the town cryer in mordheim
The Town Cryer is a ghostly apparition that stalks the streets of Mordheim in the dead of night. He is a special encounter/character that can be used in any scenario if agreed by all players participating in the game.
appears at will...
The apparition appears at will to taunt adventurers with its ghostly presence and prophecies. Roll 2D6 at the start of each player’s turn. If one or both of the dice matches the turn number, the Town Cryer manifests in all its antiglory! He appears within 2D6" of a random Hero of the player’s warband whose turn it is and will only disappear when banished (see below), moves off the table or after D6 turns.
the floating prophet...
The Town Cryer always moves immediately prior to the player whose turn in which it appeared. It moves 2D6" in a random direction (determined by a Scatter dice) unless a living creature is within 6" then it will move towards them. The Town Cryer always moves the full amount and passes through all obstacles. If it moves off the board it disappears. If the Town Cryer passes through a living creature, it ‘chills’ them. The affected warrior(s) must pass a Leadership test or suffer -1 to their Strength and Leadership until the Town Cryer disappears or is banished.
a curse upon all your heads!
If a warrior is within 6" of the Town Cryer after it finishes moving, it issues a portentous warning that could spell their doom! It always challenges the closest warrior. Roll 2D6 on the table below to discover the nature of the Town Cryer’s warning.
2D6 | Curse of the Cryer |
---|---|
2-3 | Doomed — “The weak of heart are doomed to die at the hour of two and death is nigh!” The warrior must pass a Leadership test or will suffer double Wounds until he proves his courage by passing a fear test. |
4 | Blinding — “Oh yeah, oh yeah, at the hour of three a blade is worth nowt when ye cannot see!” The warrior must pass a Toughness test or be struck blind! A blinded warrior moves D6" in a random direction, their WS is reduced to one, they cannot shoot or parry but as soon as they are hit their blindness ends. |
5 | *Portent — “At the hour of one comrades in mourning, take heed my words, this fateful warning.” If the warrior passes an Initiative test they may reroll their next failed dice roll. If they fail, they must re-roll their next successful dice roll instead. |
6 | Vertigo — “A steady nerve to hold your grip, lest the hour of four brings a fatal slip!” The warrior is transported to the highest building on the board. They must pass an immediate Initiative test or will fall. |
7 | Bladebane — "A blade will break at the hour of five, the only defence to remain alive!” The warrior must pass a Strength test. If they fail the next time they roll a 1 to hit their weapon breaks and is useless. |
8 | The Curse of One — “At the hour of six all shall hark, comrades flee, left alone in the dark!” The warrior must pass a Leadership test with a -1 modifier or in the next turn all the warrior’s comrades disappear! The warrior must make an All Alone test each turn. |
9 | Rust — “In armour’s defence the brave will trust, at the hour of seven let metal rust!” The warrior must pass a Toughness test or their armour will be rendered useless for the rest of the game. |
10 | Terror! — “Hearts quicken at the hour of eight confront your fears or face your fate!” The warrior must pass a Leadership test or flees immediately and suffers a -2 to their Leadership until the test is passed. |
11-12 | Hex of Aging — “The grip of decay at the hour of ten, no escape and you're old again!” The warrior must pass a Toughness test. If they fail they suffer a -1 on all characteristics except Wounds and Attacks. They must take a Toughness test each turn thereafter. If they pass, they return to normal. If they fail they suffer a further -1. If any characteristic reaches 0 they are taken out of action. |
the worthy shall be spared
A warrior can choose not to take a characteristic test and chance that the Town Cryer spares him his fate. Roll 2D6. If the roll matches the hour of the curse he is spared and unaffected. If not, the warrior is cursed without even attempting the test!
banishment
As a spirit, the Town Cryer is ethereal and as such invulnerable to all mortal weapons. It can only be harmed by magic or prayers that cause physical damage but a warrior can try to strike the Town Cryer through sheer force of will. Before rolling to hit the warrior must pass a Leadership test with a -3 modifier. If failed, the warrior suffers a -1 to Leadership for the rest of the game. If they pass they may attack the Town Cryer as normal. If it suffers its last wound, the Town Cryer is banished and does not appear again.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
2D6 | 3 | - | - | 4 | 3 | - | - | - |
Fear: As an apparition and unnatural creature the Town Cryer causes fear.
Psychology: The Town Cryer is completely unaffected by all psychology and automatically passes any Leadership test it is required to take.
Ethereal: The Town Cryer lacks any real substance, instead drifting in limbo between the world of the living and the dead. It can never be knocked down or stunned, and is immune to all poisons.