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Town Cryer 16

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0% found this document useful (0 votes)
39 views28 pages

Town Cryer 16

Uploaded by

CyberSaruman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cown Cryer

Published on the first Angestag of each Mannslich. Mordheim 3 Groats/UK £200/US $399
- ST 7 TTT? SO TEI
ri aN ))

BRAVE WARRIORS OF KISLEV


COME TO FIGHT THE
HORRORS OF THE CITY OF
THE DAMNED.
A new settlement to the north-east of the cursed
city has sprung up and the strange songs of the
fierce people of Kislev can be heard over its
campfires. For days now more and more of these
rough northern folk have been arriving, lured here
obviously by the rumour of the riches to be had
in the City of the Damned. The Kislevites are a
hardy, courageous people who have to endure the
worst of the elements in their cold wind-swept
land. These men are no strangers to a hard fight
either and their land often suffers the ravages of
the dark powers of the north. It seems that there
are new prospectors in Mordheim and only the
most foolish would dream of crossing them.

Intrepid adventurers have braved the hazardous journcy south to explore the mysterious desert lands cast of Araby
known simply as the Land of the Dead. Archaic scrolls bought from Arab traders have indicated that there are
ancient ruins on the banks of the great river that are reputedly filled with riches and treasures of old. The
nomadic people of this land, however, speak tayles of terror and woe and make outrageous claims to an entire
civilisation of the dead. The great wealth of the desert necropoli are rumoured to be protected by fiendishly
ingenious traps and the minions of the long dead rulers of this inhospitable land. There is much to be had for
those who crave wealth but be warned for the curse of undeath is said to be strong in this land..

Rumour of riches’ Tayles of thee A full account


Here SS and peril from x brave and hoary of all yc
distant land o warriors
: from the; warbands a and
Within ib aii Khemri — Land of SOZED Sean models available.
ae the Dead. Kislev.
Kislevite Warband
Here is just a small selection of the models available. Models designed by Mark
Harrison and Seth Nash, painted by Michael Anderson

DRUZHINA CAPTAIN

WARRIOR

ESAUL WARRIOR STRELTSI


Read all about the new Kislevite Warband on pages 14-21 of this magazine.
Ye LVitor Speaks &.
a Welpres snivelling wretches to this the new format Town Cryer
jn: igaizineyAs you have no doubt noticed the Town Cryer has been ee:
brought into line with the rest of Fanatic’s quality publications and Ne
now a twenty-four page magazine. This new slimline mag will sell fory |
the reduced cost of three Groats, ahem.:. sorry, two pounds sterling
(that’s three dollars ninety-nine for those across the pond). This
change will not effect those of you-with subscriptions; we'll simply
send you two of the new twenty-four page magazines for every one of
the old forty-eight page mags left on your subscription. Fear not
favoured acolytes for the Town Cryer will continue in its familiar vein
of excellence it’s just that there’s only so much ofa beating the
scribes can take and this will prove easier upon their aching backs!
Anyway, I digress, on to this issue and what an issue it is! Here we see
the introduction of the thrilling, nay chilling, new alternate setting for
Mordheim; Khemri — The Land of the Dead. In this new setting we'll
be exploring the forgotten necropoli of the long-dead Nehekharan
civilisation. We'll be robbing the tombs of the cerement-wrapped
Mummy Tomb Princes; trying to evade the ingenious traps and
countless foul Undead that guard them: There'll be new equipment,
warbands and chill-tales:of this death-shrouded place over the next
six issues. So beware lest your bones be lying bleaching in the
scorching desert sun.
Also this issue we have the next cool Fanatic release for Mordheim —' 5, g
the Kislevites. In these hallowed pages you will find all of the ‘im
necessary information for recruiting your very own Warband of fiercey, ry
nutbags dressed in furs’ and how to obtain the miniatures from our
forges. Read on:and sip from the cup of knowledge...
Steve

Contents
KHEMRI — LAND OF THE DEAD 3
Following in the footsteps of the hugely popular
Lustria — Cities of Gold alternate setting for
Mordheim skirmish games we bring you a brand
new localé. In this continuing feature there'll be
you new rules for warbands, equipment and the
burning desert.

KISLEVITE WARBAND 14
A new wasband freshly down On the iecaie CBief eanatic
north to share in the spoils of the City of the Jervis Johnson
Damned. :
LVitor
THE WATCHTOWER 22 Steve’ Hambrook
The full listing of Mordheim rules and articles and Production OUP ag
where you can find them. Sesiqn lia
S07) Steve Hambr« sf!
UE 33 Andy Hz a
ACK CATAL@MG
‘ a ic full back (ral gue of Mordheim and Proof Rea 4
—compat
, Hote Warht
thee A3 miniatures available from Richard Willjéms if
Mail Ordre ‘(aNe ye ' <<, igs
é ; NG .
a mined, ;

YOY GP tae. tay es ee MeL Mio,


od to OO ie ~
my { ‘W di nit
I Frei GILL ee Whar ‘UML,
Cown Cryer
Subscriptions
munda, Battletleet Gothic, Warhammer
aterial for Blood Bowl, Mordheim,
Fanatic Magazines are extremely popular and are always highly sought after. The only
way to guarantee your copy of Town Cryer is to have it delivered to your door by
subscription!
ra
© owtt Crper Subscribe to:
eat te teres AS TOWN CRYER MAGAZINE
GIRL POWE R! and we'll deliver the next 6 issues, plus you get the
—— following benifits:
*Your copy of Town Cryer delivered direct to your door
*You’ll never miss an issue
* You'll save money on the cover price and on postage

£12.00 (UK & BFPO}

ws FANATIC MAGAZINE
SOU fF SUBSCRIPTIONS

As well as Town Cryer


Fanatic produces bi-
monthly magazines for
the majority of the game
systems we support. So if
you're also into
Battlefleet Gothic,
Warmaster or any of our
other games, then give
Mail order a call and sort
out a subscription today!

‘citi The Citadel Journal is also published by Fanatic. The Journal covers
ourn al 40K and Warhammer for dedicated players and includes experimental
meme ey lists, new (and old!) special characters and loads of cool stuff!
The Journal is also home to Blood Bowl magazine so if you want a
regular fix of blitzing action subscribe to the Journal.

New subscriptions will start with the next issue published. Unfortunately we cannot include back
copies in
subscriptions because they are in limited supply.

INTERNATIONAL SUBSCRIPTIONS
If you’ve been posted to another segmentum, don’t worry! You can subscribe to any
of the above directly in many countries. If you are outside the UK all you have to do
is call the relevant telephone number listed below and ask about Fanatic subscrip-
tion service available in your area.
Australia 02-9829 6111 Italy 0044-115-916 8075
Canada 1-888-GWTROLL Spain 93-336 8772
France 01-4908 5220 USA 1-800-394-GAME
Germany 0049-211-5402 200 Any other 0044 115 91 40 000

WRITE TO:
Games Workshop Mail Order, Willow Road, Lenton,
Nottingham. NG7 2WS UK
or call: 0115 - 91 40 000 (8.00am til 10 pm GMT)
SUBSCRIBE ONLINE AT WWW.GAMES-WORKSHORCOM
hemi
Th Landdf
0 the Vead

Fynde herein, curious


innocents, such foul
blasphemies and vile
heresies that do pertain
to that much dreaded
| land of Undeath. Take
- heed, foolish adventurer,
» for deth is easy to
fynde in this cursed ae
place for here the dead al i
are said to walk ina @& oe
twisted parody of thee 5.

peers ie VBy Towsiniy’ Shiller, Bride. dante i


. Fen Nal ww ie Xa eit eh coment anyéomiistr ia as
| eas
Khemri~ The Land of the Vead
times the height of a man above the ancient
The Laud of the Dead ruins. The other dwarfs even this mighty
edifice; the famed Black Pyramid of Nagash,
‘Listen closely brave warrior for what you
hear today may save you from a fate far the Great Necromancer — a wonder and terror
worse than death... you don't believe me eb? to all who behold it. Scattered about the feet
There are few in the Old World who have of these structures are the tombs and crypts of
even heard mention of the ancient land of kings and lesser nobles that make up the city
Nehekhara but here under the burning desert of Khemri.
sun tis enough to freeze a man’s blood. Few Back in ancient times, before the catastrophe,
even of the wise Tuareg, the Gods preserve the ruling king, his family and trusted advisors
them, still remember the names of the cities were entombed in great sarcophagi and huge
of humanity's oldest civilisation: Khemri, pyramids. As each generation passed larger
Labmia, Mabrak, Lybaras, Zandri, Quatar and more elaborate tombs were built until in
and Numas. The Crusaders came to cleanse the deserts beyond each city stood a
the heathen of thrice-cursed Sultan Jaffar, but necropolis — a city of the dead — and as the
when they returned to your lands of the years passed these cities became bigger than
north few would talk of the horrors they bore the towns of the living. The tombs were
witness to. Legends persist of fabulous guarded by titanic statues of mythical beasts
treasures, of mountains of sparkling and fortified like great keeps, built to keep
gemstones, of monstrous statues of solid gold their inhabitants secure throughout all
and obsidian. And the wise know why it all eternity. Bridges spanned the gaps between
lies untouched... the doorways on the pyramid tops and cities
Are you brave enough to go in search of grew into a vast interlined jumble of
structures. Unquiet spirits who perform
riches where dead men walk?’
ancient rituals in worship to the Great
Necromancer stalk the streets of this
THE LAND OF NEHEKHARA
grotesque parody of a city to this day.
The location of this long dead and forgotten
land is to the south-east of the Old World, in With the coming of Nagash and his great ritual
the area now better known as the Land of the the inhabitants of the necropolises were
Dead. This ancient civilisation fell centuries brought back to the land of the living. The
ago in a brutal civil war. In pyramids buried kings and lords once more command their
beneath the desert sands Liche Lords and legions, but they are now undead automatons.
Mummy Tomb Kings rule over legions of On certain dark nights the corpses of the dead
corpses, their servants in death as they were stir from their homes and go about their
in life. In musty crypts of dead noblemen, business in a grim parody of their former
tomb robbers freeze in terror when they hear lives. They repair the time-eroded tombs and
the rustle of rotting rags and ancient bones. patrol the boundaries of their necropolis.
Today the Land of the Dead is a wilderness of
sand. The great river is poisonous and blood- PRECIOUS
coloured, providing no relief to the thirst of THINGS...
adventurers and tomb raiders. The cities are When the Tomb Kings
empty of life, crumbled ruins on the edge of and their courtiers
the great necropolises. The roads have long were interred in the
been buried by the shifting sands, leaving only magnificent
a few toppled statues and wind-eroded necropolises they were
monuments to mark their presence. It has buried with the
been rumoured that the ancient tombs fabulous wealth and
contain magnificent riches and treasures, goods they would
however here the dead walk. Despite these require when they
superstitions groups of adventurers, the were rewakened. They
foolhardy and the greedy, risk all on the surrounded themselves
chance of fabulous wealth. with all of the luxuries
to equip themselves in
At the heart of this vast deserted realm lies the their future existence.
cursed city of Khemri, in the centre of which Slaves were put to
_ rise two of the mightiest structures ever death to sate their
_ereated by man. One is the awesome Greats every need and desire.
- Pyramideof vrKhemri, which rises a hundred ‘
i ” a
Khemti ~ The Land of the Dead

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Map of the Ancient land of Nehekhara scribed by the


y ’ ‘ :
poh J
d

Arabian scholar and cartographer Kashaff Wallayaf.


js Sa ame ., : 4 p= 9
’ a ha : ‘ & -
in Nagas reanimated them prematurely
By folnd themselves imprisoned in their
dead mummified bodies. Despite having no
Runening a Campaiqu
A campaign set in the Land of the Dead uses
use for their treasure they guard it with a
the rules from the Mordheim rulebook, with a
ferocity born of an eternal frustration and
number of important exceptions that are
a
hatred.
detailed below.
The stories of the treasures of the Tomb Kings
have persisted down the ages. Generations of PRE-BATTLE SEQUENCE
thieves and tomb robbers have tried their luck Just as with a Mordheim game you must
at finding the valuables. Not all of the treasure generate the scenario and set up the terrain
-is gold or jewels. The Liche Priests of ancient that you are going to play on. This can be
Khemri were masters of the necromantic arts. done in any way that all players agree on — we
Their secret writings and papyri are eagerly fully encourage experimenting with different
sought by present day necromancers, mages set-ups or altering scenarios! These games are
and seekers of forbidden knowledge. The meant to be fun and we do not in any way
ultimate prize for a necromancer would be wish to restrict the players with a certain style
one of the fabled volumes of the Book of of play. You have our full blessing to alter our
Nagash — the feared Liber Mortis. It is reputed rules, warbands and scenarios in any way that
that just a single page from one of these evil you like. We are however very interested in
books has driven lesser-willed men to insanity. hearing of your experiences and campaigns so
do send your feedback.
Today much of the desert lands are inhabited
by the Araby Nomads. They mainly keep 1. Generate the scenario and set up the
themselves to the less inhospitable margins of battlefield,
the desert and avoid the accursed necropoli.
2. Generate the weather condition.
Every now and again a bold, some would say
foolish, sheikh of Araby will rouse his 3. Expend water units.
bedouins to raid the crumbling necropolises.
They know full well the horrors they may
encounter. The tales of old are kept alive by
their storytelling traditions.

WARBANDS
This setting is written with a specific theme in
mind and while you can use any warband in
this setting some of them are not appropriate.
The greed of humanity is too well known and
all are willing to risk their lives in search of
treasure. Norse and Pirate warbands may be a
stretch in the Land of the Dead as they prefer
the open seas or coastal raids. Halfling
warbands are more at home in the Old World.
Lustrian warbands, such as Amazons, aren’t
SCENARIO AND SET UP
likely to leave their rainforest for a desolate The player with the lowest warband rating
desert. There will, of course, be Mummy rolls on the Scenario table to determine which
Tomb Prince’s guardians and their arch- scenario is played. In the scenarios where
there is an attacker and a defender, the same
enemies the Crusaders. In addition, there are
treacherous Hobgoblin Raiders and Arabian player can choose which he is. Roll for
Nomads hailing from the desert fringes. There warriors with old battle wounds to see
will only be room for so many warbands in whether they can participate in the battle or
this series of articles. We have many more not and set up the terrain and warbands
such as Necromancer and Mage warbands according to rules for the scenario that you
which will be published on the website: are playing. If you wish you can play a tunnel
scenario instead, see the Tunnel Asses
ru section.
http://grafixgibs.tripod.com/Khemri/index.htm for details. CG
Use these scenario tables instead oh the one *
on page 126 in the Rulebgok. } ie
included a separate table for At
scenarios. (}”
2D6 _—sTwo-player scenarios often contain living warriors that are affected
as normal. Weather will not affect either
2 The Warband with the lower rating
warband if you are playing a tunnel scenario,
chooses which scenario is played
but any water units that are lost due to the
Hidden ‘Treasure weather are still lost.

Defend the Find 2D6 Weather Conditions

5 Breakthrough 2 Rain!: If its not too hot its too wet, a


Ss freak rainstorm has started and is
of Sikicmish soaking everything. All missile
9 Defend the Oasis weapons are at a -1 to hit due to the
10 Déiend the Tomb poor visibility. an aicliniee black
powder weapons may not be used.
11 Chance Encounter Mummies ignore the flammable rule
for this battle. All warbands have their
12 The Warband with the lower rating water-stash: flied to its maxianam:
chooses which scenario is played
3 Hot as Hades: The hot sun is beating
2D6 Multi-player scenarios down upon the parched desert. All
. ; warriors suffer a penalty of -2 to WS
z The Warband with the ear rans and BS. In addition the warband uses
chooses which scenario is played up one additional water unit per
3 Monster Hunt member. If you have too few units left
. - to supply the warband then each
4 Tomb Raid warrior that didn’t get any suffer from
5-6 Treasure Hunt mirages in addition to any other
a dehydration effect. A model that
7 Desert Skirmish suffers from mirages must roll a D6
8-9 Ambush for each of his hand-to-hand combat
; attacks or shooting attacks, on the
10 Protect the Prince roll of 6 he attacks the mirage and the
11 One man’s Rescue attack is wasted.
12 The Warband with the lower 4-9 No adverse conditions: The desert is
rating chooses which % harsh as usual but there are no
scenario is played additional effects.

Where the scenario refers to 10-11 Hot: The heat is unbearable today. All
Wyrdstone, substitute artefacts models suffer -1 to WS and BS. In
and items of treasure which addition the warband uses up an
have an equivalent value. additional D6 water units. If you have
too few units left to supply the
warband then each model: that didn’t
WEATHER CONDITIONS
‘We made it to the oasis. There was no sign of get any suffer from mirages (see
the undead until we topped that last dune. above).
They rose from the ground and attacked. The 12+ Dust Storm: The warbands are
air felt strange like some doom approaching. surprised by a dust storm just as they
That's when I saw the cloud of dust prepare for battle. A dust storm will
g In a matter of minutes it
approachinfast. hit the battlefield for the first D3 +2
was upon us. Four of my men turns, no missile attacks are possible,
were knocked down and I lost no model may run and can only
one due to the storm. At least charge his normal movement, no
it saved us from the spells may be cast and no model may
Undead...’ benefit from the leader's Ld.
Roll on the chart below before
the start of the game. Weather
effects confer no penalty to Undead
unless this is explicitly stated in either the
scenario
x
special
Des
files
weather effe Of gust

%
q (
“Khemti ~The Land ofthe Dead
WATER consist of any ratio of treasure to water. Water
Water is a crucial resource in the desert, to the and treasure units that exceed the burden
Arabs it is considered more valuable than limit are lost. Note that the burden limit and
gold. In the desert to run out of water is water stash will be affected by members that
certain death. die, suffer serious injuries or receive lowered
Strength due to water shortage or extreme
Water is recorded on each
weather conditions. You do not lose water or
warband roster in exactly the
Treasure units even if some of your members
/ same manner as stash. Each
die, to keep the book keeping to a minimum
water unit that the warband
<=

the units are pooled after each game when


Z carries adds one to the water
you check the burden limit.
‘stash’ for the warband. Each unit
that the warband uses up reduces the water Example: A warband consists of a hero with
stash by one. If the water stash drops to zero Strength 4, 8 warriors each with Strength 3
the warband is in serious trouble. Each and a horse with Strength 3. The burden limit
member of the warband may carry a number is 34 (4 + 8x3 + 2x3 = 34). The warband
of units equal to his Strength, and the total could therefore carry 12 units of water and
number of units is the maximum number for 22 units of treasure or 4 of water and 30 of
the water stash. All warbands start with a full treasure (or any other combination). If they
water stash. had a combined total of treasure and water
of 38 units then they must discard 4 units.
Obviously it will arise that warriors would also
like to carry treasure that they have plundered
Water Expenditure
and this inevitably lowers the amount of water
Water units are expended before the start of
that they can carry. This is represented by the
each game. Each model in the warband uses
burden limit, which is the total Strength value
up 1 water unit, each large creature or animal
of all of the warband’s members. The burden
(as stated in the creature’s special rules) uses
limit is most often the same value as the
up an additional 1 unit. In addition certain
maximum water stash value. Water units and
weather conditions will force the warband to
treasure units both use up one point of
use up more units.
Strength.
A warband may choose to refuse water to
After a battle, and after you have rolled for
certain members in order to preserve water
exploration and serious injuries, add up the
for more important warband members. All
treasure and water unit totals. This total
your Heroes, excluding accompanying
may not exceed the burden
mounts, must be given water before any other
limit, and may
member of the warband is given water. You do
not have to give out all of your water, you may
preserve some for the next battle if you wish.
Undead warriors do not require
water, but any living member in
their warband does.
Undead warriors
capable of using
weapons are
allowed to
carry water
and treasure.
This usually
means that
the Undead
warband has
a high water
stash and that
their animals
are not likely
to suffer from
lack of water.
Khemri ~ The Land of the Vead
Lack of Water Animals
A warband without water will soon begin to Animals are warriors that cannot use
suffer ill effects. Before every game each equipment cannot carry water or treasure
member of the warband who hasn’t been (dogs, Possessed, etc). Ridden animals are
given any water must pass a Toughness test. A able to carry units just as any other model,
successful test means that he was able to resist however most animals have the Beast of
the effects of the lack of water. A failed test Burden special rule (see Equipment section)
means he has succumb to this lack of water. which allows them to carry twice their
Roll on the Dehydration table to determine Strength value. However with their increased
the effect. If the warrior is without water for load they use up three water units instead of
several battles in a row he adds +1 to the roll two. If they are carrying no more than their
for each time that he failed his Toughness test. Strength value then they only use two water
units as normal. In the case of riding mounts
1D6 Effects of Dehydration
the warrior has to fight on foot if his mount is
1 Parched: The warrior cannot speak as exhausted or collapses. If the warrior is a
his mouth is too dry. He may no henchman in a group that are all mounted, he
longer extend his Leadership to cannot participate in battle until his mount is
nearby models. This primarily affects replaced. This is partly to keep ,
any model with the Leader ability or things simple, and not split up
any ability/skill with a similar effect, a henchman group, it also
and he may not cast spells as he can’t illustrates how specialised the
voice the incantations. warrior is at fighting mounted.
Animals that are not given water
2 Light-Headed: The warrior gets
use the Dehydration table below.
knocked out on a 2+ instead of a 3+
on the injury table. 1D6 Effects of Animal Dehydration
3 Weakened: The warrior starts the 1-2. Steadfast: The animal is able to carry
game with Toughness and Strength on as normal, no penalties apply.
reduced by -1.
3-5 Exhausted: The animal is able to keep
4 Exhaustion: For each round after the up with the warband but is unable to
first in a single hand-to-hand combat, fight or carry any treasure or water.
the warriors Strength is lowered by
6 Collapse: The animal was not able to
-1. Note that his only applies to
withstand the heat and lack of water
subsequent turns of the same combat,
and collapses exhausted. The animal
as long as each combat is only one
has to be abandoned in the desert
turn long the warrior has time to
and is considered to be dead.
recover. If the warrior’s Strength is
reduced to zero he automatically goes
Acquiring Water
Out of Action.
A warband can refill their water supply in a
5 Confused: The warrior has to take a number of ways. Water can be bought at a
Leadership test whenever he wishes trading post, it can be gathered during rain,
to move. A failed test means that he there are rare pools located in the tombs and
moves D6" in a randomly determined there are occasional oases that aren’t
direction. If a warrior is forced to poisoned. If the warband finds a source of
flee, he must pass a Leadership test in water they may gather as many water units as
order to flee per the normal rules — if they wish, as long as it they don’t exceed the
he fails the test he is removed as a burden limit. Water can be sold in the Trading
casualty as he trips and falls. phase just as any other equipment, the price
depends on the nature of the Supply Source.
6 Passed out: The warrior cannot
Water cannot be sold in a Supply Source that ~
participate in this battle and cannot
offers you free water.
carry any treasure or water
after the battle.
Khemti — The Land of the Vead
SUPPLY SOURCES
POST-BATTLE SEQUENCE their Unlike Mordheim, where plen
ty of settlements
both players work accessible to
After the battle is over, are near the city and readily
sequence. You do and necropoli
way through the following warbands, the clusters of tombs
Recruitment make
not have to complete Trading, are isolated and far from civi
lisation. ‘To
roster straight
and Updating your warband matters worse they are within
the most
rolls must be made in front
away. However all of the desert, which
d party. desolate and vile clutches
of the other player, or a thir the exploration
is barely habitable. This makes
pli cated as
1. Work out injuries. of the tombs much more com
from their
warbands find themselves far
2. Allocate experience. source of supply. Often eno
ugh missing
buried in the
3. Roll on the Exploration char
t. treasure hunters will be found
ger s within the
sand, killed not by the dan
4. Check the Burden Limit. tombs or by another warban
d, but by the
harsh conditions of the dese rt. Yet there are
5. Locate a Supply Source. wate r in the desert,
sources of supply and
6. Recruitment and trading. The se may come in the
scarce as they may be.
grea t citi es that once
7. Update your warband roster. form of the last of the
ng merchants
populated Nehekhara, travelli
age of ill- equipped
INJURIES looking to take advant
even a secr et and
each warrior who is treasure hunters or
Determine the injuries for trav elli ng cara vans and
game. See beautiful oasis where
Out of Action at the end of the r stops.
118 in the Mordheim nomadic tribes make thei
Serious Injuries on page
is unable to
Rulebook. A warrior that DING
participate in the next battle
to
is not allowed RECRUITMENT AND TRA
a Supply Source
carry water or treasure and
will automatically If you successfully located
given water. iors to your warband
is not you may add extra warr
fail his Toughness test if he as des cribed in the
and buy new equipment
144 in the Mordheim
Trading section on page
EXPERIENCE special Land of the
groups gain rulebook. However use the
Heroes and Henchmen of the chart from
battles. See the Dead Trading Chart instead
experience for surviving notice that some prices and
120 in the Mordheim,
Experience section.on page those listed in
narios section for availability are different from
Mordheim Rulebook and Sce
: the Mordheim rulebook.
details.
D ROSTER
LIMIT UPDATE YOUR WARBAN
BURDEN figh t agai n, make sure
in the Water You are now ready to
Calculate the burden limit as ed all the changes to the
above. Discard any wat er or treasure that you have record
r new Warband
P section
that exceeds the burden limi
t. warband and calculated you
4 Rating.

NEXT ISSUE...
pontinue wth new rules,
Ouf exploration
pre.
wrbands equipfrent an
, Khemri ~ The Laud of the Pead

Day: 23
We met a band of nomads earlier today. A strange people - almost every inch of their countenance covered in
heavy clothing, despite the constant heat of the day. Ibn translated their harsh tonguc and they warned us not to
~ go any further alone especially during the hours of darkness. Can you believe the superstition and ignorance of
these heathen? No-one has been near any of these ancient pyramids for thousands of years - the most we may
face is a tomb robber or two, who will be casily scared off by our swords.

Day 24
We camp tonight outside the great pyramid of which I spoke yesterday. Truly these monoliths cannot haye been
made by men ~ | fear that even the greatest architects in Altdorf could not construct such wondrous yet sinister
structures, Our faithful guide, Ibn Muhaffa, dislikes making camp so close to these mysterious remnants of a
bygone age ~ these locals are a superstitious lot but we have Sigmar to protect us. Tonight we sleep, and the dawn
will bring wealth unimagined! Ibn takes the first watch. I can barely contain my excitement, for tomorrow we will
all be rich. S

Day 25

Ibn allowed me to sleep through my watch, the fool. When I awoke, he was gone. I do! not know where. That is
a concern for later as we will need a new translator when | return to the encampment of Sheikh Barabar and trade
the wares we will find here. The men are cautious but the lust for gold has excited them and their blood is up.

Day 26

The air inside the ancient tomb was stale and bitter, we had to cover our faces with scarves. The desert sand
covered everything. how it got this far into the pyramid who knows. | doubt anyone has disturbed these ancient
stones in a thousand years, Our torches did little to illuminate the insides of the massive structure, it seemed that
the darkness was constantly attempting to overwhelm us. The hieroglyphs of which other explorers have spoken
covered the walls, adding to the alien menace of the tunnels. It was Marcus who set off the first of the devious
traps that had been set by the architects of this dark hole. A hail of darts spat from hidden crevices within a
wall, Marcus was dead in seconds, a vile green liquid oozing from his wounds, Still we pressed on. Schmit
stepped through a shaft of light which shone through a crack in the high ceiling. Next, he and Helmut were
crushed by falling stone blocks, I narrowly escaped with a well-timed leap. This now left just the four of us to
continue - young Albrecht begged us to go back but the thought of riches was too strong in our minds,

And then there it was.. our goal. Caskets lined the walls, surrounding a gigantic tomb in the middle of the
chamber. All was bedecked in shining gold barcly affected by the passing of years. And there were countless
sparkling jewels, representing every colour of the rainbow. Forgetting caution, we rushed forward to begin prying
loose the gems, and and stripping off the gold. It was Albrecht who heard the caskets around us creaking open...
His screaming was cut brutally short and in the half light we saw something fly through the air and land at our
feet with a thud. I shone the torch at the floor and let out a fearsome gasp — I saw Albrecht’s severed head at
my feet, his face contorted in sheer terror. J ran as fast as 1 could and narrowly missed losing my own head to
the swishing of a wickedly barbed blade. As I reached the doorway to the chamber I looked back for my
colleagues and saw a horror I just cannot describe. Then I ran as fast as my legs could carry me until I left the
‘accursed place. I fear that Hans and Dr. Rassbaum are now dead or worse:
Day 31

At least I believe it is day 31 I am*nearly out of water, but I'm susp ythe nomad encampment is near, the Sheikh
did say they would not be moving for another day yet. For days feKave been wandering in the desert, but at Icast
my pack is half-filled with gems. J cannot speak of what I saw. For what I saw in that pyramid... it chills me to
the bone... : 4 Si

ma . . F a é aad .
Extract from the diary of Max Feser, explorer and adventurer of great renown,
a> i * bought at a bazaar in AJ Haik.

; By Nick Bate
Sa
“David Cecchi
nato Rye
fichael Yungbluth
Exn
a

i ‘AS, fictio
n, rule
comp ilation, €dit s,
ing
Ard
Fir
oe
FANATIC FANATIC
S ™

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NUE Fevite Sarband =< SS fe
Se SNS S

TBe Sand of tBe Great Vear sending troops to aid the other in times of
The land of Kislev lies to the north and east of need, and in fact the Gryphon Legion, pride
the Empire. The further east one travels the of the Kislevite nobility, was formed as a
dense forests give way to open steppes symbol of the unity between the two
stretching to the foothills of the Worlds Edge countries. This knightly order is made up
Mountains. The winters of Kislev are harsh entirely of Kislevite nobles, but is garrisoned
and cruelly long and for months the land is and trained in the Empire.
gripped by snow blizzards and ice. The Despite the constant threat of invading
townships of Kislev are mainly built of timber armies, the people of Kislev sing and dance
for stone is rare and only the most important and play as much as or perhaps more than the
of the cities have stone buildings and walls. In people of any other country in the Old World.
the ancient capital city of Kislev the massive Some say that their relative happiness derives
white buildings are topped by vast gilded from their love of strong drink. Whether this
domes and decorated with golden statues and is true or not, Kislevites certainly do enjoy
gargoyles. It has been said that Kislev is a poor their spirits, and in fact many of their people
country filled with rich people. It is certainly attribute almost magical qualities to that most
true that the people that live in this famous of Kislevite drinks — vodka.
beleaguered land have an outlook on life that
strangers often find surprisingly positive. For A Kislevite warband represents a group of
Kislev is a country under constant threat of individuals from this unique northern realm.
invasion. Armies of savage Norse often Kislevites tend to be quiet in the face of
venture into Kislev, raiding and pillaging, and strangers, but they hold much joy in their
to make matters worse Kislev lies right on the hearts. In fact they are loud and boisterous
border of the Chaos Wastes, so that any Chaos when amongst their own people. Kislevites
incursion passes through the land (and its are known to be extremely brave warriors,
people) first. and they hold a loathing for Chaos that is
much stronger than most of the peoples of
To aid them in their struggle against these the Old World. While many citizens of the
murderous foes, the Tzars of Kislev have Empire may remain ignorant to the initial
forged strong ties with the Empire. This signs of a Chaos cult, Kislevite citizens will
alliance benefits both countries, as the rulers immediately seek out any signs of depravity
of the Empire have long understood the and cleanse the infected individuals with
benefit of a northern bulwark against the tides sword and flame. Keep these things in mind
of Chaos. Both countries have a tradition of when you play a Kislev warband. Most citizens
of Kislev have lost homes or loved ones to the
warriors of Chaos, and they realise that
anything less than constant vigilance could
lead to their downfall. They are therefore
unrelenting in their resolve against their
ancient enemies. Give the forces of Chaos no
quarter, and expect none in return.

Speciaf Bufes
May Hire: A Kislevite warband is allowed the
same selection of Hired Swords as the Human
Mercenary warbands from the Mordheim
rulebook.

Ancient Enemies: Kislevite warbands may


never ally (see the ‘Multiplayer Rules for
Mordheim’ article from the Town Cryer for
more details on warband alliances) with any
type of Chaos Warband. This restriction
Tales of vodka-swilling, gruff men of Kislev
by roving scribe Mark Havener
Fy Gy oe hs ee, b
LAS SY! OGLE Wi yf diy
ti Ld
Y, e Fe
+
CY x 5

pertains to the following warbands: Possessed, threat of invasion. While this has instilled a
Beastman, Skaven, Dark Elf, Chaos Dwarf, and seriousness in these people, it has not diluted
any other warbands the players judge to be their love of celebration one bit. If anything
sufficiently ‘chaotic’. their love of revelry has increased with the
hardships they have had to endure, as they
CBoice of Warriors have learned that life is fleeting, and any
A Kislevite warband must include a minimum excuse to enjoy what they have been given is
of 3 models. You have 500 Gold Crowns not to be squandered. One of the products of
which you can use to recruit and equip your this love of life and celebration is a strong
warband. The maximum number of warriors alcoholic spirit called vodka. It is also one of
in the warband is 15, though some buildings the country’s most famous exports, though
in the warband’s encampment may increase most inhabitants of the Old World find it too
this. harsh for their palates. Kislevites take such
enjoyment in this drink and regard it as
something almost magical. Mothers give vodka
Heroes
to their families to ward off sickness and to
Druzhina Captain: Each Kislevite warband
keep them warm in the long winter months
must have one Druzhina Captain, no more, no
and warriors indulge both for luck and
less!
courage. Outsiders often scoff at the reputed
Bear Tamer: Your warband may include a properties of this liquor, but it must be said
single Bear Tamer. that a Kislevite army that is well supplied with
vodka certainly fights better and in higher
Esaul: Your warband may include a single
spirits than one without.
Esaul.
In game terms, vodka is a one-use item of
Youths: Your warband may include up to 2
equipment that a Kislevite Hero may give to
Youths.
the warband before the start of the game.
Every warrior in the warband receives +1
Hencbmen Leadership (up to a maximum of 10) for that
Warriors: Your warband may include any game. In addition because of its nullifying
number of Warriors. alcoholic effects every warband member must
Cossacks: Your warband may include any test against their Toughness before the start of
number of Cossacks. the game — a failure resulting in -1 Initiative
for the duration of the game.
Streltsi: Your warband may include up to 3
Streltsi. Kislevite Heroes Only

Trained Bear: Your warband may include up Bear-Claw Necklace


to 1 Trained Bear. Note however that a (75+3D6 ges / Rare 9)
Kislevite warband may not include a Trained Bears are widely
Bear if it does not first include a Bear Tamer! regarded as sacred in
Kislev, and a necklace
made of their claws
Starting Experience (or sometimes their
Druzhina Captain starts with 20 experience.
teeth) is considered
Bear Tamer starts with 10 experience. magical and reputed
to have magical
Esaul starts with 8 experience.
powers.
All Henchmen start with 0 experience.
A warrior wearing a bear-claw
necklace receives some of the strength and
Speciaf Equipment wild ferocity of the bear it came from. A
Vodka warrior wearing a bear-claw necklace becomes
(35+2D6 gc / Rare 8) subject to Frenzy.
Kislevites live in a harsh land under constant
Kislevite Heroes Only
15
Risfevite Barband

RKisfevite Lquipment List


The following lists are used by Kislevite warbands to pick their weapons:

KISLEV WARRIOR EQUIPMENT LIST STRELTSI EQUIPMENT LIST


Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
DaRBEE occ ics tere rrens-sves
Ke ois Ist free/2 gc DAQGER cc cocise arene ase: sisnentateucvarers Ist free/2 gc
MACE” cco cetecaces sieererscacevevecinus
sense xxameriire 3 gc MACS: cserascneacwvaoalsmnoneemetetsemts
waved 3 gc
AMOR sa o10 miss sxeveen sera onecre|lniosyieraaere 3 gc FIAMIMIER siscerecccave
ota wrenavesevarorees ie geet 3 gc
BRE 5 Osea psecers eRONER ANG rein Laie sho ncereatcats 5 gc ARE i oawniasm nnnWS ees 5 gc
SWOL! 0.cveseie ceeregerereca
arse toaster nicer LOS SWOPE. wsspe seen aieesssn eae Saas 10 gc
MORDING Star... sss yecessrensrenarone aysrereereic 15 gc MORNING Star sie eis scenes
eos Kare 15 ge
Double-handed weapon ............ 15 gc Double-handed weapon ............ 15 ge
AGO! ore cess sxe srw iscare nana nine ovayeerarare $066" WaIbERD seccancos
aw awnessae Be SaKcies 10 ge
SPCAL: ceca cece nora acsrersne ws ape exeimnneys 10 gc Spear vecvemucavawis
wesw Farts Sew ets 10 gc

Missile Weapons Missile Weapons


Throwing Knives ................. 15 gc BG Watereconcnintenel
ore oraierenere eicad tne Saeueinvers 10 ge
Shortbow ...............02200000- 5 gc Pistol... 2.2.2.2... 15 gc (30 ge for a brace)
BOW e255 as die ce scecsiaie ace cperesmneserenrasion 10 gc Duelling Pistol ..... 25 gc (50 gc for a brace)
PIStOl cc. piesa
cece es 2 15 ge (30 ge for a brace) BEANE as sen eee corce nears ora riveree rene 35 gc
Duelling Pistol... .. 25 gc (50 ge for a brace) ‘Pemour

Armour Shieh. Sa pasienais


Gt qacceoiere me oes 5 gc
SHIGE 22 ways ay ES HERERO
BE BEE 5 gc relaret oie a aesas Os pe isreceuies
Be 10 gc
Buckler sso ey ay wee wise We Se HRY 5 gc Light Armour caine
< ais Saceseue oo + 20 ge
Helmet sss: cue ts Ri BRS GS BE HR is 10 gc
Light'Armour 2.53 ds AS Sse s SE RE SS 20 gc
Heavy:APmOuel: 5 ss ieee
He Fes 50 gc

S|

| Risfegite sbiff tabfes


Combat Shooting Academic Strength Speed

Esaul v v - - v

v v v
Risfevite Barband

bee
1 Sruzbina Captain widely renowned amongst the people of
Kislev. Bears can be trained for martial
80 gold crowns to hire purposes as well, and Bear Tamers are often
Druzhina are the minor nobles of Kislev. recruited into the armies of Kislev, where they
During times of war these nobles form their enjoy a special status among the soldiery.
own regiments in a Kislevite army, and they
look most impressive with their ancient Profile M WSBS S T WI A Id
armour and weapons, as most of these prized 433 43131 #7
artefacts are handed down from father to son.
Druzhina are rich enough to afford their own Weapons and Armour: A Bear Tamer may be
horse and battlegear, and they must be ready armed with weapons chosen from Kislevite
to fight for the Tzar when called upon. In Warrior equipment list.
return for this they are allowed to own land
and are given a break on their annual taxes. SPECIAL RULES
Bear Handler: A Kislevite Warband that
Profile M WSBS
S T WI A Id includes a Bear Tamer is allowed to purchase
44433131 8 a Bear as a henchman. This bear has been
trained to follow the Tamer’s commands, and
Weapons and Armour: A Druzhina Captain so will automatically pass its Stupidity tests
may be equipped with weapons and armour when within 6" of the Bear Tamer (even if the
chosen from the Kislevite Warrior equipment Tamer has been Knocked Down or Stunned).
list.
o1 €sauf
SPECIAL RULES
35 gold crowns to hire
Leader: Any warrior within 6" of the Druzhina
Esaul is an ancient Cossack term that means
Captain may use his Leadership characteristic
‘Best Warrior’, and was traditionally given to
when taking any Leadership tests.
the most powerful fighter in the tribe. The
Inheritance: When the Kislevite warband is word has survived the generations, and today
first created, the Druzhina Captain is allowed it is an honourary title given by a chieftain to
to purchase one item from the Kislevite his personal champion, though it is also used
Warrior equipment list at half the normal cost. by Gospodar warriors as a more familiar term
This item represents a treasured family for an experienced veteran. Most Kislevite
heirloom that has been passed down through cities contain at least one grizzled veteran
the generations. Losing an ancestral item is amongst the ranks of their professional
considered very disrespectful and if the item is soldiery who has been affectionately labelled
ever lost (e.g. from a Robbed result on the ‘Esaul’ by his men.
Serious Injury chart), the Captain MUST
Profile M WSBS
S T WI A ld
replace it with a finely-made substitute as
quickly as possible or risk being haunted by 443 33 1 3 1 7
the angry spirits of his ancestors. To replace Weapons and Armour: An Esaul may be
an ancestral item, the Captain must purchase equipped with weapons chosen from the
the same item of equipment at 150% of its Kislevite Warrior Equipment list.
normal price. This higher cost represents the
fine detail and valuable materials used in the o2 Youths
item’s manufacture. Until the item is replaced,
15 gold crowns to hire
the Captain suffers a -1 penalty to all tests and
Strong, strapping lads from the countryside
rolls to hit.
often join a band of daring adventurers to
01 Bear Camer make their fortune.
35 gold crowns to hire Profile M WSBS S T WI A Id
Since ancient times, bears have featured in 422 33 1 3 1 6
Kislevite myths and legends. Kislevites have a
deep respect for these mighty beasts, and Weapons and Armour: Youths may be
gather to see the trained specimens that equipped with weapons chosen from the
accompany travelling circuses. The powerful Kislevite Warrior Equipment list.
men that train these bears are known simply
as Bear Tamers, and the best of them are
17
Risfevite Barband

o——— BencBmen (bougBt in groups of 15 modefs $

Sarriors 03 Streftsi
15 gold crowns to hire 25 gold crowns to hire
The Gospodar tribe make up the bulk of the Firearms were first introduced to Kislev by
people of Kislev, and they are generally Prince Boydinov of Erengrad. Though very
considered the most civilised of the peoples popular among his people, the prince was
of this harsh realm. Gospodars are people of considered quite eccentric (it was he that
large stature with blonde or red hair. Their invented the mad game called Kislevite
women are well known throughout the Old Roulette). Despite initial superstition as time
World for their fair-skinned beauty. Gospodar past handguns have been accepted as essential
women have the same rights as men, and are weapons of war. In his legacy the prince had a
allowed to rise to positions of power; in fact large portion of his wealth set aside for the
the most powerful of the legendary Ice Mages establishment and upkeep of a regiment of
of Kislev are all female! handgunners. The regiment continues to this
day and its members are known as Streltsi.
Profile M WSBS
S T WI A Id
Soldiers from other cities in Kislev, most
@43s3s33
£3 k notably the capital, are sent here to train in
Weapons and Armour: Warriors may be the use of firearms with the Streltsi.
equipped with weapons and armour chosen In addition to their knowledge of handguns
from the Kislevite Warrior equipment list. Streltsi are also trained to use a small halberd
called the berdiche. In fact the berdiche and
handgun are the most widely recognised
symbols of the Streltsi. In combat Streltsi are
able to use their berdiches as rests for their
handguns, increasing their accuracy and
making for a deadly weapon combination.

Profile M WSBS
S T WI A Id
$353 33315 1 7
Weapons and Armour: Streltsi may be armed
€ ossacts with weapons and armour chosen from the
Streltsi equipment list. Note that Streltsi are
30 gold crowns to hire the only Kislevite Warriors trained in the use
Cossacks are nomadic tribesmen who live in of handguns.
the far north of Kislev. They are always the
first to encounter any Chaos invaders from the SPECIAL RULES
north, and so have long fostered a bitter Gun-Rest: A Streltsi warrior armed with both
enmity with the servants of Chaos. Cossacks halberd and handgun may use the halberd as
are renowned for their riding skills, and their a gun-rest. The warrior receives a +1 on his
favoured weapons are the scimitar (sword) ‘to hit’ roll with the handgun, as long as he
and spear. did not move that turn (this applies even if
Profile M WSBS S T W I A_ Ld the warrior has a skill that allows him to move
and shoot with his handgun — he must not
43°59 3213 1 #
move if he is to rest the gun).
Weapons and Armour: Cossacks may be
armed with weapons and armour chosen from
the Kislevite Warrior equipment list.

SPECIAL RULES
Hate Chaos: Years of bitter struggle against
the forces of Chaos have left their mark on the
Cossack people. Cossacks are subject to
Hatred against all forces of Chaos (e.g.
members of any warband the players would
apply the Ancient Enemies special rule to).

18
Risfevite Barband

o1 Crain® Bear Fearsome: A charging bear is a very scary


sight indeed! A Trained Bear causes Fear.
145 gold crowns to hire
Bear Tamers often bring one of their sacred Bear Hug: If the Bear hits the same enemy
bears with them when they prepare to enter warrior with both of his attacks in the same
battle. These great beasts respect little, and it round of combat, the player may choose to
takes years for a human to win their trust and make a single ‘Bear Hug’ attack instead of
obedience. The effort to train one of these resolving the attacks normally. If this option is
creatures is well worth it however, as one can chosen, each player must roll a D6 and add
not hope for a more loyal friend or useful ally his model’s Strength to the roll. If the Bear’s
when things turn bad. total is higher or the totals are equal, the
opposing warrior takes a single automatic
Profile M WSBS S T WI A Id wound with no armour save allowed. If the
63 055
22 2 6 enemy warrior’s total is higher, the warrior
has broken the Bear's hold and suffers no
Weapons and Armour: None, other than
damage from the attack.
their claws and teeth!
Fiercely Loyal: Such dedication is built into
the relationship between Bear Tamer and bear
that if his trainer is injured, a bear will often
stand over the body to protect it, or even drag
the trainer's body to safety. As long as his bear
is not taken Out of Action during a game, a
Bear Tamer ignores the following results on
the Serious Injury table: ‘Sold to the Pits’,
‘Robbed’, and ‘Captured’ (and ignore
equivalent results in settings such as Lustria
that have their own special Serious Injury
table). If any of these results are rolled for the
Bear Tamer, treat the result as a ‘Full
Recovery’ instead.
Animal: Trained Bears are animals and do not
gain experience.

Sampfe Garband
When creating a warband I normally start with
SPECIAL RULES
the models I place the highest priority on. I
Trained: A bear doesn’t care about the
always purchase a leader first, as the warband
warband’s mission or enmity for other
has to have a leader and this is the figure that
warbands — it’s just following the orders of its
will most closely represent me as the warband
trainer. Sometimes it gets bored waiting for
combats others for wealth and glory. After this
orders; for this reason Trained Bears are
I purchase any henchmen that I really want to
subject to the rules for Stupidity. If given
try out, and then I look at filling out my
‘special attention’ by its trainer, it will mind a
heroes and the rest of my warband. So Andrei
bit better, so a bear is not required to take
was purchased first, and I gave him some
these Stupidity tests if the warband’s Bear
ancestral armour, a pistol and sword. I figured
Tamer is within 6". In fact this is the only
the bulk of my warband would have very little
member of the warband the bear will listen to;
equipment, so the Druzhina should have a
a Trained Bear will never use the warband
couple expensive items to really make him
leader’s Leadership for any tests it is required
stand out. The ‘Inheritance’ special rule really
to take. It may use the Bear ‘Tamer’s
helps here!
leadership if within 6" of him however. Note
that the warband cannot control the bear After Andrei was purchased, my next priority
without a Bear Tamer. The Trained Bear may was a Trained Bear. Bears feature prominently
not be used in any game in which the
warband's Bear Tamer does not take part (and
this means that if the warband does not
include a Bear Tamer at all, the warband must
keep the bear staked back at camp until they
hire a new one!).

19
Risfevite Sarband

in the history and religion of Kislev, and it just that has to be taken Out of Action before you
wouldn’t be right not to include one. Besides, start testing for Rout. So I dropped one of the
if you want to strike fear into your opponents, Warriors and added a Streltsi with his special
there are few models better suited to do this! equipment (handgun and halberd) in his
Next I focused on filling out my heroes. I place, and upgraded the remaining Warriors
normally try to purchase as many heroes as to swords instead of clubs.
possible when I start a warband, as this gives As the warband progresses I plan to add in
me the best chance to get good Exploration the final hero, and add some Cossacks as well.
rolls. However, this time I had allowed myself If 1 earn sufficient gold, I would like to
a little extravagance in the purchase of a bear, purchase the maximum number of Streltsi as
and this along with the expensive warband their unique skills can make for a fearsome
leader severely limited the amount of gold I'd support of my close combat troops.
have to fill out the warband. So I left the Esaul
in Kislev and purchased a Bear Tamer and two
Youths. The Bear Tamer is a requirement if I
Ristes Barband
Andrei Padinov, Druzhina Captain 110 gc
want to use the bear, and the Youths are Heavy Armour (Ancestral Item), Sword, Pistol,
cheaper than any of my henchmen! Dagger.
On to the henchmen, and by this time I was Boris Schaunov, Bear Tamer 45 gc
Starting to run pretty low on funds. With this Sword, Dagger.
in mind I decided to purchase Warriors
instead of Cossacks. Warriors lack the Hate Ivan, Youth 25 gc
Chaos special rule of the Cossacks, but they Sword, Dagger.
are still decent henchmen and the five gold
Stephan, Youth 18 gc
crown savings each would help me to possibly
Club, Dagger.
buy another warrior. I included four with
clubs and daggers, but looking at the gold I Igor, Trained Bear 125 gc
had left and how many warriors were in my
Valery, Josef and Alexi, Gospodar Warriors
band, I figured I could do some shuffling and
Sword, Dagger. 105 ge
still get the warband to a good starting size. I
normally like to start out a new warband with Anatoly, Streltsi 70 ge
at least nine members, as having one more Handgun, Halberd, Dagger.
than a multiple of four gives you one more
Total: 498 gc

=F — + erating ec:
Kislevite concept-sketebes by Mark :

20
Kislevite Warband
From the skilled hands of sculptors Mark Harrison and Seth Nash we bring you the Kislev warband. The Kislev
range is supplied in packs. Each pack contains a random mix of between 1-3 models and a set of weapons
that are used to arm the models in the manner you choose. The Kislevites are available through Mail Order
, and from the Games Workshop online store — see details on the right.
/
KISLEV PACK A —- ONE CAPTAIN/CHAMPION £4.00

Example Pack contains a random selection of one of the above models

KISLEV PACK B — THREE HENCHMEN &7.50

Example Pack contains a random selection of three of the above models, two that can be armed
with halberd or hand weapons and one that can be armed with a missile weapon

KISLEV PACK C —- THREE YOUTHS £7.50

Example Pack contains a random selection of three of the above models, two that can be armed
with halberd or hand weapons and one that can be armed with a missile weapon

KISLEV PACK D — TAMER & BEAR £10.00 KISLEV WEAPONS


Models are supplied with a selection of the
following weapons. Enough are included in
each pack to arm all of the models.
~— —

Crossbow

Pack contains one bear and bear tamer Halberd

Mail Order can supply individual models . Just give Mail Order a call if you require a specific model.
ert AWK)AM SA

“Be Satchtower
A new setting for Mordhbeim by the
Lustria e-group. Town Cryers 10-15.
Aisceffaneous
This section City of Nightmares
Sons of Nagarythe
{ ’ is to keep you up to Mark Bedford's Skaven take on Alessio's
The Shadow Warrior warband.
date with what is Reiklanders.
Town Cryer 10.
\. going on with WD238 (Town Cryer 1/Best of TC).
Averlanders
St ® Mordheim. We'll be Before the Comet
A new warband. Town Cryer 10.
“ame. = publishing ‘New Rules’ Introductory fiction.
Ostlander Mercenaries WD239 (Town Cryer 2/Best of TC).
(NR) and ‘Experimental A new warband, Town Cryer 11.
Rules’ (ER). The new Mordheim Architecture
Q&A Nigel Stillman’s scenery.
rules have to be used where Official errata and answers WD239 (Town Cryer 2/Best of TC).
applicable, while the experimental Town Cryers 11-13.
Witch Hunt
rules are optional and can only be Ulli & Marquand Battle report between Possessed and
used with an opponent's consent. If Two new Dramatis Personae. Town Cryer Witch Hunters.
the feedback on the experimental 13. WD242 (Town Cryer 5/Best of TC).
rules is positive enough we'll Subplots Kidnapped!
upgrade them to New Rules status Town Cryer 13. New Scenario by Tuomas.
in future issues of Town Cryer. Blazing Saddles WD243 (Town Cryer 6/Best of TC).
Every issue of Town Cryer will Expanded Mounted rules. Scourge and Purge
include this section, and we'll also Town Cryer 14. A scenario by Donato Ranzato,
have a similar page on our web site. Out of the Mists Town Cryer 7.
Along with other bits and pieces of Playing in Albion. Town Cryer 15. Mordheim by Night
news and gossip, this section will Khemri — The Land of the Dead Michael Walker chats about Mordbeim.
list the new rules, experimental A new setting for Mordbeim by the Town Cryer 7.
rules and errata that currently apply Khemri e-group. Town Cryer 16. The Forbidden Square
to the Mordheim Skirmish System. Kislevites A scenario by Christian Ellegaard.
Anew warband. Town Cryer 16. Town Cryer 8.
More importantly it will tell you
where you can find this information, Stake Out
Experimental Rules Gav Thorpe sets out an interesting
by listing the place where the
Ye Olde Curiosity Shop scenario, Town Cryer 8.
original article was published, If the Rules for extra weapons, equipment and The Script of Sigmar
original source is no longer skills, Town Cryer 7. A scenario by Paul Smith.
available, you'll be able to order Sewer Rats Town Cryer 9.
photocopied versions for a small Rules and scenarios for sewer fighting. Customising Ye Warband
fee, and/or you'll be able to find Town Cryer 7. Notes on giving your Warband that
electronic versions of the rules on Wolf Priest of Ulric Latino flavour. Town Cryer 9.
our web site. We also plan to Wolf Priest characters. The Architect's Guide
periodically consolidate any new Town Cryer 8. More tips on building scenery.
rules together into supplements that Let the Damned Burn! Town Cryer 9,
we'll print for Mordheim. Arson and fires in Mordheim. The Lair of the Snake
Town Cryer 8. Another scenario by Christian
Mew Rufes Bretonnian Warbands Ellegaard. Town Cryer 9.
Opulent Goods A new Warband. Town Cryer 8. Narrative Campaigns
Rules for buying luxurious wares. Sawbones Dylan Owen talks us through bis
WD239 (Town Cryer 2/Best of TC). A trip to the Apothecary narrative campaign. Town Cryer 9.
Random Happenings Town Cryer 8. The Foulness below Mordheim
Events tables for Mordbeim, In the Mouth of Madness A narrative campaign by Donato.
WD240 (lown Cryer 3/Best of TC). Rules for insanity! Town Cryer 8. Town Cryer 10.
Dwarf Treasure Hunters Shiver Me Timbers! The Mine
Dwarf warbands. Pirate warbands. Town Cryer 9. A quick scenario by Paul Smith.
WD241 (Town Cryer 4/Best of TC). Town Cryer 10,
Lords of the Night
Chaos on the Streets New skills and abilities for Vampires. The Caravan
Rules for multi-player games. Town Cryer 11. Our scenario competition winner.
WD242 (Town Cryer 5/Best of TC). Town Cryer 11.
Priest of Morr
Da Mob Roolz A new character. Town Cryer 12. Rivers of Blood
Orcs in Mordheim. Scenario with special rules.
Fortune Hunters
WD243 (Town Cryer 6/Best of TC). Town Cryer 12.
New hired swords. Town Cryer 13.
Show me the Money Night of the Headless One
New hired swords. Pit Fights
Fighting in the pit! Town Cryer 14. Scenario, Town Cryer 12.
WD243 (Town Cryer 6).
Dark Rituals of the Chaos Gods Arcane Architecture
Beastmen Raiders Modelling buildings.
Summon Daemons. Town Cryer 14.
Rules for Beastmen warbands. Town Cryer 12.
Town Cryer 7. Wyrdstone Powers
Town Cryer 15. Sword of the Herald
Designer's Cut Scenario. Town Cryer 13.
Tuomas Pirinen adds more choice rules
The Mummy
to the mix. Town Cryer 8.
Undead Scenario, Town Cryer 15.
Lustria — Cites of Gold
Catalogue
Boxed Sets & Mags Reiklanders
6001119901 Mordheim boxed game £40.00 110200101/2 Captain with sword/shield
60719999025 Best of Town Cryer £10.00 110200103/4 Captain with sword/pistol
60241199002 Town Cryer 8 £2.75 110200201 Champion with two-handed sword
60241199003 Town Cryer 9 £2.75 110200202/3 Champion with sword/shield
60241199005 Town Cryer 11 £3.50 110200301 Youngblood with spear
60241199006 Town Cryer 12 £3.50 110200302/3 Youngblood with sword/dagger
60711199001 Town Cryer 13 £3.50
60711199002 Town Cryer 14 £3.50 Sisters of Sigmar
99021199001 Blood on the Streets (building pack) £12.00 R y :
99121102001 Human mercenaries £10.00 110200603 Sister Superior with two hammers

99121106001 Skaven Warphunters £10.00 110201701 ~—_— Sister Superior with flail
99111107001 Undead Warband £15.00 110200608 = Novice 1 with hammer
99111102015 Witch Hunter Warband £15.00 110200609 =—Novice2withhammer _
99111101001 The Possessed Warband £15.00 110200601/2 Matriarch with hammer/shield
99111102006 Sisters of Sigmar Warband £15.00 110201601/2 Matriarch with whip/shield
99391199003 Mordheim Roof Sprue £4.00 110200801 Augur
99391199002 Mordheim Building sprue £4.00 110200604 —Sister of Sigmar with flail
99391199001 Mordheim Equipment Sprue £3.00 110200605 _ Sister of Sigmar hammer/shield
110200606 _— Sister of Sigmar with hammer
*** Kislevites*** 110200607 _— Sister of Sigmar with hammer
110200610 = Sisters of Sigmar shields
FMDM042 Henchman armoured with halberd £2.50
FMDM043. ~—s Henchman with halberd & handgun £2.50 Witch Hunters
FMDM044 Henchman with bow £2.00 ~ 4%
FMDM045 Young Blood with close combat £2.50 110201501 Captain with sword/head
FMDM046 Henchman with close combat £2.50 110202401 — Captain pistol/firebrand
FMDM047—-
FMDMO048
Henchman with missile weapon
Hero with bear cape
£2.50
£2.50
~—=»«- 110202602
110202601 _——Flagellant with flail
Flagellant with flail
FMDM049 Hero with coat £2.50 110202303/4 Witch Hunter with crossbow
FMDM057 _— Bald Henchman with close combat £2.50 110202301 Witch Hunter with axe/firebrand
FMDM058 __ Bald Henchman with missile won £2.50 110202302 = Witch Hunter with TH sword
FMDM059 Hero with bear cape and fur hat £2.50 110201502 Witch Hunter with sword/irebrand
FMDM060 —-Hero with coat and bedroll £2.50 110202701 = War Hound 1
FMDMO61 _—Bear handler £2.59 110202702 =WarHound2
FMDM062 Bear £2.50 110202501 = Zealot with mace/fish
FMDM063 —-Young Blood with missile wpn £250 110202502 = Zealot with axe/puppet
FMDM065 —_—-Young Blood in waistcoat £250 110202503 Zealot with sword/shield
FMDM064 —_—-Young Blood with missile wpn £250 110202801/2 = Sigmarite Priest
Amazons Skaven Warphunters
FMDM033 Serpent Priestess £2.50 110600101/2/3 Assassin Adept with two swords
FMDM034 postaoa bani £2.00 110600104 Assassin Adept with claw
FMDM035 Eagle warrior £2.50 110600201/2 Black Skaven with sword/pistol
FMDM036 Warrior 1 with sunstaff £2.00 110600203/4 Black Skaven with flail
FMDM037 Warrior 2 with sword £2.00 110600301 Night Runner with two swords
FMDM038 Warrior 3 with sunstaff £2.00 110600302 Night Runner with sword/dagger
FMDM039 Warrior 4 with sword £2.00 110600401/2 Clan Eshin Sorcerer
FMDM040 —- Warrior 5 with sunstaff £2.00 110600601/2/3 Rat Ogre
FMDM050 _—— Warrior 6 with sunstaff £2.00
FMDMO051 — Jaguar Warrior 1 with sunstaff £2.00 The Possessed
FMDM052 — Jaguar Warrior 2 with sword £2.00 110100101 Possessed Magister with axe/staff
> 110100102 Brethren with spear
Marienburgers 110100103 Brethren with mace & axe
110200901/2 Captain with two pistols 24.00 110100104 Brethren with halberd
110200903/4 Captain with sword/shield g4.09 110100105 —_Brethwen with mace & axe't
110201001/2 Champion with two swords 23.00 110100501 = Possessed Magister with mace
110201003/4 Champion with flail £3.00 110100301 + — Possessed Beastman with sword
110201101/2 Youngblood with sword/dagger £2.00 bbe pa —, ernie ir pate
11 11 ! ith istol £2. ssed
CRETIOGE: “YOUTIGDRIS SEN WO Pees me 110100701 Darksoul with morning star
Middenheimers 110100107 Darksoul with axe
110100401/2/3/4 Possessed with claw
99381102002 Middenheimer Accessory Sprue £2.00 11010040/6/8/9/10 Possessed with tentacles
110202001/2 Captain with hammer/shield £4.00
110202003/4 Captain with sword/axe £4.00 Undead
110202101/2 Champion with halberd £3.00
110202103/4 Champion with two-handed hammer £3.00: 110700101/2 Necromancer
110202201/3 Youngblood with hammer/bow £2.00 110700103/4 Vampire with halberd
4a Y blood with two hammers £2.00 110700201/2 Vampire with sword
TIGERESIE: “KOUNaeOO 410700105/6 Dreg with club

23
110700108/7 Dreg with spear £4.00 99380205001 Dwarf Warrior Sprue (5 Clansmen) £3.00
99380207002 Plastic Zombie sprue £4.00 99360299007 Dwarf Shield Sprue £1.00
99060207075a Dire Wolf £2.50 020507601 Thunderer 1 £2.50
020706701 Ghoul with rock £2.00 020507602 Thunderer 2 £2.50
020706702 Ghoul with rock £2.00
020706703 Ghoul with club £2.00 Orcs
020706704 Ghoul with club £2.00
020706705 Ghoul with knife £2.00 These models are from the Warhammer range of models.
020706706 Ghoul with club £2.00 020901901 Orc Boss £3.00
020706707 Ghoul with knife £2.00 020904903 Orc Shaman Body £2.50
020706708 Ghoul with sickle £2.00 020904901 Orc Shaman sword £1.00
020706709 Ghoul with rock £2.00 020904902 Orc Shaman staff £1.00
020706710 Ghoul with club £2.00 020901701 Orc Big’un with sword £2.00
020706711 Ghoul with club £2.00 020901702 Orc Big'un with axe £2.00
020706712 Ghoul with sickle £2.00 99380209002 Orc Boyz Sprue (4 boyz) £3.00
99360299004 Orc Shield Sprue £1.00
Averlanders 99380209001 Goblin Sprue £2.50
029900708/4 Troll with two-handed Axe £8.00
FMDMO001 Averlander with halberd £2.00 020912805 Cave Squig 1 £1.50
FMDM002 Averlander sword/pistol £2.00 020912806 Cave Squig 2 £1.50
FMDM003 Averlander with hammer/pistol £2.00
FMDMO004 Averlander with sword/shield £2.00 Bretonnians
FMDMO005 Averlander with handgun £2.00
FMDMO006 Averlander with halberd £2.00 These models are from the Warhammer range of models.
99060203046L Questing Knight with Lance £5.00
Shadow Warriors 99060203049L Questing Knight Champion £4.00
99060203025L Knight Errant Champion £4.00
FMDM007 Shadow Master with sword £2.00 079902101 Questing Knight on Foot 2 £3.00
FMDMO008 Shadow Warrior with sword/bow £2.00 020304001 Questing Knight on Foot £3.00
FMDMO009 Shadow Warrior with horn/sword £2.00 020305201 Squire with bow 1 £2.00
FMDM010 Shadow Warrior firing bow £2.00 020305202 Squire with bow 2 £2.00
FMDM011 Shadow Warrior with sword/bow £2.00 020305203 Squire with bow 3 £2.00
FMDM012 Shadow Warrior with sword/bow £2.00 020300801 Men-at-Arms with spear 1 £2.00
FMDM013 Shadow Warrior with standard/sword £2.00 020300802 Men-at-Arms with spear 2 £2.00
FMDM014 Shadow Warrior loading bow £2.00 020300803 Men-at-Arms with spear 3 £2.00
FMDM015 Shadow Warrior loading bow £2.00 020301401 Bowman 1 £2.00
FMDM016 Shadow Warrior with sword £2.00 020301402 Bowman 2 £2.00
FMDM017 Shadow Warrior with sword £2.00 020301403 Bowman3 £2.00
FMDM018 Shields (pair) £0.50
FMDM019 Bow and Quiver (pair) £0.50 Beastmen
FMDM020 Quiver (pair) £0.50
All the above models can be fitted with shields and quivers These models are from the Warhammer range of models.
which come in pairs. 020100301 Beastman Champion 1 £3.00
020100302 Beastman Champion 2 £3.00
Ostlanders 020100401 Beastman Shaman 1 £4.00
020100402 Beastman Shaman 2 £4.00
FMDM022 Ostlander with two-handed axe £2.00 020102801 Beastman Gor 1 £2.00
FMDMO023 Ostlander with two-handed hammer £2.00 020102802 Beastman Gor 2 £2.00
FMDM024 Ostlander with handgun £2.00 020102803 Beastman Gor 3 £2.00
FMDM025 Ostlander with hammer/pisto! £2.00 020104401/9/4 Minotaur 1 £6.00
FMDM026 Ostlander with mace/pistol £2.00 020104402/8 Minotaur 2 £6.00
FMDM027 Ostlander with massive handgun! £2.00 020108101 Chaos Hound 1 Left Body £1.00
FMDM028 Ostiander with pistol/lantern £2.00 020108102 Chaos Hound 1 Right Body £1.00
FMDM029 Ostlander with pistol £2.00
FMDM030 Ostlander with two-handed sword £2.00 Lizardmen

Hired Swords These models are from the Warhammer range of models.
020803701/2 Skink Shaman (Priest) £3.00
110201901 Warlock £4.00 020801001 Saurus Champion (Totem Warrior) £3.00
110202901 Halfling Scout £3.00 020801002 Saurus Champion Arm 1 £0.50
110500101 Trollslayer £4.00 020801406 Skink Champion 1 (Great Crest) £2.00
110200401/2 Freelance Knight £2.50 020800614 Skink Champion 2 (Great Crest) £2.00
99061102005 Mounted Freelance Knight £5.00 020800302 Skink Archer 1 £1.50
110200501/2/3 Ogre bodyguard £6.00 020800303 Skink Archer 2 £1.50
110203001 Pit Fighter £4.00 020800716 — Skink with javelin 1 £1.50
110400101 High Elf Ranger £4.00 020800715 Skink with javelin 2 £1.50
020800401 Saurus Body £1.50
Dramatis Personae 020800805 Saurus Spear £0.50
102811 Saurus Shield Sprue £0.50
110600501/2 Veskit, High Executioner £5.00 99060208009L Kroxigor 1 £8.00
110201401 Bertha Bestraufrung £5.00 99060208002L Kroxigor 2 £8.00
110201301 Aenur, Sword of Twilight £5.00
110203101 Nicodemus, The Cursed Pilgrim £5.00 Dark Elves
FMD031 Ulli Leitpold £6.00
FMD032 Marquand Volker £6.00 These models are from the Warhammer range of models
021200502 ~—— Dark Elf Champion (High Born) £3.00
Dwarfs 021202001 Dark Elf Sorceress £4.00
021200702 = Dark Elf Corsair 2 £2.00
These models are from the Warhammer range of models. 021200703 = Dark Elf Corsair 3 £2.00
020501201 Dwarf General (Noble) £4.00 021200704 = Dark Elf Corsair 4 £2.00
020501301 Dwarf Queen (Noble) £4.00
020502001 Dwarf Hero (Noble) £4.00
020504401 Rock Lobber Crew 1 (Engineer) £2.00
020504103 Organ Gun Crew 3 (Engineer) £2.00
020502654 ~— Giant Slayer 1 (Troll Slayer) £2.50
020502601 Giant Slayer 2 (Troll Slayer) £2.50

24
Khemtri - The Land of the Vead
Read all about the new Khemri alternate setting on pages 3-12 of this magazine.

Tomb robbers from the Old World prepare to desecrate the burial chamber of
a Khemrian Necropolis.

A Tomb Prince ‘encourages’ his Undead servants in moving a huge monolith.


Cowon Crper ! a. |

| CONGRATULATIONS ‘| Missing Person


"Oaisex
AMADEUS TALLER
Hairdressing Last seen opening a box of delights
in Cutthroat’s Haven last
By ‘Mangler’ Todd Gcheimnistag.
A dab hand with scissors, Large reward offered for information

eleeleelelelree
knives, razors and axes. leading to his whereabouts.
(Cy eerie cerelrebralealralresel ey

Humans, Elves, Dwarfs and


ip

Halflings only — no Ratmen! Contact Capt De Vint of the

feseeereyfaie
FYNDE AT YE OLD MEAT PIE SHOP ON Relentless Fury faction at the
FISH STREET. Andreas Halle Burnt Witches Circle

NPeaeaelee
(Unfortunately in the event of beheading, Our oppressed and
amputation, suffocation or concussion refunds
are unavailable.) downtrodden scribe Andreas
IIIT I SO TO IOOO Halle and his spouse Kirsty
married on Festag the 30th day Dr Zuf's Clinic
For Hire of Sigmarzeit.
Expert Sharpshooter May thee be happy, long lived
and your loins most fruitful.
he

OBITUARIES
Igor Kavinksy, eaten by his own
Can shoot a vile ratman through the bear.
heart at fifty paces. Height impairment
not a problem. Roberto Pulpo, the fuse on his
Boggo Ledbottom at the Merry gunpowder keg was too short.
Wench Inn
Expert surgeon educated at
Sheesh Khebhab, tripped on his Altdorf university under Prof
own spear. Grafter. Clean, Sanitary
conditions and finest nursing.
Seek Fame and El Beefi Krelle, died of the licked Price Chart:
back! Giant Toad suspected. Application of leeches 10 ges
Fortune... Curing of fever
Stitching wounds
20 ge
40 ges
The A Lawrence trading consortium Mending broken bones 50 ges
is looking for warriors of a bold Amputation 50 ges
disposition to guard trade caravans ‘owbide 5;
cn heasteannababes " SCRIBES HONOURABLE - etef. tome ok ges
Travel the world, meet interesting MENTION Surgery in the back of
people from faraway lands, visit Donato Ranzato, Joris Gert farmer Ostvald’s bar
exotic locations and get a sun tan! & Steve Cornette apa , a
Zombies = fresh organs bought and sold
Gather ye at the Crippled
Cock Inn after sundown. He, ) Sec es. ‘
- J,
Bring your own sandals.
Se fl a ma aa f

Fanatic Games,
Games Workshop Ltd,
Willow Road,
Nottingham 5
NG7 2WS, UK WORKSHOP
www.fanatic-games.com
Citadel and the Citadel Castle, Games Games \
Warhammer 40,000, Fanatic, Pena Logo, Black Library,lack Library eyBand Mordheim and PRODUCT CODE
5101192 199498 ne Neneh Oe ae ar Oe Ne TONE § ENE 4400 ODA

_—— | Cown Cryer ” |

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