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:

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 FlyUndead.  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 WeakPoison. 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 RegenVomit.  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 RegenVomit.  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.



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