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* BadassGrandpa



* BadassGrandpa
* BadassMustache

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* BadassGrandpa
*
%%%* BadassMustache

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* TheImmune: Chaos Spawn are immune to poison, this makes them an excellent unit for taking on Skaven, some Chaos units and the Undead. They also work well with the Poison Wind Globadier, while the Chaos Spawn is locked in battle for another unit - the globadier can throw a gas bomb at the area to poison the stuck-in enemy.


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* MusclesAreMeaningless: He looks like a sickly man and in the tabletop game, his strength is unexceptional. In this game, he starts off with strength that rivals a vampire.


* TheUndead: [[CaptainObvious Mhm.]]

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%% * TheUndead: [[CaptainObvious Mhm.]]
TheUndead:


* NaiveNewcomer



* BadassNormal: As a posse of ordinary men who are tasked with hunting down witches, Chaos cultists and vampires.




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* ProperlyParanoid: Presumably the source of their "Hunter's Patience" ability.
* TheWitchHunter



* FragileSpeedster



* JackOfAllStats



* LongRangeFighter

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* LongRangeFighter
TheWitchHunter



* CrazyHomelessPeople: ''Very'' crazy, and combined with ChurchMilitant to boot.



* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crumple most henchmen in only two hits.

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* GlassCannon: Flagellents Flagellants can't equip armour or shields, but give 'em a two-handed great flail and they'll crumple most henchmen in only two hits.



* TheDeterminator: Never flees, never tires and never quits.



!!Wilheim Kreiger

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!!Wilheim !!Wilhelm Kreiger
->''"All glory to Mighty Sigmar that He has chosen us for this sacred duty!"''

High Capitular Wilhelm Kreiger is a Warrior Priest of the Order of the Anvil and the representative of the Grand Theogonist and the Dramatus Personae of the Witch Hunters warbands. Wilhelm is a man of action and faith, unwilling to sit idle in Wolfenburg Cathedral when he could be taking the fight to the enemies of mankind.

* BaldOfAwesome: As with all Warrior Priests.
* DropTheHammer: Either a two-handed great hammer or a one-handed Sigmarite hammer with a shield.
* KillEmAll: As far as he's concerned, Mordheim is beyond redemption and all of the evil that infests it must be purged with sword and flame.
* LightningBruiser: Clad in heavy armour and hits very hard, but also fast.
* MagicKnight: Can cast the spells Armour of Righteousness and Prayer of Absolution.
* WellIntentionedExtremist: Recognizes that the Empire above all else needs unity, and he sees the wyrdstone as a means to make the church rich and powerful so they can finally end the strife and civil war that has gripped the Empire.



With their plentiful movement and very good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.

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With their plentiful movement and very good physical stats, Warpguard are perhaps the best melee henchmen of any warband. They serve as the "line" infantry to the Skaven, benefitting from high strength as it lets them hit hard in melee and carry more; with "Warp Immunity" granting immunity to warp effects when gathering wyrdstone, this makes Warpguard great for winning quick and dirty seizures of wyrdstone clusters.


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* SmallNameBigEgo: Claims to be the greatest Skaven assassin in the world.
* SmugSnake



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* WeaponOfChoice: Firearms, and lots of them.



Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.

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Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.
dreams. Captains are often the best fighters of their warband and the best equipped (as they get the first choice among the loot).



* JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation.

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* JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation. However with his Swift Reaction special ability, giving the Captain a halberd, a sword or a shield and some kind of one-handed weapon so he can parry attacks might be the wisest choice.



* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength, toughness and weapon skill scores.
* NewMeat: A young lad fighting in Mordheim for his fortune. [[CrapsackWorld Apparently the attrition rate for boys like him is exceptionally high]].

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* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength, toughness and weapon skill scores.
scores. Commonly, Youngbloods are equipped with bows, pistols or crossbows as well as lighter one-handed weapons with higher initiative and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces than engaging them head-on.
* NewMeat: A young lad fighting in Mordheim for his fame and fortune. [[CrapsackWorld Apparently the attrition rate for boys like him is exceptionally high]].



* StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large Impressives to wear light armour, the most generally resilient.

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* StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large Impressives to wear light armour, the most generally resilient.
resilient. Also, because they can take swords, Ogres can become quite proficient at parrying as well.



* TheAtoner: As far as the Sisters are concerned, the comet that struck Mordheim was an act of the gods meant to destroy a den of decadence and heresy, but they blame themselves for failing to turn the citizens away from a darker path.



* BadassLongcoat: They can even get an armoured one!

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* BadassLongcoat: They can even get an armoured one!one! However they tend to lean towards the plain cloth one because it gives them freedom of movement, and besides, it's a classic.



Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervor and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priestís devotion to Sigmar that endows him with his deadliest abilities Ė harnessing the divine power of his god and unleashing devastating forces against his adversaries.

A highly versatile divine spellcaster equally capable of supporting allies and debuffing and damaging foes, while also wearing heavy armour, the Warrior Priest is at home in the thick of melee. His "Divine Rage" increases his spellcasting chance whenever he deals melee damage.

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Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervor and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priestís devotion to Sigmar that endows him with his deadliest abilities Ė harnessing the divine power of his god and unleashing devastating forces against his adversaries.

adversaries, and bringing salvation to his allies.

A highly versatile divine spellcaster equally capable of supporting allies and debuffing and damaging foes, while also wearing heavy armour, armour (but proficient in any armour except helmets - they obscure the Priest's vision too much), the Warrior Priest is at home in the thick of melee. His "Divine Rage" increases his spellcasting chance whenever he deals melee damage.



The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out Chaos cults and witches. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

With excellent damage in melee or range and a litany of proficiencies, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.

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The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out small Chaos cults and witches.individual witches acting alone. However, the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

With excellent damage in melee or range and a litany of proficiencies, proficiencies in weapons ranging from simple daggers to hunting rifles, the Witch Hunter is a solid very versatile offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.



* BadassLongcoat

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* BadassLongcoatBadassLongcoat: Though they can wear any kind of armour, the Witch Hunters prefer their cloth trenchcoats because the coats let them stay mobile and give them an imposing figure.



Robust and fearless, the Templar Knight is a powerful melee tank well-suited for engaging multiple enemies at once thanks to the "Stoic" passive skill, but also makes for a capable melee DPS hero.

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Robust and fearless, the Templar Knight is a powerful melee tank well-suited for engaging multiple enemies at once thanks to the "Stoic" passive skill, but also makes for a capable melee DPS hero.
hero. They can use all manner of weapons and armour, but their favourite is the sword and shield with heavy armour, giving a high degree of physical protection for their valuable lives.



Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

An incredibly versatile henchman capable with all manner of melee or ranged weapons, combined with surprising durability in light armour. Their "Vengeance" skill increases their melee damage for a turn when they are struck by a melee attack.

* ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight as fiercely as trained warriors.

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Men who have suffered great losses, who have had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots, vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen and lack the martial experience of mercenaries, mercenaries (and their heavy armour training), but what they do have is bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

An incredibly versatile henchman capable with all manner of melee or ranged weapons, combined with surprising durability in their light armour. Their "Vengeance" skill increases their melee damage for a turn when they are struck by a melee attack.

* ActionSurvivor: Strangely for ''Warhammer''. Zealots are often from non-military backgrounds but their bitterness against the Empire's enemies out of their personal animosity lets them fight as fiercely as trained warriors. However their lack of true martial training leaves them unable to use firearms or heavy armour, forcing them to rely on bows and light armour instead.



* JackOfAllStats[=/=]MasterOfNone: With no particular strengths in any area, Zealots make fair "line" infantry for the Witch Hunters. Just don't rely too much on them.

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* JackOfAllStats[=/=]MasterOfNone: With no particular strengths in any area, Zealots make fair "line" infantry for the Witch Hunters.Hunters, using either close combat weapons or bows. Just don't rely too much on them.



The Executioner is slightly weaker than other Impressives but that does not take away from the fact he is a powerful linebreaker, and careful use of his "Pyres Of The Righteous" can increase the hit chance and morale of nearby allies.

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The Executioner is slightly weaker than other Impressives but that does not take away from the fact he is a powerful linebreaker, and careful use of his "Pyres Of The Righteous" can increase the hit chance and morale of nearby allies.
allies. Executioners take their jobs very seriously, as they will always to the bitter end, nor will they ever tire.



At first a rather weak and situationally useful arcane caster hero, the Magister comes into his own when levelled up, controlling the battle and rendering opponents powerless with his debilitating debuff spells. His "Blood Sacrifice" passive trait decreases the cost of spells when he deals out damage to an enemy.

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At first a rather weak and situationally useful arcane caster hero, the Magister comes into his own when levelled up, controlling the battle and rendering opponents powerless with his debilitating debuff spells. His "Blood Sacrifice" passive trait decreases the cost of spells when he deals out damage to an enemy. \n The Magister can actually equip many different kinds of weapons and armour, and his ability to take bows make him quite versatile, but keep in mind that heavier two-handed weapons and armour might interfere with his spells.



Bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.

Mutants have a balanced statline and the ability to wear any armour and use nearly any weapon. Mutant archer builds are quite viable but risky; one arm mutation will forever prevent him from using bows or ranged skills and leave him gimped. For this reason, melee damage builds are perhaps the more sensible approach. "Shadowlord's Touch" increases their critical hit chance when they gather wyrdstone.

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Bodies Men with bodies and minds perverted by the touch of Chaos, Mutants come in all shapes and sizes. Destroyed as soon as they are discovered in more civilized places, the lawless state of Mordheim provides a refuge for these creatures. The Cult of the Possessed welcomes them into their warbands with open arms, seeing in the ghastly afflictions the reward of the Dark Gods.

Mutants have a balanced statline and the ability to wear any armour and use nearly any weapon. Mutant archer builds are quite viable but risky; one arm mutation will forever prevent him from using bows or ranged skills and leave him gimped. For this reason, melee damage builds are perhaps the more sensible approach. "Shadowlord's Touch" increases their critical hit chance when they gather wyrdstone. \n Mutants can wear whatever armour works best for their role but some mutations might affect their ability to wear the heavier gear.



The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking into the fractured Empire. Marauders fight with axe and swords, often with the reckless fury of the berserk!

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The Norscans and Kurgan of the far north are barbaric, warlike men who openly worship the Dark Gods. Their lands are continually bathed in the fell emanations of Chaos, allowing only the strongest to survive. Bloodthirsty warriors, many of these Marauders have been striking deep into the fractured Empire.Empire and feel right at home in the lawless zone of Mordheim, offering their might to any who can pay the right price. Marauders fight with axe and swords, often with the reckless fury of the berserk!



Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.

The Possessed is very much a melee GlassCannon; incapable of wearing any armour and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb with their bare fists or their arm mutations. They're not only fearless but they project their own Fear aura, making enemies in melee more likely to miss.

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Guilty of the ultimate blasphemy, the Possessed are men who have freely given their bodies over to daemons. The result is a ghastly amalgamation of flesh, metal and daemonic essence fused together by the most abominable mutations.mutations, guided by a savage mind, part mortal and part daemon. Hulking beasts with minds part mortal and part daemon, the Possessed are revered by their Cult. Few things in Mordheim are as feared and dangerous as these obscenities.

The Possessed is very much a melee GlassCannon; incapable of wearing any armour and meant to run at enemies and get into melee as quickly as possible so they can rip enemy units limb from limb with their bare fists or their arm mutations. They're not only fearless Possessed fight with the fury of the insane and fear nothing, but they project do strike fear into the hearts of their own Fear aura, making enemies in melee more likely and interfere with their ability to miss.
strike true.



* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7.

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* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7. They can actually be graduated up to lead warbands in place of the Magister.



Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, Darksouls bring their crazed fury against all who defy the Cult.

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Rarely does a daemon find a host so suitable as to become a Possessed. More often, the daemon has to abandon its host, leaving the mortal scarred in mind and spirit. These men become Darksouls, maddened by their experience and endowed with the ferocious strength of the insane. Dressing in masks and armour that resembles daemons, daemons to make up for being rejected and to reveal their true nature, Darksouls bring their crazed fury against all who defy the Cult.

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* ACommanderIsYou: Balanced/Ranger. Units have well-rounded stats in offence, defence and mobility and the largest armoury available to any warband, with few gimmicks to trip up a new player or limit his options for skills. Even dedicated melee fighters can pack pistols, while their ranged fighters are some of the best.


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* ACommanderIsYou: Elitist/Brute. The Sisters are a warband of powerful {{Magic Knight}}s who can nearly all equip heavy armour and fight very well in hand-to-hand combat, but conversely none of their units can equip bows or guns, and this coupled with their low mobility make them susceptible to being outmanoeuvred and led into ambushes and killzones.


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* ACommanderIsYou: Balanced/Brute. Basically the Human Mercenaries, but with much more emphasis on melee over ranged combat (though speccing your heroes for ranged combat is of course still quite possible). They're squishier than the Mercenaries and can't equip the same weapons and armour but they make up for this in other areas, like having fearless henchmen.


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* ACommanderIsYou: Spammer/Guerilla. Skaven units can move far, climb and jump well and have high initiative so they have the best battlefield control of any warband. However their units are quite fragile, with low HP and morale and limited access to heavy protection. The Skaven encourage a playstyle that involves ambushes, flanking and picking off isolated units; protracted brawls are best avoided.


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* ACommanderIsYou: Technical/Gimmick. With very high melee damage, above-average mobility and magic potential paired with below-average defences and potentially useful, potentially detrimental random mutations for heroes, the Cult are a high-risk, high-reward warband that require some forward planning, daring and maybe some luck to work successfully.


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* ACommanderIsYou: Brute/Gimmick. The Undead are quite a weird warband: versatile heroes with strong melee and magic abilities paired with relatively expendable, talentless henchmen with very limited access to weapons and armour, united under a theme of units with immunity to psychology checks while doling out these same checks to their enemies. Their main weakness is their limited range: only their heroes can equip missile weapons.


On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken county of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic. From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.

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On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken county of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic. From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.
neighbours. Others may hide in the night but the night belongs to the undead, and in Mordheim, it is always night.


The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jeweled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they arenít above making some coin for themselves in the process. A Reiklander is always pragmatic.

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The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jeweled vestments. Grand Prince Karl Franz The Elector Count of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they arenít above making some coin for themselves in the process. A Reiklander is always pragmatic.


* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverize anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.

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* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverize anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.
properly. Once she gets above a certain level however she gets the Renewal spell allowing her to constantly heal herself (and others) which can make her nigh impossible to bring down.


* AnimalMotifs: He can get a wolf-stylized helmet.



* BigBadassWolf: Can even get a wolf-stylized helmet.



* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.

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* MagicKnight: ''And how''. The Wolf Priest is a divine spellcaster that can wear heavy armour and fight like a beast in combat.


The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they arenít above making some coin for themselves in the process. A Reiklander is always pragmatic.

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The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled jeweled vestments. Grand Prince Karl Franz of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they arenít above making some coin for themselves in the process. A Reiklander is always pragmatic.



* HumansAreAverage[=/=]JackOfAllStats: Defined by fair but not exceptional mobility, offence and defence points across the board, with the widest selection of weapons and equipment amongst the warbands, especially ranged weapons.

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* HumansAreAverage[=/=]JackOfAllStats: Defined by fair but not exceptional mobility, offence and defence defense points across the board, with the widest selection of weapons and equipment amongst among the warbands, especially ranged weapons.



Exchanging the melee prowess, defences and morale of the Captain, the Youngblood is lighter on his feet and slightly better at shooting. His "Squire's Curse" is a special attack which prevents the enemy from switching weapons.

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Exchanging the melee prowess, defences defenses and morale of the Captain, the Youngblood is lighter on his feet and slightly better at shooting. His "Squire's Curse" is a special attack which prevents the enemy from switching weapons.



* FashionableAssymetry: Wearing a huge pauldron on the right shoulder, and [[SleevesAreForWimps nothing on the left]].

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* FashionableAssymetry: FashionableAsymmetry: Wearing a huge pauldron on the right shoulder, and [[SleevesAreForWimps nothing on the left]].



* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre and susceptible to being trapped.

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* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmanoeuvre outmaneuver and susceptible to being trapped.



The Sigmarite Matriarch is the leader of the Sisters of Sigmar warband, a superb tank hero with robust defences and morale. She is also a divine caster, supporting her sisters with healing and defensive spells. Her "Divine Fervour" reduces the cost of attacks and charges after casting a spell, though her next action must be an attack or charge or the effect is lost.

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The Sigmarite Matriarch is the leader of the Sisters of Sigmar warband, a superb tank hero with robust defences defenses and morale. She is also a divine caster, supporting her sisters with healing and defensive spells. Her "Divine Fervour" reduces the cost of attacks and charges after casting a spell, though her next action must be an attack or charge or the effect is lost.



* StoneWall: She has excellent defences backed up by powerful support magic, but she is still, like other Sisters units, slow on the move.

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* StoneWall: She has excellent defences defenses backed up by powerful support magic, but she is still, like other Sisters units, slow on the move.



The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance.

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The Augur is less capable in melee slugfests than her sisters due to her weak armour and low toughness, but her mobility is unrivalled unrivaled among her sisters, and her "Sigmar's Sight" ability lets her perform Perception checks for free and with increased success chance.



Sigmar's Purifiers of the Sisterhood have embraced the martial aspects of Sigmar with fervour beyond that of the rest of their order. Their faith is of such an extreme that by sheer force of will they are able to draw upon the divine power of their god to unleash spells upon their foes. A Purifier is utterly fearless in battle, attacking with a combination of cold steel and holy magic that few can withstand.

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Sigmar's Purifiers of the Sisterhood have embraced the martial aspects of Sigmar with fervour fervor beyond that of the rest of their order. Their faith is of such an extreme that by sheer force of will they are able to draw upon the divine power of their god to unleash spells upon their foes. A Purifier is utterly fearless in battle, attacking with a combination of cold steel and holy magic that few can withstand.



Long-serving priestesses of the Sisterhood, Sisters Superior adopt the role of mentor to the newer Sisters and Novices. Versed in the rituals of the temple and the trials of battle, Sisters Superior are entrusted with maintaining the fervour and discipline of the order. The wrath of a Sister Superior on the field of battle is something to quail the blackened heart of almost any foe.

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Long-serving priestesses of the Sisterhood, Sisters Superior adopt the role of mentor to the newer Sisters and Novices. Versed in the rituals of the temple and the trials of battle, Sisters Superior are entrusted with maintaining the fervour fervor and discipline of the order. The wrath of a Sister Superior on the field of battle is something to quail the blackened heart of almost any foe.



Pureblood descendent of Sigmar himself and High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.

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Pureblood descendent descendant of Sigmar himself and High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.



* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverise anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.

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* MightyGlacier: ''Like you wouldn't believe''. Bertha can pulverise pulverize anything short of an Impressive in just one or two attacks, and she's very well-armoured to boot. However her dodge chance is only 20% and she can only dodge once per turn, leaving her vulnerable to DeathByAThousandCuts if you don't support her properly.



* KnightTemplar: Even moreso than the Sisters. The Witch Hunters don't even think Mordheim can be saved, and want to purge all within, including their sisters in faith at the Rock.

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* KnightTemplar: Even moreso more so than the Sisters. The Witch Hunters don't even think Mordheim can be saved, and want to purge all within, including their sisters in faith at the Rock.



Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priestís devotion to Sigmar that endows him with his deadliest abilities Ė harnessing the divine power of his god and unleashing devastating forces against his adversaries.

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Among the ranks of Sigmar's clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour fervor and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priestís devotion to Sigmar that endows him with his deadliest abilities Ė harnessing the divine power of his god and unleashing devastating forces against his adversaries.



With excellent damage in melee or range and a litany of proficiences, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.

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With excellent damage in melee or range and a litany of proficiences, proficiencies, the Witch Hunter is a solid offensive hero blessed with an innate magic resistance in "Sigmar's Ward", and "Purge the Heretic!" increasing melee damage on all subsequent melee attacks after a successful one.



* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crump most henchmen in only two hits.

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* GlassCannon: Flagellents can't equip armour or shields, but give 'em a two-handed great flail and they'll crump crumple most henchmen in only two hits.



* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, increasing her initiative and ability to pass All Alone checks.

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* BoozeBasedBuff: The "Liquid Courage" skill has the Smuggler take a swig from her hipflask, hip flask, increasing her initiative and ability to pass All Alone checks.



* BigBadassWolf: Can even get a wolf-stylised helmet.

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* BigBadassWolf: Can even get a wolf-stylised wolf-stylized helmet.



* StealthExpert: What Clan Eshin is to the Skaven civilisation as a whole. They were trained in ninja arts by Nippon, the ''Warhammer'' world's equivalent of feudal Japan.

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* StealthExpert: What Clan Eshin is to the Skaven civilisation civilization as a whole. They were trained in ninja arts by Nippon, the ''Warhammer'' world's equivalent of feudal Japan.



Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.

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Among the Skaven race, those whelps with black fur tend to be bigger and more vicious than their fellows. Raised in a climate of bullying brutality, Black Skaven dominate all they see as weaker than themselves. Trained in the martial arts of their clan, they combine the speed of their smaller kin with brawn seldom found amongst among the ratmen. In the ruins of Mordheim, they excel at ambushing man-things.



The yin to the Black Skaven's yang, the Night Runner is a capable ranged fighter, especially when equipped with warplock pistols. His mobility is alo greater than the Black Skaven - his "Fleet-Footed" skill gives him greater movement range whenever he succeeds at a leap or jump.

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The yin to the Black Skaven's yang, the Night Runner is a capable ranged fighter, especially when equipped with warplock pistols. His mobility is alo also greater than the Black Skaven - his "Fleet-Footed" skill gives him greater movement range whenever he succeeds at a leap or jump.



Fylch Sharptail is a cunning, stealthy and skilled killer of Clan Eshin, the representative of Murderlord Snikkit and an advisor to the player's Skaven warband in the campaign.

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Fylch Sharptail is a cunning, stealthy and skilled killer of Clan Eshin, the representative of Murderlord Snikkit and an advisor adviser to the player's Skaven warband in the campaign.



* ReligionOfEvil: One dedicated to the Shadowlord that dwells in the pit in the centre of Mordheim, where the impact hit.

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* ReligionOfEvil: One dedicated to the Shadowlord that dwells in the pit in the centre center of Mordheim, where the impact hit.



* AwesomeButImpractical: The Marauder has impressive stats and deals tons of damage, but his poor defences, inability to wear heavy armour and Last Stand means that if his deadly first charge attack misses, he can't pull out and he'll probably lose.

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* AwesomeButImpractical: The Marauder has impressive stats and deals tons of damage, but his poor defences, defenses, inability to wear heavy armour and Last Stand means that if his deadly first charge attack misses, he can't pull out and he'll probably lose.



* ProudWarriorRaceGuy: Norscans in the ''Warhammer'' world are basically demon-worshipping vikings.

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* ProudWarriorRaceGuy: Norscans in the ''Warhammer'' world are basically demon-worshipping demon-worshiping vikings.



Able to wield melee weapons but with lacklustre physical stats and high ballistic skill, the Brethren are best suited to be ranged support for your melee heroes and Darksouls. Their special ability "Lurker" increases their accuracy with overwatch attacks.

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Able to wield melee weapons but with lacklustre lackluster physical stats and high ballistic skill, the Brethren are best suited to be ranged support for your melee heroes and Darksouls. Their special ability "Lurker" increases their accuracy with overwatch attacks.



* TheNecromancer: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilisation. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
* SinisterScythe: His SimpleStaff is modelled as one.

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* TheNecromancer: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilisation.civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
* SinisterScythe: His SimpleStaff is modelled modeled as one.



* FragileSpeedster[=/=]GlassCannon: Fairly mobile and powerful up close with their debuffs, Ghouls are good harrassing units.

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* FragileSpeedster[=/=]GlassCannon: Fairly mobile and powerful up close with their debuffs, Ghouls are good harrassing harassing units.



* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind anyone else.

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* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, nevermind never mind anyone else.


* AwesomeYetPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.

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* AwesomeYetPractical: AwesomeButImpractical: Averted, unlike most of the other Impressives. As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, cast spells, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics.tactics, allowing her to bullrush archers and tie them up or kill them outright. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.


* AwesomeYetPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.



* BoringButPractical: As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, and enter buildings. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.


* BadassBeard: All Mercenary units can get facial hair.



* BlingOfWar: His heavy armour is lavishly decorated.
* HeroesPreferSwords: The default starting weapon is a sword.




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** Promotional images show him wielding a hunting rifle while decked out in full armour: [[NeverTrustATrailer in-game, they can't equip rifles]].



* BladeOnAStick: Halberds are the default weapons for Youngbloods.



* {{BFS}}: Greatswords are the default weapon.



* FashionableAssymetry: Wearing a huge pauldron on the right shoulder, and [[SleevesAreForWimps nothing on the left]].



* MageMarksman: Able to equip bows. It's not a bad idea to take them at low levels so they stay out of the enemies' way and still do damage.



* DropTheHammer

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* DropTheHammerDropTheHammer: His starting weapon.



* BowAndSwordInAccord: Standard gear is a sword and a pair of crossbow pistols.

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* BowAndSwordInAccord: Standard gear is a sword and a [[DualWielding pair of crossbow pistols.pistols]].



* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone.

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* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone. Zombies are mindless automatons, Ghouls are crazed flesh-eaters, and Vampires and presumably Vampire Thralls can be easily brought back if they're killed (though this is GameplayAndStorySegregation: being able to bring back dead leaders would be ''too'' big an advantage).


* DoomedByCanon: By canon, the Sisters of Sigmar fail to reclaim the city and are largely destroyed by the Lahmian vampires. The survivors go their separate ways and many join the service of other gods like Morr.



High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.

to:

Pureblood descendent of Sigmar himself and High Matriarch of the Sisters of Sigmar at the Rock, Bertha Bestraufrung serves as both the sponsor and the Dramatus Personae of the player's Sisters of Sigmar warband, advising them and assisting them in battle where necessary. Bertha is an extremely powerful warrior and deadly with her warhammer.



* NeverMessWithGranny

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* NeverMessWithGranny

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