Masters of Horror
Grade: 2a
Source: (PDF)
Setting: Mordheim
Lightning flashes across the dark sky as cackling arises from a ruined tower. "It's Alive!" echoes across the dead woods that surround the crumbling edifice before the thunder pounces and swallows it whole. The heavy door is drawn aside by a dwarf-like man, as he quickly makes way for his Master and his latest creation. Stumbling on ever-still legs, the monstrous being sets foot upon the soft mossy earth, leaving large impressions in its wake.
Insane giggling follows it, as the once-acclaimed Scientist follows his golem, armed with his deranged intellect and arsenal of mutated fiends. He seeks to bring pain and suffering to those who cast him out of Altdorf, but to do so he'll need wyrdstone to power his inventions. Off to Mordheim they move...
Special Rules
Hired Swords: Masters of Horror warbands may hire the same Hired Swords as the Undead warband.
No Promotion: Neither Zombies nor Flesh Constructs may become Heroes through Lads Got Talent.
Choice of warriors
A Masters of Horror Warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your initial warband. Maximum number of warriors in the warband is 12.
Heroes
Mad Scientist: Each Masters of Horror Warband must have one Mad Scientist: no more, no less!
Thrall: Your Warband may include one Thrall.
Wolfman: Your Warband may include one Wolfman.
Hunchback: Your Warband may include up to 2 Hunchbacks.
Henchmen
Zombies: Any number of models may be Zombies.
The Bitten: Your warband may include up to 3 Bitten.
Flesh Construct: Your warband may include a single Construct.
Starting Experience
Mad Scientist starts with 20 experience.
Thrall starts with 8 experience.
Wolfman starts with 8 experience.
Hunchbacks start with 0 experience.
Henchmen start with 0 experience.
Masters of Horror Skill Table
Special Skills
Masters of Horror Heroes with access to Special Skills may use the following list:
Surgeon
The Mad Scientist can attempt to operate upon an injured minion. Reroll one die of a single injury roll. You must accept the second roll.
Alchemist
The Mad Scientist brews unstable concoctions before battle. Roll a D6 at game-start:
1 – Potion of Resilience: +1 Toughness for the game.
2 – Brew of Strength: +1 Strength for the game.
3–4 – Quicksilver: +1 Movement for the game.
5 – Backley’s Brew: -1 Strength and Initiative until a Toughness test is passed.
6 – Aberrantius Vigortia: +1 Strength and Toughness. Addictive — roll D6 post-battle; on 5+, the Scientist is addicted and will not act in the next battle unless given the potion. Roll a 6 during brewing to successfully create it.
Apt Revitalist
Any Zombies in the warband now gain experience as normal human Henchmen.
Lunatic
The model causes Fear and may reroll any Leadership test.
Masters of Horror Equipment Lists
Hero Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Spear | 10 gc |
Halberd | 10 gc |
Double-handed weapon | 15 gc |
Missile Weapons
Item | Cost |
---|---|
Bow | 10 gc |
Short Bow | 5 gc |
Armour
Item | Cost |
---|---|
Light armour | 20 gc |
Shield | 5 gc |
Helmet | 10 gc |
Miscellaneous Equipment (Heroes Only)
Item | Cost |
---|---|
Chainsaw Sword | 15 + D6 gc |
Electric Trident | 15 + D6 gc |
Repeater Pistol | 25 + 3D6 gc |
Bitten Equipment List
Special Equipment
Chainsaw Sword
Cost: 15 + D6 gc
Availability: Masters of Horror only
A mechanical nightmare borne of insanity, this ear-splitting device tears through armor with ease.
Range: Close Combat
Strength: As user
Special Rules: Fear, Shredder
Fear: Incredibly loud and belching forth a sickly green smoke, this weapon causes even seasoned soldiers to quiver. A model bearing a Chainsaw Sword causes Fear.
Shredder: The Chainsaw sword rips and chews through armor as if it were cloth. All blows from a Chainsaw Sword are at -2 Armor Save.
Electric Trident
Cost: 15 + D6 gc
Availability: Masters of Horror only
Nothing quite as shocking as a poke from this little treat.
Range: Close Combat
Strength: As user
Special Rules: Zzap!, Shocking, Nail in Boot
Zzap!: So stunning is the Electric Trident that a model wounded by it is considered Stunned on a roll of 2-4.
Shocking: On a natural 6 To-Hit followed by a natural 6 To-Wound, the Electric Trident discharges a field 2" around the target. All models (save for the bearer of the weapon) are struck with a S3 hit.
Nail in Boot: If a D6 roll of 1 occurs on the To-Hit roll with the Trident, the bearer is struck with a S3 hit.
Repeater Pistol
Cost: 25 + 3D6 gc
Availability: Masters of Horror only
A dangerous weapon to those on both ends of the pistol. One always goes out with a Bang!
Range: 8"
Strength: 4
Special Rules: -2 Armour Save, Too Much Tinkering, Repeater
Save Modifier: Pistols are even better at penetrating armor than their Strength of 4 suggests. A model taking a wound from a Repeater Pistol must take its armor save at -2.
Too Much Tinkering: The Repeater Pistol is a heavily modified weapon. To represent its unstable mechanics, each time the trigger is pulled, you must roll a D6. On a roll of 4+, the pistol works fine. On a roll of 2-3, the pistol does nothing. One a roll of 1, roll on the "Misfire" Chart.
Repeater: The Repeater Pistol has the possibility of firing more than once during the Shooting phase. For each additional shot, you must roll a D6 at -1 on the above table. For example, for one shot, you must roll a 4+, with a roll of a 1 forcing a roll on the Misfire Table. For a second shot, you need a 5+, with a roll of 1-2 forcing a roll on the misfire table. Of course, it is impossible to attempt more than 3 shots per round.
Heroes
1 Mad Scientist
60 gold crowns to hire
Insane and twisted, the Mad Scientist strives to improve the world around him... often with horrifying results. Bent on achieving his goals, he drags his madness into reality through his experiments.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: A Mad Scientist may be equipped from the Horror Hero Equipment list.
SPECIAL RULES
Leader: Any models in the warband within 6" of the Mad Scientist may use his Leadership value.
Immune to Psychology: Mad Scientists are not affected by psychology (such as fear) due to the shattered state of their minds.
0 – 1 Thrall
70 gold crowns to hire
Mere shadows of the Lords of Sylvania, the Thrall is the lowest form of Vampire. Subdued by the Scientist, the Thrall exists solely for the bloodletting of battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
5 | 3 | 3 | 4 | 4 | 1 | 5 | 1 | 7 |
Weapons/Armour: Thralls may be equipped from the Horror Hero Equipment List.
SPECIAL RULES
Cause Fear: Vampires are terrifying Undead creatures and therefore cause Fear.
Immune to Psychology: Vampires are not affected by psychology (such as fear) and never leave combat.
Immune to Poison: Vampires are not affected by any poison.
No Pain: Vampires treat a Stunned result on the Injury chart as Knocked Down.
0 – 1 Wolfman
65 gold crowns to hire
Wolfmen are miserable men cursed with lycanthropy. Bestial, at the mercy of their carnal desires, they stalk the night searching for prey.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
6 | 3 | 3 | 4 | 3 | 2 | 2 | 2 | 7 |
Weapons/Armour: A werewolf cannot bear equipment. They attack with tooth and claw,and suffer no penalties for doing so.
0 – 2 Hunchbacks
25 gold crowns to hire
Lowly beings, the Hunchbacks serve the Scientist with his crazy endeavors. Deceptively agile and loyal despite their appearance.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Hunchbacks may be equipped from the Horror Hero Equipment List.
Henchmen
Zombies
20 gold crowns to hire
Often used for menial labour, these meat puppets offer protection for the Mad Scientist.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
4 | 2 | 0 | 3 | 4 | 1 | 1 | 1 | 5 |
Weapons/Armour: Zombies never carry any equipment, and do not suffer any penalties for this.
SPECIAL RULES
Cause Fear: Zombies are terrifying Undead creatures and therefore cause Fear.
May not Run: Zombies are slow Undead creatures and may not run (but may charge normally).
Immune to Psychology: Zombies are not affected by psychology.
Immune to Poison: Zombies are immune to poisons.
No Pain: Zombies treat Stunned results on the Injury table as Knocked Down.
No Brain: Zombies do not gain experience.
0 – 1 Flesh Construct
80 gold crowns to hire
Twisted beings torn from the nightmares of men. These beasts are powered by insane science.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
4 | 3 | 0 | 4 | 5 | 2 | 2 | 2 | 6 |
Weapons/Armour: Flesh Constructs do not use weapons, and suffer no penalties.
SPECIAL RULES
Cause Fear: Flesh Constructs are terrifying Undead creatures and therefore cause Fear.
Immune to Psychology: Flesh Constructs are not affected by psychology.
Immune to Poison: Flesh Constructs are immune to poisons.
No Pain: Flesh Constructss treat Stunned results as Knocked Down.
A Bit Unhinged: Flesh Constructs do not gain experience normally. They must make a successful Leadership test in order to gain the experience for surviving the game; dead brains can only be expected to learn so much, after all.
Its only a flesh wound: When a Flesh Construct is taken OOA, roll on the Henchmen Injury table as normal. On a roll of 1-2, the player is able to repair the damage to the golem for D6x5gc (to represent the time and effort it takes to obtain new parts). If the warband is unable to pay for the extra part immediately, the Construct is not able to participate in the next battle. It will remain on the roster until abandoned or repaired.
Cannot Run: After being pieced together from various stiffs, ones legs are often, well, stiff. Constructs may still charge normally.
0 – 3 The Bitten
40 gold crowns to hire
Slaves to the disease that courses through their veins, the Bitten serve their dark masters in both their human and bestial forms.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
4 | 2 | 2 | 4 | 3 | 1 | 4 | 1 | 6 |
Weapons/Armour: The Bitten may be armed from the Bitten Equipment List.
SPECIAL RULES
Transform: Roll a D6 each turn and consult the following. Once transformed, the Bitten cast off all equipment (save for a dagger) and suffer no penalties for fighting unarmed.
1: Madness: your Bitten suffers from Stupidity this turn. If Transformed, they revert to human form. 2 to 5: Act as normal 6: Transformed: your Bitten gains Frenzy and Sprint. This lasts until a 1 is rolled. Transformed do not roll when in combat.