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3.3 Undead

“I put my blade right through it and it just kept coming at me. I swear that thing was not human!” - Fritz Sonne, before retiring from his Mercenary company “The Night belongs to the Undead and in Mordheim it is always night.” - Pieter Eisler, dabbler in the Necromantic arts

Undead Skill Table

CombatShootingAcademicStrengthSpeedRogue
VampireXXXX
NecromancerXX
DregXXX

Warband Size and Rout Threshold

Max Size 15: The number of warriors in an Undread warband may never exceed 15.

Rout Threshold 4: Undead take Rout Tests once 4 or more warband members have gone out of action.

Hired Swords

Ogre BodyguardHalfling ScoutDwarf SlayerElf Ranger
X
Pit FighterWarlockFreelancerSkryre Engineer
XXX

Vampire, Necromancer, Dreg & Skeleton Weapons List

Close Combat WeaponsCostMissile WeaponsCost
DaggerFreeShort Bow5
Club5Bow7
Axe5
Spear5ArmourCost
Sword7Light Armour25
Great Weapon10Heavy Armour50
Shield5

Heroes

1 Vampire

105gc to hire Starting Experience: 20 Vampires lead the Undead in their search for the magical stones that will give their master the power to conquer the Empire. Most of them serve the undying count of Sylvania, but some have found the city to their liking, and have become independent.

MAWTWSBSILd
812+06+-5+4+

SPECIAL RULES Leader, May Wear Armour and Cast Spells. Immortal: Treat ‘Dead’ as ‘Multiple Injuries’. Wizard: Uses Lore of Vampires. Starts with one Spell. Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down. Does not apply if Mounted.)

0-1 Necromancer

30gc to hire Starting Experience: 6 Necromancers are evil wizards, studying the corrupt art of Necromancy. Many of them are acolytes and servants of Vlad von Carstein, and follow the agents of their master to the city of the Damned.

MAWTWSBSILd
711+09+9+7+8+

SPECIAL RULES Wizard: Uses Necromancy. Starts with two Spells.

0-3 Dregs

15gc to hire Starting Experience: 0 Dregs are the most miserable human survivors of Mordheim. They are deformed and rejected individuals who were often scavengers before. Vampires often recruit Dregs as their servants and treat them with surprising kindness. As a result, Dregs are often fanatically loyal to their Undead overlords and will do anything to protect and serve them. Dregs are very useful to their masters as they can be sent to acquire equipment from the settlements around Mordheim and also be made to carry heavy bags.

MAWTWSBSILd
711+010+10+7+9+

Henchmen

Zombies

15gc to hire Starting Experience: 0 In the shattered ruins of Mordheim there are plenty of corpses waiting to be raised anew.

MAWTWSBSILd
611+010+-11+9+

SPECIAL RULES Can only be taken Out of Action by Shooting with Strength 2+ or 1+ (They are simply knocked down.) // (No effect vs. Spells/Prayers.) No Weapons or Armour, No Penalties for Fighting Unarmed, No Experience Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down.)

0-2 Dire Wolves

30gc to hire Starting Experience: 0 Dire Wolves are the slavering animated remains of giant wolves. Like shadows, they prowl the streets of Mordheim, and many have died from the cold jaws of a Dire Wolf.

MAWTWSBSILd
911+08+-5+9+

SPECIAL RULES Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down.) Animals: Cannot Climb, Cannot Hide, Cannot use the Leader’s Ld, No Scenario Objectives, No Weapons or Armour, No Penalties for Fighting Unarmed, and No Experience.

0-8 Crypt Ghouls

40gc to hire Starting Experience: 0 Ghouls are the descendants of famished men who once took to feasting on corpses to survive. Driven by their craving for the meat of their fellow men, these creatures dwell near graveyards, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws.

MAWTWSBSILd
721-110+-7+9+

Cause Fear, No Penalties for Fighting Unarmed, No Weapons or Armour

Skeletons

25gc to hire Starting Experience: 0 Skeletons are the aging remains of fallen warriors, re-animated by the power of necromancy. A regiment of Skeletons will never flee from hand-to-hand combat. Skeletons are supernatural creatures which cause fear and are immune to this type of psychology themselves.

MAWTWSBSILd
711+010+10+9+9+

SPECIAL RULES Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down.)