|
STRIGOI UNDEAD v2.1
The Strigoi
are a rare line of vampires. Shunned by their own
kind, following the destruction of their homeland
by Orcs, they were driven to the dark and secret
places of the world. They collected on the
borders of human society where they were able to
scavenge recently buried corpses and feed on the
cold blood of the dead. Slowly they were
transformed into grotesque creatures, more like
ghouls than the humans they previously resembled.
Ghouls are attracted to the Strigoi, their
feeding habits complimenting each other. The
vampires are often referred to as Ghoul Kings.
The few Strigoi
are mostly found in the southern provinces. They
are somehow drawn to the Badlands, towards
Strigos of old. Karak Azgal lies close by in the
Worlds Edge Mountains and many of the vampires
have made a home in the darkness of the ruins.
CHOICE OF WARRIORS
A Strigoi warband
must include a minimum of 3 models. You have 500
gold crowns, which you can use to recruit and
equip your warband. The maximum number of
warriors in the warband is 15.
Vampire:
Each Strigoi warband must have one Vampire; no
more, no less!
Charnel Guard: Your warband may include up
to 2 Charnel Guard
Strigany: Your warband may include up to 2
Strigany
Ghouls: Your warband may include any
number of Ghouls.
Skeletons: Your warband may include any
number of Skeletons.
Bats: Your warband may include either up
to 5 Bats or up to 2 Fell Bats. You may not have
both types of bat in the warband at the same
time.
STARTING
EXPERIENCE
A Vampire
starts with 20 experience.
A Charnel Guard starts with 8 experience.
Strigany start with 0 experience.
Henchmen start with 0 experience.
STRIGOI SKILL
TABLE
| |
Combat |
Shooting |
Academic |
Strength |
Speed |
| Vampire |
X |
|
X |
X |
X |
| Charnel
Guard |
X |
|
|
X |
X |
| Strigany |
X |
|
|
X |
|
STRIGOI EQUIPMENT
LISTS
Undead
Equipment List
Hand-to-hand
Combat Weapons
Dagger 1st free/2 gc
Mace 3 gc
Hammer 5 gc
Axe 5 gc
Sword 10 gc
Double-handed weapon 15 gc
Spear 10 gc
Halberd 10 gc
Missile Weapons
(Strigani only)
Bow 10 gc
Short Bow 5 gc
Armour
Light armour 20 gc
Heavy armour 50 gc
Shield 5 gc
Helmet 10 gc
SPECIAL EQUIPMENT
Corpse Liquor
10+D6 gc Rare 9, Strigoi warbands only
The Strigoi distil
the liquor that seeps from rotting corpses. This
liquor forms the basis for a potent poison, which
they spread on their weapons and claws.
A weapon or claw
coated with Corpse Liquor will wound its target
automatically if you roll a 6 to hit. Note that
you can still roll a dice for every wound
inflicted in this way. If you roll a 6, you will
inflict a critical hit with that roll. If you do
not roll 6, you will cause a normal wound. Take
armour saves as normal.
Each purchase of
poison lasts one warrior for one battle.
SPECIAL RULES
Dead Leader:
If the vampire is killed then he cannot be
replaced. All undead creatures will crumble and
will be lost along with their equipment. You can
then select a new leader from amongst the heroes
as described in the Mordheim rulebook. After one
game a new vampire can be purchased. He will
become the new leader and the 'acting leader'
will return to his former position.
HIRED SWORDS
Although they are
normally secretive and avoid outside contact, the
Strigoi Vampire warband may hire the following
Hired Swords and Dramatis Personae in addition to
any which specifically mention them:
Strigani Seer
Necromancer (only if they have no vampire)
HEROES
1 Vampire
125 gold crowns to hire
Strigoi Vampires
are rare and mainly found in the southern
provinces of the Empire, in Tilea and the Border
Princes. They seem to be somehow attracted
towards the Badlands, towards Strigos of old.
They are desperate creatures, hunched grotesque
monstrosities.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
6 |
4 |
4 |
4 |
4 |
2 |
5 |
2 |
8 |
Weapons/Armour:
A Strigoi Vampire does not use any weapons or
equipment.
SPECIAL RULES
Leader: Any
model in the warband within 6" of the
Strigoi may use his Leadership instead of their
own.
Bestial:
The vampire has an innate way of avoiding being
hurt. He has a 6+ ward save against all attacks.
Wizard: The
Vampire is a wizard and so is able to use
Necromantic magic. See the Magic section of the
Mordheim rulebook for details.
Bloodline: The
vampire may take any of the Bloodline Abilities
instead of searching for rare equipment. The
costs shown are for the first ability only. The
second and subsequent abilities will cost double.
Each ability may be taken only once unless
specified otherwise.
0-2 Charnel
Guard
50 gold crowns to hire
Ghouls are
depraved souls who have been warped and twisted
by the eating of human flesh. It is said that
those who eat the flesh of heroes grow stronger
and more intelligent than their insane brethren.
They rise to positions of power in their bestial
society. Those who fight against them know them
as the feared Charnel Guard.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
4 |
4 |
3 |
3 |
4 |
1 |
3 |
2 |
6 |
Weapons/Armour:
Charnel Guard never carry any equipment, apart
from a few bones which they use as primitive
weapons.
SPECIAL RULES
Cause Fear: Charnel
Guard are twisted and repulsive creatures and
therefore cause fear.
Cunning:
Unlike ordinary ghouls a Charnel Guard can take
the Weapons Training or Weapons Expert skills and
learn to use any weapon.
0-2 Strigany
25 gold crowns to hire
Very few humans
will associate with undead. Some of the
inhabitants of the former land of Strigos still
feel a loyalty towards their old rulers. Whether
this is genuine or is magically induced doesn't
matter. They will do their master's bidding
without question.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Weapons/Armour:
Strigany may be equipped with weapons and armour
from the Strigoi equipment list.
Living: The
Strigany are living humans and none of the Undead
rules apply.
HENCHMEN (Bought on
groups of 1-5)
Ghouls
40 gold crowns to hire
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 them with their bare teeth
and claws.
They are drawn to
the Strigoi by a supernatural calling. Together
they will prey upon stragglers and the weak. The
Strigoi will drink their blood leaving the
drained corpse to the ghouls.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
4 |
2 |
2 |
3 |
4 |
1 |
3 |
2 |
5 |
Weapons/Armour:
Ghouls never carry any equipment, apart from a
few bones, which they use as primitive weapons.
SPECIAL RULES
Cause Fear: Ghouls
are twisted and repulsive creatures and therefore
cause fear.
Skeletons
15 gold crowns to hire
Whilst other
vampires and necromancers raise either zombies or
skeletons to do their evil work, the Strigoi
employ only skeletons. It is not that they do not
raise zombies from their graves - their taste for
flesh soon leaves them picked clean.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
4 |
2 |
0 |
3 |
3 |
1 |
1 |
1 |
5 |
Weapons/Armour:
Skeletons may be equipped with hand-to-hand
weapons and armour from the Strigoi equipment
list. Skeletons may not use missile weapons.
SPECIAL RULES
Cause Fear: Skeletons
are terrifying Undead creatures and therefore
cause fear.
May not run:
Skeletons are slow Undead creatures and may not
run (but may charge normally).
Immune to
Psychology: Skeletons are not affected by
psychology and never leave combat.
Immune to
Poison: Skeletons are not affected by any
drug or poison.
No Pain: Skeletons
treat a stunned result on the Injury chart
as knocked down.
No Brain:
Skeletons never gain experience. They do not
learn from their mistakes. What did you expect?
0-5 Bats
20 gold crowns to hire
The caves and dark
underground places where the Strigoi eke out
their disgusting lives are frequently inhabited
by bats. Whilst not undead they are easily
controlled by the vampire's will.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
8 |
2 |
0 |
3 |
2 |
1 |
3 |
1 |
6 |
Equipment: None
Special Rules:
Living: The
Bats are living beings and none of the Undead
rules apply.
Animals:
The Bats are animals and never gain experience.
Flyers: The
Bats ignore terrain when they move and can freely
charge any model that they can see, regardless of
height and interceptors.
Squishy:
Bats are not very tough and use the following
Injury chart: 1-2 Knocked Down, 3 Stunned, 4-6
Out of Action
OR
0-2 Fell Bats
80 gold crowns to hire
These
blood-drinking bats grow to monstrous
proportions. The scholars of the Old World
speculate that perhaps an ancestor of these
beasts drank the blood of a vampire and thus
joined the ranks of the undead.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
8 |
3 |
0 |
3 |
3 |
2 |
3 |
2 |
6 |
Equipment: None
Special Rules:
Animals:
The Fell Bats are animals and never gain
experience.
Flyers: The
Bats ignore terrain when they move and can freely
charge any model that they can see, regardless of
height and interceptors.
Cause Fear: Fell
Bats are terrifying Undead creatures and
therefore cause fear.
May not run:
Fell Bats are Undead creatures and may not run
(but may charge normally).
Immune to
Psychology: Fell Bats are not affected by
psychology and never leave combat.
Immune to
Poison: Fell Bats are not affected by any
drug or poison.
No Pain: Fell
Bats treat a stunned result on the Injury
chart as knocked down.
STRIGOI VAMPIRE
ABILITIES
Curse Of The
Undead 50gc
The vampire is one of the everliving and is
extraordinarily difficult to kill.
If the vampire
goes OOA then after the battle he may regenerate
all of his wounds on a D6 roll of 5+. If he is
successful then he needn't roll on the serious
injury table.
Infinite Hatred
75 gc
Strigoi vampires have a deep feral hatred of
all other creatures living or dead.
He may re-roll all
failed to hit rolls in the first turn of each
combat. He may only re-roll each dice once.
Quick Blood 40
gc
The vampire is surprisingly agile for his bulk
and can dodge attacks.
May improve his
ward save to 5+
Blood Lust
50 gc
The red thirst takes over the vampire and he
fights with a burning rage.
He is subject to frenzy.
Master Strike 40
gc
The vampire has an uncanny knack of hitting
his victims where it will do most damage.
He may cause a
critical hit on a 5 or 6.
Dark Acolyte
35 gc
His ability to cast spells comes more easily
to him than most of his kind.
He gains +1 to
difficulty roll to cast spells.
Bat Wings 50
gc
A mutation said to come from drinking the
blood of Fell Bats.
He may fly up to
12" in the movement phase. Can ignore
terrain and climbing.
Revulsion 30
gc
All vampires are frightening but this one is
truly horrible to see.
Anyone taking a
fear test because of the vampire is a t-1 Ld.
Infected Wound
30 gc
The decay and putrefaction surrounding the
vampire makes his attacks poisonous.
Effects as Black
Lotus. Cannot be combined with corpse liquor.
Blood Kiss
75 gc
Vampires survive by draining the life force
from their victims.
May steal a wound
from an enemy who is taken out of action in
combat by the vampire. Wounds can be
raised up to 1 point above the original starting
level but the effect only lasts for the duration
of the battle.
Iron Sinews 40
gc
The vampire is endowed with a supernatural
strength.
Vampire gains +1
strength, which may take him beyond the racial
limit.
Hunter 25
gc
The vampire relies on stealth and cunning to
catch his victims.
He can spot hidden
models at up to 2 x his initiative.
|