Good Warbands / Clan Mors / Clan Skryre / Night Goblins / Strigoi / Savage Orcs
Strigoi Story / Strigany Seer HS / Reaper HS / Alchec DP

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.

Good Warbands / Clan Mors / Clan Skryre / Night Goblins / Strigoi / Savage Orcs
Strigoi Story / Strigany Seer HS / Reaper HS / Alchec DP