Warbands of Mordheim

You Wanna live to the next sunrise man-thing? Hmm? Well you must first know the other man-things or you will die die by them if not me!
Hee hee he heeeee..... Neek-neek!


 
Skaven
"But Wesley, what about the R.O.U.S's?"
"Rodents Of Unusual Size? I don't think they exist."
"Rrrargh!!"
>R.O.U.S pounces on Wesley<
-The Princess Bride
The verminous rat-men known as Skaven are considered to be a myth by some. However, the signs of them are everywhere if one chooses to look: a scuttling shape too fast to see, scratch marks made by something that runs on two feet, cats hissing at darkness, and henchmen found dead the next day with a triangular throwing star in their back all point to one thing: Skaven. They have come to the City of the Damned in search of wyrdstone, known as warpstone to them, the very substance which created them over two millennia ago. Specifically, the Nightmaster of Clan Eshin in the eastern land of Cathay have taken notice of the city and has sent small bands of Assassin Adepts and prospective killers instead of the mighty armies of the Skaven general to keep the secret of the stones from the other brawling clans.
 
Play:
Skaven are quick, both in movement and initiative, so they probably get to HtH quick and slice up the enemy before the strike back. Assassin Adepts get an extra -1 armor modifier and with their strength of 4, light armor and a sheild is useless. Skaven can also get special skills and weapons.  However, Skaven have a small equipment list, cowardly leadership, overpriced warplock pistols (Human: 15, Skaven:35?!) and the Night Runners have to take the Henchmen Equipment list, not Heros.

 
 
Reiklanders
"Alright, you may be stronger than us, and yo may be better equipted than us, and we may be outnumbered two to one...."
"Aren't you coming to a 'but' here soon."
"I thought I was."
-Hagar the Horrible
 
Reiklanders come from the stern and military city of Altdorf, also the house of the Grand Teogenist. Reiklanders believe one of them will be the new Emporer, and all are united to find riches and wyrdstone. Reiklanders shun the ways of the Middenheimers, thinking them brutes and hairy heads. Their way is the way of the army and the bow, not the loose formations of berserkers. Beset by the odds, a captain of a Reikland warband will most likely keep his men together.
 
Play:
Reiklander's Captains can use their leadership at double the length than a regular captain (12"). This might keep most of the warband together however, this can't help if the Captain is Out of Action. The extra BS should help.... unless your opponent knows about HtH combat.  Their skills list is average, no weaknesses but no strengths, oh, well......
 

 
Middenheimers
"Beat it or I'll call the Brute Squad."
"I'm on the Brute Squad."
"You ARE the Brute Squad."
- The Princess Bride
 
Middenheimers come from the cold barren lands to the North of the Empire. They do not worship Sigmar, but Ulric; god of War, Wolves and Strength. To the Middenheimers, their two handed hammers are a sacred symbol of Ulric. Most Middenheimers take to make their appearence more like a wolf, and do not shave (or bathe, in some cases) and thus give them the noticable beards. As a right of passage, most men from Middenheim have to strangle a White Wolf with their bare hands and most Middenheimer Leaders sport thick cloaks of grey fur.
 
 
Play:
Middenheimer Heros get an extra +1 to their strength, giving them a strength of 4 and a -1 armor modifier. The Middenheimer Skill list is low on Shooting and Acedemics, as they are a bit stupid. These guys would excel in HtH combat, if they can get their alive.
 

 
 
Marienburgers
"Ye Yeah Yeah! Mo Money, Mo Money!!"
-Martin Waynes
 
The fat, rich men of Marienburg, also known as The City of Gold, have come to Mordheim after hearing it can change metals into gold. This, of course, made packs of rich or noble sons flock to Mordheim to gain more economical power for Lady Magritta, Elector Count of Marienburg. Merchants and traders, the best equipment is seen hung around their belts and their cloaks made from the most expensive materials. Most other mercenaries call Marienburgers "pretty boys", but not to their face less they find a shot in their chest.
 
Play:
Marienburgers get an extra amount of gold equal to 20% of their starting gold. They also get +1 for searching for rare items on the trading chart. This means they will have great weapons and arms. However, they cannot get Strength Skills, making them weak in close combat.
 

 
Witch Hunters
"What also floaats on water?"
"Umm.. Apples!"
"Churches!...".
"Uh, very small rocks!"
"A Duck!"
"Exactly!"
"So if she weighs the same as a duck, that means she's made of wood.."
"And therefore......"
"A Witch!!!"
-Monty Python and the Holy Grail
 
The Templars of Sigmar, commonly known as Witch Hunters are fanatics and self-righteous preachers of old. Althuogh they burn as many innocents as heretics, many think the end justifies the means. They have come to Mordheim to try and finish the job of the comet, to destroy all sinners and heretics in an all consuming fire. Almost all Witch Hunters have some unknown dark past that they lash out at others to escape their own pains. The insane Flagellents are a perfect example of this. Witch Hunters look on the Sisters of Sigmar with contempt of a heretic and that women have no right in warfare.
 
 
Play:
 Witch Hunters Hate any model that can cast Spells, and with the ability to use the Prayers of Sigmar and wear armor at the same time, the wizards of enemy warbands need to watch it. However, Fagellents do not have armor and are primarily HtH and could get cut down by shooting.
 
 

 
Sisters of Sigmar
"Man am I in trouble!! They'll probably send me to Military school, or even worse a convent!! What can be worse than that learning to be a good girl? Oh, No! A Military Convent.......... Nuns with Guns!"
-The Torkelsons
 
The Sisters of Sigmar were the only ones prepared for the Hammer of Sigmar as it burned in the sky. They locked themselves in their keep on top of Sigmar's Rock praying and confessing in order to be saved. As the decadent party raged outside and Daemons walked through the streets, the Sisters watched and waited. Amazingly, the Temple of the convent was the only building unscathed and standing. After the comet hit, the Seeress had a vision of Sigmar in her dreams, saying that is was their duty to collect the wyrdstone and keep it under the citaedel floor where it would cause no harm.
 
 
Play:
The Sisters of Sigmar have special weapons in their list for Sigmirite Hammers which are highly effective against Undead or Possessed and for Steel Whips which offer no parries against it. Their weakness is most likely in their stat line and abilities that ONLY relate to a specific race (Holy water won't work on Skaven!).
 

 
 
Undead
"Childeren of the Night..... What a mess they make."
-Dracula, Dead and Loving It
 
Called together by a fledgling Vampire Count, the Undead rise from their fallen places and crypt of the City of the Damned to serve their almost imortal leige. There are those still living that follow this master of blood, but few and too little between. The dark powers of Necromancy are feuled by the magic wyrdstone and thus important to the poor and uncaring walking dead.
 
Play:
Like in Warhammer, the Undead are Fear Causing and good at Leadership tests. They are also good at swamping the enemy with numbers. However, since the absence of a brain seems to be a problem, most do not gain experience. The Living that do gain expirence do take Ld. tests and Ghouls have a low Ld.
 

 
The Cult of the Possessed
"I'll Swallow your soul!!"
"Come get some!"
-Army of Darkness
 
Bogeymen, Mutants, Possessed whatever the name, the power of Chaos takes it's form in humans, both physical and spiritual. The warping taint of wyrdstone calls to the Cult of the Possessed, and their master of the Pit, the Shadowlord, demands wyrdstone for some unknown reason. The freakshows of the Empire's carnival pale in contrast to the monstosities and mutants made of the influence wyrdstone.
 
Play:
The Possessed have a balance between HtH dominence and Psychology abilities. Ability to cause Fear is rarely found in warbands, giving them an edge. But the reasources of missle weapons and skills are few to the Cult and Heros are not cheap, making them outnumbered usually.
 

 
 
O.K, That was a bit long and tedious, I'll go back. Come with me 'kay?