Welcome to Mordheim, City of the Damned! Mordheim: Age of Sigmar is a game of combat that takes place during the short but intense period when scores of warbands fought hundreds of bitter skirmishes throughout the city. This document contains the information you will need in order to play Mordheim: Age of Sigmar in a campaign or skirmish fashion. In a campaign, every time your warband fights, its warriors gain in abilities and experience. Raw recruits quickly progress to become fully fledged warriors, and your Heroes will learn new abilities which will make them even better in combat. If you already play Age of Sigmar, the basic rules of Mordheim will be familiar to you. Remember though, Age of Sigmar is designed for fighting battles between entire armies, whilst Mordheim represents individual action between a small group of warriors. As a result, some of the rules developed for mass combat in Age of Sigmar do not apply in the same way to Mordheim. On the other hand, there are new rules for wounded warriors, climbing and other aspects of individual combat. This is a supplement for the Age of Sigmar main rules. The General‘s Handbook is required to play. Rules Version 2.1.

The Warbands In order to play you must first choose the game type and create a warband taken from warscrolls belonging to a single Grand Alliance. A Warband consists of 15 models. Extra models can be kept in Reserve but can’t take part in battles and can’t gain experience. Each player starts with 300 gold crowns and can spend any amount of them for the initial recruitment. Any unspent gold crowns are put into the warbands treasury to be used later.

Game Type Classic: Named Characters & Behemoths cannot be recruited. Nothing can be bought from these warscrolls for other models. Origins: Leaders and Behemoths cannot be recruited. Nothing can be bought from these warscrolls for other models. Unchained: Named Characters & Behemoths can be recruited but cannot be duplicated.

Recruitment Champions: Each warband can have from 0-5 Champions, they can be taken from any alliance warscrolls but only 2 can have their Battlefield role be “Leader” or “Behemoth”. A champion can be any model from a warscroll, even the “Leader” of a unit. (The “Leader” of a unit gets specific bonuses on the warscroll, not to be confused with the Battlefield role). Champions are the only models allowed to be Standard Bearers, Musicians or get any “special” upgrades a warscroll has. Example: the “Blood warriors” warscroll has in its description that 1 in every 10 models may instead be armed with a “Goreglaive” so your Blood warrior Champion can be equipped with a “Goreglaive” (Use the “Weapon cost table” to get the cost for “Special” upgrades). Ignore any model number requirements. Standard Bearer & Musician upgrades or any other Abilities cost 50gc each. Standard Bearer, Musician & “Special” upgrades cannot be duplicated on any other models currently in your warband, not even other Champions.

Henchmen: Each warband can have from 015 Henchmen, they can be taken from any alliance warscrolls that their Battlefield role is not “Leader” or “Behemoth”. If 8 or more single wounded henchmen exist in the warband, add 5 more models to its henchmen roster (before any wound bonuses), if this bonus is applied the Warband cannot have more than 20 models in total. Henchmen belong to a Henchmen unit, which consists of 1-5 individuals that share the same warscroll. Henchmen units gain experience collectively and gain advances together.

You can buy equipment without their abilities but you cannot buy an ability without its equipment. Standalone abilities and abilities belonging to equipment can be bought for 50gc each (10 abilities/model max). Named character equipment and abilities worth twice the amount of gold crowns and cannot exist at the same time on two different models. To buy a weapon use the “Weapon Cost Table” to calculate the price.

Cost

For Behemoths use the average value from the “Damage Table” when necessary.

Model and Battalion costs can be found in the General`s Handbook profiles. 1 point in the General`s Handbook profiles = 1 Gold Crown

For any rollable values halve and round up the maximum dice roll. Ex. D3=2, D6=3, 2D6=6 etc.

To get the value of a single model, when a model belongs to a unit, divide the value of the unit with the minimum number of models required in the unit. Example: A single “Grave Guard” model worths = 80/5 = 16 Gold Crowns. Battalion Warscroll minimum requirements: Use at least 2 models shown in the “Organization” chart instead of the full list. More models can join the Battalion after the initial recruitment at any point outside of battle using the “Organization” chart`s maximum values. Equipment & Abilities: Models can replace equipment & buy/replace abilities from any warscroll from their Alliance at the Initial recruitment or at any point outside of battle. To be able to use the equipment or ability, a model needs to have at least as many wounds as the model in the warscroll using it. Command Abilities can only be purchased by Champions.

Weapon Cost Table Range*1 Attacks*2 (6 - To Hit)*2 (6 - To Wound)*2 (Rend*5)/-1 Damage*5 Price in Gold Crowns

+ + + + + =

Downsized rules Replace the terms: “Unit/Units” with “Model/Models” in any Battalion Warscrolls Abilities/Command Abilities/Marks/Each Spell/Summons to match the low model count of Mordheim gameplay. Special Bonuses: Warscrolls with special bonuses involving any model count need to adjust the model requirements by dividing it by 10, adding 1 and rounding any fractions up (ex. “Warriors of chaos” Legion of Chaos: You can re-roll save rolls of 1 for this unit if it contains 20 or more models. So the bonus will take effect if [(20/10) +1] = 3 or more warriors of chaos are present in the warband).

Warband rating Each warband has a warband rating, the higher the rating the better the warband. The warband rating is simply the number of models in it multiplied by 5, plus their accumulated experience. Behemoths are worth 20 points plus the number of Experience points they have accumulated. When a warband fights against an enemy warband with a higher rating, its warriors earn extra Experience points as shown on the “Warband Rating “table. The higher the opposing warband rating the more points the underdog earns. Warband Rating Difference in Warband rating

Experience Bonus

0-50

None

51-75

+1

76-100

+2

101-150

+3

151-300

+4

301+

+5

Pre-Battle Roll D66 and consult the Mordheim Map to determine your starting district (For rolls of 11-31 roll D6. 1-3 Left side 4-6 Right side). This district will be your warband`s headquarters and it will be defended by 100 gc of extra henchmen (these henchmen don't count towards your warband and will not gain experience). 1. Roll D6, the highest roll chooses the player priority order for this Map round. 2. Players take turns based on their priority and choose a district they want to contest. 3. The battles are fought with the order determined by the priority rolled earlier. Players can forfeit a fight at any time. 4. The winner of each battle adds the district to their roster. 5. Repeat 1-4 until one of the players owns more than 75% of the map. That player is the winner of the campaign.

which he is, unless a district is contested in which case the owner must be the defender. 2. Roll for warriors with old battle wounds to see whether they can take part or not. 3. Set up the terrain and warbands according to the rules for the scenario you are playing. The more buildings the better.

2D6 2

3 4 5 6 7 8 9 10 11 12

Scenario Table Result The player with the lower warband rating may choose which scenario is played. Scenario 5: Street Fight. Scenario 7: Hidden Treasure. Scenario 3: Wyrdstone Hunt. Scenario 8: Occupy. Scenario 2: Skirmish. Scenario 4: Breakthrough. Scenario 9: Surprise Attack. Scenario 6: Chance Encounter. Scenario 1: Defend the Find. The player with the lower warband rating may choose which scenario is played.

Starting the game Exceptions, changes and additions. Terrain: The players take alternating turns setting the terrain according to the scenario. You may choose to ignore “The scenery table”, use it on some or all of the terrain features. The Sudden Death table is ignored.

Turn sequence 1: RECOVERY PHASE 2: HERO PHASE - AOS Rules 3: MOVEMENT PHASE - AOS Rules 4: SHOOTING PHASE - AOS Rules 5: CHARGE PHASE - AOS Rules 6: COMBAT PHASE - AOS Rules 7: BATTLESHOCK PHASE Rules REPEAT

RECOVERY PHASE

Fighting in a district that is not next to one you currently own, will result in D3 random Henchmen missing the battle.

Recover models that are knocked down or stunned.

Although you can simply decide with your opponent which scenario you want to play, most players prefer to generate their scenarios randomly. Work your way through the following sequence before the battle.

Any Abilities that add new models to the battle or replenish dead models count as summons.

1. The player with the lowest warband rating rolls on the Scenario table to determine which scenario is played. In the scenarios where there is an attacker and a defender, the same player may choose

Summoning: If a Summon is successful, one third of the models cost must be paid in gc. Summons do not count towards your warband and will not gain experience. You can never have more than a single summoned model in each instance.

Hero Phase

Summoned models are discarded as soon as the battle is over. They cannot take part in any future battles of the warband. Dismounting: You can only dismount and mount models on the Hero phase. Models that have been dismounted cannot use any attacks and abilities coming from their mount. Also their movement is replaced with their faction’s greater infantry movement value.

Movement Phase Climbing & Jumping: Whenever one of your models that does not fly needs to move vertically, follow the rules below: You may climb any distance vertically as long as it is less than your total move. Any distance greater than this cannot be climbed without stopping on a horizontal surface (such as an intervening floor). Models can jump over gaps of up to half their movement, rounding down. You cannot run or charge when climbing. Falling: Whenever you climb or jump over gaps, you must make a check to see if you fall. To make this check, roll a dice. On a 2+, you climb without issue and may travel the distance. If you roll a 1, you fall. When you fall, if it is less than 6”, roll a d6, you take this many hits that wound on a 4+, no rend, 1 damage. If you fall from a height higher than 6”, roll a d6. That is the number of mortal wounds you suffer. If a warrior is knocked down or stunned within 1" of the edge of a roof or building, there is a chance that it will slip and fall off. Roll a D6. If the roll is 1 or 2, the model falls over the edge to the ground and takes damage as detailed above. You do not have to make a climb check or pay the movement for terrain that is at the model's height or less, but may instead move over it without any interruption. Models with the Chariot or Cavalry keyword may not climb or make checks to climb. Hiding: A model can hide if it ends its move behind a low wall, a column or in a similar position where it could reasonably conceal itself. The player must declare that the warrior is hiding and place a Hidden counter beside the model for it to count as being hidden. A model that runs, flees, is stunned or charges cannot hide that turn. When hidden, a warrior cannot be seen, shot at or charged. While hiding, a model cannot shoot or cast spells without giving away its position. An enemy warrior can detect hidden models within half its Bravery in inches and has line

of sight, the model is no longer hidden and the counter is removed.

Charge Phase Diving charge: You may charge any enemies that are below a model. If an enemy model is within 2" of the place where your model lands then roll a D6. On 3+, add +1 To Hit & To Wound rolls until the end of the battle phase, on a 1 or 2, your model takes fall damage as detailed above.

Combat Phase Injuries: As soon as a fighter’s Wounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted the wound rolls a D6 for the wound that reduced the model to zero wounds & for every wound the model receives after that. Injuries Table D6

Result

1-2

Knocked down

3-4

Stunned

5-6

Out of action

Knocked down: Turn the model face up. Knocked down models may crawl 2" during the movement phase, but may not shoot, fight in the combat phase, use abilities or cast spells. A warrior who has been knocked down may stand up at the start of his next turn. In that turn he may move half rate, shoot and cast spells, he cannot charge or run. If he is engaged in combat, he may not retreat. If any attacks wound the knocked down model and it fails its armor save, it is automatically taken out of action. Stunned: Turn the model face down to show that he has been stunned. A model that is stunned may do nothing at all. A player may turn the model face up in the next recovery phase, and the warrior is then treated as knocked down. A stunned model is automatically taken out of action if an enemy attacks it.

Buildings: Monsters in melee combat in a building can trigger its collapse. Roll D6, on a 4+ the building collapses. Also monsters may make one attack against an adjacent building that hits on a 2+ and wounds on 5+, Siege War Machines use their own To Hit value but wound on a 5+. A successful wound collapses the building. Everyone inside gets a special save of 5+. Monsters get a 3+ Save. Models that fail the save take D6 mortal wounds.

Battleshock Phase In the battleshock phase, if half or more than the total warband models are put out of action, both players must take battleshock tests for all models from their warband excepting the generals. Roll a dice and add the number of models that have been knocked down, stunned and put out of action this turn from the warband. If the total exceeds the Bravery characteristic of the model then that model must ‘flee and is removed from the battle.

Post Battle Sequence After the battle is over, both players work their way through the following sequence. 1 2

Injuries Allocate experience

3 4 5

Roll on the Exploration chart Sell Wyrdstone Hire new recruits & buy items

6 7 8

Reallocate equipment Update your warband rating Play the next Battle

1. Injuries Henchmen: Roll a D6 for every model that is Out of action. On a 2+ the model recovers and returns to the warband. On a roll of 1 the model is permanently removed from the warband. Champions: Roll D66 at the Serious injuries table. The first dice roll represents ‘tens’ and the second ‘units’.

2. Allocate experience

Attacking stunned and knocked down warriors: A model with multiple attacks may not stun/knock down and then automatically take a warrior out of action during the same combat phase.

The Experience points warriors earn depend on the scenario. Mark a circle for every Experience a model has gained. When the accumulated experience reaches a circle that has thick borders, the warrior may roll on the Advancement Table.

If your model is engaged in close combat with an enemy who is still standing, he cannot attack any other models that are stunned or knocked down.

New skills: You may not choose the same skill twice for the same warrior.

Out of action: A warrior who is out of action is also out of the game. Remove the model from the tabletop. It’s impossible to tell at this point whether the warrior is alive or dead, but for game purposes it makes no difference at this stage. After the battle you can test to see whether he survives and if he sustains any serious lasting injuries as a result of his wounds.

pick a maximum of six dice out of all the dice you roll. 2: If you rolled any doubles, triples, etc., you have found an unusual location in Mordheim. Consult the Exploration chart. 3: Add the results together and consult the “Wyrdstone found” table to see how many shards of Wyrdstone you have found.

4. Sell Wyrdstone Consult the Wyrdstone Value Table.

5. Hire recruits & buy items Individual Henchmen joining a unit of Henchmen must pay the difference in Experience with Gold Crowns. Each Experience point worths 2 Gold Crowns.

6. Reallocate equipment Models can Trade and sell weapons and abilities from any warscroll in your warband or from and to warbands of other players. To be able to use the weapon or ability, a model needs to have at least as many wounds as the model that is already using it.

7. Update your warband rating 8. Play the next Battle -----------------------------------------------------------

Misc. Rules Attribute Test: Roll 2 dice and compare with the chosen attribute (ex. Bravery). If the roll is equal or lower than the attribute then the test is passed.

Optional rules & Variations Skirmish: The starting amount of gold crowns a Warband treasury has for recruiting is chosen by the players. All the Champions can have their Battlefield role be “Leader” or “Behemoth”. Named characters cannot be recruited. Optional: their equipment and abilities can be bought for other models including the keyword of their name for 50 gc (name keywords cannot have duplicates). Behemoths cannot be recruited.

3. Exploration Phase Warbands that forfeit a battle with 50% or more of their models being alive get no rolls in the exploration phase. 1: Roll 1D6 for each of your Champions who survived the battle and one extra dice if you won, plus any extra dice allowed by skills or equipment. Note, however, that you must

Leaders cannot be recruited.

Serious Injuries Table D66 11-15 16-21 22 23 24 25 26 31 32 33 34 35 36 41-55 56 61

62-63 64 65 66

Result DEAD: Permanently removed from the warband. MULTIPLE INJURIES: Roll D6 times on this table. Re-roll any ‘Dead’, ‘Captured’ and further ‘Multiple Injuries’ results LEG WOUND: -1 Movement ARM WOUND: Roll D6. 1 = Rend +1 (ex. rend of -1 becomes “-”). 2+ = miss the next battle MADNESS: Roll D6 every Hero phase. 1-3 = cannot move/charge/retreat. 4-6 = x2 Attacks Smashed Leg: Roll D6. 1 = cannot run. 2+ miss the next battle Chest wound: -1 on save rolls Blinded in one eye: -1 to Hit with missile weapons. If blinded again remove from warband Old battle wound: at the start of every new battle roll D6. 1 = miss the battle Nervous condition: -1 Bravery Hand injury: -1 to hit Deep wound: miss the next D3 battles Robbed: The enemy player takes one equipment (and its ability) from the hero’s warscroll Full recovery Bitter enemy: Reroll any to hit rolls against the warband responsible for the models injuries Captured: May ransom to the owner, may sell for D6x5 gc, Death may kill and turn the Champion into a zombie, Chaos may sacrifice and one Champion gains +1 Exp. Captives who are exchanged or ransomed retain all their equipment. If captives are sold, killed or turned to Zombies, their equipment is retained by their captors. Hardened: +1 Bravery Horrible Scars: Enemy models within 6 inches get -1 Bravery Sold to the pits: Roll D66 at the Serious injuries table. If the Champion survives, re-join the warband and get +2 Exp +50 gc Gets +1 Exp

Advancement Table - Champions 2D6 2-5 6 7 8 9 10-12

Result New Skill: Select one of the Skill tables available to the Champion and pick a skill. Characteristic Increase: Roll D6: 1-3 = +1 To Wound, 4-6 = +1 Attack Characteristic Increase: +1 to Hit Characteristic Increase: Roll D6: 1-3 = +1 Bravery, 4-6 = +1 Movement. Characteristic Increase: Roll D6: 1-3 = +1 Wound, 4-6 = +1 to Save rolls. New Skill: Select one of the Skill tables and pick a skill. If the model is a wizard he may choose to be able to cast one more spell each hero phase.

Advancement Table - Henchmen 2D6 Result 2-4 +1 Bravery 5 +1 To Wound 6-7 +1 To Hit 8 +1 Attack 9 +1 Wound 10-12 The lad’s got talent: The model or one model in the group becomes a Champion. This hero occupies a Henchmen slot in the Warband and upon death it can only be replaced by another henchman. The new Champion can immediately make one roll on the Champions Advancement table. The remaining members of the Henchmen group, if any, roll again for the advance that they have earned, rerolling any results of 10-12.

Skill Table - You may not choose the same skill twice for the same model Combat Skills

Missile Skills

+1 to Hit on melee weapons

+1 Attack on missile weapons

Academic Skills

Strength Reroll wound Increases the range of Abilities and rolls for melee Command Abilities by 6" weapons

If the model fights against more than one enemy at a time, it Add +6 inches to gains an extra Attack for each the range of missile +1 To Casting rolls enemy within its weapons weapons reach Ignores all +1 to the range of all melee modifiers for cover Pay only two thirds of the price for weapons when using missile any new weapon purchases weapons. A model with this skill is searching Reroll Hit rolls on melee -1 Rend on Missile the ruins in the exploration phase weapons weapons you may re-roll one dice when rolling on the Exploration chart Reroll to Hit rolls on missile weapons

Add D6 inches to the model's movement

+1 Damage

The model may fall or jump from a height of up to 12" without taking any damage

-1 Rend

Can cast one more spell

Wyrdstone Found Wyrdstones found 1 2 3 4 5 6 7

Each time the model suffers a wound in Melee combat it may make an additional saving throw of 5+ The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down Roll a D6 each time this model is hit by a missile weapon. On a 5+ the hit is ignored

Wyrdstone Value Table Number of Models in the Warband

Wyrdstones

Dice Result 1-5 6-11 12-17 18-24 25-30 31-35 36+

Enemy models get -1 to Hit rolls

+1 to wound

Enemy models get -1 to Wound rolls Enemy models Enemy models get +1 Rend in +1 to Hit on Missile Abilities affecting the Battleshock within 6 inches phase can affect one more model melee combat weapons get -1 Bravery +1 Attack on melee weapons

Speed

1 2 3 4 5 6 7 8+

1-3 45 gc 60 gc 75 gc 90 gc 110 gc 120 gc 145 gc 155 gc

4-6 40 gc 55 gc 70 gc 80 gc 100 gc 110 gc 130 gc 140 gc

7-9 35 gc 50 gc 65 gc 70 gc 90 gc 100 gc 120 gc 130 gc

10-12 30 gc 45 gc 60 gc 65 gc 80 gc 90 gc 110 gc 120 gc

13-14 30 gc 40 gc 55 gc 60 gc 70 gc 80 gc 100 gc 110 gc

15 25 gc 35 gc 50 gc 55 gc 65 gc 70 gc 90 gc 100 gc

Magical artefacts table None of these items can appear more than once, so if you find a magic item which is already in someone else’s possession roll again. D6 Result 1 The Boots and Rope of Pieter: A model wearing these boots may move normally (including running, charging, etc.) on any kind of terrain, including vertical surfaces. 2 The Count of Ventimiglia’s Misericordia: Models wounded by it are stunned on a result of 1-3 and put out of action on a 4-6. 3 Att’la’s Plate Mail: The Champion wearing this armor is immune to all spells, can move through solid objects, like walls (this does not mean that he can see through them) and gains 1 wound. 4 Bow of Seeking: Pick an enemy model within 24” and Inflict a mortal wound. 5 Executioner’s Hood: +1 to Hit, +1 to Wound, -1 Rend, +1 Damage. If there are any stunned or knocked down models within the wearer’s charge range at the beginning of his turn, he will charge and attack the closest one, even if they are members of his own warband! Fight the hand-to-hand combat until one of the warriors is taken out of action. 6 All-seeing Eye of Numas: The bearer of the All-seeing Eye can see all models on the tabletop, even if they are hidden or out of sight. Gain an additional 5+ save for normal wounds, roll two dice for this model when rolling on the Exploration chart and all animals/mounts will get x2 Attacks when fighting against the bearer of the All-seeing Eye.

Exploration Table Doubles

Triples

11: Well 111: Tavern Pick a Champion and Pick a Champion and make a Bravery test. make a Bravery test. Success: Finds 1 Success: 4D6 gc. Fails: Wyrdstone. Fails: Miss D6 gc. the next battle.

Four of a kind 1111: Get a melee or a missile weapon of your choice for one of your Champions.

22: Overturned Cart 222: Smithy 2222: Shrine D6 Result Get a melee weapon of Get a melee or a missile 1-2 20+4D6 gc your choice for one of weapon ability of your choice 3-4 2D6 gc your Champions. for one of your Champions. 5-6 20 gc

Five of a kind 11111: Money lender`s House D6x10 gc & Roll on the Magical artefacts table

22222: Alchemist`s Laboratory 3D6 gc + 1 Academic skill

33333: Hidden Treasure D6 Result 33: Corpse 1-2 Get a melee or a D6 Result missile weapon of 1-2 D6gc your choice for one of 3 + 1 Attack on a your Champions. 333:Fletcher single weapon 3333: Townhouse Get a missile weapon 3-4 Get an armor or shield 2D6 gc & Roll on the Magical 4 +1 to Wound on of your choice for one ability of your choice artefacts table. a single weapon of your Champions. for one of your 5 +1 to Hit on a Champions. single weapon 5-6 Get a melee or a 6 -1 on a single missile weapon ability model`s Save of your choice for one of your Champions. 44: Straggler Order Interrogation: +1 dice on the next exploration phase. Chaos Sacrifice: 1 Champion gains +1 Exp. Death Infection: Gain a Zombie for free. Destruction slavery: Sold to slavers for 2D6 gc. 55: Shop D6 gc. If a 1 is rolled you also find additional 10gc.

444: Prisoners Order Interrogation: 44444: Shattered Building +D3 dice on the next 4444: Catacombs D3 Wyrdstones. exploration phase. On the next battle set up 3 Pick a hero and make a Chaos Sacrifice: 1 small models in the Bravery test. Success: Gain Champion gains +D3 catacombs within 6” of the the free services of an Exp. edge and more than 9” from Alliance Henchmen for the Death Infection: Gain any enemy models. This next battle. (Ignore Warband D3 Zombies for free. counts as their move for the model restrictions). Destruction slavery: upcoming movement phase. Sold to slavers for 3D6 gc. 555: Market Hall Get 2D6 gc.

5555: Graveyard D6x10 gc & Roll on the Magical artefacts table.

666: Returning a favor Gain the free services 6666: Armorer of an Alliance 66: D6 gc & Roll on the Get an armor or shield ability Henchmen for the next Magical artefacts table. of your choice for one of your battle. (Ignore Champions. Warband model restrictions).

Six of a kind 111111: Dwarf Smithy Get a melee or a missile weapon of your choice for one of your Champions. & Get an armor or shield ability of your choice for one of your Champions. 222222: Entrance to the catacombs From now on, you may reroll one dice when you roll on the Exploration chart. Subsequent catacomb entrances you find do not stuck up.

333333: The Pit If you wish, you can send one of your Champions to search for any wyrdstone hidden here. Roll a D6. On a roll of 1 the Champion is devoured by the guardians of the Pit and never seen again. On a roll of 2 or more he returns with D6+1 shards of wyrdstone.

444444: Slaughtered Warband Get D3 melee or missile weapons & their abilities, of your choice for any of your Champions. Also get D3 armor or shield abilities of your choice for any of your Champions.

55555: Merchant`s House 2D6x5 gc & Roll on the Magical artefacts table.

555555: Fighting Arena 100 gc or +1 Combat Skill

66666: Jewel smith D6x10 gc & Roll on the Magical artefacts table.

666666: Noble`s Villa D6x20 & Roll on the Magical artefacts table.

Unofficial Mordheim aos rules.pdf

3 Scenario 5: Street Fight. 4 Scenario 7: Hidden Treasure. 5 Scenario 3: Wyrdstone Hunt. 6 Scenario 8: Occupy. 7 Scenario 2: Skirmish. 8 Scenario 4: Breakthrough. 9 Scenario 9: Surprise Attack. 10 Scenario 6: Chance Encounter. 11 Scenario 1: Defend the Find. 12 The player with the lower warband. rating may choose ...

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