Henchmen
Henchmen who are out of action at the end of the battle are removed permanently from the roster sheet on a D6 roll of 1-2. They have either suffered severe injuries, died of their wounds, or decided to quit the warband. On a roll of 3-6 they can fight in the next battle as normal.
Heroes
Roll a D66 if your hero is taken out of action
11-15 Dead
The warrior is dead and his body is abandoned in the dark alleys of Mordheim, never to be found again. All the weapons and equipment he carried are lost. Remove him from the warband’s roster.
16-21 Multiple Injuries
The warrior is not dead but has suffered a lot of wounds. Roll D6 times on this table. Re-roll any ‘Dead’, ‘Captured’ and further ‘Multiple Injuries’ results.
22 Leg Wound
The warrior’s leg is broken. He suffers a -1 Movement characteristic penalty from now on.
23 Arm Wound
Roll again: 1 = Severe arm wound. The arm must be amputated. The warrior may only use a single onehanded weapon from now on. 2-6 = Light wound. The warrior must miss the next game.
24 Madness
Roll a D6. On a 1-3 the warrior suffers from stupidity; on 4-6 the warrior suffers from frenzy from now on.
25 Smashed Leg
Roll again: 1 = The warrior may not run any more but he may still charge. 2-6 = The warrior misses the next game.
26 Chest Wound
The warrior has been badly wounded in the chest. He recovers but is weakened by the injury so his Toughness is reduced by -1.
31 Blinded In One Eye
The warrior survives but loses the sight in one eye; randomly determine which. A character that loses an eye has his Ballistic Skill reduced by -1. If the warrior is subsequently blinded in his remaining good eye he must retire from the warband.
32 Old Battle Wound
The warrior survives, but his wound will prevent him from fighting if you roll a 1 on a D6 at the start of any battle. Roll at the start of each battle from now on.
33 Nervous Condition
The warrior’s nervous system has been damaged. His Initiative is permanently reduced by -1.
34 Hand Injury
The warrior’s hand is badly injured. His Weapon Skill is permanently reduced by -1.
35 Deep Wound
The warrior has suffered a serious wound and must miss the next D3 games while he is recovering. He may do nothing at all while recovering.
36 Robbed
The warrior manages to escape, but all his weapons, armour and equipment are lost.
41-55 Full Recovery
The warrior has been knocked unconscious, or suffers a light wound from which he makes a full recovery.
56 Bitter Enmity
The warrior makes a full physical recovery, but is psychologically scarred by his experience. From now on the warrior hates the following (roll a D6):
D6 | Result |
---|---|
1-3 | The individual who caused the injury. If it was a Henchman, he hates the enemy leader instead. |
4 | The leader of the warband that caused the injury. |
5 | The entire warband of the warrior responsible for the injury. |
6 | All warbands of that type. |
61 Captured
The warrior regains consciousness and finds himself held captive by the other warband.
He may be ransomed at a price set by the captor or exchanged for one of their warband who is being held captive.
Captives may be sold to slavers at a price of D6x5 gc. Undead may kill their captive and gain a new Zombie. The Possessed may sacrifice the prisoner. The leader of the warband will gain +1 Experience if they do so.
Captives who are exchanged or ransomed retain all their weapons, armour and equipment; if captives are sold, killed or turned to Zombies, their weaponry, etc, is retained by their captors.
62-63 Hardened
The warrior survives and becomes inured to the horrors of Mordheim. From now on he is immune to fear.
64 Horrible Scars
The warrior causes fear from now on.
65 Sold To The Pits
The warrior wakes up in the infamous fighting pits of Cutthroat’s Haven and must fight against a Pit Fighter
Roll to see which side charges, and fight the battle as normal. If the warrior loses, roll to see whether he is dead or injured (ie, a D66 roll of 11-35). If he is not dead, he is thrown out of the fighting pits without his armour and weapons and may re-join his warband.
If the warrior wins he gains 50 gc, +2 Experience and is free to rejoin his warband with all his weapons and equipment.
Pit Fighter
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Pit Fighter | 4 | 4 | 3 | 4 | 4 | 1 | 4 | 2 | 7 |
Equipment: [[weapons-close-combat#morning-star | Morning star]], spiked gauntlet (counts as [[armours#buckler | buckler]] and [[weapons-close-combat#hammer-staff-mace-or-club | hammer]]) and [[armours#helmet | helmet]]. |
66 Survives Against The Odds
The warrior survives and rejoins his warband. He gains +1 Experience.