Nosferatu
1
Nosferatu Mordheim
Whispers from the Underverse
Nosferatu
2
osferatu are among the oldest
vampires in existence. Their
lineage dates back to W’soran,
the elder Nosferatu. They are a
cryptic and enigmatic species of Vampire
who prefer the academia and study of magic
to the martial art of combat. Their obsession
with Necromancy attracts them to deep
crypts where they may set upon their studies
unencumbered by the bustle of life. This
practice has left their bodies withered and
decrepit, often mirroring the state of the very
corpses they raise up from the earth.
Special Rules
Gift of W’soran – Branched even in
Undeath as a ghastly, ever-growing
organism, the mind of a Nosferatu vampire
continues to cultivate knowledge. When
generating a spell, the vampire may reroll
once, but must accept the second result. All
members of the warband with access to the
Nosferatu bloodline abilities and
Necromantic magic have the Gift of
W’soran.
Jealous Minds – Nosferatu vampires are
hardly considered to have amiable relations
with any other vampire, including those of
their own species. Due to the antagonistic
nature of their endeavors, they view each
other as competition in their struggle for
power and often mentally invade each
other’s minds with the intention to steal
away thoughts, or otherwise harm their rival.
On any roll of 1 in an attempt to cast a spell,
if there are other vampires of the Nosferatu
bloodline in the warband who have not been
taken out of action, the caster must roll a D6
and consult the following chart to see what
has befallen him.
1-2. A rival of the caster has invaded his
mind and inflicted a mental attack. The
caster must roll on the Injury chart, treating
1-4 as knocked down, and 5-6 as stunned.
3-5. A rival of the caster has invaded his
mind and stole away with his thoughts. The
caster fails in casting his spell as he tries to
remember what he was doing, but may
proceed with further actions as normal.
6. A rival of the caster attempts to invade his
mind, but is thwarted by the caster’s
powerful mental defense, built up from
years of competing with other magic users.
The caster may cast his spell as normal, but
still includes the result of 1 towards the
possible success of the cast.
Gaze of Nagash – Nosferatu vampires are
already immensely dreadful, and so do not
bother learning the spell, Death Vision.
This spell is replaced with the spell, Gaze of
Nagash, which has a range of 24” and
causes D3 Strength 4 hits to one target, with
a difficulty score of 8. Armour saves are
taken at -2.
Choice of Warriors
A Nosferatu warband must include a
minimum of three models. You have 500
gold crowns available to build your
warband. The maximum number of models
in the warband begins at 15, but may be
increased with certain skills and abilities.
Nosferatu: Each Nosferatu warband must
have one Nosferatu, no more, no less!
N
Nosferatu
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Necrarch: Your warband may include a
single Necrarch if you wish.
Neophytes: You warband may include up to
two Neophytes. Each Neophyte choice
replaces a Cultist choice.
Cultists: Your warband may include up to
two cultists.
Abomination: Your warband may include a
single Abomination.
Stunted Grotesques: Your warband may
include up to three Stunted Grotesques.
Ghouls: Your warband may include up to
three Ghouls.
Blood Pets: Your warband may include up
to four Blood Pets.
Skeletons: Your warband may include any
number of Skeletons.
Zombies: Your warband may include any
number of Zombies.
Starting Experience
A Nosferatu starts with 20 experience.
A Necrarch starts with 12 experience.
A Neophyte starts with 8 experience.
A Cultist starts with 0 experience.
An Abomination starts with 12 experience.
Nosferatu Skill Tables
Combat Shooting Academic Strength Speed
Nosferatu √ √ √
Necrarch √ √ √
Neophyte √ √ √
Cultist √ √ √
Abomination √ √ √
Nosferatu
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Nosferatu Equipment List
Hand-to-hand Combat Weapons Missile Weapons
Dagger……………………1st free/2 gc Short bow……………10 gc
Club, Mace, Hammer…….3 gc Bow………………….15 gc
Axe……………………….5 gc
Sword…………………….10 gc Armour
Double-handed Weapon….15 gc Light Armour………...20 gc
Spear………………………10 gc Shield………………..5 gc
Buckler………………5 gc
Helmet………………10 gc
Nosferatu Bloodline Abilities and Skills
The Nosferatu, Necrarch, Neophytes, Abomination, and turned Cultists may choose from the
following list of skills in addition to those normally available to them. The Abomination(s) may
only choose Regeneration, Stony Hide, and, Horned One, which are likewise unavailable to the
other heroes of the warband.
Blood Magic: The vampire may sacrifice a wound in order to add D6 to his casting attempt for
any spell.
Blood Sacrifice: The vampire may sacrifice a wound in order to cast an additional spell this turn.
Blood Absolution: The vampire’s magical blood serves as a ward against magical attacks and
spells, including the effects of the ‘Jealous Minds’ special rule, affording the vampire a 4+ ward
save against any and all such dangers.
Hollow Gaze: The vampire stares deep into the soul of his opponent. May target any enemy
model within 6”. If the enemy does not pass a leadership test with a -1 penalty to its leadership,
it becomes petrified, unable to do naught but stare back at the vampire. The vampire may decide
to maintain this gaze during each of its Recovery Phases. While gazing, neither model may
move, nor take any action, and are automatically hit by close combat attacks. If the vampire
Nosferatu
5
suffers a wound, he must break his gaze, thereby releasing his victim. Hollow Gaze may be used
during the Shooting Phase, after spells have been cast, and may also be used if in statue form.
Summoner: The vampire delights in raising dead, and increases the maximum size of the
warband by 2. This skill may be taken by multiple heroes, but may not be used to increase the
maximum warband size above 21.
Become Statue: The vampire freezes, becoming as a horrific gargoyle where he was once
positioned. The vampire may elect to become a statue during his Shooting Phase, and may do so
after running, moving as normal, or casting a spell, but may not charge, or use a ranged weapon
and become a statue. If the vampire becomes a statue, he may not make any further actions in
the remainder of the turn. This ability may not be used while in close combat. While in statue
form, the vampire is, for all intents and purposes, hidden. He may only be detected if an enemy
model within 3” passes an initiative test. This model may then point out the terrible reality to
any models friendly to it within 6”.
Shuddering Glance: The vampire shudders as he reels his mind headlong into the very near
future. If the vampire passes a leadership test taken at any point during his turn, he may reroll
one dice for the remainder of his turn, but must accept the second result. If this leadership test is
failed, the vampire is struck with a stony pause, and may not cast spells for the remainder of the
turn, slowly regaining its bearings as it reforms its mind in the present.
Regeneration: The vampire 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.
Stony Hide: The hide of the Abomination shines like obsidian, hardened and sheer. The
Abomination benefits from a 5+ armour save which may be modified as normal. This skill may
be taken again for an armour save of 3+.
Horned One: Like the mighty Beastmen, the Abomination has developed a massive, rock-like
horn from the top of his head, granting him an additional attack at his Strength value on the turn
in which he charges.
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Dread Return: Such is the everlasting will of the Nosferatu vampire that it may repossess itself
even beyond Undeath. If this vampire rolls ‘Dead’ on the Injury chart, he is reborn a Liche,
using the profile given below. He retains all of his experience and characteristic values, though
any characteristics higher than the maximum are reduced to the maximum. The Liche may
continue to advance as normal. The newly risen Liche forgets D4 of its previous skills, chosen
by the player, but retains its spells; still attuned to Necromantic magic, the Liche generates a
new, random spell, and may continue to learn new spells as usual. The Liche may not equip
itself with any weapons or armour (these are lost), however his attacks are not penalized for
being unarmed, rather, these attacks extinguish life with a potency of their own. The Liche’s
close combat attacks count as poisoned, and wound automatically on a roll of 6 to hit. The Liche
may continue to roll to wound as normal, however, treating another 6 as a critical hit. The
Liche’s body swirls with dark energy, and thus has a 3+ ward save against any and all attacks.
Besides protection, this resonating energy also grants the Liche a natural +1 for all attempts to
cast spells. Due to the overly desiccated composition of his mortal coil, a Liche may never use
the skills, Blood Magic, Blood Sacrifice, or Blood Absolution. Profile M WS BS S T W I A Ld
5 3 3 4 4 2 4 2 9
Max 6 5 5 5 5 4 6 4 10
Nosferatu
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Heroes
1 Nosferatu
120 gold crowns to hire
Nosferatu build up their warband from the
ashes of warriors past, and the bones of
heroes old. Their necromantic prowess
maintains the vigor and strength of the
warband.
Profile M WS BS S T W I A Ld
5 3 3 4 4 2 4 2 9
Max 6 7 6 7 6 4 9 4 10
Weapons/Armour: The Nosferatu may be
armed with weapons and armour chosen
from the Nosferatu Equipment List.
Special Rules
Leader: Any models in the warband within
6” of the Nosferatu may use his leadership
instead of their own.
Cause Fear: Nosferatu are terrifying
Undead creatures and therefore cause fear.
Immune to Psychology: Nosferatu are not
affected by psychology (such as fear) and
never leave combat.
Immune to Poison: Nosferatu is not
affected by any poisons.
No Pain: Nosferatu treats a stunned result
on the Injury chart as knocked down.
Wizard: The Nosferatu is a wizard and so is
able to use Necromantic magic.
Studious: In addition to the typical
randomly generated spell, the Nosferatu also
knows the spell, ‘Call of Vanhel’.
Progenitus Gene: The Nosferatu is one of
the earlier vampires among his line and so
begins with one of the Nosferatu bloodline
abilities, chosen by the player.
0-1 Necrarch
105 gold crowns to hire
Necrarchs have immense capabilities,
second only to those of the Nosferatu.
Many Nosferatu have come to the
realization that their experiments have
attracted the wandering eye of a Necrarch,
usually coming upon a gout of risen zombies
within a corner of their crypt. They may
allow the stay of the Necrarch if they prove
somewhat trustworthy and help bolster the
Nosferatu’s budding army. Although this
relation is certainly fraught with paranoia,
they are often safer under one another’s
scrutiny than that of a marauding Vampire
Slayer.
Weapons/Armour: The Necrarch may be
armed with weapons and armour chosen
from the Nosferatu Equipment List.
Profile M WS BS S T W I A Ld
5 3 3 4 4 2 4 2 8
Max 6 7 6 7 6 4 9 4 10
Nosferatu
8
Special Rules
Cause Fear: Necrarchs are terrifying
Undead creatures and therefore cause fear.
Immune to Psychology: Necrarchs are not
affected by psychology (such as fear) and
never leave combat.
Immune to Poison: Necrarchs are not
affected by any poisons.
No Pain: Necrarchs treat a stunned result on
the Injury chart as knocked down.
Wizard: The Necrarch is a wizard and so is
able to use Necromantic magic.
0-2 Neophytes
55 gold crowns to hire
Neophytes are newly turned, eager to study
the dark secrets of Necromancy. Though at
first unskilled, they may become learned in
their dark passions remarkably quickly, and
can individually pose a great threat to an
entire village.
Weapons/Armour: Neophytes may choose
from the Nosferatu Equipment list.
Special Rules
Cause Fear: Neophytes are terrifying
Undead creatures and therefore cause fear.
Immune to Psychology: Neophytes are not
affected by psychology (such as fear) and
never leave combat.
Immune to Poison: Neophytes are not
affected by any poisons.
No Pain: Neophytes treat a stunned result
on the Injury chart as knocked down.
Abecedarian: Upon taking the Arcane Lore
skill, the Neophyte becomes capable of
Necromancy and will generate one
Necromantic spell immediately.
0-1 Abomination
105 gold crowns to hire
An unfortunate individual stricken with
vampirism, turned to the hideous fastness of
a Nosferatu, but abruptly mutated before the
disease could settle with his immune system.
These Abominations as they are known,
have a much greater ferocity than their
brother Nosferatu, but lack their
counterparts’ magical prowess. However,
trapped within their husk of a body is yet a
sharp mind, suffering not of a detriment to
intellect, but of a rage and torture made
manifest by the caprice of their very own
and unique unstable dreadfulness. As
enraged as they are, they may never have the
focus to cast magic, and so may not choose
the majority of the skills available to others
of their bloodline, but may still choose the
Regeneration skill.
Profile M WS BS S T W I A Ld
5 3 3 4 4 1 4 1 7
Max 6 7 6 7 6 4 9 4 9
Profile M WS BS S T W I A Ld
5 4 0 4 4 2 4 2 7
Max 6 8 0 7 6 4 9 5 9
Nosferatu
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Weapons/Armour: An Abomination never
uses weapons or armour, instead choosing to
fight with his own clawed might.
Special Rules
Cause Fear: Abominations are terrifying
Undead creatures and therefore cause fear.
Immune to Psychology: Abominations are
not affected by psychology (such as fear)
and never leave combat.
Immune to Poison: Abominations are not
affected by any poisons.
No Pain: Abominations treat a stunned
result on the Injury chart as knocked down.
Mutations: An Abomination may start the
game with one or more mutations for their
respective costs. It may choose from the
same list as that used by Cult of the
Possessed as found in the Mordheim
Rulebook.
0-2 Cultists
25 gold crowns to hire
Human sycophants who pride themselves on
their fearless, if foolish integration within an
Undead society. Hoping beyond all else to
gain favor in the eyes of the Nosferatu for
providing menial tasks as a gofer, some are
eventually turned when a Nosferatu deems
them worthy. Be careful what you wish for!
Weapons/Armour: Cultists may equip
themselves from the Nosferatu Equipment
list.
Special Rules
Habituation: Being among and familiarized
with the undead of the Nosferatu’s risen,
Cultists feel no fear for these types of
Undead, but feel fear for other types of fear-
inducing creatures as normal.
Sycophant: The sycophantic tendencies of a
Cultist may seem misplaced, however, to the
wizened mind, the sickeningly obvious
actions of a Cultist belie his true intention of
ingratiating himself with the Nosferatu in
hopes of being turned to vampirism. A
Nosferatu may turn a Cultist into a vampire
if he is deemed worthy to share
bloodlineage. A Cultist may thus become a
vampire, begrudgingly gifted his desire of
immortal knowledge by his master
Nosferatu. After his second advance, if ever
the Cultist should gain a skill advance, they
may instead opt to join with the Nosferatu
bloodline. He must roll a D6 to determine
what exactly becomes him.
1. The Cultist twists with agonizing pain,
realizing with terror that the Nosferatu has
cursed him into malformation, sprawling
with flesh and sinew, becoming a Stunted
Grotesque. He is still a Hero and does not
count towards the maximum number of
Stunted Grotesques the warband may have.
He gains +1 Movement, Strength,
Toughness, and Attack, and shares the
profile of a Stunted Grotesque.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Nosferatu
10
2-3. The Cultist writhes among fresh corpses
brought as a final boon to his master, slowly
mutating into an Abomination. With wicked
irony, the Nosferatu has cursed the Cultist
into continued servitude. He may not
purchase mutations as other Abominations
may, but may in future beseech the
Shadowlord for his dark gifts, following the
‘Rewards of the Shadowlord’ special rules.
He gains +1 Movement, Strength,
Toughness, Initiative, and Attack, and shares
the profile of an Abomination.
4-6. The Nosferatu transfers complete
potency of his power to the Cultist, who
becomes a Nosferatu vampire. He changes
his race and profile to that of a Nosferatu
Neophyte, and in addition, gains +1
Strength, Toughness, and Movement, and
may cast Necromantic spells, generating one
random spell immediately.
Nosferatu
11
Henchmen
0-3 Stunted Grotesques
60 gold crowns to hire
Stunted Grotesques are the malformed
experiments of a Nosferatu. In an attempt to
hybridize and create a stronger, faster breed
of zombies, these abominable flesh
constructs are often the result. Vampiric
though they are, they are detested by all
others of their kind.
Weapons/Armour: Stunted Grotesques
never uses weapons or armour, instead
choosing to fight with their own clawed
might.
Special Rules
Cause Fear: Stunted Grotesques are
terrifying Undead creatures and therefore
cause fear.
Immune to Psychology: Stunted
Grotesques are not affected by psychology
(such as fear) and never leave combat.
Immune to Poison: Stunted Grotesques are
not affected by any poisons.
No Pain: Stunted Grotesques treat a stunned
result on the Injury chart as knocked down.
Mutations: Stunted Grotesques may start
the game with one or more mutations for
their respective costs. It may choose from
the same list as that used by Cult of the
Possessed as found in the Mordheim
Rulebook.
0-3 Ghouls
40 gold crowns to hire
Descended from flesh-eating men, these evil
creatures naturally meander in their feedings
to the crypts of Nosferatu.
Weapons/Armour: Ghouls do not equip
themselves save with the bones they
scavenge from the dead corpses on which
they feed, utilizing these as primitive
weaponry.
Special Rules
Cause Fear: Ghouls are terrifying Undead
creatures and therefore cause fear.
0-4 Blood Pets
20 gold crowns to hire
Vampiric creatures kept as pets by many
wizards wishing to utilize their longevity for
their own supplement while delving into
dark arts, Blood Pets are a common sight for
an adventurer to find within a crypt.
Profile M WS BS S T W I A Ld
5 3 0 4 4 1 4 2 7
Max 6 7 0 7 6 4 9 4 9
Profile M WS BS S T W I A Ld
4 2 0 3 3 2 2 1 5
Profile M WS BS S T W I A Ld
4 2 2 3 4 1 3 2 5
Nosferatu
12
Weapons/Armour: Blood Pets may never
equip themselves and so do not use any form
of weapon or armour.
Special Rules
Tranfusion: The Blood Pet may transfer
one of its wounds to a friendly magic user
within 6”. This may not be done if the
Blood Pet has only one wound remaining.
This may only be used once per turn of the
Blood Pet during the Recovery Phase. This
may be used to increase the number of
wounds of a model above its starting
number of wounds for the duration of the
battle.
Hardy Mutation: Blood Pets prized for
their ability to sustain loss and regain their
constitution are sought by many wizards
with dubious or otherwise unworldly habits.
A Blood Pet may begin with the
Regeneration skill for an extra 30 gold
crowns.
Bloody Vitality: Some Blood Pets are
extremely vigorous, capable of sustaining
multiple transfusions to their wizard master.
A Blood Pet may begin with 1 extra wound
to its profile for an extra 20 gold crowns.
Animal: Blood Pets never gain experience
as they are only animals.
0+ Skeletons
20 gold crowns to hire
These bone servants are commonplace
among the ranks of a Nosferatu’s army.
They serve as the main foot soldier. As
unthinking and fearless, they are the perfect
warrior to push an advance, never to retreat.
Weapons/Armour: Skeletons may be
equipped from the Nosferatu Equipment list.
Special Rules
Cause Fear: Skeletons are terrifying
Undead creatures and therefore cause fear.
Immune to Psychology: Skeletons are not
affected by psychology (such as fear) and
never leave combat.
Immune to Poison: Skeletons are not
affected by any poisons.
No Pain: Skeletons treat a stunned result on
the Injury chart as knocked down.
May Not Run: Skeletons are slow undead
creatures and may not run, but may charge
normally.
No Brain: Skeletons never gain experience
as they do not have a brain.
0+ Zombies
15 gold crowns to hire
The shambling horde. The mainstay of an
undead force, Zombies overrun the
Nosferatu’s enemies with fear and an
unending tide of flesh.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 5
Profile M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5
Nosferatu
13
Weapons/Armour: Zombies may not have
any weapons or armour and suffer no
penalties for this.
Special Rules
Cause Fear: Zombies are terrifying Undead
creatures and therefore cause fear.
Immune to Psychology: Zombies are not
affected by psychology (such as fear) and
never leave combat.
Immune to Poison: Zombies are not
affected by any poisons.
No Pain: Zombies treat a stunned result on
the Injury chart as knocked down.
May Not Run: Zombies are slow undead
creatures and may not run, but may charge
normally.
No Brain: Zombies never gain experience
as they do not have a brain.
The Lad’s Got Talent
Stunted Grotesques may choose from
Combat, and either Strength or Speed Skill
lists. Even though these creatures are of the
Nosferatu bloodline, they may not choose
from the Nosferatu Bloodline Abilities and
Skills list.
Ghouls may choose from Combat, and
either Strength or Speed Skill lists.
The Nosferatu, the Necrarch, Neophytes, the
Abomination, and turned Cultists may
choose from the Nosferatu Bloodline
Abilities and Skills, if appropriate.