Beruflich Dokumente
Kultur Dokumente
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).
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] 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
[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] 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] 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
[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] 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] 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.
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