A Rules Crusade Campaign game set in the City of the
Damned
RECORD SHEETS AND BLIPS FOR MORDHEIMSCENARIOS
FOR MORDHEIM BACK TO RULES
CRUSADE MAIN
LET'S GET TO IT
A warband starts with 8 Fame, 12 gold, and no experience.
A single game typically runs like this: Players
select their warbands. Scenery is set up. Blips are randomly placed
on the board, typically about 10 blips per warband. Warbands dice
off for start positions. Warbands dice off to see who goes first.
Models may not start hidden, but until they take their first move, they
are not considered to be on the board yet. Turn order goes around the table
clockwise. After the last player, any neutral enemies (from ambush
blips, for example) will go. Warbands may attack each other,
especially if they are rivals or arch enemies. Keep track of hits
accumulated on your rivals! Play continues until all the blips are
resolved.
NOTHING VENTURED, NOTHING GAINED
In addition to any bonuses particular to a scenario,
your warband will earn points at the end of each game, in the following
ways:
-
EXPERIENCE. Earn 1 Experience for participating in a game.
In games with 3 or more bands, the band with the lowest points value
earns an additional 1 Experience.
-
EXPLOITS. For every hit (not a stun) done on a rival (Including
Ambushers- see Warbands), roll 1 white die, then deduct your casualties
from the roll. The total is the amount of Fame earned (Max.
2 per game). Hits on Arch Enemies count double!
-
LOOT. Roll 1 white die for every Loot blip collected,
and 1 red die plus 1 for every Wyrdstone collected. Earn that much
Gold.
-
BARTER. Increase your gold by spending FAME! For each FAME
spent, roll 1 red die- if the result is greater than or equal to the gold
you earned, select the die that rolled the highest and earn that much more
gold (minimum of 1!).
I'M BLEEDING...
For each wounded model at the end of the game, roll on
the chart below to see if they survive. Note that this chart is also
used for some healing items and magics.
1- COMPLICATIONS. sorry- you're a goner!
2- LANGUISHING- model is still wounded. If the
game is over, as 3-4 below.
3-4 GETTING BETTER- model recovers 1 hit. If the
game is over, this means they might not be at their full Hits value for
the next game.
5-6 RECOVERED- model recovers all hits.
POSITIONS OPEN
When troops are killed, you can replace them for free-
but sometimes finding a replacement is tricky. For each casualty,
roll 2 red dice. If the number is greater than or equal
to the EXP spent on that model, you may replace them. If not,
you must wait until the next game that occurs (even if the warband does
not play in that game!) to check again. SELL SWORD:
After a game, you may sell off weapons to recoup the gold spent on them.
You may sell off models to recoup the Fame and Experience spent on them.
If the model is dead and has failed a replacement check, their spent EXP
must be converted to FAME. These points may be used to purchase new
troops and equipment before the next game.
SPECIAL TERRAIN RULES
SPIKES- If your movement takes you within 1" of any spikes modeled
on scenery, you must get past the spikes. Roll your melee vs. OO
(may
not reroll or parry): Win = continue movement. Tie= movement ends.
May try again with extra move or charge move if you have them. Lose=
take 1 wound (maximum).
WATER- All models move through water at half speed unless noted (2"
move cost per 1" traveled). Models in water are treated as having
front cover, which CANNOT be ignored by burn weapons!! However, many
threats lurk in the water- each time a model's move includes water, roll
a D6. On a 1 or a 6, nothing happens. If you roll any other
number, treat it as the corresponding hazard # on the hazard chart below!
Only the model in the water will be affected.
REVEALING BLIPS- to reveal a blip, you must
TOUCH the blip as part of a move. If you survive, you may continue
with any move and actions you have left.
LOOT: Spend an action to pick up. Worth o of gold
at end of game.
WYRDSTONE: Spend an action to pick up. When you
pick it up, take O vs. armor, max damage = a stun (and wyrdstone
dropped). Worth O+1 of gold at end of game.
RAW ORE: Must carry (spend an action to pick up, spend an action
each turn to carry. May drop at any time. Drop off any board
edge, or be carrying at game end, to capture). Worth o Wyrdstone
at end of game (see Wyrdstone above).
WANTED: (optional)
If a warband has acquired 3 or more Loot, Wyrdstone or Ore markers, they
will become WANTED for the rest of the game. Warbands attacking a
WANTED warband earn double the normal number of rival pips! Also,
any Bogus blips found by a Wanted band are treated as a random hazard
instead (roll a d6 for what #)- remove once the "hazard" has gone off.
AMBUSH: Wild Beast: M8, A[1], H2. Melee OOO (W).
Animal.
Trot.
TRAP: COLLAPSE. Remove after it goes off. Hits all
models within 2" of the blip. If above the ground (2nd story,
catwalk, etc.), fall 1 level straight down. Take O vs armor
(stun) for every 3" fallen (round up). Otherwise, take oo
vs armor (stun).
HAZARDS: All hazards have a 2" area, and are persistent.
1: Cursed. Add +1 to the next hazard or enemy attack you
encounter.
2: Jagged. Roll OW vs. armor.
3: Infested. Roll ooooW vs. melee (may not parry).
-R unless you have Scythe.
4: Plague. Roll oW, ignores armor.
5: Grisly scene. No further move or actions this turn.
-o pips (unless fearless).
6: Poltergeist. Roll ooS vs. armor. Kill= stun, -2 pips
(unless fearless or equipped w/ Seal)
MELEE RULES FOR MORDHEIM
In addition to the normal RC melee
rules, the following rules apply to melee in Mordheim:
ARMOR: add your armor to your base melee.
Example: armor 1= melee +1 (no melee + for natural armor).
HANDS: Each normal model may take a 1-handed weapon
(1H) and an Off-handed weapon (oH). Or, they may use a single
2-handed weapon (2H). They may not use two 1-handed weapons without
a special skill or ability! No-handed weapons (NH) may be added onto
any hand combination. Some weapons are 3 or 4-handed (4H)- they require
two troops to operate (jezzails, herding sticks, etc.)- the two models
must move together and cannot use other weapons with those hands that turn!
SWITCHING WEAPONS: Note that ranged weapons
(and equipment) have a HANDS listing too. These hands must be used
for reloading as well as shooting. You may only switch weapons during
your movement. This means that whatever you last used
take up the hands specified until the beginning of your next move! PANIC
DROP: You may drop weapons or equipment to switch to a weapon in defensive
melee- this will Break the item.
MELEE WEAPONS
WEAPON |
$ |
Hands |
Dice |
Graze |
Fail |
Notes ($= cost in gold). |
Spikes |
1/2 |
NH |
o |
W |
-- |
defensive. Max # 2/troop. |
Club |
1/2 |
oH |
o |
S |
Breaks |
|
Funny Thing |
1 |
oH |
-- |
-- |
-- |
RO |
Knife |
1 |
oH |
o |
W |
-- |
throw 6" |
Shield |
1 |
oH |
o |
S |
Breaks |
shield |
Whip |
2 |
oH |
o |
W |
Sticks |
-P. Tie = Stun. |
GreatShield |
3 |
oH |
O |
S |
-- |
shield. Can't charge. |
Net |
1 |
1H |
o |
S |
Sticks |
-P. Kill=KO. Tie=Stun. |
Spear |
1 |
1H |
oo |
W |
Breaks |
throw 6" |
Sword |
2 |
1H |
o |
W |
-- |
reroll |
Mace |
2 |
1H |
O |
S |
-- |
Kill=KO |
Axe |
2 |
1H |
oo |
W |
Sticks |
throw 6" |
Flail |
2 |
1H |
oo |
S |
Malf. |
-P |
Hammer |
3 |
1H |
oo |
S |
-- |
-R. Tie=Stun |
Mage's Staff |
3 |
1H |
O |
S |
Breaks |
magic. Max 1/ Model. |
Great Axe |
3 |
1H |
oo |
W |
-- |
-R |
Greatsword |
4 |
1H |
O |
W |
-- |
reroll |
+ 2 Handed |
+2 |
2H |
+O |
as
|
weap. |
Scythes. |
DEFENSIVE: Dice added to your melee only when defending.
REROLL:
Reroll one of your own dice per attack. 2 on one troop = RO. R0:
Reroll opponent- may reroll one of your dice or one of your opponent's.
-P: -1 to opponent's Parry. -R: Minus
Reroll. Opponent loses R. A RO becomes just R. THROW:
May be thrown up to distance listed as an action. Roll dice vs. target
armor. Fail = lost (may not recover until the end of the game).
Otherwise, weapon can be recovered by spending an action to pick it up
from the target's location at time of throw. 2-Handed versions
of these weapons may NOT be thrown. MAGIC: Add a red die
to the dice roll per magic level of the user. SHIELD: Deduct
dice roll from incoming ranged attacks. Parry is at +2. Max.
1 shield per model. MALFUNCTION (Malf.)- roll oo vs. the user's
armor. BREAK- On a fail, the weapon is lost. (Replaced
for free at end of game).
STICK-
On a fail, weapon is stuck in target
and can't be used- must spend an action adjacent to target to recover it.
STUN
(S)- Place the target on their back. On their turn, they may only get
up and make a half move- no other actions or movement (not even "free"
actions). Their melee is -1 while stunned.
WOUND (W)- Mark the target
with a wound. They may either move or perform an action, not both. Exception:
they may move and melee (but not charge). Melee -1.
RANGED WEAPONS
WEAPON |
$ |
Hands |
Dice |
Graze |
Fail |
Notes ($= cost in gold). |
Sling |
1 |
oH |
o |
S |
-- |
Reload. 8" range. Can't use poison or repeater. |
Bow |
4 |
2H |
oo |
W |
Breaks |
|
Crossbow |
4 |
2H |
Oo |
W |
Breaks |
Reload. AP. |
Pistol |
4 |
oH |
ooo |
W |
Explode |
KB. Slow Reload. Pistol. 8" range. |
Musket |
5 |
2H |
OO |
W |
Explode |
KB. Slow Reload. AP. |
Blunderbuss |
2 |
2H |
ooo |
W |
Explode |
SFT. KB. Reload. |
Bomb |
5 |
oH |
OO |
W |
Explode |
8" range. 2" Blast. Rationed. |
+Repeater |
+2 |
--- |
--- |
--as |
weap.-- |
Ignore reload. Jams on 1 die max out. |
RANGE: Unless noted, weapon can be fired at any range,
but subtract 1 from the roll for every 12" away!
RELOAD: Must spend an action to reload. SLOW
RELOAD: As reload, but loader cannot move either.
EXPLODE: Roll weap. dice vs. user's armor.
Can't use again until next game.
AP: Add +1 to roll when firing at targets with
armor. KB: does 1" KB from firer.
PISTOL: May fire as part of a melee attack.
Additional pistols for the bearer cost -2.
RATIONED: May use once / turn, until one or more
of your attack dice max out- then you have run out for the rest of the
game. SFT: will hit all models under a small flamer template.
JAM:
As RC rules, plus weapon can fail during unjam
attempts.
BLAST: Center a 2" blast radius marker on a target
in range. Center target takes both dice, outer targets take the higher
die. 1" KB-- direction is away from the center, or away from the
firer for the center target.
EQUIPMENT
EQUIP. |
$ |
Hands |
Notes ($= cost in gold). |
Limit |
Lt. Armor |
3 |
NH |
Grants armor value of 1 and a +1 to melee. |
1/troop |
Hvy. Armor |
10 |
NH |
Grants armor value of 2 and +2 to melee. Can't charge. |
1/troop |
Lantern |
3 |
oH |
May deduct O from ambush, hazard, trap blip rolls. Rationed.
May not hide. May reveal hidden models at 6". |
1/troop |
Candles |
1 |
NH |
May deduct o from ambush, hazard, trap blip rolls. Rationed.
May not hide. |
1/troop |
Standard |
2 |
oH |
Bearer can't hide. Troops within 12" do not count towards casualties. |
1/band |
Musician |
1 |
oH |
Models within 12" may charge with full, not half move. |
1/band |
Luck charm |
3 |
NH |
Bearer may ignore 1 hit, once per game. |
1/troop |
Rope |
1/2 |
NH |
Models directly below you can climb as a ladder. You subtract
6" for hang-and-drop (instead of 3") |
1/troop |
Seal |
2 |
NH |
Ignore direct effect of magic spells. Cannot be controlled. |
1/troop |
Flyer |
3 |
NH |
As troop, M8, A0, H0, flies, melee o S. Small. Animal. Fearless.
Can't take advances. |
1/band |
Walker |
3 |
NH |
As troop, M6, A0, H0. Melee o S. Small. Fearless.
May take an oH weapon, or 1H equipment. Can't take advances. |
1/band |
Mount |
3 |
oH |
Move 6x2. 0 armor. 1 hit. See RC for details.
If killed, must be repurchased- they aren't troops! |
1/band |
Barding |
8 |
NH |
Mounted models may ignore Wound grazes. |
1/band |
ADVANCES
ADVANCE |
$ |
DESCRIPTION ($= cost in Experience). |
LIMIT |
+1 Hit |
1 |
# of hits increased by 1. (Cost 2 for troops w/ armor 0). |
3/band |
2-Handed |
1 |
May use two 1-handed weapons. |
1/troop |
Armored |
2 |
Armor max. +1 (must buy armor). (Cannot have crazy or frenzy). |
1/troop |
Binding |
1 |
You may take one off-hand equipment for no hands. |
1/troop |
Blacksmith |
1 |
If you survive, earn at least 1 gold from a game. |
1/band |
Bodyguards |
1 |
Your troops within 3" may take an attack directed at you. |
1/troop |
Disarm |
1 |
Win in a parry = opponent drops his main weapon. |
1/troop |
Fencing |
1 |
May reroll opponent when using a sword. Ignore -R. |
1/troop |
Grapple |
2 |
You and your opponent may only use base melee dice! |
1/troop |
Grim |
1 |
You may recover 1 hit when a troop in your band is killed. |
1/band |
Leap |
1 |
+1 to jump rolls. -3" from fall heights. Ignore Zone of
Control. |
1/troop |
Maintain |
1 |
Your melee weapons will only fail if 3 or more dice max out. |
1/troop |
Marksman |
2 |
You may reroll 1 die when firing ranged weapons. |
1/troop |
Mascot |
1 |
One flyer or walker may "mob" with you. |
1/troop |
Mighty Blow |
1 |
Add +O when attacking a single target with a 2H weapon. |
1/troop |
Pumped |
2 |
Base melee + O. |
2/troop |
Rider |
1 |
Any mount you ride takes no hands. Mounts cost -1. |
1/troop |
Sacrifice |
1 |
You may take all hits from an attack on models within 3". |
1/troop |
Savant |
1 |
You ignore Primitive, Crude, Low Tech, Gritty, Unarmed rules. |
1/band |
Sorcery |
2 |
Magic value +1 (must have starting magic value). |
1/troop |
Snap Fire |
1 |
You may fire at a model that melees you before they melee. |
1/troop |
Strain |
1 |
You may add +OO to an unsuccessful melee attack,
but must take a stun after the melee (even if you normally ignore stun). |
1/troop |
WARBANDS
$- cost in Fame. M- base move in inches.
A-
The MAXIMUM armor value allowed. Armor starts at 0, and must be purchased.
Armor values listed in [brackets] are NATURAL ARMOR, and come free with
the model (they may not buy armor). H- hits. Base Melee-
the melee dice for an unarmed model. Typically can be improved with
weapons. Melee values listed in [brackets] are natural melee- the
troop cannot take weapon types other than NH. Special Abilities
/ Notes- free abilities that are particular to that troop type. Max
#- the maximum number of that troop type that can be taken by the warband.
Equipment
- these items (weapons, equipment, etc.) can be purchased by the warband.
Spells-
The warband's magic users may select from these spells exclusively.
You may pick one per magic level at the start of every game. A magic
user may, as an action, cast one (Act) spell per magic level per
turn. ALLIES: Some warband types can use troops
from other warbands (noted under Allies) to form an allied band.
If you do this, you must reduce the number of troops allowed for either
band by 1/2 (round up). You may only take equipment, special abilities,
spells, and advances from your original band though!
COMMON SPECIAL ABILITIES
ANIMAL: Cannot use weapons or equipment unless it
explicitly takes no hands (spikes for example). They cannot perform
any actions other than move, melee, or hide. They may NOT take
the following advances: 2-Handed, Sorcery, Fencing, Maintain, Mascot, Marksman,
Snap Fire, Savant. ASSASSIN: If you were
hidden prior to making an attack, add +1 to your attack dice BIG:
Can't hide, or take cover except from smoke/darkness. Ignore KB.
CRAZY:
Can't perform any action other than extra move or melee (can't grab loot,
reload/fire weapons, etc.). FEARLESS: Does not
count as a casualty. Automatically replaced at game end. May
not take more than 3 Exp. worth of advances. FRENZY: May ignore
the effects of wounds. POISON: tie (or win in
melee parry)= do a wound graze. STEALTH: May hide
for free if you did not attack this turn. SMALL:
Always treated as in cover. TROT: May not Scrabble
or Climb. +2 to Jump rolls. THROW: Tie in melee = 1"
KB in any direction (must have an empty hand). WYRDSTONE:
Instead of rolling for gold, one of your troops can consume a wyrdstone.
Roll O+1 Experience- it MUST all be spent on that model immediately.
If you roll a 4, the model becomes CRAZY in addition to experience earned.
WITCH HUNTERS |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Witch Hunter |
3 |
6 |
1 |
1 |
OO |
|
2 |
Warrior Priest |
6 |
6 |
1 |
1 |
OO |
Magic level 1. |
1 |
Flagellant |
3 |
6 |
0 |
1 |
OO |
Crazy. Frenzy. Fearless. Flails. |
3 |
Zealot |
1 |
6 |
0 |
1 |
oo |
|
3 |
Hound |
2 |
6 |
0 |
1 |
OO W Mob. |
Small. Animal. Mob. Trot. Fearless. |
4 |
SPECIAL
ABILITIES
|
FLAILS: Flails roll Oo
for these troops. |
EQUIPMENT
|
TORCHES: Melee Weapon, oH,
O,
W, Breaks. Bearer may deduct O from ambush, hazard, trap blip
rolls. Bearer may not hide. Cost 2 gold.
HOLY WATER: Ranged Weapon, NH, oo 2"A, Burn, IA,
Stun, 8" Range, Rationed (vs. Possessed, Daemons, Undead, Dark Elves,
Chaos Dwarves only). Cost 3 gold.
HOLY RELIC: Ranged weapon. oH, O, IA, Stun,
6" range. Cost 5 gold. Max 1/band.
SILVER BULLET: Once / game, add +1 to pistol's
roll. Cost 3 gold. Max 1/model. |
SPELLS
|
EXORCISE: As Holy Water, but 3" Range,
unlimited (not rationed). (Act)
INFERNO:Ranged attack: FT, W, Burn, IA.
Roll OO and apply the high die to the targets and the low die to
the firer! (Act)
BLESSING: One of your models may ignore the effects
of hazards for the whole game! |
RIVALS
|
All but Witch Hunters. ARCH ENEMIES: Undead, Possessed,
magic users other than Warrior Priests. |
SISTERS OF SIGMAR |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Sister |
2 |
6 |
1 |
1 |
Oo |
Add +2 to replacement rolls. |
8 |
Augur |
5 |
6 |
0 |
1 |
O |
Magic level 1. |
1 |
EQUIPMENT
|
HAMMER: cost only 2 gold.
CHERUBIM: May buy up to 3 Flyers, may buy them
with Fame instead of Gold.
HOLY WATER: Ranged weapon. NH, oo 2"A, Burn,
IA, Stun, 8" Range, Rationed (vs. Possessed, Daemons, Undead,
Dark Elves, Chaos Dwarves only). Cost 3 gold.
HOLY RELIC: As ranged weapon. oH, O, IA,
Stun, 6" Range. Cost 5 gold. Max 1/band. |
ADVANCES
|
PRAYER: Once per game, you may perform
any 1 spell listed below. Cost 1 Exp. (max. 3/ band) |
SPELLS
|
HAMMER: Once per turn, you may
add +OO to any one melee roll after it is made.
HEAL: You may roll on the wound chart for
an adjacent friendly troop. (Act)
VISION: Your band may reroll any 1
die from a hazard, trap, or ambush. (Act) |
RIVALS
|
All but Sisters of Sigmar. |
UNDEAD |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Skeleton |
2 |
6 |
1 |
0 |
oo |
Bony. Fearless. |
4 |
Zombie |
2 |
sp |
0 |
1 |
OO W Mob |
Shamble, Undead, Animal, Fearless |
4 |
Vampire |
12 |
7 |
2 |
3 |
OOO |
Drain. Stake. |
1 |
Necromancer |
6 |
6 |
0 |
1 |
Oo |
Magic level 1. |
1 |
Henchman |
1 |
6 |
0 |
1 |
oo |
Vampire, Necromancer cost -1. |
2 |
Wraith |
5 |
6 |
[1] |
1 |
OO |
Fly. Undead. Crazy. Fearless. |
1 |
SPECIAL
ABILITIES
|
BONY: Bows, Crossbows roll -1
vs. skeletons.
SHAMBLE: Move OO+4. Roll once each
turn for all zombies. May not take extra move.
UNDEAD: Ignores Wound, KO grazes.
DRAIN: Kill in melee can be treated as wound instead.
Recover 1 lost hit.
STAKE: Spears, Crossbows do +1 damage to you. |
EQUIPMENT
|
SCYTHE: 2H, OO, Kill, Break,
Scythe. Cost 2 gold.
HELL SKULL: Throw 8" OOO vs. melee 2"A,
Burn, W, Scythe. Rationed. Cost 3 Gold. |
VAMPIRE
ADVANCES
|
FLY: May fly as part of your movement.
Ignore stun from falls. Cost 2 Exp.
DOMINATE: Once per turn, you may take a normal
move with any 1 hit model in LOS, as long as the move does not harm the
model at all. Cost 1 Exp. |
SPELLS
|
REANIMATE: May revive O worth
of zombies, skeletons within 3" (max. hits = default value listed above).
They may take a normal turn once revived. (Act)
FEAR: Prevent a 1 hit enemy within 12" LOS
(not Fearless or Crazy) from attacking. (Act)
CLUTCHING HANDS: No LOS required. OOOO
vs. target melee. Max. dam. = Stun. (Act) |
RIVALS
|
All warbands, even other Undead warbands |
LIZARDMEN |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Skink |
1 |
7 |
0 |
1 |
o |
Weak. Poison. |
4 |
Saurus |
2 |
6 |
1 |
1 |
Oo |
Bite (wound on tie in melee) |
4 |
Kroxigor |
4 |
6 |
[1] |
2 |
OOO |
Bite (wound on tie in melee) |
2 |
Slaan Mage |
10 |
4 |
0 |
1 |
o |
Magic level 2. |
1 |
Chameleon |
3 |
6 |
0 |
1 |
o |
Stealth. |
1 |
SPECIAL
ABILITIES
|
AQUATIC: All troops (except Slaan
Mage) move 4" in water and may reroll water hazards.
PRIMITIVE: Lizardmen may not take any ranged weapons
other than Bows, Slings
SILENT: Ranged attack will not reveal the firer
if hidden (for blowgun only).
WEAK: May only roll 1 white die for bows. POISON:
Bows wound on a tie. |
EQUIPMENT
|
BLOWGUN: Ranged, 1H, o, K, Poison,
Silent, Reload, Chameleon only. Cost 3 Gold. |
SPELLS
|
REGENERATE: You may roll on
the wound chart for an adjacent model. (Act)
BLOOD MAGIC: You may earn 1 Exp. (max. 1/game)
by "eating" an adjacent dead opponent. (Act)
SPIRIT WALKER: You may examine 1 white die worth
of blips. (Act)
WARP: Once per game, one member of your warband
may take a turn whenever they want, but then must skip their next normal
turn they would have gotten. |
RIVALS
|
All but Lizardmen. |
ORCS
(Allies- Goblins) |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Orc |
2 |
6 |
1 |
1 |
OO |
|
8 |
Shaman |
5 |
6 |
0 |
1 |
OO |
Magic level 1. |
1 |
Troll |
8 |
6 |
[1] |
3 |
OOO |
Regen. Vomit. Big. Throw. |
1 |
SPECIAL
ABILITIES
|
CRUDE: Orcs may not use ranged
weapons other than slings, bows, and crossbows.
NATURAL SELECTION: Orcs may add +2 to replacement
rolls.
REGEN: At the end of your turn, model recovers
O
worth of hits.
VOMIT: Once per game, may make a free ranged
attack: OO, FT, burn, max damage = Stun. |
SPELLS
|
DA STOMP: As ranged attack, 2"A, OO
S,
Ignores Front Cover. (Act)
YELLIN': As ranged attack, 2" A, OO Burn,
max damage = stun unless target is magic user (then max dam. = KO). (Act)
WAAGH: Your forces may be treated as fearless
this turn! (Act) |
RIVALS
|
All but Orcs. ARCHENEMIES: Dwarves. |
GOBLINS |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Goblin |
1 |
6 |
0 |
1 |
o |
May reroll replacement rolls. |
6 |
Shaman |
5 |
6 |
0 |
1 |
O |
Magic level 1. |
1 |
Fanatic |
3 |
6 |
0 |
1 |
[OOO] S 2H Malf. |
Crazy. Frenzy. Fearless. Scythe. |
3 |
Cave Squig |
2 |
5 |
[1] |
1 |
OO W |
Animal. Fearless. Mob 2. Trot. |
4 |
SPECIAL
ABILITIES
|
LOW TECH: Goblins cannot take crossbows,
pistols or muskets. |
EQUIPMENT
|
DOOM DIVER: 2H weapon. User
may fly. For dive attacks, total melee value is
OOOO
S Break.
Otherwise, melee is as a Shield. Cost 3 gold, may take 1 per band.
WOLVES: As mount (see equipment), cost 2 gold,
may take up to 3 per band. |
ADVANCES
|
SQUIG HOPPER: (Goblin only).
Can combine with a Squig- use Fanatic stats until you take a hit- then
goblin is KOed, squig is as normal. Cost 1 Exp. Max.
2 / band. |
SPELLS
|
HEX: During an enemy turn, you may
reroll any 1 die. (Act)
JINX: During an enemy turn, you may cause
one weapon to fail when it is used.
FLASH: You may make an 8" ranged attack-
OO
2"A Burn Max = Stun. (Act) |
RIVALS
|
All but Goblins and Orcs. ARCHENEMIES: Dwarves. |
COMMON SPECIAL ABILITIES
ANIMAL: Cannot use weapons or equipment unless it
explicitly takes no hands (spikes for example). They cannot perform
any actions other than move, melee, or hide. They may NOT take
the following advances: 2-Handed, Sorcery, Fencing, Maintain, Mascot, Marksman,
Snap Fire, Savant. ASSASSIN: If you were
hidden prior to making an attack, add +1 to your attack dice BIG:
Can't hide, or take cover except from smoke/darkness. Ignore KB.
CRAZY:
Can't perform any action other than extra move or melee (can't grab loot,
reload/fire weapons, etc.). FEARLESS: Does not
count as a casualty. Automatically replaced at game end. May
not take more than 3 Exp. worth of advances. FRENZY: May ignore
the effects of wounds. POISON: tie (or win in
melee parry)= do a wound graze. STEALTH: May hide
for free if you did not attack this turn. SMALL:
Always treated as in cover. TROT: May not Scrabble
or Climb. +2 to Jump rolls. THROW: Tie in melee = 1"
KB in any direction (must have an empty hand). WYRDSTONE:
Instead of rolling for gold, one of your troops can consume a wyrdstone.
Roll O+1 Experience- it MUST all be spent on that model immediately.
If you roll a 4, the model becomes CRAZY in addition to experience earned.
SKAVEN |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Skaven |
1 |
7 |
0 |
1 |
oo |
|
5 |
Assassin |
4 |
7 |
0 |
1 |
OO |
Poison. Assassin. Stealth. |
1 |
Grey Seer |
6 |
6 |
0 |
1 |
Oo |
Magic level 1. |
1 |
Plague Monk |
3 |
7 |
0 |
1 |
oo |
Poison. |
2 |
Rat Swarm |
3 |
6 |
0 |
3 |
OOO W |
Swarm. Small. Climb. Animal. |
3 |
Rat Ogre |
8 |
7 |
[1] |
3 |
OOOO |
Big. Throw. Animal. |
1 |
SPECIAL
ABILITIES
|
GRITTY: Skaven may only use
the ranged weapons listed below, plus pistols and slings.
WARPSTONE EATERS: All can use Wyrdstone
rules. May take Extra Limb from Daemons (MBM).
SWARM: A swarm's melee is reduced by 1 red
die for each hit it takes. Unless the hits are from an Area
Effect or Scythe weapon, max. # hits per attack is 1. |
EQUIPMENT
|
THROWINGSTARS: Throw 8", 1H, o W,
Rationed. Cost 2 gold.
IRON CLAW: Melee. oH, o W, no fail,
reroll. Add +1 to climb rolls. Cost 3 gold.
JEZZAIL: Ranged. 3H, OOo, KB,
AP, Explode. Slow Reload. Cost 4 gold.
WARPFIRE: Ranged. 4H, oooo, Burn, Explode,
Flamer Template. Cost 7 gold.
The following two items may be taken by a Plague Monk
only:
POISONWIND: Rng. 8", Oo
W, Malf. , 2" A, burn, poison, Ration. Cost 4 gold.
PLAGUE CENSER: As Flail. May make
free range 0 attack as poison wind. Cost 3 gold. |
ADVANCES |
TAILFIGHTER: May use +1 off-hand
weapon. Cost 1 Exp, max 1/troop.
HIT AND RUN: May spend action DURING your move.
Cost 2 Exp, max 1/troop. |
SPELLS
|
CHITTER: Summon o worth of rat
swarms (max 3 total). Place adjacent. They may move, but not
spend an action, on the turn summoned (Act)
WARPWIND: As Poisonwind above, but range 12",
unlimited (not rationed). (Act)
WITHER: You may reduce target's armor by o
(lasts until end of game). (Act) |
RIVALS
|
All warbands, even other Skaven warbands |
BEASTMEN |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Beastman |
2 |
6 |
0 |
1 |
OO |
Fearless, Frenzy |
5 |
Ungor |
1 |
6 |
0 |
1 |
oo |
|
3 |
Minotaur |
8 |
6 |
1 |
5 |
OOOO |
Crazy. Big. Throw. |
1 |
Shaman |
5 |
6 |
0 |
1 |
OO |
Frenzy. Magic level 1. |
1 |
Hound |
2 |
6 |
0 |
1 |
OO |
Small. Animal. Mob. Fearless. Trot. |
3 |
SPECIAL
ABILITIES
|
LOW TECH: No Beastmen of any kind
may take any ranged weapons except slings.
WYRDSTONE: All troops may use the Wyrdstone
rules. |
EQUIPMENT
|
TROPHY RACK: You may reroll 1 die
when rolling for EXPLOITS. Cost 2 gold. |
ADVANCES |
FOUL: You may cause all adjacent
opponents (not Fearless or Crazy) to move 3" away once per turn (they may
choose direction). Cost 1 Exp. |
SPELLS
|
BATTLE LUST: Up to 3 Beastmen may
melee before AND after moving. (Act)
BLADE WIND: As a ranged attack, oo W, 3" Area
(roll separately for each target). (Act) |
RIVALS
|
All warbands, even other Beastmen warbands |
BRETTONIAN KNIGHT
(Allies- Mercenaries) |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Knight |
8 |
6 |
2 |
3 |
OOO |
May not use Ranged weapons!
Add +2 to replacement rolls.
Mounts replaced for free. |
1 |
Squire |
1 |
6 |
0 |
1 |
oo |
|
3 |
Enchantress |
5 |
6 |
0 |
1 |
O |
Magic level 1. |
1 |
SPELLS
|
REGENERATE: You may roll on
the wound chart for an adjacent model. (Act)
SAVIOUR: Once per game, you may reroll all dice
from any enemy attack or hazard.
SOOTHE: Roll OO: you may prevent a model
with that many hits from attacking this turn. (Act) |
RIVALS
|
All but Brettonians, Witch Hunters, Sisters of Battle,
Dwarves |
MERCENARIES
(Allies- Dwarves, Elves) |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Soldier |
2 |
6 |
1 |
1 |
Oo |
|
5 |
Youngblood |
1 |
6 |
0 |
1 |
oo |
|
3 |
Wizard |
5 |
6 |
0 |
1 |
oo |
Magic level 1 |
1 |
Ogre |
6 |
6 |
[1] |
3 |
OOO |
Big, Throw |
1 |
Halfling |
1 |
5 |
0 |
1 |
o |
Small |
2 |
SPELLS
|
ALCHEMIST: You may reroll 1 die per
game when rolling for loot, ore, or Warpstone.
LIGHTNING: As ranged attack, OO * S, Max.
Damage = 1 stun on each model. (Act)
FIREWALL: Place a wall 6" long & high, anywhere
in LOS that will last 1 turn and block LOS. Any models that move
through the wall take OO w IA. (Act) |
RIVALS
|
All warbands, even other Mercenaries! |
AMAZONS |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Warrior |
2 |
6 |
1 |
1 |
Oo |
Agile. |
6 |
Brave |
1 |
6 |
0 |
1 |
oo |
Stealth. |
3 |
Shaman |
5 |
6 |
0 |
1 |
Oo |
Magic level 1. |
1 |
Wild Beast |
6 |
8 |
[1] |
3 |
OOOO |
Big. Animal. Trot. |
1 |
SPECIAL
ABILITIES
|
PRIMITIVE: Amazons may not take any
ranged weapons except slings and bows.
AGILE: Warriors have LEAP ability free! (see LEAP
advance). |
ADVANCES
|
BEASTMASTER: If you survive
a game, treat your Beast as Fearless. Cost 1 Exp.
WINGED: Your wild beast may fly! Cost 3 Exp. |
SPELLS
|
WAR CRY: All Warriors within line
of sight may mob-2. (Act)
SPIRIT WALKER: Examine 1 white die worth of blips.
(Act)
VOODOO: As ranged attack, No LOS required: o s,
IA, Burn. (Act) |
RIVALS
|
All but Amazons. ARCH ENEMIES: Witch Hunters, Lizardmen. |
DWARVES |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Dwarf |
2 |
5 |
2 |
1 |
Oo |
Disarm. Safer. |
5 |
Slayer |
3 |
6 |
0 |
1 |
OOo |
Crazy, Frenzy, Fearless. |
3 |
Rune Smith |
5 |
5 |
2 |
1 |
Oo |
Magic level 1. Disarm. Safer. |
1 |
SPECIAL
ABILITIES
|
DISARM: Spend an action to remove
a hazard / trap when revealed, or within 3"- sets off
the hazard or trap but at a -1 to the roll.
SAFER: You may treat Explode fails as a
Breaks instead. |
EQUIPMENT
|
HAMMER: Cost only 2 gold.
THUNDERER: 2H,
OO W, Jam, KB, AP.
Ignore cover if no move. Slow Reload. Cost 5. |
SPELLS
|
STONE SINGER: Add +1 natural armor
to 1 model- lasts until next attack on them. (Act)
RUNE OF STRIKING: Once per turn, you may add +O
to one melee roll after it is made.
BOOK OF GRUDGES: When attacked, you may add +1
to your next attack on that enemy. |
RIVALS
|
All but Dwarves. ARCH ENEMIES: Goblins, Orcs. |
CHAOS DWARVES |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Chaos Dwarf |
2 |
5 |
2 |
1 |
Oo |
|
5 |
Hobgoblin |
1 |
6 |
0 |
1 |
oo |
Mob-2. Stealth. |
3 |
Sorcerer |
5 |
5 |
2 |
1 |
Oo |
Magic level 1. |
1 |
Bull Centaur |
4 |
8 |
2 |
2 |
OO |
Trot. |
1 |
SPECIAL
ABILITIES
|
STURDY: Your forces may ignore Break
fails.
DARK FORGE: Once per game, you may reroll one
die for loot, ore or wyrdstone rolls. |
EQUIPMENT
|
HEAVY BLUNDERBUSS: Ranged 2H,
ooo W, Explode. FT. Reload. Cost 3 gold. |
SPELLS
|
IRON: Sorcerer treated as having a
Oshield
(no hands, may still charge).
FIRE: As a ranged attack, Oo W, 2" Area,
burn. (Act)
PETRIFY: As a ranged attack,
O, IA. Graze=
KO. (Act) |
RIVALS
|
All warbands, even other Chaos Dwarves! ARCH ENEMIES:
Dwarves. |
COMMON SPECIAL ABILITIES
ANIMAL: Cannot use weapons or equipment unless it
explicitly takes no hands (spikes for example). They cannot perform
any actions other than move, melee, or hide. They may NOT take
the following advances: 2-Handed, Sorcery, Fencing, Maintain, Mascot, Marksman,
Snap Fire, Savant. ASSASSIN: If you were
hidden prior to making an attack, add +1 to your attack dice BIG:
Can't hide, or take cover except from smoke/darkness. Ignore KB.
CRAZY:
Can't perform any action other than extra move or melee (can't grab loot,
reload/fire weapons, etc.). FEARLESS: Does not
count as a casualty. Automatically replaced at game end. May
not take more than 3 Exp. worth of advances. FRENZY: May ignore
the effects of wounds. POISON: tie (or win in
melee parry)= do a wound graze. STEALTH: May hide
for free if you did not attack this turn. SMALL:Always
treated as in cover. TROT: May not Scrabble or
Climb. +2 to Jump rolls. THROW: Tie in melee = 1" KB
in any direction (must have an empty hand). WYRDSTONE:
Instead of rolling for gold, one of your troops can consume a wyrdstone.
Roll O+1 Experience- it MUST all be spent on that model immediately.
If you roll a 4, the model becomes CRAZY in addition to experience
earned.
ELVES |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Elf |
2 |
7 |
1 |
1 |
O |
Archers. |
6 |
Wardancer |
3 |
7 |
0 |
1 |
OO |
Crazy. Fearless. Frenzy. Blades. |
3 |
Mage |
8 |
7 |
1 |
1 |
O |
Magic level 2! |
1 |
Beast |
7 |
8 |
[1] |
3 |
OOOO |
Big. Animal. Trot. |
1 |
SPECIAL
ABILITIES
|
CLEAN: Elves may not use any weapon
that explodes on a fail.
ARCHERS: May reroll one die when firing bows.
Bows will not fail.
BLADES: May use 2 swords without buying the 2-handed
advance. |
EQUIPMENT
|
FOREST CLOAK: May
hide for free if you did not attack this turn. Cost 1 gold. |
ADVANCES
|
FRIEND OF BEASTS: You may ride a beast
(see Mounts). oH. Cost
2 Exp.
WINGED: Your beast may fly! Cost 3 Exp. |
SPELLS
|
LIGHTNING: As ranged attack, OO
* S, Max. Damage = 1 stun on each model. (Act)
FIREWALL: Place a wall 6" long & high, anywhere
in LOS that will last 1 turn and block LOS. Any models that move
through the wall take OO w IA. (Act)
FLASH: You may make an 8" ranged attack-
OO
2"A Burn Max = Stun. (Act)
HEAL: You may roll on the wound chart for
an adjacent friendly troop. (Act)
FATE: Once per game, you may reroll all dice from
any enemy attack or hazard.
DISPEL: On a roll of zero on a white die, a spell
cast against your warband will be reflected back at the caster. |
RIVALS
|
All but Elves. |
DARK ELVES |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Dark Elf |
2 |
7 |
1 |
1 |
Oo |
|
4 |
Witch Elf |
3 |
7 |
0 |
1 |
OO |
Crazy. Fearless. Frenzy. Blades. |
3 |
Assassin |
4 |
7 |
0 |
1 |
OO |
Poison. Assassin. Stealth. |
1 |
Sorcerer |
6 |
7 |
0 |
1 |
Oo |
Magic level 1. |
1 |
Harpie |
5 |
8 |
0 |
1 |
OOO |
Animal. Fly. |
2 |
Beast |
7 |
8 |
[1] |
3 |
OOOO |
Big. Animal. Trot. |
1 |
SPECIAL
ABILITIES |
BLADES: May use 2 swords without buying
the 2-handed advance. |
EQUIPMENT
|
Repeater for crossbow: free! |
ADVANCES
|
BEASTMASTER: If you survive
a game, treat your Beasts as Fearless. Cost 1 Exp.
WINGED: Your beast may fly! Cost 3 Exp.
RAIDER: You do not have to spend an action to
pick up an adjacent item. Cost 2 Exp. |
SPELLS
|
TORMENT: Your warband may count a
tie result as a hit on an enemy for EXPLOITS.
SEDUCE: You may reroll 1 opponent die once
per turn. (Act)
WARP: Once per game, one member of your warband
may take a turn whenever they want, but then must skip their next normal
turn they would have gotten. |
RIVALS
|
All warbands, even other Dark Elves! |
POSSESSED
(Allies- Beastmen, Daemons) |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
D |
Max # |
Magister |
8 |
6 |
1 |
2 |
OO |
Magic level 1 |
1 |
1 |
Posessed |
10 |
7 |
[1] |
3 |
OOOO |
Animal, Fearless |
5 |
1 |
Mutant |
3 |
6 |
1 |
1 |
Oo |
+1 Exp. |
3 |
4 |
Cultist |
1 |
6 |
0 |
1 |
oo |
|
0 |
4 |
Darksoul |
5 |
6 |
2 |
1 |
OO |
Fearless |
0 |
2 |
SPECIAL
ABILITIES
|
WYRDSTONE: All troops may use the
Wyrdstone rules.
D: Number of Daemon advances allowed. They
don't count towards total Exp. spent on model! Normal advances
may also be taken. |
EQUIPMENT
|
DAEMON BLADE: Add +1 to weapon, but
if you tie, take 1 wound. Cost +3 gold. |
SPELLS
|
SACRIFICE: Enemies killed within 3"
of you will count double for EXPLOITS.
DARK BLOOD: Ranged attack: FT, W, Burn, IA.
Roll OO and apply the high die to the targets and the low die to
the firer! (Act)
CURSE: Reroll 1 die when an enemy reveals an ambush
/ trap / hazard (no LOS required). Earn pips for any resulting hits
they take! (Act). |
RIVALS
|
All warbands, even other Posessed. ARCH RIVALS: Witch
Hunters |
Below are optional warbands, so get your friends
to agree before you whip out one of these.
DAEMONS |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
D |
Max # |
Daemon Prince |
15 |
6 |
2 |
5 |
OOO |
Fearless. |
5 |
1 |
Minor Daemon |
3 |
6 |
[1] |
1 |
OO |
Animal. Frenzy. |
3 |
6 |
Slave |
1 |
6 |
0 |
1 |
o |
|
0 |
4 |
SPECIAL
ABILITIES
|
D: Number of Daemon advances allowed.
They don't count towards total Exp. spent on model! Normal
advances may also be taken.
WYRDSTONE: All troops may use the Wyrdstone
rules.
ALIGNMENT: You may pick one of the following chaos
powers.
KHORNE: May always use weapons. May not take sorcerers.
SLAANESH: May buy Dominate Advance from the undead sheet. TZEENTCH:
Prince gets MAGIC daemon advance free, may upgrade twice! |
EQUIPMENT
(must be modeled)
|
COLLAR- You cannot use or be harmed by magic
spells. Cost 2 Gold.
DAEMON BLADE- Add +1 to weapon, but if you tie, take
1 wound. Cost 5 gold. |
DAEMON
ADVANCES
Unless Noted:
Cost 1 each,
max 1/troop,
must be modeled
|
CLAWS- oH, O, no fail.
PINCER- 1H, o, no fail. May Latch On. TENTACLE- As Whip,
no fail.
EXTRA LIMB- May take an extra oH weapon.
(Max # / troop=2). WINGS- may fly (Cost 2).
TAIL- Base melee up oo. MONSTROUS-
+1 Hit. Big. Throw. 4 LEGGED- Move+2. Can't
climb.
WEAPON- May use melee weapons.
AURA- May reduce incoming damage by the roll of 1 white die.
FLAMER- Ranged. 2H. OO W, Explode,
Burn, Flamer Template. Explode kills user.
SPLIT- When grazed, may split into 2 models: M6, A0,
H0, Melee OO.
MAGIC- Magic level 0. (Allows non-magic using model
to buy magic upgrades).
UNDEAD- May ignore Wound, KO grazes, including those
from compound stuns. (NURGLE ONLY)
PLAGUE- Tie in melee (or win during parry) will do a
wound to enemy.
PLEASURE- Tie in melee (or win during parry) will do
a stun to enemy. |
SPELLS
|
As Possessed |
RIVALS
|
All warbands, even other Daemons |
OGRES |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Ogre |
3 |
6 |
[1] |
3 |
OOO |
Big. Throw. Duh. |
5 |
Minotaur |
8 |
6 |
1 |
5 |
OOOO |
Big. Crazy. Throw. Fearless. |
1* |
Troll |
6 |
6 |
[1] |
3 |
OOO |
Regen. Vomit. Big. Throw. |
1* |
SPECIAL
ABILITIES
|
MAX #: white The maximum number of
members in the band is 5 Ogres. Minotaurs and Trolls count as 2 ogres
each.
SMASH--For all band members: Clubs roll a red
die, not a white die. You may not use ranged weapons.
DUH: You may not use more than 1 weapon unless
you buy the 2 HANDED advance.
REGEN: At the end of your turn, model recovers
O
worth of hits.
VOMIT: Once per game, may make a free ranged
attack: OO, FT, burn, max damage = Stun. |
EQUIPMENT
|
BAG OF BONES: You may reroll 1 die
when rolling for EXPLOITS. Cost 2 gold.
CANNON / SPEARGUN: Ranged Weapon (must buy Savant
advance). OO, Line Effect, W, X, AP, Slow Reload, 2 Handed.
Cost 6 gold. |
RIVALS
|
All warbands, even other Ogre warbands. |
DARK CARNIVAL |
TROOP |
$ |
M |
A |
H |
Base Melee |
Special abilities / Notes |
Max # |
Herald |
1 |
6 |
0 |
1 |
oo |
Trivial. Fearless. |
2 |
Jester |
2 |
6 |
0 |
1 |
oo |
Silly. Fearless. |
3 |
Troupe |
2 |
6 |
1 |
1 |
Oo |
May take 1 Troupe advance. |
7 |
Strong Man |
4 |
6 |
1 |
2 |
OOO |
Grapple. Throw. Heavy. |
1 |
SPECIAL
ABILITIES
|
CAPTIVATING: Your band may only
earn pips from other warbands by stunning (1 pip / stun).
You must wound, kill or KO to earn pips from neutral enemies as normal.
UNARMED: Your band may not use weapons, except
those
listed under equipment below, or named by a taken Troupe Advance (exception:
walkers).
TRIVIAL: Attacks against you will not earn
any points for Exploits.
SILLY: Treat all incoming grazes as Stun. You
may not be harmed while stunned.
GRAPPLE: You and your opponent may only use base
melee dice! You may parry. |
EQUIPMENT
|
Funny Thing. Knife. Baton:1H,
O,
S, no fail, max = stun, 1g.
Riding Toy: 1H, O, S, break, move +1, TROT, Cost
1g. Jester only. |
TROUPE
ADVANCES
|
(Each can be taken only once / band.
Troupe only. Cost 1 Exp. each)
ACROBAT: May reroll any dice for jump, fall rolls.
Climb. Ignore ZOC.
FIRE BREATHER: 1H, Oo, W, X, burn, 3" range.
KNIFE THROWER: Knives roll O. May throw
2 knives as an action.
PUPPETEER: May take + 2 walkers. May take Mascot
advance twice.
RING MASTER: Add +1 to all replacement rolls if you survive.
SWORD DANCER: May take a sword. Frenzy. Assassin.
ILLUSIONIST: Magic level 1. May take mage's staff. |
SPELLS
|
DISAPPEAR: Capture 1 adjacent
item -don't have to pick up / carry. (Act)
FLASH: You may make an 8" ranged attack-
OO
2"A Burn Max = Stun. (Act)
TRANSMUTE: You may replace any blip you reveal
with a randomly drawn blip (Act). |
RIVALS
|
All but Dark Carnival. |
COMMON SPECIAL ABILITIES
ANIMAL: Cannot use weapons or equipment unless it
explicitly takes no hands (spikes for example). They cannot perform
any actions other than move, melee, or hide. They may NOT take
the following advances: 2-Handed, Sorcery, Fencing, Maintain, Mascot, Marksman,
Snap Fire, Savant. ASSASSIN: If you were
hidden prior to making an attack, add +1 to your attack dice BIG:
Can't hide, or take cover except from smoke/darkness. Ignore KB.
CRAZY:
Can't perform any action other than extra move or melee (can't grab loot,
reload/fire weapons, etc.). FEARLESS: Does not
count as a casualty. Automatically replaced at game end. May
not take more than 3 Exp. worth of advances. FRENZY: May ignore
the effects of wounds. POISON: tie (or win in
melee parry)= do a wound graze. STEALTH: May hide
for free if you did not attack this turn. SMALL:
Always treated as in cover. TROT: May not Scrabble
or Climb. +2 to Jump rolls. THROW: Tie in melee = 1"
KB in any direction (must have an empty hand). WYRDSTONE:
Instead of rolling for gold, one of your troops can consume a wyrdstone.
Roll O+1 Experience- it MUST all be spent on that model immediately.
If you roll a 4, the model becomes CRAZY in addition to experience
earned.
RECORD SHEETS AND BLIPS FOR MORDHEIM
SCENARIOS FOR MORDHEIM
BACK TO RULES CRUSADE COMMAND CENTRAL