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The Undead is a Destruction Warband.
Description[edit | edit source]
On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken county of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic.
From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.
Warriors[edit | edit source]
|Vampire||Leader||Fast||114||Terror: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.|
|Zombie||Henchman||Very Slow||73||Puppet: The Zombie becomes bound to its master. Ritual ingredients must be paid for in the form of an upkeep. The Zombie will gain experience and will receive four less skill points than regular Henchmen. Failing to perform the ritual for extended periods weakens the bond, causing the Zombie to decay and be destroyed.|
Rotten Corpse: The Zombie is immune to Open Wound effects and all injuries except Destroyed (Dead), Severed Arm, Severed Leg, Hand Injury and Full Recovery. If it must roll for Injuries at the end of combat, it has a 20% chance to decay and effectively be destroyed. Every rank of the Zombie reduces this chance by 1%.
|Dreg||Hero||Slow||104||Humble Servant: Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls.|
|Ghoul||Henchman||Normal||64||Disease Carrier: On melee damage, inflicts a random debuff from the following: -5 Initiative, OR -3% Critical Resistance, OR -3% Dodge and Parry chance. All debuffs are stackable, last 3 turns, and increase Damage received from the spell Rotten Touch by 5%.|
|Vampire Thrall||Hero||Fast||94||Fear: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.|
|Necromancer||Hero||Normal||96||Warp Attunement: After gathering a Wyrdstone, decreases Spellcasting cost of the next spell by 1 OP and Tzeentch's curse chance by 10%. The next action taken must be a spell or the effect is lost.|
|Crypt Horror||Impressive||Fast||184||Terror: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.|
Gameplay[edit | edit source]
Media[edit | edit source]