Undead Additional Units.pdf

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Undead Rules For Mordheim Scenarios
Undead Rules For Mordheim Scenarios
Since we tend to use undead frequently in our scenarios, this is a reference sheet for their
Mordheim stats. We’ve included a few Warhammer undead types that may be toned
down a bit for Mordheim. This is still a work in progress.
This document contains rules and statistics for various types of undead for use in
Mordheim scenarios. They are not intended for use with undead warbands run by
players, which are covered in the Mordheim rulebook, but as a reference for scenarios
where undead are being used as NPCs.
Undead Types
Zombies
M WS BS S T W I A Ld
Zombie 4 2 0 3 3 1 1 1 5
Special Rules: Cause Fear , May Not Run , Immune to Psychology &
Poison , No Pain
Skeletons / Skeleton Captains
M WS BS S T W I A Ld
Skeleton
4 2 2 3 3 1 2 1 5
Skeleton Captain 4 2 2 3 3 1 2 2 5
Special Rules: Cause Fear , May Not Run , Immune to Psychology &
Poison , No Pain
Ghouls / Ghas t s
M WS BS S T W I A Ld
Ghoul 4 2 2 3 4 1 3 2 5
Ghast 4 2 2 3 4 1 3 3 5
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Special Rules: Cause Fear , May Not Run , Immune to Psychology &
Poison , No Pain
Dire Wolf / Doom Wolf
M WS BS S T W I A Ld
Dire Wolf 4 2 0 3 3 1 1 1 5
Doom Wolf
Special Rules: Cause Fear , May Not Run , Immune to Psychology &
Poison , No Pain
Fell Bat
Wight
M WS BS S T W I A Ld
Wight 4 3 3 4 4 1 3 1 8
Wight Champion 4 3 3 4 4 1 3 2 8
Special Rules: Cause Fear, May Not Run, Immune to Psychology & Poison, No Pain
Wight Blade: all to hit rolls of 6 wound automatically, although the Wight still rolls “to
wound” to see if the hit is a critical
Necromancer
M WS BS S T W I A Ld
Necromancer 4 3 3 3 3 1 3 1/2 7
Equipment: The Necromancer has a sword, a dagger and a short bow
Special Rules: The Necromancer is a Wizard and cast Necromantic Spells. Roll
d6:
1 = Lifestealer
2 = Re-Animation
3 = Death Vision
4 = Spell of Doom
657366034.013.png
5 = Call of Vanhel
6 = Roll again
Re-Animation works on zombies, skeletons, and skeleton captains.
If your roll Re-Animation for the Necromancer and the escort is other than
skeletons or zombies, roll again. If Re-Animation appears a second time, then
that is the Necromancer’s spell.
Vampire
M WS BS S T W I A Ld
Vampire 6 4 4 4 4 2 5 2 8
Equipment: The Vampire has a sword and a dagger, and on d6 roll of 4+
wears heavy armor
Special Rules: Cause Fear, Immune to Psychology & Poison, No Pain
Wraith
M WS BS S T W I A Ld
Wraith 6 3 0 3 3 2 2 2 7
Special Rules: Cause Fear, May Not Run, Immune to Psychology & Poison, Ethereal.
Because the Wraith is ethereal, it can move through solid (but not living creatures),
and it suffers no movement penalties for doing so. It cannot be harmed in combat
except by magical weapons or Daemons (including the Possessed), but it is affected
by spells as normal. It cannot stand the touch of iron weapons, so if it is hit by an
iron weapon the Wraith must make a Leadership test. If it fails the test it will flee
3d6” immediately away from the attacker. During the Wraith’s next turn it may move
as normal. If the Wraith is driven off of the table edge in this fashion, it is considered
vanquished.
Banshee
M WS BS S T W I A Ld
Banshee 6 3 0 3 3 2 4 2 8
Special Rules: Cause Fear, May Not Run, Immune to Psychology & Poison,
Ethereal, Ghostly Howl.
Because the Banshee is ethereal, it can move through solid (but not living
creatures), and it suffers no movement penalties for doing so. It cannot be harmed
in combat except by magical weapons or Daemons (including the Possessed), but it
is affected by spells as normal. It cannot stand the touch of iron weapons, so if it is
hit by an iron weapon the Banshee must make a Leadership test. If it fails the test it
will flee 3d6” immediately away from the attacker. During the Banshee’s next turn it
may move as normal. If the Banshee is driven off of the table edge in this fashion, it
is considered vanquished.
Ghostly Howl: The eerie cry of the Banshee brings doom to those mortals who hear it.
The Banshee uses its Ghostly Howl in the shooting phase. The attack targets one victim
within 8”. Roll 2d6+2, and compare the total to the victim’s leadership score. For each
point by which the roll beats the victim’s leadership value, the victim suffers one wound
with no armor saves.
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