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1 Vampire Slayers Mordheim Whispers from the Underverse

Mordheim - Vampire Slayers

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Page 1: Mordheim - Vampire Slayers

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Vampire Slayers Mordheim

Whispers from the Underverse

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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

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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.

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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

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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.

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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

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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

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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

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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

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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