0% found this document useful (0 votes)
29 views11 pages

Sewer Watch: Warband Guide and Rules

The document describes the Sewer Watch, a group that patrols the sewer systems of large cities to check for threats. The Sewer Watch is made up of desperate and poor recruits, often former criminals, due to the dangerous and difficult work. They must contend with threats like mutants, Skaven, and smugglers hiding in the sewers. Their equipment and unit choices are also outlined.

Uploaded by

pyyr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Animal Companions,
  • Conspiracy of Silence,
  • Infiltration,
  • Sewer Jacks,
  • Sewer Warfare,
  • Knight of the Sewer,
  • Sewer Watch Training,
  • Combat Strategies,
  • Sewer Watch Challenges,
  • Foul Odour
0% found this document useful (0 votes)
29 views11 pages

Sewer Watch: Warband Guide and Rules

The document describes the Sewer Watch, a group that patrols the sewer systems of large cities to check for threats. The Sewer Watch is made up of desperate and poor recruits, often former criminals, due to the dangerous and difficult work. They must contend with threats like mutants, Skaven, and smugglers hiding in the sewers. Their equipment and unit choices are also outlined.

Uploaded by

pyyr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Animal Companions,
  • Conspiracy of Silence,
  • Infiltration,
  • Sewer Jacks,
  • Sewer Warfare,
  • Knight of the Sewer,
  • Sewer Watch Training,
  • Combat Strategies,
  • Sewer Watch Challenges,
  • Foul Odour

Sewer Watch

Large sewer-systems and other tunnels are an obvious Conscripts: Your warband may include any number of
weakness in the defence of large cities. It's the Conscripts.
unenviable mission of the Sewer Watch to constantly
verify, control and patrol them. Ratcatchers: Your warband may include up to 5
Ratcatchers.
Only the desperate and poor enlist in the Sewer Watch.
Many of its members are former brigands and criminals. Recruits: The warband can include any number of
Local authorities usually don't ask too many questions; Recruits.
tacitly choosing to ignore the past histories of new
recruits. Initial experience
It's a hard and dangerous task; the dark and stinking The Captain starts with 20 experience.
sewers are natural hideouts of mutants and sometimes
used by Chaos cultists. A greater threat are the Skaven, The Piper starts with 12 experience.
who often use the sewers as a means to infiltrate the
cities above. The Novice Engineer starts with 8 experience.

The Sewer Watch is also on the lookout for smugglers, Sewer Jacks start with 0 experience.
who occasionally use the tunnels and larger sewers to
smuggle their goods into the cities. Henchmen starts with 0 experiences.

The men of the Sewer Watch are common victims of the


conspiracy of silence. Their dubious background is one
Special rules
of the reasons why their reports about "Ratmen in the Steady feet: Sewer Watchers are accustomed to moving
sewers" are usually discarded as exaggeration. through unstable, muddy terrain, and can traverse water
and rough terrain without penalty. Furthermore, they
The Sewer Watch is a respected institution in Tilea; the halve the penalty inflicted by very rough terrain.
Skaven menace is more evident and local authorities pay
well for the services of experienced mercenaries willing Sewer hardened: Sewer Watchers are accustomed to
to work in such a dangerous and odorous place.1 fighting in unhealthy places and to deal with poisons and
diseases and gain a bonus of 1 to the roll to resist these
Choice of warriors effects.

A Sewer Watch warband must include at least three Damn rats! Members of the Sewer Watch hate rats of
models. You can spend up to 500 Gold Crowns. any kind, including all members of the Skaven warbands.
The warband cannot include more than 15 models.
If the optional rules present in Town Cryer 7 are used,
Captain of the Sewer Watch: The warband must have the Sewer Watch, being accustomed to this
one Captain: no more, no less! environment, gains the following advantages: line of
sight of 2d6+6 and the Strays are not frightened and can
Piper: Your warband may include a single Piper. participate in the battle. Furthermore, all members of the
gang have the "Sure feet" skill, this replaces Steady Feet.
Novice Engineer: Your warband may include a single
Novice Engineer. From [Link]

Sewer Jacks: Your warband may include up to 2 Sewer


Jacks.
Sewer Watch Equipment
The following lists are used by the Sewer Watch to pick their equipment.

Hand-to-hand Combat Weapons Ratcatcher


Dagger .............................................1st free/2 gc This list is reserved for Ratcatchers.
Mace ................................................................ 3 gc
Hammer .......................................................... 3 gc Hand-to-hand Combat Weapons
Axe .................................................................. 5 gc Dagger ............................................. 1st free/2 gc
Sword ............................................................ 10 gc Mace ................................................................3 gc
Two-handed weapon ..................................15 pc Hammer ..........................................................3 gc
Spear .............................................................. 10 gc Sword ........................................................... 10 gc
Spear ............................................................. 10 gc
Missile weapons Trapper’s Pole ............................................. 15 gc
Crossbow ...................................................... 25 gc
Crossbow Pistol .......................................... 35 gc Missile weapons
Bow ............................................................... 10 gc Sling .................................................................2 gc
Short bow ....................................................... 5 gc Throwing knive ........................................... 15 gc

Armour Armour
Light armor .................................................. 20 gc Light armor ................................................. 20 gc
Toughened Leathers ..................................... 5 gc Toughened Leathers ......................................5 gc
Shield ............................................................... 5 gc Shield ...............................................................5 gc
Buckler ............................................................ 5 gc Buckler ............................................................5 gc
Helmet .......................................................... 10 gc Helmet .......................................................... 10 gc
Dwarf helm .................................................. 15 gc Dwarf helm ................................................. 15 gc

Other items
Heroes only
Map of the tunnels* ................................... 35 gc
Torch ................................................................2 gc
Trap* ............................................................ 30 gc

Ratcatchers only
Net ............................................... 5 gc, disposable
Mousetrap* .............................. 15 gc, disposable
Ratter* (max 1 per model) ........................ 15 gc

*new item

Sewer Watch special equipment


Invented by dwarfs to aid their work in the mines,
Dwarf helm a dwarf helm allows its bearer to see well in
10+2D6 gc; Availability: Rare 8 darkness and to also keep both hands free. A
warrior equipped with a dwarf helm counts as
wearing a helmet lit by a torch, and keeps both more common mastiffs, these small animals do
hands free. their job very well.

Avoid Stun: A model that is equipped with a If you purchase a Ratter, it will fight just like a
helmet has a special 4+ save on a D6 against member of your warband, even if it is considered
being stunned. If the save is made, treat the part of the equipment of the Ratcatcher who
stunned result as knocked down instead. This save purchased it. You will need a model to represent
is not modified by the opponent’s Strength. it on a battlefield. Strays never gain experience
and, if knocked out, have exactly the same chance
of recovering as minions (i.e. 1-2: dead; 3-6:
Map of the tunnels
alive). Strays count towards the maximum
as map of Mordheim (or any map of the current
number of warriors allowed in your warband.
setting).
You could also use the profile below to represent
one of the other small animals used to hunt mice
Mousetrap in the burrows of Mordheim, such as
(Ratcatchers only) dachshunds, cats, and ferrets.

15 gc; Availability: common, disposable M WS BS S T W I A Ld

A Ratcatcher can set a trap if he spends a turn 6 2 0 3 3 1 4 1 5


doing nothing else (he can't set traps if he has just
recovered from being knocked down). Place a Weapons/Armor: jaws and malice! Strays never
token in base contact with the Hero. When a use weapons or armor.
model, friend or enemy, moves within 2" of the
SPECIAL RULES
marker, it risks triggering the trap: roll a D6, on a
Animals: Ratters are animals and therefore do
score of 3+ the trap is triggered. The target rolls
not gain experience. If the Ratcatcher cannot
a d6, if the result is a tie or lower than its Strength,
participate in a battle, the Ratter will remain with
it remains trapped in the trap. If the result is
its owner.
higher, it will not be able to move, shoot or cast
spells on its next turn, although it is not otherwise
affected. The model can take a test at the start of Trap
each of its movement phases, if successful the 30 gc; Availability: Rare 6
model is free. Ratcatchers cannot activate their
own traps or those of other Ratcatchers. Whether As per the “Encampment Raid” scenario. This
the trap is triggered or not, remove the marker. item can only be used by a model with
“Infiltration”.

Ratter
(Ratcatchers only) Trapper’s Pole
(Ratcatchers only)
15 gc, Availability: common
15 gc; Availability: Rare 6
Like many other men of the Empire, the
Ratcatchers make great use of dogs and other Range: Close Combat; Strength: as user.
trained animals to aid them in their work. The
Ratcatcher's Guild collects from the streets and Used for capturing beasts at arms length, a
trains small, fast, and intelligent animals capable trapper’s pole makes use of a noose attached to a
of flushing out rats directly in their burrows. long pole. The trapper’s pole works exactly like a
Although they are not as strong and violent as the spear with the following special rules.
SPECIAL RULES armed with a trapper’s pole receives a
+1 Strength bonus when he charges.
 Strike First: A warrior with a trapper’s This bonus only applies for that turn.
pole strikes first in the first turn of  Trapper: Keep track of a living, non-
hand-to-hand combat. experience-gaining animal (which
 Unwieldy: A warrior with trapper’s includes horses, dogs, giant rats, and
pole may only use a shield or a buckler boars) that a warrior armed with a
in his other hand. He may not use a trapper’s pole takes out of action. If a 1
second weapon. or 2 is rolled for the animal when
 Cavalry Bonus: If using the rules for working out injuries, it will be added to
mounted models, a mounted warrior the Ratcatcher’s warband.

Skills table
Combat Shooting Academic Strength Speed

Captain ✓ ✓ ✓ ✓ ✓

Piper ✓ ✓ ✓

Novice Engineer ✓ ✓ ✓

Sewer Jack ✓ ✓ ✓ ✓

Sewer Watch skills


The Sewer Watch can choose the following skills in place of the standard ones.

Infiltration: A model with this ability is always also hates, optionally, Undead, Possessed or
placed on the battlefield after the opposing Goblins.
warband and can be placed anywhere on the table
as long as it is out of sight of the opposing Hide in Shadows: The model has become an
warband and more than 12" away from any expert at hiding from his enemies. An enemy
enemy models. If both players have models fighter who attempts to locate this fighter while
infiltrate, roll a D6 for each, and the lowest roll Hidden must halve his Initiative (rounded up)
prepares first. before measuring the distance.

Darkstalker: The warrior is accustomed to Foul Odour: After a life spent in the sewers, the
darkness and has almost cat-like vision. It ignores city's toxic sewage permeates his clothes and skin,
All Alone tests and can double its initiative when all living enemies (undead or possessed excluded)
looking for hidden patterns. have a -1 penalty to hit him in melee combat.
Additionally, the warrior cannot carry open
Damn you too! Rats and Skaven are not the only flames (torches, lanterns, etc.), and fire attacks
dangers underground. A model with this ability made against him are resolved with +1 Strength
as his sewage-soaked clothes burn easily.
Cartographer (Novice Engineer only): A Trainer (Ratcatchers only): This Ratcatcher is
model with this skill can study the city's tunnels particularly skilled at his job and can train an
and tunnels to draw an accurate map. At the end additional Ratter, bringing his maximum to 2.
of an adventure he can create a Map of the
tunnels by spending 20 gc raw materials. The map Ventriloquy (Piper only): The Piper has
works like a Map of Mordheim , but the novice mastered the art of misdirecting enemies who get
Engineer can reroll the d6 result, he must still too close by making them hear noises or voices
accept the new result (in case of False, the novice at a certain distance from his position. If an
Engineer simply miscalculated). He can also Enemy warrior is attempting to detect the Piper
apply this ability to any “map” object he comes while he is Hidden, roll a D6: on a roll of 4 or
into possession of. more, the Piper is not detected and remains
Hidden.

Heroes
Captain of the Sewer Watch 0-1 Piper
40 Gold Crowns
60 Gold Crowns
Pipers are mysterious figures, sometimes
Almost all Captains of the Sewer Watch have a
irreverent buffoons and sometimes silent
stormy and violent past and take up this position
professionals. Their music seems to influence
as punishment for disobeying some order from
humans and animals in strange and unpredictable
above. Some captains with nothing to lose
ways. The Sewer Watch regards them with
willingly choose to lead a band of desperadoes
suspicion, although they recognize their
through the city's labyrinthine tunnels in hopes of
usefulness.
finding forgotten treasures or committing
atrocities far from the light of day.
M WS BS S T W I A Ld
M WS BS S T W I A Ld 4 2 3 3 3 1 4 1 7
4 4 4 3 3 1 4 1 8
Weapons/Armour: Can be equipped with
weapons and armor chosen from the
Weapons/Armor: Can be equipped with
Ratcatchers' Equipment List.
weapons and armor chosen from the Equipment
List.
SPECIAL RULES
Wizard: the piper's music is supernatural in all
SPECIAL RULES
respects and he can sing songs as explained in the
Commander: any warrior within 6'' of the
section of the same name.
Captain can use his Leadership value instead of
his own.
Counts as Ratcatcher.
0-1 Novice Engineer within 2" of the marker, it risks triggering the
30 Gold Crowns trap: roll a D6. On a score of 3+ it has activated
the trap and all models within d6" suffer a hit at
In addition to being a smelly and dangerous S4 (note that the Engineer cannot activate his
place, the underground also includes the own traps). If the trap did not hurt the model or
foundations of the city and requires periodic was not triggered, the victim can end his
checks to avoid collapses, failures and movement otherwise he is placed knocked down
infiltrations. For this reason, the Sewer Watch is or stunned 2" from the marker and the area hit
commonly joined by a young engineer chosen by by the explosion becomes rough terrain. The
the city. This role is usually reserved for the marker is removed regardless of whether the trap
youngest, dumbest, or most inept (or all three) was activated or not.
member of the order.
0-2 Sewer Jacks
M WS BS S T W I A Ld 35 Gold Crowns

4 2 2 3 3 1 3 1 7 The Sewer Jacks represent the best of the Sewer


Watch. Unfortunately, the worst the Militia can
Weapons/Armor: Can be equipped with offer too.
weapons and armor chosen from the Equipment
List. M WS BS S T W I A Ld

SPECIAL RULES 4 4 3 3 3 1 4 1 7
Explosive Traps: The novice engineer can set a
trap if he spends a turn doing nothing else (he
Weapons/Armor: Can be equipped with
cannot set traps if he has just recovered from
weapons and armor chosen from the Equipment
being Stunned ). Place a token in base contact with
List.
the Hero. When a model, friend or enemy, moves

Troop
Conscripts SPECIAL RULES
15 Gold Crowns Expendable: Conscripts who are out of action
do not count towards the number of models for
As you might imagine, the Sewer Watch does not route tests. A Conscript cannot advance as a
receive many members. Fortunately, the Hero. If the advancement " the lad has talent " rolls,
Empire's prisons can provide an inexhaustible reroll the die.
number of "volunteers" to his cause, with the
promise of a discount on sentences for the few 0-5 Ratcatchers
who manage to survive.
20 Gold Crowns

M WS BS S T W I A Ld The Ratcatcher guild does not discriminate


among its members, any young person, of any
4 2 2 3 3 1 3 1 5 origin and desperate enough, can join this large
Weapons/Armor: Can be equipped with family. Rat Catchers are often hired by cities to
weapons and armor chosen from the Equipment clear sewers and dark alleys of mice, rats and
List. other vermin.
M WS BS S T W I A Ld much more docile, to their normal units. At least
those who manage to see the sunlight again.
5 2 2 2 3 1 3 1 6
M WS BS S T W I A Ld
Weapons/Armor: Ratcatchers can be
equipped with weapons and armor chosen 4 3 3 3 3 1 3 1 6
from the Mouse Catcher Equipment List.
Weapons/Armor: Can be equipped with
weapons and armor chosen from the Equipment
Recruits List.
25 Gold Crowns

The Militia's most undisciplined soldiers end up


here, to be straightened out before returning,
Songs
The Pipers' music is passed down in secret from pupil to master. They are often reinterpreted and
personalized by various artists, but it is said that the original scores have obscure origins.

d6 result

1 Saltarello Difficulty 7

The Piper's cheerful music infects the target, who begins to dance clownishly.
The target moves 2d6" in a random direction. It has no effect on Undeads.

2 Frottola Auto

A hypnotic litany spreads through the darkest corners of the city, attracting hordes of rats under the Piper's control.
This spell must be used before the game and can only be used once. When cast, the spell summons
D3 Giant Rats, which are placed within 6" of the Piper. The Piper can only successfully cast this
spell once per battle and the rats disappear after the battle. They do not count towards the
maximum size of the warband.

3 Lullaby Difficulty 6

A slow melody lulls the target into dreamland.


A single model within 12" of the Pier must pass a Leadership test or suddenly fall asleep and fall
to the ground Stunned. It has no effect on Undeads.

4 Madrigal Difficulty 9

Bizarre arrhythmias creep into the animal's mind, erasing years of training and generations of ferocity.
A single model within 6" of the wizard must pass a Leadership test or fall under the Piper's
control. The model can take a test at the start of each of its movement phases or continue to be
dominated until it passes a check. This spell only affects models with the Animal special rule.

5 Strambotto Difficulty 10

An incessant cacophony of sounds, scents and colors dance to the notes of the pentagram, and suddenly it is
impossible to distinguish up from down.
Stupidity rules for the rest of the game. This spell has no effect on Undead or already Stupid
characters.

6 Danse Macabre Difficulty 7

Striking notes and dissonances evoke terrible visions, making the Piper appear as the embodiment of the target's
deepest fear.
A single model within 12" of the wizard must pass a Leadership test or flee 2D6" in the opposite
direction. If it flees, it must take a test at the start of each of its movement phases and will continue
to make it flee until it succeeds. This spell has no effect on undead or any models immune to
Fear.
Hired Swords
The Sewer Watch often turns to experts and professionals to address and understand the strange
occurrences they face underground. Use the same limitations as Mercenary gangs.

Skavenjäger Skills: A Skavenjäger can choose between Melee


or Shooting Skills when gaining a new skill.
50 Gold crowns + 25 upkeep
SPECIAL RULES
Also simply called Skaven-Slayers, these dwarves Hard to Kill: Dwarves are tough, resilient
specialize in moving underground in cities and individuals who can only go out of action on a
facing the dangers hidden in its depths. roll of 6 instead of 5-6 when rolling on the wound
table. Treat a roll of 5 as stunned.
M WS BS S T W I A Ld
Hard head: Dwarves ignore the bludgeoning
3 3 4 3 4 1 2 1 9 weapons special rule. They're not easy to stun!

May be Hired: A Skavenjäger can be hired by Hates Skaven: See the Psychology section of the
any human (except the Possessed) or dwarven rules for details on the effects of hatred.
(except Chaos Dwarves) warband.
Armor. Dwarves never suffer movement
Rating: A Skavenjäger increases the warband's penalties from wearing armor.
rank by +5 points plus 1 point for each point of
Experience he has. Steady Feet: The Skavenjäger is accustomed to
moving through unstable, muddy terrain and can
Equipment: light armor, dwarf helm, pickaxe traverse water and rough terrain without penalty.
(counts as a dwarven axe), dagger, crossbow. Furthermore, it halves the penalty inflicted by
very rough terrain.
Plague doctor Equipment: mace and bone saw (counts as an
axe).
30 Gold crowns + 15 upkeep
Skills: A Plague Doctor can choose between
Mordheim is a violent and brutal city, in which Knowledge Skills when gaining a new skill.
finding yourself with a knife stuck in your back is
an everyday problem. Yet despite everything, SPECIAL RULES
most deaths are not violent in nature, but caused Immune to Poison: Years of exposure to
by disease. No wonder, the water is putrid, poison and disease, combined with equipment
hygiene is an unknown luxury and rats and other developed specifically to deal with these threats,
vermin spread poison and pestilence with an make the Plague Doctor virtually immune to any
almost human malignancy. type of poison of a nonmagical nature.

Prophets and mythomaniacs compete for a First aid: any living model that is wounded
violent and quarrelsome clientele, ready to cut the within 1'' of the Plague Doctor can reroll the d6
throat of a particularly imprecise surgeon or to determine the outcome of the wounds. He
kidnap a talented apothecary to have the must still keep the new result, even if worse. You
exclusive right to his services. can only use this ability once per model per game.
The Plague Doctor cannot use this ability on
In this violent and corrupt environment, some himself.
professionals with true talent and little sensitivity
to the pain of others emerge with innovative Long-term healing: if at the end of the battle
healing techniques without resorting to the use of the Plague Doctor has not been put out of action
magic and with just a pinch of Wyrdstone. he can apply his art to help his companions and
allow 1d6+1 gang members who must roll on the
Plague Doctors are experts at treating the wounds table to reroll the dice. He must still keep
symptoms of poisons and diseases, though they the new result, even if worse. You can only use
aren't above sawing off a bone or two when the this ability once per model per game. The Plague
opportunity presents itself. They have often Doctor cannot use this ability on himself.
proved fundamental in stemming plagues or
discovering the origin of diseases never seen
before.

Basically scholars, the Plague Doctors often join


companies of fortune to offer their services and
to have their backs covered in the most infamous
city of the Empire.

M WS BS S T W I A Ld

4 2 2 2 3 1 4 1 8
May be Hired: A Plague Doctor can be hired by
any gang except the Undead and Chaos-aligned
gangs as they see the Plague Doctors' actions as
antithetical to their goals.

Rating: A Plague Doctor increases the warband's


rank by +15 points plus 1 point for each point of
Experience he has.
Knight of the Sewer For convenience the Knight of the Sewer is
treated as a single creature (ideally on a single
25 Gold crowns + 10 upkeep 25mm base), combining the ferocious bite of the
mastiffs in close combat and the marksmanship
Sometimes being short has its advantages.
of the halflings. In case Blazing Saddles rules are
Places that would be too narrow for any other
used, you can use the Halfling Scout and Hound's
mount present no particular problems for a small
stats separately. In both cases the halfling and his
halfling and his faithful warhound. The Knights
mount are considered as a single creature for the
of the Sewers are a highly specialized group of
maximum number of warband members.
halfling Ratcatchers who combine halfling
ingenuity with the ferocity of the empire's most
feared mastiffs, allowing them to face the narrow
tunnels of the sewers as a true battlefield. Given
the high market price of imperial mastiffs, some
halflings prefer cheaper but no less effective
solutions, such as goats, pigs, wild wolverines,
and any other animal strong enough to support
their weight.

M WS BS S T W I A Ld

6 4 4 2 3 1 4 1 8

Rules of Engagement: Same as halfling scout.

May be Hired: A Knight of the Sewer increases


the warband's rank by +10 points plus 1 point for
each point of Experience he has.

Equipment: short bow, spear, dagger and


helmet.

Abilities: A Knight of the Sewer can choose


between Combat, Shooting, or the Sewer Watch's
special abilities when gaining a new ability.

SPECIAL RULES
Steady Feet: A gutter knight is accustomed to
moving through unstable, muddy terrain and can
traverse water and rough terrain without penalty.
Furthermore, it halves the penalty inflicted by
very rough terrain.

You might also like