Source: Mordheim Rulebook · Setting: Mordheim
There is never any shortage of men willing to risk their lives for a chance of real power: men whose ambitions lie beyond the scope of their birthright, or whose sorcerous skills or physical deformities place them in constant danger of persecution. What do such men have to lose if they pledge their souls to the dark gods of Chaos! In the aftermath of the destruction of Mordheim all manner of mutants have appeared whilst many hitherto unblemished folk feel the stirring of strange powers, the first awakenings of magical gifts destined to bring them to a fiery death at the hands of the Witch Hunters.
Now a leader has appeared, a new Dark Emperor, who claims lordship of the City of the Damned. He is called the Shadowlord, Master of the Possessed, and followers of the cults of Chaos gather from all over the Empire to pledge their souls to him. Though none know whether he is man or Daemon all proclaim him their saviour and eagerly seek to do his bidding.
As all students of the dark arts know, it is by the power of magic that creatures such as Daemons and spirits are able to stalk the mortal world. The wyrdstone that proliferates in Mordheim grants unnatural life to many vile things that by all natural rights should never exist. The Possessed were once men but by surrendering themselves wholly to the dark gods they have allowed Daemons to possess their bodies. Their appearance is horrific – corrupted from within, their flesh is twisted into a new and monstrous form.
With the power of the Possessed behind them the followers of the Shadowlord have grown powerful in Mordheim. In the Massacre of Silver Street the Cult of the Possessed ambushed and destroyed a large force sent in to hunt them down. Now the streets of Mordheim belong to the Shadowlord and his servants. The contaminated air does not affect them at all or, more likely, it nourishes their inner corruption. Men who venture into Mordheim alone are hunted down and sacrificed to the dark gods. All warbands of the Possessed gather wyrdstone for the Shadowlord who remains hidden in the Pit where he is said to be guarded by titanic Possessed the size of houses. A few shards of the precious stone are kept by the warbands and used to create more of the Possessed.
The leaders of cult warbands are called Magisters and each leads a group of cultists: minions of the dark gods of Chaos. These are men whose hunger for power knows no bounds, who willingly give their bodies over to possession. All take part in the blood sacrifices, dark rituals, and worship of Daemons nothing is too base for them! These degenerate humans are joined by other creatures as vile as they things half-man half-beast that call themselves Gors, and which men refer to as Beastmen.
There are few sights as horrific as a cult warband. Deranged warriors smeared with blood and dirt wave jagged weapons and chant blasphemous rites as they throw themselves upon their foes. Many are hardly recognisable as human, their bodies are so scarred and disfigured. The stigmata of mutation is borne by most, but the most unsettling of all are the Possessed themselves – melded flesh made of men, beasts, and metal driven by the implacable will of a Daemon.
Choice of Warriors
A Possessed warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 15.
Magister: Each Possessed warband must have one Magister: no more, no less.
The Possessed: Your warband may include up to two Possessed.
Mutants: Your warband may include up to two Mutants.
Darksouls: Your warband may include up to five Darksouls.
Beastmen: Your warband may include up to three Beastmen.
Brethren: Any number of models may be Brethren.
Starting experience
A Magister starts with 20 experience.
Possessed start with 8 experience.
Mutants starts with 0 experience.
Henchmen start with 0 experience.
Skill Table
| Combat | Shooting | Academic | Strength | Speed | |
|---|---|---|---|---|---|
| Magister | ✓ | ✓ | ✓ | ||
| Possessed | ✓ | ✓ | ✓ | ||
| Mutants | ✓ | ✓ |
Possessed Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Double-handed weapon | 15 gc |
| Spear | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 15 gc |
| Short Bow | 10 gc |
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Heavy armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Darksouls & Beastmen Equipment List
(Used by Darksouls and Beastmen only)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Double-handed weapon | 15 gc |
| Flail | 15 gc |
Missile Weapons
None.
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Heavy armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Heroes
1 Magister
70gc to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
Magisters lead the covens of the Possessed. They have been granted magical powers by their patron gods and are fanatical followers of the Dark gods, utterly dedicated to bringing Chaos to the world.
Weapons/Armour: A Magister may be equipped with weapons and armour chosen from the Possessed Equipment list.
Special Rules
Leader: Any models in the warband within 6” of the Magister may use his Leadership instead of their own.
Magic User: The Magister has the ability to use magic and casts spells like any other magician. The Magister starts with one spell generated at random from the Chaos Rituals list. In addition the Magister may learn a new Spell instead of a new skill.
0-2 The Possessed
90 gold crowns to hire
(+ the cost of mutations)
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 0 | 4 | 4 | 2 | 4 | 2 | 7 |
The Possessed have committed the greatest of heresies: they have given their bodies to Daemons. As a result they are nightmarish creatures, a melding of flesh, metal and black magic. The powerful spirit of a Daemon can meld several creatures together — men or animals — into a multi-faceted horror. These monstrous Possessed are perhaps the most dangerous creatures in Mordheim, and certainly the most loathsome.
Weapons/Armour: None. The Possessed never use weapons or armour.
Special Rules
Fear: The Possessed are terrifying, twisted creatures and therefore cause fear.
Mutations: Possessed may start the game with one or more mutations each. See the Mutations section below for costs.
0-2 Mutants
25 gold crowns to hire
(+ the cost of mutations)
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Mutants are revered as the favoured ones of the Dark gods, their physical disfigurements marking out the vileness of their soul. They come in many shapes and sizes, each more bizarre than the next.
Weapons/Armour: Mutants may be equipped with weapons and armour chosen from the Possessed Equipment list.
Special Rules
Mutations: Mutants must start the game with one or more mutations each. See the Mutations section below for costs.
Henchmen
(Bought in groups of 1–5)
0-5 Darksouls
35 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 4 | 3 | 1 | 3 | 1 | 6 |
Darksouls are men who have been driven insane by daemonic possession which became all too common after the destruction of Mordheim. The Daemons have left the bodies of these men, but their minds have been scarred by the horror of the experience. Their insane strength makes them dangerous fighters. The Cultists regard them as holy men, and let them work out their unreasoning rage in battle.
Weapons/Armour: Darksouls may be equipped with weapons and armour chosen from the Darksouls Equipment list.
Special Rules
Crazed: Darksouls have been driven insane by daemonic possession and know no fear. They automatically pass any Leadership tests they are required to take.
0-3 Beastmen
45 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 4 | 2 | 3 | 1 | 7 |
Beastmen are mutated monstrosities that infest the forests of the Empire: massive horned creatures with an inhuman resistance to pain. The destruction of Mordheim brought many Beastmen into the ruined city to prey upon the survivors. They readily ally with the Magisters of the Possessed warbands.
Weapons/Armour: Beastmen may be equipped with weapons and armour chosen from the Darksouls Equipment list.
Brethren
25 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Brethren are the crazed human followers of the cults of the dark gods, eager to descend into damnation. Their vile deeds and unspeakable acts have driven them to the brink of insanity.
Weapons/Armour: Brethren may be equipped with weapons and armour chosen from the Possessed Equipment list.
Mutations
Mutations may be bought for a Mutant or a Possessed warrior only when they are recruited — you may not buy new mutations for a model after recruitment. Any Mutant or Possessed may have one or more mutations. The first mutation is bought at the price indicated, but second and subsequent mutations bought for the same model cost double.
Daemon Soul
A Daemon lives within the mutant’s soul. This gives him a 4+ save against the effects of spells or prayers.
Cost: 20 gold crowns
Great Claw
One of the mutant’s arms ends in a great, crab-like claw. He may carry no weapons in this arm, but gains an extra attack in hand-to-hand combat with a +1 Strength bonus.
Cost: 50 gold crowns
Cloven Hoofs
The warrior gains +1 Movement.
Cost: 40 gold crowns
Tentacle
One of the mutant’s arms ends in a tentacle. He may grapple his opponent in close combat to reduce his attacks by –1, down to a minimum of 1. The mutant may decide which attack his opponent loses.
Cost: 35 gold crowns
Blackblood
If the model loses a wound in close combat, anyone in base contact with the model suffers a Strength 3 hit (no critical hits) from the spurting corrosive blood.
Cost: 30 gold crowns
Spines
Any model in base contact with the mutant suffers an automatic Strength 1 hit at the beginning of each close combat phase. Spines will never cause critical hits.
Cost: 35 gold crowns
Scorpion Tail
The mutant has a long barbed tail with a venomed tip, allowing him to make an extra Strength 5 attack in each hand-to-hand combat phase. If the model hit by the tail is immune to poison, the Strength of the hit is reduced to 2.
Cost: 40 gold crowns
Extra Arm
The mutant may use any single-handed weapon in the extra arm, giving him +1 attack when fighting in hand-to-hand combat. Alternatively, he may carry a shield or a buckler in the extra arm. If a Possessed chooses to do this, he gains an extra attack but still cannot carry a weapon.
Cost: 40 gold crowns
Hideous
The mutant causes fear.
Cost: 40 gold crowns
Chaos Rituals
The Magister begins with one spell chosen at random from this list. He may learn additional spells instead of skills on future advances.
1. Eye of God
Casting difficulty: 7+
The power of Chaos flows through the Magister, allowing him to reshape one of his warriors into a form more pleasing to the dark gods. One model within 6” of the Magister immediately gains D3 mutations chosen at random (no cost is paid for these mutations). If the model already has mutations, roll for the new mutations and add them to the existing ones; duplicates are ignored and re-rolled. The mutations are permanent.
2. Dark Blood
Casting difficulty: 8+
The Magister hurls a bolt of concentrated dark energy at a single enemy model within 18”. The model suffers a Strength 5 hit. If the model is taken out of action, it must roll on the Serious Injury chart as normal, but also suffers an additional D3 Strength 5 hits as dark energy continues to course through its body.
3. Mutation
Casting difficulty: 7+
The Magister calls upon the power of Chaos to alter the physical form of a single enemy model within 12”. The model must pass a Toughness test or immediately gain a mutation chosen at random (from the Mutations list above, rolled randomly). The mutation is permanent and confers no in-game bonus — it is simply a mark of Chaos’s attention.
4. Wings of Darkness
Casting difficulty: 9+
The Magister sprouts great bat-like wings and may immediately move up to 12” in any direction, ignoring all terrain and models. He may not end this move in contact with an enemy model unless he is charging, in which case the normal rules for charging apply.
5. Chaos Familiar
Casting difficulty: 6+
A small Daemon materialises beside the Magister, whispering dark secrets in his ear. For the remainder of the battle the Magister may re-roll any single dice once per turn. The Familiar vanishes at the end of the battle.
6. Word of Pain
Casting difficulty: 8+
The Magister screams a word of terrible power. All enemy models within 8” must pass a Leadership test or be struck by waves of agony, suffering –1 to all their characteristics (to a minimum of 1) for the remainder of the turn.