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Cenyu
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Cenyu's Mordheim Treasury

Post by Cenyu »

Just thought I'd share some of the additional rules for Mordheim with you which I wrote up in the last time to receive some feedback from all you fellow Mordheim addicts (hey, I know you gotta exist :D).



The Mordheim miscast table

Manipulating the winds of magic in Mordheim is just as fickle as anywhere else in the known world of Warhammer, if not even more dangerous due to the foul presence of the Shadow Lord. Tales of magic users reduced to babbling wrecks after attempting to cast spells in the ruins of Mordheim exist aplenty.

Just as in WHFB a miscast in Mordheim will occur when a double 1 shows up on the 2D6 used to cast a spell. In this case roll a D6 and consult the table below:

1 Caster takes 1 wound with no saves of any kind allowed
2 Caster is blasted D6" into a random direction - if he collides with a solid object he suffers a hit with the strength value of the distance he has been blasted until collision as do models who collide with him
3 Caster is knocked down
4 Enemy caster may instantly cast a spell with the same or lower difficulty
5 Caster forgets spell for the duration of the battle
6 Spell succeeds. Caster cannot cast any more spells for this AND the next game.

Note that the Prayers of Sigmar are not subject to the rules for miscasts.


With casters in Mordheim using only 2D6 to cast spells and some abilities for re-rolls floating around a double 1 is of course a seldom occurence - nevertheless it may show up and well... this is a minor feature to treat this event. :)

Note that I did not want to create too harsh results like "Getting sucked into the void - remove model from your warband roster".
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Post by Cenyu »

Artifacts

Only one artifact per hero.

Artifacts are unique. Only one artifact of each kind per campaign. Re-roll results if the artifact has already been discovered.

"Secondary" artifacts which include things as jewelry and talismans may be worn by any hero. Artifact armour and artifact weapons may be only used by heroes who are able to use the mundane version. (You'll notice that some of the artifact rules will differ slightly from their mundane version)
For example a model which can't wear heavy armour can't wear a heavy artifact armour, neither can a hero who can't wield clubs use a unique club.
Models with Weapons Expert/Weapons Training gain access to the relevant artifact weapons, too.
Artifact armour does not cause movement penalties unless specifically stated otherwise.

Artifact weapons benefit from skills just as their mundane versions do (e.g. Swords from Swordmaster, Pistols from Pistolier etc.) and obviously occupy the same "slot" - you can't wear an artifact heavy armour over a suit of normal light armour nor can you wear a unique helmet over a mundane one.


Artifacts can be found if consecutive sequences (straights) show up on the exploration dies:
Depending on the length of the sequence (4,5 or 6) the probability for finding an artifact varies.
Roll a D6 for each of the four artifact tables (Armour, Weapons I & Weapons II, Secondary). Whenever you roll equal to or over the required value you can choose to roll on the table using a D20 to see what artifact you found. (You can only aquire one artifact per game - you can roll on multiple tables (if you met the required score to do so in the first place) and see what turns up but you may choose only one out of the possible results which will be the artifact that your warband actually finds.

4 consecutive numbers:

5+ needed.

5 consecutive numbers:

4+ needed.

6 consecutive numbers:

3+ needed.




Armour

01 Aegis

Shield. 4+ armour save. Can only be used by heroes with a strength value of 4 or more. The wearer is at -1 initiative and and -1 movement.

02 Armour of Thorns

Light Armour. Every model in base to base contact with the wearer will suffer an automatic S1 hit at the beginning of each combat phase.

03 Crest of Faith

Helmet. Model has a 4+ save against "Stunned Injuries" (treat as Knocked Down instead if save is passed) In addition the wearer becomes immune to psychology.

04 Hauberk of Torulf

Heavy Armour. 6+ armour save. The wearer may re-roll failed armour saves.

05 Snake Hide

Light Armour. 5+ armour save which can't be modified beyond 6+ due to stength. Furthermore the bearer is immune to poisons.

06 Sacred Rondache

Buckler. Parry. In addition its wearer can't be hit better than on 4+ and wounded better than on 3+ in close combat.

07 Wizard's Robe

Light Armour. 6+ armour save. It does not prevent its wearer from casting spells. Furthermore wearer gains a 6+ ward save (can't be combined or stacked with Dodge & Step Aside).

08 Wyrdstone Armour

Heavy Armour. 5+ armour save. All negative armour save modifiers against the wearer count as positive modifiers and vice versa (additional armour decreases protection!). Roll 2D6 after each game to see if the wearer succumbed to the Wyrdstone.

09 Carapace

Light Armour. 6+ armour save. Wearer gains one wound.

10 Wight Crown

Helm. Model has a 5+ save against "Stunned Injuries" (treat as Knocked Down instead if save is passed) Wearer causes fear. All models within 6" suffer -1 leadership. Apply this malus also for fear tests during charges involving the character (even if started from farther than 6").

11 Ivory Mask

Helmet. Wearer gains +1 initiative. Model has a 4+ save against "Stunned Injuries" (treat as Knocked Down instead if save is passed)

12 Cloaking Cap

Helmet. Wearer always counts as hidden as long as he only moves around. Charged enemies are auto-hit with first attack if they fail an initiative test. Effect ends for the rest of the game if wearer has been spotted, fought or used a missile weapon or spell. Model has a 5+ save against "Stunned Injuries" (treat as Knocked Down instead if save is passed)

13 Cloak of the Mists

Light Armour. Injury rolls at the bearer suffer a -1 penalty.

14 Mirror Shield

Shield. 6+ armour save. Wearer is -1 to be hit in HtH.

15 Steel Veil

Helmet. 5+ armour save. Wearer is at -3 initiative down to a minimum of 1. Model has a 3+ save against "Stunned Injuries" (treat as Knocked Down instead if save is passed)

16 Tangler

Shield. 6+ armour save. One enemy in base contact loses 1 attack of the bearer's choice (down to a minimum of 1 attack)

17 Barbed Shield

Buckler. Parry. 6+ armour save. In addition counts as axe off-hand weapon (including Cutting Edge).

18 Night Shroud

Light Armour. 6+ armour save. Wearer can't be hit on better than 5+ by missile weapons. Enemy casters can only target him with spells on 4+. Wearer never counts as nearest target for targetting purposes.

19 Dragonscale Mail

Light Armour. 6+ armour save. Roll for each successful wound caused on wearer. If roll is higher than to-wound roll, wound is discarded.

20 Baneshield

Shield. 6+ armour save. Each successful armour save causes 1 strength 3 hit on attacker.


Weapons I

01 Chain Whip

Whip. Strength as user. Concussion. Whipcrack. Cannot be parried.

02 Frostshard

Sword. Strength as user. Parry. Models hit by the Chill Blade suffer -1 to hit for the rest of the combat phase and will strike at -2 I in the next combat phase.

03 Fool's Sceptre

Club. Concussion. Hits with the Fool's Sceptre are resolved at strength D6 (determine value for each hit separately)

04 Venom Fang

Sword. Strength as user. Parry. Models wounded by the Venom Fang must pass a toughness test or are immediately taken out of action. Models immune to poison are not affected by this.

05 Pulverizer

Great Weapon. Double strength as user. Uses two hands. The Pulverizer always strikes last, even on the charge and if wielded by a Strongman. Wounds caused by the Pulverizer add +1 to their injury roll.

06 Lightning Sabre

Sword. Parry. Strength as user. Wearer gains +1 attack with the Lightning Sabre. Use target's initiative instead of weapon skill when rolling to hit.

07 Scissor Claws

Fighting Claws. Strength as user. Use two hands. Parry & Re-Roll. Enemy must re-roll successful Step Aside & armour saves.

08 Nibsnik's Pokey Stikk

Spear. Strength as user. Unwieldy. Strikes at initiative order if charged. Once per game, Nibsnik's Pokey Stikk grants its wielder D3 additional attacks.

09 Stiletto Dagger

Dagger. Strength as user. Armour save +1. Poisoned attacks. Improved Critical hit (6)

10 Render

Axe. Strength as user +1. Armour piercing. Adds +2 to rolls on critical hit chart.

11Obsidian Glaive

Spear. Strength as user. Parry. Strikes in initiative order if charged. Armour piercing. Unwieldy.

12 Executioner's Blade

Halberd. Strength as user +1. Uses two hands. Improved critical hit (5,6).

13 Morrscythe

Great Weapon. Strength as user +2. Always strikes last. Uses two hands. Attacks of the Morrscythe are directed at all models in base to base contact (resolve to-hit-rolls separately for each model affected).

14 Plague Flail

Flail. Uses two hands. Strength +2 in first round of combat. Poisoned attacks. Models wounded suffer -1 toughness for the rest of game to a minimum of 1.

15 Merciless Tutor

Morning Star. Strength +1 in first round of combat. Cumbersome. Injury table 1-4 Stunned 5-6 Out of Action. Ignores saves from helmets.

16 Blessed Blade of Hankthamun

Sword. Strength as user. Parry. User regains one wound per successfully caused wound with the Blade (up to starting number of wounds +1).

17 Gauger

Sword. Strength as user. Parry. No armour saves allowed.

18 Berserker Axe

Axe. Strength as user. Armour piercing. Doubles number of attacks in turns the wearer charges. Wearer can't parry or take Step Aside saves when using the Berserker Axe.

19 Mimic Edge

Sword. Strength as user. Parry. User can trade # of strength against # of attacks and vice versa (only counting profile values before other modifications; to a minimum of 1 and a maximum of 5). Decide each close combat phase new.

20 Thunderhammer

Great weapon. Strength as user +2. Strikes first unless on charge. Uses two hands. Models hit are knocked back D3" back from the wielder. On collision with solid objects they suffer an additional S3 hit (as do models which collide with them).

Weapons II

01 Vicious Scimitar

Sword. Strength 6. Parry. To-hit rolls of 1 are resolved against wielder and can't be re-rolled.

02 Gore Maul

Great weapon. Strength as user +2. Uses two hands. Strikes last unless on charge. Wearer can't hide and must always end movement closer to the enemy if possible. Wearer gains +1 A and +1 WS per enemy in base contact.

03 Bashing Root

Club. Strength as user. Concussion. Always counts as having caused a "Disarm" result on the critical hit chart on a successful hit.

04 Bladeweaver

Fighting Claws. Strength as user. Uses two hands. Parries first successful hit each close combat phase on 4+.

05 Poignard

Dagger. Strength as user. +1 to hit.

06 Reaving Sickle

Dagger. Strength as user. Armour piercing. Parry. If a parry is successful, opponent loses parried weapon on a 4+.

07 Ravager

Sword. Strength as user. Causes D2 wounds (multiply after taking armour saves)

08 Clawfist

Dagger. Strength as user -1. Attacks autohit.

09 Seeker

Sword. Strength as user. Parry. Ignores all special saves apart from armour. Can't be parried.

10 Mesmerizing Blade

Sword. Strength as user. Models hit must pass Ld test or can't fight back this close combat phase and will strike last in the next turn.

(The second half of Weapons II consists of missile weapons)

11 Arbaleste

Crossbow. Range 40". Strength 4. Move or fire. Elevated models hit will always fall from their postition if wounded successfully.

12 Icicle

Javelin. Stength as user. Range 8". No penalties for moving or long range. Models hit suffer -1 on all their to-hit rolls until the wielder's next turn.

13 Damgrinsson's Leadslinger

Pistol. Strength 4. Range 12". Fire every other turn. Always counts as having caused a "Ricochet" critical hit on successful to-hit-roll (not if used in HtH).

14 Windforce

Longbow. Strength as user. Range 36". Models hit must pass a strength test or they are knocked back 2". If they collide with a solid object they will suffer an additional S2 hit (if the object is a model this model will also suffer a S2 hit)

15 Poisonsong

Repeater Crossbow. Strength 2. Range 12". Multiple shots 4. Poisoned shots.

16 Skull Splitter

Sling. Strength 4. Range 24". Multiple shots 2 within 12" if wearer did not move this turn. Concussion.

17 Wyrdstone Rifle

Handgun. Strength 5. Range 48". Move or fire. Armour piercing. Fumble. Fire every other turn. +1 on injury rolls (counts for fumble, too!).

18 Immolator

Bow. Strength 3. Range 24". Causes an additional S2 hit on successful hit - if this hit wounds, the model is set on fire.

19 Dreadbow

Bow. Strength 3. Range 24". Models hit and still standing must pass a Ld test or flee 2D6" from wearer.

20 Lightning Arc

Bow. Strength 3. Range 20". Models hit suffer an additional hit if they wear armour. Additional hit is S1 if armour save is 6+, S2 if save is 5+ etc. and ignores armour saves.

Secondary

01 Amulet of Warding

The wearer of the Amulet of Warding is immune to Critical Hits.

02 Voodoo Doll

Nominate one model of the enemy warband before each battle. This model has to pass a Leadership test at the beginning of each round or it suffers a penalty of -1 on all to hit and to wound rolls plus has to add +1 on all of its characteristics tests rolls (All alone, climbing...). Take the initial Leadership test each turn on the unmodified value of the nominated model though it may not use the value of the warband's leader for this purpose.

03 Heart of the Lich

The wearer of the Heart of the Lich counts as Undead - he benefits from the No Pain rule, is immune to psychology and poisons, causes fear and may not run.

04 Orb of Hate

Every model within 6" of the bearer of the Orb of Hate is subject to hatred.

05 Bracelet of Drunken Mastery

The wearer's weapon skill is D6 (Determine value at the beginning of each close combat phase new).

06 Seal of Ishar

All hits against the wearer are resolved at -1 strength.

07 Glyph of Negation

The wearer is immune to all spells.

08 Vial of Acid

The wearer may use the Vial of Acid before each game on a basic mundane weapon of his warband. This weapon will strike at +1 strength and furthermore count as armour-piercing for the duration of the game. After the game, roll a D6. On a 1 the weapon is destroyed.

09 Power Focus

The wearer of the Power Focus may use it instead of casting a spell. The Power Focus enables him to cast in the next turn using 3D6 instead of 2D6.

10 Disruption Token

All difficulty rolls when attempting to cast spells or prayers suffer a -1 penalty.

11 Hex Pendant

Random Happenings occur on a roll of 1-2 instead of 1 in the player's turn. If a model from the player's warband is to be determined randomly it will automatically be the wearer of the Hex Pendant.

12 Cursed Idol

Both warbands may not choose to voluntarily root until they lost 50% of their warband (unlike the normal 25%).

13 Badge of Inspiration

The wearer gains +1 Ld up to a maximum of 10. This Ld value may not be used for rout tests.

14 Surgeon's Kit

If the wearer of the Surgeon's Kit survives, one die of the Serious injury rolls for one of the members of the warband may be modified by -/+1.

15 Wyrmscale Mirror

Wearer may use the Mirror before a game and roll a D6.

16 1 Misses next game
2-3 No effect
4-6 Gains D6 re-rolls for game.

17 Blood Dagger

The wearer of the Gore Dagger may use it before casting a spell. He makes one roll on the injury chart and deducts 1 from the roll (ignoring all saves from helmets or Jump Up - if a 1 is rolled and modified to a 0 the wearer is not knocked down). If he survives, he may deduct 2 from the difficulty roll of his spell and add 50% to its range. The Dagger is a ceremonial weapon and can't be used in close combat.

18 Rune of the True Beast

Animals wont direct any attacks at the wearer in close combat.

19 Ring of Equity

The wearer must re-roll all 1s and 6s during the game (second result stands, even if it's a 1 or 6). This does not extend to the rolls done after the battle (serious injuries, rare trade rolls, advancments...).

20 Ebon Vambraces

+1 armour save in HtH only. Can be combined with shields and armour.







Okay... this one was a bigger project. Please feel free to ignore the many rip-offs from other games (Windforce etc. :D) - again I just wanted to include a collection of unique items with a real chance of actually obtaining them (unlike the official Mordheim Artifacts which should turn up once in a decade or so).

I tried to include as varied and diverse rules as possible while keeping the actual power of the artifacts comparatively low - I wanted to add a set of unique items to Mordheim without instantly turning a warrior who happens to come across one of them into a nigh unstoppable killing machine. I hope I succeeded with this premise.



I'm looking forward to comments on this table. Other rules will follow. :)
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Post by Cat-the-odd »

Nice Ide and nice work oni it.

My first suggestion is to change the D20 into something D6 based! It seems to be GW's "philosophy of dice" only using the six-sided ones, so we shall stick to this with every funny rules we invent.
Make the sublists one and make sth. like D66 which is 36 positions for magic items. That would do it...
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.|ô/ô 9..Real sportsmen hunt with arrows and fish with flies.
.~~ /|...Real gentlemen play games which require skill, not tools.
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Cenyu
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Post by Cenyu »

Yeah, I somehow failed to notice that D20s are not exactly the basic equipment of a Warhammer table topper - but since they are leftovers from our former pen & paper RPG era in our dice bags I included them for the tables.

I'll work out something else, thanks for the reminder.
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Post by Cat-the-odd »

I like this 'low-level' miscast table, maybe I'll use it in my games. Something like Ld rolls should be applied to have the chance to avoid such things, or even worse stuff. furthermore it will be not that bad to roll Ld as advance for a sorcerer/-es.
../¨¨¨|
.|ô/ô 9..Real sportsmen hunt with arrows and fish with flies.
.~~ /|...Real gentlemen play games which require skill, not tools.
.|__/\...Extraordinary gentlemen even win with them.
.[>o<]...Welcome to the League of Extraordinary Druchii Gentlemen
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Post by Cenyu »

Nerfed/Improved/Altered Serious Injuries

11 Dead
12 Dead
13 Dead
14 Multiple injuries D6 further rolls
15 Multiple injuries D3 further rolls
16 Mutation*
21 Leg wound - -1M
22 Arm injury - D6: 1 amputation 2-6 miss next game
23 Smashed leg - D6: 1 amputation 2-6 miss next game
24 Blinded in one eye - -1 BS
25 Chest wound - D6: 1-3 -1S 4-6 -1T
26 Hand injury - -1WS
31 Nervous condition - -1I
32 Old battle wound
33 Trauma - -1 Ld
34 Madness - D6: 1-3 Stupidity 4-6 Frenzy
35 Insanity*
36 Phobia*
41 Deep Wound - Miss D3 games
42 Full Recovery
43 Full Recovery
44 Full Recovery
45 Full Recovery
46 Full Recovery
51 Full Recovery
52 Full Recovery
53 Full Recovery
54 Full Recovery
55 Hardened
56 Horrible Scars
61 Bitter enmity
62 Equipment lost - The warrior loses all his equipment
63 Robbed - The warrior loses all his equipment to the enemy warband
64 Captured - The warrior has been captured by the enemy warband
65 Sold to the Pits
66 Survived against all odds - +1 Xp

16 Mutation

Consult the D66 table in the Wyrdstone Powers article to see which mutation the warrior has developed.

35 Insanity

D6:
1 Paranoia - The warrior may no longer run but counts as having the skill "Lightning Reflexes"
2 Warm-Blooded - The warrior has to roll an additional D6 for Ld based tests from now on and chooses the highest two.
3 Unruly - At the start of each turn roll a D6 - on a 1 the warrior will not move this turn.
4 Animosity - The warrior gains animosity against his own warband as per the Orc rules.
5 Heroic Idiocy - The warrior may not end his movement in hiding or behind cover and must always move towards the nearest enemy model. In addition he is immune to psychology from now on.
6 Amnesia - The warrior loses a randomly determined skill

36 Phobia

D6:
1 Claustrophobia - The warrior must pass a fear to enter buildings or ruins.
2 Heights - The warrior must pass a fear test to climb and each turn he is on higher ground within 2" of a ledge or window.
3 Agoraphobia - The warrior must pass a fear test to cross streets and must stay within 2" of walls if possible. If not within 2" of a wall at the beginning of his turn the warrior must pass an all-alone test or flee towards the next wall.
4 Animals - Animals of any kind cause fear in the warrior.
5 People - The warrior must pass an all-alone test if within 4" of other (human) models.
6 Sharp Things - Enemies wielding Swords, Spears or Daggers (or similarly pointed weapons) from now on cause fear in the warrior.
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Lahmian Vampires

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- Lahmian Vampires -

Choice of Warriors:

A Lahmian warband must include a minimum of 3 models. You have 500 gold crowns to recruit your warband. The maximum number of warriors in the warband may never exceed 15.

Lahmia: Each Lahmia warband must include one Lahmia, no more, no less!

Hell Knights: Your warband may include up to two Hell Knights.

Banshee: Your warband may include a Banshee.

Grave Guards: Your warband may include up to 6 Grave Guards.

Skeleton Warriors: Your warband may include any number of Skeletons.

Bats: Your warband may include up to 6 Bats.


Additional Information:

The Lahmian Undead are able to recruit the same Hired Swords and Dramatis Personae as the Undead warband from the Mordheim rulebook. They count as Undead for exploration purposes etc. though they will raise a Skeleton Warrior instead of a Zombie when they for example encounter a Straggler (4 4 exploration result).

If the Lahmia dies the Undead models don't crumble to dust - another hero is capable of being leader as long as no Lahmia is present though all income generated has to be saved until a new Lahmia can be bought.

Starting Experience:

Lahmian Vampires start with 20 experience.

Hell Knights start with 8 experience.

Banshees start with 4 experience.

Henchmen start with 0 experience.


Lahmian Skill Table:

Combat Shooting Academic Strength Speed

Lahmia X X X O X

Hell Knight X O O X O

Banshee X O X O X


Maximum Profiles:

Lahmia

M6 WS7 BS6 S6 T5 W4 I10 A4 Ld10

Hell Knights & Grave Guards

M4 WS6 BS0 S4 T4 W3 I5 A4 Ld9

Banshee

M6 WS5 BS0 S3 T4 W3 I7 A4 Ld9


- Heroes -

Lahmia

125 gold crowns to hire

Profile: M6 WS4 BS4 S4 T3 W2 I6 A2 Ld8

Weapons/Armour: Lahmian Vampires may be armed with weapons chosen from the Lahmia equipment table. They will never wear any kind of armour.

Special Rules: Leader, Cause Fear, Immune to Psychology, Immune to Poison, No Pain

Wizard: The Lahmia is a wizard and generates spells from the following Necromantic lore:

D6 Result
1 Life Stealer - as per the Necromancy chart.
2 Re-Animation - as per the Necromancy chart but replace Zombie with Skeleton Warrior
3 Death Vision - 7+ One enemy model within 12" must immediately pass an All-Alone-test or flee 2D6" away from the Lahmia.
4 Spell of Doom - as per the Necromancy chart
5 Call of Vanhel - as per the Necromancy chart but replace Zombie and Dire Wolf with friendly undead model
6 Hellish Vigour - 7+ One friendly undead model within 4" strikes first and may re-roll all failed to-hit rolls until the beginning of the caster's next turn.


Preternatural Beauty: Models in base contact with the Lahmia must reduce their Leadership by 1. This also affects the raised Leadership value provided by a nearby leader.


Hell Knight

40 gold crowns to hire

Profile: M4 WS4 BS0 S3 T4 W1 I3 A1 Ld7

Weapons/Armour: Hell Knights may be armed with weapons and armour chosen from the Lamians henchmen equipment table.

Special Rules: Cause Fear, May not Run, Immune to Psychology, Immune to Poison, No Pain


0-1 Banshee

45 gold crowns to hire

Profile: M6 WS2 BS0 S3 T3 W1 I4 A1 Ld7

Weapons/Armour: None.

Special Rules: Cause Fear, Immune to Psychology, Immune to Poison, No Pain,

Ethereal: Banshees are immaterial and can move through solid objects without penalty - only solid walls without windows can impede their movement. In addition all weapons apart from blessed or magical weapons suffer -1 to hit and -1 to wound against Banshees.

Wailing Attack: In the shooting phase a Banshee can wail at an enemy model within 8" - no normal targetting restrictions apart from line of sight apply. Roll 2D6 and substract the target's leadership (the leader's increased leadership can be used if within range)- this is the number of S3 hits the target suffers. No armour saves may be taken against wounds caused by a Banshee wail. The Banshee can wail at engaged models and use the wail if engaged herself though if she does so she must wail at one of the models she is in combat with.


- Henchmen -

Grave Guards:

40 gold crowns to hire

Profile: M4 WS3 BS0 S3 T4 W1 I2 A1 Ld7

Weapons/Armour: Grave Guards may be armed with weapons and armour chosen from the Lahmians henchmen equipment table.

Special Rules:

Cause Fear, May not Run, Immune to Psychology, Immune to Poison, No Pain


Skeleton Warriors:

20 gold crowns to hire

Profile: M4 WS2 BS0 S3 T3 W1 I1 A1 Ld5

Weapons/Armour: Skeleton Warriors may be armed with weapons and armour cchosen from the Lahmians henchmen equipment table.

Special Rules:

Cause Fear, May not Run, Immune to Psychology, Immune to Poison, No Pain, No Brain


Bats:

15 gold crowns to hire

Profile: M8 WS2 BS0 S2 T2 W1 I3 A1 Ld5

Weapons/Armour: None.

Special Rules:

May not Run, Animals, Immune to Psychology

Flying: Bats ignore terrain when moving and can charge models they see regardless of height and interceptors.


- Lahmian Equipment Lists -

Lahmia Equipment List:

Hand-to-hand Combat Weapons
Dagger 1st free/2gc*
Axe 5 gc
Sword 10 gc
Spear 10 gc
Rapier 15 gc
Whip 15 gc
Swordbreaker 30 gc

Missile Weapons:
Short Bow 5 gc
Bow 10 gc
Throwing Knives 15 gc
Crossbow Pistol 35 gc

Armour:
None

Henchmen Equipment List:

Hand-to-hand Combat Weapons:
Dagger 1st free/2gc*
Club/Mace 3 gc
Axe 5 gc*
Sword 10 gc*
Spear 10 gc*
Halberd 10 gc*
Flail 15 gc
Double-Handed Weapon 15 gc

Missile Weapons:
None

Armour:
Shield 5 gc
Helmet 10 gc
Light Armour 20 gc
Heavy Armour 50 gc


*: Hell Knights and Grave Guards may buy these weapons as Wight Blades during warband creation for additional 25 gold crowns per weapon.

Tomb Blades

Cost: Basic Weapon Cost + 25+D6 GC

Availability: Rare 10 (Hell Knights and Grave Guards only)

Daggers, Axes, Swords, Spears and Halberds may be bought as Wight Blades.They follow the normal rules for these weapons but in addition have the following special rule:

Ensorcelled Iron: Wight Blades cause critical hits on a to-wound roll of 5-6 instead of just 6.


- Lahmian Bloodline Powers -

You may buy one or more Bloodline Powers for your Lahmia when your warband is recruited. The first Power is bought at the price indicated but second and subsequent powers are bought cost double. After warband creation when you roll a New Skill advance for your Lahmian you may choose to buy a Bloodline Power at basic cost instead of picking a skill.

Blood Kiss

If an enemy hero who was taken out of action by a Lahmia with the Bloodkiss power dies (i.e. rolls "dead" on the Serious Injuries chart after the battle) or gets captured by the Lahmian warband then he will be turned to a Thrall in the Lahmian's servitude! The model retains all skills and equipment and is added to the Lahmian warband as a further hero unless it already has six heroes. The hero from now on counts as undead.

The Bloodkiss has no effect on already Undead models and Possessed.

Cost: 30 gold crowns

Beguile

At the beginning of a close combat phase one opponent in base contact of the Lahmia must pass a Leadership test or lose one attack (down to a minimum of 1). Models immune to psychology are not affected.

Cost: 15 gold crowns

Quickblood

The Lahmia has a 6+ special save against all shooting and melee attacks. This combines to 4+ with Dodge or Step Aside in the relevant area.

Cost: 45 gold crowns

Domination

At the beginning of a close combat phase one opponent in base contact of the Lahmia must pass a Leadership test or can not attack and is hit automatically in hand-to-hand-combat for the rest of the close-combat-phase. Models immune to psychology are not affected.

Cost: 40 gold crowns
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Cenyu
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Post by Cenyu »

€: This post has become obsolete.
Last edited by Cenyu on Wed Aug 16, 2006 1:59 pm, edited 1 time in total.
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Mr_piechee
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Post by Mr_piechee »

following the Lahmia way, shouldn't they be able to take any hired swords? the Lahmia list in the vamp book lets them take any models as thralls.. maybe sort it so she can only have so many under her will, or they fight.. so let her take the normall 'undead' ones and then have so many she can take on top of that..
[hope you don't mind my random babel] ~ Take a look to the sky just before you die, its the last time you will ~ my pics
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Post by Cenyu »

Interesting and valid point - how about this?

Allure

The Lahmia is able to entice and enthrall even the most steadfast warriors with her preternatural charms.

A warband which includes a Lahmia may hire Hired Swords for half the price and half the upkeep costs. However your Lahmia has to pass a Ld test for each Hired Sword bought for reduced costs before each battle - if passed the warrior will fight as normal, if failed he will leave the warband since he has resisted the spell of the Lahmia and refuses to fight.



How does this sound?
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Post by Mr_piechee »

sounds gd. is taht as the special rule or as a skill? i think it would be better as a special rule. and instead of taking the test at the beggining of a battle, take it if she is taken out of action, as the power is broken, even if for onyl a short time.. (or have the thralls take the test an if they pass they break free of the 'spell') and if she dies on the injury table then they leave straight away..
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- Warband of the Cairns -

Choice of Warriors:

A warband of the Cairns must include a minimum of 3 models. You have 500 gold crowns to recruit your warband. The maximum number of warriors in the warband may never exceed 15.

The warband may hire the same Hired Swords and Dramatis Personae as a normal Undead warband. Stragglers or prisoners may be killed to obtain a Skeleton Warrior.

Wight Lord: Each warband must include one Wight Lord, no more, no less!

Shadow Druid: Your warband may include a Shadow Druid.

Embalmed Ones: Your warband may include up to two Embalmed Ones.

Simulacrum: Your warband may include a Simulacrum.

Crypt Guardians: Your warband may include up to 5 Crypt Guardians.

Skeleton Warriors: Your warband may include any number of Skeleton Warriors.

Ghosts: Your warband may include up to 3 Ghosts.


Starting Experience:

Wight Lords start with 20 experience.

Shadow Druids start with 12 experience.

Embalmed Ones start with 4 experience.

Henchmen start with 0 experience.


Skill Table:

Code: Select all

                 Co Sh Ac St Sp
Wight Lord        X  X  O  X  O
Shadow Druid      O  O  X  O  X
Embalmed One      X  O  O  X  O



Maximum Profiles:

Wight Lord, Crypt Guardians and Skeleton Warriors

Code: Select all

M WS BS  S  T  W  I  A Ld
4  6  5  4  4  3  4  4  9


Shadow Druid & Ghosts

Code: Select all

M WS BS  S  T  W  I  A Ld
6  4  2  4  3  3  5  3  9


Embalmed One

Code: Select all

M WS BS  S  T  W  I  A Ld
4  5  4  4  5  4  3  4  9


- Special Rules -

Undead:

Wizard: The Shadow Druid is a sorceror and generates spells from the following list:

D6 Result

1 Storm Caller D7
One enemy model within 18" is hit by a bolt of lightning and suffers an automatic hit. The strength of the hit is 2 if the target does not wear armour and is increased by 1 for each point of armour save the model possesses (and an additional point if it wears a helmet). No armour saves may be taken against this hit.

2 Terror D6
One enemy model within 12" must immediately pass an All-Alone-test or flee 2D6" away from the Shadow Druid.

3 Curse of the Years D9
Cast on any unengaged enemy model within 24". Roll a D6 for the model - on a 6+ the model must roll on the injury chart. At the beginning of the caster's next magic phase roll again, this time the model is affected on a 5+ etc. down to a minimum of 2+. The spell ends if a 1 is rolled or the caster attempts to cast another spell.

4 Crypt Lurker D5
A friendly undead model within 6" may move up to its normal movement distance. If this move takes it into contact with an enemy it counts as charging.

5 Vexation D7
The Shadow Druid gains +1 on his strength, toughness and attacks until his next magic phase.

6 Drain Willpower D8
One unengaged enemy model within 8" suffers a -2 penalty on its leadership for the duration of the spell. The model has to pass a leadership test at the beginning of its own turn to overcome the spell.



Undead: Undead models are immune to poison and psychology. They cause fear and treat 'stunned' injuries as 'knocked down' instead.

Flammable: Flaming attacks cause double wounds against flammable models.

Ethereal: Ethereal models are immaterial and can move through solid objects without penalty - only solid walls without windows can impede their movement. In addition all weapons apart from blessed or magical weapons suffer -1 to hit and -1 to wound against them.

Chill Aura: At the beginning of a close combat phase before blows are struck opponents in base to base contact have to take a leadership test. They suffer a S2 hit without normal saves possible for each point they fail the test by. Models immune to psychology are not affected by the Chill Aura.

Large Target: The Simulacrum is a huge construct and may always be picked as a target for missiles, even if it is not the closest model.

Rabble: The experience points henchmen with this rule gain are halved (without rounding). Once a "Rabble" model becomes a hero the rule has no further effect.

Made of Stone: The Simulacrum is immune to critical hits. It does not gain experience.


- Heroes -


1 Wight Lord (65 gold crowns to hire)

Ancient rulers of tribes long forgotten these highborn were buried with full regalia and retinue in the Cairns, huge barrow burial sites found all over the Old World. They are rightfully feared by the living and said to still house the malevolent souls of those enclosed.

Profile:

Code: Select all

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


Weapons/Armour: Wight Lords may be armed with weapons and armour chosen from the equipment list below.
Special Rules: Leader, Undead


0-1 Shadow Druid (40 gold crowns to hire)

When they were still alive these holy men attended to the dead, ensuring that their afterlife was undistured by intruders. Even after they died themselves their essence was bound to the Cairns and their silent denizens.

Profile:

Code: Select all

M WS BS  S  T  W  I  A Ld
5  2  2  2  2  1  2  1  7


Weapons/Armour: The Shadow Druid does not use weapons or armour and suffers no penalties for doing so.
Special Rules: Wizard, Ethereal, Undead


0-2 Embalmed Ones (40 gold crowns to hire)

The personal champions of their Lord these warriors were buried with their best equipment and using elaborate techniques of preservation.

Profile:

Code: Select all

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


Weapons/Armour: Embalmed Ones may be armed with weapons and armour chosen from the equipment list below.
Special Rules: Flammable, Undead



- Henchmen -


0-1 Simulacrum (130 gold crowns to hire)

These ancient statues stood vigil before the tombs of the dead until they were awakened by the spells of the Shadow Druids.

Profile:

Code: Select all

M WS BS  S  T  W  I  A Ld
5  3  0  5  5  4  1  3  6


Weapons/Armour: The Simulacrum does not use weapons or armour and suffers no penalties for doing so.
Special Rules: Large Target, Undead, Made of Stone


0-5 Crypt Guardians (35 gold crowns to hire)

The personal bodyguard of the Lords of old who followed their master to the grave - and back.

Profile:

Code: Select all

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


Weapons/Armour: Crypt Guardians may be armed with weapons and armour chosen from the equipment list below.
Special Rules: Undead


0-3 Ghosts (25 gold crowns to hire)

Sometimes not even the decay of the pysical hull of a being is enough to prevent it from clinging to this world. Ghosts are immaterial apparitions who haunt the living.

Profile:

Code: Select all

M WS BS  S  T  W  I  A Ld
5  2  2  2  2  1  2  1  5


Weapons/Armour: Ghosts do not use weapons or armour and suffer no penalties for doing so.
Special Rules: Ethereal, Undead, Chill Aura, Rabble


Skeleton Warriors (20 gold crowns to hire)

These warriors once formed the bulk of their Lords' armies and now once again stand ready to serve them.

Profile: M3 WS2 BS2 S3 T3 W1 I1 A1 Ld4

Code: Select all

M WS BS  S  T  W  I  A Ld
3  2  2  3  3  1  1  1  4


Weapons/Armour: Skeletons may be armed with weapons and armour chosen from the equipment list below.
Special Rules: Undead, Rabble


- Equipment Lists -

Warband of the Cairns Equipment List:

Code: Select all

Hand-to-hand Combat:

Dagger         1st free/2 gc
Club/Mace/Hammer        3 gc
Axe                     5 gc
Halberd                10 gc
Sword                  10 gc
Spear                  10 gc
Flail             15 gc
Double-handed weapon   15 gc

Tomb Blades          special

Missile Weapons:

Sling                   5 gc
Short Bow               5 gc
Bow                    10 gc
Javelin                10 gc

Armour:

Light Armour           15 gc
Heavy Armour           30 gc
Helmet                 10 gc
Shield                  5 gc


Javelin

The javelin is a thrown weapon with 8" range. Strength as user, may not be used in close combat and does not suffer penalties for moving or long range.

Spear

I'm not really happy with the rules for spears and so came up with this rule in addition to Unwieldy: models armed with a spear may always make a single attack which strikes first in the first round of a new combat due to the longer reach of the spear.

Tomb Blades

Cost: Basic Weapon Cost + 20 gc (25+D6 gc after warband creation)

Availability: Rare 10 (Heroes and Crypt Guardians only)

Daggers, Axes, Swords, Spears and Halberds may be bought as Tomb Blades. They follow the normal rules for these weapons but in addition have the following special rule:

Ensorcelled Iron: Tomb Blades cause critical hits on a to-wound roll of 5-6 instead of just 6. Attacks from Tomb Blades count as magical attacks. Note that Tomb Blades may never be made of Gromril or Ithilmar (it's Ensorcelled Iron after all).
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Post by Cenyu »

- Necrarch Undead -

Choice of Warriors:

A Necrarch warband must include a minimum of 3 models. You have 500 gold crowns to recruit your warband. The maximum number of warriors in the warband may never exceed 15.

The warband may hire the same Hicolor=red Swords and Dramatis Personae as a normal Undead warband. Stragglers or prisoners may be turned into fresh Walking Corpses (they may not be included in a Walking Corpse henchmen group which has already undergone Necrosurgery, though) or their bodies used as described in the "Special Treatment" rule.

Death of the Leader:

Death of the Necrarch: The Necrosurgeons are skilled enough to perform the basic rituals needed to maintain the spells of awakening binding the undead constructs of the warband. Still the more elaborate Specimens only gain experience at half rate as long as no Necrarch is in the warband who can fully empower their sophisticated enchantment.

Necrarch: Each Necrarch warband must include one Necrarch, no more, no less!

Necrosurgeons: Your warband may include up to two Necrosurgeons.

Specimen: Your warband may include up to two Specimen.

Walking Corpses: Your warband may include any number of Walking Corpses.

Servants: Your warband may include up to 3 Servants.

Flesh Golem: Your warband may include a Flesh Golem.


Starting Experience:

Necrarch Vampires start with 20 experience.

Necrosurgeons start with 8 experience.

Specimen start with 0 experience.

Henchmen start with 0 experience.


Necrarch Skill Table:

Code: Select all

             Co Sh Ac St Sp
Necrarch      X  O  X  X  X
Necrosurgeon  X  O  X  O  X
Specimen      X  O  O  X  O



Maximum Profiles:

Necrarch

M6 WS6 BS6 S6 T6 W4 I7 A4 Ld9

Specimen (including Necrurgery/Special Treatment)

M6 WS6 BS0 S5 T5 W4 I6 A5 Ld7

Flesh Golem (for Necrosurgery)

M6 WS4 BS0 S5 T6 W4 I3 A4 Ld5

Walking Corpse (for Necrosurgery)

M5 WS3 BS0 S4 T4* W2 I2 A2 Ld4


- Heroes -

1 Necrarch (110 gold crowns to hire)

Necrarchs are mainly shunned, even by their own Undead brethren, for they are incomprehensible creatures, and most seem utterly insane. Their madness is tempecolor=red by their undeniable genius and mastery of alchemy and Necromantic magic.
Of all the Vampires, Necrarchs are least human. Whereas many Vampires seek dominion over the Human kingdoms either by cunning or might of arms, the Necrarchs wish to see the end of all living things.
Necrarchs are the rarest of the known great Vampire families. They differ from their immortal brothers in many aspects. The most obvious is their appearance: they are reeking, rotting horrors, and few men can gaze at their horrifying visage without trembling. Necrarchs are as horrible to behold as the proud Carsteins or the enchanting Lahmians are beautiful. The other differences are subtler, but perhaps more important. Of all the Vampires, the Necrarchs alone do not require blood to sustain themselves. How they avoid the curse of all other Vampires is unknown. But while most Vampires must hunt for the blood of men and risk being revealed for what they are, the Necrarchs can hide far from the eyes of men and concentrate upon their study of black magic.
The Necrarchs do not see the world as do other Vampires. To them the world of the living is but a blurcolor=red image, while the world of the dead, the bodies in their graves, the corpses and overflowing charnel houses are crystal clear and far more real than the mortal world filled with life.
Necrarchs are loners: they are alchemists and sorcerers that few can match. In the arts of black sorcery they have no equals amongst the Vampires. Even other Vampires are wary of challenging one of their rotting brothers.
Necrarchs live in secluded towers and dens, far away from human cities or towns. Hidden by sorcerous wards and guarded by their Undead servants, the Necrarchs devote their eternal lives to the study of magic. Witch Hunters frantically seek these abodes and when they uncover the den of a Necrarch, bitter battle ensues. Often those who would slay the Vampires end up serving their enemies in a ghastly unlife. Necrarchs value their privacy above all else.
Still, the Necrarchs often have need for bodies or living sacrifices for their magical rituals and experiments. This means that they need agents in human society. As physical beauty has little value to the Necrarchs, they accept the services of those who others scorn: the diseased, madmen, the disfigucolor=red and mutated. For some reason the Necrarchs seem to pity those that men scorn, and in return their servants are fanatically faithful, and they are capable of performing tasks which the Vampires would find difficult. During the daylight these dregs rob graveyards and plague pits, to find raw materials for
their masters’ experiments. The most intelligent of these, the Necrarchs school in the art of Necromancy. Rarest of all are men that the Necrarchs decide to initiate into their own ranks as new Necrarch Vampires.
(taken from the GW page on Necrarch Vampires - since it is freely accessible and does not contain rules I hope this is okay?)

Profile: M5 WS4 BS4 S4 T4 W2 I4 A2 Ld8

Weapons/Armour: Necrarch Vampires may be armed with weapons chosen from the Necrarch equipment table. They will never wear any kind of armour.
Special Rules: Leader, Undead, Wizard, Necrosurgery

0-2 Necrosurgeon (30 gold crowns to hire)

These madmen are petty students of the necromantic art. They are capable of performing basic reanimation rituals and have developed a limited control over the undead. They are obsessed with the "perfection" of their creations, though - their true skill lies with the bonesaw, needle and thread: The well-being of their patients matters not to these lunatics as they transfer limbs and other body parts from corpse to corpse, creating patchwork nightmares of walking death.

M4 WS2 BS3 S3 T3 W1 I3 A1 Ld7

Weapons/Armour: Necrosurgeons may be armed with weapons and armour from the Necrarch equipment table.
Special Rules: Alive!, Necrosurgery

0-2 Specimen (20 gold crowns to hire)

Being the pet projects of the Necrarch these awakened bodies have received considerably more care than the bulk of corpses the Necrosurgeons have stitched together: Thanks to their potent spell of awakening the Specimens retain a fraction of their former intelligence. More sophisticated embalming techniques and constant renewal of their resurrection magic allows them to develop a kind of conscience over time.

Profile: M4 WS2 BS0 S3 T3 W1 I2 A2 Ld5

Weapons/Armour: Specimen don't wear weapons or armour.
Special Rules: May Not Run, Undead, Braindead, Special Treatment


- Henchmen -

Walking Corpses (25 gold crowns to hire)

These are the reanimated minions of the Necrarch. They serve both as meat shield and as practicing opportunity for the gruesome operation techniques of the vampire and his crazed vasalls.

Profile: M4 WS2 BS0 S3 T4 W1 I1 A1 Ld3

Weapons/Armour: Walking Corpses don't wear weapons or armour.
Special Rules: May Not Run, Undead, Braindead, Do not gain experience

0-3 Servants (20 gold crowns to hire)

The mortal henchmen not even a misanthropic Nerarch can 'live' without. From unearthing bodies to buying supplies they are the tools of their master in areas he cannot access or does not want to condescend to.

Profile: M4 WS3 BS3 S3 T3 W1 I3 A1 Ld6

Weapons/Armour: Servants may be armed with weapons and armour chosen from the Necrarch equipment table.
Special Rules: Alive!

0-1 Flesh Golem (150 gold crowns to hire)

Profile: M5 WS3 BS0 S4 T5 W3 I2 A3 Ld4

Ambitious Necrarch occasionally attempt to create this fearsome monster: The Flesh Golem consists not only of a single corpse but a multitude of parts from several bodies. These towering flesh colossus is a terrible sight to behold, even for Mordheim standards.

Weapons/Armour: The Flesh Golem does not wear weapons or armour.
Special Rules: May Not Run, Undead, Braindead, Does not gain experience, Large Target, Nigh Indestructible, Abomination!

Large Target:
The Flesh Golem is considerably taller than the average adventurer of Mordheim and is easily picked out by snipers.
It may always be shot at, even if it is not the closest model.

Nigh Indestructible:
It is very difficult to truly "kill" a Flesh Golem - spare parts for this monster are easily organized and the spell of awakening is quick to be renewed.
If the Flesh Golem is taken out of action and killed after the game the Necrarch player may sacrifice a Walking Corpse to re-roll the Serious Injury result.

Abomination!
Looking at a Flesh Golem means looking at a twitching agglomeration of body parts in various states of decay, implacably advancing at the whim of its master. This unholy creation terrifies even grizzled veterans.
Fear tests caused by the Flesh Golem suffer a -1 penalty.


Special Rules:

Wizard:The Necrarch is a wizard and generates spells from the following Necromantic lore:

D6 Result
1 Life Stealer - as per the Necromancy chart.
2 Re-Animation - as per the Necromancy chart but replace Zombie with Walking Corpse or Specimen.
3 Death Vision - 7+ One enemy model within 12" must immediately pass an All-Alone-test or flee 2D6" away from the

Necrarch.
4 Spell of Doom - as per the Necromancy chart
5 Call of Vanhel - as per the Necromancy chart but replace Zombie and Dire Wolf with friendly undead model.
6 Hellish Vigour - 8+ One friendly undead model within 4" strikes first and may re-roll all failed to-hit rolls until the beginning of the caster's next turn.

Undead: Undead models are immune to psychology and poison and cause fear. They treat "Stunned" injuries as "Knocked Down" instead.

Alive!: Alive models do not count as "Undead" for the purpose of Holy Water, Prayers...

Braindead: Braindead models never benefit from the "Strike First" rule. They do not suffer penalties for fighting without weapons. Braindead models never may become leader.

Necrosurgery: Whenever a model with this special rule is entitled to a roll on the advancement table it can elect to "enhance" an Undead model of the warband (or a whole henchmen group in case of Walking Corpses) instead (no advancement roll is taken!). Choose an attribute you wish to "enhance". Roll a D6 and consult the Necrosurgery chart below.

1: Catastrophe! Something has gone terribly wrong - the operation has caused a major damage to the patient. color=reduce the chosen attribute by 1. Note that this can lead to the death of the patient if the attribute reaches 0!
2: Failure. The operation did not work out. Nothing happens.
3: Sorta worked, right? The Necrosurgeon managed to accomplish the enhancement but other parts of his patient were harmed. Raise the chosen attribute by 1 and lower another randomly determined attribute by 1 in return.
4-6: Success! The treatment was a complete success. The chosen attribute may be raised by 1.
  • No Necrosurgery on your Necrarch - not even he is so mad as that he would let his minions treat him.
  • Each attribute may be raised only once by Necrosurgery. There is a limit of limbs one can stitch to a torso!
  • The result for henchmen groups is determined by a single roll, all henchmen will suffer/benefit from the same result.
  • Only one Necrosurgery per operator and patient and postgame sequence.
  • Each successful Necrosurgery/Special Treatment result per model raises the warband rating by 2.
  • Henchmen groups which have already altecolor=red profiles due to Necrosurgery may not be replenished.
  • Necrosurgery counts towards the maximum value of attributes.
  • Necrosurgery takes place instead of searching for rare items - that means that a model has to survive a battle to perform Necrosurgery afterwards!


Special Treatment:

The best materials for Necrosurgery are of course fresh ones! And if your surgeons come across an especially promising sample of body parts he may attempt to transfer their superior physique on one of his chosen creations - the Specimens.

Whenever the Necrarch warband gains control of a fresh corpse (either by killing a captucolor=red (non-undead) enemy or straggler or by losing a warband member with the Alive! special rule) the player may attempt a "Special Treatment" on one of his Specimens. Pick an attribute from the recently deceased model's statline* which is better than that of the Specimen - if a model with Necrosurgery has not yet operated this postgame sequence it can attempt to improve the chosen attribute using body parts from the corpse. Work this operation out exactly as you would resolve a normal Necrosurgery consulting the same table - but add +1 to the roll due to the better quality of the parts used. Only one Special Treatment may be performed per corpse - the operation is far too messy and time consuming to extract more than one usable sample from the body.

*: Use the Servants' basic profile in case of a Straggler.

Alternative rule: A fresh corpse may be used to add +1 to a single Necrosurgery roll.


- Equipment Lists -

Necrarch Equipment List:

Hand-to-hand Combat Weapons:
Dagger 1st free/2gc
Club/Mace 3 gc
Axe 5 gc
Sword 10 gc
Spear 10 gc
Halberd 10 gc
Flail 15 gc
Double-Handed Weapon 15 gc

Missile Weapons:
Short Bow 5 gc
Bow 10 gc

Armour:
Shield 5 gc
Helmet 10 gc
Light Armour 20 gc
Heavy Armour 50 gc


- Special Skills -

Your heroes may pick the following skills in addition to the normal skill tables available to them.

Brain Implant (Specimen only)

At last the Necrosurgeons were able to organize a proper brain! This specimen will be a tad brighter from now on.

The Specimen no longer is subject to the "never strikes first" drawback of the Braindead rule.

Paralyzing Strike (Only for models with the Necrosurgery rule)

Intensive first-hand anatomic studies have enabled this individual to direct attacks at the most vulnerable spots in the stature of an enemy.

A model with this skill may attempt to paralyze a single opponent in close combat instead of attacking him normally: His attacks suffer -2 to hit against this model but if an unsaved critical hit is caused the opponent is immediately taken out of action. Only man-sized humanoids may be paralyzed.

Dark Mastery (Necrarch only)

The vampire's flawless manipulation of the winds of magic enables him to cast his spells even farther.

The range of the Necrarch's spells is increased by 6".

Contempt for the Living (Necrarch only)

The Necrarch is filled with nothing but contempt for the living and not even the death of his mortal followers will impress him.

As long as the Necrarch is not taken out of action models with the Alive! rule don't count towards the 25% casualties needed to take a rout test.

Power Surge

The Necrarch has aquired an unholy aura which fills his undead minions with energy, propelling them towards the enemy.

At the beginning of the game all friendly undead models within 6" of the Necrarch may make a single move of 2D6". Determine the distance for each model separately.
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