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Undead

The Undead is a Destruction Warband.

Description[ | ]

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[ | ]

Icon Name Type Movement Base Rating Skills
Unit icon und vampire 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.
Unit icon und zombie 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%.

Unit icon und dreg 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.
Unit icon und ghoul 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%.
Unit icon und vampire thrall 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.
Unit icon und necromancer 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.
Unit icon und crypt horror 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[ | ]

The Undead are a warband with very high potential, and some very unique skill and perk access compared to other warbands. With the exception of the Necromancer and Dreg, the entire warband 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.

Zombies have exceptional toughness, and on top of being immune to open wounds, are great against enemies with high crit chances. They also fear nothing, as they have no minds of their own. Their undead state renders them immune to any poison effect. Their weapon skill is also relatively high for a henchman, and combined with a shield, makes them good at keeping enemy units busy. And even if they fall, the zombies don't cause a morale impact. Their only weaknesses are their poor agility, the lowest leadership stat in the game, low movement range of 4 Meters, and being unable to use any armor but a helmet. The low movement range can be a problem if zombies are starting in isolated parts of the map.

The ghouls are crazed flesh-eaters that will stop at nothing for their next meal. They fear nothing as a result, but can't disengage or flee. Like the zombie, they are limited to cloth armor, but also cannot wear helmets. This makes them rather fragile units, so playing ghouls as skirmishers rather than main combatants is a smart choice. Their weapons are infected with various diseases that apply detrimental debuffs to their target, though these debuffs are random. They have good strength and agility for a henchman, meaning they can deal heavy damage and easily dodge attacks. However, they have poor intelligence, and are not immune to poison effects like most other warband members.

Neither henchman of the Undead warband are spectacular, with limited armor training, Zombies having low movement range, Gnouls being unable to disengage, and the complete inability to wield ranged weapons of any sort.

The Dreg, despite his unhealthy appearance, is quite strong, and he has good weapon and ballistic skill. Humble Servant can be useful at low warband levels, but becomes fairly pointles at max level. His accuracy is also exceptional, allowing him to crit more often than the usual hero. However, his mental stats are poor. His leadership is especially bad, as this is the worst leadership stat out of all heroes in the game.

The Vampire Thrall causes fear, and has poison, all alone, fear, and terror immunity. She can use just about any equipment the warband has in their inventory, and can fit almost any role, but are better suited for melee due to having higher weapon skill, and her fear aura. The Vampire Thrall has no clear weakness, apart from her low accuracy and average ballistic skill.

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, including one that can heal him. Despite being a spellcaster, he can wear any armor the warband can provide, though this can hamper his ability to cast spells. He can also use most weapons the warband has, but using anything other than a staff makes him more likely to suffer a Tzeentch curse. His toughness is rather high for a spellcaster, but his other physical stats are below average.

The Vampire Leader is very effective at lower ranks due to his ability to cause terror, however its 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, and his immunity to all alone, fear, terror, and poison effects only make him even better. The Vampire also has a high strength potential, matching that of the Dreg. He is better suited to melee due to the aforementioned resistances he has, and his terror aura.

The Crypt Horror is the warband's impressive unit. They are essentially bigger ghouls that impose terror on their master's adversaries. Crypt horrors possess superhuman agility and strength, and their toughness is nothing to scoff at either. His higher movement range allows him to keep up with his prey. They are also highly alert, and skilled with weapons. However, he shares the same weaknesses as his smaller brethren, having average intelligence, and not being able to wear any sort of armor. Despite being large units, Crypt Horrors can access areas that most other impressive cannot. But like most impressive units, he cannot loot or interact with objects

Overall, the Undead can be a very powerful warband, if played tactically. They serve well as a counter to many warband builds, and are exceptionally good in the early game due to them having a Terror-inducing unit from the beginning. Their usefulness can diminish at later stages due to enemies’ higher leadership value.

Media[ | ]


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