Upload
cyloss23
View
145
Download
12
Embed Size (px)
DESCRIPTION
Mordheim Warband
Citation preview
1
Vampire Slayers Mordheim
Whispers from the Underverse
2
Vampire Slayers t the dawn of mankind, evil spread
its grasping claw across the land,
jealous of the dominion that man
had risen from the ground. Where good
faltered, its presence was supplanted by
evil’s arriving birth. Were it a rotten apple
falling into and spoiling a lake, or a
scarecrow assuming the ghastly embodiment
of a darkness bent on displaying horrific
visions, evil found its way into this earth.
Many atrocities sprang from the darkness,
creeping and ravishing across the land in a
terrifying wake. Many individuals
succumbed to their desires by manifesting
their will within the shadow of the creeping
evil. Among those who sought power
behind hooded veil and between the fullest
moons are the undead monstrosities known
as Vampires. Nigh on invincible, these
depraved beings preyed upon townsfolk and
sundered entire lineages of man built up by
stone and blessed by gods. In order to battle
this undead threat, a hero was called upon.
Van Helsing, as if destined, laid waste to
these condemned. In his stead, many more
brave souls have come forth to rid the land
of evil. These fearless individuals have
come to be known as slayers.
Special Rules
Path of Vengeance – If in the employ of a
Dhampyr, the Vampire Slayers warband
walks the path of vengeance, along which
the preponderance of wrathful magicks are
plentiful. They are known to utilize the
powers that even the greatest evils
themselves seek to harness, tempering out
the baneful energies, distilling only the sheer
force of retribution, which they then
arbitrate against any evil with whom they
enjoin in battle. Any spellcaster in the
warband attempting to cast a direct damage
spell against an enemy that is either Undead
or Chaotic may increase the casting attempt
by +1.
Path of Righteousness – If in the employ of
a Krsnik, the Vampire Slayers warband
walks the path of righteousness, bringing
with them the conviction of a radiant dawn
upon even the darkest evil. Members of the
warband are strengthened in their resolve
against their enemy, and have a 6+
unmodifiable save which may be taken in
addition to other saves against any spell cast
by an Undead or Chaotic opponent.
Choice of Warriors
A Vampire Slayers warband must include a
minimum of three models. You have 500
gold crowns with which to build your
warband. The maximum number of models
in the warband is 12.
Slayer: Each Vampire Slayers warband
must have one Slayer, no more, no less!
The Slayer may be either a Dhampyr or
Krsnik.
Hunter Extraordinaire: Your warband
may include one Hunter Extraordinaire,
taking the place of a Youngblood.
A
3
Alchemist: Your warband may include one
Alchemist, taking the place of a
Youngblood.
Fletcher: Your warband may include one
Fletcher instead of a Youngblood, but may
not then include a Blacksmith.
Blacksmith: Your warband may include one
Blacksmith instead of a Youngblood, but
may not then include a Fletcher.
Hermit: Your warband may include one
Hermit instead of a Youngblood.
Youngbloods: Your warband may include
up to four Youngbloods.
Nightwatchers: Your warband may include
up to three Nightwatchers.
Hunters: Your warband may include any
number of Hunters.
Marksmen: If a Fletcher is taken as a Hero
choice, your warband may include up to two
Marksmen.
Swordsmen: If a Blacksmith is taken as a
Hero choice, your warband may include up
to two Swordsmen.
Starting Experience
A Dhampyr starts with 20 experience.
A Krsnik starts with 20 experience.
A Hunter Extraordinaire starts with 12
experience.
An Alchemist starts with 8 experience.
A Fletcher starts with 8 experience.
A Blacksmith starts with 8 experience.
A Hermit starts with 12 experience.
Youngbloods start with 0 experience.
4
Vampire Slayers Skill Tables
Combat Shooting Academic Strength Speed
Dhampyr √ √ √ √
Krsnik √ √ √ √
Hunter Extraordinaire √ √ √ √
Alchemist √ √ √
Fletcher √ √
Blacksmith √ √
Hermit √ √ √
Youngbloods √ √ √ √
Vampire Slayers Special Skill Lists
Dhampyr Special Skills – The Dhampyr also has access to the following skill list.
Regeneration: The Dhampyr possesses a great constitution, readily capable to metabolize and
grow skin, sinew, and bone, redressing injury with body anew. During the Recovery Phase, the
vampire may roll a D6, and on a 4+, regains a wound lost earlier.
Surreal Agility: The Dhampyr moves with unreal Undead speed, darting past arrows and
ducking beneath sword strokes. He gains a 6+ save which may be taken after an opponent scores
a ranged or melee hit. This may be combined with Step Aside and Dodge to be increased to a 4+
save in either respective case.
Phantom Surge: This being may morph as quicksilver into a vaporous mist and surge forth
through walls and obstacles. If the Dhampyr passes a Leadership test in the Movement Phase, he
may move 12” in any direction through any obstacle, and counts as charging if he comes into
base contact with an enemy model.
Kin Hatred: Being born of a mortal woman, the Dhampyr hates his vampiric relatives, and has
the hate special rule when fighting against Undead.
Blood Frenzy: If the Dhampyr fells an opponent, taking them out of action, he may choose to
enter an enraged state, and has the frenzy special rule for the remainder of the battle. The
5
Dhampyr may still opt to use the Phantom Surge skill as a means of movement or charging while
frenzied.
Krsnik Special Skills – The Krsnik also has access to the following skill list.
Spirit Projection: The Krsnik projects his spirit form to attack an enemy. If the Krsnik passes a
Leadership test in the Shooting Phase, he may elect an enemy model within 12” (either model
may be in combat). The Krsnik’s spirit form leaps out, charging the declared enemy, and makes
one attack at +1 WS and +1 S of the Krsnik. The spirit form attacks last and is invulnerable,
lasting only for this round of combat, though may be called on again. Using this skill does not
prevent the Krsnik from shooting, casting spells or making any other action during the same turn.
Spirit Form: The Krsnik may transform into his spirit form. The Krsnik may elect to transform
into his spirit form if he passes a Leadership test during his Recovery Phase. In his spirit form,
he causes fear, and gains +1 M, +1 WS, +1 S, +1 T, +1 W, +1 A, and +1 I, which may bring him
over his profile maximums. He may not cast spells or use any equipment, including armour,
while in his spirit form. His attacks count as bladed weapons for the purposes of determining
critical hits. He may revert back to his human form during any subsequent Recovery Phase. He
must choose one of the following spirit forms to be his.
Wolf Spirit – The save afforded by the skills, Step Aside and Dodge is increased
to a 4+ save for the Krsnik while in spirit form.
Bear Spirit – The Krsnik may select the Resilient skill when taking a skill
advance. Resilient would be in effect only while in spirit form.
Lion Spirit – The Krsnik may select the Mighty Blow skill when taking a skill
advance. Mighty Blow would be in effect only while in spirit form.
Noble Hate: The Krsnik develops his hatred towards Undead and Chaotic spawn into an
unerring sense of justice. He now has the hate special rule when in combat with Undead or
Chaotic opponents.
Vampire Slayers Special Equipment
Cloak of the Nightwatch: Provides a +1 armour save. Enemies may only charge the wearer if
he is within twice their initiative value in inches.
Recurved Repeater: Remarkable new design of the crossbow, providing a more powerful draw.
Range 28”, Strength 4, Fire Twice.
6
Vampire Slayers Equipment Lists
Slayer Equipment List
Hand-to-hand Combat Weapons
Dagger…………………...1st free/2 gc
Club, Mace, Hammer……3 gc
Axe……………………....5 gc
Sword……………………10 gc
Spear…………………….10 gc
Double-handed Weapon…15 gc
Missile Weapons
Long bow…………………15 gc
Recurved Repeater..………50 gc
Crossbow Pistol…………..35 gc
Repeater Crossbow……….35 gc
Duelling Pistol……………25 gc (50 for a
brace)
Armour
Shield……………………..5 gc
Buckler……………………5 gc
Helmet……………………10 gc
Light Armour……………..20 gc
Heavy Armour……………50 gc
Cloak of the Nightwatch….25 gc
Hunter Equipment List
Hand-to-hand Combat Weapons
Dagger…………………...1st free/2 gc
Club, Mace, Hammer……3 gc
Axe……………………....5 gc
Sword……………………10 gc
Spear…………………….10 gc
Double-handed Weapon…15 gc
Missile Weapons
Bow………………………10 gc
Long bow…………………15 gc
Crossbow…………………25 gc
Repeater Crossbow……….35 gc
Recurved Repeater……….50 gc
Armour
Shield……………………..5 gc
Buckler……………………5 gc
Helmet…………………….10 gc
Light Armour……………..20 gc
Heavy Armour……………50 gc
7
Heroes
1 Slayer
Dhampyr
120 gold crowns to hire
Dhampyr are hybrids, the result of a
pregnant woman becoming infected with
vampirism. Having the strengths of their
Undead counterparts, but none of their
weaknesses, Dhampyr are both feared and
hated.
Profile M WS BS S T W I A Ld
6 4 4 4 4 2 5 2 8
Max 6 8 6 7 6 4 9 4 10
Weapons/Armour: The Dhampyr may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Leader: Any models in the warband within
6” of the Dhampyr may use his leadership
instead of their own.
Cause Fear: Dhampyr are terrifying
Undead creatures and therefore cause fear.
Immune to Psychology: Dhampyr are not
affected by psychology (such as fear) and
never leave combat.
Immune to Poison: Dhampyr are not
affected by any poisons.
No Pain: Dhampyr treat stunned results on
the Injury chart as knocked down.
Hybrid: Being of a distichous nature, the
Dhampyr is not affected by spells or items
which target Undead specifically. He is
instead treated as a human for these
purposes, and may also use equipment
otherwise prohibited such as Blessed Water.
Krsnik
85 gold crowns to hire
Krsnik are powerful shaman whose delivery
unto this earth came with the intent to rid it
of evil. When night envelopes the world,
these powerful magic users embody a spirit
animal, leaping out to do battle with the
darkest denizens.
Weapons/Armour: The Krsnik may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Leader: Any models in the warband within
6” of the Krsnik may use his leadership
instead of their own.
Fearless: The Krsnik is the antithesis of evil
and, as such a role would warrant, is
immune to fear.
Magic User: The Krsnik is a magic user and
may choose either the Prayers of Sigmar or
the Lore of Light as his lore of magic,
Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Max 4 6 6 4 4 3 6 4 9
8
starting with one randomly generated spell.
He may generate a new random spell instead
of taking a new skill whenever making a
skill advance.
0-1 Hunter Extraordinaire
50 gold crowns to hire
Many say Van Helsing began his illustrious
career as a Hunter Extraordinaire, before
realizing his true nature and past.
Weapons/Armour: The Hunter
Extraordinaire may be armed with weapons
and armour chosen from the Slayer
Equipment List.
Special Rules
Solidarity: This individual is immune to
fear while within 6” of another model with
this rule.
Panoply of Weaponry: The Hunter
Extraordinaire has the Weapons Training
and Weapons Expert skills.
0-1 Alchemist
45 gold crowns to hire
These dabbling inventors are often seen
marauding with the likes of slayers, lending
their genius to expertise.
Weapons/Armour: The Alchemist may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Alchemy: The Alchemist has access to the
Alchemy Skill list, beginning with one
randomly generated skill.
0-1 Fletcher
50 gold crowns to hire
Many warbands seek a good bowyer to
repair and equip, though sometimes, it is the
good bowyer that seeks a warband.
Weapons/Armour: The Fletcher may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Bowyer: If the Fletcher is not taken out of
action during the game, he may build a
Short bow, Bow, Long bow, Crossbow,
Crossbow Pistol, Recurved Repeater, or
Repeater Crossbow for half price, rounded
down, during the Exploration Phase (this
price represents the cost of the materials as
the Fletcher otherwise constructs the item
free of charge for his warband). This
precludes him from searching for either rare
items or dramatis personae, but he may still
roll for wyrdstone as normal.
Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 2 4 3 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9
9
0-1 Blacksmith
50 gold crowns to hire
A Blacksmith might be employed by a
warband to maintain their weaponry. These
warbands quickly come to enjoy the benefit
of a personal forge.
Weapons/Armour: The Blacksmith may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Forge: If the Blacksmith is not taken out of
action during the game, he may forge a
Dagger, Sword, Axe, Spear, Rapier,
Double-handed Weapon, Light Armour, or
Heavy Armour for half price, rounded down,
during the Exploration Phase (this price
represents the cost of the materials as the
Blacksmith otherwise constructs the item
free of charge for his warband). This
precludes him from searching for either rare
items or dramatis personae, but he may still
roll for wyrdstone as normal.
0-1 Hermit
40 gold crowns to hire
Hermits often possess great knowledge;
having secluded themselves from the
bleakness around them, they are reluctant to
share it with anyone. Should a warband
prove worthy of his knowledge and abilities,
a Hermit may be persuaded to join their
cause.
Weapons/Armour: The Hermit may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Magic User: The Hermit is a magic user and
may choose Prayers of Sigmar, Lesser
Magic, or the Lore of Light as his lore of
magic. He begins with one randomly
generated spell, and may generate new
spells in his selected lore rather than gain a
new skill when making a skill advance.
Lone Focus: If the Hermit is more than 6”
away from any model, he gains +1 when
attempting to cast a spell. Immune to All
Alone tests.
0-4 Youngbloods
15 gold crowns to hire
Full of vigor with none too naïve a heart, a
Youngblood will join a warband ready to
dedicate himself to a cause.
Weapons/Armour: Youngbloods may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 4 3 4 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Max 4 6 6 4 4 3 6 4 9
10
Henchmen
0-3 Nightwatchers
35 gold crowns to hire
Perhaps the mainstay of a slayer warband is
the courage of the resolute Nightwatchers.
They are the watchers in the dark, warders
of things that go bump in the night.
Weapons/Armour: Nightwatchers may be
armed with weapons and armour chosen
from the Slayer Equipment List.
Special Rules
Solidarity: This individual is immune to
fear while within 6” of another model with
this rule.
0+ Hunters
25 gold crowns to hire
As once brave protectors of their villages,
Hunters now follow their slayer leader
hoping to bring a more final solution to the
Undead threat.
Weapons/Armour: Hunters may be armed
with weapons and armour chosen from the
Hunter Equipment List.
0-2 Marksmen
35 gold crowns to hire
Able to shoot the apple off of one’s head, so
to speak, these snipers are a valuable asset
as ranged support for any warband.
Weapons/Armour: Marksmen may be
armed with weapons and armour chosen
from the Hunter Equipment List.
0-2 Swordsmen
35 gold crowns to hire
As professional combatants, Swordsmen
rarely turn down a fight, confident in their
skill and prowess with a blade.
Weapons/Armour: Swordsmen may be
armed with weapons and armour chosen
from the Hunter Equipment List.
Special Rules
Expert Swordsman: Swordsmen are so
skilled with their weapons that they may re-
roll any failed hits when charging. This
only applies when using normal swords.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Max 4 6 6 4 4 3 6 4 9