any enemy model in sight, not just the closest one.
Save modifier: Hochland long rifles are even better at
penetrating armour than their Strength 4 suggests. A warrior
wounded by a long rifle must make his armour save with a -2
modifier.
49
Armour
hen fighting in close combat, a good suit of armour may mean the difference between life
W and 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 of
Osterland, while city soldiers prefer mail coats and steel breastplates. The forges of the Empire
have many skilled smiths capable of forging fine armour, for the humans learned this craft from
Dwarf 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 suit
of armour (the less well-off have to make do with leather tunics and occasionally helmets and
wooden shields). The richest leaders of the most successful warbands wear suits of high quality
armour and a good suit of armour is just as much a symbol of wealth and power as it is
protection against weapons.
Light armour
Light armour encompasses a wide variety of materials from hardened leather tunics to chain shirts forged from
steel. 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.
Heavy armour
Typical heavy armour is made from metal links and
is called chain mail. Forging chain mail is a
laborious and time consuming process, as
the blacksmith must put together hundreds,
sometimes thousands, of metal links. This
makes chain mail expensive, but this type
of armour provides excellent protection for
anyone who can afford it.
There are other types of heavy armour
as well, of which the best known are
the steel breastplates and greaves
worn by the foot knights of the
Templar orders.
SPECIAL RULES
Save: A warrior that is
wearing heavy armour
has a basic D6 saving throw of
5+.
Movement: A warrior that is
armed with both heavy armour
and a shield suffers a -1
Movement penalty.
50
Weapons & armour
Shield
There are two types of shield common to the warriors of Mordheim: the first is made of wood, occasionally
reinforced with metal plates. This basic type of shield, although strong, does tend to splinter, but this can
sometimes save the user’s life as his enemy’s weapon can get trapped allowing him to strike back whilst his
enemy struggles to free his weapon.
Metal shields are heavy and cumbersome, but last much longer and can take a battering. A typical Empire
shield is either round or triangular, and carries the emblem of the province or city of its owner.
Buckler
Bucklers are small, round shields designed for parrying or deflecting blows. They are usually made of steel for
they need to be tremendously durable to survive the brutal blows of hand-to-hand combat. Using a buckler
requires great skill, but a nimble warrior can protect himself from blows which would otherwise cripple him.
SPECIAL RULE
Parry: A model equipped with a buckler may parry the first blow in each round of hand-to-hand combat. When
his opponent scores a hit, a model with a buckler may roll 1D6. If the score is greater than the highest to hit
score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry
attacks 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 try
to 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 RULE
Avoid stun: A model that is equipped with a helmet has a special 4+ save
on a D6 against being stunned. If the save is made, treat the stunned
result as knocked down instead. This save is not modified by the
opponent’s Strength.
Ithilmar armour
Ithilmar is a silvery metal which is as light as silk and
stronger than steel. Elves are experts at fashioning
weapons and armour from ithilmar, and the Elven
kingdom of Caledor is the only place in the world
where this metal can be found.
Ithilmar armour gives the wearer a 5+ basic save,
and does not slow him down if he is also armed
with a shield.
Gromril armour
Gromril is the rarest and strongest metal
known of in the Old World. Only a very few
Dwarf smiths know the secret of forging
gromril, and a suit of armour made from it
fetches a huge price.
Gromril armour gives the wearer a 4+ basic
save, and does not slow him down if he is
also armed with a shield.
51
Miscellaneous equipment
This section covers all the strange and unusual equipment your warriors can
find 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 may
not give it to Henchmen unless the rules specifically say so.
The use of poison is almost universally abhorred, but Side effect: After the battle, roll a D6. On a roll of a 1
in the ruthless and brutal battles fought in the model becomes permanently stupid.
Mordheim, desperate warbands often resort to the
use of envenomed blades. Crimson Shade
Crimson Shade is the name given by Old Worlders to
Poison may not be used with blackpowder weapons. the leaves of the blood oak of Estalia. It is an
When you buy a vial of poison, there is always only extremely addictive drug, but grants its users
enough to last the duration of one battle. You can inhuman quickness and strength.
only poison a single weapon with one vial of poison.
Effect: A model using Crimson Shade has his
Black Lotus Initiative increased by +D3 points, and Movement
In the deepest forests of the Southlands grows a plant and Strength by +1 (this effect lasts for one game).
that is extremely poisonous. It is known as Black Crimson Shade has no effect on Undead such as
Lotus and is much sought after by alchemists, Vampires and Zombies, or the Possessed.
assassins, wizards of the Western Coast and bored Side effects: After the battle, roll 2D6. On a roll of
wives. 2-3, the model becomes addicted and you must try to
A weapon coated with the sap of the Black Lotus will buy him a new batch of Crimson Shade before every
wound its target automatically if you roll a 6 to hit. battle from now on. If you fail to buy any, he will leave
Note that you can still roll a dice for every wound your warband. On a roll of 12 the model’s Initiative is
inflicted in this way. If you roll a 6, you will inflict a increased permanently by +1.
critical hit with that roll. If you do not roll a 6, you will
cause a normal wound. Take armour saves as normal. Mandrake Root
The man-shaped Mandrake Root grows in the rotting
Dark Venom swamps of Sylvania. It is a noxious, deadly plant
This is a poison extracted from Heldrakes, gigantic which is highly addictive and slowly kills its users, but
sea serpents that plague the Western Ocean and the also allows them to shrug off almost any pain.
coast of Naggaroth. The slightest wound infected by Effect: Mandrake Root makes a man almost oblivious
Dark Venom causes excruciating pain, incapacitating to pain. His Toughness is increased by +1 for the
the bravest of men. duration of a battle and he treats all stunned results
Any hit caused by a weapon coated with Dark Venom as knocked down instead. Mandrake Root has no
counts as having +1 Strength, so, for example, if a effect on Undead, such as Vampires and Zombies, or
warrior with Strength 3 wielding a poisoned sword on the Possessed.
hits an opponent, he will cause a Strength 4 hit Side effects: Mandrake Root is highly poisonous. At
instead. Armour saving throws are modified to take the end of the battle, roll 2D6. On a roll of 2-3 the
into account the increased Strength of the attack. model loses 1 point of Toughness permanently.
52
Miscellaneous Equipment
elven cloak
Made from the hair of Elven maidens and interwoven
with living tree leaves, an Elven cloak is a wonder to
behold. A warrior wearing such a cloak will blend into
the shadows, making it very difficult to shoot at them
with missile weapons. Elven cloaks rarely come up for
sale, but are sometimes recovered from dead warriors
or offered by Elves as rewards to men who have
served them in some way.
A warrior aiming a missile weapon at a warrior
wearing an Elven cloak suffers -1 on his to hit roll.
hunting arrows
The best hunting arrows are made by the hunters of
Drakwald forest. They have sharp, barbed arrowheads
which cause excruciating pain when they hit their
target. A skilled archer can severely injure his target
with a single arrow.
A model using a short bow, bow, long bow or Elf bow
may use these arrows. They add +1 to all Injury rolls.
garlic
Garlic is a common herb grown in most gardens of
the Empire. It is said to ward off Vampires and other
denizens of the dark. A Vampire must pass a
Leadership test or it will be unable to charge a model
carrying a clove of garlic. Garlic lasts for the duration
of one battle only, whether it is used or not.
53
Miscellaneous Equipment
54
Miscellaneous Equipment
55
Magic
here have always been those who have used Mordheim has become home to many magic users
T magic: witches and wizards, wise women and
warlocks. But as all scholars know, all magic is
and they roam the ruins hiding from Witch Hunters.
But there are other ways of gaining power over and
dangerous, for it originates from Chaos, the source of above that of a normal mortal man. The gods watch
corruption and change. Indeed, during these times, over their subjects and a priest of strong faith can call
sorcery is illegal and punishable by death. upon them to assist him in battle. Of these, the Priests
Wizards have little say in whether the world of magic of Sigmar are the most common, for Sigmar is the
touches them or not. They are born with second sight patron god of the Empire, and his following is strong
and to them the world of magical energies and spells during these times of strife.
is much more real than the mundane world of normal
mortals. With all the persecution, fear and hatred it is
little wonder that wizards become reclusive and allocated spells
suspicious, and many are downright insane. Some The chart below summarises the different kinds of
even turn to the worship of the dark gods, and others magic and explains who can use what spells.
follow the forbidden path of necromancy.
Wizard Type of Magic
Chaos Magisters Chaos Rituals
Warlocks Lesser Magic
Skaven Eshin Sorcerer Magic of the Horned Rat
Sisters of Sigmar
& Warrior-Priests Prayers of Sigmar
Necromancers Necromancy
Each wizard starts with one randomly determined
spell, but may gain more. Roll a D6 and consult the
appropriate chart. If you get the same spell twice, roll
again or lower the spell’s difficulty by 1.
casting spells
Spells are cast in the shooting phase, and can be used
even if the caster is in hand-to-hand combat. To use a
spell, the wizard must roll equal to or greater than the
spell’s Difficulty score on 2D6. If he fails, he may not
cast a spell that turn. If the test is passed the spell may
be used as described overleaf. A wizard may cast one
spell per turn and may not use missile weapons if he
wants to cast a spell. He can however run!
A wizard may not use magic if he is wearing armour or
has a shield or buckler. The only exception is the
Prayers of Sigmar. Sisters of Sigmar and Warrior-
Priests may wear armour and use their prayers.
damage
Some spells cause direct damage, and are resolved
the same way as damage from shooting or blows in
hand-to-hand combat. Spells do not cause critical hits.
Models always receive armour saves against wounds
caused by spells unless noted otherwise.
56
Magic
D6 Result
Difficulty 7
1 The Hammer of Sigmar it is with the right eous power of
n light, imbued as
This weapon of the faithful glows with a golde
Sigmar.
double
and combat and all hits he inflicts cause
The wielder gains +2 Strength in hand-to-h want s to use
Priest must test each shooting phase he
damage (eg, 2 wounds instead of 1). The
the Hammer.
Difficulty 8
2 Hearts of Steel ar. The
waves of glory surround the servant of Sigm
As the three words of power are spoken,
presence.
faithful are heartened by the warrior god’s
e tests. In
or become immune to Fear and All Alon
Any allied warriors within 8" of the warri . The effec ts of this spell
Rout tests they have to make
addition, the whole warband gains +1 to any n. If cast again the effec ts are not
ed or put out of actio
last until the caster is knocked down, stunn +1 .
tests rema ins
cumulative, ie, the maximum bonus to Rout
Difficulty 9
3 Soulfire Pries t and wipe out those who
flames surround the
The wrath of Sigmar comes to earth. Purifying
resist the righteous fury of the God-Emperor!
saves are
of Sigmar suffer a Strength 3 hit. No armour
All enemy models within 4" of the servant ’s holy power.
s are especially susceptible to Sigmar
allowed. The servants of darkness and Chao
r a Strength 5 hit instead.
Undead and Possessed models in range suffe
Difficulty 6
4 Shield of Faith g the
of the Priest. As long as his faith remains stron
A shield of pure white light appears in front
shield will protect him.
e. On a
beginning of each turn in the recovery phas
The Priest is immune to all spells. Roll at the
roll of 1 or 2 the shield disappears.
Difficulty 5
5 Healing Hand to heal the
the servant of Sigmar calls upon his Lord
Laying hands upon a wounded comrade,
warrior’s wounds.
restored
ding himself) may be healed. The warrior is
Any one model within 2" of the Priest (inclu n 2" are ed or knoc ked
any friendly models withi stunn
to his full quota of Wounds. In addition, if and conti nue fighti ng as norm al.
s, stand up,
down, they immediately come to their sense
Difficulty 9
6 Armour of Righteousness -taile d come t burns above
the fiery image of a twin
Impenetrable armour covers the Priest and
his head.
causes
ces his normal armour save. In addition, he
The Priest has an armour save of 2+ which repla
to fear himself.
fear in his enemies and is therefore immune
t’s next
ness lasts until the beginning of the Pries
The power of the Armour of Righteous
Shooting phase.
57
41
Magic
Ne cromancy
Necromancy is the magic of the dead. It grants Necromancers the power to raise the dead
and command spirits, but also to destroy the vitality of the living.
D6 Result
1 Lifestealer Difficulty 10
The 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 the
Necromancer gains an extra wound for the duration of the battle. This may take the Necromancer’s
Wounds above his original maximum value. This spell will not affect the Possessed or any Undead
models.
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 phase
immediately returns to the battle. Place the model within 6" of the Necromancer. The model
cannot be placed straight into hand-to-hand combat with an enemy model.
58
Magic
Chaos rituals
Chaos rituals employ the raw
power of the darkest magic, and
useful in bringing pain are therefore supremely
and suffering, as well as
Chaos rituals are used by Magiste change and mutation.
rs of the Cult of the Possessed, and
Daemons.
D6 Result
1 Vision of Torment
The Chaos Mage summons horribl Difficulty 10
e visions of the realm of Chaos,
utter horror. causing his enemy to recoil in
This spell has a range of 6" and mus
t be cast on the closest enemy mod
hand-to-hand combat, he must cho el. If the Chaos Mage is in
ose his target from those in base
model is immediately stunned. If contact with him. The affected
the model cannot be stunned it
is knocked down instead.
2 Eye of God
The Chaos Mage implores the Dar Difficulty 7
k gods to grant a boon to their serv
ant.
You may use the Eye of God succ
essfully only once per battle. Cho
friend or foe. Roll a D6 to see wha ose any single model within 6",
t happens to the affected model.
D6 Result
1 The wrath of the gods descends
upon the target. The model is take
He does not have to roll on the n out of action immediately.
Serious Injury chart after the batt
le though.
2-5 The model gains +1 to any one of
his characteristics during this batt
cast the spell). le (chosen by the player who
6 The model gains +1 to all of its
characteristics for the duration of
the battle.
3 Dark Blood
The Chaos Mage cuts his palm and Difficulty 8
his blood spurts out, burning flesh
and armour.
This attack has a range of 8" and
causes D3 S5 hits. It hits the first
this spell the Chaos Mage must model in its path. After using
roll on the Injury table for him
wound is, though treat the out of self to see how dangerous the
action result as stunned instead.
4 Lure of Chaos
The Chaos Mage calls upon the tain Difficulty 9
t of chaos which exists in the inn
er soul of all living beings.
The spell has a range of 12" and
must be cast on the closest enemy
Chaos Mage’s Leadership to the scor model. Roll a D6 and add the
e. Then roll a D6 and add the targ
If the Chaos Mage beats his oppone et’s Leadership to the score.
nt’s score he gains control of the
a Leadership test in his own reco model until the model passes
very phase. The model may not
models on his own side, and will commit suicide, but can attack
not fight warriors from the Chaos
engaged in hand-to-hand combat Mage’s warband. If he was
with any warriors of the Chaos
immediately move 1" apart. Mag e’s warband, they will
5 Wings of Darkness
The Chaos Mage is lifted from the Difficulty 7
ground by two shadowy Daemon
wants to go. s and carried wherever he
The Chaos Mage may immediately
move anywhere within 12", includin
enemy, in which case he counts g into base contact with an
as charging. If he engages a flee
phase he will score one automat ing enemy, in the close combat
ic hit and then his opponent will
flee again (if he survives).
6 Word of Pain
Speaking the forbidden name of Difficulty 7
his dark god, the Chaos Mage cau
who hear it. ses indescribable pain to all
All models within 3" of the Cha
os Mage, friend or foe, suffer one
allowed. S3 hit. No armour saves are
59
Magic
Lesser magic
Those who have not been schooled in the ways of magic can cast only relatively simple
spells. Many human wizards, lacking the tradition of sorcery and the grimoires of
Necromancers and Chaos Mages, have to rely on their own natural aptitude and
experimentation.
Lesser Magic (or hedge magic) is used by human warlocks. It may not be as awesome as the mighty
spells of Necromancers and Chaos Mages, but it is still dangerous.
D6 Result
1 Fires of U’Zhul Difficulty 7
The 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).
D6 Result
Difficulty 8
1 Warpfire s with
paw of the Sorcerer and burns its victim
A green flame leaps from the outstretched
indescribable agony.
gth 4 hits
model in its path. The spell causes D3 Stren
The spell has a range of 8", hitting the first
model within 2" of the target.
on its target, and one Strength 3 hit on each
Difficulty Auto
2 Children of the Horned Rat nts.
the Father of the Skaven to send forth his serva
The Sorcerer raises his paws and calls upon
the spell
, and may only be used once. When cast,
This spell must be used before the game rer. The Sorce rer may cast this
within 6" of the Sorce
summons D3 Giant Rats, which are placed after the battle . They do not count
the rats disappe ar
spell successfully only once per battle, and
and.
towards the maximum size of the Skaven warb
Difficulty 7
3 Gnawdoom l, bleed ing wounds.
ed from head to foot in smal
The target is attacked by rats and soon is cover
on a single model within 8" of the caster.
The Gnawdoom causes 2D6 Strength 1 hits
Difficulty 8
4 Black Fury which
turns into a monstrous rat-like creature,
With a chittering incantation the Sorcerer
attacks with an insane fury.
in and
enemy model within 12" (ignoring any terra
The Sorcerer may immediately charge any during this turn’s hand -to-hand
ks and +1 Stren gth
interposing models) and gains 2 extra Attac
combat phase only.
Difficulty 8
5 Eye of the Warp
Gaze into the eye of the warp and despair!
p test. If
Sorcerer must take an immediate Leadershi
All standing models in base contact with the from the Sorce rer,
and must run 2D6" directly away
they fail, they each suffer a Strength 3 hit oppo nent .
fighting against more than one
exactly as if they had lost their nerve when
6 Sorcerer’s Curse
The Sorcerer points a claw toward Difficulty 6
s one of his enemies and curses
Horned One. him in the name of the
The spell has a range of 12" and
affects a single model within rang
any successful armour saves and e. The target must re-roll
to hit rolls during the Skaven han
own next shooting and hand-to-han d-to-hand phase and his
d combat phases.
61
W hat need have I for eyes that have
seen such things, nor hands to touch,
nor tongue to give voice to that brief
uncertain terror of the dark. A curse upon
hand and heart, I say, for neither serves
man well but serves him ill. I see all
men’s hearts and hear the beating out of
their lives knock-by-knock. How they grasp
upon the shattered ruin of existence, so
desperate are they to prolong their daily
torment. Counting dross as if it were gold
until their tally is done.
64
Warbands
The other type of Henchmen are those such as in which they gain experience and use weapons,
Warhounds and Zombies. These are too dim or too armour and equipment.
primitive to gain experience.
It is a good idea to work out the warband on a piece
Henchmen may never use any special equipment you of scrap paper first, as you will have to juggle the
acquire during their adventures (unless otherwise weapons and fighters to get as close to the maximum
noted); only Heroes may do so. Henchmen can permitted value of the warband as possible. If you
include potentially powerful warriors, but Heroes have any cash left after choosing your warband write
always have an edge over them with their potential to this down in the space marked as ‘Treasury’. At the
gain extra experience. end of the book you’ll find an example warband; you
can use this if you want or choose your own – it’s up
All Henchmen belong to a Henchmen group, which
to you.
usually consists of between one and five individuals.
Henchmen groups gain experience collectively and The warband roster is a record of your brave group of
gain advances together. warriors and is useful to keep beside you as you play.
During a battle you may wish to make notes on the
sheet itself, to record details such as extra experience,
warband roster
You’ll need a warband roster sheet to record the
details of your warband. Blank roster sheets can be
found printed at the back of this book, one for Heroes
and one for Henchman groups. We suggest that you
photocopy or copy as many sheets as you need, so
that you can keep a neat and accurate record of your
warband as it changes from game to game.
When you choose a warband, take a warband roster
sheet and write down the details of each Hero and
Henchman group in the appropriate places. You’ll
notice that Heroes and Henchmen have slightly
different spaces provided to reflect the different ways
65
Warbands
“L isten to me boy, there are many in Mordheim who you
must 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 those
crazed 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!”
The Undead
The Restless Dead plague Mordheim. Zombies, Ghouls and huge
hellhounds prowl the streets, and woe to anyone caught by them. He’ll
be eaten alive, or end up as one of the walking corpses himself. I lost
my eye to one of the fanged horrors who leads the Undead. Let me tell
you, that thing was not human. I put my sword through it and it still
kept coming.
Witch Hunters
Witch Hunters will burn you and your warband if you give them the slightest reason. They are well
armed and equipped, and show no mercy to anyone who dares to stand in their way. They are
followed everywhere in Mordheim by a rabble of fanatics and those crazed Flagellants. One word
from a Witch Hunter and they’ll tear you apart, burn you, decapitate you and excommunicate you
from the grace of Sigmar.
Middenheimers
These Northerners are nutters, madmen, berserkers! They are as strong as
Ogres and meaner than Orcs. Watch out for them in close quarters – the
chances are they’ll crush your skull with a hammer or behead you with
one of those hefty axes they carry around with them.
Reiklanders
Ah, Reiklanders, the finest of men! Disciplined, magnificent archers and
good, solid warriors! Reiklanders need the best leaders, so you’d better
shape 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.
Marienburgers
The rich boys of Marienburg. Never turn your back on them. I’ll grant
them this: they are completely ruthless and have more money than anyone
else – hardly surprising, as those fat leeches in the Merchant’s Guild fill
their coffers. That’s why they have such good armour and weapons, and
usually a few more men than most as well. Don’t let their fancy clothes
and flash jewellery fool you, though. They’re not wearing those weapons
just for show, they know how to use them as well!
“S o there you have it. You’ll encounter all these motley crews in
Mordheim sooner or later. Each has its own weaknessess but each also
has its strengths that you must learn to deal with. Remember, it is foolish
to 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 as
quicksilver.
If you heed nothing else, lad, remember this. Make your warband as flexible
as possible so that you are prepared for almost anything this cursed city
will throw at you.
Mercenaries
This is a time of three most powerful contenders for the Emperor’s
unremitting war, civil throne: the Grand Prince of Reikland, the Count of
strife, violence and Middenheim, and Lady Magritta of Marienburg –
famine. A time of orphan favourite of the merchant guilds.
children and wanton As a mercenary warband you must decide which of
slaughter. For warriors the three contenders for Sigmar’s throne you are
these are good times! Since fighting for. Warbands from different places will vary
the discovery of wyrdstone in many respects, offering different benefits as well as
Mordheim has become a having a unique appearance and character.
magnet for fighting men from
all over the Empire. Nobles,
merchants, and the Temple of
Sigmar itself offer rich rewards for shards of the Reikland
mysterious stone. Foremost amongst the patrons of
Reikland lies at the heart of the Empire and its
mercenary warriors are the
greatest city is Altdorf, home of the Grand Theogonist
and seat of the Temple of Sigmar. Reiklanders are
devout followers of Sigmar, the founder, first
Emperor, and patron god of the Empire. The Grand
Prince of Reikland (as Siegfried, the ruler of Reikland,
styles himself) is supported in his claim to the throne
by the Grand Theogonist and opposed most strongly
by the Count of Middenheim and the Priests of Ulric.
Throughout the Empire Reiklanders are commonly
supposed to embody the discipline and loyalty of the
professional warrior. Brave and well-versed in the
arts of war, Reiklanders disdain fashionable clothing
in favour of well-made and practical wargear.
In battle they often wear coloured ribbons as
marks of identification or authority. They are
justly proud of their dynamic and ambitious
Grand Prince and contemptuous of other claimants
to the throne, especially the Count of Middenheim,
Mannfred Todbringer, whom they sneeringly call the
‘lap-dog of Ulric’.
special rules
Reikland Mercenaries are accustomed to the
demands of military discipline and have a strongly
developed loyalty between officers and men. To
represent this, fighters may use their Captain’s
Leadership if within 12" rather than the usual 6".
A strong tradition of martial training is also
responsible for the high standards of archery
amongst 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.
68
Mercenaries
Middenheim stands on a mountain pinnacle Warbands sent to Mordheim are sumptuously dressed
surrounded by dark forest in the centre of and armed. Though Marienburgers are often
Middenland, and is also known as the City of the ridiculed as foppish and effete, their skill at arms and
White Wolf after Ulric, the old god of wolves and complete ruthlessness has earned them grudging
winter. The Priesthood of Ulric is still strong in respect. Their chief skills lie in duelling and in the use
Middenheim where Ulric is venerated as the patron of of poisons and other clandestine fighting methods.
the city. The tradition of rivalry between Middenheim Richer individuals dress flamboyantly and wear
and Reikland goes back hundreds of years, and the jewellery. However, the bulk of most warbands are
Count of Middenheim, Mannfred Todbringer, is one recruited from the dockland thugs, ships’ crews, and
of the chief contenders for the Emperor’s throne. As a stevedores who favour a simpler appearance: leather
result there has always been a great deal of friction coats, bandanas and short swords that are easy to
between Middenheimers and the Temple of Sigmar. conceal.
69
Mercenaries
Mercenary Captain
Champion
Youngblood
MIDDENHEIM MERCENARIES
Combat Shooting Academic Strength Speed
Mercenary Captain
Champion
Youngblood
MARIENBURG MERCENARIES
Combat Shooting Academic Strength Speed
Mercenary Captain
Champion
Youngblood
70
Les Mercenaries
Mercenaires
Heroes Henchmen
(Bought in groups of 1-5)
1 Mercenary captain
Warriors
60 gold crowns to hire
A Mercenary Captain is a tough professional warrior, 25 gold crowns to hire
a man who will fight for anyone or against anything so These dogs of war are grim, seasoned fighters,
long as the price is right. Mordheim offers such a man fearing no man as long as they have their weapons
the chance to become rich beyond his dreams, and armour. They form the core of any Mercenary
though at great risk. But as ruthlessness and lack of warband.
mercy and pity are the hallmarks of a successful
Mercenary Captain, it is no wonder that they flock to Profile M WS BS S T W I A Ld
Mordheim. 4 3 3 3 3 1 3 1 7
Weapons/Armour: Warriors may be equipped with
Profile M WS BS S T W I A Ld
weapons and armour chosen from the Mercenary
4 4 4 3 3 1 4 1 8 Equipment list.
Weapons/Armour: A Mercenary Captain may be
equipped with weapons and armour chosen from the
Mercenary Equipment list.
0-7 Marksmen
25 gold crowns to hire
SPECIAL RULES
The archers and hunters of the Old World are famed
Leader: Any warrior within 6" of the Mercenary for their skill, and it is said that they can hit a coin
Captain may use his Leadership characteristic when from 300 paces with a long bow. In the savage street
taking Leadership tests. fights of Mordheim they snipe at the enemy from the
windows of ruined buildings and pick out enemy
0-2 Champions leaders with their arrows.
71
Cult of the possessed
The leaders of cult warbands are called Magisters and
There is never
each leads a group of cultists: minions of the dark
any shortage of men willing
gods of Chaos. These are men whose hunger for
to risk their lives for a chance
power knows no bounds, who willingly give their
of real power: men whose
bodies over to possession. All take part in the blood
ambitions lie beyond the scope
sacrifices, dark rituals, and worship of Daemons –
of their birthright, or whose
nothing is too base for them! These degenerate
sorcerous skills or physical
humans are joined by other creatures as vile as they –
deformities place them in constant
things half-man half-beast that call themselves Gors,
danger of persecution. What do such men
and which men refer to as Beastmen.
have to lose if they pledge their souls to the
dark gods of Chaos! In the aftermath of the There are few sights as horrific as a cult warband.
destruction of Mordheim all manner of mutants have Deranged warriors smeared with blood and dirt wave
appeared whilst many hitherto unblemished folk feel jagged weapons and chant blasphemous rites as they
the stirring of strange powers, the first awakenings of throw themselves upon their foes. Many are hardly
magical gifts destined to bring them to a fiery death at recognisable as human, their bodies are so scarred
the hands of the Witch Hunters. and disfigured. The stigmata of mutation is borne by
most, but the most unsettling of all are the Possessed
Now a leader has appeared, a new Dark Emperor,
themselves – melded flesh made of men, beasts, and
who claims lordship of the City of the Damned. He is
metal driven by the implacable will of a Daemon.
called the Shadowlord, Master of the Possessed, and
followers of the cults of Chaos gather from all over
the Empire to pledge their souls to him. Though none
know whether he is man or Daemon all proclaim him
their saviour and eagerly seek to do his bidding.
Choice of warriors
A Possessed warband must include a minimum of
As all students of the dark arts know, it is by the power three models. You have 500 gold crowns to recruit
of magic that creatures such as Daemons and spirits your initial warband. The maximum number of
are able to stalk the mortal world. The wyrdstone that warriors in the warband may never exceed 15.
proliferates in Mordheim grants unnatural life to
many vile things that by all natural rights should never Magister: Each Possessed warband must have one
exist. The Possessed were once men but by Magister: no more, no less!
surrendering themselves wholly to the dark gods they Possessed: Your warband may include up
have allowed Daemons to possess their bodies. Their to two Possessed.
appearance is horrific – corrupted from within, their
flesh is twisted into a new and monstrous form. Mutants: Your warband may include up to
two Mutants.
With the power of the Possessed behind them the
followers of the Shadowlord have grown powerful in Darksouls: Your warband may include up to five
Mordheim. In the Massacre of Silver Street the Cult of Darksouls.
the Possessed ambushed and destroyed a large force Brethren: Any number of models may be Brethren.
sent in to hunt them down. Now the streets of
Mordheim belong to the Shadowlord and his Beastmen: Your warband may include up to three
servants. The contaminated air does not affect them at Beastmen Gors.
all or, more likely, it nourishes their inner corruption.
Men who venture into Mordheim alone are hunted
down and sacrificed to the dark gods. All warbands of
the Possessed gather wyrdstone for the Shadowlord
Starting experience
who remains hidden in the Pit where he is said to be A Magister starts with 20 experience.
guarded by titanic Possessed the size of houses. A few Possessed start with 8 experience.
shards of the precious stone are kept by the warbands
and used to create more of the Possessed. Mutants starts with 0 experience.
Henchmen start with 0 experience.
72
Cult of the possessed
Magister
Possessed
Mutant
73
Cult of the possessed
Heroes
a result, they are nightmarish creatures, a melding of
1 Magister flesh, metal and black magic. Inside them lives a
70 gold crowns to hire supernatural thing of evil, a Daemon from the dark
reaches of the Realm of Chaos.
Magisters lead the covens of the Possessed. They have
been granted magical powers by their patron gods. The powerful spirit of a Daemon can meld several
They are fanatical followers of the Dark gods, utterly creatures together, be they men or animals, into a
dedicated to bringing Chaos to the world. multi-faceted horror. These monstrous Possessed are
perhaps the most dangerous of the creatures of
Profile M WS BS S T W I A Ld Mordheim, and certainly the most loathsome and
4 4 4 3 3 1 3 1 8 dreadful.
Weapons/Armour: The Magister may be equipped
Profile M WS BS S T W I A Ld
with weapons and armour chosen from the Possessed
5 4 0 4 4 2 4 2 7
Equipment list.
Weapons/Armour: None. The Possessed never use
SPECIAL RULES weapons or armour.
Leader: Any models in the warband within 6" of the
Magister may use his Leadership instead of their own. SPECIAL RULES
Fear: The Possessed are terrifying, twisted creatures
Wizard: The Magister is a wizard and uses Chaos
and therefore cause fear. See the Psychology section
Rituals. See the Magic section for details.
for details.
Mutations: Possessed may start the game with one or
0-2 The possessed more mutations each. See the Mutations list over the
90 gold crowns to hire page for costs.
(+ the cost of mutations)
The Possessed have committed the greatest of 0-2 Mutants
heresies: they have given their bodies to Daemons. As
25 gold crowns to hire
(+ the cost of mutations)
Mutants are revered as the favoured ones of the Dark
gods, their physical disfigurements marking out the
vileness of their soul. They come in many shapes
and sizes, each more bizarre than the next.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Mutants may
be equipped with weapons and
armour chosen from the
Possessed Equipment list.
SPECIAL RULES
Mutations: Mutants must start
the game with one or more
mutations each. See the
Mutations list over the page for
the cost.
74
Cult of the possessed
Profile M WS BS S T W I A Ld
4 2 2 4 3 1 3 1 6
Weapons/Armour: Darksouls may be equipped with
weapons and armour chosen from the Darksouls
Equipment list.
SPECIAL RULES
Crazed: Darksouls have been driven insane by
daemonic possession and know no fear. They
automatically pass any Leadership tests they are
required to take.
Brethren
25 gold crowns to hire
Brethren are the crazed human followers of the cults
of the dark gods, eager to descend into damnation.
Their vile deeds and unspeakable acts have driven
them to the brink of insanity.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: The Brethren may be equipped
with weapons and armour chosen
from the Possessed Equipment list.
75
Cult of the possessed
Mutations
Those who dwell in Mordheim soon develop horrible Mutations may be bought for a Mutant or a Possessed
mutations, and the Cult of the Possessed seem to be warrior only when they are recruited; you may not
especially susceptible. In addition, Mordheim attracts buy new mutations for a model after recruitment. Any
mutants from all over the Empire, who are always Mutant or Possessed may have one or more
quick to join the Chaos covens. Most mutations are mutations. The first mutation is bought at the price
simply inconvenient or hideous, but some make their indicated, but second and subsequent mutations
bearers extremely dangerous in combat. bought for the same model cost double.
scorpion tail
The mutant has a long barbed tail with a venomed tip,
allowing him to make an extra Strength 5 attack in
each hand-to-hand combat phase. If the model hit by
the tail is immune to poison, the Strength of
the hit is reduced to 2.
Cost: 40 gold crowns
extra arm
The mutant may use any single-handed weapon
in the extra arm, giving him +1 attack when fighting
in hand-to-hand combat. Alternatively, he may carry a
shield or a buckler in the extra arm. If a Possessed
chooses to do this, he gains an extra attack but still
cannot carry a weapon.
Cost: 40 gold crowns
hideous
The mutant causes fear. See the Psychology section
for details.
Cost: 40 gold crowns
76
Cult of the possessed
The massive rock of Mordheim, topped by the city's Marius. He barely ducked in time as something
ancient keep, eclipsed what little sunlight filtered slashed through his cloak and imbedded itself in the
through the eternal clouds of ash and dust. Deeper wall behind him. Glancing back he saw a three-
inside the town the buildings were more dilapidated. pointed throwing star stuck in an ancient timber, its
many of them had collapsed, and the streets were sharp edges dripping with a greenish venom.
strewn with rubble. Here and there the dark opening
“Die, spawn of darkness!” Marius snarled, ripping his
of a cellar could be glimpsed through the ruins, while
sabre from its scabbard and charging towards the
ocionally a staircase or porch stood out on its own,
Skaven. Three blades swept forward to parry the
the rest of the building just a pile of stones around it.
Witch Hunter's attack, one in each of the Skaven's
As the party marched on, a horde of rats scurried clawed hands and the other gripped by its prehensile
from one ruined building, their skreeking noise tail. Marius pulled a dagger from a scabbard at his
echoing off the walls as they swarmed around the left hip, blocking the downward strike of a sword
humans. With tails lashing they stared at the inches from his face. The Skaven's weapons weaved a
strangers with evil, glinting eyes before disappearing blurring pattern of rusted iron, slicing in and out with
into a maze of cracks and crevasses. As Lapzig led startling speed. The air was filled now with the ring
them on, Marius thought he could see shapes moving of metal on metal, broken occasionally by the cry of a
in the shadows. A tittering laugh sounded far off in wounded man or the shriek of an injured Skaven.
the distance while a sudden gust of wind screeched
Marius was being slowly forced back, using all his
through the twisted metal of an old coaching inn's
skill to parry the flurry of attacks the Skaven was
gateway. For a second, the Witch Hunter was sure he
directing at him. Step by step, he inched back across
saw several pairs of yellow eyes glaring at him from
the road, nearly stumbling as his heel caught on a
a dark corner, but they were gone in an instant.
shattered flagstone. Then Marius felt a wall at his
Lapzig’s men were getting more edgy now, and the back and knew he could retreat no further. Sensing
mercenary leader signalled them to ready their victory the Skaven gave a snarl and redoubled its
weapons. They proceeded more cautiously, staring efforts, one of its blades tearing through the cloth of
into the shadows to spot any enemy. Now and then. Marius' leggings. Grimacing through the pain of the
they would all freeze at a sudden sound: a roofing wound, Marius batted aside another vicious blow.
slate slipping, the clink of rubble settling or a faint
scratching noise, like a claw scraping on stone. With a shout the Witch Hunter punched out,
smashing the basket hilt of his sabre into his foe's
Without warning, the Skaven struck! Marius found face. Stunned, the Skaven staggered back. Marius
himself face to face with one of the ratmen, where stepped forward to finish the creature off, but it
moments before there had been empty air. It swung at lashed out with one foot, clawed toes raking across
him with a serrated blade and the Witch Hunter leapt the Witch Hunter's chest, sending him reeling back
to one side to avoid the attack. The creature wore a into the wall. With a final menacing glare, the Skaven
ripped black cloak, its face wrapped in dark strips of leapt away, squeaking a command to its followers in
cloth studded with metal rivets. Marius dragged one its own language. As quickly as they had appeared,
of his pistols from his belt and pulled the trigger. With the Skaven were gone, just the faint scrabbling on the
a sputtering hiss the black powder ignited and a piles of stone indicating the direction they fled in.
moment later the pistol fired, flinging the Skaven to
the ground, its arm a bloody mess. Clutching his wounded leg, Marius leant against the
wall, letting his sabre drop to the ground. Looking
Marius looked around, he saw that his men were around he saw that of the ten men following him, two
surrounded. Lapzig and one of his men fought back- of them were dead, their bodies lying in spreading
to-back against three ratmen wielding crude spears. pools of blood on the dusty ground. Hensel was
Lapzigs blade darted out, catching one of the Skaven leaning heavily on his halberd, puffing for breath,
on the chest, while another was thrown back by a gazing down at the body of one of the ratmen, its
blow from his companion's mace. Hensel was using head split in half by a heavy blow. Lapzig seemed
the point of his halberd to hold off the attack of unhurt. He was tending to one of his men, wrapping
another Skaven, which ducked and dived nimbly to a bandage around his upper arm. The others were cut
avoid the man's thrusts. More cloaked figures slinked and bruised, but not seriously harmed.
through the melee, leaping around swinging blades,
ducking beneath arrows with a deftness almost “We have to go back to Brigandsburg, we can't carry
impossible to believe on today,” Lapzig declared, wiping the blood from his
sword. Marius was about to argue but was suddenly
A shadow fell over Marius and he looked up just in gripped by a wave of dizziness. Slumping to the
time to see something bounding out of empty ground, Marius waved away Hensel's offered arm.
window above him. With a hiss the Skaven landed
neatly in front of the Witch Hunter. Marius fired his “Yes, back to Brigandsburg. But we'll come back.
other pistol but the creature easily rolled to one side. We'll come back!” The Witch Hunter vowed through
With a motion faster than could be seen, it brought its clenched teeth, before the ground rushed towards his
hand back and then forward, flinging something at face and blackness descended.
77
Witch hunters
he Order of the Templars of Sigmar, universally vicious warhounds which the Witch Hunters employ
T known as the Witch Hunters, is an organisation
dedicated to the eradication of heretics, be they
to track and bring down fugitives.
As men accustomed to fighting Witch Hunters are
warlocks, witches, sorcerers, fortune-tellers,
well-armed and sturdy individuals. They favour
necromancers, worshippers of the dark gods,
hooded cloaks and headgear which conceal their
deviants, mutants, blasphemers, sinners, utterers of
appearance from the overly curious. Some wear
profanities, servants of Daemons, or composers of
chains about their throats to remind them of fallen
corrupting music. Indeed, there are few who
comrades and old rivalries and also, so it is said, so
altogether escape the suspicions of the Witch Hunters
that the iron might serve as protection against
with the possible exception of other Witch Hunters.
witchcraft.
It is wise to remember that the practice of magic in all
The followers of the Witch Hunters, the rabble that
its forms is deemed a most heinous crime in the
accompany them to Mordheim, are a far more dire
Empire. Death by fire is the proscribed punishment
sight indeed – crazed and self-mutilated men who
for this particular heresy. Many of the Witch Hunters’
have lost or surrendered all their worldly goods and,
victims treacherously avoid their fate by perishing
most likely, their reason as well.
under torture before making a full confession. In
these troubled times the Witch Hunters are kept busy
as more and more men turn to the dark arts. The most
dangerous of all these heretics are the followers of the Choice of warriors
Chaos gods. These depraved individuals practise
Daemon worship and (it is claimed) even offer human A Witch Hunter warband must include a minimum of
sacrifices in the name of their vile masters. Of all the three models. You have 500 gold crowns which you
enemies of Sigmar they are the most abhorrent! can use to recruit your initial warband. The maximum
number of warriors in the warband may never exceed
The destruction of Mordheim has fired the Witch 12.
Hunters with a new and irresistible sense of purpose.
In the light of events the Grand Theogonist has Witch Hunter Captain: Each Witch Hunter warband
proclaimed Sigmar’s punishment on the City of the must have one Witch Hunter Captain.
Damned. The Witch Hunters rejoice that their crusade Warrior-Priest: Your warband may
against widespread corruption has been vindicated. include a single Warrior-Priest.
Now they are ready to complete Sigmar’s holy
Witch Hunters: Your warband may
purpose by destroying his enemies within the ruins of
include up to three Witch Hunters.
the city itself. The Grand Theogonist has commanded
the Witch Hunters to go unto that place and recover Zealots: Any number of models may
the wyrdstone for Sigmar’s temple. Their crusade also be Zealots.
pits them into the same arena as their old enemies the Flagellants: Your warband may
so-called Sisters of Sigmar – those loathsome include up to five Flagellants.
Daemon-worshipping she-heretics whose very
existence is a vile affront to the majesty of Sigmar. Warhounds: Your warband may include up to five
Warhounds.
Witch Hunters are charismatic rabble-rousers who can
soon turn a crowd to their own ends. They are
universally dreaded, for everyone has something or
someone to hide, and there are countless individuals Starting experience
who would willingly and enthusiastically hunt down
A Witch Hunter Captain starts with 20 experience.
and burn their own kin were a Witch Hunter
to command them to do so. Bands of Witch Witch Hunters start with 8 experience.
Hunters are often accompanied by A Warrior-Priest starts with 12 experience.
zealous citizens, Flagellants, and even
holy Priests of Sigmar as well as the huge Henchmen start with 0 experience.
78
Witch Hunters
79
Witch Hunters
Heroes
1 Witch hunter captain 0-3 Witch hunters
60 gold crowns to hire 25 gold crowns to hire
Driven by fanaticism, Witch Hunter Captains are Witch Hunters are members of the grim Order of
obsessed with cleansing Mordheim and bringing the Witch Hunters, dedicated to eradicating Chaos and all
justice of Sigmar to all. Carrying the edict of the its minions. Usually they prowl the Old World
Grand Theogonist himself, they have the divine right individually trying and executing the enemies of
to judge and execute warlocks, witches, Chaos Sigmar, but the situation in Mordheim requires them
worshippers… in fact all who dare to oppose them. to band together.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8 4 3 3 3 3 1 3 1 7
Weapons/Armour: A Witch Hunter Captain may be Weapons/Armour: Witch Hunters may be equipped
equipped with weapons and armour chosen from the with weapons and armour chosen from the Witch
Witch Hunter Equipment list. Hunter Equipment list.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 8
Weapons/Armour: A Warrior-Priest may be
equipped with weapons and armour
chosen from the Witch Hunter Equipment
list.
SPECIAL RULES
Prayers: A Warrior-Priest is a servant of
Sigmar and may use the Prayers of
Sigmar as detailed in the Magic
section.
80
Witch Hunters
Profile M WS BS S T W I A Ld
4 3 3 4 4 1 3 1 10
Weapons/Armour: Flagellants may be equipped with
weapons and armour chosen from the Flagellant
Equipment list. Flagellants never use missile
weapons, even if they gain an Advance roll which
would otherwise allow them to do so.
SPECIAL RULES
Fanatical: Flagellants are convinced that the end of
the world is nigh, and nothing in this world holds any
terror for them. Flagellants automatically pass all
Leadership-based tests they are required to take. A
Flagellant may never become a warband leader.
Zealots
20 gold crowns to hire
When a man loses his family, home and all he cared
for, religion is often the last refuge left to him. Such
men become wandering pilgrims, bitter and
dangerous fanatics who are prepared to avenge their
loss at any cost. These men are called Zealots.
Zealots have forsaken their former lives and exist only
to destroy evil and the minions of Chaos. Whilst they
might have been peasants and craftsmen before, and
thus may not be as dangerous in a fight as seasoned
mercenaries, their determination and fanaticism
should not be underestimated. Witch Hunters find
ready allies in their ranks, and many a band of Zealots
is led by Witch Hunters.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Weapons/Armour: Zealots may be equipped with
weapons and armour chosen from the Zealot
Equipment list.
81
The Sisters of Sigmar
or centuries the nobility of the Empire has sent The Sisters believe they have a holy mission, a task
F its wayward or troublesome daughters to the
Holy Convent of the Order of Merciful Sisters of
that they have been set by Sigmar himself and to
which they must submit themselves body and soul.
Sigmar in Mordheim to be initiated into the only Their sacred duty is to gather up the shards of
order of priestesses dedicated to the Empire’s patron wyrdstone and hide it deep beneath Sigmar’s Rock in
god. The Sisters of Sigmar, as they are commonly the vaults of their convent where, shielded by a great
called, have traditionally travelled the Empire depth of solid granite and guarded by the eternal
administering to the sick and poor, tending to the prayers of the sisterhood, it will cause no harm to
needs of orphans, curing the diseased and mending Sigmar’s people. It is a nigh hopeless task, for there
broken bodies. As well as the healing arts, which they are few Sisters and countless shards of stone. Worse
practise with expert knowledge of herb-lore and still, there are many who want the stone for
prayer, their advice is frequently sought by those themselves, to take it from Mordheim and spread its
about to make an important decision, for the Sisters contagion amongst the cities of the Empire.
of Sigmar are famed for their ability to predict the
The warbands of the sisterhood are led by tough
fickle course of fate.
Matriarchs, each accompanied by a body of warrior
Though once much loved by the common people, the sisters. The training and harsh discipline of the
Sisters have seen their popularity wane in recent convent includes mastery of martial as well as
years. Rabble-rousing Witch Hunters have denounced ecclesiastic skills, for mastery of the body is but the
them as witches and heretics, so that even in the first step towards the mastery of the soul. Their
countryside they are attacked and driven away by the favoured weapon is the warhammer, the instrument
very peasants they seek to help. Many of Sigmar’s of Sigmar, seen as his holy symbol, alongside the twin-
priests wish to disband the order altogether, claiming tailed comet.
that women have no right to teach the holy word of
Sigmar. Even the Grand Theogonist, ostensibly the
chief authority over the order, has cooled towards the
sisterhood, denying the throne to Magritta of
Choice of warriors
Marienburg who was brought up by the Sisters and A Sisters of Sigmar warband must include a minimum
said to be sympathetic to their cause. These days the of three models. You have 500 gold crowns to recruit
Sisters of Sigmar have retreated to their convent your initial warband. The maximum number of
situated high on the craggy island of Sigmar’s Rock in warriors in the warband may never exceed 15.
the river Stir in Mordheim.
Sigmarite Matriarch: Each Sisters of Sigmar
Of all the inhabitants of Mordheim only the Sisters of warband must have one Matriarch to lead it:
Sigmar were prepared for its destruction. Seeress no more, no less.
Cassandora foretold of the disaster and at their
nightly vigil the Maidens of Sigmar heard the voice of Sister Superior: Your warband may
Sigmar speaking in their dreaming minds. Thus they include up to 3 Sister Superiors.
knew that they would be safe in their fortress high Augur: Your warband may include a
above the city, raised as it is above the polluted single Augur.
vapours, if only they were prepared to survive the fire
Novices: Your warband may include up to 10
of Sigmar’s Fury.
Novices.
While the rest of Mordheim fell under a spell of
Sisters: Any number of models may be Sisters.
madness the Sisters of Sigmar offered prayer after
prayer, scourging themselves to drive out all thoughts
of sin, fervently accepting a punishing penitential
regime to harden their minds against the wantonness
running rampant outside their walls. When the blow
Starting experience
finally came the Sisters gathered beneath the great A Matriarch starts with 20 experience.
temple dome of their convent which, well built and Sisters Superior start with 8 experience.
fortified as it was by the prayers of the Sisters,
An Augur starts with 0 experience.
protected them from the fire and heat of their
master’s ire. Henchmen start with 0 experience.
82
r Sisters of Sigmar
Special skills
The Sisters of Sigmar may use the following skill list instead of the standard skill lists.
Utter Determination
Only the Matriarch may have this skill, which allows
her to re-roll any failed Rout tests.
Matriarch 3 3 3 3 3
Sister Superior 3 3 3 3 3
Augur 3 3 3
83
Sisters of Sigmar
Heroines
1 Sigmarite matriarch 0-3 Sister superior
70 gold crowns (dowry to the temple) 35 gold crowns (dowry to the temple)
The Sigmarite Matriarchs, of whom there is an inner Each of the Sisters Superior is a long-serving priestess
circle of twelve, are answerable to the High Matriarch of the Cult of Sigmar, well versed in the rituals of the
of the temple. Each must lead a warband of Sisters in temple and an example to the younger Sisters and
frequent searches of the city in order to purge the Novices. The Sisters Superior are entrusted with
ruins. Matriarchs are driven by a zealous devotion to maintaining the faith and fervour of the order. Any
the Cult of Sigmar and a relentless determination to peril or foe that may lurk in the ruins of Mordheim is
redeem the Sisterhood in His eyes. as nothing compared to the wrath of a Sister Superior.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
4 4 4 3 3 1 4 1 8
Weapons/Armour: The Sigmarite Matriarch may be Weapons/Armour: A Sister Superior may be
equipped with weapons and armour chosen from the equipped with weapons and armour chosen from the
Sisters of Sigmar Equipment list. Sisters of Sigmar Equipment list.
SPECIAL RULES
Leader: Any warband member within 6" of the
0-1 Augur
Sigmarite Matriarch may use her Leadership 25 gold crowns (dowry to the temple)
characteristic when taking any Leadership tests. The blind Augurs of the Sisterhood are blessed
Prayers of Sigmar: The Matriarch has studied the beyond their comrades. By giving up their sight they
Prayers of Sigmar. See the Magic section. have gained something far more, second sight – a gift
from their patron god. Only a very few are marked
this way, and they are greatly revered by the
Sisterhood. Unlike the rest of the priestesses, they
shave 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
SPECIAL RULES
Blessed Sight: An Augur can re-roll any failed
characteristic tests (climbing, resisting spells or any
other reason), and any rolls to hit in close combat or
shooting. You must accept the second result.
In addition, an Augur can use her Blessed Sight to
help the Sisterhood when they are searching the
city for wyrdstone. If the Augur is not put out of
action in the battle, you may roll two dice for
her in the exploration phase and pick either
dice as the result.
84
Sisters of Sigmar
Special weapons
sigmarite warhammer steel whip
15 gold crowns 10 gold crowns
Availability: Common (Sisters of Sigmar only). Availability: Common (Sisters of Sigmar only).
One of the traditional weapons of the Another weapon unique to the Sisterhood is the
Sisterhood, the warhammer echoes Ghal-Maraz, steel whip, made from barbed steel chains.
the great hammer of Sigmar himself.
Range Strength Special rules
Range Strength Special rules
Close Com As user Cannot be parried, whipcrack
Close Com As user+1 Concussion, Holy
SPECIAL RULES
SPECIAL RULES Cannot be parried: The steel whip is a flexible
Concussion: Warhammers are excellent at weapon and the Priestesses use it with great
striking people senseless. When using a expertise. Attempts to parry its strikes are futile.
warhammer in close combat a roll of 2-4 is A model attacked by a steel whip may not make
treated as stunned when rolling on the Injury parries with swords or bucklers.
chart.
Whipcrack: when the wielder charges they gain
Holy Weapon: Each warhammer is blessed by +1A for that turn. This bonus attack is added
the High Matriarch herself before it is handed to after any other modifications. When the wielder
the Sisters. The warhammer has a +1 bonus on is charged they gain +1A that they may only use
all to wound rolls against any Possessed or against the charger. This additional attack will
Undead models. Note that you will still need to ‘strike first’. If the wielder is simultaneously
score a 6 before any modifiers in order to cause charged by two or more opponents they will
a critical hit. Only Matriarchs and Sister still only receive a total of +1A. If the wielder is
Superiors may carry two Sigmarite using two whips at the same time then they get
warhammers. +1A for the additional hand weapon, but only
the first whip gets the whipcrack +1A.
85
The Undead
Wyrdstone holds enough captured magical energy to
Count Vlad von Carstein unleash a great spell of doom to rival that of Nagash
and his wife Isabella have the Black. If the Count is successful, he will raise all
ruled the province of the dead between the Worlds Edge Mountains and the
Sylvania for as long as anyone can borders of Stirland, and go to war against the divided
remember – peasants whisper of rulers of the Empire. His plans laid out, Vlad sends his
some dark secret, Witch Hunters revile thralls, the immortal Vampires, to do his bidding.
them, and the Priests of Sigmar shun their During dark, moonless nights, black coaches arrive at
court. Indeed, Sylvania has the most dire the gates of Mordheim carrying coffins. Ghouls scuttle
reputation of all the provinces of the Empire. Few from their hiding places to greet them, and corpses
men sent to spy on the rulers of Sylvania have ever are stirred by a command which the living cannot
returned from those dark Sylvanian forests, and then hear. Following the commands of the Vampire, they
rarely with their sanity intact. hunt for shards of wyrdstone.
In the dimly-lit chamber of the Drakenhof castle, on a The night belongs to the Undead, and in Mordheim it
throne of black obsidian, sits Vlad von Carstein, the is always night.
ruler of Sylvania. He waits in shadows, having set
himself apart from the politics and bickering of the
Empire. For he holds a terrible secret: he, and all the
ruling aristocracy of his province are Vampires, Choice of warriors
undying monsters from beyond the grave. Here he
An Undead warband must include a minimum of
patiently waits, drinking the blood of maidens from
three models. You have 500 gold crowns to recruit
gold goblets.
your warband. The maximum number of warriors in
For many long years Vlad has gathered his strength the warband may never exceed 15.
and mustered his Undead legions in secrecy. One day
Vampire: Each Undead warband must have one
soon he will march from the forests of
Vampire: no more, no less!
Sylvania at the head of an army of
restless dead. The pieces of magic Necromancer: Your warband may include a single
stone that lie scattered among Necromancer if you wish.
the ruins of Mordheim
Dregs: Your warband may include up to three Dregs.
can give the Count
the power to Zombies: Your warband may include any number of
challenge the nobles Zombies.
of the Empire and Ghouls: Your warband may include any number of
enslave the men of the Ghouls.
Old World.
Dire Wolves: Your warband may include up to five
Dire Wolves.
Starting experience
A Vampire starts with 20 experience.
A Necromancer starts with 8 experience.
Dregs start with 0 experience.
Henchmen start with 0 experience.
86
The undead
Vampire 3 3 3 3
Necromancer 3 3
Dreg 3 3
“‘All who profit from the spoils of Chaos shalt be gibbet, its rusted metal creaking as the cadaver
doomed.’ So quoth Grand Theogonist Vilgrim the swung in the stale wind. A corner of a nearby
Third,” Marius said vehemently. “I am not a looter building had broken through its foundations and
or a thief!” within the dark confines of the exposed cellar gold
glinted in the dim light.
“It’s been three weeks now, Marius!” Hensel
argued bitterly. “We’ve run out of money. We need “We’ll be taking that!” a voice called out, and from
more men, we need new weapons. For Sigmar’s the shadows stepped a dozen men, some carrying
sake, Marius, we’ll all starve!” Hensel paused for a crossbows, the others wielding swords and spears.
moment, and a sly look entered his dark brown They were all well dressed, in the manner of
eyes. “That broken vault is there, and someone will Marienburgers.
find it. Others, less righteous than us, will be
“Dare not oppose me!” cried Marius, pulling forth
looking for it. Would you see the wealth of the
his own blade. “I am sent here by Sigmar himself.
Empire stolen by wicked creatures or men of no
Cross my path and be forever damned. The world
moral virtue. At least we’ll be spending it to
around us is in turmoil, Chaos gnaws upon the
further our noble cause!”
bones of our lands, foul creatures lurk in our once
As the two spoke, Enderlin, one of Lapzig’s men, proud cities. Men should not fight men in these
came around the corner, clearly excited. troubled times, for have we not a common foe to
fight against?”
“We’ve found the merchant’s house. The vault is
there, alright!” he told them with a grin. “We better “All the same, that gold is ours!” their leader
be quick, and grab the hoard before there’s any replied, signalling his men to advance.
trouble.” With that he hurried off again, the Witch
“Then so be it, you shall be in the arms of
Hunter and Hensel following.
damnation before the sun sets!” Marius snarled
Enderlin led them down a narrow alleyway, back, leaping to the attack.
choked with debris. At the far end, where the alley
opened onto a wider street, a skeleton hung from a
87
The undead
Heroes
1 Vampire 0-1 Necromancer
110 gold crowns to hire 35 gold crowns to hire
Vampires lead the Undead in their search for the Necromancers are evil wizards, studying the corrupt
magical stones that will give their master the power to art of Necromancy. Many of them are acolytes and
conquer the Empire. servants of Vlad von Carstein, and follow the agents of
their master to the city of the Damned. Others are
Although but pale shadows when compared to the
recruited from amongst wizards and warlocks who
dread Vampire Lords, the immortal servants of Vlad
have come under the suspicion of the various agents
are still some of the most powerful creatures who
of Sigmar and have fled to Mordheim to avoid
fight in Mordheim. Most of them serve the undying
persecution.
count of Sylvania, but some have found the city to
their liking, and have become independent.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7
6 4 4 4 4 2 5 2 8 Weapons/Armour: Necromancers may be armed with
weapons and armour chosen from the Undead
Weapons/Armour: Vampires may be armed with
Equipment list.
weapons and armour chosen from the Undead
Equipment list.
SPECIAL RULES
Wizard: Necromancers are wizards and so are able to
SPECIAL RULES
use Necromantic magic. See the Magic section for
Leader: Any models in the warband within 6" of the
details.
Vampire may use his Leadership instead of their own.
Cause Fear: Vampires are terrifying Undead creatures
and therefore cause fear. 0-3 Dregs
Immune to Psychology: Vampires are not 20 gold crowns to hire
affected by psychology (such as fear) and Dregs are the most miserable human
never leave combat. survivors of the demise of Mordheim.
Immune to They are deformed and rejected
Poison: individuals, shunned even by the other men and
Vampires are women who still live in the ruins and catacombs of
not affected the city.
by any Vampires often recruit Dregs as their servants and
poison. treat them with surprising kindness. As a result, Dregs
No Pain: are often fanatically loyal to their Undead overlords
Vampires and will do anything to protect and serve them.
treat a Dregs are very useful to their masters as they can be
‘stunned’ sent to buy equipment, weapons and supplies from
result on the settlements around Mordheim which would often
the Injury not welcome Necromancers or where Vampires
chart as would fall under the suspicion of the Witch Hunters.
‘knocked They can also do the bidding of their vampiric master
down’. during daylight, when the Vampires must rest in their
coffins.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Weapons/Armour: Dregs may be
armed with weapons and armour
chosen from the Undead
Equipment list.
88
The undead
Henchmen
SPECIAL RULES
Zombies Cause Fear: Ghouls are twisted and repulsive
15 gold crowns to hire creatures and therefore cause fear.
Zombies are the most common of the Undead:
creatures animated by the will of their Necromantic
masters.
0-5 Dire wolves
M CC CT F E PV I A Cd 50 gold crowns to hire
Profile M WS BS S T W I A Ld Dire Wolves are slavering Undead hounds, the
4 2 0 3 3 1 1 1 5 animated remains of the giant wolves of the Worlds
Weapons/Armour: Zombies may not have any Edge Mountains. Their chilling howls can strike fear
weapons or armour and suffer no penalties for this. into the hearts of even the bravest warriors or most
ruthless Dwarf mercenaries. They prowl the streets of
SPECIAL RULES Mordheim like shadows, and many men have died
Cause Fear: Zombies are terrifying Undead creatures with the cold jaws of a Dire Wolf around their neck.
and therefore cause fear.
Profile M WS BS S T W I A Ld
May not run: Zombies are slow Undead creatures 9 3 0 4 3 1 2 1 4
and may not run (but may charge normally).
Weapons/Armour: None.
Immune to Psychology: Zombies are not affected by
psychology and never leave combat. SPECIAL RULES
Immune to Poison: Zombies are not affected by any Charge: Dire Wolves are slavering creatures that
poison. overpower their opponents when they charge. Dire
Wolves fight with 2 attacks instead of 1 during the
No Pain: Zombies treat a stunned result on the Injury turn they charge.
chart as knocked down.
May not Run: Dire Wolves are slow to react and may
No Brain: Zombies never gain experience. They do not run (but may charge normally).
not learn from their mistakes. What did you expect?
Cause Fear: Dire Wolves are terrifying Undead
creatures and therefore cause fear.
Ghouls Immune to Psychology: Dire Wolves are not affected
40 gold crowns to hire by psychology and never leave combat.
(bought in groups of 1-5 models) Immune to Poison: Dire Wolves are not
Ghouls are the descendants of evil and insane men affected by any poison.
who ate the flesh of the dead. When the lean and
hungry times of famine come upon the Old World, the Unliving: Dire Wolves do not
most depraved and destitute took to feasting on gain experience. You can’t
corpses to survive. teach an old dog new tricks!
Profile M WS BS S T W I A Ld
4 2 2 3 4 1 3 2 5
Weapons/Armour: Ghouls never carry any
equipment, apart from a few bones which they use
as primitive weapons.
89
Skaven
Unbeknownst to man, upon mankind. For centuries they have been content
for thousands of years he has to feed upon his ruins, to seed plague in his cities,
shared his world with another and spread contagion amongst his lands. At least they
and altogether different race. were content to wait and watch, for now everything
There have always been signs has suddenly changed. Now the destruction of
for those who cared to see Mordheim has created new opportunities in the
them: a scurrying black secret war against mankind.
shadow, an inhuman scream Since ancient times the Skaven have searched the
from the sewer, scuttling world for the stones of power that men in their
shapes at the back of the cellar. ignorance call wyrdstone but which Skaven have long
All these years these creatures have worked since known as warpstone, blackstone, or seerstone.
away in secret, burrowing beneath the world of man, It was as a result of gnawing upon this magic stone in
undermining his great cities, infiltrating his sewers ages past that commonplace rats began the slow
and cellars, and joining all up into a vast world- process of mutation that spawned the Skaven race.
spanning labyrinth of tunnels and nests. These Wyrdstone is quite literally in their blood, for they
creatures call themselves Skaven and they are feed upon it and make use of it in their foul sorceries.
ratmen, the mutant spawn of an older age of Until now the ratmen’s search for wyrdstone has been
chaos and mutation. difficult and time-consuming as the stone has grown
Doubtless one day the increasingly rare, but now a new and abundant
Skaven will be ready to source has appeared – a dark blessing from the skies!
emerge from their For the Skaven of Clan Eshin, this is an especially
tunnels and wage opportune time for such a thing to happen, for, just
open war as the Empire is divided, so the Skaven race is divided
amongst itself. Clan fights clan the world over, each
struggling for domination of the Council of Thirteen
whose masters rule the Skaven race. Mordheim’s
secret is not yet revealed to all the clans, or else the
City of the Damned would already be overrun with
ratmen. The Nightmaster of Clan Eshin is keen to
guard this secret, and for this reason has not sent his
multitudinous armies into Mordheim. Instead, he has
sent small warbands of Skaven skittering through
secret tunnels into the city to gather up the shining
stones and bring them back to the clan nests.
The Skaven of Clan Eshin are supremely adapted to
their task. Masters of the art of bringing silent death to
their 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 better
amongst their verminous kind to gather up the
treasure of Mordheim, but they must be silent, swift
and efficient. Were rival Skaven clans to discover
the secret of Mordheim there would come not
hundreds, not thousands, but millions upon
millions to contend for the wyrdstone in the City
of the Damned.
90
Skaven
91
Skaven
Availability: Rare 11, Skaven only Close Com. As user Pair, Venomous, Parry
Warplock pistols are terrifying weapons, testimony to Pair: Weeping Blades are traditionally used in pairs,
the mad genius of Clan Skryre engineers. Warplock one in each hand. A warrior armed with Weeping
pistols shoot ammunition made of magically treated Blades gets an additional attack.
warpstone and wounds caused by warplock pistols Venomous: The venom of Weeping Blades will enter
are horrible to behold and often cause infections. the blood of the victim and ravage his organs and
Range Strength Save modifier Special rules muscles. These weapons count as being permanently
coated in black lotus (see the Equipment section). No
8" 5 -3 Fire every other additional poison may be applied to Weeping Blades.
turn
Parry: Weeping Blades are swords and can be used
for parrying.
92
Skaven
Adept
Black Skaven
Eshin Sorcerer
Night Runners
black hunger
The Skaven can draw upon the dreaded Black Hunger, the fighting frenzy which gives him
unnatural strength and speed but can ravage him from inside. The Skaven Hero may
declare at the beginning of his turn that he is using this skill. The Hero may add +1
attack and +D3" to the total move to his profile for the duration of his own turn
but will suffer D3 S3 hits with no armour save possible at the end of the
turn.
tail fighting
The Skaven may wield a shield, knife or a sword with its tail. The
model gains an extra attack with the appropriate weapon or a +1
bonus to its armour save.
wall runner
The Skaven does not need to take an Initiative test when
climbing up walls and other sheer surfaces.
infiltration
A Skaven with this skill is always placed on the battlefield
after the opposing warband and can be placed anywhere
on the table as long as it is out of sight of the opposing
warband and more than 12" away from any enemy model.
If both players have models which infiltrate, roll a D6 for
each, and the lowest roll sets up first.
93
Skaven
Heroes
1 Assassin adept 0-2 Black skaven
60 gold crowns to hire 40 gold crowns to hire
The Nightmaster of Clan Eshin has sent the Assassin Black Skaven are the most powerful fighters of Clan
to collect precious wyrdstone. Success means many Eshin: black-furred killers trained in the martial arts of
breeders, wealth and a better position amongst the their clan. In Mordheim they excel at ambushing and
clan. Failure, on the other hand, is best not assassinating man-things.
contemplated…
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld 6 4 3 4 3 1 5 1 6
6 4 4 4 3 1 5 1 7
Weapons/Armour: A Black Skaven may be armed
Weapons/Armour: An Assassin Adept may be armed with weapons and armour chosen from the Skaven
with weapons and armour chosen from the Skaven Heroes Equipment list.
Heroes Equipment list.
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 be
armed with weapons and armour chosen from the
Skaven Heroes Equipment list.
SPECIAL RULES
Wizard: An Eshin Sorcerer is a wizard and uses the
Magic of the Horned Rat. See the Magic section for
details.
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 armed
with weapons and armour chosen from the Skaven
Henchmen Equipment list.
94
Skaven
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 any
armour or weapons.
SPECIAL RULES
Pack size: You can recruit as many Giant Rats as
you wish.
Experience: Giant Rats
are animals and do not
gain experience.
95
Silted and murky. the river gurgled sluggishly As the group of humans
under the stone bridge. As Marius glanced over backed way from the
the crumbling wall, the pale and bloated corpse Zombies the Dire Wolves started to
of some mutated beast bubbled to the surface circle behind them, their instinct for the hunt
briefly and then slipped back into the depths. driving them even beyond the veil of death. Low
“Our quest is almost over, Hensel,” said the snarls and growls rumbled from their slavering
Witch Hunter pointing towards the ruined jaws as they dosed in, their matted pelts
warehouse and collapsed wharves on the far shimmering with a supernatural glow. For a
bank. "Rumour has it that the Tainted One and moment the group stood transfixed with fear,
his Undead minions lurk here, close to the before a crossbow quarrel cut through the air to
rankness of the heart of Chaos.” He pointed at the thud into the chest of the nearest Dire Wolf. The
miasma curling up from the site of the godstone's beast stumbled in its advanced and then dragged
impact Greenish vapours tinged the fog that itself up right again, grasping the shaft of the bolt
hung in the alleys and slid through the shattered in its jaws and then ripping it out with a twist of
shells of buildings. Here the devastation was at its head.
its worst, and as they reached the middle of the As it a spell had been broken the mercenaries
wide bridge, they could see the area of the city begun to act. Heinrik was busily reloading his
that had been flattened for many hundreds of crossbow while Hensel and Lapzig leapt towards
yards by the colossal detonation of the comet's the Zombies, their weapons raised for the attack.
fall From behind then they hoard a series of Marius pulled a pistol from his belt and levelled
tortured screams. it at the closest Zombie. His finger tightened hard
“Someone’s in trouble. We should go back and on the trigger and the fog was momentarily lit by
help,” Hensel suggested, looking back. the blaze of blackpowder. The lead ball smashed
into the eye of the Witch Hunter's target and
“No distractions now,” Marius replied, his eyes exploded out of the back of its rotted head,
firmly fixed on his goal. As the agonisod shrieks spraying brains across the street. The creature fell
reached a terrified crescendo, Marius clanced to one knee and then looked up at Marius with
back for a second before continuing to stalk its remaining eye. The Witch Hunter saw no
across the bridge. ”I have done so much that emotion or thought at all in that gaze, just
was loth to, all in the cause of Sigmar. I lave mindless acquiescence to the will of its controller
stolen from the ruins, I have raised my blade Aiming his other pistol at the crippled Undead he
against fellow men. Sigmar's teeth, I've even sold blew its knee away, making it collapse into the
that accused wyrdstone so that I may hire more foetid puddles that dotted the street.
men for the quest. Nothing shall deler me now!”
As he looked around to assess the progress of the
As they entered the docks, a strange murmur battle Marius spotted more movement from a
filled the air. Heinrik, who was scouting ahead, side alley. Gripping his cutlass tightly he plunged
gave a short yell and came running back out of through the mist, coming face to face with one of
the fog His eyes were wide with terror and he the Tainted One’s minions. At first Marius
stumbled, falling to his knees. Behind him, thought it was another Zombie - its skin was
shapes loomed out of the mist. Shuffling blistened with weeping boils and its eyes
remorselessly towards them came a group of were yellow and rheumy. Then the Witch
three Zombies, dragging their twisted bodies Hunter noticed a spark of intelligence in the
through the mist, eyes staring vacantly upwards. eyes of his adversary and it gave an all-to-
The Zombies’ skin hung in fleshless folds across human shriek as it raised its crude mace.
their bones, tom and rent in places. The stomach Marius easily sidestepped the clumsy swipe
of one of the Undead creatures had split and and rammed his blade up to the hilt into its
internal organs poked through the tear, glistening stomach. Cracked fingernails scrabbled at his
with sickly fluids. The head of another had been face and neck for a moment before the man
all but crushed, the skin sloughing away from its finally died, his last breath sighing from his
skull to reveal the shattered bone beneath. The lips with a hiss.
stench of rotting carcasses hung on the breeze, Pulling his cutlass free Marius stepped back and
and the crack and scrape of dead bones and shoved the corpse to one side. He was filled with
sinews could be heard amongst the dry death a feeling of triumph - soon he would kill the
rattles issuing from the Zombies’ lifeless lips. Tainted One and he could leave this miserable
A bestial howl rent the air and lupine shapes place of squalor and insanity to the fools and
loped into view behind the party, their eyes filled madmen who thrived here.
with a baleful red glow.
96
“W e are close, so close...” whispered Marius
to himself. He could almost feel the
Necromancer’s presence, not far off, but hidden
thrown against the curving
tunnel wall. Stepping through an
archway, the Witch Hunter came into a high vaulted
from view. space where several sewer tunnels met. Braziers
stood around the cavern and Marius dropped his
“Hold them off!” the Witch Hunter ordered his men.
lantern to the ground when he saw a robed figure
“I will track down the deviant and slay him, thus
with its back to him.
shattering the unholy spells that bind these
creatures to this realm.” “Tainted One!” Marius roared. “Thy doom has
come!” The figure whirled round and rheumy eyes
As he ducked into a side street Marius looked back.
met the Witch Hunter’s stare as he unsheathed his
He saw Hensel grappling with a Zombie, fending
sabre and ran towards the Necromancer. The dark
off its clawing hands with swipes from his trusty
sorcerer sneered and spokes a word of power, black
halberd. To one side a Dire Wolf, eyes ablaze with
bolts of energy springing from his eyes. Marius
unnatural vigour, feasted on the body of one of the
dived to one side and rolled to his feet again.
mercenarios, tearing hunks of flesh with its dagger-
like fangs. Lapzig lopped the head off a Zombie The Necromancer dropped a massive tome he was
with his sword and for a moment its body stood holding to the ground, undoubtedly his evil
there as if it might carry on fighting. A flicker of grimoire. The Tainted One drew a long duelling
darkness streamed from its neck and it collapsed to blade and took up a well practised fencing stance.
the ground, the magic holding it in undeath “My doom?” he taunted in a cracked voice. “What
dissipating into the fog. Marius turned his attention do you know of doom?”
back to Hensel, who was lying on the ground. A
Zombie had its jaw clamped around his neck. “Your evil power does not daunt me, friend!”
Hensel still fought weakly, trying to push the Marius spat back, making a lunge with his sword
creature away. Things were going badly for the that the Necromancer easily parried.
protectors of humanity. “Power? Yes, there is much power here. It brought
Without further thought Marius strode on, straining me here. It brought you here. Chaos has taken
every sense to locate the Necromancer, the devil in Mondheim to be its own, we are all its servants
human form known as the Tainted One. His eyes now.” The Necromancer cackled, the point of his
scanned the shattered buildings, his ears sought out thin blade slicing just in front of the Witch Hunter’s
a telltale incantation while he sniffed deeply, trying face.
to catch the foul week of wyrdstone and gravedust. “Never!” cried Marius, hacking at the
He could still hear the warcries of his men, the clash Necromancer’s legs only to find the magic user’s
of weapons from a few streets away, eerie echoes of blade blocking his own.
the fighting drifting from the broken walls and
“You are already caught in the web. You have
distorted by the clinging mist. As he scrambled
walked along the path of darkness, you cannot turn
across a pile of masonry, Marius saw dust streaming
back. Look on what you have done and tell me that
down into a hole beneath the rocks. Pulling aside
you are better than I. What depths have you not
lumps of stone, he saw a tunnel stretching away
stooped to in your quest? My magic can give you
beneath his feet.
immortality – think what good works you could do
“The legendary catacombs...” he whispered to if you never died of old age?” the Necromancer
himself, pulling the lantern from his backpack and circled slowly, his fencing sword drawing a figure
lighting it quickly with deft flicks of his flints. of eight in front of him.
Lowering himself carefully into the hole, Marius With a wordless bellow, Marius brought his sabre
found himself in a low tunnel, shored up with brick round in a wide arc, its heavier blade smashing
in places. A stream of water ran down the middle of through the narrow rapier of his foe and slashing
the corridor, evidence that this was part of across his neck. With blood bubbling from his lips,
Mordheim’s sewers. Shielding the glow from the the Necromancer collapsed to the ground.
lantern for a moment, Marius peered in each
Marius stooped and picked up the grimoire. He
direction, trying to discern which way to go. He
snorted in derision, to think he was tainted was
thought there was a faint glow to his right, and he
ridiculous. He looked at the page where the book
set off in that direction.
was opened. It was entitled ‘On Escaping From the
For what seemed like an eternity Marius followed Grip of Death.” Without truly realising what he was
the sewers, but as he continued the faint glow doing, Marius began reading.
grew brighter, to become the glow of flickering flames
97
L
ook into your soul, mortal. From within you the
daemons, each one of your base desires, watch you
and push you on, chasing after the trappings of wealth
and power: gold, glory, fame and wyrdstone.
These are the marks of a great lord, the master of
Mankind...
100
Campaigns
disbanding warbands
You may disband your old warband at the end of any
game and start again with a new one. All the warriors
in the original warband and any equipment and other
benefits they acquired are lost. You can also dismiss
any warrior in your warband at any time.
death of
a warrior
When a warrior is killed (Hero or Henchman) all his
weapons and equipment are lost. This is very
important, so be clear about it from the start. It is not
possible to reallocate a warrior’s weapons or
equipment once he is dead.
101
Campaigns
HEROES WITH
SERIOUS INJURIES
After a battle some of
your Heroes may be
taken out of action.
You will need to
determine the extent
of their injuries before
the next game.
To use the Heroes’
Serious Injuries chart
opposite, roll two D6.
The first dice roll
represents ‘tens’ and
the second ‘units’, so
that a roll of 1 and 5
is 15, a roll of 3 and
6 is 36, etc. This type
of dice roll is
referred to as a
‘D66 roll’.
102
Campaigns
103
Experience
As warriors take part in
battles, those who survive earningdeexperience
Gagner l’expérience
become more experienced, The
Les Experience points warriors
points d’expérience earn
gagnés depend
par on the
un guerrier
and improve their battle scenario. Different scenarios have different objectives
dépendent du scénario. Ces derniers possèdent des
skills. This is represented in and consequently
objectifs variables,warriors can earn
et les points experience se
d’expérience in
campaigns by Experience slightly
gagnentdifferent ways.
par conséquent de manières légèrement
points. différentes
Extra selon lapoints
Experience bataille.are always added to the
Warriors earn Experience fighter’s
Des points total after the gamesont
supplémentaires is over, though
toujours it isaua
ajoutés
points when they take part in good idea
total du to keep
guerrier a record
après la fin of
dethe opponents
la partie, bien your
qu’il
a battle. Once a warrior has warrior puts out
soit judicieux of action
de noter during the
les ennemis quebattle, as this
vos guerriers
enough points he gains an often
mettentaffects
horsthede experience
combat pendantthey gain.
la bataille, car cela
advance. This takes the form of an affecte
If l’expérience
you look through gagnée.
the scenarios you will notice that
increased characteristic or a new skill. Warriors who warriors always earn +1 Experience point for
survive long enough may progress to become great Si vous jetez un œil aux scénarios, vous remarquerez
surviving
que les guerriers gagnent toujours +1they
a battle. They earn this even if are
point
Heroes, with many skills that they have picked up injured – so long as they live to fight again!
during their long and glorious fighting career. d’expérience pour avoir survécu à la bataille. Ce point
est gagné
The même
Scenarios s’ils includes
section sont blessés : ilofsuffit
details how qu’ils
many
When warriors are recruited, some of them already survivent et points
Experience qu’ils puissent
are earnedcombattre nouveau !
for eachàscenario.
have some experience. The warband lists detail how
many Experience points different warriors begin Le chapitre Scénarios précise les points d’expérience
with. Record these on your warband roster sheet by experience advances
gagnés pour chaque type de bataille.
ticking the right number of boxes. No extra advances As warriors earn more Experience points they are
are gained for this entitled to makeProgressions
Advance rolls. The warband roster
experience. It simply sheet shows quihow muchdeexperience a font
Hero
Les guerriers gagnent l’expérience desorjetsa
represents the Henchman group
de progression. La must
feuilleaccumulate before les
de bande indique making
pointsa
experience the further roll. ou
When the accumulated
qu’un héros un homme de main doitexperience
accumuler
warriors have reaches
avant dea pouvoir
box that faire
has thick borders, jet.
un nouveau the Lorsque
warrior may
son
accumulated make
expérience atteint une case à bords épais, lebe
an Advance roll. The roll(s) must taken
guerrier
before the immediately
peut faire unafter theprogression.
jet de game in which Les the
jets advance was
doivent être
warband is earned,
effectués immédiatement après la partie afin que the
while both players are present to witness les
formed. result. Note that Henchmen gain experience
deux joueurs puissent voir le résultat. Notez queaslesa
group,
hommesand consequently
de main gagnent dealll’expérience
the warriors in one
en tant que
group
groupe,gain
et the
quesame
tous advance.
les guerriers du même groupe
gagnent par conséquent les mêmes progressions.
underdogs
When a warbandChallengers
fights against an enemy warband
with a higher
Lorsqu’une banderating, its une
en affronte warriors earn d’une
autre dotée extra
Experience
plus grandepoints
valeur,asses
shown on the
guerriers table below.
gagnent The
davantage
higher
de pointsthe opposing comme
d’expérience warband’s rating
indiqué sur the more
le tableau
points
suivant.the underdog
Plus la valeurearns.
de la bande adverse est grande,
plus le challenger gagne de points.
Difference in
Warband rating Experience Bonus
0-50 None
51-75 +1
76-100 +2
101-150 +3
151-300 +4
301+ +5
104
Campaigns
105
Campaigns
Skill lists
The Skill lists are used to pick skills earned as advances. Your warrior is restricted to specific Skill lists
depending upon his warband type and what kind of warrior he is. Each warband entry includes a list
of 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 academically
minded.
Some warbands also have access to a unique Skill list, which is clearly indicated in their entry.
106
Campaigns
Pit Fighter. The warrior has learned how to fight in Dodge. A warrior with this skill is nimble and as fast
enclosed spaces from his time in the dangerous as quicksilver. He can avoid any hits from a missile
fighting pits of the Empire. He is an expert at fighting weapon on a D6 roll of 5+. Note that this roll is taken
in confined areas and adds +1 to his WS and +1 to against missiles as soon as a hit is scored to see
his Attacks if he is fighting inside buildings or ruins. whether the warrior dodges it or not, before rolling to
It’s a good idea to define which bits of your terrain wound, and before any effects from other skills or
collection count as ‘buildings or ruins’ at the start of equipment (such as lucky charms).
a battle to avoid confusion later. Scale Sheer Surfaces. A warrior with this skill can
Resilient. The warrior is covered in battle scars. scale even the highest wall or fence with ease. He can
Deduct -1 Strength from all hits against him in close climb up or down a height equal to twice his normal
combat. This does not affect armour save modifiers. Movement, and does not need
to make Initiative tests when
Fearsome. Such is the reputation and physique of the doing so.
model that he causes fear in opposing models.
Strongman. The warrior is capable of great feats of
strength. He may use a double-handed weapon
without the usual penalty of always striking last. Work
out order of battle as you would with other weapons.
107
It is a Dark Time.
The might of the Emperors is
dust, their crown is lost to them
and their glory forgotten.
The promise of an age of peace
and prosperity is drowned in
blood.
This is your time. For the ruins
of Mordheim holds a prize beyond
imagination: stones of power
which can grant all your wishes.
But beware of your enemies.
Fear the Possessed, the Beast
of the Pit which roam the night.
Watch for the knives of the Rat-
men, the Skaven of the
Underworld.
Dread the corpses who walk like
the living: the foul Vampires and
their rotting minions.
This is Mordheim, the city of
the Damned. This is the home
of all your hopes. Be wary or it
will be your grave as well.
Scenarios
Starting the game
pre-battle sequence scenario table
Although you can simply decide with your opponent 2D6 Result
which scenario you want to play, most players prefer
2 The player with the lower warband rating
to generate their scenarios randomly. To do this, work
may choose which scenario is played.
your way through the following sequence before the
battle. 3 Play Scenario 5: Street Fight.
4 Play Scenario 7: Hidden Treasure.
1 The player with the lowest warband rating rolls
on the Scenario table to determine which 5 Play Scenario 3: Wyrdstone Hunt.
scenario is played. In the scenarios where there 6 Play Scenario 8: Occupy.
is an attacker and a defender, the same player
may choose which he is. 7 Play Scenario 2: Skirmish.
2 Roll for warriors with old battle wounds to see 8 Play Scenario 4: Breakthrough.
whether they can take part or 9 Play Scenario 9: Surprise Attack.
not.
10 Play Scenario 6: Chance Encounter.
3 Set up the terrain and warbands
11 Play Scenario 1: Defend the Find.
according to the rules for the
scenario you are playing. The more buildings 12 The player with the lower warband rating
the better, so you should place all the terrain may choose which scenario is played.
you have.
110
Scenarios
Scenario 2: skirmish
In the vastness of the Mordheim ruins there is always ending the game
the risk of running into a rival warband. While two
When one of the warbands fails its Rout test, the game
groups sometimes pass each other without a fight,
ends. The routing warband loses and their opponents
more often than not there is a vicious battle amongst
win.
the ruins. If a warband can drive their rivals away, they
will have a larger area in which to search for
wyrdstone. experience
+1 Survives. If a Hero or a Henchman group survives
terrain the battle they gain +1 Experience.
Each player takes it in turn to place a piece of terrain, +1 Winning Leader. The leader of the winning
either a ruined building, tower, or other similar item. warband gains +1 extra Experience.
We suggest that the terrain is set up within an area
+1 Per Enemy Out of Action. Any Hero earns +1
roughly 4' x 4'.
Experience for each enemy model he puts out of
action.
warbands
Each player rolls a dice. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all his
warriors within 8" of that edge. His opponent then
sets up within 8" of the opposite edge.
warbands
Both players roll a D6 to see who deploys
first. Whoever rolls highest sets up first,
within 8" of the table edge of his choice. His
opponent then sets up within 8" of the
opposite edge.
experience
+1 Survives. If a Hero or a Henchman
group survives the battle they gain +1
Experience.
+1 Winning Leader. The leader of the
winning warband gains +1 Experience.
+1 per Wyrdstone Counter. If a Hero or
Henchman is carrying a Wyrdstone counter
at the end of the battle he receives +1
Experience.
+1 Per Enemy Out of Action. Any Hero
earns +1 Experience for each enemy he puts
out of action.
wyrdstone
Your warriors earn one shard of wyrdstone
for each counter still in their possession at
the end of the battle.
112
Scenarios
Scenario 4: breakthrough
When news of a huge deposit of wyrdstone starts ending the game
circulating, warbands will mount expeditions to
If one of the warbands fails a Rout test, the game ends
unearth the wealth. However, their rivals often try to
immediately and the routing warband loses.
block them, eager to claim all the wyrdstone for
themselves. If the attacker manages to move two or more standing
warriors to within 2" of the defender’s table edge,
terrain they have broken through and he wins the game.
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item. experience
We suggest that the terrain is set up within an area +1 Survives. If a Hero or a Henchman group survives
roughly 4' x 4'. the battle, they gain +1 Experience.
+1 Winning Leader. The leader of the winning
warbands warband gains +1 Experience.
Each player rolls a dice. Whoever scores higher
decides which table edge the attacker sets up on. +1 Per Enemy Out of Action. Any Hero earns +1
Experience for each enemy he puts out of action.
The attacker sets up first, within 8" of his table edge.
The defender sets up anywhere on the table as long as +1 Breaking Through. Any warrior earns +1
all his warriors are at least 14" away from any attacker. Experience for breaking through enemy lines. If the
warrior is a Henchman, then the whole group gains
+1 Experience.
starting the game
The attacker has the first turn.
113
Scenarios
114
Scenarios
115
Scenarios
Scenario 8: occupy
This scenario takes place in a part of Mordheim where warbands
the buildings are bursting with shards of wyrdstone
Each player rolls a D6. The player with the highest
and other wealth. Taking and holding these buildings
score decides which warband sets up first. The first
means that your warband gains rich pickings.
player chooses the table edge he wants to set up on,
Unfortunately, your opponent has the same idea.
and places all his warriors within 8" of it. His
opponent then sets up within 8" of the opposite edge.
terrain
Each player takes it in turn to place a piece of terrain, starting the game
either a ruined building, tower, or other similar item.
Both players roll a D6. The player with the higher
We suggest that the terrain is set up within an area
score takes the first turn.
roughly 4' x 4'.
special rules
The objective is to capture
D3+2 of the buildings on
the tabletop. Mark these
buildings, starting with the
one closest to the centre of
the table, working your way
outwards to the next nearest
building. A building is
occupied if at least one of
your standing models is
inside and no enemy models
are inside the building.
experience
+1 Survives. If a Hero or a
Henchman group survives
they gain +1 Experience.
+1 Winning Leader. The
leader of the warband who
controls the highest number
of buildings at the end of the
battle gains +1 Experience.
If both sides occupy the
same number of buildings,
then the battle is considered
to be a draw and neither
leader gains this bonus.
+1 Per Enemy Out of
Action. Any Hero earns +1
Experience for each enemy
he puts out of action.
116
Scenarios
117
Income
Any money or loot you find in these locations is
At the end of each added straight to the warband’s treasury. Any shards
battle, a warband may roll of wyrdstone you find can be sold as normal.
on the Exploration chart.
This is done as soon as a game
is over so that players can
exploration procedure
witness each other’s dice rolls. As 1. Roll 1D6 for each of your Heroes who survived
you can see from the chart, a the battle and one extra dice if you won, plus any
warband that is just starting out has little chance of extra dice allowed by skills or equipment. Note,
finding the more obscure places in Mordheim. however, that you must pick a maximum of six
However, a warband will make more discoveries as it dice out of all the dice you roll, even if you are
goes along thanks to its better equipment and allowed to roll seven dice or more.
accumulated skills. 2. Some things, such as skills and equipment, (like
Roll a D6 for each Hero in your warband who survives the Mordheim Map) may allow you to re-roll dice.
without going out of action. This represents the If your warband includes an Elf Ranger, you may
warband’s efforts to unearth wyrdstone. Do not roll modify one dice by +1 or -1.
for any Heroes who went out of action during the 3. If you rolled any doubles, triples, etc, you have
battle; they are taken back to the warband’s found an unusual location in Mordheim. Consult
encampment to recuperate instead. So, for example, the Exploration chart on the next page to see
if your warband includes four Heroes who all survived what you find. Refer to the appropriate entry on
the last battle, you can roll four dice. If you won your the following pages and follow the instructions
last game, you may roll one extra dice. Add the results given there.
of the dice together and consult the Exploration chart
4. Add the results together and consult the chart on
to see how many shards of wyrdstone your warband
the next page to see how many shards of
has found.
wyrdstone you have found. Mark down the
Do not roll for Henchmen. This does not mean that amount of wyrdstone on your warband’s roster
they don’t search the ruins, but instead represents the sheet.
efforts of the Heroes in coordinating the search
parties. In addition, some Henchmen like Zombies or NUMBER OF WYRDSTONE SHARDS FOUND
Warhounds (for obvious reasons) are not particularly
useful when it comes to looking for wyrdstone. Dice Result Shards Found
1-5 1
6-11 2
rolling multiples 12-17 3
As well as finding shards of wyrdstone, the warband 18-24 4
can come across unusual places or encounter 25-30 5
inhabitants of the ruined city. If you roll two or more 31-35 6
of the same number while searching, you have found 36+ 7
an unusual building or encountered something out of Example: The Sellswords, a Reiklander warband, have just
ordinary. Consult the chart and refer to the won a battle. Three of their Heroes survived and the warband
appropriate entry in the Exploration results. discovered the Entrance to the Catacombs in an earlier battle.
This means that the warband may roll four dice and re-roll
For example, you might roll two 3’s or three 5’s, in one of them. The player rolls 5, 5, 1 and 3. He then picks one of
which case you should refer to the chart. Choose the the dice (the 1) and re-rolls it. He scores a 4. His warband also
most numerous multiples if you score more than one includes an Elf Ranger, so he can modify one of the dice rolls
set of multiples. So, if you rolled a double 3 and a by +1/-1. The player decides to turn the 4 into a 5, giving him
a grand total of 5, 5, 5 and 3. This means that the warband has
triple 5, only look up the triple 5 on the Exploration
found four shards of wyrdstone (5+5+5+3=18 which
chart. In the case of two doubles or triples look up the according to the table above gives the warband four shards)
highest result. For example, if you rolled double 1 and the three 5’s produce a ‘Market Hall’ result on the
and double 3, look up the double 3 result. Exploration chart.
118
Income
Exploration chart
DOUBLES FOUR OF KIND
1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith
2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop 2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine
3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse 3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse
4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler 4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer
5 5 . . . . . . . . . . . . . . . . . . . . . . . Overturned Cart 5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard
6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels 6 6 6 6 . . . . . . . . . . . . . . . . . . . . . . . . Catacombs
SIX OF KIND
1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . The Pit
2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure
3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Dwarf Smithy
4 4 4 4 4 4 . . . . . . . . . . . . . Slaughtered Warband
5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . Fighting Arena
6 6 6 6 6 6 . . . . . . . . . . . . . . . . . . . . Noble’s Villa
119
Income
Doubles
(1 1) Well (4 4) Straggler
The public wells, of which there were several in Your warband encounters one of the survivors
Mordheim, were covered by rooves raised up of Mordheim, who has lost his sanity along
on pillars and adorned with carvings and with all his worldly possessions.
fountains. The city was proud of its water Skaven warbands can sell the straggler to agents of
system. Unfortunately, like all the other wells, Clan Eshin (who will use the man for food or
this one is in a parlous state and undoubtedly slavery) and gain 2D6 gc.
polluted with wyrdstone.
Possessed warbands can sacrifice the unfortunate
Choose one of your Heroes and roll a D6. If the individual for the glory of the Chaos gods. The
result is equal to or lower than his Toughness, he leader of the warband will gain +1 Experience.
finds one shard of wyrdstone at the bottom of the Undead warbands can kill the man and gain a
well. If he fails, the Hero swallows tainted water Zombie for no cost.
and must miss the next game through sickness. Any other warband can interrogate the man and
gain insight into the city. Next time you roll on the
(2 2) Shop Exploration chart, roll one dice more than is
The Merchants Guild shop has been thoroughly usually allowed, and discard any one dice. (For
ransacked. Even so, there are still items example, if you have three Heroes, roll four dice
scattered around the single, long room, and pick any three).
mingled in with the rubble. Some are useful,
such as cast iron pots and pans and rolls of (5 5) Overturned Cart
fine cloth. All manner of smaller items are Stuck in a ruined gateway is an overturned
lying about – the sort of frippery which no wagon – the covered type that nobles travel in
longer has a use in a devastated city with few from the city to their estates in the country.
inhabitants. Since anyone important fled a long time ago,
After a thorough search you find loot worth D6 gc. what is it doing here? The horses have broken
If you roll a 1 you will also find a Lucky Charm (see their traces, or did someone cut them free?
the Equipment section, page 53). Roll a D6 to see what you find:
(3 3) Corpse D6 Result
1-2 Mordheim Map (see Equipment)
You find a still-warm corpse. A chipped dagger
3-4 A purse with 2D6 gc
sticks out of his back. Surprisingly, his
5-6 Jewelled sword and dagger. These can be
possessions have not been looted.
kept or sold at twice the value of a normal
To see what you find when you search the corpse, sword and dagger, but note that the
roll a D6: normal selling price is half the actual cost
(see the Trading section for rules on
D6 Result
selling items), so the jewelled sword will
1-2 D6 gc
sell for 10gc, for instance.
3 Dagger
4 Axe
(6 6) Ruined Hovels
5 Sword
6 Suit of light armour The street consists of ruined hovels, which are
leaning over at alarming angles. Not much
worth looting here.
You find loot worth D6 gc amidst the ruins.
120
Income
Triples
(1 1 1) Tavern Other warbands can escort the prisoners out of the
The ruin of a tavern is recognisable by its sign city. For their trouble, they are rewarded with 2D6
still hanging on the wall. The upper part of the gc. In addition, one of the prisoners decides he
building is ruined, but the cellars are cut into wishes to join the warband. If you can afford to
rock and are still full of barrels. There are equip the new recruit with weapons and armour,
broken flagons and tankards everywhere. you may add a new Henchman to any of your
human Henchman groups (with the same stats as
You could easily sell the barrels for a good price. the rest of the group, even if they have already
Unfortunately your men are also interested in the accumulated experience).
contents! The warband’s leader must take a
Leadership test. If he passes, the warband gains (4 4 4) Fletcher
4D6 gc worth of wines and ales which can be sold This hovel was once the workshop of a fletcher
immediately. – a maker of bows and arrows. There are
If he fails, the men drink most of the alcohol bundles of yew staves and willow rods
despite their leader’s threats and curses. You have everywhere.
D6 gc worth of alcohol left when the warband
Roll a D6 to see what you find:
reaches their encampment.
D6 Result
Undead, Witch Hunter and Sisters of Sigmar
1-2 D3 Short bows
warbands automatically pass this test, as they are
3 D3 Bows
not tempted by such worldly things as alcohol.
4 D3 Long bows
5 Quiver of hunting arrows
(2 2 2) Smithy
6 D3 Crossbows
The furnace and toppled anvil make it obvious
what work was done here. Most of the iron and (5 5 5) Market Hall
the tools have been looted long ago. Coal and The market hall was raised up on
slag litter the floor but there may still be pillars, with the timbered corn
weapons to be found among the debris. exchange above the open market
Roll a D6 to determine what you find inside: place. The upper storey has been
badly damaged, but the covered market still
D6 Result
1 Sword
offers a good deal of shelter. The remains of the
2 Double-handed weapon last market day are still lying around on the
3 Flail cobbles. Most of this is broken pottery and iron
4 D3 Halberds pots.
5 Lance You find several items worth 2D6 gc in total.
6 2D6 gc worth of metal
(add the value to your treasury). (6 6 6) Returning a Favour
(3 3 3) Prisoners As you are returning to your encampment, you
A muffled sound comes from one of the meet one of your old acquaintances. He has
buildings. Inside you find a group of finely come to repay an old favour or debt.
dressed people who have been locked in a You gain the services of any one Hired Sword
cellar. Perhaps they are prisoners taken by (choose from those available to your warband) for
cultists, ready to be sacrificed during the duration of the next battle, free of charge. After
Geheimnisnacht. the battle he will depart, or you may continue to
pay for his upkeep as normal. See the Hired
Possessed warbands can sacrifice the victims
Swords section on page 105.
(undoubtedly finishing the job of the captors).
They gain D3 Experience which is distributed
amongst the Heroes of the warband.
Undead warbands can callously kill the prisoners
and gain D3 Zombies at no cost.
Skaven can sell the prisoners into slavery for 3D6
gc.
121
Income
Four of a kind
(1 1 1 1) Gunsmith (4 4 4 4) Armourer
You find the workshop of a Dwarf gunsmith. Its A breastplate hanging from a pole drew your
doors have been broken down and the rooms attention to this place, obviously too high up to
raided, but some of the iron strongboxes have be easily looted. The workshop is ruined and
survived intact. the forge has been smashed. Rooting about in
Roll a D6 to see what you find:
the soot, you find various half-finished items of
armour.
D6 Result
1 Blunderbuss Roll a D6 to see what you find:
2 Brace of pistols D6 Result
3 Brace of duelling pistols 1-2 D3 Shields or bucklers (choose which)
4 D3 Handguns 3 D3 Helmets
5 D3 Flasks of superior blackpowder 4 D3 Suits of light armour
6 Hochland long rifle 5 D3 Suits of heavy armour
6 Suit of Ithilmar armour
(2 2 2 2) Shrine
Your warband stumbles across a ruined shrine, (5 5 5 5) Graveyard
which is so badly damaged that it is difficult to You find an old graveyard, crammed with
tell which god was once worshipped within its sepulchres that are overgrown with ivy. The
walls. A few images remain on the painted monuments to the dead are grotesque and
plaster walls but they have been defaced by decorated with sculpted gargoyles. The
heretics. Fragments of smashed statues lie ironwork has been ripped from some of the
among the ruins. Some items appear to be tombs, and stones have toppled off. It looks as
covered in gold leaf, most of which has been if some of the crypts have already been broken
torn off. into by tomb robbers.
Your warband may strip the shrine and gain 3D6 gc Any warband apart from Witch Hunters and Sisters
worth of loot. of Sigmar may loot the crypts and graves and gains
D6x10 gc worth of loot.
Sisters of Sigmar or Witch Hunter warbands may
save some of the shrine’s holy relics. They will gain If you loot the graveyard, the next time you play
3D6 gc from their patrons, and a blessing from the against Sisters of Sigmar or Witch Hunters, the
gods. One of their weapons (chosen by the player) entire enemy warband will hate all the models in
will now be blessed and will always wound any your warband. Make a note of this on your
Undead or Possessed model on a to wound roll of warband roster sheet.
2+.
Witch Hunters and Sisters of Sigmar may seal the
graves. They will be rewarded for their piety by D6
(3 3 3 3) Townhouse
Experience points distributed amongst the Heroes
This three-storey house was once part of a of the warband.
tenement block overlooking a narrow
alleyway. The street is now in ruins, but this (6 6 6 6) Catacombs
house remains largely intact. Exploring it you You find an entrance to the catacombs and
find that the garret leans over so far that you tunnels below Mordheim.
can step out of the window into the attic of the
house opposite. You can use the new tunnels you found in the next
battle you play. Position up to three fighters (not
Your warband finds 3D6 gc worth of loot. Rat Ogres or the Possessed) anywhere on the
battlefield at ground level. They are set up at the
end of the player’s first turn and cannot be placed
within 8" of any enemy models.
This represents the warriors making their way
through the tunnels, infiltrating enemy lines and
emerging suddenly from below ground.
122
Income
Five of a kind
(1 1 1 1 1) Moneylender’s House (4 4 4 4 4) Merchant’s House
A grand mansion, that is strongly built from The merchant’s house stands by the waterfront.
stone, has survived the cataclysm remarkably It has a vaulted stone undercroft which is still
well. A carved coat of arms adorns the lintel stacked with barrels and bales of cloth. The
above the doorway although it has been foodstuffs have been looted or eaten long ago
defaced by raiders and the symbols are now and huge rats infest the rotting bales. Up the
unrecognisable. The door itself, has been stairs are the dwelling quarters, solidly built of
smashed open with axes and hangs open on its timber, although badly damaged you think you
hinges. can still get up to them but you’ll need to tread
Inside, hidden amongst the debris, you find D6x10
with care!
gc to add to your treasury. Inside you find several valuable objects which can
be sold for 2D6x5 gc. If you roll a double, instead
(2 2 2 2 2) Alchemist’s Laboratory of finding money you find the symbol of the Order
A narrow stairway leads down into a crypt-like of Freetraders. A Hero in possession of this gains
dwelling which was once an alchemist’s the Haggle skill.
workshop. The sign still hangs from one hinge
above the entrance. It looks as if this was a very (5 5 5 5 5) Shattered Building
old building which has remained in use for The comet destroyed this building almost
centuries although it did not survive the completely, making it unsafe for all but the
comet’s destruction too well. The stone floor most daring to explore. But places such as this
has strange symbols on it and there are charts are the best for searching for wyrdstone shards.
and astrological symbols painted onto the You find D3 shards of wyrdstone amongst the
walls. ruins. In addition take a Leadership test against the
In the ruins you find loot worth 3D6 gc and a warband leader’s Leadership value. If passed a
battered old notebook. One of your Heroes may wardog that was guarding the building joins the
study the Alchemist’s notebook, and the extra warband.
wisdom he gains will enable him to choose from
Academic skills whenever he gains a new skill in (6 6 6 6 6) Entrance to the Catacombs
addition to those skills normally available to him. You find a well-hidden entrance to the dark
catacombs which extend for miles beneath the
(3 3 3 3 3) Jewelsmith city of Mordheim. Although the entrance looks
The houses in the jewellers’ quarter have all foreboding the tunnels will take hours off your
been well and truly looted long ago. Even the searches of the city.
rubble has been picked over many times for You can use these tunnels to explore Mordheim
fragments of gold and gems. But still, some more efficiently. From now on, you may re-roll one
small but valuable items may have been dice when you roll on the Exploration chart. Make
overlooked. a note of this in your warband’s roster sheet.
Roll a D6 to see what you find: Second and subsequent catacomb entrances you
find do not grant you any additional re-rolls,
D6 Result although you may find further re-rolls from other
1-2 Quartz stones worth D6x5 gc sources.
3-4 Amethyst worth 20 gc
5 Necklace worth 50 gc
6 A ruby worth D6x15 gc
If your warband does not sell the gems, one of
your Heroes may keep them and displays them
proudly. He will gain +1 to the rolls for locating
rare items as merchants flock to such an obviously
wealthy warrior.
123
Income
Six of a kind
(1 1 1 1 1 1) The Pit (4 4 4 4 4 4) Slaughtered Warband
You have come within sight of the Pit, the huge You find the remains of an entire warband.
crater created by the comet. A black cloud still Broken bodies lay scattered among the ruins,
rises from it but you can see glowing wyrdstone torn apart by some monstrous creature. You see
everywhere. This is the domain of the Shadow a huge shape, which looks like an immense
Lord, the lord of the Possessed, and no-one is Possessed creature, shambling away.
welcome here – even his own followers!
After giving the dead their final rites (Sisters of
If you wish, you can send one of your Heroes to Sigmar or Witch Hunters), eating them (Skaven or
search for any wyrdstone hidden here. Roll a D6. Undead) or looting them (anyone else!) you find
On a roll of 1 the Hero is devoured by the the following items. Roll for every item separately
guardians of the Pit and never seen again. On a roll (apart from the gold coins and daggers) to see if
of 2 or more he returns with D6+1 shards of you find it. For example, on a roll of 4+ you will
wyrdstone. find the suits of light armour.
124
Income
125
Income
spending income
You can spend any accumulated money on weapons,
armour, hiring new warriors, buying new
equipment or simply save the money for a
bigger purchase. See the Trading section
for details.
126
Trading
Every
settlement recruiting hired swords
around the city of Players may hire mercenary warriors known as ‘Hired
Mordheim has at Swords’ for the warband if they wish. See the Hired
least one trading Swords section starting on page 147.
post, shop or
merchant’s
guildhouse
new recruits and
where the
local traders
existing henchmen groups
You may add new recruits to existing Henchman
sell their wares
groups. If the group is relatively inexperienced, you
and buy wyrdstone
will have no difficulty in finding raw recruits to add to
and other items that have been scavenged from the
their numbers. But more experienced gnarled
ruins. In a large village such a place might cover a
veterans are not so keen on letting novice warriors
substantial area with many traders and merchants
join them – and quite rightly so! Between each battle,
offering their goods and services. Small settlements
roll 2D6: this represents the experience of the
are served by travelling traders.
warriors currently available for hire. You can hire as
All warbands are able to get new equipment one way many warriors as you wish, as long as their combined
or another. The most unscrupulous merchants Experience does not exceed your dice roll. For
actively trade with the Possessed Cultists, and example, if you rolled 7, you could add a single
creatures such as the Skaven have their own network warrior to a Henchman group with 7 Experience
of contacts, while Vampires can send the Dregs that points, or two warriors to a Henchman group with 3
serve them into the less salubrious settlements Experience points, or any combination thereof.
around Mordheim, such as Cutthroats’ Haven. Disregard any excess Experience points.
As with other new Henchmen, you must pay for all
spending cash their weapons and armour, and in addition you must
After every game, a warband can collect income from add 2 gold crowns to their cost for each extra
exploration, etc, and sell any wyrdstone and treasures Experience point they add to the warband’s total.
they have acquired. Cash can be spent on recruiting New Henchmen must be armed and equipped in the
new warriors, or on new equipment for the warband. same way as existing members of the group.
128
Trading
purchases more carefully. Determine which rare items Warriors can automatically sell equipment for half its
are offered for sale while both players are together. listed price. In the case of rare equipment and
The players can work out what they will buy later. weapons which have a variable price, the warband
receives half of the basic cost only (merchants are far
better at haggling than your warriors).
trading
Alternatively, weapons, armour and equipment may
Trade items are divided into two sections: common
be hoarded for future use (make a note on the
and rare items. Common items can be bought quite
warband roster) or swapped around the warband
readily in any of the numerous trading posts and
from one fighter to another (though not between
settlements around Mordheim. Players may purchase
warbands). As a weapon’s value is low compared to
as many of these items as they want. The price of
the cost of equipping any new recruits you may get, a
common items is fixed, so players always pay the
warband can usually find a use for its cast-off
same rate for them.
armaments.
Rare items are hard or even impossible to come by.
Only occasionally do such items
turn up for sale and the price asked
is often way above the true value.
These items are often offered only to
the most famous warbands, or those
with the most money.
availability
The Price chart has a column
marked ‘Availability’. Common items
are always available, and can be
bought in any quantity. Items
marked ‘rare’ are more difficult to
find. A rare item’s availability is
indicated by a number, for example
‘Rare 9’.
Whenever a Hero wants to buy a rare
item, roll 2D6 and compare the
result to the number stated. If the
roll is equal or greater, the item is
available. For example, you need to
roll 9 or more to acquire an item
marked ‘Rare 9’. You can only buy
one rare item for each successful
roll. You may also only make one
roll for each Hero looking for rare
items. For example, if your warband
has four Heroes, you may make four
rolls to locate rare items. Warriors
taken out of action during the last
battle may not look for rare items.
selling
A player may trade in weapons and
equipment at the same time he buys
new ones. After all, as warbands
become more powerful they often
abandon their earlier armament in
favour of something better.
However, the second-hand value of
equipment is not high due to the
considerable wear and tear inflicted
on it by your warriors.
129
Trading
Price chart
The 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.
130
Hired Swords
recruiting hired swords injuries
This section introduces Hired Swords – professional If a Hired Sword goes out of action during the game,
mercenaries – to Mordheim campaign games. Taverns roll for his injuries as you would roll for a Henchman
in the settlements and shanty towns around after a battle (i.e, 1-2 = Lost; 3-6 = Survives).
Mordheim are good recruitment centres for warriors
who do not belong to any particular warband or
retinue, but instead hire out their services to the
hired swords and experience
highest bidder. Hired Swords gain experience in exactly the same way
as Henchmen. Refer to the scenarios to find out how
A player can recruit Hired Swords when he creates his
much experience Hired Swords gain after each game.
warband, or during the campaign phase after a game.
Write the name and profile of a Hired Sword on your
Hired Swords do not count towards the maximum
roster sheet in one of the Henchman group slots.
number of warriors or Heroes a warband may have on
its roster and don’t affect your income from selling Once the Hired Sword gains enough experience for
wyrdstone. However, Hired Swords do count as part an advance, roll on the Heroes Advancement table (as
of the warband for purposes of Rout tests, etc whilst opposed to Henchmen) to determine which advance
in battle. A player cannot buy extra weapons or he gains. Skills available to the Hired Swords are
equipment for a Hired Sword, and he listed under their entries.
cannot sell the Hired Sword’s weapons
or equipment. To reflect their rarity,
you can only have one of each type
of Hired Sword in your warband.
You may not use the Leadership of
any of the Hired Swords for Rout
tests.
hire fee
When a warband recruits a Hired
Sword, you must must pay his hire
fee. Subsequently, after each battle
he fights, including the first, you
must pay his upkeep fee if you want
him to remain with the warband. If
the Hired Sword is killed, or you no
longer require his services, you
don’t have to pay any upkeep!
These costs are indicated in the
entries for each Hired Sword.
The money paid to Hired Swords
comes from the warband’s treasury
in the same way as buying new
weapons or recruiting new
warriors. If you don’t have enough
gold to pay for the Hired Sword, or
want to spend it on other things, he
leaves the warband. Any experience
he has gained will be lost, even if
you hire a new Henchman of the
same type.
131
Hired swords
SPECIAL RULES
Seeker. When rolling on the Exploration chart, the
Elf Ranger allows you to modify one dice roll by
-1/+1.
Excellent Sight. Elves have eyesight unmatched by
mere humans. The Elf Ranger spots Hidden enemies
from two times as far away as other warriors (ie, twice
his Initiative value in inches).
ELVEN SKILLS
Fey. Hostile magic spells will not affect the Elf on a D6
roll of 4+.
Luck. The Elf Ranger is blessed by Lileath, the Elven
goddess of luck. Once per game he may re-roll any
dice roll he makes (but not one made by other
members of the warband).
134
Hired swords
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 and
Strength skills when he gains a new skill. In
addition, there are several skills unique to Dwarf
Troll Slayers which he can have instead of normal
skills when he gains a new skill.
SPECIAL RULES
Deathwish. Troll
Slayers seek an
honourable
death in
combat. They
are
completely
immune to
all
psychology
and will
never need
to test if
they are
fighting
alone.
135
Dramatis personae
his section details some of the strangest and You can only ever have one of a particular special
T most famous (or infamous) characters to be
found in Mordheim and the outlying settlements.
character in your warband. A warband may employ as
many special characters as it likes – if it can afford
Occasionally, these warriors join forces with a them!
warband (usually demanding wyrdstone or a bag of
gold in payment).
looking for special characters
The following characters (known as ‘special
After a battle, you can send any number of your
characters’) are hard to find and expensive to hire –
Heroes to look for a special character. Only Heroes
you must be lucky and wealthy to attract their
can look (Henchmen are rarely trustworthy enough).
attention.
Heroes who went out of action in the last battle are
This list does not, by any means, include all the unable to join the search because they are recovering
famous warriors and cold-hearted killers you could from their wounds.
encounter in Mordheim. There are famous
Heroes who are looking for a special character cannot
Dwarf gold hunters, Burgomeisters of the
look for rare items. Decide which special character
Merchants’ Guild, Theodor, the
you are seeking, and how many Heroes have been
marksman of Hochland,
sent to look for him. Roll a D6 for each searcher. If any
and many others. In fact
of the searchers rolls under his Initiative he has
we hope that the
located the special character. You can, of course, only
characters detailed
find one of a particular special character, no matter
here will inspire
how many searchers roll under their Initiative.
players to
invent
special hire fee
characters The warband must pay the hire fee for the special
of their character when he is recruited, and after each battle
own. he fights, including the first, you must pay an upkeep
fee. These fees are indicated in the entries. This
money comes from the warband’s treasury in the
same way as buying new weapons or recruiting new
warriors. If you don’t have enough gold to pay for the
special character he leaves the warband.
experience,
injuries and equipment
Special characters have their own equipment. Only
they may use this equipment; it can’t be given to
other warriors. Furthermore, you cannot buy
extra weapons or equipment for a special
character.
Special characters do not earn Experience
points, although they suffer serious injuries,
just like Heroes, if they are taken out of
action.
Each special character’s description tells
you how much to add to your
warband’s rating for including them
(taking into account their
experience and abilities).
136
Dramatis personae
M WS BS S T W I A Ld
Aenur 5 8 4 4 3 2 7 3 8
Weapons/Armour: Aenur wears ithilmar armour, an
Elven cloak and carries an enormous sword known as
Ienh-Khain.
Skills: Aenur has the following skills: Strike to Injure,
Expert Swordsman, Step Aside, Sprint, Lightning
Reflexes, Dodge and Mighty Blow.
137
Dramatis personae
SKILLS
Johann has the following skills: Dodge, Scale Sheer
Surfaces, Quick Shot, Eagle Eyes and Knife Fighter.
SPECIAL RULES
Knife Fighter Extraordinaire: Johann has a
deserved reputation for being the greatest knife-
fighter in whole of the Empire. Unlike normal
warriors, he can combine the Knife Fighter and
Quick Shot skills (yes, he can throw six
throwing knives in one turn if he does not
move!).
138
Dramatis personae
Difference in
Warband Rating Dice roll required
0-49 Nil
50-99 6+
100-149 5+
150-199 4+
200+ 3+
M WS BS S T W I A Ld
Bertha 4 5 3 4 4 2 4 3 10
May be Hired: Bertha Bestraufrung will
only join Sisters of Sigmar warbands.
Rating: Bertha increases a warband’s
rating by +105 points.
139
Dramatis personae
M WS BS S T W I A Ld
Veskit 5 5 4 4 4 2 5 4 8
Weapons/Armour: Eshin Fighting Claws (the extra
attack is included in his profile). Each Fighting Claw
incorporates an in-built warplock pistol, so Veskit can
shoot in every turn, and he fights in close combat with
Strength 5 and a save modifier of -3 (note that he
can still parry twice with his claws!).
SPECIAL RULES
Unfeeling. Veskit is a cold, calculating
killing machine, and feels few of the
emotions that living things do. He is
therefore immune to all psychology.
No Pain. Veskit ignores knocked down and
stunned results on the Injury chart. He
must lose his last wound and be taken
out of action before he is removed
from battle.
Unblinking Eye. Thanks to the
sorcerous devices built by the Warlock
Engineers of Clan Skryre, Veskit can spot
hidden enemies within twice his Initiative
value in inches.
Metallic Body. These give Veskit his high
Toughness and a 3+ armour save.
140
nce I was a god, the ruler of the great dark circle which the
O insect–like creatures of this world call Morrslieb. I was
beyond good and evil, my powers waxed great as I used the very
core of my world to grant me power over matter and mind.
But the war turned against me and like a fiery star I was cast
down, exiled from my lofty abode, only a shard of my world with
me to give me power and dominion over the lands beneath. In my
majesty I descended, and my coming brought down the lowly
abodes of the pathetic beings which inhabit this poisonous, repulsive
world.
I have made this black pit beneath the earth my grave realm,
and send my thoughts before me, bending the miserable creatures
of this place to my will. The few survivors of my coming knelt
before me, and worshipped me as their god, mistaking me for one
of the greater powers who exiled me. I changed them to a form
more suitable to my service, and sent them out to hunt for the
dark shards which hold my power.
Now others come from lands beyond to steal that which is mine,
and once more there is war, an echo of the greater battle I once
fought. But I shall rise from my grave and wreak vengeance on
all living things, for I am Shadowlord, the king of kings, and
soon this world shall be mine...
ejoice, for there shall come to pass a
R time when hopes of salvation shall
come to nought. Death and despair
shall rise up in a tide of terror to sweep
away the follies and foolish dreams of
mortal man. Let the misguided puppets
of law look upon the great destruction to
come and weep, for all that is civilised
and unnatural shall be brought low.
bludgeoning weapons
(Clubs, maces, hammers,
flails, double-handed hammers etc.)
144
Optional rules
5-6 Sliced! The strike ignores armour Take a Leadership test for each warrior trying to
saves, causes 2 wounds, and your escape from combat. This represents his efforts to
warrior gains +2 to any Injury rolls. find the right time to escape. If he passes, the warrior
can move up to double his normal Movement rate
away from combat and the enemy he was fighting, in
unarmed combat any direction.
(Wardogs, warhorses, If he fails, his opponent is allowed to make 1
Zombies, Possessed, animals etc.) automatic hit against the warrior who is trying to
escape, and the fleeing warrior (provided he survives)
1-2 Body Blow. Your opponent staggers, allowing will run 2D6" directly away from combat. He will have
you to seize the initiative and make an to take a Leadership test at the beginning of his next
additional attack. Immediately roll to hit and turn.
to wound. Any saves are taken as normal.
If successful he will stop, but may not do anything
3-4 Crushing Blow. The blow lands with else during that turn. If the test is failed, he will
tremendous force. You gain +1 to the Injury continue to run 2D6" towards the closest table edge
roll if your opponent fails his save. and must test again the following turn if he is still on
5-6 Mighty Blow. With a mighty punch or flying the table.
kick, you send your opponent sprawling to If a warrior is charged whilst he is fleeing, the
the ground. The attack ignores armour saves charger is moved into base contact with
and you gain +2 to any Injury rolls. him as normal, but the fleeing warrior
will then immediately run a
further 2D6"
thrusting weapons towards the table
(Spears, halberds, lances etc.) edge, before any
blows can be
1-2 Stab. With a quick strike, you penetrate your struck.
opponent’s defences. You gain +1 to any
Injury rolls. Armour saves are taken as normal.
3-4 Thrust. The thrust lands with great force and
the target is knocked down. Take armour
saves as normal and see whether the model
suffers a wound.
5-6 Kebab! The thrust knocks the target back with
titanic force, ripping apart armour and
puncturing flesh. The attack ignores armour
saves and you gain +2 to any Injury rolls. The
victim is knocked backwards D6" and the
attacker follows, staying in base contact. Any
other models involved in the combat are
separated and only the model which struck
the blow and his target are still considered
to be in combat. If the target collides with
another model, the other model is hit once
at S3.
145
Rewards of the shadowlord
When 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 is 7-8 Mutation. The warrior develops a severe
mutated beyond recognition and vanishes mutation. Roll a D6. On a roll of 1 you lose
into the ruins, joining the many other a single point from one of your warrior’s
horrors that roam Mordheim. characteristics (chosen by you), due to
3-6 Nothing Happens. The atrophy, or some such degrading mutation.
On a roll of 2 or more you may choose
capricious Shadowlord
which one of the mutations listed in the
ignores the pleas of his
Cult of the Possessed Warbands section
servant.
your warrior has been rewarded with.
146
Mounted warriors
Horses are rare and expensive in Mordheim, but they do allow warriors to move
quickly, so as long as the steed stays on the streets and does not venture into the
ruined buildings, where it could easily stumble and fall. By using the following rules,
you can include mounted Heroes in your games.
mounted models
and movement
Mounted models may not move into
buildings. This limits their movement to
relatively flat surfaces such as streets.
A horse or warhorse may jump over an
obstacle up to 2" in height with no
movement 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/dismounting
A mounted warrior may dismount during his
movement phase. He loses half his movement
and may not charge or run during that turn.
147
Blackpowder weapons
uring the period in which Mordheim is set, the
D technology needed to make blackpowder
weapons was still rare, and pistols, handguns,
blunderbusses, etc were prone to malfunctions, jams
and misfires.
The following rules were not included in the
Shooting section, as they would have slowed down
the game, but if you want to create more realistic
games, feel free to use the Misfire rules below.
If you do use these rules, you might want to reduce
the cost of the weapons (we suggest by 20%) to keep
the balance of the game fair.
misfires
Each time you roll a 1 when rolling to hit with a
blackpowder weapon (handgun, pistol, blunderbuss,
warplock pistol, etc), roll a D6 and consult the chart
below.
149
MORDHEIM PLAYSHEET
Turn sequence
1. Recovery 2. Movement 3. Shooting 4. Close combat
Recovery
During the recovery phase you may model cannot move or shoot for the rest During the recovery phase, warriors that
attempt to rally any of your models that of the turn, but can still cast spells. If the have been stunned become knocked down
have lost their nerve. To take a Rally test, test is failed, the model continues to flee instead and warriors who have been
roll 2D6. If the score is equal to or less towards the closest table edge. knocked down may stand up.
than the model’s Leadership value the
A model cannot rally if the closest model
model stops fleeing and has rallied. The
to him is an enemy model.
Movement
In your movement phase, you may move your warriors in the following order:
5 2 2 2 3 4 5 6 6 - -
HIT MODIFIERS Armour required to save
-1 Target is in cover 6 2 2 2 2 3 4 5 6 6 - Light armour 6
-1 Moving & shooting 7 2 2 2 2 2 3 4 5 6 6 Heavy armour 5
-1 Long range 8 2 2 2 2 2 2 3 4 5 6 Gromril armour 4
+1 Large target 9 2 2 2 2 2 2 2 3 4 5 Shield Adds +1
10 2 2 2 2 2 2 2 2 3 4 to armour save.
ROLL TO WOUND
Compare the target’s Toughness against INJURIES
the weapon’s Strength to find the D6 CRITICAL HITS As soon as a model loses its last wound
score required to wound. A wound roll of 6 causes a critical hit. Roll roll a D6 on the Injury chart.
a D6 and consult the Critical Hit chart. A INJURY CHART
model may only cause one critical hit in 1-2 Knocked down. The force of the
each hand-to-hand combat phase. blow knocks the warrior down.
CRITICAL HIT CHART Place the model face up.
1-2 Hits vital part. 1 wound = 2 3-4 Stunned. The target falls to the
wounds. Roll armour saves first. ground, barely conscious. Turn
3-4 Hits exposed spot. 1 wound = 2 the model face down.
wounds. No armour saves. 5-6 Out of action. Remove the model
5-6 Master Strike! 1 wound = 2 from the game.
wounds. No armour saves;
+2 to Injury roll(s).
Close combat
10 3 3 3 3 3 3 3 3 3 4
who is knocked down, he may attack him to
put him out of action.
Roll to wound as normal. If any of the
attacks wound, take an armour save
ROLL TO WOUND
modified by the Strength of the attacker
Compare the target’s Toughness against
as normal. If the save is failed, the warrior
the weapon’s Strength to find the D6
is automatically out of action.
score required to wound (see the To
Wound chart in Shooting, above).
M ordheim is a skirmish game fought between opposing factions in the ruins
of a once great city. If you’ve never played anything like it before, then read
through the following examples to get an idea of how it works. Once you’ve run
through them and have a better idea of what to do, take a look at the rulebook.
Ready for Action Setting up
To play through this example you will need two To play this combat through you’ll need some open
models, a Mercenary armed with a sword and a space on a tabletop or the floor. Place the two
dagger, and a Skaven armed with a sling and a dagger. warriors facing each other 12" apart. You can use the
Assemble the models following the instructions in this range rulers from the box to measure the ranges, or a
booklet. Later on you can paint them, but do not steel tape measure or ruler. The warriors are now
worry about this to begin with. ready for combat. They have both been searching for
wyrdstone and stumbled upon one another.
Time to Fight!
12"
Shooting
After the Skaven has moved he can
fire his sling at the Mercenary. The
first thing to do is to check the
The Skaven moves 5" range. The sling has a range of 18"
towards the Mercenary. and the target must be within this
distance before a hit can be scored.
7"
The ruler shows that the models
are 7" apart which is well within
5" the sling’s range.
To see whether the Skaven’s
shot hits the Mercenary, roll a
dice. The Skaven requires a
score of 5 or more to hit his
target. If the score is
between 1-4 the shot misses,
if the score is 5 or 6 the shot The Skaven is within range
so he takes a shot.
hits.
7"
Roll to Hit
Let’s assume that the Skaven
scores a hit. We then
determine its effect – has the
other player’s turn, a round of hand-to-hand combat is
stone struck and wounded his enemy or has it merely
fought. To work out what happens in hand-to-hand
caused a bruise or bounced off his armour? To find
combat proceed as follows.
out roll another dice.
The Mercenary has charged and so has the chance of
The Skaven needs a score of 4 or more to wound the
striking first. This is important, because warriors who
Mercenary. If the dice roll is 1-3 the Mercenary has had
are wounded cannot fight back.
a lucky escape, if the score is 4-6 the stone has injured
him. We’ll assume that the Mercenary has been lucky Warriors normally have one attack each, but the
and has not been wounded by the sling’s stone. Mercenary is wielding two close combat weapons (the
sword and the dagger) and therefore gets an extra
Attack dice. The Skaven cannot use his sling in hand-
Mercenary Turn to-hand combat, so he will only get to roll one dice
(assuming that he survives the Mercenary’s attacks!).
Charge! The Mercenary needs a 4 or more to hit the Skaven.
The Mercenary is 7" away from the Skaven and has the Let’s say he rolls a 2 and a 5.
option of charging his enemy. A charge is a special
move at double speed which takes a warrior into The 2 is a miss, but he scores a hit with the other dice.
hand-to-hand combat. To make a charge, the player The Skaven is now in trouble, and we have to
must tell his opponent that his warrior is charging. He determine whether the hit causes a wound.
then measures the range, and if the enemy is within
the charge distance of 8" (in the case of a Mercenary Roll to Wound
who can normally move 4") the warrior is moved This hit is worked out in the same way as hits from
towards his enemy and placed in base-to-base contact. shooting. Roll a dice. If the score is 4 or more, a
We know the models are less than 8" apart, so we’ll wound is caused. Let’s imagine we roll a 4. The Skaven
make the Mercenary charge. With a fierce cry and an has been wounded.
astounding leap, he propels himself towards his foe.
Move the Mercenary into base-to-base contact with the
Skaven.
Injuries
Because the Skaven has suffered a wound, he must roll
for injuries. All injuries inflicted by shooting or in
Hand-to-hand Combat
hand-to-hand combat are resolved in the same way.
The two warriors are now said to be fighting hand-to-
hand. Once engaged in hand-to-hand combat in this Roll a dice for each wound: a score of 1 or 2 means
way neither warrior can shoot or move until one or that the warrior is knocked down (he falls to the floor
the other is seriously hurt. In every turn, including the and cannot fight for the rest of this turn. He must
attempt to get up on the following turn). On a 3 or 4
he is stunned (he will need two turns to recover) and
on a 5 or 6 he is out of action (the model is so badly
injured that he is unable to fight anymore and is out of
the combat). We could be cruel and assume that the
Skaven is really unlucky; the Human rolls a 6 and the
Skaven is out of action. Remove the Skaven model
from the table top.
The Mercenary
charges the Skaven.
7"
Designer’s notes
F rom the very beginning I knew that Mordheim was
going to be special. As I have worked on this project
Mordheim is a skirmish game system compatible with the
Warhammer Fantasy battle game. It is not just a game set
from the beginning to the very end I can look back and in a specific time period in the Empire, it is a skirmish
say that I am proud of all the myriad people who were system designed to support the Warhammer hobby. With
involved in this project, be they artists, writers, miniature a little alteration, you can play games set in Lustria where
designers, painters or editors. the Lizardmen clash with greedy treasure hunters such
as the Dark Elves. Tileans and Norse, or you could
Most of all, I'd like to thank those gamers who wrote in
descend into the deep darkness of the lost Dwarf realms
and gave me feedback and suggestions. Others helped
to do battle between Skaven, Night Goblins, Ogres and
me with playtesting and concepts. Many of these will find
Dwarfs and their human mercenaries.
their names gracing the credits page, but there were
many others, and they all helped to make Mordheim a There are many other aspects of Mordheim we could not
game for Warhammer players. cram ni to this book. In the Optional Rules section we
have included some of the more unusual ideas which
came up during development of the game. There are
many more besides – the effects of fame, buildings and
upgrades to the encampment of your warband,
additional warbands, new equipment, etc. I hope to
publish some of these in White Dwarf magazine in the
future, so look out for them.
Here at the Studio I ran the Dark Moon campaign which
proved immensely popular. Many lunch hours were
spent in desperate skirmishes and ambushes, as
members of the Design Studio struggled for supremacy.
Many heroes emerged, wyrdstone was traded and
alliances struck (and treacherously broken). To assist the
players I created a storyline which involved the struggle
of the Shadowlord and Grand Prince Siegfried of
Reikland, as well as the dreaded Count Vlad von Carstein
of Sylvania.
To make matters more interesting, I wrote several special
scenarios for players to create variety and new
challenges. There were frays over the possession of a
merchant ship in the harbour of Mordheim, a huge battle
to expel a group of Minotaurs and Beastmen which had
made Mordheim their lair and even a visit by the
infamous Count Vlad von Carstein of Sylvania and his
consequent expedition to the ruins. For some strange
reason none of the mercenaries he hired returned...
All these incidents were recorded in a weekly
newsletter called ‘Town Cryer’.
With a little effort you should be able to do the
same. All you need is somebody willing to be the
Game Master (called Shadowlord in our campaign)
to write, organize and record any unusual
happenings that go on in the campaign.
I hope Mordheim will offer you lot of fun. Thank
you for making the journey with me.
154
Recruiting a warband
When I decided to take part in the Dark Moon Gunther cost me 15 gold crown (35 +10 gc for a
campaign here at the Design Studio I had to put halberd) while Heinrich was hired for 50 gold crowns
together a warband. I already had a bunch of plastic (35 +15 for the double-handed hammer).
Mordheim sprues, and after a bit of thought I decided
I now had three Heroes and had spent 211 gold
build a Middenheim warband because I like the
crowns. Next I wanted some Henchmen. From
ferocious look of the Middenheimers with their wolf
previous experience I knew that Swordsmen are
cloaks and hammers and axes. As a bonus, the
excellent both in attack and in defence, so I chose a
Captains and Champions of Middenheim warhands
group of three – the Middenland Fencers. All the
start with S4, which can make a big difference in close
Henchmen were equipped with a sword and buckler.
combat
Their Swordsman skill meant that they would be
First I needed a leader. To find some good names for dangerous in attack as well.
him and his men, I grabbed a few history books and
I noted down the name of the Henchmen group
scoured the internet for Germanic names. After some
‘Middenheim Fencers’, their number (3) and their
arching I decided to call my leader Wulf, and wrote
type (Swordsmen) on the Henchmen roster sheet. I
his name down on the Heroes’ roster sheet, along
also wrote down their characteristics and equipment
with his characteristics and type (Mercenary Captain).
and made a note of their Swordsman skill in the
Next, Wulf needed some weapons and armour. All Special Rules box. As Henchmen don't start with any
warriors in Mordheim come equipped with daggers, experience, I had now recorded everything I needed
but if Wulf was going survive for any length of time, he to. I paid 150 gold crowns for my three Swordsmen
needed better weapons and equipment! (each one of them cost 35gc plus 15 gc for the sword
and buckler). I still had 139 gold crowns left, so I had
I gave Wulf two hammers, which meant he’d get 2
enough money for a few additional men.
attacks in close combat, and would be more likely to
stun his opponents. I also equipped him with heavy Even though the Middenheimers are known for their
armour, as I wanted to keep him alive for as long as brute strength, it often pays to have some men armed
possible. 1 ticked twenty of the boxes that record with bows. Some of my potential opponents, such as
experience. I didn't get any skills and advances with Skaven, are fast and would be easier to pick off with
this – it was simply the amount of experience Wulf arrows rather than run them down. I picked a
had accumulated to become a Mercenary Captain. I Henchmen group of two Marksman who I named the
marked down his Leader skill on the roster sheet in Drakwald Hunters, and equipped them with
the boxed marked ‘Skills, Injuries, etc.’, and wrote longbows. These have an excellent range of 30'', and
down his equipment: two hammers, a dagger and the Marksmen can move and shoot during the same
heavy armour. turn. I decided to give them no additional weapons or
Satisfied with my leader, I paid 116 gold crowns for armour because I intended to keep them out
of harm’s way. The Marksmen cost me 40 gold
him (60gc for Wulf himself, 6gc for 2 hammers, and
50gc for heavy armour) and continued my crowns each (25 per Marksman and 15 for each
longbow).
recruitment.
I had now spent 411 gold crowns, and decided to
Next I chose a couple of Champions. The first one of
leave the rest of them for the future. You never know
these was Gunther, a huge bruiser who I armed with
a halberd. He was joined by ‘Crusher’ Heinrich, who when you will need extra men or new equipment.
was armed with a double-handed hammer. With these I also might want to recruit a Hired Sword for my
weapons and Strength 4. this pair would be lethal first game, perhaps a Pit Fighter or an Elf Ranger.
when they got their hands on any opponent! But for now my warband was complete.
The last thing I needed to do was calculate the
Both my Champions started with 8 experience, and I
rating of my warband, I had 8 men each worth 5
marked this down on the Heroes roster sheet. This
experience did not give me additional advances or points, and the total accumulated experience of the
warband was 36 (20 for the leader and 8 for each
bonuses – it was simply the amount of experience
Champion) This gave me a warband rating of 76.
needed to get them this far. I wrote down their
characteristics and equipment on the roster sheet. Now my warband was ready to be painted. Mordheim
be wary of the wrath of the Wolfsheads!
155
Henchmen
WARBAND NAME: Wolfsheads WARBAND TYPE: Middenheimers
NUMBER TYPE
M WS BS S T W I A Ld
Group experience:
M WS BS S T W I A Ld
Group experience:
NUMBER TYPE
M WS BS S T W I A Ld
Group experience:
NUMBER TYPE
M WS BS S T W I A Ld
Group experience:
Copyright © Games Workshop Ltd., 2003.
Permission granted to photocopy for personal use only.
Heroes
NAME Wulf EQUIPMENT SKILLS, INJURIES, ETC.
Dagger Leader (friends within 6'' can use
TYPE Mercenary Captain Two Hammers Wulf’s Leadership value)
Heavy Armour
M WS BS S T W I A Ld
4 4 4 4 3 1 4 1 8
Experience: 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
M WS BS S T W I A Ld
4 4 3 4 3 1 3 1 7
Experience: 3 3 3 3 3 3 3 3
Experience: 3 3 3 3 3 3 3 3
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Copyright © Games Workshop Ltd., 2003.
Permission granted to photocopy for personal use only.
Heroes
NAME Wulf EQUIPMENT SKILLS, INJURIES, ETC.
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TYPE Champion
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© The copyright in all text, artwork and images herein are the property of Games Workshop
Limited 2003. 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 Warhammer universe are either ®, TM and/or © Games Workshop Ltd. 1999-2003,
where applicable registered in the UK and other countries around the world. All rights reserved.
ISBN: 1 841545 007 2. British Cataloguing-in-Publication Data.
A catalogue record for this book is available
from the British Library.
No toads or rats were harmed during the production of Mordheim. Several fish were consumed.
PRODUCT CODE : 60 31 11 99 001
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