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· SISTER OF SIGMAR - Chinese Shao-Lin Center of ... · · SISTER OF SIGMAR · n the forgotten city of Mordheim, many years ago, the Merciful Order of the Sisters of Sigmar was facing

Apr 09, 2018

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Page 1: · SISTER OF SIGMAR - Chinese Shao-Lin Center of ... · · SISTER OF SIGMAR · n the forgotten city of Mordheim, many years ago, the Merciful Order of the Sisters of Sigmar was facing

· SISTER OF SIGMAR ·

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· SISTER OF SIGMAR · n the forgotten city of Mordheim, many years ago, the Merciful Order of the Sisters of Sigmar was facing its darkest hour. Abandoned by the Church of Sigmar and persecuted by the Witch Hunters for their mysterious, spiritual abilities,

the Sigmarite Sisters had to contend with the thousands of treasure-seekers who came from all parts of the empire to plunder the shards of wyrdstone. Even more terrible were the other bands, the forces of chaos, the Skaven, and the evil vampires. And yet, the Sisterhood did not shrink from their task, collecting the corrupting wyrdstone and storing it in safety. It seemed, though, that is was an impossible task. After a few years of the battle, many of the Augurs were visited by a dream in which Sigmar instructed them to leave the city, and abandon their great convent on Sigmar's Rock. They took their weapons, supplies, and the shards of wyrdstone that the Sisterhood has managed to secure. By the Grace of Sigmar, many of the Sigmarite Sisters managed to leave the city safely.

None of the leadership knew the reason for this relocation, but it was clear that it was Sigmar's will, as everything the Augurs had foretold came to pass. Then all became clear. In the year 2010 the hidden forces of the Vampire Count Vlad von Carstein left the isolation of Sylvania, and marched over the Ostermark, obliterating Mordheim and all in his path. The convent of the Sisterhood was defiled and destroyed by the shambling hordes of the Undead, but because of the relocation, the blow to the Sisterhood was not terminal. Equally important, the wyrdstone they took with them was out of von Carstein's claws. In a historic speech, the High Matriarch commanded her Sisters to disperse into the Empire, to fight the corruptions of Evil and all that would bring destruction to future Mercy convents.

And so the Sisterhood of Sigmar survived. Much lessened, and still victimized by Witch Hunters, the brave

women established hundreds of small convents, usually secreted in the countryside, or close to powerful families that offered protection. The scattered convents keep in communication with each other by means of visions, sent via the Augurs, as well as normal messengers. The Sisterhood changed greatly by necessity over the years, but one thing didn't change: the Sisterhood never allowed its martial skills to fade. The fanatics and Witch Hunters, who had other things to deal with, gradually forgot the Sisterhood. Although still not recognised by the Church of Sigmar, the Sisterhood is not hated as it once was. On the contrary, there have been recent incidents involving mutual respect and cooperation.

The Sisterhood has again found favour with the peasants, and slowly rebuilt itself. Rather than just accepting noble recruits, other women were invited to join the Sisterhood, from the ranks of the peasants. All were equal in the convents. This break in tradition was necessary so that the Sisterhood would not fade. The Sisterhood accepted women trapped in deplorable situations, troublesome noblewomen, the widowed, the helpless, and the poor. All found a new existence as a Sigmarite Sister, spreading the words and deeds of Sigmar. Each has a clear, chosen path as they plant their faith in Sigmar. But many missions and tasks still remain if the Sigmarite Sisters should be whole once again.

Although most of the Sisters serve in and around the Convents, the Convents regularly assign duties and undertakings to its most capable members. None refuse, since for such a duty to be bestowed upon a Sister is a righteous honor indeed. The Sisterhood gives its members independence, allowing them freedom to follow Sigmar's will as they feel it directs them in order to fulfill their task. This is one such woman. And she begs of beauty and grace while wielding a mighty hammer and a accurate sling.

I

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· SSTTAARRTTIINNGG AASS AA SSIIGGMMAARRIITTEE SSIISSTTEERR ·

Any player may start the game as a Pit Fighter rather than one of the Warriors in the Warhammer Quest box. All of the rules for creating a new Warrior apply, unless stated elsewhere in this character pack.

Wounds 1D6+6 Move 4 Weapon Skill 2 Ballistic Skill 5+ Strength 3 Toughness 2 (3) Initiative 2 Attacks 1 Pinning Roll 4+

EEQQUUIIPPMMEENNTT The Sister begins with 1D3 Holy Vials of Rejuvenation and can be used to heal 1D6 Wounds to one Warrior. Each vial can be used only once and then must be discarded.

Other starting equipment and skills depend on which path the Sister chooses to follow…

WWEEAAPPOONNSS The Sister of Sigmar starts the game with a Warhammerr and a Sling.

The Warhammer causes 1D6 plus her Strength (for a total of 1D6+3) every time she hits her foe. Additionally, if the Sigmarite Sister scores a 6 when she is rolling To Hit her enemy with a Warhammer, then she may roll an extra dice for Wounds (for a total of 2D6+3 Wounds).

The Sling is Strength 1 and has a Range of 4. Each pebble causes 1D6+1 Wounds when it hits and since rocks are a fairly common item, she does not need to purchase ammunition.

AARRMMOOUURR The Sister begins the game with a beautiful and well-crafted Mercy Breastplate. It has been custom made to fit a woman and adds +1 to her Toughness, increasing it to 3.

CCHHOOOOSSIINNGG AA PPAATTHH When a woman joins the Mercy Order she must choose one of three paths. Often a Matriarch will recommend one of the paths based upon the young lady’s natural spiritual gifts, but being only a suggestion, the decision is ultimately up to the Novice.

If the player is indecisive, simply roll 1D3 to determine which path your Warrior has chosen.

11 PPrriieesstteessss This path is one of judgment and justice. The Sister begins the game with the ability to cast Blessings, which allows her to draw upon the power of Sigmar in her most dire times. The Sister carries with her the Sacred Tome which contains two Blessings of Sigmar. They are #2 Vanquish and #6 Standfast in the Warrior Priest’s Handbook. The Tome is similar to the book carried by the Warrior Priest, containing stories of Sigmar, but it is also a work in progress. The Priestess makes notes of her insights and adventures, so that future generations may draw strength and knowledge from her ordeals. To attempt a Blessing, the Priestess rolls 1D6 and adds her Willlpower. On a 7+, the blessing is successful. This ability increases with Battle-Level. See the Advanced Rules Blessing of Sigmar for more information.

22 HHeeaalleerr This path is one of nurturing and sacrifice. The Healer begjns the game with the Healing Touch ability which allows her to channel the holy power of Sigmar. She may use this skill on either herself or an adjacent Warrior, restoring 1D6 + Battle-Level Wounds. The skill requires focus and concentration and she must roll 1D6 and add her Willpower each time she attempts to use the skill. If the score is a 7+, she is successful. If there are no Monsters are on the Board Section and the other Warriors remain quiet, then she may add +1 to her Willpower roll. She may use this skill once per turn as a Novice and Sister, twice per turn as a Sister Superior, and thrice per turn as a Matriarch. The Healer gains 5 gold for every Wound she heals.

33 PPrroopphheetteessss This path is one of acute awareness and prediction. A Prophetess begins the game with the ability, Sigmar’s Sight, given to her by her devotion to Sigmar. He has bestowed upon her the uncanny gift to foretell events and unearth answers to otherwise impossible questions. To use this skill she must roll 1D6 and add her Willpower. If the score is a 7+, she may re-roll any single dice. She may use this skill once per turn as a Novice or Sister, twice per turn as a Sister Superior, and thrice per turn as a Matriarch.

SSIIGGMMAARRIITTEE SSIISSTTEERRSS && TTRREEAASSUURREE A Sigmarite Sister may use any item of treasure she finds with the following restrictions:

A Sigmarite Sister may only use the Mercy Breastplate. She may never wear any other Armour.

A Sigmarite Sister may wear any type of Helmet but may not use any shields except a Buckler.

A Sigmarite Sister may only use Warhammers, Maces, Flails, Clubs or Slings.

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· AADDVVAANNCCEEDD RRUULLEESS ·

In the Advanced game you can keep your Sister of Sigmar from game to game, building up her character as she progresses from adventure to adventure. This section of the rulebook gives you all the rules for taking your Sister of Sigmar right up to Battle-Level 10, including special rules for visiting Settlements, training, and a whole range of new abilities and blessings for her to acquire.

The Sigmarite Sister starts at Battle-Level 1 as a Novice – you will find her Battle-Level Table at the end of this booklet. All the rules for Warhammer Quest still apply in the Advanced game, unless specifically stated otherwise.

SPELLCASTING TREASURE As discussed previously in this booklet, the Sister of Sigmar may use certain items of treasure normally only associated with the Wizard.

For example, if a Sigmarite Sister finds an Energy Jewel, then she rolls for the points of Power as usual and may use them up one by one to add +1 to her rolls when using her starting Special Ability (Blessings, Healing Touch, or Sigmar’s Sight).

Some magical items are tailor-made to augment the Power of human Wizards, and the Sister cannot use them at all. These items are:

The Wand of Diaboum The Talismans of Jet The Book of Arcan Knowledge The Tablet of Adain The Wand of Jade The Brooch of Power

BLESSINGS OF SIGMAR In the Advanced game, a Sigmarite Sister who has chosen the path of a Priestess can invoke a number of blessings per turn, dependent upon her Battle-Level. The actual blessings are listed later in this booklet and some are also found in the Warrior Priest booklet. The number of Blessings a Priestess may attempt per turn is as follows:

Battle-Level # of Attempts per Turn

Novice 1

Sister 1

Sister Superior 2

Matriarch 3

ARMOUR A Sister of Sigmar may only wear a Mercy Breastplate. She can wear any type of Helmet that adds +1 Toughness as well as a Mercy Helmet which gives her +2 Toughness. The only shield that she may use is a Buckler. A Mercy Helmet and a Buckler can be found in the Convent Coffers which is described later in this booklet. A Buckler gives her an additional +1 Toughness against any Missile Attacks.

· SSIIGGMMAARRIITTEE SSIISSTTEERRSS IINN SSEETTTTLLEEMMEENNTTSS ·

When the Warriors arrive at a Settlement, a Sigmarite Sister may visit the Alchemist, Alehouse, Temple, Armourer, Weaponsmith, General Store, and the Animal Trader. She may also visit a new Special Location – the Mercy Convent.

TTHHEE MMEERRCCYY CCOONNVVEENNTT Upon visiting a Settlement, a Sigmarite Sister must always report to the Sisterhood, and this requires that she contact one of the scattered Convents if it is in the area. The Sister will see tell-tale markings on the Settlement structures indicating that a Convent is nearby. These signs may include feminine holy symbols etched into cobblestone or carved into nearby trees, a local humming a Mercy melody that was sung to them in blessing, or in rumors for the populace that the Sisters are accepting young Neophytes. When the Sister arrives at the Settlement, she must spend the first day mingling with the populace to find out whether there is a Convent in the Settlement. Unlike other Special Locations, a Mercy Convent can be found on a roll of 6+.

The new Convents established by the Sisterhood are very much miniature copies of their long-destroyed fortress atop the Rock. Usually they are built on land granted by sympathetic noblemen, who can then dispatch their daughters to the Convent in times of strife, famine, or war.

Often groups of commoners gravitate to the safety of the area, and even whole villages are sometimes built up around the Convent. In larger Settlements, the Convents fit nicely into the crowded buildings where they can enjoy more anonymity (for the moment) and are less prone to threats.

OOTTHHEERR WWAARRRRIIOORRSS AATT TTHHEE CCOONNVVEENNTT If the warriors decide to travel with the Sister to a Convent, they are not allowed into the actual chambers and may only interact with the Village in and around it. The only exception is the Warrior Priest, who has a chance to enter the holy chambers. All others must treat the location as a normal Village. A Witch Hunter will always be thrown out of a Village where there is a Mercy Convent.

Settlement Events in the Convent Village are resolved differently. Although it is a typical village, if the Warriors are known to be guests of the Convent, or friends of a Sigmarite Sister, they may have less trouble with the locals. Each Warrior may ignore one Event in the Settlement, treating it as an Uneventful Day. Even Warriors who are required to roll on an Uneventful Day Table do not have to do so.

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WARRIOR PRIESTS VISITING CONVENTS The Church of Sigmar and the Sisterhood of Sigmar have had a checkered past, but at the moment they are on amicable terms, especially after a recent joint mission to repel a Skaven attack on a Monastery. The monks were prevented from alerting the Old World to the attack because of their strict vows of silence, but members of the Mercy Sisters learnt of the peril through visions from Sigmar, and they alerted the authorities, and joined in the counter-attack. Both the Church and the Sisterhood are willing to establish closer links, and heal problems from the past. Distrust and deep wounds are still present however, and the Warrior Priest will be looked upon with scrutiny. Only the most sincere of Priests will be allowed in.

To gain entry, the Warrior Priest must offer one piece of treasure of his choosing to the Sisters and then roll 2D6. A score of 7+ means that he presents the Sisters with his gift, asks them to forgive his blind brethren, and promises atonement for their past hypocrisy and mistakes. After much discussion and deliberation, he is allowed entry. Any other score and he is deemed insincere is his words, or perhaps his offering of treasure is a paltry gift, only fit for ruffians. Either way, on an 6 or less, he is refused entry. He may either visit the Village or journey back to the nearby Settlement. If the Warrior Priest is admitted, he may only Make a Contribution once each visit. The item given for admittance is the same one given as a Contribution.

VVIISSIITTIINNGG TTHHEE LLEEAADDEERR OOFF TTHHEE CCOONNVVEENNTT The first thing that a Sigmarite Sister will do when she finds a convent is try to find out if the convent is abandoned or if it has a leader. Roll 2D6 and add the modifier below:

Village: -1

Town: +1

City: +2

COMPOSITION OF CONVENT (Roll 1D6 w/Modifier)

0-2 The convent has been abandoned. She finds no Sigmarite Sisters at this Settlement.

3-4 The convent is inhabited by a small group of Novices led by a Novice.

5-6 The convent is inhabited by a small group of Novices led by a Sister.

7-8 The convent is inhabited by a small group of Sister sled by a Sister Superior.

9-10 The convent is inhabited by a large group of Sister Superiors led by a Matriarch.

11-12 The convent is inhabited by a large group of Sister Superiors and a small group of Sister Superiors led by a High Matriarch!

Depending on the rank of the leader, the Sister follows the tables below to see what she may do at the convent.

IF THE LEADER OF THE CONVENT IS OF: Lesser Rank You receive 1 Request.

Equal Rank You receive 2 Requests.

Superior Rank You receive 3 Requests.

The following table shows the types of requests that a Sigmarite Sister receives at a Mercy Convent. Requests must be asked in order and the appropriate tables rolled upon before making the next request.

For example, if a Sister has 3 requests, her first one must be to Make a Contribution. Then, she may either Hold a Vigil OR Open the Coffers as her 2nd request – she cannot do both in the same visit to a Mercy Convent. Then she must move on to request #3 which is either Training (if she has enough gold) or Seeking Advice. She must do one or the other as her 2nd. Requests are purely optional, and she may skip request #2 and move in to Request #3, but she cannot return to Request #2 afterward. By skipping Request #2 and rolling on Request #3, she has forfeited Request #2. The requests on the table are described below.

REQUEST ORDER 1ST Request Donate to the Convent 2ND Request Pray or Open the Coffers 3RD Request Seek Advice or Train

DONATING TO THE ORDER The Sister can give some or all of her gold to the Mercy Convent. She should record the amount she gives, as it goes towards paying for her next Battle-Level.

In addition, she may make a contribution to the vaults of the Convent. This will be an Item of Treasure and must be one that a Mercy Sister could have used since anything else would be useless and somewhat insulting. Simply cross off the item on your Character Sheet and roll on the table below. A Sister may only contribute one Item of Treasure each visit to a Mercy Convent.

CONTRIBUTION RESULT (Roll 1D6)

1 The Sisterhood thanks you for your donation, and the item is taken to be stored in the Greater Vaults.

2 Your Warrior is offered 1D6 x 10 gold in return.

3 The Sisterhood deducts double the item's gold value from the cost of her next training. (Warrior Priest is given double gold value)

4 The Sisterhood feels compelled to offer you a Treasure as trade for your contribution. Roll on the Treasure Table and if the item cannot be used by the Sister, reroll the result until you roll an item that the Sister can use.

5 The next time she makes a Prayer To Sigmar, she may add or subtract +1 to the dice roll. (Warrior Priests treat this as #3)

6 The Sister’s Warhammer is blessed and doused in the holiest of water. It is now +1 To Hit for the next Adventure.

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PPRRAAYYIINNGG Instead of requesting the Leader of the Convent to open the Lesser Coffers, a Sister may desire to Pray. This is a very special process draped in ritual and organized ceremony. Besides the help of her Sisters, she also needs special objects and items that may take awhile to obtain. She must spend 1D6 x 100 gold and spend 1D3 days for ritual preparations and to ready herself physically, mentally, and emotionally. She then rolls 2D6 on the following table to see if any divine intervention has come from her special prayer ceremony. A Sister of Sigmar may Pray once per Settlement. She may add +1 as a Priestess and she may add +1 or +2 as a Matriarch.

PRAYER TABLE (Roll 1D6)

2-3 Your prayer goes unanswered.

4 Sigmar bequeaths agility to the Sister and once in the next adventure she may automatically break from Pinning.

5 Sigmar inspires the Sister with a new prayer that can be used once in the next adventure, to heal one warrior 1D6 Wounds.

6 Sigmar blesses the Sister and for the next adventure her Warhammer is magical. If her Warhammer is already magical, then the Sister’s Steel Whip is now magical (if she has one). In addition, she may claim any Wounds she makes on a single attack as her own, stealing them from her foe to heal herself or an adjacent Warrior. She must declare she is using this blessing before she rolls the dice To Hit her opponent. All the Wounds may only be applied to a single Warrior and not distributed or divided in any way.

7 Sigmar imparts his power into the Sister’s mighty Warhammer and it is now permanently magical. If her Warhammer is already magical, then the Sister’s Steel Whip is now magical (if she has one).

8 Sigmar reveals a vision unto the Sister; an item of religious significance. During the next adventure she may swap a Treasure Item that she does not want and can’t use with another player’s Treasure Item when it is drawn, but only if she can use the newly drawn item. She declares that the treasure belongs to a Sigmarite Sister Convent and she is claiming it in their name. Each time she visits a Convent, roll 1D6. On a 1, she donates it to the Convent (discard it).

9 Sigmar bequeaths the power of life unto the Sister and she may add 1 Wound permanently to her Starting Wounds.

10 Sigmar instills resolve unto the sister and for the next adventure she may add +1 to her Toughness.

11 Sigmar imbues unto the Sister dexterity and grace and for the next adventure she is +1 to her Weapon Skill.

12 Sigmar transmits his power into the Sister’s Warhammer. For the next adventure, it does an extra D6 when she rolls a natural 6 To Hit.

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OOPPEENNIINNGG TTHHEE LLEESSSSEERR CCOOFFFFEERRSS Instead of Praying to Sigmar, a Sigmarite Sister may request to open the Lesser Coffers of the Convent. These are treasures and items that the Sisterhood keeps for protection or assistance. Items vary from Convent to Convent and if the Leader of the Convent agrees, the Sigmarite Sister may search through the lesser vaults in search of something that she may find useful.

The cost for each item is more of a donation than payment as the Sigmarite Sister would never want to deplete a Mercy Convent of its rich resources. Roll 2D6 and if the dice come up double 1’s, double 2’s or double 3’s the coffers are unfortunately empty during this stay at the Settlement. On any other combination the Coffers contain some items and the Sister may peruse through its contents to see which items may aid her in her adventures. Stock rolls are 1D6+1 in a Village, 1D6+2 in a Town, and 2D6 in a City. If an item is in stock but the Sister does not have enough gold to donate for the item, the coffers are closed and the Sister is politely asked to leave the Mercy Convent immediately, which she must.

Lesser Coffers

Stock

Donation (buy)

Cost (sell)

Description

1D6 Healing Salves

5 50g each 5g each Each healing salve can be used to heal 1D3 Wounds to any Warrior.

1D3 Vials of Holy Water

7 100g each 25g each When thrown at Daemonic, Undead or Chaotic creatures (making a normal BS roll To Hit, and assuming the Sister can see her target), it causes 1D6 Wounds to the Monster it hits and 1D3 Wounds to any in adjacent square with no deductions at all.

Mace

4 150g each N/A A Warrior is -1 To Hit (a Sister does not suffer this penalty) and if the To Hit roll is a natural 6, it causes an extra 1D6 Wounds.

Flail

6 250g 100g Adds +2 Strength for determining Damage. A Warrior is -2 on all To Hit rolls (a Sister is only -1 on all To Hit rolls with a Flail).

Warhammer

7 400g 100g Causes 1D6 Wounds. If the To Hit roll is a natural 6, it causes an extra 1D6 Wounds. This is identical to the Warhammer that the Sister starts the game with.

Sling

4 75g 15g Strength 1, Range 5. This is the sling the Sister starts the game with.

Steel Whip

8 500g 125g Ignores non-magical Armour and a Sister may attack a target up to two spaces away.

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Lesser Coffers (continued)

Stock

Donation (buy)

Cost (sell)

Description

Steel Marbles

4 10g 2g Used with a sling and causes 1 extra Wound. There are enough steel marbles to last one full adventure.

2D6 Blessed Silver Marbles

10 30g each 7g each Used with a Sling, are +1 To Hit, causes 1 extra Wound and do double Damage against Chaotic, Undead, and Daemonic creatures. Blessed Silver Marbles are treated as magical.

Buckler 4 200g

50g Adds +1 Toughness against missile weapons.

Mercy Breastplate 7 500g 125g Adds +1 Toughness. This is the armour that the Sigmarite Sister starts the game with.

Mercy Helmet 9 1000g

175g Adds +2 Toughness. Can be used in conjunction with the Intercept Blow Skill.

Holy Symbol of Sigmar 7 500g - Carrying this symbol signifies that the Sister is a true devotee of Sigmar and helps her maintain her faith. She is +1 Willpower while she carries the symbol. Any subsequent symbols have no effect. Roll 1D6 to see how the symbol is carried:

1 A Necklace 2 A Ring 3 A Bracelet 4 An Earring 5 A Brooch 6 A Waist Belt

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SSEEEEKKIINNGG AADDVVIICCEE The life of a heroine of Sigmar is much different than that of her male counterpart. Women have a more difficult time putting aside or ignoring their feelings and emotions. There will be times that a Sigmarite Sister may need the comfort and company of the Convent to sort out emotional and spiritual unrest that may be going on inside of her.

Once per Settlement, instead of Training to go up a Battle-Level, a Sigmarite Sister may seek out a Matriarch or other Sister of higher rank who is skilled in offering spiritual and practical advice. They will discuss any issues relating to her mission that has been bothering her. She may be worried about her goals, hesitant in her motives, or may be confused about the path of her life.

Roll on the table below to see what is troubling the Sigmarite Sister:

TURMOIL TABLE (Roll 1D6)

1 Guilt… for the lives she has taken in battle.

2 Shame… of waning determination in her clerical duties.

3 Fright… of a nightmarish evil which haunts her.

4 Anxiety… of the possibility she may fail in her mission.

5 Dread… of death and bodily harm in combat.

6 Distress… of losing her faith in Sigmar.

The Sister is consoled and given the comfort and advice she needs to deal with her emotions. The rest is now up to her.

The Sister must roll 1D6 and add her Willpower. If an 8+, the Sister has resolved the conflict inside her! She leaves with more confidence and a clearer future than ever before! Refer to the chart to see what benefit she has now gained:

TURMOIL BENEFIT OF CONSULTATION

Guilt The Sister gains +1 Strength for the next adventure!

Shame The Sister may automatically pass one Willpower test in the next adventure!

Fright The Sister may automatically pass one Fear, Terror or GD Terror roll for the next adventure!

Anxiety The Sister may re-roll any one missed Attack or failed Action in the next adventure!

Dread The Sister may ignore one blow that would have otherwise killed her during the next adventure!

Distress The Sister may randomly select one blessing which may be used only once but is automatically successful!

· TTRRAAIINNIINNGG ·

When a Sigmarite Sister reaches a Village, Town, or City, has found a non-deserted Convent, and if she has enough gold, she may train to go up a Battle-Level instead of seeking spiritual advice. She pays the amount of gold necessary and is ushered into the depths of the convent to appear before the Leader and other special Teachers.

The Sigmarite Sister’s “training” will include mornings filled with meditative prayer, afternoons full of sacred vows, and nights in extensive holy vigil. In between these holy periods will be intensive physical training, martial strategy, and divine discussions of inspiration and faith. Often times, if her Superiors deem her worthy, she may be delegated with another mission of Mercy. All Sisters receive special holy items as she fights for Sigmar, but depending on her chosen course, she may be taught special skills, given divine blessings, or presented with sacred vials to help her on her path of Enlightenment.

BBEENNEEFFIITTSS OOFF TTRRAAIINNIINNGG When a Sigmarite Sister trains to go up a Battle-Level, she may roll on the Benefits Training below to see what gifts the Sisterhood of Sigmar bestows upon her in addition to any characteristic increases she may have gained. The amount of rolls she receives is listed on her Battle-Level Table.

1-2 Sacred Items

3-4 1D6 Holy Vials

5-6 Skills

The descriptions of these Sacred Items, Holy Vials, and Skills are listed on the next page.

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11--22)) HHOOLLYY VVIIAALLSS ((RRoollll 11DD66)) Holy vials are special liquids that have been prepared and blessed by the Mercy Order. They are trusted only to a Sister of Sigmar and are never shared with outsiders of the Order. Each vial contains just enough liquid for one use.

1 Holy Vial of Melee This crimson-colored liquid in this vial gives +1 Attacks for one turn.

2 Holy Vial of Force This olive-colored liquid gives +1D3 Strength for one turn.

3 Holy Vial of Water This smooth, clear water has been blessed by a Matriarch Superior and can be thrown at any Undead, Chaotic, or Daemonic creature. The Sister rolls for BS and if it hits the Monster, it causes 1D6 + Battle-Level Wounds with no deductions for anything.

4 Holy Vial of Fortitude This silver-colored liquid gives +1D3 Toughness for one turn.

5 Holy Vial of Rejuvenation (1D3) This lavender-colored liquid restores 1D6 Wounds to one Warrior. Roll 1D3 to see how many vials the Sister receives.

6 Holy Vial of Restoration This azure-colored liquid restores one Characteristic of a Warrior back to its maximum if it had been reduced by any means (ie. Tomb Rot).

33--44)) SSAACCRREEDD IITTEEMMSS ((RRoollll 11DD66)) Sisterhood stores many of the Sacred Items: special weapons and uniquely crafted pieces of armour that they have acquired. Many of these items have been exorcised of any demonic or evil nature, have been doused in the holy waters, and have been blessed by the Head Matriarch Mother herself. These items are stored in the convent to make sure they do not fall into the hands of evil as well as to make them accessible to the Sisterhood. They are reserved for a select few and a Sigmarite Sister would never allow such an item out of her possession. If she rolls on an Item she already has, roll again. If the Sister already has all six items, reroll on the Benefits Table again, ignoring Sacred Items.

1 Enchanted Sling of Silk The Sister is presented with an enchanted silk sling. When she uses it, she is +1 on her To Hit rolls and +1 to her Strength when calculating damage. In addition, the sling counts as a magical weapon.

2 Iron Circlet of Fortification This small, blessed circlet fits snugly around the Sisters head and she may wear a helmet in conjunction with the Circlet. It increases her Toughness based on her Battle-Level:

Battle-Level Toughness Bonus

Sister +1

Sister Superior +2

Matriarch +3

3 Gemstone & Holy Amulet This blessed Gemstone fits into one socket of the Holy Amulet. It gives the Sister a Magic Resistance 6+. Subsequent rolls on this item bestow another gemstone that fits into the Amulet. The Holy Amulet can hold up to three gemstones.

4 Righteous Ring of Deflection This religious artefact surrounds the Sister with an aura of protection. Monsters are -1 To Hit on all Ballistic Attacks against her.

5 Girdle of Deliverance This girdle allows the Sister to move through battle with defiance and liberation. She is +1 to her pinning rolls while she dons the girdle.

6 Bracelets of Obstruction Choose one attack that hits the wearer each turn and roll 1D6. On a dice roll of 6, these metal wrist guards have intercepted the incoming blow and the wearer takes no damage.

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55--66)) SSKKIILLLLSS ((RRoollll 22DD66)) The Sister may gain skills as she advances in Battle-Level. Which skill she receives will depend on her chosen Path of Enlightenment. While the Prophetess may learn more about her ability to see through the eyes of Sigmar and the Priestess begins to understand the divine nature of her Sisterhood, the Healer will no doubt tap into more resources that will heal the wounded world around her. In addition to her chosen path, she is still a Sigmarite Sister and will almost inherently learn new and not so subtle techniques to vanquish her foes in combat. If the Sister rolls a skill she already has, roll again.

2 Whipcrack When using the Steel Whip, there is a chance that the the blow will cause a concussion and render the opponent unconscious. If the Sister’s To Hit roll is a 6 and a Monster takes any damage from the steel whip, roll 1D6. On a 6 the Monster is flayed into unconsciousness. It is prone for the rest of the round and any subsequent attacks on it only miss on a natural 1 To Hit. The next round, the Monster regains its senses and returns to normal.

3 Illuminate (Priestess) Through divine discussion with the Convent Leader and through holy vigil, the Priestess has gained more understanding of channeling the Power of Sigmar. She may now add +1 to determine if her Blessings are successful.

3 Stop Bleeding (Healer) Once per turn, the Sister may attempt an emergency healing procedure on herself or an adjacent Warrior who has dropped to 0. If successful, she has managed to stop the bleeding and has stabilized the target. The recipient is immediately placed on 1 Wound and may stand and fight as normal. Roll 1D6 and consult to chart below:

Battle-Level Roll to Stop Bleeding

Sister 6+

Sister Superior 5+

Matriarch 4+

3 Anticipate Ambush (Prophetess) The Prophetess has a vision. Just as the Warriors enter the room, she sees Monsters preparing to spring a trap! Alarmed, she warns the rest of the party in the nick of time. Each time a group of Monsters with the Ambush ability are placed on the board the Sister rolls 1D6 and consults to the table below. If successful, the Prophetess had the vision, the Warriors were not taken by surprise; and the Monsters do not get their Ambush Attack.

Battle-Level Roll to Foresee Ambush

Sister 6+

Sister Superior 5+

Matriarch 4+

4 Absolute Faith The Sister puts her faith in Sigmar, and faces dangers unflinchingly. She may now roll two dice for any Fear or Terror test and choose the higher one.

5 Blessing (Priestess) The Sigmarite Sister receives a random Blessing of Sigmar to add to her Holy Book. Roll 2D6 and consult the Warrior Priest Handbook.

5 Empathic Contact (Healer) Sigmar’s power encompasses the Sister and she is blessed with a new ability. Each dungeon she may use this new skill a number of times equal to her Battle-Level. She may switch her Current Wounds with a single Warrior adjacent to her, even if she or the target is on 0 Wounds! This technique is automatically successful.

5 Find Item (Prophetess) The Leader of the Convent teaches the Sister how to channel the Sight of Sigmar to find things that are lost or hidden. The Prophetess may use this skill each time she is searching for gold as Treasure. She may discard one “1” that she rolls. In addition, if at any time the Sister ‘loses’ an item for any reason, she may roll 1D6. On a 4, 5 or 6 the item is located and she does not lose the item.

6 Supershot The Leader of the Convent teaches Warrior how to put her body into her sling shot as well as how to use the momentum of a wind-up. When your Warrior uses her sling she adds her Strength to determine damage and its range increases by 1 square.

7 Jam Enemy The sister may attempt to cram her opponent with a powerful defensive advance. Roll 1D6 and add her Strength. If the total is 7+, the opponent’s attack is ineffective as it pings harmlessly off of her breastplate. She may do this as many times in one combat as her Battle-Level indicates.

Battle-Level # of Attempts Per Round

Sister 1

Sister Superior 2

Matriarch 3

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8 Holy Strength (Priestess) The Priestess is granted the Holy Strength of Sigmar. The power flows through her veins and it is possible that each blow to the enemy is more powerful and does more Damage than ever before. The Sister gains the Strength bonus if she rolls the equal to or higher than a given score To Hit.

Title Score To Hit Strength Bonus

Sister 6+ +1

Sister Superior 6+ +2

Matriarch 5+ +3

8 Recover (Healer) The Sister is taught a special prayer for times of crisis that affect her and her loved ones. Begging for Sigmar’s gracious powers, the Sigmarite Sister utters a prayer under her breath. Once per turn, she may roll 1D6 and add the Power Phase roll. If the total is 7+, the prayer has been answered and she may restore 2 Wounds per Battle-Level to herself or any Warrior on the board, distributing them as she sees fit.

8 Escort (Prophetess) If the Warriors decide to flee the dungeon, there is a chance that the Sigmarite Sister can use her foretelling ability and lead them out to safety. She must roll 1D6 and add her Willpower. On an 8+ she is successful and any Warriors deciding to flee the dungeon may add the bonus indicated to their first dice roll on the Escape Table.

Title Score To Hit

Sister +2

Sister Superior +3

Matriarch +4

9 Bombardment With proper placement in the sling, your Warrior may now load two stones or marbles at one time. She in essence gets double Attacks with the sling. However, each pair of Attacks must be thrown at the same target and each attack must roll To Hit separately.

10 Intercept Blow If the Sister is wearing a Mercy Helmet and an opponent hits her in hand-to-hand combat, she may drop her head to take the blow on the helmet but must roll on the following table:

1 The Mercy Helmet absorbs none of the damage and is utterly destroyed. In addition, the Sister must take an extra 1D6 Damage with no modifiers for anything.

2-3 The Mercy Helmet absorbs none of the damage.

4-5 The Mercy Helmet absorbs half of the damage (rounded down).

6 The Mercy Helmet absorbs the entire blow and the Sigmarite Sister takes no damage!

This Sister of Sigmar may use this skill once per turn.

11 Blessing (Priestess) The Sigmarite Sister receives a random Blessing of Sigmar to add to her Holy Book. Roll 2D6 and consult the Warrior Priest Handbook.

11 Revive (Healer) The Leader of the Convent teaches the Sister a divine prayer that may prevent a being from crossing into the next life. Once per turn, the Sigmarite Sister may pray to Sigmar in the hopes that her dead companion will breathe once again. The Sister must roll 1D6. On a 6, the prayer has been answered and the Warrior she has chosen appears in the room. The Warrior appears on the same board section, is restored to full wounds, but has lost all gold and items that they have earned in this adventure. This prayer may only be used to bring back a Warrior who has died in the current adventure and not a previous one. If the Warriors exit the dungeon before reviving their dead companion, then the dead Warrior has crossed into the next life and is gone forever.

11 Foresee Outcome (Prophetess) With Sigmar’s guidance, the Prophetess’ gifted insight allows her to forecast hazards when traveling on the road to a Settlement. Once per adventure, the Prophetess may use this ability to disregard any single Hazard that the Warriors have just encountered and it is treated as an Uneventful Week instead.

12 Righteous Fury Once per turn, the Sigmarite Sister may thunder into a cloud of fury. If wielding a Warhammer, the Sister can trade in all of her normal Attacks for one special Fury Attack. The Sister may continue attacking any adjacent Monster until she misses, even if her Fury Attack fails to do damage.

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·· SSIISSTTEERR OOFF SSIIGGMMAARR BBAATTTTLLEE--LLEEVVEELL TTAABBLLEE ·· Battle-Level Gold Title Weapon

Skill Ballistic

Skill Strength Damage Dice Toughness Wounds Initiative Attacks Luck Willpower Benefits Escape

Pinning

1 0 Novice 2 5+ 3 1 2 1D6+6 2 1 0 3 - 5+

2 2,000 Sister 3 5+ 3 1 2 +1D6 3 1 1 3 2 5+

3 4,000 Sister 3 5+ 3 1 2 3 2 1 3 2 5+

4 8,000 Sister 3 4+ 3 1 3 +1D6 3 2 1 4 3 5+

5 12,000 Sister Superior 4 4+ 3 2 3 4 2 2 4 2 4+

6 18,000 Sister Superior 4 4+ 4 2 3 +1D6 4 3 2 4 2 4+

7 24,000 Sister Superior 4 3+ 4 2 3 +1D6 4 3 2 5 3 4+

8 32,000 Sister Superior 5 3+ 4 2 4 5 3 3 5 2 4+

9 45,000 Matriarch 5 3+ 4 3 4 +1D6 5 3 3 6 2 4+

10 50,000 Matriarch 5 3+ 4 3 4 5 3 3 6 3 4+