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Vampire Slayers

Mordheim
Whispers from the Underverse

Vampire Slayers

t the dawn of mankind, evil spread its grasping claw across the land, jealous of the dominion that man had risen from the ground. Where good faltered, its presence was supplanted by evils arriving birth. Were it a rotten apple falling into and spoiling a lake, or a scarecrow assuming the ghastly embodiment of a darkness bent on displaying horrific visions, evil found its way into this earth. Many atrocities sprang from the darkness, creeping and ravishing across the land in a terrifying wake. Many individuals succumbed to their desires by manifesting their will within the shadow of the creeping evil. Among those who sought power behind hooded veil and between the fullest moons are the undead monstrosities known as Vampires. Nigh on invincible, these depraved beings preyed upon townsfolk and sundered entire lineages of man built up by stone and blessed by gods. In order to battle this undead threat, a hero was called upon. Van Helsing, as if destined, laid waste to these condemned. In his stead, many more brave souls have come forth to rid the land of evil. These fearless individuals have come to be known as slayers.

powers that even the greatest evils themselves seek to harness, tempering out the baneful energies, distilling only the sheer force of retribution, which they then arbitrate against any evil with whom they enjoin in battle. Any spellcaster in the warband attempting to cast a direct damage spell against an enemy that is either Undead or Chaotic may increase the casting attempt by +1. Path of Righteousness If in the employ of a Krsnik, the Vampire Slayers warband walks the path of righteousness, bringing with them the conviction of a radiant dawn upon even the darkest evil. Members of the warband are strengthened in their resolve against their enemy, and have a 6+ unmodifiable save which may be taken in addition to other saves against any spell cast by an Undead or Chaotic opponent.

Choice of Warriors
A Vampire Slayers warband must include a minimum of three models. You have 500 gold crowns with which to build your warband. The maximum number of models in the warband is 12. Slayer: Each Vampire Slayers warband must have one Slayer, no more, no less! The Slayer may be either a Dhampyr or Krsnik. Hunter Extraordinaire: Your warband may include one Hunter Extraordinaire, taking the place of a Youngblood. 2

Special Rules
Path of Vengeance If in the employ of a Dhampyr, the Vampire Slayers warband walks the path of vengeance, along which the preponderance of wrathful magicks are plentiful. They are known to utilize the

Alchemist: Your warband may include one Alchemist, taking the place of a Youngblood. Fletcher: Your warband may include one Fletcher instead of a Youngblood, but may not then include a Blacksmith. Blacksmith: Your warband may include one Blacksmith instead of a Youngblood, but may not then include a Fletcher. Hermit: Your warband may include one Hermit instead of a Youngblood. Youngbloods: Your warband may include up to four Youngbloods. Nightwatchers: Your warband may include up to three Nightwatchers. Hunters: Your warband may include any number of Hunters. Marksmen: If a Fletcher is taken as a Hero choice, your warband may include up to two Marksmen. Swordsmen: If a Blacksmith is taken as a Hero choice, your warband may include up to two Swordsmen.

A Blacksmith starts with 8 experience. A Hermit starts with 12 experience. Youngbloods start with 0 experience.

Starting Experience
A Dhampyr starts with 20 experience. A Krsnik starts with 20 experience. A Hunter Extraordinaire starts with 12 experience. An Alchemist starts with 8 experience. A Fletcher starts with 8 experience.

Vampire Slayers Skill Tables


Combat Dhampyr Krsnik Hunter Extraordinaire Alchemist Fletcher Blacksmith Hermit Youngbloods Shooting Academic Strength Speed

Vampire Slayers Special Skill Lists


Dhampyr Special Skills The Dhampyr also has access to the following skill list. Regeneration: The Dhampyr possesses a great constitution, readily capable to metabolize and grow skin, sinew, and bone, redressing injury with body anew. During the Recovery Phase, the vampire may roll a D6, and on a 4+, regains a wound lost earlier. Surreal Agility: The Dhampyr moves with unreal Undead speed, darting past arrows and ducking beneath sword strokes. He gains a 6+ save which may be taken after an opponent scores a ranged or melee hit. This may be combined with Step Aside and Dodge to be increased to a 4+ save in either respective case. Phantom Surge: This being may morph as quicksilver into a vaporous mist and surge forth through walls and obstacles. If the Dhampyr passes a Leadership test in the Movement Phase, he may move 12 in any direction through any obstacle, and counts as charging if he comes into base contact with an enemy model. Kin Hatred: Being born of a mortal woman, the Dhampyr hates his vampiric relatives, and has the hate special rule when fighting against Undead. Blood Frenzy: If the Dhampyr fells an opponent, taking them out of action, he may choose to enter an enraged state, and has the frenzy special rule for the remainder of the battle. The 4

Dhampyr may still opt to use the Phantom Surge skill as a means of movement or charging while frenzied. Krsnik Special Skills The Krsnik also has access to the following skill list. Spirit Projection: The Krsnik projects his spirit form to attack an enemy. If the Krsnik passes a Leadership test in the Shooting Phase, he may elect an enemy model within 12 (either model may be in combat). The Krsniks spirit form leaps out, charging the declared enemy, and makes one attack at +1 WS and +1 S of the Krsnik. The spirit form attacks last and is invulnerable, lasting only for this round of combat, though may be called on again. Using this skill does not prevent the Krsnik from shooting, casting spells or making any other action during the same turn. Spirit Form: The Krsnik may transform into his spirit form. The Krsnik may elect to transform into his spirit form if he passes a Leadership test during his Recovery Phase. In his spirit form, he causes fear, and gains +1 M, +1 WS, +1 S, +1 T, +1 W, +1 A, and +1 I, which may bring him over his profile maximums. He may not cast spells or use any equipment, including armour, while in his spirit form. His attacks count as bladed weapons for the purposes of determining critical hits. He may revert back to his human form during any subsequent Recovery Phase. He must choose one of the following spirit forms to be his. Wolf Spirit The save afforded by the skills, Step Aside and Dodge is increased to a 4+ save for the Krsnik while in spirit form. Bear Spirit The Krsnik may select the Resilient skill when taking a skill advance. Resilient would be in effect only while in spirit form. Lion Spirit The Krsnik may select the Mighty Blow skill when taking a skill advance. Mighty Blow would be in effect only while in spirit form.

Noble Hate: The Krsnik develops his hatred towards Undead and Chaotic spawn into an unerring sense of justice. He now has the hate special rule when in combat with Undead or Chaotic opponents.

Vampire Slayers Special Equipment


Cloak of the Nightwatch: Provides a +1 armour save. Enemies may only charge the wearer if he is within twice their initiative value in inches. Recurved Repeater: Remarkable new design of the crossbow, providing a more powerful draw. Range 28, Strength 4, Fire Twice.

Vampire Slayers Equipment Lists


Slayer Equipment List Hand-to-hand Combat Weapons Dagger...1st free/2 gc Club, Mace, Hammer3 gc Axe....5 gc Sword10 gc Spear.10 gc Double-handed Weapon15 gc Missile Weapons Long bow15 gc Recurved Repeater..50 gc Crossbow Pistol..35 gc Repeater Crossbow.35 gc Duelling Pistol25 gc (50 for a brace) Armour Shield..5 gc Buckler5 gc Helmet10 gc Light Armour..20 gc Heavy Armour50 gc Cloak of the Nightwatch.25 gc Hunter Equipment List Hand-to-hand Combat Weapons Dagger...1st free/2 gc Club, Mace, Hammer3 gc Axe....5 gc Sword10 gc Spear.10 gc Double-handed Weapon15 gc Missile Weapons Bow10 gc Long bow15 gc Crossbow25 gc Repeater Crossbow.35 gc Recurved Repeater.50 gc Armour Shield..5 gc Buckler5 gc Helmet.10 gc Light Armour..20 gc Heavy Armour50 gc

Heroes 1 Slayer Dhampyr


120 gold crowns to hire Dhampyr are hybrids, the result of a pregnant woman becoming infected with vampirism. Having the strengths of their Undead counterparts, but none of their weaknesses, Dhampyr are both feared and hated. Profile Max M WS BS S T W I A Ld 6 4 4 4 4 2 5 2 8 6 8 6 7 6 4 9 4 10 Hybrid: Being of a distichous nature, the Dhampyr is not affected by spells or items which target Undead specifically. He is instead treated as a human for these purposes, and may also use equipment otherwise prohibited such as Blessed Water.

Krsnik
85 gold crowns to hire Krsnik are powerful shaman whose delivery unto this earth came with the intent to rid it of evil. When night envelopes the world, these powerful magic users embody a spirit animal, leaping out to do battle with the darkest denizens. Profile Max M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 4 6 6 4 4 3 6 4 9

Weapons/Armour: The Dhampyr may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Leader: Any models in the warband within 6 of the Dhampyr may use his leadership instead of their own. Cause Fear: Dhampyr are terrifying Undead creatures and therefore cause fear. Immune to Psychology: Dhampyr are not affected by psychology (such as fear) and never leave combat. Immune to Poison: Dhampyr are not affected by any poisons. No Pain: Dhampyr treat stunned results on the Injury chart as knocked down.

Weapons/Armour: The Krsnik may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Leader: Any models in the warband within 6 of the Krsnik may use his leadership instead of their own. Fearless: The Krsnik is the antithesis of evil and, as such a role would warrant, is immune to fear. Magic User: The Krsnik is a magic user and may choose either the Prayers of Sigmar or the Lore of Light as his lore of magic,

starting with one randomly generated spell. He may generate a new random spell instead of taking a new skill whenever making a skill advance.

Weapons/Armour: The Alchemist may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Alchemy: The Alchemist has access to the Alchemy Skill list, beginning with one randomly generated skill.

0-1 Hunter Extraordinaire


50 gold crowns to hire Many say Van Helsing began his illustrious career as a Hunter Extraordinaire, before realizing his true nature and past. Profile Max M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 7 4 6 6 4 4 3 6 4 9

0-1 Fletcher
50 gold crowns to hire Many warbands seek a good bowyer to repair and equip, though sometimes, it is the good bowyer that seeks a warband. Profile Max M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 6 6 4 4 3 6 4 9

Weapons/Armour: The Hunter Extraordinaire may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Solidarity: This individual is immune to fear while within 6 of another model with this rule. Panoply of Weaponry: The Hunter Extraordinaire has the Weapons Training and Weapons Expert skills.

Weapons/Armour: The Fletcher may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Bowyer: If the Fletcher is not taken out of action during the game, he may build a Short bow, Bow, Long bow, Crossbow, Crossbow Pistol, Recurved Repeater, or Repeater Crossbow for half price, rounded down, during the Exploration Phase (this price represents the cost of the materials as the Fletcher otherwise constructs the item free of charge for his warband). This precludes him from searching for either rare items or dramatis personae, but he may still roll for wyrdstone as normal.

0-1 Alchemist
45 gold crowns to hire These dabbling inventors are often seen marauding with the likes of slayers, lending their genius to expertise. Profile Max M WS BS S T W I A Ld 4 2 4 3 3 1 3 1 7 4 6 6 4 4 3 6 4 9 8

0-1 Blacksmith
50 gold crowns to hire A Blacksmith might be employed by a warband to maintain their weaponry. These warbands quickly come to enjoy the benefit of a personal forge. Profile Max M WS BS S T W I A Ld 4 4 3 4 3 1 3 1 7 4 6 6 4 4 3 6 4 9

a Hermit may be persuaded to join their cause. Profile Max M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 6 6 4 4 3 6 4 9

Weapons/Armour: The Hermit may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Magic User: The Hermit is a magic user and may choose Prayers of Sigmar, Lesser Magic, or the Lore of Light as his lore of magic. He begins with one randomly generated spell, and may generate new spells in his selected lore rather than gain a new skill when making a skill advance. Lone Focus: If the Hermit is more than 6 away from any model, he gains +1 when attempting to cast a spell. Immune to All Alone tests.

Weapons/Armour: The Blacksmith may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Forge: If the Blacksmith is not taken out of action during the game, he may forge a Dagger, Sword, Axe, Spear, Rapier, Double-handed Weapon, Light Armour, or Heavy Armour for half price, rounded down, during the Exploration Phase (this price represents the cost of the materials as the Blacksmith otherwise constructs the item free of charge for his warband). This precludes him from searching for either rare items or dramatis personae, but he may still roll for wyrdstone as normal.

0-4 Youngbloods
15 gold crowns to hire Full of vigor with none too nave a heart, a Youngblood will join a warband ready to dedicate himself to a cause. Profile Max M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 6 6 4 4 3 6 4 9

0-1 Hermit
40 gold crowns to hire Hermits often possess great knowledge; having secluded themselves from the bleakness around them, they are reluctant to share it with anyone. Should a warband prove worthy of his knowledge and abilities, 9

Weapons/Armour: Youngbloods may be armed with weapons and armour chosen from the Slayer Equipment List.

Henchmen 0-3 Nightwatchers


35 gold crowns to hire Perhaps the mainstay of a slayer warband is the courage of the resolute Nightwatchers. They are the watchers in the dark, warders of things that go bump in the night. Profile Max M WS BS S T W I A Ld 4 3 3 3 3 1 4 1 7 4 6 6 4 4 3 6 4 9

0-2 Marksmen
35 gold crowns to hire Able to shoot the apple off of ones head, so to speak, these snipers are a valuable asset as ranged support for any warband. Profile Max M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 6 6 4 4 3 6 4 9

Weapons/Armour: Nightwatchers may be armed with weapons and armour chosen from the Slayer Equipment List. Special Rules Solidarity: This individual is immune to fear while within 6 of another model with this rule.

Weapons/Armour: Marksmen may be armed with weapons and armour chosen from the Hunter Equipment List.

0-2 Swordsmen
35 gold crowns to hire As professional combatants, Swordsmen rarely turn down a fight, confident in their skill and prowess with a blade. Profile M WS BS S T W I A Ld 4 4 3 3 3 1 3 1 7 4 6 6 4 4 3 6 4 9

0+ Hunters
25 gold crowns to hire As once brave protectors of their villages, Hunters now follow their slayer leader hoping to bring a more final solution to the Undead threat. Profile Max M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 6 6 4 4 3 6 4 9

Max

Weapons/Armour: Swordsmen may be armed with weapons and armour chosen from the Hunter Equipment List. Special Rules Expert Swordsman: Swordsmen are so skilled with their weapons that they may reroll any failed hits when charging. This only applies when using normal swords.

Weapons/Armour: Hunters may be armed with weapons and armour chosen from the Hunter Equipment List. 10

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