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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.

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  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

 

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Last Modified : 21-Jan-2006 01:09 AM