Masters of Orror

Masters of Orror

M asterasterss of orror Ligh Lightningtning flashflasheses acrosacrosss the dark sky asas The Hunchback starts with 0 experience. cackling arises from a ruined tower. It's Henchmen start with 0 experience. Aliv Alive!e! echoes across the dead woods that sur surrounroundd the crucrumblimblingng edificedificee before the thunder pounces and swallows it whole. The Special Skills heavy door is drawn aside by a dwarf-like The following skill list may be used by the man, as he quickly makes way for his Mad Scientist instead of the standard skill Mas Masterter aandnd his latelatestst crcreatieation.on. StuStumblimblingng on lists. Luna Lunatictic is available to all Heroes. ever-still legs, the monstrous being sets foot Surgeon: The Mad Scientist can attempt to upon the soft mossy earth, leaving large operate upon an injured minion. Reroll one impressions in its wake. Insane giggling dice of a single injury roll. You must accept follow followss it, as the once-once-accacclaimedlaimed ScieScientisntist t the second roll. follow followss his golegolem,m, armed wwithith his derderangeanged d Alchemist: The Mad Scientist fancies intellect and arsenal of mutated fiends. He himself an alchemist and brews all sorts of see seeksks to brinbringg pain and suffersufferinging to thosthosee concoctions and potions to guzzle down who cast him out of Altdorf, but to do so pri prioror to babattle.ttle. RolRolll a D6 at gamgame-se-starttart and he'll need wyrdstone to power his consult the following table. inventions. Off to Mordheim they move... 1-1- PoPotiotionn of ReResisililienencece:: AAdddd ++11 ttoo Toughness for duration of gamegame.. 2- Brew of Strength: Add +1 to Strength A HorrorChoice Warband of must Warriors include a minimum for duration of game. of 3 models. You have 500 gold crowns 3-4 Quicksilver: Add +1 to Mov Movemeement nt for for which you can use to recruit your initial duration of game. warband. The maximum number of warriors 5- Backley's Brew: Remove -1 from both in the warband may never exceed 12. Strength and Initiativ Initiativee until a Toughness test Mad Scientist: Each Horror Warband must is passed. have one Mad Scientist. 6- Aberrantius Vigortia: Adds +1 to both Thrall: Your Warband may include a single Strength and Toughness. Highly addictive. Thrall. Roll D6 after battle. On 5+, Scientist Wolfman: YYouourr WWaarbrbaanndd mmaayy iinnccllududee aa bec becomomeses addaddicictedted and wwililll not enengaggagee in ananyy single Wolfman. other activity during a game until he has had Hunchback: Your Warband may include hihiss Aber Aberrantrantiusius VigoVigortiartia potion. He will Zombies:two Hunchbacks.AAnnyy nnumumbberer of mmododelelss mmayay bbee Aptstand Revitalist: and brew potionsThe Mad until Scientist a 6 is rollerolled.d. has gone Zombies. above and beyond the understanding of of The Bitten: Your warband may include up most men, and has gained the ability to to three Bitten. recrrecreateeate liflifee from death. Simply animanimatingating Construct: Your Warband may include a meat-puppetmeat-puppetss who paroparodydy life has bored single Construct. himhim;; he has mmovedoved on to reanimating dead cells. Any zombies wwithinithin the warband now Starting Experience gain exp as nornormalmal human henchmen. Lunatic: Giving in to ones insanity is quite A Mad Scientist starts with 20 experience rewarding. The model causes Fea Fear r and may AAThThrarallll starts with 8 experience reroll any Lead Leadersershiphip TTest est .. A Wolfman starts with 8 experience. WolfWolfmanman Max StatStats:s: M WWSS BBSS SS TT WW II AA LLdd 66 4 33 55 4 33 77 4 8 Masters of Horror quipment List HEROES EQUIPMENT LISTS THE BITTEN EQUIPMENT LISTS Hand to Hand Combat Weapons Hand to Hand Combat Weapons DaggDaggerer . 1st ffree/2ree/2 ggcc DaggeDaggerr . 1st freefree/2/2 gc MacMacee . 3 gc MacMacee . 3 gc Axe . 5 gc Axe . 5 gc SwSword.ord. 10 gc SwSword.ord. 10 gc SpeSpearar . .. 10 ggcc SpeSpearar . .. 10 ggcc HalbHalberderd . 10 gc Double-handed weapon . 15 gc Armor: Shield . 5 gc Missile Weapons BoBoww . .10 gc MISCELLANEOUS EQUIPMENT: Heroes Only ShoShortrt BoBoww . 5 gc Chainsaw Sword . .15 gc Repeater Pistol . 25 gc Armor: ElecElectrictric Trident. 15 gc Light AArmorrmor . 20 gc Shield . 5 gc HeHelmetlmet . New.10 gc quipment Chainsaw Sword MoH only 15+D6 gold crowns RepeateRepeaterr Pistol MoH only 25+3D6 gold crowns Range Strength Special Rules Range Strength Special Rules Close Combat As User Fear, Shredder 88 44 Save Mod, Too much Tinkering, Repeater A mechmechanicalanical nnightmaightmarere bbornornee of insainsanity,nity, ththisis A dandangerogerousus wweaponeapon,, to thothosese on both eendsnds of the pistpistol.ol. No ear-splitting device tears through armor with ease. matter what the outcome, one always goes out with a Bang! Special Rules: Special Rules: Fear: Incredibly loud and belching forth a sickly greegreenn Save Modifier: Pistols are even better at penetrating armor smokesmoke, t, thishis weapoweaponn causes even seasoned soldiers to than their StrStrengthength of 4 suggestssuggests.. A modmodelel taking a wowoundund quiver. A model bearing a Chainsaw Sword causes Fea Fear r .. from a RepeRepeaterater Pistol must take its armor savsavee at -2. Shredder: The Chainsaw sword rips and chews through Too Much Tinkering: The Repeater Pistol is a heavily armor as if it wewerere cloth. All bloblowsws from a Chainsaw modified weapon. To represenrepresentt its unstaunstableble mechanimechanics,cs, Sword are at -2 Armor Save. each time the trigger is pulled, yyouou mumustst roll a D6. On a roll of 4+, the pistol wworksorks fine. On a roll of 2-3, the pistol Electric Trident MoH only 15+D6 gold crowns does nothing. One a roll of 1, roll oonn the "Misf"Misfire"ire" Chart. Range Strength Special Rules Repeater: The Repeater Pistol has the possibility of firing Close Combat As User Zzap!,Zzap!, ShocShocking,king, Nail in BoBootot more than once during the ShooShootingting phase. For each Noth Nothinging quiquitete as shshockinockingg as a poke frfromom ththisis little treatreat.t. additional shot, you must roll a D6 at -1 on the abovabovee Special Rules: table. For example, fforor one shoshot,t, yoyouu must roll a 4+, with a Zzap!: So stunning is the Electric Trident that a model roll of a 1 fforcingorcing a roll on the Misfire Table. FoForr a secosecondnd wowoundedunded by it is considered Stunned on a roll of 2-4. shot, yyouou neeneedd a 5+, wwithith a roll of 1-2 foforcingrcing a roll on the Shocking: On a natural 6 To-Hit followed by a natural 6 misfire table. Of cocourse,urse, it is impossible to attempt more To-WoTo-Wound,und, the Electric Trident discharges a ffieldield 2" than 3 shots per round. around the target. All models (s(saveave for the bbearerearer of the weapon) are struck with a S3 hit. Nail in Boot: If a D6 roll of 1 occoccursurs on the TTo-Ho-Hit rit rolloll with the Trident, the bbearerearer is struck with a S3 hit. 1 Mad Scientist 0 1 Wolfman 60 gold crowns to hire 65 gold crowns to hire Insane and twisted, the Mad Scientist strives Wolfmen are miserable men cursed with toto improve the world around him...often lycanthropy. Once bitten, they transform with horrifying results. Bent on achieving his upon the next full moon and are never the goals, he drags his madness into reality same. Bestial, at the mercy of their carnal through his experiments. desires, they stalk the night searching for PrProofilfilee M WWSS BS S T W I A LLdd prey prey.. 4 3 3 3 3 1 4 1 88 PrProofilfilee M WWSS BS S T W I A LLdd Weapons/Armor: A MaMadd ScScieientintistst mmayay bebe 66 3 3 4 3 2 2 2 7 equipped from the Horror Hero Equipment list. Weapons/Armor: A werewolf cannot bear equipment. They attack with tooth and Spec Specialial RRulesules:: claw,and suffer no penalties for doing so. Leader: Any models in the warband within of the Necrarch Vampire may use his 0 2 Hunchback Leadership instead of their own. 25 gold crowns to hire Immune to Psychology: Mad Scientists are Lowly beings, the hunchbacks serve the not affected by psychology (such as fear) Scientist with his crazy endevors. due to the shattered state of their minds. Deceptively agile and quick despite their phy physisicalcal appeaappearancrance,e, HunHunchchbabackscks are 0 1 Thrall incredibly loyal. 70 gold crowns to hire PrProofilfilee M WSWS BS S T W I A LLdd Mere shadows of the Lords of Sylvania, the 4 2 2 3 3 1 3 1 77 Thrall is the lowest form of Vampire. Weapons/Armor: Hunchbacks may be Subdued by the Scientist, the Thrall exists equipped from the Horror Hero Equipment solelsolelyy for the bloodletting of battle. List. PrProofilfilee M WWSS BS S T W I A LLdd 5 3 3 4 4 1 5 1 77 Weapons/Armor: Thalls may be equipped from the Horror Hero EEquipmquipmentent List. Spec Specialial RRulesules:: Cause Fear: Vampires are terrifying Undead creatures and therefore cause Fea Fear.r. Immune to Psychology: Vampires are not affected by psychology (such as fear) and never leave combat. Immune to Poison: Vampires are not affected by any poison. No Pain: Vampires treat a Stunned result on the Injury chart as Kno Knockedcked DowDown.n. Zombies gain experience normally. They must make a 20 gold crowns to hire successful Leadership test in order to gain Often used for menial labour, these meat the experience for surviving the game; dead pupp puppetsets offofferer somsomee protectiprotectionon for the MaMadd bra braininss can onlonlyy be expexpectedected to lelearnarn soso PrProofilfileeScientist M when WWSS he BS ventures S T outW from I hisA lab.LLdd Itsmuch, only after a all.flesh wound: When a Flesh 4 2 0 3 4 1 1 1 55 Construct is taken OOA, roll on the Weapons/Armor: Zombies never carry any Henchmen Injury table as normal.

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