Animal Bestiary
What follows is a summary of animals commonly found in various parts of the world, along with a few less common species. Note that animals are not particularly bright and do not gain experience. Note also that ridden animals can be ridden, but that doesn't mean that all of them want to be!
Attack Animals
The most common attack animal in the Old World is the faithful wardog, especially favoured by Witch Hunters. Other warbands have their favoured attack animals - Giant Rats for Skaven, Dire Wolves or Vampires, Cold One Beasthounds for the Druchii, Black Hounds for Lahmian (watch this space!). Whatever the differences between the species, that a warrior with several sets of claws and jaws behind him is a more dangerous opponent than a warrior on his own.
For details of the various attack animals available to different races, see the Mordheim rulebook or the relevant warband lists.
Wardogs
Border Town Burning: War Dog/Bear/Monkey (not available to Skaven)
The men of the Empire have always been experts at raising ferocious bloodhounds to guard their cattle and holdings against roaming Goblins and Beastmen. A highly trained wardog is a dangerous opponent and worth its weight in gold in Mordheim.
If you purchase a wardog, it will fight exactly like a member of your warband, though it is treated as part of the equipment of the Hero who bought it. You will need a model to represent it on a battlefield.
Wardogs never gain experience, and if they are put out of action they have exactly the same chance of recovering as Henchmen (ie, 1-2: Dead; 3-6: Alive). Wardogs count towards the maximum number of warriors allowed in your warband.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Wardog | 6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
You could also use the profile above to represent one of the more exotic animals used by the warbands of Mordheim, such as trained bears, Chaos familiars or even fighting monkeys from the far-off Southlands!
Gnoblar Fighter
Border Town Burning
Cost: 15 + D6 gold crowns
Availability: Rare 9 (Ogres and Chaos Dwarfs only)
Ogres keep Gnoblars as humans keep dogs, except that Ogres don’t keep their Gnoblars well. Each Ogre bites his Gnoblar’s ear as a form of identification. Once an Ogre starts eating, it’s difficult for him to stop. Even if they don’t get eaten, the Chaos Dwarfs are likely to round them up and enslave them.
Gnoblars do not count as animals. In all other respects they are treated like War Dogs with the following additional special rules. Gnoblars count as Greenskins but do not suffer from Animosity.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
4 | 2 | 3 | 2 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Dagger and sharp stuff (treat as thrown weapon with S2, range 8” and fire twice)
Special Rules
Largely Insignificant: Gnoblars count towards the number of warriors in a warband but are not considered for Rout tests - neither for determining the initial warband size nor as lost models.
Bicker: Roll a D6 at the beginning of the turn for each Gnoblar within 2" of another Gnoblar and not engaged in close combat. On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gnoblar and may do nothing else this turn.
Ridden Animals
Humans like their horses, Ores their boars, Goblins their wolves. All agree that two legs are good, but four legs are better.
War Boar
Cost: 90 gc
Availability: Rare 11 (Orcs only)
Large, ferocious and bad-tempered - a perfect mount for an Ore Warlord. Ore warbands occasionally make use of these noisome beasts while exploring the ruins of Mordheim and beyond. It isn't common though, as the bigger and meaner Orcs tend to take the boars for themselves.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
War Boar | 7 | 3 | 0 | 3 | 4 | 1 | 3 | 1 | 3 |
SPECIAL RULES
Ferocious Charge: Ore war boars attack with +2S when charging, due to their bulk. Note that this applies only to the boar, not the rider.
Thick Skinned: The thick skin and matted fur of the boar makes him very hard to wound. Boars confer an additional + 1 bonus to the rider's armour save (making +2 total).
Giant Spider
Cost: l00gc
Availability: Rare 11 (Goblins only)
The Giant Spider is the stuff of nightmares. Typica1lly 10 to 12 feet long they are highly prized by Forest Goblins as mounts.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Giant Spider | 7 | 3 | 0 | 3(4) | 3 | 1 | 4 | 1 | 4 |
SPECIAL RULES
Poisoned Attack: Giant Spider attacks are poisoned - attacks are considered as Strength 4, but this will not modify any armour saves.
Wall Walk: Giant Spiders (and their riders) may walk up and down walls without making Initiative tests. They may only jump up to 2" across or down, but this does count as a diving charge. When a spider jumps, its rider must make an Initiative test; if this test is failed, something has gone wrong - roll on the Whoa Boy! Table. Note even if the rider has the Running Dismount skill, the maximum diving charge is only 2".
Note: Giant Spiders cannot be used in a warband that already contains Giant Wolves.
Giant Wolf
Cost: 85gc
Availability: Rare 10 (Goblins only)
The giant wolf is common in most of the mountain ranges of the known world. However, catching one of these nasty, fast-moving beasts is another thing - especially if you are a Goblin.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Giant Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Note: Giant Wolves cannot be used in a warband that already contains Giant Spiders.
Mule
Cost: 30 gc
Availability: Rare 7 (any warband)
Their stubbornness is legendary, but even so, these beasts of burden are occasionally ridden by Halflings, Dwarfs and even overweight clerics!
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Mule | 6 | 2 | 0 | 3 | 3 | 1 | 2 | 0 | 4 |
SPECIAL RULES
Slow: Mules are not the fastest of mounts and only bolt 2D6".
Stubborn: If a warrior is riding a mule, or is in base contact with a mule, he must make a Leadership test each round or the mule will refuse to move.
Ornery: With no leader or rider, a mule will wander in a random direction. Should any close combat occur within 6", it will automatically bolt directly away from the combat.
Non-combatant: Mules will not fight in combat and may not be used to charge into combat - they will simply refuse to move. If an enemy warrior charges a ridden mule, immediately roll on the Whoa Boy! Table. If an unridden mule is charged, it will bolt directly away from the charger.
Riding Horse
Cost: 40gc
Availability: Rare 8 (Humans only)
Riding horses are not trained for battle and will not normally attack an enemy. However, they are useful for moving rapidly around the site of a battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Riding Horse | 8 | 1 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
In the original rulebook there was an entry in the back of the book for horses and warhorses. the only difference is that the one from Blazing Saddles has a weapon skill of 1, to prevent the horse from being hit automatically in hand-to-hand combat.
The original profile:
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Horse | 8 | 0 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
Warhorse
Cost: 80gc
Availability: Rare 11 (Humans only)
Warhorses are large, well-trained horses, quite at home in battle. They are primarily used by human warbands.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
SPECIAL RULES
Battle Schooled: The mount has been specially trained to fight on a battlefield. The rider may re-roll any failed loss of control tests. Only one re-roll is allowed per test.
Elven Steed
Cost: 90gc
Availability: Rare 10 (Elves only)
Elven steeds are graceful animals, but have a vicious temperament when called upon to fight. It is rumoured that even Dark Elves breed these fine beasts. Typically, High Elf steeds are grey and white, Wood Elf steeds are tan and white, and Dark Elf steeds are midnight black.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 |
SPECIAL RULES
Battle Schooled: The mount has been specially trained to fight on a battlefield. The rider may re-roll any failed loss of control tests. Only one reroll is allowed per test.
Nightmare
Cost: 95gc
Availability: Rare 11 (Vampires, Necromancer and Grave Guards only)
The Vampire Counts occasionally need fell steeds to carry them about their business. Who cares if they're dead? They still have legs, don't they?
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Nightmare | 8 | 2 | 0 | 3 | 3 | 1 | 2 | 1 | 5 |
SPECIAL RULES
May Not Run: As an undead creature, a Nightmare may not run, but may charge as normal.
Immune to Poison: Nightmares are not affected by poison.
Immune to Psychology: As an Undead creature, Nightmares are immune to psychology, never have to make Leadership tests, and will always stand still if left leaderless. However, if the rider suffers a wound, he must roll on the Whoa Boy! Table as normal.
Chaos Steed
Cost: 90gc
Availability: Rare 11 (Possessed warbands and Marauders with Chosen of Chaos skill only)
It is suggested that Chaos steeds should be avaiable to all Chaos warbands, not just those that existed when these rules were originally published.
Chaos Steeds are malformed, debased parodies of the magnificent warhorses of the Empire. They are used by Possessed and other Chaos warbands.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Chaos Steed | 8 | 3 | 0 | 4 | 3 | 1 | 3 | 1 | 5 |
SPECIAL RULES
May not be ridden by The Possessed: Even Chaos Steeds are skittish around the abhorrent Possessed and will not allow themselves to be ridden by such a being.
Battle Schooled: The mount has been specially trained to fight on a battlefield. The rider may re-roll any failed loss of control tests. Only one re-roll is allowed per test.
Cold One
Blazing Saddles, Town Cryer 14:
Cost: l00gc
Availability: Rare 11 (Dark Elves and Skinks only)
Border Town Burning:
Cost: l00gc
Availability: Rare 11 (Dark Elves, Lizardmen, Norse and Marauders only)
Scaly, mean and stupid, these native creatures of the New World make excellent mounts upon which to fight.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Cold One | 7 | 3 | 0 | 4 | 4 | 1 | 3 | 1 | 3 |
SPECIAL RULES
Fear: Cold Ones cause fear.
Stupid: Roll against the rider's Leadership each turn; if the rider fails the test then usual stupidity applies, otherwise move as normal.
Scaly: Cold ones give an additional +1 armour save bonus (making +2 total).
rhinox
Border Town Burning
Cost: 200 + D6 x 10 gc
Availability: Rare 15 (Ogres, Marauders, Norse and Merchant Caravans only)
Below the ruined realm of the Sky Titans are the ice fields where Rhinox herds and ice elk graze. Rhinoxen have become a cornerstone of culture in the wild kingdoms. To discipline these ill-tempered beasts of burden requires a momentous feat of strength.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Rhinox | 7 | 3 | 0 | 5 | 5 | 2 | 2 | 3 | 5 |
SPECIAL RULES
Availability: A Hero searching for a Rhinox adds +1 to his rarity roll for each point of Strength he has. If a Rhinox was found the Hero must take a Strength test. If the test is failed he was wounded by the Rhinox while he tried to capture and tame it. Roll once on the Serious Injury table for him immediately.
Fear: Rhinoxen are large and dangerous cave-beasts with horns as long as a full-grown man. They cause fear.
Bad Tempered: Even Rhinoxen that have been broken by their riders have a temper shorter than a pygmy’s thumb. If there is an enemy model that is an eligible target for the Rhinox rider to charge during the Declare Charges part of the Movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them.
Thunderous Charge: Even a single Rhinox rider in full charge is a terrifying sight, the ground itself trembling as the cave-beast thunders into the ranks of their foe. On any turn when a Rhinox rider charges more than 7", he causes D3 impact hits at the basic strength of the Rhinox.
temple dog
Border Town Burning
Cost: 250 + D6 x 10 gc
Availability: Rare 13 (Dragon Monks, Sisters of Sigmar and Priests only. Not available to Skaven, Undead and Chaos Dwarfs)
Magical constructs, chiselled and set from enchanted stone stand immobile guarding temple grounds from intruders. On closer inspection these avatars seem indistinguishable from a normal statue, only springing into life when certain strictures have been violated on the temple grounds.
Heavy weathering on the majority of these constructs indicates they may come from an ancient time and that any such magic harnessed during their creation was lost or remains undiscovered.
Fanciful tales of hidden shrines, their priests butchered by defilers, now lie concealed in ruin. Ruins watched over by ever vigilant guardians who shall resist all attempts to settle them back into quiet stone, warding off those who dare to unravel the mystery.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Temple Dog | 6 | 5 | 0 | 5 | 5 | 3 | 3 | 3 | 8 |
SPECIAL RULES
Fear: Temple Dogs are supernaturally animated celestial monuments that cause fear in other warriors. Save: Because of their stone-like skin, Temple Dogs have an Armour save of 5+ that is not modified by the strength of attacks against it (or by other save modifiers).
Ferocious Charge: Temple Dogs attack with +1 Strength when charging, due to their bulk.. Magical attacks: All attacks from a Temple Dog are considered to be magical in the same way as the attacks of Daemons.
Immune to poison: Temple Dogs are not affected by poison.