Type |
Number |
Cost |
Upkeep |
Warband Rating |
Necromancer |
1 |
30 |
15 |
+16 |
Master of the forces of Life and Death,
Necromancers are Wizards of dark aspect
and low reputation. Many have been drawn
to Mordheim by the death energies generated
by its cataclysmic destruction and many
have become facinated by the potential of
the Wyrdstone. Additionally the activity
of the servants of the Von Carsteins has
also attracted their attentions. Some hire
themselves out to warbands for funds on
which to live, and more unscrupulous Captains
will hire them for their deadly powers. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
4 |
2 |
2 |
3 |
3 |
1 |
4 |
1 |
8 |
- |
HUMAN |
Warbands Allowed: Mercenary
Bands (but see Unclean below), Possesed,
Pack of Ghouls. |
Skill Categories: Academic |
Weapons and Armor: Sword,
Dagger, Staff, or Club |
Special Limitation:
Unclean: The Necromancer
cannot work in a band with any Priests or
Priestesses, Dwarves, Elves, or any warriors
dedicated to a Holy Power (such as Champions
of Solkan or Templars). Additionally, if
a band has a Necromancer, they may not ally
with Witch Hunters or Sisters of Sigmar. |
Special Ability:
Necromancy Spells. The
Necromancer starts with 2 of the following
Spells (roll randomly). Should he gain a
skill raise, he may choose to randomly generate
a new Spell from the following list instead. |
1. Lifestealer: The
Necromancer gains an extra wound for the
duration of the battle. Does not affect
Undead models. Difficulty: 10. (Mordheim
Rulebook) |
2. Spirit Fetish:
A single enemy model up to 12" away
may be targeted if a clear LOS can be drawn.
If succesfully cast, all models attacking
the target may re-roll failed to hit rolls
in the ensuing HtH phase. Range 12",
Difficulty 7. |
3. Death Vision:
The Necromancer causes Fear for the rest
of the battle. Difficulty: 6. (Mordheim
Rulebook) |
4. Spell of Doom: One
model must roll less than his S on a D6
or roll on the Injury table. Difficulty:
9. (Mordheim Rulebook) |
5. Death Magic:The Necromancer
is adept at using the Dark Magics to harm
the living. A single model within 12"
may be targeted in the shooting phase if
a clear line of sight can be drawn. If the
Spell is succesfully cast, the target takes
d3+1 Strength 3 hits, ignoring Armor saves.
Not vs Daemons or True Undead. Range 12",
Difficulty: 8 |
6. Soul Trap: This Spell
allows the Necromancer to trap the souls
of his foes. The Necromancer may target
one enemy model in base to base contact
with this Spell. If succesfully cast the
target must make a Leadership check or be
taken Out of Action. If a Hero, then do
not roll on the serious Injury chart, instead
roll for the model as if he were a Henchmen
(1-2 Dead, 4-6 Recovered). Range: BtB, Difficulty:
9 |