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Amazon Warriors
By Stephanus Harburgh,
as appeared in Town Cryer 23.
PDF at
Downloads!
WebMaster's Note: This is the warband
description that was revised to be used in Mordheim setting (appeared in
TC 23) and not the one for Lustria setting (appeared in TC 15.)
For the ladder, visit InnerCircle's official Lustria website
Lustria: Cities of Gold.
Most of the cutthroats and scum that risk their lives daily
scouring the ruins of Mordheim are drawn there by the lure of Wyrdstone and the
riches that it brings. For a few, such as the Sisters of Sigmar, there are other
more powerful motivating factors like redemption. However, for a certain other
group of exclusively female warriors, Mordheim has no such attractions. For the
mysterious Amazons that have been brought to the damned city in chains, escape
is all that they seek.
Very little is known about these strange warrior women from
far across the Great Western Ocean. According to Norse saga they originate from
the colony of Skeggi founded by Losteriksson long ago on the eastern coast of
Lustria. When large numbers of warriors deserted Losteriksson’s settlement
because they were impatient to go and find gold, they left their wives behind.
When they did not return, these and many other Norse maidens who had come to
Skeggi hoping to find a brave and wealthy warrior as a husband were bitterly
disappointed. Furthermore, the number of warriors defending Skeggi was badly
depleted.
These resolute Norse women became Valkyries, by which name the
dreaded Norse women warriors are known. Unfortunately, women warriors are not
accepted by Norse warrior society which holds that ‘axe wielding in battle is
man’s work and not for women!’ After helping to beat off the foe, the Norse
women warriors were in no mood to put away their weapons and go back to weaving
breeches for the men folk. The Valkyries were forced to leave Skeggi. They were
given a long ship and sailed far along the coast and up the estuary of a great
river.
The Valkyries finally settled in a swampy island in the middle
of the river, surrounded on all sides by impenetrable jungle. The island
contained the deserted ruins of Lizardmen temples, and this place became the
Valkyries’ stronghold. Many years later these same warriors were encountered by
Elf and Dwarf adventurers who had sailed up the river and attacked the
settlement thinking it to be a Lizardman city. They were beaten off and fled,
bringing back tales of strange warrior women worshipping Lizardmen gods. They
called them the ‘Amazons’ after the name of the river. The island they called
‘Heart of Darkness’ because of the denseness of the surrounding jungle.
Needless to say, the Amazons now bear scant resemblance to
proper Norse Valkyries, having adopted the trappings of the Lizardman culture
which they found in the ruins. Furthermore, the fact that they are still there
and their numbers have never been replenished and are never likely to be, lends
credibility to the rumor that they have discovered a strange tropical drug which
gives them everlasting youth and longevity. This rumor alone has attracted many
would-be raiders to their stronghold, for such a potion would be more valuable
than gold. The Amazons have never taken sides with the Lizardmen, nor have the
Lizardmen ever sought their help. They remain invaders as far as the Lizardmen
are concerned. The Amazons therefore are alone and never fight for anyone except
themselves.
In recent years, more and more invaders have assailed the once
hidden, exotic homeland of the Amazons, notably the Tilean expedition of Juan
Cornetto of 1997. Raiders have pillaged the arcane riches of the Amazon temples
and enslaved much of the population, carrying them off across the sea to the
courts and bazaars of the Old World. Before the comet struck doomed Mordheim,
Count Steinhardt purchased several hundred Amazons from Tilean slavers. These he
used either as exotic gifts to sniveling, sycophantic courtiers or as his own
personal concubines. It is said that during lavish parties held just before the
city of sin was cleansed with fire, the depraved Count instructed his Amazon
harem to perform an exotic dance for his noble guests. Most of the guests were
so overcome by the mesmerizing dance that many of the Amazons were able to
escape the palace and city into the surrounding countryside. These fugitives
have adapted well to the wilds of the Empire and their numbers have been swollen
by more escapees from traveling shows and the fairs of Cutthroat’s Den and the
Black Pit.
Of particular interest are the weapons and equipment carried
by the Amazons. To those Old Worlders who liberated them these items just appear
as fanciful ‘mock’ swords, amulets and staffs to be put on display as status
symbols. Once activated by the rituals of the Amazons however, they are fearsome
arcane devices from an age of great magical power.
So, the Amazons find themselves trapped in a very alien
environment far from home but this doesn’t stop them trying to return. These
fiercely independent ladies form warbands to recover the green stones that the
brutish men covert so greedily. They then sell these in an attempt to make
sufficient gold to perhaps pay for safe passage back to their homeland.
Choice of Warriors:
An Amazon warband must include a minimum of three models. You
have 500 gold crowns to recruit your initial warband. The maximum number of
models in the warband is 15.
Although outsiders consider the Amazons to be immortal, the
maximum characteristics for each type will be the same as any other human
warband.
Priestess: Each Amazon warband must have one Priestess to
lead it – no more, no less.
Champions: Your warband may include up to two Champions.
Totem Warriors: Your warband may include up to two Totem
Warriors.
Amazon Warriors: Purchased in-groups of 1-5 (You must
have at least 1 Warrior in your Warband).
Scouts: Your Warband may include up to three Scouts.
Special Rules:
Lady of the Lake's Curse: Before entering
Sacrifice: The Amazons are quick to sacrifice any
captive to their gods. The Amazons follow the rules for Possessed in the
Rulebook when it comes to captives.
Not One of Us: Due to the Amazons’ isolationism and suspicions about
other races they never side with anyone else. For this reason, the Amazons may
not have any Hired Swords or Dramatis Personae unless they are actually Amazons
themselves.
Starting Experience:
Priestess starts with 20 experience.
Champions start with 8 experience.
Totem Warriors start with 8 experience.
Henchwomen start with 0 experience.
Amazons' Skill Tables
Priestess may choose from the Combat, Shooting,
Academic, Strength or Speed.
Champion may choose from the Combat, Shooting,
Strength or Speed.
Totem Warrior may choose from the Combat, Strength
or Speed.
Amazons' Equipment List
Heroines
Henchwomen
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Club
3 gc
Club
3 gc
Sword
10 gc
Sword
10 gc
Spear
10 gc
Spear
10 gc
Claw of the Old Ones
30 gc
Missile Weapons
Missile Weapons
Sunstaff
50 gc
Sling
5 gc
Sun Gauntlet
40 gc
Bow
10 gc
Armor
Armor
Helmet
10 gc
Helmet
10 gc
Buckler
5 gc
Buckler
5 gc
Special Equipment
Amulet of the Moon
50 gc
Healing Herbs
35 gc
Scouts
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Club
3 gc
Sword
10 gc
Spear
10 gc
Missile Weapons
Sling
5 gc
Javelins
5 gc
Bow
10 gc
Armor
Helmet
10 gc
Buckler
5 gc
Heroines
1 Priestess; 70 Gold Crowns to
hire
Priestesses are part of the religious sisterhood that rules Amazon society. They
are powerful sorceresses and their word is law. The younger, more junior members
of the Priestess-hood often gather war parties to search for Slann artifacts and
also conduct the ritual sacrifices of captured enemies.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
4
1
8
Weapons/Armor: The Priestess may
be equipped with weapons chosen from the Heroine’s equipment lists.
Special Rules:
Leader: Any models in the
warband within 6" of the Priestess may use her Leadership instead of their
own.
Wizard: The Priestess is a Wizard and may use
Amazon Rituals. She starts with one ritual chosen at random from the list.
0-2 Champions; 35 Gold Crowns to
hire
Champions are veterans that have participated in dozens of war parties over the
years. They are the right-hand girls to the Priestesses and also act as their
bodyguards. They are skilled in fighting with a variety of different weapons
including the legendary claws of the Old Ones.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
3
3
1
3
1
7
Weapons/Armor: Champions may be
equipped with weapons chosen from the Heroines and special equipment lists.
0-2 Totem Warriors; 30
Gold Crowns to hire
There is a peculiar sect within Amazon society that attracts the most
bloodthirsty, unhinged members of the population. These sisters are feared and
revered in equal amounts. They are the Totem Warriors – Amazons that follow
animal totems like the Eagle, Piranha, Jaguar, etc, and adorn themselves in the
skins and feathers of their patron gods. Totem warriors are addicted to
dangerous narcotic substances that are made from the various rare herbs that
grow wild in the jungles of Lustria. Before they go into battle they imbibe
quantities of psychedelic herbs and enter a kill-frenzy; making them very
ferocious opponents indeed.
M
WS
BS
S
T
W
I
A
Ld
4
4
2
3
3
1
3
1
7
Weapons/Armor: Totem Warriors
may be equipped with weapons chosen from the Heroines and special equipment
lists.
Special Rules:
Frenzy: Totem Warriors are utterly fanatical,
blood crazed individuals. They are also totally out of their heads on
dangerous, psychedelic, herbal concoctions prepared by their sisters. Totem
Warriors are mad berserkers who care little about danger or the prospect of
death. They are subject to the rules for Frenzy.
Henchmen
(In groups of 1-5)
0+ Amazon Warriors; 25 Gold
Crowns to hire
Every Amazon woman is trained in the ways of warfare from birth and is hardened
by a life in the unforgiving nature of their jungle environment. On the
shattered streets of Mordheim, things are hardly that different as they have
just traded the dense jungle undergrowth for broken buildings and rubble.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Amazon Warriors
may be equipped with weapons chosen from the henchwomen's equipment list.
0-3 Scouts; 30 Gold Crowns to
hire
Scouts are known for their exceptional speed and agility. They are just at home
stealthily picking their way through the rubble strewn streets of the City of
the Damned and hiding in the ruins setting up ambushes.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Scouts can be
armed with weapons and armor chosen from the Scout Equipment list.
Special Rules:
Stealthy: A Scout may deploy twice the distance
onto the battlefield than other warriors and may start the battle Hiding.
Amazon Special Equipment
The Amazons carry many strange arcane items and weapons, which
originate from their homeland in Lustria. The origins of these mystical and
powerful weapons is unknown but they are believed by High Elf scholars to
originate from during the time of the Old Ones.
Claw of the Old Ones; 30 gc; Rare 12
This is a very ancient weapon made from a strange metal that is impervious to
age and corrosion. The powers of this artifact can only be unleashed through a
ritual known only to a handful of Amazons. The blade of this weapon glows white
hot and can cut through armor as if it were paper.
Range
Strength
Special Rules
Close Combat
+1
No Save, Parry
Special Rules:
No Save: The blade of the Claw can literally
cut through anything. A warrior wounded by a Claw receives no armor
save whatsoever.
Parry: User may Parry as per normal
rules.
Sunstaff; 50 gc; Rare 12
The Sunstaff is a long tubular stick that is made from a strange multicolored
metal with one end hollow like a tube. Strange runes are carved along its length
and a large gemstone is set into the pommel. Despite being extremely ancient
(Elf Lore Masters of the White Tower of Hoeth claim to have found a similar
device that they surmise is more than 20,000 years old – older than the Elven
race itself!), the wielder of the Sunstaff can discharge a beam of energy akin
to the rays of the sun.
Range
Strength
Special Rules
24"
4
Accurate, No Save
Special Rules:
Accurate: The Sunstaff does not suffer the
usual -1 modifier to hit for long range.
No Save: The beam from a Sunstaff can
literally cut through anything. A warrior wounded by a Sunstaff receives
no armor save whatsoever.
Sun Gauntlet; 40 gc; Rare 12
This, as with all strange arcane Amazon items, is made from an unknown
multicolored metal that is impervious to damage or corrosion. It is covered in
strange runes and a bright gemstone is set into the hilt. In many ways this
weapon resembles a blackpowder pistol. It can be held in one hand and when
pointed at an enemy unleashes a blinding beam of energy like the Sunstaff.
Range
Strength
Special Rules
12"
4
Accurate, No Save; HtH
Special Rules:
Accurate: The Sun Gauntlet does not suffer the
usual -1 modifier to hit for long range.
No Save: he beam from a Sun Gauntlet can
literally cut through anything. A warrior wounded by a Sun Gauntlet
receives no armor save whatsoever.
Hand-to-Hand (HtH): The Sun Gauntlet can be
used with another close combat weapon in hand to hand combat with
Strength 4 and no armor save. Because it does not require prepared
shot, this bonus attack may be used in each turn of combat.
Javelins; 5 gc; Common
Javelins are short throwing spears specially weighted to travel quite a
distance. Although they have a much reduced range when compared to an arrow they
can cause quite considerable damage when thrown by a person of great strength.
Range
Strength
Special Rules
8"
As User
Thrown Weapon
Special Rules:
Thrown Weapon: Javelins are thrown weapons and
the warrior suffers no penalties for moving and shooting.
Amulet of the Moon; 50 gc; Rare 12
Once activated, this ancient device creates a shimmering aura around the wearer
that makes it harder for enemies to see them. Any missile fire directed at a
model equipped with the amulet suffers a penalty of -1 to hit. The amulet also
confers a special save of 5+ against missile fire.
Healing Herbs; 35 gc; Common
The Amazons are master herbalists and may buy Healing Herbs as common items,
instead of rare items.
Amazon Rituals
Little is known about Amazon magic beyond their island home.
It is said that the immortal Amazons learn their magic from the very gods
themselves.
Singing Wind: The priestess calls upon the power
of Shaekal the Wind Goddess to enter the battlefield. The goddess appears in
the form of singing motes and dancing lights that will entrance and ‘hold’
any model within 10" until the start of the Amazon player’s next turn. The
model cannot move, shoot, or cast spells, but may defend itself in
hand-to-hand combat. Models affected by this ritual automatically go last in
combat. Difficulty 8
Serpent’s Strength: The priestess begins the
ritual by dancing wildly and screaming in an ancient tongue. All friendly
models close to the Priestess will be charged with a frantic energy until
the end of their next turn. During this time any model within 8" of the
Priestess (including herself) will add +1 to their Strength. The ritual
cannot be cast if the Priestess is in close combat during her Shooting
phase. The effects will continue after the ritual is cast if the Priestess
enters combat. Difficulty 9
Wendala’s Maelstrom; The priestess summons harsh
tropical winds to protect the Amazons from enemy ranged attacks. The storm
extends out from the Priestess 18". All attempts to shoot missile weapons by
the enemy will be at -1 to hit. The ritual lasts up until the start of the
Amazon player’s next turn. Difficulty 7
Shield of Thorns: Moving her arms about in a
weaving motion, the priestess calls upon the plants to protect her. The
ritual produces a cocoon of thorns all about the Priestess, making her
immune to ranged or magical attacks. Any models wishing to charge the
Priestess can do so but the thorns negate any strikes by the Priestess and
her enemies in the first round of combat. The Priestess cannot cast this
ritual while in hand-to-hand combat. Difficulty 7
The Living Jungle: Drawing upon her will, the
Priestess reaches out to the denizens of the jungle, seeking their aid. Pick
one model within 12". The model is suddenly swarmed by a savage mix of
snakes, spiders and insects, most of them poisonous. The afflicted model
takes 1D6 Strength 2 hits with no armor saves allowed apart from Ward
saves. You cannot use a dodge save against a swarm. Difficulty 6
Siren’s Dreams: The priestess starts to sing with
a wondrous voice and all the Amazons join in with her. The song is so
beautiful and mesmerizing that it momentarily distracts the Amazon’s enemies
within 12" such that all Ld tests for the opposing warband are made at -1
until the end of the opposing player’s next turn. Lizardmen and Undead are
immune to the effects of this ritual. Difficulty 7