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* BadassGrandpa



* BadassGrandpa
* BadassMustache

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* BadassGrandpa
*
%%%* BadassMustache
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* TheImmune: Chaos Spawn are immune to poison, this makes them an excellent unit for taking on Skaven, some Chaos units and the Undead. They also work well with the Poison Wind Globadier, while the Chaos Spawn is locked in battle for another unit - the globadier can throw a gas bomb at the area to poison the stuck-in enemy.


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* MusclesAreMeaningless: He looks like a sickly man and in the tabletop game, his strength is unexceptional. In this game, he starts off with strength that rivals a vampire.
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* TheUndead: [[CaptainObvious Mhm.]]

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%% * TheUndead: [[CaptainObvious Mhm.]]
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* NaiveNewcomer



* BadassNormal: As a posse of ordinary men who are tasked with hunting down witches, Chaos cultists and vampires.




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* ProperlyParanoid: Presumably the source of their "Hunter's Patience" ability.
* TheWitchHunter



* FragileSpeedster



* JackOfAllStats



* LongRangeFighter

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* LongRangeFighter
TheWitchHunter



* CrazyHomelessPeople: ''Very'' crazy, and combined with ChurchMilitant to boot.



* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crumple most henchmen in only two hits.

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* GlassCannon: Flagellents Flagellants can't equip armour or shields, but give 'em a two-handed great flail and they'll crumple most henchmen in only two hits.



* TheDeterminator: Never flees, never tires and never quits.



!!Wilheim Kreiger

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!!Wilheim !!Wilhelm Kreiger
->''"All glory to Mighty Sigmar that He has chosen us for this sacred duty!"''

High Capitular Wilhelm Kreiger is a Warrior Priest of the Order of the Anvil and the representative of the Grand Theogonist and the Dramatus Personae of the Witch Hunters warbands. Wilhelm is a man of action and faith, unwilling to sit idle in Wolfenburg Cathedral when he could be taking the fight to the enemies of mankind.

* BaldOfAwesome: As with all Warrior Priests.
* DropTheHammer: Either a two-handed great hammer or a one-handed Sigmarite hammer with a shield.
* KillEmAll: As far as he's concerned, Mordheim is beyond redemption and all of the evil that infests it must be purged with sword and flame.
* LightningBruiser: Clad in heavy armour and hits very hard, but also fast.
* MagicKnight: Can cast the spells Armour of Righteousness and Prayer of Absolution.
* WellIntentionedExtremist: Recognizes that the Empire above all else needs unity, and he sees the wyrdstone as a means to make the church rich and powerful so they can finally end the strife and civil war that has gripped the Empire.



With their plentiful movement and very good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.

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With their plentiful movement and very good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.


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* SmallNameBigEgo: Claims to be the greatest Skaven assassin in the world.
* SmugSnake

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* WeaponOfChoice: Firearms, and lots of them.



Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.

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Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.
dreams. Captains are often the best fighters of their warband and the best equipped (as they get the first choice among the loot).



* JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation.

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* JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation. However with his Swift Reaction special ability, giving the Captain a halberd, a sword or a shield and some kind of one-handed weapon so he can parry attacks might be the wisest choice.



* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength, toughness and weapon skill scores.
* NewMeat: A young lad fighting in Mordheim for his fortune. [[CrapsackWorld Apparently the attrition rate for boys like him is exceptionally high]].

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* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength, toughness and weapon skill scores.
scores. Commonly, Youngbloods are equipped with bows, pistols or crossbows as well as lighter one-handed weapons with higher initiative and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces than engaging them head-on.
* NewMeat: A young lad fighting in Mordheim for his fame and fortune. [[CrapsackWorld Apparently the attrition rate for boys like him is exceptionally high]].



* StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large Impressives to wear light armour, the most generally resilient.

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* StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large Impressives to wear light armour, the most generally resilient.
resilient. Also, because they can take swords, Ogres can become quite proficient at parrying as well.



* TheAtoner: As far as the Sisters are concerned, the comet that struck Mordheim was an act of the gods meant to destroy a den of decadence and heresy, but they blame themselves for failing to turn the citizens away from a darker path.



* BadassLongcoat: They can even get an armoured one!

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* BadassLongcoat: They can even get an armoured one!one! However they tend to lean towards the plain cloth one because it gives them freedom of movement, and besides, it's a classic.



Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervor and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.

A highly versatile divine spellcaster equally capable of supporting allies and debuffing and damaging foes, while also wearing heavy armour, the Warrior Priest is at home in the thick of melee. His "Divine Rage" increases his spellcasting chance whenever he deals melee damage.

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Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervor and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.

adversaries, and bringing salvation to his allies.

A highly versatile divine spellcaster equally capable of supporting allies and debuffing and damaging foes, while also wearing heavy armour, armour (but proficient in any armour except helmets - they obscure the Priest's vision too much), the Warrior Priest is at home in the thick of melee. His "Divine Rage" increases his spellcasting chance whenever he deals melee damage.



The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out Chaos cults and witches. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

With excellent damage in melee or range and a litany of proficiencies, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.

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The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out small Chaos cults and witches.individual witches acting alone. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

With excellent damage in melee or range and a litany of proficiencies, proficiencies in weapons ranging from simple daggers to hunting rifles, the Witch Hunter is a solid very versatile offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.



* BadassLongcoat

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* BadassLongcoatBadassLongcoat: Though they can wear any kind of armour, the Witch Hunters prefer their cloth trenchcoats because the coats let them stay mobile and give them an imposing figure.



Robust and fearless, the Templar Knight is a powerful melee tank well-suited for engaging multiple enemies at once thanks to the "Stoic" passive skill, but also makes for a capable melee DPS hero.

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Robust and fearless, the Templar Knight is a powerful melee tank well-suited for engaging multiple enemies at once thanks to the "Stoic" passive skill, but also makes for a capable melee DPS hero.
hero. They can use all manner of weapons and armour, but their favourite is the sword and shield with heavy armour, giving a high degree of physical protection for their valuable lives.



Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

An incredibly versatile henchman capable with all manner of melee or ranged weapons, combined with surprising durability in light armour. Their "Vengeance" skill increases their melee damage for a turn when they are struck by a melee attack.

* ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight as fiercely as trained warriors.

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Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, mercenaries (and their heavy armour training), but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

An incredibly versatile henchman capable with all manner of melee or ranged weapons, combined with surprising durability in their light armour. Their "Vengeance" skill increases their melee damage for a turn when they are struck by a melee attack.

* ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight as fiercely as trained warriors. However their lack of true martial training leaves them unable to use firearms or heavy armour, forcing them to rely on bows and light armour instead.



* JackOfAllStats[=/=]MasterOfNone: With no particular strengths in any area, Zealots make fair "line" infantry for the Witch Hunters. Just don't rely too much on them.

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* JackOfAllStats[=/=]MasterOfNone: With no particular strengths in any area, Zealots make fair "line" infantry for the Witch Hunters.Hunters, using either close combat weapons or bows. Just don't rely too much on them.



The Executioner is slightly weaker than other Impressives but that does not take away from the fact he is a powerful linebreaker, and careful use of his "Pyres Of The Righteous" can increase the hit chance and morale of nearby allies.

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The Executioner is slightly weaker than other Impressives but that does not take away from the fact he is a powerful linebreaker, and careful use of his "Pyres Of The Righteous" can increase the hit chance and morale of nearby allies.
allies. Executioners take their jobs very seriously, as they will always to the bitter end, nor will they ever tire.



At first a rather weak and situationally useful arcane caster hero, the Magister comes into his own when levelled up, controlling the battle and rendering opponents powerless with his debilitating debuff spells. His "Blood Sacrifice" passive trait decreases the cost of spells when he deals out damage to an enemy.

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At first a rather weak and situationally useful arcane caster hero, the Magister comes into his own when levelled up, controlling the battle and rendering opponents powerless with his debilitating debuff spells. His "Blood Sacrifice" passive trait decreases the cost of spells when he deals out damage to an enemy. \n The Magister can actually equip many different kinds of weapons and armour, and his ability to take bows make him quite versatile, but keep in mind that heavier two-handed weapons and armour might interfere with his spells.



Bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.

Mutants have a balanced statline and the ability to wear any armour and use nearly any weapon. Mutant archer builds are quite viable but risky; one arm mutation will forever prevent him from using bows or ranged skills and leave him gimped. For this reason, melee damage builds are perhaps the more sensible approach. "Shadowlord's Touch" increases their critical hit chance when they gather wyrdstone.

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Bodies Men with bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.

Mutants have a balanced statline and the ability to wear any armour and use nearly any weapon. Mutant archer builds are quite viable but risky; one arm mutation will forever prevent him from using bows or ranged skills and leave him gimped. For this reason, melee damage builds are perhaps the more sensible approach. "Shadowlord's Touch" increases their critical hit chance when they gather wyrdstone. \n Mutants can wear whatever armour works best for their role but some mutations might affect their ability to wear the heavier gear.



The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking into the fractured Empire. Marauders fight with axe and swords, often with the reckless fury of the berserk!

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The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking deep into the fractured Empire.Empire and feel right at home in the lawless zone of Mordheim, offering their might to any who can pay the right price. Marauders fight with axe and swords, often with the reckless fury of the berserk!



Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.

The Possessed is very much a melee GlassCannon; incapable of wearing any armour and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb with their bare fists or their arm mutations. They're not only fearless but they project their own Fear aura, making enemies in melee more likely to miss.

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Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations.mutations, guided by a savage mind, part mortal and part daemon. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.

The Possessed is very much a melee GlassCannon; incapable of wearing any armour and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb with their bare fists or their arm mutations. They're not only fearless Possessed fight with the fury of the insane and fear nothing, but they project do strike fear into the hearts of their own Fear aura, making enemies in melee more likely and interfere with their ability to miss.
strike true.



* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7.

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* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7. They can actually be graduated up to lead warbands in place of the Magister.



Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, Darksouls bring their crazed fury against all who defy the Cult.

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Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, daemons to make up for being rejected and to reveal their true nature, Darksouls bring their crazed fury against all who defy the Cult.
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* ACommanderIsYou: Balanced/Ranger. Units have well-rounded stats in offence, defence and mobility and the largest armoury available to any warband, with few gimmicks to trip up a new player or limit his options for skills. Even dedicated melee fighters can pack pistols, while their ranged fighters are some of the best.


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* ACommanderIsYou: Elitist/Brute. The Sisters are a warband of powerful {{Magic Knight}}s who can nearly all equip heavy armour and fight very well in hand-to-hand combat, but conversely none of their units can equip bows or guns, and this coupled with their low mobility make them susceptible to being outmanoeuvred and led into ambushes and killzones.


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* ACommanderIsYou: Balanced/Brute. Basically the Human Mercenaries, but with much more emphasis on melee over ranged combat (though speccing your heroes for ranged combat is of course still quite possible). They're squishier than the Mercenaries and can't equip the same weapons and armour but they make up for this in other areas, like having fearless henchmen.


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* ACommanderIsYou: Spammer/Guerilla. Skaven units can move far, climb and jump well and have high initiative so they have the best battlefield control of any warband. However their units are quite fragile, with low HP and morale and limited access to heavy protection. The Skaven encourage a playstyle that involves ambushes, flanking and picking off isolated units; protracted brawls are best avoided.


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* ACommanderIsYou: Technical/Gimmick. With very high melee damage, above-average mobility and magic potential paired with below-average defences and potentially useful, potentially detrimental random mutations for heroes, the Cult are a high-risk, high-reward warband that require some forward planning, daring and maybe some luck to work successfully.


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* ACommanderIsYou: Brute/Gimmick. The Undead are quite a weird warband: versatile heroes with strong melee and magic abilities paired with relatively expendable, talentless henchmen with very limited access to weapons and armour, united under a theme of units with immunity to psychology checks while doling out these same checks to their enemies. Their main weakness is their limited range: only their heroes can equip missile weapons.
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On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken county of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic. From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.

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On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken county of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic. From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.
neighbours. Others may hide in the night but the night belongs to the undead, and in Mordheim, it is always night.
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Someone got their timing wrong: Karl Franz won't be born for centuries


The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jeweled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.

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The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jeweled vestments. Grand Prince Karl Franz The Elector Count of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.
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* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverize anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.

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* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverize anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.
properly. Once she gets above a certain level however she gets the Renewal spell allowing her to constantly heal herself (and others) which can make her nigh impossible to bring down.

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* AnimalMotifs: He can get a wolf-stylized helmet.



* BigBadassWolf: Can even get a wolf-stylized helmet.



* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.

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* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.
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The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.

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The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled jeweled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.



* HumansAreAverage[=/=]JackOfAllStats: Defined by fair but not exceptional mobility, offence and defence points across the board, with the widest selection of weapons and equipment amongst the warbands, especially ranged weapons.

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* HumansAreAverage[=/=]JackOfAllStats: Defined by fair but not exceptional mobility, offence and defence defense points across the board, with the widest selection of weapons and equipment amongst among the warbands, especially ranged weapons.



Exchanging the melee prowess, defences and morale of the Captain, the Youngblood is lighter on his feet and slightly better at shooting. His "Squire's Curse" is a special attack which prevents the enemy from switching weapons.

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Exchanging the melee prowess, defences defenses and morale of the Captain, the Youngblood is lighter on his feet and slightly better at shooting. His "Squire's Curse" is a special attack which prevents the enemy from switching weapons.



* FashionableAssymetry: Wearing a huge pauldron on the right shoulder, and [[SleevesAreForWimps nothing on the left]].

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* FashionableAssymetry: FashionableAsymmetry: Wearing a huge pauldron on the right shoulder, and [[SleevesAreForWimps nothing on the left]].



* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre and susceptible to being trapped.

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* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre outmaneuver and susceptible to being trapped.



The Sigmarite Matriarch is the leader of the Sisters of Sigmar warband, a superb tank hero with robust defences and morale. She is also a divine caster, supporting her sisters with healing and defensive spells. Her "Divine Fervour" reduces the cost of attacks and charges after casting a spell, though her next action must be an attack or charge or the effect is lost.

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The Sigmarite Matriarch is the leader of the Sisters of Sigmar warband, a superb tank hero with robust defences defenses and morale. She is also a divine caster, supporting her sisters with healing and defensive spells. Her "Divine Fervour" reduces the cost of attacks and charges after casting a spell, though her next action must be an attack or charge or the effect is lost.



* StoneWall: She has excellent defences backed up by powerful support magic, but she is still, like other Sisters units, slow on the move.

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* StoneWall: She has excellent defences defenses backed up by powerful support magic, but she is still, like other Sisters units, slow on the move.



The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance.

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The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled unrivaled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance.



Sigmar's Purifiers of the Sisterhood have embraced the martial aspects of Sigmar with fervour beyond that of the rest of their order. Their faith is of such an extreme that by sheer force of will they are able to draw upon the divine power of their god to unleash spells upon their foes. A Purifier is utterly fearless in battle, attacking with a combination of cold steel and holy magic that few can withstand.

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Sigmar's Purifiers of the Sisterhood have embraced the martial aspects of Sigmar with fervour fervor beyond that of the rest of their order. Their faith is of such an extreme that by sheer force of will they are able to draw upon the divine power of their god to unleash spells upon their foes. A Purifier is utterly fearless in battle, attacking with a combination of cold steel and holy magic that few can withstand.



Long-serving priestesses of the Sisterhood, Sisters Superior adopt the role of mentor to the newer Sisters and Novices. Versed in the rituals of the temple and the trials of battle, Sisters Superior are entrusted with maintaining the fervour and discipline of the order. The wrath of a Sister Superior on the field of battle is something to quail the blackened heart of almost any foe.

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Long-serving priestesses of the Sisterhood, Sisters Superior adopt the role of mentor to the newer Sisters and Novices. Versed in the rituals of the temple and the trials of battle, Sisters Superior are entrusted with maintaining the fervour fervor and discipline of the order. The wrath of a Sister Superior on the field of battle is something to quail the blackened heart of almost any foe.



Pureblood descendent of Sigmar himself and High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.

to:

Pureblood descendent descendant of Sigmar himself and High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.



* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverise anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.

to:

* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverise pulverize anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.



* KnightTemplar: Even moreso than the Sisters. The Witch Hunters don't even think Mordheim can be saved, and want to purge all within, including their sisters in faith at the Rock.

to:

* KnightTemplar: Even moreso more so than the Sisters. The Witch Hunters don't even think Mordheim can be saved, and want to purge all within, including their sisters in faith at the Rock.



Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.

to:

Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour fervor and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.



With excellent damage in melee or range and a litany of proficiences, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.

to:

With excellent damage in melee or range and a litany of proficiences, proficiencies, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.



* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crump most henchmen in only two hits.

to:

* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crump crumple most henchmen in only two hits.



* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, increasing her initiative and ability to pass All Alone checks.

to:

* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, hip flask, increasing her initiative and ability to pass All Alone checks.



* BigBadassWolf: Can even get a wolf-stylised helmet.

to:

* BigBadassWolf: Can even get a wolf-stylised wolf-stylized helmet.



* StealthExpert: What Clan Eshin is to the Skaven civilisation as a whole. They were trained in ninja arts by Nippon, the ''Warhammer'' world's equivalent of feudal Japan.

to:

* StealthExpert: What Clan Eshin is to the Skaven civilisation civilization as a whole. They were trained in ninja arts by Nippon, the ''Warhammer'' world's equivalent of feudal Japan.



Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.

to:

Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst among the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.



The yin to the Black Skaven's yang, the Night Runner is a capable ranged fighter, especially when equipped with warplock pistols. His mobility is alo greater than the Black Skaven - his "Fleet-Footed" skill gives him greater movement range whenever he succeeds at a leap or jump.

to:

The yin to the Black Skaven's yang, the Night Runner is a capable ranged fighter, especially when equipped with warplock pistols. His mobility is alo also greater than the Black Skaven - his "Fleet-Footed" skill gives him greater movement range whenever he succeeds at a leap or jump.



Fylch Sharptail is a cunning, stealthy and skilled killer of Clan Eshin, the representative of Murderlord Snikkit and an advisor to the player's Skaven warband in the campaign.

to:

Fylch Sharptail is a cunning, stealthy and skilled killer of Clan Eshin, the representative of Murderlord Snikkit and an advisor adviser to the player's Skaven warband in the campaign.



* ReligionOfEvil: One dedicated to the Shadowlord that dwells in the pit in the centre of Mordheim, where the impact hit.

to:

* ReligionOfEvil: One dedicated to the Shadowlord that dwells in the pit in the centre center of Mordheim, where the impact hit.



* AwesomeButImpractical: The Marauder has impressive stats and deals tons of damage, but his poor defences, inability to wear heavy armour and Last Stand means that if his deadly first charge attack misses, he can't pull out and he'll probably lose.

to:

* AwesomeButImpractical: The Marauder has impressive stats and deals tons of damage, but his poor defences, defenses, inability to wear heavy armour and Last Stand means that if his deadly first charge attack misses, he can't pull out and he'll probably lose.



* ProudWarriorRaceGuy: Norscans in the ''Warhammer'' world are basically demon-worshipping vikings.

to:

* ProudWarriorRaceGuy: Norscans in the ''Warhammer'' world are basically demon-worshipping demon-worshiping vikings.



Able to wield melee weapons but with lacklustre physical stats and high ballistic skill, the Brethren are best suited to be ranged support for your melee heroes and Darksouls. Their special ability "Lurker" increases their accuracy with overwatch attacks.

to:

Able to wield melee weapons but with lacklustre lackluster physical stats and high ballistic skill, the Brethren are best suited to be ranged support for your melee heroes and Darksouls. Their special ability "Lurker" increases their accuracy with overwatch attacks.



* TheNecromancer: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilisation. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
* SinisterScythe: His SimpleStaff is modelled as one.

to:

* TheNecromancer: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilisation.civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
* SinisterScythe: His SimpleStaff is modelled modeled as one.



* FragileSpeedster[=/=]GlassCannon: Fairly mobile and powerful up close with their debuffs, Ghouls are good harrassing units.

to:

* FragileSpeedster[=/=]GlassCannon: Fairly mobile and powerful up close with their debuffs, Ghouls are good harrassing harassing units.



* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind anyone else.

to:

* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind never mind anyone else.
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* AwesomeYetPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.

to:

* AwesomeYetPractical: AwesomeButImpractical: Averted, unlike most of the other Impressives. As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, cast spells, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics.tactics, allowing her to bullrush archers and tie them up or kill them outright. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.

Added: 465

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* AwesomeYetPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.



* BoringButPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.

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* BadassBeard: All Mercenary units can get facial hair.



* BlingOfWar: His heavy armour is lavishly decorated.
* HeroesPreferSwords: The default starting weapon is a sword.




to:

** Promotional images show him wielding a hunting rifle while decked out in full armour: [[NeverTrustATrailer in-game, they can't equip rifles]].



* BladeOnAStick: Halberds are the default weapons for Youngbloods.



* {{BFS}}: Greatswords are the default weapon.



* FashionableAssymetry: Wearing a huge pauldron on the right shoulder, and [[SleevesAreForWimps nothing on the left]].



* MageMarksman: Able to equip bows. It's not a bad idea to take them at low levels so they stay out of the enemies' way and still do damage.



* DropTheHammer

to:

* DropTheHammerDropTheHammer: His starting weapon.



* BowAndSwordInAccord: Standard gear is a sword and a pair of crossbow pistols.

to:

* BowAndSwordInAccord: Standard gear is a sword and a [[DualWielding pair of crossbow pistols.pistols]].



* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone.

to:

* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone. Zombies are mindless automatons, Ghouls are crazed flesh-eaters, and Vampires and presumably Vampire Thralls can be easily brought back if they're killed (though this is GameplayAndStorySegregation: being able to bring back dead leaders would be ''too'' big an advantage).

Added: 212

Changed: 64

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* DoomedByCanon: By canon, the Sisters of Sigmar fail to reclaim the city and are largely destroyed by the Lahmian vampires. The survivors go their separate ways and many join the service of other gods like Morr.



High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.

to:

Pureblood descendent of Sigmar himself and High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.



* NeverMessWithGranny

to:

* NeverMessWithGranny
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* TheDreaded: They generate a Terror aura like the Chaos Spawn. Having with unit with Terror at low-levels is a major boost because enemy units often have bad leadership and tend to fail psychology checks.

to:

* TheDreaded: They generate a One of two other units who can inflict Terror aura like the Chaos Spawn. Having with unit with Terror at low-levels is a major boost because enemy units often have bad leadership and tend to fail psychology checks.on their enemies.
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Added DiffLines:

[[/folder]]

Added: 5570

Changed: 44

Removed: 5544

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[[folder:Hired Swords]]

!!Smuggler

The Empire's division benefits those who would sell contraband or avoid the many taxes imposed by barons and burghers. No commodity is more enticing to Smugglers than Mordheim's Wyrdstone. Smugglers must be skilled with swords and pistols, accustomed to fighting against many foes, and not averse to tricks and traps. Most of all, they must be charismatic, able to rally their comrades in their darkest hour.

The Smuggler is a nimble and tricky combat hero adept at both melee or ranged combat. She can provide the Sisters with some much-needed fire support and mobility to broaden the scope of the warband, but also has her place with a Mercenaries or Witch Hunters warband as well. Her "Black Powder Trap" skill creates a "fake" item pickup which explodes and deals damage when a greedy enemy unit tries to pilfer from it.

* ActionGirl: Will often be the only female member of a Mercenaries or Witch Hunters warband.
* BadassNormal
* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, increasing her initiative and ability to pass All Alone checks.
* ColdSniper: Starts with a long rifle.
* FragileSpeedster[=/=]GlassCannon
* TheMusketeer: Able to use guns or melee weapons with equal skill.
* NiceHat
* PirateGirl: Probably a more grimdark take on this trope than usual.
* StuffBlowingUp: Able to use "Black Powder Trap" from the go, and can learn "Hand Bomb". She also gets a passive skill to make her bombs more powerful.

!!Wolf Priest of Ulric

Ulric is the god of wolves, war and winter. In some of the Northern provinces, he is venerated even above Sigmar by peasants and nobles alike. Those who enter his priesthood are fierce and hardened men, embodying the primal nature of their god. Grim warriors in their own right, these Priests are able to instill in their comrades the cold howl of Ulric, inspiring them to feats of bravery and savagery.

The Wolf Priest is an amazing two-handed physical fighter and support caster who can particularly benefit friendly units in tight combat with the enemy, be they the tough-as-nails Sisters or the relatively squishy Mercenaries and Witch Hunters.

* AnAxeToGrind: His starting weapon is, what else, a greataxe.
* BadassGrandpa
* BadassMustache
* BadassPreacher: Given Ulric is a WarGod.
* BigBadassWolf: Can even get a wolf-stylised helmet.
* HornyVikings: Ulric worshippers tend to be from Nordland and Middenland, where people are culturally similar to the Norscans.
* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.
* MightyGlacier: With his greataxe and high strength, he hits like a truck, and his amazing buff spells, high toughness and ability to wear heavy armour without impeded spellcasting make him very hard to kill too.

[[/folder]]



[[folder:Hired Swords]]

!!Poison Wind Globadier

Clanrats trained to use the devious weapons of Clan Skryre, Globadiers are sold as warriors to warbands by the Warlock-Engineers. The warpstone gas in the globes can kill or cripple enemies, or prevent wizards from casting spells. Other alchemical gases can strengthen or even heal those exposed to them. These sneaky ratmen even fabricate bombs disguised as wyrdstone to maim the unwary.

Frail but extremely versatile, the Globadier shines with Cultist warbands as a zone controlling ranged fighter, quite viable as a utility melee using his poison skills which synergise very well with the largely poison-immune Undead, and he can do well with his Skaven brethren too. His "Poison Globe" lets him throw a grenade of poison gas which carpets a small area, infecting all within.

* DeadlyGas: "Poison Globe" is a grenade-like ability that creates a lingering cloud, and "Vent" creates a cloud around the Globadier.
* HarmfulHealing: "Infused Globe" replenishes HP but also gives a random detrimental warp effect.
* MadScientist: Clan Skryre's [[PlanetOfHats Hat]]. They create the Skaven's technological monstrosities and experiment with chemical warfare. They even once planted a wyrdstone-powered nuclear bomb under Altdorf, but it failed to detonate.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind anyone else.
* PoisonedWeapons
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a supporting/battle control hero.
* WeakButSkilled: Rather poor physical stats, the Globadier nonetheless has decent ballistic skill or other modest martial stats, and can be viable in some utility-based combat builds by taking advantage of his own poison skills and the Skaven exclusive poison abilities.

!!Doomweaver

Mystics who tap directly into the Winds of Magic, Doomweavers are both powerful and pitiable. Their minds constantly filled with strange visions and the sound of daemons scratching at the barriers of reality, they slowly descend into madness. The energies they harness twist their bodies with subtle mutations. Yet the magic they wield is the stuff of Chaos itself, primal and nigh unstoppable.

The Doomweaver is a superb support caster able to lay down Chaos idols which buff his allies and weaken his enemies, making himself useful whether he's giving your fragile furry fighters some staying power or helping the Cultists get those kills they need early on. He has a few damage spells to get stuck in with as well.

* HornedHumanoid: A single stumpy horn jutting out of the side of his head.
* MarkOfTheSupernatural: He's covered in Chaotic tattoos.
* PowerBornOfMadness
* SquishyWizard



!!Hired Swords
[[folder:Order]]
!!Smuggler

The Empire's division benefits those who would sell contraband or avoid the many taxes imposed by barons and burghers. No commodity is more enticing to Smugglers than Mordheim's Wyrdstone. Smugglers must be skilled with swords and pistols, accustomed to fighting against many foes, and not averse to tricks and traps. Most of all, they must be charismatic, able to rally their comrades in their darkest hour.

The Smuggler is a nimble and tricky combat hero adept at both melee or ranged combat. She can provide the Sisters with some much-needed fire support and mobility to broaden the scope of the warband, but also has her place with a Mercenaries or Witch Hunters warband as well. Her "Black Powder Trap" skill creates a "fake" item pickup which explodes and deals damage when a greedy enemy unit tries to pilfer from it.

* ActionGirl: Will often be the only female member of a Mercenaries or Witch Hunters warband.
* BadassNormal
* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, increasing her initiative and ability to pass All Alone checks.
* ColdSniper: Starts with a long rifle.
* FragileSpeedster[=/=]GlassCannon
* TheMusketeer: Able to use guns or melee weapons with equal skill.
* NiceHat
* PirateGirl: Probably a more grimdark take on this trope than usual.
* StuffBlowingUp: Able to use "Black Powder Trap" from the go, and can learn "Hand Bomb". She also gets a passive skill to make her bombs more powerful.

!!Wolf Priest of Ulric

Ulric is the god of wolves, war and winter. In some of the Northern provinces, he is venerated even above Sigmar by peasants and nobles alike. Those who enter his priesthood are fierce and hardened men, embodying the primal nature of their god. Grim warriors in their own right, these Priests are able to instill in their comrades the cold howl of Ulric, inspiring them to feats of bravery and savagery.

The Wolf Priest is an amazing two-handed physical fighter and support caster who can particularly benefit friendly units in tight combat with the enemy, be they the tough-as-nails Sisters or the relatively squishy Mercenaries and Witch Hunters.

* AnAxeToGrind: His starting weapon is, what else, a greataxe.
* BadassGrandpa
* BadassMustache
* BadassPreacher: Given Ulric is a WarGod.
* BigBadassWolf: Can even get a wolf-stylised helmet.
* HornyVikings: Ulric worshippers tend to be from Nordland and Middenland, where people are culturally similar to the Norscans.
* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.
* MightyGlacier: With his greataxe and high strength, he hits like a truck, and his amazing buff spells, high toughness and ability to wear heavy armour without impeded spellcasting make him very hard to kill too.
[[/folder]]

[[folder:Destruction]]
!!Poison Wind Globadier

Clanrats trained to use the devious weapons of Clan Skryre, Globadiers are sold as warriors to warbands by the Warlock-Engineers. The warpstone gas in the globes can kill or cripple enemies, or prevent wizards from casting spells. Other alchemical gases can strengthen or even heal those exposed to them. These sneaky ratmen even fabricate bombs disguised as wyrdstone to maim the unwary.

Frail but extremely versatile, the Globadier shines with Cultist warbands as a zone controlling ranged fighter, quite viable as a utility melee using his poison skills which synergise very well with the largely poison-immune Undead, and he can do well with his Skaven brethren too. His "Poison Globe" lets him throw a grenade of poison gas which carpets a small area, infecting all within.

* DeadlyGas: "Poison Globe" is a grenade-like ability that creates a lingering cloud, and "Vent" creates a cloud around the Globadier.
* HarmfulHealing: "Infused Globe" replenishes HP but also gives a random detrimental warp effect.
* MadScientist: Clan Skryre's [[PlanetOfHats Hat]]. They create the Skaven's technological monstrosities and experiment with chemical warfare. They even once planted a wyrdstone-powered nuclear bomb under Altdorf, but it failed to detonate.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind anyone else.
* PoisonedWeapons
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a supporting/battle control hero.
* WeakButSkilled: Rather poor physical stats, the Globadier nonetheless has decent ballistic skill or other modest martial stats, and can be viable in some utility-based combat builds by taking advantage of his own poison skills and the Skaven exclusive poison abilities.

!!Doomweaver

Mystics who tap directly into the Winds of Magic, Doomweavers are both powerful and pitiable. Their minds constantly filled with strange visions and the sound of daemons scratching at the barriers of reality, they slowly descend into madness. The energies they harness twist their bodies with subtle mutations. Yet the magic they wield is the stuff of Chaos itself, primal and nigh unstoppable.

The Doomweaver is a superb support caster able to lay down Chaos idols which buff his allies and weaken his enemies, making himself useful whether he's giving your fragile furry fighters some staying power or helping the Cultists get those kills they need early on. He has a few damage spells to get stuck in with as well.

* HornedHumanoid: A single stumpy horn jutting out of the side of his head.
* MarkOfTheSupernatural: He's covered in Chaotic tattoos.
* PowerBornOfMadness
* SquishyWizard
[[/folder]]

to:

!!Hired Swords
[[folder:Order]]
!!Smuggler

The Empire's division benefits those who would sell contraband or avoid the many taxes imposed by barons and burghers. No commodity is more enticing to Smugglers than Mordheim's Wyrdstone. Smugglers must be skilled with swords and pistols, accustomed to fighting against many foes, and not averse to tricks and traps. Most of all, they must be charismatic, able to rally their comrades in their darkest hour.

The Smuggler is a nimble and tricky combat hero adept at both melee or ranged combat. She can provide the Sisters with some much-needed fire support and mobility to broaden the scope of the warband, but also has her place with a Mercenaries or Witch Hunters warband as well. Her "Black Powder Trap" skill creates a "fake" item pickup which explodes and deals damage when a greedy enemy unit tries to pilfer from it.

* ActionGirl: Will often be the only female member of a Mercenaries or Witch Hunters warband.
* BadassNormal
* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, increasing her initiative and ability to pass All Alone checks.
* ColdSniper: Starts with a long rifle.
* FragileSpeedster[=/=]GlassCannon
* TheMusketeer: Able to use guns or melee weapons with equal skill.
* NiceHat
* PirateGirl: Probably a more grimdark take on this trope than usual.
* StuffBlowingUp: Able to use "Black Powder Trap" from the go, and can learn "Hand Bomb". She also gets a passive skill to make her bombs more powerful.

!!Wolf Priest of Ulric

Ulric is the god of wolves, war and winter. In some of the Northern provinces, he is venerated even above Sigmar by peasants and nobles alike. Those who enter his priesthood are fierce and hardened men, embodying the primal nature of their god. Grim warriors in their own right, these Priests are able to instill in their comrades the cold howl of Ulric, inspiring them to feats of bravery and savagery.

The Wolf Priest is an amazing two-handed physical fighter and support caster who can particularly benefit friendly units in tight combat with the enemy, be they the tough-as-nails Sisters or the relatively squishy Mercenaries and Witch Hunters.

* AnAxeToGrind: His starting weapon is, what else, a greataxe.
* BadassGrandpa
* BadassMustache
* BadassPreacher: Given Ulric is a WarGod.
* BigBadassWolf: Can even get a wolf-stylised helmet.
* HornyVikings: Ulric worshippers tend to be from Nordland and Middenland, where people are culturally similar to the Norscans.
* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.
* MightyGlacier: With his greataxe and high strength, he hits like a truck, and his amazing buff spells, high toughness and ability to wear heavy armour without impeded spellcasting make him very hard to kill too.
[[/folder]]

[[folder:Destruction]]
!!Poison Wind Globadier

Clanrats trained to use the devious weapons of Clan Skryre, Globadiers are sold as warriors to warbands by the Warlock-Engineers. The warpstone gas in the globes can kill or cripple enemies, or prevent wizards from casting spells. Other alchemical gases can strengthen or even heal those exposed to them. These sneaky ratmen even fabricate bombs disguised as wyrdstone to maim the unwary.

Frail but extremely versatile, the Globadier shines with Cultist warbands as a zone controlling ranged fighter, quite viable as a utility melee using his poison skills which synergise very well with the largely poison-immune Undead, and he can do well with his Skaven brethren too. His "Poison Globe" lets him throw a grenade of poison gas which carpets a small area, infecting all within.

* DeadlyGas: "Poison Globe" is a grenade-like ability that creates a lingering cloud, and "Vent" creates a cloud around the Globadier.
* HarmfulHealing: "Infused Globe" replenishes HP but also gives a random detrimental warp effect.
* MadScientist: Clan Skryre's [[PlanetOfHats Hat]]. They create the Skaven's technological monstrosities and experiment with chemical warfare. They even once planted a wyrdstone-powered nuclear bomb under Altdorf, but it failed to detonate.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind anyone else.
* PoisonedWeapons
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a supporting/battle control hero.
* WeakButSkilled: Rather poor physical stats, the Globadier nonetheless has decent ballistic skill or other modest martial stats, and can be viable in some utility-based combat builds by taking advantage of his own poison skills and the Skaven exclusive poison abilities.

!!Doomweaver

Mystics who tap directly into the Winds of Magic, Doomweavers are both powerful and pitiable. Their minds constantly filled with strange visions and the sound of daemons scratching at the barriers of reality, they slowly descend into madness. The energies they harness twist their bodies with subtle mutations. Yet the magic they wield is the stuff of Chaos itself, primal and nigh unstoppable.

The Doomweaver is a superb support caster able to lay down Chaos idols which buff his allies and weaken his enemies, making himself useful whether he's giving your fragile furry fighters some staying power or helping the Cultists get those kills they need early on. He has a few damage spells to get stuck in with as well.

* HornedHumanoid: A single stumpy horn jutting out of the side of his head.
* MarkOfTheSupernatural: He's covered in Chaotic tattoos.
* PowerBornOfMadness
* SquishyWizard
[[/folder]]


----

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* BadassNormal



* TheMusketeer: Able to use guns or melee weapons with equal skill.
* NiceHat



* MightyGlacier

to:

* MightyGlacierMightyGlacier: With his greataxe and high strength, he hits like a truck, and his amazing buff spells, high toughness and ability to wear heavy armour without impeded spellcasting make him very hard to kill too.



* OnlyInItForTheMoney: The only reason why the Skaven of Clan Eshin would help even their "brothers" in Clan Eshin, nevermind anyone else.

to:

* MadScientist: Clan Skryre's [[PlanetOfHats Hat]]. They create the Skaven's technological monstrosities and experiment with chemical warfare. They even once planted a wyrdstone-powered nuclear bomb under Altdorf, but it failed to detonate.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Eshin Skryre would help even their "brothers" in Clan Eshin, nevermind anyone else.
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* ActionGirl

to:

* ActionGirlActionGirl: Will often be the only female member of a Mercenaries or Witch Hunters warband.



* TokenSmurfettePrinciple: Will often be the only female member of a Mercenaries or Witch Hunters warband.

to:

* TokenSmurfettePrinciple: Will often be the only female member of a Mercenaries or Witch Hunters warband.

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* {{Ninja}}: They start with shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are useful when used in conjunction with Skaven poison skills.

to:

* {{Ninja}}: They start with shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are useful when used in conjunction with Skaven poison skills.
Clan Eshin have whole armies of these.



* LightningBruiser: Potentially can be as strong and durable as the Ogre Mercenary, but no slower than your Skaven warriors.
* TooDumbToLive: Rat Ogres have the Stupid status, meaning they must perform an Intelligence check when not fighting to see if they can act on their turn. Given Rat Ogres have naturally low Intelligence, this can lead to the Rat Ogre standing in the open picking his nose while enemy troops riddle him with arrows and bullets.

to:

* LightningBruiser: Potentially can be as strong and durable as the Ogre Mercenary, but no slower than able to easily keep pace with your Skaven warriors.
* TooDumbToLive: Rat Ogres have the Stupid status, meaning they must perform an Intelligence check when not fighting to see if they can act on their turn. Given Rat Ogres have naturally low Intelligence, Intelligence (very few units have it lower than 10), this can lead to the Rat Ogre standing in the open picking his nose while enemy troops riddle him with arrows and bullets.



* EvilMentor

to:

* EvilMentorEvilMentor: To the Assassin Adept who leads the Skaven warband.



* VerbalTic

to:

* VerbalTic
VerbalTic: Like all Skaven.



* BadassLongcoat
* TheDreaded: They generate a Terror aura like the Chaos Spawn.

to:

* BadassLongcoat
BadassInANiceSuit
* ClassicalMovieVampire
* TheDreaded: They generate a Terror aura like the Chaos Spawn. Having with unit with Terror at low-levels is a major boost because enemy units often have bad leadership and tend to fail psychology checks.



* ActionGirl



* DarkActionGirl



* MsFanservice: [[VampiresAreSexGods Well, she is a vampire.]]

to:

* MsFanservice: Well, she is a [[VampiresAreSexGods Well, she is a vampire.]]Lahmian vampire]].




to:

* TurnCoat: Katherina is of the Lahmian bloodline and was once a servant of Queen Neferata's court. Now she serves the Von Carstein vampires.
* TheVamp

[[/folder]]

!!Hired Swords
[[folder:Order]]
!!Smuggler

The Empire's division benefits those who would sell contraband or avoid the many taxes imposed by barons and burghers. No commodity is more enticing to Smugglers than Mordheim's Wyrdstone. Smugglers must be skilled with swords and pistols, accustomed to fighting against many foes, and not averse to tricks and traps. Most of all, they must be charismatic, able to rally their comrades in their darkest hour.

The Smuggler is a nimble and tricky combat hero adept at both melee or ranged combat. She can provide the Sisters with some much-needed fire support and mobility to broaden the scope of the warband, but also has her place with a Mercenaries or Witch Hunters warband as well. Her "Black Powder Trap" skill creates a "fake" item pickup which explodes and deals damage when a greedy enemy unit tries to pilfer from it.

* ActionGirl
* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, increasing her initiative and ability to pass All Alone checks.
* ColdSniper: Starts with a long rifle.
* FragileSpeedster[=/=]GlassCannon
* PirateGirl: Probably a more grimdark take on this trope than usual.
* StuffBlowingUp: Able to use "Black Powder Trap" from the go, and can learn "Hand Bomb". She also gets a passive skill to make her bombs more powerful.
* TokenSmurfettePrinciple: Will often be the only female member of a Mercenaries or Witch Hunters warband.

!!Wolf Priest of Ulric

Ulric is the god of wolves, war and winter. In some of the Northern provinces, he is venerated even above Sigmar by peasants and nobles alike. Those who enter his priesthood are fierce and hardened men, embodying the primal nature of their god. Grim warriors in their own right, these Priests are able to instill in their comrades the cold howl of Ulric, inspiring them to feats of bravery and savagery.

The Wolf Priest is an amazing two-handed physical fighter and support caster who can particularly benefit friendly units in tight combat with the enemy, be they the tough-as-nails Sisters or the relatively squishy Mercenaries and Witch Hunters.

* AnAxeToGrind: His starting weapon is, what else, a greataxe.
* BadassGrandpa
* BadassMustache
* BadassPreacher: Given Ulric is a WarGod.
* BigBadassWolf: Can even get a wolf-stylised helmet.
* HornyVikings: Ulric worshippers tend to be from Nordland and Middenland, where people are culturally similar to the Norscans.
* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.
* MightyGlacier
[[/folder]]

[[folder:Destruction]]
!!Poison Wind Globadier

Clanrats trained to use the devious weapons of Clan Skryre, Globadiers are sold as warriors to warbands by the Warlock-Engineers. The warpstone gas in the globes can kill or cripple enemies, or prevent wizards from casting spells. Other alchemical gases can strengthen or even heal those exposed to them. These sneaky ratmen even fabricate bombs disguised as wyrdstone to maim the unwary.

Frail but extremely versatile, the Globadier shines with Cultist warbands as a zone controlling ranged fighter, quite viable as a utility melee using his poison skills which synergise very well with the largely poison-immune Undead, and he can do well with his Skaven brethren too. His "Poison Globe" lets him throw a grenade of poison gas which carpets a small area, infecting all within.

* DeadlyGas: "Poison Globe" is a grenade-like ability that creates a lingering cloud, and "Vent" creates a cloud around the Globadier.
* HarmfulHealing: "Infused Globe" replenishes HP but also gives a random detrimental warp effect.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Eshin would help even their "brothers" in Clan Eshin, nevermind anyone else.
* PoisonedWeapons
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a supporting/battle control hero.
* WeakButSkilled: Rather poor physical stats, the Globadier nonetheless has decent ballistic skill or other modest martial stats, and can be viable in some utility-based combat builds by taking advantage of his own poison skills and the Skaven exclusive poison abilities.

!!Doomweaver

Mystics who tap directly into the Winds of Magic, Doomweavers are both powerful and pitiable. Their minds constantly filled with strange visions and the sound of daemons scratching at the barriers of reality, they slowly descend into madness. The energies they harness twist their bodies with subtle mutations. Yet the magic they wield is the stuff of Chaos itself, primal and nigh unstoppable.

The Doomweaver is a superb support caster able to lay down Chaos idols which buff his allies and weaken his enemies, making himself useful whether he's giving your fragile furry fighters some staying power or helping the Cultists get those kills they need early on. He has a few damage spells to get stuck in with as well.

* HornedHumanoid: A single stumpy horn jutting out of the side of his head.
* MarkOfTheSupernatural: He's covered in Chaotic tattoos.
* PowerBornOfMadness
* SquishyWizard

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* FighterThiefMage: Of the Human Heroes, the Youngblood is the Thief.
* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength and toughness scores.

to:

* FighterThiefMage: FighterMageThief: Of the Human Heroes, the Youngblood is the Thief.
Thief, to the Champion (Fighter) and the Warlock (Mage).
* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength and strength, toughness and weapon skill scores.



* BadassNormal

to:

* BadassNormalBadassNormal: The most normal you can get in the ''Warhammer'' setting. [[TabletopGame/{{Warhammer 40000}} No lasguns or building-sized tanks here]], all he needs to fight inhuman evil hellbent on humanity's extinction is a good blade or hammer and maybe a flintlock pistol or two.



* TheGenericGuy: Standard fighters of the Empire who die against monsters and superhuman adversary every day.

to:

* TheGenericGuy: Standard fighters of the Empire who die in droves against monsters and superhuman adversary adversity every day.



Luther Wolfenbaum is a veteran soldier of the Empire and mercenary captain. Serving as an advisor and agent of Baron von Leitdorfer, he guides the player's Mercenary warband through their campaign and assists them in campaign missions. He's an exceptionally powerful frontline fighter armed with a sword and shield.

to:

Luther Wolfenbaum is a veteran soldier of the Empire and mercenary captain. Serving as an advisor and agent of Baron von Leitdorfer, he guides the player's Mercenary warband through their campaign and assists them in campaign missions. He's an exceptionally powerful frontline fighter armed with a sword and shield.



* BadassNormal: Verging into CharlesAtlasSuperpower territory. He's able to beat down Daemons and Rat Ogres despite being a seemingly ordinary man with only a sword.

to:

* BadassNormal: Verging into CharlesAtlasSuperpower territory. He's able to beat down Daemons and Rat Chaos Ogres despite being a seemingly ordinary man with only a sword.sword. Just being a veteran of Mordheim's wyrdstone runs makes him this.



* LightningBruiser: Luther hits hard, runs fast and defends well. There's few foes in Mordheim that give him serious worry.

to:

* LightningBruiser: Luther hits hard, runs fast and defends well. There's only very few foes in Mordheim that give him serious worry.



* DropTheHammer: The Sisters, in true medieval holy warrior parlance, never use swords or edged weapons except for daggers. Their WeaponOfChoice is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.

to:

* DropTheHammer: The Sisters, in true medieval holy warrior parlance, never use swords or edged weapons except for daggers. Their WeaponOfChoice is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.They prefer to wield hammers, or alternatively CarryABigStick or EpicFlail.



* WeakButSkilled: Sisters troops have some of the poorest physical stats but good weapons skill[[note]]To demonstrate, consider that the maximum strength stat of the Sister, their basic close combat henchman, is ''10'' to the Warpguard and Zealot's 12, the Warrior's 14, the Darksoul's 15 and the Zombie's 16; Sisters have maximum 15 weapon skill to the Zombie and Warrior's 16, the Warpguard's 14, and the Darksoul and Zealot's 12 [[/note]] to compensate. They won't hit particularly hard but they will hit often and parry well, and their attacks are often backed by magic too.

to:

* WeakButSkilled: Sisters troops have some of the poorest physical stats but rather good weapons martial stats like weapon skill[[note]]To demonstrate, consider that the maximum strength stat of the Sister, their basic close combat henchman, is ''10'' to the Warpguard and Zealot's 12, the Warrior's 14, the Darksoul's 15 and the Zombie's 16; Sisters have maximum 15 weapon skill to the Zombie and Warrior's 16, the Warpguard's 14, and the Darksoul and Zealot's 12 [[/note]] to compensate. They won't hit particularly hard but they will hit often reliably and parry well, and their attacks are often backed by magic too.
* WeaponOfChoice: The unique weapon of the Sisters is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.



The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance. Augurs are also immune to eye injuries.

to:

The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance. Augurs are also immune to eye injuries.
chance.



* EyeScream: Pointedly {{Averted|Trope}}. Augurs don't suffer from eye injuries.



* CombatMedic: With the "Healing Circle" ability, she can replenish HP to every Sisters unit around her.



* EpicFlail

to:

* EpicFlailEpicFlail: Her starting weapons are a pair of flails. Given she's the Sisters' caster hero however, you'd be better off with [[DropTheHammer Sigmarite Warhammers]].



* DropTheHammer: Starting with a mighty Great Hammer, the Sister Superior is a hefty hitter.



* BoringButPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings.

to:

* BoringButPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.



* TheMusketeer: Can equip most of the guns enjoyed by the Mercenaries' faction.

to:

* TheMusketeer: Can equip most of the guns enjoyed by the Mercenaries' faction.faction, and his decent agility and ballistic skill make him good for ranged builds.



* CombatPragmatist: Skaven are individually quite weak and almost never fare well in one-and-one melee even at high levels, so the warband encourages ambushing isolated enemies and ganging up on them rather than directly engaging multiple enemies. They also like using PoisonedWeapons.

to:

* CombatPragmatist: Skaven are individually quite weak and almost never fare well in one-and-one melee even at high levels, so the warband encourages ambushing isolated enemies and ganging up on them rather than directly engaging multiple enemies. them, just like on the tabletop. They also like using PoisonedWeapons.PoisonedWeapons to cripple enemies and make their work easier.



* WeakButSkilled: The Skaven have it even worse than the Sisters. Not only do their troops have some of the lowest strength skill in the game but they also have some of the lowest toughness scores too. What redeems them is the ''best'' agility scores and dodge chances plus above average weapon skill.
* WeaponOfChoice: The Skaven have a fair few, actually. Weeping Blades, Warplock Pistols, Shuriken...

to:

* WeakButSkilled: The Skaven have it even worse than the Sisters. Not only do their troops have some of the lowest strength skill in the game but they also have some of the lowest toughness scores too. What redeems them is the ''best'' agility scores and dodge chances plus above average above-average weapon skill.
* WeaponOfChoice: The Skaven have a fair few, actually. few unique weapons, nearly all of them work well with the Skaven's racial skills:
**
Weeping Blades, a pair of wicked curved blades coated in a [[SicklyGreenGlow sickly green]] wyrdstone poison. Arguably the best melee weapon available to the Skaven Heroes as they hit hard and allow parrying on top of their deadly poison.
**
Warplock Pistols, Shuriken...a pair of medium-range pistols which inflict poison damage on their target. The perfect primary weapon for a Night Runner MVP who can use them in conjunction with skills like Crippling Shot or the Skaven exclusive poison skills to lock down Heroes and Impressives and prevent them from acting.
** Shuriken, low damage, low range and high accuracy throwing stars which make handy backup ranged weapons for melee characters and primary weapons for poison skill-using Verminkin.



* ShockAndAwe: The "Warp Lightning" spell shoots a damaging cone of lightning out of the Sorcerer's hands.



* {{Expy}}: Warpguard equipped with halberds and heavy armour are a popular build and the closest you'll ever get to having the Stormvermin from the main tabletop ''TabletopGame/{{Warhammer}}'' game.



* {{Ninja}}: They start wth shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are useful when used in conjunction with Skaven poison skills.

to:

* {{Ninja}}: They start wth with shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are useful when used in conjunction with Skaven poison skills.



* MechanicallyUnusualFighter: All Cultist Heroes and the Chaos Spawn Impressive get random mutations that grant them additional abilities but can cause unforeseen issues. For example, a Mutant you built to be an archer could spawn an axe for a hand and forever lose his ability to hold a bow.

to:

* MechanicallyUnusualFighter: All Cultist Heroes and the Chaos Spawn Impressive get random mutations that grant them additional abilities at levels 1, 4 and 7. Mutations alter the stats and appearance of the Hero and can bestow powerful bonuses, but can cause unforeseen issues. For example, a Mutant you built to be an archer could spawn an axe for a hand and forever lose his in turn possibly restrict their ability to hold use certain equipment. Any head mutation prevents the hero from wearing a bow.helmet, any arm mutation prevents a hero from holding something in that hand, and torso mutations prevent the character from wearing any armour except cloth.
* RagtagBunchOfMisfits: ''And how''. The Cult warband is a collection of bloodthirsty psychos and mutated freaks banding together to do the bidding of an ancient evil that is a menace to the world.



The Possessed is very much a melee GlassCannon; incapable of wearing any armour heavier than a ragged pair of cloth pants and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb. They're not only fearless but they project their own Fear aura, making enemies in melee more likely to miss.

to:

The Possessed is very much a melee GlassCannon; incapable of wearing any armour heavier than a ragged pair of cloth pants and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb.limb with their bare fists or their arm mutations. They're not only fearless but they project their own Fear aura, making enemies in melee more likely to miss.



* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7.
* GlassCannon: With his insane strength and mutations, but wearing nothing more than a pair of ragged cloth pants.



* CriticalHitClass: They have a whopping 18 maximum accuracy. If there's anything going for the Brethren, it's as ranged critfiends, stunning your opponents' units with consistently accurate attacks.



* MechanicallyUnusualFighter: The Undead are big on playing around with the game's morale mechanics, being largely fearless and able to inflict fear on their enemies.

to:

* MechanicallyUnusualFighter: The Undead are big on playing around with the game's morale mechanics, being largely fearless and able to inflict fear on their enemies. Having a unit with Terror right from the start is a major plus as low-level units often have poor leadership and aren't too likely to pass their checks.

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* MightyGlacier: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre and susceptible to being trapped.




to:

* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre and susceptible to being trapped.
* WeakButSkilled: Sisters troops have some of the poorest physical stats but good weapons skill[[note]]To demonstrate, consider that the maximum strength stat of the Sister, their basic close combat henchman, is ''10'' to the Warpguard and Zealot's 12, the Warrior's 14, the Darksoul's 15 and the Zombie's 16; Sisters have maximum 15 weapon skill to the Zombie and Warrior's 16, the Warpguard's 14, and the Darksoul and Zealot's 12 [[/note]] to compensate. They won't hit particularly hard but they will hit often and parry well, and their attacks are often backed by magic too.



* WeakButSkilled: The Skaven have it even worse than the Sisters. Not only do their troops have some of the lowest strength skill in the game but they also have some of the lowest toughness scores too. What redeems them is the ''best'' agility scores and dodge chances plus above average weapon skill.



* StrongButUnskilled: The Undead have troops with some of the best physical stats in the game and, unit depending, good mental stats too. This also comes with resistances and immunities to a number of crippling effects like critical hits, poison and psychology checks. However, their weapons and ballistic skill and accuracy is often well below-average, plus inability to use armour or consumables except for heroes.
* TrapMaster: The Undead can use "Death Trap" and "Eye See You" to lay down traps which activate when an enemy walks over them. Death Trap deals straight damage, while Eye See You makes them visible on the map and also reduces initiative and resistance to fear effects - a worthy consideration given how much the Undead rely on Fear and Terror.



* TrapMaster: The Undead can use "Death Trap" and "Eye See You" to lay down traps which activate when an enemy walks over them. Death Trap deals straight damage, while Eye See You makes them visible on the map and also reduces initiative and resistance to fear effects - a worthy consideration given how much the Undead rely on Fear and Terror.

to:

* TrapMaster: The Undead can use "Death Trap" and "Eye See You" to lay down traps which activate when an enemy walks over them. Death Trap deals straight damage, while Eye See You makes them visible on the map and also reduces initiative and resistance to fear effects - a worthy consideration given how much the Undead rely on Fear and Terror.

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* BadassNormal: Facing the deformed chaotic denizens of Mordheim, the fabled ratmen of Clan Eshin, the warrior women of the Sisters of Sigmar and the roving hordes of the Undead are a bunch of Reikland sellswords with nothing but their wits, sharpened steel and primitive gunpowder. And sometimes they win.

to:

* BadassNormal: Facing the deformed chaotic Chaotic denizens of Mordheim, the fabled ratmen of Clan Eshin, the warrior women of the Sisters of Sigmar and the roving hordes of the Undead are a bunch of Reikland sellswords with nothing but their wits, sharpened steel and primitive gunpowder. And sometimes they win.



* TheGunslinger: Able to use all manner of guns including pistols, blunderbusses and even long rifles.

to:

* TheGunslinger: Able The Mercenaries are the "gun faction", able to use all manner of guns firearms including pistols, blunderbusses and even long rifles.



* RagtagBunchOfMisfits: The Mercenaries are more a neutral faction despite being on the side of Order, as a motley collection of lowlifes taking obscene risks by venturing into the ruins of Mordheim and battling all kinds of evil all in the name of fast cash.

to:

* RagtagBunchOfMisfits: NominalHero: The Mercenaries are more a neutral faction despite being on the side of Order, as a motley collection bunch of lowlifes taking obscene risks by venturing into the ruins of Mordheim and battling all kinds of evil all in the name of fast cash.
* RagtagBunchOfMisfits: Grizzled veterans, young adventurers, rogue wizards, Ogres and snipers - the Human Mercenaries have it all.



* TheMusketeer: Able to take pistols into combat to supplement his swordplay.

to:

* TheMusketeer: Able to take pistols into combat to supplement his swordplay.
swordplay, which is useful if he gets blocked by intervening terrain or you don't want to risk your valuable leader in close combat when he has low HP.



* FighterThiefMage: Of the Human Heroes, the Youngblood is the Thief.



* NewMeat: A young lad fighting in Mordheim for his fortune. [[CrapsackWorld Apparently the attrition rate is exceptionally high]].

to:

* NewMeat: A young lad fighting in Mordheim for his fortune. [[CrapsackWorld Apparently the attrition rate for boys like him is exceptionally high]].



* TheLancer
* SergeantRock: The biggest, meanest fighter in the warband except for the Captain and the Ogre.

to:

* TheLancer
FighterMageThief: The Fighter to the Youngblood's Thief and the Warlock's Mage.
* TheLancer: Able to take the "Lad's Got Talent" skill to become a Leader unit, taking the place of the Captain.
* SergeantRock: The biggest, meanest third most powerful fighter in the Mercenaries warband except for behind the Captain and the Ogre.
Ogre, the Champion is a grizzled, muscle-bound veteran of Mordheim accustomed to its dangers.



* BlindedByTheLight: His starting spell, "Blinding Light", reduces dodge, parry, chance to hit and Perception checks.
* MagikarpPower: He begins the game with a weak debuff spell and has a hard time earning XP since he's fragile and can't do much on his own. However, after leveling up a bit and earning a few spell points, he can turn into a powerful crowd control wizard with some neat offensive spells as well. Giving him a bow and keeping him out of harm's way can help him survive long enough to get his better spells.

to:

* BlindedByTheLight: His starting spell, "Blinding Light", reduces dodge, parry, chance to hit and Perception checks.
checks. It affects your own men as well as the enemy though, so watch out.
* FighterMageThief: The Mage to the Champion's Fighter and the Youngblood's Thief.
* MagikarpPower: He begins the game with a weak debuff spell and has a hard time earning XP since he's fragile and can't do much on his own. However, after leveling up a bit and earning a few spell points, he can turn into a powerful crowd control wizard with some neat offensive spells as well. Giving him a bow and keeping him out of harm's way can help him contribute to the warband and survive long enough to get his better spells.spells.
* SimpleStaff: His starting weapon.



* ArcherArchetype: Marksman start with longbows, and while weaker than guns, their ability to let loose arrows multiple times a turn arguably makes them the better weapon.

to:

* ArcherArchetype: Marksman start with longbows, and while weaker than guns, their ability to let loose arrows multiple times a turn arguably makes them the better weapon.weapon, especially later on.



* HiredGuns



* NecessaryDrawback: You really don't want to fight the Ogre up close as he's incredibly hard to kill, hits like a truck and has a Fear aura which debilitates any troops in melee, but his sheer size means he can't enter buildings or fit through gaps. Shooting the Ogre with bowmen or gunners is also a good idea, as he takes extra damage from these weapons and it negates his Fear aura.



->''"So, you've decided to brave the City of the Damned in search of gold and glory? There's no shortage of people who've tried before you. If you look hard enough, you'll find their bones littering the ruins. Mordheim doesn't forgive mistakes, so you'd better not make any."''

to:

->''"So, you've decided to brave the City of the Damned in search of gold and glory? There's no shortage of people who've tried before you. If you look hard enough, you'll find their bones littering the ruins. [[NintendoHard Mordheim doesn't forgive mistakes, mistakes]], [[LeaningOnTheFourthWall so you'd better not make any."''
]]"''



* LightningBruiser

to:

* LightningBruiserLightningBruiser: Luther hits hard, runs fast and defends well. There's few foes in Mordheim that give him serious worry.



* SeenItAll: It is he who informs the disbelieving captain of the existence of the legendary RatMen, the Skaven. Quite blase about it too.
-->''[[BadassBoast "I've forgotten more things about this city than you'll ever learn."]]''

to:

* SeenItAll: It is he who informs the disbelieving captain of the existence of the legendary RatMen, the Skaven. Quite blase about it too.
-->''[[BadassBoast
''[[BadassBoast "I've forgotten more things about this city than you'll ever learn."]]''



* AmazonBrigade: An entire army of women warriors, kicking ass in Sigmar's name.
* BadassArmy: Arguably the biggest example in the game. The Sisters of Sigmar will often win most straight-up battles against other warbands due to their sheer resilience and striking power.

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* AmazonBrigade: An entire army of women warriors, kicking ass in Sigmar's name.
name. The only male troops available to the Sisters are Marksmen taken from having good relations with Brigand's Burg, or the Wolf Priest of Ulric if you have the [=DLC=].
* BadassArmy: Arguably the biggest example in the game. The Sisters of Sigmar will often win most straight-up battles against other warbands due to their sheer resilience and striking power.power with their magical support.



* CrutchCharacter: In a sense. The Sisters tend to be heavily-armoured and hit like freight trains in close combat, so in a straight fight they'll usually come out on top. However their complete lack of shooting and limited movement restrict them to simple and rather predictable tactics that would get the other warbands killed quite quickly.

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* CrutchCharacter: In a sense. The Sisters tend to warband can be heavily-armoured and hit like freight trains in close combat, so in described as a straight fight they'll usually come out on top. magic-slinging, hammer-swinging wall of metal pain that will sweep up the map laughing off everything thrown at them. However their complete lack of shooting and limited movement restrict restricts them to simple and rather predictable tactics that would get the other warbands killed quite quickly.



* {{Expy}}: Of the [[TabletopGame/{{Warhammer 40000}} Sisters of Battle]]. The Matriarch, Purifier and Maiden of Sigmar are all divine spellcasters, letting them cast divine spells at the risk of invoking Divine Wrath debuffs.

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* {{Expy}}: Of the [[TabletopGame/{{Warhammer 40000}} Sisters of Battle]]. The Matriarch, Purifier and Maiden of Sigmar are all divine spellcasters, letting them cast divine spells using the power of their god Sigmar while wearing heavy armour without invoking Tzeentch's Curse, though at the risk of invoking Divine Wrath debuffs.



* MagicKnight: Not only are the Sisters powerful fighters, but they also arguably have the best magic of all the warbands.

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* MagicKnight: Not only are the Sisters powerful fighters, but they also arguably have the best magic of all the warbands. They have a spellcaster Hero but their Leader and Impressive can cast spells as well.



* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility. This along with her superhumanly high alertness stat makes her an exceptional scout, something the pondering Sisters really need.

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* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility. This along with her superhumanly high alertness stat and excellent Perception bonus makes her an exceptional scout, something the pondering Sisters really need.



* MagicKnight
* NervesOfSteel

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* MagicKnight
MagicKnight: She is the Sisters' dedicated spellcaster hero, but she is still a decent frontline fighter.
* NervesOfSteel
NervesOfSteel: Immune to Fear, Terror and All Alone.



* FragileSpeedster: The distinction between them as the Sisters - slightly weaker, but slightly faster.

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* FragileSpeedster: The distinction between them as and the Sisters - slightly weaker, but slightly faster.



* RagtagBunchOfMisfits: As only a roving band of religious fanatics could hope to be.

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* RagtagBunchOfMisfits: As only a roving band of religious fanatics could hope to be. You have ruthless witch hunters, valiant knights, badass warrior priests, ordinary men taking up arms because they have nothing left to lose, and self-harming fanatics.



* BadassLongcoat

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* BadassLongcoatBadassLongcoat: They can even get an armoured one!



* BadassNormal

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* BadassNormalBadassNormal: Comes with being an ordinary man who takes on mutants and Chaos spellcasters with nothing but his elite training.



Men who have suffered great lossey gain a damage resistance boost when engaged by multiple enemies, and their lack of fear encnourages them to be tanks, absorbing the blows for the squishier units of the Witch Hunters.s, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

to:

Men who have suffered great lossey gain a damage resistance boost when engaged by multiple enemies, and their lack of fear encnourages them to be tanks, absorbing the blows for the squishier units of the Witch Hunters.s, losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.



* ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight fiercely.

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* ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight fiercely.as fiercely as trained warriors.



* JackOfAllStats[=/=]MasterOfNone
* RoaringRampageOfRevenge: Their whole lives are basically this. Many of them have lost families to Chaos and join up with Witch Hunter warbands for opportunities to return the favour.

to:

* JackOfAllStats[=/=]MasterOfNone
JackOfAllStats[=/=]MasterOfNone: With no particular strengths in any area, Zealots make fair "line" infantry for the Witch Hunters. Just don't rely too much on them.
* RoaringRampageOfRevenge: Their whole lives are basically this. Many of them have lost families and loved ones to the forces of Chaos and join up with Witch Hunter warbands for opportunities to return the favour.
favour.



* MalevolentMaskedMan

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* MalevolentMaskedManMalevolentMaskedMan: Either a cloth executioner hood obscuring his face or, if he has a helmet equipped, a metal mask.



* CombatPragmatist: Skaven are individually quite weak and almost never fare well in one-and-one melee, even at high levels, so the warband encourages ambushing isolated enemies and ganging up on them rather than directly engaging multiple enemies.
* DirtyCoward: A lot of Skaven are this, which goes a way to explaining this warband's morale issues.
* FragileSpeedster: The best climbing and jumping skills in the game combined with lots of movement and offence points and very ast movement across the board, but their low HP means they die quickly and their low morale means that they can only take a few casualties before risking a rout.

to:

* CombatPragmatist: Skaven are individually quite weak and almost never fare well in one-and-one melee, melee even at high levels, so the warband encourages ambushing isolated enemies and ganging up on them rather than directly engaging multiple enemies.
enemies. They also like using PoisonedWeapons.
* DirtyCoward: A lot of the Skaven's underhanded fighting tactics are motivated by their cowardice. Skaven are this, which goes a way very rarely accept individual challenges, preferring instead to explaining this warband's shove an underling forward, jump in all at once, or JustShootHim. The Skaven have the lowest morale issues.
of any warband.
* FragileSpeedster: The best climbing and jumping skills in the game combined with lots of movement and offence points and very ast much faster movement across the board, than any other warband, but their low HP and lack of armour means they die quickly and their low morale means that they can only take a few casualties before risking a rout.rout.
* {{Magitek}}: A lot of Skaven technology runs on what the Skaven call "Warpstone", justifying their ventures into Mordheim to collect the stuff. The Skaven are actually more technologically advanced than the Empire in many respects, such as having equivalent firearms technology.



* PoisonedWeapons: With the Skaven exclusive "Numbing Poison" and "Warp Poison" skills, Skaven unit scan embue any weapon with debilitating poisons to weaken opponents. These skills are especially useful with the shuriken and the warplock pistols, letting you weaken foes at range and giving your troops the leg-up they need.

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* PoisonedWeapons: With the Skaven exclusive "Numbing Poison" and "Warp Poison" skills, Skaven unit scan units can embue any weapon with debilitating poisons to weaken opponents. These skills are especially useful with the shuriken and the warplock pistols, letting you weaken foes at range and giving your troops the leg-up they need. There's also the Weeping Blades, a pair of wicked curved blades coated in a poison derived from wyrdstone.
* ShroudedInMyth: Very few people outside of Mordheim actually believe the Skaven exist, believing them to just be embellishments from Sigmar's days as a mortal man. It's heavily implied that the Empire's upper brass actively suppresses knowledge of their existence - if the people of the Empire knew that an impossibly vast society of evil RatMen lived quite literally right under them, the resulting societal panic would cause a complete collapse.
* StealthExpert: What Clan Eshin is to the Skaven civilisation as a whole. They were trained in ninja arts by Nippon, the ''Warhammer'' world's equivalent of feudal Japan.



* LightningBruiser

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* LightningBruiser
LightningBruiser: Fast and deadly.



* FragileSpeedster
* NewMeat
* WolverineClaws: They start out with fighting claws.

to:

* FragileSpeedster
FragileSpeedster[=/=]GlassCannon
* NewMeat
NewMeat: Inexperienced recent initiates into Clan Eshin.
* WolverineClaws: They start out with fighting claws.
claws, though given their stats you'll want to swap these for something ranged.



With their plentiful movement and good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.

to:

With their plentiful movement and very good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.



The common ratmen of Clan Eshin, Verminkin form the vast majority of the clan, the great armies of Clanrat warriors and labourers. Each Verminkin strives to prove himself to his masters, to rise and be initiated into the secret arts of his clan. Few realize their dreams, murdered by jealous rivals or nervous superiors who see not promise but threat in the ambitions of their underlings.

to:

The common ratmen of Clan Eshin, Verminkin form the vast majority of the Skaven clan, the great armies of Clanrat warriors and labourers. Each Verminkin strives to prove himself to his masters, to rise and be initiated into the secret arts of his clan. Few realize their dreams, murdered by jealous rivals or nervous superiors who see not promise but threat in the ambitions of their underlings.



* {{Ninja}}: They start wth shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are more useful to provide a ranged option for melee characters who otherwise can't reach an enemy or have low health and don't want to risk them.

to:

* {{Ninja}}: They start wth shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are more useful to provide a ranged option for melee characters who otherwise can't reach an enemy or have low health and don't want to risk them.
when used in conjunction with Skaven poison skills.



* AwesomeButImpractical: The Rat Ogre is a beast in combat. Out of combat however, it's also Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets). This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste. Considering that the Rat Ogre might be the poster boy for hidden costs awareness campaigns, it's no surprise that many players refuse to field one.

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* AwesomeButImpractical: The Rat Ogre is a beast in once it finds close combat. Out of combat however, it's also Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets). This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste. Considering that the Rat Ogre might be the poster boy for hidden costs awareness campaigns, it's no surprise that many players refuse to field one.



* TooDumbToLive: Rat Ogres have the Stupid status, meaning they must perform an Intelligence check when not fighting to see if they can act their turn. Given Rat Ogres have naturally low Intelligence, this can lead to the Rat Ogre standing in the open picking his nose while enemy troops riddle him with arrows and bullets.

to:

* TooDumbToLive: Rat Ogres have the Stupid status, meaning they must perform an Intelligence check when not fighting to see if they can act on their turn. Given Rat Ogres have naturally low Intelligence, this can lead to the Rat Ogre standing in the open picking his nose while enemy troops riddle him with arrows and bullets.



* BlessedWithSuck: The Mutant is the best ranged fighter on the Cultist roster, but spawning one melee weapon mutation will forever prevent him from ever holding a bow. Spawning two means he won't ever be able to loot dead bodies or wyrdstone again (you try picking stuff up when you have axes for hands), nor can he ever use a shield or an empty hand. If he gets a torso mutation as well, this prevents him from wearing armour and making him even less useful in melee.

to:

* BlessedWithSuck: The Mutant is the best ranged fighter on the Cultist roster, but spawning one melee weapon mutation will forever prevent him from ever holding a bow. Spawning two means he won't ever be able to loot dead bodies or wyrdstone again (you try picking stuff up when you have axes for hands), nor can he ever use a shield or an empty hand. If he gets a torso mutation as well, this prevents him from wearing armour and making him even less useful in melee.melee than before.



The Dreg is a balanced combat hero designed primarily to supplement the power of the Vampire, offering ranged damage support with a bow and healing possibilities with "Humble Servant", sacrificing his own HP to replenish the Vampire's and also increasing their dodge and initiative. The Dreg's main weakness is his exceptionally poor mental stats.

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The Dreg is a balanced combat hero designed primarily to supplement the power of the Vampire, offering ranged damage support with a bow and healing possibilities with "Humble Servant", sacrificing some of his own HP to replenish the Vampire's and also increasing their dodge and initiative. The Dreg's main weakness is his exceptionally poor mental stats.



* TheRenfield

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* TheRenfieldTheRenfield: Dregs are mortal men who offer their servitude to morbid undead fiends. Vampires hold them in the same contempt they do all mortals, but they do see the value in keeping a mortal assistant who can act on their behalf during the day.



* TheNecromancer: Yep.

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* TheNecromancer: Yep.Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilisation. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.



* WeHaveReserves: Zombies have the Expendable trait, which means the Undead warband doesn't lose morale if they die... uh, are destroyed in battle. They're also more likely to permanently die.

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* WeHaveReserves: Zombies have the Expendable trait, which means the Undead warband doesn't lose morale if they die... uh, are destroyed in battle. They're also more likely to permanently die.
battle.

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The Captain is a versatile melee hero with decent all-round stats and an emphasis on strong defences, able to take from a long list of weapons and equipment and viable in just about any build or any situation. His special ability, "Swift Reaction" increases Parry chance and reduces the cost of counter-attacks.



Exchanging the melee prowess, defences and morale of the Captain, the Youngblood is lighter on his feet and slightly better at shooting. His "Squire's Curse" is a special attack which prevents the enemy from switching weapons.



The most durable of the Human Mercenaries' Heroes, the Champion is a tanky melee fighter well-suited for engaging multiple opponents in melee and absorbing their blows. His "Adaptable Defence" skill reduces the damage he takes from melee attacks every time he lands a strike on an enemy himself.



The versatile arcane caster of the Human Mercenaries, able to use his magic to control the flow of battle and inflict damage on the enemy as well, though his physical frailty means he needs to be protected. His "Concentration" increases the casting chance of the next spell, but his next action must be a spell or the effect is lost.



Able to equip all manner of devastating bows and firearms while also having fair performance in melee, the Marksman is the ultimate ranged henchman. His "Chain Shot" increases the hit chance of subsequent ranged shots after a successful one for his turn.



A competent and dependable melee fighter with access to a varied arsenal and also fair morale, the Warrior is the backbone of any Human Mercenaries force. His "Momentum" gives him increase melee hit chance on all subsequent attacks after a successful one for his turn.



As the Human Mercenaries' Impressive, the Ogre trades poor movement range for excellent defensive and offensive power, uniquely being able to equip armour. Sturdy, fearless and fear-inspiring, the Ogre is nonetheless ponderous and a large target for shooters and archers.



The Sigmarite Matriarch is the leader of the Sisters of Sigmar warband, a superb tank hero with robust defences and morale. She is also a divine caster, supporting her sisters with healing and defensive spells. Her "Divine Fervour" reduces the cost of attacks and charges after casting a spell, though her next action must be an attack or charge or the effect is lost.




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* StoneWall: She has excellent defences backed up by powerful support magic, but she is still, like other Sisters units, slow on the move.



The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance. Augurs are also immune to eye injuries.



* HandicappedBadass: While supposedly blind, Augurs can make Perception checks for free, and with increased success chance.
* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility. This makes her an exceptional scout, something the pondering Sisters really need.

to:

* HandicappedBadass: While supposedly blind, Augurs can make Perception checks for free, and with increased success chance.
still "see" through the second-sight gifted on them by Sigmar.
* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility. This along with her superhumanly high alertness stat makes her an exceptional scout, something the pondering Sisters really need.



A more offensively-minded divine caster for the Sisters, the Sigmar's Purifier can also fight fairly well in close combat in a pinch. Her "Comet of Sigmar" spell deals reasonable damage which also ignores armour completely.



The most capable of the three Sisters heroes in close combat, the Sisters Superior often wields hefty two-handed flails and hammers to deal immense damage, though defensive builds are also viable. She also has good morale. Her "For Sigmar!" ability lets a single ally move further than usual for their next turn.



Dependable close combat henchmen with good all-round stats but no ability to hit enemies further than melee range. "Repentance" lets them move further after they gather wyrdstone.



The less durable, less powerful but more mobile and more alert alternative to Sisters, Novices are better at navigating the ruins of Mordheim while still being capable in combat. Their "Military Training" increases their dodge chance after they deal melee damage.



Distinct for being the only non-large Impressive and the only Impressive who can cast spells, pick up items and wyrdstone and wear armour, the Maiden is a mighty warrior and asset to the Sisters warband. Her "Sigmar's Chosen" passive makes all ranged weapons ineffective against her.



* LightningBruiser

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* LightningBruiserLightningBruiser: Emphasis on the "Bruiser". Being completely immune to all shooting forces enemies to engage the Maiden directly with melee or magic, but she hits just as hard as the Ogre and can cast support spells on herself to make her even more durable.



Similar to his Mercenaries counterpart, the Witch Hunter Captain is a versatile offensive hero equally adept at shooting or slashing with his generous selection of weapons, and also resistant to magic thanks to "Sigmar's Aegis". His other ability "Hunter's Patience" reduces the cost of counter-attacks after a successful dodge action.



A highly versatile divine spellcaster equally capable of supporting allies and debuffing and damaging foes, while also wearing heavy armour, the Warrior Priest is at home in the thick of melee. His "Divine Rage" increases his spellcasting chance whenever he deals melee damage.



With excellent damage in melee or range and a litany of proficiences, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.



Robust and fearless, the Templar Knight is a powerful melee tank well-suited for engaging multiple enemies at once thanks to the "Stoic" passive skill, but also makes for a capable melee DPS hero.



* StoneWall: They gain a damage resistance boost when engaged by multiple enemies, and their lack of fear encnourages them to be tanks, absorbing the blows for the squishier units of the Witch Hunters.

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* StoneWall: They gain a damage resistance boost when engaged by multiple enemies, and their lack of fear encnourages them to be tanks, absorbing the blows for the squishier units of the Witch Hunters.
StoneWall



Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

to:

Men who have suffered great losses, lossey gain a damage resistance boost when engaged by multiple enemies, and their lack of fear encnourages them to be tanks, absorbing the blows for the squishier units of the Witch Hunters.s, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.
Mordheim.

An incredibly versatile henchman capable with all manner of melee or ranged weapons, combined with surprising durability in light armour. Their "Vengeance" skill increases their melee damage for a turn when they are struck by a melee attack.



The Flagellants are suited for one thing only: walloping enemies in melee. Though they cannot wear armour or take "Lad's Got Talent", their fearlessness and obscene striking power make them valuable as the hammer to a Zealot anvil, or as Impressive hunters.



The Executioner is slightly weaker than other Impressives but that does not take away from the fact he is a powerful linebreaker, and careful use of his "Pyres Of The Righteous" can increase the hit chance and morale of nearby allies.



The Skaven leader unit, the Assassin Adept is a versatile offensive hero able to use light armour and poison weapons to debilitate opponents and gradually wear them down. His "Defensive Breach" bypasses a portion of an enemy's dodge and parry chances.



A competent if quite fragile utility arcane spellcaster with spells centered on debuffing enemies and buffing allies, who is particularly useful when used in conjunction with the Rat Ogre thanks to his "Guidance" ability. His "Warp Resonance" skill increases his spellcasting chance after gathering some wyrdstone.



The Black Skaven is the Skaven's close combat monster hero with great power and mobility; his only weakness being relatively weak shooting. His "Perfect Killer" ability bypasses a portion of enemy armour and this combined with his innate mobility and the fighting claws make him a very effective slayer of armoured enemies.



The yin to the Black Skaven's yang, the Night Runner is a capable ranged fighter, especially when equipped with warplock pistols. His mobility is alo greater than the Black Skaven - his "Fleet-Footed" skill gives him greater movement range whenever he succeeds at a leap or jump.



With their plentiful movement and good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.



* MightyGlacier: The only Skaven unit that can equip heavy armour. They're the "line" infantry of the Skaven force, meant to hold enemies in place while lighter units sneak around to bypass the force or deliver the killing blow.

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* MightyGlacier: The only Skaven unit that can equip heavy armour. They're the "line" infantry of the Skaven force, meant to hold enemies in place while lighter units sneak around to bypass the force or deliver the killing blow.armour, and decent toughness too.



Though much weaker than the Warpguard and poorly suited to melee, the Verminkin's saving grace is slightly higher ranged combat ability. Given shuriken and kept behind heroes and Warpguard, Verminkin are good for scouting and supplementary damage. Their "Warp Rage" increases melee damage and dodge chance after claiming wyrdstone.



The Rat Ogre's very formidable physical stats and exceptional mobility for an Impressive belie a unit hamstrung by unreliability issues caused by Stupidity and low intelligence. Get the Rat Ogre into melee as quickly as possible or keep a Eshin Sorcerer close by.



At first a rather weak and situationally useful arcane caster hero, the Magister comes into his own when levelled up, controlling the battle and rendering opponents powerless with his debilitating debuff spells. His "Blood Sacrifice" passive trait decreases the cost of spells when he deals out damage to an enemy.



* MagikarpPower: A low-level Magister will need to hang back and use a bow to negate his inherent frailty and has one fairly weak buff spell which makes his minions hit harder. A high-level Magister can use Chains of Chaos, Curse of Chaos and Vision of Torment to render enemy Heroes powerless while Spawn and Possessed beat them down.

to:

* MagikarpPower: A low-level Magister will need to hang back and use a bow to negate his inherent frailty and has one fairly weak buff spell which makes his minions hit harder. A high-level Magister can use Chains of Chaos, Curse of Chaos and Vision of Torment to render lock down enemy Heroes powerless and weaken them into uselessness while Spawn and Possessed beat them down.to a pulp.



Mutants have a balanced statline and the ability to wear any armour and use nearly any weapon. Mutant archer builds are quite viable but risky; one arm mutation will forever prevent him from using bows or ranged skills and leave him gimped. For this reason, melee damage builds are perhaps the more sensible approach. "Shadowlord's Touch" increases their critical hit chance when they gather wyrdstone.



The Marauder deals very heavy damage in melee, especially on the charge thanks to his "Norse Charge" skill increasing the damage of follow-up attacks from a successful charge. Their flimsy protection and inability to disengage once they have engaged does make them risky to use however.



The Possessed is very much a melee GlassCannon; incapable of wearing any armour heavier than a ragged pair of cloth pants and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb. They're not only fearless but they project their own Fear aura, making enemies in melee more likely to miss.



The Darksoul is a powerful but tricky to use melee henchman. They're durable in heavy armour and fearless so they will hold off multiple opponents round after round, and they deal heavy damage when given great weapons. Used improperly they will be caught in a fight they can't win and can't disengage from.



Able to wield melee weapons but with lacklustre physical stats and high ballistic skill, the Brethren are best suited to be ranged support for your melee heroes and Darksouls. Their special ability "Lurker" increases their accuracy with overwatch attacks.



* LongRangeFighter: Their relative physical weakness means Brethren usually serve as archers. As melee combatants, the only advantage they really have over Darksouls [[SanityHasAdvantages is their ability to withdraw from a losing fight]].

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* LongRangeFighter: Their relative great physical weakness next to Darksouls means Brethren usually serve best as archers. As melee combatants, the only advantage they really have over Darksouls [[SanityHasAdvantages is their ability to withdraw from a losing fight]].



Chaos Spawn are savagely strong and able to rip through parries while projecting a Terror aura that limits enemies' ability to act against it when engaging it. Chaos Spawn do not suffer injuries but are 20% more likely to die if they are brought down.



* TheJuggernaut: Arguably the best Impressive unit in the game, the Chaos Spawn is a menace on the battlefield and virtually unstoppable.
* LightningBruiser

to:

* TheJuggernaut: Arguably the best Impressive single most powerful unit in the game, entire game pound-for-pound, the Chaos Spawn is a menace on the battlefield and virtually unstoppable.
* LightningBruiser
LightningBruiser: Emphasis on the "Lightning".



Arguably the best leader unit in the entire game, the Vampire has superb physical stats all round and the versatility to be powerful either as a melee damage dealer, a tank or a ranged combatant, plus their Terror aura lets them engage multiple enemies with relative impunity.



The Dreg is a balanced combat hero designed primarily to supplement the power of the Vampire, offering ranged damage support with a bow and healing possibilities with "Humble Servant", sacrificing his own HP to replenish the Vampire's and also increasing their dodge and initiative. The Dreg's main weakness is his exceptionally poor mental stats.



Proficient with all manner of weapons and armour, the Vampire Thrall represents the Undead's dedicated melee hero option. Equally effective as a ranged attacker dealing spike damage or as a melee tankpire soaking up blows, with the latter possibly being preferable to take advantage of her Fear aura.



The Necromancer is a versatile arcane caster focusing on debuffing enemies and buffing the undead units of the warband, but he also has a few damaging spells up his sleeves as well. His "Warp Attunement" reduces the cost of his spells and the accompanying Tzeentch's Curse chance when he picks up some wyrdstone.



* TheNecromancer: The Necromancer is a versatile caster focusing on debuffing enemies and buffing the undead units of the warband, but he also has a few damaging spells.

to:

* TheNecromancer: The Necromancer is a versatile caster focusing on debuffing enemies and buffing the undead units of the warband, but he also has a few damaging spells.Yep.



With their slow speed and inability to use two-handed weapons or armour, zombies are frankly pathetic in combat. Unwavering, immune to various status effects and surprisingly durable, they're best used as meatshields at the front of the fight, harrying opponents and absorbing blows. With "Rotten Corpse", zombies are immune to most injuries that would debilitate other warriors, but they're also more likely to "die" from falling in battle. They're also Expendable so they don't impact warband morale if they do.



* CannonFodder: Even among Henchmen. With their slow speed and inability to use two-handed weapons or armour, zombies are frankly pathetic in combat, though they are fairly strong and resilient, expendable and unwavering, and thus still useful for bogging down enemy units and supporting the Undead warband's powerful Heroes.

to:

* CannonFodder: Even among Henchmen. With their slow speed and inability to use two-handed weapons or armour, Henchmen, zombies are frankly pathetic in combat, though they are fairly strong and resilient, expendable and unwavering, and thus still useful exemplify this; they're just meant to serve as bubble wrap for bogging down enemy units and supporting the Undead warband's powerful Heroes.Undead heroes, protecting them from blows while they do the heavy lifting.



Ghouls are melee henchmen meant as much for debilitating enemy forces with their diseased strikes as for killing them outright. They can gain exceptional strength and hit hard on the charge. However they can't use consumables and can't disengage from fights, so be careful.



* PoisonedWeapons: As per the "Disease Carrier" ability, their claws and weapons are infected with all manner of diseases and wounds inflicted on enemy units allso inflict one random debuff, which are all stackable and increase the damage caused by the Necromancer's "Rotten Touch" spell.

to:

* PoisonedWeapons: As per the "Disease Carrier" ability, their claws and weapons are infected with all manner of diseases and wounds inflicted on enemy units allso also inflict one random debuff, which are all stackable and increase the damage caused by the Necromancer's "Rotten Touch" spell.



The Crypt Horror is as simple as units come: a brutal melee combatant who absorbs blows easily and doles out devastating attacks in turn. Their Terror aura makes them difficult to act against and able to tie up lots of enemies at once.



* LightningBruiser: Emphasis on the Lightning part. The Crypt Horror is one of the weaker Impressives but they hit really hard, especially on the charge, encouraging players to build them towards being a charging unit.

to:

* LightningBruiser: Emphasis on the Lightning part. The Crypt Horror is one of the weaker flimsier Impressives but they hit really hard, especially on the charge, encouraging players to build them towards being a charging linebreaker unit.
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* LongRangeCombatant

to:

* LongRangeCombatant
LongRangeFighter

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* BadassInCharge: Will be the Mercenaries' heaviest hitter until the Ogre Mercenary comes into play, and he's the warband leader.



* JackOfAllStats

to:

* JackOfAllStats
JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation.
* TheMusketeer: Able to take pistols into combat to supplement his swordplay.



Able to equip the same weapons and armour of the Captain, though inferior statistically, the Youngblood nevertheless is lighter on his feet, being a young lad, and has the potential to become a powerful fighter in this own right... if he survives.

* FragileSpeedster
* NewMeat

to:

* FragileSpeedster: Able to equip the same weapons and armour of as the Captain, though inferior statistically, the Youngblood nevertheless is and much lighter on his feet, being a feet but this comes at the cost of inferior strength and toughness scores.
* NewMeat: A
young lad, and has lad fighting in Mordheim for his fortune. [[CrapsackWorld Apparently the potential to become a powerful fighter in this own right... if he survives.

* FragileSpeedster
* NewMeat
attrition rate is exceptionally high]].



* SergeantRock

to:

* SergeantRock
SergeantRock: The biggest, meanest fighter in the warband except for the Captain and the Ogre.



* BlessedWithSuck
* BlindedByTheLight
* MagikarpPower
* SquishyWizard

to:

* BlessedWithSuck
BlessedWithSuck: ''Mordheim'' is set before the formation of the Colleges of magic in the Empire by the High Elf Loremaster Teclis. Human mages aren't having a fun time in this period of the Empire's history, being relentlessly persecuted by Witch Hunters for their uncontrolled magic.
* BlindedByTheLight
BlindedByTheLight: His starting spell, "Blinding Light", reduces dodge, parry, chance to hit and Perception checks.
* MagikarpPower
MagikarpPower: He begins the game with a weak debuff spell and has a hard time earning XP since he's fragile and can't do much on his own. However, after leveling up a bit and earning a few spell points, he can turn into a powerful crowd control wizard with some neat offensive spells as well. Giving him a bow and keeping him out of harm's way can help him survive long enough to get his better spells.
* SquishyWizard
SquishyWizard: Which isn't very helpful early on.



* ArcherArchetype

to:

* ArcherArchetypeArcherArchetype: Marksman start with longbows, and while weaker than guns, their ability to let loose arrows multiple times a turn arguably makes them the better weapon.
* BadassBandolier



* ColdSniper
* InTheHood
* LongRangeFighter

to:

* ColdSniper
ColdSniper: When giving a long rifle.
* InTheHood
InTheHood: A common accessory.
* LongRangeFighter
LongRangeFighter: The best ranged henchmen in the entire game, no argument. And when given the "Lad's Got Talent" skill, the best ranged Heroes too.



* BadassNormal



* TheGenericGuy

to:

* TheGenericGuy[[HiredGuns Hired Swords]].
* TheGenericGuy: Standard fighters of the Empire who die against monsters and superhuman adversary every day.



* TheBigGuy

to:

* TheBigGuyTheBigGuy: The biggest guy in fact.



* TheJuggernaut
* MightyGlacier

to:

* TheJuggernaut
TheJuggernaut: Not much stands in the Ogre's way and lives.
* MightyGlacier
StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large Impressives to wear light armour, the most generally resilient.



* BadassNormal
* DeadpanSnarker

to:

* BadassNormal
BadassNormal: Verging into CharlesAtlasSuperpower territory. He's able to beat down Daemons and Rat Ogres despite being a seemingly ordinary man with only a sword.
* DeadpanSnarkerDeadpanSnarker: "When the Baron hears about your victory, he'll be as pleased as a halfling in a pie shop."



* SeenItAll

to:

* SeenItAll
SeenItAll: It is he who informs the disbelieving captain of the existence of the legendary RatMen, the Skaven. Quite blase about it too.
-->''[[BadassBoast "I've forgotten more things about this city than you'll ever learn."]]''




to:

* ThePaladin: The highest-ranking of the Sisters of Sigmar and a mighty warrior.



* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility.

to:

* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility. \n This makes her an exceptional scout, something the pondering Sisters really need.



* TheMentor
* SergeantRock

to:

* TheMentor
TheMentor: Seeing to the other Sisters' spiritual matters, their discipline and keeping their religious fervour to acceptable levels.
* SergeantRock
SergeantRock: ... While also cracking skulls side-by-side with them.



* FragileSpeedster

to:

* FragileSpeedsterFragileSpeedster: The distinction between them as the Sisters - slightly weaker, but slightly faster.



* BoringButPractical
* ImmuneToBullets

to:

* BoringButPractical
BoringButPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings.
* ImmuneToBulletsImmuneToBullets: Has the passive "Sigmar's Chosen", which gives her a +200% bonus to her missile resistance, so trying to shoot her means a 1% chance to hit even for expert gunners and archers. So you need to use bombs, melee or magic to fight her - a troubling prospect considering she's a match for an Ogre.



* TouchedByVorlons

to:

* TouchedByVorlons
TouchedByVorlons: The Maiden of Sigmar used to be a regular Sister, but then one day she got magically imbued by her god and now is strong enough to wrestle down Ogres and Chaos Spawn, while also casting spells.



* BowAndSwordInAccord: Standard gear is a sword and a pair of crossbow pistols.



* TheMusketeer

to:

* TheMusketeerTheMusketeer: Can equip most of the guns enjoyed by the Mercenaries' faction.



* BadassPreacher

to:

* BadassPreacherBadassPreacher: The most famous of the ''Warhammer'' world. Sigmar's Warrior Priests have been travelling the Empire, kicking Chaos and undead ass for years and seeing to the spiritual purity of the Empire's citizens.



* CombatMedic

to:

* CombatMedicCombatMedic: One of the Witch Hunters' biggest advantages over other warbands is availability of healing provided by the Warrior Priest's "Healing Hand" spell.



* GunsAkimbo

to:

* GunsAkimboGunsAkimbo: Starts with a pair of pistols.



* BadassNormal



* FearlessFool: Immune to Fear, Terror and All Alone, but can't withdraw once engaged. It's stated to stem from their impetuousness and eagerness to prove their valour to the Witch Hunters.



* NervesOfSteel

to:

* NervesOfSteel
StoneWall: They gain a damage resistance boost when engaged by multiple enemies, and their lack of fear encnourages them to be tanks, absorbing the blows for the squishier units of the Witch Hunters.



* ActionSurvivor
* BladeOnAStick

to:

* ActionSurvivor
ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight fiercely.
* BladeOnAStickBladeOnAStick: Starting weapon for Zealots is the spear.



* RoaringRampageOfRevenge

to:

* RoaringRampageOfRevenge
RoaringRampageOfRevenge: Their whole lives are basically this. Many of them have lost families to Chaos and join up with Witch Hunter warbands for opportunities to return the favour.



* AxCrazy

to:

* AxCrazyAxCrazy: They're so unhinged by the [[CrapsackWorld nature of the Old World]] that they want to die gloriously trying to save it.
* BaldOfAwesome



* EpicFlail
* GlassCannon

to:

* EpicFlail
EpicFlail: Often wield great flails, and are very dangerous with them.
* GlassCannonFearlessFool: Immune to Fear, Terror and All Alone.
* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crump most henchmen in only two hits.



* {{Acrofatic}}

to:

* {{Acrofatic}}{{Acrofatic}}: Don't let the massive size and prominent gut fool you. He has a superhuman Agility maximum of 20! Only the inhuman Crypt Horror and Chaos Spawn match that.



* BadassNormal

to:

* BadassNormalBadassNormal: Unlike the Impressives of other factions, the Executioner isn't a monster or empowered by the supernatural - He's just an extremely big and strong man who likes to carry a large weapon. Though he is a bit weaker than other Impressives to show it - his maximum strength is 16 compared to other Impressives who can reach 20 Strength.



* FlamingSword: All of his weapons are burning and do lingering fire damage on hit.



* StoutStrength

to:

* StoutStrength
StoutStrength: Very fat and very strong.



* PoisonedWeapons: With the Skaven exclusive "Numbing Poison" and "Warp Poison" skills, Skaven unit scan embue any weapon with debilitating poisons to weaken opponents. These skills are especially useful with the shuriken and the warplock pistols, letting you weaken foes at range and giving your troops the leg-up they need.



* AsskickingEqualsAuthority

to:

* AsskickingEqualsAuthorityAsskickingEqualsAuthority: Assassin Adepts are the most ruthless, cunning and dangerous Skaven, and [[ChronicBackstabbingDisorder given how Skaven society works, they need to be]].



* PoisonedWeapons
* SinisterScimitar

to:

* PoisonedWeapons
PoisonedWeapons: Weeping Blades are coated in wyrdstone poison, dealing lingering damage which stacks with each hit.
* SinisterScimitar
SinisterScimitar: Starting weapons are the Weeping Blades.



* ArmourPiercingAttack

to:

* ArmourPiercingAttackArmourPiercingAttack: "Perfect Killer" lets them ignore a set amount of an opponents' armour when they strike them.



* BladeOnAStick
* TheBrute

to:

* BladeOnAStick
BladeOnAStick: They start out with halberds.
* TheBruteTheBrute: Black Skaven are the biggest and strongest of Skaven broods, separated away from the runts raised in a vicious environment to make them brutal killers.



* WolverineClaws

to:

* WolverineClaws
WolverineClaws: They start out with fighting claws.



* BladeOnAStick

to:

* BladeOnAStickBladeOnAStick: Start with spears and shields.



* MightyGlacier: The only Skaven unit that can equip heavy armour.

to:

* MightyGlacier: The only Skaven unit that can equip heavy armour. They're the "line" infantry of the Skaven force, meant to hold enemies in place while lighter units sneak around to bypass the force or deliver the killing blow.



* FragileSpeedster
* {{Ninja}}

to:

* FragileSpeedster
FragileSpeedster: The lowest starting and maximum strength and toughness of any henchman, Verminkin are nobody's idea of a frontline fighter, but their agility is very good.
* {{Ninja}}
{{Ninja}}: They start wth shurikens. Shurikens are low-range, low-damage, high-accuracy weapons which are more useful to provide a ranged option for melee characters who otherwise can't reach an enemy or have low health and don't want to risk them.



* AuthorityEqualsAsskicking: A notable {{Aver|tedTrope}}sion. Magisters are weak fighters which is hugely detrimental in the early game, where Leaders do most of the warband's heavy lifting.



* SimpleStaff

to:

* SimpleStaffMagikarpPower: A low-level Magister will need to hang back and use a bow to negate his inherent frailty and has one fairly weak buff spell which makes his minions hit harder. A high-level Magister can use Chains of Chaos, Curse of Chaos and Vision of Torment to render enemy Heroes powerless while Spawn and Possessed beat them down.
* SimpleStaff: Starts with a staff, which is a relatively weak weapon but helps their spellcasting chance.



* AxCrazy: Permanently scarred by their experiences, Darksouls live only to kill.

to:

* AxCrazy: Permanently scarred by their experiences, Darksouls live only to kill.kill everything they find.



* MalevolentMaskedMen

to:

* MalevolentMaskedMen
MalevolentMaskedMen: To make them look like the Chaos daemons they revere.



* JackOfAllStats

to:

* JackOfAllStatsJackOfAllStats[=/=]MasterOfNone



* TheDreaded: Chaos Spawn are so horrifying they cause their opponents to freeze in primal fear. Their "Terror" ability means any enemy engaging them needs to pass a Leadership check or lose three movement and offence points right off the bat.



* BadBoss

to:

* BadBossBadBoss: Constantly reminding the player [[YouHaveFailedMe of the price of failing the Shadowlord]].



* SimpleStaff

to:

* SimpleStaffSimpleStaff: It has a giant eye at the top.



!!General Tropes:
* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone.
* MechanicallyUnusualFighter: The Undead are big on playing around with the game's morale mechanics, being largely fearless and able to inflict fear on their enemies.
* NoSell: Undead units are near-universally immune to a wide variety of status effects, more importantly of all poison, and this gives them a considerable advantage over the Skaven as it renders one of the Skaven's greatest strengths pointless.
* TheUndead: [[CaptainObvious Mhm.]]
* TrapMaster: The Undead can use "Death Trap" and "Eye See You" to lay down traps which activate when an enemy walks over them. Death Trap deals straight damage, while Eye See You makes them visible on the map and also reduces initiative and resistance to fear effects - a worthy consideration given how much the Undead rely on Fear and Terror.



* FearlessUndead
* LightningBruiser

to:

* FearlessUndead
TheDreaded: They generate a Terror aura like the Chaos Spawn.
* LightningBruiserLightningBruiser: With very high strength, toughness, agility and weapons skill, Vampires are bar-none the strongest of all Leader units and formidable foes in battle.



* BladeOnAStick



* LightningBruiser

to:

* LightningBruiser
KickingAssInAllHerFinery
* LightningBruiser: Slightly lower strength than the Vampire, but losing none of the toughness or agility, they're still formidable.



* TheNecromancer: The Necromancer is a versatile caster focusing on debuffing enemies and buffing the undead units of the warband, but he also has a few damaging spells.



* CannonFodder: Even among Henchmen. With their inability to wield two-handed weapons or wear any armour, zombies are pathetic in combat, though they are expendable, unwavering and useful for bogging down enemy units and supporting the Undead warband's powerful Heroes.
* FearlessUndead

to:

* CannonFodder: Even among Henchmen. With their slow speed and inability to wield use two-handed weapons or wear any armour, zombies are frankly pathetic in combat, though they are expendable, unwavering fairly strong and resilient, expendable and unwavering, and thus still useful for bogging down enemy units and supporting the Undead warband's powerful Heroes.
* FearlessUndead
Heroes.



* WeHaveReserves: Zombies have the Expendable trait, which means the Undead warband doesn't lose morale if they die... uh, are destroyed in battle.

to:

* WeHaveReserves: Zombies have the Expendable trait, which means the Undead warband doesn't lose morale if they die... uh, are destroyed in battle.
battle. They're also more likely to permanently die.



* FearlessUndead
* FragileSpeedster

to:

* FearlessUndead
* FragileSpeedster
FragileSpeedster[=/=]GlassCannon: Fairly mobile and powerful up close with their debuffs, Ghouls are good harrassing units.



* TheBrute
* FearlessUndead
* LightningBruiser

to:

* TheBrute
TheBrute: Bigger and deadlier than Ghouls, the Crypt Horror is a real monster in combat.
* FearlessUndead
TheDreaded: They cause Terror in all enemies that engage them.
* LightningBruiser
LightningBruiser: Emphasis on the Lightning part. The Crypt Horror is one of the weaker Impressives but they hit really hard, especially on the charge, encouraging players to build them towards being a charging unit.



* RoyalRapier
* ShesGotLegs
* SinisterScythe

to:

* RoyalRapier
RoyalRapier: Her alternate weapon is a long thin blade with a swept hilt, giving her increased dodge chance at the price of lower damage and reduced casting.
* ShesGotLegs
* SinisterScythe
SinisterScythe: Her staff.

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* TheChaplain


Added DiffLines:

The Orders of the Templars of Sigmar was founded in the early days of the Empire. Commonly known as Witch Hunters, these warriors root out evil where it hides among men. Depraved Chaos cults, hideous mutants, the abominable undead, witches and sorcerers practicing their black arts, even the insidious Skaven have been unmasked and destroyed by the zealous efforts of the Witch Hunters. To join the Order is to accept a dangerous way of life. Fear and mercy alike are qualities no Witch Hunter can allow within himself, only unwavering faith to Sigmar. These warriors have come to Mordheim to redeem it from its corruption - or see it purged in fire.

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* BrainsAndBrawn: The Brains to the Rat Ogre's Brawn. The Eshin Sorceror can negate the Stupidity of the Rat Ogre ensuring that the goliath can act on his turn. This does require the fairly vulnerable Sorcerer to be close by however.
* EvilSorcerer
* SquishyWizard



* ArmourPiercingAttack
* BadassCape
* BladeOnAStick
* TheBrute
* CloseRangeCombatant
* EliteMooks
* LightningBruiser



* FragileSpeedster
* NewMeat
* WolverineClaws



* BladeOnAStick
* CannonFodder
* MightyGlacier: The only Skaven unit that can equip heavy armour.
* NoSell: Immune to Warp effects when gather Wyrdstone, and also resistant to poison.



* CannonFodder
* FragileSpeedster
* {{Ninja}}



* AwesomeButImpractical: The Rat Ogre is a beast in combat. Out of combat however, it's also Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets). This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste. Considering that the Rat Ogre might be the poster boy for hidden costs awareness campaigns, it's no surprise that many players refuse to field one.
* BrainsAndBrawn: The Brawn to the Eshin Sorceror's Brains. The Sorcerer can negate the Stupid status of the Rat Ogre and ensure he can act his turn, but he himself is vulnerable and needs the Rat Ogre's protection.
* TheBrute
* DumbMuscle
* LightningBruiser: Potentially can be as strong and durable as the Ogre Mercenary, but no slower than your Skaven warriors.
* TooDumbToLive: Rat Ogres have the Stupid status, meaning they must perform an Intelligence check when not fighting to see if they can act their turn. Given Rat Ogres have naturally low Intelligence, this can lead to the Rat Ogre standing in the open picking his nose while enemy troops riddle him with arrows and bullets.




to:

* BodyHorror: A huge source of this, thanks to the Chaos mutations.
* {{Cult}}: Duh.
* DifficultButAwesome: The Cult of the Possessed has a horrible early game, but if they manage to survive it in decent condition, they have the potential to become pretty powerful. A full-tank Darksoul can keep multiple enemy warriors occupied for round after round, since Darksouls never take All Alone tests and can become pretty sturdy, while a Magister who advanced Chaos Chains can make enemy Heroes nearly powerless and a Possessed or Spawn with the right mutations can destroy them like there's no tomorrow.
* GlassCannon: Cultist units generally have a lot of hitting power and above-average mobility, but this is paired with below-average durability, and this combined with the poor power of the Magister means that Cultist warbands have a tough time early in the game and only a few losses can mean being forced to start over.
* MechanicallyUnusualFighter: All Cultist Heroes and the Chaos Spawn Impressive get random mutations that grant them additional abilities but can cause unforeseen issues. For example, a Mutant you built to be an archer could spawn an axe for a hand and forever lose his ability to hold a bow.
* ReligionOfEvil: One dedicated to the Shadowlord that dwells in the pit in the centre of Mordheim, where the impact hit.



* EvilSorcerer
* SimpleStaff
* SquishyWizard



* BlessedWithSuck: The Mutant is the best ranged fighter on the Cultist roster, but spawning one melee weapon mutation will forever prevent him from ever holding a bow. Spawning two means he won't ever be able to loot dead bodies or wyrdstone again (you try picking stuff up when you have axes for hands), nor can he ever use a shield or an empty hand. If he gets a torso mutation as well, this prevents him from wearing armour and making him even less useful in melee.
* BodyHorror: He merely looks fairly unhealthy at level 1. It just gets worse from there.
* JackOfAllStats: Though the nature of Chaos mutations means he's probably best off as a melee combatant.



* AnAxeToGrind
* AwesomeButImpractical: The Marauder has impressive stats and deals tons of damage, but his poor defences, inability to wear heavy armour and Last Stand means that if his deadly first charge attack misses, he can't pull out and he'll probably lose.
* BadassBeard
* TheBerserker: Fights like a demon in melee but Last Stand means he can never retreat from a losing battle once he engages.
* BodyHorror: Like the Mutant, the Marauder can get Chaos mutations.
* DualWielding
* GlassCannon
* ProudWarriorRaceGuy: Norscans in the ''Warhammer'' world are basically demon-worshipping vikings.



* AwesomeButImpractical: Suffering many of the same issues as the Marauder, the Possessed is powerful but exceedingly frail and will likely die before managing to kill anything.
* AxCrazy
* BareFistedMonk: Before mutating, the only weapon he can use is the Armband. He fights entirely with punches delivered with brute strength.
* BodyHorror: Possessed can gain mutations.
* TheBrute
* HumanoidAbomination: A Possessed is a ghastly amalgamation of flesh, metal and daemonic essence fused together.



* AnAxeToGrind
* AxCrazy: Permanently scarred by their experiences, Darksouls live only to kill.
* BaldOfEvil
* CannonFodder
* CloseRangeCombatant: Sturdy, fearless and capable of hitting immensely hard in melee, Darksouls are some of the best melee henchmen available.
* MalevolentMaskedMen



* CannonFodder
* JackOfAllStats
* LongRangeFighter: Their relative physical weakness means Brethren usually serve as archers. As melee combatants, the only advantage they really have over Darksouls [[SanityHasAdvantages is their ability to withdraw from a losing fight]].



* BodyHorror: Guess who can get Chaos mutations?
* EldritchAbomination
* TheJuggernaut: Arguably the best Impressive unit in the game, the Chaos Spawn is a menace on the battlefield and virtually unstoppable.
* LightningBruiser



* BadassInCharge: Vampires are some of the most powerful units in the tabletop version of the game, and they don't disappoint here either.
* BadassLongcoat
* FearlessUndead
* LightningBruiser
* ScaryImpracticalArmour



* ArcherArchetype: Though capable in melee, Dregs tend to stick to their bows as this lets them hang back with their masters and offer support.
* BodyHorror: He doesn't look like a particularly healthy chap.
* JackOfAllStats
* TheRenfield
* UndyingLoyalty: This wretched creature will even offer his own blood to feed and heal the Vampire he serves, as per the "Humble Servant" ability.



* ActionGirl
* JackOfAllStats: Statistically inferior to their Vampire sires, they are still capable with a wide variety of weapons and have good stats.
* LightningBruiser



* BadassCape: One that is made of GenuineHumanHide.
* BadassLongrobe
* BaldOfEvil
* SinisterScythe: His SimpleStaff is modelled as one.
* SquishyWizard: {{Averted}}. Despite being spellcasters the Necromancer can equip a number of different weapons and armours to make them quite capable in direct combat, though heavy armour will make it harder for him to cast his arcane spells.



* BodyHorror: His jaw is dislocated and hanging off.
* CannonFodder: Even among Henchmen. With their inability to wield two-handed weapons or wear any armour, zombies are pathetic in combat, though they are expendable, unwavering and useful for bogging down enemy units and supporting the Undead warband's powerful Heroes.
* FearlessUndead
* MajorInjuryUnderreaction: Zombies have the Rotten Corpse trait which means that they're immune to Open Wounds and don't receive any post-battle injuries except for dismembered limbs, but they're more likely to permanently die.
* WeHaveReserves: Zombies have the Expendable trait, which means the Undead warband doesn't lose morale if they die... uh, are destroyed in battle.



* BodyHorror
* CannonFodder
* FearlessUndead
* FragileSpeedster
* PoisonedWeapons: As per the "Disease Carrier" ability, their claws and weapons are infected with all manner of diseases and wounds inflicted on enemy units allso inflict one random debuff, which are all stackable and increase the damage caused by the Necromancer's "Rotten Touch" spell.



* TheBrute
* FearlessUndead
* LightningBruiser




to:

->''"Do you see this ring? It is Count Vlad's token, his sign that Baroness Katherina Von Dernsbach is his vassal and agent. Beware, for I am his eyes and ears in Mordheim. What I learn, the master will know."''

Katherina Von Dernsbach is a former vassal of Queen Neferata, now a noble of the Van Carstein court. Katherina is tasked with overseeing the progress of the player's Undead warband and assisting them where necessary. Katherina is, like all vampires, a deadly opponent.

* ActionGirl
* TheBaroness: A textbook example. Katherina is an ancient evil and cold and dismissive of the player.
* MagicKnight: Katherina is a deadly frontline fighter and a versatile arcane spellcaster, buffing your undead units and casting damage spells.
* MsFanservice: [[VampiresAreSexGods Well, she is a vampire.]]
* RoyalRapier
* ShesGotLegs
* SinisterScythe
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Added DiffLines:

[[foldercontrol]]

!!Order

[[folder:Human Mercenaries]]

The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.

!!General Tropes:
* BadassNormal: Facing the deformed chaotic denizens of Mordheim, the fabled ratmen of Clan Eshin, the warrior women of the Sisters of Sigmar and the roving hordes of the Undead are a bunch of Reikland sellswords with nothing but their wits, sharpened steel and primitive gunpowder. And sometimes they win.
* [[HiredGuns Hired Swords]]
* HumansAreAverage[=/=]JackOfAllStats: Defined by fair but not exceptional mobility, offence and defence points across the board, with the widest selection of weapons and equipment amongst the warbands, especially ranged weapons.
* TheGunslinger: Able to use all manner of guns including pistols, blunderbusses and even long rifles.
* TheMusketeer: Ranged weapons are available to all members of the Mercenaries warband, with the exception of the [[MightyGlacier Ogre Mercenary]].
* RagtagBunchOfMisfits: The Mercenaries are more a neutral faction despite being on the side of Order, as a motley collection of lowlifes taking obscene risks by venturing into the ruins of Mordheim and battling all kinds of evil all in the name of fast cash.

!!Captain:
Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.

* TheLeader
* JackOfAllStats

!!Youngblood
Among any warband, there are those who lack the experience of their comrades but who possess a determination and drive in excess of the usual warrior. Youngbloods are untried recruits who harbour within themselves the potential for heroic deeds – if they survive long enough to reach that potential. Eager to prove themselves, many Youngbloods discover too late how unforgiving Mordheim is.

Able to equip the same weapons and armour of the Captain, though inferior statistically, the Youngblood nevertheless is lighter on his feet, being a young lad, and has the potential to become a powerful fighter in this own right... if he survives.

* FragileSpeedster
* NewMeat

!!Champion
Champions are the biggest, toughest and strongest warriors in a warband. Better versed in the arts of war than their comrades, it is often a Champion’s role to lead an attack and to accept personal challenges issued by foes. In return, Champions typically get the choicest pick of any loot seized by the warband, after their Captain, of course.

* CloseRangeCombatant
* TheLancer
* SergeantRock

!!Warlock
Sweeping across the world are aethyric streams of energy called the Winds of Magic. Warlocks are humans who are able harness these energies, transforming the raw magical power into spells. Warlocks risk much for their arcane abilities, equally menaced by the prospects of mutation from the aethyric energy and execution by religious zealots who fear their powers.

* BlessedWithSuck
* BlindedByTheLight
* MagikarpPower
* SquishyWizard

!!Marksman
Across the Empire, archers and hunters are famed for their skills. The best are reckoned to be able to strike a coin with an arrow at 300 yards. Such Marksmen are a coveted asset for mercenary warbands, often deployed to snipe at enemies from the windows of ruined buildings and from behind broken walls.

* ArcherArchetype
* CannonFodder
* ColdSniper
* InTheHood
* LongRangeFighter

!!Warrior
The core of any mercenary warband are the Warriors. Experienced dogs of war, Warriors have blooded themselves in battle long before journeying to Mordheim. Grim fighters, Warriors fear no man so long as they have their weapons and armour.

* CannonFodder
* CloseRangeCombatant
* TheGenericGuy
* JackOfAllStats

!!Ogre Mercenary
Immense creatures twice the size of a human and possessed of incredible strength, Ogres are highly sought after by any mercenary warband. The durability of an Ogre on the battlefield is legendary, capable of enduring wounds that would kill the toughest human. To have an Ogre acting as shock-troop for their warband, Captains easily overlook the logistics of feeding an Ogre's prodigious appetite.

* AnAxeToGrind
* TheBigGuy
* DropTheHammer
* TheJuggernaut
* MightyGlacier

!!Luther Wolfenbaum
->''"So, you've decided to brave the City of the Damned in search of gold and glory? There's no shortage of people who've tried before you. If you look hard enough, you'll find their bones littering the ruins. Mordheim doesn't forgive mistakes, so you'd better not make any."''

Luther Wolfenbaum is a veteran soldier of the Empire and mercenary captain. Serving as an advisor and agent of Baron von Leitdorfer, he guides the player's Mercenary warband through their campaign and assists them in campaign missions. He's an exceptionally powerful frontline fighter armed with a sword and shield.

* BadassGrandpa
* BadassNormal
* DeadpanSnarker
* LightningBruiser
* OldSoldier
* SeenItAll

[[/folder]]

[[folder:Sisters of Sigmar]]

The Rock lies in the middle of the River Stir in the southern part of Mordheim. More fortress than convent, the Rock has survived the devastation wrought by the comet and provided a refuge for the Sisters of Sigmar. Branded witches and worse by the broader Cult of Sigmar because of their miraculous deliverance, the Sisters maintain a fervent devotion to their god. They seek to prove themselves and redeem their order by cleansing Mordheim of the many evils that beset it and locking away the tainted wyrdstone where its corruption cannot spread. Armed with faith and warhammer, the Sisters stand ready to oppose all who would defy them.

!!General Tropes:
* AmazonBrigade: An entire army of women warriors, kicking ass in Sigmar's name.
* BadassArmy: Arguably the biggest example in the game. The Sisters of Sigmar will often win most straight-up battles against other warbands due to their sheer resilience and striking power.
* ChurchMilitant
* CrutchCharacter: In a sense. The Sisters tend to be heavily-armoured and hit like freight trains in close combat, so in a straight fight they'll usually come out on top. However their complete lack of shooting and limited movement restrict them to simple and rather predictable tactics that would get the other warbands killed quite quickly.
* CloseRangeCombatant: No unit in the Sister's roster can equip ranged weapons of any kind, leaving them to rely on either brought-in Mercenaries Marksmen or the Smuggler [=DLC=] Hero for shooting.
* DropTheHammer: The Sisters, in true medieval holy warrior parlance, never use swords or edged weapons except for daggers. Their WeaponOfChoice is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.
* {{Expy}}: Of the [[TabletopGame/{{Warhammer 40000}} Sisters of Battle]]. The Matriarch, Purifier and Maiden of Sigmar are all divine spellcasters, letting them cast divine spells at the risk of invoking Divine Wrath debuffs.
* HeroWithBadPublicity: Even before the Hammer hit, the Sisters of Sigmar were widely regarded with scorn and suspicion by the predominantly male clergy of Sigmar. The fact that their main base, the Rock, was "conveniently" the only part of the city to be spared the Hammer's wrath has only inflamed hostilities.
* LightIsGood
* KnightTemplar: The Sisters of Sigmar are hellbent on gathering and stockpiling all of Mordheim's Wyrdstone so it can be locked away and not hurt anyone else. This does put them at odds with the human warbands from the Empire who want to claim the wyrdstone as well as Mordheim's treasures, but really, what are the lives of a few sellswords next to the threat the wyrdstone poses?...
* MagicKnight: Not only are the Sisters powerful fighters, but they also arguably have the best magic of all the warbands.
* MightyGlacier: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre and susceptible to being trapped.
* ThePaladin

!!Sigmarite Matriarch
Matriarchs form the inner council of the Sisterhood and report directly to the High Matriarch herself. Equally versed in the strictures of Sigmar's faith and the martial tenants demanded by their god's role as a patron of war, the Matriarchs are called upon to lead warbands of Sisters into the ruins of Mordheim. In this task, they embody the selfless valour of their faith.

* TheLeader
* MagicKnight

!!Augur
Trading their vision for the sacred second-sight bestowed upon them by Sigmar, the blind Augurs are living testaments to the power of their god. Very few of the Sisters are marked for such blessing and those who are granted this divine power are greatly revered. As a further mark of their devotion, Augurs shave their heads, leaving only a single long braid as a reminder of their call to service.

* BaldOfAwesome: Also a BaldWoman.
* HandicappedBadass: While supposedly blind, Augurs can make Perception checks for free, and with increased success chance.
* FragileSpeedster: The only Sisters unit unable to equip heavy armour, but has good agility.

!!Sigmar's Purifier
Sigmar's Purifiers of the Sisterhood have embraced the martial aspects of Sigmar with fervour beyond that of the rest of their order. Their faith is of such an extreme that by sheer force of will they are able to draw upon the divine power of their god to unleash spells upon their foes. A Purifier is utterly fearless in battle, attacking with a combination of cold steel and holy magic that few can withstand.

* DualWielding
* EpicFlail
* MagicKnight
* NervesOfSteel

!!Sister Superior
Long-serving priestesses of the Sisterhood, Sisters Superior adopt the role of mentor to the newer Sisters and Novices. Versed in the rituals of the temple and the trials of battle, Sisters Superior are entrusted with maintaining the fervour and discipline of the order. The wrath of a Sister Superior on the field of battle is something to quail the blackened heart of almost any foe.

* TheChaplain
* TheMentor
* SergeantRock

!!Sister
The Sisters of the order understand the shameful taint that has accumulated around them. To redeem their order, they seek to purge the ruins of Mordheim of the vile corruption that infects it. Such is the purpose that drives each Sister and each is determined never to falter from that purpose until the city has been cleansed.

* CannonFodder
* DropTheHammer
* DualWielding
* JackOfAllStats

!!Novice
Traditionally, only the daughters of the Empire's noble houses were allowed to be recruited into the Sisterhood. Before the fall of Mordheim, this was considered a great honour by these families to have a daughter devoting her life to Sigmar. Each maiden must endure years of privation and instruction before she is accepted as a Novice and permitted to prove themselves as handmaidens of Sigmar.

* CannonFodder
* FragileSpeedster
* NewMeat

!!Maiden of Sigmar
In rare circumstances, the devotion of a Zealot is such that she is endowed with a divine aura by Sigmar. Holy light radiates from the exalted Zealot, strengthening the faith of believers and provoking the fear of heretics. Sacred heavy armour, long held within the Rock, is bestowed upon the Maiden, reclaimed only when she is no more and returned to the vaults to await the next worthy to wear it.

* BlingOfWar
* BoringButPractical
* ImmuneToBullets
* LightningBruiser
* TouchedByVorlons

!!Bertha Bestraufrung
->''"Hold fast to your faith, keep Sigmar's glory in your heart, remember the tenets of your devotion, and I know you will acquit yourself as a Matriarch should."''

High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.

* BadassInCharge: Uniquely, Bertha serves as both your warband's sponsor ''and'' your HeroUnit. Presumably the High Matriarch didn't get her position by being a pansy.
* DropTheHammer
* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverise anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.
* NeverMessWithGranny

[[/folder]]

[[folder:Witch Hunters]]

!!General Tropes:

* GlassCannon: A more close-combat oriented take on the Mercenaries faction, with plenty of units defined by their superb striking power in melee though lacking the Mercenaries' ability to wear heavy armour and ranged weaponry.
* ChurchMilitant: Emphasis on the Militant part.
* KnightTemplar: Even moreso than the Sisters. The Witch Hunters don't even think Mordheim can be saved, and want to purge all within, including their sisters in faith at the Rock.
* RagtagBunchOfMisfits: As only a roving band of religious fanatics could hope to be.
* WeaponOfChoice: Crossbow pistols, as used by the Witch Hunters and their Captains.

!!Witch Hunter Captain
The leader of each band of Witch Hunters bears a commission from the Grand Theogonist himself, sanctioning whatever action the Captain deems necessary. Those entrusted with such authority are chosen for their unswerving faith and zeal, as well as their tactical acumen and swordsmanship. Any who dare oppose a Witch Hunter Captain will be summarily executed… with the Temple of Sigmar’s blessing.

* AntiMagic: Have an innate 20% magic resistance, making them good for taking on spellcasters.
* BadassLongcoat
* JackOfAllStats
* TheMusketeer
* NiceHat

!!Warrior Priest
Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.

* BadassPreacher
* BaldOfAwesome: So awesome it prevents them from wearing helmets!
* CombatMedic
* DropTheHammer
* ReligiousBruiser
* MightyGlacier

!!Witch Hunter
The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out Chaos cults and witches. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

* AntiMagic: A lesser version of the Witch Hunter Captain's magic resistance, granting 10%.
* BadassNormal
* BadassLongcoat
* FragileSpeedster
* GunsAkimbo
* NiceHat
* LongRangeCombatant

!!Templar Knight
The younger children of noble lords or the disposed heirs of conquered domains, Templar Knights often seek a position for themselves by offering service to the temples of mankind's gods. Those who serve Sigmar usually end up in the warband of a Witch Hunter Captain, granted the chance to prove the sincerity of their faith by giving battle to the creatures of Chaos. Armed and armoured in the finery befitting their noble birth, Templar Knights are nevertheless untested warriors and their lack of experience can make them overeager in combat.

* CloseRangeCombatant
* KnightInShiningArmour
* NervesOfSteel

!!Zealot
Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

* ActionSurvivor
* BladeOnAStick
* CannonFodder
* JackOfAllStats[=/=]MasterOfNone
* RoaringRampageOfRevenge

!!Flagellant
Their minds unhinged by the conviction that the End Times are upon the Empire, Flagellants are fanatical madmen who wander the roads and byways of the provinces. They preach their apocalyptic visions wherever they go, scourging their own bodies with barbed whips and heavy chains in acts of ghastly self-mutilation. The crazed devotion that gives Flagellants purpose likewise makes them terrifying warriors in battle, hurling themselves upon their foes in a frenzy of slashing flails. Many Flagellants have been swayed by the sermons of Witch Hunters, joining their warbands in a holy crusade to cleanse Mordheim and restore Sigmar's grace to the land.

* AxCrazy
* CannonFodder
* EpicFlail
* GlassCannon
* CoveredInScars

!!Executioner
Few sights are more terrifying than that of an Executioner approaching his victim. Selected for their massive physiques and utter remorselessness, these sinister warriors know neither pity nor mercy. Tasked to deliver final justice to the enemies of Sigmar, an Executioner becomes inured to killing, as ready to slay in cold blood as in the heat of battle. Great two-handed swords and double-headed axes are the weapons of choice for these killers, tools with which they become quite accomplished in the course of their gory trade.

* {{Acrofatic}}
* AnAxeToGrind
* BadassNormal
* {{BFS}}
* TheBigGuy
* MalevolentMaskedMan
* KillItWithFire
* StoutStrength

!!Wilheim Kreiger

[[/folder]]

!!Destruction

[[folder:Skaven of Clan Eshin]]

The Skaven of Clan Eshin are accomplished masters of stealth and murder. Long ago they learned the art of assassination in distant lands. Now they are among the most feared of the Great Clans of the Under-Empire. These silent killers serve as the eyes and ears of Skavendom, infiltrating the realms of other races and spying upon them from the shadows. Striking from ambush, utterly without mercy and honour, endowed with a ferocious speed and viciousness far in excess of any human, the Skaven are hideous foes. The chance to increase their own prestige inside the clan makes the warbands infesting Mordheim even more ruthless – and dangerous.

!!General Tropes:
* CombatPragmatist: Skaven are individually quite weak and almost never fare well in one-and-one melee, even at high levels, so the warband encourages ambushing isolated enemies and ganging up on them rather than directly engaging multiple enemies.
* DirtyCoward: A lot of Skaven are this, which goes a way to explaining this warband's morale issues.
* FragileSpeedster: The best climbing and jumping skills in the game combined with lots of movement and offence points and very ast movement across the board, but their low HP means they die quickly and their low morale means that they can only take a few casualties before risking a rout.
* NinjaPirateZombieRobot: RatMen Ninja Nazis with {{Magitek}}!
* VerbalTic: Filthy man-things! Die-die!
* WeaponOfChoice: The Skaven have a fair few, actually. Weeping Blades, Warplock Pistols, Shuriken...
* YouDirtyRat: They're rat people, and ''very'' evil ones at that.

!!Assassin Adept
Only the most vicious and cunning of Skaven are initiated into the secret art of assassination. Those who survive the trials become masters of murder. The most ambitious of these killers are given command of small retinues of warriors and unleashed upon Mordheim to secure wyrdstone. A successful Assassin can expect great reward. The price for failure is best not contemplated...

* AsskickingEqualsAuthority
* DualWielding
* PoisonedWeapons
* SinisterScimitar

!!Eshin Sorceror
Versed in the dark arts, the magic of an Eshin Sorcerer may seem paltry beside the might of a Grey Seer, but their arcane power is still considerable. Their magic is focused upon the strategies of deception, concealment and swift death favoured by Clan Eshin. An Eshin Sorcerer is a valuable asset to any warband, but one a wise Assassin will keep a wary eye on.

!!Black Skaven
Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.

!!Night Runner
Young, swift and nimble, Night Runners have only recently been initiated into the secret arts of Clan Eshin. Their freshness and eagerness to rise within the structure of their clan makes a Night Runner a valuable minion for an Assassin - a skilled fighter who can be easily manipulated because of his lack of experience. A Night Runner quickly learns that a Skaven must lookout for his own pelt.

!!Warpguard
Warpguards are skaven warriors who have been especially trained and adapted to guard stocks of Warpstone – the Skaven name for wyrdstone. Heavily armoured and given better weapons than Verminkin, Warp Guard are fearsome warriors in their own right. Magical rituals enhance their resistance to the corrupting effects of wyrdstone, making them less likely to suffer debilitating mutations.

!!Verminkin
The common ratmen of Clan Eshin, Verminkin form the vast majority of the clan, the great armies of Clanrat warriors and labourers. Each Verminkin strives to prove himself to his masters, to rise and be initiated into the secret arts of his clan. Few realize their dreams, murdered by jealous rivals or nervous superiors who see not promise but threat in the ambitions of their underlings.

!!Rat Ogre
Monstrous beasts bred by Clan Moulder, Rat Ogres are valued for their immense strength and hardiness, if not their wits. It is not uncommon for a Rat Ogre to forget which side it is fighting or even that it is in a fight. Still, the terrifying might of a Rat Ogre is too enticing for even Clan Eshin to resist and many of these brutes have been bought by the warbands in Mordheim.

!!Fylch Sharptail
->''"Not-never hear-learn about Fylch Sharptail? Fylch Sharptail, greatest killer in all Clan Eshin! Fylch strangled Will-helm the baron-thing [[[MakeItLookLikeAnAccident and make it look like]] [[FridgeHorror hungry troll ate him!]]"''

Fylch Sharptail is a cunning, stealthy and skilled killer of Clan Eshin, the representative of Murderlord Snikkit and an advisor to the player's Skaven warband in the campaign.

* AsskickingEqualsAuthority
* EvilMentor
* StealthExpert
* VerbalTic

[[/folder]]

[[folder:Cult of the Possessed]]

Mordheim has become a lawless, blighted place, far from the authority of temples and noble lords. The malignant clutch of Chaos hangs heavy over the ruins, changing those too desperate or too stubborn to leave, drawing to it creatures already twisted by mutation and corruption. Groups of these degenerates and mutants gather together into the Cults of the Possessed, seeking to gain the favour of the Shadowlord by returning the wyrdstone to the Pit and slaughtering all those they find trespassing upon their master’s domain – the City of the Damned. The inhuman, the subhuman and the nonhuman all gathered into the dark embrace of madness.

!!General Tropes:

!!Magister
Each fragment of the Cult of the Possessed is led by a Magister, vicious fanatics who have been granted magical knowledge by the Dark Gods they serve. They use these powers to maintain the loyalty of their followers, caring little if their devotion comes from awe or fear. A Magister cares only for earning the favour of the Shadowlord and the dark rewards bestowed by such favour.

!!Mutant
Bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.

!!Marauder
The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking into the fractured Empire. Marauders fight with axe and swords, often with the reckless fury of the berserk!

!!Possessed
Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.

!!Darksoul
Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, Darksouls bring their crazed fury against all who defy the Cult.

!!Brethren
The mortal followers of the Dark Gods, the Brethren eagerly seek out the rewards of damnation. They see possession and mutation as sacred blessings, rewards they hope to earn through acts of insane depravity. To descend into the inner mysteries of their obscene faith, there is no act too unspeakable for the Brethren.

!!Chaos Spawn
Immense behemoths of mutated flesh, Chaos Spawn are those whose bodies and minds have been utterly destroyed and reshaped by Chaos. Nearly mindless, these abominations retain enough sense of purpose to follow the Magisters and enough innate savagery to attack any foe they are ordered to destroy. Spawn are utterly fearless, incapable of caring if it is they or their foe that perishes in battle.

!!Merga Ottweiler
->''"You are not content to merely be, you must know why. That is good. That is as it should be. Many are consumed by the power of Chaos. It is only the select few who aspire to understand."''

An agent of the Purple Hand, the largest Tzeentch cult in the Empire, who was sent to investigate the city, only to swear allegiance to the Shadowlord. She advises and assists the player's Cultist warband in the campaign. Merga is an adept fighter and wielder of the powers of Chaos, and not to be underestimated.

* BadBoss
* ChaosIsEvil: Well, that's [[ReligionOfEvil Chaos]] for you.
* TheDragon: To the Shadowlord [[spoiler:aka. Belakor]].
* EvilerThanThou: She turned on the Purple Hand to swear allegiance to the Shadowlord, dismissing them as blind children compared to the might of the Shadowlord. [[spoiler:Given the Shadowlord ''is'' a Tzeentchian Daemon Prince...]]
* [[EvilSorceror Evil Sorceress]]
* HornedHumanoid
* PuzzleBoss: In her boss battle when playing as another warband, she is surrounded by a shield that negates all physical damage. You need to perform a lengthy process of freeing a pair of Sigmarite Sisters, finding and purifying shards of the pylons powering her ritual, and then taking the shards to each of the eight pylons to disable them and finally drop the shield.
* SimpleStaff
* SquishyWizard: {{Averted}}. Merga is not one of your Magisters, she wears heavy armour and is fairly resilient to damage and capable in combat. Notably, her model and animation are that of a Sister Superior holding a great weapon.

[[/folder]]

[[folder:The Undead]]

On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken county of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic. From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.

!!Vampire
Among the most fearsome creatures that have been drawn to the ruins of Mordheim are the vampires that lead Undead warbands. Ruthless, intelligent and endowed with strength to rival that of an Ogre, they enjoy greater versatility and independence than other undead. They are the Aristocracy of the Night, viewing mortals as either slaves or prey. Their dark powers are dedicated to serving Count Vlad.

!!Dreg
Many of those who survived the collapse of Mordheim were left deformed in body and mind. Rejected and despised, these human dregs eke out a miserable existence at the fringes of civilization. Often these wretches are recruited by vampires, becoming loyal servants in exchange for protection. They guard coffins during the day and venture into settlements where vampires might draw unwanted attention.

!!Vampire Thrall
A vampire's most devoted servants are those who have been subdued by his charms and seduced by his hypnotic power. These thralls are newly-made undead, drained of life by the vampire to which they are devoted. Although lacking the full extent of their sire's powers, a thrall is a formidable fighter with a strength and agility few mortals can match.

!!Necromancer
When the thirst for power or fear of death twists the mind of a wizard it can lead him to study the black art of necromancy. A necromancer's magic is focused upon two effects: the destruction of life and the usurpation of death. Their spells can wither a warrior in his prime or restore animation to a corpse in its grave. Many of these men have been drawn into the service of the Von Carsteins, enjoying the protection of the vampires against the Witch Hunters who would see them destroyed.

!!Zombie
The simplest form of undead that can be created through necromancy, zombies are the reanimated corpses of the recently dead. Without volition of their own, they are automatons that mindlessly follow the will of their creator. They know neither fear or pain, only obedience.

!!Ghoul
Ghouls are the descendants of evil and insane men who ate the flesh of the dead. When the lean and hungry times of famine come upon the Old World, the most depraved and destitute took to feasting on corpses to survive. Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life and dwell near graveyards, crypts and tombs, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws. The destruction of Mordheim attracted many Ghoul clans from the north, and now they have taken up permanent residence in the crypts and cemeteries of the ruined city.

!!Crypt Horror
Hulking monstrosities, the fiendish crypt horrors are rare ghoulish creatures that share the loathsome appetites of their smaller kin. Far larger and stronger than their grave-haunting kin, these abominations provoke a supernatural terror in all but the stoutest hearts. The sight of a crypt horror gnawing on old bones while perched upon a tombstone has sent many a mortal screaming into the night.

!!Katherina Von Dernsbach

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