The Empire in Flames

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    The Empire in FlamesA wilderness expansion for MordheimBy scribes Steve Hambrook, Nick Kyme, Mark Havener

    & Anthony Reynolds

    The Empire in FlamesA wilderness expansion for MordheimBy scribes Steve Hambrook, Nick Kyme, Mark Havener

    & Anthony Reynolds

    Cover Painting

    The BalewolfPaul Jeacock

    Logo byNuala KennedyMordheim by

    Tuomas 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, Darius

    Hinks, Dan Drane,Ulisse Razzini & Michelle

    Barson

    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. . . . . . 42

    The 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. . . . . . 42

    The 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 DividedBeyond the great walls of our fair and

    prosperous cities, beyond the fertile fields ofthe open plains that surround them lie thebarren moors, the cold forbidding mountains

    and 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 by

    evil, 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 of

    Town 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 Black Mountains 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, the

    Duchy of Talabecland, the County of Stirland,the County of Averland, the Barony of Sudenland, 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 peasantrysonly 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. Many

    smaller 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 LandThe Empire is known for its rural expanses. A

    great community exists beyond civilisation in

    isolation, its brooding forests and wild plainsa stark and foreboding backdrop to the lonelyfarmsteads that pockmark the countryside. Amercantile community, its industrious wheels

    are forever turning, come flood, plague orfamine. Traders follow the well-trodden pathsthrough the unchecked wilds on their way tothe great cities, and as ubiquitous vessels

    from far off lands bring exotic commoditiesthrough city drenching fog. To a man, thesemerchants fear the legends of fell creatures

    and altered men spoken of in scared whispers.Abominations that are reputed to take refugein the dark wilderness where Imperial patrols

    are scarce. Others are bolder still, roaming

    about 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 few

    passes 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 Dwarf settlements within the mountains, but theseare fewer in number and less wealthy thanthe mighty Dwarf strongholds of the WorldsEdge Mountains. The few large passes

    through 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 principal

    route 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 Mountains

    and divide the Empire from the wild southernlands of the Border Princes. The BlackMountains are possibly the least hospitable ofall the Empires 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 compared

    to the Dwarf mines of the other

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    mountain chains and proneto collapsing unexpectedly.The whole mountain rangeis infested with Night

    Goblins, 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 Empires provinces. This massive range issurrounded by dense forest and is largely

    shunned by humans, with the possibleexception of bandits and other

    undesirables. 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 waterfalls

    high 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 theEmpires rivers. It rises in the Vaults and its fastflowing waters are further augmented by themany streams flowing from the eastern edge of

    the 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 continues

    northwards 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 the

    Aver 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 other creatures. 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 traff ic betweenMarienburg and Nuln more than 500 milesinland. This stretch of broad water actually

    carries 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 a

    vast 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 are

    secure 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, although

    there are towns and innumerable villagessituated within the woodlands. The forests serveto hide many of the Empires 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 Altdorf

    between the River Reik and the Grey Mountains.This is a favourite haunt of the Empiresoutcasts, 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 Middenheim

    runs 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 that

    this 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 and

    offering 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 MistrustThe forests hold many dark secrets; their

    shadows beneath thick shrouding canopiesare the haven for all manner of mutant,outlaw and freak of nature. Such

    secrets 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 rife

    and not without truth. The howling night is atits darkest beyond the safety of civilisation

    and the rural farmers know well of its

    dangers, 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 harvest

    and freedom from roaming bandits takingprecedence over piety towards the temples

    of 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 the

    Ruinous Powers are prevalent here asthey are everywhere. Altered creatures, 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 curl

    and 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 their subsistence. All settlements require a source of

    fresh 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 WithinThe 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 witch

    hunters where, in the open, they are withoutprotection from a wealthy patron. Theseentertainers 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 unnoticed

    agents 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 cities

    teeming 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 the

    aristocracy. Evil takes many forms and foreach noble exposed as a deviant Chaosworshipper there are others who remain

    puppets in the service of dark lords, theirmasters at large in the roiling lands beyondthe cold stark walls of supposed order

    Warbands of the WildsTis 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 den

    or 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 Flamesset ting are all about collec ting

    treasure. Treasure can be avariety of things wyrdstoneshards, small i tems of art ,jewellery made of prec iousmetals and set with gems, or

    even merchant goods. Whatevertheir form, they act exactly aswyrdstone shards in the basicgame they are found through

    Exploration (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 of Treasures 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 theSold 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 blow

    to the head and wandered off in a daze, or tumbled 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 of

    the 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 haventproduced 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 reason

    warriors 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 the

    other 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, of

    course.Woods are difficult ground, and reducemovement to half speed.

    SWAMP OR DEEP MARSHThere are many areas of the Empire where

    water 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 warbandsroster). 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 players next Close Combat phase. Ifthe Strength test is successful, the trappedmodel is dragged free (may move normally

    from 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 fast

    moving 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 the

    discretion 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. Thisdoesnt 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 according

    the 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 the

    door down with his weapons, or rush the door.Ripping a door off its hinges with bare hands isdone at the end of the warriors 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 warriors 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 may

    never 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 hits

    while 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 its 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 tricky

    footing 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 in

    contact with the doorway. Anymodels that were within 1" of

    the 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 its 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 the

    same... 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 he

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

    armed with a torch counts as causingfear 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 modif ier. Any

    models that have aRegeneration specialrule (like Tro lls)

    will not be ableto regenerate

    wounds causedby a torchduring theb a t t l e .

    (Torches mayalso causebuildings tocatch fire seeLet 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 the

    mounts hide and in some cases thehead. A model mounted on barded

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

    mounted). In addit ion, a mount wearingbarding wil l only be kil led on a D6 roll of a1 if the model is taken out of action.(Warhorses only).

    Horsemans 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 horsemans hammer isbest suited to mounted combat, when the

    impetus 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 ahorsemans 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 ahorsemans hammer may use the speed of hischarge to increase the might of his attacks. Amodel on a steed with a horsemans 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)

    WEAPONSHorsemans 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

    Exploration

    Several 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 fol lowing 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 aboutinvisible 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 untoldriches (in the next battle the warband maystart up to three warband membersanywhere on the battlefield that is withincover and not within 10" of an enemywarrior. 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 thewarband may roll one dice more thannormal for Exploration after the nextgame.

    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 warriors 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 purchase

    less 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 the

    next 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 warbandmay 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 warbands 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 takenoutof 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 attacks

    the 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 door

    opens 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 may

    reduce 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 their

    congregation, 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, as

    the teeth are actually worth something tothem!

    (6 6 6) Empire PatrolThe warband hears a strong voice call outHalt!, 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 patrol

    attempts 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 in

    nature, 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 warbands 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 are

    awarded to the warband, to be distributedrandomly among the warbands 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). I f 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 they

    are 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 warbandsleader gains 1 Experience Point.

    (6 6 6 6) Empire HuntsmenMoving down a trail through some deepwoods, the warband is surprised by a group

    of 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.

    Four of a Kind

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    (1 1 1 1 1) Large FarmThe warband finds a large farm. They note

    that 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 the

    nearest 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 warbands 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 RangersHalt! 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 (the

    warband 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 nights sleep. Any of the warriorsin the warband that were taken out of action

    last 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 from

    each 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 a

    Treasure 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 the

    warrior 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 or

    something 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 Heros 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 a

    long, 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 thedragons lair is, and while dragon parts arenormally priceless, the only parts salvageableare shards of bone. The dead knights 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 forfrenzy 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 the

    warband 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-casters 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 various

    humanoid races, the Old World also containsmany species of animals some of which havebeen tamed and trained to perform a useful

    function. These can be divided broadly intotwo groups animals that can be ridden (eg.

    horses, giant wolves, Cold Ones, etc) andthose that cant (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 will

    need 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 the

    animals, 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. This

    skill 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 a

    particular animal, any such animals mayuse his Leadership provided he is within6". If the warbands leader is also nearby,a player may choose which of the warriorsLeadership to use unless the animal is

    stupid, in which case only the Handlers

    Leadership may be used. In addition,stubborn animals with a Handler in basecontact, ignore the effects ofstubbornness.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 skil l, 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 warriorsmove 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 dif ficult 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 their

    mount 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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    players 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 a

    given 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. For

    instance, 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 warbandsleader has this skill and is mounted, he mayadd an extra 6" to the distance within which

    other warriors in the warband may use hisLeadership. This is in addition to any otherbonuses that increase the range of the leadersinfluence.

    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 used

    with 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 to

    swerve 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 mounts normalmove distance and then dismount

    immediately. 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 be

    within 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 modi fiers. Warriorswithout Ride may not use this skill.

    Mounted Combat Master. The rider isespecially skilled at combat against amounted opponent. If the model is fighting

    mounted 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 Result

    1-2 The rider is temporarily disorientatedand his mount rears up. The riderkeeps 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 isstunned, 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 arandom direction and continues untilit has left the table the mount maybe recovered after the battle; on a roll

    of 4-6, the mount remains stationaryand the warrior may remount oncerecovered. Note: the mount does notcount as unridden or un-led in thisinstance.

    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 itsrider, 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 isremoved 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 Mordheim

    and beyond. It isnt common though, as thebigger and meaner Orcs tend to take the

    Boars 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 theriders Armour save (making +2 total).

    Giant Wolf

    Cost: 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 if

    you 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 Spider

    Cost: 100GC

    Availability: Rare 11 (Goblins only)

    The Giant Spider is the stuff of nightmares.Typically five to six feet long they are highly

    prized 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 a

    diving 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.

    Mule

    Cost: 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 will

    wander in a random direction. Should anyclose combat occur within 6", it wil lautomatically 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 the

    field 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 primarily

    used 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 to

    fight. It is rumoured that even Dark Elvesbreed these fine beasts. Typically, High Elf

    steeds 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 per

    test.

    Nightmare

    Cost: 95GC

    Availability: Rare 11 (Vampires andNecromancers only)

    Vampire Counts occasionally need fell steedsto carry them about their business. Who caresif theyre dead? They still have legs, dont 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, a

    Nightmare 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 wi ll always stand sti ll 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 warbands

    only)

    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 wagon