Sie sind auf Seite 1von 17

WARCRY MORDHEIM v.3.

1
Compatibility: Mercenary Reactions and Special Abilities:
 Mordheim bands are designed to be  When creating a Mercenary warband,
balanced against each other, not against choose Reikland, Middenheim or
Warcry bands. Marienburg as your home province.
 The warband’s unique reaction will be that
Warband Size: of the chosen home province.
 Change maximum number of fighters in a  The warband leader always has access to
warband to 12. the three special abilities from the chosen
 A warband can only have one fighter with home province.
the Leader runemark.
Spells/Prayers:
Melee and Shooting Attacks:  Warriors with access to spells or prayers
 Spears, Halberds, Whips, Flails, and generate three random spells or prayers
Tentacles count as melee Attacks, even from their lore before each battle.
though they have a range of more than 1”.  Roll only once for each lore. If there are
 Pistols and Throwing Stars fired at an multiple spell- or prayercasters in the
enemy within 1” of the attacker count as warband using the same lore, each caster
melee Attacks. will share the three spells/prayers
 Blast attacks (e.g. from wizards) count as generated from his lore.
shooting Attacks.
Hired Swords and Dramatis Personae
Targeting Shooting (Closest Enemy)  Hired Swords and Dramatis Personae
When shooting a missile weapon, a warrior must cannot use the employing warband’s
target the closest visible enemy. special abilities or unique reactions unless
 If the closest enemy is subject to penalties otherwise noted.
from cover, abilities, or other rules, you  A warband can employ only one of each
may target the succeedingly closest enemy, type of Hired Sword or Dramatis Personae
provided that enemy has fewer penalties. at a time.
(Note that the more distant target must
have definitively fewer penalties – it is not Summoned Fighters:
enough that it has just as many.)  The Skaven spell “Children of the Horned Rat”
can summon Giant Rat fighters.
Pick Target (Elevated 2” or More)  Summoned fighters follow the rules for Raised
Warriors elevated 2” or more above ground level Fighters in the normal Warcry rules (i.e. cannot
may target any visible enemy, not just the closest. be activated, use abilities or make reactions in
 However, if there are any visible enemies the combat phase they are set up).
within 6” of such a warrior, he does not get
to pick his target, but must follow the
normal rules for targeting missile weapons
(i.e. shooting at the closest enemy as
described above).

Warriors cannot Shoot:


 If there are enemies within 1” of them.
 Through allied warriors.
 At enemies that have one or more
members of their own warband within 1” of
them.
UNIVERSAL ABILITIES
[Double] Rush [Double] Onslaught [Tripe] Respite
Add 1 to the Move characteristic of Add 1 to the Attacks characteristic  A fighter cannot use this ability
this fighter until the end of this of melee Attack actions this warrior if they are within 1” of one or
fighter’s activation. makes until the end of this fighter’s more enemy fighter(s).
activation.  Remove a number of Damage
from this fighter equal to the
value of this ability.

[Triple] Inspiring Presence [Quad] Rampage


Leader only.  This fighter may make a bonus
 Pick a friendly visible fighter Move action equal to the value
within 6” of this fighter that has of this ability in inches.
not been activated yet this  Then, this fighter may make a
battle round. bonus Attack action.
 Activate that fighter
immediately after this fighter’s
activation ends.

UNIVERSAL REACTIONS
[Reaction] Counter [Reaction] Counter [Reaction] Strike them Down
 A fighter can make this reaction  A fighter who is in cover can  A fighter can make this reaction
after they are targeted by a make this reaction after they when a visible enemy fighter
melee Attack action, but before are targeted by a shooting within 1" of them makes a
the hit rolls are made. Attack action, but before the hit Disengage action, but before
 For each hit roll from that rolls are made. that fighter moves away.
Attack action that misses,  After the hit rolls have been  Roll a dice.
allocate 1 Damage to the made, roll a dice for each  On a roll of 4+, allocate D6
attacking fighter. critical hit. Damage to the disengaging
 For each roll of 1, allocate 2  On a 4+, that critical hit enemy fighter.
Damage to the attacking fighter becomes a normal hit instead.
instead.  Fighters with the Gargantuan
and/or Mounted runemarks
cannot make this reaction.
MERCENARIES
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
185 Captain Sword, Pistol 4 4 20 Leader, Elite 1 4 4 2/4 6 2 4 2/4
130 Sergeant Sword, Shield 4 5 15 Bulwark, Elite 1 3 4 2/4
145 Sergeant Great Sword 4 4 15 Destroyer, Elite 1 3 5 3/5
140 Sergeant Halberd 4 4 15 Destroyer, Elite 2 3 5 2/4
70 Trooper Sword, Shield 4 4 10 Bulwark 1 3 3 1/3
70 Trooper Spear, Shield 4 4 10 Bulwark 2 2 3 1/4
75 Trooper Halberd 4 3 10 Destroyer 2 2 4 1/4
75 Marksman Bow 4 3 10 Scout, Trapper 1 2 3 1/3 3-15 2 3 1/3
95 Marksman Handgun 4 3 10 Scout, Trapper 1 2 3 1/3 3-12 2 5 1/4
90 Marksman Crossbow 4 3 10 Scout, Trapper 1 2 3 1/3 3-18 2 4 1/3
80 Marksman Blunderbuss 4 3 10 1 2 3 1/3 3-8 4 3 1/2
150 Marksman Long Rifle 4 3 10 Scout 1 2 3 1/3 6-20 2 5 2/5

[Double] Martial Discipline [Double] Aimed Shot [Double] Hold the Line!
 Pick a visible enemy fighter that Scout only. Bulwark only.
is within range of one of this  Use only if this fighter has not Add 1 to the Toughness of this
fighter’s melee Attack profiles. yet made a Move action this fighter and other friendly visible
 Until the end of the battle battle round. fighters with the Bulwark runemark
round, deduct 1 from the  The next shooting Attack action as long as they are within 3” of this
Strength of melee Attack this fighter makes this fighter.
actions made by the chosen activation scores critical hits on
enemy. 5+ (as opposed to the normal
6).

[Triple] Wide Sweeping Blow [Triple] Volley Fire [Quad] Flow of Battle
Destroyer only. Trapper only. Elite only.
 Roll a dice for each visible Add half the value of this ability  Pick a number of visible friendly
enemy within 3” of this fighter. (rounded up) to the Attacks fighters up to the value of this
 On 3-4, allocate 1 Damage to characteristic of the next shooting ability that are each within 6" of
the enemy being rolled for. Attack action made by this fighter this fighter.
 On 5-6 allocate Damage equal this activation.  Each of these fighters may
to the value of this ability to the make a bonus Move action or a
enemy being rolled for. bonus Disengage action (they
do not all have to make the
same action).
REIKLAND SPECIAL ABILITIES
[Reaction] Battlefield Discipline
 A fighter can make this reaction after an enemy finishes a Move action visible to this fighter and within 3” of
this fighter.
 Pick another friendly fighter who is not a Hired Sword or Dramatis Personae and who is within 3” of this
fighter.
 The chosen fighter makes a bonus melee Attack action that must target the enemy who made that Move
action.

[Double] Honest Steel [Double] Inspiring Officer [Double] Tactical Supremacy


Leader only. Leader only. Leader only.
Add 1 to Attacks and Strength of Until end of battle round, add half  Roll a dice.
this fighter’s next melee Attack the value of this ability (rounded up)  On a 3+, gain one Wild Dice that
action this activation. to the value of abilities used by can be used from the start of
other friendly visible fighters within the next battle round.
6" of this fighter (to a max of 6).

MIDDENHEIM REACTION & SPECIAL ABILITIES


[Reaction] Northern Resilience
 A fighter can make this reaction when targeted by an Attack action, but before the hit rolls are made.
 Subtract 1 from the Damage allocated to this fighter from each hit and critical hit from that Attack action, to a
minimum of 1.

[Double] Crush the Weak! [Double] Lead with Strength [Double] Staggering Blow
Leader only. Leader only. Leader only.
The next melee Attack action made  Use only if an enemy was taken  Pick a visible enemy fighter
by this fighter this activation scores down by an attack action made within 1” of this fighter.
critical hits on 5+ (instead of the by this fighter this activation.  That enemy must make bonus
normal 6) if the target’s Toughness  This fighter may make a bonus Disengage action.
is lower than the Strength of the Move action or a bonus Attack  If they cannot, allocate D6
Attack. action. Damage to that enemy.
MARIENBURG REACTION & SPECIAL ABILITIES
[Reaction] Vicious Riposte
 A fighter can make this reaction after they are targeted by a melee Attack action, but before the hit rolls are
made.
 For each hit roll from that Attack action that rolls a 1 or 2, allocate 2 Damage to the attacking fighter.

[Double] Dueling Pistol [Double] Snort Crimson Shade [Double] Poisoned Stiletto
Leader only. Leader only. Leader only.
The next shooting Attack action Add half the value of this ability  Choose an enemy within 1” of
made by this fighter this activation (rounded up) to the Move this fighter and roll a dice.
scores critical hits on 5+ (instead of characteristic of this fighter for the  On a 3+, allocate 3 Damage to
the normal 6). next Move action they make this that fighter.
activation.
WITCH HUNTERS
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
185 Inquisitor Sword, Pistol 5 3 20 Leader, Scout 1 4 4 2/4 6 2 4 2/4
145 W. Hunter Sword, Pistol 5 3 15 Scout 1 3 4 2/4 6 2 4 2/4
165 W. Hunter Sword, Crossbow 5 3 15 Scout 1 3 4 2/4 3-18 2 4 2/4
145 Hangman Great Sword 4 4 15 Scout 1 3 5 3/5
125 Priest Great Hammer 4 4 15 Priest 1 3 4 2/5
80 Flagellant Great Brazier 4 3 12 Destroyer 1 3 4 1/4
75 Flagellant Flail 4 3 12 Destroyer 3 3 3 1/3
90 Flagellant Maces 4 3 12 Destroyer 1 4 3 1/3
55 Zealot Spear 4 3 8 2 2 3 1/4
55 Zealot Mace 4 3 8 1 3 3 1/3
70 Zealot Bow 4 3 8 1 2 3 1/3 3-15 2 3 1/3
75 Warhound Jaws 6 3 8 Beast 1 3 3 1/3

[Reaction] Grim Resolve


 A fighter can make this reaction after an enemy fighter finishes a Move action visible to this fighter
and within 3” of this fighter.
 Pick another friendly fighter who is not a Hired Sword or Dramatis Personae.
 The chosen fighter makes a bonus Move action.
 After that Move action, the chosen fighter must be within 1” of the enemy that made that Move
action.

[Double] Tireless Seeker [Double] Tools of Judgment [Double] Accusation


 Use only during the first battle Add 1 to the Damage of hits and Leader only.
round. critical hits caused by this fighter’s  Pick a visible enemy fighter
 This warrior may make a bonus Attack actions this activation. within 8” of this fighter.
Move action equal to the value  Until the end of the battle
of this ability in inches. round, add 2 to the Damage of
critical hits (but not normal hits)
of Attack actions made by other
friendly fighters that target the
chosen enemy.

[Triple] The End is Nigh! [Triple] Hooded Hunter [Triple] Burn the Witch!
Destroyer only. Scout only. Scout only.
 Use only if this fighter has at  Remove this fighter from the Until the end of the battle round,
least 4 Damage allocated to board. add 1 to Attacks of melee Attack
them.  Then set them up anywhere actions made by visible friendly
 This fighter may make a bonus within 5” of where they stood fighters while they are within 3” of
Move action. and at least 3” away from all this fighter (not including this fighter
 Then, this fighter may make a enemies. himself).
bonus Attack action.
SISTERS OF SIGMAR
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
185 Matriarch Hammer, Whip 4 4 20 Leader, Priest 1 4 4 2/4 3 3 4 2/3
140 Superior Hammers 4 4 15 1 4 4 2/4
135 Superior Hammer, Whip 4 4 15 1 3 4 2/4 3 3 4 2/3
145 Superior Great Hammer 4 4 15 Destroyer 1 3 5 3/5
110 Augur Daggers 4 3 12 Sentient 1 4 3 1/4
135 Relic Bearer Staff 4 4 12 Icon Bearer 2 3 4 2/4
70 Sister Hammer, Shield 4 4 10 1 3 3 1/3
65 Sister Whip 4 3 10 3 3 3 1/3
75 Sister Great Hammer 4 3 10 Destroyer 1 3 4 1/4
70 Sister Sling 4 3 10 1 2 3 1/3 3-12 2 3 1/3
55 Novice Hammer 4 3 8 1 3 3 1/3
65 Novice Sling 4 3 8 1 2 3 1/3 3-12 2 3 1/3

[Reaction] Blaze of Fury


 A fighter can make this reaction after they are targeted by a melee Attack action but before the hit rolls are
made.
 For each hit roll from that Attack action that hits, allocate 1 Damage to the attacking fighter.
 For each critical hit, allocate 2 Damage to the attacking fighter instead.

[Double] Righteous Contempt [Double] Throw Bolas [Double] Crushing Blow


 Use only if there is a visible  Pick a visible enemy within 6" Destroyer only.
enemy within 6” of this fighter. of this fighter and roll two dice. Add 1 to the Strength and Damage
 This fighter may make a bonus  For each 4+, allocate a number of this fighter’s next melee Attack
Move action. of Damage to that fighter equal action this activation.
 After that Move action, this to half the value of this ability
fighter must finish closer to the (rounded up).
closest visible enemy than they  For each 6, also deduct 1 from
were at the start of the Move that enemy’s Movement until
action. the end of the battle round (to
a minimum of 3).

[Double] Sign of Sigmar [Triple] Protection of Sigmar [Quad] Zealous Ferocity


Sentient only. Icon Bearer only.  Until the end of the battle
 Roll a dice. Until the end of the battle round, round:
 On a 2+, you may immediately deduct 1 from the Attacks of Attack  Add 2 to the maximum distance
turn one of your [Doubles] into actions made by enemy fighters moved from Move actions
a [Triple] or one of your while they are within 6" of this made by this fighter this
[Triples] into a [Quad]. fighter (to a minimum of 1). activation.
 And add 2 to the Attacks of
melee Attack actions made by
this fighter this activation.
PRAYERS OF SIGMAR
[Double] Hammer of Sigmar [Double] Healing Hands [Double] Armour of Righteousness
Priest only. Priest only. Priest only.
 Pick a visible fighter within 6” of  Pick a visible friendly fighter  Pick a visible fighter within 6” of
this fighter or this fighter who is within 1” of this fighter, this fighter or this fighter
themselves. or this fighter themselves. themselves.
 Until the end of the battle  Remove Damage from that  Until the end of the battle
round, add half the value of this fighter equal to the value of this round, add half the value of this
ability (rounded up) to the ability. ability (rounded up) to the
Strength of melee Attack Toughness of that fighter.
actions made by this fighter.

[Double] Hearts of Steel [Triple] Shield of Faith [Quad] Soulfire


Priest only. Priest only. Priest only.
Until the end of the battle round, Until the end of the battle round, Allocate a number of Damage to all
add 1 to the Toughness of visible enemies cannot use abilities while visible enemy fighters within 4" of
friendly fighters while they are they are within 3” of this fighter. this fighter equal to the value of this
within a number of inches of this ability.
fighter equal to the value of this
ability.
SKAVEN CLAN ESHIN
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
195 Master Swords, 7 3 18 Leader, Agile 1 5 4 2/4 6 3 3 1/3
Assassin Stars
140 Sorcerer Staff, Blast 5 3 15 Mystic 2 3 3 1/4 3-7 2 3 3/6
130 Assassin Fighting 6 3 12 Agile 1 5 4 2/4
Claws
125 Assassin Sword, Stars 6 3 12 Agile 1 4 4 2/4 6 3 3 1/3
80 Runner Snare Net 6 3 10 Agile, Trapper 3 3 3 1/3
90 Runner Sword, Stars 6 3 10 Agile 1 4 3 1/3 6 2 3 1/3
75 Clanrat Sling 5 3 8 1 2 3 1/3 3-12 2 3 1/3
75 Clanrat Spear, 5 4 8 2 2 3 1/4
Shield
75 Clanrat Sword, 5 4 8 1 3 3 1/3
Shield
80 Clanrat Halberd 5 3 8 2 2 4 1/4
30 Giant Rat Jaws 6 2 4 Beast 1 2 2 1/2
225 Rat Ogre Claws 5 5 30 Gargantuan 1 3 5 3/6

[Reaction] Musk of Fear


 A fighter can make this reaction after an enemy fighter finishes a Move action visible to this fighter and within
3” of this fighter.
 Pick another friendly fighter who is not a Hired Sword or Dramatis Personae and who is within 3” of this
fighter.
 The chosen fighter makes a bonus Move or bonus Disengage action.
 After that action, the chosen fighter must be more than 3” away from the enemy who made that Move action.

[Double] Scurry Away! [Double] Envenomed Weapons [Double] Barbed Net


 A fighter can use this ability Add 1 to the Damage of hits and Trapper only.
only if there is a visible enemy critical hits caused by this fighter’s  Pick a visible enemy fighter
within 3” of them. Attack actions this activation. within a number of inches of
 Roll a dice: On a roll of 2+, this this fighter equal to the value of
fighter may perform a bonus this ability and roll a dice.
Disengage action.  On a 3+, that enemy cannot
make Move actions or
Disengage actions until the end
of the battle round.

 [Triple] Perfect Killer [Quad] Master of Silent Death


Agile only. Agile only.
 This fighter may make a bonus  This warrior can fly when
Move action or bonus making move actions until the
Disengage action. end of his activation.
 In addition, until the end of this  In addition, this warrior may
fighter’s activation, add 1 to the make a bonus Move action.
Damage allocated by critical  Then, he may make a bonus
hits (but not normal hits) from Attack action.
Attack actions made by this
fighter.
MAGIC OF THE HORNED RAT
[Double] Children of the H. Rat [Double] Warpfire [Double] Eye of the Warp
Mystic only. Mystic only. Mystic only.
 A warband can use this ability Until the end of this fighter's  Pick a visible enemy fighter
only once per battle. activation, add half the value of this within 1” of this fighter.
 Place D3 Giant Rat fighters that ability (rounded up) to the Strength  That enemy must make a bonus
you control, each of them of shooting Attack actions made by Disengage action.
anywhere within 5” of this this fighter.  If they cannot, allocate D6
fighter and at least 3” from all Damage to that enemy.
enemies.

[Triple] Black Hunger [Triple] Choke [Triple] Skitterleap


Mystic only. Mystic only. Mystic only.
Until the end of the battle round,  Choose a visible enemy within  Pick another friendly fighter
add 1 to the Attacks of melee Attack 6” of this fighter and roll dice without the Gargantuan
actions made by visible friendly equal to the value of this ability. runemark that is within 12" of
fighters while they are within 3” of  For roll that exceeds the this fighter. (The chosen fighter
this fighter (not including this fighter Toughness of that fighter, does not have to be visible to
themselves). allocate 5 Damage to them. this fighter.)
 Remove that fighter from the
field.
 Then immediately place that
fighter anywhere on the
battlefield, within a number of
inches of this fighter equal to
the value of this ability.
CULT OF POSSESSED
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
135 Magister Dagger, 4 3 15 Leader, Mystic, 1 4 3 1/4 3-7 2 3 3/6
Blast Minion
185 Possessed Great Claw 5 4 20 Terrifying, Brute 1 3 5 3/5
180 Possessed Tentacle 5 4 20 Terrifying, Brute 2 3 4 2/4
95 Gor Swords 5 3 10 Trapper 1 4 3 1/3
80 Gor Mace, Shield 5 4 10 Trapper 1 3 3 1/3
80 Darksoul Great Axe 4 3 12 Destroyer, Minion 1 3 4 1/4
75 Darksoul Flail 4 3 12 Destroyer, Minion 3 3 3 1/3
70 Cultist Bow 4 3 8 Minion 1 2 3 1/3 3-15 2 3 1/3
55 Cultist Spear 4 3 8 Minion 2 2 3 1/4
55 Cultist Mace 4 3 8 Minion 1 3 3 1/3
70 Mutant Great Claw 4 3 8 Terrifying 1 3 4 1/4
65 Mutant Tentacle 4 3 8 Terrifying 2 3 3 1/3

[Reaction] Blackblood
 A fighter can make this reaction when they are targeted by a melee Attack action.
 After the Damage is totaled, but before it is allocated to this fighter, roll a dice for each critical hit scored from
that Attack action.
 For each 3+, allocate 3 Damage to the fighter who made that Attack action.
***

[Double] Eye of God [Double] Brayherd Ambush [Double] Nightmarish Visage


Minion only. Trapper only. Terrifying only.
 Use only if an enemy was taken  Until the end of the battle  Pick a visible enemy fighter
down by an Attack action made round: within a number of inches of
by this fighter this activation.  Add 1 to the maximum distance this fighter equal to the value of
 Increase that fighter’s moved from the next Move this ability and roll a dice.
Toughness by 1, or the Strength action made by this fighter this  On a 3+, until the end of the
or Attacks of one melee activation. battle round, that fighter
weapon available to that fighter  And add 1 to the Attacks of the cannot make Move actions or
by 1, until the end of the battle. next melee Attack action made Disengage actions.
by this fighter this activation.

[Double] Flaying Frenzy [Triple] Maniacal Rage [Quad] Rampaging Destroyer


Brute only. Destroyer only.  Until the end of this fighter’s
 Use only if an enemy has been  Roll a dice for each visible activation, add 1 to Attacks of
taken down by an Attack action enemy within 3” of this fighter. melee Attack actions made by
by this warrior this activation.  On 3-4, allocate 1 Damage to this fighter.
 This warrior may make a bonus the enemy being rolled for.  In addition, each time an
Move action or a bonus Attack  On 5-6 allocate Damage equal enemy is taken down by an
action. to the value of this ability to the Attack action made by this
enemy being rolled for. fighter, this fighter may make a
bonus Move action.
CHAOS RITUALS
[Double] Wings of Darkness [Double] Lure of Chaos [Double] Dark Blood
Mystic only. Mystic only. Mystic only.
 This fighter may perform a  Pick any visible enemy fighter  Roll dice equal to the value of
bonus flying Move action, a within 6” of this fighter. this ability.
number of inches equal to the  That fighter performs a bonus  For each roll of 1, allocate 1
value of this ability. Move action, a number of Damage to this fighter.
 (Fighters cannot fly while inches equal to the value of this  For each 4+, add 1 to the
carrying treasure.) ability, directly toward this Damage of hits and critical hits
fighter. of the next shooting Attack
 The enemy can make this Move action made by this fighter this
action even if there are hostile activation.
fighters within 1” of them.
 If that enemy needs to descend,
they count as jumping.

[Double] Beseech the Shadowlord [Triple] Vision of Torment [Triple] Word of Pain
Mystic only. Mystic only. Mystic only.
 Roll dice equal to the value of  Pick a visible enemy fighter  Roll a dice for each visible
this ability. within 8” of this fighter and roll enemy fighter within 8” of this
 For each roll of 5-6, gain one dice equal to the value of this fighter.
Wild Dice that can be used from ability.  On a 5, allocate 1 Damage to
the start of the next battle  If any of these dice score a 6, the fighter being rolled for.
round. that enemy loses one Action  On a 6, allocate a number of
this battle round. Damage equal to the value of
 If that enemy is reduced to 0 this ability to the fighter being
Actions in this way, that fighter rolled for.
cannot be activated this battle
round.
UNDEAD
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
215 Vampire Sword 5 4 25 Leader, Fly, 1 4 4 2/5
Destroyer
130 Necrom. Staff, Blast 4 3 15 Mystic 2 3 3 1/4 3-7 2 3 3/6
130 Wight Halberd 3 4 15 Elite, Minion 2 3 5 2/4
135 Wight Great Sword 3 4 15 Elite, Minion 1 3 5 3/5
120 Wight Sword, Shield 3 5 15 Elite, Minion 1 3 4 2/4
35 Zombie Fists 3 3 12 Minion 1 2 3 1/2
60 Skeleton Sword, Shield 3 4 10 Minion 1 3 3 1/3
60 Skeleton Spear, Shield 3 4 10 Minion 2 2 3 1/4
95 D. Wolf Jaws 8 3 8 Beast, Thrall 1 3 4 1/3
70 Ghoul Claws 5 3 10 Destroyer 1 3 3 1/3
65 Dreg Great Club 4 3 8 Thrall 1 3 4 1/4
70 Dreg Bow 4 3 8 Thrall 1 2 3 1/3 3-15 2 3 1/3

[Reaction] Inured to Pain


 A fighter can make this reaction when targeted by an Attack action, but before the hit rolls are
made.
 Subtract 1 from the Damage allocated to this fighter from each hit and critical hit from that Attack
action, to a minimum of 1.

[Double] Loyal Servant [Double] Shambling Horde [Double] Aura of Dred


Thrall only. Minion only. Leader only.
 This fighter makes a bonus  Use only if this fighter is within  Pick a visible enemy fighter
Move or Disengage action. 6” of another visible friendly within a number of inches of
 After that action, this fighter fighter with the Leader or this fighter equal to the value of
must end within 2” of a visible Mystic runemarks. this ability and roll a dice.
friendly fighter with the Leader  This warrior may make a bonus  On a 3+, until the end of the
or Mystic runemarks. Move action equal to the value battle round, that fighter
of this ability in inches cannot make Move actions or
(rounding up). Disengage actions.

[Triple] Feeding Frenzy [Triple] Cursed Weapon [Triple] Re-Animation


Destroyer only. Elite only. Leader or Mystic only.
 Use only if an enemy was taken Count each normal hit from the next  Choose any friendly fighter with
down by an Attack action made Attack action made by this fighter the Minion runemark that has
by this fighter this activation. this battle round as a critical hit been taken down.
 Remove a number of Damage instead.  Place that fighter anywhere
from this fighter equal to twice within 3” of this fighter.
the value of this ability.  If that fighter has the Elite
runemark, remove a number of
Damage from it equal to the
value of this ability.
 Otherwise, that fighter has no
Damage allocated to it.
 That fighter no longer counts as
taken down.
NECROMANCY
[Double] Death Vision [Double] Call of Vanhel [Double] Lifestealer
Mystic only. Mystic only. Mystic only.
Until the end of the battle round,  Pick a number of visible friendly At the end of this fighter’s
enemies within 3” of this fighter fighters equal to half the value activation, remove a number of
cannot make reactions. of this ability (rounding up) that Damage from this fighter equal to
are within 3" of this fighter. the number of Damage this fighter’s
 Those fighters can each make a Attack actions allocated to enemy
bonus move action of a number fighters this activation.
of inches equal to the value of
this ability.

[Double] Spell of Doom [Triple] Curse of Years *Quad+ Vanhel’s Danse Macabre
Mystic only. Mystic only. Mystic only.
 Pick a visible enemy fighter that  Pick a visible enemy fighter  Pick a number of visible friendly
is within 6" of this warrior and within 9" of this fighter. fighters with the Minion
roll two dice.  Subtract half the value runemark equal to the value of
 For each 4+, allocate a number (rounded up) of that enemy's this ability that are each within
of Damage to that fighter equal Move or Toughness until the 9" of this warrior.
to half the value of this ability end of the battle round, to a  Each of these fighters may
(rounded up). minimum of 1. make a bonus Move action or a
 For each 6, also deduct 1 from bonus Attack action (they do
that enemy’s Movement until not all have to make the same
the end of the battle round (to action).
a minimum of 1).
HIRED SWORDS
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
130 Warlock Staff, Blast 4 3 15 Mystic 2 3 3 1/4 3-7 2 3 3/6
220 Ogre Great Club 4 5 30 Gargantuan 1 3 6 4/8
100 Elf Elf Bow 5 3 12 Scout 1 2 3 1/3 3-20 2 3 1/4
125 Slayer Axes 3 4 18 Berserker 1 4 4 2/4
55 Halfling Short Bow 4 2 6 Agile 1 2 2 1/3 3-12 2 3 1/3
140 Pit Fighter Gauntlet, Flail 4 4 15 Champion 1 4 3 1/4 3 3 4 2/4
135 Freelancer Sword, Shield 8 5 18 Mounted 1 3 4 2/4

[Double] Lead with Strength [Double] Gauntlet Jab [Special] Hedge Wizard
Champion only. Champion only. Mystic only.
 Use only if an enemy was taken  Pick a visible enemy fighter This fighter knows Lesser Magic.
down by an attack action made within 1" of this fighter and roll
by this fighter this activation. a dice.
 This fighter may make a bonus  On a 3+ allocate 3 Damage to
Move action or a bonus Attack that fighter.
action.

[Double] Relentless Zeal [Double] Monster Slayer [Triple] Deathblow


Berserker only. Berserker only. Berserker only.
Add +3” to this fighter’s next Move Add 1 to the Attacks and Strength of  Use only if this fighter has 5 or
action this activation. Attack actions this fighter makes more Damage allocated to
this activation that target an enemy them.
with a starting Wounds  This fighter may make a bonus
characteristic of 20 or more. Move action.
 Then, they may make a bonus
Attack action.

[Double] Wayfinder [Double] Elven Accuracy [Reaction] Knightly Plate Armor


Scout only. Scout only. Bulwark only.
 Use only during the first battle Add half the value of this ability  A fighter can make this reaction
round. (rounded up) to the Damage of when targeted by a melee
 This warrior may make a bonus critical hits (but not normal hits) Attack action, but before the hit
Move action equal to the value from the next shooting Attack rolls are made.
of this ability in inches. action this fighter makes this  Count up to two critical hits
activation. from that Attack action as
normal hits instead.

[Double] Hearty Stew [Double] Hide in Plain Sight [Triple] Trampling Charge
Agile only. Agile only. Gargantuan or Mounted only.
 Use only during the battle Until the end of the battle round,  The next time this fighter
round this fighter was enemies that are 6” or more away finishes a Move action within 1”
deployed. from this fighter cannot target this of one or more enemies this
 All fighters in this fighter’s fighter with Attack actions while this activation, pick one of those
combat group gain 1 Wound fighter is within 1” of any terrain enemies.
(including this fighter himself – feature.  Allocate a number of Damage
this may take them above their to that enemy equal to the
starting Wounds). value of this ability.
LESSER MAGIC
[Double] Flight of Zimmerman [Double] Silver Arrows of Arha [Double] Luck of Shemtek
Mystic only. Mystic only. Mystic only.
 This fighter may perform a This fighter has access to the The value of abilities used by this
bonus flying Move action, a following attack profile for their fighter is 6 until the end of the
number of inches equal to the next Attack action this activation: battle, even if the ability dice show
value of this ability. 5 2 6 3 a different score.
 (Fighters cannot fly while 3-15 * 3 1/2
carrying treasure.) Where * is equal to the value of this
ability.

[Double] Dred of Aramar [Double] Sword of Rezhebel *Triple+ Fires of U’Zhul


Mystic only. Mystic only. Mystic only.
 Pick a visible enemy fighter  Choose any visible friendly  Pick any visible enemy fighter
within a number of inches of fighter within 3” of this fighter within 9” of this fighter and roll
this fighter equal to the value of or this fighter themselves. 9 dice.
this ability and roll a dice.  Until the end of the battle  For each 4+, allocate 1 Damage
 On a 3+, until the end of the round, add half the value of this to the chosen enemy.
battle round, that fighter ability (rounded up) to the  If the value of this ability is 6,
cannot make Move actions or Strength of melee Attack roll 12 dice instead of 9.
Disengage actions. actions made by the chosen
fighter.
DRAMATIS PERSONAE
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
165 Aenur Great Sword 5 3 15 Elite 1 4 5 3/6
170 Johann Daggers, Knives 5 3 15 Agile 1 4 3 1/4 6 5 3 1/3
195 Bertha Hammers 4 5 20 Leader, Priest 1 4 4 2/4
205 Veskit Claws, Pistols 5 5 20 Champion 1 4 4 2/4 6 2 5 2/5

[Double] Beheading Strike [Double] Enchanted Cloak [Special] High Matriach


Elite only. Elite only. Priest only.
Until the end of this fighter’s Until the end of the battle round, This fighter may use any of the
activation, add half the value of this enemies that are 3” or more away warband abilities available to Sisters
ability (rounded up) to the Damage from this fighter cannot target this of Sigmar, as well as that warband’s
of critical hits (but not normal hits) fighter with Attack actions as long unique Reaction, regardless of
made by this fighter’s next melee as this fighter is within 1” of any runemarks. She may also use all six
Attack action. terrain feature. of the Prayer of Sigmar.

[Double] Uncanny Dodge [Double] Scale Sheer Surfaces [Double] Snort Crimson Shade
Agile only. Agile only. Agile only.
Until the end of the battle round, Until the end of this fighter’s Add half the value of this ability
deduct 1 from the Attacks of Attack activation, do not count the vertical (rounded up) to the Move
actions that target this warrior (to a distance moved for Move actions by characteristic of this fighter for the
minimum of 1). this fighter. next Move action he makes this
activation.

[Double] Unblinking Eye [Double] Metallic Body [Reaction] Unyielding Executioner


Champion only. Champion only. Champion only.
 Use only if there is at least one Until the end of the battle round,  A fighter can make this reaction
enemy within 6” of this fighter deduct 1 from the Damage of hits when targeted by an Attack
(the enemy does not have to be and critical hits scored against this action, but before the hit rolls
visible to this fighter). fighter (to a minimum of 1). are made.
 This fighter makes a bonus  Each time that Attack action
Move action, equal to the value scores a critical hit, roll a dice.
of this ability in inches, and  On a 4+, treat that critical hit as
must finish closer to the closest a normal hit instead.
enemy than they were at the
beginning of that Move action.
.

HIRING TABLE
Warlock Ogre Elf Slayer Halfling Pit Fighter Freelancer Aenur Johann Bertha Veskit
Mercenaries V V V V V V V V V
Witch Hunters V V V V V V V V
Sisters of Sigmar V V V V V V V V
Possessed V V
Undead V V
Skaven V V

Das könnte Ihnen auch gefallen