Town Cryer 16
Town Cryer 16
Published on the first Angestag of each Mannslich. Mordheim 3 Groats/UK £200/US $399
- ST 7 TTT? SO TEI
ri aN ))
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..
DRUZHINA CAPTAIN
WARRIOR
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
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a mined, ;
ws FANATIC MAGAZINE
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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.
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
<=
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
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FANATIC FANATIC
S ™
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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.
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
S|
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
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
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 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
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
Crossbow
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.
eleeleelelelree
knives, razors and axes. leading to his whereabouts.
(Cy eerie cerelrebralealralresel ey
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