Board Thread:Fun and Games/@comment-26178112-20160728213336

cult of the posessed: "Mordheim has become a lawless, blighted place, far from the authority of temples and noble lords. The malignant clutch of Chaos hangs heavy over the ruins, changing those too desperate or too stubborn to leave, drawing to it creatures already twisted by mutation and corruption. Groups of these degenerates and mutants gather together into the Cults of the Possessed, seeking to gain the favour of the Shadowlord by returning the wyrdstone to the Pit and slaughtering all those they find trespassing upon their master’s domain – the City of the Damned."

leader: magister, an aspiring cult leader and lesser sorcerer, he is very dangerous with his staff, but is also able to buff, attack, and terrify his foes... (offensive points: 5, movement points: 7, starting armor: 0% damage: 27-38, critical chance: 9%, wounds: 106)

heroes

posessed: a very powerful beast armed with claws and mutation, they can be given special mutations at certain levels. but also give off fear due to their imposing presence. (offensive points: 5, movement points: 6, starting armor: 9% damage: 23-38, critical chance: 9% wounds: wounds:114)

maurauder: a savage barbarian from the chaos lands to the north, armed with axes, maces, and savagery. But very little armor. (offensive points: 5, movement points: 6, starting armor: 0%, damage: 35-43, critical chance: 11%, wounds: 112)

mutant: once a man, now changed by the demon god tzeentch, they are able to take mutations like the posessed. And are more or less strong warriors. (offensive points: 5, movement points: 6, armor: 0% damage: 18-27, critical chance: 13% wounds: 110)

henchmen

bretheren: not too capable of melee combat, the bretheren are fanatical cultists to the dark gods, they focus on bowmanship and light weapons. But scant else. (offensive points: 3, strategy points: 5, armor: 0%, damage: 17-24, critical chance: 8%, wounds: 106

darksouls: the husks of men who were possessed by demons only to be deemed "unworthy" with nothing to claim their soul, they wander about, with very few willing to take them as masters. They are capable combatants in melee, but are quite stupid. (offensive points: 3, strategy points: 5, armor: 0%, damage, 43-50, critical chance: 8%, wounds: 106)

impressive units

chaos spawn: one would easily mistake these beasts as demons, they have little intelligence and resemble hulkish masses of flesh, corruption, and horns. They can bring down buildings easily. (offensive points: 6, movement points: 7, armor: 15%, damage: 25-40, critical chance: 18%, wounds: 280)

 dramatis personae

merga: a powerful female sorcerer and the true leader of the cult. She bears with her powerful sorceries and many boons and mutations from her master, tzeentch... But she has recently fallen for a more powerful controller, a unknown force that calls itself "the shadowlord". (offensive points: 8, movement points: 10, armor: 15%, damage: 23-58, critical chance: 18%, wounds: 246

mercenaries: 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 Siegfried 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 aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.

leader:

mercenary captain: a strong and capable military commander, these fighters are at home with any kind of weapon. (offensive points: 5, movement points: 7, armor: 0%, damage: 19-28, critical chance: 10%, wounds: 112)

<p style="font-weight:normal;font-size:14px;line-height:22px;">heroes

<p style="font-weight:normal;font-size:14px;line-height:22px;">champion: these powerful fighters are almost as great as real army soldiers, and are decked out in tanking armor and strong weapons.(offensive points: 5, movement points: 6, armor: 0%, damage: 39-51, critical chace: 13%, wounds: 112)

<p style="font-weight:normal;font-size:14px;line-height:22px;">warlock: aspiring sorcerers with a penchant for magic, these are meant to hang back and cast fire upon the enemy rather than fight up front. (offensive points: 5, movement points: 6, armor: 0%, damage: 27-38, critical chance: 13%, wounds: 106,

<p style="font-weight:normal;font-size:14px;line-height:22px;">youngblood: sometimes it is the raw recruit, willing to prove himself to his army, that is the most capable of a mercenary band, these boys are just out of their 15th year and very much prefer halberds and other heavy weapons. (offensive points: 5, movement points: 6, armor absorption: 0%, damage: 40-45, critical chance: 9% wounds: 109)

<p style="font-weight:normal;font-size:14px;line-height:22px;">henchmen

<p style="font-weight:normal;font-size:14px;line-height:22px;">warrior: your basic mercenary infantry, suited for all melee weapons.(offensive points: 3, movement points: 5, armor: 0%, damage: 34-42, critical chance: 8%, wounds: 108)

<p style="font-weight:normal;font-size:14px;line-height:22px;">marksman: also your basic ranged unit, but more suited with guns and more sophisticated ranged weaponry. (offensive points: 3, movement points: 5, armor: 0%, damage: 17-29, critical chance: 9%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">impressive unit

<p style="font-weight:normal;font-size:14px;line-height:22px;">ogre mercenary: Immense creatures twice the size of a human and possessed of incredible strength, Ogres are highly sought after by any mercenary warband. The durability of an Ogre on the battlefield is legendary, capable of enduring wounds that would kill the toughest human. To have an Ogre acting as shock-troop for their warband, Captains easily overlook the logistics of feeding an Ogre's prodigious appetite. ( offensive points: 6, movement points, movement points 7, armor: 15%, damage: 49-55, critical chance: 15%, wounds: 320)

<p style="font-weight:normal;font-size:14px;line-height:22px;">dramatis personae: Luthor Wolfenbaum: Probably the single most experience mercenary in mordheim, he's a battle hardened, retired veteran who now serves as a coach for any mercenary group willing to listen to him and learn from his scars. (offensive points: 8, movement points: 10, armor: 15%, damage: 49-69, critical chance: 17%, wounds: 275)

<p style="font-weight:normal;font-size:14px;line-height:22px;">

<p style="font-weight:normal;font-size:14px;line-height:22px;">sisters of sigmar: The Rock lies in the middle of the River Stir in the southern part of Mordheim. More fortress than convent, the Rock has survived the devastation wrought by the comet and provided a refuge for the Sisters of Sigmar. Branded witches and worse by the broader Cult of Sigmar because of their miraculous deliverance, the Sisters maintain a fervent devotion to their god. They seek to prove themselves and redeem their order by cleansing Mordheim of the many evils that beset it and locking away the tainted wyrdstone where its corruption cannot spread. Armed with faith and warhammer, the Sisters stand ready to oppose all who would defy them.

<p style="font-weight:normal;font-size:14px;line-height:22px;">leader

<p style="font-weight:normal;font-size:14px;line-height:22px;">sigmarite matriarch: armed with plate armor and an equally heavy battle hammer, the sigmarite matriarch is the mother of a sigmarite warband, and capable of prayer and pain. (offensive point: 5, movement point: 7, armor: 0%, damage: 21-28, critical chance: 11% wounds: 110)

<p style="font-weight:normal;font-size:14px;line-height:22px;">heroes

<p style="font-weight:normal;font-size:14px;line-height:22px;">augur: female monks who have forgone sight for prayer, they do not need to see enemies to hack them to peices, and can forsee foes from beyond a regular fighter's vision. (offensive points: 5, movement points: 6, armor: 0%, damage: 19-27, critical chances: 8%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">sigmar purifyer: 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. (offensive points: 5, movement points: 6, armor: 0%, damage: 29-40, critical chance: 9%, wounds: 110)

<p style="font-weight:normal;font-size:14px;line-height:22px;"> sister superior: elite sisters who serve as strong fighters rather than clerics, like their higher ups. (offensive points: 5, movement points: 6, armor: 0%, damage: 43-47, critical chances: 8%, wounds: 108)

<p style="font-weight:normal;font-size:14px;line-height:22px;">henchmen

<p style="font-weight:normal;font-size:14px;line-height:22px;">sister: these sisters aspire to cleanse the city of mordheim and restore it to its former glory through the cracking of skulls upon the hammer of sigmar. (offensive points: 3, movement points:5, armor: 0%, damage: 38-41, critical chance: 8%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">novice: rather than through strength, the novices of the rock wish to be handmaidens of sigmar, and to learn how to channel his power through prayer. impressive unitmaiden of sigmar: these are godlike paladins of the god sigmar, decked out in thick armor, they are said to be personal handmaidens to the god, and have his power to boot. (offensive points: 3, movement points:5, armor: 0%, damage: 19-27, critical chance: 8%, wounds: 106.)

<p style="font-weight:normal;font-size:14px;line-height:22px;">impressive unit

<p style="font-weight:normal;font-size:14px;line-height:22px;">the maiden of sigmar: a very powerful, very defensive prayer casting impressive unit, compared to most clerical sisters units, this one is most certainly a paladin, entering battle with thick armor and the hammer of sigmar. (offensive points: 6, movement points: 7 armor: 25%, damage: 41-54, critical chance: 13%, wounds: 280)

<p style="font-weight:normal;font-size:14px;line-height:22px;">dramatis personae

<p style="font-weight:normal;font-size:14px;line-height:22px;">high matriarch Bertha Bestraufung: very thin for what her name implies, she is a very well rounded clerical fighter, rushing about in combat smiting all with her two hammers.( offensive points: 8, movement points; 10, armor: 25%, damage: 41-55, chance: 17%, wounds: 250)

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<p style="font-weight:normal;font-size:14px;line-height:22px;">clan eshin skaven: The Skaven of Clan Eshin are accomplished masters of stealth and murder. Long ago they learned the art of assassination in distant lands. Now they are among the most feared of the Great Clans of the Under-Empire. These silent killers serve as the eyes and ears of Skavendom, infiltrating the realms of other races and spying upon them from the shadows. Striking from ambush, utterly without mercy and honour, endowed with a ferocious speed and viciousness far in excess of any human, the Skaven are hideous foes. The chance to increase their own prestige inside the clan makes the warbands infesting Mordheim even more ruthless – and dangerous. leader:

<p style="font-weight:normal;font-size:14px;line-height:22px;">asassin adept: an expert assassin, he finds himself up close to the enemy leader and his heroes, slashing them apart with his claws.(Strategy Points:7 Offense Points:5 Armor Absorption 0% Damage 28-35 Critical Chances 11% Wounds 104)   heroes

<p style="font-weight:normal;font-size:14px;line-height:22px;">eshin sorcerer: these followers of the infamous horned rat are masters of plague magic and the sickening of the enemy warband.( <p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">black skaven: aspiring asassins who are great at ambushing and slashing apart foes with dual weapons.( <p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">night runner: the step just before a black skaven, the night runners are capable scouts and ambushers, like their stronger kin. <p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">henchmen

<p style="font-weight:normal;font-size:14px;line-height:22px;">warpguard: the warpguard are sent across the city to gather the coveted wyrdstone and guard it. They are the most combat equipped of their kind. <p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">verminkin: these are nothing more than simple skaven. Cowardly, wretched, and filthy, they are fast combatants if they were strong enough to survive against what is put against them. <p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">impressive unit

<p style="font-weight:normal;font-size:14px;line-height:22px;">rat ogre: monstrous rat beasts bred by clan moulder, they ar. e much like a chaos spawn, albiet more well equipped and faster, but not as strong... That still doesnt mean you should dare cross it. Strategy Points 7 Offense Points 6 Armor Absorption 15% Damage 38-49 Critical Chances 17%  Wounds 295

<p style="font-weight:normal;font-size:14px;line-height:22px;"> dramatis personae: murderlord snikkit: a master assassin who is known across the skaven under empire for his many kills. Thus giving him the title murderlord, even if he's essentially a beefed up assassin adept. (strategy points: 10, offensive points: 9, armor abosorption: 15% damage: 38-59, critical chances: 19%, wounds: 251)

<p style="font-weight:normal;font-size:14px;line-height:22px;">

<p style="font-weight:normal;font-size:14px;line-height:22px;">witch hunters: Amidst the rivalries and violence that splits the Empire, sinister forces creep back into the lands of men. Against these evils stand the Witch Hunters, remorseless warriors in service to the Temple of Sigmar. The witch practicing her fell magic, the mutant spreading its corruption of flesh, the necromancer violating the sanctity of the grave, the daemon seeking to possess souls – these are the foes of the Witch Hunter. The Witch Hunters will allow nothing to make them waver in their defence of mankind against these evils. They are the Templars of Sigmar, and with sword and fire they will return their god’s justice to Mordheim.

<p style="font-weight:normal;font-size:14px;line-height:22px;">leader

<p style="font-weight:normal;font-size:14px;line-height:22px;">witch hunter captain: The leader of each band of Witch Hunters bears a commission from the Grand Theogonist himself, sanctioning whatever action the Captain deems necessary. Those entrusted with such authority are chosen for their unswerving faith and zeal, as well as their tactical acumen and swordsmanship. Any who dare oppose a Witch Hunter Captain will be summarily executed… with the Temple of Sigmar’s blessing. (offensive points: 5, movement points: 7, armor: 0%, damage: 19-28, critical chance: 10%, wounds: 112)

<p style="font-weight:normal;font-size:14px;line-height:22px;">hero

<p style="font-weight:normal;font-size:14px;line-height:22px;">templar knight: The younger children of noble lords or the disposed heirs of conquered domains, Templar Knights often seek a position for themselves by offering service to the temples of mankind’s gods. Those who serve Sigmar usually end up in the warband of a Witch Hunter Captain, granted the chance to prove the sincerity of their faith by giving battle to the creatures of Chaos. Armed and armoured in finery befitting their noble birth, Templar Knights are nevertheless untested warriors and their lack of experience can make them overeager in combat. (offensive points: 5, movement points: 6, armor: 0%, damage: 39-51, critical chace: 13%, wounds: 112)

<p style="font-weight:normal;font-size:14px;line-height:22px;">witch hunter: 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, but the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains. (offensive points: 5, movement points: 6, armor: 0%, damage: 27-38, critical chance: 13%, wounds: 106,

<p style="font-weight:normal;font-size:14px;line-height:22px;"> warrior priest: 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 Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries. ( offensive points: 5, movement points: 6, armor absorption: 0%, damage: 40-45, critical chance: 9% wounds: 109

<p style="font-weight:normal;font-size:14px;line-height:22px;">henchman

<p style="font-weight:normal;font-size:14px;line-height:22px;">flagellant: Their minds unhinged by the conviction that the End Times are upon the Empire, Flagellants are fanatical madmen who wander the roads and byways of the provinces. They preach their apocalyptic visions wherever they go, scourging their own bodies with barbed whips and heavy chains in acts of ghastly self-mutilation. The crazed devotion that gives Flagellants purpose likewise makes them terrifying warriors in battle, hurling themselves upon foes in a frenzy of slashing flails. Many Flagellants have been swayed by the sermons of Witch Hunters, joining their warbands in a holy crusade to cleanse Mordheim and restore Sigmar’s grace to the land. (offensive points: 3, movement points: 5, armor: 0%, damage: 34-42, critical chance: 8%, wounds: 108)

<p style="font-weight:normal;font-size:14px;line-height:22px;">zealot: Men who have suffered great losses, who 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, lacking the martial experience of mercenaries. They are, however, possessed by bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim. (offensive points: 3, movement points: 5, armor: 0%, damage: 17-29, critical chance: 9%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;"> impressive unit

<p style="font-weight:normal;font-size:14px;line-height:22px;">the executioner: Few sights are more terrifying than that of seeing an Executioner approaching his victim. Selected for their massive physiques and utter remorselessness, these sinister warriors know neither pity nor mercy. Tasked to deliver final justice to the enemies of Sigmar, an Executioner becomes inured to killing, as ready to slay in cold blood as in the heat of battle. Great two-handed swords and double-headed axes are the weapons of choice for these killers, tools with which they become quite accomplished in the course of their gory trade. ( offensive points: 6, movement points, movement points 7, armor: 15%, damage: 49-55, critical chance: 15%, wounds: 320)

<p style="font-weight:normal;font-size:14px;line-height:22px;">dramatis personae

<p style="font-weight:normal;font-size:14px;line-height:22px;">high capitular william krieger: long has his family sent their sons to server the order of the siler hammer, William is no different, he is a powerful veteran battle priest, carrying prayers to heal the wounded and his great hammer to smite the wicked. (offensive points: 8, movement points: 10, armor: 15%, damage: 49-69, critical chance: 17%, wounds: 275)

<p style="font-weight:normal;font-size:14px;line-height:22px;">

<p style="font-weight:normal;font-size:14px;line-height:22px;">the undead: the many corpses of the horrific events that brought mordheims destruction and the battles that rage frequently left room for many necromancers and vampires to simply waltz into the city and raise the dead. These vampires and necromancers remain in the city as to seek more corpses and raise an official army in the name of the lord of necromancy, Nagash.

<p style="font-weight:normal;font-size:14px;line-height:22px;">leader

<p style="font-weight:normal;font-size:14px;line-height:22px;">vampire: very powerful foes who are fast, agile, and strong despite their appearance. They are required to survive for an undead army to remain, lest they crumble to dust. (offensive point: 5, movement point: 7, armor: 0%, damage: 21-28, critical chance: 11% wounds: 110)

<p style="font-weight:normal;font-size:14px;line-height:22px;">heroes

<p style="font-weight:normal;font-size:14px;line-height:22px;">necromancer: powerful deathly spellcasters, these sorcerers of death can take a vampires place when they die, and keep the undead force alive with their magic. (offensive points: 5, movement points: 6, armor: 0%, damage: 19-27, critical chances: 8%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">wraith; ghostly grim reapers who are able to move fast and ignore terrain, but cant linger long in combat, their scythes are some of the deadliest weapons mordheim has seen. (offensive points: 5, movement points: 6, armor: 0%, damage: 29-40, critical chance: 9%, wounds: 110)

<p style="font-weight:normal;font-size:14px;line-height:22px;">dregs: the personal slaves of a vampire, these men highly resemble the chaos mutants without mutations, they are pitiful fighters, and meant as tanky cannon fodder. (offensive points: 5, movement points: 6, armor: 0%, damage: 43-47, critical chances: 8%, wounds: 108)

<p style="font-weight:normal;font-size:14px;line-height:22px;">henchmen

<p style="font-weight:normal;font-size:14px;line-height:22px;">ghoul: fast and agile cannibal savages who swarm, gang up, and beat down men with anything they can get their hands on, from bones to tablelegs. If they can get a nice hold they will drag away foes to the feast.( offensive points: 3, movement points:5, armor: 0%, damage: 38-41, critical chance: 8%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">zombie: the basic fighter of an undead force, these hording foes have much health and strength, but are slower than even the biggest brute and have intelligence to match. (offensive points: 3, movement points:5, armor: 0%, damage: 19-27, critical chance: 8%, wounds: 106.)

<p style="font-weight:normal;font-size:14px;line-height:22px;">impressive unit

<p style="font-weight:normal;font-size:14px;line-height:22px;">vargulf: horrific half-vampire half-beast creatures that are said to be the result of a vampire who has not feasted on blood long enough. They can plow through much, and are able to fly short distances. Woe to the boy who stands before a beast like this. (offensive points: 6, movement points: 7 armor: 25%, damage: 41-54, critical chance: 13%, wounds: 280)

<p style="font-weight:normal;font-size:14px;line-height:22px;">dramatis personae

<p style="font-weight:normal;font-size:14px;line-height:22px;">lady Marriana Chevaux: Lady Marriana has been a long living noble ever since before the days of the comet striking, she was known for her amazing appearance, despite her very old age, she always looked young... In fact, she is a lamia vampire, and one of the more threatening foes to deal with in mordheim, if you even expect her to be, she's known for trying to lure foes into a false sense of security by acting as an average woman trying to escape from the city. ( offensive points: 8, movement points; 10, armor: 25%, damage: 41-55, chance: 17%, wounds: 250)

<p style="font-weight:normal;font-size:14px;line-height:22px;">

<p style="font-weight:normal;font-size:14px;line-height:22px;">CUSTOM FACTIONS

<p style="font-weight:normal;font-size:14px;line-height:22px;">xenomorphs: these odd creatures have many varied opinions on their origins, the mercenaries think they were beasts lingering in the sewers before the comet's crash, or they were in fact a nice little gift that came with the comet... The cult of the possessed has mistaken them for demons of the dark god tzeentch, and revere them.. Either way, of all factions in mordheim, they are the only ones that take prisoners through their parasitic younglings... But only sigmar knows why they do with them, Due to their bestial appearance. One of the other things scholars are still studying is their odd blood, which has enough acidity to corrode any blade that cuts them. And the extra pair of jaws hidden within their mouths.

<p style="font-weight:normal;font-size:14px;line-height:22px;">leader

<p style="font-weight:normal;font-size:14px;line-height:22px;">praetorian "captain": the quote on quote "captain" for the xenomorph warbands, this large, living battering ram of a xenomorph serves as the personal bodyguards of the xenomorph queen.And are given strength when near their master.They are exceptionally deadly when charging, as well. (Strategy Points:7 Offense Points:5 Armor Absorption 0% Damage 28-35 Critical Chances 11% Wounds 104)   heroes

<p style="font-weight:normal;font-size:14px;line-height:22px;">HEROES

<p style="font-weight:normal;font-size:14px;line-height:22px;">predalien: the hybrid of a elite otherworldly hunter and the xenomorphs, this horrendus creature is a master of combat, and only the most expeirenced fighters or a group of well trained warriors would dare hurt such a beast. If it finds a foe entertaining enough, it will learn that foes fighting style through combat, and will be able to take that foes skills and perks as its own upon defeating them.

<p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">raven: the result of the cult of the damned's allegiance towards the "new demons of change" Due to the fact that the victim that created these beasts were possessed by demons of Tzeentch, these beasts inherit their mutations.And are able to house their own.They are a link between the chaos gods and the xenomorph hive mind, meaning they serve both.

<p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">crusher: While these creatures resemble the praetorian on all fours, they are in fact a totally seperate caste. Their main ability is to bull rush forward, doing incredible damage to all in their way and allows them to do a charge attack on multiple enemies at once, the problem with this is that it will knock itself unconsious if its charge leads it into a wall. And foes who are agile enough can have the ability to leap out of the way unless they wear heavy armor.

<p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">HENCHMEN

<p style="font-weight:normal;font-size:14px;line-height:22px;">facehugger:the parasitic "tadpole" variant of a xenomorph and an important step in their life cycle, these creatures are killed easily, but come in droves and can latch themselves to the face of a chosen target, they will proceed to suffocate the victim until someone hits them or they knock out the victim for it to be captured for impregnation. When they are hit both they and their victim will be hit at once.

<p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">drone:the basic xenomorph unit and workers of the hive, they are the most agile unit in the xenomorph arsenal, and are able to instantly succeed at climb and jump checks.They are perfect for hit and run charging, like many of the skaven units.

<p style="font-weight:normal;margin-bottom:1em;font-size:14px;line-height:22px;">warrior:a bit stronger than their drone kin, the warriors of the xenomorph hive are capabble of holding off well in melee combat, and are pretty much equivalent to a chaos darksoul.

<p style="font-weight:normal;font-size:14px;line-height:22px;"> (offensive points: 3, strategy points: 5, armor: 0%, damage, 43-50, critical chance: 8%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">IMPRESSIVE UNIT

<p style="font-weight:normal;font-size:14px;line-height:22px;">gorol morph: While it is unknown how these beasts manage to get a hold of Lustrian gorols. It is presumed they slew (and incubated) an underground fighting ring that had manage to catch some Lustrian gorols and ship them to mordheim before its fall... Perhaps even a dark elf ring. Either way, the gorol morph is a brute capable of matching and outclassing even the rat ogre, or the chaos spawn.. It can spit its own blood in close range too, with varying sucess. Strategy Points 7 Offense Points 6 Armor Absorption 15% Damage 38-49 Critical Chances 17%  Wounds 295

<p style="font-weight:normal;font-size:14px;line-height:22px;"> dramatis personae

<p style="font-weight:normal;font-size:14px;line-height:22px;">the queen: due to her size, strength, and appearance, one can easily mistake the xenomorph queen for a impressive unit rather than the warband leader.But due to her size she cant fit well in many areas of mordhiemm, leaving her vulnerable to building snipers. but Sigmar or Tzeentch help the poor henchman locked in combat with her... She has a hive mind over her group, and all xenomorphs will be immune to morale effects until she dies. (strategy points: 10, offensive points: 9, armor abosorption: 15% damage: 38-59, critical chances: 19%, wounds: 251)

<p style="font-weight:normal;font-size:14px;line-height:22px;">​skullmucha's waagh: as if chaos wasnt bad enough, orcs have been seen in the ruins recently, these are savage orcs from the badlands... And even the average orc is disgusted by their "old wayz". It seems like they are here to take the warpstone for themseleves, as they kidnapped a well known skaven warplock engineer to use them for their own weapons. And orcs of all kind wouldnt mind a little "humie stomping" as well.

<p style="font-weight:normal;font-size:14px;line-height:22px;">leader

<p style="font-weight:normal;font-size:14px;line-height:22px;">warboss: clad in 'eavy armor and a huge "choppa" axe. The warboss bosses around his heroes and henchmen to make them do his dirty work while he executes the enemy leader. (offensive points: 5, movement points: 7, starting armor: 0% damage: 27-38, critical chance: 9%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">hero

<p style="font-weight:normal;font-size:14px;line-height:22px;">night goblin shaman: a shaman from the night goblin subspecies, this little robed bastard is able to buff his allies with 'shroom magic. ( offensive points: 5, movement points: 6, starting armor: 9% damage: 23-38, critical chance: 9% wounds: wounds:114)

<p style="font-weight:normal;font-size:14px;line-height:22px;">black orc: it is unknown why black orcs would be aiding these savages, but black orcs are walking, living tanks.. able to fight most impressive units by their own, or maybe even hold of the enemy warband single handedly. (offensive points: 5, movement points: 6, starting armor: 0%, damage: 35-43, critical chance: 11%, wounds: 112)  squid herder: this hero is actually two units, a goblin master hunter armed with spear and bow, and a squig, a two legged fungal ball with a mouth literally bigger than its brain, they both work in unison as pet and master... Despite how abusive the relationship is, but whether the squig is the abuser or not is really the question. (offensive points: 5, movement points: 6, armor: 0% damage: 18-27, critical chance: 13% wounds: 110) and  (offensive points: 5, movement points: 6, armor absorption: 0%, damage: 40-45, critical chance: 9% wounds: 109)

<p style="font-weight:normal;font-size:14px;line-height:22px;">henchmen

<p style="font-weight:normal;font-size:14px;line-height:22px;">savage orc: these big brutes are covered in green skin, paint, and not much else, they pierce themselves with more bones than a ghoul to show their hardiness, and would be better off ganging around and stomping flat their foes than using their stone axes and other primitive weapons. (offensive points: 3, strategy points: 5, armor: 0%, damage, 43-50, critical chance: 8%, wounds: 106)

<p style="font-weight:normal;font-size:14px;line-height:22px;">forest goblins: the goblin equivalent of a savage orc, the forest goblins are also clad in green skin and bodypaint, but you'll probably see their feather headresses way before you see their squat face. They like to hide up above the foe and pelt them with anything they can throw or shoot. offensive points: 3, strategy points: 5, armor: 0%, damage: 17-24, critical chance: 8%, wounds: 106

<p style="font-weight:normal;font-size:14px;line-height:22px;">impressive unit

<p style="font-weight:normal;font-size:14px;line-height:22px;">troll: big, smelly, and most of all gross, the troll is not just a strong unit... It can vomit stuff filthier than a 10 second trip to nurgle's realm... And even goblins pity those who find themselves sat on by the abombinable thing. (offensive points: 6, movement points: 7, armor: 15%, damage: 25-40, critical chance: 18%, wounds: 280)

<p style="font-weight:normal;font-size:14px;line-height:22px;">dramatis personae

<p style="font-weight:normal;font-size:14px;line-height:22px;margin-bottom:0px!important;">bixbax spakle: "da sanest gobbo in town" as he likes to call himself, Bixbax the night goblin is anything but that, having gone insane on literally searching for da moon his clan reveres and a 'fing he found in a humie book called "'da milk of 'humie kindness" he wants to drink it... little does he know about the fact that the book was a book on philosophy in stage drama... (offensive points: 8, movement points: 10, armor: 15%, damage: 23-58, critical chance: 18%, wounds: 246) <ac_metadata title="mordheim: wikia edtion: factions"> </ac_metadata>