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** There's also the DLC Priest of Ulric, just as good at dishing out pain as his Sigmarite counterpart.
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''Mordheim'' was initially released for [[UsefulNotes/IBMPersonalComputer PC]] on November 19th, 2015; it was then ported to UsefulNotes/Playstation4 and UsefulNotes/XboxOne on October 18th, 2016. The core game boasts four playable factions: The [[HiredGuns Human Mercenaries]], the [[AmazonBrigade Sisters of Sigmar]], the [[ReligionOfEvil Cult of the Possessed]] and the [[RatMen Skaven]]. Two more factions - the [[ChurchMilitant Witch Hunters]] and the [[TheUndead Undead]] - are available as paid DLC.

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''Mordheim'' was initially released for [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] on November 19th, 2015; it was then ported to UsefulNotes/Playstation4 Platform/PlayStation4 and UsefulNotes/XboxOne Platform/XboxOne on October 18th, 2016. The core game boasts four playable factions: The [[HiredGuns Human Mercenaries]], the [[AmazonBrigade Sisters of Sigmar]], the [[ReligionOfEvil Cult of the Possessed]] and the [[RatMen Skaven]]. Two more factions - the [[ChurchMilitant Witch Hunters]] and the [[TheUndead Undead]] - are available as paid DLC.
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* SkillGateCharacter: The Sisters of Sigmar are great in close combat, resilient with their HP and heavy armour, have good morale and a wealth of nifty magical abilities. However their mobility is [[MightyGlacier pretty limited]], and they have [[CloseRangeCombatant absolutely no shooting skills]] apart from the [=DLC=]-only Smuggler, or Marksmen they can borrow from the Mercenaries at high trust level with Brigand's Burg. They're powerful, but very straightforward tactically.

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* SkillGateCharacter: SkillGateCharacters: The Sisters of Sigmar are great in close combat, resilient with their HP and heavy armour, have good morale and a wealth of nifty magical abilities. However their mobility is [[MightyGlacier pretty limited]], and they have [[CloseRangeCombatant absolutely no shooting skills]] apart from the [=DLC=]-only Smuggler, or Marksmen they can borrow from the Mercenaries at high trust level with Brigand's Burg. They're powerful, but very straightforward tactically.
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Trope was cut/disambiguated due to cleanup


** The Smasher is [[DropTheHammer a huge fleshy club]] that lowers a target's stun resistance. It also has a variation called the Crusher, which reduces poison resistance.

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** The Smasher is [[DropTheHammer a huge fleshy club]] club that lowers a target's stun resistance. It also has a variation called the Crusher, which reduces poison resistance.



* ShootTheMedicFirst: The Sisters of Sigmar can learn to cast healing spells. Since spells are generally cheap to cast as long as you don't spam them within a single turn, you will want to focus down these spellcasters quickly; however, this being the [[MagicKnight Sisters of]] [[MightyGlacier Sigmar]], those spellcasters will still most likely be either very hard to hit, or have a ton of armor and health, and will also be swinging oversized [[DropTheHammer hammers]] at you the entire time, so this isn't as easy as it is elsewhere.

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* ShootTheMedicFirst: The Sisters of Sigmar can learn to cast healing spells. Since spells are generally cheap to cast as long as you don't spam them within a single turn, you will want to focus down these spellcasters quickly; however, this being the [[MagicKnight Sisters of]] [[MightyGlacier Sigmar]], those spellcasters will still most likely be either very hard to hit, or have a ton of armor and health, and will also be swinging oversized [[DropTheHammer hammers]] hammers at you the entire time, so this isn't as easy as it is elsewhere.
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Spelling/grammar fix(es)


** Injuries that would normally be crippling on some characters can end up not changing anything for others, leading only to lower combat raiting (which affects enemies' LevelScaling and wages). The Amok brain injury (unit can never run away) on a character that already has Last Stand (unit is immune to leadership checks but can not run away or back off from melee) or Megalomania (unit cannot use ranged weapons and spellcasting costs are greatly increased) on a physical fighter are two such examples.

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** Injuries that would normally be crippling on some characters can end up not changing anything for others, leading only to lower combat raiting rating (which affects enemies' LevelScaling and wages). The Amok brain injury (unit can never run away) on a character that already has Last Stand (unit is immune to leadership checks but can not run away or back off from melee) or Megalomania (unit cannot use ranged weapons and spellcasting costs are greatly increased) on a physical fighter are two such examples.
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** Gaining the Amok brain injury means that the unit can never run away, but for units that already have the Last Stand ability/disadvantage - getting Amok just means that their wages and combat rating goes down (so the computer adjusts its own warbands accordingly)

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** Gaining the Injuries that would normally be crippling on some characters can end up not changing anything for others, leading only to lower combat raiting (which affects enemies' LevelScaling and wages). The Amok brain injury means that the unit (unit can never run away, but for units away) on a character that already have the has Last Stand ability/disadvantage - getting Amok just means that their wages (unit is immune to leadership checks but can not run away or back off from melee) or Megalomania (unit cannot use ranged weapons and combat rating goes down (so the computer adjusts its own warbands accordingly)spellcasting costs are greatly increased) on a physical fighter are two such examples.
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* EndlessGame: While there are story missions in a campaign, completing them doesn't really lead to an ending, and you can continue playing and accruing the day as much as you want beyond that.

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* PowerupLetdown: When attempting harder missions you will sometimes be presented with an "Ambush" mission, where you ostensibly get the drop on the enemy warband and take them by surprise. What the game describes as a great opportunity to swiftly win is anything but, because:
** The game forces you to place your entire warband very close to the enemy units, putting your squishier characters even more at risk than they usually are.
** The enemy units keep their bonus to ActionInitiative, meaning that, on most occasions, their units ''will'' act before yours, even on the very first turn where you supposedly ambushed them. And the penalty they get for being ambushed doesn't prevent them from attacking your troops right after deployment.
** Because the two warbands spawn so close to each other, the battle will quickly devolve into an all-out brawl against the entire enemy warband, when normal missions normally allow you to take enemies out in smaller groups.
*** Some skills and mutations are fairly useless and end up taking up a warrior's limited skill capacity. One example is the mutation Wyrdstone Horns. Prior to an update that also increased melee and missile resistance as the warrior takes damage, all it did was provide a resistance to getting sick from picking up wyrdstone when most warriors that could get a mutation weren't capable of carrying items anyway.

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* PowerupLetdown: PowerupLetdown:
**
When attempting harder missions you will sometimes be presented with an "Ambush" mission, where you ostensibly get the drop on the enemy warband and take them by surprise. What the game describes as a great opportunity to swiftly win is anything but, because:
** The
because the game forces you to place your entire warband very close to the enemy units, putting your squishier characters even more at risk than they usually are.
** The
are and the enemy units keep their bonus to ActionInitiative, meaning that, on most occasions, their units ''will'' act before yours, even on the very first turn where you supposedly ambushed them. And the penalty they get for being ambushed doesn't prevent them from attacking your troops right after deployment.
** Because
deployment. And finally, because the two warbands spawn so close to each other, the battle will quickly devolve into an all-out brawl against the entire enemy warband, when normal missions normally allow you to take enemies out in smaller groups.
*** ** Some skills and mutations are fairly useless and end up taking up a warrior's limited skill capacity. One example is the mutation Wyrdstone Horns. Prior to an update that also increased melee and missile resistance as the warrior takes damage, all it did was provide a resistance to getting sick from picking up wyrdstone when most warriors that could get a mutation weren't capable of carrying items anyway.

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* PowerCreepPowerSeep: For the game itself compared to the tabletop version. Some units like the Dredge really got a power boost while others like the Possessed got neutered. In the tabletop game, the Dredge was a lowly skulker but here he's got the strength of a Vampire Count! Meanwhile the Possessed used to be as powerful as the Vampire Count, but his mutations have become randomized instead of player picked, important tabletop mutations like tentacle are gone and he has poor starting agility (though potentially quite high if you sacrifice strength or toughness).

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* PowerCreepPowerSeep: For the game itself compared to the tabletop version. Some units like the Dredge really got a power boost while others like the Possessed got neutered. In the tabletop game, the Dredge was a lowly skulker but here he's got the strength of a Vampire Count! Meanwhile the Possessed used to be as powerful as the Vampire Count, but his mutations have become randomized instead of player picked, important tabletop mutations like tentacle spines are gone and he has poor starting agility (though potentially quite high if you sacrifice strength or toughness).


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*** Some skills and mutations are fairly useless and end up taking up a warrior's limited skill capacity. One example is the mutation Wyrdstone Horns. Prior to an update that also increased melee and missile resistance as the warrior takes damage, all it did was provide a resistance to getting sick from picking up wyrdstone when most warriors that could get a mutation weren't capable of carrying items anyway.

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* TheBigGuy: Differing from the tabletop game, each warband has their very own Impressive unit: the Ogre for the Mercenaries, the Maiden of Sigmar for the Sisters, the Chaos Spawn for the Cultists, the Rat Ogre for the Skaven, the Executioner for the Witch Hunters and the Crypt Horror for the Undead. They have their own slight quirks, but all of them are basically big, beefy linebreakers able to engage multiple lowly henchmen and carve through all of them with little trouble; the only thing that can bring down an Impressive is either another, better Impressive or Heroes and Leaders working together. Impressives do have their downsides, however: half of them are too large to enter buildings and doorways, they can't gather loot or wyrdstone (the exception being the Maiden) and they can't equip ranged weaponry.


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* TacticalSuperweaponUnit: Differing from the tabletop game, each warband has their very own Impressive unit: the Ogre for the Mercenaries, the Maiden of Sigmar for the Sisters, the Chaos Spawn for the Cultists, the Rat Ogre for the Skaven, the Executioner for the Witch Hunters and the Crypt Horror for the Undead. They have their own slight quirks, but all of them are basically big, beefy linebreakers able to engage multiple lowly henchmen and carve through all of them with little trouble; the only thing that can bring down an Impressive is either another, better Impressive or Heroes and Leaders working together. Impressives do have their downsides, however: half of them are too large to enter buildings and doorways, they can't gather loot or wyrdstone (the exception being the Maiden) and they can't equip ranged weaponry.
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doesn't stack


* BadLuckMitigationMechanic: Failing a climb check provides a stacking bonus to successive climb checks, allowing even the most graceless characters to ''eventually'' haul themselves up.

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* BadLuckMitigationMechanic: Failing a climb check provides a stacking a bonus to successive climb checks, allowing even the most graceless characters to ''eventually'' haul themselves up.
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* BadLuckMitigationMechanic: Failing a climb check provides a stacking bonus to successive climb checks, allowing even the most graceless characters to ''eventually'' haul themselves up.

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* PowerupLetdown: When attempting harder missions you will sometimes be presented with an "Ambush" mission, where you ostensibly get the drop on the enemy warband and take them by surprise. What the game describes as a great opportunity to swiftly win is anything but, because:
** The game forces you to place your entire warband very close to the enemy units, putting your squishier characters even more at risk than they usually are.
** The enemy units keep their bonus to ActionInitiative, meaning that, on most occasions, their units ''will'' act before yours, even on the very first turn where you supposedly ambushed them. And the penalty they get for being ambushed doesn't prevent them from attacking your troops right after deployment.
** Because the two warbands spawn so close to each other, the battle will quickly devolve into an all-out brawl against the entire enemy warband, when normal missions normally allow you to take enemies out in smaller groups.
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** Any ranged and melee attack has a chance to deal one. They take the form of inflictign the maximum amount of damage possible (and ignoring damage resistances) and a roll to see if the target is Stunned. Notably, the chance to inflict one can depends on what weapon is used and what skills the attacker or the defender possess. It is entirely possible to have a critical hit chance of 0. It is also possible to have a high chance to hit but a low chance to crit, or the reverse.

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** Any ranged and melee attack has a chance to deal one. They take the form of inflictign inflicting the maximum amount of damage possible (and ignoring damage resistances) and a roll to see if the target is Stunned. Notably, the chance to inflict one can depends on what weapon is used and what skills the attacker or the defender possess. It is entirely possible to have a critical hit chance of 0. It is also possible to have a high chance to hit but a low chance to crit, or the reverse.
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** Any ranged and melee attack has a chance to deal one. They take the form of extra damage and a roll to see if the target is Stunned. Notably, the chance to inflict one can depends on what weapon is used and what skills the attacker or the defender possess. It is entirely possible to have a critical hit chance of 0.

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** Any ranged and melee attack has a chance to deal one. They take the form of extra inflictign the maximum amount of damage possible (and ignoring damage resistances) and a roll to see if the target is Stunned. Notably, the chance to inflict one can depends on what weapon is used and what skills the attacker or the defender possess. It is entirely possible to have a critical hit chance of 0. It is also possible to have a high chance to hit but a low chance to crit, or the reverse.
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* CriticalFailure: Of a sort. No matter how many modifiers you stack in your favour, attacks will always hvae a five percent chance of failure (the only exception is trying to hit a Stunned unit with a melee attack, which will always be a guaranteed hit).

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* CriticalFailure: Of a sort. No matter how many modifiers you stack in your favour, attacks will always hvae have a five percent chance of failure (the only exception is trying to hit a Stunned unit with a melee attack, which will always be a guaranteed hit).
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* CriticalFailure: Of a sort. No matter how many modifiers you stack in your favour, attacks will always hvae a five percent chance of failure (the only exception is trying to hit a Stunned unit with a melee attack, which will always be a guaranteed hit).
* CriticalHit:
** Any ranged and melee attack has a chance to deal one. They take the form of extra damage and a roll to see if the target is Stunned. Notably, the chance to inflict one can depends on what weapon is used and what skills the attacker or the defender possess. It is entirely possible to have a critical hit chance of 0.
** Conversly, no matter how many modifiers you stack, it is impossible to have 0 percent chance to land an attack (easily verifiable by trying to hit the Sisters of Sigmar's Impressive unit with a ranged attack. Depite her ''minus 200% to be hit from range'', there will still be 1 percent chance to hit her).

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* BadassInCharge: Bertha Bestraufrung is the leader of the Sisters of Sigmar, and is simultaneously your sponsor ''and'' your HeroUnit.
** In a more general sense your Leader unit will probably be the warband's heaviest hitter when you're starting out and is likely to remain so until you hire an Impressive.



** Notably, for the Sisters of Sigmar, these two are [[BadassInCharge one and]] [[AuthorityEqualsAsskicking the same.]]

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** Notably, for the Sisters of Sigmar, these two are [[BadassInCharge one and]] and [[AuthorityEqualsAsskicking the same.]]
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* OneArmedWarrior: Warband members can lose an arm and keep fighting, though with some significant drawbacks.
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An Axe To Grind is no longer a trope


** The Executioner is [[AnAxeToGrind an axe blade]] that weakens armor. It also has a variation called the Destroyer, which reduces how much damage a target can do in melee combat.

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** The Executioner is [[AnAxeToGrind an axe blade]] blade that weakens armor. It also has a variation called the Destroyer, which reduces how much damage a target can do in melee combat.
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* DifficultySpike: Mission difficulty can very widely depending upon the map and your starting position, as well as the type of enemy you face. A mission normally easy to win on can be far more challenging when the game decides to start you out within throwing distance of the enemy force, especially if it's an enemy with high initiative like the Skaven. Whenever you play a mission on Brutal or Deadly difficulty, there's a chance of a demon, an ambush situation, or ''both'', which will make the level significantly harder.

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