"Ghouls are the descendants of
men who descended into vile and vulturous
habits; men who consumed the flesh of their
fellow Humans as if it were that of beasts.
Over time and generation these foul folks
external seeming matched their internal
loathsomeness. They lack all Human graces,
with odd skin tones, deformed physiques,
broken claw-like nails, teeth like a dog,
and no body hair.
their minds
are feral, their perception and thinking
limited to that of a retarded child at best
and more commonly that of a predatory canine.
They are quite hardy and often very physically
powerful, but they are easily frightened
unless they have overwhelming numbers.
They hide
in ruins and crypts, in the woods, or in
caves, usually in small groups of five or
fewer, sneaking out at night to raid graveyards
for the freshly buried dead. Sometimes large
packs of the foul creatures are found gathered
together. Usually this is accomplished by
a foul Necromancer or other servant of dark
powers; but sometimes a particularly strong
or clever Ghoul will bend his fellows to
his will.
When
under the control of a Ghoul Chieftan, the
ghouls soon become much like a pack of wild
dogs, attacking isolated steadings and small
groups. If unchecked such a circumstance
can cause much trouble to an area, particularly
in a wartorn or ruined city."
-- from the Journals of Master Ignacius
Aradatius, scholar and natural philosopher
of reknown
The following list provides rules to
play an all-Ghoul force in the streets of
Mordheim. Unaligned and uncontrolled, they
care for naught but fresh meat. Indisputibly
a limited force, the Pack of Ghouls does
have some advantages and is certainly a
fun force to play and to play against.
Starting Funds
The warband starts with 500 gc to spend
as it wishes following unit numbers and
weapons restrictions.
Exploration and Recruitment
The Ghouls are not intelligent, nor are
they seaking wyrdstone to sell for profit.
However, the leaders power will grow with
success. Therefore, roll for exploration
as normal for purposes of getting matches
and finding wyrdstone. Exploration finds
are handled normally, the chart on page
134 is consulted as normal to determine
a number based upon how many wyrdstones
would be found by a normal warband.
However, Ghouls do not gather and sell
wyrdstones for money in the normal way.
Instead subtract the number determined in
this fashion from 8 and the resulting number
is what must be rolled on a D6 for a new
Ghoul to show up and join the band at no
gold coin cost. If a roll is succesful an
additional roll may be made with a cumulative
+1 to the target number needed until it
becomes impossible to succeed on a D6. NOTE: The
warband cannot recruit if it has reached
its maximum size.
Example: a Ghoul band finishes a game
with four Heros able to Explore; thus 4
dice are rolled yielding the following:
3,3,5,5. This triggers the Shop and Overturned
Cart finds which resolve normally. The dice
series totals 16, which would normally yield
three stones. However instead we use this
just to derrive the number 3 which we then
subtract from 8 to determine the target
number for the recruitment roll; so 8-3
= 5. This means that the player may make
a d6 roll, and if they roll a 5+ a new Ghoul
Henchman shows up and joins the warband.
If this first roll is successful a 6+ roll
can be attempted as well. If the second
roll is succesful a second Ghoul shows up
and joins the warband, and a third roll
could be made but since a 7+ on a D6 is
impossible it automatically fails.
New Ghouls joining at the same time may
be put into the same Henchmen group, but
may not join an existing group.
Any Exploration event which yields a
living person, such as Straggler or Prisoners
instead gives the Chieftan +1 experience
point, and the Ghouls eat the poor saps
discovered. Any equipment found is hoarded.
Should a Ghoul take the Weapons Training
skill they may use the Hand to Hand weapons
but they will never be able to use the ranged
weapons or Armor. The Returned Favor result
will allow the band to gain the services
of an Ogre for a game.
Choice of Warriors
A Pack of Gouls band must include a minimum
of 3 models, and can have a maximum of 20
models including 5 Heros and 1 leader. A
starting warband must be lead by a Ghoul
Chieftan, but should he be killed they may
not acquire another; a new leader will step
forth from amongst the members of the band.
Hirelings & Dramatis Personae
The following Hired Swords will work
for the Ghouls:
Of the Dramatis Personae listed in the
Mordheim rulebook, none will work for a
Ghoul band. Player created and future supplemental
Personae will have to be adjudicated on
a case by case basis as appropriate to their
background. In general High and Wood Elven
characters will not work for the Ghouls
as they disdain their evil taint, and any
other even vaguely wholsome HS or DP would
avoid Ghouls like the plague, for obvious
reasons.
Heroes
Ghoul Chieftan
|
The Warband must be lead by a Ghoul Chieftan
when starting |
Ghoul Brutes
|
The Warband may include up to 2 Ghoul
Brutes |
Henchmen
Ghouls
|
The Warband may include any number of
Ghouls up to the warbands size limit |
Equipment
Pack of Gouls Equipment List |
None |
Starting Experience
Experience and Skills |
Hero |
Skill Categories |
Starting XP |
Ghoul Chieftan |
Speed, Strength, Combat |
20 |
Ghoul Brutes |
Speed, Strength |
8 |
Heroes
Type |
Number |
Cost |
Ghoul Chieftan |
1 |
60 |
The Ghoul Chieftan is just a bit more
clever than his fellows and has managed
to exude his control over them. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
3 |
2 |
3 |
4 |
2 |
4 |
3 |
6 |
As Armor |
Weapons and Armor: None |
Special Ability:
Leader. All warriors in the
band within 6" of the Ghoul Chieftan
may use his Leadership value for Leadership
tests (Good Luck). |
Special Ability:
Fearsome. The warrior causes
Fear. |
Type |
Number |
Cost |
Ghoul Brutes |
0-2 |
55 |
Particularly physical specimens, Ghoul
Brutes are important additions to a band.
They can only be taken at warband creation,
and allow the band to start with sufficient
Heros to allow growth. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
2 |
2 |
4 |
4 |
2 |
3 |
3 |
5 |
As Armor |
Weapons and Armor: None |
Special Ability:
Fearsome. The warrior causes
Fear. |
Henchmen
Type |
Number |
Cost |
Ghouls |
Unlimited |
40 |
The backbone of the force. As they are
the only Henchman type available, I dont
have to sell them to you; you have to take
them. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
2 |
2 |
3 |
4 |
1 |
3 |
2 |
5 |
As Armor |
Weapons and Armor: None |
Special Ability:
Fearsome. The warrior causes
Fear. |
Playing a Ghoul Force
The Ghouls are tough, and have a lot
of attacks but are largely unskilled. Once
Rout checks become necessary, they are essentially
screwed.
The Method behind the Madness
I think the Ghouls represent a very dark
and straitforward force, with a very gritty
feel to it. If played correctly they are
very strong in HtH, but can be overwhelmed
in a longer game. If they can hit hard and
fast, they can cause enough damage to force
the opponent to Rout before taking many
casualties themselves.
|