THE
DISCIPLES OF MALDRED WARBAND

When Duke
Maldred embarked on the grail quest he returned in an unusually
short time. Even more amazing than this was the fact that he claimed
to have brought back the actual chalice of the Lady of the Lake.
He claimed that this was a portent of his kingship.
Many knights
came to Mousillon to see the Holy Grail and compete in the tournaments
held by Sir Maldred. To the overall winner of each tourney Maldred
granted the right to sup from the sacred cup at a banquet held
at the close of the day. In this way Grail Knights were made in
the service of Maldred and not of the Lady of the Lake.
The legitimate
Grail Knights and the Fay Enchantress denounced Maldred and his
cup as false. They lay siege to the city and eventually it crumbled
from within. The mystery surrounding the demise of Maldred and
his fair city of Mousillon has been the cause of much speculation
in the years since it fell into ruin. The damsels of the lady
have called his chalice the "black grail" and it has
been commonly known as the false grail. Nevertheless, so impressive
was the display of Maldred and Malfluer that many believe it may
have been the true grail and that Duke Maldred and his fair wife
did not perish but live on in the land of the fey and will return
to save Bretonnia in her darkest hour.
Now the
rumors of another great chaos invasion have spread throughout
the land. Indeed raids on villages in the north have already begun.
Times like this will always bring new cults and the cult of Maldred
has risen again. Prophets of Maldred visit the courts of Dukes
and preach in the halls of the Barons. They rally questing knights
to their cause and lead them into the city of Mousillon in search
of Maldred's grail. They claim that when it is found and a new
army of Grail Knights assembles in Mousillon that Duke Maldred
will return to take his place at the front of the army and lead
them to victory over the invading hordes.
CHOICE
OF WARRIORS
A warband of Maldred's disciples must include a
minimum of three models. You have 500 gold crowns to assemble
and equip your initial warband. The maximum number of warriors
in the warband may never exceed thirteen.
Prophet of the False Grail: Each warband
of Maldred's Disciples must include one Prophet of the False Grail
- no more, no less!
Questing Knights: Your warband may include
up to two Questing Knights
Squires: Your warband may include up to two
Squires, though you may never have more Squires than Questing
Knights
Mercenary Guards: Your warband may include
up to six Mercenary Guards
Men-at-Arms: Your warband may include up
to eight Men-at-Arms, 0-4 per Questing Knight
STARTING
EXPERIENCE
A Prophet of the False Grail starts with
20 experience
Questing Knights start with 12 experience
Squires start with 4 experience
Henchmen start with 0 experience
MALDRED'S
DISCIPLES SKILL TABLE
|
Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
| Prophet |
x |
|
x |
|
x |
x |
| Knight |
x |
|
|
x |
x |
x |
| Squire |
x |
x |
|
|
x |
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The Knights and the Prophet use different Special Skill lists,
depending on their alignment. Consult their description for the
appropriate special list.
MALDRED'S
DISCIPLES EQUIPMENT LIST
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Hand-to-Hand Combat Weapons:
Dagger (1st Free)
2 gc
Mace/Hammer
3 gc
Battleaxe
5 gc
Sword
10 gc
Morning star
15 gc
Double-handed weapon
15 gc
Lance
20 gc
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Armour:
Shield
5 gc
Light armour
20 gc
Heavy armour
40 gc
Helmet
10 gc
Warhorse
80 gc
Barding
40 gc
Missile Weapons:
None
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SQUIRES
EQUIPMENT LIST
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Hand-to-Hand Combat Weapons:
Dagger (1st Free)
2 gc
Mace
3 gc
Axe
5 gc
Sword
10 gc
Spear
10 gc
Halberd
10 gc
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Armour:
Shield
5 gc
Helmet
10 gc
Light Armour
20 gc
Riding Horse
30 gc
Missile Weapons:
Bow
10 gc
Longbow
15 gc
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MEN-AT-ARMS
EQUIPMENT
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Hand-to-Hand Combat Weapons:
Dagger (1st Free)
2 gc
Sword
5 gc
Axe
5 gc
Spear
10 gc
Halberd
10 gc
Double-handed weapon
15 gc
|
Armour:
Light armour
20 gc
Shield
5 gc
Helmet
10 gc
Missile Weapons:
None
|
HEROES
1 PROPHET
OF THE FALSE GRAIL...................80 gc
The Disciples of
Maldred are led by the cunning Prophet of the False Grail. While
he claims noble birth and purpose, the Prophet is actually a pawn
of the Chaos god Tzeentch. He has been granted the use of sorceries
to lead astray Questing Knights who search for the Grail. Through
his magic and charisma he convinces knights that Maldred's grail
was true and that it must be recovered to restore Mousillon and
indeed all of Bretonnia to her former greatness.
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Profile
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Prophet
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4
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4
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3
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3
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3
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1
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3
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1
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8
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Weapons/Armour: Your Prophet of the False Grail may
be equipped from the Maldred's Discpiles equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Prophet may use
his Leadership value when taking Leadership tests.
Wizard: The Prophet of the False Grail is a wizard and
uses Chaos Rituals.
Corrupting Influence: A Prophet of the False Grail uses
guile and cunning to deceive his followers into acts of depravation.
As a Knight under the Prophet's tutelage follows his increasingly
amoral instructions, the seeds of corruption sprout and blossom
within him, increasingly undermining his values and beliefs.
The Knight gradually loses his willpower as he descends into
the unholy realm of his master, ultimately losing all strength
to resist. When this happens he freely embraces his new patron
Tzentch, a twisted and corrupted mockery of his proud former
self.
A Disciples of Maldred warband whose leader has the Corrupting
Influnce skill must test to see whether any untainted Knights
under him are corrupted. For full effects, read the description
under the Questing Knights entry. Note that a Corrupt Knight
will always become leader over an untainted Knight should the
Prophet perish, and will gain the Corrupting Influnce skill
on his promotion.
His Master's Gift: When a Prophet has accumulated enough
experience, instead of picking a skill he may roll on the Gifts
of Tzentch table, as he seeks an audience with his patron. Roll
2D6 to determine the result, and consult the chart below.
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GIFTS OF TZENTCH
2 - 3: The Master's Foresight.
The warrior is granted visions of past, present and
future. Events and images swirl before his eyes before
evaporating into swirling colours. For a moment, the warrior
is able to catch a glimpse of the future as it instantly
melts and changes.
From now on the character is allowed to reroll one die
during each battle (not during the post battle sequence).
In addition, the next time you roll on this table you
may add +1 to your dieroll. This bonus is one use only.
4: Unfit!
In his omniscient wisdom, the Great Corrupter has deemed
his follower unworthy of an audience. The warrior is sent
reeling back to the mortal plane, banished from his master's
presence until he is worthy of an apparition or audience.
The character receives a permanant –1 Ws, but is allowed
to continue to fight for the warband.
5: Twisted Fate
The fickle god twists and contorts his follower's destiny,
altering it for his own amusement.
If the character is taken O.O.A. but survives his injury
roll (i.e. anything but a Dead result), he has
to immediately roll again and accept the second result
too. This lasts for D6 turns, before Tzentch loses interest
and abandons him.
6 - 8: Silence
The warrior consults the oracles and performs the appropriate
rituals, but nothing happens. Who can see why a god chooses
to hear or ignore his followers pleas? For whatever reason,
the warrior receives nothing but silence.
Nothing happens...
9: Tzeentch's Temperament
No mortal could ever claim to understand the mind
of a god. The gods of Chaos especially are infamous for
their capricious nature. The body of the warrior is constantly
mutating; sometimes the change aids the warrior and other
times acts as a hindrance.
Before each battle starts roll a D6. On an even number
the hero is –1 I and Ws. On an odd number, they are +1
I and Ws.
10: Energy Surge
The Winds of Magic surge and eddy, coursing through
the warrior at Tzentch's whim. The character is invigorated
by the raw energy channeling through his body.
You randomly get +1 on a stat (max 10). This may take
your character beyond his race-max. Any stat can only
be raised once this way.
11: Mutation
To the Lord of Change, flesh is as water; formless
and free. To his favoured he grants his blessings, morphing
and shaping them to newly evolved forms. Arms may burst
into flowers, while new appendages errupt from molten
flesh.
Randomly determine a mutation (pg. 76 Mordheim Rulebook).
This mutation must be paid for as per the price listed.
If this is not possible, you only have the mutation for
the next battle.
12: Chaos Armour
Flesh becomes as stone as glowing Chaos Armour
sprouts from the warriors body. Glowing tendrils of smoke
rise up as the armour grows, fully encompasing the warrior.
Any armour he was wearing fuses to his body, becoming
one living, evolving organsim.
Chaos Armour confers a 3+ saving throw on the warrior,
including a shield. The bearer suffers no movement penalty
for wearing it. In addition, Chaos armour does not prevent
sorcerers who wear it from casting spells. Chaos Armour
may never be swapped between warband members. It is permanantly
fused to the warrior, and cannot be removed.
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0-2
QUESTING KNIGHTS...................65 gc
Questing Knights
are proud and fierce warriors who have sworn to find the grail.
Upon hearing the call they leave behind their past lives and
land and travel the length and breadth of Bretonnia until their
goal is accomplished. They will not be dissuaded but are likely
to follow any lead that might be the key to their success. In
the case of Maldreds' Disciples it may mean their doom.
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Questing
Knight
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4
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4
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3
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3
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3
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1
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4
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1
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7
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Weapons/Armour: Questing Knights may be equipped from
the Maldred's Disciples equipment list.
SPECIAL RULES:
Knights Virtue: An untainted Questing Knight is a chivalrous
warrior who is superior to ordinary warriors. He will never
panic and break from combat and so does not have to pass a
Leadership test for being all alone. Note that he loses this
Virtue when he embraces his darkness and becomes a Corrupt
Knight.
Knights Feats: A Questing Knight is a mighty hero
capable of dashing feats of strength and bravery. He may choose
from the Knights Feats special skill list when he gains a
skill through advancement. Note that only untainted Knights
may choose from this list. However, they keep any Feats they
have once corrupt.
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KNIGHTS FEATS
1 - Combat charge
Some knights specialize in running down opponent on
their initial combat impact.
The character gain +1 attack and +1 WS when he charges.
2 - Lancer
The assault on horseback with lance, may best be the
way everyone imagines a Knight doing combat. Though
this feat is very hard and difficult to master correctly.
And yet there is nothing more impressive than a knight
on horseback, using lance and shield to skewer his enemies.
The character can use this skill only on horseback.
May not be combined with combat charge.
If the character's first opponent(s) suffer an unsaved
wound, the character may continue his charge. Opponents
are not allowed to strike back.
The charge may then be continued another 4", and
any enemy within 2" of that charge line can be
charged. If the character does charge another enemy
he counts as charging in the next combat round
3 - Sword master
Some knights are such masters in wielding their swords
that no blow seems to reach them. When using a sword
the character may parry, with reroll at equal or higher.
4 - Armour specialist
Often a knight moves in his armour as if it does weigh
almost nothing. And blows that reach him seem to just
bounce of his armour.
When using Heavy armour and shield the subject ignores
the standard movement penalty and his armoursave cannot
be modified beyond 5+ due to strength. This does not
work on horseback.
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Corruption: As the Knight's will slowly erodes, his
ability to resist the dark call is constantly tested. Each
act of violence and bloodshed hastens his descent, further
exposing his mind to corruption.
epresent this, after each battle any untainted Knights (ie.
basic Questing Knights) must take a Ld test in order to resist
the seduction of Chaos. Add +1 to the roll if the Knight took
any models OOA that game. If the Knight passes his test, he
remains in the warband uncorrupted, albeit slightly suspicious
of his leader. If he fails, the Knight has finally succombed
to the lure of Tzentch and has become corrupted! He immediately
rolls on the Gifts of Tzentch table. However, should the Ld
roll come up snake eyes (Double 1), the Prophet has gone too
far, as the veil of deceipt is To rlifted from the Knights
mind! The Knight recognises the attrocities he and his breathren
have commited in their master's name, immediately leaving
the warband with his Squire to live out a life of penitence
and shame. Remove him and his Squire from the roster.
His Master's Gift: Once corrupted, when a Knight has
accumulated enough experience, instead of picking a skill
he may roll on the Gifts of Tzentch table. See above for the
Gifts table.
0-2* SQUIRES...................15
gc
Squires are
the personal retainers of Knights and loyally serve their
leige in peace and in war. It is the Squires duty to care
for his Knight's horses and armor, and to follow him on the
hunt, or into battle. It is the Knights duty to train his
Squire in the code of Chivalry so that one day he may also
attain Knighthood.
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Squire
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4
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2
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2
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3
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3
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1
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3
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1
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6
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Weapons/Armour: Squires may be equipped from the Squires
equipment list.
SPECIAL RULES:
Oath of Servitude: When hiring new Squires,
elect which Knight they are to follow. Note that a Knight
may only have one Squire at a time. While in his service,
a Squire is sworn to follow his lord completely and utterly,
no matter what. As such, when a Knight gives in to his darkness,
his Squire will follow unquestionably. If a Knight becomes
corrupted, then his Squire too is corrupted.
In His Lord's Footsteps: A Squire trains so that one
day he may one day be released from servitude and aquire the
mantle of Knight. All Knights prepare their Squires for this
day, training and preparing them in the ways of Knighthood.
On a Knight's death, the Squire is released from his bond
and elevated into the sacred order of Knights. He receives
any armour his master had in his equipment, and can now choose
from the Disciples equipment list. Note that the Squire now
counts towards the maximum number of Knights (ie. 2), and
can have a Squire of his own. He now follows all special rules
for Questing Knights, including skill lists.
*NB You may never have more Squires than Knights
HENCHMEN
0-6
MERCENARIES...............25 gc each
The Prophet of the
False Grail will usually hire mercenaries to protect his person
should the Knights be taken out of action or break from his enchantment.
These unscrupulous sell-swords owe no loyalty to the Knights and
will only follow the lead of the Prophet if he continues to pay
them. Regardless of the tainting, or lack of, on the Knights the
Mercenary Gaurds will remain in the service of the Prophet.
Weapons/Armour: Mercenary Gaurds may be equipped with
weapons and armour chosen from the Mercenary Equipment list
before the first game of a new campaign (see Mordheim Rule Book).
After a campaign has begun Mercenary Gaurds may only purchase
equipment from the Squire or Men-at-Arms Equipment Lists.
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Mercenaries
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3
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3
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3
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3
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3
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1
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3
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1
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7
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0-8*
MEN-AT-ARMS...............25 gc each
Questing Knights
often take retainers other than their squires when they embark
on the Quest to find the grail. These men at arms are loyal
first to the knight who sponsors them,
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4
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1
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3
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1
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7
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Weapons/Armour: Men-at-Arms may be equipped from the
Men-at-Arms equipment list.
*NB 0-4 Per Questing Knight
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