Unit Name |
## |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Cost |
Lilith von Rochestein (Vamp2) |
1 |
6" |
6/7 |
2 |
6/7 |
5/6 |
1 |
4 |
3/5 |
8 |
6+ |
119 |
Only created by a Vampire with the Embrace Special Skill from a Dreg. Cause Fear. Immune to psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'.; Leader; Sword; 2nd Sword; Light Armour; Experience (x81); Attacks (x2); Initiative (x1); Leadership (x1); Strength (x3); Toughness (x2); Weapon Skill (x4)
|
Mighty Blow |
+1S in close combat, excluding pistols (included on profile). |
[0] |
Strongman |
The warrior can use a Double-Handed Weapon without striking last. |
[0] |
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Pit Fighter |
The warrior has +1WS and +1A when fighting in a building or ruin. |
[0] |
Bull Dodge |
If any enemy tries to intercept the warrior when he is charging, he can attempt to Bull thru them. If he decides to do so, the intercepting model takes a hit equal to the warriors Strength, including Mighty Blow but excluding Weapon bonuses, with no Criticals. If the interceptor is reduced to 0 wounds by the hit, they are Knocked Down and the charging warrior may continue towards his target. If the interceptor is not Knocked Down the warrior himself takes a hit at the Strength of the Interceptor counting Mighty Blow but not weapon bonus and with no Criticals. If reduced to 0 Wounds, the charging warrior is Knocked Down. If not Knocked Down the charger must stop and fight the intercepting model in the HtH phase but niether warrior counts as charging. The warrior may continue to Bull Dodge until he reaches his target or fails to Knock Down an interceptor. |
[0] |
Lucky Charm |
The model may ignore the first hit he takes in every battle. |
[10] |
Unholy Relic |
The model auto-passes the first Ld test he takes. If taken by the leader, and he has not already taken a Ld test, he auto-passes the first Rout test he takes. |
[25] |
Mordheim Map |
Roll a dice: 1) Fake, your opponent may choose the next scenario you play. 2-3) Vague, re-roll one Exploration dice next time you explore, but the second result stands. 4) Catacomb map, You may choose the next scenario. 5) Accurate, re-roll up to three Exploration dice next time you explore, but the second results stand. 6) Master Map, from now on you may always re-roll one Exploration dice as long as the bearer is not taken 'Out of Action'. |
[24] |
Josef Mengele' (Necro) |
1 |
4" |
5 |
3 |
3 |
4 |
1 |
3 |
1/2 |
8 |
- |
45 |
The Necromancer can use Necromantic magic. Now there's a surprise.; Dagger; Sword; Experience (x41); Leadership (x1); Toughness (x1); Weapon Skill (x2)
|
6. Basic Necromancy |
The Necromancer is knowledgable of the rituals necessary to maintian and preserve the various forms of True Undead. If the Necromancer is not put Out of Action, then no True Undead (Zombies, Skeletons, Mummies, Dire Wolves) Henchmen put Out of Action leave the warband after a battle. Furthermore, True Undead Heros that roll the 'Dead' result on the serious injury chart may roll again, but must abide by the second roll. Difficulty: Auto. |
[0] |
2. Spirit Fetish |
A single enemy model up to 12" away may be targeted if a clear LOS can be drawn. If succesfully cast, all models attacking the target may re-roll failed to hit rolls in the ensuing HtH phase. Range 12", Difficulty 7. |
[0] |
1. Bolster |
The Necromancer may bolster the animating magics of True Undead. If succesfully cast, all True Undead within 6" of the Necromancer regain a single Wound if below their normal complement. Knocked down models may stand back up, but still strike last in the ensuing HtH phase. Range 6" Radius, Difficulty: 6 |
[0] |
Sorcery |
The wizard may add +1 to his Spellcasting rolls. |
[0] |
4. Deathwalker |
The Necromancer knows the secrets of the boundary between Death and Life. If he is ever take Out of Action he may ignore the 'Dead' result on the serious injury chart, treating it as Fully Recovered. Difficulty: Auto |
[0] |
Hans the Hussar (Wight) |
1 |
nr4/3" |
4/5 |
- |
3/4 |
4/5 |
3 |
4 |
2/3 |
8 |
4+ |
115 |
Cause Fear. Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. May Charge but Cannot Run. ; Heavy Armour; Shield; Experience (x49); Attacks (x1); Initiative (x1); Weapon Skill (x1); Wounds (x1)
|
Shield Smash |
+1 Attack: Users Strength. Cannot critically wound. |
[0] |
Strike to Injure |
+1 Injury rolls in hand-to-hand combat. |
[0] |
Mighty Blow |
+1S in close combat, excluding pistols (included on profile). |
[0] |
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Unstoppable Charge |
+1WS when charging. |
[0] |
Oleg von Hammerstein (Wight) |
1 |
nr4/3" |
4 |
- |
4/5 |
4/5 |
3 |
4 |
1/2 |
8 |
4+ |
115 |
Cause Fear. Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. May Charge but Cannot Run. ; Heavy Armour; Shield; Experience (x48); Initiative (x1); Strength (x1); Weapon Skill (x1); Wounds (x1)
|
Strike to Injure |
+1 Injury rolls in hand-to-hand combat. |
[0] |
Mighty Blow |
+1S in close combat, excluding pistols (included on profile). |
[0] |
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Shield Smash |
+1 Attack: Users Strength. Cannot critically wound. |
[0] |
Expert Swordsman |
Re-roll all misses with a Sword when charging. |
[0] |
Tehn'hotep (Mumra) |
1 |
3" |
5 |
- |
5/6 |
5/6 |
3 |
5 |
4/5 |
8 |
-/5(UH) |
195 |
Cause Fear. May not Run (but may charge as normal). Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. Take Critical hits from Fire Damage.; Axe; Brass Knuckles; Experience (x36); Promotion!; Attacks (x2); Initiative (x2); Strength (x1); Weapon Skill (x2)
|
Mighty Blow |
+1S in close combat, excluding pistols (included on profile). |
[0] |
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Bull Dodge |
If any enemy tries to intercept the warrior when he is charging, he can attempt to Bull thru them. If he decides to do so, the intercepting model takes a hit equal to the warriors Strength, including Mighty Blow but excluding Weapon bonuses, with no Criticals. If the interceptor is reduced to 0 wounds by the hit, they are Knocked Down and the charging warrior may continue towards his target. If the interceptor is not Knocked Down the warrior himself takes a hit at the Strength of the Interceptor counting Mighty Blow but not weapon bonus and with no Criticals. If reduced to 0 Wounds, the charging warrior is Knocked Down. If not Knocked Down the charger must stop and fight the intercepting model in the HtH phase but niether warrior counts as charging. The warrior may continue to Bull Dodge until he reaches his target or fails to Knock Down an interceptor. |
[0] |
Step Aside |
Extra 5+unmodified saving throw against HtH attacks. |
[0] |
Strike to Injure |
+1 Injury rolls in hand-to-hand combat. |
[0] |
They Who Have Already Died (Skel1) |
4 |
nr4" |
3 |
2 |
3 |
3 |
1 |
3 |
2 |
6 |
5+ |
220 |
Cause Fear. Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. May Charge but Cannot Run. ; Sword; Light Armour; Shield; Experience (x14); Attacks (x1); Initiative (x1); Leadership (x1); Weapon Skill (x1)
|
Only Mostly Dead (Zomb) |
3 |
nr4" |
2 |
- |
3 |
3 |
1 |
1 |
1 |
5 |
- |
45 |
Cause Fear. May not Run (but may charge as normal). Immune to Psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. No Brain: Never gain expierience.
|
Uther (Survi) |
1 |
4" |
2 |
2 |
3 |
4/5 |
3 |
4 |
1/2 |
7 |
- |
30 |
Immune to Psychology. Roll another Exploration die and keep it as if the Survivor were a Hero of the band. 7 matches yield nothing extra. 10 GC upkeep cost, +10 to warband rating.; Dagger; Sword; Experience (x8); Initiative (x1)
|
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Option Footnotes: |
|
|
Axe |
-1 armour save. |
|
Dagger |
+1 armour save, or save of 6+ if the model has none. |
|
Heavy Armour |
5+ Armour Save. -1 movement if used with a Shield. |
|
Light Armour |
6+ Armour Save. |
|
Punch Weapons |
+1 Strength. This cancels the -1 Strength limitation suffered by models fighting barehanded, but not the +1 Armor Save. |
|
Shield |
+1 Armour Save. -1 movement if used with Heavy Armour. |
|
Sword |
Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated. |
|
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Warband Rating: 409
Lilith is manuevering to supplant Nataza in the favor of their dark master Octavian, scoring several recent successes mixed with a few minimal losses. She has chosen her followers well, and she herself has grown greatly in strength.
|