Mercenaries v.2.
4
Warband Special Rules Warband Special Equipment
Mercenary Connections (-5gc) Heirloom
Mercenary warbands deduct 5gc from the price Warrior has this item when hired. It may not be
of all Hired Swords employed throughout the swapped or sold, but may be robbed and
campaign. discarded as normal.
Home Provinces
When creating a Mercenary warband, choose
Reikland, Middenheim, Marienburg, Nuln or
Stirland as your home province. This choice
affects the special items, skills and prayers
available to your warband.
Prayer Lores
The prayer lore of Warrior Priests in the warband
is determined by the warband’s home province
as follows:
Reikland: Prayers of Sigmar.
Middenheim: Prayers of Ulric.
Marienburg: Prayers of Manaan.
Nuln: Prayers of Myrmidia.
Stirland: Prayers of Taal.
Regional Champion
Warriors with this rule start with one free skill
from the Combat or Provinces list when hired.
(Choose separately for each warrior.)
© Giorgos Magakis
Provinces Skills
Henchmen in the warband who are promoted to
heroes automatically gain access to Province
skills in addition to their other skill list choices.
(This is an exception to the rule that access to
special skills counts as one of a promoted
henchman’s skill list choices.)
Stubborn
Warriors with this rule may re-roll failed fear and
panic tests.
Stealth
While this warrior is in cover, enemy shooting at
him suffers an additional -1 to hit.
Warband Special Equipment Warband Special Equipment
Long Rifle 30gc Harpoon Gun 20gc
(All Provinces) (Stirland Only)
Blackpowder Weapon: Handgun: Is affected by Blackpowder Weapon: Handgun: Is not affected by
anything that affects Handguns and can be used by anything that affects Handguns, but can be used by
anyone who can use normal Handguns. anyone who can use normal Handguns.
Range: 36” Strength: 4 Range: 18” Strength: 4
Armour Piercing (1) Armour Piercing (1)
Lethal: Causes 2 Wounds instead of 1 on Lethal.
‘Deathblow’ Critical Hits.
Move or Fire.
Home Provinces Skills
Full Plate Armour 30gc
(Reikland Only) Reikland Skills
Suit of Heavy Armour: Is affected by anything that
affects Heavy Armour and can be worn by anyone Trusted Commander
who can wear normal Heavy Armour. Warrior gains the ‘Leader (6”)’ rule, or extends its
Armour Save: 4+ range to 12” if he has it already.
Initiative Penalty: -1
Advance and Fire (6”)
Wolf Cloak 10gc Each turn, henchmen (not heroes) in the warband
who ended their move within 6” of this warrior
(Middenheim Only) may move and fire with weapons that have ‘Move
Suit of Armour: Can be worn by anyone who is
or Fire’ (apply -1 for moving and shooting as
proficient Heavy Armour. Prevents Wizards from
normal). Requires line of sight. Not active while this
casting spells. May be worn in combination with
warrior is fleeing.
Light or Heavy Armour.
Armour Save: Wearer gains a 6+ armour save vs.
Right to Rule
shooting attacks. (No effect vs. spells or prayers.)
Must have the ‘Leader’ ability to take this skill.
Each battle, if this warrior is deployed and not
Silk Hat & Plumes 10gc fleeing, the warband may re-roll one failed Rout
(Marienburg Only) test. Multiple warriors with this skill may allow
Special Equipment: Wearer cannot hide, loses multiple Rout tests to be re-rolled, but each test
‘Stealth’ if he has it, and gains an additional +1 XP can only be re-rolled once.
each time he takes an enemy out of action.
Silk Hat & Plumes is automatically lost Middenheim Skills
whenever wearer is taken out of action
himself. Expert Fletcher
Warrior gains ‘Heirloom: Hunting Arrows.’ All of
Grenade Launcher 20gc warrior’s shots with any kind of Bow using Hunting
Arrows roll twice on the critical hits chart and apply
(Nuln Only) the highest result. (Stacks with other modifiers.)
Blackpowder Weapon: Handgun: Is not affected by
anything that affects Handguns, but can be used by
Wolfspurs
anyone who can use normal Handguns.
Critical hits scored against this warrior have an
Range: 18” Strength: 3
additional -D3-1 modifier to rolls on the critical hits
Concussive (1)
chart. (Stacks with other modifiers.)
Grenade Blast (2”): If target is successfully hit
(even if not wounded), all warriors (friend or foe)
Crush the Weak
within 2” of target also take 1 Strength 3 hit with
Warrior may re-roll failed rolls to hit with Hammers
‘Concussive (1).’
and Great Hammers in the first round of combat.
Home Provinces Skills Home Provinces Skills
Marienburg Skills Stirland Skills
Confident Duellist Deathjack (24”)
When first hired, as well as between each battle, Warrior can no longer use Heavy Armour, becomes
this warrior may purchase Duelling Pistols at -5gc proficient with Long Bow and all of his shots with
price, though any items purchased with this Long Bow suffer -1 to hit for shooting further than
discount become the warrior’s personal Heirlooms. 24” instead of the normal -1 to hit for shooting
Furthermore, all of warrior’s critical hits with further than 12”.
Pistols of any kind roll twice on the critical hits
chart and apply the highest result. (Stacks with Superstitious
other modifiers.) If warrior is carrying a Lucky Charm, it is not lost
when warrior goes out of action. (Not even if he
Ostentatious Taste used them to modify his campaign injury roll.)
When first hired, as well as between each battle,
this warrior may purchase Lucky Charms and Silk Waylay
Hat & Plumes at -5gc price, though any items All of this warrior’s shots with Bows of any kind
purchased with this discount become the warrior’s have an additional +1 to hit in Shooting Phases
personal Heirlooms. where he could pick his target (i.e. where he was
elevated 2” or more above ground level with no
Clandestine Connections visible enemies within 6”).
Each battle when warrior is deployed, roll a D6:
(1-4): Warrior gains 1 Poison Vial or 1 dose
of Crimson Shade (choose which).
(5-6): Warrior gains both.
If warrior was already carrying instance(s) of the
item(s) generated, he may poison a second
weapon and/or take a double dose of Shade.
Warrior must use these items himself and items
not used this battle are lost.
Nuln Skills
Gunnery Cadet
All of warrior’s shots with Handgun and Grenade
Launcher may re-roll results on the Blackpowder
Misfire chart.
Honour Guard
All of warrior’s all of warrior’s critical hits with
Spear and Halberd roll twice on the critical hits
chart and apply the highest result. (Stacks with
other modifiers.)
Ironside
All of warrior’s shots with Handguns have Sunder
(1). (Stacks with other Sundering effects.)
© Giorgos Magakis
Mercenary Skill Lists
Combat Shooting Academic Strength Speed Province
Captain V V V V V V
Sergeant V V V V V V
Priest V V V V
Wizard (+10gc) V V V
Youngblood V V (+5gc) (+5gc) V V
Mercenary Equipment Lists
Captain, Sergeant, Warrior Priest Battle Wizard
Youngblood,
Close Combat Close Combat
Free Company, Hand Weapon Hand Weapon
and Greatsword Great Weapon Great Weapon
Spear
Close Combat Halberd Shooting
Hand Weapon Sling
Great Weapon Shooting
Spear Sling Armour
Halberd Bow None
Morning Star Crossbow
Handgun
Shooting Pistol
Bow
Crossbow Armour
Handgun Light Armour
Pistol Heavy Armour
Shield
Armour
Light Armour Marksmen Halflings
Heavy Armour
Shield
Close Combat Close Combat
Hand Weapon Hand Weapon
Shooting Shooting
Bow Sling
Long Bow Short Bow
Crossbow Throwing Stars / Knives
Blunderbuss
© Giorgos Magakis
Handgun Armour
Light Armour
Armour
Light Armour
Heavy Armour
HEROES HENCHMEN
0-1 Captain Free Company
45gc to hire 25gc to hire
Starting Experience: 20 Starting Experience: 6
Race: Human Race: Human
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 4 4 3 3 3 4 1 8 4 3 3 3 3 3 3 1 7
SPECIAL RULES
Leader (6”), Regional Champion 0-6 Marksmen
20gc to hire
0-2 Sergeants Starting Experience: 4
30gc to hire Race: Human
Starting Experience: 12 M WS BS S T W I A Ld
Race: Human 4 2 4 3 3 3 3 1 6
M WS BS S T W I A Ld
4 4 3 3 3 3 3 1 7 0-4 Greatswords
SPECIAL RULES 40gc to hire
Regional Champions Starting Experience: 14
Race: Human
0-1 Warrior Priest M WS BS S T W I A Ld
35gc to hire 4 4 3 3 3 3 3 1 8
Starting Experience: 12 SPECIAL RULES
Race: Human Stubborn, Heirloom: Heavy Armour
M WS BS S T W I A Ld
4 3 2 3 3 3 3 1 8 0-3 Halflings
SPECIAL RULES 15gc to hire
Priest: Starts with 1 prayer. Starting Experience: 4
Race: Halfling
0-1 Battle Wizard M WS BS S T W I A Ld
30gc to hire 4 2 4 2 2 3 4 1 6
Starting Experience: 6 SPECIAL RULES
Race: Human Stealth
M WS BS S T W I A Ld
4 2 2 3 3 3 3 1 7 0-3 Warhounds
SPECIAL RULES 30gc to hire
Wizard (Any of the 8 Basic Lores): Starts with 1 M WS BS S T W I A Ld
spell. 6 4 - 4 3 3 4 1 5
SPECIAL RULES
0-3 Youngbloods Animals (Cannot Climb; Cannot Hide; Flee 3D6”;
15gc to hire Cannot use the Leader’s Ld; Cannot Capture
Starting Experience: 0 Objectives; Fight Unarmed; No Promotion.)
Race: Human
M WS BS S T W I A Ld
4 2 2 3 3 3 3 1 6
v.2.4
Regional Champion only gives combat or provinces skill.
v.2.3
Corrected typos.
Boosted Marienburg Provinces skill: Clandestine Connections.
Removed the constriction that only some Warriors Priests could use certain weapons.
v.1.6.1
Revamped starting bonuses.
v.1.6
Priest may use Pistol, Handgun, and Crossbow.
Long rifle does not have Concussive.
Full Plate Armour +5gc.
Wolf Cloaks +5gc.
Revamped Reikland and Marienbrug bonuses.
v.1.5.5
Marienburg gains: -5gc to the price of all Hired Swords employed by the warband.
v.1.5.4
Long Rifle -5gc
v.1.5.3
Sergeants may buy Academic skills.
Marksmen cannot use Heavy Armour.
Revamped Home Provinces bonuses.
Halflings may use Throwing Knives / Stars.
v.1.5.2
Long Rifle gains Lethal: Causes 2 Wounds instead of 1 on ‘Deathblow’ critical hits.
v.1.5.1
Merged Youngblood and Free Company equipment lists with Captain, Sergeant, and Greatsword list
(giving more options for all these types of warriors).
Added concept art.