Mordheim
Mordheim
Mordheim
This is the same as the latest printing of the rulebook, currently available in the shops, but without the
colour section and background. This has been stripped out to reduce the size of this massive tome from
the massive 176 page document into something a little more downloadable. This will be updated and
revised at the annual Rules Review by the Mordheim Rules Committee in July, whereupon a new version
will be posted. Best of luck hunting wyrdstone!
Jake Thornton
Mordheim
By Tuomas Pirinen with Rick Priestley & Alessio Cavatore
Storytelling
Gavin Thorpe
Contents
Rules
Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4
Characteristics . . . . . . . . . . . . . . . . . . . . . . . 6
The Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Close Combat . . . . . . . . . . . . . . . . . . . . . . 18
Leadership & Psychology . . . . . . . . . . . . . . 22
Weapons & Armour . . . . . . . . . . . . . . . . . . 24
Miscellaneous Equipment . . . . . . . . . . . . . 36
Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Warbands
Starting Out . . . . . . . . . . . . . . . . . . . . . . . . 46
Warbands . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . 50
The Cult of the Possessed . . . . . . . . . . . . . 54
Witch Hunters . . . . . . . . . . . . . . . . . . . . . . 59
The Sisters of Sigmar . . . . . . . . . . . . . . . . . 63
The Undead . . . . . . . . . . . . . . . . . . . . . . . . 67
Skaven . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Campaigns
Campaigns. . . . . . . . . . . . . . . . . . . . . . . . . 77
Experience. . . . . . . . . . . . . . . . . . . . . . . . . 81
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Income . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Trading . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Hired Swords. . . . . . . . . . . . . . . . . . . . . . 105
Dramatis Personae . . . . . . . . . . . . . . . . . . 110
Optional rules
Optional Rules . . . . . . . . . . . . . . . . . . . . . 115
Mounted Warriors . . . . . . . . . . . . . . . . . . 118
Blackpowder Weapons. . . . . . . . . . . . . . . 119
Fighting Individual Battles . . . . . . . . . . . . 120
Introduction
tabletop conflict
In Mordheim, the opposing factions warbands are
represented by models, assembled and painted by
you, each representing a single warrior.
Your tabletop becomes part of the City of the
Damned: the scene of the action, with ruined
buildings, overhangs and walkways where the battles
take place.
The aim of the game is to outfight your opponent,
which requires a mixture of skill and luck. Youll soon
learn how to arm and equip your warband effectively,
and how to exploit the ruins and other terrain to your
best advantage.
Youll probably want to expand your basic warband as
you and they gain experience. This is easy as there are
lots of models available for the warbands and new
miniatures will be coming out all the time. With these
you can expand your warband, equip your warriors
with different weapons and armour, and hire
mercenaries to join them.
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!
new players
If youre new to Games Workshop games youll be
reassured to know that finding other players is not
normally a problem youll be surprised how many
there are!
There may be a Games Workshop store near to you
where you can buy models, paint and games
supplements. However Games Workshop stores are
not just shops, they are hobby centres, where the staff
will happily help you to learn the rules, show you
how to paint, and suggest ways to develop your
warband.
warhammer players
If you already play Warhammer, the basic rules of
Mordheim will be familiar to you. Remember though,
Warhammer is designed for fighting battles between
entire armies, whilst Mordheim represents individual
action between a dozen or so warriors.
As a result, some of the rules developed for mass
combat in Warhammer do not apply to Mordheim,
such as unit Break tests and rank bonuses. On the
other hand, there are new rules for wounded
warriors, climbing, parrying and other aspects of
individual combat.
Introduction
terrain
citadel models
You will need enough miniatures of the appropriate
race/type to represent the warriors in your warband.
It is a good idea to work out your warband on paper
first and then purchase the miniatures that you
require. Almost all possible weapon variations can be
added using the Mordheim equipment sprues.
As you will see in the Warbands section, each warband
fights in a particular way some are expert bowmen
while others are better in hand-to-hand combat.
When choosing which warband you want to lead you
could choose one that reflects your preferred playing
style, or you could read the background section and
choose one that really captures your imagination. A
good way of picking a warband is simply to pick the
one with the models you like the best.
counters
Counters can help you keep track of things on the
tabletop. You can always keep notes about who is
hidden, carrying treasure, etc, but counters are a
convenient memory jogger and speed the game up.
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. Its a good
idea to use an old sheet or blanket to protect the table
from scratches. Some players make a special gaming
board from chipboard or other similar material
(divided into two or more pieces for ease of storage)
which they can use on top of a table to extend the
playing area. Whatever you use, you will find that a
square area approximately 4 x 4' is about right for
most battles.
re you new
here, boy?
Thought so. I am
Luthor
Wolfenbaum.
You must have
heard of me.
They call me the
Crimson Blade of
Reikland. No? By
Sigmar, where are
you from, lad?
Hidden counter
Wyrdstone counter
dice
All dice rolls use a standard six-sided dice (usually
shortened to D6). Sometimes you will be asked to
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
get the final result. You may have to roll a number of
dice in one go. For example, 2D6 means roll two dice
and add the scores together. You may also come
across the term D3. As there is no such thing as a
three-sided dice, use the following method for
determining a score between 1 and 3. Roll a D6 and
halve the score, rounding up: 1 or 2 equals 1,
3 or 4 equals 2 and 5 or 6 equals 3. If you are given
the opportunity to re-roll a dice roll, you must accept
the second score, even if its worse than the original.
tape measure
For measuring ranges you will need a tape measure
marked in inches, or a couple of plastic range rulers.
other equipment
You will also need pens and paper to record details of
your warriors weapons and other details. You can use
roster sheets for this, and blank ones are included at
the back of this book. We recommend you photocopy
them rather than use the originals.
Characteristics
n Mordheim the warriors each have different
abilities, some being better at certain actions, for
I
example, fighting, shooting or climbing, than they are
at others. This variety in each warrior is represented
in the form of characteristics and skills. Right now
dont worry about skills these come later with
practice and battle experience. For now we just need
to consider a warriors characteristics.
Each model is defined by a set of characteristics:
Movement, Weapon Skill, Ballistic Skill, Strength,
Toughness, Wounds, Initiative, Attacks and
Leadership. Each characteristic is assigned a value of
(usually) between 1 and 10. The higher the value your
model has for any
characteristic the
better for
example, a model
with a Strength of 6
is stronger than
a model that has a
Strength of 2.
MOVEMENT (M):
A models
Movement rate
shows how far
the model can
move in a
turn, under
normal
conditions.
Characteristics
characteristic profiles
A models characteristic values are written in the form
of a chart called a characteristics profile (or just
profile).
Warrior
M WS BS S
A Ld
Dieter Stahl
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 models characteristic
value.
For example: Dieter Stahl is jumping down from a
wall that is 3" high and has to take an Initiative test.
He has an Initiative value of 3 on his characteristic
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
test and fall down, suffering all the painful
consequences!
leadership tests
Tests against the Leadership characteristic are done in
a slightly different way. In the case of a Leadership
test, you should roll two dice and add the two scores
together. If the result is equal to or less than the
models Leadership characteristic, the test has been
passed.
The turn
you are in a charge of a warband and
opponent is in charge of another.
InyourMordheim
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
for now as these things will be explained in full in the
Scenarios section.
To play, one side takes a turn, then the other side,
then the original side and so on, much like in a game
of draughts or chess. When it is your turn, you may
move all your models, shoot with any warriors able
to do so, and fight in hand-to-hand combat. Once
your turn is complete, it is your opponents
turn to move, shoot and fight.
phases
To keep track of who
is doing what and
when, each turn
is split into
four phases.
This is called
the Turn
sequence.
Turn sequence
1
Recovery
Movement
Shooting
Hand-to-hand combat
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 models
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).
Movement
During the movement phase models are moved in the following order:
1. Charge!
3. Remaining Moves
2. Compulsory Moves
Sometimes a model is forced to move in a certain way
and this is called a compulsory move. For example, a
fighter whose nerve breaks must run away from his
enemies and take cover.
Make all of your models compulsory moves before
finishing any remaining movement.
moving
During their movement phase, models can move up
to movement rate their in any direction. They may
move (including running and charging) up and down
ladders and stairs, and over low obstacles such as
barrels, boxes, etc.
In normal circumstances models dont have to move
their full distance, or at all if you do not want them to.
All exceptions are explained later and invariably
involve either charging or compulsory moves.
Movement
running
The normal Movement value of models represents a
warrior moving at a fairly rapid rate, but allows time
for him to aim and shoot a weapon and generally
observe what is going on around him. If you wish, a
model may move much quicker than this he can
run! A running warrior can move at double speed (for
example, 8" rather than 4"). Note that running is not
the same as charging as it does not allow your model
to engage the enemy in hand-to-hand combat.
A model can only run if there are no enemy models
within 8" of it at the start of the turn (fleeing, stunned,
knocked down and hidden models do not count).
Check this distance after any charges have been
declared. If there are any enemies within 8" at the
start of the turn, the model will prepare to fight
instead and so is unable to run. The running model
can move closer than 8" to an enemy as it moves.
Any model that runs loses its chance to shoot during
that turn. He is concentrating on running and is not
prepared to fight, having sheathed or shouldered his
weapons. You should declare that models are running
as they move, as this will remind both
players that the model is unable to
shoot that turn. Running models
can cast spells as normal.
2"
2"
Interception area
A
1"
charge!
If you want a model to
engage the enemy in
hand-to-hand combat
then you must
make a special
move called a
charge. Without
measuring the
distance,
declare that
your model
is charging
and
3"
C cannot intercept A
while he is charging B
because he is too far
away
10
Movement
charging more
than one opponent
If you can move your warrior into base contact with
more than one enemy model with its charge move, it
can charge them both. This might be inadvisable as
itll then be fighting two enemies at once!
hiding
The Hiding rule represents warriors concealing
themselves in a way that our unmoving and
dramatically posed models cannot. A hiding warrior
keeps as still as possible, just peeking out of cover.
A model can hide if he ends his move behind a low
wall, a column or in a similar position where he could
reasonably conceal himself. The player must declare
that the warrior is hiding and place a Hidden counter
beside the model for it to count as being hidden.
A model that runs, flees, is stunned or charges cannot
hide that turn. His sudden burst of speed does not
give him time to hide.
A model may stay hidden over several turns, so long
as he stays behind a wall or similar feature. He may
even move around so long as he stays hidden while
doing so. If an enemy moves so that he can see the
hidden warrior, the model is no longer hidden and
the counter is removed. When hidden, a warrior
cannot be seen, shot at or charged.
climbing
Often the ruined buildings of Mordheim do not have
stairs or ladders, so your warriors will have to climb
to reach the upper floors of buildings.
Any model (except animals!) can climb up or down
fences, walls, etc. He must be touching what he wants
to climb at the start of his movement phase. He may
climb up to his total Movement in a single movement
phase (but cannot run while he is climbing). Any
remaining movement can be used as normal. If the
height is more than the models normal move, he
cannot climb the wall.
To climb, a model must take an Initiative test. If he
fails it whilst climbing up, he cannot move that turn.
If he fails it while climbing down, he falls from where
he started his descent (see the Falling section).
terrain
The ruined city of Mordheim is a dark and dangerous
place, where tumbled down towers and blasted
houses form a vast maze of streets and alleyways.
OPEN GROUND
The tabletop surface, floors of buildings, connecting
overhangs, ladders and ropes are all considered to be
open ground and will not affect movement even if the
model is charging. It can also go through doors and
hatches without slowing down.
DIFFICULT GROUND
Difficult ground includes steep or treacherous slopes,
bushes and the angled roofs of buildings. Models
move at half speed over difficult terrain.
11
Movement
jumping down
3"
5"
falling
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.
12
Shooting
arriors that fight in the ruins of Mordheim are
usually armed to the teeth! Individual warriors
W
often have several different weapons such as swords,
knives, bows and even blackpowder weapons.
During your warbands shooting phase each of your
warriors may shoot once with one of his weapons.
This means that he can fire a bow, shoot with a
crossbow, or hurl a throwing knife, for example.
Work through the models one at a time. Pick which
fighter is going to shoot, nominate his target, work
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
you wish. Be sure to remember or note down which
models have already shot.
cover
The many walls, ruined buildings and other masonry
in Mordheim offer plenty of cover. If any portion of
the target is hidden by a piece of scenery or another
model, the shooting model will suffer a penalty as
explained below.
Targets in cover
B
A
closest target
You must shoot at the closest enemy, as he represents
the most immediate threat and therefore the most
obvious target. However, you may shoot at a more
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.
13
Shooting
Sometimes it will be obvious whether a target can be
seen; at other times it will be more difficult, as
buildings and other scenery are in the way. If the
shooter can see only part of the targets body, the
target is in cover and the shooter suffers a -1 penalty
on his To Hit roll.
shooting from
an elevated position
A model situated in an elevated position (ie, anything
that is more than 2" above the table surface, such as
an upper floor of a building), may freely pick any
target he can see and shoot at it. The exception to this
rule is that if there are enemies in the same building
and in line of sight of the shooter, he must shoot at
these, as they present a more immediate threat.
range
Once you have decided to shoot and have chosen a
target you must measure to see whether the shot is
within range. Each type of missile weapon has a
maximum range, as described in the Weapons &
Armour section of the book.
Assuming that your target is within range your warrior
can proceed with the shot. If the target is out of range
then he has automatically missed this turn.
14
1 2 3 4 5 6 7 8 9 10
6 5 4 3 2 1 0 -1 -2 -3
14
Shooting
Wound chart
weapons strength
targets toughness
1
4
3
2
2
2
2
2
2
2
2
1
2
3
4
5
6
7
8
9
10
2
5
4
3
2
2
2
2
2
2
2
3
6
5
4
3
2
2
2
2
2
2
4
6
6
5
4
3
2
2
2
2
2
6
6
5
4
3
2
2
2
2
6
6
5
4
3
2
2
2
6
6
5
4
3
2
2
6
6
5
4
3
2
6
6
5
4
3
10
6
6
5
4
hit modifiers
roll to wound
HIT MODIFIERS
-1
Cover
-1
Long range
-1
Moving &
shooting
+1
Large target
15
Shooting
critical hits
armour
If you roll a 6 when rolling to wound (for hand-tohand combat and shooting only) you will cause a
critical hit. Roll a D6 and consult the Critical Hit chart
below to determine the damage caused by the critical
hit. You should also roll to see whether the target
makes its armour save or suffers damage as normal.
3-4
5-6
Armour
Light armour
Heavy armour
Gromril armour
Shield
6
5
4
adds +1 to the armour save
Save modifier
1-3
4
5
6
7
8
9+
None
-1
-2
-3
-4
-5
-6
16
16
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 fighters Wounds are reduced to zero, roll
to determine the extent of his injuries. The player
who inflicted the wound rolls a D6 for the wound that
reduced the model to zero wounds and for every
wound the model receives after that. If a model
suffers several wounds in one turn, roll once for each
of them and apply the highest result.
3-4 Stunned
The target falls to the ground where he lies
wounded and barely conscious. Turn the model
face down to show that he has been stunned.
knocked down
stunned
When a warrior is stunned, he is either badly injured
or temporarily knocked out. Turn the model face
down to show that he has been stunned. A fighter
who is stunned may do nothing at all. A player may
turn the model face up in the next recovery phase,
and the warrior is then treated as knocked down.
out of action
A warrior who is out of action is also out of the game.
Remove the model from the tabletop. Its impossible
to tell at this point whether the warrior is alive or
dead, but for game purposes it makes no difference at
this stage. After the battle you can test to see
whether he survives and if he sustains
any serious lasting injuries as a
result of his wounds (see
page 79 for details).
17
Close combat
who can fight
All close quarter fighting is worked out in the hand-tohand combat phase. Regardless of whose turn it is, all
models in hand-to-hand combat will fight. A warrior
can fight against enemies to his side, front, or rear. In
reality the fighters are constantly moving, dodging,
and weaving as they struggle to kill their adversaries.
Models fighting in hand-to-hand combat do not shoot
in the shooting phase. They are far too busy fighting
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).
18
Close combat
roll
to wound
Once your model
has hit a target you
must test to see
whether a wound is
inflicted. Sometimes a
strike may fail to wound
simply because it causes
an insignificant injury or
glances off the enemys
equipment.
weapon modifiers
Unlike hits from shooting, the Strength of the attacker
is used to determine wounds, rather than that of the
weapon itself. However, some weapons confer a
bonus on the attackers Strength (see the Weapons &
Armour section for full details).
To hit chart
10
10
19
Close combat
Wound chart
attackers Strength
targets Toughness
1
2
3
4
5
6
7
8
9
10
1
4
3
2
2
2
2
2
2
2
2
2
5
4
3
2
2
2
2
2
2
2
3
6
5
4
3
2
2
2
2
2
2
4
6
6
5
4
3
2
2
2
2
2
6
6
5
4
3
2
2
2
2
6
6
5
4
3
2
2
2
6
6
5
4
3
2
2
6
6
5
4
3
2
6
6
5
4
3
10
6
6
5
4
armour
Strength
Save modifier
1-3
4
5
6
7
8
9+
None
-1
-2
-3
-4
-5
-6
parry
Bucklers are small shields which offer no increase to
the armour saving throw, but allow you to parry
attacks. Swords are also used to parry enemy attacks.
When an opponent scores a hit, warriors equipped
with bucklers or swords may try to parry the blow.
Roll a D6. If the score is higher than the number your
Swordsmen
opponent rolled to hit, the buckler or sword has
are always at
parried the strike. Note that it is therefore impossible
their best
to parry a blow which scored a 6 on the roll to hit.
when they
are
equipped
with swords and bucklers. The enemy will find it really
difficult to penetrate their defences and it makes them
good when attacking, too.
20
Close combat
A buckler or sword may only parry one blow per
hand-to-hand combat phase. A parried blow is
ignored and has no effect. If your opponent scored
several hits, you will have to try to beat the highest
score (if the highest score is a 6, you automatically
lose the chance of parrying that opponents attacks).
If a model is fighting against several opponents, it may
only parry the strike from the enemy who makes the
first hit(s) (ie, the attacking model with the highest
Initiative). In the case of equal Initiative
characteristics roll a dice to decide who strikes first.
If your model is armed with a buckler and a sword,
you may re-roll any failed parries once. A model
armed with two swords can still only roll once.
A model may not parry attacks made with twice (or
more) his own basic Strength they are simply too
powerful to be stopped.
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.
21
voluntary rout
Once two or more of the warband are out of action,
a player may voluntarily abandon the battle at the
start of any of his own turns.
leaders
A warrior within 6" of his leader may use his leaders
Leadership value when taking Leadership tests. This
represents the leaders ability to encourage his
warriors and push them beyond normal limits.
A leader cannot confer this bonus if he is knocked
down, stunned or fleeing himself. The sight of your
leader running for cover is obviously far from
encouraging!
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 models 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.
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fear
hatred
frenzy
Some warriors can work themselves into a berserk
state of fury, a whirlwind of destruction in which all
concern for their own personal safety is ignored in
favour of mindless violence. These warriors are
described as being frenzied.
Frenzied models must always charge if there are any
enemy models within charge range (check after
charges have been declared). The player has no
choice in this matter the warrior will automatically
declare a charge.
Frenzied warriors fight with double their Attacks
characteristic in hand-to-hand combat. Warriors with
1 Attack therefore have 2 Attacks, warriors with 2
Attacks have 4, etc. If a warrior is carrying a weapon in
each hand, he receives +1 Attack for this as normal.
This extra Attack is not doubled.
stupidity
Many large and powerful creatures, as well as some of
the more unhinged individuals in Mordheim, are
unfortunately rather stupid.
Models that are stupid test at the start of their turn to
see if they overcome their stupidity. Make a test for
each model affected by stupidity. If you pass the test
by rolling their Leadership value or less on 2D6 then
all is well the creatures behave reasonably
intelligently and the player may move and fight with
them as normal.
If the test is failed all is not well. If the model is in
combat it will not strike any blows during this turn of
hand-to-hand combat. If he is a spell caster then he
may not cast any spells this turn.
If a model who fails a Stupidity test is not in hand-tohand combat, roll a D6.
1-3
4-6
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Fist
The truly desperate, who dont 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 models 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 models injuries.
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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.
Range: Close Combat; Strength: As user; Special Rule: Cutting edge
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!
Range: Close Combat; Strength: As user; Special Rule: Parry
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 users
stamina quickly, but are awesomely destructive in the hands of
a skilled (or unhinged) warrior.
Range: Close Combat; Strength: As user +2;
Special Rules: Heavy, Two-handed
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-tohand 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.
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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 halberds 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.
Range: Close Combat;
Strength: As user +1; Special Rule: Two-handed
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.
Range: Close Combat; Strength: As user;
Special Rules: Strike first, Cavalry bonus
SPECIAL RULES
Strike first: A warrior with a spear
strikes first, even if charged,
because the long shaft of the spear
allows him to thrust it at oncoming
enemies before they have a chance to hit
him. This only applies in the first turn of
a hand-to-hand combat.
If a model is armed with a spear and
another weapon, resolve any
strikes with the other weapon
according to when it would
normally strike.
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.
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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.
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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.
Maximum Range: 16"; Strength: 3; Special Rules: None
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.
Maximum Range: 24"; Strength: 3; Special Rules: None
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.
Maximum Range: 30"; Strength: 3; Special Rules: None
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.
Maximum Range: 36"; Strength: 3; Special Rules: -1 Save modifier
SPECIAL RULE
Save modifier: An Elf bow has a -1 save modifier on armour
saves against it.
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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.
Maximum Range: 30"; Strength: 4; Special Rule: Move or fire
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 slingers 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.
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.
Range: 6"; Strength: As user;
Special Rule: Thrown weapon
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.
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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.
Maximum Range: 24"; Strength: 3; Special Rule: Fire twice
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.
Maximum Range:10"; Strength: 4; Special Rule: Shoot in hand-to-hand combat
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 models Ballistic Skill to see
whether it hits or not. This bonus attack is in addition to any close
combat weapon attacks.
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Blackpowder weapons
lackpowder weapons are only a very recent invention in the
Warhammer world. They are often unreliable and temperamental but
B
they do hit exceedingly hard and armour offers almost no protection, as
their lead bullets can penetrate even the strongest breastplate or shield.
Most blackpowder weapons are bought from Dwarfs at great expense,
though some of the forges of Nuln and Altdorf have started to experiment with
making handguns.
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
models 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 firers Strength.
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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.
Maximum Range: 10"; Strength: 4;
Special Rules: Accuracy, Prepare shot, Save modifier, Hand-to-hand
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 models 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 firers 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.
Maximum Range: Special; Strength: 3;
Special Rules: Shot, Fire once
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.
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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.
Maximum Range: 24"; Strength: 4;
Special Rules: Prepare shot, Move or fire, Save modifier
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.
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Armour
hen fighting in close combat, a good suit of armour may mean the difference between life
and death. The finest armour in the known world is made in Dwarf forges, where the secrets
W
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.
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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 users life as his enemys 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
opponents 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.
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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.
Black Lotus
In the deepest forests of the Southlands grows a plant
that is extremely poisonous. It is known as Black
Lotus and is much sought after by alchemists,
assassins, wizards of the Western Coast and bored
wives.
A weapon coated with the sap of the Black Lotus will
wound its target automatically if you roll a 6 to hit.
Note that you can still roll a dice for every wound
inflicted in this way. If you roll a 6, you will inflict a
critical hit with that roll. If you do not roll a 6, you will
cause a normal wound. Take armour saves as normal.
Dark Venom
This is a poison extracted from Heldrakes, gigantic
sea serpents that plague the Western Ocean and the
coast of Naggaroth. The slightest wound infected by
Dark Venom causes excruciating pain, incapacitating
the bravest of men.
Any hit caused by a weapon coated with Dark Venom
counts as having +1 Strength, so, for example, if a
warrior with Strength 3 wielding a poisoned sword
hits an opponent, he will cause a Strength 4 hit
instead. Armour saving throws are modified to take
into account the increased Strength of the attack.
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Crimson Shade
Crimson Shade is the name given by Old Worlders to
the leaves of the blood oak of Estalia. It is an
extremely addictive drug, but grants its users
inhuman quickness and strength.
Effect: A model using Crimson Shade has his
Initiative increased by +D3 points, and Movement
and Strength by +1 (this effect lasts for one game).
Crimson Shade has no effect on Undead such as
Vampires and Zombies, or the Possessed.
Side effects: After the battle, roll 2D6. On a roll of
2-3, the model becomes addicted and you must try to
buy him a new batch of Crimson Shade before every
battle from now on. If you fail to buy any, he will leave
your warband. On a roll of 12 the models Initiative is
increased permanently by +1.
Mandrake Root
The man-shaped Mandrake Root grows in the rotting
swamps of Sylvania. It is a noxious, deadly plant
which is highly addictive and slowly kills its users, but
also allows them to shrug off almost any pain.
Effect: Mandrake Root makes a man almost oblivious
to pain. His Toughness is increased by +1 for the
duration of a battle and he treats all stunned results
as knocked down instead. Mandrake Root has no
effect on Undead, such as Vampires and Zombies, or
on the Possessed.
Side effects: Mandrake Root is highly poisonous. At
the end of the battle, roll 2D6. On a roll of 2-3 the
model loses 1 point of Toughness permanently.
Miscellaneous Equipment
lucky charm
net
Blessed water
The priests of Ulric, Sigmar, Mrr and Manann hold
great power over evil. Pure water from a clear
fountain, blessed by one of these priests, is said to
burn things of darkness and evil.
A vial of blessed water contains enough liquid for just
one use, and has a thrown range of twice the
throwers Strength in inches. Roll to hit using the
models BS. No modifiers for range or moving apply.
Blessed water causes 1 wound on Undead, Daemon
or Possessed models automatically. There is no
armour save. Undead or Possessed models may not
use blessed water.
bugmans ale
Of all the Dwarf brewmasters, Josef Bugman is the
most famous. His ale is known throughout the Old
World, and widely regarded as the best.
A warband that drinks a barrel of Bugmans before a
battle will be immune to fear for the whole of the
battle. Elves may not drink Bugmans ale as they are
far too delicate to cope with its effects. There is only
enough ale to supply the warband for one battle.
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.
37
37
37
Miscellaneous Equipment
tome of magic
halfling cookbook
animals
holy tome
healing herbs
M WS BS S
A Ld
Horse
Warhorse
8
8
3
3
1
1
3
3
0
1
0
3
0
0
3
3
5
5
Wardogs
The men of the Empire have always been experts at
raising ferocious bloodhounds to guard their cattle
and holdings against roaming Goblins and Beastmen.
A highly trained wardog is a dangerous opponent and
worth its weight in gold in Mordheim.
38
Profile
Profile
M WS BS S
A Ld
Wardog
38
38
Miscellaneous Equipment
lantern
superior blackpowder
The model has acquired a better quality of
blackpowder than is normally available. This new
batch adds +1 Strength to all blackpowder weapons
that the model has. There is enough superior
blackpowder to last for one game.
tears of shallaya
mordheim map
Some survivors of the cataclysm still remain in the
many settlements around Mordheim, and make a
living by preparing maps of the city from memory.
Many of these maps are faked, and even real ones are
often crude and inaccurate.
A map can help a warband find their way through the
confusing maze of streets and into areas with rich
buildings to loot.
Result
2-3
39
39
39
Magic
here have always been those who have used
magic: witches and wizards, wise women and
T
warlocks. But as all scholars know, all magic is
dangerous, for it originates from Chaos, the source of
corruption and change. Indeed, during these times,
sorcery is illegal and punishable by death.
Wizards have little say in whether the world of magic
touches them or not. They are born with second sight
and to them the world of magical energies and spells
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
suspicious, and many are downright insane. Some
even turn to the worship of the dark gods, and others
follow the forbidden path of necromancy.
allocated spells
The chart below summarises the different kinds of
magic and explains who can use what spells.
Wizard
Type of Magic
Chaos Magisters
Warlocks
Skaven Eshin Sorcerer
Sisters of Sigmar
& Warrior-Priests
Necromancers
Chaos Rituals
Lesser Magic
Magic of the Horned Rat
Prayers of Sigmar
Necromancy
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
spells 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 WarriorPriests 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.
40
Magic
Prayers of Sigmar
Sigmar
upon their divine power. The priests of
Those with great faith in the gods can call
their
of
lve
of wounds, strengthening the reso
can pray for many miracles: healing
ic creatures and the Undead.
comrades or the banishment of Daemon
iarchs. A
Hunter Warrior Priests and Sigmarite Matr
The Prayers of Sigmar can be used by Witch
are not
ar
ar while wearing armour. Prayers of Sigm
warrior may use the divine power of Sigm
.
against spells does not affect them
regarded as spells, so any special protection
D6 Result
Difficulty 7
The Hammer of Sigmar
eous power of
right
the
n light, imbued as it is with
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
to use
s
want
he
e
phas
ting
shoo
each
Priest must test
damage (eg, 2 wounds instead of 1). The
the Hammer.
Difficulty 8
2 Hearts of Steel
Sigmar. The
of
nt
serva
the
und
waves of glory surro
As the three words of power are spoken,
presence.
faithful are heartened by the warrior gods
e tests. In
or become immune to Fear and All Alon
Any allied warriors within 8" of the warri
this spell
of
ts
effec
Rout tests they have to make. The
addition, the whole warband gains +1 to any
are not
ts
effec
the
again
cast
ed or put out of action. If
last until the caster is knocked down, stunn
tests remains +1.
cumulative, ie, the maximum bonus to Rout
Difficulty 9
3 Soulfire
out those who
wipe
flames surround the Priest and
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
power.
holy
ars
Sigm
to
e
ptibl
susce
s are especially
allowed. The servants of darkness and Chao
r a Strength 5 hit instead.
Undead and Possessed models in range suffe
Difficulty 6
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,
warriors wounds.
restored
ding himself) may be healed. The warrior is
Any one model within 2" of the Priest (inclu
ked
knoc
or
ed
stunn
are
any friendly models within 2"
to his full quota of Wounds. In addition, if
al.
norm
as
ng
fighti
nue
s, stand up, and conti
down, they immediately come to their sense
Difficulty 9
6 Armour of Righteousness
t burns above
come
the fiery image of a twin-tailed
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
ts next
ness lasts until the beginning of the Pries
The power of the Armour of Righteous
Shooting phase.
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 Necromancers
Wounds above his original maximum value. This spell will not affect the Possessed or any Undead
models.
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 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.
Death vision
Difficulty 6
The Necromancer calls on the power of Necromancy to reveal the moment of his enemies death.
The Necromancer causes fear in his enemies for the duration of the battle.
Spell of Doom
Difficulty 9
The Necromancer whispers to the sleeping dead to rise up from the ground and seize his enemies.
Choose one enemy model within 12". The model must immediately roll equal to or less than his
Strength on a D6 or the dead emerging from the earth will rend him with supernatural power. If
he fails, you may roll on the Injury table to see what happens to the unfortunate warrior.
Call of Vanhel
Difficulty 6
The Necromancer summons the world of the dead to invigorate his Undead servants.
A single Zombie or Dire Wolf within 6" of the Necromancer may immediately move again up to its
maximum Movement distance (ie, 9" in the case of Dire Wolves). If this moves them into base
contact with an enemy model, they count as charging.
Spell of Awakening
Difficulty: Auto
The Necromancer calls the soul of a slain Hero back to his body and enslaves him with corrupt
magic.
If an enemy Hero is killed (ie, your opponent rolls 11-16 on the Serious Injury chart after the
battle) then the Necromancer may raise him to fight as a Zombie in his servitude.
The dead Hero retains his characteristics and all his weapons and armour but may not use any
other equipment or skills. He may no longer run, counts as a Henchman group on his own, and
may not gain additional experience. This spell always succeeds (rules for Henchmen and
experience are described later). The new Zombie follows all the normal Zombie rules (immune to
poison, causes fear) except for retaining his profile, weapons and armour.
42
Magic
Chaos rituals
D6 Result
1
Vision of Torment
Difficulty 10
The Chaos Mage summons horribl
e visions of the realm of Chaos,
causing his enemy to recoil in
utter horror.
Eye of God
Difficulty 7
The Chaos Mage implores the Dar
k gods to grant a boon to their
servant.
You may use the Eye of God succ
essfully only once per battle. Cho
ose any single model within 6",
friend or foe. Roll a D6 to see wha
t happens to the affected model.
D6
1
2-5
6
Result
The wrath of the gods descends upo
n the target. The model is taken
out of action immediately.
He does not have to roll on the Serio
us Injury chart after the battle thou
gh.
The model gains +1 to any one of
his characteristics during this battl
e (chosen by the player who
cast the spell).
Dark Blood
Difficu
lty 8
his blood spurts out, burning fles
h and armour.
This attack has a range of 8" and
causes D3 S5 hits. It hits the first
model in its path. After using
this spell the Chaos Mage mus
t roll on the Injury table for him
self to see how dangerous the
wound is, though treat the out of
action result as stunned instead.
4
Lure of Chaos
Dif
ficulty 9
taint of chaos which exists in the
inner soul of all living beings.
The spell has a range of 12" and
must be cast on the closest enemy
model. Roll a D6 and add the
Chaos Mages Leadership to the
score. Then roll a D6 and add the
targets Leadership to the score.
If the Chaos Mage beats his oppone
nts score he gains control of the
model until the model passes
a Leadership test in his own reco
very phase. The model may not
commit suicide, but can attack
models on his own side, and will
not fight warriors from the Cha
os Mages warband. If he was
engaged in hand-to-hand combat
with any warriors of the Chaos
Mages warband, they will
immediately move 1" apart.
The Chaos Mage calls upon the
Wings of Darkness
Difficulty 7
The Chaos Mage is lifted from
the ground by two shadowy Dae
mons and carried wherever he
wants to go.
Word of Pain
Difficulty 7
Speaking the forbidden name of
his dark god, the Chaos Mage cau
ses indescribable pain to all
who hear it.
All models within 3" of the Cha
os Mage, friend or foe, suffer one
S3 hit. No armour saves are
allowed.
43
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 UZhul
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).
Flight of Zimmeran
Difficulty 7
Calling upon the power of the winds of magic, the wizard walks on air.
The wizard may immediately move anywhere within 12", including into base contact with an
enemy, in which case he counts as charging. If he engages a fleeing enemy in the close combat
phase he will score 1 automatic hit and then his opponent will flee again (if he survives).
Dread of Aramar
Difficulty 7
The wizard places a sense of mind-numbing fear into the minds of his opponents.
A single model within 12" of the wizard must pass a Leadership test or flee 2D6" directly away from
him. If he flees, he must test at the start of each of his own movement phases and will continue to
flee until he passes a test. Note that this spell does not affect Undead or any model immune to
fear.
Difficulty 7
Silvery arrows appear from thin air and circle around the wizard, shooting out to strike his foes.
The spell summons D6+2 arrows which the wizard can use to shoot against one enemy model,
following the rules for normal shooting. The arrows have a range of 24". Use the wizards own
Ballistic Skill to determine whether he hits or not, but ignore movement, range and cover
penalties. The arrows cause one S3 hit each.
Luck of Shemtek
5
Difficulty 6
Sword of Rezhebel
6
Difficulty 8
44
44
Magic
upon the
en. It is a sinister form of magic which calls
This brand of sorcery is used by the Skav
known as the Horned Rat.
Skaven deity, a loathsome daemonic god
D6 Result
Difficulty 8
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
t.
targe
the
of
2"
n
model withi
on its target, and one Strength 3 hit on each
Difficulty Auto
2 Children of the Horned Rat
his servants.
forth
send
to
the Father of the Skaven
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
cast this
may
rer
Sorce
The
within 6" of the Sorcerer.
summons D3 Giant Rats, which are placed
count
not
do
They
.
battle
the
the rats disappear after
spell successfully only once per battle, and
and.
towards the maximum size of the Skaven warb
Difficulty 7
3 Gnawdoom
ds.
ed from head to foot in small, bleeding woun
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
ure, which
creat
ke
turns into a monstrous rat-li
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
and
-to-h
hand
s
turn
this
g
ks and +1 Strength durin
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
rer,
Sorce
and must run 2D6" directly away from the
they fail, they each suffer a Strength 3 hit
.
fighting against more than one opponent
exactly as if they had lost their nerve when
Sorcerers Curse
Difficulty 6
The Sorcerer points a claw tow
ards one of his enemies and curs
es him in the name of the
Horned One.
The spell has a range of 12" and
affects a single model within rang
e. The target must re-roll
any successful armour saves and
to hit rolls during the Skaven han
d-to-hand phase and his
own next shooting and hand-to-han
d combat phases.
45
45
45
Starting a warband
Before you begin to play you must recruit a warband to take part
in the battle for Mordheim. The warbands are represented by a whole
range of Citadel models available as boxed sets and blister packs. The
boxed sets are designed to form an ideal starting point for your collection
and further models can be added as your warband grows and thrives.
In this section of the book
we take a detailed look at
each of the warbands and
provide the information you
need to recruit a warband of
that type.
Use the lists that follow to recruit
and equip your warband (an
example warband has been
included at the back of the book.)
You have 500 gold crowns to spend. Each model
and their equipment (if you choose to buy any) costs
a set amount of money. As you make your choices,
subtract the money you have spent from your total
until you have bought all you can. Any unspent gold
crowns are put into the warbands treasury and can
be used later or hoarded to buy something more
expensive.
To start with you must recruit at least three warriors
including a leader. The weapons, armour and
mutations you choose for your warriors must be
represented on the models themselves. The
exceptions are knives and daggers, which you may
assume are tucked in boots or concealed in clothing
if not represented on the model.
skill tables
and starting experience
The warband lists also include information about the
starting experience of the warriors and which skills
they can choose as they progress in the game. Some
warbands also include separate skill lists unique to
the warband.
The rules about experience and skills will be fully
explained in the Campaign section, so dont worry
about them for now.
46
heroes
These are exceptional individuals who have the
potential to become legends. Heroes can be armed
and equipped individually and may carry any special
equipment they might pick up during the campaign.
leader
Every warband must have a leader. He represents you,
the player. He makes the decisions and leads your
warriors through the dark streets of Mordheim.
other heroes
Apart from its leader, your warband may include up to
five other Heroes, who form the core of your
warband. A warband may never include more Heroes
of any specific type than the number given in the
Warband list. This means that some warbands can
only get the maximum of six Heroes by gaining
experience with their Henchmen (see the Experience
section).
henchmen
Henchmen typically fall into two groups. There are
Henchmen such as the Brethren of the Possessed,
Skaven Verminkin and Mercenary Swordsmen. These
Henchmen gain experience and become better as
time goes by. They are bought in groups of one to five
models.
46
Warbands
The other type of Henchmen are those such as
Warhounds and Zombies. These are too dim or too
primitive to gain experience.
Henchmen may never use any special equipment you
acquire during their adventures (unless otherwise
noted); only Heroes may do so. Henchmen can
include potentially powerful warriors, but Heroes
always have an edge over them with their potential to
gain extra experience.
warband roster
Youll 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. Youll
notice that Heroes and Henchmen have slightly
different spaces provided to reflect the different ways
in which they gain experience and use weapons,
armour and equipment.
47
47
47
Warbands
Warbands
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
The Undead
The Restless Dead plague Mordheim. Zombies, Ghouls and huge
hellhounds prowl the streets, and woe to anyone caught by
them. Hell 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 theyll tear you apart, burn you,
decapitate you and excommunicate you from the grace of Sigmar.
48
48
Warbands
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 theyll 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 youd 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.
Sisters of Sigmar
Skaven
Marienburgers
The rich boys of Marienburg. Never turn your back on them. Ill grant them
this: they are completely ruthless and have more money than anyone else
hardly surprising, as those fat leeches in the Merchants Guild fill their
coffers. Thats why they have such good armour and weapons, and usually a
few more men than most as well. Dont let their fancy clothes and flash
jewellery fool you, though. Theyre not wearing those weapons just for show,
they know how to use them as well!
o there you have it. Youll 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 youll only get killed. Neither should you try to
outpace the Skaven vermin, for theyre 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.
49
49
Mercenaries
This is a time of
unremitting war, civil
strife, violence and
famine. A time of orphan
children and wanton
slaughter. For warriors
these are good times! Since
the discovery of wyrdstone
Mordheim has become a
magnet for fighting men from
all over the Empire. Nobles,
merchants, and the Temple of
Sigmar itself offer rich rewards for shards of the
mysterious stone. Foremost amongst the patrons of
mercenary warriors are the
Reikland
Reikland lies at the heart of the Empire and its
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 Captains
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.
50
50
50
Mercenaries
Middenheim
special rules
As natural traders with contacts in the merchant
guilds Marienburg warbands receive a +1 bonus
when attempting to find rare items (see the Trading
section for rules).
To reflect their enormous wealth Marienburgers start
off with an extra 100 gold crowns (600 in total) when
fighting in a campaign. In a one-off game they are
permitted an extra 20% gold crowns when recruiting
a warband. For example, in a 1,000 gold crown game
a Marienburger warband will have 1,200gc.
special rules
The men of Middenheim are famous for their physical
prowess. To represent their advantage in size and
bulk, the Champions and Captains of a Middenheim
warband start with Strength 4 instead of Strength 3.
Choice of warriors
A Mercenary warband must include a minimum of
three models. You have 500 gold crowns available to
spend. The maximum number of warriors in the
warband may never exceed 15.
Marienburg
Starting experience
The Captain starts with 20 experience.
Champions start with 8 experience.
Youngbloods start with 0 experience.
Henchmen start with 0 experience.
51
51
Mercenaries
Shooting
Academic
Strength
Speed
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
Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Duelling pistol . . . . . . . . . 25 gc (50 for a brace)
Bow . . . . . . . . . . . . . . . . . 10 gc
Armour
Light armour . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . .10 gc
52
Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Bow . . . . . . . . . . . . . . . . . 10 gc
Long bow . . . . . . . . . . . . . 15 gc
Blunderbuss . . . . . . . . . . . 30 gc
Handgun . . . . . . . . . . . . . 35 gc
Hunting rifle . . . . . . . . . . 200 gc
Armour
Light armour . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . 10 gc
52
Mercenaries
Henchmen
Heroes
1 Mercenary captain
Warriors
M WS BS S
4 4 4 3
T
3
W
1
I
4
M WS BS S
4 3 3 3
T
3
W
1
I
3
A Ld
1 7
A Ld
1 8
0-7 Marksmen
25 gold crowns to hire
SPECIAL RULES
0-2 Champions
Profile
M WS BS S
4 4 3 3
T
3
W
1
I
3
I
3
Profile
M WS BS S
4 4 3 3
T
3
W
1
I
3
A Ld
1 7
SPECIAL RULES
Expert Swordsmen: Swordsmen are so skilled with
their weapons that they may re-roll any failed hits
when charging. Note that this only applies when they
are armed with normal swords, and not with doublehanded swords or any other weapons.
A Ld
1 6
53
A Ld
1 7
A Ld
1 7
I
3
T
3
W
1
0-5 Swordsmen
0-2 Youngbloods
M WS BS S
4 2 2 3
T
3
Profile
M WS BS S
4 3 3 3
53
53
There is never
any shortage of men willing
to risk their lives for a chance
of real power: men whose
ambitions lie beyond the scope
of their birthright, or whose
sorcerous skills or physical
deformities place them in constant
danger of persecution. What do such men
have to lose if they pledge their souls to the
dark gods of Chaos! In the aftermath of the
destruction of Mordheim all manner of mutants have
appeared whilst many hitherto unblemished folk feel
the stirring of strange powers, the first awakenings of
magical gifts destined to bring them to a fiery death at
the hands of the Witch Hunters.
Choice of warriors
A Possessed warband must include a minimum of
three models. You have 500 gold crowns to recruit
your initial warband. The maximum number of
warriors in the warband may never exceed 15.
Starting experience
A Magister starts with 20 experience.
Possessed start with 8 experience.
Mutants starts with 0 experience.
Henchmen start with 0 experience.
54
54
54
Possessed
Mutant
Shooting
Academic
Strength
Speed
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Short bow . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
None
Armour
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
55
55
Heroes
1 Magister
70 gold crowns to hire
Magisters lead the covens of the Possessed. They have
been granted magical powers by their patron gods.
They are fanatical followers of the Dark gods, utterly
dedicated to bringing Chaos to the world.
Profile
M WS BS S
4 4 4 3
T
3
W
1
I
3
A Ld
1 8
M WS BS S
5 4 0 4
T
4
W
2
I
4
A Ld
2 7
SPECIAL RULES
SPECIAL RULES
0-2 Mutants
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
4 3 3 3
T
3
W
1
I
3
A Ld
1 7
SPECIAL RULES
Mutations: Mutants must start
the game with one or more
mutations each. See the
Mutations list over the page for
the cost.
56
56
Henchmen
0-5 Darksouls
0-3 Beastmen
M WS BS S
4
4 3 3
T
4
W
2
I
3
A Ld
1 7
M WS BS S
4
2 2 4
T
3
W
1
I
3
A Ld
1 6
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
4
3 3 3
T
3
W
1
I
3
A Ld
1 7
57
57
Mutations
Those who dwell in Mordheim soon develop horrible
mutations, and the Cult of the Possessed seem to be
especially susceptible. In addition, Mordheim attracts
mutants from all over the Empire, who are always
quick to join the Chaos covens. Most mutations are
simply inconvenient or hideous, but some make their
bearers extremely dangerous in combat.
daemon soul
tentacle
great claw
blackblood
If the model loses a wound in close combat, anyone
in base contact with the model suffers a Strength 3 hit
(no critical hits) from the spurting corrosive blood.
cloven hoofs
spines
Cost: 40 gold
crowns
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
58
58 58
Witch Hunters
Witch hunters
he Order of the Templars of Sigmar, universally
known as the Witch Hunters, is an organisation
dedicated to the eradication of heretics, be they
warlocks, witches, sorcerers, fortune-tellers,
necromancers, worshippers of the dark gods,
deviants, mutants, blasphemers, sinners, utterers of
profanities, servants of Daemons, or composers of
corrupting music. Indeed, there are few who
altogether escape the suspicions of the Witch Hunters
with the possible exception of other Witch Hunters.
59
Choice of warriors
A Witch Hunter warband must include a minimum of
three models. You have 500 gold crowns which you
can use to recruit your initial warband. The maximum
number of warriors in the warband may never exceed
12.
Witch Hunter Captain: Each Witch Hunter warband
must have one Witch Hunter Captain.
Warrior-Priest: Your warband may
include a single Warrior-Priest.
Witch Hunters: Your warband may
include up to three Witch Hunters.
Zealots: Any number of models may
be Zealots.
Flagellants: Your warband may
include up to five Flagellants.
Warhounds: Your warband may include up to five
Warhounds.
Starting experience
A Witch Hunter Captain starts with 20 experience.
Witch Hunters start with 8 experience.
A Warrior-Priest starts with 12 experience.
Henchmen start with 0 experience.
59
Witch Hunters
Shooting
Academic
Strength
Speed
Witch Hunter
Warrior-Priest
Missile Weapons
Crossbow . . . . . . . . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . . . . . . . . . . . 15 gc
(30 for a brace)
Crossbow pistol . . . . . . . . . . . . . . . 35 gc
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Short bow . . . . . . . . . . . . . . . . . . . 5 gc
Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
60
60
Witch Hunters
Heroes
1 Witch hunter captain
Profile
Profile
M WS BS S
4
4 4 3
T
3
W
1
I
4
A Ld
1 8
M WS BS S
4
3 3 3
T
3
W
1
I
3
A Ld
1 7
SPECIAL RULES
SPECIAL RULE
0-1 Warrior-priest
40 gold crowns to hire
Many powerful fighting men have come from the
ranks of the faithful. The Priests of Sigmar are no
exception, and the military wing of the cult is feared
and respected throughout the Empire.
The Grand Theogonist himself has granted the
Warrior-Priests an edict to cleanse Mordheim of Chaos
filth. With fire burning in their eyes, the WarriorPriests stride into battle, chanting aloud the Deus
Sigmar, the praise of the patron god of the Empire.
Profile
M WS BS S
4
3 3 3
T
3
W
1
I
3
A Ld
1 8
SPECIAL RULES
Prayers: A Warrior-Priest is a servant of
Sigmar and may use the Prayers of
Sigmar as detailed in the Magic
section.
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61
Witch Hunters
Henchmen
0-5 Flagellants
0-5 Warhounds
M WS BS S
4
3 3 4
T
4
W
1
I
3
Profile
M WS BS S
6 4 0 4
T
3
W
1
I
4
A Ld
1 5
SPECIAL RULES
Animals: Warhounds are animals and thus do not
gain experience.
A Ld
1 10
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
4 2 2 3
T
3
W
1
I
3
A Ld
1 7
62
62
62
Choice of warriors
A Sisters of Sigmar warband must include a minimum
of three models. You have 500 gold crowns to recruit
your initial warband. The maximum number of
warriors in the warband may never exceed 15.
Sigmarite Matriarch: Each Sisters of Sigmar
warband must have one Matriarch to lead it:
no more, no less.
63
Starting experience
A Matriarch starts with 20 experience.
Sisters Superior start with 8 experience.
An Augur starts with 0 experience.
Henchmen start with 0 experience.
63
63
Sisters of Sigmar
Special skills
The Sisters of Sigmar may use the following skill list instead of the standard skill lists.
Sign of Sigmar
Righteous Fury
Protection of Sigmar
Absolute Faith
Utter Determination
Only the Matriarch may have this skill, which allows
her to re-roll any failed Rout tests.
Shooting
Academic
Strength
Speed
Special
Matriarch
Sister Superior
Augur
Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc
64
Miscellaneous Equipment
(Heroines only)
Sisters of Sigmar
Heroines
0-3 Sister superior
1 Sigmarite matriarch
70 gold crowns (dowry to the temple)
Profile
Profile
M WS BS S
A Ld
M WS BS S
A Ld
SPECIAL RULES
Leader: Any warband member within 6" of the
Sigmarite Matriarch may use her Leadership
characteristic when taking any Leadership tests.
0-1 Augur
25 gold crowns (dowry to the temple)
The blind Augurs of the Sisterhood are blessed
beyond their comrades. By giving up their sight they
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
A Ld
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.
65
65
Sisters of Sigmar
Henchmen
Sigmarite sister
0-10 Novices
Profile
M WS BS S
A Ld
Profile
M WS BS S
A Ld
Special weapons
sigmarite warhammer
15 gold crowns
10 gold crowns
Range
Strength
Special rules
Concussion, Holy
SPECIAL RULES
Concussion: Warhammers are excellent at
striking people senseless. When using a
warhammer in close combat a roll of 2-4 is
treated as stunned when rolling on the Injury
chart.
Holy Weapon: Each warhammer is blessed by
the High Matriarch herself before it is handed to
the Sisters. The warhammer has a +1 bonus on
all to wound rolls against any Possessed or
Undead models. Note that you will still need to
score a 6 before any modifiers in order to cause
a critical hit. Only Matriarchs and Sister
Superiors
may
carry
two
Sigmarite
warhammers.
66
steel whip
Range
Strength
4"
As user
Special rules
Cannot be parried, reach
SPECIAL RULES
Cannot be parried: The steel whip is a flexible
weapon and the Priestesses use it with great
expertise. Attempts to parry its strikes are futile.
A model attacked by a steel whip may not make
parries with swords or bucklers.
Reach: A model armed with a steel whip may
attack enemies up to 4" away in the hand-tohand combat phase. She may make her usual
number of attacks, using the normal combat
procedure, except that her opponent may not
strike back. Note that if the model is already
engaged in close combat, she may not use the
steel whip to attack opponents other than those
in base contact.
The Undead
Count Vlad von Carstein
and his wife Isabella have
ruled the province of
Sylvania for as long as anyone can
remember peasants whisper of
some dark secret, Witch Hunters revile
them, and the Priests of Sigmar shun their
court. Indeed, Sylvania has the most dire
reputation of all the provinces of the Empire. Few
men sent to spy on the rulers of Sylvania have ever
returned from those dark Sylvanian forests, and then
rarely with their sanity intact.
In the dimly-lit chamber of the Drakenhof castle, on a
throne of black obsidian, sits Vlad von Carstein, the
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,
undying monsters from beyond the grave. Here he
patiently waits, drinking the blood of maidens from
gold goblets.
For many long years Vlad has gathered his strength
and mustered his Undead legions in secrecy. One day
soon he will march from the forests of
Sylvania at the head of an army of
restless dead. The pieces of magic
stone that lie scattered among
the ruins of Mordheim
can give the Count
the
power
to
challenge the nobles
of the Empire and
enslave the men of the
Old World.
Choice of warriors
An Undead warband must include a minimum of
three models. You have 500 gold crowns to recruit
your warband. The maximum number of warriors in
the warband may never exceed 15.
Vampire: Each Undead warband must have one
Vampire: no more, no less!
Necromancer: Your warband may include a single
Necromancer if you wish.
Dregs: Your warband may include up to three Dregs.
Zombies: Your warband may include any number of
Zombies.
Ghouls: Your warband may include any number of
Ghouls.
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.
67
67
The undead
Shooting
Academic
Strength
Speed
Vampire
Necromancer
Dreg
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Short bow . . . . . . . . . . . . . . . . . . . 5 gc
68
Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
68
The undead
Heroes
1 Vampire
0-1 Necromancer
M WS BS S
6
4 4 4
T
4
W
2
I
5
A Ld
2 8
SPECIAL RULES
Leader: Any models in the warband within 6" of the
Vampire may use his Leadership instead of their own.
Cause Fear: Vampires are terrifying Undead creatures
and therefore cause fear.
Immune to Psychology: Vampires are not
affected by psychology (such as fear) and
never leave combat.
Immune to
Poison:
Vampires are
not affected
by any
poison.
No Pain:
Vampires
treat a
stunned
result on
the Injury
chart as
knocked
down.
Profile
M WS BS S
4
3 3 3
T
3
W
1
I
3
A Ld
1 7
SPECIAL RULES
Wizard: Necromancers are wizards and so are able to
use Necromantic magic. See the Magic section for
details.
0-3 Dregs
20 gold crowns to hire
Dregs are the most miserable human
survivors of the demise of Mordheim.
They are deformed and rejected
individuals, shunned even by the other men and
women who still live in the ruins and catacombs of
the city.
Vampires often recruit Dregs as their servants and
treat them with surprising kindness. As a result, Dregs
are often fanatically loyal to their Undead overlords
and will do anything to protect and serve them.
Dregs are very useful to their masters as they can be
sent to buy equipment, weapons and supplies from
the settlements around Mordheim which would often
not welcome Necromancers or where Vampires
would fall under the suspicion of the Witch Hunters.
They can also do the bidding of their vampiric master
during daylight, when the Vampires must rest in their
coffins.
Profile
M WS BS S
4 2 2
7
T
3
W
3
I
1
A Ld
3 1
69
69
69
The undead
Henchmen
SPECIAL RULES
Zombies
Profile
M WS BS S
4
2 0 3
T
3
W
1
I
1
A Ld
1 5
SPECIAL RULES
Cause Fear: Zombies are terrifying Undead creatures
and therefore cause fear.
May not run: Zombies are slow Undead creatures
and may not run (but may charge normally).
Immune to Psychology: Zombies are not affected by
psychology and never leave combat.
Immune to Poison: Zombies are not affected by any
poison.
No Pain: Zombies treat a stunned result on the Injury
chart as knocked down.
No Brain: Zombies never gain experience. They do
not learn from their mistakes. What did you expect?
M WS BS S
9
3 0 4
T
3
W
1
I
2
A Ld
1 4
Weapons/Armour: None.
SPECIAL RULES
Charge: Dire Wolves are slavering creatures that
overpower their opponents when they charge. Dire
Wolves fight with 2 attacks instead of 1 during the
turn they charge.
May not Run: Dire Wolves are slow to react and may
not run (but may charge normally).
T
4
W
1
I
3
A Ld
2 5
70
Profile
Ghouls
Profile
Skaven
Unbeknownst to man,
for thousands of years he has
shared his world with another
and altogether different race.
There have always been signs
for those who cared to see
them: a scurrying black
shadow, an inhuman scream
from the sewer, scuttling
shapes at the back of the cellar.
All these years these creatures have worked
away in secret, burrowing beneath the world of man,
undermining his great cities, infiltrating his sewers
and cellars, and joining all up into a vast worldspanning labyrinth of tunnels and nests. These
creatures call themselves Skaven and they are
ratmen, the mutant spawn of an older age of
chaos and mutation.
Doubtless one day the
Skaven will be ready to
emerge from their
tunnels and wage
open war
71
71
71
Skaven
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc
Throwing stars . . . . . . . . . . . . . . . . 15 gc
Blowpipe . . . . . . . . . . . . . . . . . . . . 25 gc
Warplock pistol . . . . . . . . . . . . . . . 35 gc
(70 for a brace)
Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Buckler . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . 2 gc
Armour
Light armour . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Choice of warriors
A Skaven warband must include a minimum of three
models. You have 500 gold crowns (representing
your resources) which you can use to
recruit and equip your initial warband.
The maximum number of warriors in
the warband may never exceed 20.
Assassin Adept: Each Skaven
warband must have one Assassin
Adept: no more, no less!
Eshin Sorcerer: Your warband may include a single
Eshin Sorcerer.
Starting experience
An Assassin Adept starts with 20 experience.
Eshin Sorcerers and
Black Skaven start
with 8 experience.
Night Runners start
with 0 experience.
Henchmen start
with 0
experience.
72
72
. . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
. . . . . . . . . . . . . . . . . . . . . . 3 gc
. . . . . . . . . . . . . . . . . . . . . . 10 gc
. . . . . . . . . . . . . . . . . . . . . . 10 gc
72
Skaven
fighting claws
blowpipe
25 gold crowns
+1
Range
Save
Strength modifier
Special rules
Pair, Climb, Parry,
Cumbersome
Poison, Stealthy
SPECIAL RULES
SPECIAL RULES
Poison: The needles fired by
a blowpipe are coated in a
venom very similar in its
effects to the Black Lotus (if
you roll a 6 on the To Hit
roll, the victim is
automatically wounded). A blowpipe cannot cause
critical hits. This weapon has a positive armour save
modifier, so a model that normally has a save of 5+
will get a save of 4+ against a blowpipe dart. Even
models that normally do not have an armour save
will get a 6+ save to take into account protection
offered by clothes, fur or the like.
Stealthy: A Skaven armed with a blowpipe can fire
while hidden without revealing his position to the
enemy. The target model can take an Initiative test in
order to try to spot the firing Skaven. If the test is
successful, the Skaven no longer counts as hidden.
warplock pistol
weeping blades
50 gold crowns (per pair)
Availability: Rare 9, Skaven only
The adepts of Clan Eshin use weapons called Weeping
Blades, murderous swords constructed with a small
amount of warpstone in their structure. A Weeping
Blade constantly sweats a deadly corrosive venom.
Range
Strength
Close Com.
As user
Range
8"
73
-3
Special rules
Pair, Venomous, Parry
73
Skaven
Shooting
Academic
Strength
Speed
Special
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.
74
74
Skaven
Heroes
1 Assassin adept
Profile
M WS BS S
6
4 4 4
T
3
W
1
I
5
A Ld
1 7
T
3
W
1
I
5
A Ld
1 6
SPECIAL RULES
Leader: Any warrior within 6" of the Assassin Adept
may use his Leadership instead of his own.
M WS BS S
6
4 3 4
M WS BS S
5
3 3 3
T
3
W
1
I
4
A Ld
1 6
SPECIAL RULES
Wizard: An Eshin Sorcerer is a wizard and uses the
Magic of the Horned Rat. See the Magic section for
details.
M WS BS S
6
2 3 3
T
3
W
1
I
4
A Ld
1 4
75
75
Skaven
Henchmen
Verminkin
Profile
M WS BS S
5
3 3 3
T
3
W
1
I
4
A Ld
1 5
T
3
M WS BS S
6 3 3 5
T
5
W
3
I
4
A Ld
3 4
SPECIAL RULES
Fear: Rat Ogres are so frightening they cause fear.
Stupidity: A Rat Ogre is subject to stupidity unless a
Skaven Hero is within 6" of it.
Experience: Rat Ogres do not gain experience.
Giant rats
Profile
Profile
W
1
I
4
A Ld
1 4
SPECIAL RULES
Pack size: You can recruit as many Giant Rats as
you wish.
Experience: Giant Rats
are animals and do not
gain experience.
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76
Campaigns
Warbands
travel to the City
of the Damned from
all over the Old World.
They come from many races
and for many reasons but
ultimately they must all face the
dangers of the dim alleys and twisting,
winding streets of Mordheim.
starting a campaign
warband rating
Each warband has a warband rating the
higher the rating the better the warband. The
warband rating is simply the number of warriors in it
multiplied by 5, plus their accumulated experience.
Large creatures such as Rat Ogres are worth 20 points
plus the number of Experience points they have
accumulated.
The warbands rating changes after each game,
because surviving warriors will gain extra experience,
warriors may have been killed, new ones added, etc.
Hopefully your warband rating will go up, signifying
your increase in power!
77
77
Campaigns
1
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 warriors
weapons or equipment once he
is dead.
death of
a leader
If the leader of the warband
is slain, the Hero with the
next highest Leadership value
takes command. He then
gains the Leader ability
(although he must continue
to use his original Skill list)
and can use the Equipment
list available to the leader. If
there is more than one Hero
eligible to assume command,
78
78
Campaigns
serious injuries
During a game some warriors will be taken out of
action and removed from play. At that time it doesnt
matter whether the warrior is dead, unconscious,
injured or just playing dead in game terms he is no
longer capable of fighting in the battle which is all that
matters.
When you are playing a campaign it matters a great
deal what happens to warriors who are taken out of
action! They might recover completely and be ready
to fight in the next battle, or they might have
sustained injuries. Worst of all they might die, or be so
badly injured that they have to retire.
When a Henchman receives a serious injury this is
treated differently than if a Hero received one (this is
to represent the greater effect that losing a Hero
would have on your warband). Working out the
extent of a Henchmans injuries is very simple. You
will need to roll on the chart opposite to determine
what has happened to your Hero. The chart covers a
whole range of injuries and random things that might
befall your warrior. Bear in mind that only Heroes
who are taken out of action are obliged to roll on this
chart.
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.
79
79
Campaigns
80
(roll D66)
41-55
FULL RECOVERY
The warrior has been knocked unconscious, or
suffers a light wound from which he makes a full
recovery.
56
BITTER ENMITY
The warrior makes a full physical recovery, but is
psychologically scarred by his experience. From now
on the warrior hates the following (roll a D6):
D6 Result
1-3 The individual who caused the injury. If it was
a Henchman, he hates the enemy leader
instead.
4
The leader of the warband that caused the
injury.
5
The entire warband of the warrior responsible
for the injury.
6
All warbands of that type.
61
CAPTURED
The warrior regains consciousness and finds himself
held captive by the other warband.
He may be ransomed at a price set by the captor or
exchanged for one of their warband who is being held
captive.
Captives may be sold to slavers at a price of D6x5 gc.
Undead may kill their captive and gain a new Zombie.
The Possessed may sacrifice the prisoner. The leader
of the warband will gain +1 Experience if they do so.
Captives who are exchanged or ransomed retain all
their weapons, armour and equipment; if captives are
sold, killed or turned to Zombies, their weaponry, etc,
is retained by their captors.
62-63
HARDENED
The warrior survives and becomes inured to the
horrors of Mordheim. From now on he is immune to
fear.
64
HORRIBLE SCARS
The warrior causes fear from now on.
65
SOLD TO THE PITS
The warrior wakes up in the infamous fighting pits of
Cutthroats Haven and must fight against a Pit Fighter.
See the Hired Swords section for full rules for Pit
Fighters.
Roll to see which side charges, and fight the battle as
normal. If the warrior loses, roll to see whether he is
dead or injured (ie, a D66 roll of 11-35). If he is not
dead, he is thrown out of the fighting pits without his
armour and weapons and may re-join his warband.
If the warrior wins he gains 50 gc, +2 Experience and
is free to rejoin his warband with all his weapons and
equipment.
66
SURVIVES AGAINST THE ODDS
The warrior survives and rejoins his warband. He
gains +1 Experience.
Campaigns
Experience
As warriors take part in
battles, those who survive
become more experienced,
and improve their battle
skills. This is represented in
campaigns by Experience
points.
Warriors earn Experience
points when they take part in
a battle. Once a warrior has
enough points he gains an
advance. This takes the form of an
increased characteristic or a new skill. Warriors who
survive long enough may progress to become great
Heroes, with many skills that they have picked up
during their long and glorious fighting career.
When warriors are recruited, some of them already
have some experience. The warband lists detail how
many Experience points different warriors begin
with. Record these on your warband roster sheet by
ticking the right number of boxes. No extra advances
are gained for this
experience. It simply
represents the
experience the
warriors have
accumulated
before the
warband is
formed.
earning experience
The Experience points warriors earn depend on the
scenario. Different scenarios have different objectives
and consequently warriors can earn experience in
slightly different ways.
Extra Experience points are always added to the
fighters total after the game is over, though it is a
good idea to keep a record of the opponents your
warrior puts out of action during the battle, as this
often affects the experience they gain.
If you look through the scenarios you will notice that
warriors always earn +1 Experience point for
surviving a battle. They earn this even if they are
injured so long as they live to fight again!
The Scenarios section includes details of how many
Experience points are earned for each scenario.
experience advances
As warriors earn more Experience points they are
entitled to make Advance rolls. The warband roster
sheet shows how much experience a Hero or a
Henchman group must accumulate before making a
further roll. When the accumulated experience
reaches a box that has thick borders, the warrior may
make an Advance roll. The roll(s) must be taken
immediately after the game in which the advance was
earned, while both players are present to witness the
result. Note that Henchmen gain experience as a
group, and consequently all the warriors in one
group gain the same advance.
underdogs
When a warband fights against an enemy warband
with a higher rating, its warriors earn extra
Experience points as shown on the table below. The
higher the opposing warbands rating the more
points the underdog earns.
Difference in
Warband rating
Experience Bonus
0-50
51-75
76-100
101-150
151-300
301+
None
+1
+2
+3
+4
+5
81
Campaigns
advance rolls
Make Advance rolls straight after the battle so both
players can witness the result. Roll 2D6 and consult the
appropriate tables below.
Heroes
2D6
2-5
Result
New Skill. Select one of the Skill tables
available to the Hero and pick a skill. If he is a
wizard he may choose to randomly generate a
new spell instead of a skill. See the Magic
section.
Characteristic Increase.
Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.
Characteristic Increase.
Choose either +1 WS or +1 BS.
Characteristic Increase.
Roll again: 1-3 = +1 Initiative;
4-6 = +1 Leadership.
Characteristic Increase.
Roll again: 1-3 = +1 Wound;
4-6 = +1 Toughness.
Henchmen
Henchmen never add more than +1 point to any of their
initial characteristics. If the dice roll indicates an increase
in a characteristic which has already been increased, roll
again. All warriors in the group gain the same advance.
2D6 Result
2-4 Advance. +1 Initiative.
5
Advance. +1 Strength.
Advance. +1 Attack.
Advance. +1 Leadership.
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82
new skills
There are several types of skill and each has a
separate list. You may not choose the same skill
twice for the same warrior. The skills a Hero
may have are restricted by the warband he
belongs to and what type of Hero he is.
To select a new skill for a Hero, pick the type of
skill you want from those available, then choose
which skill has been learned.
characteristic increase
Characteristics for certain warriors may not be
increased beyond the maximum limits shown on the
following profiles. If a characteristic is at its
maximum, take the other option or roll again if you
can only increase one characteristic. If both are
already at their maximum, you may increase any other
by +1 instead. Note that this is the only way to gain
the maximum Movement for some races. Remember
that Henchmen can only add +1 to any characteristic.
HUMAN (Witch Hunters, Flagellants, Mercenaries,
Dregs, Freelancers, Warlocks, Pit Fighters, Magisters,
Darksouls, Mutants, Brethren, Warrior Priests,
Zealots, Sisters of Sigmar, etc.)
Profile
M WS BS S T W I A Ld
Human
4 6 6 4 4 3 6 4 9
ELF (Elf Ranger Hired Sword)
Profile
M WS BS S
Elf
5 7 7 4
T
4
W
3
I
9
A Ld
4 10
W
3
I
5
A Ld
4 10
I
6
A Ld
5 9
A Ld
4 10
BEASTMAN
Profile
Gor
M WS BS S
4 7 6 4
T
5
W
4
I
6
A Ld
4 9
POSSESSED
Profile
Possessed
M WS BS S
6 8 0 6
T
6
W
4
I
7
A Ld
5 10
VAMPIRE
Profile
Vampire
M WS BS S
6 8 6 7
T
6
W
4
I
9
A Ld
4 10
SKAVEN
Profile
Skaven
M WS BS S
6 6 6 4
T
4
W
3
I
7
A Ld
4 7
GHOUL
Profile
Ghoul
M WS BS S
5 5 2 4
T
5
W
3
I
5
A Ld
5 7
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.
combat skills
shooting skills
83
Campaigns
academic skills
speed skills
strength skills
Mighty Blow. The warrior knows how to use his
strength to maximum effect and has a +1 Strength
bonus in close combat (excluding pistols). As his
Strength is used for close combat weapons, the bonus
applies to all such weapons.
Pit Fighter. The warrior has learned how to fight in
enclosed spaces from his time in the dangerous
fighting pits of the Empire. He is an expert at fighting
in confined areas and adds +1 to his WS and +1 to
his Attacks if he is fighting inside buildings or ruins.
Resilient. The warrior is covered in battle scars.
Deduct -1 Strength from all hits against him in close
combat. This does not affect armour save modifiers.
Fearsome. Such is the reputation and physique of the
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.
Unstoppable Charge. When he charges, the warrior
is almost impossible to halt. He adds +1 to his
Weapon Skill when charging.
84
Scenarios
2
3
85
scenario table
2D6
Result
10
11
12
85
Scenarios
terrain
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item.
We suggest that the terrain is set up within an area
roughly 4' x 4'. The first building should be placed in
the centre of the table, and the objective of the
scenario is to take control of this building.
warbands
The warband with the lowest number of warriors in it
is automatically the defender. If both sides are equal,
roll to decide.
The defender is deployed first inside or within 6" of
the objective building. The attacking warband is
deployed within 6" of any table edge. Note that you
can split the warband to enter from different edges if
you wish.
experience
+1 Survives. If a Hero or Henchman group survives
the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning
warband gains +1 extra Experience.
+1 Per Enemy Out of Action. Any Hero earns +1
Experience for each enemy he puts out of action.
wyrdstone
One shard of wyrdstone for each Hero of either
warband who is inside the objective building at the
end of the game (up to a maximum of three shards
per warband).
Scenario 2: skirmish
In the vastness of the Mordheim ruins there is always
the risk of running into a rival warband. While two
groups sometimes pass each other without a fight,
more often than not there is a vicious battle amongst
the ruins. If a warband can drive their rivals away, they
will have a larger area in which to search for
wyrdstone.
terrain
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item.
We suggest that the terrain is set up within an area
roughly 4' x 4'.
warbands
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 extra Experience.
+1 Per Enemy Out of Action. Any Hero earns +1
Experience for each enemy model he puts out of
action.
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86
Scenarios
terrain
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item.
We suggest that the terrain is set up within an area
roughly 4' x 4'.
special rules
Once you have placed the terrain, put some
Wyrdstone counters on the tabletop to represent
where the shards are. There will be D3+1 counters in
total.
Each player takes it in turn to place a counter. Roll a
D6 to see which player goes first. The counters must
be placed more than 10" from the edge of the table
and at least 6" away from each other. Note that
counters are placed before deciding which edge the
warbands will play from, so it is a good idea to put
counters towards the middle of the table. Warriors
can pick up the counters simply by moving into
contact with them. A warrior can carry any
amount of wyrdstone without any penalty.
Warriors cannot transfer their wyrdstone to
another warrior. If the warrior who is
carrying a counter is taken out of action,
place the counter on the table where he fell.
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.
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87
Scenarios
Scenario 4: breakthrough
When news of a huge deposit of wyrdstone starts
circulating, warbands will mount expeditions to
unearth the wealth. However, their rivals often try to
block them, eager to claim all the wyrdstone for
themselves.
terrain
warbands
experience
terrain
Set up all the buildings into a single street, with no
gaps along the sides. Behind the buildings are
impassable ruins, although the buildings themselves
are still accessible. The only way out is along the
street. The street may be as winding as you like and
should not be too narrow to fight in, but can have
narrow bottlenecks at some points. We suggest that
the terrain is set up within an area roughly 4' x 4'.
set-up
Both players roll a D6 to see who sets up first.
Whoever rolls highest chooses whether to deploy first
or second. The warbands are deployed within 6" of
opposite ends of the street.
special rules
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 Enemy Out of Action. Any Hero earns +1
Experience for each enemy he puts out of action.
+1 Escaping. The first Hero from either side (not
both!) who exits via the opposing table edge gains
+1 Experience.
88
88
Scenarios
special rules
terrain
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item.
We suggest that the terrain is set up within an area
roughly 4' x 4'.
set-up
1.
2.
3.
89
experience
+1 Winning Leader. The leader of the winning
warband gains +1 Experience.
wyrdstone
Both warbands gain all the wyrdstone they were
carrying at the beginning of the battle, minus the
number of their own Heroes that were taken out of
action during the game, down to a minimum of zero.
In addition, they gain one extra shard of wyrdstone
for each enemy Hero they take out of action, up to
the maximum number of shards the
opposing warband was carrying at the
beginning of the battle.
89
Scenarios
terrain
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item.
We suggest that the terrain is set up within an area
roughly 4' x 4'.
set-up
Both players roll a D6 and whoever rolls highest
chooses which warband sets up first. This warband is
deployed within 8" of any table edge the player
chooses. His opponent sets up within 8" of the
opposite side.
special rules
All the warriors (not animals!) in each warband know
roughly what they are looking for and must inspect
the buildings to find the treasure. Each time a warrior
enters a building which has not been previously
searched by either side roll 2D6. On a score of 12, he
has found the treasure. Buildings in the deployment
zones are not searched (since they have already
been thoroughly ransacked) and each building
may only be searched once.
If you have not scored 12 with any roll when
there is only one building left to search, the
treasure will automatically be found there. After
finding the treasure chest, the warrior must then
take it to safety via his own table edge. Carrying
the treasure chest will slow the warrior carrying
it to half speed. Two or more models may carry
the chest without any penalty. You may use the
treasure chest model to represent the chest. If
the carrier is put out of action, place the treasure
chest at the spot where he fell. Any man-sized
model may pick it up by moving into base
contact with it.
Whoever recovers the chest may roll on the
following chart after the game to see what the
chest contains. Note that you roll for each item
separately, apart from the gold crowns, which are
always automatically found. For example, roll to
see if you find any wyrdstone you need a 5+ to
find it. Then roll to see if you find the armour,
and so on. This can make the chest a very
valuable acquisition however, it could also
mean that your warband has risked death for
only three gold crowns!
90
90
90
ITEMS
3D6 gc
D3 pieces of wyrdstone
Suit of light armour
Sword
D3 gems worth 10 gc each
Automatic
5+
4+
3+
5+
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 Enemy Out of Action. Any Hero earns +1
Experience for each enemy he puts out of action.
+2 For Finding the Chest. If a Hero finds the
treasure chest he earns +2 Experience.
Scenarios
Scenario 8: occupy
warbands
terrain
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.
91
91
91
Scenarios
terrain
Starting with the attacker, each player takes it in turn
to place a piece of terrain, either a ruined building,
tower, or other similar item. We suggest that the
terrain is set up within an area roughly 4' x 4'.
set-up
1.
2.
3.
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9292
special rules
The defender, at the start of his second and
subsequent turns, may roll a D6 for each of his
Henchmen groups or Heroes not yet on the table. On
a 4+ they move on in the movement phase from a
random table edge as shown below roll a D6. All
reinforcements for that turn arrive from the same
edge and may charge on the turn in which they arrive.
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 Enemy Out of
Action. A Hero earns
+1 Experience for
each enemy he
puts out of
action.
Income
Income
At the end of each
battle, a warband may roll
on the Exploration chart.
This is done as soon as a game
is over so that players can
witness each others dice rolls. As
you can see from the chart, a
warband that is just starting out has little chance of
finding the more obscure places in Mordheim.
However, a warband will make more discoveries as it
goes along thanks to its better equipment and
accumulated skills.
Roll a D6 for each Hero in your warband who survives
without going out of action. This represents the
warbands efforts to unearth wyrdstone. Do not roll
for any Heroes who went out of action during the
battle; they are taken back to the warbands
encampment to recuperate instead. So, for example,
if your warband includes four Heroes who all survived
the last battle, you can roll four dice. If you won your
last game, you may roll one extra dice. Add the results
of the dice together and consult the Exploration chart
to see how many shards of wyrdstone your warband
has found.
Do not roll for Henchmen. This does not mean that
they dont search the ruins, but instead represents the
efforts of the Heroes in coordinating the search
parties. In addition, some Henchmen like Zombies or
Warhounds (for obvious reasons) are not particularly
useful when it comes to looking for wyrdstone.
rolling multiples
As well as finding shards of wyrdstone, the warband
can come across unusual places or encounter
inhabitants of the ruined city. If you roll two or more
of the same number while searching, you have found
an unusual building or encountered something out of
ordinary. Consult the chart and refer to the
appropriate entry in the Exploration results.
For example, you might roll two 3s or three 5s, in
which case you should refer to the chart. Choose the
most numerous multiples if you score more than one
set of multiples. So, if you rolled a double 3 and a
triple 5, only look up the triple 5 on the Exploration
chart. In the case of two doubles or triples look up the
highest result. For example, if you rolled double 1
and double 3, look up the double 3 result.
93
exploration procedure
1.
2.
3.
4.
Shards Found
1
2
3
4
5
6
7
93
Income
Exploration chart
DOUBLES
FOUR OF KIND
1
2
3
4
5
6
1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith
1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well
2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop
3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse
4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler
5 . . . . . . . . . . . . . . . . . . . . . . . Overturned Cart
6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels
2
3
4
5
6
2
3
4
5
6
2
3
4
5
6
2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine
3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse
4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer
5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard
6 . . . . . . . . . . . . . . . . . . . . . . . . Catacombs
TRIPLES
FIVE OF KIND
1
2
3
4
5
6
1
2
3
4
5
6
1
2
3
4
5
6
1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern
2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy
3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners
4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Fletcher
5 . . . . . . . . . . . . . . . . . . . . . . . . . Market Hall
6. . . . . . . . . . . . . . . . . . . . Returning a Favour
1
2
3
4
5
6
1
2
3
4
5
6
1
2
3
4
5
6
1 . . . . . . . . . . . . . . Moneylenders House
2 . . . . . . . . . . . . . . Alchemists Laboratory
3 . . . . . . . . . . . . . . . . . . . . . . . Jewelsmith
4 . . . . . . . . . . . . . . . . . Merchants House
5 . . . . . . . . . . . . . . . . . Shattered Building
6 . . . . . . . . . . Entrance to the Catacombs
SIX OF KIND
1
2
3
4
5
6
1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . The Pit
2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure
3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Dwarf Smithy
4 4 4 4 4 . . . . . . . . . . . . . Slaughtered Warband
5 5 5 5 5. . . . . . . . . . . . . . . . . . . Fighting Arena
6 6 6 6 6 . . . . . . . . . . . . . . . . . . . . Nobles Villa
94
94
Income
Doubles
(1 1) Well
(4 4) Straggler
(2 2) Shop
The Merchants Guild shop has been thoroughly
ransacked. Even so, there are still items
scattered around the single, long room,
mingled in with the rubble. Some are useful,
such as cast iron pots and pans and rolls of
fine cloth. All manner of smaller items are
lying about the sort of frippery which no
longer has a use in a devastated city with few
inhabitants.
After a thorough search you find loot worth D6 gc.
If you roll a 1 you will also find a Lucky Charm (see
the Equipment section, page 53).
(3 3) Corpse
You find a still-warm corpse. A chipped dagger
sticks out of his back. Surprisingly, his
possessions have not been looted.
To see what you find when you search the corpse,
roll a D6:
D6
1-2
3
4
5
6
Result
D6 gc
Dagger
Axe
Sword
Suit of light armour
(5 5) Overturned Cart
Stuck in a ruined gateway is an overturned
wagon the covered type that nobles travel in
from the city to their estates in the country.
Since anyone important fled a long time ago,
what is it doing here? The horses have broken
their traces, or did someone cut them free?
Roll a D6 to see what you find:
D6
1-2
3-4
5-6
Result
Mordheim Map (see Equipment)
A purse with 2D6 gc
Jewelled sword and dagger. These can be
kept or sold at twice the value of a normal
sword and dagger, but note that the
normal selling price is half the actual cost
(see the Trading section for rules on
selling items), so the jewelled sword will
sell for 10gc, for instance.
(6 6) Ruined Hovels
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.
95
95
Income
Triples
(1 1 1) Tavern
The ruin of a tavern is recognisable by its sign
still hanging on the wall. The upper part of the
building is ruined, but the cellars are cut into
rock and are still full of barrels. There are
broken flagons and tankards everywhere.
You could easily sell the barrels for a good price.
Unfortunately your men are also interested in the
contents! The warbands leader must take a
Leadership test. If he passes, the warband gains
4D6 gc worth of wines and ales which can be sold
immediately.
If he fails, the men drink most of the alcohol
despite their leaders threats and curses. You have
D6 gc worth of alcohol left when the warband
reaches their encampment.
Undead, Witch Hunter and Sisters of Sigmar
warbands automatically pass this test, as they are
not tempted by such worldly things as alcohol.
(2 2 2) Smithy
The furnace and toppled anvil make it obvious
what work was done here. Most of the iron and
the tools have been looted long ago. Coal and
slag litter the floor but there may still be
weapons to be found among the debris.
Roll a D6 to determine what you find inside:
D6
1
2
3
4
5
6
Result
Sword
Double-handed weapon
Flail
D3 Halberds
Lance
2D6 gc worth of metal
(add the value to your treasury).
(3 3 3) Prisoners
A muffled sound comes from one of the
buildings. Inside you find a group of finely
dressed people who have been locked in a
cellar. Perhaps they are prisoners taken by
cultists, ready to be sacrificed during
Geheimnisnacht.
Possessed warbands can sacrifice the victims
(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.
96
(4 4 4) Fletcher
This hovel was once the workshop of a fletcher
a maker of bows and arrows. There are
bundles of yew staves and willow rods
everywhere.
Roll a D6 to see what you find:
D6
1-2
3
4
5
6
Result
D3 Short bows
D3 Bows
D3 Long bows
Quiver of hunting arrows
D3 Crossbows
(5 5 5) Market Hall
The market hall was raised up on
pillars, with the timbered corn
exchange above the open market
place. The upper storey has been
badly damaged, but the covered market still
offers a good deal of shelter. The remains of the
last market day are still lying around on the
cobbles. Most of this is broken pottery and iron
pots.
You find several items worth 2D6 gc in total.
(6 6 6) Returning a Favour
As you are returning to your encampment, you
meet one of your old acquaintances. He has
come to repay an old favour or debt.
You gain the services of any one Hired Sword
(choose from those available to your warband) for
the duration of the next battle, free of charge. After
the battle he will depart, or you may continue to
pay for his upkeep as normal. See the Hired
Swords section on page 105.
96
Income
Four of a kind
(1 1 1 1) Gunsmith
(4 4 4 4) Armourer
Result
Blunderbuss
Brace of pistols
Brace of duelling pistols
D3 Handguns
D3 Flasks of superior blackpowder
Hochland long rifle
Result
D3 Shields or bucklers (choose which)
D3 Helmets
D3 Suits of light armour
D3 Suits of heavy armour
Suit of Ithilmar armour
(2 2 2 2) Shrine
Your warband stumbles across a ruined shrine,
which is so badly damaged that it is difficult to
tell which god was once worshipped within its
walls. A few images remain on the painted
plaster walls but they have been defaced by
heretics. Fragments of smashed statues lie
among the ruins. Some items appear to be
covered in gold leaf, most of which has been
torn off.
(5 5 5 5) Graveyard
(3 3 3 3) Townhouse
This three-storey house was once part of a
tenement block overlooking a narrow
alleyway. The street is now in ruins, but this
house remains largely intact. Exploring it you
find that the garret leans over so far that you
can step out of the window into the attic of the
house opposite.
Your warband finds 3D6 gc worth of loot.
(6 6 6 6) Catacombs
You find an entrance to the catacombs and
tunnels below Mordheim.
You can use the new tunnels you found in the next
battle you play. Position up to three fighters (not
Rat Ogres or the Possessed) anywhere on the
battlefield at ground level. They are set up at the
end of the players 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.
97
97
Income
Five of a kind
(1 1 1 1 1) Moneylenders House
(4 4 4 4 4) Merchants House
(2 2 2 2 2) Alchemists Laboratory
A narrow stairway leads down into a crypt-like
dwelling which was once an alchemists
workshop. The sign still hangs from one hinge
above the entrance. It looks as if this was a very
old building which has remained in use for
centuries although it did not survive the
comets destruction too well. The stone floor
has strange symbols on it and there are charts
and astrological symbols painted onto the
walls.
In the ruins you find loot worth 3D6 gc and a
battered old notebook. One of your Heroes may
study the Alchemists notebook, and the extra
wisdom he gains will enable him to choose from
Academic skills whenever he gains a new skill in
addition to those skills normally available to him.
(3 3 3 3 3) Jewelsmith
The houses in the jewellers quarter have all
been well and truly looted long ago. Even the
rubble has been picked over many times for
fragments of gold and gems. But still, some
small but valuable items may have been
overlooked.
Roll a D6 to see what you find:
D6
1-2
3-4
5
6
Result
Quartz stones worth D6x5 gc
Amethyst worth 20 gc
Necklace worth 50 gc
A ruby worth D6x15 gc
(5 5 5 5 5) Shattered Building
The comet destroyed this building almost
completely, making it unsafe for all but the
most daring to explore. But places such as this
are the best for searching for wyrdstone shards.
You find D3 shards of wyrdstone amongst the
ruins. In addition take a Leadership test against the
warband leaders Leadership value. If passed a
wardog that was guarding the building joins the
warband.
98
98
Income
Six of a kind
(1 1 1 1 1 1) The Pit
(4 4 4 4 4 4) Slaughtered Warband
(2 2 2 2 2 2) Hidden Treasure
In the depths of Mordheim, you come across a
hidden chest, bearing the coat-of-arms of one of
the noble families of the town.
When you open the chest you find the following
items. Roll for every item on the list separately
(apart from the gold crowns) to see whether you
have found it. For example, on a roll of a 4+ you
find the wyrdstone.
Items
D3 Pieces of wyrdstone
5D6x5 gc
Holy relic
Suit of heavy armour
D3 Gems worth 10 gc each
Elven cloak
Holy tome
Magical artefact
D6 Result Needed
4+
Auto
5+
5+
4+
5+
5+
5+
(3 3 3 3 3 3) Dwarf Smithy
You find a solidly built stone workshop. A runic
inscription indicates that this may have been a
Dwarf smithy.
Roll a D6 to see what you find:
D6
1
2
3
4
5
6
Result
D3 Double-handed axes
D3 Suits of heavy armour
Gromril axe
Gromril hammer
Double-handed gromril axe
Gromril armour
Item
3D6x5 gc
D3 Suits of light armour
Suit of heavy armour
D6 Daggers
Mordheim Map (see p55)
D3 Halberds
D3 Swords
D3 Shields
D3 Bows
D3 Helmets
D6 Result Needed
Auto
4+
5+
Auto
4+
5+
3+
2+
4+
2+
(5 5 5 5 5 5) Fighting Arena
During better times, Mordheim was famous for
its duellists and pit fighters. You have found
one of the areas used to train these warriors.
The place is filled with training equipment and
practice weapons.
You find a training manual, which you can either
sell for 100 gc or let one of your Heroes read. The
extra knowledge your Hero gleans from reading
the manual entitles him to choose from Combat
skills whenever he gains a new skill, and his WS
may now be increased by an extra point above his
normal racial maximum (for example, a Human
who has the book would now have a maximum
Weapon Skill of 7).
(6 6 6 6 6 6) Nobles Villa
You find a fine house which is partially ruined.
It has been thoroughly ransacked and all the
furniture has been stripped of its fine fabrics.
Shards of broken pottery of the finest quality
are scattered over the floor.
Roll a D6. If you roll 1-2, you find D6x10 gc worth
of items and money to add to your treasury. On a
roll of 3-4, you find D6 vials of Crimson Shade. On
a roll of 5-6 you find a hidden magical artefact
carefully concealed in a hidden cellar or behind a
secret door. Roll on the Magical Artefacts table.
99
99
Income
4 Bow of Seeking
Any arrow shot using this magic bow will pursue the
target and hit it even if the target is behind cover. Treat
this as an Elven bow that always hits on a 2+, regardless
of any to hit modifier. Such is its deadly precision that all
the arrows shot with this weapon count as Hunting
Arrows (+1 on all Injury rolls).
Pick any enemy model in range, not just the closest, but
the shooter must be able to see the target (even the tip of
a targets weapon is enough as long as the shooter is
aware of the presence and position of the target, he can
shoot). In addition, if any Dwarf is an eligible target, the
arrows will always deviate from their intended target and
try to hit the Dwarf instead. For obvious reasons this bow
cannot be used to shoot at Elves.
5 Executioners Hood
Recovered from a shipwrecked Dark Elf vessel, this hood
carries evil glowing runes which fill the wearer with
unreasoning rage.
A warrior wearing this becomes subject to and always will
be frenzied even if he is knocked down or stunned. He
also adds +1 to his Strength in close combat, such is the
power of his fury. The wearer never leaves combat under
any circumstances, and will always attack opponents in
base contact until they are taken out of action.
If there are any stunned or knocked down models within
the wearers charge range at the beginning of his turn, he
will charge and attack the closest one, even if they are
members of his own warband! Fight the hand-to-hand
combat until one of the warriors is taken out of action.
100
100
Income
selling wyrdstone
1
2
3
4
5
6
7
8+
1-3
45
60
75
90
110
120
145
155
4-6
40
55
70
80
100
110
130
140
7-9
35
50
65
70
90
100
120
130
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.
101
101
101
Trading
Every
settlement
around the city of
Mordheim has at
least one trading
post, shop or
merchants
guildhouse
where the
local traders
sell their wares
and buy wyrdstone
and other items that have been scavenged from the
ruins. In a large village such a place might cover a
substantial area with many traders and merchants
offering their goods and services. Small settlements
are served by travelling traders.
All warbands are able to get new equipment one way
or another. The most unscrupulous merchants
actively trade with the Possessed Cultists, and
creatures such as the Skaven have their own network
of contacts, while Vampires can send the Dregs that
serve them into the less salubrious settlements
around Mordheim, such as Cutthroats Haven.
weapons
spending cash
new recruits
New warriors are recruited in the same way as the
original warband. They may be armed with any of the
weapons described in the appropriate list, but cannot
have additional equipment until they have fought at
least one battle.
Warbands may recruit whatever type of warriors the
player wishes, but the usual restrictions apply
regarding the number of Heroes, Henchmen, wizards,
etc. For example, no warband may recruit a second
leader, and no Mercenary warband can have more
than two Champions.
102
102
Trading
purchases more carefully. Determine which rare items
are offered for sale while both players are together.
The players can work out what they will buy later.
trading
Trade items are divided into two sections: common
and rare items. Common items can be bought quite
readily in any of the numerous trading posts and
settlements around Mordheim. Players may purchase
as many of these items as they want. The price of
common items is fixed, so players always pay the
same rate for them.
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 items 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.
103
103
103
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.
Cost
Axe
5 gc
Club, Mace or Hammer
3 gc
Dagger
1st free/2 gc
Double-Handed Weapon 15 gc
Flail
15 gc
Gromril Weapon
4 x Price
Halberd
10 gc
Ithilmar Weapon
3 x Price
Lance
40 gc
Morning Star
15 gc
Spear
10 gc
Sword
10 gc
Availability
Common
Common
Common
Common
Common
Rare 11
Common
Rare 9
Rare 8
Common
Common
Common
MISSILE WEAPONS
Item
Cost
Bow
10 gc
Blunderbuss
30 gc
Crossbow
25 gc
Crossbow Pistol
35 gc
Duelling Pistol/brace 30 gc/60 gc
Elf Bow
35 +3D6 gc
Handgun
35 gc
Hunting Rifle
200 gc
Long Bow
15 gc
Pistol/brace
15 gc/30 gc
Repeater Crossbow
40 gc
Sling
2 gc
Short Bow
5 gc
Throwing Knives/Stars
15 gc
Availability
Common
Rare 9
Common
Rare 9
Rare 10
Rare 12
Rare 8
Rare 11
Common
Rare 8
Rare 8
Common
Common
Rare 5
ARMOUR
Item
Barding
Buckler
Gromril Armour
Heavy Armour
Helmet
Ithilmar Armour
Light Armour
Shield
Cost
Availability
80 gc
5 gc
150 gc
50 gc
10 gc
90 gc
20 gc
5 gc
Rare 8
Common
Rare 11
Common
Common
Rare 11
Common
Common
MISCELLANEOUS
Item
Black Lotus
Cost
Availability
10+D6 gc
Rare 9
Blessed Water
10+3D6 gc
Rare 6
Bugmans Ale
Cathayan Silk Clothes
Crimson Shade
Dark Venom
50+3D6 gc
50+2D6 gc
35+D6 gc
30+2D6 gc
Rare 9
Rare 9
Rare 8
Rare 8
Elven Cloak
Garlic
100+D6x10 gc
1 gc
Rare 12
Common
Halfling Cookbook
Healing Herbs
Holy (Unholy) Relic
30+3D6 gc
20+2D6 gc
15+3D6 gc
Rare 7
Rare 8
Rare 8
Holy Tome
100+D6x10 gc
Rare 8
Horse
40 gc
Rare 8
Hunting Arrows
25+D6 gc
Lantern
10 gc
Lucky Charm
10 gc
Mad Cap Mushrooms 30+3D6 gc
Mandrake Root
25+D6 gc
Mordheim Map
20+4D6 gc
Net
5 gc
Rope & Hook
5gc
Superior Blackpowder
30 gc
Tears of Shallaya
10+2D6 gc
Rare 8
Common
Rare 6
Rare 9
Rare 8
Rare 9
Common
Common
Rare 11
Rare 7
Tome of Magic
200+D6x25 gc
Rare 12
Warhorse
80 gc
Rare 11
Wardog
25+2D6 gc
Rare 10
104
104
Hired swords
Hired Swords
recruiting hired swords
injuries
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
dont 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 warbands treasury
in the same way as buying new
weapons or recruiting new
warriors. If you dont 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.
105
105
Hired swords
Pit fighter
Ogre bodyguard
Profile
Ogre
Profile
Pit Fighter
SPECIAL RULES
M WS BS S
4 4 3 4
T
4
W
1
I
4
A Ld
2 7
M WS BS S
6 3 2 4
T
4
W
3
I
3
A Ld
2 7
Hired swords
Halfling scout
Warlock
M WS BS S
4 2 4 2
T
2
W
1
I
4
A Ld
1 8
SPECIAL RULES:
Cook: Halflings are renowned for their cooking skills.
A warband with a Halfling Scout may increase its
maximum size by +1, as warriors from all around are
attracted by the smell of great food! Note that this
does not increase the maximum number of Heroes
you may have.
Skills: A Halfling may choose from Speed and
Shooting skills when he gains a new skill.
M WS BS S
4 2 2 3
T
3
W
1
I
4
A Ld
1 8
SPECIAL RULES:
Wizard: Warlocks are magicians and have two spells
generated at random from the Lesser Magic list. See
the Magic section for details.
Skills: Warlocks may choose skills from the Academic
skills list, or they may randomly determine a new
spell from the Lesser Magic spell list.
Hired swords
Freelancer
Elf ranger
Elves are a wondrous race: lithe, tall, beautiful, longlived and magical. For the most part they are feared
and distrusted by humans, though some live in the
cities amongst men and offer their services as
minstrels and archers in return for a high fee.
M WS BS S
4 4 3 4
8 3 0 3
T
3
3
W
1
1
I
4
3
A Ld
1 7
1 5
M WS BS S
5 4 5 3
T
3
W
1
I
6
A Ld
1 8
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).
108
108
108
Hired swords
M WS BS S
3 4 3 3
T
4
W
1
I
2
A Ld
1 9
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.
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109
Dramatis personae
Dramatis personae
his section details some of the strangest and
most famous (or infamous) characters to be
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found in Mordheim and the outlying settlements.
Occasionally, these warriors join forces with a
warband (usually demanding wyrdstone or a bag of
gold in payment).
The following characters (known as special
characters) are hard to find and expensive to hire
you must be lucky and wealthy to attract their
attention.
This list does not, by any means, include all the
famous warriors and cold-hearted killers you could
encounter in Mordheim. There are famous
Dwarf gold hunters, Burgomeisters of the
Merchants Guild, Theodor, the
marksman of Hochland,
and many others. In fact
we hope that the
characters detailed
here will inspire
players to
invent
special
characters
of their
own.
hire fee
The warband must pay the hire fee for the special
character when he is recruited, and after each battle
he fights, including the first, you must pay an upkeep
fee. These fees are indicated in the entries. This
money comes from the warbands treasury in the
same way as buying new weapons or recruiting new
warriors. If you dont 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 cant 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 characters description tells
you how much to add to your
warbands rating for including them
(taking into account their
experience and abilities).
110
110
110
Dramatis personae
SPECIAL RULES
Invincible Swordsman. Aenur always hits his
opponents on a roll of 2+ in hand-to-hand combat.
Wanderer. Aenur only ever stays with a warband for
the duration of the battle. A warband who used Aenur
in their last battle may not seek him out
until they have fought at least one
battle without him.
Ienh-Khain (the Hand of
Khaine). Ienh-Khain is an
incredibly long singleedged sword, which
Aenur uses with
consummate skill.
This sword allows
Aenur to parry,
adds +1 to his
Strength and
causes a
critical hit
on a roll
of 5-6
when
rolling
to
wound.
Aenur
M WS BS S
A Ld
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111
Dramatis personae
A Ld
Johann
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 knifefighter 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!).
112
112
112
Dramatis personae
SKILLS
PRAYERS OF SIGMAR
Bertha knows all six Prayers of Sigmar.
SPECIAL RULES
High Matriarch. As the High Matriarch of the Sisters
of Sigmars Mercy, Bertha will automatically
be the leader of any warband she
joins.
Sigmars Handmaiden.
Bertha is favoured above all
other Sisters in the eyes of
Sigmar. She gains +2 to
all her rolls to see
whether her Prayers
of Sigmar are
granted.
0-49
50-99
100-149
150-199
200+
Nil
6+
5+
4+
3+
Bertha
M WS BS S
4 5 3 4
T
4
W
2
I
4
A Ld
3 10
113
113
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Dramatis personae
Veskit
M WS BS S
5
5 4 4
T
4
W
2
I
5
A Ld
4 8
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.
114
114
114
Optional rules
Optional rules
his section includes a variety of rules that add
an extra dimension to your battles in
T
Mordheim. As they are additions to the basic rules
missile weapons
(Bows, crossbows,
blackpowder weapons, throwing knives etc.)
1-2
3-4
5-6
bludgeoning weapons
(Clubs, maces, hammers,
flails, double-handed hammers etc.)
1-2
3-4
115
115
115
Optional rules
bladed weapons
(Swords, axes, double-handed swords etc.)
1-2
3-4
5-6
unarmed combat
(Wardogs, warhorses,
Zombies, Possessed, animals etc.)
1-2
3-4
5-6
thrusting weapons
(Spears, halberds, lances etc.)
1-2
3-4
5-6
116
116
116
3-6
7-8
9-10
11
12
Possessed! A Daemon
takes over the soul and body of
the warrior. He immediately
gains +1 Weapon Skill, +1
Strength, +1 Attacks and +1
Wounds. These increases do not
count towards his maximum
characteristics. The warrior loses
D3 of his skills (chosen by the
player) and may no longer use
weapons or armour, except for
Chaos Armour or Daemon
weapons.
117
117
117
Optional rules
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.
118
118
118
Blackpowder weapons
uring the period in which Mordheim is set, the
technology needed to make blackpowder
D
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.
Optional rules
Movement
Weapon Skill
Ballistic Skill
Strength
Toughness
Wounds
Initiative
Attacks
Leadership
Skills:
120
120
upgrading heroes
Setting up
Time to Fight!
12"
Skaven Turn
Movement
During his sides turn, a warrior can move and then shoot
his weapon. Lets allow our Skaven to do just this. Move
the model directly towards the Mercenary, measuring 5"
using the range ruler. Note that Mercenaries and Skaven
do not move the same distance. This is explained fully in
the rulebook.
Shooting
7"
5"
121
7"
Roll to Hit
Lets assume that the Skaven
scores a hit. We then
determine its effect has the
stone struck and wounded his enemy or has it merely
caused a bruise or bounced off his armour? To find
out roll another dice.
The Skaven needs a score of 4 or more to wound the
Mercenary. If the dice roll is 1-3 the Mercenary has had
a lucky escape, if the score is 4-6 the stone has injured
him. Well assume that the Mercenary has been lucky
and has not been wounded by the slings stone.
Mercenary Turn
Charge!
The Mercenary is 7" away from the Skaven and has the
option of charging his enemy. A charge is a special
move at double speed which takes a warrior into
hand-to-hand combat. To make a charge, the player
must tell his opponent that his warrior is charging. He
then measures the range, and if the enemy is within
the charge distance of 8" (in the case of a Mercenary
who can normally move 4") the warrior is moved
towards his enemy and placed in base-to-base contact.
We know the models are less than 8" apart, so well
make the Mercenary charge. With a fierce cry and an
astounding leap, he propels himself towards his foe.
Move the Mercenary into base-to-base contact with the
Skaven.
Hand-to-hand Combat
The two warriors are now said to be fighting hand-tohand. Once engaged in hand-to-hand combat in this
way neither warrior can shoot or move until one or
the other is seriously hurt. In every turn, including the
The Mercenary
charges the Skaven.
7"
122
Roll to Wound
This hit is worked out in the same way as hits from
shooting. Roll a dice. If the score is 4 or more, a
wound is caused. Lets imagine we roll a 4. The Skaven
has been wounded.
Injuries
Because the Skaven has suffered a wound, he must roll
for injuries. All injuries inflicted by shooting or in
hand-to-hand combat are resolved in the same way.
Roll a dice for each wound: a score of 1 or 2 means
that the warrior is knocked down (he falls to the floor
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.