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The Empire in Flames A wilderness expansion for Mordheim By scribes Steve Hambrook, Nick Kyme, Mark Havener & Anthony Reynolds The Empire in Flames A wilderness expansion for Mordheim By scribes Steve Hambrook, Nick Kyme, Mark Havener & Anthony Reynolds Cover Painting “The Balewolf” Paul Jeacock Logo by Nuala Kennedy Mordheim by Tuomas Pirinen Illustrious Illustrators & Embellishers John Blanche, Alex Boyd, David Gallagher, Nuala Kennedy, Karl Kopinski, Paul Smith & John Wigley & many thanks to the following: TerryMaltman, Steve Gibbs, Rinku & Space McQuirk for their invaluable advice. Anthony Reynolds, Paul Jeacock, Darius Hinks & Dan Drane for all their generous help at a difficult time. Production, Design & Editing Steve Hambrook, Darius Hinks, Dan Drane, Ulisse Razzini & Michelle Barson Design of the Miniatures Mark Bedford, Felix Paniagua, Dave Andrews, Colin Dixon, Gary Morley, Aly Morrisson, Trish Morrisson, Brian Nelson, Alan Perry & Michael Perry Fanatic Studio Jervis Johnson Steve Hambrook Andy Hall Matt Keefe Keith Krelle Tom Merrigan Gary Roach Ulisse Razzini Mark Bedford Paynters of the Gaming Pieces Jonathon Taylor-Yorke, Mark Latham & Darron Bowley Dedicated to the Memory of Steve Hambrook 1970-2003 www.Mordheim.com EMP_FLA_01_03 29/1/04 10:22 am Page 1
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Page 1: The Empire in Flames - broheim.netbroheim.net/downloads/rules/Empire In Flames.pdf · The Empire in Flames A wilderness expansion for Mordheim By scribes Steve Hambrook, Nick Kyme,

The Empire in FlamesA wilderness expansion for Mordheim

By scribes Steve Hambrook, Nick Kyme, Mark Havener& Anthony Reynolds

The Empire in FlamesA wilderness expansion for Mordheim

By scribes Steve Hambrook, Nick Kyme, Mark Havener& Anthony Reynolds

Cover Painting

“The Balewolf”Paul Jeacock

Logo byNuala Kennedy

Mordheim byTuomas Pirinen

IllustriousIllustrators &Embellishers

John Blanche, Alex Boyd, DavidGallagher,

Nuala Kennedy, Karl Kopinski,Paul Smith &John Wigley

& many thanksto the following:

TerryMaltman, SteveGibbs, Rinku & SpaceMcQuirk for theirinvaluable advice.

Anthony Reynolds, PaulJeacock, Darius Hinks &Dan Drane for all their

generous help at adifficult time.

Production,Design & Editing

Steve Hambrook, DariusHinks, Dan Drane,

Ulisse Razzini & MichelleBarson

Design of theMiniatures

Mark Bedford, FelixPaniagua, Dave Andrews,

Colin Dixon, Gary Morley,Aly Morrisson, Trish

Morrisson, Brian Nelson,Alan Perry & Michael Perry

Fanatic StudioJervis Johnson

Steve HambrookAndy HallMatt KeefeKeith KrelleTom MerriganGary Roach

Ulisse RazziniMark Bedford

Paynters ofthe Gaming

PiecesJonathon Taylor-Yorke,Mark Latham & Darron

Bowley

Dedicated to theMemory of

Steve Hambrook1970-2003

www.Mordheim.com

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The Empire in FlamesContents

The Empire in Flames . . . . . . . . 4

Wilderness RulesTerrain . . . . . . . . . . . . . . . . . . 13New Equipment . . . . . . . . . . . . 16Exploration . . . . . . . . . . . . . . . 18Mounted Warriors . . . . . . . . . . 24Vehicles of the Empire . . . . . . . 30Boats . . . . . . . . . . . . . . . . . . 34

ScenariosBounty Hunting . . . . . . . . . . . . 37Stagecoach Ambush . . . . . . . . . 39Lost in the Bogs . . . . . . . . . . . 40The Thing in the Woods. . . . . . 42The Frenzied Mob . . . . . . . . . . 44Beastmen Scenarios . . . . . . . . . . 46

HobbyColour Section . . . . . . . . . . . . 49

WarbandsCarnival of Chaos . . . . . . . . . . 58Beastmen Raiders . . . . . . . . . . . 67

Hired SwordsBeast Hunter . . . . . . . . . . . . . 77The Thing in the Woods . . . . . 78Highwayman . . . . . . . . . . . . . . 79Roadwarden. . . . . . . . . . . . . . . 80

The Empire in FlamesContents

The Empire in Flames . . . . . . . . 4

Wilderness RulesTerrain . . . . . . . . . . . . . . . . . . 13New Equipment . . . . . . . . . . . . 16Exploration . . . . . . . . . . . . . . . 18Mounted Warriors . . . . . . . . . . 24Vehicles of the Empire . . . . . . . 30Boats . . . . . . . . . . . . . . . . . . 34

ScenariosBounty Hunting . . . . . . . . . . . . 37Stagecoach Ambush . . . . . . . . . 39Lost in the Bogs . . . . . . . . . . . 40The Thing in the Woods. . . . . . 42The Frenzied Mob . . . . . . . . . . 44Beastmen Scenarios . . . . . . . . . . 46

HobbyColour Section . . . . . . . . . . . . 49

WarbandsCarnival of Chaos . . . . . . . . . . 58Beastmen Raiders . . . . . . . . . . . 67

Hired SwordsBeast Hunter . . . . . . . . . . . . . 77The Thing in the Woods . . . . . 78Highwayman . . . . . . . . . . . . . . 79Roadwarden. . . . . . . . . . . . . . . 80

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A Nation Divided…“Beyond the great walls of our fair andprosperous cities, beyond the fertile fields ofthe open plains that surround them lie thebarren moors, the cold forbidding mountainsand the dark, sinister forests of the Empire.What horrors lie within these malignant,desolate places? What foul, twisted creatureslie in wait for unwary travellers, driven on byevil, bestial instincts? These are the darkshadows of the Empire where honest Sigmar-fearing folk dare not to tread and onlydesperate or foolhardy men are lured by thedark secrets that they harbour…”

This new setting for Mordheim is intended totake the fighting from the narrow, crampedstreets of the ruined city and out into theuntamed and dangerous wilderness of theEmpire. The Empire is a deadly place outsideof the reasonably safe environment of its townsand cities where the law of man prevails. Thedeep, dark forests harbour bands of Chaosworshipping Beastmen, bandits, mutants andmuch worse. Over the next seven issues ofTown Cryer we will cover new rules for playinggames of skirmish in the wilderness of the

Empire along with new scenarios,warbands, equipment, HiredSwords and modelling articlesdetailing the entirely differentterrain needed. In thisinstalment, we will set the scenedetailing the geography, historyand politics of the Empire.

The Land of SigmarThe Empire is a vast and ancient land borderedto the north by the harsh Sea of Claws beyondwhich lies Norsca and the Chaos Wastes. To theeast are the lofty peaks of the Worlds EdgeMountains that separate the green, fertilelands of the Empire from the grim Orc-infestedDark Lands. To the south lie the BlackMountains through which is cut the heavilyfortified Black Fire Pass that protects thesouthern approaches to the Empire. The GreyMountains to the west form the politicalboundary between the Empire and thekingdom of Bretonnia. The lands of theEmpire are heavily forested with only thegrassy plains of the south and the fertilefarming areas surrounding the towns and citiesbeing free of such dense undergrowth.

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“Heed well my words traveller, for these are dark and suspicioustimes. Our great nation, our Empire of Men is divided.

Three hold the trappings of power. ‘Tis a dark pursuit,their tied ambitions wrought through with politics andintrigue and at no worse a time could such division havecome to be. Soothsayers line the streets; prophets of doomthat sing their litanies to our all-but-forgotten Lord Sigmarand foretell of encroaching doom… There is division withinas well as without; the struggling mass of the poor growsdaily, as does their rancour towards the perfumed courtiersof the Imperial aristocracy. ‘Tis the sentiment of a secretwar, a class war, as it has always been and the lords arewinning. There is widespread dissent within the walledsettlements of this land coupled with a gnawing dread atthose things that lie beyond, that, with such intrigue andcorruption within, roam unchecked throughout the mysterious wilds…”

BackgroundBackground

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Within these natural and political frontiers arenumerous smaller, semi-autonomous states.The eight largest of these are known aselectoral provinces because their rulers haveeach traditionally been granted a say in theelection of the Emperor. They include thePrincipality of Reikland, the Duchy ofMiddenland, the Principality of Ostland, theDuchy of Talabecland, the County of Stirland,the County of Averland, the Barony ofSudenland, the County of Sylvania and theHalfling Mootland.

In 1999, the Empire lay riven with dissent,divided by the sword for there was noEmperor, and civil war raged across the land.Fear and superstition were the peasantry’sonly allies and the Elector Counts weredivided from each other. Nowhere did thepoor suffer more than the rural folk; their

lands ravaged by war, their crops and livestockburned or stolen, their pockets picked by themerciless tax collectors and their bodieswracked with famine. Despite the socio-economic breakdown of the once-mightyEmpire, there still remained horrors worsethan any man could devise, for wyrdstone isnot exclusive to the City of the Damned. Manysmaller fragments of the twin-tailed comet felllike black rain upon the lands aroundMordheim, reaching for hundreds of leaguesin every direction. Within the black hearts ofthe dark forests, the seeds of Chaos were sownand like moths to a candle were drawn themisshapen creatures of the night. And mentoo, for in the hearts of all men greedburns like a malevolent flame and menare more than willing to kill for just afew shards of wyrdstone.

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A Rural Land…“The Empire is known for its rural expanses. Agreat community exists beyond civilisation inisolation, its brooding forests and wild plainsa stark and foreboding backdrop to the lonelyfarmsteads that pockmark the countryside. Amercantile community, its industrious wheelsare forever turning, come flood, plague orfamine. Traders follow the well-trodden pathsthrough the unchecked wilds on their way tothe great cities, and as ubiquitous vesselsfrom far off lands bring exotic commoditiesthrough city drenching fog. To a man, thesemerchants fear the legends of fell creaturesand altered men spoken of in scared whispers.Abominations that are reputed to take refugein the dark wilderness where Imperial patrolsare scarce. Others are bolder still, roamingabout the city outskirts preying on thewayward or the damned.”

Of Perilous MountainsThe Empire is partly bounded by three tallmountain ranges: the Grey Mountains to thewest, the Black Mountains to the south and theWorlds Edge Mountains to the east. Thesemountains converge in the high mountainousland to the south called the Vaults. Themountains form a defensive barrier that keepsinvaders out, but they also harbour manydangerous foes both on the surface andbeneath their tall peaks. There are only a fewpasses that remain open all year, althoughmany smaller routes can be traversed freelythroughout the summer months. Thesepermanent passes are vitally important to thesecurity of the Empire, and it is hardlysurprising that fortresses guard these strategicpoints.

The Grey Mountains divide the Empirefrom Bretonnia, the other great realm ofMen in the Old World. There are Dwarfsettlements within the mountains, but theseare fewer in number and less wealthy thanthe mighty Dwarf strongholds of the WorldsEdge Mountains. The few large passesthrough the Grey Mountains are guarded byBretonnian and Imperial fortresses. Most ofthe passes though are small and dangerous,wide enough for a merchant and his donkeysbut unsuitable for carts or horses.

The largest pass lies to the south-west ofAltdorf and is known as Axe Bite Pass. TheEmpire end of this pass is protected bythe fortress of Helmgart, a massive

tower that rises out of themountainside and whose

battlements overlook the narrow path below.The northern tip of the Grey Mountainsgradually declines into a hilly upland regionknown as the Gisoreux Gap – the principalroute between Bretonnia and the Empire.

The Worlds Edge Mountains are extremely talland almost impossible to cross where theyborder the Empire. There is a pass in the farnorth in the land of Kislev called the Peak Pass,and in the far south there is a pass where theWorlds Edge Mountains and Black Mountainsdivide – Black Fire Pass. In between these tworoutes there is no way across the surface butthere are plenty of underground passageswhich lead under the mountains.

The Black Mountains lie between the GreyMountains and the Worlds Edge Mountainsand divide the Empire from the wild southernlands of the Border Princes. The BlackMountains are possibly the least hospitable ofall the Empire’s borders. The weather isunpredictable and the mountainsexceptionally high as they climb towards theVaults. The only reliable pass is Black Fire Pass,a deep cleft in the rock whose sides rise likesheer walls above the track below. The passwidens out in the middle of its length,revealing a massive upland valley. It was herethat Sigmar fought his famous battle againstthe Orcs.

The Black Mountains are riddled with Goblintunnels. They are crude and narrow comparedto the Dwarf mines of the other

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mountain chains and proneto collapsing unexpectedly.The whole mountain rangeis infested with NightGoblins, Trolls, Skaven andcountless other lessnumerous, but equallydeadly, creatures.

The other main uplandregion within the Empire isthe Middle Mountainsrange. This lies in thenorthern part of the Empireand beyond it is Ostland, the northernmost ofthe Empire’s provinces. This massive range issurrounded by dense forest and is largely

shunned by humans, with the possibleexception of bandits and otherundesirables. There are no Dwarfdelvings here, and the rockyuplands are used as a refuge by

Chaos warbands, Beastmen, Orcs andmarauding Goblins.

Occasionally, the Imperial forces try to clearout the worst of these foes, but the arearemains wild and dangerous. The Forest ofShadows to the north is dense and dark, andinhabited by Forest Goblins and ferocious wolfpacks. This is an area of the Empire which hasnever been truly tamed.

Of Great RiversBecause it is surrounded by uplands, theEmpire acts like a huge basin into which draincountless mountain torrents. Beginning ascrashing streams and spectacular waterfallshigh up in the mountains, these quicklyconverge to form raging rivers. By the timethey reach the flat lands they have becomedeep and substantial – the greatest waterwaysin all the Old World. These deep and verybroad rivers are characteristic of the Empire,where travel by boat is often faster and morepractical than travel along the primitive roads.

The people of the Empire tend to refer to theareas adjoining rivers by the names of therivers themselves, for example, Talabeclandaround the river Talabec, the Reikland by thebanks of the Reik, and so on.

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The river Sol is the southernmost of theEmpire’s rivers. It rises in the Vaults and its fastflowing waters are further augmented by themany streams flowing from the eastern edge ofthe Grey Mountains. During the spring, the Solbecomes a torrent as melt waters vastlyincrease the volume of water. The waters of theSol are notoriously cold, and the hardy peoplethat live in that region are used to themountains and extreme climate.

The Upper Reik begins justsouth of Black Fire Pass wherecountless mountain streams

converge to form what manypeople take as the beginnings of the mightyRiver Reik. Its waters are fast and crystal clear.The Upper Reik is joined by the Sol to thesouth of Nuln and continuesnorthwards until itconverges with the bluewaters of the Aver to formthe Reik at Nuln itself.

The river Aver begins as anumber of fast mountainstreams which flow from the western slopes ofthe ruined Dwarf fortress of Karak Varn justnorth of Black Fire Pass. Plunging over aseries of tall waterfalls, these become twobroad and very blue rivers which finallyunite in the Moot. These rivers are theAver Reach to the north and the BlueReach to the south. The river Aver

continues westward past the provincialcapital at Averheim and finally flows intothe Reik at Nuln.

The Stir may be traced to the streams,which flow from the western slopes of theDwarf fortress of Karak Kadrin. It quicklydevelops into a major river flowing within

a deep, wooded valley. For nearly all ofits length, the Stir flows through theGreat Forest and is fed by numeroussprings and brooks. The great breadthof the river, and few crossing points,means that the Stir forms a defensivebarrier and a natural border betweenStirland to the south and Talabecland tothe north. It is this river that passesthrough the ruins of Mordheim.

The River Talabec originates in the rapidstreams of the Worlds Edge Mountainsbetween the Dwarf fortress of KarakKadrin and the ruins of Karak Ungor.Two main forks flow westward, theUpper and Lower Talabec, converging

in dark pine forests that have an evilreputation. Here on the

borderlands of the Empire there are manyroving bands of Orcs and Goblins, as well asChaos warbands, Beastmen, and othercreatures. South of where it joins the Urskoy,the river is broad and impossible to cross,becoming steadily wider as it flows westtowards Talabheim.

At Talabheim there is a major ferry point, theriver being far too wide to bridge. BetweenTalabheim and Altdorf, the river is joined bymany streams that flow south from the MiddleMountains, laden with dark soils washed fromthe mountain slopes. Taken as a single body ofwater, between its source and where its watersreach the sea at Marienburg as the Reik, this isthe longest and most substantial river systemin the Old World.

The Reik is actually the longest single river inthe Old World, although only because it bearsits name from its source in the Upper Reik towhere it joins the sea at Marienburg. TheTalabec/Lower Reik watercourse is in factgreater in total length. The Reik isundoubtedly the most important river in theEmpire, and its surrounding territories, the

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Reikland, are the most prosperous. It is a busywaterway, with water traffic betweenMarienburg and Nuln more than 500 milesinland. This stretch of broad water actuallycarries more shipping than the rest of therivers of the Empire put together, and it is theprincipal route for trade in the Empire. Northof Nuln, the Reik is far too wide and deep tobridge. The last bridge at Nuln is one of themarvels of the Old World, and its woodencentre section can be raised and lowered toform a defensive barrier.

At Altdorf, the Reik andTalabec join together. Asthey do so the Talabecdeposits the black soilof the MiddleMountains, forming avast area of mud flats.The city of Altdorf isbuilt upon an islandformed of thesedeposits and issurrounded by marshesand islands that dividethe Reik into many shifting channels. Thesereunite into a single large body of water justnorth of Altdorf, and from here the river takeson a different character. Broad and deep, itruns over a rocky bed that sometimesbreaks out of the river to formsteep rocky islandsmidstream. These islands aresecure places and are usedas sites for villages, smalltowns and even imposingfortresses. The Reik finallyreaches the sea at Marienburg, the largest andwealthiest trading port and most populous cityin the Old World.

Of Dark and Treacherous ForestsMost of the Empire is covered by gloomy,tangled, deciduous forests. Towards the norththese turn into pine forests and eventually thinout to form the grassy plains of Kislev. Theforests are wild and dangerous places, althoughthere are towns and innumerable villagessituated within the woodlands. The forests serveto hide many of the Empire’s enemies, includingthe Forest Goblins, Chaos warbands andrampaging Orcs. The deeper forests are virtuallyhostile territory where few humans venture.

The Forest Of Shadows encompasses most ofthe principality of Ostland and lies to the northof the Middle Mountains. It is a dark andbrooding pine forest thick with raiders, bandits,and Chaos warbands. The road between

Middenheim and the Kislevite city of Erengradruns through this forbidding forest.

The Reikwald Forest lies to the south of Altdorfbetween the River Reik and the Grey Mountains.This is a favourite haunt of the Empire’soutcasts, where refugees from justice orpersecution take to a life of banditry. The mainroad between Bretonnia and the Empire runsthrough this forest and climbs over Axe BitePass.

The Drakwald Forest lies in the area aroundMiddenheim. It is a fairly sparse forest mostly ofbirch trees on a light, sandy soil. The area is notvery fertile, and so has never been cleared forcultivation. In places the trees do grow morethickly and pines occur in some hilly areas. Theroad between Marienburg and Middenheimruns through this forest.

The Great Forest is an ancient, vast and veryvaried woodland, containing many majestic oldoaks and hoary willows. It stretches from theMiddle Mountains in the north to Nuln in thesouth and from Altdorf in the west to theborders of Kislev in the east. Together with theother forests of the Empire it forms acontinuous block of woodland which dominatesthe whole central area of the Empire.

The ancient Laurelorn forest lies to thenorth of the great city of Middenheimand marches right down to the shoreof the Sea of Claws. Many believe thatthis forest is haunted and it containsvery few human settlements. The superstitiousclaim that this is the last refuge of the fey Elvesin the Empire and that their faerie magic andpowerful illusions protect their decliningnumbers from harm. Most men would havenothing to do with these strange creatures andso rarely stray from the path cut by the GreatNorth Road from Middenheim to the greatcity-port of Marienburg in theWasteland.

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Of Marshes and Barren MoorlandThe Wasteland is a barren and windsweptplain; largely inhospitable to settlement andoffering little shelter from the biting winds thatblow from the Sea of Claws. This land is low-lying and marshy and extends from theborders of the Reikwald Forest in the east tothe foothills of the Pale Sisters in the west. It isrumoured to be home to marauding bands ofOrcs and Beastmen. There are few other largestretches of marshes left in the Empire,although the County of Sylvania is renownedfor its treacherous quagmires and fog coveredmoors. These places are full of the samemanner of cut-throat rogues and mutants thatlurk in the worst of the forests, and many othercreatures that are far worse.

Suspicion and Mistrust…The forests hold many dark secrets; theirshadows beneath thick shrouding canopiesare the haven for all manner of mutant,outlaw and freak of nature. Suchsecrets burst forth when the hiddenmoon of Morrslieb waxes full and shinesits envy upon the world. Tales of great werebeasts, eyes blazing red with Chaos fire, thethirst for human blood in their mouths, andof other creatures beyond description are rifeand not without truth. The howling night is atits darkest beyond the safety of civilisationand the rural farmers know well of itsdangers, treating all outsiders with mistrustand suspicion. Whispers are frequent ofupturned coaches found abandoned on theroad, footprints leading oft to bloody oblivionin some dark and forgotten corner. Possessedof a wilful ignorance, these rural men insistthe desperate hammering of a beleaguered

traveller was unheard, or rather unwanted,allowing such unfortunates to be sweptaway by the fell night creatures in thehope that they be left alone. Such is theway of suspicious men, men who seldomturn to the effigies of gods, a ripe harvestand freedom from roaming bandits takingprecedence over piety towards the templesof Sigmar, Ulric and Morr. Such blind faithis far away, distant like a memory to menwhose hearts are born of pragmatismrather than penitence. Seldom do theywhisper the word ‘Chaos’ and yet theRuinous Powers are prevalent here asthey are everywhere. Alteredcreatures, rumoured to be part

man, part beast, make their foulnests in the darkest forestdepths, a rotten wound in an

already black heart, venturing forth to sackunprotected caravans and lone travellers.Screams and ululating bestial cries merge asone splitting the night and yet are unheeded;the parchment scrolls of the missing nailed toeach and every way station and outpost curland fade with age and neglect…”

Hardy Rural FolkThe wilderness of the Empire is a largelyuntamed, dangerous place. Those that liveoutside of the relative safety of the cities are avery hardy folk used to the perils of the wildsof the Empire. This is reflected in the varioussettlements dotted around the land, most ofwhich are villages and farmsteads entirelydependent upon the land for theirsubsistence. All settlements require a source offresh water and so are generally located closeto rivers or lakes. These settlements are alwayspartially fortified, with a wall made fromwooden posts, or a palisade atop an

earthwork. The living accommodation isspartan and simple, with rooms for thesenior members of the family, and space in

the stables and barns for retainers.

Coaching inns are found all over the Empirealong the great roads that dissect the land.These are sturdily built with high stone wallsand shuttered doors and windows asprotection from roaming bands of Beastmenand bandits. They are incredibly important,serving as safe refuges for the many coachesand wagons that are the principal forms oftransport next to the busy river traffic. Fewstagecoaches travel by night, as this is a sureinvitation for brutal death. Coaching inns arealso useful bases for the Roadwardens, tirelessmarshals that patrol the roads of the Empiredealing with bandits and highwaymen andreporting problems as they find them. In timesof unrest, coaching inns become theepicentres for the defence of the populacewho seek protection behind their stout walls.

Other isolated places of habitation include toll-houses on busy roads, wayside shrines to themany gods of the Empire and river locks thatregulate the busy traffic upon the many greatrivers.

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The Enemy Within…“The roads bear the tread of many travellers.Circus folk are rife throughout the wild lands,moving from city to city across seldom-trodden paths lest they be questioned byinquisitive patrols or over-zealous witchhunters where, in the open, they are withoutprotection from a wealthy patron. These‘entertainers’ ply their unusual trade to thecity-dwelling communities that are in muchneed of escape and humour.

Yet, there is a warning here, as much goes onbeneath hoods and masks, and unnoticedagents devoted to the Ruinous Powers can slipthrough the nets of established order,infiltrating the cities. The cults of Chaos lieclose to the heart of the Empire, its citiesteeming with the players of sedition andanarchy, a subtle veil over more maliciousintent. Covens of dark worshippers exist inthe most dishevelled quarters and also wearthe pomposity and painted smiles of thearistocracy. Evil takes many forms and foreach noble exposed as a deviant Chaosworshipper there are others who remainpuppets in the service of dark lords, theirmasters at large in the roiling lands beyondthe cold stark walls of supposed order…”

Warbands of the Wilds’Tis not just the City of the Damned that luresgreedy men, for in the wilds of the Empire

there are rich pickings to be had, and not justthe gold of careless travellers. Wyrdstone canbe found in the deep forests of the Empire. Forthose brave enough to infiltrate a bandit denor the lair of Beastmen the rewards in richesand wyrdstone are insurmountable. Many ofthe warbands heading to Mordheim can strikeit lucky upon the dark road that leads there,for most warbands are little better than thievesand bandits anyway.

Marienburgers, Reiklanders, Middenheimers,Ostlanders, Averlanders and Witch Hunters arenot the only ones to be found wandering thewilds of the Empire either en-route to foulMordheim or returning with their ill-gottengains. There are many more sinister types tobe found in the dark forests and lonely plainsbetween the great cities. The mutated rat-people of the underworld hold sway over theland, their subterranean tunnels allowingthem to appear almost anywhere at will. Whoknows the extent of their infiltration? And thenthere are the many cults and cabals of corruptand twisted folk who revere, rather than revile,the Dark Gods. Foolish mortals who seek togain favour in the eyes of the mutators bypaying the ultimate price of their souls. Someof these band together under the guise oftravelling players and freak shows, spreading

their foul infection to theignorant and unwary asthey pass throughpeasant abodes.

The nefarious Count vonCarstein of Sylvania also coverts

the land and his dark claw reachesfurther than just the City of the

Damned. For Necromancers, fellVampires and their shamblingminions can be found almost

anywhere where there are burialgrounds and charnel houses, defiling thedead amongst other blasphemous acts.

Bands of monstrously mutated creaturesand Beastmen lurk within the dark confinesof the forests. There is also rumour ofcreatures that are men during daylighthours but transform into ferociouscreatures of fang and claw come the hoursof darkness, prey upon fellow man likecattle.

And so the fight continues, notrestricted to the daemon-possessedwalls of a once fine city but spilling outinto the provinces of the Empire ofMen.

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Games that take place in the Empire inFlames setting occur in the wilderness of theEmpire. However, while they are in thewilderness, the warbands are never very farfrom civilisation. They simply travel to thenearest Empire settlement and re-equipthere. This section details the new rules,Equipment and Exploration tables for usewith the Empire in Flames setting.

WarbandsAny of the warbands published in either theMordheim rulebook, the Mordheim Annualor Town Cryer magazine are perfectly legal touse in games set in the Empire in Flamessetting. Obviously, however, some warbandsare more suited to this setting than others.The following previously published warbandsare the best suited to games set in thewilderness of the Empire: Witch Hunters,Orcs & Goblins, Dwarf Treasure Hunters,Beastmen, The Possessed, Undead,Kislevites, Skaven Warp Hunters and

Human Mercenaries (any type).

In addition, new warbands have beenwritten specifically for this setting.

TreasuresGames set in the Empire in Flamessetting are all about collecting

treasure. Treasure can be avariety of things – wyrdstoneshards, small items of art,jewellery made of preciousmetals and set with gems, or

even merchant goods. Whatevertheir form, they act exactly aswyrdstone shards in the basicgame – they are found throughExploration (or sometimes asthe objective in a scenario), andare sold using the same chart onpage 134 of the Mordheimrulebook. Note that while thenormal chart is used tocalculate the number ofTreasures found this setting

uses a unique set ofExploration charts.

Lost!While pit fighting does exist in other parts ofthe Empire, it is not nearly so popular as inMordheim and certainly not that popularoutside of relatively large settlements.Therefore, warriors are unlikely to get the‘Sold to the Pits’ result from the Injury table; ifthat result is rolled for a Hero after a game, usethe following result instead: 65 Lost!

The Hero has become lost. He suffered a blowto the head and wandered off in a daze, ortumbled down a hill during the battle whenknocked unconscious and when he came tohis senses he found that his mates had left him.Injured and confused, the Hero has sometrouble finding his way back to camp. He mustmiss the next D3 games while he orientateshimself. The Hero earns +1 Experience for theadventures he goes through while he makeshis way back.

Wilderness RulesWilderness Rules

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The following tables are meant as guidelinesfor typical terrain found in a game set in theEmpire in Flames setting. Obviously there areno jungles or deserts in the Empire – most ofthe countryside is either open plains orforests, low ground broken up by low hills,with more hills being present the closer youget to the mountain ranges. Small farms breakup the wild landscape, and these aresurrounded by fields that are either clear orfilled with crops, depending on the time ofyear.

OPEN GROUND• No movement penalty.

• Fallow fields (or fields which just haven’t produced crops yet).

• Low, open hills.

• Bridges or fords in waterways.

• Steps or ladders leading up or down.

DIFFICULT GROUND• Models move at 1/2 speed.

• Small streams (moving water less than 4" wide).

• Rocky ground.

• Fields filled with crops.

• Abandoned ruins.

• Marshy ground.

• Woods.

VERY DIFFICULT GROUND• Models move at 1/4 speed and may not

charge.

• Rivers (moving water 4" or more wide).

• Swamp or deeper marsh.

• Hedges or thickets.

IMPASSABLE TERRAINModels may not move through this terrain. Ifforced into this terrain for whatever reasonwarriors are counted as out of action.

• Tall rock outcroppings.

• Deep rivers or lakes.

WOODSThe woods of the Empire are very dense andvery dark, consisting of many huge ancienttrees that block out the sun. In games in thissetting, warbands rarely stray into thedeepest, darkest woods so only small copses

and clumps of trees need be represented. Therules below reflect the effects of woods:

A stand of woods blocks line of sight to theother side, no matter how wide the stand is.This means that two models on either side ofeven a 1" wide section of woods cannot seeeach other if neither has actually entered it.

A model within a stand of woods can see or beseen for 2". This means that there must be nomore than 2" between a warrior in woods andan enemy model for the warrior to freelycharge or shoot at the enemy, and the samegoes for enemy models who wish to shoot ator charge a warrior in woods. Models withmore than 2" of woods between them may stilltest to see if they can charge unseen enemymodels as per the normal Mordheim rules, ofcourse.

Woods are difficult ground, and reducemovement to half speed.

SWAMP OR DEEP MARSHThere are many areas of the Empire wherewater from the various waterways has built upover time and formed treacherous swamps.Models entering these wild places are takingtheir lives into their own hands, as swamps aresome of the more dangerous places in thewilderness. Poisonous reptiles, bandit bands,crazed hermits, witches, and sucking bogs mayall be found within a swamp. Many areaswithin a swamp are actually clear, but thefollowing rules cover movement over actualswamp terrain section (represented by a smallpond).

Whenever a model moves through a swampsection, roll a D6. On a roll of a 1, the modelhas stumbled into a sucking bog! The modelmay not move until rescued, and, if notrescued within D3+1 game turns (at the endof the last turn), he is sucked under and lost(remove the poor soul from the warband’sroster). We suggest placing a D6 by themodel with the number of turnsremaining showing face up. Torescue a trapped modelbefore the time runs out,a friendly model mustmove to within 2" of the

Terrain

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trapped model and pass a Strength test on aD6 in that player’s next Close Combat phase. Ifthe Strength test is successful, the trappedmodel is dragged free (may move normallyfrom that point on, and no longer has to worryabout being sucked under). If the Strength testis unsuccessful, the model may still roll againin the next Close Combat phase. Additionalmodels may help to pull the trapped modelfree, by either making additional Strength testsof their own, or adding +1 per helper modelto the Strength of the original model makingthe test. Note that a roll of a 6 on a Strengthtest always fails. Note also that a modelengaged in close combat may not attempt topull a friendly model free, or help in such anattempt (the model is too busy trying to savehimself to worry about his comrade!).

Swamp sections are always very difficultground.

RiversThe Empire is dissected by many huge, fast-flowing rivers. These are the lifeblood to theEmpire as they bring trade to the bustling citiesand act as the major source of transportbetween them.

To represent how models interact withwater these basic rules apply:

Players should establish which way the riveris flowing at the start of the game.

All rivers count as difficult (or worse) terrainfor all models except those considered asaquatic. See Terrain Types previously.

Models swimming with the current will doubletheir base move.

Models swimming against the current of aslow moving river may only move a quarter

of their base move, but you may not swimagainst the current of a fast moving river.

Aquatic models suffer no reduction oftheir base move when swimming against

the current of a slow moving river but maynot swim against the current of a fastmoving river.

Models wearing armour may not attempt tomove through any water deeper than

shallow. Shields and bucklers do notcount for this as they are assumed to bestrapped onto backs. If a model wearingarmour finds itself in deep water – theyare, literally! Each turn the model is in

the water it must make a Strength testand, if unsuccessful, is taken out of

action.

Aquatic models in water,either swamp, streams orrivers, can elect to behidden at thediscretion of the player.Models cannot moveupstream in fast movingrivers without floatingtransportation, such as a boat orcanoe.

Fighting in WaterMost players will find it advantageous to fightaround, or actually in, a waterway. We haveincluded some simple rules to cover fighting inwater.

If a non-aquatic model is knocked down in ashallow river or stream they are swept down-river D6". Aquatic models that are knockeddown will not drift with the current and canstill get back into combat the following turn.

If any model is stunned while in shallow waterit must make an Initiative test. If it passes, itcan be turned over in the following turn. If itfails, it is considered drowned and will betaken out of action. The player will need to rollfor injuries at the end of the game. Thisdoesn’t mean that the model is gone for goodbut is just a bit waterlogged!

Any Undead model that is knocked down inshallow water will recover as normal accordingthe standard Mordheim rules for Undead.

Any model fighting in a shallowstream whilst wearing lightarmour will be consideredout of action if stunned.No Initiative test is to betaken. This does not applyto models whose skin orclothing is considerednatural light armour.

BuildingsThe Empire can be a dangerous place, and noplace more so than out in the wilderness.Buildings are treated a bit differently in gamesset in Empire in Flames. These rules do notcover ruins, which are simply considereddifficult ground in most cases.

Curses, Locked!: First of all, unless thebuilding is an inn (inn doors are only locked atnight), the doors will be locked (or someonewill simply be on the other side holding thedoor!). Secondly, buildings will have windowsthat are actually shuttered and/or have actualframes and intact glass. To move through a

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locked door or shuttered window, the warriorhas to first open it, which requires a bit offorce. The warrior can either attempt to rip thedoor open using his bare strength, chop thedoor down with his weapons, or rush the door.Ripping a door off its hinges with bare hands isdone at the end of the warrior’s Movementphase, and requires that the warrior pass aStrength check at -2 to his Strength. If thewarrior fails he can try again next turn. Onlyone warrior may attempt this at a time.Chopping a door down takes D3+1 completegame turns of doing nothing but attacking thedoor. Up to two friendly warriors may helpchop the door down – subtract -1 turn from thetotal (down to a minimum of one turn).Rushing a door may be done at the end of anyof the warrior’s Movement phases, andrequires a successful Strength test. If passed,the warrior is inside the room on the other sideof the door (his momentum carries himinside). A warrior entering a room this way isplaced 1" straight ahead into the room,pushing aside enemy models to make room ifnecessary. If he ends up in contact with enemymodels after being placed, the warrior isconsidered to be engaged in close combat withthem and he is considered to have charged. Ifthe Strength test is failed, the warrior takes anautomatic hit at his own Strength and will haveto try again next turn if he wants that dooropen.

Doors that have been chopped down maynever be locked again (see below).Doors that have been forced openmay only be locked again on aroll of 4-6 (roll as soon as thedoor is forced open), otherwisethey have been too badly damagedby the ill treatment to be locked untilthey are repaired (some time after thegame!). Unlike the doors to the outside, doorsinside a building are considered to beunlocked.

Opening or locking a door obviously requiresthat the model actually comes into contact withthe door when he is trying to interact with it!Also, a model that has just forced a door openwill prevent enemy models from locking it (hemay shove his foot or a weapon in there).

Get Out Me ’Ouse!: A warrior stepping into abuilding during a game will likely find itoccupied. A warrior moving into an intactbuilding will suffer D3-1 automatic hits fromthose inside, at Strength 3, as the inhabitantsshow their displeasure at him bringing thebattle to them. If the player wishes, the warriormay spend a complete turn attempting to quell

the inhabitants – roll aLeadership test for thewarrior. If he is successful,he will suffer no more hitswhile in this building. If hefails, he immediately suffersanother D3 automatic Strength 3 hits this turn,as the inhabitants have found his argument forthem not attacking him to be unconvincing. Ifmembers of two enemy warbands are insidethe same building, this rule is ignored, as theinhabitants realise that the battle has nowreached their home and it’s time to go and finda place to hide!

Clutter: While areas outside are often free ofdebris, inside a building is a whole differentstory. Tables, chairs, other furniture, droppeddishes, firewood, etc, all make for trickyfooting in a fight. For this reason, inside abuilding is considered to be difficult terrain.

Combat through doorways: If both sides areunwilling (or unable) to go past a doorway,they may fight through it. If this occurs, thenumber of models that may fight on each sideis one more than the number of models thatcould walk abreast through the doorway. Inmost cases this will mean that two models fromeach side may take part in the combat, thoughsome especially large doors (eg. barn doors)may allow more models than this to get theirlicks in! As soon as a door is opened, both sides

may place up to this number of models incontact with the doorway. Any

models that were within 1" ofthe door when it was openedmay be moved this way, andeach player gets to control

which of his models getsmoved into the combat. The side

opening the door will count ascharging in the first round of the combat.

Stairs and such: Buildings with multiplefloors will have a way to get from one to thenext. This is usually stairs, though it’s possiblethat it may be ramps, ladders, ropes, etc. Awarrior climbing a rope (or the wall!) mustfollow the rules for climbing, as outlined inthe Mordheim rulebook. Ladders and stairsare a bit easier, however. A warrior may moveup a ladder or flight of stairs to the next levelin a single Movement phase. The modelmust start his move within 1" or thebottom of the ladder/stair, and it takes allof his movement to get to the top. Ifthere is an upright enemy model (ormodels) within 1" of the top of thestairs or ladder, the climber maycharge it.

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While Empire in Flames is a newsetting for Mordheim games, mostof the equipment (includingprices and rarities) remains thesame... this is still within theEmpire after all! However, thereare a few new items of equipmentto be had. These are detailed below.

Lock Picks Rare 8 Cost: 15 GCA standard piece of kit for less scrupulouscharacters. A set of lock picks may be usedby those who rely more on skill-at-arms andspeed of thought than brute strength toopen doors that others have secured. Amodel equipped with a set of lock picks maymake his test to open doors on his Initiativerather than his Strength characteristic if hewishes. This is done at the end of hisMovement phase as if the model wereripping the door off its hinges, though heuses his Initiative rather than Strength, thereis no -1 modifier, and there is no chance thatthe door is too damaged to be locked againlater.

Torch Common Cost: 2 GCWarriors lacking the funds for a lantern mayhave to make do with torches. Torches act

exactly as lanterns, adding +4" to the rangethe model may spot hidden enemies, buthas a few other special rules as well. Atorch will only last one game. A model

armed with a torch counts as causing fear inanimals (Hunting Dogs, all riding steeds,Bears, Wolves, etc), and may use a torch as amakeshift club. When used in combat, atorch is treated as a normal club, thoughwith a -1 to hit modifier. Any

models that have aRegeneration specialrule (like Trolls)will not be ableto regeneratewounds causedby a torchduring theb a t t l e .(Torches mayalso causebuildings tocatch fire – see‘Let theDamned Burn’,from TownCryer 8).

Barding Rare 11 Cost: 30 GCBarding is armour for a horse in the

same way that light and heavyarmour is for a human. It covers themount’s hide and in some cases thehead. A model mounted on barded

horse receives an additional +1Armour save)+2 instead of +1 for being

mounted). In addition, a mount wearingbarding will only be killed on a D6 roll of a1 if the model is taken out of action.(Warhorses only).

Horseman’s Hammer Rare 10 Cost: 12 GCThis is a great hammer similar to the ones usedby the Knights of the White Wolf. Far too bulkyto use in one hand, a horseman’s hammer isbest suited to mounted combat, when theimpetus of the horse may be used to add to thepower of the weapon.

Range: Close CombatStrength: As user +1Special Rules: Two-Handed,

Cavalry Charge

Special RulesTwo-handed: A model armed with ahorseman’s hammer may not use a shield,buckler, or additional weapon in close combat.If the model is equipped with a shield he willstill get a +1 bonus to his Armour save againstshooting.

Cavalry Charge: A model armed with ahorseman’s hammer may use the speed of hischarge to increase the might of his attacks. Amodel on a steed with a horseman’s hammer

gains a further +1 Strength bonus whenhe charges. This bonus only

applies for that turn.

New Equipment

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MISCELLANEOUSItem Cost Availability

Torch 2GC Common

Lock Picks 15GC Rare 8

Mule 30GC Rare 7

Riding/Draft 40GC Rare 8Horse (Humans only)

Warhorse 80GC Rare 11(Humans only)

Elven Steed 90GC Rare 10(Elves only)

War Boar 90GC Rare 11(Orcs only)

Giant Wolf 85GC Rare 10(Goblins only)

Giant Spider 90GC Rare 10(Goblins only)

Nightmare 95GC Rare 10(Vampires & Necromancers only)

Wagon 100GC Rare 7Stage coach (without draft animals)

Rowing Boat 40GC Rare 7

River Boat 100GC Rare 8

River Barge 200GC Rare 9

ARMOURBarding 30GC Rare 11

(Warhorses only)

WEAPONSHorseman’s 30GC Rare 10Hammer

Price ChartThe following chart gives the cost of additonal items for sale that are specific to theEmpire in Flames wilderness setting.

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Exploration

ExplorationSeveral of the encounters below allow awarband to take actions that result in differentrewards or punishments. Warband membersthat were taken out of action in the game maynot take part in any of the encounters below.This means that they may not gain Experience,may not attack, etc. Of course, it also meansthat they will not be taken out of action by anencounter either…

Note also that there may beadditional consequences for attacking

in any of the following encounters:Empire Huntsmen, Empire Patrol, HalflingRangers, Holy Man, Large Farm,Lost Children, Merchants, MordheimRefugees, Peddler, Pilgrims, Priestsof Sigmar, Small Farm. If a warbandattacks one of those encounters,roll a D6: on a roll of 1-3 thewarband has been careless and leftwitnesses! If the warband rolls thatExploration roll again, treat theencounter as 1 1 AbandonedFarmhouse (word has got out about

the warband and they are avoidedlike the plague!).

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(1 1) Abandoned FarmhouseThe warband stumbles upon the smoulderingruins of a burned-out farm.

Sifting through the ruins, the warband findsD6 GC.

(2 2) Raving LunaticThe warband sees a wildly unkempt manstaggering blindly through the forest. As thewarband approaches, they notice that heseems to be whispering something about‘invisible archers killing everyone’, though theexact words are garbled and hard to makeout…

The warband may choose to either questionthe man or kill him. Undead warbands who killhim gain a Skeleton or Zombie for no cost.Chaotic or Lizardmen warbands may sacrificethe poor unfortunate to their Dark Gods togain 1 Experience Point for their leader. Otherwarbands may question him to find out whathe knows; roll a D6:

D6 Result1-4 He knows nothing.5-6 He knows a secret tunnel to untold riches (in the next battle the warband maystart up to three warband members anywhere on the battlefield that is withincover and not within 10" of an enemy warrior. All three must start in the samegeneral area (within 4" of one another).

(3 3) Lost ChildrenThe sounds of a child crying nearby can beplainly heard. As the warband members trackthe sound to its source, they find two childrenhuddled together beneath a massive oak.

If the player wishes, the warband can helpthese lost children find their parents. If this isdone, the grateful parents give the warband allthey have of value (D6 GC; if a 6 is rolled, theygive the warband a single Treasure instead).Undead, Chaotic or Lizardmen warbands maysacrifice the poor unfortunates to their DarkGods (or simply feed on them!) to gain 1Experience Point for their leader.

(4 4) Mordheim RefugeesThe warband sees a motley collection ofsorry-looking folk dressed in rags. Could thesebe refugees streaming from the cursed city ofMordheim?

If the warband is Human (not Possessed!), Elf(not Dark Elf), Dwarf (not Chaos Dwarf), orHalfling, the refugees beg for their help, andoffer to give the warband information aboutthe lands nearby. Roll a D6:

D6 Result1-3 The information is lies and useless.4-6 The information is useful and the warband may roll one dice more thannormal for Exploration after the next game.

If the warband is none of the above types, theymay sacrifice the poor unfortunates to theirDark Gods (or simply feed on them!) – theleader of the warband gains +1 Experience.

(5 5) Burial SiteThe warband has stumbled upon a smallgraveyard. Further inspection reveals whatlooks to be an open grave in the far corner.There is no body in the grave, however, and infact the only signs that someone has been hererecently are the fresh dirt and a goldmedallion lying on the ground that isspeckled with what appears to be rust…

The medallion may be sold for D6 GC.

(6 6) Wild StagAs the warband travels along, a rustling isheard in the brush. Suddenly a large stagappears in their path, and he appears asstartled to see the warriors as they are to seehim.

Any warband members with missile weaponsmay shoot at the stag. On a successful hit (atthe warrior’s base Chance) and wound(Toughness 3), the stag falls and the warbandmay have a feast! The next time the warbandsells Treasures, the warband is considered tobe one size lower (so a warband with 10-12members is considered to be comprised of 7-9members instead), as they have to purchaseless food to re-supply.

Doubles

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(1 1 1) Orc EncampmentThe warband smells the smoke of half adozen campfires. When they sneak up to thenext clearing, they come upon anencampment of Orcs!

A Greenskin warband may approach andattempt to trade. If this is done, roll a D6 – ona result of a 1 the Orcs fail their Animosity testand attack (follow the rules for otherwarbands fighting the Orcs, below). If the Orcsdo not attack, the Greenskin warband may buyany equipment with a 25% discount (rollingfor Rare items as normal), rounding down.They may also sell items to the Orcs for 10%more teef (gold) than normal, rounding up. Ifthe warband is not comprised of Greenskins,they may report the Orc Encampment to thelocal authorities for a 2D6 GC reward. Or theymay attack the Orcs. Any warband that attacksthe Orcs receives D6 Experience that may bedivided among the warband’s Heroes that didnot go out of action, and 2D6 GC in loot.However, roll a D6 for each warband member;on a result of 1 or 2, that warrior was taken outof action and must roll for Serious Injuries asnormal.

(2 2 2) GypsiesThe warband members see a small train ofbrightly-coloured wagons ahead… gypsies!

Gypsies are well known for their generosity,but also have a reputation for thievery in leantimes. The warband can either trade with thegypsies or attack them. A warband that attacksthe gypsies gains D3 Experience that can besplit among its Heroes, 2D6 GCs, and D3daggers. A warband that trades with thegypsies may buy any item of equipment (Rareitems must be rolled for as normal) at a 20%discount (figure the price as normal thensubtract 20% from the total, rounding up tothe nearest GC). However, at the end oftrading, the player must roll a D6 – on a roll of1-3 the gypsies have robbed the warband.Remove any unspent GCs and Treasures.

(3 3 3) Small FarmThe warband finds itself on a small farm.They note that the fields and the livestock arein good order. As the warband nears, the dooropens and a young couple steps out.

If the warband is inclined towards good ratherthan evil, the young couple provides them afine meal. When calculating their nextearnings from selling valuables, reduce theeffective size of the warband by one (ie. 10-12Warriors is considered 7-9 Warriors), as theamount of money they need to spend on food

is reduced. If the warband is evil or Chaotic,they may kill the young couple and loot theirfarm, receiving 2D6 GC in money and mayreduce their warband size by one, as before.

(4 4 4) PilgrimsThe warband sees a group of robed humanscoming up the road. They seem to be singingreligious songs.

This is a small group of pilgrims. If thewarband is inclined towards good rather thanevil, the pilgrims show them a shortcutthrough the nearby marshes. In the nextgame, the warband may automatically choosesides and take the first turn; if two warbandsin the game have this benefit, roll off to seewhich warband gets to enjoy the effect. Inaddition, their leader is an Elder of theircongregation, and may remove a curse placedon a member of the warband. If the warbandis evil or Chaotic, they may kill the pilgrimsand take their measly possessions (D6 GC anda Holy Relic).

(5 5 5) Abandoned Orc VillageThe warband comes upon a motleycollection of huts, most of which are tumbleddown and show signs of an old fire. This sitelooks abandoned…

If the warband searches, they find 2D6 GCand a few hundred teeth buried under one ofthe huts (the village treasury). If the warbandis comprised of Greenskins (Orcs and/orGoblins), the amount of money is tripled, asthe teeth are actually worth something tothem!

(6 6 6) Empire PatrolThe warband hears a strong voice call out“Halt!”, and out of the trees step a dozenmen, dressed in the local livery and carryingmuskets and halberds.

If the warband is inclined towards goodrather than evil, the patrol lets them pass bywith only minor questions. The patrol alsogives them the name of a fair merchant in thenext town (the next time the warband equips,prices are reduced by 10%, rounded down). Ifthe warband is evil or Chaotic, the patrolattempts to arrest them! At the end of a shortfight, the warband gains D6 Experience, D6GC, D3 halberds, D3 swords, and D3handguns. However, roll a D6 for eachwarband member – on a roll of 1-2, thatwarband member was also taken out of actionduring the fight and the player must roll forSerious Injuries as normal!

Triples

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(1 1 1 1) Treasure Stash

The warriors are wandering through thewoods when one of the henchmen notices apile of leaves that looks a bit odd.Investigation reveals that something wasburied here recently. Digging up the areaearns the warriors a small chest.

Inside the chest the warband finds D6x10 GC.

(2 2 2 2) HerdstoneThe warband enters a clearing and finds anenormous standing stone, covered in crudeglyphs and with what appears to be a smallgarbage heap at its base.

The warband has discovered a Beastmenherdstone. If the warband is not Chaotic innature, they may deface the herdstone and siftthrough the offerings at the base of theherdstone for valuables. The leader of thewarband gains 1 Experience Point and thewarband finds D3 Treasures. If the warband isChaotic, they may leave a small offering of 10GC and worship at the altar asking either for acurse to be removed (roll a D6 and on a 4-6the curse is removed), or to gain knowledge.If knowledge is sought roll a D6 – 1-3: one ofthe warband’s Heroes suddenly screams as hismind is filled with insight – he is immediatelytaken out of action; though if he survives theexperience he gains a single Academic skill(regardless of whether he could normally takethem); on a 4-6, D3 Experience Points areawarded to the warband, to be distributedrandomly among the warband’s Heroes andHenchmen groups.

(3 3 3 3) PeddlerThe warband sees a man leading a pair ofmules packed with items. As he sees thewarband members, his eyes light up and hebegins moving rapidly toward the warband.

The warband may trade with the peddler. Ifthey do so they may buy items at a 20%discount (round the price up to the nearestgc). He is also likely to have those hard-to-finditems – any Rare item may be searched for ata -2 to the Difficulty (though he will only everhave one such item). If the peddler isattacked, his mules will be spooked and runoff, though 3D6 GC worth of items will dropfrom their overladen packs when they leave.

(4 4 4 4) Gingerbread HouseThe warband sees a strange looking house upahead. As they near it, they find that it isentirely made of iced gingerbread!

The warband may take some of thegingerbread to re-supply. If they do this theyare considered to be two sizes lower whenselling back Treasures (ie. a warband of 10-12members is considered to be 4-6 members),and any hirelings only charge the warbandhalf their normal upkeep. However, there is achance that the old hag who lives in thehouse will see this and cast a powerful curseat the warband. Roll a D6 – on a 1-2, the haghas cursed the warband. Until the curse isremoved, members of the warband mustre-roll all successful hits in close combat orshooting.

(5 5 5 5) Wounded WarbandThe warriors hear faint groans nearby andupon investigation find a small band ofwarriors, like themselves, sprawledthroughout a small clearing. The warriorsare covered in blood and have numerousobvious wounds.

If the warband helps these men in need, thewounded warband will give them their stash(2D6 GC and D3 Treasures). If the warbanddecides to dispatch the wounded warriorsinstead, they gain D6 GC and the warband’sleader gains 1 Experience Point.

(6 6 6 6) Empire HuntsmenMoving down a trail through some deepwoods, the warband is surprised by a groupof men in browns and greens stepping outfrom behind trees, arrows nocked andready.

If the warband is Human (not Possessed!), Elf(not Dark Elf), Dwarf (not Chaos Dwarf), orHalfling, the Huntsmen offer to show them asecret way through the woods to an areareputed to be ripe with treasure (anddanger). The warband may automatically pickthe next scenario, get to choose the tableedge and may automatically take the firstturn. If two or more warbands have thisbonus, roll to see who the Huntsmen showedthe way to first.

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(1 1 1 1 1) Large FarmThe warband finds a large farm. They notethat the fields are in good order, and thelivestock is numerous and healthy. As thewarband nears, the door opens and a plumpelderly man steps out.

If the warband is inclined towards good ratherthan evil, the farmer and his wife feed them afine meal. When calculating their nextearnings from selling valuables, reduce theeffective size of the warband by two (ie. 10-12Warriors is considered 4-6 Warriors), as theamount of money they need to spend on foodis reduced. Also, the farmer gives the warbandthe name of an honest merchant (next timethe warband buys equipment, prices arereduced by 20%, rounding the price up to thenearest GC). If the warband is evil or Chaotic,they may kill the farmers and loot their farm,receiving 2D6 GC in money, D3 Experience tobe distributed among the warband’s Heroes,and may reduce their warband size by two, asabove. Also roll a D6 for every member of thewarband if they attack the farmers – on a rollof 1, the warband member was taken out ofaction in the fight and must roll for SeriousInjuries as normal.

(2 2 2 2 2) Halfling Rangers“Halt!” yells a squeaky voice from thedarkness. As the warband halts and looksaround, a small figure steps out of theshadows – a Halfling!

If the warband is inclined towards good ratherthan evil, the Halflings share their travellingrations with the warriors. When calculatingtheir next earnings from selling valuables,reduce the effective size of the warband bytwo (ie. 10-12 Warriors is considered 4-6Warriors, as the amount of money they needto spend on food is reduced. If the warband isevil or Chaotic, the brave little rangers attack!The warband receives D6 GC, D6 shortbows,D6 daggers, D3 Experience Points that may bedistributed amongst their Heroes, and mayreduce their warband size by two by eatingthe Halflings’ rations as above. In addition,roll a D6 for each member of the warband –on a roll of 1-2 that warband member is shotfull of holes, taken out of action in the fightand must roll for Serious Injury as normal.

(3 3 3 3 3) The Hanging TreeThe warband comes upon a grisly scene – alarge oak tree with dozens of bodies hangingfrom its branches. There are also a couple ofbodies in cages as well. As they near, the

warriors can hear a weak plea for help fromone of the cages.

If the warband frees him, the Assassin (seeMordheim Annual) offers his services to thewarband for free (no hiring cost, though theymust pay his upkeep as normal after the firstgame). In addition, the warband finds thefollowing among the bodies: D6 GC hidden inboots, etc, D3 daggers, and a Lucky Charm(obviously not working properly!).

(4 4 4 4 4) Dark PriestThe warband sees a figure in dark robesapproaching. As he gets closer they see astalked eye appear from under the shadowedhood…

This is a Dark Oriest. He may be killed (thewarband leader gains 1 Experience Point andan Unholy Relic), or an Undead or Chaoticwarband may seek his blessing. The blessingof the Dark Priest will remove all cursesplaguing the warband.

(5 5 5 5 5) Faerie RingThe weary warriors come upon a small circleof mushrooms. Such places are reputed to bemagical in nature, and possessed of powerfulhealing qualities.

If the warband is not Undead or Chaotic innature, they may sleep in the faerie ring andgain a restful night’s sleep. Any of the warriorsin the warband that were taken out of actionlast game are automatically healed to fullhealth – there is no need to roll for SeriousInjury. An Undead or Chaotic warband maydestroy the faerie ring and receive D6Experience Points that may be divided amongtheir Heroes. However, such wantondestruction carries a price – the faeries willplace a powerful curse on the warband. Fromnow on until the curse is lifted, whenever anymembers of the warband are taken out ofaction, roll twice for Serious Injuries for eachwarrior and apply the lower result.

(6 6 6 6 6) Ambushed WarbandThe warriors see bodies strewn all over thisclearing, several arrows protruding fromeach one. That old hermit did warn youabout the folk of the woods preferring theirprivacy…

If the warriors loot these bodies, they find thefollowing items of value: D3 swords, 1 suit oflight armour, D6 daggers, D3 spears, D6shields, and 2D6 GC. In addition, roll a D6 –on a result of 5 or 6, the warband finds aTreasure on one of the bodies.

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(1 1 1 1 1 1) Griffon NestThe warband comes upon a rocky spire,lifted a couple dozen feet above the ground.At the top of the spire is an enormous nest,and inside the nest the warband memberscan see the tops of eggs!

A Hero may climb to the nest and bring downeggs, one at a time. The Hero must pass asuccessful Initiative test once to get up, andonce to get back down, for each egg that hewishes to steal (the nest contains five eggs). Ifhe fails a roll to get up nothing happens,however, if the Hero fails a roll to climbdown, he suffers D6 Strength 6 hitsimmediately, and any egg he is carrying downis lost. In addition, every time after the firstthat the warrior attempts the test, roll a D6 –on a 1, the parent Griffon has returned. If thewarrior just passed a test to get up to the nest,he gets no more eggs and is immediatelyknocked off and suffers the falling damageabove. If the warrior was on the ground whenthe Griffon appeared, he suffers no other illeffects. In either case, however, no more eggsmay be recovered. Each egg recovered may besold for 50+2D6 GC.

(2 2 2 2 2 2) Sword in the StoneThe warband finds a sword imbedded insolid stone! There is an engraving on thestone… something to the effect that whoeverdraws the sword shall be the next king ofBretonnia/lead the next Great Waaagh/killthe wyrm Grackenfeld the mighty… orsomething to that effect!

A Hero may draw the sword from the stone ifhe rolls equal to or under half his Strength(rounded down). Each Hero only gets onetest, and only the Hero’s base Strength is usedfor this test… no drugs or magical effectsapply. If a Hero draws the sword from thestone, he receives a magical sword (in acampaign, ask the referee if he has a suitablenifty sword for you to carry… otherwise it is+1 to hit and +1 to wound).

(3 3 3 3 3 3) Dead DrakeThe warband comes upon a strange sceneindeed — the foul-smelling remains of anenormous lizard that has been pierced by along, slender lance, and the broken (andalmost as smelly) body of a knight and histrusty steed, equally deceased (and smelly!).

There is no indication as to where thedragon’s lair is, and while dragon parts arenormally priceless, the only parts salvageableare shards of bone. The dead knight’s lanceand sword are unbroken and will fetch a good

price. All of this counts as D3+2 additionalTreasures that the warband may add to theirhoard.

(4 4 4 4 4 4) Chaos IconIn a dried stream bed, one of the warbandmembers sees the glint of something golden.It is a strange amulet, mostly buried in thesilt and sand.

Choose a Hero to place the amulet around hisneck (yes, one of them has to!). That Hero isaffected by the rules for frenzy from now onand this frenzy is not removed if the Hero isknocked down or stunned. At the start of eachgame roll a D6 for the Hero – on a roll of a 1,the Hero has heard the call of the Dark Godsworking through the amulet and heads northfor the Chaos Wastes (remove him from thewarband roster). This amulet carries apowerful curse, which must be lifted for theHero to remove it from his neck (see earlierfor removing curses).

(5 5 5 5 5 5) Holy ManThe warband sees an ancient man leaningheavily on a gnarled staff moving slowlytoward them…

If the warband is not Undead or Chaotic innature, the old man reveals himself as a priestof Sigmar and offers to help the warband ontheir next adventure. He can either removeany curses afflicting the warband, or bestowupon them a powerful blessing – after thenext battle, any injured warband membersroll twice for Serious Injuries and the playermay choose which result affects the warrior.

(6 6 6 6 6 6) FamiliarAs the warriors travel through someparticularly dense woods, they hear an eeriecroaking. Just as the whole warband beginsto shake with dread at the terrible noise, alarge toad hops up on a nearby stump. Helooks at the warriors with uncannyintelligence…

If the warband includes a spell-caster, theymay take the familiar as an item of equipment.The familiar acts as a power focus andwhispers secrets into the spell-caster’s ears ashe sleeps, increasing his power greatly. Thespell-caster gains an additional spell and a +1to the roll when casting his spells (this iscumulative to the Sorcery skill) while heretains the familiar. A warband without aspell-caster does not interest the familiar, andit quickly hops away as soon as it determinesthis.

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As well as being populated by the varioushumanoid races, the Old World also containsmany species of animals – some of which havebeen tamed and trained to perform a usefulfunction. These can be divided broadly intotwo groups – animals that can be ridden (eg.horses, giant wolves, Cold Ones, etc) andthose that can’t (eg. warhounds, giant rats,etc). These rules are intended to flesh-out therules for mounted warriors from page 163 ofthe Mordheim rulebook.

Model RepresentationIf you wish to include riding beasts or tamedanimals, you will need to have models torepresent them. For mounted warriors you willneed both a mounted miniature and a modelon foot. It is advised not to glue the rider onbut to use Blue-tack or something similar sothat he may be removed when on foot and hismount is unridden.

Animal Handling SkillsMany warbands employ unridden, fighting

animals. Often one or more members of thewarband is nominated to care for theanimals, feeding and training them.

Beast Handler (eg. Dog Handler)This skill is highly beneficial if non-ridden

animals are to be included in a warband. Thisskill must be taken for specific animals andmay be taken multiple times for differentanimals. It represents knowledge of thegeneral care and well being of the animal aswell as training techniques.

A warrior with this skill has a beneficialeffect on the animals under his care. If awarrior has the Animal Handling skill for aparticular animal, any such animals mayuse his Leadership provided he is within6". If the warband’s leader is also nearby,a player may choose which of the warriors’Leadership to use unless the animal isstupid, in which case only the Handler’sLeadership may be used. In addition,stubborn animals with a Handler in basecontact, ignore the effects of stubbornness.This counts as an Academic skill.

Riding AnimalsMost warriors in Mordheim can only dream

of owning a riding animal. Expensive tobuy, expensive to keep and requiring skill

to ride, they are a mark of status beyondthe reach of lowly Henchmen. To

those with the necessary wealth

and skill, however, they are a pricelesspossession, enabling their rider to moverapidly across the battlefield, aiding him incombat with an advantage of height andweight, and in some cases, fighting in theirown right.

Mounting Animals. It requires half a warrior’smove to mount or dismount a riding creature.A mount or its rider may not run or charge inthe same turn that the warrior mounts ordismounts unless the rider has a Special Ridingskill that allows this.

Not Indoors. Mounts cannot normally beridden indoors or underground, unlessplaying a specially devised scenario that allowsthis.

Dense Terrain. Riding mounts are rare bothamongst the ruins of Mordheim and in theclaustrophobic jungles of Lustria. The denseterrain makes riding difficult and largenumbers of riders are highly ineffective. Thusin those settings, a warband may only have amaximum of two mounts (not including thosebelonging to Hired Swords). In more opensettings, such as the open fields of thecountryside around Mordheim or the desertsof Khemri, a warband may have as manymounts as they can afford.

Controlling a Mount. The Special RidingSkills may be used by warriors who have ariding animal, but only after the skill Ride hasbeen gained; warriors which come providedwith a riding animal are assumed to possessthe Ride skill already. Warriors without thisskill may still ride animals, but must testagainst their Leadership if hit by any missile,and at the beginning of any Combat phasewhen a standing enemy is in base contact. Ifthe test is failed they lose control of theirmount and must roll on the Whoa, Boy! table.Note that if an enemy is not standing, themounted warrior is not considered to be incombat and thus does not need to test for lossof control.

Armour Bonus. All riding animals give theirriders a +1 Armour save bonus.

Bolting Mounts. In certain circumstances, amount may bolt. A bolting mount must make aLeadership test at the beginning of the owning

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player’s turn; if successful, it stops running,otherwise it continues fleeing. The easiest wayto determine the direction a mount bolts is touse an Artillery Scatter dice. If you do not haveone, then roll 2D6 and use the clock facemethod. Taking the direction the horse isfacing as 12 and directly behind as 6, the horsewill bolt in the appropriate direction on theclock face.

Leading Animals. On occasion, a warrior maywant to lead a riding animal rather than ridingit. A warrior may only lead one riding animalunless he has the Animal Handling skill, for

that particular animal, in which case he canlead as many as he wishes. Groups of ledanimals are tethered together and mustmaintain base contact with each other; at leastone must be in base contact with the warriorleading them. Riding animals that are beingled do not roll for loss of control. If requiredto make a Leadership test (eg. when chargedby a fear-causing enemy) they use the Ld ofthe warrior leading them. A warrior leadingriding animals may move and fight as normal,but must maintain base contact at all times.

Un-led Animals. Riding animals which are notbeing either led or ridden willremain stationary but must makea Leadership test at the beginningof their turn. If this is failed, theywill bolt, using the rules above.

Cavalry SkillsSkills may only be used one at atime. If two are applicable to agiven situation, the controllingplayer must decide which touse. All bonuses arecumulative with those gainedfrom a mount, unless otherwisestated.

Ride (eg. Ride Horse)This skill is vital if a rider wishesto ride an animal into combat.The skill is specific to a particulartype of animal and must begained again if the warriorwishes to be able to ride adifferent kind of animal. Forinstance, a warrior with RideHorse would need to gain theskill Ride Warhorse if he wantedto be able to ride such a spiritedmount.

SPECIAL RIDING SKILLS

Cavalry Commander.Mounted Heroes are animpressive sight. With agood vantage point,

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they can see (and be seen) far more readilythan if they were on foot. If the warband’sleader has this skill and is mounted, he mayadd an extra 6" to the distance within whichother warriors in the warband may use hisLeadership. This is in addition to any otherbonuses that increase the range of the leader’sinfluence.

Trick Riding. By athletically hanging off theside of his mount, a rider makes himself harderto hit. While a rider is trick riding all missileattacks against him suffer -1 to hit in additionto other modifiers. The rider must declare thathe is trick riding before moving. He must thenmake an Initiative test and, if successful, maymove full distance. If he fails he loses controlof his mount and must roll immediately on theWhoa Boy! table. This skill may not be usedwith heavy armour because of the agilityrequired. In addition, trick riding requiresboth hands, so the model may not use a shieldor missile weapons whilst using the skill.Warriors without Ride may not use this skill.

Combat Riding. The rider has trained hismount to use its bulk to trample any un-mounted enemy before him. A warrior with

this skill may make a single additional S4attack when charging an unmountedopponent. In subsequent rounds ofcombat, or if charged by enemy warriors,the mounted warrior fights as normal.

Evade. The rider has trained his mount toswerve from side to side in combat, wrong-footing his opponent. A rider with this skillalways strikes first in close combat againstdismounted opponents. When charged by anopponent, or otherwise fighting an enemyalso entitled to strike first, attacks are carried

out in order of Initiative. If Initiative isequal, the model with greater Experiencestrikes first. Warriors without Ride may notuse this skill.

Running Dismount. The rider is able todismount from his mount at speed. Therider may ride up to the mount’s normalmove distance and then dismountimmediately. No further movement orshooting is possible. This skill may be usedto move into contact with the enemy,counting as a diving charge from a height of2" – all the usual rules for diving chargesapply. Note that the rider then counts asdismounted, gaining no further assistancefrom his mount. Warriors without Ridemay not use this skill.

Athletic Mount. Without breakingstride, the warrior is able to leap

onto the back of his mount and immediatelyspur it into a full gallop. Once the warrior ison board, the mount may make a run orcharge move as normal. The warrior must bewithin half his full move distance of his steedto use this skill.

Horse Archer. The rider has learned theskills of the steppe nomads and can shootfrom a running mount. The rider may shootin a 360 degree arc whilst mounted, and mayshoot while his mount is running; however,the shot suffers a -1 to hit penalty in additionto all other normal modifiers. Warriorswithout Ride may not use this skill.

Mounted Combat Master. The rider isespecially skilled at combat against amounted opponent. If the model is fightingmounted against a mounted opponent andsuccessfully wounds the enemy, the woundedmodel must add +1 to his roll on the WhoaBoy! table. Warriors without Ride may not usethis skill.

Losing ControlIf a mounted warrior has lost his last wound,then the player must roll on the Whoa Boy!table. This replaces the normal Injuries chart.If critical hits are suffered, then roll as manytimes as is required, taking the most seriousresult.

Whoa Boy! TableD6 Result1-2 The rider is temporarily disorientated

and his mount rears up. The rider keeps his seat but must spend his nextturn stationary regaining control, unable to move or shoot. If attacked, treat the rider as fallen down.

3-4 The rider falls off his mount and is stunned, taking an additional S2 hit inthe process with no Armour save. Inaddition, roll a D6: on a roll of 1-3, themount immediately bolts 3D6" in a random direction and continues untilit has left the table – the mount may be recovered after the battle; on a rollof 4-6, the mount remains stationary and the warrior may remount once recovered. Note: the mount does notcount as unridden or un-led in this instance.

5-6 The rider and his mount crash to theground together. The rider andmount are automatically out of act-ion. In addition, roll a D6: on a roll of1-2 the mount lands on top of its rider, crushing him. If this happens,

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the warrior must roll twice on theSerious Injuries chart after the battle.In addition, after the battle roll a D6:on a roll of 1-2 the mount was crippled or killed by the fall and is removed from the warband roster.

Animal BestiaryWhat follows is a summary of animalscommonly found in various parts of the world,along with a few less common species. Notethat animals are not particularly bright and donot gain Experience. Note also that riddenanimals can be ridden, but that doesn't meanthat all of them want to be!

Attack AnimalsThe most common attack animal in the OldWorld is the faithful wardog, especiallyfavoured by Witch Hunters. Other warbandshave their favoured attack animals – Giant Ratsfor Skaven, Dire Wolves for Vampires, ColdOne Beasthounds for the Druchii, Scorpionsfor Khemrian Tomb Guardians. Whatever thedifferences between the species, a warriorwith several sets of claws and jaws behind himis a more dangerous opponent than a warrioron his own.

For details of the various attack animalsavailable to different races, see the Mordheimrulebook or the relevant warband lists.

Ridden AnimalsHumans like their horses, Orcs their boars,Goblins their wolves. All agree that two legsare good, but four legs are better.

War BoarCost: 90GC

Availability: Rare 11 (Orcs only)

Large, ferocious and bad-tempered – a perfectmount for an Orc Warlord. Orc warbandsoccasionally make use of these noisomebeasts while exploring the ruins of Mordheimand beyond. It isn’t common though, as thebigger and meaner Orcs tend to take theBoars for themselves.

Profile M WS BS S T W I A Ld

7 3 0 3 4 1 3 1 3

SPECIAL RULESFerocious Charge: Orc War Boars attack with+2S when charging, due to their bulk. Notethat this applies only to the Boar, not the rider.

Thick Skinned: The thick skin and matted furof the Boar makes him very hard to wound.Boars confer an additional +1 bonus to therider’s Armour save (making +2 total).

Giant WolfCost: 85GC

Availability: Rare 10 (Goblins only)

The Giant Wolf is common in most of themountain ranges of the Known World.However, catching one of these nasty, fast-moving beasts is another thing – especially ifyou are a Goblin.

Profile M WS BS S T W I A Ld

9 3 0 3 3 1 4 1 4

Note: Giant Wolves cannot be used in awarband that already contains Giant Spiders.

Giant SpiderCost: 100GC

Availability: Rare 11 (Goblins only)

The Giant Spider is the stuff of nightmares.Typically five to six feet long they are highlyprized by Forest Goblins as mounts.

Profile M WS BS S T W I A Ld

7 3 0 3(4) 3 1 4 1 4

SPECIAL RULESPoisoned Attack: Giant Spider attacks arepoisoned – attacks are considered as Strength4, but this will not modify any Armour saves.

Wall Walk: Giant Spiders (and their riders)may walk up and down walls without makingInitiative tests. They may only jump up to 2"across or down, but this does count as adiving charge. When a Spider jumps, its ridermust make an Initiative test; if this test isfailed, something has gone wrong – roll onthe Whoa Boy! table. Note that even if therider has the Running Dismount skill, themaximum diving charge is only 2".

Note: Giant Spiders cannot be used in awarband that already contains Giant Wolves.

MuleCost: 30GC

Availability: Rare 7 (any warband)

Their stubbornness is legendary, but even so,these beasts of burden are occasionallyridden by Halflings, Dwarfs and evenoverweight clerics!

Profile M WS BS S T W I A Ld

6 2 0 3 3 1 2 0 4

SPECIAL RULESSlow: Mules are not the fastest of mountsand only bolt 2D6".

Stubborn: If a warrior is riding aMule, or is in base contact with

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a Mule, he must make a Leadership test eachround or the mule will refuse to move.

Ornery: With no leader or rider, a Mule willwander in a random direction. Should anyclose combat occur within 6", it willautomatically bolt directly away from thecombat.

Non-combatant: Mules will not fight incombat and may not be used to charge intocombat – they will simply refuse to move. If anenemy warrior charges a ridden Mule,immediately roll on the Whoa Boy! table. If anunridden Mule is charged, it will bolt directlyaway from the charger.

Riding Horse

Cost: 40GC

Availability: Rare 8 (Humans only)

Riding Horses are not trained for battle andwill not normally attack an enemy. However,they are useful for moving rapidly around thefield of battle.

Profile M WS BS S T W I A Ld

8 1 0 3 3 1 3 0 5

Warhorse

Cost: 80GC

Availability: Rare 11 (Humans only)

Warhorses are large, well-trained horses,quite at home in battle. They are primarilyused by Human warbands.

Profile M WS BS S T W I A Ld

8 3 0 3 3 1 3 1 5

SPECIAL RULESBattle Schooled: The mount has been

specially trained to fight on the battlefield.The rider may re-roll any failed Loss ofControl tests. Only one re-roll is allowed

per test.

Elven Steed

Cost: 90GC

Availability: Rare 10 (Elves only)

Elven Steeds are graceful animals, but have avicious temperament when called upon tofight. It is rumoured that even Dark Elvesbreed these fine beasts. Typically, High Elfsteeds are grey and white, Wood Elf steeds aretan and white, and Dark Elf steeds aremidnight black.

Profile M WS BS S T W I A Ld

9 3 0 3 3 1 4 1 5

SPECIAL RULESBattle Schooled: The mount has beenspecially trained to fight on the battlefield.The rider may re-roll any failed Loss ofControl tests. Only one re-roll is allowed pertest.

Nightmare

Cost: 95GC

Availability: Rare 11 (Vampires andNecromancers only)

Vampire Counts occasionally need fell steedsto carry them about their business. Who caresif they’re dead? They still have legs, don’t they?

Profile M WS BS S T W I A Ld

8 2 0 3 3 1 2 1 5

SPECIAL RULESMay Not Run: As an Undead creature, aNightmare may not run, but may charge asnormal.

Immune to Poison: Nightmares are notaffected by poison.

Immune to Psychology: As an Undeadcreature, Nightmares are immune topsychology, never have to take Leadershiptests, and will always stand still if leftleaderless. However, if the rider suffers awound, he must roll on the Whoa Boy! tableas normal.

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Chaos Steed

Cost: 90GC

Availability: Rare 11 (Possessed warbandsonly)

Chaos Steeds are malformed, debasedparodies of the magnificent Warhorses of theEmpire. They are used by Possessed and otherChaos warbands.

Profile M WS BS S T W I A Ld

8 3 0 4 3 1 3 1 5

SPECIAL RULESMay not be ridden by the Possessed. EvenChaos Steeds are skittish around theabhorrent Possessed and will not allowthemselves to be ridden by such a being.

Battle Schooled: The mount has beenspecially trained to fight on the battlefield.The rider may re-roll any failed Loss ofControl tests. Only one re-roll is allowed pertest.

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There are three principal modes of transport inthe Empire: travel by boat, by riding animals,such as horses and mules, and travel by wagonor coach. Riding animals have already beencovered in ‘Blazing Saddles’ which is featuredin the Mordheim Annual. Here we will coverthe rules for travel via boat and wagon.

WagonsThis covers carts, stagecoaches and all two-and four-wheeled forms of transportcommonly found in the Empire.

MOVEMENTA wagon’s movement is determined by howladen it is with passengers and cargo.Therefore throughout a game, a wagon’s movemay alter due to unloading or loading up ofmore passengers and cargo. Consult the tablebelow to determine movement. Wagonscannot charge, climb, hide, run or flee.

TURNSWagons, regardless of size, may make a singleturn of up to 45 degrees at the end of itsmovement. It may then apply the lash ifdesired. Make turns by pivoting the vehicle

from its mid-point.

APPLYING THE LASH!There are many reasons why a wagon driverwould want to urge his beasts to go faster – ifhe is being pursued by bandits or mutants, forexample! By applying the lash to his draftbeasts, the driver of a wagon can attempt togain some extra movement. After the wagonhas moved normally, the player may roll a D6.On the score of 2+ this indicates how manyextra inches the wagon may move ahead in astraight line. On the roll of a 1 somethingdrastic has happened. Roll on the table below:

Vehicles of the Empire

Applying The LashD6 Result1-2 Steeds Tiring – The draft animalsare growing tired – if the driver appliesthe lash next turn you must halve thescore rounding fractions up.

3-4 Driver Shaken – Due to thewagon’s speed the driver is thrown all overthe place and may not apply the lash nextturn as he recovers his composure.

5-6 Out of control – Make a roll on theOut of Control table.

Wagon MovementNo. of passengers or cargo quota Standard Movement Applying the lash!

1 (driver – compulsory) 10 +D62-3 8 +D64-6 6 +D6

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TERRAINDifficult Ground: If a wagon enters difficultground roll a D6. On a score of a 1immediately make a roll on the Out of Controltable, otherwise the wagon is fine.

Very Difficult Ground: If a wagon enters verydifficult ground immediately make a roll onthe Out of Control table with a modifier of +1.

Walls/Obstacles: If a wagon collides with awall or other solid obstacle it comes to animmediate halt. The wagon suffers D3 hits at aStrength of 7 (see below).

Impassable Ground: If a wagon moves ontoimpassable ground it is immediately destroyedand each crew member/draft animal mustmake an Injury roll. Remove the wagon andplace any surviving crew within 3" of the crashsite.

COLLISIONSIf a wagon collides with another wagon bothsuffer D3 Strength 7 hits (roll location anddamage as normal below). In the case thateither attackers or defenders block the way ofa wagon and it cannot move around them thenthe wagon will move through the models,even if they are from the defending warband.All of the models touched by a wagon that isforced to move through them must roll loweror equal to their Initiative or suffer a S4 hitwith all of the consequences. Warriors that areout of action cannot get out of the way of awagon and are therefore automatically hit.Whenever a wagon collides with anything rolla D6, on a score of a 1 make an Out of Controltest.

TRANSPORTFor the sake of simplicity all wagons andcoaches may transport up to six human-sizedwarriors or smaller (let’s be having no Ogrewagoneers now!) or the equivalent in cargo(this will be covered in greater detail in theScenarios section). One crewman must beallocated as the driver and one may ‘rideshotgun’ with him. The driver may do nothingelse but drive whilst the wagon is moving as heis too busy controlling the reins. In the eventthat the driver is knocked down, stunned ortaken out of action a crew member ridingshotgun may take over the reins and becomethe new driver.

MOUNTING/DISMOUNTINGA friendly warrior may board a stationarywagon by simply moving into contact with it(wagons are only considered stationary ifthey didn’t move in their last turn). Placethe model either on the wagon or move itwith the wagon in base contact to simulateit being transported. Similarly, a warrior maydismount from a stationary wagon bymoving away from contact. Warriors mayattempt to mount or dismount from amoving wagon by passing an Initiative test. Ifthey fail, they take falling damage of D3automatic hits at a Strength equal to half thevehicle’s speed. Warriors may attempt toboard a moving wagon from either anothermoving wagon or from a moving mount witha modifier of -1 to their Initiative test – thiscounts as a charge.

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LOSING CONTROL OF THE DRAFT ANIMALS

Apart from if a wagon becomes a runaway,control may also be lost by attackers attemptingto wrestle away the control of the draft animalsfrom the driver. Apart from eliminating thedriver and taking control of the reins, the easiestway to control the draft animals is for a warriorto leap onto the back of one and ride it. Awarrior can successfully leap onto a draft animalby passing an Initiative test (the warrior mayadd +1 if they have the Ride skill). If the test isfailed then the warrior takes falling damage asusual. The warrior must pass a Leadership testto control the beast and therefore control thedirection and speed of the wagon. The drivercan only wrestle back control of the wagon byeliminating the warrior (any injury will suffice).If a warrior has successfully mounted a draftanimal he may attempt to cut it free from theteam on a 4+ although he will lose control ofthe wagon itself in doing so.

SHOOTING

Shooting from a wagon: Crew may fire fromaboard a wagon and have a 360 degree arc offire. Shooters suffer a penalty of -1 to hit forfiring from a moving surface.

Shooting at a wagon: Warriors may shoot at avehicle and gain a +1 to hit because it is a large

target. If a hit is scored against a wagon thena roll must be made on the Location tableopposite to decide what part of the vehiclehas been hit.

Profile M WS BS S T W I A Ld

Wagon - - - - 8 4 - - -

Wheel - - - - 6 1 - - -

Horse 8 - - 3 3 1 3 - -

Horse 6 - - 3 3 1 2 - -

LOSS OF A DRAFT CREATUREAny time a steed is hit, regardless ofwhether or not it is injured, make a rollon the Out of Control table. If a steed isstunned or knocked down it will bedragged along by its associates until itrecovers – next turn reduce speed by 1/2(with a draft of two animals) or 1/4 (with adraft of four animals) and the driver maynot apply the lash. If the steed is taken outof action then permanently reduce thespeed by the previous amount until thedriver can cut the animal free on the rollof a 5+. If the last steed is stunned,knocked down or taken out of actionthen the wagon comes to a halt andcannot move unless the steed

recovers – make an Out of Controlroll with +2 to the result.

Out of ControlD6 Result1-3 Swerve – The driver temporarilyloses control and the wagon veers wildlyoff course. Roll a D6:

1-3 – Swerves 45 degrees to the left.4-6 – Swerves 45 degrees to the right.

The wagon then moves another 6" in thepredetermined direction.

4-5 Runaway – The steeds bolt and thedriver loses control of them. Each turnrandomly determine the direction thatthe wagon goes in. Roll a D6:

1-2 – Swerves 45 degrees to the left. 3-4 – Swerves 45 degrees to the right.5-6 – moves straight ahead.

The wagon will always move at full speedand roll for applying the lash discountingthe effects of a 1 all the time it is arunaway. Each turn the driver mayattempt to take control of the steeds.The driver must pass a Leadership test toregain control of the beasts. The crewmay not fire missile weapons all the timethe wagon is a runaway as they are tryingto hold on for dear life.

6 Loss of control – The wagon goeswildly out of control. Roll a D6:

1 – The wagon swerves to the right (see above).2 – The wagon swerves to the left (see above).3-4 – The wagon comes to animmediate halt.

5 – The wagon’s yoke pole snaps andthe draft animals gallop off. The vehicle moves 6" straight ahead and then comes to a halt. The vehiclemay no longer move.

6 – The wagon either jackknifes or hits a rock or a depression in the road and goes into a roll! The wagonmoves D6" in a random directiondetermined by the Artillery Scatter dice. Any warriors/beasts it collides with take the usual collision damage.All the crew and draft animals takeD3 Strength 4 hits. The wagon is now wrecked.

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WHEEL DAMAGEIf a wheel is damaged this is potentiallydisastrous. Randomly determine which wheelhas been damaged and roll on the table aboveadding +1 to the result if the wheel has beendamaged before.

CHASSIS DAMAGEWhen the wagon loses its final point ofdamage/wound it is destroyed, comes to animmediate halt and each crew member/draftanimal must make an Injury roll.

COMBATWarriors may strike a stationary wagon in closecombat by charging and striking against the partthey are in contact with (draftcreatures/crew/wheel/chassis).

Chassis/wheels: Attacks hit automatically – justresolve damage.

Crew: Crew on board a stationary wagonare counted as defending an obstacle and a6 is required to hit them regardless ofWeapon Skill. If a crew member is taken out ofaction an attacker may enter/board the wagon inhis next turn.

Draft Animals: The draft animals may beattacked in the usual manner although anattacker may choose to cut the draft animals freeinstead which requires a 2+ on a D6 to besuccessful. Draft animals that are cut free countas un-led beasts (see Blazing Saddles).

Warriors may attempt to attack a moving wagonby charging it in the normal way. Note: Charginga moving wagon does not bring it to a halt – thecombat round is played out and then thewagon is free to move in its next Movementphase – if it is a runaway then it iscompelled to move. Warriors are advisedto attack to the side and rear because ifthey attack to the front they are liable tobe run down in the wagon’s next turn!Because attacking a moving wagon is ahaphazard affair the attacker mustdetermine the location struck first byrolling on the Location table above. Boththe chassis and wheels are hitautomatically just resolve damage. Thedraft animals are attacked in the normalmanner although an attacker may notattempt to cut the reins on moving draftanimals. The crew are difficult to strike andtherefore a 6 is require to hit themregardless of Weapon Skill.

If the attackers manage to successfullyboard the wagon either when it wasstationary or by leaping aboard it as it wasmoving they may engage the crew incombat in the usual manner withoutany penalties or modifiers. Note:Attackers or defenders that areinjured fighting aboard awagon must pass anInitiative test or fall off.

Wheel DamageD6 Result1-4 Wheel damaged – The wagon’sspeed is permanently reduced by -2".

5-6 Wheel flies off! – The wagonimmediately swerves (see the swerveresult on the Out of Control table above)and then comes to a halt. The wagon isnow immobile. Roll a D6, on the score of5-6 the wagon goes into a roll (see theroll result on the Out of Control tableabove).

Wagon LocationD6 Result1-2 Draft creature – Roll to wound andinjure as normal – see loss of draftcreature below for effects.

3 Crew – Randomly select a crewmember and roll to wound and injure asnormal – see Loss of Driver overleaf ifapplicable. Any crew member that iswounded must make an immediateInitiative test – if this is failed he hasfallen from the wagon and must test forfalling damage.

4-5 Chassis – Roll to damage thevehicle using the stat line below.

6 Wheel – Roll to damage the wheelusing the stat-line below.

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This covers small rowing boats through tolarge river barges. Note that these are verybasic rules to cover small skirmishes on therivers of the Empire, a more inclusive set ofrules to cover ocean-going ships is currentlyin development.

MOVEMENTBoats move 6" when moving with the currentof a river (the direction of the river flow mustbe established before the start of the game).Boats may move 4" when travelling againstthe current. Boats must move at least half oftheir movement allowance unless they havebeen anchored or tethered to the shore.

TURNSBoats, regardless of size, may make a singleturn of up to 45 degrees at the end of theirmovement.

TERRAINA boat can encounter natural terrain such asrocks or man made obstacles such as logjamsspecifically placed to obstructits movement. Both theaforementioned terrain types

are impassable to boats andthey will suffer D3Strength 7 hits shouldthey move into them andalso come to an

immediate halt.

COLLISIONSSee page 26 as for wagons.

TRANSPORTAll the above rules forwagons apply. Inaddition, because boatsare considerably biggerthan wagons, they cantherefore transport a lotmore.

A rowboat can transportup to six human-sizedwarriors or smaller, or theequivalent in cargo.

A river boat can transportup to eight human-sizedwarriors or smaller, orthe equivalent incargo.

A barge cantransport up to

twelve human-sized warriors or smaller, or theequivalent in cargo.

MOUNTING/DISMOUNTINGSee above for wagons, except warriors that failan Initiative test for attempting to board amoving boat do not suffer damage but fall intothe water – see the rules for swimming.

SHOOTINGSee page 27 as for wagons.

Profile M WS BS S T W I A Ld

Rowboat - - - - 5 3 - - -

Riverboat - - - - 8 4 - - -

Barge - - - - 8 8 - - -

PROPULSION DAMAGEEither the oars or the mast and rigging havebeen damaged. Roll a D6 and consult the tableopposite:

Boats

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HULL DAMAGEWhen the boat loses its final point ofdamage/wound it is destroyed and sinksimmediately. Each crew member falls intothe water and must make the appropriatetests for swimming.

COMBATSee wagons above. Note: Swimmingwarriors may not attack boats!

Boat LocationD6 Result1 Propulsion – Roll to damage theboat using the stat-line above – if damagedroll again on the Propulsion table.

2 Rudder – Roll to damage the rudderusing the stat-line above – if damagedthe boat may only turn from now onafter coming to a complete halt by usinga combination of oars/boat-hooks.

3-4 Crew – Randomly select a crewmember and roll to wound and injure asnormal – see loss of driver above ifapplicable. Any crew member that iswounded must make an immediateInitiative test – if this is failed he hasfallen from the boat.

5-6 Hull – Roll to damage the boat usingthe stat-line aboves.

Propulsion DamageD6 Result1-2 Sail damaged/oars splintered –The boat’s speed is permanently reducedby -1".

4-5 Rigging damaged/oars splintered– The boat’s speed is permanentlyreduced by -2".

6 Mast falls! – With the loss of themast (or all of the oars in the case of anoared vessel) the boat may only drift 2"in the direction of the current. All crewmust immediately test on their Initiativeto avoid the falling mast (this does notapply to oared vessels obviously). If acrewman fails this test he receives animmediate Strength 6 hit.

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In this, the third instalment of Empire in Flames,we have some new scenarios exclusive to theEmpire wilderness setting. Some of thesescenarios specify the use of both mountedmodels and new models specific to the Empire inFlames setting.

ScenariosUse these Scenario tables instead of the one on page126 of the rulebook. There is a separate table formulti-player scenarios. As usual, the winner of ascenario gets to roll one more Exploration dice thannormal. Roll 2D6 to determine which scenario toplay. Obviously, terrain should be set up that shouldreflect the wilderness nature of Empire in Flames(see the new Empire in Flames scenarios for an ideaof what sort of terrain to set up).

TWO-PLAYER SCENARIOS2D6 Result

2 The warband with the lower ratingchooses the scenario.

3 Breakthrough4 The Thing in the Woods5 Wyrdstone Hunt6 Skirmish7 Stagecoach Ambush8 Bounty Hunting9 Lost in the Bogs

10 Surprise Attack11 Chance Encounter12 The warband with the lower rating

chooses the scenario.

MULTI-PLAYER SCENARIOS2D6 Result

2 The warband with the lower ratingchooses the scenario.

3 The Lost Prince(Mordheim 2002 Annual, p30 or onMordheim website)

4 Monster Hunt (Mordheim 2002 Annual, p33 or onMordheim website)

5 Treasure Hunt (Mordheim 2002 Annual, p29 or onMordheim website)

6 Street Brawl(Mordheim 2002 Annual, p29 or onMordheim website)

7 Stagecoach Ambush8 Bounty Hunting9 Lost in the Bogs

10 The Thing in the Woods11 Ambush! (Mordheim 2002 Annual, p32 or

on Mordheim website)12 The warband with the lower rating

chooses the scenario.36

ScenariosScenarios

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Bounty HuntingYour warband has tracked a notorious band ofoutlaws to their lair, hoping to turn them in tothe authorities and collect the reward on theirheads. Unfortunately, it appears that anotherband of would-be bounty hunters is hot on theirtrail as well…

TerrainEach player takes it in turn to place a piece ofterrain, either a building, set of hedges or walls,hill, section of forest, section of swamp, river orstream, or similar item or terrain appropriate forEmpire in Flames. There should be a largebuilding in the centre of the table to representthe bandits’ hideout.

Sprcial RuleThe bandits are inside their lair, and they aren’treal anxious to be caught! At the end of eachgame turn, D6 crossbow bolts shoot out of thedoors and windows of the hideout at the nearestwarband members (they’re not particular aboutwhich warbands they shoot at!). Each bolt will bedirected at a different target if possible. Crossbowbolts are fired with a BS of 3, modified by rangeand cover as normal (and, of course, the guysinside must be able to trace a line of sight from adoor or window to the warband member).Warband members may not enter the buildinguntil the scenario is over.

Set-upAll players roll a D6 to see who deploys first,with the player rolling highest choosing a tableedge and setting up first. If there are twoplayers, then the next player sets up on theopposite board edge. If there are more thantwo players, the remaining players choose sidesand set up their warbands based on the order oftheir dice rolls, highest to lowest. A player mustset up his warband within 8" of his table edge,but not within 4" of a side edge, and not within10" of another player’s warband. Keep in mindthat more than four players should beaccommodated with a larger battlefield thannormal (see the ‘Chaos in the Streets’ article onmulti-player games in the Mordheim 2002Annual, page 26).

Starting the GameEach player rolls a D6 to determine who goesfirst. Play proceeds clockwise around the table(based on where players placed their warbands)from there.

Ending the GameThe game ends when all warbands but one havefailed their Rout test. Warbands which routautomatically lose. If one or more warbands haveallied when the other warbands have all routed,they may choose to share the victory and end thegame, or they may continue the game until onewarband is victorious.

As soon as there is a clear winner, the bandits giveup. They may be turned in to the authorities for5+1D6 GC per head (roll separately for eachbandit), and there are 6+1 bandits per warbandinvolved in the game holed up in the hideout (soif four warbands take part in the game, there are10 bandits in the hideout). The winningwarband also captures the bandits’ equipment (6 crossbows, D3 swords, 2D6 daggers, and abunch of wormy rations that are worth nothing).

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband(s) gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns+1 Experience for each enemy he puts out of

action.

+1 Scratched by the Bandits. Any Herowho gets wounded by a bandit crossbowbut not taken out of action gains +1Experience.

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The roads of the Empire are very dangerous andteeming with all manner of bandits, Beastmenand mutants. A warband has been paid toprotect the local stage on a dangerous road tothe next coaching inn. A rival warband is layingin wait to ambush the stage on a particularlysecluded part of the route. When the stage andits outriders turn a corner in the road theambush is sprung and the chase is on!

TerrainEach player takes it in turn to place a piece ofterrain, either a stand of trees, a length ofhedgerow or a small rocky outcrop. There mustbe a distinct road marked on the battlefield for

the coach to follow. Both players should roll aD6. The highest scoring player may place thepiece of terrain anywhere along the leading tableedge, creating a continuous stretch of the road.

Set-upThe defenders may use as much of theirwarband as they have mounts for. Onlydefending warriors on the stage and warriorsriding on mounts may take part in the

scenario. The defending warband is deployedfacing the opposite short table edge and no

closer than 40" of that edge, (this edgerepresents the escape route). The

stagecoach must be placed with

the warband, and must also be facing thisdirection. Up to 50% of the attacking warbandmay be set-up in hiding anywhere on thebattlefield but no closer than 18" to any of thedefending warband. The rest of the attackingwarband is set up 24" behind the defendersfacing in the same direction – this part of theattacking warband must all be mounted.

Special rulesThe stage comes with its own driver (use theMuleskinner from ‘Blazing Saddles’ in theMordheim 2002 Annual and replace his skillswith Ride and Drive Cart and his whip with ablunderbuss). For this scenario alone, the drivercounts as an additional member of the warband.

In addition, the defending warband is loanedsome horses (or other applicable steeds) for thewarband members by the Imperial Stage (thedefending player may spend up to 250GCs onriding beasts that must be returned at the end ofthe game).

A Roadwarden Hired Sword may be hired as aone off for the defenders in this scenario at halfthe usual cost.

The attackers are loaned enough horses (orapplicable alternative mounts for races that donot use horses – eg. War Boars for Orcs) for theirwarband (the attacking player may spend up to

Stagecoach Ambush

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400GCs on riding beasts only to be used in thisscenario).

Only warbands of a good alignment may protectthe stage (ie. Human Mercenaries, Elves, Dwarfs,etc) you cannot have a Possessed warbandprotecting the Imperial Stage! You can however,adapt this scenario if only evil warbands aretaking part and have an evil warband protectingthe Carnival of Chaos Plague Cart from attack(you will have to wait for a later issue as this is awarband exclusive to Empire in Flames!)

A Highwayman Hired Sword may be hired as aone off for the attackers in this scenario at halfthe usual cost.

The Chase – This is a special rule that onlyapplies to riding mounts and for this scenarioonly. Mounted warriors may always leave closecombat in their Movement phase if they desireand because they are mounted are notautomatically hit by their enemies (this allowsthe scenario to move along at pace and not to gettoo bogged down in fighting).

Dwarf Ingenuity – If the attacking warband isDwarf Treasure Hunters then they are allowed toplace a barricade across the road no closer than18" to the stagecoach. This makes up for the factthat the short guys cannot ride mounts. If thedefending warband is Dwarf Treasure Huntersthen they are allowed to take a wagon inadditional to the stagecoach for their warriors toride upon.

Applying the Spurs! – This is a special rule thatonly applies to riding mounts and for thisscenario only. A rider may apply the spurs to hismount to make it move faster in a similar waythat applying the lash works with the stagecoach.A rider may not charge and apply the spurs in thesame turn. Roll a D6 and add this amount to therider’s move. If a 1 is rolled roll on the tableopposite:

D6 Result

1-2 Steed Tiring – The steed is growing tired– if the rider applies the spurs next turnyou must halve the score roundingfractions up.

3-4 Rider Shaken – Due to the mount’sspeed the rider is thrown all over theplace and may not apply the spurs nextturn as he recovers his composure.

5-6 Out of control – Make a roll on the WhoaBoy! table from ‘Blazing Saddles’ in theMordheim 2002 Annual.

Ending the GameThe battle ends when one warband fails a Routtest or the stagecoach leaves the table by theopposite edge it was facing when the gamestarted. Any warband which routs, losesautomatically.

Experience+1 Survives. If any Hero or Henchman groupsurvives the battle then they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per enemy out of action. Any Hero earns+1 Experience for each enemy he puts out ofaction.

+1 Destroying the Stagecoach. If a Hero in theattacking warband destroys the stagecoach heearns +1 Experience.

+2 Capturing the Stagecoach. If a Hero in theattacking warband captures the stagecoach intacthe earns +2 Experience.

+2 Stagecoach escapes. If the stagecoachmanages to survive and leaves the battlefieldin the hands of the defending warband theleader gains +2 Experience.

T

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Lost In The Bogs!

One of the warbands has become lost in thebogs and separated (obviously a change inleadership is required!). As they call to eachother to try to link back up, other warriors hearthem and decide to take advantage of theirplight…

TerrainEach player takes it in turn to place a piece ofterrain, either a building, set of hedges or walls,hill, section of forest, section of swamp, river orstream, or similar item or terrain appropriatefor Empire in Flames. At least half of the terrainplaced should be sections of swamp or marshyground.

Special RulesThe warband with the highest rating is the onethat got lost. That player places each of his

warband members on the board, not within10" of a table edge, and not within 6" of eachother. After that warband is placed, any otherwarbands set up their warbands as noted under‘Set-up’, below.

Set-upAfter the lost warband has been placed, anyremaining players roll a D6 to see whodeploys first, with the player rolling highestchoosing a table edge and setting up first. If

there are two players who are not lost, thenthe next player sets up on the opposite

board edge. If there are more thantwo players who are not lost, the

remaining players choose sides

and set up their warbands based on the orderof their dice rolls, highest to lowest. A playermust set up his warband within 8" of his tableedge, but not within 4" of a side edge. Keep inmind that more than four players setting up ontable edges should be accommodated with alarger battlefield than normal (see the ‘Chaos inthe Streets’ article on multi-player games in theMordheim 2002 Annual, page 26).

Starting the GameEach player rolls a D6 to determine who goesfirst. Play proceeds clockwise around the table(based on where players placed their warbands)from there. The lost warband automaticallygoes last.

Ending the GameThe game ends when all warbands but one havefailed their Rout test. Warbands which routautomatically lose. If one or more warbandshave allied when the other warbands have allrouted, they may choose to share the victoryand end the game, or they may continue thegame until one warband is victorious.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband(s) gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns+1 Experience for each enemy he puts out ofaction.40

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The Thing in The WoodsYour warband is travelling to the next town whensuddenly you notice that the woods you havebeen walking through have taken on a distinctlymore ominous feeling. The shadows are muchdeeper here, and strange sounds may be heard.Some of your warriors report seeing somethingmoving just out of sight as well. You had heardrumours about the woods in this area of theEmpire being haunted by malevolent spirits andcreatures of the night, but you dismissed them asold wives’ tales, until now. Then a piercing howlbreaks the silence…

TerrainEach player takes it in turn to place a piece of

terrain, either a building, set of hedges or walls,hill, section of forest, section of swamp, river or

stream, or similar item or terrain appropriate forEmpire in Flames. At least half of the terrain piecesplaced should be sections of woods.

Special RulesFear of the Dark – These woods are seriouslyrattling the warbands. Any warband member in aWood section must take an All Alone test everyturn (even if there are other friendly warbandmembers nearby). Failure means that thewarband member flees 2D6" toward thenearest table edge (warband members whoflee off the board are out of the game, thoughthey will not have to roll for Serious Injuryafter the battle).

Thing in the Woods – There is one Thingin the Woods for every warband involved

in the game (so a two-player game wouldhave two Things, a four-player game wouldhave four, etc). The Things are placedwithin randomly selected forest sections

and start the game hidden. At the end ofevery game turn (after all players havetaken their turns), there is a special

‘Thing turn’.

A Thing will automatically chargeany warband member that straysinto its charge range. Otherwise,they move 2D6" in a random

direction unless there is anotherforest section within range inwhich case they will always moveinto that. Just like any other player,the Things have their own hand-to-hand Combat phase, and a warriorwho is engaged in close combat witha Thing will fight during his turnand the Thing’s turn, just as if itwere engaged with a warriorfrom another warband.

Set-upAll players roll a D6

to see whodeploys first,

with the player rolling highest choosing a tableedge and setting up first. If there are two players,then the next player sets up on the oppositeboard edge. If there are more than two players,the remaining players choose sides and set uptheir warbands based on the order of their dicerolls, highest to lowest. A player must set up hiswarband within 8" of his table edge, but notwithin 4" of a side edge, and not within 10" ofanother player’s warband. Keep in mind thatmore than four players should be accommodatedwith a larger battlefield than normal (see the‘Chaos in the Streets’ article on multi-playergames in the Mordheim 2002 Annual, page 26).

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Starting the GameThe players each roll a D6 to determine whogoes first. Play proceeds clockwise around thetable (based on where players placed theirwarbands) from there.

Ending the GameThe game ends when all warbands but onehave failed their Rout test. Warbands whichrout automatically lose. If one or more

warbands have allied when the otherwarbands have all routed, they may

choose to share the victoryand end the game,

or they may continue the game until onewarband is victorious.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband(s) gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns+1 Experience for each enemy he puts out ofaction.

+1 Takes a Thing in the Woods Out of Action.Any Hero who takes a Thing out of action gets+1 Experience (yes, this is cumulative for the+1 for taking an enemy out of action!).

(Note: The rules for the Thing in the Woods canbe found on page 78.)

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In the year following the comet that flattened thehedonistic city of Mordheim, the Empire became a muchdarker place. It is in the largely untamed wilderness of theEmpire, where hardy rural folk battle the elements anddrag a living from the soil, that the most fearsome rumourspervade. The farmsteaders and villagers of the Empire are acurious breed, somewhat backward in comparison to therelatively sophisticated city folk. They are a verysuperstitious lot, zealously religious they pray to the godsSigmar, Ulric and Taal for a good harvest, fertility andprotection from the horrors of the dark. It is also said thatthey pray to older gods, forgotten by the folk of the citiesover the centuries.

The peasantry are gruff, poorly educated but extremelyhard working folk who have little time for outsiders,especially those from the big cities whom they view as softand effete. They often lead short and unfulfilling lives andthrough back breaking hard work are bent double bymiddle age.

Despite all of this, the rural folk of the Empire areexceptionally brave, to the point of reckless insanity, andhave an incredible sense of community. They are also verysuspicious and wary of any strangers and can treat themsometimes with surprising hostility.

Woe betide any who should attempt to raid or steal fromthese strange folk!

TerrainEach player takes it in turn to place a piece of terrain, eithera set of hedges, walls, hill, section of river, swamp, forest,or other similar item. There should be D3+1 buildingsclustered in the centre of the battlefield to represent thefarmstead. The battle is fought in an area roughly 4' x 4'.

Set-upPlayers should roll a D6 and whoever rolls highest chooseswhich warband goes first. This warband is deployed within8" of any table edge the player chooses. The opponent (oropponents in the case of multi-player games) then set upwithin 8" on the opposite side.

The Frenzied Mob

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SPECIAL RULESBuildings: The following rules for buildings from TC 24should be used here – Clutter, Combat through doorwaysand stairs and such.

Looting a Building: Any Hero that spends an entire turnwithin a building doing nothing else but stealing things thatdo not belong to him counts as having looted said buildingand may gain Experience (see below). A Hero cannot loot abuilding if he is engaged in combat or the building isoccupied. Each building may only be looted once.

The Frenzied Mob: As soon as a warrior from any warbandapproaches within 8" of a building, place D3+1 Frenziedvillagers outside of the building, no closer than within 5" ofthe warrior. The Frenzied Mob(s) move in their own turn,which takes place after all warbands have moved. Counteach Frenzied Mob as a separate group of Henchmen. Atthe start of its turn, the Frenzied Mob will automaticallycharge any warriors that are within charge range. If thereare no warriors within charge range, the Mob will move sothat it is always within 5" of the building it came from (ie. Ifa previous charge had taken it further than 5" from itsparent building).

Each member of the Frenzied Mob shares the same profile:

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 2 1 6

Weapons/Armour: Members of the Frenzied Mob arearmed with an assortment of farming tools, makeshiftweapons and flaming torches. Each model counts as beingarmed with a club and a flaming torch. They do not weararmour.

Fanatical: Because they are defending their homes, thevillagers are filled with inhuman fury. They automaticallypass any Leadership-based tests they are required to take.

Ending The Game:The game ends when all the warband have routed, bar one.

Experience

+1 Survives. If a Hero or Henchman group survivesthey gain +1 Experience.

+1 Winning leader. The leader of the winningwarband gains +1 Experience.

+1 Looting a Building. If a Hero successfully loots abuilding he receives +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1Experience for each enemy he puts out of action.

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BeastMen Scenario One:The Ambush

Ambushes by Beastmen warbands uponunwary travellers in the wilderness across theOld World are common. They strike withoutwarning, leaping from the dense and twistedtrees and brutally attacking those unfortunateenough to be treading the dark forgotten pathsof the Empire.

TerrainEach player takes it in turn to place a piece ofterrain, either a wood, forest, swamp, rockyoutcrop or other piece of similar terrain tocreate a dense patch of wilderness. Thereshould be a clear area about 4” wide cuttingthrough the middle of the board, from oneboard edge to the opposite side, to represent aroad. The battle is fought in an area roughly 4’by 4’.

WarbandsThe non-Beastmen warband should be set upfirst. The warband is strung out along the road,unaware at first of the impending attack. Themembers of this warband is placed anywherealong the road. Each warband member must beplaced at least 4” away from another warbandmember. Note that no model in this warbandis allowed to use any special deploymentrules (like Skaven Infiltration). After thedefending warband has been completely set

up, the ambushing Beastmen warband is setup. The Beastmen are allowed to be set upanywhere on the board that is out of sight of adefender, and at least 16” away from anyenemy model.

Special RulesThe defending warband knows that to runinto the forest will almost certainly spelltheir doom. To represent this, the defendingwarband does not need to take a Rout Test

until 50% of their warband is Out ofAction rather than 25%.

Starting the GameSometimes a Beastman warband strikes theirprey fully unaware. Other times, the prey willbecome aware of an ambush just before it islaunched. Roll a D6 to see who has the firstturn, though the Beastmen player gets to add+1 to his dice roll (unless he has a minotaur inhis warband!)

Ending the GameThe game ends when one warband fails itsRout test. The routers automatically lose.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience. If the Beastmenwin the scenario, their leader gains anadditional +1 Experience (so, +2), because ofthe respect he gains for leading a successfulambush.

+1 Per Enemy Out of Action. Any Her earns+1 experience for each enemy he puts Out ofAction.

BeastMen Scenario Two: The Raid

Beastmen often attack isolated villages andfarms. If a village or farm suspects they will beraided, they may scrape together their coins tosecure the aid of a group of mercenaries tohelp defend their homes and families

TerrainEach player takes it in turn to place a piece ofterrain, either a wood, forest, swamp, rockyoutcrop, fence, hedge or other piece of similarterrain the village or farm in the middle of thewilderness. There should be D3+1 buildingsclustered in the centre of the battlefield torepresent the village or farm. The battle isfought in an area roughly 4’ by 4’.

WarbandsThe defenders are set-up first. They are placedanywhere within 3” of one of the buildings inthe centre of the table. Once they are set-up,the attackers are set-up. They may be placedanywhere on the table, but no nearer than 20”from any of the buildings in the centre of thetable.

Special RulesThe defending warband is being well paid, andhave no wish to give lose this payment! To46

Beastmen Scenarios

Using Beastmen ScenariosIf you or your opponent is using a Beastmenwarband, you might like to use one of thesespecial Beastmen scenarios.Roll a D6 to see which scenario to fight

1-2 The Ambush2-4 The Raid5-6 The Beast Hunt

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represent this, the defending warband does notneed to take a Rout Test until 50% of theirwarband is Out of Action rather than 25%.

The Frenzied Mob:Whene a Beastman moves to within 8” of one ofthe buildings for the first time, place D3frenzied villagers outside the building, no closerthan 5” from the Beastman. The frenzied mob(s)moves in the defenders turn. Count eachfrenzied mob as a separate group of Henchmen.At the start of its turn, the frenzied mob willautomatically charge any Beastmen that arewithin charge range. If there are no Beastmenwithin charge range, the mob will move so thatit is always within 5” of the building it camefrom.

Each member of the Frenzied Mob share the sameprofile:

Profile M WS BS S T W I A Ld

4 2 2 3 3 1 2 1 6

Weapons / Armour: Members of the frenziedmob are armed with an assortment of farmingtools, makeshift weapons and flaming torches.Each model counts as being armed with a cluband a flaming torch. They do not wear armour.

Fanatical: Because they are defending theirhomes, the villagers are filled with inhumanfury. They automatically pass any Leadership-based tests they are required to take.

Torch the Village!Any member of the Beastmen warband thatspends an entire turn touching a buildingwithout moving, fighting, shooting or casting aspell, may attempt to torch the building. Thebuilding is set ablaze on a 4+ on a D6.

Starting the GameThe Attacker gets the first turn.

Ending the GameThe Beastmen automatically win the scenario ifall the building are torched (see Torch theVillage, above). Otherwise, the game ends whenone warband fails its Rout test. The routersautomatically lose.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience. If the Beastmenwin the scenario, their leader gains anadditional +1 Experience (so, +2), because ofthe respect he gains for leading a successfulambush.

+1 Per Enemy Out of Action. Any Her earns +1experience for each enemy he puts Out ofAction.

The SpoilsThe winning warband gains 5D6gc.

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BeastMen Scenario Three:The Beast Hunt

Driven by revenge, local villagers have employeda warband to hunt down a local maraudingBeastmen warband, deep in the wild woods.They have even managed to secure the aid of afamed Beast Hunter, in the hope that theBeastmen menace will be driven from theirlands. They have tracked the foul creatures totheir encampment, clustered around someherdstones.

TerrainEach player takes it in turn to place a piece ofterrain, either a wood, forest, swamp, rockyoutcrop, fence, hedge or other piece of similar

terrain to create the dense wilderness. A circleof stones roughly 10” in diameter should be

placed in the centre of the table, with a largerstanding stone in its centre. The battle is foughtin an area roughly 4’ by 4’.

WarbandsThe Beastmen are set up first. They must all bepositioned within the herdstone circle. Theattacker then chooses a board edge, and mayset up his entire warband (including the BeastHunter), within 8” of that board edge.

Special RulesThe attacking warband have a Beast Hunter jointheir warband, without the need to pay for hisHire Fee.

The Beastmen are defending their herdstones,and do not intend on being easily driven awayfrom it! To represent this, the Beastmenwarband does not need to take a Rout Test until50% of their warband is Out of Action ratherthan 25%.

Starting the GameThe Attacker gets the first turn.

Ending the GameThe game ends when one warband fails its Routtest. The routers automatically lose.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winningwarband gains +1 Experience.

+1 Per Enemy Out of Action. Any Her earns +1experience for each enemy he puts Out ofAction.

The SpoilsIf the attacking warband wins, then they gain4D6 gc.

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Use the lists that follow to recruit and equip yourwarband. You have 500 gold crowns to spend. Eachmodel and their equipment (if you choose to buy any)costs a set amount of money. As you make yourchoices, subtract the money you have “spent” fromyour total until you have bought all you can. Anyunspent gold crowns are put into the warband’streasury and can be used later or hoarded to buysomething more expensive.

To start with you must recruit at least three warriorsincluding a leader. The weapons, armour andmutations you choose for your warriors must berepresented on the models themselves. The exceptionsare knives and daggers, which you may assume aretucked in boots or concealed in clothing if notrepresented on the model.

heroes and henchmenFor game purposes the warriors in your warband areclassified as Heroes and Henchmen.

heroesThese are exceptional individuals who have thepotential to become legends. Heroes can be armedand equipped individually and may carry any specialequipment they might pick up during the campaign.

Leader: Every warband must have a leader. Herepresents you, the player. He makes the decisions andleads your warriors through the dark sand lonelyplaces of the Empire.

Other Heroes: Apart from its leader, your warbandmay include up to five other Heroes, who form thecore of your warband. A warband may never includemore Heroes of any specific type than the numbergiven in the Warband list.

henchmenHenchmen typically fall into two groups. There areHenchmen who gain experience and become better astime goes by (as explained in the campaign rules fromthe Mordheim rulebook). They are bought in groupsof one to five models.

The other type of Henchmen are those too dimwittedor primitive to gain experience.

Henchmen may never use any special equipment youacquire during their adventures (unless otherwisenoted); only Heroes may do so.

All Henchmen belong to a Henchmen group, whichusually consists of between one and five individuals.Henchmen groups gain experience collectively andgain advances together.

weapons and armourEach warrior you recruit can be armed with up to twoclose combat weapons, up to two different missileweapons and any armour chosen from the appropriatelist. Warriors may be restricted in regard to which typesof weapons they can use. The warband’s equipmentlists tell you exactly what equipment is available. Notethat you may buy rare weapons and armour whenstarting a warband, as indicated by the list in thewarband’s entry, but after playing the first game theonly way to get further rare weapons and armour isto roll to see if you can locate them (see the Tradingsection).

You may buy additional equipment between battles,but your warriors can only use the weapons andarmour listed in their warband entry. As theyaccumulate experience and gain skills, Heroes maylearn to use weapons other than those initiallyavailable to them.

Every model in each Henchman group must be armedand armoured in the same way. This means that if yourHenchman group has four warriors, and you want tobuy them swords, you must buy four swords.

calculate the warband ratingEach warband has a warband rating – the higherthe rating, the better the warband. The warbandrating is simply the number of warriors multipliedby 5, plus their accumulated experience.

Large creatures such as Minotaurs are worth20 points plus the number ofExperience points they haveaccumulated.

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WarbandsWarbandsThis section describes two new warbands - the Carnival of Chaos andBeastmen Raiders for use in the Empire in Flames setting. Thesewarbands follow the rules for all warbands presented in the Mordheimrulebook, which are summarised below.

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Another roar of laughter came from the crowd like mutedthunder as the mock Knight Panther, bedecked in armour oftin and wielding a wooden sword, slipped upon someentrails. It was a battlefield scene; pig’s blood, uncoiledrope and animal intestine were strewn about the stage asmock carnage.

“A horse, a horse, the Emperor is a horse!” the Knight wailedas his mind succumbed to Chaos.

The travelling players had arrived in the village withoutword or prior arrangement, replete with ramshackle cartthat doubled as dressing room and makeshift theatre. A hostof colourful characters, loped and cavorted alongside, withmesmerising wit and charm, announcing to all and sundrythey would be performing a rendition of the play, ‘TheEmperor’s True Face.’

Crowds had gathered quickly, initially children, thenwomen and finally the men, and soon the entire village wasunder the players’ spell. Demitri was one of the last to jointhe eager and enraptured throng, sceptical at first but inmoments he too was utterly engrossed.

The play reached the ‘Northern Wastes’ scene, a rottedwooden placard carried across the stage describing as muchby a robed daemon with a seemingly permanent grin.Demitri marvelled as other daemonic characters, whosecostumes where uncannily realistic, danced and skippedamongst the appreciative crowd. Chicken feathers thrown by

the daemons drifted down like snow. Awonderfully macabre jester

performed acrobatics, tapping the village children’sforeheads who sat transfixed in the front row as he sprangpast with his tickle stick.

A foul and repugnant odour filled Demitri’s nostrils as anuncomfortable burning sensation grew upon his chest but hecouldn’t take his eyes off the play, utterly lost in theunfolding drama. His wife and child, sitting at the front ofthe stage, were a distant memory. Now only he and thebizarrely macabre players existed. The Knight Pantherslipped again and Demitri laughed out loud. A plaguedaemon bore down upon the play’s unlikely hero and theenraptured farmer marvelled at its realism. Eyes widening,Demitri stared with incredulity as the plague creatureswelled, stomach bloating as if filling with stagnant air. Ashape with what looked like arms and legs pawed within,stretching the flesh thin like clinging mucous.

Something was wrong. The plague creature’s mouthdistended to agonising proportions but Demitri couldn’tlook away. It belched forth a tiny daemon creature that satwallowing amidst a foul miasma of vomit and poolingslime from the creature’s stomach.

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The Carnival of Chaos

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The charade was revealed for what it was; a conjuration ofChaos. Slime trails left by the actors spat and bubbled.Human eyeballs, heads; real corpses diseased and rottingwere strewn about the stage. These things wore no masksbut were daemons themselves!

A weight like a heavy millstone fell about his neck andshoulders as Demitri made to rise. He turned; panic wellingin his heart. The ruinous powers were roaming free andunchecked in the Empire! He looked to his brothers for aid,trying to raise the alarm. But they were all dead, horriblyswollen with some unseen pestilence, pustules and boils ontheir flesh spilling over with all the fervour of a grotesqueepidemic. Horrified, Demitri looked down to the burning athis chest, he ripped away his shirt in pain and saw an iconresting there, inscribed with the sigil of Sigmar.

Abruptly, a foul, filth-encrusted dagger came into view,lifting the amulet from Demitri’s chest and leaving behind ared weal.

“Is this an icon of Sigmar I see before me?” a voicereminiscent of bubbling flesh, asked. It was the head player,his moon-shaped face was covered in warts and boils andhe was dressed in thick gaudy robes.

Demitri was terrified. “What have you done?” hestammered, recoiling.

The head player moved forward a step, keeping pace asDemitri lurched back.

“Foul worshippers of Chaos!” he cried defiantly, suddenlyaware that he was surrounded.

“Yes, alas, that istrue my noble

lord,” a voice

from Demitri’s left confirmed; a thin and short character,hunched over, face like some grim theatrical mask, splitdown the forehead. An infestation of flies buzzed aroundhim as he fanned a set of tarot cards. “But your wordswound me sir,” he continued with mock offence, slicing opena cut in his wrist with one of the tarot cards. “We are butflesh like you,” he said, drawing closer, “if you prick us, dowe not bleed?” With sniggering contempt, the tarot daemonsqueezed the blood from his wound, which dripped downupon the Sigmarite talisman, dissolving it like acid.

Instantly, Demitri could feel the effects of whatever maladyhad overtaken his kinsmen. He was defenceless. Headswimming, he whirled around drunkenly a myriad ofgrinning faces surrounding him; a brutish-looking clown,with daubed on face paint hideously joined with physicalmutation, a dark grinning jester with a daemonic hand-puppet that chattered in sync with its bearer, a host ofgrinning, sneering faces awash with colour that was brightand dirty at the same time.

Demitri felt the sickness overtake him and sank to his kneesin the dirt. The dark jester lifted his chin up to face him ashis hand-puppet spoke for him.

“Why then,” it said, the talisman’s resistance ebbing, “Yourstomach is mine oyster,” he continued as a sudden silverflash from a dagger caught Demitri’s eye, “which I, withsword, shall open,” the jester himself concluded darkly.

As the blade slipped in and the Carnival players began theirgrisly work one last thought occurred to Demitri.

“Helena!” he cried, with the last of his dying breath, “Mywife…”

The head player loomed into view, his moon-like visageblotting out Demitri’s sun for the last time.

“She’s my wife now Demitri…”

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No one knows from whence it came, the dreadedCarnival of Chaos. Some have rumoured that it wasonce a gypsy caravan from the east of the Empire,wandering folk that brought their colourful farefrom village to village entertaining the poor ruralfolk of the Empire with their lavish shows and stageplays. If this past is the truth then what it hasbecome in the present is far more sinister anddeadly. Still it wanders the rural backwaters of theEmpire, in a colourful cavalcade of wagons, its folkdressed in the colourful finery of travelling players,bringing sonnet and song to excitable villagers andpeasants.

Upon reaching a new settlement, theseoutlandish showmen erect their stage andentertain the poor rural folk with songs and playsof the dark days of the Empire. Tales such as: ‘TheEmperor’s True Face’, ‘Orfeo and Pustulate’,‘Papa Noigul’s Festering Children’ and ‘AMidsummer Nightmare’ wow the enrapturedthrong.

Strongmen perform feats of incredible prowess tothe adoration of the crowd, whilst players ingarish, grinning masks juggle balls, knives andflaming brands. As the crowd’s numbers increase,a fool in bright jester’s garb with an inflated pig’sbladder on a stick leaps from one enthralledwatcher to the next joking and cackling, pokingand prodding.

It is only when the show reaches its blasphemousclimax, as the sun begins to set, that the truth of

the Carnival of Chaos is revealed in all its putrid,festering glory. For these are no mere wanderingthespians and entertainers. When the playersperform their final act, known as the ‘Dance ofDeath’, the enchantments covering their truevisages slowly slip away revealing them to theirblissfully ignorant audience for they arecavorting, cyclopean daemons with rotting fleshhanging from yellowing bones. What were

originally considered intricately decoratedmasks and cleverly applied make-up is soonrevealed as the players’ true horribly mutatedfaces, covered in pustules and pox-riddenlesions. As the villagers’ expressions turn from

those of elation to abject terror at the sight ofthese horrific visions the slaughter begins. Bynow most of the folk who made up the cheeringaudience would have already succumbed to thevirulent diseases spread by these malevolentplayers. The insidious Carnival Master,accompanied by his cackling fool, rounds upthose unfortunate women and children thatremain alive, taking a finger from each of hisnew brides, exclaiming “You’re my wife now!”.The survivors are then led away to an

unknown fate and the village is leftdeserted, its inhabitants and livestock

killed by innumerable diseases andplague.

The Carnival of Chaos is the sick joke of the GreatLord of Decay, the Chaos god known as Nurgle.Thrice cursed Nurgle is also known as theunspeakable Master of Plague and Pestilence andthe players in the Carnival are his corruptfollowers and worshippers. They are those whohave sold their souls for a twisted form ofimmortality through embracing death,destruction and decay – learning to love Nurgle’smany and varied gifts. It is not known how manyCarnivals of Chaos there are or if the handful ofreports from the lips of petrified witnesses allrefer to the same warband.

The leader of the Carnival of Chaos isknown as the Carnival Master andis reputed to be a sorcerer ofgreat power, wielding theunclean magic of his lord tocause suffering and deaththrough disease and decay. Throughdark ritual and sacrifice, the Carnival Mastersummons forth the cackling, decaying Daemonsof his patron god to take part in the twistedmasquerade. His mortal followers carefullynurture their newly acquired diseases, blessingsof their gregarious deity and vie for power andadvancement under his watchful gaze. The mostblessed of these twisted, insane creatures arethose known as the Tainted Ones. These are oftenthe right-hand ‘men’ of the Carnival Master andtheir bodies are wracked with a multitude of fouldiseases and mutation. The Carnival of Chaos isjustly hunted by the many bands of zealous WitchHunters that traverse the lands but always seemsto be just one step ahead of the Sigmarites andcontinues to follow its merry path, bringing theblessings of Nurgle to all.

Special RulesDangerous to Know: Because of its ratherdiseased nature a Carnival of Chaos warbandwould find it very hard to keep any Hired Swordsalive! Therefore, a Carnival of Chaos may neverhire any type of Hired Sword.

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No one knows from whence it came, the dreadedCarnival of Chaos. Some have rumoured that it wasonce a gypsy caravan from the east of the Empire,wandering folk that brought their colourful farefrom village to village entertaining the poor ruralfolk of the Empire with their lavish shows and stageplays. If this past is the truth then what it hasbecome in the present is far more sinister anddeadly. Still it wanders the rural backwaters of theEmpire, in a colourful cavalcade of wagons, its folkdressed in the colourful finery of travelling players,bringing sonnet and song to excitable villagers andpeasants.

Upon reaching a new settlement, theseoutlandish showmen erect their stage andentertain the poor rural folk with songs and playsof the dark days of the Empire. Tales such as: ‘TheEmperor’s True Face’, ‘Orfeo and Pustulate’,‘Papa Noigul’s Festering Children’ and ‘AMidsummer Nightmare’ wow the enrapturedthrong.

Strongmen perform feats of incredible prowess tothe adoration of the crowd, whilst players ingarish, grinning masks juggle balls, knives andflaming brands. As the crowd’s numbers increase,a fool in bright jester’s garb with an inflated pig’sbladder on a stick leaps from one enthralledwatcher to the next joking and cackling, pokingand prodding.

It is only when the show reaches its blasphemousclimax, as the sun begins to set, that the truth of

the Carnival of Chaos is revealed in all its putrid,festering glory. For these are no mere wanderingthespians and entertainers. When the playersperform their final act, known as the ‘Dance ofDeath’, the enchantments covering their truevisages slowly slip away revealing them to theirblissfully ignorant audience for they arecavorting, cyclopean daemons with rotting fleshhanging from yellowing bones. What were

originally considered intricately decoratedmasks and cleverly applied make-up is soonrevealed as the players’ true horribly mutatedfaces, covered in pustules and pox-riddenlesions. As the villagers’ expressions turn from

those of elation to abject terror at the sight ofthese horrific visions the slaughter begins. Bynow most of the folk who made up the cheeringaudience would have already succumbed to thevirulent diseases spread by these malevolentplayers. The insidious Carnival Master,accompanied by his cackling fool, rounds upthose unfortunate women and children thatremain alive, taking a finger from each of hisnew brides, exclaiming “You’re my wife now!”.The survivors are then led away to an

unknown fate and the village is leftdeserted, its inhabitants and livestock

killed by innumerable diseases andplague.

The Carnival of Chaos is the sick joke of the GreatLord of Decay, the Chaos god known as Nurgle.Thrice cursed Nurgle is also known as theunspeakable Master of Plague and Pestilence andthe players in the Carnival are his corruptfollowers and worshippers. They are those whohave sold their souls for a twisted form ofimmortality through embracing death,destruction and decay – learning to love Nurgle’smany and varied gifts. It is not known how manyCarnivals of Chaos there are or if the handful ofreports from the lips of petrified witnesses allrefer to the same warband.

The leader of the Carnival of Chaos isknown as the Carnival Master andis reputed to be a sorcerer ofgreat power, wielding theunclean magic of his lord tocause suffering and deaththrough disease and decay. Throughdark ritual and sacrifice, the Carnival Mastersummons forth the cackling, decaying Daemonsof his patron god to take part in the twistedmasquerade. His mortal followers carefullynurture their newly acquired diseases, blessingsof their gregarious deity and vie for power andadvancement under his watchful gaze. The mostblessed of these twisted, insane creatures arethose known as the Tainted Ones. These are oftenthe right-hand ‘men’ of the Carnival Master andtheir bodies are wracked with a multitude of fouldiseases and mutation. The Carnival of Chaos isjustly hunted by the many bands of zealous WitchHunters that traverse the lands but always seemsto be just one step ahead of the Sigmarites andcontinues to follow its merry path, bringing theblessings of Nurgle to all.

Special RulesDangerous to Know: Because of its ratherdiseased nature a Carnival of Chaos warbandwould find it very hard to keep any Hired Swordsalive! Therefore, a Carnival of Chaos may neverhire any type of Hired Sword.

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Hand-to-hand Combat Weapons

Dagger ........................................1st free/2 GC

Mace.........................................................3 GC

Hammer...................................................3 GC

Axe ...........................................................5 GC

Sword.....................................................10 GC

Double-handed Weapon........................15 GC

Spear ......................................................10 GC

Halberd ..................................................10 GC

Morning Star..........................................15 GC

Missile Weapons

Bow........................................................15 GC

Short Bow..............................................10 GC

Pistol ............................15 GC (30 for a brace)

Armour

Light Armour .........................................20 GC

Heavy Armour........................................50 GC

Shield .......................................................5 GC

Helmet ...................................................10 GC

Brute Equipment list

Double-handed Weapon........................15 GC

Flail ........................................................10 GC

Carnival equipment listsThe following lists are used by the Carnival of Chaos to pick their weapons:

Carnival of Chaos skill tablesCombat Shooting Academic Strength Speed

Master ✓ ✓ ✓ ✓ ✓

Brutes ✓ ✓ ✓

Tainted Ones ✓ ✓

Choice of WarriorsA Carnival of Chaos warband must include aminimum of three models. You have 500 GoldCrowns to recruit your initial warband. Themaximum number of warriors in the warbandmay never exceed 15.

HeroesCarnival Master: The Carnival of Chaos musthave one Master to lead it – no more, no less.

Brutes: Your warband may include up to twoBrutes.

Tainted Ones: Your warband may include up totwo Tainted Ones.

HenchmenPlague Bearers: Your warband may include upto two Plague Bearers.

Brethren: Your warband may include anynumber of Brethren.

Nurglings: Your warband may include anynumber of Nurglings.

Starting ExperienceCarnival Master starts with 20 Experience.

Brutes starts with 8 Experience.

Tainted Ones starts with 0 experience.

Henchmen starts with 0 experience.

Maximum CharacteristicsWith the exception of the Plague Bearers andNurglings which do not acrue experience allother members of the Carnival of Chaos use themaximum characteristics for Humans.

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1 Carnival Master

70 Gold Crowns to hireThese lead the diabolical Carnivals of Chaos. Theyare the chosen of Nurgle and wield sorcerouspowers gifted to them by their pestilential god.The Master is a power-crazed individual that leadshis coven of Daemonic entertainers throughoutthe backwaters of the Empire, tainting villages andsettlements with disease. To the backwardpeasantry of the Empire’s rural settlements, theMaster comes across as an exotic and charismaticshowman bringing outlandish entertainment intotheir otherwise dreary lives. It is the Carnival

Master’s cunning and clever enchantments thathelp to keep his minions one step ahead of the

patrols of the many Witch Hunter bands thatrove the land.

Profile M WS BS S T W I A Ld

4 4 4 3 3 1 3 1 8

Weapons/Armour: The Master may be equippedwith weapons and armour chosen from theCarnival of Chaos Equipment list.

SPECIAL RULESLeader: Any models in the warband within 6" ofthe Master may use his Leadership instead of theirown.

Wizard: The Master is a wizard and uses NurgleRituals. See the Magic section for details.

0-2 Brutes

60 Gold Crowns to hireThese are a very specific type of mutant that havehad their constitution bolstered by the unnatural

vitality of the Lord of Decay. Nurgle’s foulattention has transformed what were once meninto massive, statuesque creatures rippling with

diseased muscles and a supernatural vigour.Brutes are immensely strong individuals andtheir part in the masquerade that is theCarnival of Chaos is as strongmen performingfeats of strength to entertain the crowds.They are nearly always hooded in the nature

of executioners for although their bodiesappear outwardly strong and healthy, theirfaces are often riddled with disease and arehalf-decayed. In battle, they wield hugehammers and flails with reckless abandon,whirling them around their heads likechildren’s toys.

Profile M WS BS S T W I A Ld

4 4 0 4 4 1 2 2 7

Weapons/Armour: Brutes may be equipped withweapons and armour chosen from the BruteEquipment list.

SPECIAL RULESUnnatural Strength: Brutes start the game withthe Strongman skill from the Strength skill list inthe Mordheim rulebook.

0-2 Tainted Ones

25 Gold Crowns to hire(+Cost of Blessings of Nurgle)The Tainted Ones are those that are most blessedand favoured of Father Nurgle. They hold aposition of great importance within the hierarchyof the Carnival. They are often heavily robed andprotected by powerful enchantments, for beneaththeir robes are unspeakable horrors. The bodies ofthe Tainted Ones are so wracked with disease andmutation that it is unsafe for even the other mortalmembers of the warband to touch their bare skin.Ironically, they take the most prestigious role inthe Carnival – the fool. The Tainted Ones leap andprance about the audience, dressed as jesters,when the Carnival is performing, laughing andjoking with the gathered throng infecting themwith their multitude of horrendous maladies.These twisted creatures are exceptionallydangerous opponents in combat too, for it is saidthat they carry the dreaded and incurable Nurgle’sRot.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: Tainted Ones may beequipped with weapons and armour chosen fromthe Carnival of Chaos Equipment list.

SPECIAL RULESNurgle’s Blessings: Tainted Ones must start thegame with one or more Blessings of Nurgle. Seethe Blessings of Nurgle that follow.

Heroes

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0–2 Plague Bearers

50 Gold Crowns to hirePlague Bearers are daemons of the Chaos godNurgle, also known as the Lord of Decay. They canbe identified by their cyclopean faces andhorrifically decayed bodies. Their entrails hangfrom tattered holes in their grey-green, pox-ridden flesh and the aura of death and decaysurrounds them. They are sometimes known asthe Tallymen of Plagues or Maggotkin and arehighly revered by the mortal members of thewarband. As with all Daemons they can never bekilled or destroyed for good so long as the powerof their god prevails. However, their presence inthe mortal world is tenuous and can only bemaintained for long periods by Dark Magic andsacrifice. In the Carnival, the Plague Bearers revelin their showy roles as stage actors and players,dressing in filth encrusted but ostentatiousdoublet and hose.

Profile M WS BS S T W I A Ld

4 4 3 4 4 1 4 2 10

Weapons/Armour: None. Plague Bearers havehuge filth encrusted claws, which they use to tearand slash at their foes. They therefore neitherneed nor use weapons and cannot wear armour.

SPECIAL RULESCloud of Flies: Plague Bearers are surroundedby a cloud of flies, which buzz around them andtheir combat opponent. They do not affect the

Plague Bearer but distract foes by buzzing intoeyes, nostrils and mouths. A Plague Bearer’s closecombat opponent suffers a -1 to hit modifier on allattacks.

Stream of Corruption: Plague Bearers canspew forth a grotesque stream of maggots, entrailsand filth. This is counted as a shooting attack witha range of 6" and is resolved at Strength 3 with nosaves for armour.

Demonic: Plague Bearers are Daemons of thelord of disease, Nurgle, and are not made of livingflesh but the eternal and unchanging forces ofChaos. Therefore they never gain Experience.

Immune to Poison: Plague Bearers are theDaemonic embodiment of disease and pestilence.They are totally immune to all poisons anddiseases.

Immune to Psychology: Plague Bearers areDaemons and do not know the concept of fear.They automatically pass any Leadership-based testthey are required to take.

Cause Fear: Plague Bearers are horrifyingsupernatural creatures and therefore cause fear.

Daemonic Aura: Due to the magical, intangiblenature of Daemons they have a special Armoursave of 5+. This is modified by the Strength of theattack as normal and is completely negated bymagic weapons and spells. Plague Bearers’ attacksare considered as magical also.

Daemonic Instability: Plague Bearers arebound to the world by Dark Sorcery that ishighly volatile and unstable. If taken out ofaction a Plague Bearer is banished andeffectively destroyed on a D6 roll of 1-3 (do notroll for injury). In addition, if the warband routsthen every Plague Bearer in the warband musttake an immediate Leadership test. If this test isfailed, then the Plague Bearer counts asdestroyed.

Nurglings

15 Gold Crowns to hireNurglings are tiny Daemons of Nurgle and areviewed by other followers of the pus god as akin tohis beloved children. They are like rotten boilswith legs and razor sharp teeth, that pick and tearand infect their foes with filth-encrusted claws.Nurglings are generally more of a nuisance in afight than any real threat but in sufficientnumbers can overwhelm even the toughest ofwarriors. Nurglings are mischievous littlebundles of filth and pus and take greatdelight in their part in the Carnival ofChaos, not only as musicians but alsoas fools and slapstick comedians.Nurglings often befriend thechildren of each village they

Henchmen (Bought in groups of 1-5)

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visit, only revealing their foul identity to theirterrified victims at the final stage of ‘Nurgle’s GreatPlay’.

Profile M WS BS S T W I A Ld

4 3 0 3 2 1 3 1 10

Weapons/Armour: None. Nurglings do not useweapons or wear armour.

SPECIAL RULESCloud of Flies: Nurglings are surrounded by acloud of flies, which buzz around them and theircombat opponent. They do not affect theNurglings but distract foes by buzzing into eyes,nostrils and mouths. A Nurgling’s close combatopponent suffers a -1 to hit modifier on allattacks.

Swarm: You may summon as many Nurglings asyou wish (ie. you may have more than fiveNurglings in a Henchman group).

Daemonic: Nurglings are Daemons of thediseased Lord Nurgle and are not made of livingflesh but the eternal and unchanging forces ofChaos. Therefore they never gain Experience.

Immune to Poison: Nurglings are theDaemonic embodiment of disease andpestilence. They are totally immune to all poisonsand diseases.

Immune to Psychology: Nurglings areDaemons and do not know the concept of fear.They automatically pass any Leadership-basedtest they are required to take.

Daemonic Aura: Due to the magical, intangiblenature of Daemons they have a special Armoursave of 5+. This is modified by the Strength of theattack as normal and is completely negated bymagic weapons and spells. Nurglings’ attacks arealso considered as magical.

Daemonic Instability: Nurglings are bound tothe world by Dark Sorcery that is highly volatileand unstable. If taken out of action a Nurgling isbanished and effectively destroyed on a D6 rollof 1-3 (do not roll for injury). In addition, if thewarband routs then every Nurgling in the

warband must take an immediate Leadershiptest. If this test is failed, then Nurgling counts asdestroyed.

Brethren

25 Gold Crowns to hireBrethren are the crazed and devoted followersof Nurgle the Lord of Decay. They have totallyembraced the philosophy of the great Lord ofDecay and the path of damnation is the road

that they have chosen. Most brethren areinfected with foul diseases and some have

even started to decay. Their faces arecovered in warts and boils and other

lesser gifts of their lord. In the

Carnival, the Brethren take on all of the minorroles: stagehands, puppeteers, etc.

Profile M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7

Weapons/Armour: Brethren may be equippedwith weapons and armour chosen from theCarnival of Chaos Equipment list.

0–1 Plague Cart

120 Gold Crowns to hireThe Plague Cart is the embodiment of Nurgle andthe core of the Carnival of Chaos. Bedecked inthe colourful, garish finery of the coaches oftravelling players and thespians,the Cart easily draws the eyes ofthe dull and bland peasantry ofthe villages. However, the canvasis tattered and rotten, the framesplintered and bent, the metalworkpitted and rusted and the steeds rotted and dank.Few mortals have ever seen the interior of one ofthese most sinister of vehicles for it is only theCarnival Master and his Daemonic minions thatare permitted entry. It is rumoured that theseramshackle wagons contain a pentagram daubedwith dark runes of incredible potency thatactually creates a portal to the realms of Chaosand the dwelling place of great Nurgle himself.

Profile M WS BS S T W I A Ld

Cart - - - - 8 4 - - -

Wheel - - - - 6 1 - - -

Horse 8 - - 3 3 1 3 - -

Guardian - 3 - 3 3 - 3 1 -

Weapons/Armour: None. The Plague Cart’sGuardian does not use or need weapons butsuffers no penalties for fighting unarmed.Therefore it cannot use weapons and cannotwear armour.

SPECIAL RULESPlague Cart: The Daemonic nature of thePlague Cart fills both the Daemons and mortals ofthe Carnival of Chaos with vigour. The maximumnumber of warriors allowed in the warband isincreased by +2.

In addition, the Daemonic Instability of theDaemons within the warband is slightly offset.Plague Bearers and Nurglings may re-rollLeadership tests for Instability and may +1 totheir Injury tests if taken out of action.

Guardian: The Guardian comes as part of thePlague Cart. In fact, more often than not he isphysically bonded to the cart in some twistednightmare of flesh and wood. He may thereforenever dismount from the cart or leave under anycircumstances. In addition, as he is part of theCart he cannot be injured unless the Cart isdestroyed in which case so is he. The Guardian is

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Nurgle RitualsThe Carnival Master uses the rituals of Nurgle to pervert and corrupt nature, inflictinghideous diseases for which there are no known cures. Roll a D6.

D6 Result1 Daemonic Vigour Difficulty 8

The Master imbues his Daemonic minions with supernatural power.

Any Plague Bearers or Nurglings within 8" of the Master increase their DaemonicAura save from 5+ to 4+ until the beginning of their next turn.

2 Buboes Difficulty 7The Master bestows the gift of pus-filled buboes upon his enemies.

This spell has a range of 8" and affects a single enemy warrior. The warrior mustpass a Toughness test or lose a Wound. No Armour saves are allowed.

3 Stench of Nurgle Difficulty 8The Master spews forth a foul, stinking mist that chokes his foes.

This spell has a range of 6" and affects all living creatures – friend or foe. Eachenemy warrior in range must pass a Toughness test or lose an Attack until theirnext turn.

4 Pestilence Difficulty 10The Master inflicts horrible diseases upon the unbelievers.

All enemy models within 12" of the Master suffer a Strength 3 hit. No Armoursaves are allowed.

5 Scabrous Hide Difficulty 8The Master’s skin becomes tough and leathery like that of his patron god.

The Master has an armour save of 2+ which replaces any normal Armour save.The Scabrous Hide lasts until the beginning of his next Shooting phase.

6 Nurgle’s Rot Difficulty 9The Master bestows the blessing of the Plague God upon his foe.

All enemy models in base contact with the Master must immediately test againsttheir Toughness or contract Nurgle’s Rot (see Nurgle’s Rot opposite).

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considered a Daemonic creature and so nevergains any Experience. Attacks from the Guardiancause Nurgle’s Rot (see below).

Immune to Psychology: The Plague Cart andGuardian are considered Daemonic and don’tknow the concept of fear. The Plague Cartautomatically passes any Leadership-based test it isrequired to take.

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Blessings of NurgleThose that worship at the fetid altar of the Lord of Decay suffer from terrible diseasesand decay, which are known as Blessings of Nurgle.

Blessings of Nurgle may be bought for Tainted Ones only when they are recruited; youmay not buy new Blessings for a model after recruitment. Any Tainted may have one ormore Blessings. The first Blessing is bought at the price indicated, but second andsubsequent Blessings cost double.

Stream of CorruptionThe Tainted One can spew forth a grotesque stream of maggots, entrails and filth. Thisis counted as a shooting attack with a range of 6" and is resolved at Strength 3 with nosaves for armour.

Cost: 25 Gold Crowns

Nurgle’s RotThe Tainted One is infected with the deadly pestilence of its lord – Nurgle’s Rot. Inaddition, the Tainted One is immune to all poisons. Nurgle’s Rot is a deadly contagionfor which there is no known cure. This virulent disease can be passed on in hand-to-hand combat. If the Tainted One makes a successful to hit roll of 6 this will result inthe target model contracting the Rot (note: Nurgle’s Rot only affects the living, soUndead, Daemons and the Possessed are unaffected). Once a warrior has contractedthe Rot, mark this on the warband roster. Rather than killing the victim immediately,the Rot can take some time to set in. From now on, before the start of each battle, thewarrior must pass a Toughness test. If successful, his constitution has managed to staveoff the Rot’s effects. If unsuccessful, the warrior loses one point of Toughnesspermanently (if he reaches zero, he has succumbed to the Rot and died, remove himfrom the roster). In addition, if a 6 is rolled for the Toughness test then he hasunwittingly passed the Rot on to another member of the warband (randomly allocate awarband member and mark this on the roster).

Cost: 50 Gold Crowns

Cloud of FliesThe Tainted One is surrounded by a cloud of flies, which buzz around him and hiscombat opponent. They do not affect the Tainted One but distract foes by buzzing intoeyes, nostrils and mouths. The Tainted One’s close combat opponent suffers a-1 to hit modifier on all attacks.

Cost: 25 Gold Crowns

Bloated FoulnessThe Tainted One is a huge, disgusting mass of diseased, flabby folds. It gains +1Wound and +1 Toughness but has its Movement reduced by -1.

Cost: 40 Gold Crowns

Mark of NurgleThe Tainted One is burned with the great mark of Nurgle, the three spheres, that weepfoul pus constantly. It gains +1 Wound and is immune to all poisons.

Cost: 35 Gold Crowns

HideousThe Tainted One is so disgusting that its flesh hangs in tatters from its body and itsentrails are rotten and exposed. It causes Fear.

Cost: 40 Gold Crowns

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Beastmen Raiders

Wilhelm hung his head and pushed his longfringe of wet hair from his eyes once again. Hisfeet were sore, his toes were wet and cold fromthe sodden mud of the road, and he was readyto drop. In his left hand he held the reins of thestubborn pack mule he had been leading for thepast week. One foot in front of the other, heplodded along the road behind the rest of thegroup, too tired, wet and bored to even botheravoiding the larger puddles. This was a millionleagues from what he imagined he would bedoing right now. He had left home full ofexcitement, imagining the adventures he wouldhave on the road, the riches he would find inMordheim and the famous deeds that he wouldachieve. Never in his dreams did he imaginehimself walking for a week through the rain,leading a stupid mule that seemed intent onmaking his life a misery, towards a place thatnever seemed to arrive.

Wondering if he had made a horrible mistake injoining the small band of Reikland warriors,Wilhelm let has gaze wander over the rest of theparty. Pieter, the leader of this little band, rodeat the front of the group on the back of apowerful warhorse. That steed had looked somighty and noble when they had rode into hisvillage, but now it too was merely another tiredand wet, miserable creature. Still, Pieter heldhis noble head high, ignoring the foul weatheras if it were below him. At his side walked themassive warrior Brock, his huge greatswordstrapped over his bull-like shoulders. How thebig veteran had laughed when Wilhelmstruggled to lift that titanic weapon theprevious night.

Behind the pair of seasoned warriors was thewagon, where five other trained warriors rode,somewhat protected from the weather by afaded leather canopy. The wagon was pulled bya pair of horses, their heads hanging wearily asthey trudged though the clinging mud.

The wheels of the wagon carved deep furrows inthe road, and Wilhelm stumbled suddenly intoone of them. A strong hand grabbed him by theshoulder, steadying him.

‘Steady lad. We will be stopping soon,’ said adeep voice from behind him.

Wilhelm nodded his thanks to the stern warriorMikhel, embarrassed to have shown hisweakness in front of the tall Reiklander.

The mule Wilhelm was leading whinniedsuddenly, pulling its head sharply to one side,nearly ripping Wilhelm’s shoulder from itssocket.

‘Whoa, boy!’ he called. He had almost had

enough of the animal’s behaviour.

‘To arms!’

The scream cut through Wilhelm’s thoughts. Helooked up to see the draught horses that pulledthe wagon rearing up in fear, while a warriortried desperately to hold them in check. Thesudden crack of a pistol firing ripped throughthe air, and Wilhelm saw Pieter circling hiswarhorse, smoke rising from his dischargedweapon. The noble warband leader swiftlydrew and fired a second pistol into an enemythat Wilhelm couldn’t yet see.

The mule suddenly pulled again at the reinswrapped around Wilhelm’s hand, and he wasjerked from his feet. As he pushed himself upfrom the ground, he caught his first glimpse ofthe enemy. A dark, shaggy shape leapt from theundergrowth at the side of the road, launchingitself towards him with an unnatural, inhumangait. The creature had a bestial, goat-like head,complete with an impressive set of curvinghorns, and in it’s hands it held a massive,rusting axe. Its eyes were wide, like those of anenraged bull, and its wide spread mouthexposed yellowing, tusk-like teeth. His firstthought was that this was a merely a mask, ahideous and terrifying mask, but in an instanthe knew this was not so. This was one of thefeared Beastmen of the deep forest, a creaturehe had only heard of in tales told by ageingsoldiers around the campfire.

Pushing himself to his feet, Wilhelm drew hisshortsword and raised it just in time to blockthe attack of the Beastman, a wild overheadblow. The force of the strike dropped Wilhelmto his knees, and he knew the next attackwould be the end of him. It never came, for aheavy sword-blade suddenly chopped into theside of the creature’s neck, spraying afountain of dark red blood. Wilhelm wasdragged to his feet by the tall warrior Mikhel,who then leapt forwards to aid the otherReiklanders as more of the Beastmen leaptfrom their ambush. The air was filled withshouts, bestial roars and growling, and horsesscreaming in terror.

Breaking into a run to follow, Wilhelm onlymade it three steps before a heavy weight hithim from behind, and he dropped into themud once again, shouting in pain. Halfrolling, he looked up into the slavering jawsof a gigantic, hulking hound that was allfur and brute muscle and intent on himas its prey. Crying out in fear,Wilhelm stabbed his short swordinto the beast’s massive chestas it closed on him, pulling

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his face away from the fearful beast. Pulling thesword out, he stabbed again, and then pushedthe dying, twitching weight away from him.

Rising, he saw Pieter’s warhorse fall, pulleddown to the ground by a pair of malevolentBeastmen. Pieter leapt from his falling steedand rolled smoothly as he landed, his pistolsnow replaced by a rapier and a dagger. Thewagon itself was suddenly hurled onto its side,throwing luggage and men clear as a hugeshape burst from the trees and smashed fullyinto the heavy carriage. Standing fully nine feettall, the Minotaur snorted, steam puffing fromits nostrils as it surveyed the carnage.

In horrified shock, Wilhelm watched as smallerBeastmen leapt around the mayhem, savagelycutting down the Reiklanders with axes asthey tried to rise. The immense Minotaurleapt upon the fallen horse of Pieter, its

jaws closing around its neck. The mightywarrior Brock appeared, swinging hismighty greatsword down in a fluid arc. Itcut deeply into the shaggy shoulders ofthe stooping Minotaur, a blow thatwould have cut a man in two. Thebeast merely raised itself from itsmeal, blood and gore dripping fromits face, and lashed out with itsgreat cleaver-like weapon. The blowhacked into Brock’s neck, nearsevering his head from hisshoulders. Wilhelm was petrified,rooted to the spot.

A creature bounded over the felledwagon. It was a hideous blend of

Beastman and what looked like ashaggy ox, a beastman’s upper bodywhere the horses neck and headshould have been. Its face was

contorted into a growl, and thickstrands of drool hung from its thicklips. Its glazed eyes suddenlyregistered Wilhelm’s presence, and

with a roar, it launched into agallop.

Wilhelm ran. He turned off theroad, and plunged into thetrees, stumbling and falling over

saturated, rotting logs. He knewthen that he would never reachMordheim, that he never shouldhave left home at all. His breathingwas ragged as he staggeredthrough the dark trees, branchesand twigs lashing at his face. Herisked a glance behind him,and saw the hideous creaturewhooping as it closed on

him. A barbed spear washeld in its hands, and it

thrust the cruelweapon forwards

as it reached itsprey.

The spear smashed deeply into the human boy’slower back, and he dropped instantly, his spinesevered. The Centigor paused for a moment,and pulled a flagon from its harness-belt. Itswayed slightly as it drank deeply, uncaring ofthe ale that spilled over its face and fur. Then, itturned and launched itself back towards theroad. It did not wishing to miss the end of theslaughter.

And once that was finished, the feast wouldbegin…

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Beastmen Warbands

The Beastmen are brutish, wild and unnaturalcreatures that live in the deep forests. Anyonetravelling through this untamed wilderness risksbeing attacked by these unpredictable raiders. Manyof those who dwell within the forests around theoutskirts of Mordheim claim that these vile creaturesof Chaos outnumber mankind, though suchstatements are impossible to prove, for the Beastmenbuild no cities and do not create any structured formof society as such. Order and organisation are alienand hated by them, and they roam where they will,pillaging and killing for whatever they have need orwant for. They willingly turn on each other, pickingon the weakest amongst them for food and fun.

The Beastmen naturally form into roamingwarbands, though whether they do so consciously ormerely instinctively is unknown. A small warband isable to move swiftly through the wildernessunnoticed, and can cover hundreds of miles eachseason as they travel where they will. They are led bythe strongest and most ferocious of their kind, and ifever one within the warband senses a weakness intheir leader, they will turn on him in a brutishleadership challenge that can only result in one ofthe two being killed and consumed by the victor.Literally thousands of these small warbands infest thedark forests of the Old World, preying upon travellersand farmsteads.

A Beastmen warband attacks without warning, andvillagers, merchants and travellerslive in constant fear of ambushfrom these forest denizens.They try to preparethemselves for such anevent, and oftendesperately appealto the nobles toscour the forestswith their Statetroops –however, atsuch a time

of political upheaval, the nobles have far morepressing concerns than the pleas of low-bornvillagers. Forced to fend for themselves, terrifiedvillagers hack down great swathes of the forestaround their settlements, and sometimes hire theservices of mercenaries to protect them, barricadingthemselves indoors when they hear rumours of amarauding band within the area. Nevertheless,purges of the forest are nearly always hopeless, forthe Beastmen warbands generally move far awayfrom an area they have struck well before organisedretaliation can be mounted.

The more isolated farms and villages are most at riskfrom attack, being far from any aid. Frequently,travellers will discover buildings and farms burnt tothe ground, cattle butchered and lying where theywere cut down. Full of malevolence, Beastmen takeparticular delight in tearing down the carefullyconstructed and ordered structures of men. Theysmash down fences and rip buildings down torubble, allowing them to be reclaimed by theforests. They maliciously soil and blight painstakinglyplanted crops, and will tear the throats fromnewborn lambs merely for sport.

Beastmen warbands often form temporaryencampments, from which to raid the surroundingareas. These are crude things, usually little more thana place to store any plundered loot and food. Theymay include roughly staked out pens for theirmassive war hounds or for holding captives – bothare taunted and starved for no other reason than it is

in the Beastmens nature to behaveso. Typically, a warband will

remain at this encampmentuntil it makes one sizeableraid, whereupon theBeastman chief will movehis camp to another area.These encampments areoften positioned nearbyroads and settlements,for such areas are ripe forplunder. The Beastmenare a constant threat, andeven if travellers are luckyenough not to encounterthem, their presence can

always be felt, watchingand waiting in the

twisted shadowsamongst the darktrees. None canpredict theirmovements, andmany live inconstant fear oftheir attacks.

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Beastmen are brutish creatures, the Children ofChaos and Old Night. They roam the great forestsof the Old World, and are amongst the most bitterenemies of Mankind. The raging power of Chaoshas given them a ferocious vitality which makesthem shrug off ghastly wounds and carry onfighting regardless of the consequences. Even theOrcs are comparatively vulnerable to damagecompared to the awesome vitality of the Beastmen.

Beastmen are a crossbreed between men andanimals, usually resulting in the horned head of agoat, though many other variations are also

known to exist. The Beastmen are divided intoto two distinct breeds: Ungors, who are more

numerous, twisted creatures that combine theworst qualities of man and beast, and Bestigors, agiant breed of Beastmen, a mix between somepowerful animal and man.

The Ungor are smaller Beastmen, who cannotcompete with Bestigors in strength and power.They may have one horn or many, but these won’tbe recognised as those of goat.

Bray Shaman are very special Beastmen and arerevered by all Beastmen, for they are the prophetsand servants of Chaos Powers.

Each warband of Beastmen includes a mix ofsome Bestigor, Gor warriors and Ungorwho are the mainstay of the tribes.

Seven great Herdstones stand hidden inthe forests surrounding the city of

Mordheim. From there the Beastmenwarbands come to raid the city: Warherd ofThulak, Headtakers of Gorlord Zharak, the

Horned Ones of Krazak Gore, and manyothers.

The shards of the meteorite are seen as holyobjects, which can be sold to thepowerful Beastlords and reveredShamans in exchange for new weaponsand services of warriors.

For the tribes of Beastmen the battlesfought in Mordheim are part of a great

religious war, an effort to bring down thecivilisation of man which offends theChaos gods. After the taint of Man hasbeen wiped from the face of the earththen the Beastmen shall inherit.

Appearance:Beastmen Bestigor standsome six-seven feet tall, and theirheavily muscled bodies are coveredwith fur. Ungor are lesser Beastmen, no

larger than Humans, but their toughbodies and vicious tempers easily

make them a match to anyHuman warrior.

Beastmen wear little clothing, but often dress inthe fur of their defeated rivals. They usually carrythe skulls of their vanquished enemies as these arethought to bring good luck. While most Beastmenhave dark brown skin and fur, black-furred or evenalbino Beastmen are not unknown.

Beastmen wear heavy armlets and necklaces whichserve as armour as well as decoration.

Apart from the most primitive clubs and woodenshields, the Beastmen make few weapons. It is notthe nature of Chaos to create, but to destroy.

Choice of WarriorsA Beastmen warband must include a minimum of3 models. You have 500 Gold Crowns which youcan use to recruit your initial warband. Themaximum number of warriors in the warband is15, though some buildings in the warband’sencampment may increase this.

Beastmen Chief: Each Beastmen warband musthave one Chief: no more, no less!

Shaman: Your warband may include a singleBeastmen Shaman.

Bestigors: Your warband may include up to twoBestigors.

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BEASTMAN EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . .1st free/2 GC

Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 GC

Hammer . . . . . . . . . . . . . . . . . . . . . . 3 GC

Battle Axe . . . . . . . . . . . . . . . . . . . . . 5 GC

Sword . . . . . . . . . . . . . . . . . . . . . . . 10 GC

Double-handed Weapon . . . . . . . . . 15 GC

Halberd . . . . . . . . . . . . . . . . . . . . . . 10 GC

Missile Weapons

None

Armour

Light Armour . . . . . . . . . . . . . . . . . . 20 GC

Heavy Armour . . . . . . . . . . . . . . . . . 50 GC

Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 GC

Helmet . . . . . . . . . . . . . . . . . . . . . . 10 GC

UNGOR EQUIPMENT LISTHand-to-hand Combat Weapons

Dagger . . . . . . . . . . . . . . . . . .1st free/2 GC

Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 GC

Hammer . . . . . . . . . . . . . . . . . . . . . . 3 GC

Battle Axe . . . . . . . . . . . . . . . . . . . . . 5 GC

Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 GC

Missile Weapons

None

Armour

Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 GC

Beastman equipment listsThe following lists are used by Beastman warbands to pick their weapons:

Beastman skill tablesCombat Shooting Academic Strength Speed Special

Chief 3 3 3 3

Shaman 3 3 3

Bestigor 3 3 3

Centigors 3 3 3

Centigors: Your warband may include a singleCentigor.

Gor: Your warband may include up to five Gor.

Ungor: Your warband may include anynumber of Ungor.

Minotaur: Your warband may include a singleMinotaur.

Warhounds of Chaos: Your warband mayinclude up to five Warhounds of Chaos.

Starting ExperienceBeastman Chief starts with 20 Experience.

Beastman Shaman starts with 11 Experience.

Bestigors start with 8 Experience.

Centigors start with 8 Experience.

All Henchmen start with 0 experience.

Maximum CharacteristicsBestogors: As Gor, but M5Centigors: As Gor, but M9

AnimalsBeastmen are fearsome creatures of Chaos thatdo not interact with other races other than inwar. A Beastmen warband may never hire anyHired Swords unless specifically stated withthe Hired Sword.

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1 Beastmen Chieftain

65 Gold Crowns to hireBeastmen chieftains have gained their positionthrough sheer brutality. He leads the Beastmento Mordheim to gather the Chaos Stones to hisHerdstone.

Profile M WSBS S T W I A Ld

5 4 3 4 4 1 4 1 7

Weapons/Armour: The Beastmen Chieftainmay be equipped with weapons and armourchosen from the Beastmen Equipment list.

SPECIAL RULESLeader: Any Warrior within 6" of the BeastmanChieftain may use his Leadership when takingLd tests.

0-1 Beastmen Shaman

45 Gold Crowns to hireBeastmen Shamans are prophets of the DarkGods, and the most respected of all theBeastmen.

Profile M WSBS S T W I A Ld

5 4 3 3 4 1 3 1 6

Weapons/Armour: Beastmen Shamansmay be equipped with weapons chosenfrom the Beastmen Equipment listexcept that they never wear armour.

SPECIAL RULESWizard: A Beastmen Shaman is a Wizardand may use Chaos Rituals, as detailedin the Magic section.

0-2 Bestigors

45 Gold Crowns to hireBestigors are the largest type ofBeastmen, the great horned warriors ofthe Beastmen warbands. They aremassive creatures with an inhumanresistance of pain.

Profile M WSBS S T W I A Ld

5 4 3 4 4 1 3 1 7

Weapons/Armour: Bestigors may beequipped with weapons chosen fromthe Beastmen Equipment list.

0-1 Centigors

80 Gold Crowns to hireA Centigor is a disturbing cross

between a horse or oxen andBeastman. Being quadruped

grants them great strength andspeed whilst their

humanoid upper torsos

allow them to wield weapons. These beast-centaurs are powerful creatures but they arenot particularly agile or dexterous.

Profile M WSBS S T W I A Ld

8 4 3 4 4 1 2 1(2) 7

Weapons/Armour: Centigors may be armedwith weapons and armour chosen from GorEquipment list.

SPECIAL RULESDrunken: Centigor are inclined to drinkvast quantities of noxious beer and lootedwine and spirits before battle, workingthemselves up into a drunken frenzy. Roll1D6 at the start of each turn. On a roll of 1,they must test for stupidity that turn. On aroll of 2-5 nothing happens and on the rollof a 6 they become subject to frenzy for thatturn. Whilst subject to both stupidity andfrenzy they are immune to all other forms ofpsychology.

Woodland Dwelling: Centigors are creaturesof the deep, dark forests. They suffer nomovement penalties for moving throughwooded areas.

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henchmen (Brought in groups of 1-5)

Trample: As well as their weapons,Centigors use their hooves and sheer size tocrush their enemies. This counts as anadditional attack, which does not benefitfrom weapon bonuses or penalties...

Ungor

25 Gold Crowns to hireUngor are the most numerous of the Beastmen.They are small, spiteful creatures, butdangerous in large masses.

Profile M WSBS S T W I A Ld

5 3 3 3 3 1 3 1 6

Weapons/Armour: Ungor may be armed withweapons and armour chosen from UngorEquipment list.

SPECIAL RULESLowest of the Low: Ungor are on the lowestrung of Beastmen society and regardless of howmuch Experience they accrue they will neveracquire a position of authority. If an Ungor rolls‘That lad’s got talent’ it must be re-rolled.

0-5 Gor

35 Gold Crowns to hireGor are nearly as numerous as Ungor but arelarger and more brutish...

Profile M WSBS S T W I A Ld

5 4 3 3 4 1 3 1 6

Weapons/Armour: Gor may be armed withweapons and armour chosen from BeastmenEquipment list.

Warhounds of Chaos

15 Gold Crowns to hireChaos Hounds are titanic, mastiff-like creatureswhich are insanely dangerous in combat.

Profile M WSBS S T W I A Ld

7 4 0 4 3 1 3 1 5

Weapons/Armour: None! Apart from theirfangs and nasty tempers the Chaos Houndsdon’t have weapons and can fight without anypenalties.

SPECIAL RULESAnimals: Chaos Hounds are animals and nevergain Experience.

0-1 Minotaur

200 Gold Crowns to hireMinotaurs are gigantic, bull-headed Beastmen.Fearsome and powerful, any Beastmen Chiefwill try to recruit a Minotaur into his warband ifpossible.

Profile M WSBS S T W I A Ld

6 4 3 4 4 3 4 3 8

Weapons/Armour: Minotaurs may be armedwith weapons and armour chosen from theBeastmen Equipment list.

SPECIAL RULESFear: Minotaurs are huge, bellowing monstersand cause fear. See Psychology section fordetails.

Bloodgreed: If a Minotaur puts all of itsenemies out of action in hand-to-hand combat,it becomes frenzied on a D6 roll of 4+.

Animal: A Minotaur is far more bestial than itsBeastmen brethren and, although it may gainExperience, it may never become a Hero.

Large: A Minotaur is a huge creature andstands out from amongst its smaller brethren.Any model may shoot at a Minotaur, even if it isnot the closest target.

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Shaggy HideThe bestial hero is titanic in size and may use adouble-handed weapon in one hand.

MutantThe Beastman may buy one mutation.See Mutants section on special rules.

FearlessImmune to fear and terror and All Alone test.

Horned OneThe Beastman has mighty horns, and canmake an additional Attack with its basicStrength on a turn it charges.

Bellowing RoarOnly the Beastmen Chief mayhave this skill. He may re-roll anyfailed Rout tests.

ManhaterWill be affected by the rules of hatredwhen fighting any Human warbands.

Beastmen Special Skills

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The Devil of the DrakwaldThe forest gloom was like a death shroud in thecreeping silence of the Drakwald. The arborealvoid held the promise of dark imaginings, ofbestial torture and debauched acts of inhumanlust. Seldom were the calls of birds heard, or anerrant shaft of sunlight that had lost its wayseen; even the breeze held the stink of blood. Aman would be foolish indeed to wander suchpaths in the dark, to traverse such belligerentterrain without armoured escort or even a guide.And in spite of that a figure wandered there,along darkened pathways, scorched brackencrunching loudly underfoot, a miasma ofblackness before him, the eyes of devils at hisback…

“Man-flesh,” Boraash, an inhuman Beastmangrowled in the murk of the undergrowth. Gorgothsnorted next to him, his hunched shouldersflexing at the prospect of battle, eyes narrowingwith dark anticipation. A third, Kornak, lickedthe burgeoning saliva off his fangs and snout,raking the air impatiently with thick gnarledhorns and uttered.

“Encircle him!”

The forest was thickening, all the while theoutside world becoming ever more remote, all buta faded memory. And yet the traveller continued,seemingly unaware of the creatures stalking him.

Boraash sped quickly through the black bracken,sweeping past low lying branches, moving rapidlythrough thick foliage. The rest of his foul hordewas a blur as they too raced ahead of theirhuman prey. Boraash felt his shaggy mane twitchin anticipation. He could almost taste the bloodhe would soon drink.

A red haze overlaid Gorgoth’s vision. Sharp andwhipping tree limbs lashed at his face but theydid not deter him, a frenzy was upon his very souland he plunged headlong full of blood feveredzeal. Fangs bared, he was about to spring out inthe open to tear the man-thing’s flesh and devourit whole when a thick, sharpened stake piercedhis gut, flung upwards from the forest bed.

Kornak’s instincts had warned him to stay back,to remain in the wake of Boraash and Gorgoth.His animal eyes widened when he saw Gorgothpitched into the air, a thick fountain of bloodissuing from his back like black rain. Boraashhad stalled, poised to attack. Kornak watchedhim slow, acutely aware that their prey hadsuddenly and abruptly disappeared…

Boraash sniffed the air, ears twitching, fearcreeping upon him at the grim sight of Gorgoth,but he could find no trace of the man-thing’sstench. He would feast on his brethren’s carcassafter he had bled the man-thing, he would suckthe flesh from his bones, he would…

A silver-grey blur and a whistling in the treessilenced Boraash’s intent. He fell back; a heavybladed throwing axe embedded deep in his skull,thick, oily matter oozing down the haft.

Kornak snorted in fear as Boraash was thrownoff his feet. His eyes darted back to the proneshape of Gorgoth, fur matting with his own blood.When he looked back, a figure was silhouettedagainst the gloom. At first he thought it wasBoraash, somehow having survived the axeblade. But one of his horns was broken and hedidn’t smell right.

It was the traveller. He had come back.

“Man-thing!”, Kornak roared in a feral rage,bursting through the branches and foliage as ifthey were nothing. He raised a crude, gore-splattered mace intent on pulping the man’sskull like paste. He would eat the grey jellywithin. But as Kornak swung for the killingblow the man-thing pulled a sharp axe as iffrom the forest air. Kornak felt his macesmash against the stout haft. There was aflash of silver in the man-thing’s other hand.Like fire, something bit deep. Kornak feltwarm blood flowing down his side and withdying bestial eyes looked upon the visage of hisslayer and balked in terror. For there beforehim was a thing more bestial than his brethren,eyes burning with animal hatred, bodyswathed in the foul-smelling skins of his kin,daubed in unguents that burned Kornak’s noseand mouth. He had encountered a devil, adevil of the woods, his nightmare; his scourge.

Vantigan allowed the foul body of the bestialspawn to slide like spoiled meat from his blade.Then, without pause he hacked off thecreature’s head with a single, powerful blow.In moments he had stripped it of flesh andother matter and rammed it deep upon astake. It would make a fine trophy for hisrack. But he had other prey that yeteluded him in these woods. Night wasclose and that would bring it intothe open. These beastmen hadbeen lured and vanquishedeasily. The balewolf wouldnot nearly be asstraight forward…

This section covers new Hired Swords exclusive to the Empire in Flames wilderness setting. These newcharacters follow the generic rules for hiring and maintaining Hired Swords from page 147 of the Mordheimrulebook.

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Once again, the moon waxed full. Awatchman, was conducting his nightly patrolswhen he was alerted by the sounds ofscreaming across the village square. Rain wasfalling and thunder rolled across the growingcloud as he bolted through the downpour tothe apothecary’s abode from where theterrible sounds were emanating.

The door was rent from its hinges andsplintered wood lay all about like bone as thewind and rain whipped within. Inside, abroken lantern swung frenziedly from theceiling. It illuminated a dark and terriblevista which the watchman would take to hisgrave. His blood splattered upon the walls, thevillage apothecary was little more than apartially devoured corpse, steaming in thenight chill.

He had been slain by some terrible beast, anightmare made flesh. As if in answer, a low,ululating howl rang out through the stormand dark silhouette was stark against thewhite slashes of lightning. The monster washuge, akin to a wolf and yet not so. As quicklyas it was revealed it disappeared in the forestgloom beyond, lost into myth.

Of the traveller no sign was ever found.

The Myth of the BalewolfLashing rain poured out of the blackness andlightning tore ragged strips in the sky as a lonetraveller slowly wandered injured and dyingto the little known village of Högenhath. Abenevolent people, the villagers of Högenhath,rushed the stranger to the local apothecary,who tended to his wounds. Through crackedlips, with the last of his breath, he told theapothecary he was attacked on the road by awolf but that it was no ordinary beast. A hugeapparition as if from the depths of the pititself, it held the gait of a man rather than abeast. In the frantic struggle that followed hehad fought the creature off, piercing its heartwith his broken sword but not before he hadbeen badly wounded in return. Upon thatremark he fell unconscious…

Regarding the ashen pallor of his charge, theapothecary feared the worst, convinced hewould not last the night.

As daylight broke, the apothecary awoke andfound to his amazement that miraculouslythe man’s wounds had completely healed! Theday passed without event as the traveller waswelcomed by the entire village, his strengthrecovered, but the following night the truehorror of what had taken place was revealedand Sigmar’s hand had no part in it…

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The Beast Hunter is a dark wanderer, full ofmystery and self-loathing. His is a woeful tale.Kith and kin slaughtered by the foul Beastmenof the wild. He is one of many such men whohave been driven to the very edge by theirexperiences, yearning only now forunquenchable revenge against those thatdestroyed their once normal lives. Theybedeck themselves in the skins of their foesand take on a truly frightening aspect. It is astout captain indeed who hires such ‘wildmen’ of the forest but their hunter’s skills arewithout equal and their raw strength incombat is too awesome to ignore. Dangerousand ferocious, ideal qualities for survival inthe dark, unbridled wilds...

Hire Fee: 35 Gold Crowns to hire + 15 GoldCrowns upkeep.

May be Hired: Any warband other thanSkaven, Beastmen, Undead, Orcs & Goblins,Possessed and Carnival of Chaos may hire aBeast Hunter.

Rating: A Beast Hunter increases thewarband’s rating by +18 points, plus 1 pointfor each Experience Point he has.

Profile M WS BS S T W I A Ld

Beast Hunter 4 3 4 3 3 1 4 2 7

Equipment: Two axes, throwing axe (countsas a throwing knife with +1 Strength), lightarmour.

SPECIAL RULESBeastmen Vengeance: The Beast Hunterhates all Beastmen (this includes Gors, Ungors,Centigors and Minotaurs) and will fight for noupkeep cost in battles against Beastmen.

Skull Rack: The Beast Hunter wears a grislyskull rack bedecked with bestial skulls. Hecauses fear in all Beastmen.

Predator: The Beast Hunter is a predator of allfell creatures but most especially Beastmen. Inany battle that is set in the wilderness (ie. notwithin Mordheim) that involves Beastmen, theBeast Hunter may be set up after bothwarbands have deployed. He may be set upanywhere on the board that is hidden andoutside of the enemy deployment zone.

Skills: A Beast Hunter may choose fromCombat and Strength skills when he gains anew skill.

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The ‘Thing’ is a creature encounter for theEmpire in Flames setting as detailed in thescenario ‘The Thing in the Woods’ on page 42.

Profile M WS BS S T W I A Ld

Balewolf 5 4 0 5 5 3 4 2(3) 7

SPECIAL RULESLarge Beast: The Balewolf is a huge creatureand counts as a large target for the purposes ofshooting and may be targeted even if it isn’t theclosest model.

Fear: The Balewolf is a terrible andfrightening creature that causes fear.

Forged by Chaos: A creation of Chaos; theBalewolf was born from some nefarious yetunknown origin. The power of Chaos knits itsform together when it is wounded and as suchthe Balewolf has the ability to supernaturallyheal itself. At the start of each of its turns roll aD6 if the Balewolf is wounded. On aroll of 5+ one Wound is restored asits skin miraculous knits backtogether.

Flesh of Iron: The Balewolf ’s skin isthicker than toughened leather,wholly capable of turning asideblades and arrows alike. TheBalewolf has an Armour save of 4+

which is reduced by the Strength ofthe attack as normal.

Vicious Jaws: The Balewolf ’s massivejaws are capable of crushing a man’sbody in two. The Balewolf has anextra Attack from its jaws (as denotedin its profile) which is always its firstattack. If this attack hits, it causes a

critical hit on a roll of 5 or 6.

Lycanthrope: The blood of theBalewolf contains a terrible andpowerful curse. Any model takenout of action from an attack from

the Balewolf risks the taint of itsdark blood (note that this onlyaffects man-sized creatures andnon-mutants). After the battle, if themodel survives the attack, roll a D6.On a roll of a 6 any injuries themodel is currently suffering arecured but they are now cursed!

In each subsequent battlewhenever the cursed model is

wounded they must take aLeadership test. If they fail

they transform horrifically

before the eyes of their comrades into theBalewolf! The model now has the same stat-line as the Balewolf. Any armour orequipment it was wearing is destroyed andany weapons the model was carrying are lostbut may be recovered after the battle. TheBalewolf will always charge the nearestmodel, friend or foe, if it can, otherwise itwill move at maximum speed towards them.It may try and restrain itself from attacking acomrade by taking a test against his ownLeadership (he may not use the leader’s). Ifpassed, the Balewolf will ignore friendlymodels.

Roll a D6 after the battle. On a roll of 2-6 themodel returns to normal (albeit withoutattire…) but still carries the curse. On a rollof 1, the Balewolf takes hold completely andin his feral state disappears into thewilderness lost forever in myth and legend(remove from roster).

The Thing in the Woods

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Highwayman

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Roaming the woods and secluded byways ofthe Empire, highwaymen prey on the manycoaches and wagons foolish or desperateenough to travel there. These are dark anddangerous men, often employed for theirknowledge of cargo charters and skill atambush. Oft they appear to the naked eye,bereft of their blackened garb, as foppish,charming characters, but that ruse is a genteelmasquerade as their cruelty and viciousnesswill testify. Deadly pistoliers and expertriders, they are an asset to any warband butwatch your back, for they are untrustworthy,self-serving men.

Hire Fee: 35 Gold Crowns to hire + 20 GoldCrowns upkeep.

May be Hired: Any warband, except Sisters ofSigmar, Witch Hunters and any good-alignedElves may hire a Highwayman. A Highwaymanwill never join a warband that also contains aRoadwarden.

Rating: A Highwayman increases thewarband’s rating by +20 points, plus 1 pointfor each Experience Point he has.

Profile M WS BS S T W I A Ld

Highwayman 4 3 4 3 3 1 3 1 7

Horse 8 0 0 3 3 1 3 0 5

Weapons/Armour: Brace of pistols, rapier(p.84 Mordheim Annual), cloak (acts as abuckler in close combat) and dagger.If you are using the optional rulesfor mounted models then theHighwayman also rides a horse.When the Highwayman ismounted, he has a save of 6+, onfoot he has no Armour save.

Skills: A Highwayman may choose fromCombat, Shooting and Speed skills when hegains a new skill.

SPECIAL RULESExpert Pistolier: A Highwayman’s skill with abrace of pistols is unrivalled and as such hecombines the effects of the skills Pistolier and

Trick Shooter.

Unscrupulous: A Highwayman, despiteall his skill and bravado, is not to betrusted. At the end of each battle roll a

D6, on a rollof a 1 thew a r b a n dreceives 1

less piece ofTreasure than they

would normally as theHighwayman has stolen it

for himself (this Treasure is notspent on the Highwayman, it islost!). Obviously, if this keepshappening it will be up towarband leader to keep theHighwayman in his employ ornot…

Expert Rider: A Highwayman isa superb rider and as such whilehe is mounted he counts asbeing stationary for thepurposes of shooting (ie. no -1modifier to hit) and he alsobenefits from the skill as hecan reload quickly whilst onhorseback.

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Patrolling the fraught and dangeroushighways of the Empire, Roadwardens aredour men of the sternest courage. Solitaryfigures, they range far and wide, often withlittle food and in all weathers. They arehardened and brutal fighters,uncompromising and without any martialcode, they give no quarter as they expectnone to be given in return. Their skill lieswith the crossbow, with which they areexcellent hunters and deadly marksmen.Highwaymen, deviants and bandits aretheir common quarry, safety of theroadways their charge and they executeboth with deliberate and unswerving

severity.

Hire Fee: 40 Gold Crowns to hire + 20 GoldCrowns upkeep.

May be Hired: Any good-aligned warbandmay hire a Roadwarden such as WitchHunters, Sisters of Sigmar, Dwarfs andHuman Mercenaries. A Roadwarden willnever join a warband that also contains aHighwayman.

Rating: A Roadwarden increases the warband’srating by +22 points, plus 1 point for eachexperience point he has.

Profile M WS BS S T W I A Ld

Roadwarden 4 3 4 3 3 1 3 1 8

Horse 8 0 0 3 3 1 3 0 5

Weapons/Armour: Crossbow, horseman’shammer (p.14 Town Cryer 24), dagger,heavy armour and three torches (p.14Town Cryer 24). If you are usingthe optional rules formounted models then the

Roadwarden also rides ahorse. The Roadwarden’s saveis 4+ whilst mounted and 5+whilst on foot.

Skills: A Roadwarden maychoose from Combat, Strengthand Shooting skills when hegains a new skill.

SPECIAL RULESLethal Marksman: A master withthe crossbow, a Roadwardencombines the skills of TrickShooter and Eagle Eyes.

Stern: Working alone and in thedark for the majority of his

profession the Roadwarden is made of strongstuff indeed. He may re-roll any failedLeadership test for panic, fear, and is immuneto the rules for being All Alone.

Expert Rider: A highly skilled horseman, aRoadwarden counts as having the Nimble skillwhilst on horseback and suffers no modifiersfor moving and shooting.

Roadwarden

STAGECOACHESBoth Highwaymen and Roadwardens areparticularly suited to battles involvingstagecoaches, wagons, etc. To representthis, in any scenario in which one or bothsides have a stagecoach or a wagon, anyHighwayman or Roadwarden in eitherwarband may re-roll a single dice rollonce per turn. This special bonus lastsuntil the re-rolled dice comes up as a 1 asit is designed to represent their ability topredict and perform at their peak infamiliar and well-practiced territory.

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