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Wyrdstone Powers
Power in the Stones
By Daniel Carlson
“Of course there’s magic in those stones... but it is
dark magic, and only the desperate or the foolish
would seek to use it. Woe to us that our times are rich
in both desperation and fools.”
– Fabergus Reinhardt, Witch Hunter
simply the coin that nobles and
merchants are willing to pay for them. It is a
well-known fact that the stones are rich in
magic, and they are said to grant a variety of
powers to those that learn to use them. Tales
are told among the common folk of stones
that caused a certain farmer’s harvest to
double, or of the stone that made old Herr
Grutenbauer's dog speak like a man. True or
not, these tales hint at the powerful and
chaotic forces at work in the stones. The most
common use for the stones’ magic has to do
with the discovery of the famed alchemist van
Hoffman of Reikland. It was he who first
observed that Wyrdstone can serve as a
catalyst in the transmutation of base metals
into gold. This usage of the stones has come
to be the primary obsession of those who seek
it, for many are willing to pay princely sums
for stones that will make them an even larger
fortune. Yet there are those who continue to
seek the stones for their more arcane
uses, and even mercenaries have
been known to keep a stone
or two that was thought
to bring luck, healing,
or other magical
Yet the stones
are ultimately
the work of
Chaos, and
those who
seek to
fear their magic rather than harness it. For
every tale of a harvest that doubled, there are
two about the harvests that rotted in the field
when exposed to the strange glow of the
stones; and for every tale of a dog that learned
to speak like a man there are darker tales of
animals that turned into a gruesome parody of
a man-beast. The tales of magical healings are
mixed with many of mutation and death
brought on by exposure to the stones. Yet
greed is the downfall of many in the City of
the Damned, and the greed for power is
perhaps the greatest of all...
Note: Witch Hunters, Sisters of Sigmar,
Bretonnians, High Elf Shadow Warriors and
Dwarfs are all too aware of the corrupting
power of the stones, and will not make use of
them under any circumstances.
Evaluating Stones
Instead of selling or storing all of a warband's
wyrdstone shards, a player may choose to
have one or more of their stones evaluated by
an alchemist for useful magical properties.
This is done during the trading phase of the
post-battle sequence (consequently, this
means if a stone is chosen to be evaluated and
yields no special power, it cannot
subsequently be sold until after the next
battle). Instead of searching for a rare item, a
hero may take one shard of the warband’s
wyrdstone to an alchemist. Numerous
alchemists have flocked to Mordheim to study
the stones, and they ply their trade from tents
and wagons in the encampments around the
city. Alchemists are known for their greed,
however, and they do not provide their
services for free; for each stone evaluated, the
warband must pay 20 gold crowns. When the
stone is evaluated, roll 2D6 on the chart
T he value of the wyrdstone shards is not
Power in The Stones
2 Spell Stone. Any model who carries this stone into battle may cast one
randomly determined spell for the duration of the battle, using the normal rules
for spell casting. The spell should be determined at random from the Lesser Magic
spell list, and a different spell should be generated before each game in which the
stone is used. This means the stone will be more useful in certain battles than
others, depending on which spell it happens to provide for that game.
3 Stone of Regeneration. Any model who caries this stone into battle will
regenerate lost wounds at a rate of one Wound regained each recovery phase. A
model carrying this stone treats all stunned results it suffers on the Injury Chart as
knocked down.
4 Stone of Might. A model who carries this stone into battle will have one
characteristic increased for the duration of the battle. Roll a D6 to see which
characteristic is affected before each battle:
1 +1 Initiative 4 +l Toughness
2 +1 Movement 5 +1 Attacks
3 +1 Strength 6 +1 Wounds
Note that this temporary boost may take a characteristic above normal racial
5 Stone of Warding. A model who carries this stone will not be affected by hostile
magic spells on a D6 roll of 4+.
6-8 No beneficial powers.
9 Stone of Luck. A model who carries this stone may re-roll any dice roll he
makes once per game. The second roll must be taken. This power may not be
combined with other 'luck enhancements' like the spell Luck of Shemtek to yield
re-rolls on top of re-rolls, though it may be used to give a model affected by these
enhancements one additional re-roll during the battle as normal.
10 Stone of Skill. A model who carries this stone into battle will have one
characteristic increased for the duration of the battle. Roll a D6 to see which
characteristic is affected before each battle:
1-2 +1 Weapon Skill 3-4 +1 Ballistic Skill 5-6 +1 Leadership
Note that this temporary boost may take a characteristic above normal racial
11 Stone of Healing. A model who carries this stone may heal one model within
2" of him (including himself) during each recovery phase. The warrior regains one
lost Wound. Note that this healing is only beneficial to models who have more than
one Wound on their profile.
12 Stone of Protection. A model who carries this stone has their armour save
improved by one point (i.e. a 5+ save becomes a 4+ save). Note that no model
may ever have a save better than 1+. If the model has no armour, the stone gives
him a 6+ armour save.
Using Stones
Stones may only be used by heroes, just like
other equipment. No hero may ever carry
more than one stone at a time (the combined
Chaotic magic would instantly turn them into
Chaos Spawn). Using a wyrdstone’s power is
always a dangerous undertaking and to
represent this, after every battle, each hero
who carried a stone must make a check to see
if they have been adversely affected by their
usage of the stone’s power. Make the check by
rolling 2D6 for each hero: a roll of 2, 3, 11 or
12 indicates that they have been affected.
Skaven, having a natural tolerance for
warpstone, are only affected on the roll of 2
or 12. Roll a D6 on the following chart over
the page to see what has happened to affected
Power in The Stones
1 Spawn! The model has succumbed to the raw mutating force of Chaos, and
becomes a terrible Chaos Spawn. See 'Becoming a Chaos Spawn' below.
2 Weakened. The model has lost some of its life force to the stone. One of
the model's characteristics is permanently reduced by one. Roll 2D6 to see
which characteristic suffers:
1-2 Movement
5-6 Strength
3 Weapon Skill
7-8 Toughness
4 Ballistic Skill
9-10 Initiative
11-12 Leadership
If any characteristic is reduced to 0 as a result of the weakening, the model
becomes a Chaos Spawn. See 'Becoming a Chaos Spawn' below.
3-4 Sickened. Exposure to the stone's magic has made the warrior physically
ill. He must miss the next battle while he recovers.
5-6 Mutation! The corrupting power of Chaos has caused the model to gain a
mutation. Roll on the Random Mutation Table (see below).
Becoming a Chaos Spawn
Chaos Spawn are the wretched remains of one
who has tasted the power of Chaos and
proved unable to withstand its mutating
touch. Wracked with waves of mutation and
change, a warrior is reduced to a monstrous
beast of fangs, tentacles, eyeballs, and other
horrific growths. Their mind is forever
shattered, and they become a gibbering and
mindless servant of Chaos. Typically, when a
being meets this fate, his former comrades
will put him out of his misery with a swift
death... unless that seems like too dangerous
a task to attempt, in which case they will
simply herd the beast away down one of
Mordheim’s winding alleys or into the sewers.
There are, however, some who have a desire
for and affinity with Chaos Spawn that
them to keep their mutated friend among
their ranks as a weapon and pet to use against
their enemies.
If one of your heroes becomes a Chaos Spawn
he is considered to be lost to the warband,
unless your warband is from the Cult of the
Possessed or Skaven. Followers of Chaos have
a sort of semi-reverence for these mindless
beasts, and the Skaven have long been adept
at training and using the products of
wyrdstone-induced mutation.
When the hero ‘Spawns’, any armour they
were wearing is lost in the storm of violent
mutation that overtakes the unfortunate
warrior. Weapons and equipment are
abandoned by the creature, however, and may
be reclaimed by the warband. The new Spawn
retains its previous characteristic profile and
any existing mutations, and immediately gains
an additional D6 mutations which should be
generated on the Random Mutation Table. If
the hero was previously a spell caster, all spell
casting ability is lost. If the model became a
Spawn as the result of a characteristic being
taken down to zero, that characteristic
becomes a 1 on the Spawn’s profile. The
Spawn's Movement characteristic may be
deleted, as the Spawn is now subject to a
special rule that governs its movement on
the table top. The Spawn is now subject to
the following special rules:
Fear: The Spawn now causes fear .
Psychology: The Spawn is immune to all
psychology rules.
Movement: Instead of normal movement,
Power in The Stones
each movement phase, the Spawn moves 2D6"
towards any enemy model. The Spawn must
move straight towards an enemy, though this
need not be the nearest enemy, and may be
an enemy the Spawn cannot even see (Spawn
have a plethora of senses, magical and
otherwise that tell them where their foes are).
If this movement brings the Spawn into
contact with any model, friend or foe, the
Spawn immediately attacks it, and will
continue to fight in following rounds until the
other model has been taken out of action or
fled. Spawn may move up ladders and stairs,
and may even attempt to climb walls subject
to the normal climbing rules.
The Spawn will not gain any experience
points from future battles; it is far too
mindless to learn from its actions.
The Spawn should be represented by an
appropriate model. While this could be one of
the Chaos Spawn models from the
Warhammer line, it's probably more satisfying
and fun to make your own. Spawn are the
ultimate you-can-do-no-wrong conversion
project, where you can throw together all
sorts of stray bits to make a really unique
Random Mutation Table
Mordheim is a city under the sway of Chaos,
and with Chaos comes mutation and change.
There are numerous ways by which a warrior
can be afflicted with mutation, and there are
some who actually seek out mutation as a
'reward’ of the Chaos Powers. While mutations
are not always harmful, and indeed can often
be helpful, they are a mark of Chaos, and as
such those who bear them are feared,
shunned and persecuted throughout the
The following is a table used to generate the
colourful, exotic, and sometimes debilitating
mutations that will be visited upon certain
warriors at certain times (i.e. as a result of
exposure to Wyrdstone, for example). The
table may also prove useful to Gamemasters
who want to quickly generate some
interesting mutants for a special scenario. The
table uses a D66 roll, just like the Heroes
Serious Injuries table in the rulebook. If the
mutant rolls a mutation that it already
possesses, re-roll it until a new mutation is
Note: The great danger of mutation is that it
will ultimately overwhelm the victim with the
corrupting power of Chaos, reducing them to
a monstrous and mindless Chaos Spawn. To
represent this danger, if a warrior ever has a
characteristic reduced to zero as the result of
a mutation, they immediately degenerate into
a loathsome Chaos Spawn (see the full rules
for Chaos Spawn above).
Any member of a human, mercenary warband
(this includes both Ostlanders and
Averlanders) that receives a mutation marked
with * is immediately drummed out of the
warband by his suspicious peers. Remove the
hero from the roster, his equipment is lost.
Roll a D66
11 Acid Spray*. The mutant can spit acid at
its foes. The acid spray uses the mutant’s
Ballistic Skill to hit, just as if the mutant were
firing a missile weapon. The spray has a range
of 8", and a Strength of 4. The mutant does
not suffer any penalty for spraying a target at
long range, nor does the mutant suffer any
penalty for moving and spraying in the same
12 Atrophy . A part of the mutant’s body has
become shrivelled and atrophied. Roll a D6:
1 head. The mutant is now subject to
2-4 arm. The mutant loses the usage of one
arm. The mutant may only use a single one-
handed weapon from now on. If both arms are
lost the mutant must be retired from the
warband unless it possesses a tail or bite attack
of some kind.
5-6 leg. The mutant loses the usage of one leg.
Divide the mutant's Movement in half,
rounding up. If both legs are lost, the mutant
must be retired from the warband.
13 Beaked*. The mutant has a beak like that
of a bird or octopus, though its other facial
features remain unchanged. Unless the
mutant already possesses a bite attack, the
mutant may make an additional attack in each
hand-to-hand combat phase due to its vicious
14 Beweaponed Extremities*. The mutant’s
hands are turned into weapons! The mutant
may no longer use other weapons or
equipment that would require the usage of
On the plus side, it no longer has to worry
about being caught without a weapon! The
mutant will gain the normal extra attack in
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Power in The Stones
hand-to-hand for using an additional hand
weapon, and the weapon extremities follow
the normal rules for weapons of their type
(i.e. sword extremities may be used to parry).
Roll a D6 for each arm to see what it
1-2 sword, 3-4 mace, 5-6 axe. If the mutant
grows two sword extremities, it may re-roll
failed parries just as if it had a sword and a
15 Blackblood. If the model loses a wound
in close combat, anyone in base contact with
the model suffers a Strength 3 hit (no critical
hits) from the spurting corrosive blood.
16 Brightly Patterned Skin* The mutant's
skin becomes brightly coloured with
contrasting stripes, spots, or other patterns.
No effect on play, but a great excuse to paint
an interesting new model!
21 Burning Body*. The mutant's body is
constantly burning with flickering tongues of
hellish flame and burns with unnatural light.
The warrior may not carry any weapons or
armour unless they are magical, or forged
from Gromril or Ithilmar. The mutant does
not suffer the usual penalties for fighting with
his fists (no -1 to the mutant's Strength,
enemies do not add +l to armour saves). The
mutant always counts as having a lantern. Any
model in base contact with the mutant suffers
an automatic Strength 2 hit at the beginning
of each close combat phase. The flames
cannot cause critical hits.
22 Cloud of Flies. The mutant is
permanently surrounded by a great swirling
mass of flies. Opponents in close combat with
the mutant are at -1 on all to hit rolls, as the
flies buzz into eyes, noses, and mouths.
23 Cloven Hooves*. The warrior gains +l
24 Crystalline Body*. The mutant's body
becomes living crystal, which is tough, but
easily shattered. The mutant's Toughness
becomes 6, while its Wounds become 1.
Neither of these attributes can subsequently
be altered by experience or mutation. If an
experience advance indicates a change in one
of these characteristics, re-roll the advance
until a different characteristic advance is
25 Elastic Limbs*. The mutant's arms can
stretch out, allowing the mutant to attack
from a distance. If the mutant is not in base
contact with an enemy model at the beginning
of the hand-to-hand combat phase, it may
make one hand-to-hand attack against a single
visible enemy within 6" of the mutant. The
enemy does not get a chance to fight back.
26 Enormously Fat. The mutant becomes
enormously fat and bloated. Divide its
Movement in half, rounding up; add +1 to its
Toughness; and reduce its Initiative by 1.
31 Extra Arm*. The mutant may use any
single-handed weapon in the extra arm, giving
him +1 attack when fighting in hand-to-hand
combat. Alternatively, he may carry a shield or
buckler in the extra arm. If a mutant who is
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