Dark, twisted, facinated by death and the dark forces powered by the release
of the forces of life, Necromancers are fell wizards of fearsome power. Bringers
of dark evils in pursuit of forbidden secrets, Necromancers are no strangers to
perversity and cruelty. Many Necromancers are in the service of the Lords of the
Night; Vampires and their like. But others are masters of their own dark fates and
work for no one save themselves. Constantly seeking the means to greater power and
inured to evils that would make other mens minds shatter into insanity, it is no
surprise that some of these foul wizards of death have found their way to the Damned
City of Mordheim.
Starting Funds
The warband starts with 500 gc to spend as it wishes following unit number and
weapons restrictions.
Choice of Warriors
A Necromancers Retinue band must include a minimum of 3 models, and can have
a maximum of 20 models including 5 Heros and 1 leader. A starting warband must be
lead by a Master Necromancer, but should he be killed they may not acquire another;
a new leader will step forth from amongst the Apprentice Necromancers of the band.
If at any time the band does not include any Necromancers, whether they be the Master
Necromancer or an Apprentice, all of the Undead crumble to dust and the band is
destroyed.
Hirelings & Dramatis Personae
The following Hired Swords will work for the
Necromancers Retinue:
Of the Dramatis Personae listed in the Mordheim rulebook, and those provided on
this site, the following will work for a Necromancers Retinue band:
Player created and future supplemental Personae will have to be adjudicated on
a case by case basis as appropriate to their background. In general High and Wood
Elven or Dwarves or any Holy characters will not work for the Necromancers
Retinue.
Heroes
Master Necromancer
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The Warband must be lead by a Master Necromancer when starting.
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Apprentice Necromancers
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The Warband may include up to 3 Apprentice Necromancers.
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Wights
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The Warband may include up to 2 Wights.
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Henchmen
Skeletons
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The Warband may include up to 5 Skeletons
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Dire Wolves
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The Warband may include up to 5 Dire Wolves
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Zombies
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The Warband may include any number of Zombies upto Warband size limit.
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Equipment
Necromancers Retinue Equipment List
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Hand to hand weapons
|
Item
|
Cost
|
Dagger (first free)
|
2
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Mace (Hammer, Club, etc)
|
3
|
Battleaxe
|
5
|
Sword
|
10
|
Spear
|
10
|
Halberd
|
15
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Double Handed Weapon
|
15
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Missile Weapons
|
Bow
|
10
|
Short Bow
|
5
|
Armor
|
Shield (no Buckler)
|
5
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Helmet
|
10
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Light Armor
|
20
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Heavy Armor
|
50
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Starting Experience
Experience and Skills
|
Hero
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Skill Categories
|
Starting XP
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Master Necromancer
|
Academic, Speed, Spells*
|
20
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Apprentice Necromancers
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Academic, Speed, Spells*
|
8
|
Wight
|
Combat, Strength
|
8
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*Each of these Heros has access to any 1 of the 3 available Necromantic Spell
Lists.
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List 1 = Standard Necromantic List, Mordheim pg 58, aka "Liber Finitus".
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List 2 = Alternate Necromantic List aka "Liber
Thanos"
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List 3 = Alternate Necromantic List based on Vanhel's Grimoire aka "Liber
Mortis"
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Spells
Necromancers have access to either the standard Necromancy Spell List in the
Mordheim rulebook (which we've taken to calling the "Liber Finitus" to differentiate),
or the new "Liber Thanos"
and "Liber Mortis" Alternate
Necromancy Spell Lists. Each Necromancer must choose one list from which all of
their Spells must come.
Heroes
Type
|
Number
|
Cost
|
Master Necromancer
|
1
|
50
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The Master Necromancer is a dark and twisted man full of dark longings for power
at an prince. Facinated by death and all things morbid, the Master Necromancer surrounds
himself with animated warriors and the ocassional apprentice.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
4
|
1
|
8
|
As Armor
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Weapons and Armor: the Master Necromancer may be equipped as
desired from the Necromancers Retinue Equipment List
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Special Ability: Leader. All warriors
in the band within 6" of the Master Necromancer may use his Leadership value
for Leadership tests.
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Special Ability: Spellcaster. The
Master Necromancer starts with access to 1 of the 3 available Necromantic Spell
Lists (the standard "Liber Finitus" Spell List in the rulebook, or one of the new
"Liber Thanos" or "Liber
Mortis" Alternate Necromancy Spell Lists).
He must choose which Spell List he will use and then generates 2 Spells randomly
from that list. In the future he may choose to gain another Spell from that list
in lieu of a Skill raise. He may only ever cast Spells from his chosen list.
|
Type
|
Number
|
Cost
|
Apprentice Necromancer
|
0-3
|
30
|
Apprentice Necromancers are lured by the promise of princely power and the fear
of the common folk. Mostly outcasts, deviants, and lost souls they find the opportunity
to wreak vengeance upon the living for their own misery and percieved slights. They
provide useful hands and eyes for their master, and in the case of his untimely
death one of them may rise up to take on his mantle.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
As Armor
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Weapons and Armor: May be equipped as desired from the
Necromancers Retinue Equipment List
|
Special Ability: Spellcaster. Necromancer
Apprentices start with access to 1 of the 3 available Necromantic Spell Lists (the
standard "Liber Finitus" Spell List in the rulebook, or one of the new "Liber
Thanos" or "Liber Mortis"
Alternate Necromancy Spell Lists).
Each must choose which Spell List they will use individually, but DO NOT generate
a starting Spell. In the future they may choose to gain a Spell from their chosen
list in lieu of a Skill raise. They may only ever cast Spells from their chosen
list.
|
Type
|
Number
|
Cost
|
Wight
|
0-2
|
60
|
Wights are the Undead remains of once-great warriors. They look much like Skeletons
but are much more dangerous foes. They are prized by the Undead leaders for their
remembered martial skills and are placed in positions of authority within an Undead
band.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
0
|
3
|
4
|
2
|
3
|
1
|
8
|
As Armor
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Weapons and Armor: the Wight may be equipped as desired from
the Necromancers Retinue Equipment List with the exception of the Missile Weapons.
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Special Ability: Wight Blade. Any
HtH weapon carried by a Wight causes d3 Wounds instead of the normal 1.
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Special Ability: True Undead. Wights
are Painless (treat Stunned as Knocked down), are Immune to Psychology and Poison,
and Cause Fear.
|
Limitation: Cannot Run. Wights are
animated by dark forces and not truly alive. They are not as spry as the living
and therefore may not run, but may charge normally.
|
Wight Max Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
6
|
0
|
4
|
4
|
3
|
6
|
4
|
9
|
As Armor
|
Henchmen
Type
|
Number
|
Cost
|
Skeleton Warriors
|
0-5
|
20
|
Skeletons are the Undead remains of once-living folk. They are useful to an Undead
force as they can be equipped and are not as slow as zombies.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
2
|
3
|
3
|
1
|
2
|
1
|
5
|
As Armor
|
Weapons and Armor: Skeletons may be equipped as desired from
the Necromancers Retinue Equipment List.
|
Special Ability: True Undead. Skeletons
are Painless (treat Stunned as Knocked down), are Immune to Psychology and
Poison, and Cause Fear.
|
Special Ability: Promotable. Skeletons
can grow in power, though their form will always be more limited than some other
types of Undead. They gain experience and can be promoted as normal.
|
Limitation: Cannot Run. Skeletons
are animated by dark forces and not truly alive. They are not as spry as the living
and therefore may not run, but may charge normally.
|
Limitation: Limited Skills. If a Skeleton
is promoted, they may only choose from Combat Skills.
|
Skeleton Max Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
4
|
3
|
4
|
3
|
4
|
3
|
7
|
As Armor
|
Type
|
Number
|
Cost
|
Zombies
|
No Limit
|
15
|
Zombies are the Undead remains of once-living folk. They are useful due to the
large local supply of corpses and their dogged refusal to let a little thing like
crippling damage slow them down.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
0
|
3
|
3
|
1
|
1
|
1
|
5
|
-
|
Weapons and Armor: None.
|
Special Ability: True Undead. Zombies
are Painless (treat Stunned as Knocked down), are Immune to Psychology and
Poison, and Cause Fear.
|
Limitation: Cannot Run. Zombies are
animated by dark forces and not truly alive. They are not as spry as the living
and therefore may not run, but may charge normally.
|
Limitation: No Brains. Zombies do
not gain experience.
|
Type
|
Number
|
Cost
|
Dire Wolves
|
0-5
|
50
|
Dire Wolves are the animated corpses of giant wolves from the Worlds Edge mountains.
They offer a commodity which the Undead generally lack: that of speed.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
9
|
3
|
0
|
4
|
3
|
1
|
2
|
1
|
4
|
-
|
Weapons and Armor: None.
|
Special Ability: True Undead.
Painless (treat Stunned as Knocked down), are Immune to Psychology and Poison,
and Cause Fear.
|
Special Ability: Charge. Gains +1
Attack when charging.
|
Limitation: Cannot Run. May not run,
but may charge normally.
|
Limitation: No Brains. Do not gain
experience.
|
Playing a Necromancers Retinue Force
A Necromancers Retinue band has several obvious advantages. The primary advantage
is the capability to have several rostered Spellcasters. The next most important
advantage is their increased warband limit. However, as with all other things disadvantages
are rife as well. The most significant limitation is the lack of skilled combatants.
This band is poor in HtH. The next most significant problem is speed and mobility.
None of the True Undead may Run.
Pros of the Necromancers Retinue force
-
Wide range of Spells available
-
Wights really do kick serious ass with enough raises.
-
Old Painless. All of the Henchmen and the Wights ignore Stunning.
-
Psy what? All the True Undead are Immune to Psychology.
-
No Limit on number of Zombies; up to 20 warriors in band.
-
Fear.
Cons of the Necromancers Retinue force
-
Weak in HtH.
-
Few experience gaining units
-
Limited Range ability
-
Sloooooooooooow.
-
Lack of allies.
The Method behind the Madness
I think the Necromancers Retinue represent a very flavorful force of dark magicians
in pursuit of hidden knowledge detailing countless untellable horrors. The idea
of a Necromancer with his flunkies and his animated minions is more interesting
to me than the standard Undead list. Try it out, and let me know what you think.
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