The humans of the Old World claim their origins from a variety of regions, and
the people of each of these regions have characteristics that differentiate them
from their fellows. A large nation, the Empire includes many distinct peoples in
its boundaries, and these peoples do many things differently from one another, including
the waging of war and the conducting of mercenary matters. In the current political
morass of the Empire, lacking strong central leadership the men of the Empire tend
to align themselves along provincial boundaries. Just as troops of mercenaries in
the employ of the rulers of the Reik, Middenheim, and Marienburgh are active in
Mordheim gathering wyrdstone and trading it for rich rewards less powerful rulers
have a presence as well.
The following bands use the Mercenary model with exceptions as noted. They are
intended to expand the variety of options available to a player and definitely add
a more 'cosmopolitan' air to the struggle in the streets of Mordheim.
Starting Funds
All of the below additional warbands start with 500 gc to spend as they wish
following unit numbers and weapons restrictions.
Choice of Warriors
All of the below additional warbands 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 Mercenary Captain, but should he be killed they may not acquire
another; a new leader will step forth from amongst the members of the band to assume
the position. This warrior gains the Leader special ability that allows other members
of their warband to use their Leadership when within a certain distance. This distance
is normally 6" unless specifically noted. The new Leader undergoes no other
change of addition.
Hirelings & Dramatis Personae
As normal for a Mercenaries warband except where specifically noted. All of the
new Hired Swords presented on this site indicate
who they will work for; any of them notes as working for Human bands or specifically
for Mercenaries are eligible. Some note specific Mercenary bands they will work
with, such as the Priest of Ulric,
who will work with Middenheimers only, or the
Road Warden who will work with Ostermarkers only.
Of the Dramatis Personae presented on this site, the following will work with
a Mercenary band of any origin:
Heroes, Henchmen, Equipment, and Starting Experience
As normal for a Mercenaries warband except where specifically noted.
Averland Mercenaries
Starting Experience
Special Ability
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Averlanders are known for their Steadfastness. The Mercenary Captain and the
Champions start with +1 Ld
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Shooting
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen, Marksmen, Warriors
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As normal.
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Carroburgher Mercenaries
Starting Experience
Special Ability
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Carroburgh is a city of the Reik renowned for its Greatsword-wielders. Rather
than the normal complement of Henchmen, a Carroburgher band may have up to 7 Greatswordsmen,
but no Marksmen. The Carroburgher Greatswordsmen have the Strongman Skill in lieu
of the Expert Swordsman Skill.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Shooting
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen
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0-7, Strongman: warrior may wield 2 Handed Weapons without striking Last.
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Marksmen
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May not have any.
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Warriors
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As normal.
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Drakwald Mercenaries
Starting Experience
Special Ability
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The Drakwald forest occupies most of the land known as Middenland. Its occupants
are a hardy breed well inured to the elements. They follow the one most physically
fit to lead. As such, the Mercenary Captain starts with +1 S and +1 T. Additionally,
any member of the band ever forced to roll under their Toughness to resist any effect
may reroll a failed result once.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Shooting
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen, Marksmen, Warriors
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As normal
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Hochland Mercenaries
Starting Experience
Special Ability
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Hochland is known for its hunters and its halberdiers. A Hochland warbands Marksmen
start with the ability to fire 'Fire Every Other Turn' weapons every turn. Additionally,
instead of 0-5 Swordsmen, the Hochland warband may have 0-5 Halberdiers that start
with the Halberdier skill.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Shooting
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen
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None
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Marksmen
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0-7, Start with Hunter: Fire every other turn weapons every turn.
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Warriors
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As normal.
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Halberdiers
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0-5 Halberdiers: +1 to Wound when using a Halberd
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Kislevite Mercenaries
Starting Experience
Special Ability
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Kislevites are a stoic and hard-bitten folk, renowned for their durability. Kislevite
Mercenary Captains and Champions start with +1 Toughness.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Speed
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen, Marskmen, Warriors
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As normal.
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Nulnian Mercenaries
Starting Experience
Special Ability
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Nuln is known for its cannon, and obsession with black powder weapons. Nuln Marksmen
start with the Bore Puncher ability. This allows them to reload a Blunderbuss during
the course of a game, thereby using the weapon more than once in a game.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Speed, Shooting
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Youngbloods
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Speed, Shooting, Combat
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Henchmen
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Swordsmen, Warriors
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As normal.
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Marksmen
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0-7, Start with Bore-Puncher: Bore-puncher: If armed with a Blunderbuss, the
warrior may reload it if he does not move, shoot, or fight in HtH for 1 full turn.
This may be done as many times as possible during the course of the game.
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Ostermark Mercenaries
Starting Experience
Special Ability
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Rustic sorts, the Ostermarkers never know when to give up. Typically poor and
ill equipped, they take pride in their irrepressible nature and determination to
stand firm. The Leaders command radius is 18" rather than the normal 6",
but the warband has no other benefit.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Shooting
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen, Marksmen, Warriors
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As normal.
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Ostland Mercenaries
Starting Experience
Special Ability
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Ostlanders live in or near the Forest of Shadows and form the northern bulwark of
the Empire. Ostlanders typically use spears instead of swords, so rather than Swordsmen
they have 0-5 Spearmen. Additionally, the inhabitants of Ostwald are used to moving
swiftfully in dense terrain; Ostland Captains and Champions start with +1 Initiative.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Speed
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen
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None.
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Marksmen, Warriors
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As normal.
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Spearmen
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0-5, +1 Attack when using a Spear in HtH.
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Stirlander Mercenaries
Starting Experience
Special Ability
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Stirland is renowned for its fine longbowmen. A Stirlander band may have 0-12
Marksmen, but no Swordsmen. Additionally, the Stirlander Marksmen gain +1 BS and
start with the Heavy Pull skill which gives them +1 Strength when using bows.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Speed, Shooting
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Youngbloods
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Speed, Shooting, Combat
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Henchmen
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Swordsmen
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None.
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Marksmen
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0-12, +1 BS, Start with Heavy Pull: +1 Strength with bows (not Crossbows).
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Warriors
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As normal.
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Talabeclander Mercenaries
Starting Experience
Special Ability
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Talabeclanders are famed for their Handgunners. Talabecland Marksmen start with
the Hunter skill and +1 BS, the Talabecland Captain has +1 BS, but the band may
not have any Swordsmen.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Speed, Shooting, Combat
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Youngbloods
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Speed, Shooting, Combat
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Henchmen
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Swordsmen
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None.
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Marksmen
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0-7, +1 BS, Start with Hunter: Fire every other turn weapons every turn.
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Warriors
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As normal.
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Talabheim Mercenaries
Starting Experience
Special Ability
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The city state of Talabheim is renowned for its fine swordsmen. A Talabheimer
band may have 0-10 Swordsmen, but no Marksmen.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Strength, Shooting
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Youngbloods
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Speed, Strength, Combat
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Henchmen
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Swordsmen
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0-10, otherwise as normal.
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Marksmen
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None.
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Warriors
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As normal.
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Tilean Mercenaries
Starting Experience
Special Ability
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Tilea is a country to the south of the Empire, but it is a well known and widely
used source of mercenary talent. Tileans are renowned for their duelists, whose
skirmishing skills fit well in Mordheim, and their crossbowmen. Instead of Swordsmen,
a Tilean band may have Duelists. Additionally, the bands Marksmen start with the
Nimble skill, allowing them to move and fire 'Move or Fire' weapons.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Speed, Shooting, Combat
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Youngbloods
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Speed, Shooting, Combat
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Henchmen
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Swordsmen
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None
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Marksmen
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0-7, Start with Nimble: Move and Fire 'Move or Fire' weapons.
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Warriors
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As normal.
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Duelist
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0-5, Cloak-Shield: Tilean Duelists train to use their cloaks as protective devices.
their cloak counts as a Shield and gives them an additional +1 Save. This allows
them to fight two handed and still benefit from a modicum of protection.
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Wissenlander Mercenaries
Starting Experience
Special Ability
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Wissenland is renowned for its archers. A Wissenlander band may have 0-12 Marksmen,
but no Swordsmen. Additionally, the Wissenlander Marksmen gain +1 BS and start with
the Eagle Eyes skill which gives them an additional 6" of range when using
ranged weapons.
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Hero
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Skill Categories
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Mercenary Captain
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As normal.
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Champions
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Combat, Speed, Shooting
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Youngbloods
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Speed, Shooting, Combat
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Henchmen
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Swordsmen
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None.
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Marksmen
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0-12, +1 BS, Start with Eagle Eyes: +6" range with all ranged weapons.
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Warriors
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As normal.
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Design Notes
Rather than alter the existing equipment list or make many minute adjustments
to any given warband, I decided to instead give special abilities that are only
usable with certain weapons. In this manner I dont force players to make certain
decisions, instead I just make it illogical to not equip a band in-flavor.
I like the additional options presented by incorporating the flavor of the various
Provinces of the Empire and the inhabitants of the lands beyond that are intricately
linked to the Empire.
The new additions have several variations, some subtle and some overt. Some wardbands
seem to have an advantage over the others, and this may come out during playtesting,
but there are several nuances that I would like to cover.
Averlanders and Ostermarkers: These two bands gain Leadership bonuses. This makes
both of these bands very stable. They are also both tactically flexible with the
standard Equipment and Henchmen options. Though not as oviously advantaged as some
of the other more physical warbands, these 2 bands are an excellent choice in a
campaign featuring several opponents using Undead and the Possessed.
Carroburghers and Talabheimers: Both of these warbands excel at HtH at the expence
of ranged options. The first has up to 7 heavy hitters, while the other can swamp
an enemy with vicious charges. However, they also both lack a serious ranged capacity.
They represent a perfect choice for someone who likes to mix it up and is an ideal
force against high toughness HtH forces such as a Beastmen or Cult of the Possessed
force.
Kislevites and Drakwalders: Two straitforward bands with some additional durability.
Toughness sells itself.
Hochland, Ostland, Tilean: These three forces are flexible and have strong ranged
and HtH options. They represent a well balanced force with the benefit of additional
flavor. Additionally, the Hochlanders have excellent ranged punch backed up by a
solid HtH defence. All three are tactically flexible and diverse.
Nuln: This force is perhaps the most interesting, with the most chance of utter
success and utter failure. With all normal options available, their ability to use
Blunderbusses multiple times gives them the capability to be extremely dangerous
short and mid ranged fighters.
Stirlanders, Talabeclanders, and Wissenlanders: All three forces are excellent ranged
warbands, at the expence of HtH options. The Stirlanders have great range and heavy
hits, and with up to 12 Archers can be effective shooters. The Talabeclanders have
medium range, but will eat heavily armored troops and are excellent shots. The Wissenlanders
have a wide variety of options as their special ability extends the range of all
ranged weapons. Using pistols they can be excellent skirmishers, with longbows they
can be an extremely long ranged threat; with up to 12 Marksmen who can potentially
obtain a 5 BS this force can be very dangerous.
Additionally, for detail-sticklers, the Drakwalders should be Middenlanders,
but I wanted to avoid confusion between them and the Middenheimers, so I went with
the name of the predominant terrain feature of their homeland instead.
Special Thanx
I would like to thank rinku, the 'mouth from the south', for
his feedback on the initial concept. It is thanks to his suggestions that I decided
to not make seperate equipment lists for each band and instead give each band special
abilities that strongly encourage players to take the appropriate weapons. This
streamlined the creation process enormously.
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