Mordheim isn't only known as the City of the Damned, but also as the Mouth of Madness for all who pass through the city gates to surrender their sanity. The city's twisting nature leaves nothing unchanged.
Special Rules & Skills for Vampires of different Bloodlines; these rules were due to be released in Town Cryer at the end of it's run but were never added. Allow for some potentially overpowered hero builds, but otherwise very fluffy, fun, and well written.
As well as being populated by the various humanoid races, the Warhammer world also contains many species of animals, some of which have been tamed and trained to perform a useful function. These can be divided broadly into two groups - animals that can be ridden (e.g. horses, giant wolves, cold ones) and those that can't (e.g. warhounds, giant rats). These rules are intended to flesh-out the rules for mounted warriors from page 163 of the Mordheim rulebook.
This covers small rowing boats through to large river barges. Note that these are very basic rules to cover small skirmishes on the rivers of the Empire.
Skirmishes between two warbands are a common occurrence but sometimes rival Mercenary Captains will lay their differences aside and ally against a common enemy. Mark Havener has written full rules for fighting larger games of Mordheim involving several players, as well as seven new scenarios.
These rules are designed to add a little more spice and background to your campaigns of Mordheim by allowing warbands to acquire their own base camp. Be sure to cheap out parts one, two & three!
Being a long time devotee of the Prince of Chaos (and a part time Inquisitor mind you) I have wanted to see Magisters casting spells associated with the four Chaotic Powers in addition to the more generic incantations available to the leaders of the Posessed. Sure, the Shadowlord lurking in the Pit is a mighty entity, but in the end he is just an insect buzzing in Tzeentch's ear.
The core rules of Mordheim are already written with campaigning in mind, but these campaigns are fairly abstract in nature. There's nothing wrong with that, of course, but for the Captain (or Magister, Vampire, or whoever) who wants a little more concrete campaign system, the Node-Based Campaign rules originally presented in Warhammer Realms: Lustria can offer an interesting new way to explore the City of the Damned. So what are you waiting for? Round up the boys and get out there lookin' for wyrdstone!
The Town Cryer is a ghostly apparition that stalks the streets of Mordheim in the dead of night. He is a special encounter/character that can be used in any scenario if agreed by all players participating in the game.
The deep dark woods can be a strange place. The locals who dwell in cleared settlements within the forest tell of mischievous spirits who trick the unwary. Others still tell of areas where the untamed power of the green forest flows raw and unchecked. And tales abound of lost travellers happening across forestdwellers who are not what they seem.
Heroes of Mordheim was created to add more depth to a campaign and as an excuse to use as many of the additional rules as possible. As we’ve discovered, Warband Ratings aren’t really an accurate measure of a warband’s power, so we came up with this idea to prove who the real Heroes of Mordheim will be! As the warbands gain control of areas they hire spies, miners or whatever, to help them administer their territories (this aspect is covered by Rewards). These will help them explore their areas in security.
One of the biggest dangers facing warbands in the City of the Damned isn't necessarily the weapons of their rivals but is more likely to be the possibility of being trapped in a burning ruin and facing the horror of being burnt to death - a very unpleasant way to go!
Many believe that the Vampiric curse has been wiped out amongst the noble houses of the Empire and that only foreign lands have to deal with this evil. This couldn't be farther from the truth as many of these lords of the night have spent centuries sleeping in coffins in basements of a merchant or craftsman...
While Empire in Flames is a new setting for Mordheim games, most of the equipment (including prices and rarities) remains the same... this is still within the Empire after all! However, there are a few new items of equipment to be had.
As a warband gains experience and wealth in the City of the Damned it will naturally acquire rare equipment and artifacts. A veteran warband will have all manner of equipment, from expensive clothes to opulent coaches in which to get around the surrounding settlements of Mordheim. Tuomas Pirinen, with help from Tim Huckelbery, gives details of some of the more extravagant items for you to add to the existing chart on page 146 of the Mordheim rulebook.
These rules were inspired by the gladiatorial duels of ancient Rome. Of course, the fans at the Coliseum never had the oppurtunity to watch six men battle a Dragon or be amazed as a lowly Goblin led two foul-smelling Trolls to a victory over an enraged Giant.
Pit Fighter is a hex-based minigame that allows two or more players to recreate the vicious gladiatorial combats that are fought in the Empire before blood thirsty crowds of spectators.
The value of the wyrdstone shards is not simply the coin that nobles and merchants are willing to pay for them. It is a well-known fact that the stones are rich in magic, and they are said to grant a variety of powers to those that learn to use them.
Most people within the Empire fear a Priest of Morr, and rightfully so. As a servant of Morr, the god of Death, this Hero casts deathly Funerary Rites and may be used by Mercenary warbands, replacing one of that warband's heroes.
A Treatise on the Mysterious Phenomena of Raining Fishe and Other Fantastical Meteorlogical Effects on the Cursed City of Mordheim, by the Esteemed Jacob von Nuvens of the University of Altdorf.
Mordheim is a dark and sinister city - dangers lurk around every corner. Even the basic laws of nature cannot be relied upon. Mark Havener and Tim Huckelbery explain how these dangers can be introduced to your battles.
Medical treatment is far from an exact science in the Old World, and most people have justly learned to fear a visit to the Physician's Guildhouse. Patients of an Old World doctor are likely to face bleeding, amputation, under-anesthesetised (a few pulls on a whiskey bottle if they're lucky!) surgery, and worse in the course of their treatment.
Often two warbands clash with each other whilst searching the dark underworld for Wyrdstone and other treasures. The ensuing fights are very bloody affairs fought as they are in cramped and slimy dark tunnels.
These subplot ideas were worked up by a Warhammer supremo Gav Thorpe in the dim and distant past and have only recently been recovered by our tireless scribes. These subplots can be used as an alternative to Mark Havener and Tim Huckelberry's Random Happenings table from the Best of Town Cryer or in addition.
There are three principal modes of transport in the Empire: travel by boat, by riding animals such as horses and mules and travel by wagon or coach. Riding animals have already been covered in "Blazing Saddles", here we will cover the rules for travel via boat and wagon.
This section details the new rules, Equipment, and Exploration tables for use with the Empire In Flames - or maybe traveling warbands on their way to & from Mordheim.
Wolf Priests hail from Middenheim, the city of the White Wolf. They are the harbingers of Ar-Ulric, god of battle, wolves, and winter. He may replace a hero in a Middenheim warband and brings a host of Prayers of Ulric with him.
Many strange individuals can be found wandering the streets of Mordheim seeking adventure, the chance to carve out a reputation or simply to scavenge amidst the rubble of this once great city. Amongst the most bizarre of these wanderers is the Wyrdstone Inventor.
Nickel the Unreasonable introduces wily adventurers to the indispensable wares of his shop, offering equipment and skills to the needy.