100%(2)100% found this document useful (2 votes) 109 views26 pagesMordheim - Town Cryer 02
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
‘Town Cryer.
Published on the frst Angestag of each Manaslih, 2 Croats
) EERE
SISTERS OF SIGMAR
SAVIOURS OR
SINNERS?
Mysterious Sigmarites seen
searching in ruined Mordheim
The Sisters of Sigmar 2f¢ they they are in league with
alive and still residing ia their, new. darker power. One
monastery, high up on thing is for sure though,
Sigiats Hock iw thvctan af hey boyy bem eek
the city. How could they have searching the ruins for ye
survived the infernal bell that sare and precious ®yrdstone
followed ye great catastrophe? Could this be a task set by
Perhaps they have not strayed our great Lord and saviour,
from the Tight and a Sl
Sigaar himself?
favoured by Sigmar, or maybe
Rich Men of
Marienburg
Arrive in City
The rich warbands of
the city, 20 doubt to
increase their wealth even
forther. They have made the
Lord Forte Royal Tavern
their home and ate preparing
this moment to enter ye
ruined city.
ae wee
pra pe oppo has |r ri
men of ye fie city of J FOR SALE to the fF SUE i res
Pa Cee ead any charm as lucky
Marienburg eee Spray
Frere? tyes
perarenee
eae
eg
" ere peter!
Perera ces Me acer 2 tt
ears
The
Serge ee
een
ee nsContents
BEFORE THE COMET ah
DOR ore en eee
great cataclysm.
ore rls 6
te ee ee on co!
a etc Cea
eer eran rec enemas
deadly wyrdstone and save humanity
ee
pee lentils tee Es
Paul Sawyer played throughout the
eee eae ge res) rr
ee Se are ee ees
cereal
OPULENT GOODS 14
eee er
Tree earner et ane gree
re cee ts
your Mordheim warbands
IN TOWN by
Reinforcements arrive this: month for
Tee ae ke et
ea es re eee ee
Son eae Se en erent
combat. Also out is the deadly assassin
Johann the Knife
MORDHEIM ARCHITEC
ee et ern
Architecture, Nigel Stillman explains just
how easy it can be to make your own
ruined buildings for your battles in the
onan ens
CITY OF GOLD 2
Ronen ae eee mae
eee aetna er stg
eer cee Te ee
Peet ee ees
Pearce Caner rT
atte rsa omni?
eet ttBefore the Comet
From the travels of Johann Munz
the first thing I saw was the ancient and imposing city wall of Mordheim
with its seventy-seven towers that are visible for miles around
For a thousand years the city of Mordheim has stood on the banks of the River Stir,
My books tell me that the city was founded by the Knights of the Raven Order,
who conquered the area from the Goblins and settled the gldes of Ostermark
There, on the banks of the River Stir they built their stronghold and
named it Mordheim, in memory of the heroic sacrifice of Count Gotthard Angelos
who gave his life fighting against the Goblins of the surrounding forests
From ancient times the city has been the capital of Ostermark and ruled by the von
Stcinhardt family. The fields and pastures of the peasants and the Count himself surround
Mordheim, slong with several small villages. Around the fields. on all sides. stretches the
seemingly endless forest. Only the mighty River Stir breaks the impenetrable wall of trecs as
it slowly and ponderously flows toward the heartlands of the Empire. The barges of the
burghermcisters navigate the river, moving passengers and merchandise along it
All manner of travellers come to Mordheim: Dwarfs from the mountains,
Kislevite trappers selling their wares, smiths from Bechafen, hunters from Ostland and
lumberjacks from the surrounding forests, they all come here to trade and rest.
Now and then caravans from the far cast cross the Peak Pass guarded by Karak Kadrin:
these travellers from the lands of Cathay bring exotic wares of the east such as
spice and silk, and never {ail to attract attention,
From the docks of Mordheim much merchandise is loaded on river barges and sent
to Nuln, Altdorf and beyond: lumber from the forests, gemstones and ore from
‘the mountain mines. jewellery, armour and weapons forged by the
Der Sa ce a cee ie een eee CV ete We
But Mordheim is more than a centre of trade in the eastem Empire, for it is a city deeply
imbued in tradition and worship. Temples of Sigmar, Ulric. Morr and many other gods are
te eee ee ee Se ce ee mr
Mercy is the most famous of them all. It stands on a huge cliff in the middle of the River
Stir, and its glittering gold cupola is said to be one of the wonders of the world,
All over the city. monuments and centres of trade and learning can be scen: the
Great Library of Mordheim attracts the finest minds of the eastern Empire
Pear rm ee tos Sc
‘The Merchants’ Quarter, known as the district of the Flying Horse, is a place
re ee eee ee eae
Pn eer ee Se ene Mere CS
All in all, few cities in the Empire are comparable to Mordheim,
the guardian of the Eastern Provinces, the jewel of Ostermark.from itself.
or centuries the nobility of the
smpire bas sent its wayward
‘ar troublesome daughters to
Mordbeim, to the Holy Convent of
the Order of Merciful Sisters of
Sigmar, 10 be initiated into the only
order of priestesses dedicated to the
Empire's patron god.
Though once much loved by the common people, the
Sisters bave seen their popularity wane in recent years. Rabble-
rousing Witch Hunters have denounced them as witches and
bereties, so that even in the countryside they are attacked and
driven away by the very peasants they seck to help. Many of
Sigmar's priests wish to disband the Order altogether, claiming
that women have no right to teach the holy word of Sigmar.
Even the Grand Theogonist, ostensibly the chief autbority over
the Order bas cooled towards the Sisterhood, denying tbe
throne to Magritta of Marienburg who was brought up by the
Sisters and said to be sympathetic to their cause
Of all the inbabitants of Mordbetm, only the Sisters of Sigmar
were prepared for its destruction. Seeress Cassandora foretold
the disaster, and at their nightly vigil the Maidens of Sigmar
beard the voice of Sigmar speaking in their dreaming minds.
The Sisters of Sigmar still reside in their convent situated on Sigmar’s
Rock in the centre of Mordheim. Protected by their faith and the fortified
walls of the convent, the Sisters of Sigmar survived the great cataclysm. They
can now be seen collecting the precious wyrdstone to protect humanity
When the blow finally came, the Sisters gathered beneath the
great temple dome of their convent which, well built and
Jortified as it was by the prayers of the Sisters, protected them
‘from the fire and heat of their master's ire.
The Sisters believe they have a holy mission, a task that they
‘have been set by Sigmar himself and to which they must submit
themselves body and soul. Their sacred duty isto gather up the
wyrdstone and bide tt deep beneath Signar’s Rock in the vaults
of their convent where, shielded by agreat depth of solid granite
‘and guarded by the eternal prayers of the Sisterhood. it will
‘cause no harm to Sigmar’s people. It is a nigh hopeless task, for
there are few Sisters and countless shards of stone. Worse still,
there are’many who want the stone for themselves, to take it
from Mordbeim and spread its contagion amongst the cities
of the Empire.
The warbands of the Sisterbood are led by tough Matrlarchs,
each accompanied by a body of warrior sisters. The training
‘and barsh discipline of the convent includes mastery of martial
fas well as ecclesiastic skills, for mastery of the body ts but the
first stop towards the mastery of the soul. Their favoured
‘weapon is the warbammer, the instrument of Sigmar, seen as bis
oly symbol, alongside the twin-tailed comet.Sefending
ye Faith
The Sisters of Signae have
they arc here to save us or
eal destroy us, a Sigmar knowsMordheii
Tactics and
ana Mordheim, City of the
nits ¥ Damned - from its very
conception 1 was hooked,
The chance to take a small
band of gallant (read greedy)
individuals into a desolated
city set in the Old World was
too much to resist ~ I had to
be involved!
Lge
Aird
Coronarius
ar
# Decisions, Gecisions.
a The first step was to decide
which warband to. play. This
UM ws easy nT woud ruse
DU ISIUCRIE. warband in honour of the dark
Paulus Std gods of Chaos. The Possessed it
‘would be then, The only
robles was the ee
hyeestg’ wake
models avaiable.
Obvious Twas
ital n
has been in and around the Studio for some time now, and
at every stage of its development there has been one warband that has
dealt death and misery to all who dared to enter the Studio campaign —
Paul Sawyer’s Possessed warband, the Brotherhood of the Dark Moon.
serious converting (hurrah!) and so with the Citadel
Miniatures Annual tucked under my arm, I set off for the
farthest reaches of the Mail Order Troll pits
Starting at the top
‘The one model had to have was the Magister and as he would
be the leader I wanted him to be really ostentatious ~ the
normally insidious cultists are unafraid of showing their faces
on the streets of Mordheim where the rule ofthe sword is the
only la finally setled on the Chaos Sorcerer, Ahtiman, from
ur Warhammer 40,000 range. A quick head-swap with a back
Catalogue Chaos Sorcerer, the addition of a sultably brutal
Jooking mace and Lord Coronarius von Redig was ready to
raise his warband,
THe power befind the throne
The real power in the Brotherhood are the two Possessed
themselves, Gh’eelann and Panh’zzz. These monsters were the
‘wo enjoyed converting the most. Panh'zzz is based on a back
catalogue Nurgle Champion. I added a snake as one of its arms
and the other arm is made from the arm of an Ork Nob, a
Slaaneshi Fiend claw and spikes from Chaos Warrior helmets,
Gh'eelann, the other fiend, was simply a matter of taking a
Pink Horror and a back catalogue Beastman and cutting them
in half vertically. I then pinned them together leaving plenty of
space between the two halves ~ I'd be using modelling putty
to give the impression of the monster trying to np itself apart.
‘Once this was dry I added a tentacle from a Chaos Spawn, an
arm from an Ork Nob and even a leering face at the back of the
conversion. This pair of Daemon-ridden killing machines was
now ready to make Mordheim their new home.
‘Te nightmare begins
I finally settled on basing my Brethren on Necromunda
Cawdor gangers, as they have an ostensibly medieval feel (0
them despite thelr weaponry. The cowls and masks, along with
the hangman's noose, fitted my purposes pericetly and
although I'd need to remove their high tech weaponry and
replace it with something more suitable, I was more than
happy that I now had evervthing I needed.
Do you know where the name of my
Competition! vasister came from? Drop your
name and addréss along with your
answer on a postcard to the address below, and the first five
drawn out of the bat on the closing date, 10tb November
1999, will be sent a copy of the new Possessed boxed set!
‘Send your answer to:
White Dwarf Magister competition,
Games Workshop Lid, Willow Road,
Lenton, Nottingham, NG7 2WSLr ee re
re ies comet r
Nee
Care nsHowever, it wasn't 10
be easy: Having set out
to remove all of the
‘guns from the Gangers I
soon found out just
how time consuming and
frustrating a job it was, 1
emed to spend most of my
F natural life scraping, cutting a
but eventually it was done and I rewarded
myself with a beer (well, several actually
anything to et about Cawdor gangers
and their g
The next stage was to decide on their weaponry: 1
wanted (0 build more Brethren than I actually
needed at the start of the campaign, to give me
bit more flexibility - so 1 made three separate
Brethren
considerably
almost a Waarbar
The two Blood Maces have bows and quivers courte
High Elf Ellyrian Reaver knights and maces made from brass
rods and plastic skulls.
The trio of Blood Spears simply had a brass rod spearsha
with the head from a plastic Skeleton spear attached. The
hands needed to be remodelled but other than this (and of
‘course the removal of those dreadful guns) they were a cinch
to make. The final Brethren group, the Blood Arrows, were
handled in the same way as the Blood Spears, with th
addition of bows.
In the playtest campaign, Brethren were allowed to wield
flails, but in the final version this was restricted to Darksouls
so my final group started out as Brethren with flails, bows and
shields but ended up being Darksouls (though I can't bring
‘myself to remove the bows from my models.Gathering cBe faitiful
Composing the warband was easy:
+ Thad to have a Magister:
+L really wanted to have two Possessed because at
90 gold crowns it would be hard to afford hiring
them later in the campaign.
+ I wanted as many henchmen as I could afford to
push up the numbers of models 1 had 0 lose
before having to take those dreaded Rout tests.
settled on two groups of Brethren; a trio armed with,
spears so that they'd go first in close combat when
charged (it doesn’t matter how well equipped your
‘opponent is if he’s lying bleeding at your feet before
he gets t0 attack!), and a second group of two
Brethren armed with maces and bows, who would
be providing long range fire support as the rest of
the warband advanced,
Into tBe mins
With the warband picked (see the rosters to the
right) Ineeded to think about tactics, and mine are
really very simple ~'d hug any available cover and
keep our of the enemy's Bring line. In addition, I
would keep my Magister safe and preferably
Supported by the Brethren, The Possessed are
=
CODSSoGoRRou
=
ae
ames.
J
a
[frome
DO Sap a
pee Te——J ‘i
CRE sos Fm
hard enough to send off as a pair to administer
a swift kicking to any enemy groups which are
100 close or isolated.
After a few games I wanted to add a group of
Beastmen because of their Toughness of 4 and
‘two Wounds, I'd also be adding more Brethren
‘with missile weapons and a couple of Mutants to
help out with the exploration part of the game.
I must go now because Panh'zzz and Gh'eelana
are getting restless. I think they smell their next
‘meal ~ Sigmarites,
1City of Be Samnd
A terrible place of nightmarish
ruins, where death awaits in every
shadow. Here hardbitten warriors
stalk through the crumbling palaces
and twisting strects, fighting and
dying for the promise of riches
and fame.ordheim is a tabletop skirmish game where
the players control rival warbands, battling
each other for supremacy in the dark and
dangerous streets of the ruined city.
Everything you need to start your warband and
fight battles in Mordheim is in this box. There are
two warbands and a whole host of card ruined
buildings so that you can create the ruined streets
of Mordheim. The comprehensive rulebook
describes eight different warbands and a vast
array of weapons and equipment. There are also
rules for running ongoing Mordhcim campaigns
fas well as including hired swords and special
characters in your warband.
‘The Mordheim boxed game contains:
+ 10 Skaven + City Ruins
+ 8Human Mercenaries * 6 Dice
+176 page Rulebook + 2 Range Rulers
ge
iAn
ossrraae teu)
“The Fabulous
ONCE
Pome
Petar
nia Orrag
im ts
BOF se Banner 10 gc Rare 5
Many more established
eins
een
Emporium
warbands carry a banner or
flag, not only to announce
their presence but to also act
as a rallying point for the
warband during a battle.
Special Rules: \ banner
requires one hand to use and
‘can be carried by any Hero in
the warband. Friendly warriors
within 12° of the banner bearer
may re-roll any failed ‘AlL-Alone’
test (but remember you can't re-roll
a failed re-roll)
Opulent Cosch —_250ge_—_—Rare 10
‘Truly successful warband leaders are quite
willing to waste their money on extravagant excesses such as
rare wines, jewel-encrusted weapons and armour and
Cathayan spices. The height of such indulgence is an opulent
which the warband leader can use for driving around
‘tlements surrounding Mordheim. There are few things
that will impress commoners, or incur the wrath and envy of
other, less successful leaders, as much as an opulent coach.
Special Rules: The opulent coach impresses even the most
suspicious merchant and they will flock to offer their most
exotic wares to the obviously rich warband leader. The
warband leader gains+3 to any rolls to locate rare items,
Hammer of Witches 100 ge Rare 10
(Witch Hunters only)
‘The pages in this tome describe the servants of Chaos,
witches, heretics, deviants, mutants, warlocks, blasphemers,
necromancers, sinners and other enemies of Sigmar in all
their foulness
Special Rules: A Hero with the Hammer of Witches will bare
all models in Possessed, Skaven or Sigmarite Sister warbands,
Wyrdstone Pendulum 254306 ge Rare 9
Pendulums made of wyrdstone can reputedly be used to find,
even more of the magical stone.
Special Rules: If he was not taken out, the Hero using the
wyrdstone pendulum may make @ Leadership test after the
battle. IFhe is successful, you may re-roll any one dice in the
Exploration phase.
4
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 bave all
manner of equipment, from expensive clothes to opulent
coaches in which to get around the surrounding settlements of
Mordbeim. 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.
‘Toughened Leathers Sac ‘Common
Expert leatherworkers are able to turn leather coats into
armour (after a fashion) and those with limited funds often
favour these jackets and coats, as armour is very expensive,
Covered with crusted salt, alcohol and other less savoury
materials, toughened leather is hard to penetrate and offers
some protection in combat,
Special Rules: Toughened leathers work exactly like light
armour, giving the wearer a 6+ Armour save, but cannot be
combined with the effects of any other armour except 2
helmet or buckler. Toughened leathers cannot be sold back at
the Trading Posts, the stench alone is enough to drive away
even the most desperate of buyers!
Wolfcloak
(Middenbeimers only)
In Middenheim itis stil considered to be the feat of a ue
man to slay a great wolf single-handed. Warriors who
accomplish such a deed will command the respect of their
peers, and their cloaks will be blessed by the High Priest of
the Cult of Ulric, the god of winter, war and wolves.
10 ge Special
‘Special Rules: To acquire a wolfeloak a Hero must pay 10 ge
(fo represent the expense of travelling to Middenheim and
taking part in a hun). In addition, the Hero must roll equal
to or under his Strength on a D6. Ifsuccessful, the Hero finds
ind slays the wolf and can wear its cloak as a mark of his skill,
and prowess. Note that Middenheimers may buy wolfeloaks
when starting their warband without making a test for
availablity
A model wearing a wolfcloak will gain +1 to his armour sav
against all shooting attacks.
‘Tarot Cards 50 gc Rare 7
(Not available to Witch Hunters or Sisters of Sigmar)
‘Though declared blasphemous and illegal by the Grand
‘Theogonist, the Tarot of Stars is said to foretell the furure for
those who dare to consult it
Special Rules: A Hero with a deck of tarot cards may
consult them before each game. Make a Leadership test.
If successful, the Hero gains a favourable insight into
the furure and you may modify the result of any one dice
in the Exploration phase by -I/+1 (even if the Hero with
the cards is taken out of action). If the Leadership test fails
by three or more (je, a Hero with Ld of 8 rolls 11 or 12) the
cards show a portent of doom and despair and the Hero
refuses to fight in the following battle and must miss
the next game.pone Tew itt Cowtt
MoRann the Knife
Of the many cutthroats
and assassins for hire
that infest the
settlements around
Mordheim, Johann the
Knife is the most
famous. He exhibits his
ication as hired knife
fighter and assassin
extraordinaire by the
various lethal-looking
daggers hanging from
his belt and the mean
glint of his eyes. Johann
wears dark, leather gear,
slightly out of fashion,
which has never
washed (oF so the
barmaids say).
Desfit. Gigs
Erecutioner of
Clan shin
After he suffered terrible
wounds, the Skaven
orcerers of
various parts of Vi
body with their pa
technological, par
magical imy
made him
arsenal of deadly
weapons, Veskit is now
more a machi
living thing
become almost
uncontrollable.
Sfaven Rat Ggre
Rat Ogres are the most
feared of all the Clan
Moulder's mutant
beasts, Rat Ogres are
huge, Skavenlike
creatures, the size and
sed with the
speed and ferocity of
Skaven. A Rat Ogre's
small brain is devote
entirely to fighting and
bloodshed. These
horrible monsters are
‘much in demand as
bodyguards toIn our second installment of
Mordheim Architecture, Nigel
Stillman explains just how easy it
can be to make your own ruined
buildings for your battles in the
City of the Damned.
The idea of fighting Warhammer battles with.
small bands of warriors running about and
hiding in the streets of a ruined medieval city
‘opens up vast possibilities for fantastic scenery.
As a fantasy landscape, this is something
completely new. Players of Warhammer 40,000
ind Necromunda have long been used to
playing games set in ruined cities, but who
would have thought you could do the same
thing in an age of swords and sorcery?
The setting is Mordheim, a city of the Empire
ruined by the impact of a huge meteorite. The
not been entirely destroyed, but there
isa massive crater where part of it used to be,
AS you go outward from the crater, the
buildings become gradually less ruined,
varying from totally demolished to areas where
only part of a building has been destroyed.
ndon
leaving the rest of it precariously intact,
into parts of the city which are only slightly
damaged, but deserted and eerie. Here, there
are just holes in the roofs and walls made by
flying debris and fragments of meteorite. Stone
buildings survive better than timber ones and
often the stone built lower stories of buildings
still stand, while the rest has been destroyed.
This then is the setting we should
recreate for our games of Mordheim,
le for
skirmish game) needs to be covered in ruined
buildings, separated by streets. To make the
The entire battlefield (an area 4x’, suit:
battlefield interesting, the streets need 10 be
narrow and winding, opening up now and
again into a square or market place. There
‘must be open areas between the cover for the
models to run and shoot across, but the
battlefield should create the cramped
and menacing atmosphere of a. fantasy
‘medieval city
eee A oo
een uae ene
pee Gain tts agitie
heron a
rales Saeed ibe,
open to permit models “7
There should be several infloors partly remaining so that troops can be placed
‘on different levels.
The buildings should also feature overhanging upper
storeys, tall chimneys, high pitched roofs, balconies,
archways and anything else you can think of, and be
embellished with such things as grotesque gargoyles,
tavern signs or lamps. The buildings should really
look like they belong in the townscape of a John
Blanche painting!
aera ROT HC NESTE TED
w Constructing
Basic Buildings
Materiats
To construct the buildings we used for playtesting
Mordheim I used foamboard. ‘This is available from art
‘and craft shops. It consists of two sheets of thin white
cardboard with a thin layer of polystyrene foam in
between. It is easy to cut with a modelling knife, and
is quite strong even though it is very light.
Other materials which could be used instead of this
are cardboard packaging of the sort which has two
layers of thin brown card with corrugated card in
between (like GW Mait Order boxes! ~ Fat Bloke),
polystyrene ceiling tiles (which must be painted with
textured paint before spraying so as not to melt the
foam), balsa wood or thin card like that from
cornflake packets would all be viable alternatives.
Each of these materials has strengths and weaknesses
for modelling, so it's worth experimenting.
‘This some ofthe fished base buildings It was say and
‘fa to build and took cer litle tine 1 do The more
‘Complex bulges sxoty the same techniques bis ast
‘ahute more patience
‘The buildings which 1
made were constructed
entirely from foamboard,
ut you could use a stronger,
heavier material such as MDF board, hardboard or
cork tile for the bases. By having a heavy base a
building can overhang without falling over.
Construction
‘To make the buildings I cut out the shapes I wanted
from. the sheets of foamboard using a modelling
knife. I drew the shapes on the foamboard
beforehand. It's good practice to have a rough idea of
what the building will look like and work out what
shapes will be needed to make each storey. These
shapes Were basically squares and rectangles of a
standard size, I cut strips about 2" high and 12" long
that were then scored and bent at right angles 10
create walls of buildings, Then I cut rectangles or
squares varying from 4" square to 6" square to be
used as bases, floors and roofs. I also cut out extra
shapes 2" high and varying lengths to be the inside
walls of the buildings. This 2" height is the minimum
height for each storey ~ any less and the buildings
may begin to look a fittle too small, and more
importantly, your models won't fit inside. You could
‘make them higher than 2" or even vary the height of,
the storeys within a single building
When I had a pile of varying shapes I began
constructing buildings. 1 made them up as I went
along, To fix each of the pieces together I put PVA
glue on the edges I wanted to join together and then
pinned them with ordinary pins. The foamboard is
easy to pin in this way and the assembled pieces are
held together firmly while the glue dries, enabling
you to work quite rapidly.
1 assembled the
buildings storey by
storey. First I took a
2x12" strip and
scored it in two
places, then bent it
along the score
lines. This created
three 2x4” walls.
‘Then 1 cut a door in
one wall, and
windows in the
others. I bent the
scored section
around to create
three sides of a
square with the final
side left open. I then
cut the edges of the
open side t0 give a
ruined effect,
78
First [took a
2x12! sip of
Joamboard
‘and scored
inno
Places
‘windows
ext
attached
te base,
obola te
in place
witb
Hlue
‘ited
“after the
baste shape
of the first
storey was
‘made, T
‘attached
‘what was to
bebe floor
of the next
Storey
The second
storey was
macte with
exactly the
technique
‘and glued
{othe top
of the frst,
Finally the
baste
finished with
ti aon
ofthe roof
Shade fom
tree Paces
offomboard
tee
teindow cut
into tbe
‘angular
front piece.
‘Then I fixed this onto a 4x4" square piece of
foamboard as its floor. I repeated the process to create
a second storey, which I fixed to the first one,
positioning ir so that it overlapped the front of the first
storey. This creates the effect known as ‘jetting’ in
‘medieval timber-framed buildings, whcre upper
storeys projected over lower ones allowing people to
throw theie muck out into the street onto passers by!
Top Tip: Safe use of Knives
When using scalpels and modelling knives
semember to make all cuts away from yourself. By
pressing lightly and scoring several times you do not
Fisk slipping or snapping the blade, Also change your
blades regularly, sharp blades are much safer to use
than blunt ones.
Next, | placed a further, third storey on the second in
the same way. I find that three storeys create the right
‘ook’ to buildings and the jetting makes it lean out
over the road in an appropriate squalid, medieval way.
‘The back of the building is open and looks ruined, as
though half of it has collapsed. This allows models to
be put inside to shoot out of the windows.
The Roof
‘The roof was made by fixing two square pieces
together along one edge and inserting a triangular
pieceat one end to be the gable. I cut a window in this
so that models could shoot out. This was mounted on
another rectangular piece and then fixed, jutting out
slightly, on top of the third storey. The house was now
very tall and in danger of tipping over. The best way to
counteract this is to stick something weighty in the
bottom storey, like some small rocks, but you mount
the model on a heavier base, such as MDF board, it
should be stable enough. I made my subsequent
Duildings more stable by increasing the length of the
bottom storey to counterbalance the weight.
Top Tip: Getting Seafe Right
When making buildings it is useful to have a few
fruman-sized models to hand. These can be used to
measure and check the height and size of the model
buildings as they are constructed. The buildings in
‘Mordheim were built for humans and so do not have
to be easy for bigger models to get into. Itis realistic
if bigger models find them cramped and humans can’
use them as. safe refuge.Lrmbeflishment
‘The building was now ready for stage two —
‘embellishment. This involves sticking on strips of
balsa wood or card to create the effect of timbering. 1
just stuck on strips in logical places and a few bits
jutting out where half the house had been
demolished. These strips represent structural timbers
ofthe beams and rafters. Then I stuck small squares of
card all over the roof in overlapping rows, to
represent tiles.
Painting
‘Then comes stage three, which is painting. I sprayed
the exterior of the model with Bubonic Brown, using
Bestial Brown spray under the eaves, on the roof and
inside the model. Then I sprayed the roof red. Finally
sprayed the inside and open edges of the model with
Chaos Black. I did this because it is meant to be a.
burnt out ruin, so the interior would be dark and
charred,
When the spray paint had dried I proceeded with the
detailed painting of the timbering, for which 1 used
black. Then I drybrushed the exterior with Bleached
Bone and the roof with
orange to highlight the
timbers and tiles
With this done
the model was
finished!
SBuifsing More
ASvanced Structures
Allof my buildings were made using this method, the
‘main variation being in the basic design of size. Later
I decided to represent stonework on lower stories by
sticking on card rectangles instead of balsa strips
These areas were sprayed grey and drybrushed
with white.
A particularly good design was to join two buildings
together in such a way that they formed an arch over
the street. This would happen when two opposing
buildings jutted out so much that someone spanned,
the gap and built an extra storey that bridged the
road. To make such an archway | first made a couple
‘of two-storey buildings as described above and
mounted them on a single base opposite each other
with a space between for the street. Then I positioned.
a third storey as a bridge across the jutting out second,
storeys to link them. In other words I was using the
basic foamboard rooms as modules for creating more
elaborate buildings.
Ruin Effects
The main thing to remember when making
Mordheim buildings is that they should be partly
ruined and accessible to models. The easiest way to
indicate damage is to leave all doors and windows
‘open and drybrush black around the openings. Other
holes can be created and treated in this way,
especially in the roof. These provide openings for
‘troops to enter buildings and shoot out from, and so
will make for a more exciting game.
‘The streets of Mordheim are likely to be partly
blocked here and there by heaps of rubble, and some
buildings will have been totally reduced to this state
Heaps of rubble make good small terrain pieces for
use anywhere among the buildings and are easily
‘made, Just cut an irregular base and stick onto it
stones, pebbles, bits of balsa wood, sticks and broken
bits of polystyrene packaging or tile. Arrange the
debris in a random pile and fill up gaps with PVA glue
and gravel of sand. Paint textured paint over any
polystyrene and the base, then spray the entire piece
‘with Chaos Black. It is now ready to be drybrushed.
“The quick way is to simply deybrush the entire thing
‘with Bestial Brown followed by Bleached Bone, or
you could pick out different kinds of rubble with
different shades of grey, brown etc.
A partially destroyed building, reduced 10 no more
than a corner, can be made using the same technique
described above. Just fix two pieces of foamboard
together along their straight edges and cut the other
‘edges at an irregular angle. This is then placed on a
triangular base, Windows can be cut into it and
perhaps the remains of an upper floor. Such ruins are
useful for marking the comers of streets.
9Moving Mets About Bn The Ruins
‘The most important function of the buildings
fn the Mordheim game is as hiding places and
cover for models. Also they provide a vertical
dimension (© the game since models can
‘occupy upper storeys. A building can even
become a mini stronghold if all of a warband
decide to defend it. Therefore a good building
for Mordheim is one that allows you to place
‘models inside it preferably on several floors,
and has windows and doors to shoot out of
Bridges, colonnades, walkways, balconies,
ruined sections and such like make buildings
even more interesting to fight in and around
Bridges and arcades that pass over a street (0
link buildings at the level of the first or second
storeys are very useful terrain pieces to make.
‘This enables models to move from certain
buildings to others without coming down to
ground level, and allows them to shoot down.
into the street below, forcing opponents to try to
‘capture the building, Instead of taking the form
ofa room suspended above the street joining to
two houses, bridges can be mounted on
archways or colonnades,
Acolonnade can be made using plaster cake
pillars. Arrange these in a row, spaced a
couple of inches apart, and stick them to a
Jong flat base. Stick a similar floor to the tops
of the columns. Then put walls along the
top, cut at regular intervals with windows or
‘gaps, It works better to use only one partly
intact wall, with the other side so ruined that
models can be placed and moved from
behind. For the same reason, if you roof the
bridge, make the roof very ruined to allow
access for models,
An archway can be made by cutting half
circular shapes out of rectangular pieces of
foamboard, You can do one bigarch ora row
Ti sree rig dar te Bs asa rade
tung textured wallpaper to inital cobbled street
of several to create an arcade, ‘Two identical arch,
sections are fixed to a base about two inches or more,
apart. The inner part of the archway can be made by
fixing flexible thin card along the curved edges of the
interior of the arch, The arch can be covered in
rectangular bits of card to represent masonry. This
piece could be used on its own or as a support for
This large building bax boon made from several modules
fled togetber to beige the ster below
timbered rooms. Just fx partly ruined buildings
‘onto the top, These will look good if they
‘overhang the arch
Gargopfes AY Other CmbeeFisfments
Empire buildings are decorated with gargoyles
and other carvings, such as heads, shields, runes
and symbols. Any piece of protruding
timberwork is likely to be carved into something,
‘These carvings are not only decorative, but are
done to bring good luck to the house or ward off
evil. The effect is to make the narrow streets look
grotesque and frightening, especially at night,
with gargoyles grimacing out of the gloom from.
the corners of buildings.Gargoyles and such things are easily represented on
model buildings by attaching heads of monsters,
model gargoyles, shields and other odd pieces from
your bits box. Fix them to corners, overhanging or
protruding timber beams, gable ends and roofs.
Shields look good over the doors, Larger models can
be put on a pedestal of their own and tured into
statues, Little paintwork is sequired, just undercoat in
black and drybrush in brown for wooden figures, grey
for carved stone or dull bronze for metal statues.
Staircases
How do models get into the upper storeys of the
buildings? ‘There are three possibilities. One is that
they use remaining staircases where they can find
them, another is that they use makeshift ladders and
iling that, they climb, Staircases are easy t0 make
Just stick varying lengths of foamboard, tile, thick card
‘or balsa wood on top of each other so that each piece
is about 10 em shorter than the piece below. Continue
doing this until the staircase block is high enough to
reach the next floor from the ground. These staircases
can be stuck onto or inside suitable buildings to
indicate places where access to the upper floors is
allowed. As well as staircases, you can stick ladders in
suitable positions, piles of erates, barrels or rubble to
make access to upper storeys easier. Another way of
creating staircases might be to use several slotta bases
stuck together. Ladders can be made by cutting balsa
wood into thin strips, two long and enough short
tones to make the steps. There are also model ladders
in the Warhammer Siege Attackers box set, which you
can order through Mail Order.
Clea Streets
Apart from just leaving gaps between rows of
buildings, there are two ways of representing streets,
One is to make sections of cobbled strects to place
between the buildings. These could vary in width to
create wide or narrow streets or could be made to a
standard width so as to be certain of joining up. There
could be special corner sections, crossroads,
The stonework arc ire made to loo realy ftv jst by gluing ea tro o lbw basi foarpboard statins,
junctions, market squares and winding lanes, The
‘other option is to make several base boards or even
‘one big 4x4’ board and permanently mark the streets
‘on it, or texture and paint it to represent cobbles or
bare ground. Street sections can be made from
foamboard, hardboard, MDF or thick card.
Cobbled or paved surfaces can be represented either
by laboriously sticking bits of card onto the base as
paving stones or by using embossed plasticard. The
best option is to try to find wallpaper with a raised
ppattern on it that looks like cobbles or paving stones.
‘There are several designs which can be painted grey
and deybrushed over to give the impression of
cobbled streets. This is the quickest and cheapest way
of covering large areas
OWs and Ends
The ruined streets of Mordheim are strewn with all
kinds of debris, especially since the populace
abandoned their homes leaving behind plenty of stuff
and everywhere has been ransacked several times
over. This means that there are barrels from pillaged
storehouses, furniture, overturned wagons and carts,
lumps of wood and many other things scattered
around the buildings. Itis a good idea to gather a few
odds and ends like this to place around the streets to
ive extra cover and hiding places to models trying to
‘cross open areas such a market squares or wide
streets. Barrels can be made from corks painted
brown with black rings around them, Carts can be
made of balsa wood or matchsticks using plastic
‘cannon wheels from your bits box. Sacks of grain can
tbe made by modelling pillow shapes in modelling clay
and pressing several on top of each other so that they
appear to be sagging. Put them on a small base and
paint PVA around them, then scatter this with sand to
represent spilled grain.
Well I hope this has inspired you to have a go and
create your own Mordheim terrain, Just remember
that the only limitation-on your creations is your
‘own imagination.ye
P
Neer
Sri
exploring the
crc
Nee eta
tae rsreecs a
“Wealth and
ree aen ts
leet
Nene
md
= infamous scallywag
oma
City of Gold
: EC
i] ae
Marienburg is the richest of all the cities in the Empire, and any
warbands from this fair city can be found exploring the ruins of
Mordheim. During the game's development, Jim Butler led the
Marienburgers to many victories. Here he discusses how to make the
most of your money when starting a new warband.
Well, if you've decided to ary Vampire for a leader, but a spelicasting Necromancer!
collect a Marienburger You have to use that extra cash to get your ‘edge’
arband, that ext 100 ny player putting together a warbund has 10 make some
gold ‘crowns is probably Gificlt choices. You ace always forced to compromi
bunting 4 hole jin Your because you don’t have enough gold to get a gang which is
pacer eth imamencnis and Wel Sippel. Uslew, Gt conse: Saw
fre afew things you should rs. YO
Rar Bere yo ave + Marenburger gang The er 100 rowna allows Fu
blow the lot on ithilmar the average starting force. although you'll never match the
eat te Inpotent ther watbands in thelr speciale ares yu ae sar, you
every single warband in For me, the most important advantage you have is that you
Mordheim has something n start a campaign with a full complement of Heroes. This
that makes them special, means that, barring catastrophes, you have a good chance of
and this gives them their finding intresting stl on the Exploration chart ight from
‘edge’. For example, the mur first game. You also have a better chance of acquiring
Neiklanders ‘have better fare items {more of which late). Overleaf i a good example
Marksmen than you, the Gf starting warband that is flexible and should be able to
Possessed are harder in cope well against most other warbands,
‘and the Undead
As you can see, the Captain and his Champions are well
tooled up, as belts their status. They should be able to acquit
themselves well in hand: mbat and also have good
ere Or car)
Le rar eran eee Sees
Pace ae Leese re eee
headquarters in Maricoburg. and most importot of all is the secretive High
Order of Honourable Freetradess, This lange, rich and ambitious body of
‘men feel shackled by the old order and are eager to seize power for
ieee a rae eeu an a eee eee ren
Cerna Te ne arden er ae ee ere
Empire, all the minor Electors were persuaded to support the Lady
Rrra Resear eer Bee eerie)
Pen eee eee eee
ener
See eee ee ae ee
er ce te eran eee ear
Bo ae Cereete er ee een ee
Sa ema eae as
Cee ce eae eres eae eer
eon cre eee ocr ea ee ee)
wear jewellery. However, the bulk of most varhinds are
SO ce eee eet]
eee oe ge en ae ear
See ec teers)Da
Cea
~
ane
Se aa
aera ecto
Cee eee er eee
the ruins of the City of the Damned,
Geen in
the Ruins
Sccking the precious
wyrdstone to put them in the
Lady Magritta’s favour, bands of
Marienburgers have been spied in
the City of the Damned.
ers
SeThe time of Kings and Emperors is at an end. The only
sovereign with any power in the Old World is made from gold
NTS Cm Orem EC e
shortranged
firepower. I have not gone
overboard on armour, because
for starting warbands it doesn't
tend to be viable. The harsh truth
is that it’s cheaper to hire more men
and use them to protect your powerful
characters. This is precisely what the
Youngbloods are for, especially Pieter, whose
spear allows him to attack first, even when
charged. After 2 couple of games, when your
Heroes have developed a bit, i's worth investing
in some more protection. I would be tempted to
buy heavy armour for my Captain and hand his
light armour down to one of the Champions.
‘The henchmen groups I've chosen are quite
specialised, but as a whole they make the warband
4 good all-round force. The Swordsmen are
obviously the main hand-to-hand group,
while the Marksmen can provide long range
covering fire with their powerful crossbows.
The Warrior group is most flexible and can
be used in either role, though obviously they
are not quite as good 2s the specialists.
The final addition is a Troll Slayer, to
strengthen the warband’s close combat
ability. Most warbands have difficulty affording
Hired Sword in their starting line-up, but with
Marienburgers it’s definitely an option. ‘Troll
Slayers and Pit Fighters are your best bet, as they are
relatively cheap and are excellent in hand-to-hand
combat. You could even consider dropping one of the
Marksmen and investing in an Ogre, but they can really
gobble up your income (literally!)
AMatienburgers in Campaigns
Once you've played a few games you'l probably start to
pick up some skills for your heroes. ty to pick skills
‘which will complement the Hero's weapons and the
role you want him o take on the batteyround. Pstoller
is an obvious choice for any Hero with a brace of pistols
{allowing you to fire twice) and Eagle Eyes is also very useful
as it effcaively doubles the range of pistols. Ths can be avery
hasty surprise for an enemy who thinks he is safely out of
range. Consider Hagele for your Captain, as this skill reduces
the price of one itemt when you visit a merchant. This should
help keep your gang in the style to which Marienburgers are
usually accustomed. Scale Sheer Surface is a good skil for any
Hero armed with a long-ranged weapon, as it allows him to
get into 3 good firing position even if there are no ladders.
‘This will make his position less vulnerable ro atack in close
combat. One final skill to mention is Acrobat, as itallows you
to revoll failed diving charges. Marienburger, warbands
should fight with panache and the diving charge isa perfect
wvay for your Hero to display his contempt for danger
(and gravity).
24
When trading, Marienburger warbands have the advantage of
a +1 bonus if trying to find rare items. While this may not
sound like much, it makes all the difference. For example,
Marienburgers are twice as likely as other warbands to be able
fo find a gromril weapon or warhorse. Unscrupulous
Captains may consider investing in drugs and poisons, as
these can really boost the fighting power of a warband,
though they come with a price that can't always be paid in
gold, More wholesome help for your warband can be bought
in the form of a lucky charm, or hunting arrows for any bow:
armed heroes. Of course, the most obvious thing to buy for
your Captain is a set of fine Cathayan silks. ‘They are not
cheap, but being able to re-roll your first failed Rout test can
come in very handy, But that's not really the point is it? F you
really need me to explain why you should invest in
some swanky threads for the boss, then you're considering
the wrong warband, The real reason anyone should want
to collect Marienburgers is because whatever they do, they
do itin style.‘As you can see from the roster, jim has made full use of
the extra 100 gold crowns. He bas bired the full
compliment of be nuld expect for a
Marienb ight them plenty
of equipment.‘BLACK SWORD’
SWORDSMAN
of ye
HIGHEST QUALITEE
se
wr Lodged at these
RED WOLF TAVERN
POISON!
Winston Green. purveyer of
poisons, Located at the sign
cof the Falling Skull
Peete
+ CEDRIC -
The Scholar
Available to translate
all ye olde text
Elven and Dwarf
tongues a speciality.
Correatly residing at
the ruined
Library Vault
Ee
ARCHERY
TOURNEY
Henryk Bergson ivites all
men practised in the use of
bow to 2 challenge of skill
Tourney to be held at
Griffon's Gate on the Festig
of Brauzeit. No Elves.
DWARF
BLUNDERBUSS
Exquisitely crafted Dwart
Blonderbuss. 20 gold crowns
or will swap for Jewelled
Dagge.
Contact Alexandra at the
Tan of the Red Moon
EEE
SHIELD
FOR SALE
Fincst quality Shield, made
of the best Reikswald dark
‘wood, for sale.
Enquire at
Johann’s Emporium
JEWELLED
DAGGER
Ornate Jewelled Dagger
sade by the fine craftsmen
of Altdorf. 20 gold crowns
or will swap for
Dwarf Blunderbuss.
Contact Heinrich at the
Ton of the Red Moon.
SAVE THYSELF
WORSHIP is the
only salvation,
Join us at the Church of
Redeeming Power. All
‘welcome, Minimum
donation 2 Grosts.
A CHALLENGE OF STRENGTH
The mighty men of the
Middeoheimer “White Wolves
invite any fools who dare to challenge them in a
§ TRIAL, a
a wo oo
oS STRENGTH ae
The challenge will be held in
Mordleim Market Square on the day of Ulric.
OBITUARIES
Medam Archeossi, Reader of
the mystical Tarot. Dida't see
this coming.
Gerhard Hofmana, Witch Hunter
Burnt at the stake.
Count Hammacher, 2 kaife in
the back,
Kurt Soderberg, honourable desth
|
at the haods of an Ogre
Lord Smythe, poisoned.
(Olgs Sturm, Jost in the ruins
Wolthie the Cres
pieces by Zombies
ipped to
Joral the Barbarian. died of
old age.
‘The uakoown sexe of
Baron Hal Keeigltz,
sword in the heart
ee
* TAVERN STAFF ¢
Tavern Maids required at
the Golden Griffon Inn.
Good rates of pay.
Mect interesting people.
No Mutants,
DEATH TO ALL BLASPHEMERS
Followers of Dark Gods. your end has come. The Order of the
Templars of Sigmar shall bring punishment to the City of the
Damaed with fire and cold steel. Fear not for the Witch Hunters
shall bring death to all those who have strayed from Sigmar’s light.
‘y ROREK &
Dwarf Trollslayer
‘Mad Berserker Hired Axe
LARGE MONSTERS
A SPECIALITY
25 gold crowns
Currently residing at the
Drunken Goblin Tavern,
WANTED
Johann the Knife
@
For the MURDER of
Count Hammacher
and his retinue.
200 Gold Crowns
Collect the reward at the
Mordhcim Crypt after the
fall of Menoslich
DIETER
BLACK
Master of the mystical ats,
Can change the course of a
battle, Fireballs « specialty
Don't contact me Til
contact you.