Grade 2A Hired Swords
Beggar
Source: Fanatic Online 94
10 gold crowns to hire + 5 gold crowns upkeep
The streets of Mordheim crawl with the poor and destitute. They scratch an existence by digging through the wreckage of this black city for any meager supply of food. As such, these poor humans will do just about anything for gold.
May be Hired: Such is their desperation, a Beggar will hire itself out to any warband. Though evil warbands will have to pay 15 gold crowns for their initial hire, as the Beggar knows he may not survive the company long.
Rating: A Beggar increases a warband's rating by +8 points, plus 1 point for each Experience point the has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Beggar | 4 | 1 | 1 | 2 | 2 | 1 | 3 | 1 | 5 |
Weapons/Armour: Club
Skills: A Beggar may choose from Speed skills when he gains a new skill.
SPECIAL RULES
Scrounge: Such is the Beggar's skill at scrounging through the ruins of Mordheim, at the end of each battle that the Beggar was not put out of action, he adds an extra die of exploration to your pool.
Not a Threat: as a Beggar proves hardly a threat to any true warrior, warbands may ignore Beggar for purposes of shooting at the nearest target and charging another enemy within 2” of the Beggar.
Chaos Fury
Source: Mordheim Facebook Group
30 gold crowns to hire + 20 gold crowns upkeep
Known as the Crows of Chaos, Furies are Lesser Daemons made from the accretion of magical energy that has been corrupted by raw emotion. They are fierce creatures with leathery wings, bestial horns, and inhumanly feral faces. Though more than a match for most mortals, Furies are amongst the lowliest denizens of the Realms of Chaos and are not bound to any particular Dark Power. Because they make their home right on the edge of reality, Furies are among the first Daemons to enter the material world when the winds of magic blow.
Furies are rumored to haunt forlorn ruins, and tales are told of small caravans and lone travellers being ambushed by murderous flocks of these Lesser Daemons all across the mountains of the Empire. Several of these beasts seem to be drawn to the profane contamination of the City of the Damned, where the veil between worlds is thin. As they have no patron and are among the weakest of their kin, Furies are often summoned by Daemonologists who are seeking a more compliant minion.
May be Hired: All warbands devoted to Chaos (such as the Cult of Possessed and Beastmen Raiders) may attempt to hire a Fury once after each game by having a spell-caster in the warband attempt a summoning ritual. The Chaos Fury cannot be hired by any other means. The spell-caster must pay the hiring fee* and pass a Leadership test. These dark rituals are not without risk and on a roll of 2 or 12 the ritual automatically fails and the spell-caster is plagued by horrific visions of the Empyrean and must pass a Toughness test or miss the next game.
* The hiring fee represents the ingredients for performing the summoning ritual and are consumed regardless of the success of the ritual.
Rating: The Fury increases the warband's rating by +25 points.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Chaos Fury | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 10 |
Weapons/Armour: A Fury has razor-sharp claws with which it tears at its prey and is made from raw magic itself. It has no need for weapons or armour.
SPECIAL RULES
Fear: Lesser Daemons are horrifying supernatural creatures that cause fear in all who gaze upon them.
Daemonic Flesh: Due to their intangible nature, Daemons have a base armour save of 5+. This save is never modified but is completely negated by blessed or magic weapons and spells. The Daemon's attacks also count as magical.
Daemonic Mind: Daemons do not have the same fears and ambitions as mortals, for they are emotions and mortal passions made manifest. A Chaos Fury is completely immune to all psychology and never gains experience.
Daemonic Instability: Daemons are bound to the world by dark sorcery that is highly volatile and unstable. If taken out of action, a Chaos Fury is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). If the spell-caster that summoned the Daemon is killed or leaves the warband, the Daemon is banished from whence it came.
Fly: Instead of moving normally (unless knocked down or stunned), a Chaos Fury may choose to:
- Move anywhere within 12" including into base contact with an enemy (in which case it counts as charging).
- Move vertically without needing to climb.
- Jump from any height without falling.
Malicious: If a Chaos Fury takes an enemy model out of action, the Daemon spends its next movement phase stationary while it continues to torture and torment its victim. This effect immediately ends if an enemy model is within 8", or if the Chaos Fury is the target of missile weapons and/or enemy spells.
Cursed Hillman
Source: Fanatic Online 49
60 gold crowns to hire + 25 gold crowns upkeep
Cursed by lycanthrope, a man will never find a home within any civilized domain. Should his presence be discovered, he will be hunted relentlessly, pushed out by those strong enough to fend him off. They learn to live a life of solitude, existing in the deep darkness of the dreaded woods within the Empire. Of course, living side by side with hoards of beastmen, terrifying undead and roving bands of Cultists is never easy. However some of these damned individuals find themselves able to hire-on with an unscrupulous band through feats of strength or skill. Whether they hope to earn enough to pay for a hopeful cure, or simply enjoy the twisted carnal delights available to them whilst in the company of chaos, they continue to serve with their purchased loyalty.
May be Hired: A Cursed Hillman can be hired by the Undead, Beastmen or Possessed warbands.
Rating: A Cursed Hillman increases the warbands rating by +20 points, plus 1 point for every experience he has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Man | 4 | 3 | 4 | 3 | 3* | 1 | 3 | 1 | 8 |
Wolf | 7 | 4 | 0 | 4 | 4 | 2 | 5 | 2(3) | 6 |
Weapons/Armour: While in man-form, the Hillman is armed with an Axe, a Dagger, and a Longbow. He wears a heavy fur cloak which offers him an AS of 5+ versus ranged attacks, and 6+ in close combat.
When in wolf-form, all garments and weapons are discarded. These are collected after the battle. The werewolf uses only its teeth and claws in close combat, and suffers no penalties for doing so.
Skills: A Cursed Hillman can choose from Shooting and Speed skills, as well as those listed below.
SPECIAL RULES
Hunter: The Cursed Hillman has had to learn to survive in the bleak wilderness of the Empire. As such, he is incredibly skilled with his bow. He may move at half-rate, and still fire his bow without penalty.
Thin Flesh: Due to his constant changing into lupine form and back, his flesh has weakened to ease the transformation. As such, he counts as having -1T in hand to hand combat.
Lycanthrope: The Cursed Hillman is a werewolf. Any time he loses a wound, he must roll a D6. On a roll of 4+, the beast within escapes and he transforms into a werewolf. Ignore any injury table rolls. Should he not transform, roll on the injury table at -1 (thus knocked down is 2-3, stunned is 4-5, and OOA is on a 6 only). While in wolf-form, he has a bonus Bite attack. This is resolved at -1S.
Control: So long has he been cursed that the Hillman can attempt to call upon the beast within at will. The Hillman can transform into the Werewolf during the shooting phase on a D6 roll of 2+. Should this roll fail, the Hillman must remain static as the excruciating transformation takes longer than anticipated. He counts as being knocked down, and will be completely transformed by the beginning of his controller’s next turn.
Rage: The Hillman calls upon his curse to imbue himself with supernatural powers. He gains +1WS, +1S, +1I and an extra attack as his off-hand has transformed into a claw. This skill can only be taken if the Control skill is already chosen.
Dark Mage
Source: Letters of the Damned 6
35 gold crowns to hire + 15 gold crowns upkeep
Hedge Wizard, Warlock, Witch; all of these are used to describe those who are touched with the gift. The Dark Mage treads a different path than those typically associated with these titles, however. Bent on the destruction of Necromancy, the Dark Mage practices the true dark arts, and treats them with the respect they deserve.
May be Hired: Human Mercs, “Good” aligned warbands. May not be hired by any Undead, Sisters of Sigmar or Witch Hunters.
Rating: A Dark Mage increases the warband's rating by 18 points, plus 1 point for each experience accumulated.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Dark Mage | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Staff
Skills: The Dark Mage may select skills from the Academic skill list, as well as further spells as described above.
SPECIAL RULES
Wizard: The Dark Mage is a wizard, and may randomly generate a spell from the Dark Magic list, and may gain more spells from that or from the Lesser Magic list found in the Core Rulebook.
Despise Despoilers: A Dark Mage Hates Necromancers, and anyone who casts spells from the Necromancy or the Dreaded Scrolls of Nagash.
Self Assured: Dark Mages are immune to the effects of All Alone tests and will never flee as a result.
Dark Magic
1 - Banishment Difficulty 8
Pulling the energies of death to him, the Dark Mage dispels the power of the undead.
All Undead within 4” of the Dark Mage must take an
unmodified Leadership Test or suffer a S4 hit.
2 - Soul Render Difficulty 8
For the most brief of moments, the Mage centers dark energies upon an unlucky foe.
Soul Render is a magic missile spell, with a range of
18 inches. If successfully cast, the spell causes D3 S3
hits.
3 - Shade Mount Difficulty 8
Darkness forms about the caster, carrying him aloft on wings of shadow.
This spell may be cast on the wizard himself, or a hero
within 8 inches of him. Upon a successful casting, the
model may immediately fly up to 12 inches. Should
this movement bring the model into Base to Base
contact with an enemy model, consider it a charge.
4 - Jozun’s Decay Difficulty 9
Ashes and dust. Focusing the dark energies, the wizard forces the very life from his opponent.
This spell has a range of 12 inches. Upon a successful
casting, the target must pass a Leadership Test, or
suffer a one point reduction to its Toughness attribute.
Each recovery phase the model must attempt to pass a
Leadership Test, reducing its Toughness a further
point for each failure. Should a model be reduced to 0
Toughness, it is removed from the game irrespective
of how many wounds it has left. Should a Leadership
Test be passed, the model must play the remainder of
the game at its modified Toughness score. A model
may not be targeted more than once per game.
5 - Cowel of Pain Difficulty 6
Nothing compares to the pain of the dark. Wrapping it about him like a cloak, the caster strengthens himself.
The mage cannot be Stunned until his next magic
phase. Treat 3-4 results as Knocked Down instead.
6 - Doom & Dark Difficulty 7
Dark energies coalesce about the mage, chilling the air and driving dread into all those around him.
Any model within 2” of the Dark Mage must take an
immediate All Alone Test, even if in close combat.
Should a model flee from Close Combat, free strikes
occur as normal, assuming that there are combatants
who have not failed their test.
Dwarf Slayer Pirate
Source: Fanatic Online 45
30 gold crowns to hire + 15 gold crowns upkeep
In the ancient Dwarf stronghold of Barak-Varr is a great trade center, and many Dwarf merchant ships make port in its harbors. The crew of these ships are some of the most cunning and skilled sailors in the old world. It is their charge not only to man the ships but also to protect the precious cargo of those ships, often rare Dwarven ales and treasures.
Should one of these shipments be lost, whether captured, wrecked, or lost to the depths of the sea, a great dishonor is placed on both captain and crew of the ship. This shame is often too much to bear, and occasionally such a Dwarf seaman will undertake the Slayer Oath, but will retain his old habits and combat preferences to those of the traditional troll slayers.
The Slayer Pirate “hired guns” will often turn to the city of the damned to seek out an honorable death in combat.
May be Hired: A Dwarf Slayer Pirate may be hired by Mercenaries, Averlanders, Ostlanders, Kislevites, Witch Hunters, Tileans, Dwarf Treasure Hunters, Bandits, and Pirates. Any warband wishing to hire a Slayer Pirate that also contains an elf must pay 20gc upkeep instead of 15gc as the Dwarf will require compensation for putting up with the Elf.
Rating: A Dwarf Slayer Pirate increases the warband's rating by 14 points plus 1 point for each Experience point he has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Dwarf | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: A Sword, Superior Black Powder, and many many Pistols.
Skills: A Dwarf Slayer Pirate may choose from Combat and Shooting skills when he gains a new skill.
SPECIAL RULES
Deathwish: It is the goal of the Slayer Pirates to die in combat and they are therefore immune to psychology and will never need to test if fighting alone.
Hard to Kill: Dwarfs are tough, resilient individuals who are only taken out of action on an injury roll of 6. Treat a roll of 5 as stunned instead.
Hard Head: Dwarf Slayer Pirates ignore the concussion special rule, they are not easy to knock out!
Festooned with Pistols: Dwarf Slayer Pirates carry so many pistols into battle that they never have to reload, they always have a new pistol primed and ready to fire. The only exception is hand-to-hand combat. The Slayer Pirate will not have time to draw a new pistol every round of hand-to-hand combat, he may only use pistols in the first round. In subsequent rounds of hand-to-hand combat the pistol should be counted as a club. He may draw another pistol once he is out of combat or all of his opponents are knocked down or stunned.
Raging Drunk: The combination of being a Dwarf and spending the better part of life on the sea means Slayer Pirates usually know where to acquire some fine Dwarven Ale. A warband including a Slayer Pirate treats Bugman's Ale as Rare 6, but must pay an extra 2d6 gold crowns to compensate for the copious amounts of ale that the Slayer Pirate will consume.
Emissary of Chaos
Source: Fanatic Online 94
50 gold crowns to hire + 20 gold crowns upkeep
From the northern wastes they come, the mortal voices of the gods of chaos. They flock to Mordheim, for here Chaos rules. Their mission is to aid all those who would further their ends, and the ends of their masters. The Emissaries of Chaos are powerful warriors, their sole purpose in life to bring death and suffering.
May be Hired: Dark Elves, Possessed, Carnival of Chaos, Norse, and Beastmen may hire an Emissary of Chaos.
Rating: An Emissary of Chaos increases a warband's rating by +25 points, plus 1 point for each point of Experience.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Emissary of Chaos | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 9 |
Weapons/Armour: Chaos Armour (4+ save), Helmet, Shield, Sword.
Skills: An Emissary of Chaos may choose from the Combat and Strength skills, as well as the Academic skill (if an Emissary of Tzeentch) when he gains an advancement.
SPECIAL RULES
Special Skills: An Emissary of Chaos's special skills depend on which god he serves.
- Khorne: Frenzy, +1A
- Tzeentch: Gains 1 spell from the Chaos Rituals (may cast spells while wearing armour)
- Nurgle: All attacks are poisoned (as black lotus), cause fear
- Slaanesh: All enemies must pass a Leadership test to charge Emissary. Those that do engage the Emissary in close combat suffer a -1 to their to hit rolls.
Estalian Diestro
Source: Letters of the Damned 2
35 gold crowns to hire + 15 gold crowns upkeep
Having left their home, the Diestro converge upon Mordheim to make their fortune. It is not often that the skilled of Estalia venture this far into the Empire, however Mordheim has proven too ripe an opportunity to resist. Masters of their art, the Diestro hire themselves out to those who can afford their skills, taking every chance to illustrate their superior training.
May be Hired: Anyone save for Chaotic (Possessed, Carnival, Beastmen, Skaven), Undead (of any kind), Tilean or Osterlander warbands may hire the Diestro.
Rating: A Diestro increases the warband's rating by 18 points, plus 1 point for each experience accumulated.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Diestro | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Rapier, Main Gauche, Light Armour.
Skills: A Diestro may choose from the Combat or Speed skill lists.
SPECIAL RULES
Rapier: The Rapier is a long thin blade commonly used by duelists. It is a deadly, sharp weapon capable of delivering multitude of blows.
Range: Close Combat
Strength: As User
Special Rules: Parry, Barrage
- Parry: Like all swords, you may use a rapier to parry hand-to-hand combat.
- Barrage: A warrior armed with a rapier rolls to hit and to wound as normal. However, if you manage to hit your opponent but fail to wound you may attack again just as if you had another attack but at –1 to hit (down to a maximum of needing a ‘6’ to hit). Any additional attacks gained in this fashion also benefit from the Barrage special rule.
Main Gauche: Slender but of good steel, the Main Gauche is often employed by professional fighters out of Estalia. Perfectly balanced, they spin about in their wielder's hand, striking and parrying blows alike.
Range: Close Combat
Strength: As User
Special Rules: Main Gauche
- Main Gauche: The main gauche is a special dagger, which Diestros use with their offhand (which is in most cases the left hand, hence the name). Any Estalian Diestro has the option to either use this weapon as a dagger, thus gaining an additional attack, OR to parry a blow with it as if it was a sword. In the latter case, they gain NO additional attack. The player may choose each turn in which way the fighter will use the main gauche.
The Fallen Sister
Source: Fanatic Online 25
55 gold crowns to hire + 15 gold crowns upkeep
Wizards have little to say in whether the world of magic touches them or not. Even those who have devoted their life to Sigmar are subject to the bane that is chaos. When one who has trained within the Abbey upon the Rock for many years discovers that she possesses the very skills they are trained to stamp out, some offer themselves up as heretics and are purged. Other more desperate women flee into the hell that is Mordheim, hoping to live their cursed lives out as a Fallen of Sigmar.
May be Hired: Any warband except Skaven, Undead, Witch Hunters or Sisters of Sigmar may hire a Fallen Sister.
Rating: A Fallen Sister increases the warband's rating by +22 points, plus 1 point for each experience she has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Fallen Sister | 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Steel Whip, Sigmarite Warhammer, Dagger, Sling, Light Armour.
Skills: A Fallen Sister may choose from Combat, Strength and Speed skill lists when she gains a new level, or she may randomly choose a new spell from the Lesser Magic list.
SPECIAL RULES
Wizard: A Fallen Sister has been cursed with the ability to use magic. She has one spell generated at random from the Lesser Magic list.
Warrior Wizard: A Fallen Sister has learned to cast her spells whilst wearing her customary armour and garb.
Ashamed and Afraid: A Fallen Sister has risked much in her attempts to escape the Abbey and the notice of her former sisters. She must make a Leadership test in order to charge any member of a Sisters of Sigmar warband, or a Warrior-Priest from a Witch Hunters warband.
Goblin Lantern Bearer
Source: Fanatic Online 89
15 gold crowns to hire + 5 gold crowns upkeep
It's tough being a goblin, especially if you feel you have talent. The orcs don't take you seriously, the other goblins are always starting fights, and there is the continual threat of being fed to the trolls. Occasionally, a smart goblin will go off and try to earn a living. If he is lucky, he might actually survive for a while. Freelance goblins have found many jobs around Mordheim. Of most use to the many warbands of Mordheim are goblin lantern bearers. For a very small fee, the hired goblin will carry a lantern around the ruins of Mordheim and try to find those pesky hidden enemies.
May be Hired: ?
Rating: A Goblin Lantern Bearer increases the warband's rating by +5 points plus 1 point for each experience point he has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Goblin Lantern Bearer | 4 | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 5 |
Weapons/Armour: Lantern, Dagger.
Skills: A Goblin Lantern Bearer may choose skills from the Speed list.
SPECIAL RULES
Smart (for a Goblin): The Goblin Lantern Bearer has survived partially on his brains. Being one of the smarter from the litter, he does not suffer from animosity as most goblins do.
Very Lucky: The Goblin Lantern Bearer has survived for some time by his luck. If the goblin is taken out of action during the game, roll for his injuries with the following results:
1 – Lost
2-6 – Survives.
Small Size: Due to their small size, Goblin Lantern Bearers can fit into very small spaces. If the goblin is not taken out of action during the fight, then they can help in the search for wyrdstone. When rolling for wyrdstone, roll dice as normal for the warband. The Goblin Lantern Bearer adds +3 to the total dice roll when determining the number of shards found (i.e. if the dice total is 15, then add +3 for a total of 18, and thus 4 shards found instead of 3).
Gravesman
Source: Letters of the Damned 5
25 gold crowns to hire + 15 gold crowns upkeep
Welcome to Crazy Grom's. Nowhere else in Mordheim will you find a better assortment of hirelings. If you don't find what you're looking for, then you're not going to find it anywhere! There is never a shortage of bodies in Mordheim, and thus there is never a shortage of work for the gravesmen. Disease and pestilence run rampant in the city-proper, but along the outer skirts of Mordheim where the temporary settlements and encampments of those daring or foolish lie, a certain level of order must be maintained.
May be Hired: Anyone save for Undead (of any kind), or Carnival of Chaos warbands may hire the Gravesman.
Rating: A Gravesman increases the warband's rating by 15 points, plus 1 point for each experience accumulated.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Diestro | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
Weapons/Armour: Shovel (Halberd), Pry bar & dagger.
Skills: A Gravesman may choose from the Combat or Strength skill lists.
SPECIAL RULES
He’s o’er dere: A Gravesman knows what’s worth saving. Should a Hero die (rolls 11-15 on the Serious Injuries Chart post-game) you may retain his equipment on a D6 roll of 4+ thanks to the Gravesman’s instinctive greed. This occurs only if you pay the Gravesman’s upkeep; if you do not, he keeps what he has found.
Halfling Knight
Source: Fanatic Online 94
20 gold crowns to hire + 10 gold crowns upkeep
While few and far between as they are, it is not unheard of for a halfling to strive for a little more renown than their common ilk are bred for. Those that hear the call for glory rise up as knights among these little folk, venturing forth to fight evil wherever it may be. As such, many Halfling Knights find themselves led to Mordheim, city of the damned.
May be Hired: Any good aligned warband may hire a Halfling Knight.
Rating: A Halfling Knight increases a warband's rating by +12 points, plus 1 point for each Experience point the has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Knight | 4 | 3 | 3 | 2 | 2 | 1 | 4 | 1 | 9 |
Hound | 5* | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
/*reduced movement due to barding
Weapons/Armour: Cavalry Spear, Sword, Heavy Armour, Helmet, Shield, Hound, Barding.
Skills: A Halfling Knight may choose from Combat and Speed skills when he gains a new skill.
SPECIAL RULES
Slay Large Creature: A Halfling Knight, when charging a Large sized creature, gains +1S (this is in addition to the +1S he gains simply for charging with a cavalry spear).
Imperial Tactician
Source: Fanatic Online 94
40 gold crowns to hire + 20 gold crowns upkeep
The Empire is famed for its superior generals and expert field commanders. When not in war, these same tacticians can be found all across the Empire, honing their skill through skirmish, border patrols, and even leading, or aiding warbands in the ruins of Mordheim.
May be Hired: Any human warband may hire an Imperial Tactician.
Rating: An Imperial Tactician increases a warband's rating by +16 points, plus 1 point for each point of Experience.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Tactician | 4(3) | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 9 |
Weapons/Armour: Two-handed sword, plate armour (4+ save, -1M), Helmet, Dagger.
Skills: An Imperial Tactician may choose from Combat and Strength skills when he gains an advance. Furthermore, an Imperial Tactician may also choose from the following skills:
- Organized Search Party: The warband may re-roll one exploration die.
- Send False Signals: By misleading the opposing warband(s), an Imperial Tactician can make them deploy their forces in a way beneficial to his own warband. Thus, after all warbands have deployed (but before the hiring player has used the Expert Tactician ability), the player controlling the Imperial Tactician may move 1 member from each opposing warband D6” in any direction. This move may not move a warband member off the board, nor may it place a member of the warband in direct harm (you can't force a warrior to jump off a building!).
SPECIAL RULES
Expert Tactician: At the start of the game, after all warbands have been deployed, the Imperial Tactician may then recommend up to D3+1 changes to your deployment (IE, you may change the starting position of up to D3+1 of your warriors).
Read the Battle: As the Imperial Tactician has an eye for reading how any battle is going, he knows when a cause is lost or not. As long as the Imperial Tactician is not out of action, the hiring warband automatically passes the first rout test they are required to make.
Knight of the White Wolf
Source: Mordheim Facebook Group
55 gold crowns to hire + 20 gold crowns upkeep
The oldest of the Templar Orders in the Empire, Knights of the White Wolf are known for their strict military discipline and ferocious fighting style. Hailing from Middenland, they are commonly adorned in gleaming armour with cloaks made of wolf-pelts, accompanied by wild hair and great beards.
Also known as White Wolves, the order dutifully serves Ar-Ulric, leader of the Cult of Ulric who collectively worships Ulric; God of Battle, Wolves, and Winter. Ulric’s religious following is one of the largest in the Empire, second only to the Cult of Sigmar.
Knights of the White Wolf are typically mounted, armed with large cavalry hammers that they swing wildly over their heads during charges. However, some are often seen on foot wielding even greater two-handed warhammers, bellowing terrifying howls at their enemies as they pledge oaths to Ulric, praying he grant them strength in battle.
May be Hired: Any Human Mercenary warband may hire a Knight of the White Wolf. However, he will never join or stay with a warband which includes a Warrior Priest, as they are an agent of an opposing cult.
Rating: A Knight of the White Wolf increases the warband’s rating by +18 points plus 1 point for each Experience point he has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Knight | 4 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 9 |
Weapons/Armour: The Knight wears Heavy Armour and a Wolfcloak. He wields a great ornate two-handed hammer which counts as a Horseman’s Hammer.
Skills: Knights of the White Wolf start with the Unstoppable Charge and Ride Warhorse skills, and may choose from Combat, Strength, or Cavalry skills when he gains a new skill.
SPECIAL RULES
Pride of Ar-Ulric: Infamous throughout the Empire, the White Wolves’ courage and martial prowess is nothing short of inspiring to your average warrior. Knights of the White Wolf may act as a Leader to their comrades, allowing them to use his Leadership characteristic as their own when taking Leadership tests. However, his Leadership value cannot be used for the purposes of rout tests.
Cavalryman: The knight has left his mount behind before venturing into the city of the damned, but will use another if the warband wishes. Knights of the White Wolf may be given a Warhorse to ride (and no lesser steed) if the warband possesses one. This will grant him the usual Warhorse bonuses and increase the warband’s rating +5 per the normal Warhorse rules.
Among Wolves: The Knight’s upkeep cost is halved if he is hired by a Middenheim warband, as he is obliged to work with his kin.
Ninja Gnoblar
Source: Mordheimer Information Centre
35 gold crowns to hire + 10 gold crowns upkeep
Gnoblars or Hill Goblins are the goblinoid smaller "cousins" of normal goblins and orcs. Their range in size is about halfway between goblins and Snotlings. Their coloration is slightly darker skin than other goblinoids. They do not, however, live in the orc-goblin-snotling societies, but instead they spend their lives as pets of ogres of the Ogre Kingdoms.
Though for the most part glad to be the slaves of Ogres, some Gnoblars eventually find their lives too hard in the east and mass together in massive armies that travel into the known world. Gnoblars have many sub-species, commonly known by their attributes, such as Wyrdstone Gnoblar, Lookout Gnoblar, Luck Gnoblar, Gnoblar-Blood-Gnoblars, Boglars, Toad-Gnoblars among others.
Most people simply ignore gnoblars because they have bigger problems in their hands (the least not being the Ogres!), but this little git is not to be sneered at. Having spent some time spying the Celestial Dragon Monks of far east, this Gnoblar has some muscle to add in a fight!
May be Hired: Except the Ogres, any warband that doesn't include any fear causing creatures may hire the Ninja Gnoblar. If the warband gains a model that causes fear, the Ninja Gnoblar will leave immediately - he may be skilled but he is still scared.
Rating: A Ninja Gnoblar increases the warband’s rating by 8 points plus 1 point for each Experience point he has.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Ninja Gnoblar | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
Weapons/Armour: Ninja Robe (counts as Hardened Leathers), Shurikens (Throwing stars with Stealthy special rule) and Bo (gives an additional attack, may parry and requires both hands).
Skills: A Ninja Gnoblar may choose from Shooting and Speed skills when he gains a new skill. In addition he can be given a unique special skill only available to him, noted below.
SPECIAL RULES
Stealthy: The Ninja Gnoblar can throw his shurikens while hidden without revealing his position to the enemy. The target model can take an Initiative test in order to try to spot the throwing Ninja. If the test is successful, the Gnoblar no longer counts as hidden.
Rooftop to Rooftop: The Ninja Gnoblar is skilled in jumping over streets and gaps. He doesn't deduct the distance jumped from his movement. This means he can run 8" and still jump the 3".
Expert Rooftop Jumper: The Ninja is even more skilled in jumping on the roofs. He may jump up to 4" and may re-roll a failed Initiative test when jumping or making a diving charge.
Ogre Slave Master
Source: Fanatic Online 89
90 gold crowns to hire + 35 gold crowns upkeep
As of men, Ogre's too have fallen to the dark and corrupt ways of evil. Certain ruthless Ogre's have been recruited by the darker, sinister warbands lurking around Mordheim. They have one purpose, to capture others and force them to fight in their warbands. It's a cheaper alternative to forking out the hard earned gold coins for a low life hireling, and with scarce volunteers joining up with the evil warbands, who wouldn't hire a Ogre Slave Master?
May be Hired: Possessed, Carnival of Chaos and Beastmen.
Rating: The Slave Master increases your warband rating by +40 points, plus 1 point for each experience point he has.
M | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|
6 | 3 | 2 | 4 | 4 | 3 | 4 | 2 | 7 | 6+ |
Weapons/Armour: Axe, Club, Light Armour.
Skills: Can be taken from Combat and Strength Skills.
SPECIAL RULES
Slave Master: Slave Master works much the same as the Bounty Hunter, except that the "mark" becomes owned by the Slave Master at the end of a battle. (No reward money is earnt, as you would from the Bounty Hunter Skill, you just now own the "mark"), but gets the D3 experience if he survives and the warband has won as normal.
Thus the "mark" now works for the Slave Master's warband and will always be within 8" of him (thanks to a mighty big chain shackled to the "mark" and held by the Slave Master). If the Slave Master is holding the shackles he can only use one weapon. The "mark's" weapons can be kept or sold depending on what the Slave Master warband player wants to do.
If the Slave Master is taken OOA in a battle and none of the Slave Master's warband members are within 8" of the "mark", then the "mark" will automatically run for the nearest safe area (whether that's off the board, in which case it disappears forever, or towards its original warband). If the mark ever comes within 8" of its original warband, then it automatically is controlled by the original owner of the "mark".
If the Slave Master is taken OOA in a battle and the mark is within 8" of another figure from the Slave Master's warband, the "mark" will charge this closest model of that warband automatically in rage (treat as having hatred).
Fear: Ogres are large, threatening creatures that cause fear.
Large Target: Ogres are Large Targets as defined in the shooting rules.
Slaver
Source: Fanatic Online 94
20 gold crowns to hire + 10 gold crowns upkeep
While many adventurers come to Mordheim for its lost treasures and the valuable Wyrdstone, there are those who come for a different currency altogether: slaves. The slaver is a warrior who asks little from the warband who hires him, save a pick of the freshest bodies.
May be Hired: Any evil warband may hire a Slaver.
Rating: A Slaver increases a warband's rating by +12 points, plus 1 point for each point of Experience.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Slaver | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Spear, Net, Light Armour, Helmet, Dagger.
Skills: A Slaver may choose from the Combat and Strength skills when he gains an advance.
SPECIAL RULES
Slaver: Any hero or henchman put out of action by the Slaver will automatically be Captured (as per roll 61 of the Heroes Serious Injuries Chart in the Mordheim Rulebook). Note that any hero or henchman captured must be sold. Heroes sell for D6 x10 gold crowns and Henchmen sell for D6 x3 gold crowns. If a warband cannot pay this price, then that particular hero or henchman is sold into slavery and removed from the roster.
Swashbuckler
Source: Fanatic Online 94
30 gold crowns to hire + 15 gold crowns upkeep
Swashbucklers live for adventure. The more risky the quest, the better. While gold is a definite bonus, a true Swashbuckler joins a warband for the glory.
May be Hired: Any non-evil warband may hire a Swashbuckler.
Rating: A Swashbuckler increases a warband's rating by +16 points, plus 1 point for each point of Experience.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Swash | 4 | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 8 |
Weapons/Armour: Rapier, Dagger, Light Armour, Duelling Pistol.
Skills: A Swashbuckler may choose from the Speed, Shooting, and Combat skills when he gains an advance. If a Swashbuckler takes the Scale Sheer Surfaces skill, not only does he benefit from not needing to make an Initiative test to climb, he also gains a further D3” worth of charge or run movement when doing so.
SPECIAL RULES
Acrobatic: As a Swashbuckler relies on their dexterity, they have extremely good balance. As such, a Swashbuckler need not make an Initiative test when he is wounded and within 1” of a building edge.
Nimble: A Swashbuckler is used to climbing in and out of windows, as well as running along rooftops. To reflect this, a Swashbuckler may run or charge while climbing.
Charismatic: Because of the Swashbuckler's sheer attractiveness, any opponent from the opposite sex (Sisters of Sigmar, Amazons), must make a Leadership test if they wish to charge him.
Ungor Trapper
20 gold crowns to hire + 10 gold crowns upkeep
In the twisted forests this lonely Ungor has kept himself alive by not only hunting the animals he has tracked down, but also the unsuspecting humans with his traps and outstanding archery skills.
May be Hired: Beastmen, Cult of the Possessed, Norse, Marauders of Chaos.
Rating: An Ungor Trapper increases the warband’s rating by +12 points, plus 1 point for each Experience Point he has.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
5 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Bow, Dagger, Club, Rope and Hook.
Skills: An Ungor Trapper may choose from Speed and Shooting skills when he gains a new skill. In addition, there are several skills unique to Ungor Trappers 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.
SPECIAL RULES
Set Traps: A Ungor Trapper may set a trap if he spends a turn doing nothing else (he may not set traps if he’s just recovered from being Knocked Down). Place a marker in base contact with the Ungor Trapper. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap – roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Ungor Trapper won’t trigger his own traps). If the trap did not wound the model or it didn’t trigger, the ‘victim’ may finish his move; otherwise he is placed Knocked Down or Stunned 2" from the marker. Regardless of whether the trap was triggered or not, the marker is removed.
Hunter’s Eye: The Ungor Trapper’s keen eyesight and mastery of the bow allow him to pinpoint weak points on an opponent’s body when shooting, conferring a +1 on injury rolls after a successful wound caused by shooting.
Excellent Sight: The Ungor Trapper spots Hidden enemies from twice as far as other warriors (i.e., twice his Initiative value in inches).
Just a Twit: While the Ungor’s not as fearless as his bigger conspecifics, an Ungor Trapper who has been taken Out of Action will leave the warband on a 1-3 and take 10gc upkeep with him. You may discard this rule with the Fearless skill.
UNGOR TRAPPER SKILLS
Mutant: The Ungor may buy one mutation. See Mutants section on special rules.
Fearless: Immune to fear and all alone tests.
Manhater: Will be affected by the rules of hatred when fighting any Human warbands.
Weaponsmith
30 gold crowns to hire + 15 gold crowns upkeep
Armourers, blacksmiths, and ironmongers are useful elements for any warband venturing into the ruins of Mordheim; they are needed to keep armours in good condition, sharpen swords, and keep bolts sharp. Or to pick the lock of a cage.
May be Hired: Any warband other than Possessed, Undead, Skaven, Carnival of Chaos, Orcs & Goblins, Beastmen, and any other “evil” warband may hire a Weaponsmith.
Rating: A Weaponsmith increases the warband’s rating by +16 points, plus 1 point for each Experience point he has.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Hammer, Crossbow, Buckler, Light Armour, Helmet.
Skills: A Weaponsmith may choose from Strength and Speed skills when he gains a new skill.
SPECIAL RULES
Maintenance: Every now and then, the Weaponsmith manages to get his hands on tools and spare parts with which he can make improvements to certain types of equipment, as long as they are equipped by members of your warband or are stored in your warband’s treasure.
Before each game, roll 1D6 and apply the result to the equipment of your Heroes and the Weaponsmith, accepting the first result even if no model is equipped with the relevant equipment:
1: The Weaponsmith hammers a few nails, polishes a few blades, but nothing more.
2: Heavy armours provide a saving throw of 4+, light armours of 5+.
3: Helmets give a saving throw of +1 in addition to their normal effect.
4: Bucklers give a saving throw of +1 in addition to their normal effect.
5: Shields allow parrying like bucklers in addition to their normal effect.
6: Short bows, bows, crossbows, and handguns have their range increased by 6", pistols and duelling pistols by 3". This increase does not stack with other bonuses from additional skills or special rules (the highest bonus applies).
Wood Elf Hunter
Source: Letters of the Damned 2
50 gold crowns to hire + 20 gold crowns upkeep
While reclusive and wary of outsiders, it is not unheard of for one of the younger woodland elves to venture into the Empire in search of adventure and gold. Such is the Wood Elf Hunter, for their skills are prized in both the wilderness and the ruins of Mordheim.
May be Hired: Any good warband may hire a Wood Elf Hunter.
Rating: A Wood Elf Hunter increases a warband’s rating by +22 points, plus 1 point for each point of Experience.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Hunter | 5 | 4 | 5 | 3 | 3 | 1 | 6 | 1 | 8 |
Weapons/Armour: Elf Bow, Sword, Light Armour, Hunting Arrows.
Skills: A Wood Elf Hunter may choose from the Speed and Shooting skills when he gains an advancement.
SPECIAL RULES
Stalk: Such is the skill with which a Wood Elf Hunter shoots that he may remain hidden after shooting his bow on a roll of 4+.
Hunted: At the start of each game, the Wood Elf Hunter may choose 1 enemy to be his prey. All attacks against that enemy, be it missile or close combat, are made at +1 on the “To Hit” roll.
Keen Eyed: An elf can see far better than the common man. As such he can spot hidden enemies at twice his Initiative value.