In the wake of the destruction of the city of the damned there were few survivors
of the city itself. Of these survivors some were guardsmen who decided to stay for
many varied reasons. Some saw it as their duty still to stay behind and try to protect
the few citizens who remained behind for reasons of their own. Others saw an opportunity
to plunder the ruins before others learned of the destruction and came to collect
and there by increase their own wealth. Whatever their reasons for staying the guardsmen
quickly organized into an effective and lethal band of men with an intimant knowledge
of streets and places of importance in Mordhiem, not to mention knowing who to go
to to aquire rare hard to find goods. They use this knowledge to gain an advantage
over the other bands of scavengers scouring the city of the damned.
Starting Funds
The warband starts with 500 gc to spend as it wishes following unit numbers and
weapons restrictions.
Choice of Warriors
A Former Gaurdsmen band must include a minimum of 3 models, and can have a maximum
of 15 models including 5 Heros and 1 leader. A starting warband must be lead by
a Captain, but should he be killed they may not acquire another; a new leader will
step forth from amongst the members of the band.
Hirelings & Dramatis Personae
The following Hired Swords will work for the Former Gaurdsmen:
- Freelancer
- Halfling Scout
- Elf Ranger
- Ogre
Of the Dramatis Personae listed in the Mordheim rulebook, Aenur will work for a
Former Gaurdsmen band. Of the Dramatis Personae presented on this site, the following
will work for a Former Gaurdsmen band:
Player created and future supplemental Personae will have to be adjudicated on
a case by case basis as appropriate to their background. In general criminal elements
will not work for the Gaurdsmen. 'Criminal elements' include the Smuggler, Burglars,
Assassins, Lootas, and Magic users of any sort (but not priests).
Heroes
Captain
|
The Warband must be lead by a Captain when starting
|
Lieutenant
|
The Warband may include up to 1 Lieutenant
|
Crusty Sargents
|
The Warband may include up to 2 Crusty Sargents
|
Master at Arms
|
The Warband may include up to 1 Master at Arms
|
Henchmen
Veteran Guardsmen
|
The Warband may include up to 5 Veteran Guardsmen
|
Gaurdsman
|
The Warband may include up to 5 Gaurdsmen
|
Raw Recruit
|
The Warband may include any number of Raw Recruits
|
Special Abilities
Beat Walkers: The Former Gaurdsmen knew the city like the backs
of their hands. Even in its ruined state they can use this information to their
advantage. After each battle each hero that rolls for exploration may reroll his
die. In essence each hero counts as having a MASTER MAP (pg 55). This benefit
is cumulative with any other die rerolls the hero might aquire through gameplay.
Special Limitations
Irreplaceable: The Former Gaurdsmen are a product of a system
of recruitment and training that is no longer available. Once you loose a Former
Guardsman they cannot be replaced from the list in the normal fashion. Therefore,
after warband creation the band may only purchase Raw Recruits to replace dead members
(including Heros). This is to represent the lack of trained Guardsman that survived
the devastation available for hire; any other survivors have either joined another
band or fled the city.
Chain of Command: if the Captain dies, Leadership passes in
the following order regardless of relative Ld: Lieutenant, Crusty Sargent, Master
at Arms, promoted Veteran, promoted Gaurdsman, promoted Recruit. If there are 2
or more potential candidates, highest Ld takes precedent. This can result in the
"Leader" ability being largely useless for the band if a low-Leadership warrior
like the Lieutenant becomes the Leader, but thems the breaks.
Equipment
Former Gaurdsmen Equipment List
|
As per Mercenary list pg 70
|
Starting Experience
Experience and Skills
|
Hero
|
Skill Categories
|
Starting XP
|
Captain
|
Combat, Speed, Shooting, Academic
|
20
|
Lieutenant
|
Combat, Speed, Shooting, Academic
|
0
|
Crusty Sargents
|
Combat, Speed, Shooting
|
12
|
Master at Arms
|
Combat, Strength
|
12
|
Heroes
Type
|
Number
|
Cost
|
Captain
|
1
|
75
|
Captains rose thru the ranks of the City Gaurd only to see their city destroyed.
Now those few who survived are either out for their own aggrandizement, or out to
restore order to the ruined streets of their balliwik. Either way, his men are faithful
to him unto death and would follow him into Hell itself; which Mordheim is in close
proximity to.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
9
|
As Armor
|
Weapons and Armor: the Captain may be equipped as desired from
the Former Gaurdsmen Equipment List
|
Special Ability: Leader. All warriors
in the band within 6" of the Captain may use his Leadership value for Leadership
tests.
|
Type
|
Number
|
Cost
|
Lieutenant
|
0-1
|
30
|
Fresh out of the Academy and eager for service, the hopes of the Lieutenant were
dashed. Now he struggles to carry out the orders of the Captain and try to survive.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
4
|
1
|
6
|
As Armor
|
Weapons and Armor: Lieutenant may be equipped as desired from
the Former Gaurdsmen Equipment List.
|
Type
|
Number
|
Cost
|
Crusty Sargents
|
0-2
|
60
|
Crusty Sargents are the backbone of the band. The Captain issues the commands,
but the Sargents make sure they get carried out. Two parts strict disciplinarian,
two parts inspirational example, and one part den mother to their troops, a band
without Crusty Sargents is a sad band indeed.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
3
|
3
|
3
|
2
|
3
|
2
|
8
|
-
|
Weapons and Armor: Crusty Sargents may be equipped as desired
from the Former Gaurdsmen Equipment List
|
Special Ability: Drill Sergent. All
Henchmen in the band within 4" of the Crusty Sergent may use his Leadership
value for Leadership tests. Should the Sargent become the bands leader then this
ability is replaced by the standard Leader ability.
|
Type
|
Number
|
Cost
|
Master at Arms
|
0-1
|
60
|
Charged with the maintenance of the bands weapons and armaments, the Master at
Arms is a valuble member of the band. He keeps the now hard to replace equipment
of the band in tip top shape with a bit of spit and polish tacked on for good measure.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
3
|
4
|
3
|
1
|
3
|
1
|
7
|
-
|
Weapons and Armor: The Master at Arms may be equipped as desired
from the Former Gaurdsmen Equipment List
|
Special Ability: Weapons Maintenance.
If the Master at Arms starts the game with the warband, all cutting weapons have
an additional -1armor save modifier for the duration of the battle due to his expert
maintenance.
|
Special Ability: Expert Armourer.
If the Master at Arms starts the game with the warband, all armor worn by the band
ignores the first -1armor save modifier from all attacks for the duration of the
battle due to his expert maintenance.
|
Henchmen
Type
|
Number
|
Cost
|
Veteran Guardsmen
|
0-3
|
40
|
Veteran Guardsmen have seen many a thing, learned many a trick, and survived
many a scrape. They are the dependible 'can-do' muscle of the band.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
2
|
8
|
As Armor
|
Weapons and Armor: Veteran Guardsmen may be equipped as desired
from the Former Gaurdsmen Equipment List
|
Special Ability: Crusty Veteran. If
put OoA, a Crusty Veteran only leaves the band on a 1 rather than 1-2
|
Type
|
Number
|
Cost
|
Gaurdsmen
|
0-5
|
25
|
Gaurdsmen are the rank and file of a Gaurdsman force, and represent the average
Former Gaurdsmen.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
As Armor
|
Weapons and Armor: Gaurdsmen may be equipped as desired from
the Former Gaurdsmen Equipment List
|
Type
|
Number
|
Cost
|
Raw Recruit
|
0-Max Band Size
|
15
|
As the band represents the remnants of an organization that no longer exists,
the normal band members cannot be replaces. After warband creation, the only new
members available to the band are Raw Recruits.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
6
|
As Armor
|
Weapons and Armor: Gaurdsmen may be equipped as desired from
the Former Gaurdsmen Equipment List
|
Playing a Former Gaurdsmen Force
The Former Gaurdsmen have the potential to be a very interesting band, with a
more structured 'militaristic' feel than the standard and existing alternate bands.
They offer a different feel and a modeling opportunity.
Pros of the Former Gaurdsmen force
-
Excellent range of equipment choices.
-
Excellent Leadership due to the Crusty Sargents.
-
Well maintained Equipment due to the Master of Arms.
-
Several durable Henchmen due to the Veteran Gaurdsmen.
-
Wide range of Hired Swords.
-
Excellent Exploration options.
Cons of the Former Gaurdsmen force
-
Irreplaceable Heros and Henchmen.
-
Weedy Raw Recruits.
-
Lack of accurate shooters.
-
Expensive Heros.
-
Difficulty growing in a long term campaign.
The Method behind the Madness
My good friend and partner in crime Jason Roche says to me one day..."Mordheim is
basically an anarchy right now, right? Well...what happened to the local cops? Surely
they didn't all die or split out? What if a few were still around and still
working as a unit? They'd know the city like the back of their hand, and have a
formal chain of command, and like some crusty sergeants to keep the rank and file
in line. But, they'd be irreplaceable -- when dudes die, that's it, can't be replaced.
They'd have to take raw recruits with no training. So, playing them you've got this
extra drama of worrying about your guys getting banged up, even more than normal,
because when they die or get gimped you've got no options. That could be cool, right?"
And from there the Former Guardsmen took shape and were born. We basically ran with
the core concept, and got some feedback online (primarily from the sagacious Boss
Umguk) and this is the result. As a side note, the Priestess of Shallaya proved
to be a popular option for Former Guardsmen bands, for some strange reason.
The Empire Halberdiers and/or Handgunners plastic Regiments are a good starting
point for modeling the Former Gaurdsmen.
By Jason Roche (WilyQuixote)
with assistance and verbage from
Ed Hastings aka the Killer Shrike
and Special Thanx to Boss Umguk
for commentary
|