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Nosferatu

Nosferatu
Mordheim
Whispers from the Underverse

Nosferatu 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 casters 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.

osferatu are among the oldest vampires in existence. Their lineage dates back to Wsoran, 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 Wsoran 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 Wsoran. 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 others 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

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!
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Nosferatu 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 Nosferatu Necrarch Neophyte Cultist Abomination Shooting Academic Strength Speed

Nosferatu

Nosferatu Equipment List


Hand-to-hand Combat Weapons Dagger1st free/2 gc Club, Mace, Hammer.3 gc Axe.5 gc Sword.10 gc Double-handed Weapon.15 gc Spear10 gc Armour Light Armour...20 gc Shield..5 gc Buckler5 gc Helmet10 gc Missile Weapons Short bow10 gc Bow.15 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 vampires 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 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.

Nosferatu 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 Liches 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 Liches 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 Max M WS BS S T W I A Ld 5 3 3 4 4 2 4 2 9 6 5 5 5 5 4 6 4 10

Nosferatu

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 Max M WS BS S T W I A Ld 5 3 3 4 4 2 4 2 9 6 7 6 7 6 4 9 4 10 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 Nosferatus budding army. Although this relation is certainly fraught with paranoia, they are often safer under one anothers scrutiny than that of a marauding Vampire Slayer.

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.

Profile Max

M WS BS S T W I A Ld 5 3 3 4 4 2 4 2 8 6 7 6 7 6 4 9 4 10

Weapons/Armour: The Necrarch may be armed with weapons and armour chosen from the Nosferatu Equipment List.

Nosferatu 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. 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 Max M WS BS S T W I A Ld 5 4 0 4 4 2 4 2 7 6 8 0 7 6 4 9 5 9

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. Profile Max M WS BS S T W I A Ld 5 3 3 4 4 1 4 1 7 6 7 6 7 6 4 9 4 9

Weapons/Armour: Neophytes may choose from the Nosferatu Equipment list. Special Rules Cause Fear: Neophytes are terrifying Undead creatures and therefore cause fear.

Nosferatu 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. Profile M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 7

Weapons/Armour: Cultists may equip themselves from the Nosferatu Equipment list. Special Rules Habituation: Being among and familiarized with the undead of the Nosferatus risen, Cultists feel no fear for these types of Undead, but feel fear for other types of fearinducing 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.
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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!

Nosferatu 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.

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Nosferatu

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. Profile Max M WS BS S T W I A Ld 5 3 0 4 4 1 4 2 7 6 7 0 7 6 4 9 4 9 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.

Profile

M WS BS S T W I A Ld 4 2 2 3 4 1 3 2 5

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
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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 4 2 0 3 3 2 2 1 5

Nosferatu 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. unthinking and fearless, they are the perfect warrior to push an advance, never to retreat. Profile M WS BS S T W I A Ld 4 2 2 3 3 1 2 1 5

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 Nosferatus enemies with fear and an unending tide of flesh. Profile M WS BS S T W I A Ld 4 2 0 3 3 1 1 1 5

0+ Skeletons
20 gold crowns to hire These bone servants are commonplace among the ranks of a Nosferatus army. They serve as the main foot soldier. As

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Nosferatu 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 Nosferatu, the Necrarch, Neophytes, the Abomination, and turned Cultists may choose from the Nosferatu Bloodline Abilities and Skills, if appropriate.

The Lads 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.

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