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Mordheim: City Of The Damned
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===Undead=== Vlad Von Carstein presides over the haunted land of Sylvania from a throne of obsidian in Castle Drakenhof, plotting to overthrow the Emperor and tear down the realm of men in what would come to be known as the First Vampire War, his famous assault on the Empire that first made the vampires a threat in the eyes of the common man. To help him raise every dead body from the Averland border to the feet of the World's Edge Mountains in a feat of necromancy not seen since Nagash himself once walked the world, he sent some of his boys to gather green goodies and bring it back to Sylvania for him. Same units as on the tabletop, aside from dogs being replaced with a mini vampire hero. Their impressive is a Crypt Horror. A mechanically unusual faction with many glaring weaknesses but many unique strengths too. Pros: Vampire is a combat monster with VERY good stats. Widespread immunity to poison and psychology. Terror and Fear debuffs. Cons: Henchmen can't use armour or consumables. Very limited shooting. Reliant on spells. * '''Zombie''': The lowliest form of undead created through necromancy, once perhaps a defiant enemy warrior in life, now in death only a mindless flesh puppet. Immune to All Alone, Fear, and Terror. Immunity To Poison. Don't get injuries like other warriors but more likely to permanently "die" when they fall in battle. Can't buy the 'Lad' s Got Talent' Skill. Being killed doesn't hurt Warband Morale. Can't use Consumables in Combat. Very slow, no ranged weapons or armour and limited to one-handed weapons. You use them to bog down enemies as expendables while your real killers go to town on the poor sods, or alternatively have a pack of them roaming around like a big, stinky circus with two Necromancers spamming Call of Vanhel behind them in a nice, bitey ball of (un)death. * '''Ghoul''': Vlad's own Ghouls rather than a Strigoi version, and as a result is at least civilized enough to wear a loincloth and use weapons even if they still have the poisoned nails of general Ghouls. Vlad's Ghouls have origins in survivors of the Warhammer Black Death. Can't use armor other than Cloth, but gets a Great Axe and a Great Hammer unlike the Zombies. Always fights to the death, can't Flee or Retreat and is Immune to All Alone, Fear, and Terror. Can't use consumables in Combat, immune to Death Stench. Far better stats than Zombies, but if they die you'll have Morale losses. If using them, you need to make fights count and have their back with your heavy hitters. * '''Dreg''': Surviving civilians of Mordheim, shunned or outright killed by all other factions. The Vampires protect them so long as they perform the duties only the living can perform (and do so far more reliably than Ghouls). Left pretty fucked up bt the comet fall, they have hunchbacks and various facial scars and aren't exactly sane. Your basic Igor/Quasimodo-looking motherfucker and your starting bow hero. Has access to all the standard gear, is immune to Death Stench. Has Humble Servant, giving 25 HP of its own to heal a Vampire or Vampire Thrall nearby for 15 and boosting their Initiative and Dodge. Boost your Vampire where necessary then get out of the way and shoot to support him. Consider carrying some healing poultices to use it a fair amount. * '''Vampire Thrall''': Thralls are made by Vampires when they completely subdue a human with their charms and suck them dry. Not quite as powerful as fully-powered vampires but still very high stats nonetheless. Immune to Fear, Terror, All Alone and poison, Thralls shine in just about any melee build where they can take advantage of their Fear aura. * '''Necromancer''': A common sight in Sylvania (where they are far from the eyes of the Empire and free to pursue their dark studies) and often employed by the von Carsteins, Necromancer magic is focused on two things: the destruction of life, and the usurpation of death. Immune to Death Stench, starts with a staff and able to use just about anything the Undead can use. The Necromancer is slightly more of a damage dealer than the Warlock but he has some support spells too: Call of Vanhel really helps get those slow Zombies into the fray quickly and helps them survive more, and Idol of Death ensures everyone around fail those Fear and Terror aura checks from your vampire heavies. * '''Vampire''': A Sylvanian Vampire, part of the Von Carstein Bloodline even if they have different surnames. Ridiculously high stats, able to equip just about anything other than ranged weapons, with the limits being Bows, Longbows, and Short Bows. Ignores All Alone, Fear, and Terror and as an Undead has Immunity To Poison. On top of that they have Terror - having a Terror unit right off the bat is a huge deal because most enemy units will have abysmal leadership and only enough offence and strategy points to attack once. Your enemy's troops won't be the only ones shitting themselves when this magnificent bastard decides to get involved in a melee, but if he goes down then you're in real trouble because he's the guy holding the warband together and contributing most of the morale and fighting power. Because he's very strong and much faster than his retinue, you may want him to break off and act in a lone-wolf fashion, grabbing wyrdstone or picking off isolated units, so build him as a scout or as an armour proficient tank. * '''Crypt Horror''': When a ghoul manages to taste the blood of a vampire, they rapidly grow in size and strength into the fearsome Crypt Horror. The sight of one gnawing on old bones while perched upon a tombstone has sent many a mortal screaming into the night. With Terror, Death Stench immunity and incredible strength, agility and weapon skill stats, the Crypt Horror is meant for one thing: massive damage dealing, especially on the charge.
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