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Dreamwalkers, Cult of Morr

Grade: 2a
Source: Mordheim Facebook Group (PDF)
Setting: Mordheim

The Dreamwalkers hunt Undead and necromancers across the Old World. They are all servants of Morr, and believe that the God sends dreams to guide them to evils that must be crushed. Most bands of Dreamwalkers are formed around a Priest of Morr or a Dreamer, and the Temples of that God support the group.

Only people with a particular devotion to Morr are allowed to join the group, and only those willing to devote much of their time to rooting out and destroying the Undead want to. As a result, it is not a large organisation, but its members are very dedicated. The members of the Dreamwalkers are all Morrians of Imperial stock who are dedicated to fighting the Undead menace. The group is overwhelmingly Human, because Morr is not a popular God with other races.

The dreamers are the skeleton of the organisation, holding together each band. They are also somewhat more diverse in background than other members, because Morr can send prophetic dreams to anyone. As noted below, a Priest of Morr must certify each dreamer as genuine, which means that prejudice has an effect. The group has never excluded women, though it has gone through periods of discouraging them; at present, however, women are treated fairly equally as candidates. It is also heavily middle class. In part, this reflects the popularity of different Gods within various social levels. However, dedication to destroying Undead requires a certain distance from the struggle to survive, which tends to exclude the lower class, and it is socially very difficult for Imperial nobles to distance themselves from the popular Cult of Sigmar. There are numerous exceptions, of course, but most members were raised in relative prosperity.

Special Rules

Necromancers and vampires are Morr's ultimate enemies: They steal from his kingdom, violate its protection for personal gain, disturb the rest of the dead, and flout Morr's authority. Such is the faith of the followers of Morr in their god and in his protection, that in order to fulfill the destiny that their god entrusts to them, they do not feel any fear when fighting both vampires and necromancers and their undead followers, torn from the kingdom of Morr by the dark magic of their masters.

Choosen Of Morr: A Priest of Morr must ALWAYS certify that each dreamer is genuine, not a heretic...or worse! which means that he must prove through a ritual that the dreamer's dreams truly come from Morr and are not the product of necromantic magic or the corruption of chaos. When creating a band of dreamwalkers, the Priest of Morr must roll a D6. If you get a +4, you can hire the Dreamer; Otherwise, the Priest of Morr rejects him, through the necessary ritual he learns that the dreams of that dreamer do not come from Morr. Then the priest himself will take leadership of the warband to fulfill Morr's will. (in game effects the priest of Morr will be considered the Leader). They will be able to try to find (hire) a new genuine Morr Dreamer again after their next battle... paying their costs normally. If the priest finds a genuine dreamer, he will give him the leadership of the band. (For game purposes the Dreamer will be considered the leader, until he dies, in which case leadership will revert to the priest again. Once a band has a genuine Dreamer and he or she dies, they will not be able to hire another one again.)

Hired Swords: Dreamwalkers may hire any Hired Swords allowed to a Human Mercenary warband, Witch Hunters and Sisters of Sigmar. Of course they can´t hire any Hired Sword of a Necromantic or Chaotic nature.

Alliances: In multiplayer games, a Dreamwalkers warband may never forge an alliance with any Warband of a Necromantic or Chaotic nature (Undead, Possessed, Skaven, Beastmen, Dark Elves etc.)

Hate Undead: Vampires, necromancers, are Morr's ultimate enemies: they steal from his kingdom, violate his protection for their own benefit, and flout his authority. All heroes in a Dreamwalkers Warband hate all vampires, necromancers and undead.

New skills: When a hero from a band of Dreamwalkers gains a new skill on an advance roll, they have the same restrictions as witch hunters and sisters of sigmar when choosing skills from the skill list described in the Mordheim rulebook.

Choice of warriors

A Dreamwalker warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.

Heroes

Dreamer: Every Dreamwalkers warband may include a Dreamer, if he or she really is The Choosen Of Morr (check at special rules section). Priest Of Morr: Your warband must include one Priest Of Morr. Andanti: Your warband may include one Andanti: no more, no less! Black Guards: Your warband may include up to two Black Guards.

Henchmen

Death's Heads: Your warband may include no more than five Death´s Heads of Ostermark. Morr Worshwishpers: Your warband may include any number of Morr Worshwishpers.

Starting Experience

The Dreamer starts with 20 experience. Priest Of Morr starts with 8 experience. Black Guards start with 8 experience. The Andanti start with 6 experience. Henchmen start with 0 experience.

Dreamwalkers Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Dreamer
Priest of Morr
Andanti
Black Guards

Special Skills

Dreamwalkers Heroes with access to Special Skills may use the following list:

Inspiring Presence:

When a Dreamer proves to be a brave leader and truly chosen of Morr, his followers will follow their dreamer to death with unwavering courage. To represent this, Morr Worshwishpers can use the dreamer's lead if they are 12" away instead of the usual 6". (Only for Dreamer).

Fanatical:

The dreamwalkers are convinced that they are the chosen ones to carry out Morr's will and eradicate the necromantic plague of the old world. Once per game, if the Dreamer is not out of action, stunned or knocked down, you may re-roll a failed rout test. (Only for Dreamer).

Inured to Horror:

Only the true faithful followers of Morr know and accept death and become inured to horror. The model is immune to Fear, and need never take All Alone tests.

Blessed by Morr:

The hero has been blessed by Morr and has his protection against the magic that his enemies cast against him. Any spell that could affect the model is nullified with a D6 roll of +4 when fighting the undead. Note that if the spell is nullified, it does not affect this model, but it does affect any other model as it normally would.

Dreamwalkers Equipment Lists

Hero Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc
Spear10 gc
Rapier (Only Andanti)15 gc
Main Gauche (Only Andanti)7 gc

Missile Weapons

ItemCost
Crossbow25 gc
Bow10 gc
Short bow5 gc
Pistol15 gc (30 For Brace)

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Buckler5 gc
Helmet10 gc

Morr Worshwishpers Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Spear10 gc

Missile Weapons

ItemCost
Bow10 gc
Short Bow5 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Helmet10 gc
Buckler5 gc

Ostermark Death’s Heads Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Sword10 gc
Halberd10 gc

Missile Weapons

ItemCost
Crossbow25 gc
Bow10 gc
Short Bow5 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Helmet10 gc
Buckler5 gc

Special Equipment

Scythe

Range: Close Combat
Strength: As user +1
Special Rules: Difficult to use, Two Handed

Scythes are normally implements used in the fields by farmers. It is rare to see them wielded as weapons of warfare. However, the scythe also carries with it an image of death. It is the symbol of the Grim Reaper, the representation of famine and starvation and disease through the lack of harvested food. Priests of Morr, when they need to, may carry a Scythe as a weapon. This is of heavier manufacture, and designed to reap warriors rather than wheat. Because the Scythe is unwieldy, it must be used with two-hands and cannot be used with another weapon, shield or buckler.

Main Gauche

Main gauche is a dagger with a large hand guard, it provides the ability to be strong both in attack and defense.

Range: Close Combat
Strength: As user
Special Rules: Parry, +1 Armour Save

Parry: you may use a Main Gauche to parry in hand to hand combat.

Armor Save: Because a Main Gauche is essentially a dagger, armor saves are made at +1.

Rapier

The rapier is a long thin blade commonly used by duelists. It is a deadly, sharp weapon capable of delivering a multitude of blows but lacks the power of a broadsword.

Range: Close Combat
Strength: As user
Special Rules: Parry, Barrage, +1 Armour Save

Parry: Like all swords, you may use a rapier to parry in hand to hand combat.

Barrage: A warrior armed with a rapier rolls to hit and wound as normal. However, if you mange to hit your opponent but fail to wound, you may attack again just as if you had another attack but at –1 to hit (down to a maximum to needing a 6 to hit). You may continue attacking as long as you hit and it is possible to strike your opponent many times, particularly if your warrior has more then one attack on his profile.

Armour Save: Because a rapier is a very light sword that lacks the thick armour breaking blade of the broadsword, armour saves are made at +1.

Heroes

0 – 1 Dreamer

70 gold crowns to hire

The dreams that Morr send to the Dreamer of a band are their most immediate motivation.The Dreamer will always pay absolute attention to the Messages that Morr sends him indicating where the corruption of the undead and their necromancer and vampire masters is in order to find and destroy them. These abovinations are numerous throughout Ostermark and especially in Mordheim.

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Weapons/Armour: A Dreamer may be armed with weapons and armour chosen from the Dreamwalkers Equipment list.

SPECIAL RULES

Leader: Any warrior within 6" of the Dreamer may use his Leadership instead of his own.

Choosen Of Morr: See the special rules section for more information.

Guiding Dream: At the beginning of each battle, the Dreamer must roll D6 and consult the Guiding Dream table to discover what kind of vision Morr is sending him.

1 Priest Of Morr

35 gold crowns to hire

Dressed in the plain black robes of their faith, the priests of Morr have come to Mordheim to insure the souls of those who have died safe passage and, more importantly, that the dead remain as such.

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Weapons/Armour: As priests of Morr seldom engage in martial activities, they may only be armed with a Dagger and a Scythe as a weapon. Priests Of Morr may never wear armour.

SPECIAL RULES

Skills: Priest Of Morr may choose skills from the Academic and Speed skills list, or they may randomly determine a new funerary from the Funerary Rites list.

Loner: Few people care to spend any length of time in the company of a priest of Morr - even when it is their duty to do so. As such, a priest of Morr is used to being alone and probably prefers it that way. Priests of Morr do not suffer from the all alone rules.

Funerary Rites: Priests of Morr are not wizards by any means, however, they do have numerous Funerary Rites, which they may perform. As such, priests of Morr may choose a Funerary Rite, using the rules for Magic. See the Magic section for details.

0 – 2 Black Guards Of Morr

55 gold crowns to hire

Silent, obsidian-clad wardens of death, the Black Guard of Morr stand watch against the terrors of the night across all the Old World. Encased head to toe in all-enclosing lacquered black plate armour worked with the signs of raven & rose.

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Warhorse830331315

Weapons/Armour: A Black Guard may be armed with weapons and armour chosen from the Dreamwalkers Equipment list. If using the optional rules for mounted models or the Blazing Saddles expanded mounted rules, the Black Guard may ride a Warhorse, paying its cost. If so increasing their save to +4 while mounted.

SPECIAL RULES

Silent Guardian: If a Black Guard has been declared Hidden, enemies must take an Initiative test to spot them. And never suffer movement penalties for wearing armor.

0 – 1 The Andanti

40 gold crowns to hire

The Andanti are a hereditary order of secretive Vampire hunters who consider themselves chosen by Morr to be his holy warriors.

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Weapons/Armour: The Andanti may be armed with weapons and armour chosen from the Dreamwalkers Equipment list.

SPECIAL RULES

Estalian Tecnique: The Andanti may parry using his rapier and Main Gauche if he can roll under his weapon skill and not more than his opponent's highest hit roll as per the normal rules.

Andanti Knowledge: Their secret knowledge passed from member to member makes them skilled fighters against vampires. When fighting a vampire they get +1 to hit in close combat.

Henchmen

0 – 5 Death's Heads Of Ostermark

40 gold crowns to hire

The halberdiers known as the Death's Heads were founded during the Vampire Wars. They began in the town of Essen, (Ostermark) during the rule of Vlad von Carstein. In order to protect their identities, the first Death's Heads wore skulls as masks.

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Weapons/Armour: Death's Heads may be equipped with weapons and armour chosen from the Dead´s Heads Equipment list.

SPECIAL RULES

Expert Halberdier: Death's Heads are so skilled with their weapons that they may combat carrying his halberd in one hand and shield at the other.

Morr Worshwishpers

25 gold crowns to hire

Morr Worshwishpers are citizens from all regions of the Empire, united by their devotion to Morr,the God of Death. Some of Morr's most faithful followers join the warband of a dreamer of Morr until the end of their days to fulfill the will that his god sends to the dreamer through his dreams to eradicate the necromantic and vampire plague of the old world.

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Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Morr Worshwishpers Equipment list.

Guiding Dream

At the beginning of each battle, the Dreamer must roll D6 and consult the table below to find out what type of action Morr sends him.

D6 Result

1 – Disturbing Vision: The vision of the previous night is clear, but incomplete. That worries the dreamer too much and he feels very tired the next day. The dreamer suffers a -1" Movement penalty.

2–3 – Vision of Truth: Morr shows the dreamer the combat tactics of his enemy and images of himself defeating his enemy with accurate blows to their weak points, which makes it easier for the dreamer to land his blows against them. Designate one of your opponent's heroes as a target. The dreamer gets a +1 to hit this model.

4–5 – Empowering Vision: Morr sends a vision to the dreamer in which he sees himself in the heat of battle fighting against his enemies without ever failing and emerging victorious despite his wounds, which imbues the dreamer with great strength. Designate one of your opponent's heroes as a target. The dreamer has +1 Strength when fighting this model.

6 – Infuriating Vision: Morr shows the dreamer the face of his enemy, this gives the dreamer a clear vision of his goal and an inexhaustible determination to finish him off. Designate one of your opponent's heroes as a target. The dreamer will have Frenzy against this model.

The hero has a dream related to a specific action that Morr wants you to perform. These dreams are always perfectly clear, but never complete. It will never be explained in them why Morr wants you to act that way. In visions you usually appear performing a specific action in a specific place and at a specific time, and in some way you will know what the place is called and where it is, as well as the exact date you must be there (even if it is not obvious). You have no control over the content of the dream, and there are no guarantees that you will survive to fulfill Morr's assignment.

Funerary Rites

Priests of Morr use Funerary rites to insme that the dead remain dead, that their body is sanctified and sealed and their soul safely passed into Morr's keeping.

1 – Morr's Protection Difficulty: 6 The Priest of Morr calls out to his god when confronted by an abomination and asks that he be shielded from the corrupted magic of the tainted. Any Magical attacks made by a Necromancer, a Magíster or Daemons, which would be considered a direct attack on the priest, will be negated if this rite is successful.

2 – Death Holds No Fear Difficulty: Auto Priests of Morr must be steadfast in their resolution and as such muse, above all else, have no fear of death. The priest of Morr is now Fearless for the remainder of the game.

3 – Sanctity of the Fallen Difficulty: 7 'Those who Jall shall be sanctified and theír souljreed, in the name of Morr, god of death'. The priest of Morr may attempt to perform the Rite of Sanctity on a model (friend or foe) who has been taken Out of Action. The priest of Morr must be within 6" of the model in question. If successful, the model may not be raised up by a Necromancer.

4 – Hand of Morr Difficulty: 9 'By bis the hand of Morr, the Undead shall become as dust and ashes'. The priest of Morr must be in base-to-base contact with an Undead model. Before Hand-to-Hand combat occurs, the priest of Morr may attempt to use the Hand of Morr rite. If successfu1 the foe immediately goes out of action (this affects Zombies, Dire Wolves and Vampires). Ghouls and Possessed affected by this rite will irnmediately Aee their full Move away from the priest of Morr.

5 – Do you know who I am? Difficulty: 7 'Gaze upon me, abomination, Jor I ama priest of Morr'. This rite has a range of 6" and must be direcred ar che closesr Undead model first, or if no Undead are within range, at the next closest human servant of the Undead (Dregs, Ghouls, Necromancers), or finally at any model. If successful, that model is immediately Srunned. If the model cannot be Stunned, then it is Knocked Down instead.

6 – I am death! Difficulty: 8 '/am a priest of Morr, god of death!' It is a well-known fact that the priests of Morr are not martially inclined. Their divine duties involved the dead, not the taking of life. However, there are times when a priest of Morr will be catied to engage in combat and who would be more feared than a representative of the god of Death? This spell gives the priest of Morr a 6 + armour save and increases their WS by either + 1 or makes it 4, whichever is greater.