This page is a quick-reference glossary of every named special rule that appears across the warband pages on this site. Rules are listed alphabetically. Rules that are universal to Mordheim (Fear, Frenzy, Stupidity, etc.) include full rules text sourced from the Mordheim rulebook via mordheimer.net. Rules that are specific to a single warband are cross-referenced to that warband’s page rather than duplicated here.


A

All Alone

If a warrior is fighting alone against two or more opponents, and there are no friendly models within 6” (knocked down, stunned or fleeing friends do not count), he must make a Leadership test on 2D6 at the end of his combat phase. If the warrior scores equal to or under his Leadership his nerve holds. If the score is greater than his Leadership, the warrior breaks from combat and runs. Each of his opponents may make one automatic hit against him as he turns to run. If the model survives, he runs 2D6” directly away from his enemies.

At the start of each of his turns, the warrior must take another Leadership test. If he passes, he stops but can do nothing else during his own turn except cast spells. If he fails or is charged, he runs 2D6” towards the nearest table edge, avoiding any enemy models. If he reaches the table edge before he has managed to recover his nerves, he is removed from combat.

Animals

Animals are creatures that never gain experience. If they are put out of action they have the same chance of recovering as Henchmen (1–2: Dead; 3–6: Alive). Animals cannot use, hold, or pick up items, equipment, or wyrdstone counters. Animals cannot become the warband leader. Animals count towards the maximum number of warriors in the warband.

Animosity

Universal rule for Orc and Goblin henchmen.

At the start of the Orc player’s turn, roll a D6 for each Henchman who is either an Orc or a Goblin (do not roll for models engaged in hand-to-hand combat). A roll of 1 means the warrior has taken offence. Roll a second D6 and consult the following table:

D6Result
1”I ‘Erd Dat!” The warrior immediately charges and fights a round of hand-to-hand combat against the nearest friendly Orc or Goblin Henchman within charge reach. At the end of this round the models move 1” apart. If no friendly Henchman is in reach and the warrior has a missile weapon, he shoots at the nearest friendly Orc or Goblin Henchman instead.
2–5”Wud Yoo Say?” The warrior does nothing this turn except hurl insults. He may still defend himself if attacked.
6”I’ll Show Yer!” The warrior moves as quickly as possible towards the nearest enemy model, charging if possible. This move is in addition to his regular move this turn.

Appears on: Forest Goblins, Black Orcs

Aquatic

The model may move through water features without penalty and treats them as open ground. Appears on: Lizardmen

Armour (Chaos Dwarf)

Chaos Dwarfs never suffer movement penalties for wearing armour. Appears on: Chaos Dwarfs


B

Berserkers

Berserkers are subject to Frenzy as detailed in the Psychology section of the Mordheim rulebook. See Frenzy below. Appears on: Norse Marauders

Bestial

The model is a ravenous beast and therefore immune to psychology. It also may not become the leader of a warband. Appears on: Norse Marauders — Wulfen


C

Cause Fear

The model is a terrifying creature. Enemy models that wish to charge this model, or that are charged by it, must take a Fear test (Leadership test on 2D6). See Fear below for the full rules. Creatures that cause fear are themselves immune to fear.

Cold Blooded

When this model is required to take a Leadership-based test (psychology, rout, All Alone, etc.), roll 3D6 and discard the highest die, using the two lowest results. Appears on: Lizardmen

Crazed

The model has been driven insane and knows no fear. It automatically passes any Leadership tests it is required to take. Appears on: Cult of the Possessed — Darksouls


D

Drudgery

The model may never become a Hero. Re-roll any “The Lad’s Got Talent!” results for this model. Warband-level racial special rules do not apply to this model. Appears on: Chaos Dwarfs — Wretches; see also the Brazen Tithe (unofficial)


F

Fear

Fear is a natural reaction to huge or unnerving creatures. A model must take a Fear test (Leadership test on 2D6) in the following situations. Note that creatures that cause fear are immune to these tests themselves.

a) If the model is charged by a warrior or creature that causes fear. Test when the charge is declared and determined to be in range. If the test is passed, the model may fight as normal. If it is failed, the model must roll 6s to score hits in that round of combat.

b) If the model wishes to charge a fear-causing enemy. If a warrior wishes to charge an enemy it fears, it must take a test to overcome this. If it fails, the model may not charge and must remain stationary for the turn. Treat this as a failed charge.

Frenzy

Some warriors can work themselves into a berserk state of fury, a whirlwind of destruction in which all concern for personal safety is ignored in favour of mindless violence.

Frenzied models must always charge if there are any enemy models within charge range (check after charges have been declared). The player has no choice — the warrior will automatically declare a charge.

Frenzied warriors fight with double their Attacks characteristic in hand-to-hand combat. (Warriors with 1 Attack have 2 Attacks; those with 2 Attacks have 4, etc.) If a warrior is carrying a weapon in each hand, he receives +1 Attack for this as normal — this extra Attack is not doubled.

Once within charge range, frenzied warriors are immune to all other psychology such as Fear, and do not need to take those tests as long as they remain within charge range.

If a frenzied model is knocked down or stunned, he is no longer frenzied and continues to fight as normal for the rest of the battle.


H

Hard Head

Dwarfs and Chaos Dwarfs ignore the special rules for maces, clubs, and similar concussive weapons. They are not easy to knock out. Appears on: Dwarf Treasure Hunters, Chaos Dwarfs

Hard to Kill

Dwarfs and Chaos Dwarfs are tough, resilient individuals who can only be taken out of action on a roll of 6 instead of 5–6 when rolling on the Injury chart. Treat a roll of 1–2 as knocked down, 3–5 as stunned, and 6 as out of action. Appears on: Dwarf Treasure Hunters, Chaos Dwarfs

Hatred

Warriors who fight enemies they hate in hand-to-hand combat may re-roll any missed hits in the first turn of each hand-to-hand combat. This bonus applies only in the first turn of each combat. After the initial round, the warrior fights normally for the rest of the combat.


I

Immune to Poison

The model is unaffected by all poisons. Any rules that specify a poisoned attack or automatic wounding due to poison have no effect on this model. Appears on many warband pages including Tomb Guardians, Lizardmen, Undead

Immune to Psychology

The model is immune to all psychology and never needs to take psychology tests or All Alone tests. This includes Fear, Frenzy, Hatred, and Stupidity. However, warbands that are Immune to Psychology must still take Rout tests.

Appears on: Tomb Guardians, Undead, and other undead/daemonic units across multiple warband pages.


J

Jungle Born

The model treats jungle and densely wooded terrain as open ground with no movement penalty. Appears on: Lizardmen — Skinks


L

Large Target

The model is especially large and conspicuous. Enemy models may target it even if it is not the closest model. Attackers receive a +1 bonus to hit it with missile weapons. The model adds +20 to the warband’s rating. Appears on: Forest Goblins — Gigantic Spider; Lizardmen — Kroxigor; Chaos Dwarfs — Bull Centaur

Leader

Any friendly models within 6” of a warrior with the Leader rule may use his Leadership value instead of their own when taking Leadership tests. A leader cannot confer this bonus if he is knocked down, stunned, or fleeing.


M

Magic User

The model has the ability to use magic and casts spells. The model starts with one spell generated at random from the specified list and may learn additional spells instead of skills on future advances. See the relevant warband page for the spell list available.

May Not Run

The model is incapable of running (doubling its movement). It may charge as normal. Appears on: Tomb Guardians and other Undead units


N

Nasty Reputation

Warband special rule — see the relevant warband page for details. Appears on: Beastmen Raiders

No Pain

The model ignores all knocked down and stunned results on the Injury table. It must lose its last wound and be taken out of action before it is removed from battle. Appears on: Tomb Guardians


P

Pack Leader

Certain henchmen units (typically animals or feral creatures) may only remain in a warband as long as a specific unit is present as a companion or controller. If the required companion is removed from the warband (through death or injury), the Pack Leader units may no longer be used until a new companion is recruited. Appears on: Norse Marauders — Wolves require a Wulfen in the warband


S

Scaly Skin

The model has a natural armour save as listed in its profile. This save is in addition to any armour worn. Each piece of armour worn adds +1 to the save (e.g. a model with a natural 5+ save wearing light armour has a 4+ save). Appears on: Lizardmen

Seafaring

Warband special rule — see the relevant warband page for details. Appears on: Pirates

Stupidity

Many large and powerful creatures, as well as some unhinged individuals in Mordheim, are unfortunately rather stupid.

Models that are subject to Stupidity test at the start of their turn to see if they overcome it. Roll 2D6 against the model’s Leadership. If the test is passed (roll equal to or less than Leadership), the model behaves normally and may move and fight as normal.

If the test is failed, the model will not cast spells or fight in hand-to-hand combat (though opponents still roll to hit it as normal). If the model is not in hand-to-hand combat, roll a D6:

D6Result
1–3The warrior moves directly forward at half speed in a shambling manner. He will not charge enemies (stops 1” away from any enemy contact). He may fall from the edge of a sheer drop or hit an obstacle, in which case he stops. He may not shoot this turn.
4–6The warrior stands inactive and drools a bit during this turn. He may do nothing else.

The result applies until the start of the model’s following turn, when it takes a new Stupidity test.

Appears on: Forest Goblins — Gigantic Spider; Skaven of Clan Pestilens — Rat Ogre; Chaos Dwarfs — Engine of Chaos; Norse Marauders — Wulfen (when no Wulfen is present in warband)


U

Undead

The model is an undead creature. Undead models are immune to psychology and never need to take psychology tests or All Alone tests (see Immune to Psychology). They also may not run (see May Not Run) and are immune to poison (see Immune to Poison). However, Undead warbands must still take Rout tests as normal. Appears on: Tomb Guardians, Undead


W

Wizard

See Magic User above. Some warband pages use the term “Wizard” where others use “Magic User” — both refer to the same rule: the model may cast spells and may learn additional spells in place of skills when advancing.


Rules text is sourced from the Mordheim Rulebook and mordheimer.net. Warband-specific rules not listed here will be found in full on the relevant warband page.