MordheimSupplement
Lustria,TheCitiesofGold
Lustria, Cities of Gold Contents Rules Introduction.......................................................................... .pg Special Rule Skirmishes..........................................................................pg Line of Sight.......................................................... ....... .....pg Terrain................................................................................p g eather !aria"les...............................................................pg
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Trees and !ines.......................................................... ....... .pg $ighting in ater................................................................pg %a&ards................................................................ ....... .......p g argear.......................................................................... .......p g Magic.................................................................................... pg
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Warbands *ma&on ar"and..................................................................pg +ark Raiders....................................................... ....... ....... ....pg +-aren /irates....................................................................pg 0nights 1rrant ar"and........................................................pg Li&ardman ar"and..............................................................pg /irate ar"and......................................................................pg Saurus Temple Guard............................................................pg Lothern Sea /atrol.................................................................pg 4om"ie /irate ar"and.........................................................pg
(# ( 2) 23 2 2 33 3 3
Campaigns Campaigns.............................................................................pg
3
15perience.............................................................................pg 3 Scenarios...............................................................................pg #3 Income................................................................. ....... ........ ..pg #6 Lustrian *rtefacts..................................................................pg 2 %ired S-ords.........................................................................pg +ramatis /ersonae.................................................................pg ') 7east, Monster, 8 Tri"esmen................................................pg '(
Optional Rules Settlements............................................................................pg
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Lustria, The Cit; of Gold
Mordheim Supplement
Introduction Gold... $or thousands of ;ears the races that -ere left "ehind "; the
eer has the pursuit of this element "een as great as it is no-. It is the lure of gold that "rings the races of the -orld to the continent of Lustria. This is a place that is filled -ith steaming hot ?ungles, "oiling laa pits and all manne r of creatures too hideous to descri"e, Lustria is said to contain entire cities of gold and treasure. 7raing the elements and untold dangers e5plorers toil endlessl; through the ?ungle and amongst the ancient, ruined cities searching for gold to fill their coffers. $or centuries these a"andoned cities of the sun hae "een plundered. 7ut, it is those -ho once d-elled in these ancient &iggurats that are the most m;sterious = a strange reptilian race thought of "; man; as demons called +ragonkin, Li&ardmen and -orse. h; these creatures seem to take up and moe no one kno-s "ut the amount of treasure the; leae "ehind in those cities goes far "e;ond -hat an; Tilean can imagine. To the merchant sinister Li&ardmen and their "loated Slann oerseers gold means er; little. It is a commonl; -orked metal in their societ;. The; alue things that proide sustenance. Like gru" -orms@ It is not unusual for the Li&ardmen to pack their "elongings and moe to another cit; completel; a"andoning the one the; left. The -a;s of the Li&ardmen are indeed er;
m;sterious@ *fter these cities are acated some "rae Skinks and Sauruses -ill sta; "ehind to -atch oer a spa-ning pool or a sacred tom". These Temple Guardians as the; are called are the elite -arriors of the Li&ardmen. The; form scouting parties to search the ?ungles around the ruins guarding against an; intrusions. Aet not all of the races come to scour the ruins ?ust for gold. Some come to Lustria in search of magic. $or it is told in ancient scrolls that the Slann Mage /riests, possess greatest1len magical artefacts in the -orld. * small passage inthe an archaic te5t can make some people deote their entire lies to searching the ruins for the promise of magic. Man; races hae also come to the dark continent oer the ;ears seeking ne- lands to settle. The >orse -ere amongst the firs t to settle, seeking ne- lands a-a; from the sno- raaged mountains of their homeland. Since Losteriksson first "rought an e5pedition to Lustria the peoples of the
Lustria, Cities of Gold Special Rules Skirmishes
Line of Sight
The ruined cities and temples of the Li&ardmen are protected "; a num"er of traps. >umerous deadBend tunnels lead the e5plorers in circles and enomous serpents occasionall; s-arm through the tunnels, attacking an;thing that comes in their path. The plunderers are thus forced to camp in the
* stand of ?ungle trees can "e either a group of trees clumped together on a "ase or t-o or more freestanding trees standing near each other. *s ;ou -ant to "e a"le to place ;our models in the ?ungle, there should "e enough space on the "ase for this. It is important that pla;ers -ork their -a; through all
cities, the; the e5plore the depths temples ho- to-hile oercome numerous traps.of *sthe most cities and hostplan less than half a do&en temples "oth small and large, man; skirmishes are fought for possession of a temple so that it can "e e5plored -ithout interruption. Man; plunderers are shre-d and -ait for a rial ar"and to retriee the treasure and then am"ush them. %o-eer, the; still need to "e present in the cit; to keep an e;e on the other -ar"and so that the; dont escape into the ?ungle unseen. The ar"ands guard their accumulated treasure ?ealousl; and -ill fight an;one -ho stra;s too close. Most of the fighting erupts -hile the ar"and makes their -a; into the cit; or tries to set up a necamp closer to a temple.
the ?ungle terrain thehappen "oard to to "e determine if it is a ?ungle or simpl; some treeson that near each other.
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* ?ungle stand of an; -idth "locks L.<.S to the other side, een a stand (D -ide "locks line of sight to the other side. * model must "e -ithin 2D of edge of the ?ungle stand in order to fire out, charge, "e fired upon, or "e charged from outside the ?ungle. Models inside the ?ungle stand ma; see #D for purposes of shooting and declaring charges. Models fighting -hile in difficult terrain, other than on steps, suffer a B( penalt; to hit.
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#errain
Weather +ariables
Man; pla;ers -ill -ant to esta"lish house rules -hen it comes to terrain and this is encouraged. e hae proided the follo-ing rules for ?ungle "attles "ased in Lustria for ;our conenience. *ll rules follo- the Mordheim Rule"ook e5cept as noted other-ise. O$%& GRO'&( Models moe -ithout penalt;.
7; Steen Grafi5 Gi""s ‘The day was wet as we started out into the jungle. Visibility was poor. My men and I cautiously hacked our way through the under-growth listening and watching for those accursed Liardmen. Through the drile we saw a clearing up ahead and decided to take a rest there! that was when they attacked. "kinks leaped from the undergrowth! a third of our pistols didn#t fire due to the dampness and our crossbowmen couldn#t see far enough to get a good shot. $e drew our swords and a%es and fought for our li&es.# Roll on this chart at the "eginning of a scenario to see hothe -eather is going to affect ;our pla;.
1. . !. ". ).
Clear underground passages. Eno"structed ruined cit; streets. !ines and ladders leading up or do-n. 7ridges -ith no gaps or gaps less than (D in length. Steps leading up or do-n.
(0 2B' 6B () (( (2
(I**IC'L# GRO'&( Models moe at (F2 speed. 1. . !. ". ).
Steps that are higher than (D. Ru""le or light shru". Shallo- s-amp or marsh. ungles. Shallo- riers.
+%R (I**IC'L# GRO'&( Models moe at (F# speed. 1. .
+ense ru""le. Mudd; s-amp or marsh.
!. ".
Thorn;against or dense Going theshru". current of a slo- moing rier. H
I-$SS/L% #%RRI& >o moement allo-ed. 1. . !.
+eep riers or lakes. H+ifficult ground for auatic models.J Kuicksand or deep mud. Going against the current of a fast moing rier.
a2ard >ice and dr; = normal pla; ind; Raining %ea;Rain Mist %ot and%umid
3. Wind45 The m;stical ?ungle has thro-n up a ho-ling gale making it difficult to shoot and leap across "uildingsFterrain features. Roll (+' = (B3 B( to hit -ith missile -eapons and to leap across "uildings, #B' B2 for shooting and leaping. 678. Raining5 Rain is er; common in the lush rain forest of Lustria. *ll missile and po-der -eapons are at B( to hit. Those -ishing to fire a 7lack /o-der -eapon must first roll #N on (+' other-ise the po-der is too -et to fire. 19. ea:4 Rain5 The tropical monsoon "eats do-n upon the -arriors making moement through the ?ungle slo- and ha&ardous. There is B( to all moement. *ll missile -eapons ranges are haled. 7lack /o-der -eapons ma; not fire at all. 11. -ist5 * thick mist has rolled in from the coast. Roll (+'. * roll of (B results in all shooting reduced to half range due to poor isi"ilit;.
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Lustria, The Cit; of Gold
Mordheim Supplement
#rees and +ines
a2ards
The ruined "uildings of the temple cities are often coered in ines, -hile others hae trees "ursting through their -alls. These ines and trees count as ladders for the purpose of moing up and do-n the "uildings. ungle trees can proide "oth a haen and a ha&ard to e5plorers. * model can clim" a tree -ith a "onus of N( to their Initiatie alue, "ut a ' is still a failure. In Lustria a model does not hae to "e placed at the "ase of a tree "efore it can attempt to clim". *s long as there is sufficient moement left to get to a safe place -ithin the tree the model can "e ( inch a-a; and still clim" 3 inches into the tree proided it passes the reuired initiatie test. * model placed in a tree is can "e declared as 'idden as descri"ed on page 2 in the Mordheim Rule"ook. * 'idden model that is disco ered or gies it position a-a; is no longer 'idden "ut is still afforded coer. If a model is knocked do-n or stunned -hile in a tree it has to take an Initiatie test -ith a penalt; of B( or fall out of the tree and take falling damage as descri"ed in the Mordheim Rule"ook.
7; Ro"ert Lo-er; ‘The teeming landscape of Lustria whispers of dangers! only the foolhardy would bra&e.# ,oberto ortuna! athfinder 7efore the start of a game a +' is rolled to determine the num"er of ha&ards plaguing the area. o- roll 3+' and consult the ta"le "elo-.
!(0 a2ard 3 Tarpit # Reptile S-arm Giant Spider ' Coatl Coldest 1. If a tree, or similar nast; place, should house a sniper, place ( !ampire 7ats the structure that ;ou -ant him standing on no higher than (' Sa"reBtoothed Tiger #D off the ta"le top. This -a; the miniature can clim" to it in ( *ma&on Scouts one moement phase. (6 ManBeating /lant . Make sure the structure is large enough for a 2mm "ase. !. #ar $ it5 The unfortunate ar"and mem"er has fallen into a tar e dont usuall; see 0ro5igors and Rat atural armour sae #N and . f an; model is "tunned -hile in shallo- -ater it must make !enomous = an; -ounds of or ' are treated as critical. an Initiatie test. If it passes, it can "e turned oer in the 0. Coatl5 The -arrior has surprised one of Lustrias most follo-ing turn. If it fails, it is considered dro-ned and -ill enigmatic inha"itants, the Coatl. /ossessing a snakeBlike "od; "e *ut of +ction. The pla;er -ill need to roll for surial at measuring up to ten feet in length and "rightl; coloured feather; the end of the game. This doesnt mean that the model is -ings Coatl are often -orshiped "; the Li&ardmen as a liing gone for good "ut ?ust a "it -aterBlogged@ em"odiment of Sotek. See 7easts, Monsters, 8 Tri"esmen. !. *n; undead model that is knocked do-n in shallo- -ater 3. Cold Ones5 * dreadful pair of the reptilian "easts hae set their -ill recoer as normal according the standard Mordheim "lood;Bthirst; sights on the -arriors. See 7easts, Monsters, 8 rules for Endead. Tri"esmen. 6. Ri:er #roll5 *ttracted "; the promise of fresh meat, a loathsome ". *n; model fighting in a shallo- stream -hile -earing light Troll has attacked the hapless -arrior. Consider the Troll haing armour -ill "e considered out of action if it is "tunned. >o charged for the purpose of com"at. See 7easts, Monsters, 8 Initiatie test is to "e taken. This does not appl; to models Tri"esmen. -hose skin or clothing is considered natural light armour.
I.e. *ma&ons skins and charms and the toughened hide of Li&ardmen.
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11. Giant *rog5 * most unusual carniorous predator, the giant frog possesses ra&or sharp teeth and can gro- as long as fie feet. See 7easts, Monsters, 8 Tri"esmen. 1. S;amp *lies5 * cloud of Lustrias most common inha"itants has found its mark. The unfortunate -arrior is immo"ilised for one turn and ther eafter suff ers a B( to an; rolls inoling com"at, and initiatie for the rest of the game. 1!. $4gmies5 The diminutie ?ungle tri"esmen hae taken a sudden and unhealth; interest in the -arriors@ Roll +3N( to determine the num"er. See 7easts, Monsters, 8 Tri"esmen. 1". Salamander &est5 The -ar"and has regretta"l; distur"ed the
$rofile
- WS /S S # WI Ld ###33(3( 1uipmentO Spear, dagger, slingF"o- and light armour. 16. Carni:orous $lant5 The ?ungles of Lustria are home to a -ide ariet; of carniorous plants. * t;pical plants profile is sho-n "elo-. These plants make an appearance in a fe- of the scenarios. Aou can include these in ;our games if all the pla;ers agree. $rofile - WS /S S # WI Ld Carniorous/lant ) 2 ) # 2 2 ( 2
nest of a giant Salamander -ho sees all models -ithin 6D as a potential meal. See 7easts, Monsters, 8 Tri"esmen. 1). +ampire /ats5 * s-arm of raenous "ats has set upon the -arrior from out of no-here. +'N2 "ats -ill attack. $rofile - WS /S S # WI Ld 62)22('(# Special Rules5 $l;, 1rratic = +ue to their strange pattern of flight "ats are a challenging target. *ll rolls to hit them suffer B(. 10. Sabre7toothed #iger5 *s the -ar"and stalks the ?ungle, so too does the ?ungle stalk the -ar"and. The primeal predator has found its pre;@ Consider the sa"reBtooth charging for the purpose of com"at. $rofile - WS /S S # WI Ld '#)#23' Special Rules5 Causes $ear, $erocious 7ite =
$ighting against a carniorous plant is handled much the same -a; as t-o -arriors -ould do "attle. The plant -ill attack an; model that stops -ithin a 3D radius of it and the attacks are made during the com"at phase, as normal. The plant al-a;s strikes first in the initial round of com"at unless the model it is fighting has "een outfitted -ith a pike. The pikeman -ill go first. If the plant suffers a ound in an; round, roll against its Leadership. If the check is failed, the plant -ill attempt to defend itself. If this occurs, its Toughness and Leadership -ill increase "; N( point and its attacks -ill decrease "; B( point until it is left alone or -ins a round of com"at. If a model is put
"ite, -hich addss5N(Lithe, to the athletic in?ur; roll no armour sae. 13. ma2on Scout and-ith mesmeri&ingl; "eautiful, *ma&ons do not take kindl; to intruders = especiall; male ones@ +3N( scouts are encountered.
rules model for these nasties. *n; that kills a carniorous plant -ill automaticall; "e a-arded (+' GC due to finding all the loot from the plants past ictims.
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Mordheim Supplement
Wargear mulet of the -oon
Cat O> &ine #ails
*nce acti&ated! this ancient de&ice creates a shimmering aura around the wearer that makes it harder for enemies to see them.
%eroes
*n; missile fire directed at a model euipped -ith the amulet suffers a penalt; of B( to hit. The amulet also confers a special sae of N against missile fire.
*rder is often maintained aboard the ship with the threat of the lash. In battle the long barbed whip of the 1at is also seen! but this time dealing out punishment to the enemy2 Range5 Close Com"at
/ela4ing $ins
Strength5 *s Eser B( Special Rule5 Cannot 7e /arried, hipcrack, N( 1nem;
+ typical shipare contains of con&enient these shortplaces lengthsinofthecar&ed wood. They set up hundreds in racks in ship! around which therunning rigging can be secured or belayed. These also make good weapons! and pirates /uickly become proficient with hurling them as short range weapons. Range5 'D Strength5 *s Eser =(
Special Rule5 Thro-n eapon, N( 1nem; *rmour Sae Special Rules5 #hro;n Weapon5 Models using 7ela;ing /ins do not suffer penalties for range, "ut still suffer a =( to hit penalt; if the; use them after moing that turn. The 7ela;ing /ins counts as a clu" in close com"at =1 %nem4 rmour Sa:e5 *n enem; -ounded "; a 7ela;ing /ins gains a N( "onus to his armour sae, and a 'N armour sae if he normall; has none.
/oat ook These are normally used to pull in ropes or other objects from the water! but their long reach and wicked metal catches makes them also useful in combat. Range5 Close Com"at Strength5 *s user
Special Rule5 Strike $irst, En-ield;, Special Rules Strike *irst5 * -arrior -ith a 7oat %ook strikes first in the first turn of handBtoBhand com"at. 'n;ield45 * -arrior -ith a 7oat %ook ma; onl; use a shield or a "uckler in his other hand. %e ma; not use a second -eapon.
/olas 0olas are a set of three brone balls on strings tied together. They are thrown similar to a sling and are rotated around the head for speed. The bolas is a hunting weapon and doesn#t harm the animal. It immobilies it and allows the hunter to either subdue it or put it out with his spear. PLi&ardmen 8 *ma&ons
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*rmour Sae Special Rules Cannot /e $arried5 The Cat < >in e Tails is a fle5i"le -eapon and the -arrior use it -ith great e5pertise. *ttempts to parr; its strikes are futile. * model attacked "; a Cat < >ine Tails ma; not make parries -ith s-ords or "ucklers. Whipcrack5 -hen the -ielder charges the; gain N(* for that turn. This "onus attack is added after an; other modifications. hen the -ielder is charged the; gain N(* that the; ma; onl; use against the charger. This additional attack -ill strike first. If the -ielder is simultaneousl; charged "; t-o or more opponents the; -ill still onl; receie a total of N(*. If the -ielder is using t-o Cat < >ine Tails at the same time then the; get N(* for the additional hand -eapon, "ut onl; the first Cat < >ine Tails gets the -hipcrack N(*. =1 %nem4 rmour Sa:e5 *n enem; -ounded "; a Cat < >ine Tails gains a N( "onus to his armour sae, and a 'N armour sae if he normall; has none.
Cla; of the Old Ones This is a &ery ancient weapon made from a strange metal that is imper&ious to age and corrosion. The powers of this artefact can only be unleashed through a ritual known only to a handful of +maons. The blade of this weapon glows white hot and can cut through armour as if it were paper. Range5 Close Com"at
Strength5 *s Eser N( Special Rule5 >o Sae, /arr; Special Rules &o Sa:e5 The "lade of the Cla- can literall; cut through an;thing. * -arrior -ounded "; a Cla- receies no armour sae -hatsoeer. $arr45 Eser ma; parr; as per normal rules.
Cloak of -ists
Compass * compass can "e a "ig help on the land as -ell as at sea, "; helping the pirates naigate faster and more accuratel; around the seemingl; random ruins of the "lasted cit;. In an; scenarios -here pla;ers roll to see -hich side deplo;s first, then his -ar"and ma; reBroll their result. This can onl; "e done if the pirate -ith the compass is not missing the game though@ >ote that onl; one reBroll is allo-ed, een If multiple pirates are carr;ing a Compass, and if "oth sides hae a Compass then no reBrolls are allo-ed.
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Conch Shell orn
ook and
The 1onch shell 'orn is used by e%perienced iranha warriors to warn the warband of approaching enemies.
Hone per modelJ /irates -ho hae lost a hand or arm due to a %and In?ur; HIn?ur; Result 3#J or *rm ound HResult 23J can "e fitted -ith a sharpened metal hook. The -earer of the st;lish nedeice cannot use an; t-oBhanded -eapons, "ut -ill al-a;s count as haing a close com"at -eapon in that hand. The hook strikes in close com"at in the same manner as a dagger. * ne- pirate ?oining the -ar"and, either during initial -ar"and creation or as a ne- hire, ma; also start out -ith a %ook %and. If the -earer gets a %and In?ur; or *rm ound in further "attles, these can "e ignored on a roll of #N as the hit -as taken "; the %ook %and instead.
P/iranha -arriors onl;Q *t the "eginning of the game a /iranha -arrior ma; use the horn to reBroll -hen deciding -ho deplo;s first and -ho goes first. Multip le models that hae the horn cannot force a second reBroll.
Cutlass Range5 Close Com"at Strength5 *s Eser Special Rule5 /arr;, $ast Special Rules $arr45 Cutlasses are s-ords and ma; parr; ?ust like s-ords can, as descri"ed in the Mordheim Rule"ook. *ast5 If armed -ith t-o cutlasses, he gets N( initiatie.
?oll4 Roger
%nchanted Skins The protectie skins and charms that the *ma&ons -ear hae "een -arded -ith defensie magic. To represent this, an; model -earing Skins and Charms receies a 'N special sae ersus an; -ounds inflicted. In addition, the -earer of Skins and Charms is unaffected "; enem; magic on a roll of N.
*laming rro;s
Hone game onl;J $laming *rro-s can "e shot from an; "o- or cross"o-, and do not change the -eapons range. * flaming arro- hit -ill strike at N( Strength and =( *rmour Sae. The user cannot moe in the turn he -ishes to use them, een if using a regular "o-, unless he has special skills -hich allo- him to do so Hsuch as >im"leJ. Aou can purchase a uier of them, "ut the special flamma"le su"stances soon go "ad on e5posure to air. *fter each game the; loose their effect and ;ou must "u; another uier if ;ou -ish to use them again.
Hone per ar"andJ *h, the sight of the oll; Roger -aing the -ind is enough to "ring a tear to the e;e of een the toughest old salt; dog. *n; %ero ma; carr; the oll; Roger the cost represents the effort to hae the ships sail makers create a smaller ersion that one man ma; carr; on a long pole. *n; /irates -ithin (2 of the oll; Roger neer count as "eing *ll *lone in com"at. Carr;ing the "anner takes up one han d though, so that model ma; not carr; or use an; t-oBhanded -eapons during the game. >ote that S-a""ies, lacking the true /irate spirit, do not gain an; "enefit from the oll; Roger.
$arrot H%eroes
* -ell trained parrot is e5cellent at distracting opponents, either "; shouting out loud at them or fl;ing around getting in their -a;. *ll enem; in "ase contact -ith the o-ner -ill "e at =( to hit in their first round of com"at -ith the pirate unless the; can pass a Leadership Test.
$eg Leg
ardtack biscuits Hone per model, one use onl;J *n; /irate ma; "ring some of these dense "reads to eat during a "attle, filling him -ith -ell, something prett; dense and "readBlike Hthe ships cook refuses to diulge the e5act ingredientsJ. *t the start of an; one of his turns the pirate ma; pop some in his mouth Hand possi"l; "reak a feteeth che-ing themJ, as long as he is not alread; in hand to hand com"at. %is Toughness is temporaril; increased "; N( for the duration of that turn and the follo-ing enem; turn, -ith the effects generall; -earing off after-ards. Roll a +' after that turn on a ( his "iscuits -ere tainted and filled -ith maggots H;uck@J. Make a note of his name B the pirate must miss the ne5t game as he recoers Hand thumps the cook a fe- times to "oot@J. If the /irate -inds up missing a game "ecause of other effects, the losses -ill add together and he -ill miss the ne5t t-o games.
Hone per modelJ *n; /irate suff ering a Leg ound HIn?ur; Result 22J or Smashed Leg HResult 2J can opt to hae his ruined leg replaced -ith a stout -ooden peg leg. This -ill reduce his Moement Hand ma5imum possi"le Moement characteristicJ "; =(, "ut offers a chance that stra; hits -ill strike the leg instead. This gies him a special saing thro- of 'N, -hich can "e taken -heneer he fails an; other saing thro-s allo-ed against an; -ounding shooting or hand to hand hits. This sae is not modified, and can "e used een if no saing thro- is normall; allo-ed. * ne- pirate ?oining the -ar"and, either during initial -ar"and creation or as a ne- hire, ma; also start out -ith a /eg Leg. If the -earer gets a Leg ound or Smashed Leg in further "attles, these can "e ignored on a roll of #N as the hit -as taken "; the /eg Leg instead.
Sp4 Glass * pirate can use his trust; sp; glass to e5amine the com"at ground, spotting an; ;ello- dogs -ho tr; to sneak a"out@ *t the start of his turn, the o-ner can tr; to detect one %idden enem; model to -hich he has normal Line of Sight.
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Star7/lade
Mordheim Supplement
Sunstaff
*f the many strange weapons the +maons possess the "tar-blade is built like an +maonian dagger. It is usually painted e%otic colours and contains magical properties that enhance the fighting prowess of the +maons. Range5 Close Com"at Strength5 *s user
Special Rule5 N( 1nem; *rmour Sae, /arr; Special Rules =1 %nem4 rmour Sa:e O StarB"lades are not the "est -eapons to use for penetrating an enem; models armour. *n enem; -ound ed "; a StarB"lade gains a N( "onus to his armour sae, and a 'N armour sae if he has none normall;. $arr45 StarB"lade offers an e5cellent "alance of defence and offence. * model armed -ith a StarB"lade ma; parr; the first successful "lo- of an; com"at on a #N. The mode l has parried the "lo-, and that attack is discarded. * model ma; not parr; attacks made -ith dou"le or more its o-n Strength = the; are simpl; too po-erful to "e stopped.
The "unstaff is a long tubular stick that is made from a strange multicoloured metal with one end hollow like a tube. "trange runes are car&ed along its length and a large gemstone is set into the pommel. )espite being e%tremely ancient 34lf Lore Masters of the $hite Tower of 'oeth claim to ha&e found a similar de&ice that they surmise is more than 56!666 years old 7 older than the 4l&en race itself28! the wielder of the "unstaff can discharge a beam of energy akin to the rays of the sun. Range5 2#D
Strength5 # Special Rule5 *ccurate, >o Sae Special Rules ccurate5 The Sunstaff does not suffer the usual B( modifier to hit for long range. &o Sa:e5 The "eam from a Sunstaff can literall; cut through an;thing. * -arrior -ounded "; a Sunstaff receies no armour sae -hatsoeer.
S;i:el Gun
irate 9unners sometimes construct and carry into battle a smaller Star7S;ord and lighter &ersion of the real swi&el cannons normally attached to This is an ancient and legendary sword that can cut through armour pi&oting mounts on the ship#s railing or sides. Though smaller than as if it were a leaf. regular cannons! swi&el guns are larger than normal hand guns! so Range5 Close Com"at big that they must be held up with the support of wooden support. Strength5 *s user N( They are cumbersome! and prone to failure due to imperfect castings or poorly mi%ed blackpowder! but most gunners agree that Special Rule5 >o Sae, /arr; they make up for it in sheer power. Special Rules Special Rules5 &o Sa:e5 The great po-er of the Star Bs-ord ignor es all
armour saes e5cept for -ard and +odge saes. $arr45 StarBs-ord offers an e5cellent "alance of defence and offence. * model armed -ith a StarBs-ord ma; parr; "lo-s. hen his opponent rolls to hit, the model armed -ith a s-ord ma; roll a +'. If the score is greater than the highest to hit score of his opponent, the model has parried the "lo-, and that attack is discarded. * model ma; not parr; attacks made -ith dou"le or more its o-n Strength = the; are simpl; too po-erful to "e stopped.
Sun Gauntlet This! as with all strange arcane +maon items! is made from an unknown multicoloured metal that is imper&ious to damage or corrosion. It is co&ered in strange runes and a bright gemstone is set into the hilt. In many ways this weapon resembles a 0lackpowder pistol. It can be held in one hand and when pointed at an enemy unleashes a blinding beam of energy like the "unstaff Range5 (2D
Strength5 # Special Rule5 *ccurate, >o Sae, %andBtoB%and Special Rules ccurate5 The Sun Gauntlet does not suffer the usual B( modifier to hit for long range. &o Sa:e5 he "eam from a Sun Gauntlet can literall; cut through an;thing. * -arrior -ounded "; a Sun Gauntlet receies no armour sae -hatsoeer. and7to7andO The Sun Gauntlet can "e used -ith another
S-iel Guns follo- most of the rules for 7lackpo-der -eapons HMoe or $ire, /repare ShotJ "ut hae some e5ceptions as noted "elo-. * /irate ar"and ma; hae onl; one S-iel Gun at a time, due to the time it takes the ships Master Gunner to construct one. /lackpo;der Weapon5 Moe or $ire 8 /repare Shot Has per normal "lackpo-der -eaponsJ are in effect. Cumbersome5 The user is at =( Initiatie and =( Moement throughout the "attle. *lso, S-iel Guns ma; neer "e fired t-ice per turn, or fired if the user moed, no matter -hat Skills the user ma; hae. /lackpo;der Rules5 The normall; optional rules for 7lackpo-der page ('# are nature al-a;s of in effect for S-iel Guns,-eapons due to on unpredicta"le the local materials used in their construction. Special mmunition5 S-iel Guns use nonBstandard ammunition t;pes, -hich must "e "ought for each game. 1ach t;pe onl; lasts one game, so if it is used in a game it cannot "e used again until another suppl; is "ought. 7efore firing, the Gunner must declare -hich t;pe is "eing used, if he has more than one t;pe aaila"le in the game.
close com"at -eapon in hand to hand com"at -ith Strength # and no armour sae. 7ecause it does not reuire prepared shot, this "onus attack ma; "e used in each turn of com"at.
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S;i:el Gun mmunition5 /all Shot
#reasure -ap
one game onl; + "wi&el 9un firing these hea&y lead balls can stop e&en a charging *gre dead in his tracks2 Range5 3'D Strength5
Special Rule5 Concussion, Sae Modifier Special Rules Concussion5 The impact of the hea; lead pro?ectile is enough to rattle een the hardiest -arrior. Treat an; resulting In?ur; Rolls of 2B# as a Stunned result. Sa:e -odifier5 S-iel Guns 7all Shot are een "etter at penetrating armour than their Strength suggests. * -arrior -ounded -ith 7all Shot must make his armour sae -ith a B2 modifier.
2
3
S;i:el Gun mmunition5 Chain Shot Hone game onl;J These lengths of chain and linked metal don# t cause as much damage! but can entangle an enemy model and bring him to his knees. Range5 2#D Strength5 #
Special Rule5 *ll rapped Ep@ Sae Modifier ll Wrapped 'p@ 1nem; hit "; Chain Shot -hich are not -ounded are 0nocked +o-n on a roll of #N, een if the; normall; can neer "e 0nocked +o-n. Sa:e -odifier5 S-iel Guns Chain Shot are een "etter at penetrating armour than their Strength # suggests. * -arrior -ounded -ith Chain Shot must make his armour sae -ith a B( modifier.
#
S;i:el Gun mmunition5 Grape Shot Hone game onl;J Very small pellets! rocks! metal scrap! e&en rock salt are poured into the barrel from prepared canisters! producing a cloud of shrapnel when fired. Range5 2#D Strength5 3
Special Rule5 Its 1er;-here@
Special Rules It>s %:er4;here@ If a hit is scored, +' other enem; models -ithin # of the target and also in Line of Sight -ill automaticall; also take a single hit. If the srcinal target -as in the open, no hits can "e applied to models in coer though Honl; if the srcinal target -as in coer can hits go to models in coer as -ellJ. The closest enem; model to the target must take the first hit, then the ne5t closest, and so on. Models in %iding -ill also count to-ards "eing close to the target, and can "e hit as -ell. There is no *rmour Sae modifier from Grape Shot hits. /irates kno- to duck out of the -a; -hen the; hear a S-iel Gun going off, and thus are neer hit "; friendl; Grape Shot.
'
The map turns out to "e a fake@ %o-eer, ;ou do manage to return and trounce the "ilgeBdrinking s-ine -ho sold it to ;ou, and he gies ;our -ar"and +'5 gold cro-ns to make amends Hand preent himself getting keelBhauled@J. The map leads ;our cre- to a minor stash. *fter some hours digging, the find a chest containing ( shard of -;rdstone and some ?e-els -orth 2+'5() gold cro-ns. The map reeals one of the fa"led aleBstashes of Long +rong Sla;er himself@ Aou uncoer seeral "arrels of the finest rums, ales, and other assorted spirits.
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Lustria, The Cit; of Gold
Mordheim Supplement
-agic There hae al-a;s "een those -ho hae used magicO Serpent /riestess and Skink /riest. 7ut as all scholars kno-, all magic is dangerous, for it originates from Chaos, the source of corruption and change. Indeed, during these times, sorcer; is illegal and punisha"le "; death. i&ards hae little sa; in -hether the -orld of magic touches them or not. The; are "orn -ith second sight and to them the -orld of magical energies and spells is much more real than the mundane -orld of normal mortals. ith all the persecution, fear and hatred it is little -onder that -i&ards "ecome reclusie and suspicious, and man; are do-nright insane.
llocated spells The chart "elo- summarises the different kinds of magic and e5plains -ho can use -hat spells. Wi2ard #4pe of -agic #4peof-agic Wi2ard *ma&on Rituals...................Serpent /riestess %igh 1lf Magic....................Mist Mage Li&ardman Magic................Skink /riest Special 7re-.......................+-aren 7re- Master
1ach -i&ard starts -ith one randoml; determined spell, "ut ma; gain more. Roll a +' and consult the appropriate chart. If ;ou get the same spell t-ice, roll again or lo-er the spells difficult; "; (.
Casting spells Spells are cast in the shooting phase, and can "e used een if the caste r is in handBtoBhand com"at. To use a spell, the -i&ard must roll eual to or greater than the spells +ifficult; score onis2+'. If he ma; a spell thatoerleaf. turn. If the test passed thefails, spell he ma; "e not usedcast as descri"ed * -i&ard ma; cast one spell per turn and ma; not use missile -eapons if he -ants to cast a spell. %e can ho-eer run@ * -i&ard ma; not use magic if he is -earing armour or has a shield or "uckler. The onl; e5ception is the /ra;ers of Sigmar. Sisters of Sigmar and arriorB/riests ma; -ear armour and use their pra;ers.
(amage Some spells causes direct damage, and are resoled the same -a; as damage from shooting or "lo-s in handBtoBhand com"at. Spells do not cause critical hits. Models al-a;s receie armour saes against -ounds caused "; spells unless noted other-ise.
Spell Lists ma2on Rituals
Little is kno-n a"out *ma&on magic "e;ond their island home. It is said that the immortal *ma&ons learn their magic from the er; gods themseles. (0 Result 1 Singing Wind (ifficult4 6 The riestess calls upon the power of "haekal the $ind 9oddess to enter the battlefield. The goddess appears in the form of singing motes and dancing lights that -ill entrance and hold an; model -ithin ()D till the start of the *ma&on pla;ers ne5t turn. The model cannot moe, shoot, or cast spells, "ut ma; defend itself in handBtoBhand. Models affected "; this ritual automaticall; go last in com"at. Serpent>s Strength (ifficult4 8 The riestess begins the ritual by dancing wildly and screaming in an ancient tongue. *ll friendl; models close to the /riestess -ill "e charged -ith a frantic energ; until the end of their ne5t turn. +uring this time an; model -ithin 6D of the /riestess Hincluding herselfJ -ill add N( to their Strength. The ritual cannot "e cast if the /riestess is in close com"at during her shooting phase. The effects -ill continue after the ritual is cast if the priestess enters com"at. !W The endala>s -aelstrom priestess summons harsh tropical winds to protect the +maons from enemy ranged attacks.
"
)
0
(ifficult4 3
The storm e5tends out from the /riestess (6D. *ll attempts to shoot missile -eapons "; the enem; -ill "e at B( to hit. The ritual lasts up until the start of the *ma&on pla;ers ne5t turn. Shield #horns of (ifficult4 3 Mo&ing her arms about in a wea&ing motion the riestess calls upon the plants to protect her. The ritual produces a cocoon of thorns all a"out the /riestess making her immune to ranged or magical attacks. *n; models -ishing to charge the priestess can do so "ut the thorns negate an; strikes "; the priestess and her enemies in the first round of com"at. The /riestess cannot cast this ritual -hile in handBtoBhand com"at. #he Li:ing ?ungle (ifficult4 0 )rawing upon her will! the riestess reaches out to the deniens of the jungle! seeking their aid. /ick one model -ithin (2D. The model is suddenl; s-armed "; a saage mi5 of snakes, spiders and insects, most of them poisonous. The afflicted model takes (+' Strength 2 hits -ith no armour saes allo-ed apart from -ard saes. s (reams (ifficult4 3 The priestess starts to sing with a wondrous &oice and all the +maons join her. The song is so "eautiful and mesmerising that it momentaril; distracts the *ma&ons enemies -ithin (2D such that all Ld tests for the opposing -ar"and are made at B( until the end of the opposing pla;ers ne5t turn. Li&ardmen and Endead are immune to the effects of this ritual.
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igh %lf -agic The magic of the %igh 1les is the most po-erful magic in the 0no-n orld. Its po-ers and arcane secrets are far "e;ond the understanding of other mages -ith the e5ception of the Slann. (0 Result 1 Word $o;er of (ifficult4 6 The 4l&en Mage utters the True :ame of +suryan! the lord of the 4lf gods. "haken by his awesome power! the enemies of the 4l&es become weak and ineffecti&e. *n; enemies -ithin 6D of the Mage suffer a B3 eapon skill penalt;, do-n to a minimum of one. Lasts until the "eginning of the ne5t %igh 1lf turn. *ier4 Wrath (ifficult4 6 $ith one delicate mo&ement the 4l&en Mage traces an intricate "igil of lame in the air. Range (2D. Ma; "e cast on an; model -ithin range. The target is hit -ith Strength #. *n; models -ithin 3D of the target model suffer a Strength 3 hit on a +' roll of #N. Take armour saes as normal. ! #he $hoeniA Cro;n (ifficult4 8 + crown of white flames appears abo&e the head of the 4lf Mage! en&eloping him within a glorious array of flames. The 1lf Mage has an armour sae of 2N that replaces his normal armour sae. In addition, he gains a N2 to his eapon skill and a N( to his Strength. Roll at the "eginning of each turn in the recoer; phase.
+t the command of the 4l&en Mage! the &ery earth raises up against the enemies of the 4l&es. +ra- a (2D direct line from the mage in an; direction. The line is (D -ide and a"solutel; straight. *n; model in its path suffers a single S hit. 0
#he Light Glor4 of
(ifficult4 6
+ radiant white light emerges from the mage#s hand! banishing all fear and doubt in his comrades. *n; friendl; models -ithin 6D of the 1len mage are immune to ps;cholog; and -ill neer "reak from com"at. This spell lasts until the mage suffers a -ound. If the mage suffers a -ound then the enchanted 1les "ecome startled and uneas;. *ll models -ith 6D must take a Leadership test. If an; fail, the; are treated as if the; had failed an *ll *lone test.
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Lustria, The Cit; of Gold
Mordheim Supplement
Li2ardman -agic Li&ardmen Spells -ork like the /ra;ers of Sigmar and ma; "e used een if the Skink /riest is -earing armour. (0 Result 1 Chotec>s Wrath (ifficult4 6 * lightning "olt shoots from the sk; a"oe and strikes the closest enem; model -ithin ()D of the Skink /riest, causing a single Strength hit. %o-eer add N( to the Strength and N( to the roll on the in?ur; ta"le if the model is -earing armour like light armour, hea; armour, Ithilmar armour or Gromril armour. Sotec>s /lessing (ifficult4 3 This spell ma; "e cast on a single model -ithin 'D of the Skink /riest or on himself. Roll a +' to determine the "lessing. The effects remain in pla; until the /riest or the model is Stunned or taken s Stealth (ifficult4 3 The spell affects all Skinks -ithin 'D of the Skink /riest, including himself, and allo-s an; model that is in coer to immediatel; to go into hiding. * model ma; go into hiding een if the; ran in the moement phase or has alread; shot -ith a missile -eapon. " #he Old Ones> $rotection (ifficult4 0 The Skink /riest and an; Li&ardmen -ithin #D of him gain a sae of #N against the effects of spells or pra;ers. This spell remains in pla; until the Skink /riest is taken s Rage (ifficult4 6 * single Li&ardman -ithin 'D of the Skink /riest or himself, is oertaken "; rage and follo-s the rules for $ren&;, in addition he gains N( Strength. This spell remains in pla; until the Skink /riest or the model is Stunned or is taken
0
of *ction. *t the "eginning of the turn the Skink priest must pass a Leadership roll in order to keep the spell going. s Speed (ifficult4 3 * single Li&ardman model -ithin 'D of the Skink /riest or himself, ma; make an additional sprint of moement and moe up to #D. This counts, as running and a model ma; not moe if he has alread; fired -ith a missile -eapon. %e ma; not charge -ith this e5tra moe.
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Special /re;s Special 7re-s ma; "e used "efore a "attle. The 7re- Master ma; roll for one "re- onl; as there isnt a -hole lot of time to prepare for the "attle. hen a 7re- Master first learns a special "re- Hthis includes the one he starts -ithJ, he rolls (+' to see ho- man; d-ares he ma; gie the "re- to. hen he gets more skilled, he rolls more +'s. See the 7re- Master special rules for more on this. hen testing to see if a 7re- Master successfull; makes a "re-, roll the appropriate num"er of +'s and consult the "re-s difficult;. If ;ou "eet or tie the difficult;, ;ou hae successfull; made a "re-@ Aou ma; gie it to the num"er of d-ares that ;ou passed ";. So, if ;oure tr;ing for a difficult; # "re- and roll a #, ;ou ma; gie it to one d-arf, -hile if ;ou roll a ', ;ou ma; gie it to 3 d-ares. (0 Result 1 Braken #ooth le (ifficult4 " 0raken Tooth *le is a er; strong "re- that -ill either make the drinker strong for a fe- hours, "ut ill for da;s after that. Sometimes, +-arfs accidentall; drink the *le a fe- hours earl; and are too sick to fight. $or eer; +-arf that drinks a glass of 0raken Tooth *le, roll a +'.
0
Seagull *eather Whisk4 (ifficult4 0 Seagull $eather hisk; is another unpopular "re-, "ut it has er; po-erful effects. 7; slightl; raising the d-arfs endurance, the "re- allo-s the d-arf to moe much faster -ithout een kno-ing it. * d-arf -ho has had a glass of seagull feather liuor gets N( moement for the "attle. Suid Ink (ifficult4 ) The "re- simpl; kno-n as suid ink is uite a po-erful drink, and a -ell liked one. It has mind num"ing effects that can make a d-arf continue fighting -ithout an; arms left@ * d-arf -ho drank a glass of suid ink "efore the "attle gets to roll all leadership tests on 3+', then take the highest roll out. Enfortunatel;, the d-arf also suffers =( to -eapon skill.
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Lustria, The Cit; of Gold
Mordheim Supplement
Warbands There are uite a fe- ne- ar"ands that hae "een -ritten for this setting. Some of these can "e used in ;our regular Mordheim games and campaign, if ;ou -ish. Similarl;, ;ou can use an; of the Mordheim ar"ands in Lustria B Cities of Gold as -ell.
ma2on Warband 7; Stephanus %ar"urgh The *ma&ons lie on an island in the centre of the great rier *ma5on that penetrates the heart of Lustria. The island is heail; oergro-n -ith ines and "rush that make it difficult to ie- the interior of the island, sae for the p;ramidal ruins that can "e seen oer the treetops. Most of the "rae 1lf and orse liing in the Lustrian colon; of Skeggi tell a tale that the *ma&ons are a group of -ido-s that left Skeggi man; ;ears earlier. The >orse kne- them as !alk;ries, ?ust like the fa"led female -arriors of the >orse gods -ho come to collect the souls of the "raest >orse -arriors that die in "attle. h; hae the; flourished among the ?ungle deni&ens for so longX Some sa; that the *ma&ons hae discoered the
Special Rules Isolationists5 The *ma&ons are constantl; "attling against the predations of the Li&ardmen and greed; treasureBseeking >orse. *ma&on culture reflects their dislike and distrust of outsiders and in "attle the; are particularl; saage. *ma&ons get to reBroll an; attack rolls that miss in the first round of com"at against Li&ardmen and >orse. Sacrifice5 The *ma&ons are uick to sacrifice an; captie to their gods. The *ma&ons follo- the rules for /ossessed in the Rule"ook -hen it comes to capties. If an *ma&on ar"and captures a Li&ardman, the; ma; sacrifice him as normal, plus get a free Skins and Charms. &orse %nmit45 hen facing a >orse ar"and an *ma&on ar"and -ill fight to the death. The *ma&ons can reBroll their first failed Rout against the >orse. Remem"er ;ou cant reBroll a failed reBroll. In addition, *ma&ons can neer choose to oluntaril; rout -hen facing a >orse -ar"and unless their ar"and Leader has "een taken
fa"led eli5ir of ;outh.tales suggest the *ma&ons are master The more common her"alists. That the; prepare distilled potions of tropical plants for use in their sacrificial ceremonies.
ealing erbs5 The *ma&ons are master her"alists and ma; "u; %ealing %er"s as common items and costs 3 GC, instead of rare items. &ot one of us5 +ue to the *ma&ons isolationism and suspicions a"out other races the; neer side -ith an;one else. $or this reason, the *ma&ons ma; not hae an; %ired S-ords or +ramatis /ersonae unless the; are *ma&ons themseles. lignment5 The ar"ands *lignment is >eutral
The; despise men, so often encountering them as -ould "e conuerors or tricksters. *n; man the; find lost, or -ounded in the ?ungle ends up "eing sacrificed to their saage gods. $rom time to time though, the; -ill enture forth into the ruins in search of more ancient Slann artefacts that the; knostill lie in the longBforgotten tunnels and caes. It is these artefacts that the; use as -eapons to defend their island. eapons of such e5otic nature that none in the entire -orld hae seen "efore.
arriors. $iranha Warriors5 Aour ar"and ma; include up to t-o /iranha arriors. ma2on Warriors5 Aour ar"and ma; include an; num"er of *ma&on arriors. Aou must hae at least one -arrior in ;our ar"and. ?aguar Warriors5 Aour ar"and ma; include up to three aguar arriors. *lthough outsiders consider the *ma&ons DimmortalsD the ma5imum characteristics for each t;pe -ill "e the same as an; human -ar"and.
Choice of Warriors *n *ma&on ar"and must include a minimum of 3 models. Aou hae )) GC to recruit ;our initial ar"and. The ma5imum num"er of models in the ar"and is (. Serpent $riestess5 1ach *ma&on ar"and must hae one Serpent /riestess to lead it B no more, no less. %agle Warriors5 Aour ar"and ma; include up to t-o 1agle
Starting %Aperience The Serpent $riestess starts -ith 2) e5perience. The $iranha Warriors and %agle Warriors start -ith 6 e5perience. *ll ench;omen start -ith ) e5perience.
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ma2on euipment lists The follo-ing lists are used "; *ma&on -ar"ands to pick their -eaponsO eroines %uipment List ench;omen %uipment List and7to7hand Combat Weapons and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC +agger...............................................................(st freeF2 GC Clu"................................................................................3 GC Clu"................................................................................3 GC S-ord...........................................................................() GC S-ord...........................................................................() GC Spear ...........................................................................() GC Spear............................................................................() GC +ou"leBhanded -eapon...............................................( GC +ou"leBhanded -eapon...............................................( GC -issile Weapons StarB"lade.....................................................................( GC StarBs-ord....................................................................3) GC Sling............................................................................... GC -issile Weapons 7o-..............................................................................() GC 7o-..............................................................................() GC Sunstaff........................................................................3 GC rmour Sunstaff........................................................................3 GC rmour %elmet..........................................................................() GC %elmet..........................................................................() GC 7uckler........................................................................... GC 7uckler........................................................................... GC 1nchanted Skins...........................................................2) GC 1nchanted Skins...........................................................2) GC ?aguar Warrior %uipment List Special %uipment and7to7hand Combat Weapons *mulet of the Moon.....................................................) GC +agger...............................................................(st freeF2 GC %ealing %er"s..............................................................3 GC Clu"................................................................................3 GC S-ord...........................................................................() GC Spear............................................................................() GC -issile Weapons Sling............................................................................... GC 7olas.............................................................................. GC aelins.......................................................................... GC 7o-..............................................................................() GC Sunstaff........................................................................3 GC rmour %elmet..........................................................................() GC 1nchanted Skins...........................................................2) GC
eroines 1 Serpent $riestess
97 %agle Warriors
) Gold Cro-ns to hire
3 Gold Cro-ns to hire
The "erpent riestesses are part of the religious sisterhood that rules +maon society. They are powerful sorceresses and their word is law. The younger! more junior members of the "erpent totem often gather war parties and search for "lann artefacts and also conduct the ritual sacrifices of captured enemies. $rofile - WS/S S # WI Ld
The 4agle $arriors are &eterans that ha&e participated in doens of war parties o&er the years. They ha&e adopted the totem of the great eagle that reflects their great might in combat. Their e%otic headdresses are made from these holy birds of the Liardmen. $rofile - WS/S S # WI Ld
###33(#(6 WeaponsDrmour5 The /rie stess ma; "e euipped -ith -eapons chosen from the %eroines euipment lists. Skills5 The Serpent /rieste sses ma; choose from Com"at, *cademic, 8 Speed -hen she gains a ne- skill. In addition, the Serpent /riestesses ma; choose from the *ma&on Special Skill list. Special Rules Leader5 *n; models in the ar"and -ithin 'D of the /riestess ma; use her Leadership instead of their o-n. instead on a ne- skill. -agic 'ser5 The Serpent /riestesses has the a"ilit; to use magic and casts spell s like an; other magic ians, and the Serpent /riestesses starts -ith one spells generated at random from the *ma&on Ritual s Magic list. See the Magic section for details. In addition the Serpent /riestesses ma; learn a ne- Spell instead on a ne- skill.
##333(#( WeaponsDrmour5 1agle arriors ma; "e euipped -ith -eapons chosen from the %eroines and special euipment lists. Skills5 The 1agle arrior ma; choose from Com"at, Strength, 8 Speed -hen she gains a ne- skill. In addition, the 1agle arrior ma; choose from the *ma&on Special Skill list.
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97 $iranha Warriors 3) Gold Cro-ns to hire The iranha $arriors prefer ranged weapons and are often found ahead of an +maon $arband. They are the only +maons to use a great seashell horn to warn the warband of approaching enemies. $rofile - WS/S S # WI Ld
#3#33(#( WeaponsDrmour5 /iranha arriors ma; "e euipped -ith -eapons chosen from the %eroines and special euipment lists. Skills5 The /iranha arriors ma; choose from Com"at, Shooting, 8 Speed -hen he gains a ne- skill. In addition, the /iranha arriors ma; choose from the *ma&on Special Skill list.
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*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
ench;omen H7ought in groups of (B modelsJ
97! ?aguar Warriors
ma2on Warriors
3) Gold Cro-ns to hire
2 Gold Cro-ns to hire
The
4&ery +maon $oman is trained in the ways of warfare and is hardened by a life in the unforgi&ing nature of their jungle en&ironment. They are skilled in fighting with a &ariety of different weapons including the legendary claws of the *ld *nes. $rofile - WS/S S # WI Ld
$rofile
- WS/S S # WI Ld #3333(3( WeaponsDrmour5 aguars can "e armed -ith -eapons and armour chosen from the aguar 1uipment list. Special Rules One ;ith the ?ungle5 * aguar has lied her life in the deepest parts and can moe through ?ungle terrain -ithout penalt;.
*ssem"led "; /aul %
/age ('
#3333(3( WeaponsDrmour5 *ma&on arriors ma; "e euipped -ith -eapons chosen from the hench-omens euipment list.
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MordheimSupplement
Lustria,TheCitiesofGold
(ark Raiders 7ased on +ark 1lf Corsair -ar"and from Mousillon Hat Strike to StunJ The dreaded +ark 1len Corsairs are creatures of nightmare, /lack $o;der Weapons5 +ark 1les ma; neer use "lack spoken of in hushed -hispers of a"?ect terror. There are fepo-der -eapons as the; find them too crude, nois; and that haenWt heard of the dreadful raids the dark clad 1len unrelia"le. lignment5 the ar"ands *lignment ma; "e one of the pirates perform, striking out -ith lightning speed and ferocit; in the middl e of the night . +read lege nds speak of their follo-ingO >eutral F Chaotic, Chaotic horrific slae raids, striking almost an;-here and -ithout Choice of ;arriors -arning. It is commonl; kno-n that coastal regions are +ark Raider -ar" and must include a minimum of three especiall; prone to attack, as the maligned +ruchii strike out models. Aou hae )) cro-ns aaila"le to spend. The from their titanic 7lack arks. Tales a"ound of small raiding ma5imum num"er of gold -arriors in the -ar"and ma; neer parties, sall;ing forth from the floating fortresses to spread e5ceed (2 fear, terror, and reap prisoners to take "ack to their Captain5 1ach -ar"and must hae one Captain, no more, no nightmarish realm -here unspeaka"le atrocities occur. less@ These hellish raiding parties are undertaken "; eles of Rea:ers5 Aour -ar"and ma; include up to t-o Reaers higher rank on the ships , normall; under leadership of a /lood /lade5 Aour -ar"and ma; include up to t-o 7lood ;oung captain. To them, se-ing terror is a pleasura"le ho"";, 7lade and the; raid purel; for personal gain. The >o"le in Specialist5 Aour -ar"and ma; field a single Specialist per command of their fortress essels een hires out WmanW po-er "attle. >ote that a Specialist does not count to-ards the to these raiding "ands, as long as appropriate gratitude is ma5imum -ar"and si&e. sho-n. Corsairs5 Aour -ar"and ma; include an; num"er of Corsairs
Special Rules
Shades5 Aour -ar"and ma; include up to fie Shades
Bindred atred5 The +ark 1les hae "een fighting the %igh 1les for man; centuries. The -ars "et-een these t-o races hae "een er; long and "lood; affairs. +ark 1les %ate an; %igh 1lf -arriors including %igh 1lf %ired S-ords. %Acellent Sight5 There are numerous legends detailing the e5cellent e;esight of the 1les, "oth +ruchii and Elthuan kin. 1les can spot %idden enemies from t-ice as far a-a; than normal -arriors. Hi.e. t-ice their Initiatie alue in inchesJ
Starting eAperience The Captain starts -ith 2) e5perience Rea:er/lade * /lood startsstarts -ith (2 e5perience * -ith 6 e5perience *ll enchmen start -ith ) e5perience Specialist gains no e5perience
(ark Raider euipment list The follo-ing lists are used "; +ark Raider -ar"ands to pick their -eapons Rea:ers %uipment List Shades %uipment List and7to7hand Combat Weapons and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC +agger...............................................................(st freeF2 GC *5e................................................................................. GC *5e................................................................................. GC S-ord...........................................................................() GC S-ord...........................................................................() GC +ou"leBhanded -eapon...............................................( GC +ark Steel eaponY..................................................25 price -issile Weapons 7eastlash H7eastmaster onl;J..........................................() GC %al"erd........................................................................() GC Thro-ing 0nies.........................................................( GC Spear............................................................................() GC +ark Steel eaponY..................................................25 price -issile Weapons Repeater Cross"o-......................................................3 GC Cross"o- /istol...........................................................3 GC Repeater 7olt Thro-er...............................................() GC rmour Shield............................................................................. GC 7uckler........................................................................... GC %elmet..........................................................................() GC Light armour................................................................2) GC +ark Steel *rmourY..................................................... GC Special %uipment +ark !enomY...............................................................( GC 7lack LotusYYY.............................................................. GC
Cross"o- /istolY.........................................................3 GC Repeater Cross"o-......................................................3 GC rmour %elmet..........................................................................() GC Light armour................................................................2) GC Special %uipment +ark !enomY...............................................................( GC Y Ma; "e taken "; %eroes onl;. YY Ma; "e taken "; %eroes and Corsairs onl; YYY Ma; "e taken "; itch 1les onl;
Sea +ragon CloakYY....................................................) GC
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/age (
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
eroes 1 Captain
97 /lood /lades
) gold cro-ns to hire
3) gold cro-ns to hire
The 1aptain of each galley is accountable to the :obles aboard the 0lack +rks for the performance of his crew at sea and the raids made ashore. $rofile - WS/S S # WI Ld
+ 0lood 0lade is an apprentice 1orsair! of noble birth! but yet unpro&en in battle. 0lood 0lades deri&e their title from the blood pack they make with their captain! drawing their dagger across their wrists and letting the blood flow till the 1aptain stops it by wrapping his hands around the cuts! 3usually after the initiate has passed out8. Thus ha&ing been initiated and bonded the 0lood 0lade ser&es in whate&er capacity the 1aptain commands! learning the art
#33('( WeaponsDrmour5 The Capta in ma; "e euipped -ith -eapons and armour chosen from the Reaers euipment list. Skills5 The Captain ma; choose from Com"at, Shooting, *cademic, 8 Speed -hen he gains a ne- skill. In addition, the Captain ma; choose from the +ark 1lf and +ark Raiders Special Skills Special Skill list. P+ark 1lf Special Skill list is on pg (62 of the Mordheim Rule"ook H!ision 2.(JQ
Special Rules Leader5 *n; -arrior -ithin 'D of the Captain ma; use his Leadership alue -hen taking Leadership tests. ardened5 Seen eer;thing done eer;thing It makes him immune to fear. Sla:er5 *n; opponent, that has the "ad fortune to "e captured, -ill a-ait onl; the -hip of the slae master if he is luck;. *n; captured result ma; onl; "e dealt -ith, in the sold to slaer; option.
of raiding until his 1aptaina&ailable. feels he is ready to become a ,ea&er when a position =becomes= $rofile - WS/S S # WI Ld
3333(( WeaponsDrmour5 * 7lood 7lade ma; "e euipped -ith -eapons and armour chosen from the Reaers euipment list. Skills5 The 7lood 7lades ma; choose from Com"at, Shooting, 8 Speed -hen he gains a ne- skill. In addition, the 7lood 7lades ma; choose from the +ark 1lf and +ark Raiders Special Skill list. P+ark 1lf Special Skill list is on pg (62 of the Mordheim Rule"ook H!ision 2.(JQ
97 Rea:ers #) gold cro-ns to hire These weapon masters are ne%t in command after the 1aptain of the galley. They direct units of corsairs in boarding actions and shore raids. $rofile - WS/S S # WI Ld
##33('(6 WeaponsDrmour5 * Reaer ma; "e euipped -ith -eapons and armour chosen from the Reaers euipment list. Skills5 The Reaers ma; choose from Com"at, Stre ngth, 8 Speed -hen he gains a ne- skill. In addition, the Reaers ma; choose from the +ark 1lf and +ark Raiders Special Skill list. P+ark 1lf Special Skill list is on pg (62 of the Mordheim Rule"ook H!ision 2.(JQ
*ssem"led "; /aul %
/age (6
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MordheimSupplement
Lustria,TheCitiesofGold
gold cro-ns in su"seuent "attles until the de"t is pa;ed off. * -ar"and ma; not use a Specialist -hile it is in de"t. $ro:isor4 ll45 +uring "attle , a Specialist acts like an ordinar; mem"er of the -ar"and Hcontri"uting to route totals, CaptainWs Ld etc.J. * specialist -ill temporaril; add N() points to the -ar"and Hfor purposes of underdog and suchJ. + galley 1aptain may re/uest one of the following specialists to accompany his crew during a raid. +s long as the specialist returns The; -ill take part in the e5ploration phase assuming the; to the 0lack +rk unharmed and the proper tribute for the $itch (ing suried the "attle. %o-eer, after the "attle the Specialist is paid 3half of the plundering of the raid8! there is no hiring cost. returns to the 7lack *rk and effectiel; leaes the -ar"and. 'owe&er! if something should befall the specialist in /uestion! a fine * Captain ma; not reuest the same specialist for t-o raids
971 Specialist
) gold cro-ns to hire an *ssassin ) gold cro-ns to hire a Sorceress ) gold cro-ns to hire a itch 1lf (() gold cro-ns to hire a 7eastmaster
is thele&ied 0lackagainst +rk. the 1aptain for the loss of such a &aluable asset of $rofile - WS/S S # WI Ld
*ssassin #3 3( '3 Sorceress ##33 ('(6 itch 1lf # 333 (' (6 7eastmaster # # 3 3 ( ' ( 6 Cold
Special Rules iring *ee5 * specialist is free to hire "efore a "attle. %o-eer, proper pa;ment is e5pected for the serices of the
-arrior after the "attle H-ith a proportion going to the itch 0ing himselfJ. Therefore, a -ar"and that emplo;s the serices of a specialist must pa; half of their earnings Hi.e. gold cro-ns, rounding upJ in ta5. $urthermore, if something should "efall the specialist in uestion, a fine is leied against the Captain for the loss of such a alua"le asset of the 7lack *rk. This fee is listed after the specialist t;pe, and is pa;ed on top of the )Z contri"ution. Should a -ar"and not hae enough to pa; the fine immediatel;, the; ma; spend no other
in a ro-. In (emand5 Specialists are highl; in demand, and dispatched all oer the -orld to assist -ith raiding parties. *s such, a -ar"and is unlikel; to emplo; the serices of the same -arrior, rather receiing the aid of another in his or her field. To reflect this, a Specialist -ill not gain an; e5perience, as it is unlikel; to "e the same one Hof course, feel free to deeloped ;our o-n character "ackground and model for repeated useJ. $erfect Biller5 *n *ssassin al-a;s has an e5tra B( modifier to an; armour sae the enem; has to take against -ounds the; inflict, "oth -ith shooting and close com"at -eapons. Loner5 *ssassins are not great leaders, "ut are ruthless and highl; disciplined -arriors. The -ar"and ma; neer use the *ssassins Leadership score for the purposes of Rout tests. In addition, the *ssassin is immune to *llhas *lone -agic 'ser5 The +ark 1lf Sorceress thetests a"ilit; to use magic and casts spells like an; other magicians, and the +ark 1lf Sorceress starts -ith t-o spells generated at random from the +ark 1lf Magic list. *ren245 itch 1lf is affected "; the rules for freny. hile frenied, itch 1lf still hates %igh 1les, although normall; immune to ps;cholog;. Cold One /east hound5 The 7eastmaster ma; "e accompanied "; up to t-o Cold
enchmen H7ought in groups of (BJ
Corsairs
97) Shards
3 gold cro-ns to hire
3) gold cro-ns to hire
To be a 1orsair is a great honour amongst the )ruchii! and it is a chance to win riches! fame and capture sla&es during raids! for one tenth of the loot captured by a 1orsair belongs to him. our tenths go to his captain and the remainder is the possession of the $itch (ing. These seafaring 1orsairs e%cel at boarding other &essels! making them amongst the most deadly fighters in close combat. $rofile - WS/S S # WI Ld
Shades sere as the scouting force -hen a raiding part; first approaches shore. It is their dut; to aail the e5pedition of an; patrolling or -atchto-er guards. Then discoer the "est place from -hich to attack and soften up an; resistance -hile the rest of the raiding part; gets into position.
##33('(6 WeaponsDrmour5 Corsairs ma; "e euipped -ith -eapons and armour chosen from the Reaers euipment list. In addition the; ma; -ear Sea +ragon Cloaks een though the; are not heroes.
$rofile
- WS/S S # WI Ld 3333((6 WeaponsDrmour5 Shards ma; "e euipped -ith -eapons and armour chosen from the Shades euipment list.
Special Rules %lite5 Shades are an elite force of specialists and do not count to-ards an; Dlads got talent rolesD since the; -ill not a"andon their occupation to "ecome %eroic. &atural Stealth5 The first thing that +ark 1lf Scouts master is the art of moing -ithout "eing seen or heard. If a +ark 1lf is hiding, enem; models suffer B( to their Initiatie alue for
determining if the; can detect him.
knights9templar:hotmail.com
/age (
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
(;ar:en $irates 7; Teale and Treor $ristoe, $laour Te5t "; +on Riddick The +-aren men of the Sea Mole la"oured against a hea; heat. It had "een months since the; left the mountains of their homes, 0arak +rum. The; had "een sent on a mission of honour, to sae their to-n. The mines of 0arak +rum had gone dr; gold -as no-here to "e found . 7ut
Special Rules ard to Bill5 +-arfs are tough, resilient indiiduals -ho can onl; "e taken out of action on a roll of ' instead of B' -hen rolling on the In?ur; chart. Treat a roll of (B2 as knocked do-n, 3B as stunned, and ' as out of action. ard ead5 +-arfs ignore the speci al rules for mace s, clu"s, etc. The; are not eas; to knock out@ rmour5 +-arfs neer suffer moement penalties for -earing armour. ate Orcs and Goblins5 *ll +-arfs hate
in the eutral, >eutral
Choice of ;arriors +-aren /irate -ar"and must include a minimum of three models. Aou hae )) gold cro-ns aaila"le to spend. The ma5imum num"er of -arriors in the -ar"and ma; neer e5ceed ( Captain5 Aou must hae one captain to lead ;our -ar"and. /re; -aster5 Aou ma; include up to one "re- master in ;our -ar"and, "ut he can onl; "e taken instead of a ca"in "o;. (;arf -arine5 Aou ma; include up to one d-arf marine in ;our -ar"and, "ut he can onl; "e taken instead of a ca"in "o;. Cabin /o4s5 Aou ma; include up to four ca"in "o;s in ;our -ar"and. $irates5 Aou ma; include an; num"e r of pirates in ;our -ar"and. Gun Slingers5 Aou ma; include up to three gun slingers in ;our -ar"and. $lunderers5 Aou ma; include up to fie plunderers in ;our -ar"and.
Starting eAperience The Captain starts -ith 2) e5perience. The (;arf -arine starts -ith (2 e5perience. The /re; -aster starts -ith 6 e5perience. The Cabin /o4s and all enchmen start -ith ) e5perience.
Grudgebearers5 +-arfs hold an ancient grudge against 1les from the da;s -hen the t-o races fought for supremac;
(;ar:en $irate euipment list The follo-ing lists are used "; (;ar:en $irate -ar"ands to pick their -eapons and7to7hand Combat Weapons Gun Slinger %uipment list and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Clu", %ammer................................................................3 GC +agger...............................................................(st freeF2 GC *5e................................................................................. GC Clu", %ammer................................................................3 GC Cutlass..........................................................................() GC Cutlass..........................................................................() GC S-ord...........................................................................() GC S-ord...........................................................................() GC -issile Weapons +-aren *5e...............................................................( GC +ou"leBhanded -eapon...............................................( GC /istol..................................................( GC H3) for a "raceJ -issile Weapons Cross"o-.....................................................................2 GC /istol..................................................( GC H3) for a "raceJ +uel /istol..........................................2 GC H) for a "raceJ Small Cannon.............................................................() GC 7lunder"uss.................................................................3) GC rmour 7uckler........................................................................... GC Shield............................................................................. GC Toughened leathers........................................................ GC %elmet..........................................................................() GC
*ssem"led "; /aul %
/age 2)
%andgun.......................................................................3 GC rmour 7uckler........................................................................... GC Toughened leathers........................................................ GC %elmet..........................................................................() GC
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MordheimSupplement
Lustria,TheCitiesofGold
eroes 1 Captain
971 /re; -aster
6 gold cro-ns to hire
gold cro-ns to hire
The 1aptain is usually the most ambitious pirate on the ship. 'e got the ship! whether by purchase or inheritance! and commans the entire crew in his /uest for riches. 'e is the most skilled among his crew and they all look up to him for leadership. $rofile - WS/S S # WI Ld
The 0rew Master is the most liked out of all the crew on any pirate ship. They make all of the alcohol for the ship and make &aluable warriors as well. $rofile - WS/S S # WI Ld
3#3#(3( WeaponsDrmour5 * Captain ma; "e euipped -ith -eapons and armour chosen from the +-aren /irate euipment list. Skills5 The Captain ma; choose from Com"at, Shooting, 8 Strength, -hen he gains a ne- skill. In addition, the Captain ma; choose from the +-aren /irate or +-arf Special Skill list. P+-arf Special Skill list is on pg (62 of the Mordheim Rule"ook H!ision 2.(JQ. Special Rules Leader5 *n; model from the -ar"and that is -ithin 'D of the Captain ma; use his leadership alue.
971 (;arf -arine gold cro-ns to hire )warf Marines are the toughest and best fighters on the seas. They are &ery skilled in close combat.
$rofile
- WS/S S # WI Ld 33##(2( WeaponsDrmour5 * +-arf Marine ma; "e euipped -ith -eapons and armour chosen from the +-aren /irate euipment list, "ut the; ma; neer uses ranged -eapons. Skills5 The +-arf Marine ma; choos e from Com"at, 8 Strength -hen he gains a ne- skill. In addition, the +-arf Marine ma; choos e from the +-aren /irate or +-arf Special Skill list. P+-arf Special Skill list is on pg (62 of the Mordheim Rule"ook H!ision 2.(JQ. Special Rules Combat -asters5 1en though +-arf Marines are e5pert all around fighters, the; -ill neer use missile -eapons.
3#33#(2( WeaponsDrmour5 * 7re- Master ma; "e euipped -ith -eapons and armour chosen from the +-aren /irate euipment list. Skills5 The 7re- Master ma; choose from Com"at, Shooting, 8 Strength -hen he gains a ne- skill. In addition, the 7re- Master ma; choose from the +-aren /irate or +-arf Special Skill list. P+-arf Special Skill list is on pg (62 of the Mordheim Rule"ook H!ision 2.(JQ. Special Rules /re; -aster5 7re- Masters can make some special alcohol that can affect their fello- pirat es in "attle. 1ach 7reMaster starts -ith one special "re- and ma; use this "efore the "attle starts "; rolling (+'. heneer a 7re- Master gains a skill, he ma; instead roll on the special "re- ta"le. If he gets a ne- "re-, he adds that to his kno-n "re-s. If he gets one he alread; has, he either ma; reBroll or gets "etter at this particular "re-. *dd N(+' eer; time he rolls for this "re- for no- on. Aou ma; get an unlimited amount skill in an; "re-. See the Special 7re- in the magic section to see ho- special "re-s -ork.
97" Cabin /o4s 2 gold cro-ns to hire 1abin 0oys are young dwar &es who ha&e joined a ship for ad&enture or for loot. The other pirates always gi&e them a hard time because they are young and ine%perienced! but behind their back all of the dwar&es agree that the cabin boys ha&e a lot of potential. $rofile - WS/S S # WI Ld
3323#(2(6 WeaponsDrmour5 * Ca"in 7o; ma; "e euipped -ith -eapons and armour chosen from the +-aren /irate euipment Skills5 Thelist. Ca"in 7o; ma; choose from Com"at, 8 Strength -hen he gains a ne- skill. In addition, the Ca"in 7o; ma; choose from the +-aren /irate or +-arf Special Skill list. P+-arf Special Skill list is on pg (62 of the Mord heim Rule"ook H!ision 2.(JQ.
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/age 2(
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
enchmen H7ought in groups of (BJ
(;ar:en $irates
97) $lunderers
#) gold cro-ns to hire
gold cro-ns to hire
irates make up most of the crew. They work on the ship and when they go to fight for treasure on land they are formidable fighters. $rofile - WS/S S # WI Ld
lunderers are dwarfs who are especially good at running in and stealing gold and treasure. They are /uicker than other dwarfs and can earn a warband a lot of e%tra gold. $rofile - WS/S S # WI Ld
3#33#(2( WeaponsDrmour5 +-aren /irates euipment list ma; "e euipped -ith euipment -eapons list andeuipment armour list. chosen from the +-aren /irate
97! Gun Slingers # gold cro-ns to hire 9un "lingers are dwarf pirates who are especially fond of guns. They carry braces of pistols or other guns into battle and shoot them with deadly accuracy. $rofile - WS/S S # WI Ld
3##3#(2( WeaponsDrmour5 Gun Slingers ma; "e euipped -ith -eapons and armour chosen from the Gun Slinger euipment list.
*ssem"led "; /aul %
/age 22
3#33#(3( WeaponsDrmour5 /lunderers ma; "e euipped -ith -eapons and armour chosen from the Gun Slinger euipment list. Special Rules $lunder5 *fter a "attle in -hich ;our -ar"and -on, each plunderer that didnt go out of action steals +' gold cro-ns from ;our opponent. Take the num"er of cro-ns from ;our opponents treasur; and add it to ;ours. If ;our opponent doesnt hae enough, take all that he has and add that much to ;our treasur;. Aou can neer plunder ;rdstone or !alua"les.
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MordheimSupplement
Lustria,TheCitiesofGold
Bnights %rrant Warband 7; Tomm; /unk -ith help from 7ill Strip 8 Gar; Mort +ccording to the ancient custom! which is still followed in 0retonnia! anyone who desired the honour and pri&ilege of knighthood must first pro&e himself worthy by accomplishing a perilous task. Traditionally the errand of knighthood is chosen by the fairest maiden in the &illage! and is often to slay a monster and bring back its head or return with a treasure. The maiden is re/uired to marry the knight if he succeeds in his erran d! so sometimes the /uest is a dangerous one indeed. Many (nights 4rrant! are called! tra&el to the Land of as thethese )eadaspiring in searchmen of treasure and &ictory in Lustria combat.or "ome tra&el to the mysterious forest of Loren with high hopes to impress the legendary 4l&es with their courage. The knight is e/uipped with weapon and armour before he departs on his errand! depending on the wealth of the &illage and the knight;s family this ranges from a suit of leather armour and a simple shield to a barded warhorse and ornate hea&y armour. +ll knights are gi&en a shield with their family colours! or the colours of the (night of the ,ealm of that &illage if the family doesn;t ha&e their own colours. The shield is traditionally without heraldry! as this will be based on the errand that the knight stri&e to complete! for e%ample slaying a monster would be cause to emblaon the image of the monster on his banner and shield. "ometimes the (nights bring along a trusted friend! his hunting dog! the (nights of 0retonnia lo&e hunting and one of the duties of the young "/uires are to look after the (nights hunting dogs. It is not uncommon for a knight to gi&e a faithful s/uire one of the whelps from a new litter. (nights 4rrant often band together and tra&el in a group> sometimes they are brothers or childhood friends who ha&e taken up the errand together. In addition they are joined by a number of young s/uires! eager to pro&e themsel&es in combat. In addition as the 4rrant party passes through &illages they attract the attention of the &illage youth. "ometimes a bored youth decides to join the party! in the hope that one day he will ha&e the courage himself to attempt the 4rrand of knighthood. $hile the knights pursue a particular goal with their (nightly 4rrand they will not immediately abandon the warband once they ha&e completed it. +bandoning your friends in the dangerous Land of the )ead or 1ity of the )amned would tarnish the knight;s honour. Thus the knights stay together until they all agree to return.
Special Rules 7efore heading into "attle 7retonnian 0nights kneel and pra; to the Lad; of the Lake, ao-ing to fight to the death for honour and ?ustice. 7efore pla;ing a game, make a Leadership test against the Leadership characteristic of the -ar"ands leader. If the test is successful the Lad; of the Lake has "esto-ed her "lessing on the -ar"and. The "lessing takes the of a po-erful curse that uponmake the enemies of chialr;, and form in particular upon those use of the foul and dishonoura"le -eapons of mass destruction. *n; model in the opposing -ar"and -ho -ishes to fire a "lack po-der -eapon must roll a +' and score #N to oercome the curse, other-ise the; ma; not fire the -eapon. The opposing pla;er must test each time the; -ish to fire such a -eapon. Models armed -ith other shooting -eapons, such as "o-s and cross"o-s, do not hae to test unless the; dare raise their -eapons against the gallant 0nights of 7retonnia. If an; enem; model -ishes to shoot at a 7retonnian 0nights 1rrant onl;, then the; must first roll a #N on a +' to oercome the curse. lignment5 The ar"ands *lignment ma; "e one of the follo-ingO La-ful, La-fulF>eutral.
of Warriors * 0nights 1rrantChoice -ar"and must include a minimum of 3 models. Aou hae )) GC to recruit ;our initial ar"and. The ma5imum num"er of models in the ar"and is (. Bnights %rrant5 Aour 0nights 1rrant -ar"and must include at least one 0night 1rrant and up to four in total. Suires5 Aour 0nights 1rrant -ar"and ma; include an; num"er of Suires. Starting %Aperience 1ach Bnights %rrant starts -ith +'N e5perience *ll Suires starts -ith ) e5perience
Bnights %rrant %uipment Lists The follo-ing lists are used "; 0nights 1rrant -ar"ands to pick their -eaponsO
Bnights
Suires
and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Mace, %ammer..............................................................3 GC 7attle *5e...................................................................... GC S-ord...........................................................................() GC Morning Star................................................................( GC +ou"leBhanded -eapon...............................................( GC Lance............................................................................2) GC -issile Weapons >one rmour Epgrade to %ea; *rmour........................................N3) GC %elmet..........................................................................() GC 7arding........................................................................#) GC -iscellaneous %uipment
arhorse......................................................................6) ar %ound...................................................................3) GC GC
eroes 17" Bnights %rrant ') gold cro-ns to hire +nyone who desires the honour and pri&ilege of knighthood must first pro&e himself worthy of the position by accomplishing a
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and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Mace, %ammer..............................................................3 GC S-ord............................................................................. GC *5e................................................................................. GC %al"erd........................................................................() GC Spear............................................................................() GC -issile Weapons 7o-..............................................................................() GC Long"o-......................................................................( GC rmour Light armour................................................................2) GC Shield............................................................................. GC %elmet..........................................................................() GC -iscellaneous %uipment
%orse............................................................................#) GC perilous task! an errand of knighthood. The nature of the errand is chosen by the fairest maiden of the &illage! the duke of the pro&ince or the (ing himself. $rofile - WS/S S # WI Ld
0nights1rrant
/age 23
# # 3 3 3 ( # ( 6 *ssem"led "; /aul %
Lustria, The Cit; of Gold arhorse 63 )33 (3 ( WeaponsDrmour5 Light *rmour 8 shield, in addition the 0nights 1rrant ma; hae euipment from the 0night 1uipment list a 0night 1rrant must "u; a -eapon from the handBtoBhand com"at list, "ecause a simple dagger is not accepta"le. Skills5 The 0night 1rrant ma; choose from Com"at, Strength, 8 Speed -hen he gains a ne- skill. In addition, the 0night 1rrant ma; choose from the 0night 1rrant Special Skill list. Special Rules /retonian Leader5 The 0nights 1rrant -ar"and doesnWt hae a leader like a normal -ar"and has, the 0nights 1rrant are "rothers in arms and the Suires -ill happil; follo- an; of the might; knights. %o-eer as rules and scenarios confer special "onuses or rules to leaders the -ar"and must hae one. 1ach of the 0night 1rrant start -ith +'N e5perience points, the knight -hich rolls the highest e5perience is the leader and from no- on follo- all the rules that appl; to the leader. If t-o or more knights roll the same e5perience, choose one of them as the leader. >ote that the e5perience rolled does not allo- the 0nights 1rrant an; starting adances. Bnights +irtue5 * 0night 1rrant is a chialrous -arrior -ho is superior to ordinar; -arriors. %e -ill neer "reak and
Mordheim Supplement
enchmen H7ought in groups of (BJ
Suires 2 gold cro-ns to hire (nights 4rrant usually ha&e se&eral "/uires in their retinue as ser&ants and companions. "/uires are loyal to their (nights and will follow them without /uestion! learning the art of war and the code of chi&alry! in preparation for their own errand of knighthood. $rofile - WS/S S # WI Ld
Suire # 3 3 3 3 ( 3 ( %orse 6 ( ) 3 3 ( 3 ) WeaponsDrmour5 Suires ma; "e euipped -ith -eapons and armour chose n from the Suires sectio n of the 0nights 1rrant 1uipment list. * Suire ma; not ride a horse unless the 0nights 1rrant in the -ar"and are riding -arhorses.
panic from com"at and so does not hae to pass a leadership test for "eing *ll *lone.
*ssem"led "; /aul %
/age 2#
knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
Li2ardman Warband Ser:ants of the Old Ones
Sacred -arkings
The Li&ardmen and indeed their "loated toadlike masters, the Slann, -ere once the serants of the diine
Man; Skink and Saurus -arr iors are "orn -ith distinct markings or mutations. The; are regarded as "eing "lessed "; the gods and often rise to "ecome leaders. * %ero ma; onl; hae a single Sacred Marking and these ma; onl; "e "ought -hen ;ou recruit the %ero, not in the middle of a campaign. O:ersi2ed ?a;s "9 points5 The Saurus has "een granted the addition of po-erful neck muscles and oersi&ed ?a-s, een
Skins@ Man; of the Temple cities of the Li&ardmen hae "een raided and plundered "; the likes of %uman e5plorers and other more sinister races. 7ut the plunder is not oer as more and more adenturers arrie at the shores of Lustria, dra-n "; the tall tales told in taerns = tales of cities filled -ith gold@ The ruined temple cities of %uatl, Tla5 and Uahutec are the most freuentl; raided due to their location near the coast. In recent ;ears, more and more >orse, 1len and Tilean e5plorers hae arried seeking treasure and arcane kno-ledge. ith the arrial of these intruders the indigenous Li&ardmen hae "een hardBpressed to keep -hat is rightfull; theirs. It is "; guerrilla st;le hit and run attacks "; -arB parties of Skink and Saurus -arriors that some-hat stems the tide of the foreign plunderers. The "eaches, the ?ungle and parts of the ruined cities themseles are home to numerous small "ands of these lone defenders against the raages of the dr;skinned ones. >ot onl; do the Li&ardmen keep -atch oer the ruins the; are also protected "; a fiendish ariet; of traps and ma&es of tunnels that lead -ouldB"eBro""ers around in circles. The plunderers are thus forced to camp outside the ruins -hile the; e5plore the depths of the temples and tr; to oercome the traps.
greater than those normal Saurus. %ero ma; make his "ite attack -ith of N(aStrength. HSaurus The
&e; %uipment $oisoned Weapons5 Skinks are e5perts at e5tracting and refining poisons from poisonous frogs, spiders and snakes. Skink %eroes ma; "u; +ark !enom at a cost of 2) pts and 7lack Lotus at a cost of () pts, "oth of these items are treated as a common item ho-eer the poison ma; onl; "e used on
missile -eapons.
Special Rules Scal4 Skin5 *ll Li&ardmen hae a natural sae thanks to their thick scales. Saurus hae a N sae and Skinks hae a 'N. This sae cannot "e modified "e;ond ' due to Strength modifiers "ut an; result of no sae on the in?ur; chart -ill negate this 'N sae. Light *rmour adds N( to the sae, as does the addition of a shield. rmour5 *rmour is rare amongst the Li&ardmen and t he cost of light armour is al-a;s ) GC, een if ;ou are "u;ing it from 1uipment chart. /ite ttack5 Saurus hae a po-erful "ite attack, this "ite attack uses the Saurus o-n Strength to -ound and receie no penalt; for not using a -eapon. The 7ite attack al-a;s strikes last, regardless of -ho charged or -hich -eapon is used. The 7ite een attacks after +ou"leB%anded eapons. Cold /looded5 *ll Li&ardmen are slo- to react to ps;cholog;, the; ma; roll 3+' and select the lo-est t-o dice -hen taking a ps;cholog; test or Rout test. * Li&ardmen ar"and ma; neer use the Leadership of Saurus or 0ro5igor -hen taking a rout test. uatic5 Skinks ma; moe through -ater terrain -ith no penalt;, and count as "eing in coer -hilst the; are in the -ater. ?ungle born5 *ll Skinks can moe through ?ungle terrain -ithout penalt; Saurus Rarit45 The in Slann MageB/riests -ould neerand include more Saurus "raes a ar"and than Skink "raes thus ;ou can neer hae more Saurus "raes than Skink "raes in the ar"and. lignment5 the ar"ands *lignment ma; "e one of the follo-ingO La-ful F >eutral, >eutral
knights9templar:hotmail.com
/age 2
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Choice of Warriors
Mordheim Supplement
Starting %Aperience
Aour ar"and must include a minimum of 3 models and a ma5imum of 2) models. Aou hae )) GC Hor the Li&ardmen euialentJ to assem"le ;our ar"and -ith. Skink $riest5 Aour ar"and must "e lead "; a Skink /riest. Saurus #otem Warriors5 Aour ar"and ma; include up to one Saurus Totem arrior. Skink Great Crests5 Aour ar"and ma; include up to 2 Skink Great Crests. Skink /ra:es5 Aour ar"and ma; include an; num"er of Skink 7raes. Saurus /ra:es5 Aour -ar"and ma; include up to # Saurus 7raes. BroAigor5 Aour ar"and ma; include a single 0ro5igor.
Skink $riest starts -ith 2) e5perience #otem Warrior starts -ith (( e5perience Skink Great Crests start -ith 6 e5perience *ll enchmen start -ith ) e5perience
Li2ardmen euipment lists The follo-ing lists are used "; Li&ardmen -ar"ands to pick their -eaponsO
Saurus %uipment List
Skinks %uipment List
and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Stone *5e Hcounts as a clu"J..........................................3 GC *5e................................................................................. GC S-ord...........................................................................() GC Spear............................................................................() GC %al"erd........................................................................() GC +ou"leBhanded -eapon...............................................( GC -issile Weapons >one rmour Shield............................................................................. GC 7one %elmet................................................................() GC Light armour................................................................) GC
*ssem"led "; /aul %
/age 2'
and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Stone *5e Hcounts as a clu"J..........................................3 GC *5e................................................................................. GC S-ord H%eroes onl;J....................................................() GC Spear............................................................................() GC -issile Weapons Short "o- ...................................................................... GC 7olas ............................................................................. GC aelins .......................................................................() GC Thro-ing 0nies ........................................................( GC 7lo-pipe......................................................................2 GC rmour 7uckler........................................................................... GC Shield............................................................................. GC 7one %elmet HSkink /riest onl;J.................................() GC
knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
eroes 1 Skink $riest
971 Saurus #otem Warrior
') Gold Cro-ns to hire
') Gold Cro-ns to hire
The $arband leader will be one of the handpicked "kink riests renowned for their reliability. The nature of his mission is to obser&e the dry skin plunderers and only react if they stray too close to a hidden chamber within the ruined city. The "kink riest must be able to make the delicate decision of when to attack and when not to. "kink riests are easily recognisable as they paint their skins with colourful mystic symbols associated with their god. riests of
$hen a "aurus warrior has killed twenty foes he is accepted into one of the three $arrior Totems! 4agle!
1hotec for instance serpents drawn upon their bodies! whilst those of "otekha&e use winged snake tattoos. $rofile - WS/S S # WI Ld
# # ) # # ( 2 (N( 6 WeaponsDrmour5 * Totem arrior ma; "e euipped -ith -eapons and armour from the Saurus 1uipment list. Skills5 The Totem arrior ma; choose from Com"at and Strength -hen he gains a ne- skill. In addition, the Totem arrior ma; choose from the Li&ardmen Special Skill list.
'3#33(( WeaponsDrmour5 The Skink /riest ma; "e euipped from the Skinks 1uipment list. Skills5 The Skink /riest ma; choose from *cademic and Speed -hen he gains a ne- skill. In addition, the Skink /riest ma; choose from the Li&ardmen Special Skill list. Special Rules Leader5 The Skink /riest is the leader of the ar"and and an; Li&ardmen -ithin 'D ma; use his Leadership characteristic for an; Leadership tests. If the Skink /riest is killed ;ou ma; recruit a ne- Skink /riest "ut ;ou must pla; at least one game -ithout the leader to gie him time to ?oin up. -agic 'ser5 The Skink /riest has the a"ilit; to use magic and casts spells like an; other magicians, and the Skink /riest starts -ith one spells generated at random from the Li&ardmen Magic list. See the Magic section for details. In addition the Skink /riest ma; learn a ne- Spell instead on a ne- skill.
97 Skink Great Crests 3) Gold Cro-ns to hire 9reat 1rests! as they are known! are the leaders of many raiding parties and ha&e become skilled at scouting! tracking! ambushing and skirmishing. Their skin is more &aried in colour than normal "kinks so they blend in with the jungle more effecti&ely. They also wear lea&es or co&er themsel&es in mud to further blend in. They function as leaders and patrol the jungles reporting of the arri&al of a new ship laden with plunderers. They lay ambushes or pro&ide a co&ering hail of arrows and ja&elins while a hit and run war band retreats back into the jungle. $rofile - WS/S S # WI Ld
'3332(#( WeaponsDrmour5 The Skink Great Crest are euipped from the Skinks 1uipment list. Skills5 The Skink Great Crest ma; choose from Shooting and Speed -hen he gains a ne- skill. In addition, the Skink Great Crest ma; choose from the Li&ardmen Special Skill list.
enchmen Skink /ra:es
H7ought in groups of (BJ 97" Saurus /ra:es
2) Gold Cro-ns to hire
#) Gold Cro-ns to hire
Many "kinks dwell in the deepest jungles and trackless swamps of Lustria. These "kink bra&es are fast! agile and intelligent. +lthough they lack the brute force and sheer aggression of the "aurus they are good at shooting &olleys of arrows or ja&elins. They lack the staying power of the "aurus! because they switch between reckless audacity and sudden panic! this may be due to their &ery short memories. +s soon as a group of "kinks flee out of immediate danger they are likely to forget the e%perience and regroup for another reckless attack. $rofile - WS/S S # WI Ld
"aurus ha&e thick! horny! scaly hides which protect them as natural armour. "aurus are sufficiently intelligent to understand clear and simple commands. They make e%cellent warriors but they are not much good at anything else. They are e%tremely stubborn and are &ery hard to shift in battle. They are &ery ferocious creatures and will rip at an enemy until they are slain. $rofile - WS/SS #W I Ld
'2332(#(' WeaponsDrmour5 Skink 7raes ma; "e euipped from the Skinks 1uipment list.
knights9templar:hotmail.com
# 3 ) # # ( ( (N( WeaponsDrmour5 Saurus 7raes ma; "e euipped from the Saurus 1uipment list.
/age 2
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
971 BroAigor 2)) Gold Cro-ns to hire (ro%igor resemble "aurus but are much bigger and are far more powerful creatures. They are not &ery intelligent and their speech is limited to a blood-curling roar. They are strong and mainly used for construction goaded into working by the nimble "kinks. $rofile - WS/S S # WI Ld
'3)#3(36 WeaponsDrmour5 The 0ro5igor is euipped -ith a hal"erd. Special Rules Scal4 skin5 0ro5igor has a natural sae of #N. uatic5 0ro5igor ma; moe through -ater -ith no penalt;, and count as "eing in coer -hilst in -ater. Cause *ear5 0ro5igor are large and frightening monsters that cause $ear. Large5 0ro5igor stand out amongst the rest of the ar"and and ma; "e picked out "; an archer een if he is not the closest model. nimal5 0ro5igor are slo-B-itted creatures that neer learn from their mistakes. The 0ro5igor doesnt gain e5perience.
*ssem"led "; /aul %
/age 26
knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
$irate Warband 7; Tim %uckel"er; hae their o-n agendas to pursue, and -ill ensure the pirate life is not part of those plans. ell no- mate;, hae ;ou eer considered pirating as a careerX If the /irates encounter Stragglers Hresult ##J or /risoners Hresult 333J -hen Searching, there is a chance the; ma; sign up to sail under the oll; Roger. 1ither of these options ma; "e used instead of the regular options listed for these situations. &essels! and lead fre/uent raidingnew parties into the itself. These If a Straggler is found, the Captain can tr; to conince him to bra&e pirate bands ha&e become additions tocity other groups of ad&enturers! fanatics! and nightmare creatures that dare enter the ?oin the cre- "; making a successful Leadership test. If remains of the 1ity of the )amned. passed, the Straggler ?oins as a S-a""ie Hhes too unhinged een to "ecome a mem"er of the Cre-@J Special Rules If /risoners are found, roll a +3 to determine ho- man; are S;abbies5 /irate -ar"ands can recruit ne- mem"ers to ?oin rescued. If the Captain passes a Leadership test Hhe must the adenturesome life of a pirate, sometimes -illingl; "ut make a separate test for each oneJ, the /risoner eagerl; ?oins oftentimes more as an alternatie to -alking the plank@
one opportunit; to ?oin the pirate cre- Husuall; at the point of a cutlass@J. *s an alternatie to e5changingFransoming the captured %ero "ack to their srcinal ar"and Hor selling him to slaersJ, the /irate Captain can instead add the captured enem; to the ships cre- as follo-s. 7oth pla;ers roll 2+', -ith the /irate pla;er adding the Captains Leadership and the enem; pla;er adding the Leadership of the captured %ero. If either side -on that game, it ma; add N( to its score. If the /irate pla;ers result is higher, the %ero renounces his old -a;s for the life of the high seas@ She or he ?oins the Cre-, either starting a ne- Cre- group or ?oining an e5isting one if it has four models or less. There is no e5tra cost to add him to a group -hich has accumulated e5perience points, and an; euipment or -eapons he had are immediatel; sold off to "u; him the proper -eapons and armour to match his neunit in an een ofs-ap. %is Cre-man, skills and orcharacteristics changed to those a starting to match thoseare of his ne- cre-mates if ?oining an e5isting group.
ne- Cre-man as per his ne- unit. If the pla;er cannot pa;, the prisoner must ?oin as a S-a""ie. If the test is failed, the /risoner isnt uite so coninced of the -orthiness of the sea dogs and is added as a S-a""ie. In oneBoff games, a /irate ar"and starts -ith t-o S-a""ies for free. Well no; mate4, ha:e 4ou e:er considered pirating as a careerE If the /irates encounter Stragglers Hresult ##J or /risoners Hresult 333J -hen Searching, there is a chance the; ma; sign up to sail under the oll; Roger. 1ither of these options ma; "e used instead of the regular options listed for these situations. If a Straggler is found, the Captain can tr; to conince him to ?oin the cre- "; making a successful Leadership test. If passed, the Straggler ?oins as a S-a""ie Hhes too unhinged een to "ecome a mem"er of the Cre-@J If /risoners are found, roll a +3 to determine ho- man; are rescued. If the Captain passes a Leadership test Hhe mus t make a separate test for each oneJ, the /risoner eagerl; ?oins his rescuers as a mem"er of the Cre-, either starting a neCre- group or ?oining an e5isting one if it has # models or less. If he is starting a ne- Cre- group, he -ill start at the normal characteristics leels for a normal Cre- mem"er and at 4ero 15perience. There is no e5tra cost to add him to an e5isting group -hich has accumulated e5perience points, and his skills and characteristics match those of his ne- cre-B mates. The pla;er must pa; though to euip and arm the neCre-man as per his ne- unit. If the pla;er cannot pa;, the prisoner must ?oin as a S-a""ie. If the test is failed, the /risoner isnt uite so coninced of the -orthiness of the sea dogs and is added as a S-a""ie Succession5 If the Captain is killed, one of the Mates -ill take oer in the same manner as a Champion taking oer for a Mercenar; -ar"and. lignment5 the ar"ands *lignment ma; "e one of the follo-ingO >eutral, >eutral F Chaotic
/age 2
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Choice of ;arriors /irate -ar"and must include a minimum of three models. Aou hae )) gold cro-ns aaila"le to spend. The ma5imum num"er of -arriors in the -ar"and ma; neer e5ceed ( Hthis represents the landing part; the rest of the cre- are a"oard the ship in case some other scur; sea dogs dare to attack@J. Ship>s Capt ain5 1ach /irate -ar"and must "e lead "; a Captain no more, no less@ -ates5 Aour -ar"and ma; include up to 2 Mates Cabin /o4s5 Aour -ar"and ma; include up to 2 Ca"in 7o;s.
Mordheim Supplement
Cre;5 Aour -ar"and ma; include an; num"er of Cre-. Gunners5 Aour -ar"and ma; include up to Gunners. /oats;ains5 Aour -ar"and ma; include up to 7oats-ains. S;abbies5 Aour -ar"and ma; include up to S-a""ies. >ote that ;ou ma; neer hae more S-a""ies than ;ou hae Cre- though@
Starting eAperience The Captain starts -ith 2) e5perience. Ship>s -ates start -ith 6 e5perience each Cabin /o4s 8 *ll enchmen start -ith ) e5perience each
$irate euipment list The follo-ing lists are used "; /irate -ar"ands to pick their -eapons and7to7hand Combat Weapons Gunner %uipment List and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC %ammerFMace...............................................................3 GC +agger...............................................................(st freeF2 GC *5e................................................................................. GC %ammerFMace...............................................................3 GC 7oat %ook......................................................................6 GC *5e................................................................................. GC Cat < >ine Tails H%eroes onl;J....................................6 GC Cutlass..........................................................................() GC Cutlass..........................................................................() GC S-ord...........................................................................() GC -issile Weapons S-ord...........................................................................() GC +ou"leBhanded -eapon...............................................( GC /istol..................................................( GC H3) for a "raceJ -issile Weapons 7lunder"uss.................................................................3) GC 7ela;ing /in...................................................................3 GC +uelling /istol...................................3) GC H') for a "raceJ /istol..................................................( GC H3) for a "raceJ %andgun.......................................................................3 GC Cross"o-.....................................................................2 GC S-iel Gun..................................................................' GC +ueling /istol.....................................3) GC H') for a "raceJ HRare 6 one per ar"andJ rmour S-iel Gun *mmo B Chain Shot...................................2 GC 7uckler........................................................................... GC S-iel Gun *mmo B Grape Shot...................................2 GC Toughened leathers........................................................ GC S-iel Gun *mmo B 7all Shot...................................... GC %elmet..........................................................................() GC rmour Light armour................................................................2) GC Toughened leathers........................................................ GC S;abbie %uipment List %elmet..........................................................................() GC and7to7hand Combat Weapons Light armour................................................................2) GC +agger...............................................................(st freeF2 GC %ammerFMace...............................................................3 GC *5e................................................................................. GC 7oat %ook......................................................................6 GC Cutlass..........................................................................() GC S-ord...........................................................................() GC +ou"leBhanded -eapon...............................................( GC -issile 7ela;ingWeapons /in...................................................................3 GC 7o-..............................................................................() GC rmour 7uckler........................................................................... GC Toughened leathers........................................................ GC
*ssem"led "; /aul %
/age 3)
knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
eroes 1 $irate Captain
97 Cabin /o4s
') gold cro-ns to hire
( gold cro-ns to hire
*nly the roughest toughest sea dog can rise to become captain of his own ship. + good 1aptain has to be bold and decisi&e in combat! and a forceful personality to hold together his unruly followers. Though often elected by the 1rew! he must command their respect and fear! and more importantly ensure their continued loyalty with plenty of gold2 $rofile - WS/S S # WI Ld
The lure of the sea often calls many young men to lea&e their boring li&es behind and take up the e%citing life of a pirate. "ome are the youngest sons of nobles who know they will ne&er inherit! or whose families ha&e fallen to disgrace or po&erty. *thers are simple farm boys yearning for the open sea and ad&enture. +ll though! show some glimmer of talent which the 1aptain decides is enough to allow them to ser&e as 1abin 0oys! where they can learn not only
##333(3(6 WeaponsDrmour5 * /irate Captain ma; "e euipped -ith -eapons and armour chosen from the /irate euipment list. Skills5 The /irate Captain ma; choose from Com"at, Shooting, *cademic, Strength, 8 Speed -hen he gains a neskill. In addition, the /irate Captain ma; choose from the /irate Special Skill list. Special Rules Leader5 *n; pirate -ithin 'D of the Captain ma; use his Leadership characteristic -hen taking an; Leadership tests.
the basics of seamanship but also important lessons of how to run a pirate ship. +ssuming the the li&emore through the years of training! they will go on to become feared 1aptains of their own2 $rofile - WS/S S # WI Ld
#2233(3(' WeaponsDrmour5 * Ca"in 7o; ma; "e euipped -ith -eapons and armour chosen from the /irate euipment list. Skills5 The Ca"in 7o;s ma; choose from Com"at, Shooting, 8 Speed -hen he gains a ne- skill. In addition, the Ca"in 7o;s ma; choose from the /irate Special Skill list.
97 Ship>s -ates 3 gold cro-ns to hire 4ach ship has se&eral Mates to ser&e under the 1aptain and ensure his orders are carried out properly. They also keep a careful eye on him as wellwould for any signs of weakness or hoarding the 1rew! as each Mate lo&e nothing more than to becomefrom 1aptain himself one day. ?ntil that day though they readily obey his commands! o&ersee the 1rew and the ship! and stand with their 1aptain ready to plunder and ra&age any ships they find. $rofile - WS/S S # WI Ld
##333(3( WeaponsDrmour5 * Ships Mate ma; "e euipped -ith -eapons and armour chosen from the /irate euipment list. Skills5 The Ships Mates ma; choose from Com"at, Shooting, 8 Strength -hen he gains a ne- skill. In addition, the Ships Mate s ma; choose from the /irate Special Skill list.
knights9templar:hotmail.com
/age 3(
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
enchmen H7ought in groups of (BJ
Cre;
97) /oats;ains
2 gold cro-ns to hire
32 gold cro-ns to hire
The backbone to the ship! the crew are drawn together by the lure of the sea as well as the lure of plunder2 +s sailors! crewmen are e%perts in seamanship and ship operations. +s pirates! they also /uickly become proficient in swordplay and in using a &ariety of weapons especially pistols. It is said a good pirate crewman needs to know how to read the skie s! weather! and winds! but most
0oatswains 3or 0osons as they are often called8 are responsible aboard the &essel for the upkeep of the rigging! the hundreds of lines and cables throu ghout the ship which keep the sails operating properly. They are e%perts at mo&ing throughout the ship#s mae of ropes! swinging from one yardarm to another to ensure the o&erall soundness of the rigging. In the ruins of Mordheim! these same
importantly the moods of his 1aptain2
skills ser&e them well in mo&ing throughout the building wreckage and craters which litter the former city. $rofile - WS/S S # WI Ld
/rofile
M S7S S T I * Ld #3333(3( WeaponsDrmour5 The Cre- ma; "e euipped -ith -eapons and armour chosen from the /irate euipment list.
97 Gunners
#3333(3( WeaponsDrmour5 7oats-ains start -ith a Rope 8 %ook, and ma; "e euipped -ith -eapons and armour chosen from the /irate euipment list.
2 gold cro-ns to hire
Special Rules
9unners tend the artillery and ammunition of the ship. Their keen knowledge of blackpowder weapons is essential to pre&ent the potential disaster of a cannon bursting! o&erheating! or recoiling out of control. In battle! 9unners o&ersee the banks of cannon! and on land they tend to be armed with the best pistols and other blackpowder weapons from the ship#s stores.
%Apert Riggers5 7oats-ains are highl; trained in using their ropes, as the; are the ones -ho maintain the comple5 net-ork of rigging throughout the ship. The; ma; reBroll failed Initiatie tests Leaping oer Gaps, umping +o-n, and performing a +iing Charge, as -ell as the normal test for Clim"ing Ep or +o-n that a Rope allo-s.
/rofile
M S7S S T I * Ld #3333(3( WeaponsDrmour5 Gunners ma; "e euipped -ith -eapons and armour chosen from the Gunners euipment list.
Special Rules S;i:el Guns is (angerous, -ate4@ Gunners are kno-n to "e amongst the "raest of pirates, gien their close pro5imit; to "lackpo-der -eapons, "ut een among themseles the; stand in a-e of an; Gunner -ho takes a S-iel Gun into "attle. Esuall; the; stand in a-e uite far a-a; from him = een the; cant "e sure -hen one might "lo-@ If a /irate ar"and includes a S-iel Gun, the Gunner -ielding it -ill al-a;s "e considered an indiidual and can neer hae an;one else -ith him. Since a /irate ar"and ma; onl; hae one S-iel Gun, if a Gunner is euipped -ith one then he must either "e a ne- Gunner, or split from an e5isting unit. If the latter, he retains all 15perience and Skills he had preiousl;.
97) S;abbies Special Recruitment rules Hsee a"oeJ :ot all members of a irate $arband are there entirely &oluntarily. "ome ha&e been captured from enemy &essels! or rounded up on the docks or harbour fronts when the ship was in need of e%tra men. (ept under a watchful eye bythe Mates! the "wabbies know they had better carry out their duties as assigned! lest they face a keelhauling or worse2 Many ha&e grown accustomed to their lot! but gi&en a chance many will run for it! e&en into the unknown dangers of the hellish city ruins. $rofile - WS/S S # WI Ld
#2233(3(' WeaponsDrmour5 S-a""ies ma; "e euipped -ith -eapons and armour chosen from the S-a""ie euipment list.
Special Rules &ot ired5 S-a""ies are not hired, the; follo- the special recruitment rules a"oe. &e:er Gain %Aperience5 S-a""ies generall; arent interested in proing their -orth to the cre-, the; are interested in surial and hopefull; escape@ S-a""ies neer gain e5perience in games. Rabble5 S-a""ies do not need to "e armed all the same. 1ach ma; "e gien different euipment, "ut onl; items listed in the S-a""ie euipment list. S-a""ies can neer use magic, or cast spells of an; sort, no matter their srcinal "ackground or a"ilities. F/lime4, the4 got a;a4@> If the /irate ar"and itself Routs, an; S-a""ies -ho hae alread; left the ta"le in preious turns are presumed to hae made a successful escape, and are neer seen from again. Remoe them from ;our -ar"and
roster if the; had mates, "een killed. F(on>tasmind them the4 ain>t true pirates@> The rest of the cre- "arel; notice if an; S-a""ies run a-a; or go
/age 32
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MordheimSupplement
knights9templar:hotmail.com
Lustria,TheCitiesofGold
/age 33
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
Saurus #emple Guard This ar"and is a ariation on the Li&ardman ar"and -ritten "; Lars Stro"aek and the Lustria 1Bgroup. *s eer; e5plorer kno-s, the ?ungles of Lustria are host to a ired S;ords5 Temple Guard are fiercel; paranoid and m;riad of ruined or a"andoned cities, left "; their Slann 5enopho"ic, and ma; onl; use %ired S-ords that follo- the masters for unkno -n reasons. The cities of gold are not ColdB7looded rule. Scal4 Skin5 *ll Li&ardmen hae a natural sae thanks to their al-a;s ripe for plunder, ho-eer, as man; hol; sites are still reered and protected "; small "ands of -arriors. These thick scales. Saurus hae a N sae and Skinks hae a 'N. Li&ardmen most often sere as the last of the population of an This sae cannot "e modified "e;ond ' due to Strength a"andoned cit;, and carr; out the duties proscri"ed "; their modifiers "ut an; result of no sae on the in?ur; chart -ill reptilian gods. $irst and foremost of these is to preent the negate this 'N sae. Light *rmour adds N( to the sae, as looting of the temples "; ?ungle renegades or dr;Bskinned does the addition of a shield. Stal;art5 The Temple Guard are s-orn to protect and defend outsiders. These "ands consist mainl; of Saurus -arrio rs that hae the sacred sites of Lustria -ith their lies, and to this dut; proen themseles honoura"le and -orth; to sere the the; keep true. In scenarios specif;ing an *ttacker and a temple. Chosen Skinks sometimes sere as adisors and +efender, Temple Guard -ill al-a;s "e the +efender. prophets, performing diination and interpreting the signs lignment5 the ar"ands *lignment ma; "e one of the from a"oe relating to the Guardians hol; task. follo-ingO La-ful F >eutral, >eutral *lthough most Temple Guard protect a specific location Choice of Warriors throughout their e5istence, some take it upon themseles to * Temple Guard ar"and must include a minimum of 3 keep -atch oer a num"er of sites from defilement. The; can models. Aou hae )) Gold to recruit ;our initial ar"and occasionall; "e found traelling through the ?ungle either as -ith. The ma5imum num"er of models in the ar"and is (#. part of a patrol or relocating their duties from one temple to Saurus #otem Warrior5 Aour ar"and must "e lead "; a another. Saurus Totem arrior.
Special Rules
uatic5 Skinks ma; moe through -ater terrain -ith no penalt;, and count as "eing in coer -hilst the; are in the -ater. rmour5 *rmour is rare amongst the Li&ardmen and the cost of light armour is al-a;s ) gc, een if ;ou are "u;ing it from 1uipment chart. /ite ttack5 Saurus hae a po-erful "ite attack, this "ite attack uses the Saurus o-n Strength to -ound and receie no penalt; for not using a -eapon. The 7ite attack al-a;s strikes last, regardless of -ho charged or -hich -eapon is used. The 7ite een attacks after +ou"leB%anded eapons. Cold /looded5 *ll Li&ardmen are slo- to react to ps;cholog;, the; ma; roll 3+' and select the lo-est t-o dice -hen taking a ps;cholog; test or Rout test. This rule applies to Slaes as -ell as Li&ardmen.
Skink $riest5 Aour ar"and ma; include up to one Skink /riest. Saurus Sentinels5 Aour ar"and ma; include up to t-o Saurus Sentinels. Saurus Guardians5 Aour ar"and ma; include an; num"er of Saurus Guardians. Skink col4tes5 Aour ar"and ma; include up to three Skink *col;tes. Warm7blood Sla:es5 Aour ar"and ma; include up to four armB"lood Slaes.
Starting %Aperience The #otem Warrior starts -ith 2) e5perience The Sentinels 8 Skink $riest starts -ith 6 e5perience *ll enchmen start -ith ) e5perience
Li2ardmen euipment lists The follo-ing lists are used "; Li&ardmen -ar"ands to pick their -eaponsO
Saurus %uipment List
Skinks %uipment List
and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Stone *5e Hcounts as a clu"J..........................................3 GC *5e................................................................................. GC S-ord...........................................................................() GC +ou"leBhanded -eapon...............................................( GC Spear............................................................................() GC %al"erd........................................................................() GC -issile Weapons >one rmour 7one %elmet................................................................() GC Light armour................................................................) GC
and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Stone *5e Hcounts as a clu"J..........................................3 GC *5e................................................................................. GC S-ord H%eroes onl;J....................................................() GC Spear............................................................................() GC -issile Weapons Short "o-....................................................................... GC 7olas.............................................................................. GC aelins........................................................................() GC Thro-ing 0nies.........................................................( GC 7lo-pipe......................................................................2 GC rmour
Shield............................................................................. GC
7one %elmet HSkink /riest onl;J.................................() GC 7uckler........................................................................... GC Shield............................................................................. GC
*ssem"led "; /aul %
/age 3#
knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
eroes 1 Saurus #otem Warrior
971 Skink $riest
) Gold to hire
# Gold to hire
+ Totem $arrior is among the finest warriors found among the ranks of "aurus. 'e has pro&en himself in battle by slaying twenty foes! and has been granted the patronage of one of the holy $arrior Totems. 'e is respected by all in Liardman society as the great hunter and guardian he is. $rofile - WS/S S # WI Ld
The iron wills of the Temple 9uard often find much needed spiritual guidance in the form of the "kink riests that take up the role of prophets and ad&isors to the Totem $arriors. 0y interpreting and focusing the will of the 9ods! a riest can bring down their bene&olence on the Temple 9uard in combat. $rofile - WS/S S # WI Ld
# # ) # # ( 2 (N( 6 WeaponsDrmour5 The Totem arrior ma; "e euipped -ith -eapons and armour chosen from the Saurus 1uipment list. Skills5 The Totem arrior ma; choose from Com"at and Strength -hen he gains a ne- skill. In addition, the Totem arrior ma; choose from the Li&ardmen Special Skill list. Special Rules Leader5 The Totem arrior is the leader of the ar"and and an; friendl; model -ithin ' ma; use his Leadership characteristic for an; Leadership tests.
'2332(#( WeaponsDrmour5 The Skink /riest ma; "e euipped -ith -eapons and armour chosen from the Skink 1uipment list. Skills5 The Skink /riest ma; choose from *cademic and Speed -hen he gains a ne- skill. In addition, the Skink /riest ma; choose from the Li&ardmen Special Skill list. Special Rules (i:ine /lessing5 7efore the start of each game, the Skink /riest can attempt to "esto- the faour of the Gods upon the Temple Guard. If the priest successfull; makes a Leadership test, all mem"ers of the ar"and gain a N saing throagainst the effects of an; hostile magi c or pra;ers used against them. This effect lasts the entire "attle, een if the /riest is taken
97 Saurus Sentinels Gold to hire The most trusted and alert "aurus among the Temple 9uard are selected by the Totem $arrior as his lieutenants. They are gi&en the title ofready "entinel! and at are stand watch for weeks at a time! to rouse thee%pected smell oftointruders. $rofile - WS/S S # WI Ld
Sentinel # 3 ) # # ( 2 (N( WeaponsDrmour5 Sentinels ma; "e euipped -ith -eapons and armour chosen from the Saurus 1uipment list. Skills5 The Saurus Sentine ls ma; choose from Com"at and Strength -hen he gains a ne- skill. In addition, the Saurus Sentinels ma; choose from the Li&ardmen Special Skill list.
starts -ith one spells generated at random from the Li&ardmen Magic list. See the Magic section for details. In addition the Skink /riest ma; learn a ne- Spell instead on a ne- skill.
enchmen H7ought in groups of (BJ
Saurus Guardians
97" Warm7blood Sla:es
# Gold to hire
() Gold to hire
The mainstay of the Temple 9uard are the "aurus warriors that
In Liardman society! the use of near-mindless "la&es to perform
ser&e as brutetempers force tomake the Totem Their troops! thorny scales and cold-blooded them $arriors. ideal defensi&e and many looters ha&e met their death trying to break into a temple defended by "aurus 9uardians. $rofile - WS/S S # WI Ld
menial upon tasks by andthe act as cannon fodder inare combat is belie&ed to be smiled 9ods. "uch creatures created by subjecting captured humans or el&es to a wide &ariety of drugs and poisons! thus corroding away their free will and ability to think clearly! as well as most of their senses. These "la&es are as sluggish and slowwitted as "aurus! and follow any order without thought or /uestion. $rofile - WS/S S # WI Ld
# 3 ) # # ( ( (N( WeaponsDrmour5 Guardians ma; "e euipped -ith -eapons and armour chosen from the Saurus 1uipment list.
#2233(((' WeaponsDrmour5 Slaes ma; "e euipped -ith -eapons and armour chosen from the Skink 1uipment list. 97! Skink col4tes Special Rules 2) Gold to hire Ser:itude5 If a Slae should eer roll the DThe LadWs Got Temple 9uard are often ser&ed by lesser "kinks that handle tasks that re/uire de%terity or speed rather than strength. Most often these TalentD adance, he has outlied his usefulness and is will be disciples of a "kink riest! as the patience and determination sacrificed to the Gods. This is regardless of -hether ;ou hae re/uired of the Temple 9uard is beyond most normal "kinks. ;our full uota of %eroes or not. Remoe the unfortunate Slae from ;our roster. $rofile - WS/S S # WI Ld '2332(3(' WeaponsDrmour5 Skink *col;tes ma; "e euipped -ith -eapons and armour chosen from the Skink 1uipment list.
knights9templar:hotmail.com
/age 3
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
Lothern Sea $atrol The 1itadel of )usk was built for the dual purpose of guarding the seaways off the east coast of Lustria against incursions from the rest of the world! and as a staging post from which the 'igh 4l&es could watch the mo&ements of the Liardmen and their "lann masters. )espite the 'igh 4l&es# best efforts to keep Lustria free of human ad&enturers! the people of the *ld $orld ha&e been dogged in their attempts to penetrate ?lthuan#s e%tensi&e na&al web and e%plore the jungle continent. "o far the mighty "lann Mages ha&e not appeared unduly concerned by the constant incursions onto their lands by the greedy peoples of the *ld $orld and :aggaroth! and appear to ha&e done little to pre&ent these predatory races from returning. @et the 'igh 4l&es know that despite the "lann;s relati&e calm in the face of these constant raids! the patience of ancient Mage-riests is not limitless. The 4l&es fear that the "lann might one day rouse themsel&es from their century-long meditations to make a concerted effort to end any and all threats to the continuation of their culture as the inheritors of the *ld *nes. If the "lann were to throw all their intellect and resources into total war! they could concei&ably wipe out whole nations before they could be stopped! such is their awesome power. earing for their own sur&i&al as much as anything else! the 'igh 4l&es ha&e taken it upon themsel&es to keep Lustria secure from the predations of all other races! and protect the ancient secrets left behind by the *ld *nes that the "lann safeguard. The 'igh 4l&es; cause has not been helped by the many fantastic stories that persist throughout the *ld $orld> stories of lost cities made entirely of gold lying hidden within its dense foliage! just waiting to be disco&ered and plundered.
Special Rules ate (ark %l:es5 *ll -arriors in a Sea /atrol ar"and He5cluding an; %ired S-ordsJ hae an un;ielding %atred for +ark 1les. %Acellent Sight5 1les hae e;esight unmatched "; mere humans. *ll the 1les in a Sea /atrol ar"and can spot %idden enemies from t-ice as far a-a; as other -arriors Hi.e. t-ice their Initiatie in inchesJ. (istaste for $oison5 The use of poisons and arious drugs is a +ark 1lf specialt;. *s such, it is fro-ned upon "; Sea /atrol. arriors in a Sea /atrol ar"and ma; not use poisons of an; t;pe. Resol:e. The %igh 1les hae "een fighting the +ark 1les for countless centuries. hen fighting their dark kin the %igh
1les are drien "; un-aering determination. The; are
considered to hae a Leadership of () -hen taking Rout Tests against the +ark 1les. In addition, %igh 1les can neer choose to oluntaril; Rout as the; must stop their eil kin at an; cost. #he Old Wa4s. The %igh 1les ma; ne&er use "lack po-der -eapons of an; sort. This goes against their ancestors and the traditions of the agar;the hae a long histor; of struggle against the forc es of Chaos. In multipla;er games, a Sea /atrol -ar"and ma; neer forge an alliance -ith an; ar"and of a chaotic nature H/ossessed, Skaen, 7eastmen, +ark 1les, etc.J. lignment5 the ar"ands *lignment ma; "e one of the follo-ingO La-ful, La-ful F >eutral,
Choice of ;arriors Sea /atrol -ar"and must include a minimum of three models. Aou hae )) gold cro-ns aaila"le to spend. The ma5imum num"er of -arriors in the -ar"and ma; neer e5ceed (2 Lothern Commodore5 1ach Sea /atrol -ar"and must hae one Lothern Commodore B no more, no less@ Lothern
Starting eAperience The Commodore starts -ith 2) e5periences * -ist -age and Lothern Sea Champions Starts -ith (2 e5perience *ll henchmen start -ith ) e5periences
Lothern Sea $atrol euipment list The follo-ing lists are used "; Sea /atrol -ar"ands to pick their -eapons and7to7hand Combat Weapons rmour +agger...............................................................(st freeF2 GC Shield............................................................................. GC S-ord...........................................................................() GC %elmet..........................................................................() GC Spear............................................................................() GC Light armour................................................................2) GC +ou"leBhanded -eapon...............................................( GC Ithilmar armourY..........................................................') GC -iscellaneous Ithilmar -eaponY.......................................................25 price -issile Weapons 1len RunestonesY.......................................................) GC 7o- .............................................................................() GC 1len ineY.................................................................) GC Long"o-......................................................................( GC 1len Cloak................................................................. GC 1lf 7o-........................................................................3 GC Y = %eroes onl;. These special prices represent the lo-er Repeater 7olt Thro-er...............................................() GC rarit; of these items in Elthuan -hen attempting to purchase these items in Mordheim Hor LustriaJ, Sea /atrol pa; the same prices as other ar"ands, and must roll to find them as normal. >o roll is necessar; to find these items -hen first starting a Sea /atrol ar"and.
*ssem"led "; /aul %
/age 3'
knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
eroes 1 Lothern Commodore
971 -ist -age
) gold cro-ns to hire $rofile
gold cro-ns to hire $rofile
Shooting, *cademic, 8 Speed -hen he gains a ne- skill. In addition, the Lothern Commodore ma; choose from the Sea /atrol Special Skill list.
-hen he gains a ne- skill. In addition, the Mist Mage ma; choose from the Sea /atrol Special Skill list.
Special Rules
-agic 'ser5 The Mist Mage has the a"ilit; to use magic and casts spell s like an; other magicians, and the Mist Mage starts -ith one spells generated at random from the %igh 1lf Magic list. See the Magic section for details. In addition the Mist Mage ma; learn a ne- Spell instead on a ne- skill.
- WS/S S # WI Ld 33('( WeaponsDrmour5 The Lothern Commodore ma; "e euipped -ith -eapons and armour chosen from the Sea /atrol euipment list. Skills5 The Lothern Commodore ma; choose from Com"at,
Leader5 *n; -arrior -ithin 'D of the Commodore ma; use his Leadership instead of his o-n.
97! Lothern
- WS/S S # WI Ld #333('(6 WeaponsDrmour5 * Mist Mage ma; "e euipped -ith -eapons and armour chosen from the Sea /atrol euipmen t list. Skills5 The Mist Mage ma; choose from *cademic, 8 Speed
Special Rules
# gold cro-ns to hire $rofile
- WS/S S # WI Ld #33('(6 WeaponsDrmour5 * Lothern Kuartermaster ma; "e euipped -ith -eapons and armour chosen from the Sea /atrol euipment list. Skills5 The Lothern Kuartermasters ma; choose from
Com"at, Shooting, 8 Speed -hen he gains a ne- skill. In addition, the Lothern Kuartermasters ma; choose from the Sea /atrol Special Skill list.
enchmen H7ought in groups of (BJ
Lothern Sea Guards
973 Lothern Rangers
3 gold cro-ns to hire $rofile
# gold cro-ns to hire $rofile
- WS/S S # WI Ld ##33('(6 WeaponsDrmour5 Lothern Sea Guards ma; "e euipped -ith -eapons and armour chosen from the Sea /atrol euipment list.
- WS/S S # WI Ld 3#33('(6 WeaponsDrmour5 Lothern Sea Rangers ma; "e euipped -ith -eapons and armour chosen from the Sea /atrol euipment list.
Special Rules &atural Stealth5 The first thing that Lothern Sea Rangers master is the art of moing -ithout "eing seen or heard. If a %igh 1lf is hiding, enem; models suffer B( to their Initiatie alue for determining if the; can detect him.
knights9templar:hotmail.com
/age 3
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
ombie $irate Special Rules *ll mem"ers of the 4om"ie /irate ar"and are Endead, ;et man; retain more memor; of their preious life than the run in the mill &om"ie summoned from the grae "; a >ecromancer. These are "lack souled scall;-ags cursed to sail the seas in a neer ending search for plunder. These Special Rules appl; to all mem"ers of the 4om"ie /irates -ar"and, "ut not to an; special characters or hired s-ords that ma; hae4om"ie thro-n /irates their lotare in -ith them. Cause *ear5 hideous parodies of the men the; once -ere, and therefore cause fear. $s4cholog45 hile 4om"ie /irates are immune to fear, neer need to make all alone tests, and neer leae com"at, the; are suscepti"le to other ps;chological effects such as fren&;, hatred, and stupidit;. Immune to $oison5 4om"ie /irates are not affected "; an; poison. &o $ain5 *ll 4om"ie /irates treat Vstunned results on the In?ur; Chart as Vknocked do-n. -a4 not run5 Most 4om"ie /irates are slo- shuffling affairs and ma; not run, the; ma;, ho-eer, charge as normal. This rule does not appl; to 4om"ie /irate %eroes, Hincluding promoted henchmanJ these are much more motiated eil doers and the; ma; run as normal. uatic5 %aing risen from all manner of -ater; graes, 4om"ie /irates are not hampered in an; fashion "; -ater features, and ma; moe through them -ithout penalt;, additionall;, the; receie the "enefit of coer -hile in such terrain. /lack $o;der Weapons5 hile the undead are not -ell kno-n for their shooting a"ilit;, 4om"ie /irates retain a deep and a"iding loe for all things that go 7<
use the 7lackpo-der Misfire rules on page (#' of the Mordheim Rule"ook. If the "lackpo-der -eapon is alread; su"?ect to the 7lackpo-der Misfire rule, i.e. a s-iel gun, cannon, or "ought at reduced cost, the -eapon -ill misfire on a ( or a 2. (a:e4 ?ones is a Callin5 4om"ie /irates are a cursed lot, and that curse ma; "e passed on to others. If an; -arrior Hnot animals, possessed, or large creaturesJ on an opposing -ar"and goes out of action, and dies in the recoer; phase, roll a d'. eutral F Chaotic, Chaotic
Choice of ;arriors 4om"ie /irate -ar"and must include a minimum of three models. Aou hae )) gold cro-ns aaila"le to spend. The ma5imum num"er of -arriors in the -ar"and ma; neer e5ceed ( +ampire $irate Captain5 1ach 4om"ie /irate -ar"and must hae one !ampire /irate Captain to lead it B no more, no less. Ship7Wights5 Aour ar"and ma; include up to three ShipB ights ombie (eckhands5 Aour ar"and ma; include an; num"er of 4om"ie +eckhands. ombie Gunners5 Aour ar"and ma; include up to t-o 4om"ie Gunners /loated Ones5 Aour ar"and ma; include up to t-o 7loated
Starting eAperience +ampire Captain starts -ith 2) e5perience. * Ship7Wight starts -ith 6 e5perience.
*ll enchmen start -ith ) e5perience.
ombie $irate euipment list The follo-ing lists are used "; 4om"ie /irate -ar"ands to pick and7to7hand Combat Weapons +agger...............................................................(st freeF2 GC Clu", Mace, %ammer.....................................................3 GC *5e................................................................................. GC Cat ine Tails H%eroes
*ssem"led "; /aul %
/age 36
their -eapons %andgun.......................................................................3 GC $ire"om"s HGunners onl;, Rare J...............................2) GC S-iel Gun HRare 6, Gunners onl;JY..........................' GC S-iel gun ammo B Chain Shot.....................................2 GC S-iel gun ammo B Grape Shot.....................................2 GC S-iel gun ammo B 7all Shot........................................ GC rmour 7uckler........................................................................... GC Toughened Leathers....................................................... GC %elmet..........................................................................() GC Light *rmour.................................................................2 GC Y Limit ( per -ar"and
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MordheimSupplement
Lustria,TheCitiesofGold
eroes 1 +ampire $irate Captain
97! Ship7Wight
6 gold cro-ns to hire $rofile
3) gold cro-ns to hire $rofile
Com"at, Shooting, Strength, 8 Speed -hen he gains a neskill. In addition, the !ampire /irate Captain ma; choose from the 4om"ie /irate or !on Carstein Special Skill list. P!on Carstein Special Skill list is on pg (6 of the Mordheim Rule"ook H!ision 2.(JQ. Special Rules Characteristic5 The !ampire /irate Captain uses the ma5imum Characteristic for a !ampire on pg (3 of the Mordheim Rule"ook H!ision 2.(J Leader5 *n; -arrior -ithin 'D of the !ampire ma; use his Leadership instead of his o-n.
8 Strength -hen he gains a ne- skill. In addition, the ShipB ight ma; choose from the 4om"ie /irate Special Skill list.
- WS/S S # WI Ld ##3##2#26 WeaponsDrmour5 The !ampire /irate Captain ma; "e euipped -ith -eapons and armour chosen from the 4om"ie /irate euipment list. Skills5 The !ampire /irate Captain ma; choose from
- WS/S S # WI Ld #3B33(2( WeaponsDrmour5 * ShipBight ma; "e euipped -ith -eapons and armour chosen from the 4om"ie /irate euipment list. Skills5 The ShipBight ma; choose from Com"at, Shooting,
enchmen H7ought in groups of (BJ
ombie (eckhands
97 ombie Gunners
2) gold cro-ns to hire
2) gold cro-ns to hire
$rofile
- WS/S S # WI Ld #2B33((( WeaponsDrmour5 4om"ie +eckhands ma; "e euipped -ith -eapons and armour chosen from the 4om"ie /irate euipment list.
$rofile
97 /loated Ones
97) Scur:4 (ogs
3) gold cro-ns to hire $rofile
') gold cro-ns to hire $rofile
- WS/S S # WI Ld #2B3#2((2 WeaponsDrmour5 7loated ones ma; neer use an; euipment, -eapons or armour, nor do the; suffer an; penalties for "eing unarmed. Special Rules $oisoned attacks5 the festering hands and rotting teeth of the
- WS/S S # WI Ld #2233((( WeaponsDrmour5 4om"ie Gunners ma; "e euipped -ith -eapons and armour chosen from the 4om"ie /irate euipment list.
- WS/S S # WI 3)33(3(2
Ld
WeaponsDrmour5 >one Special Rules Sla:ering Charge5 Scur; +ogs fight -ith Strength # instead of Strength 3 on the turn the; charge. &o /rain5 Scur; +ogs neer gain e5perience.
7loated
knights9templar:hotmail.com
/age 3
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
Campaigns Serious InHur4 Chart Ese the Serious In?ur; chart in the Mordheim rule"ook. *s there are no $ighting /its in Lustria treat Sold to the pits as *nimal *ttack.
nimal ttack The %ero stum"les upon a nest and finds a "a"; Cold
roll off to determine -ho gains the initiatie and takes the first turn. If the hero -ins the fight, he earns N( e5p for the fight, and another N( e5p if he kills the Col d
6
3
)
#
#
(
(
2
3
Special Rules Cause ear, in addition, the mother is su"?ect to reny.
Characteristic increase Characteristics for certain -arriors ma; not "e increased "e;ond the ma5imum limits sho-n on the follo-ing profiles. If a characteristic is at its ma5imum, take the other option or roll again if ;ou can onl; increase one characteristic. If "oth are alread; at their racial ma5imum, ;ou ma; increase an; other Hthat is not alre ad; at its raci al ma5imumJ "; N( instead. >ote that this is the onl; -a; to gain the ma5imum Moement for some races. Remem"er that %enchmen can onl; add N( to an; characteristic.
*ssem"led "; /aul %
/age #)
$rofile Ld ShipBight4om"ie F 3## Skink ' 6 Saurus # ' ()
WS
/S
#
S
#
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W
#
I
#
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#
3
3
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3
#
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knights9templar:hotmail.com
MordheimSupplement
Lustria,TheCitiesofGold
&e; Skills bilities Lists (;ar:en $irate Skills
*dd this skill to the *cademic skill list, >ote that this skill replaces the ;rdstone %unter skill in the Mordheim Rule"ook.
Look out5 This +-arf spends much of his time looking out for trou"le up in the cro-s nest of the ship. %e can spot a ship on the #omb Raider5 The hero is e5perienced in traersing the hori&on like no "od;s "usiness. %e can spot hidden models up to underground tunnels to locate the hidden cham"ers. If the hero -as four times his initiatie alue in inches, "ut if the hidden model is not taken out of action and is free to e5plore in the 15ploration more than t-o times his initiatie alue a-a;, he must pass an phase, ;ou ma; reBroll one dice on the 15ploration chart. initiatie test. (are (e:il5 This pirate is especiall; good at getting around the ship. %e clim"s up masts, s-ings from ropes, and does eer; acro"atic ma2on Skills skill ta"le instead of thing an elf could do@ %e gets N( initiatie -hen clim"ing, ?umping, *ma&on %eroines ma; use the follo-ing etc. and can also s-ing from ropes and ines. If a tree is -ithin #D of an; of the standard skill ta"les aaila"le to them the d-arf, it is assumed that there is a ine that the d-arf could Skink unter5 Through her e5ploits the *ma&on has proen herself s-ing on. The d-arf can also thro- a rope onto something up to #D a master -hen it comes to hunting Li&ardmen, particularl; Skinks. a-a; and at least 2D high and s-ing on it. %e can s-ing the height *n *ma&on -ith this skill -ill al-a;s strike first in the first round plus the distance a-a; from him the o"?ect is. $or e5ample, if the of com"at against Skink models no matter -ho charged. d-arf -anted to s-ing from a tree 3D a-a; and D high, he can %liAir of Life5 *fter ;ears of serice among her tri"e an *ma&on is s-ing up to 6D. granted access to the -aters that make the 1li5ir of Life. The 1li5ir Cutlass *ighter5 This pirate is especiall; good at fighting -ith is said to heal -ounds and make the *ma&ons immortal. *n; cutlasses. %e is lightning uick and he can anticipate his opponents *ma&on -ith this 1li5ir can reroll an ote that this onl; affects the model if he is Sa:age *ur45 The *ma&on has learned to channel her anger and attacking the pirate and it onl; affects the pirate if the pirate is aggression making her a erita"le animal -hile attacking her foes. attacking the model. *n; *ma&on model -ith this skill receies N( * -hen charging and #hief5 This pirate is an e5pert at stealing from unsuspecting is immune to charm effects and fear. merchants. %e ma; attempt to steal an item instead of searching for Concealment5 The *ma&on is adept at "lending in -ith her items -hen he goes to trade. %e must roll for aaila"ilit; as normal. surroundings. hen hiding in ?ungle terrain all enem; models must If he finds the item, roll a +'. *dd the d-arfs initiatie alue, "ut hale the range at -hich the; can spot them. su"tract ( for eer; ten gold cro-ns the -eapon costs Hroll for ar;ing costsJ. If he rolls a ' or higher, he has managed to steal the item. If he gets a or lo-er, though, he is caught and takes a serious (ark Raiders Special Skills in?ur;. Roll as normal, "ut reBroll +ead, Multiple In?uries, 7itter *urious charge5 The +ark 1lf feels ininci"le he adds one attack 1nmit;, Captured, and Suries *gainst the
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/age #(
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
Bnight %rrant Skill List
$irate Special Skills
Combat charge5 Some knights speciali&e in running do-n opponent on their initial com"at impact. The character gain N( attack and N( S -hen he charges. Lancer5 The assault on horse"ack -ith lance, ma; "est "e the -a; eer;one imagines a 0night doing com"at. Though this feat is er; hard and difficult to master correctl;. *nd ;et there is nothing more impressie than a knight on horse"ack, using lance and shield to ske-er his enemies. The character can use this skill onl; on horse"ack. Ma; not "e com"ined -ith com"at charge. If the
/irate %eroes ma; use the follo-ing Skill ta"le instead of an; of the standard Skill ta"les aaila"le to them.
characterWs firsthis opponentHsJ suffer an are unsaed -ound,tothe character ma; continue charge.
that This does not effect Endead or other nonBliing creatures, suchturn. as /ossessed. Sea Legs5 1en in the strongest seas, the pirate has learned to keep his footing and euili"rium. If he $alls during a "attle, he ma; ignore the effects of the +3 hits on a roll of #N Hmake a single roll to see if the an; of the hits take effect or notJ. In addition, if he is knocked do-n or stunned -ithin (D of a precipice he ma; reBroll his Initiatie test to see if he falls do-n or not. Cutlass -aster5 These short, single "laded s-ords are the mainsta; -eapon of an; pirate cre-, and in the hands of a trained seaman the; are super" -eapons for close uarters fighting. If the pirate is euipped -ith a S-ord, this skill -ill gie him the additional "enefit of also "eing a"le to parr; successfull; if the pla;er rolls eual to num"er rolled to hit, not ?ust higher as normal. This e5tra a"ilit; onl; appl; if the /irate is not in the open ie., onl; -hen in coer or in a "uilding, -ithin 2D of a terrain feature like a -all or tree, etc. /ooming +oice5 HCaptain onl;J The Captain has spent man; a "attle
Li2ardmen Special Skills
Sea Shant4 Singer5 The pirate is reno-ned throughout the seas as one of the greatest singers a"oard a ship, a"le to raise the spirits of an; cre- -ith his stirring renditions of The Sloop ohan 7ee, hat do ;ou do -ith a +runken %alflingX, and other famous pirate ditties. *t the start of his Close Com"at phase he can suddenl; "urst out in song, distracting one opponent in "ase contact of his choosing. That enem; must pass a Leadership test, or loose ( *ttack
Li&ardmen %eroes the Special skill list aaila"le to them ma; use these skill -ith lists instead of the normal ones -hen the; gain a ne- skill.
"ello-ing orders to his cre-, ;elling a"oe the roar of the cannons and the screams of the enem;. s Special Skills Lookout@5 %aing traersed much of the land himself, the /athfinder is uick to recognise traps laid "; enemies or natural ha&ards of the terrain.
*ssem"led "; /aul %
/age #2
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MordheimSupplement
Lustria,TheCitiesofGold
Sea $atrol Special Skills
ombie $irate Special Skills
*e4
Cracked Shot5 Some 4om"ie /irates still hae a good e;e in their head. This one -ill hit -ith a "lack po-der -eapon on a or a ' instead of ?ust on a '. This skill ma; not "e taken "; an; 4om"ie /irate -ith a 7allistic Skill. $ull ersel:es #ogether@5 HLeader
knocked stunned, -here hedo-n startedorfrom Hor inplace ie-him if hehalf-a; -as out"et-een of sightJ.the 1lf and See in Shado;s5 The -arriors senses hae "ecome especiall; keen from ;ears spent -alking the shado-s. *s long as he has moement to reach them, the -arrior ma; al-a;s roll to charge opponents he cannot see Hinstead of the normal #DJ. Sniper5 Long ;ears of guerrilla -arfare against the +ark 1les hae taught %igh 1les ho- to strike from the shado-s -ithout "eing seen. If %idden, a -arrior -ith this skill ma; shoot or cast spells and still remain %idden. $o;erful /uild5 The -arrior is strongl; "uilt for an 1lf, and is capa"le of feats of strength not often seen among the people of Elthuan. * -arrior -ith this skill ma; choose skills from the Strength skills ta"le from no- on. This skill ma; not "e taken "; Mist Mage. There ma; neer "e more than t-o 1les -ith this skill in the -ar"and at an; one time. -aster of Runes5 The Mist Mage has learned to harness the po-er
makes a successful Leadership returntoan; his -ar"and that had preiousl;check, gone he outma; of action themem"er "oard of -ithin ' of himself. If the returned model is placed in "ase contact -ith an enem; model, it ma; fight that round in handBto hand as if it had charged. The Captain ma; not use this a"ilit; if he is in handBtoB hand himself, or is knocked do-n or stunned. Skin and /ones5 This 4om"ie /irate is prett; far gone, practicall; a -alking skeleton. ith nothing left to "e hurt, he is immune to critical hits. IWll Shier Aer Tim"ers@O This 4om"ie /irate has learned to use the fear he causes in -eak -illed mortals to een greater adantage. If an opponent charged "; the 4om"ie /irate fails his fear check the /irate gains N( *ttack against that opponent. The /irate can neer gain more than one "onus attack from this een if he charges multiple opponents. /oarding $art45 This old salt is -ell ersed in the art of "oarding enem; ships "; s-inging from the rigging. If euipped -ith a rope
of the %igh 1len runes of po-er Hsee 1len Runest onesJ to a and hook, he gains N2 Initiatie for clim"ing -alls and ma; use his degree fe- mages attain. hen using 1len Runestones, the mage is rope and hook to make diing charges at opponents up to ' from -here he lands rather than the usual 2, the N2 initiatie applies to N( to his dispel roll. In addition, the mage can inscri"e the -eapons the Initiatie checks for diing charges, "ut not the reBroll from the and armour of one of his fello- -arriors -ith 1len runes.
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/age #3
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
Scenarios #he Secrets of the /euHuntae It has "een more than a fe- millennia since the +aemons of Chaos descended upon the ?ungles of Lustria seeking to destro; the neraces the old ones had created. The first Slann used %igh Magic to entom" these +aemons thousands of ;ears ago. >o- the; la; in slum"er, -aiting to "e a-akened "; unfortunate mortals. Some find the sacrilegious tom"s that hold these +aemons -hile searching the ?ungles of Lustria for riches. ithin the ungle lies such a dark for"idden secret. *n ancient
"een immensel; drained and is er; -eak, and therefore has an automatic in?ur; roll against him. Roll a +' on the in?ur; chart for the hero -ho has "een possessed. If a -ar"and has all their heroes out of action, then the -ar"and must take a rout test. The henchmen are fearful of the +aemon that had possessed their %eroes. %nding the game
+aemon of Chaos lie in -ait. Spa-ned from the Changer of a;s the Slann Mage /riests called it 7eu?untae or /ossessor of souls in the Slann tongue. In this scenario, -ar"ands encounter each other -hile scaenging loot from the tom" the; hae found.
The ends -hen one -ar"and fails its rout test or ' turnsgames hae elapsed. %Aperience =1 Sur:i:es. If a %ero or a henchman group suries the "attle, the; gain N( e5perience. =1 ;inning Leader eroes. The Leader and %eroes of the -inning -ar"and gains N( e5perience. =1 per rtefact counter. If a %ero or henchman is carr;ing an artefact counter at the end of the "attle he receies N( e5perience. =1 per enem4 out of action. *n; %ero earns N( e5perience for each enem; he puts out of action. Re;ards The pla;er -ho -ins gets to open the tom" of a longBdead Slann Mage /riest Hto the ictor go the spoils@J. Roll on the Items chart "elo- to see -hat ;ou find -ithin the tom". Roll 2+' for each of the follo-ingO N 2d' gc H*utomatic successJ 'N Magic Sickle raises S of "earer N(. N +' gems -orth ()gc each. 6N *ncient 7one *rmour confers #N sae and in all other respects acts like light armour
It can "e pla;ed "; 2B# pla;ers seeking a ne- challenge. This scenario is not for the -eak at heart. It is a challenging -ar of -its and might. ote that counters are placed "efore deciding
-hich edge the to-ards -ar"ands pla; of from, so it isarriors a good idea to put counters the-ill middle the ta"le. can pick up the counters simpl; "; moing into contact -ith them. * -arrior can carr; an; amount of artefacts -ithout an; penalt;. arriors cannot transfer their artefact to another -arrior. If the -arrior -ho is carr;ing a counter is taken out of action, place the counter on the ta"le -here he fell. In each of these tom"s is interned the 7eu?untae spirit of a +aemon of Chaos that are rele ase shoul d the tom"s "e opened "; looters. *fter all the pla;ers hae had the first turn each pla;er rolls a +' at the end of the first pla;ers shooting phase. The -ar"and -ith the lo-est score has a hero possessed "; the 7eu?antae. Choose from random -hich hero "ecomes possessed. hen a hero is possessed heFshe gains $ear and a N( S, N( , N( * and N( T. The possessed hero charges the nearest unit -hether it ma; "e friend or foe. It attacks first regardless of -hether the opposing units a"ilities gie it the chance to strike first. *t the end of the turn, the +aemon leaes the %eros "od; for another. Repeat the possession process onl; on the first pla;ers shooting phases. The %ero -ho -as possessed has *ssem"led "; /aul %
/age ##
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MordheimSupplement
Lustria,TheCitiesofGold
?ungle Skirmish 7 #he *og of War
Island opping
HScenario for 2B# pla;ersJ 1arl; risers in Lustria are greeted "; rolling mists that cut isi"ilit; to almost nothing. $e- are the men that -illingl; enture out into the mists. It is eas; to "ecome lost and disorientated -hen each -a; ;ou look is a sea of -hite. It is the dread fear of an; treasure hunter to run across a rial -ar"and in the mists, to not kno- e5actl; -ho it is ;ou are fighting until it is too late...
Set7'p 1ach pla;er rolls a +'. hoeer rolls the highest chooses
-hich edge edge. to set up placing all hissets -arriors -ithin 6D of ta"le the ta"le %ison, opponent then up on the opposite side as normal. #errain 1ach of the pla;ers take turns placing pieces of terrain. The; ma; place either ?ungle trees, ruins or other similar item. e suggest that the terrain "e set up -ithin an area roughl; #W5#W. Starting the Game 7oth pla;ers roll a +', the highest goes first, second highest goes second, etc. Special Rules There is a light fog coering the -hole ta"le. To represent this, -ar"ands hae a B(M and B #D to their missile -eapon range. This -ould make a long "o- ma5imum range 2'D rather than itWs normal 3)D. The skill DLeadershipD is reduced to half range, i.e. an;one -anting to use the L+ alue of the hero -ith Leadership must "e -ithin 3D of the model. %nding the game The game -ill end -hen there is onl; one -ar"and remaining un"roken on the ta"le. This -ar"and is the -inner. %Aperience =1 Sur:i:es. If a %ero or a henchman group suries the "attle, the; gain N( e5perience. =1 ;inning Leader eroes. The Leader and %eroes of the -inning -ar"and gains N( e5perience. =1 per enem4 out of action. *n; %ero earns N( e5perience for each enem; he puts out of action.
The rier *ma5on splits into seeral small tri"utaries, creating man; small islands surrounded "; s-irling rapids. These islands sometimes contain important artefacts or treasure, and must "e defended.
#errain
area. Set up at least as man; "ridges, as there are pla;ers in a sensi"le manner "et-een the islands. Warbands The pla;ers each roll a dice. hoeer rolls highest chooses the island to set up on, and sets up first. The other pla;ers then choose in descending order. Starting the Game *ll pla;ers roll a die, and the highest roller goes first. Turn seuence proceeds clock-ise around the ta"le after the first pla;ers turn. Special Rules The o"?ectie is to control as man; islands as possi"le "; the end of the game. To control an island, ;ou must hae more standing models on it than an; single enem;. The rier is impassa"le terrain, so "ridges must "e used to cross from island to island. There can "e no more than four models on a "ridge at an; time. If a model takes a -ound on a "ridge, it must make an Initiatie test or fall into the rier. If this happens, it takes an additional S3 hit and is -ashed onto the nearest "ank. %nding the game The game ends after si5 turns, or if all the -ar"ands "ut one fail rout checks. %Aperience =1 Sur:i:es5 all %ero es and hench men groups -ho lie through the "attle gain N( e5perience. =1 Winning Leader. The Leader of the -inning -ar"and gains N( e5perience. =1 $er enem4 OO5 %eroes gain N( U/ for each enem; the; put out of action. =1 Island #akeo:er5 The Leader of a -ar"and that controls another pla;ers starting island at the end of the game gains N( e5perience.
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/age #
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
#he unters /ecome the unted HScenario for 2B' pla;ers and a referee.J
Special Rules The *ttackerHsJ, at the start of the second and su"seuent turns, ma; roll (+' for each %enchmen group or %ero not ;et on the ta"le. o -ar"and ma; oluntaril; Rout. The game lasts for (2 turns an 6D "; 6D set up area in the middle of the "oard. %nding the game 2. The *ttacking ar"andHsJ rolls a +' for each %ero and The -ar"ands hae heard rumours that Lustria has rare and e5otic creatures. There -ere merchants and -i&ards -illing to pa; heft; prices for them. Rumour has it that Cold
%enchman group in his ar"and, in an; order he chooses. ote that at least one %ero or %enchman group -ill "e present at the start. If all roll (B3, the last %ero or %enchman group -ill automaticall; "e deplo;ed at the start of the "attle. 3. The *ttackerHsJ deplo;s his -hole ar"and -ithin 6D of a randoml; determined ta"le edge Hnominate each edge a num"er (B# and roll a +' reBrolling s and 'sJ. #errain The *ttacking ar"andHsJ and the +efending ar"and set up the terrain pieces starting -ith the +efending ar"and. +o not place an; carniorous plants until all terrain pieces are placed. The +efending ar"and rolls (+' for eer; pla;er taking places man; carniorous plants an;-here on the part ta"le.and The plantsthat must "e at least #D apart from each other. I suggest at least a #5' set up area depending one homan; -ar"ands are inoled. Starting the Game The *ttacking ar"andHsJ starts first = if there are more than one roll (+' -ith the highest scorin g pla;er going first and then moing in descending order. The +efender al-a;s moes last. The Li&ardman 7eastmaster goes first and should "e controlled "; the referee.
*ssem"led "; /aul %
/age #'
The pla;er -ho runs off the "oard -ith at least one of the Cold
Winnings If the -inning ar"and captures the Cold
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MordheimSupplement
Lustria,TheCitiesofGold
Lost #emple of the Slann HScenario for 2B' pla;ersJ
#he Old Relics
Long ago, -hen the
1ach of the pla;ers takes #errain turns placing a piece of terrain. The; ma; place ?ungle trees, manBeating plants, uicksand, ruins or other similar terrain features. The terrain should "e set up in an area roughl; #W5'W. Aou should put a 7uilding HtempleJ in the centre of the ta"le. The o"?ectie is to take control of this "uilding. Warbands
*t the end of the game the -inning ar"and finds all of the items on the ta"le a"o e -hich -ere not found "efore the "attl e. In addition, roll on the follo-ing chart to see -hich additional items the ar"and finds in the temple. >ote that ;oull roll for each item separatel;, apart from gold cro-ns Hor their euialentJ, -hich are al-a;s found. $or e5ample, ;ou -ill need a #N to find a Tome of Magic. Then roll to see if ;ou find the Gromril S-ord. >ote that ;ou roll on the ta"le once for each %ero that ;ou hae -ho isnt
+' Roll >eeded *utomatic N #N N N #N N
3+' gcs +3gemsH-orth()gceachJ Tome of Magic Gromril S-ord Cloak of Mists %ealing%er"sH+3dosesJ +ispel Scroll &e; Items #emple Stone Guard $rofile
-Ws /s S # WI Ld #####(((6 The Temple Stone Guard is a statue of a Li&ardman Saurus,
created the to protect thethis temple. The defending pla;er gets to control guard for game. It -ill not leae the temple for an; reason, een after the game. The Stone Guard ma; not "e traded. Aou can use an; Saurus miniature to represent the stone guard. 1en one that is not painted@ Cloak of -ists5
for the see Temple stone guard. $or rules on the Temple stone guard, ne- items. Starting the Game 1ach pla;er rolls a +' the pla;er rolling the highest has the first turn and order of pla; proceeds clock-ise around the ta"le. The attacker must set up 'D to the nearest ta"le edge. %nding the game The game ends -hen all -ar"ands, "ut one, hae failed their rout test. The routers automaticall; lose. If one or more -ar"ands hae allied, the; ma; choose to share the ictor; and end the game. %Aperience =1 Sur:i:es. If a %ero or %enchmen group suri es the "attle, the; gain N( e5perience. =1 Winning leader. The leader of the -inning -ar"and gains N( e5perience. =1 per enem4 out of action. *n; %ero earns N( e5perience for each enem; he puts out of action.
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/age #
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
#he aunted Wreck /4 ?im Schumacher /irate Captain +irk Ra&ig $rofile - Ws /s S # WI Ld +irk Ra&ig #3 33 #2 32 6 eapons and *rmourO Cutlass, +agger, 7race of /istols. SpecialO /egBleg, Endead. #errain /irate Captain Reg Ra&ig The rier flo-s across a #5# ta"le. The rier aries from (6 to #6 inches -ide. The rier ma; contain up to 3 small $rofile - Ws /s S # WI Ld The -ar"ands hae heard of the -reck of a treasure ship. The ship -as "roken up "; a iolent storm.
islands. Islands must "e no more than 3 inches radius. The rierWs "anks ma; contain gaps to indicate tri"utaries. These gaps ma; "e ' to 2# inches -ide. The rier ma; "e spanned "; a "ridge, ho-eer the "ridge must allo- a "oat or raft to pass under it. * ship-reck is placed in the centre of the ta"le touching one of the islan ds. The "anks are coer ed -ith ?ungle and the odd ruin or guardian statue. Set7up (. +etermine the direction of the current in the main channel. This is important. 2. Roll a d' to determine -ho sets up first. 1ach pla;er places his "oatsFrafts as close to the centre of the rier as possi"le "ut onl; 2 from each other. >o "oat ma; more than ' from an open ta"le edge. 3. The rier is classified as Slo- Moing. #. /lace a treasure chest in the centre of the -reck. . The Cre-. The cre- of the stricken ship are cursed "; their greed to guard their treasure for eternit;. The cre- -ill appear -ithin 6 inches of an; model that is on "oard the -reck. The cre- -ill not appear until the -reck is "oarded.
Reg Ra&ig #33# #232 6 eapons and *rmourO Cutlass, S-ordB"reaker. SpecialO /arrot, Endead. Endead /irate $rofile - Ws /s S # WI Ld /irate # 2 2 3 3 ( 3 ( eapons and *rmourO Cutlass, +agger, 7race of pistols. SpecialO Endead. Starting the Game 1ach pla;er rolls a +'. The highest roll ma; choose to moe first. %nding the game The game ends -hen the pirates are destro;ed or una"le to attack Hdue to "eing stuck in the -ater or left "ehind on the shipJ. hen all -ar"ands "ut one hae routed, or -hen one
-eather modifiers.
the highest in a "oatFraft sinks that an enem; essel gainsleadership N( e5perience. * hero or-hich henchman capture an enem; craft gain N( e5perience.
*ssem"led "; /aul %
/age #6
-ar"and has carried the treasure off a ta"le edge. %Aperience =1 Sur:i:es. If a %ero or a %enchman group suries the "attle, the; gain N( 15perience. =1 Winning Leader. The leader of the -inning -ar"an d gains N( 15perience. =1 $er %nem4 Out of ction. *n; %ero earns N( 15perience for each enem; he puts out of action. =1 for carr4ing the treasure of the table. The heroes or henchman group that ro-s the treasure off the ta"le gains the e5perience. =1 for putting a pirate captain OO . If a hero puts Reg or +irk <<* he gains an additional e5perience in addition to the N( for enem; out of action. =1 per enem4 boatDraft sunk or captured. The %ero -ith
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MordheimSupplement
Lustria,TheCitiesofGold
Income +uring the e5ploration phase, the ar"ands -ill find euipment, -eapons and armour that the; can use, and items that can "e traded for gold. The items are supposed to "e e5changed for supplies at the main "aseFship or traded -ith other -ar"ands for euipment. In the case of the Li&ardmen, the; ignore the decoratie and useless items "ut instead receie aid for the amount of patrols the; hae carried out. *t the end of each "attle, a ar"and ma; roll on the 15ploration chart "elo-.
in?ured, it is a good idea to choose a %ero -ith good characteristics as it improes his chances of suriing the encounter. In Lustria, the ar"ands search for !alua"les, in the form of gems, gold, and e5otic furs or stones, rather than ;rdstone. %o-eer, this makes no difference as far as the rules go, -here the rules read ;rdstone treat it as !alua"les. The onl; difference is -ith the skill, ;rdstone %unter, -hich is detailed in the rules section. 1uipment is "ought from the Lustrian 1uipment List and follo- all rules from page (## in the Mordheim "ook. 1uipment that is found can onl; "e used "; a -arrior that can "u; such items in his euipment list or -ho has the releant skill to use such -eapons.
%Aploration chart (O'/L%S (( 22 33 ## ''
Metal *5e Stone Mace Sacrificial +agger
((( 222 333 ### '''
+art Trap Stegadon 7one armour Cranium %elmet 15otic $ur 7eads Marketplace
*O'R O* BI&( (((( 2222 3333 #### ''''
Gold Inlaid plate *rmour Skink Corpse $eather Cloak *rtisans orkshop %uman Corpse Tunnel 1ntrance
((((( 22222 33333 ##### '''''
Map Room Snake /it 7oulder Race Ma&e like Structure Cold est %idden +oor
#RI$L%S
SIJ O* BI&( (((((( 222222 333333 ###### ''''''
/ool of Insight Gold /laue +agger of Sotek Slaughtered ar"and 1len 15plorer 1gg
*I+% O* BI&(
(oubles K11 -etal Ae
K"" On4A Spear
The 'ero has found a metal a%e! a rare item among the Liardmen but not &ery impressi&e to anyone else. The a%e is decorated with Liardmen glyphs and its handle is clad in "alamander skin and inlaid with a few &aluable gems. The a5e is -orth () GC and can "e sold for half this price.
This is a spear with an ony% tip and strips of e%otic animal skin or fur tied around the spear haft. Its -orth 2) GC and can "e sold for half this price.
K Stone -ace
The 'ero has found an obsidian mace! slightly damaged on one side. Looks ha&e to emerald good use.forThe mace head is shaped in the to form of abeen birdput with eyes. The mace can "e sold for (+' GC. K!! Sacrificial (agger
This is one of the dreaded sacrificial daggers that the Liardmen priests use to sacrifice their captured enemies. The blade is dark brown in colour and the handle is inlaid with blood red gems. It will fetch a good price for the gems but wiar ds might be able to use the blood or life-force absorbed by the blade for their own uses. It can "e sold for (+' GC.
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K)) Obsidian Shield
This is a round shield and is made from obsidian with gem and gold insets. It might ha&e been made to fit a "aurus. The shield can "e sold for 2+' GC. K00 Obsidian /uckler
This is a small round shield and is made from obsidian with gem and gold insets. This might be a shield for the small "kinks but it will fit a human as a buckler. It can "e sold for 2+' GC.
/age #
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
#riples K111 (art #rap
K""" %Aotic *ur
The 'ero finds a niche with a beautiful gold statuette. +s he grabs it! a dart trap is set off. (+' S( darts fl; at him and -ill hit him on 3N.
@our 'ero chances upon a "kink hunter! cleaning and preparing the fur of an e%otic animal! the "kink is swiftly dispatched. The fur can "e sold for 2+' gold. K))) /eads
@ou find a string of e%otic beads. These are -orth 2+' gc.
K Stegadon /one armour
The 'ero find s a suit of armour made from a stegadon skeleton. The 7ones -eigh so much that unless he is S# the; ma; not "e -orn. The armour is accompanied "; a Stegadon "one helmet. The armour is a suit of hea; armour. It is so hea; that it confers aB( moement penalt; to the -earer and B2 if com"ined -ith a shield. K!!! Cranium elmet
This is a helmet made from the cranium of a large beast! these are ofte n worn by "aurus Totem $arriors or "kink riests. This counts as a helmet "ut can "e sold for 2+' gc.
K000 -arketplace
The hero finds what looks to be a "kink marketplace and among the broken tables you find the following itemsA (0 Result (B2 +3 Short "o-s 3 +3 +aggers # 7lo-pipe Spear ' Kuier of %unting *rro-s
*our of a Bind
K1111 Gold Inlaid plate rmour The %ero finds an ornate suit of armour inlaid -ith gold. The armour counts as hea; armour "ut can also "e sold for #+' gc.
K Skink Corpse The %ero finds the "od; of a long since dead Skink. The "od; has the follo-ing items that ;ou take possession ofO a short "o- and +3 doses of +ark !enom. K!!!! *eather Cloak Aou find a hea; cloak decorated -ith colourful feathers and gold threads. It -as most likel; -orn "; a Skink %igh /riest. It counts as a Middenheimer olfcloak and can "e sold for
3+' gc. K"""" rtisan>s Workshop Aou find a Skink artisans -orkshop and uncut gemstones -ithin -orth +'5 gc.
*ssem"led "; /aul %
/age )
K)))) uman Corpse The %ero finds the "od; of a long since dead human mercenar; Roll to see -hat ;ou find that is still usa"leO (0 Result ( * duelling pistol 2B3 * "race of pistols # * handgun * "lunder"uss ' * "race of duelling pistols K0000 #unnel %ntrance Aou hae found a tunnel that leads to the top leel of one of
the ruins. Aoutemple can use the tunnel ;ou found in the ne5t game ;ou pla;. Aou ma; position up to three -arriors H"ut no large -arriors like a Rat
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MordheimSupplement
Lustria,TheCitiesofGold
*i:e of a Bind K11111 -ap Room The %ero enters an oal room -ith a er; high ceiling, the ceiling is set -ith gems that form star constellations. The %ero manages to pluck the lo-er gems for a total alue of +'5() gold to add to ;our treasure. K Snake $it *s the %ero is making his -a; around a hole in the floor, he notices that its a nest of enomous snakes, o"iousl; a Li&ardman sacrificial pit. There are seeral corpses in the pit and some of them still hae their euipment -ith them. Aou manage to get hold of the follo-ing items. Roll for eer; item separatel; Hapart from the gold cro-nsJ to see if ;ou find it. Item (0 Result &eeded * purse -ith 2+' gc auto * duelling pistol N * s-ord #N +3 alua"les #N K!!!!! /oulder Race *s the %ero prises a cared ?ade statue from its place in a temple -all, he suddenl; realises that hes triggered a trap. *t
that moment, a giant tunnel hes stood in@ "oulder comes rolling do-n into the The %ero must roll under his Moement alue to escape the "oulder or suffer +3 rolls on the Serious In?ur; ta"le. If the %ero has the Sprint skill, he ma; roll t-o dice and choose one of them, Hi.e. the one that rolled under his Moement alue. Remem"er that a roll of ' is al-a;s a failure no matter -hat the %eros Moement alue isJ. If the %ero suries, he at least has the ?ade statue -hich -ill sell for ) gold that ;ou can add to ;our treasur;.
K""""" -a2e like Structure
Aou ma; al-a;s die -hen ;ou doroster 15ploration rolls. Make a notereBroll of thisone in ;our ar"ands sheet. Second and su"seuent %idden +oors ;ou find do not grant ;ou an; additional reBrolls, "ut ;ou ma; find further reBrolls from other sources.
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/age (
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
SiA of a Bind K111111 $ool of Insight The %ero enters a room -ith a pool set in the floor. The surface of the pool is moing slightl; like clouds in a spring "ree&e. *s the %ero ga&es into the pool, the clouds fade a-a; and he is presented -ith images from the future. The %ero gains N+' e5perience points, "ut he also gains the
gc -orth of re-ards "; the high priests. K!!!!!! (agger of Sotek The %ero enters a room that has -alls lined -ith rat skulls and seered rat tails. * dagger rests on a podium, surrounded "; rat skulls. The hilt is in the shape of a t-in tongued snake and the "lade is serrated. The dagger al-a;s -ounds Skaen on a roll of 2N and causes critical hits on the roll of N. The hero that -ields this dagger is immune to all alone tests caused "; Skaen. Giant Rats and Rat
*ssem"led "; /aul %
/age 2
K"""""" Slaughtered Warband Aou find the remains of an entire ar"and. 7odies la; scattered among the ruins, killed "; stone tipped spears and poison tipped arro-s. Aou find the follo-ing items. Roll for eer; item separatel; Hapart from the gold cro-ns and daggersJ to see if ;ou find it. Item (0 Result &eeded 3+'5 gc *uto
+3 light armour %ea; armour +' daggers +3 %al"erds S-ords +3 Shields +3 +3 %andguns +3 %elmets /istols +'
#N N *uto N 3N 2N N 2N #N
K)))))) %l:en %Aplorer +eep under the temple ;ou are e5ploring ;ou find the "od; of a long dead 1len e5plorer. Aou find the follo-ing items. Roll for eer; item separatel; Hapart from the gold cro-ns and daggersJ to see if ;ou find it. Item (0 Result &eeded 3+'5 gc *uto Ithilmar armour #N * s-ord *uto * hol; relic N *n 1lf cloak #N *n 1lf "o#N K000000 %gg The %ero finds a small room -ith a large egg placed on a pillo-. It has "een left here for some unkno-n purpose. It can "e sold for 2+'5() gc to a -i&ard or collector.
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MordheimSupplement
Lustria,TheCitiesofGold
Lustrian rtefacts More so than an;-here in the -orld the ?ungles and temples of Lustria are littered -ith priceless riches and po-erful ancient artefacts of the
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heneer ;ou find an artifact roll #+'. Aou add up the total of the four dice and check the minor artifact ta"le to see -hat ;ou hae found. If ;ou roll all four of the same num"er, e.g. ((((, 2222, 3333, etc. this means ;oue found the minor artefact, /LES ;ou get to roll # dice and consult the ma?or artefact ta"le.
/age 3
*ssem"led "; /aul %
Lustria, The Cit; of Gold
Mordheim Supplement
-inor rtefacts KRoll "(0 "
Sacrificial eart Cloth of Chotec The heart used in this artifact was of a ruthless "aurus 'ero that was blessed with intelligence 3to a degree8. 'e turned on his fellow Liardmen and went off into the jungle! only to be caught in a cle&er trap! setup by riest of 1hotec! Tinci$inci. 'e was sacrificed! as the riest feared he was possessed. This cloth ma; "e used as a sling that has a N( Strength modifier.
19711 rmour of the S;amp (rake This suit of armour is made of the hide of an elusi&e "wamp )rake. "ome e%plorers make it their life#s work to hunt these rare beasts down for their skins. It is so light that it actually makes the wearer float in water. This suit of armour counts as hea; armour "ut doesnt suffer from penalties for "eing in Lustria. In addition, if the -arrior -earing the armour falls into -ater, he doesnt hae to test to see if he dro-ns for -earing armour.
)
?aguar -ace 1171 Chameleon Skink Skin This brone club was enchanted by a powerful Mage-riest 1hameleon "kinks are a dying race that are about the same to grant its wielder the /uickness of the totem animal. It sie as "kinks but ha&e skin like a chameleon which changes seems to dart out with preternatural speed! blocking to match its surroundings. The skins of dead 1hameleon incoming attacks. "kinks are &ery &aluable as they offer protection as well as This -eapon counts as a mace "ut can /arr; like a s-ord. camouflage. This skin can "e -orn "; a %ero and gie s him a 'N 076 -agic rro;s unmodified armour sae. The armour still offers no sae The Mage-riests often gi&e their most important "kinks from -eapons that allo- no sae. *lso the %ero has the magical arrows that will help them protect their temples. Infiltration skill. In addition, enemies ma; onl; spot %idden "ometimes! the "kinks are slaughtered before they ha&e a models -earing a Chameleon Skink Skin at half their chance to use them. Initiatie alue. Roll a +' and check the follo-ing chartO 1! Staff of Sotec 1 +3 Ice *rro-s This staff is shaped like a snake and at the end branches off +3 15plosie *rro-s into two heads. +fter a bit of work! most magic users learn ! +'N( Ice *rro-s to channel e%cess magic into powerful enchanted poison " +3N( Lightning *rro-s that can destroy e&en to the toughest opponents. ) 2+' 15plosie *rro-s This staff as a clu" ma; it"ema; used"e "; shot a magic user. 0 2+' Lightning *rro-s In addit ioncounts to normal clu"and rules, in the *n; of the arro-s ma; "e shot from a short "o-, a "o-, a shooting phase. It has a range of ' and hits on the +' roll of 3N. It has a strength of , "ut if the target is immune to long "o-, or an 1len "o-. Look "elo- to see -hat each poison then the Strength is onl; 2. does. Ice rro;s5 hen fired, these arro-s free&e an;thing the; 1"71) Water of %ternal outh hit. *n; enem; -ounded "; an Ice *rro- cannot moe in In a small pouch on a dead +maon#s body you find some their ne5t moement phase. $ater of 4ternal @outh. This rare item can cure e&en the %Aplosi:e rro;s5 These arro-s e5plode in a "right light of most powerful illnessA time. magic once the; hit something. The; count as haing This ial of -ater ma; "e drunk "; a %ero -ho -ent out of Strength and an;one -ithin 2 of the model -ill "e hit at action at the end of a "attle. That %ero doesnt hae to roll Strength 3. on the serious in?ur; ta"le.
*ssem"led "; /aul %
/age #
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MordheimSupplement
Lustria,TheCitiesofGold
13716 /lood /lade $itch 4l&es often carry blades that ha&e been dipped in special blood cauldrons. These magical blades ha&e the power to drain the &ery life force of a &ictim and transfer it to the person wielding the sword. This s-ord can "e -ielded "; an; %ero e5cept for an; of the %igh 1lf race. If the %ero -ounds an enem; -ho fails his armour sae, the %ero gains a -ound. If this "rings the %ero to more -ounds than his ma5imum num"er, roll a +'.
18
Cold One rmour
This cloak is made of the skin of a large 1old *ne. +lthough 1old *nes are &ery common in the jungles of Lustria! 1old *ne armour is rare because the 1old *ne that supplies the skin must be enormous to pro&ide the appropriate protection. This suit of hea; armour ma; "e -orn "; an; %ero -ho can normall; -ear hea; armour. It proides a N sae. In addition, the sae can neer "e -orse than 'N. 9 Stegadon rmour
Liardmen are &ery adept at using the e%ceptionally tough leathery hide of the massi&e "tegadon and fashioning armour from it. This armour counts as a suit of hea; armour and a helmet and ma; "e -orn "; an; %ero -ho can normall; -ear armour and has at least # Strength. It gies its the model a #N sae and a #N sae against "eing stunned, ?ust like a normal helmet. It can "e used -ith a shield. 17! %l:en Greats;ord *nly the best "wordsmen of 'oeth are gi&en these majestic weapons. These weapons are so well balanced that they can
"
e&en be used to parry attacks effecti&ely. This s-ord ma; "e carried "; an; %ero -ith a Strength of at least 3. It is a dou"le handed s-ord that ma; /arr;. Spider mulet $hile searching the remains of a group of orest 9oblin warband! the 'ero notices a small! black jewel in a necklace on a 9oblin "haman. This amulet gifts the wearer with uncanny abilities making him immune to almost all poisons. This amulet ma; "e -orn "; an; %ero. It makes its "earer immune to all poisons.
-aHor rtefacts KRoll "(0 "
(agger of Sotec This dagger was found surrounded by rat skulls and se&ered tails. $hen it is near "ka&en! it starts to glow.
6
a 2N. +oes hits against on aagainst or aounds '. The on "earer does notcritical hae to make *ll Skaen *lone tests Skaen.
)
0
3
#he Ring of 'ndeath This ring was created by one of Luthor 'arkon#s most powerful :ecromancers from the Vampire 1oast in order to protect himself from the furious Liardmen. The ring has the power to mend the worst damage! e&en otherwise fatal wounds. *n; %ero can -ear the Ring of Endeath e5cept %igh 1les. *n; %ero that goes
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/age
8
19
elmet of the n:il + )warf "mith who often lost bar fights created this diamond hard helmet. It was a &ery successful creation! as he didn#t ha&e a lump on his his head head3and for helmet8 years! but e&entually died when he got stuckhein a beer barrel and drowned. This helmet ma; "e -orn "; an; %ero allo- ed to -ear armour. It offers the normal "enefits of -earing a helmet as -ell as a special sae of 2N against "ludgeoning -eapons. $laue of Joloc This pla/ue is dedicated to the Liardman god Boloc and has powerful runes on it that allow wiards to store power that can be unleashed later! when they need it the most. This plaue ma; "e carried "; a -i&ard.
11
1
Circlet of the Slann This 1irclet imbues the user with the amphibious nature of the "lann. This circlet ma; "e carried "; an; %ero. The %ero gains the auatic a"ilit; and ma; moe dou"le through -ater. In addition, an; opponent -ho -ants to charge or shoot at the hero -hile he is in -ater must roll a #N on a +' to perform the action. Li&ardmen ma; reBroll this result. $laue of *ate *n this pla/ue is written all that has happened and all that is yet to come. + warrior with this pla/ue has a large ad&antage as he can see what will happen and plan for it! allowing him to be e%tra careful during a battle. This plaue ma; "e carried "; an; %ero. +uring the "attle, the %ero ma; reBroll one roll per turn.
*ssem"led "; /aul %
Lustria, The Cit; of Gold 1!
1"
1)
10
13
16
Cloak of *eathers This cloak is made of beautiful feathers from many of the tropical birds that inhabit Lustria. It gi&es the person wearing it e%tra /uick refle%es! allowing him to escape possibly fatal confrontations. This cloak ma; "e -orn "; an; %ero and allo-s him to leae com"at automaticall; during his moement phase. Treat him as not "eing in com"at. %e ma; not leae com"at and charge the same model that he -as fighting at the "eginning of the turn. It also gies a N( armour sae against missile -eapons. Ma; "e -orn -ith
18
This is one of many pla/ues that depict the ways of the *ld *nes! and how to in&oke their powers. This plaue ma; "e used "; an; %ero -ith the *rcane Lore skill. It allo-s him to use Li&a rdmen magic -ith a N( difficult; penalt;. The %ero starts -ith one spell and ma; gain ne- ones, or upgrade old ones, ?ust like a normal -i&ard.
*ssem"led "; /aul %
/age '
Spider Staff
This is a wooden staff with a spider skeleton strapped to the end. "piders seem to be afraid of this seemingly weak stick. This staff, -hich counts as a clu", can "e carried "; an; %ero. hen the "earer is -ielding it no spiders -ill charge him and if he charges an; spiders the; -ill automaticall; flee as if the; failed an *ll *lone test. *lso the "earer ma; reroll all failed clim" rolls once.
9
other armour.
Shield of #eeth + powerful )warf ,unesmith created this shield! but the )warf was touched by the power of 1haos and went insane while making it. 'e took it to a powerful warlock who cast a curse on it which made it li&ing. :ow it can bite at enemies and has a seemingly unlimited appetite. This shield ma; "e used "; an; %ero. It gies its "earer a N2 armour sae.
Mordheim Supplement
%merald of the -oon $hile searching a long dead corpse of a )ark 4lf ad&enturer your hero found a small yellow gem. $hen placed on a weapon! it makes that weapon much sharper and more dangerous. This gem ma; "e placed in an; of the follo-ing handBtoB hand -eapons, "ut once placed, it -ill not "e a"le to "e remoed. It ma; "e placed onO a dagger, an a5e, a spear, a s-ord, a hal"erd, or a dou"leBhanded -eapon. The -eapon is permanentl; coered in 7lack Lotus poison.
1
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$lague S;ord ound on the body of a dead "ka&en lague Monk! this sword ooes with disease. This dou"leBhanded s-ord ma; "e carried "; an; %ero e5cept for %igh 1les. If an enem; receies a -ound from the /lague S-ord he must make a disease roll after the "attle. $or eer; other -ound to the same enem;, he must B( to his disease roll. $or e5ample, if an enem; takes 3 -ounds from the plague s-ord, he must make a disease roll, een if he doesnt search for treasure, and suffers a B2 penalt; to that roll. #he Spell Cro;n of (usk These delicate sil&er head bands are made by powerful 'igh 4lf Mages at the Tower of 'oeth! to help lesser mages remember the spells they ha&e been taught. It grants the -earer the use of a randoml; determined %igh 1lf spell once per game and successfull; cast -ith a straight roll against the Leadership of the -earer. If the "earer is a -i&ard, the; ma; cast their spell in addition to this one. /erserker elm This helmet was once a great :orse 0erserk#s. This 0erserk#s unreasoning rage was so powerful that some of it seeped into the helmet! gi&ing the wearer of the helmet some of that rage. This helmet ma; "e -orn "; an; %ero -ho can -ear armour. The %ero "ecomes immune to "eing Stunned. In addition, if the $ren&ied %ero getsand knocked do-n, he continues to "e $ren&ied for +' more turns.
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Crimson rmour of the /lood (ragon This is a suit of hea&y armour that was made for one of the Vampire Luthor 'arkon#s thralls and was lost in a great battle many years ago in the southern part of the continent. This potent weapon was forged in the fires of an ancient la&a bed that lies in the centre of one of the Marks of the *ld *nes. It gets its power from the lay lines that permeate the continent. This hea; armour ma; "e -orn "; an; %ero. The armour gies a N sae, moement is not modified for haing a shield and this armour, and spell casters ma; still cast spells -hile -earing it.
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$rice chart The following chart indicates the cost of items available for sale at trading posts. The cost of rare items is included, but such items cannot be bought unless they are available, as already described. In some cases the price is variable, and includes a basic cost plus a variable extra amount, for example 20+3! gold crowns. "or these items the extra variable cost reflects the rarity of the item # the premium which must be paid to buy it. Close Combat Weapons aelins.............................................................. GC.......Common Item Cost :ailabilit4 Long 7o-........................................................( GC.......Common *5e.................................................................... GC.......Common /oison ind Glo"es........................................2 GC.........Rare (( 7all and Chain.................................................( GC.......Common Repeater 7olt Thro-er..................................() GC.........Rare (( 7ar"ed Spear...................................................( GC...........Rare 7eastlash..................................................()N+' GC...........Rare 6 7oat %ook.........................................................6 GC.......Common 7oss /ole.........................................................2) GC.......Common 7ra&ier Iron.....................................................3 GC...........Rare Cat < >ine Tails...............................................6 GC.......Common Censer..............................................................#) GC...........Rare Cla- of the
Repeater Cross"o-..........................................#) GC...........Rare 6 Short 7o-.......................................................... GC.......Common Sling..................................................................2 GC.......Common Sunstaff...........................................................) GC.........Rare () Sun Gauntlet....................................................#) GC.........Rare () Thro-ing StarsF0nies....................................( GC...........Rare Tufenk.............................................................3) GC.........Rare (2 -issile Weapon 'pgrades Item Cost :ailabilit4 7lack *rro-...........................................2N2+' GC...........Rare Composite F Compound................................25 /rice...........Rare ' $ire *rro-s...............................................3)N+' GC...........Rare $laming *rro-s...............................................() GC...........Rare %unting *rro-s........................................2N+' GC...........Rare 6 /lackpo;der Weapons Item Cost :ailabilit4 7lunder"uss.....................................................3) GC.........Rare ()
0atar................................................................( GC...........Rare GC...........Rare 6 Lance...............................................................#) Morning Star...................................................( GC.......Common /ike.................................................................(2 GC...........Rare /lague S-ord...................................................#) GC.........Rare (( /unisher hip.................................................( GC...........Rare 6 Rapier..............................................................( GC...........Rare Saerath.............................................................2) GC...........Rare 6 Sc;the..............................................................3 GC.......Common Serpent hip...................................................2 GC...........Rare Sigmarite arhammer.....................................( GC.......Common Spear...............................................................() GC.......Common Spiked Gauntlet...............................................( GC...........Rare Suig /rodder..................................................( GC.......Common StarB"lade........................................................3 GC...........Rare StarBs-ord.......................................................) GC.........Rare () Steel hip.......................................................() GC.......Common
+uelling /istol.................................................3) GC.........Rare %andgun..........................................................3 GC...........Rare(( %ochland Long %unting Rifle.......................( GC.........Rare (2 e&&ail Rifle...................................................(' GC.........Rare (2 >uln Shotgun................... ............... ............... ..#) GC..... ....Rare () /istol...............................................................( GC...........Rare Rifle................................................................. GC.........Rare (( S-iel Gun......................................................' GC...........Rare 6 Small Cannon................................................() GC.........Rare (( arpfire Thro-er..........................................3)) GC.........Rare (2 arplock /istol...............................................3 GC.........Rare (( S;i:el Gun mmunition 7all Shot............................................................ GC.......Common Chain Shot.........................................................2 GC.......Common Grape Shot.........................................................2 GC.......Common /lackpo;der Weapons 'pgrades Item Cost :ailabilit4
S-ord..............................................................() GC.......Common S-ord 7reaker.................................................3) GC...........Rare 6 eeping 7lades..................................) GC per pair...........Rare hip................................................................( GC...........Rare Close Combat 'pgrades Item Cost :ailabilit4 $ogBenhancing arpstone Shards.... .())N+'5() GC..... ..... .Rare Special Weapon #4pes Item Cost :ailabilit4 Cold Metal eapons.....................................35 /rice.........Rare (( +ark Steel eapons......................................35 /rice...........Rare Gromril eapons..........................................#5 /rice.........Rare (2 Ithilmar eapons..........................................35 /rice...........Rare 6 -issile Weapons Item Cost :ailabilit4 7ela;ing /ins ....................................................3 GC.......Common 7lo-pipe.........................................................2 GC...........Rare 7olas................................................................. GC.......Common 7olt Thro-er.................................................(( GC...........Rare 7o-.................................................................() GC.......Common Cross"o- /istol...............................................3 GC...........Rare Cross"o-.........................................................2 GC.......Common 1lf 7o-..................................................3N3+' GC.........Rare (2
7a;onet...........................................................() GC...........Rare 6 7race of /istol...............................................25 /rice +ou"leB"arrelled...........................................25 /rice.........Rare (( %eaier *mmunition............................ GC per shot...........Rare Modified Gunsight...........................................( GC.........Rare (( Siler 7ullets...................................................3) GC.........Rare () Superior 7lackpo-der.....................................3) GC.........Rare (( rmour Clothing Item Cost :ailabilit4 7arding............................................................3) GC.........Rare (( 7racers............................................................2) GC...........Rare 6 7uckler.............................................................. GC.......Common Catha;an Silk Clothes............................)N2+' GC.........Rare () Cold Metal *rmour..........................................6 GC.........Rare (2 +ark Steel *rmour........................................... GC.........Rare () 1len Cloak......................................())N+'5() GC.........Rare (2 $orest Cloak....................................................) GC.........Rare () Gromril *rmour.............................................() GC.........Rare (2 %ea; *rmour.................................................) GC.......Common %elmet.............................................................() GC.......Common Ithilmar *rmour...............................................) GC.........Rare () Light *rmour...................................................2) GC.......Common /aise..............................................................2 GC...........Rare 6
Reinforced /late *rmour................................. GC.........Rare (( Sea +ragon Cloak...................................)N2+' GC.........Rare () Shield................................................................ GC.......Common Toughened Leathers........................................... GC.......Common olfcloak........................................................() GC..........Special -iscellaneous euipment lcohol, (rugs, $oisons $otions Cost :ailabilit4 7lack Lotus..............................................()N+' GC...........Rare 7lessed ater.........................................()N3+' GC...........Rare ' 7ugmans *le.........................................)N3+' GC.........Rare () Crimson Shade.........................................3N+' GC...........Rare 6 +ark !enom............................................3)N2+' GC...........Rare 6 1len ine.............................................)N3+' GC.........Rare () Garlic.................................................................( GC.......Common %ealing %er"s.........................................2)N2+' GC...........Rare 6 %ealing /otion..........................................3)N+' GC...........Rare Liuor $lask.............................................3)N+' GC...........Rare 6 Mad Cap Mushrooms.............................3)N3+' GC...........Rare Mandrake Root.........................................2N+' GC...........Rare 6 /otion of Strength.....................................3)N+' GC...........Rare 6 Speed /otion.............................................#)N+' GC.........Rare (( Spiders /oison.......................................2N2+' GC...........Rare 6 Tears of Shalla;a....................................()N2+' GC...........Rare !ial of /estilens......................................2N2+' GC...........Rare !odka......................................................3N2+' GC...........Rare /anners Cost :ailabilit4 7anner.............................................................() GC...........Rare Clan /estilens 7anner......................................() GC...........Rare oll; Roger.............................................#)N2+' GC...........Rare Standard of >agar;the............................N3+' GC...........Rare Charmsmulets Cost :ailabilit4 7earBCla- >ecklace...............................N3+' GC...........Rare Luck; Charm...................................................() GC...........Rare ' Ra""itWs $oot....................................................() GC...........Rare Red Toof Tri"al e-eller;................................#) GC...........Rare Tarot Cards......................................................) GC...........Rare arpstone *mulet...........................................() GC...........Rare ;rdstone /endulum..............................2N3+' GC...........Rare %ncampment%uipment Cost :ailabilit4 7arricade.........................................................() GC.......Common +itch.................................................................. GC.......Common %eads on spikes................................................. GC.......Common 0ennel.............................................................( GC...........Rare ' Ladders.............................................................. GC.......Common
Magic Guggin&................................................) GC...........Rare Scroll of the Rat $amiliar.......................2N(+' GC...........Rare 6 Treasure Map........................................ N #+' GC.........Rare () Tome of Magic..................................2))N+'52 GC.........Rare (2 -usicalInstruments Cost :ailabilit4 +rum...............................................................() GC.......Common $lute.................................................................. GC...........Rare %orn................................................................() GC...........Rare L;re................................................................... GC...........Rare ar %orn................................................3)N2+' GC...........Rare 6 ar %orn of >agar;the..........................2N(+' GC...........Rare ' %Aplosi:eItem Cost :ailabilit4 $ire 7om"...............................................3N2+' GC...........Rare $lash /o-der..........................................2N2+' GC...........Rare 6 Smoke 7om"s................................................... GC...........Rare OtherItem Cost :ailabilit4 Caltrops..................................................(N2+' GC...........Rare ' Compass.................................................#N2+' GC...........Rare %ardtack "iscuits............................................... GC.......Common %ook %and........................................................# GC.......Common Lantern............................................................() GC.......Common Lock /icks.......................................................( GC...........Rare 6 >et..................... ............... ............... .............. .... GC.......Common
/alisade...........................................................( GC.......Common Scout To-er.....................................................( GC.......Common Sta"le...............................................................3) GC...........Rare Stakes..............................................................() GC.......Common Tents.......................................................()N2+' GC.......Common Tunnels............................................................( GC.......Common Traps................................................................3) GC...........Rare ' atchto-er......................................................2 GC.......Common %uipment from Lustria Cost :ailabilit4 *mulet of the Moon........................................) GC.........Rare (( Cloak of Mists........................................N+' GC.........Rare () 1nchanted Skins..............................................3 GC...........Rare ' Conch Shell %orn............................................# GC...........Rare 6 -agic,/ooksScrolls Cost :ailabilit4 7ook of the +ead..............................2))N+'52 GC.........Rare (2 +ispel Scroll...........................................2N2+' GC.........Rare () 1len Runestones...................................)N2+' GC.........Rare ((
Giant olf.......................................................6 GC.........Rare () %a-k......................................................3)N2+' GC...........Rare %orse HRidingJ.................................................#) GC...........Rare 6 0ite.........................................................3)N2+' GC...........Rare Leopard..................................................6N2+' GC...........Rare Lion......................................................((N2+' GC...........Rare Mule................................................................3) GC...........Rare >ightmare............... ............... ................ ......... . GC...... ... Rare (( <-l.........................................................)N2+' GC.........Rare () /anther...................................................6)N2+' GC...........Rare /arrot...............................................................( GC...........Rare 6 Salamander.......................................................... GC...........Rare Skeletal Steed..................................................' GC...........Rare 6 Snotling......................................................6N+' GC...........Rare ' Terradon.............................................................. GC.........Rare (( Tiger.......................................................N2+' GC...........Rare Tuckgor...........................................................6 GC...........Rare 6
%alfling Cook"ook.................................3)N3+' GC...........Rare %ammer of itches.......................................()) GC.........Rare () %ol; HEnhol;J Relic...............................(N3+' GC...........Rare 6 %ol; Tome........................................())N+'5() GC...........Rare 6 Li"er 7u"onicus...............................2))N+'52 GC.........Rare (2 Liturgicus Infecticus...............................3)N2+' GC...........Rare 6
ar 7oar.........................................................) GC.........Rare (( ar %orse........................................................6) GC.........Rare (( ar %ound.............................................2N2+' GC.........Rare () ild %og................................................3)N2+' GC...........Rare ' olf........................................................3)N2+' GC...........Rare
ired S;ords /ig Game unter There are many reasons why ad&enturers risk life and limb e%ploring the mysterious continent of Lustria. The lure of riches and arcane knowledge brings a steady flow of greedy indi&iduals but some are drawn in search of legendary creatures rumoured to inhabit the lush jungle. 4%pert game hunters are paid &ast sums of money by flamboyant *ld $orld nobles in order to bring back these e%otic creatures. These rare beasts are displayed in the pri&ate oos and gardens of nobles or can be found hanging from the walls of
/loodshade 7; R;an S Those who rise in rank amongst the "hade clans of :aggaroth become known as 0loodshades. Theses "hades are said to become so adepts that they are able to sur&i&e for many months in the froen wilderness of :aggaroth! li&ing off what scarce resources the petrified tundra landscape has to offer.
) Gold Cro-ns N2 Gold Cro-ns upkeep -a4 be ired5 The 7loodshade ma; "e hired "; an; >eutral their palaces. 9ame hunters are skilled trackers and hunters ha&ing F Chaotic or Chaotic -ar"ands. spent most of their li&es hunting game in the forests of the *ld Rating5 * 7loodshade increases a -ar"andWs rating "; 2# $orld. They are well e/uipped and not ine%pensi&e to hire. points plus ( point for each 15perience point the 7loodshade #) gold cro-ns to hire N(6 gold cro-ns upkeep has. -a4 be ired5 The 7ig Game %unter can "e hired "; an; $rofile - WS/SS #W I Ld human ar"and. 7loodshade # 3 3 ( ( 6 Rating5 * 7ig Game %unter increases the -ar"ands rating eaponsF*rmourO The 7loodshade is armed -ith a Repeater "; N(' points plus ( point per 15perience point he has. Cross"o-, and a S-ord $rofile - WS/S S # WI Ld Skills5 The 7loodshade ma; choose from Shooting 8 Speed 7igGame%unter # 3 # 3 3 ( # ( -hen he gains a ne- skill. In addition, the 7loodshade ma; %uipment5 S-ord, +agger, >et, Light *rmour, %unting choose from the +ark 1lf Special Skill list. Rifle Hsame as a %ochland Long RifleJ. Special Rules Skills5 The 7ig Game %unter can choose from Shooting or Bindred atred5 *ll +ark 1les suffer %atred to-ards their *cademic skills -hen he gains a ne- skill. %igh 1len kin. Special Rules Infiltration5 Shades are al-a;s placed on the "attlefield after Set #raps5 The traps %unter e up to si5 coun ters the to the opposing -ar"and and can "e placed an;-here on the represent these onma; the plac "oard immediatel; after ta"le as long as it is out of sight of the opposing -ar"and and %unter model is placed. The; must "e placed at ground leel more than (2 a-a; from an; enem; model. -ith at least 'D "et-een them. *n; model He5cept the %unterJ -aster of $oisons5 *t the "eginning of each "attle, ;ou ma; that moes -ithin 3D of a trap counter must roll a +'.
Chameleon Skink
%Aecutioner
1hameleon "kinks are an incredibly rare breed of "kink that can change the colo ur of their skins at will to blend in with their en&ironment. :eedless to say 1hameleon "kinks are &ery stealthy and difficult to detect indeed
7; R;an S The cit; of %ar Ganeth is not onl; one of the largest kno-n locations of +ark steel ores, it is also the cit; deoted to the 0haine in his aspect of the 15ecutioner. %ere, $ell"lades train to "e 15ecutioners, the elite -arriors of the cit; and foremost amongst the -arriors of >aggaroth. The; are the -ielders of the might; 15ecutioner S-ords. #) Gold Cro-ns N2) Gold Cro-ns upkeep -a4 be ired5 The 15ecutioner ma; "e hired "; an; >eutral F Chaotic or Chaotic -ar"ands. Rating5 *n 15ecutioner increases a -ar"andWs rating "; (' points plus ( point for each 15perience point the 15ecutioner has. $rofile - WS/SS #W I Ld 15ecutioner # # 3 3 ( # ( 6 WeaponsDrmour5 The 15ecutioner is armed -ith a T-oB handed +ark Steel S-ord and -ears %ea; *rmour 8 %elmet Skills5 The 15ecutioner ma; choose from Com"at -hen he gains a ne- skill. In addition, the 15ecutioner ma; choose from the +ark 1lf Special Skill list. Special Rules Bindred atred5 *ll +ark 1les suffer %atred to-ards their %igh 1len kin. Strongman5 The 15ecutioner starts -ith the skill Strongman. #;o7handed (ark Steel S;ord O The t-o handed +ark steel S-ord is treated like a normal dou"leBhanded -eapon that ma; parr;. 15ecutioners train for decades to use this -eapon and onl; the; ma; hae it.
) gold cro-ns to hire N (2 gold cro-ns upkeep -a4 be hired5 Li&ardmen -ar"ands onl;. Rating5 The Chameleon Skink raises the rating of the -ar"and "; (' points, plus ( point for each e5perience point he has. $rofile - WS/S S # WI Ld ChameleonSkink ' # # # 2 ( ( %uipment5 The Chameleon Skink comes euipped -ith a dagger, "lo-pipe -ith poison darts and a "uckler. Skills5 The Chameleon Skink ma; choose from Shooting 8 Speed -hen he gains a ne- skill. In addition, the Chameleon Skink ma; choose from the Li&ardmen Special Skill list. Special Rules *ll of the Li&ardmen special skills for SkinksO Scal; Skin, Cold 7looded, *uatic and ungle "orn. Chameleon Skin5 7ecause of the Chameleon Skinks uniue camouflage he is er; difficult to detect, therefore foes hale their Initiatie -hen tr;ing to detect him -hen %idden. In addition Chameleon Skinks are at B2 to hit -ith missile fire. Infiltrator5 The Chameleon Skink is a master of disguise and
deplo;ment. Aou ma; place him an;-here on the "oard out of line of sight and at least (2D from an; enem; model .
$athfinder +s treacherous as the Lustrian wilderness can be! it is &ery often a wise choice to hire an e%perienced guide for a warband;s e%peditionary trek into the teeming jungles. athfinders! as they are called! are the &ery e%perts one would seek. They are well adapted to the uni/ue landscape and haards of the Lustrian continent> and more often than not! ad&enturous enough to li&e up to the challenge of the greatest fortunes and glory2
') gold cro-ns to hire, N( gold cro-ns upkeep -a4 be hired5 The /athfinder ma; "e hired "; an; La-ful, La-ful F >eutral, >eutral, >eutral F Chaotic or Chaotic -ar"ands. Rating5 * /athfinder increases the -ar"andWs rating N2 points, plus ( point for each 15perience point he has. $rofile - WS/S S # WI Ld /athfinder # 3 # 3 3 ( # ( 6 1uipmentO S-ord, dagger, long"o-, rope 8 hook, and %ealing %er"s. Skills5 The /athfinder ma; choose from Com"at, Shooting, 8 Speed -hen he gains a ne- skill. In addition, the /athfinder ma; choose from the /athfinders Special Skill list. Special Rules La4 of the Land5 1en the densel; packed gro-th of the primordial Lustrian ?ungles cannot "ar the /athfinder from his goal. /athfinder is unaffected "; terrain modifiers and is a"leThe to circument een impassa"le o"stacles. Bno;ledge of -4ths and Legends5 /athfinder has spent most of their lies tracking do-n numerous rumours and cr;ptic clues in search of the ultimate pri&e. +uring the e5ploration phase, if the /athfinder -as not taken outBofB action, ;ou ma; reBroll one die, keeping the second result een if it is -orse.
Shado; :enger 1oming from the war-torn realm of :agarythe! "hadow +&engers are warriors who specialie in hunting and slaying their old enemies! the )ark 4l&es. Through the centuries of fighting between the "hadow $arriors and the )ark 4l&es! the +&engers ha&e adapted to their enemy! and ha&e learned some secrets towards defeating them. )espite their apparent single-mindedness! "hadow +&engers are also adept in searching through Mordheim for $yrdstone. Like their other 4l&en brethren! the +&engers ha&e great skill with a bow! inhuman /uickness and agility! and superb senses. 3) Gold Cro;ns =) Gold Cro;ns upkeep -a4 be ired5 The Shado- *enger ma; "e hired "; an;
La-ful, La-ful F >eutral, or >eutral ar"and e5cept for +-aren, and /it fighter -ar"ands. ar"ands -hich include +-arfs ma; hire the Shado- *enger "ut must pa; ) gold cro-ns after each "attle instead of 2 Rating5 * Shado- *enger increases a -ar"andWs rating "; ( points plus ( point for each 15perience point the Shado*enger has. $rofile - WS/SS #W I Ld Shado-*enger # 3 # ( ' ( 6 WeaponsDrmour5 The Shado- *enger has a +agger, an 1len 7o- an Ithilmar S-ord and a shield, the Shado*enger -ears Light armour, and an elen Cloak. Skills5 The Shado- *enger ma; choose from Com"at, Shooting, 8 Speed -hen he gains a ne- skill. In addition, the Shado- *enger ma; choose from the Shado- arrior or Shado- *enger Special Skill list. Special Rules /itter %nemies5 If the last fight -as against +ark 1les or a -ar"and containing a +ark 1lf %ired S-ord, the upkeep cost is -aied for that game. (istaste for $oison5 The Shado- *enger ma; not use poisons of an; t;pe. %Acellent Sight5 1les hae e;esight unmatched "; mere humans. The Shado- *enger spots %idden enemies from t-ice his Initiatie alue in inches a-a;. ates (ark %l:es5 Shado- *enger seethe -ith "itterness -hen facing +ark 1les and follo- the rules for %atred $it *ighter5 The Shado- *enger starts -ith the skill /it $ighter
S;ashbuckler
Witch %lf /erserker
7; +aniel Logee
7; R;an S
"washbucklers li&e for ad&enture. The more risky the /uest! the better. $hile gold is a definite bonus! a true "washbuckler joins a warband for the glory.
The most sa&age sect of (haine worshippers are known as the 0rides of (haine! more commonly called $itch 4l&es! or Maibd in the )ark 4lf tounge. They are an all-female cult of warrior priestesses. $itch 4l&es consider the battlefield to be a holy place and are suicidally fanatical in pro&ing their worth to (haine by spilling the blood of their enemies. The cult is lead by high priestesses called hags! who bathe in blood to retain eternal youth. )9 Gold Cro;ns =9 Gold Cro;ns upkeep
3) gold cro-ns to hire N( gold cro-ns upkeep -a4 be hired5 The S-ash"uckler ma; "e hired "; an; La-ful, La-ful F >eutral or >eutral -ar"ands. Rating5 a S-ash"uckler increases a -ar"andWs rating "; N(' points, plus ( point for each point of 15perience. $rofile - WS/S S # WI Ld S-ash"uckler # # 3 3 3 ( ( 6 %uipment5 Rapier, dagger, light armour, duelling pistol Skills5 The S-ash"uckler ma; choose from Com"at, Shooting, 8 Speed -hen he gains a ne- skill. If a S-ash"uckler takes the Scale Sheer Surfaces skill, not onl; does he "enefit from not needing to make an initiatie test to clim", he also gains a further +3 -orth of charge of run moement -hen doing so. Special Rules crobatic5 *s a S-ash"uckler relies on their de5terit;, the; hae e5tremel; good "alance. *s such, a S-ash"uckler need not make an initiatie test -hen he is -ounded and -ithin ( of a "uilding edge. Charismatic5 "ecause of the S-ash"ucklerWs sheer
-a4 be Fired5 itch 1lf 7erserker ma; "e hired "; an; >eutral ChaoticThe or Chaotic -ar"ands. Rating5 * itch 1lf 7erserker increases a -ar"andWs rating "; 2) points plus ( point for each 15perience point the itch 1lf 7erserker has. $rofile - WS/SS #W I Ld itch1lf7erserker # # 3 3 ( # ( 6 WeaponsDrmour5 T-o +ark Steel S-ords, or +ark Steel S-ord and +ark Steel +agger, all coated in +ark !enom. Skills5 The itch 1lf 7erserker ma; choose from Com"at 8 Speed -hen he gains a ne- skill. In addition, the itch 1lf 7erserker ma; choose from the +ark 1lf Special Skill list. Special Rules Bindred atred5 *ll +ark 1les suffer %atred to-ards their %igh 1len kin.
attractieness, an; opponent from the opposite se5 HSisters of Sigmar, *ma&ons, etcJ, must make a leadership test if the; -ish to charge him. &imble5 a S-ash"uckler is used to clim"ing in and out of -indo-s, as -ell as running along rooftops. To reflect this, a S-ash"uckler ma; run or charge -hile clim"ing.
*ren2ied5 1les consider the acts of a"attle and fur; murder hol; deeds,itch and can -ork themseles into "erserk "efore entering "attle. * itch 1lf is affected "; fren&;. #;o Weapon *ighter5 * itch 1lf 7erserker is an unstoppa"le force on the offence. She suffers no B( to hit modifier for dualB-ielding if her offBhand -eapon is a +agger.
(ramatis $ersonae $enthesilea, -ark of the Serpent ‘I am the hunter and you are my prey.# enthesilea is known as one of the greatest +maon warriors and is a legend amongst her people. The +maons were outraged by the oafish menfolk of the :orse settlement of "keggi when they captured some +maons in a raid planning to keep them as sla&es. enthesilea led a warband on a night raid against the timber halls of the :orse settlement. 'er silent warriors slew the guards and they liberated their captured sisters. 0efore she could make good her escape! howe&er! enthesilea was set upon by the :orse
ire fee5 Ese the same hire ta"le as 7ertha 7estraufrung from the Mordheim rule"ook. -a4be ired5 /enthesilea -ill onl; ?oin *ma&on ar"ands. Rating5 ) points. $rofile - WS/S S # WI Ld /enthesilea Y # # # 2 Y2 6 WeaponsDrmour5 Star S-ord, Star 7lade, *mulet of the Moon and -ears 1nchanted Skins Hsee *ma&on euipmentJ. Skills5 Mesmerising dance, Saage $ur;, 1li5ir of life, eapon Master, Concealment.
Special Rules ma2on5 She is an *ma&on and therefore all of the *ma&on special rules appl;. -ark of the Serpent5 The %igh Serpentine /riestesses hae "lessed the -arrior prime -ith the greatest gift an; -arrior can "ear in the name and glor; of their race. The mark of the serpent, this magica l tattoo is onl; gien to the -orthiest of *ma&ons -arriors. /enthesilea gains N( to her moement and Initiatie Has marked ";Y on her profileJ. -an7ater5 %aing seen so man; of her sisters captured or killed "; raiders -ho are predominantl; men she has
deeloped a loathing for these uncouth, primitie creatures. /enthesilea is su"?ect to %atred of all human males HIm sure -e can -ork out -hich figures are male here@J and has man; of their heads hanging from her "elt.
/east, -onster, #ribesmen This coers the some of the rest thats does not fall into ar"ands, %ired S-ords or +ramatis personae.
#ribesmen $4gmies
$4gm4 Witchdoctor
ygmies are much smaller than a normal sied man and their skin is dark brown in colour. They hunt using blowpipes containing poison darts. $rofile - WS/S S # WI Ld
$itchdoctors are special tribal priests found amongst the pygmies. They practise the black art of &oodoo and often perform rituals! smearing their bodies with dyed paint and dancing madly around a fire while throwing different ingredients into it to help with their magic. $rofile - WS/S S # WI Ld
/;gm;
# 3 3 2 2 ( 3 ( '
/;gm; 7rae # # # 2 3 ( # ( /;gm;Chieftain # # 3 3 ( # ( 6 WeaponsDrmour5 $or each /;gmies a +' for a -eaponO P(B 2Q 7lo-pipes, P3B#Q Spears, PB'Q Clu"s. Roll another +' on a N the /;gm; ma; hae a shield or "uckler. Special Rules $oisonous ttacks5 *ll attacks -ith the 7lo-pipe counts as using +ark !enom.
$4gm4 Shaman ygmy "hamans are well respected in ygmy society! e&en feared! for it is /uite a powerful ygmy indeed that is able to draw upon the power of the 9ods themsel&es. $rofile - WS/S S # WI Ld
/;gm;Shaman
# 2 2 2 2 ( # ( 6
WeaponsDrmour5 The Shamans are armed -ith a staff and roll +'O P(B2Q 7lo-pipe, P3B#Q +agger, PB'Q Clu". Special Rules $oisonous ttacks5 *ll attacks -ith the 7lo-pipe counts as using +ark !enom.
/;gm;itchdoctor # 2 2 2 2 ( # ( 6 WeaponsDrmour5 The itchdoctors are armed -ith a dagger and roll +'O P(B2Q 7lo-pipe, P3B#Q Spear, PB'Q Clu". Special Rules $oisonous ttacks5 *ll attacks -ith the 7lo-pipe counts as using +ark !enom.
Riding nimal /oar
Cold One
0oars are &oracious creatures that are constantly hungry. Their aggressi&e nature pro&es them a threat to e&en well armed $arriors. It is often that a $arrior sur&i&es a dungeon ad&enture only to be sa&aged to death by a pack of wild boar.
1old *nes li&e in dark ca&es and tunnels beneath Lustria and also roam the jungles. Their bodies e%ude poisonous slime and they are somewhat immune to pain! ha&ing such thick skin. )ark 4l&es ha&e also learnt to ride 1old *nes although with much more difficulty than "kinks.
P/;gmies one. Special Rules -indless Charge5 The 7oar receies N( Strength "onus -hen he charges to signif; his po-erful and destructie charge and his lack of care for his o-n safet;. %Aperience =1 *or tak ing the -ount out of action . The %ero or %enchman that puts the 7oar out of action gets a "onus N( e5perience.
P+ark 1les, Saurus 8 Skinks
#
W
I
3 ) # # ( 3 ( 3 Special Rules *ear5 Cold atural armour sae N and causes $ear. %Aperience =1 *or tak ing the -ount out of action . The %ero or %enchman that puts the Cold
Culchan 1ulchan are huge flightless birds that li&e in the grasslands of Lustria. They are pried by ygmies and Liardmen for their brightly coloured feathers for adorning weapons and helmets. They are e%tremely fierce and can use their huge beaks to rip into a $arriors flesh! tearing chunks from his body.
P/;gmies 8 Skinks one. Special Rules *ast5 The Culchan "olts at a rate of #+'D. Stubborn5 If a -arrior is riding a Culchan, or is in "ase contact -ith a Culchan, he must make a Leadership test each round or the Culchan -ill refuse to moe. Orner45 ith no leader or rider, a Culchan -ill -ander in a random direction. Should an; close com"at occur -ithin 'D, it -ill automaticall; "olt directl; a-a; from the com"at. %Aperience =1 *or tak ing the -ount out of action . The %ero or %enchman that puts the Culchan out of action gets a "onus N( e5perience.
/easts Crocodile
Giant Centipede
1rocodiles! although seemingly slow! attack with deadly speed and
Left undisturbed for years in the Lustrian jungles! centipedes ha&e
accuracy when the $arriors &enture too close to their proclaimed territory. $rofile - WS/S S # WI Ld
fed on the bodies of the slain and injured. "ome of these ha&e been "ka&en! infected by warpstone! and therefore the centipedes ha&e been affected. :ow they are twice the sie! with fierce sharp teeth and tough skin. $rofile - WS/S S # WI Ld
Crocodile 3# B #2#2 WeaponsDrmour5 >one. Special Rules uatic5 The Crocodile ma; moe through -ater terrain -ith no penalt;, and count as "eing in coer -hilst the; are in the -ater. Crocodile ttack5 If a Crocodile attac ks a arrior and 0nock +o-n or Stunned, roll (+'.
GiantCentipede # # B ( 3 2 2 2 # WeaponsDrmour5 >one. Special Rules $oisonous ttacks5 *ll attacks "; the Giant Centipede counts as using 7lack Lotus. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Giant Centipede. =1 *or taking the /east out of action . The %ero or %enchman that puts the Giant Centipede out of action gets a "onus N( e5perience.
Giant Insect 9iant Insects are nati&e of Lustria - they are suited to the hot and humid climate. Many of the insects are blood-suckers and will attack with freny anyone that they see. $rofile - WS/S S # WI Ld
Giant Insect 6 2 B ( ( 2 2 WeaponsDrmour5 >one. Special Rules *l4ing5 The Giant Insect ma; fl; up to (' $oisonous ttacks5 *ll attacks "; the Giant Insect counts as using 7lack Lotus. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Giant Insect. =1 *or taking the /east out of action . The %ero or %enchman that puts the Giant Insect out of action gets a "onus N( e5perience.
Giant #oad D *rog
Li2ard
)eep in the jungles of Lustria! undisturbed for many long years! toads C frogs ha&e been sitting near no%ious swamps! keeping to themsel&es. The fumes from these swamps ha&e affected the toads C frogs! causing them to grow to twice their normal sie. It has also affected their beha&iour - now they attack anyone that comes near. $rofile - WS/S S # WI Ld
Liards ha&e been li&ing in Lustria for many centuries. They are a fair sie larger than normal liards - the humid climate has allowed them to prosper. They ha&e also grown to be carni&orous o&er the years. $rofile - WS/S S # WI Ld
Giant Toad 3 ) 32 32 # Giant $rog 3)#32#2# WeaponsDrmour5 >one. Special Rules Cause *ear5 The Giant Toads F $rogs is a fearsome creatures -hich cause fear in it enem;. LeapO The Giant Toads F $rogs counts as haing the Skill Leap from the Speed Skills #ongue Strike5 The Giant Toads F $rogs ma; lash out at a model up to 'D a-a; -ith its tongue for a single Strength 3 hit. The Tongue Strike hits on a 3N. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Giant Toad F $rog. =1 *or taking the /east out of action . The %ero or %enchman that puts the Giant Toad F $rog out of action gets a "onus N( e5perience.
Gorilla The great gorillas of the jungles of Lustria are &ery powerful and some almost stand as tall as a Minotaur. They pound their &ictims into the ground with their &ast fists! and slap them playfully around until nothing remains but pulp and shattered bone. 9orillas attack anyone that threatens their home or their young. They almost always attack in groups of two or three. $rofile - WS/S S # WI Ld
Gorilla # 3 ( # 2 # 2 WeaponsDrmour5 >one. Special Rules ug5 If the Gorilla hits the same enem; -arrior -ith "oth of his attac ks in the same round of com"at, the pla; er ma; choose to make a single %ug attack instead of resoling the attacks normall;. If this option is chosen, each pla;er must roll a +' and add his models Strength to the roll. If the Gorillas total is higher or the totals are eual, the opposing -arrior takes a single automatic -ound -ith no armour sae allo-ed. If the enem; -arriors total is higher, the -arrior has "roken the Gorillas hold and suffers no damage from the attack. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Gorilla. =1 *or taking the /east out of action . The %ero or %enchman that puts the Gorilla out of action gets a "onus N( e5perience.
Li&ard # 2 B ( 3 2 2 2 # WeaponsDrmour5 >one. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Li&ard. =1 *or taking the /east out of action . The %ero or %enchman that puts the Li&ard out of action gets a "onus N( e5perience.
Ri:er #roll $rofile - WS/S S # WI Ld Rier Troll '3(#3(3# WeaponsDrmour5 >one. Special Rules *ear5 Trolls are frightening monsters -hich cause fear. Stupidit45 * Troll is su"?ect to the rules for stupidit;. Regeneration5 Trolls hae a uniue ph;siolog; that allothem to regenerate -ounds. heneer an enem; successfull; inflicts a -ound on a Troll roll a +', on a result of # or more
the -ound is ignored and the Troll is unhurt. Trolls ma; not regenerate -ounds caused "; fire or fireB"ased magic. Trolls neer roll for In?ur; after a "attle. Slime5 The Rier Trolls skin e5humes poisonous fumes -hich make the arriors choke. hen standing ad?acent to the Rier Troll an; arrior is at B( To %it. uatic5 Rier Trolls ma; moe through -ater terrain -ith no penalt;, and count as "eing in coer -hilst the; are in the -ater. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Rier Troll. =1 *or taking the /east out of action . The %ero or %enchman that puts the Rier Troll out of action gets a "onus N( e5perience.
Snakes
#erradon
There are many different species of snakes in the $arhammer $orld. Lustrian "nakes differ from *ld $orld snakes by being greater in sie and ha&ing an appetite for flesh. They ha&e been e&ol&ing for centuries undisturbed by man and ha&e yet to learn to fear him! making them dangerous foes. 9iant "nakes are &ast serpentine beasts often kept in deep pits! used by "kink "hamans to sacrifice capti&es in the name of "otek $rofile - WS/S S # WI Ld
Terradons are large flying reptiles who li&e high in the crags and mountains of Lustria. "kinks ha&e mastered the art of riding Terradons into battle but they are so strong it takes two to control them.
Snake
# 2
B
( 2 2 3 2 #
GiantSnakeHConstrictorJ ' 3 B # 2 # 2 WeaponsDrmour5 >one. Special Rules Cause *ear5 The Giant Snake is a fearsome creature -hich cause fear in it enem;. Constricting Coils5 The Giant snake ma; sacrifice its normal attacks in an attempt to engulf its pre; -ithin its massie coils. Though its attack has a B( to hit, it gains N(S, and ma; -rap up to 3 models consecutiel;. *n;one so held "; the snake is una"le to moe and suffers a B2 to hit in close com"at. $oisonous ttacks5 *ll attacks "; the snake counts as using Spiders /oison. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on a Snake. =1 *or taking the /east out of action . The %ero or %enchman that puts a Snake out of act ion gets a "onus N( e5perience.
Salamander "alamanders are great amphibians that li&e deep in the jungles and swamps of Lustria. They are &iolently fierce and spit &enom at their prey. *nce the &enom has partially dissol&ed their &ictims! the "alamanders de&our them with their huge jaws.
PLi&ardmen onl;Q $rofile - WS/S S # WI Ld Salamander '3)#3#2 WeaponsDrmour5 >one. Special Rules uatic5 The Salamander ma; moe through -ater terrain -ith no penalt;, and count as "eing in coer -hilst the; are in the -ater. Cause *ear5 The Salamander is a fearsome creature -hich cause fear in it enem;. +enom Spra4O The creature ma; issue forth a cone of poison mist up to 'D a-a; hitting all models -ithin 2D of target area -ith Strength # %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Salamander. =1 *or taking the /east out of action . The %ero or %enchman that puts the Salamander out of act ion gets a "onus N( e5perience.
PSkinks one. Special Rules Cause *ear5 The Terradon is a fearsome creature -hich cause fear in it enem;. *l4ing5 The Terradon ma; fl; up to (' -a4 Ride5 The Skink ma; ride the Terradon, if ;ou are using the optional rules for mounts. The Skink gains N( armour sae, and shall moe at the same rate as the Terradon. Shooting attacks hit the Skink on a die roll of (B2, and the Terradon on a 3B'. In close com"at, the opponent ma; choose -hich to hit. %Aperience =1 *or ;ounding the /east. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Terradon. =1 *or taking the /east out of action . The %ero or %enchman that puts the Terradon out of action gets a "onus N( e5perience.
-onsters Coatl
Stegadom
1oatl are large feathered serpents nati&e to the jungles of Lustria. ossessing a snake-like body measuring up to ten feet in length and brightly coloured feathery wings on their back which enable them to fly. They prefer to attack from the air! swooping down low before dropping on the enemy. 1oatl are often worshiped by the Liardmen as a li&ing embodiment of "otek. $rofile - WS/S S # WI Ld
"tegadons are huge lumbering primiti&e dinosaur like beasts who ha&e dwelt in the jungles of Lustria since before the coming of the *ld *nes. They ha&e se&eral large horns on their forehead which they use to skewer their enemies before trampling them to death. "kinks sometimes build a howdah on the back of a "tegadon that can hold about D5 "kinks. These "kinks are armed with missile weapons so they can aim at the $arriors o&er the top of all the other Monsters.
Coatl
#
)
#
3
#
# ()
WeaponsDrmour5 >one Special Rules Cause *ear5 The Coatl is a fearsome creature -hich cause fear in it enem;. +enomous5 The !enom of the Coat l is one of the most strongest around, -hen -ounding an; roll of a or ' are treated as critical. *l4ing5 *s fl;ing creatures the Coatl are a"le to traerse the ?ungles -ith ease. The Coatl ma; fl; up to (' -agic ura5 7eing part magical, the Coatl has a natural sae against hostile magic of #N. %Aperience =1 *or ;oun ding the -onster. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Coatl. = *or taking the -on ster out of action . The %ero or
$rofile Stegadom
%enchman that puts the Coatl out of action gets a "onus N2 e5perience.
all the Skinks on itan; -ill other fall offmodels B place out themofonthe ad?acent suares, moing -a; if necessar;. If the arriors succeed in killing the Stegadon, the %o-dah -ill topple oer, depositing the Skinks as a"oe. The %o-dah is so hea; that the Stegadon carr;ing it has its moement alue reduced "; B2. %Aperience =1 *or dam aging the o;dah. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the %o-dah. =1 *or destro4ing the o;dah. The %ero or %enchman that destro;s the %o-dah gets a "onus N( e5perience. =1 *or ;oun ding the -onster. *n; %ero or %enchman earns N( 15perience for each -ound he inflicts on the Stegadom. =! *or taking the -onster out of action . The %ero or %enchman that puts the Stegadom out of action gets a "onus N3 e5perience.
%o-dah
- WS/S S # WI '2B''2 BBBB3BBB
Ld
WeaponsDrmour5 >one. Special Rules Cause *ear5 The Stegadom is a fearsome creature -hich cause fear in it enem;. Large #arget5 The Stegadom is a to-ering creature larger than the height of a man. It is a Large Target Skull of Iron5 The Stegadoms skull is much too thick for normal "lo-s to penetrate. It is immune to the effects of "eing stunned. Treat an; results from the In?ur; Ta"le as knocked do-n results. o;dah5 The arriors cannot attack the %o-dah e5cept -ith spells or missile -eapons. If the %o-dah is destro;ed,
Optional Rules Settlements /la;ers can decide to hae their -ar"and "ased in one of the three follo-ing settlements that are situated on the coast of Lustria. ar"ands ma; trael from settlement to settlement if so desired.
Santa -agritta elcome to Santa Magritta, the ?e-el in the 1stalian cro-n in Lustria, located on Colom"os Island. This "eautiful settlement rials the cities of the
&ue:o Luccini elcome to >ueo Luccini, located on the sun "lessed Cactus Coast. Reno-ned as a den of ro""ers and pirates "ut still a hand; place to isit -hen ;ou are in need of goods. %ere in >ueo Luccini -e sport a -onderful "a-dr; house near the har"our, the 7eached hale. Conerted from an old ship-reck it offers a -onderful ocean ie- along -ith all the standard amenities. The most famous, if not most iolent, taern is The Silent /arrot, o-ned "; an old +-arf pirate, <-d Aello- "eard. The chef is a %alfing of some reno-n and the "ouncer, a ferocious ueo LucciniO Li&ardmen, *ma&ons, +ark 1les, Endead,
Skeggi hat can "e said of the >orse colon; of SkeggiX ell it is "; far the oldest human settlement in Lustria founded "; Losterikson in the Imperial ;ear 666. Skeggi is still the home to Losteriksons descendants "ut has -aned much in the last fe- hundred ;ears for the >orse are an impatient race al-a;s read; to moe on and raid else-here. It is still a place to find some of the finest mercenaries and drinking halls in all of Lustria. 7e -arned, though, the >orse pla; rough and dont accept teetotallers. The follo-ing %ired S-ords cost (+' gcs less for upkeep "ut onl; as long as the -ar"and resides hereO /it $ighter, orse Shaman. The follo-ing -ar"ands ma; Endead, not reside SkeggiO Li&ardmen, *ma&ons, +ark 1les, e- orld.