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Imperial Outriders

Grade: 1b
Source: Nemesis Crown Supplement (PDF)
Setting: Nemesis Crown
Author: Mordheim Nemesis Crown Development Team

As rumours of the discovery of the Nemesis Crown spread across the land, the various provinces of the Empire despatch bands of swift horsemen to scout the Great Forest.

Theirs is not to take on the enemy in a head-on clash. Instead their role is about stealth. Outpacing and outmanouevring the enemy to leave them empty-handed as they gallop into the distance with the prize.

special rules

Hired Swords: The Imperial Outriders may only be accompanied by mounted Hired Swords. This includes the Freelance Knight from the Mordheim Rulebook and the Roadwarden from the Empire In Flames supplement. The Highwayman keeps himself A safe distance from any official representatives of the Empire and so may not be hired.

Choice of warriors

An Imperial Outrider warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12.

Knight: Each Outrider warband must have one Knight: no more, no less!

Outriders: Your warband may include up to 2 Outriders.

Scouts: Your warband may include up to 2 Scouts.

Chasseurs: Your warband may include up to 5 Chasseurs.

Hussars: Your warband may include up to 5 Hussars.

Grooms: Your warband may include up to 2 Grooms.

Starting experience

The Knight starts with 20 experience.

Outriders start with 8 experience.

Scouts start with 0 experience.

All Henchmen start with 0 experience

Imperial Outrider Skill Table

CombatShootingAcademicStrengthSpeedCavalry
Knight
Outrider
Scout

Imperial Outriders equipment lists

The following lists are used by Imperial Outrider warbands to pick their weapons:

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Spear10 gc
Morning Star15 gc
Lance40 gc

Armour

ItemCost
Buckler5 gc
Shield5 gc
Helmet10 gc
Light armour20 gc
Heavy armour50 gc
Barding80 gc
Ithilmar armour90 gc
Gromril Armour150 gc

Outrider Missile Weapons

ItemCost
Pistol15 gc
Handgun35 gc
Blunderbuss30 gc
Hochland Long Rifle200 gc

Scout Missile Weapons

ItemCost
Throwing Knives15 gc
5 gc

heroes

1 Knight

85 gold crowns to hire

Knights who show the greatest potential are often chosen to lead small bands on quests into dangerous territory in order to prove their worth.

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Weapons/Armour: The Knight may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ equipment list. The Knight comes with a Riding Horse. This may be upgraded to a Warhorse for an additional +40 gc.

SPECIAL RULES

Leader: Any warrior within 6” of the Knight may use his Leadership characteristic when taking a Leadership test.

Ride: The Knight has the Ride skill as detailed in the Blazing Saddles article.

0 – 2 Outriders

65 gold crowns to hire

Usually the offspring of nobility, Outriders are often cocksure young guns and confident in the saddle. Eager to earn their spurs they readily sign up for dangerous missions requiring speed, stealth and bravery.

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Weapons/Armour: Outriders may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Outriders’ Missile Weapon List. Outriders come with a Riding Horse which may be upgraded to a Warhorse for an additional +40 gc.

Special Rules

Ride: Outriders have the Ride skill as detailed in the Blazing Saddles article.

0 – 2 Scouts

45 gold crowns to hire

Accustomed to riding fast over long distances, Empire couriers are an obvious choice to include in raids into the wilder lands. Less experienced at fighting, they need to learn quickly or risk falling at the wayside.

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Weapons/Armour: Scouts may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Scouts’ Missile Weapon List. Scouts come with a Riding Horse.

Special Rules

Special Rules

Ride: Scouts have the Ride skill as detailed in the Blazing Saddles article.

henchmen

(Bought in groups of 1-5)

0 – 5 Chasseurs

55 gold crowns to hire

Skilled at firing a range of Blackpowder weapons from the saddle, these men are regarded as the finest young prospects of the Empire’s armies. Chasseurs provide vital missile cover for the band.

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Weapons/Armour: Chasseurs may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Outriders’ Missile Weapon List. Chasseurs come with a Riding Horse.

Special Rules

Ride: Chasseurs have the Ride skill as detailed in the Blazing Saddles article.

0 – 5 Hussars

60 gold crowns to hire

Selected for their combat skills, these grizzled warriors pack a hard punch as the Outriders charge.

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Weapons/Armour: Hussars may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. Hussars come with a Riding Horse. This may be upgraded to a Warhorse for an additional +40 gc.

Special Rules

Ride: The Knight has the Ride skill as detailed in the Blazing Saddles article.

Combat Riding: Horsemen have the Combat Riding skill as detailed in the Blazing Saddles article.

0 – 2 Grooms

50 gold crowns to hire

Unskilled in the ways of war, nevertheless these young men have an empathy with the steeds. Grooms have a vital part to play in their party.

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Weapons/Armour: Grooms may be equipped with hand-to-hand weapons, missile weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Scouts’ Missile Weapon List. Grooms come with a Riding Horse.

Special Rules

Ride: Grooms have the Ride skill as detailed in the Blazing Saddles article.

Horse Handling: Grooms have the Animal Handling skill as detailed in the Blazing Saddles article.

Further Mounted Rules

Rules for mounted warriors can be found in the Mordheim Rulebook and in the Blazing Saddles articles in the 2002 Mordheim Annual.

The clarifications below generally work in tandem with these.\

Two Weapon Fighting

Mounted warriors may not fight with two weapons, although a shield or buckler may be used as normal. Two-handed weapons are not permitted. The use of a pistol in the first round of hand-to-hand combat replaces the model’s usual weapon.

Targeting Mounted Warriors

Enemies may not target a ridden horse, whether by missiles or in hand-to-hand combat. The rider will always be seen as the greater threat.

Due to their prominence, any mounted warrior may always be chosen as a target by a shooter even if there are enemies closer.

However the shooters do not gain +1 to hit - the rider is still the same size as before.

Injuries

To determine the effects of wounds on mounted models, use the Whoat Boy! table from the Blazing Saddles article.

Stunned Riders

Stunned riders will fall from their mounts as indicated on the Whoat Boy! table. Mounts which subsequently bolt may be remounted should the warrior make base contact with the horse before it leaves the table. Note that whether the mount leaves the table or not, it will be recovered unscathed after the battle.

Out-Of-Action Models

It is possible for a rider to be killed while his mount survives. In this case the mount may be ridden by the dead model's replacement, reducing his cost by 40gc.

Dead Horses

Dead horses must be replaced before any other income is spent. All Treasures must be sold to fund this.

Any model without a mount may not take part in the battle.

Dense Terrain

Imperial Outriders may ignore the normal warband limitation of two mounts in areas of dense terrain.

Scenarios

Several scenarios involve the moving of models across the board to achieve the objective, either chasing treasure or exiting the board. In these scenarios the players should place sizeable areas of dense terrain such that it is impossible to traverse the board without entering them. This will force the Outriders to dismount and so improve the game.