Grade 1A Hired Swords
by Nick Kyme
20 gold crowns to hire +10 gold crowns upkeep
From the lands of eternal desert they come, crossing the sea to reach the Empire, in search of the city spoken of in frightened whispers and imagined in childhood nightmares; Mordheim – City of the Damned.
Not all hirelings are warriors and the merchants of Araby are not known for their martial prowess. Rather they are advisers, treasure seekers and collectors of the arcane. Found within the shady bazaars of seldom trodden streets and darkened taverns, they have an uncanny knack of finding the best equipment for the best price, tapping into the vein-like underworld network of black markets and foreign traders providing for any would-be adventurers.
Experts in treasure and antiques, they seek their own fortune in the forgotten artefacts buried deep beneath the city but require a warband’s protection. Reciprocal then is this relationship. Although keen to avoid conflict, their employers’ keep them close at hand, as a smooth talking merchant is not to be trusted when treasure and glory is at stake…
May be Hired: Any good aligned warbands may hire an Arabian Merchant (ie, Mercenaries, Dwarfs, Witch Hunters, Tomb Raiders, etc).
Rating: An Arabian Merchant increases the warband's rating by +10 points, plus 1 point for each Experience point he has.
Weapons/Armour: Scimitar (counts as a sword).
Skills: A Merchant may choose from Academic skills when he gains a new skill (he also has his own special skill that he can choose – see below).
Haggle: A Merchant has the Haggle skill.
Pawnbroker: The Merchant is skilled in finding the best price for sold items and as such gains an extra 2D6 gold per item that the warband sells (up to its full value) if he was not taken out of action in the battle.
Marketeer: The Merchant has many useful contacts in the black market underworld and foreign traders to locate many special items. After each battle (if he wasn’t taken out of action) the Merchant can visit one of three markets: the Black Market, Foreign Wares and the Fencer, in search of items for the warband. Roll a D6 on the relevant table to see what items are on offer.
A den of thieves and underworld brigands the black markets of Mordheim sell and procure all manner of illicit substances and are regularly frequented by the infamous members of the Assassins guild…
|2||Dark Venom or Black Lotus (D3 doses)|
|3||Crimson Shade (D3 doses)|
|4||Mandrake Root or Madcap Mushrooms (D3 doses)|
|5||Stiletto Blade (need ‘Weapons Training’ to use) +1 attack per turn at -1 strength.|
|6||Blow Pipe (need ‘Weapons Training’ to use)|
Traders from across the seas can be found in the shady taverns and street corners on the outskirts of Mordheim. They have many exotic and wondrous items for sale, but at a hefty price…
|3||Lamp of the Djinn or Monkey’s Paw|
|4||Magic Carpet or Tufenk|
Fencers have an eclectic range of items ‘procured’ from sources best left unspoken. Offered at incredible prices, traders should be wary for their word is not their bond and such items are often ‘flawed’…
|1||Halfling Cook Book|
|4||Tome of Magic|
|5||Hunting Rifle or Elven Bow|
|6||Brace of Duelling Pistols|
All the items purchased through the Merchant’s market contacts are at their base price (i.e., do not add the random gold modifier for items). All items bought from the Fencer are also at half price but after the item is used once roll a D6. On a roll of 1, the item breaks and is useless – an elaborate fake!
Stone Cutter: The Merchant has the skill to refine wyrdstone shards to increase their value. Whenever a warband sells its wyrdstone the Merchant may try to refine the source. Roll a D6 to discover how much additional gold the wyrdstone is worth.
|1-2||Lose 2D6 gold crowns.|
|3-5||Gain 2D6 gold crowns.|
|6||Gain 3D6 gold crowns.|
Guardian: The Merchant has ‘acquired’ a bodyguard to protecting from harm in the coming battles. The bodyguard will only protect the Merchant and cannot fulfil warband objectives or search, loot or any function other than protecting the Merchant and as such will remain within 1" of the Merchant at all times. The bodyguard doesn’t gain experience and isn’t paid (it is assumed he has been ‘gifted’ to the Merchant as a favour from one of his contacts).
Equipment: Sword, light armour, shield and helmet.
Intercept: the bodyguard will intercept any model shooting at or charging the Merchant. Any attacks will be directed at him and if charged place the bodyguard in front of the Merchant to protect him. The bodyguard will not charge unless the Merchant also charges and cannot intercept an attack if already engaged in combat.
35 gold crowns to hire +15 gold crowns upkeep
The Beast Hunter is a dark wanderer, full of mystery and self-loathing. His is a woeful tale. Kith and kin slaughtered by the foul Beastmen of the wild. He is one of many such men who have been driven to the very edge by their experiences, yearning only now for unquenchable revenge against those that destroyed their once normal lives. They bedeck themselves in the skins of their foes and take on a truly frightening aspect. It is a stout captain indeed who hires such 'wild men' of the forest but their hunter's skills are without equal and their raw strength in combat is too awesome to ignore. Dangerous and ferocious, ideal qualities for survival in the dark, unbridled wilds.
May be Hired: Any warband other than Skaven, Beastmen, Undead, Orcs & Goblins, Possessed and Carnival of Chaos may hire a Beast Hunter.
Rating: A Beast Hunter increases the warband’s rating by 18 points plus 1 point for each Experience point he has.
Weapons/Armour: Two axes, throwing axe (counts as a throwing knife with +1 Strength), light armour.
Skills: A Beast Hunter may choose from Combat and Strength skills when he gains a new skill.
Beastmen Vengeance: The Beast Hunter hates all Beastmen (this includes Gors, Ungors, Centigors and Minotaurs) and will fight for no upkeep cost in battles against Beastmen.
Skull Rack: The Beast Hunter wears a grisly skull rack bedecked with bestial skulls. He causes fear for in all Beastmen.
Predator: The Beast Hunter is a predator of all fell creatures but most especially Beastmen. In any battle that is set in the wilderness (ie. not within Mordheim) that involves Beastmen, the Beast Hunter may be set up after both warbands have deployed. He may be set up anywhere on the board that is hidden and outside of the enemy deployment zone.
Dwarf Troll Slayer
25 gold crowns to hire +10 gold crowns upkeep
Troll Slayers are members of the morbid Dwarf cult whose followers are obsessed with seeking an honourable death in combat. Having committed some unforgivable crime or been dishonoured in an irredeemable way, a Dwarf will forsake his home and wander off to die fighting the enemies of Dwarfkind.
Troll Slayers are insanely dangerous individuals, psychopathic and violent. However, there are few better fighters, so they are much sought after when warriors are needed.
Known as ‘Hired Axes’, Troll Slayers who come to Mordheim find plenty of opportunity to indulge their deathwish.
May be Hired: Mercenaries and Witch Hunters may hire a Dwarf Troll Slayer. Warbands that include Elves may hire Slayers, but must pay 20 gold crowns after each battle instead of 10 gold crowns. Dwarfs won’t put up with weak pointy-eared folk unless they have to, or are adequately compensated for their sufferance.
Rating: A Dwarf Troll Slayer increases the warband’s rating by 12 points plus 1 point for each Experience point he has.
Weapons/Armour: Two axes or a double-handed axe (the hiring player may choose).
Skills: A Troll Slayer may choose from Combat and Strength skills when he gains a new skill. In addition, there are several skills unique to Dwarf Troll Slayers which he can have instead of normal skills when he gains a new skill.
Deathwish. Troll Slayers seek an honourable death in combat. They are completely immune to all psychology and will never need to test if they are fighting alone.
Hard to Kill. Troll Slayers are tough, resilient individuals who can only be taken out of action on a D6 roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 5 as stunned.
Hard Head. Troll Slayers ignore the special rules for maces, clubs etc. They are not very easy individuals to knock out!
TROLL SLAYER SKILLS
Ferocious Charge. The Dwarf may double his attacks on the turn in which he charges. He will suffer a -1 to hit penalty on that turn.
Monster Slayer. The Troll Slayer always wounds any opponent on a D6 roll of 4+, regardless of Toughness, unless his own Strength (with weapon modifiers) would mean that a lower result than this is needed.
Berserker. The Dwarf may add +1 to his to hit rolls during the turn in which he charges.
40 gold crowns to hire +20 gold crowns upkeep
Elves are a wondrous race: lithe, tall, beautiful, longlived and magical. For the most part they are feared and distrusted by humans, though some live in the cities amongst men and offer their services as minstrels and archers in return for a high fee.
Though Elves become rarer in the Old World each year, there are still some roaming on the trackless paths of the Drakwald Forest and the Forest of Shadows.
Elves sensibly tend to avoid the ruins of Mordheim, for in the City of the Damned there is little to attract that fey and strange race, but sometimes they are hired by treasure hunters, for few can match their skill with a bow, or their inhuman quickness and agility. The senses of an Elf are much keener than any human’s, and they make excellent scouts.
May be Hired: Mercenaries and Witch Hunters may hire Elf Rangers. Warbands which include Dwarfs may hire Elf Rangers, but must pay 40 gold crowns after each battle instead of 20.
Rating: An Elf Ranger increases the warband’s rating by 12 points plus 1 point for each Experience point he has.
Equipment: Elf bow, sword and Elven cloak.
Skills: An Elf Ranger may choose from Shooting and Speed skills when he gains a new skill. In addition, there are several skills unique to Elf Rangers as detailed below, which he can choose instead of normal skills. Note that these special skills can only be acquired through experience. They are not possessed by a new recruit.
Seeker. When rolling on the Exploration chart, the Elf Ranger allows you to modify one dice roll by -1/+1.
Excellent Sight. Elves have eyesight unmatched by mere humans. The Elf Ranger spots Hidden enemies from two times as far away as other warriors (ie, twice his Initiative value in inches).
Fey. Hostile magic spells will not affect the Elf on a D6 roll of 4+.
Luck. The Elf Ranger is blessed by Lileath, the Elven goddess of luck. Once per game he may re-roll any dice roll he makes (but not one made by other members of the warband).
50 gold crowns to hire +20 gold crowns upkeep
Just as warriors of the lower social orders can become mercenaries, squires or nobles may offer their skills for hire by becoming a Freelancer or ‘robber knight’. Freelancers are often the younger sons of nobles, who have inherited little but their weapons, horse and armour. Having become disillusioned with their lot in life they have taken the only road available to them: that of a Hired Sword.
Financial considerations take precedence over the dictates of honour and chivalry. Many Freelancers have drifted to the shanty towns surrounding Mordheim, and offer their considerable strength to the highest bidders.
May be Hired: Mercenaries and Witch Hunters may hire Freelancers.
Rating: A Freelancer increases the warband’s rating by +21 points plus 1 point for each Experience point he has.
Equipment: Heavy armour, shield, lance and sword. If you are using the optional rules for mounted models, a Freelancer rides a warhorse (and has the Ride Warhorse skill from the Blazing Saddles article). When mounted, the Freelancer has an armour saving throw of 3+. On foot his save is 4+.
Skills: A Freelancer may choose from Combat and Strength skills when he gains a new skill.
15 gold crowns to hire +5 gold crowns upkeep
Halflings are diminutive creatures, generally more concerned with the timing of their next meal (or two) than with military pursuits. They range from three to four feet tall, and are neither very strong nor tough, but are naturally good shots and steadfast in the face of danger. Some Halflings are more adventurous than others, however, and these bold spirits are much sought after by mercenary bands, for they are splendid archers, and excellent cooks to boot.
May be Hired: Any warband except Skaven, Undead and the Possessed may hire a Halfling Scout.
Rating: A Halfling Scout increases the warband’s rating by +5 points plus 1 point for each Experience point he has.
Equipment: Bow, dagger and a cooking pot (counts as a helmet).
Cook: Halflings are renowned for their cooking skills. A warband with a Halfling Scout may increase its maximum size by +1, as warriors from all around are attracted by the smell of great food! Note that this does not increase the maximum number of Heroes you may have.
Skills: A Halfling may choose from Speed and Shooting skills when he gains a new skill.
35 gold crowns to hire +20 gold crowns upkeep
Roaming the woods and secluded byways of the Empire, highwaymen prey on the many coaches and wagons foolish or desperate enough to travel there. These are dark and dangerous men, often employed for their knowledge of cargo charters and skill at ambush. Oft they appear to the naked eye, bereft of their blackened garb, as foppish, charming characters, but that ruse is a genteel masquerade as their cruelty and viciousness will testify. Deadly pistoliers and expert riders, they are an asset to any warband but watch your back, for they are untrustworthy, selfserving men.
May be Hired: Any warband, except Sisters of Sigmar, Witch Hunters and any good-aligned Elves may hire a Highwayman. A Highwayman will never join a warband that also contains a Roadwarden.
Rating: A Highwayman increases a warband's rating by 20 points plus 1 point for each Experience point the Highwayman has.
Weapons/Armour: Dagger, Brace of pistols, rapier and a cloak (acts as a buckler in close combat). If you are using the optional rules for mounted models then the Highwayman also rides a horse. When the Highwayman is mounted, he has a save of 6+, on foot he has no Armour save.
Skills: The Highwayman may choose from Combat, Shooting, Speed and Cavalry when he gains a new skill.
Expert Pistolier: A Highwayman’s skill with a brace of pistols is unrivalled and as such he combines the effects of the skills Pistolier and Trick Shooter.
Expert Rider: A Highwayman is a superb rider and as such while he is mounted he counts as being stationary for the purposes of shooting (i.e.. no -1 modifier to hit) and he also benefits from the skill as he can reload quickly whilst on horseback.
Unscrupulous: A Highwayman, despite all his skill and bravado, is not to be trusted. At the end of each battle roll a D6, on a roll of a 1 the warband receives 1 less piece of Treasure than they would normally as the Highwayman has stolen it for himself (this Treasure is not spent on the Highwayman, it is lost!). Obviously, if this keeps happening it will be up to warband leader to keep the Highwayman in his employ or not…
by Mark Havener
40 gold crowns to hire +20 gold crowns upkeep
Politics is a dangerous game and not all dangers are found on the battlefield. The Assassin specializes in removing ‘obstacles’ with discretion. He will hire himself out to the highest bidder and satisfaction is guaranteed. The Assassin calmly dispatches his rather distasteful duties with fastidiousness and finesse. In between jobs, such a man will often join a wandering warband in order to hone his skills; assassination is not a profession for the slow or dullwitted!
May be Hired: Any warband except Witch Hunters, Sister of Sigmar, ORcs & Goblins or Skaven may hire the Assassin.
Rating: An Imperial Assassin increases a warband's rating by 22 points plus 1 point for each Experience point the Imperial Assassin has.
Weapons/Armour: Sword, dagger, throwing daggers and a crossbow pistol.
Skills: The Imperial Assassin may choose from Combat, Shooting Speed and Unstoppable Charge from the Strength skills when he gains a new skill. In addition, the Imperial Assassin may choose from the Assassin Special Skill list.
Poisoner: Assassins specialize in the use of poisons. The Assassin starts each game with his weapons poisoned with either Black Lotus or Dark Venom. The controlling player decides which poison the Assassin is armed with before the game starts, and this poison does not need to be traded for. And no, the Assassin cannot poison other warband members’ weapons, nor will he loan his out!
Weapons Master: The Assassin is a master of weapons and may use any weapon he finds. You may purchase weapons for the Assassin just as you would for any other member of your warband. However, unlike other members of your warband, any weapon you give an Assassin is his to keep – he will not give it to another warband member later. In addition, although he knows how to use them, an Assassin will never use a blackpowder weapon as such devices are far too conspicuous in their use for someone in his profession.
Backstabber: The Assassin specializes in attacking his targets when their back is turned. The Assassin may charge an opponent he cannot see (he knows you’re there!) as long as the target model is within his charge reach. If he does this, he surprises his opponent and receives a +1 to hit him with all attacks and any rolls on the Serious Injuries chart are at +1. This bonus lasts for the first round of combat only, as his opponent will swiftly recover his wits if he survives the initial assault
Hide in Shadows: The Assassin can blend into the shadows so that his opponents will not see him. As long as he is within 1" of a wall or other linear obstacle (hedge, fence, well, etc), opposing models must pass an Initiative test in order to charge or shoot at him.
80 gold crowns to hire +30 gold crowns upkeep
Ogres are large, brutish creatures, standing some ten feet tall, and all of it bone and muscle. For this reason they are much in demand as bodyguards and mercenaries, despite their lack of brains. A warband backed up by an Ogre makes a fearsome enemy, since Ogres are extremely dangerous fighters and a terrifying sight to behold when enraged. They happily accept any employer, as they are notoriously unbothered about who they fight for.
May be Hired: Any warband except Skaven may hire an Ogre Bodyguard.
Rating: An Ogre Bodyguard increases the warband’s rating by +25 points, plus 1 point for each Experience point he has.
Weapons/Armour: Either two swords, axes or clubs (or any mix of them), or a double-handed weapon (you may choose which). Ogres wear light armour.
Fear: Ogres are large, threatening creatures that cause fear.
Large Target: Ogres are Large Targets as defined in the shooting rules.
Skills: An Ogre may choose from Combat and Strength skills when he gains new skills.
30 gold crowns to hire +15 gold crowns upkeep
Pit Fighters are dangerous men who make their living in the illegal fighting pits of the Empire. Many of them are slaves and prisoners but some are free men who earn their living from savage pit fights in settlements like Cutthroat’s Haven or Black Pit. Even though pit fights are banned in many provinces, they are very popular and a great deal of money is wagered on the outcome. Thus many authorities turn a blind eye to these bloodsports.
When not in the pits, Pit Fighters offer their services to the highest bidders, and they readily find employment in warbands intent on exploring the ruins of Mordheim. Pit Fighters are powerful and dangerous fighters, and their unique weaponry gives them an advantage against almost any opponent.
May be Hired: Any warband apart from Undead and Skaven may hire a Pit Fighter.
Rating: A Pit Fighter increases the warband’s rating by +22 points, plus 1 point for each Experience point he has.
Equipment: Morning star, spiked gauntlet and helmet. The spiked gauntlet counts as an additional hand weapon and a buckler. And no, your Heroes cannot learn to use it!
Skills: A Pit Fighter may choose from Combat, Speed and Strength skills when he gains a new skill.
Patrolling the fraught and dangerous highways of the Empire, Road wardens are dour men of the sternest courage. Solitary figures, they range far and wide, often with little food and in all weathers. They are hardened and brutal fighters, uncompromising and without any martial code, they give no quarter as they expect none to be given in return. Their skill lies with the crossbow, with which they are excellent hunters and deadly marksmen. Highwaymen, deviants and bandits are their common quarry, safety of the roadways their charge and they execute both with deliberate and unswerving severity.
40 gold crowns to hire +20 gold crowns upkeep
May be Hired: Any good-aligned warband may hire a Roadwarden such as Witch Hunters, Sisters of Sigmar, Dwarfs and Human Mercenaries. A Roadwarden will never join a warband that also contains a Highwayman.
Rating: A Road warden increases a warband's rating by 22 points plus 1 point for each Experience point the Road warden has.
Weapons/Armour: Crossbow, horseman’s hammer, dagger, heavy armour and three torches. If you are using the optional rules for mounted models then the Road warden also rides a horse. The Road warden’s save is 4+ whilst mounted and 5+ whilst on foot.
Skills: The Road warden may choose from Combat, Shooting, Strength and Cavalry when he gains a new skill.
Expert Rider: A highly skilled horseman, a Road warden counts as having the Nimble skill whilst on horseback and suffers no modifiers for moving and shooting.
Lethal Marksman: A master with the crossbow, a Road warden combines the skills of Trick Shooter and Eagle Eyes.
Stern: Working alone and in the dark for the majority of his profession the Road warden is made of strong stuff indeed. He may re-roll any failed Leadership test for panic, fear, and is immune to the rules for being all alone .
The Empire is not the only place that breeds mercenaries. The constant warring among the city-state sof Tilea provides many opportunities for a man who knows how to use a weapon. Still, sometimes the fighting does down in Tilea and many of these mercenaries are forces to seek employment in other lands. Many of these temporarily unemployed mercenaries have heard of the trouble brewing in Mordheim and have come seeking a new patron.
30 gold crowns to hire +15 gold crowns upkeep
May be Hired: Any warband except Skaven, Orcs or Undead may hire a Tilean Marksman.
Rating: A Tilean Marksman increases a warband's rating by 16 points plus 1 point for each Experience point the Road warden has.
Weapons/Armour: Light armour, sword, dagger and crossbow.
Skills: A Tilean Marksman may choose from Shooting skills when he gains a new skill.
Steady Hands: The Tilean Marksman's aim never wavers. He ignores 'to hit' modifiers for long range when shooting the crossbow.
Dead Eye Shot: The Marsman has the eyes of an eagle and can hit the smallest target. He ignores 'to hit' modifiers for cover when shooting his crossbow.
30 gold crowns to hire +15 gold crowns upkeep
Wizards, shamans, mystics, all these and more are associated with men who can wield the power of magic. All magic is potentially dangerous and originates from Chaos, so those blessed (or cursed) with the power of sorcery are hated and feared.
Still, it is not difficult to find employment if you are a wizard, for many are willing to take the risk of persecution. But hiring a Warlock does not only mean that you lose your gold – if the teachings of the Cult of Sigmar are to be believed, your soul is at risk as well...
May be Hired: Any warband except Witch Hunters and Sisters of Sigmar may hire a Warlock.
Rating: A Warlock increases the warband’s rating by +16 points plus 1 point for each Experience point he has.
Equipment: A Warlock carries a staff.
Wizard: Warlocks are magicians and have two spells generated at random from the Lesser Magic list. See the Magic section for details.
Skills: Warlocks may choose skills from the Academic skills list, or they may randomly determine a new spell from the Lesser Magic spell list