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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]
The Undead are a gang with very high potential, and some very unique skill and perk access compared to other gangs. With the exception of the Necromancer and Dreg, the entire gang is immune to All Alone, Fear and Terror, and, apart from the Ghoul, Poison as well. This works very well against enemy warbands which might rely on these mechanics, notably Skaven and the Cult.
Their choice of henchmen is very unique, between the Zombie and the Ghoul, the Zombie being superior in almost every way, except for it's very poor movement range (4 metres) compared the Ghoul's 7. Zombies also have the unique ability of being immune to open wounds, helping against enemies with high crit chances. Although Undead gangs may have issues with their zombies starting in isolated parts of the map, the ghouls are not much better as they do not have shield access, making them incredibly vunerable. No other warband has such a varied choice in henchmen.
Like all warbands except the Cult, the Undead have one light combat hero, one heavy combat hero, and one spellcaster hero. The Dreg is strong, tough and has good weapon and ballistic skill. Humble Servant can be useful at low gang levels, but becomes fairly pointles at max level. The vampire thrall is similar, and causes fear as a nice bonus, as well as having poison, all alone, fear and terror immunity. One of the disadvantages to the vampire thrall is her inability to disengage. The spellcaster hero, the Necromancer, is arguably the most powerful spellcaster in the game. Notably, he gets access to Call of Vanhel, an effective single target buff which, among other effects, increases the zombies' poor movement range, as well as 4 different damage dealing spells.
The Vampire Leader is very effective at lower ranks due to his ability to cause terror, however, the effectiveness can fall off slightly at higher ranks, where troops have better terror resistances. At any rank however, the vampire has high physical stats and movement range, which can both be useful. The Crypt Horror is a tanky impressive, similar to an ogre, but instead typically focuses on rapid movement and good dodge chances.
Overall, the Undead can be a very powerful gang, if played tactically. They also serve well as a counter to many gang builds.
Media[edit | edit source]