Hired Swords
CORE Hired Swords
Dwarf Troll Slayer
Source: Mordheim Rulebook (core) (PDF)
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: Dwarf Troll Slayer increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
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.
Special Rules
Special Skills
Elf Ranger
Source: Mordheim Rulebook (core) (PDF)
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: Elf Ranger increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 5 | 3 | 3 | 1 | 6 | 1 | 8 |
Weapons/Armour: 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.
Special Rules
Special Skills
Freelancer
Source: Mordheim Rulebook (core) (PDF)
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: Freelancer increases the warband's rating by +21 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Freelancer | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: 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.
Halfling Scout
Source: Mordheim Rulebook (core) (PDF)
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: Halfling Scout 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 8 |
Weapons/Armour: Bow, Dagger and a cooking pot (counts as a Helmet).
Skills: A Halfling may choose from Speed and Shooting skills when he gains a new skill.
Special Rules
Ogre Bodyguard
Source: Mordheim Rulebook (core) (PDF)
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: Ogre Bodyguard increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 2 | 4 | 4 | 3 | 3 | 2 | 7 |
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.
Skills: An Ogre may choose from Combat and Strength skills when he gains new skills.
Special Rules
Pit Fighter
Source: Mordheim Rulebook (core) (PDF)
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: Pit Fighter increases the warband's rating by +22 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 4 | 1 | 4 | 2 | 7 |
Weapons/Armour: 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.
Warlock
Source: Mordheim Rulebook (core) (PDF)
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: Warlock increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: A Warlock carries a Staff.
Skills: Warlocks may choose skills from the Academic skills list, or they may randomly determine a new spell from the Lesser Magic spell list
Special Rules
1A Hired Swords
Arabian Merchant
Source: Town Cryer 22 (1a) (PDF)
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: Arabian Merchant increases the warband's rating by +10 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 7 |
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).
Special Rules
| D6 | Items | Cost |
|---|---|---|
| 1 | Nothing available. | - |
| 2 | Dark Venom or Black Lotus (D3 doses) | 30 gc / 10 gc |
| 3 | Crimson Shade (D3 doses) | 35 gc |
| 4 | Mandrake Root or Madcap Mushrooms (D3 doses) | 25 gc / 30 gc |
| 5 | Stiletto Blade (need Weapons Training to use) +1 attack per turn at -1 strength. | 20 gc |
| 6 | Blowpipe (need Weapons Training to use) | 25 gc |
| D6 | Items | Cost |
|---|---|---|
| 1 | Nothing available. | - |
| 2 | Venom Ring | 20 gc |
| 3 | Lamp of the Djinn or Monkey’s Paw | 50 gc / 50 gc |
| 4 | Magic Carpet or Tufenk | 50 gc / 15 gc |
| 5 | Elven Cloak | 100 gc |
| 6 | Cathayan Silks | 50 gc |
| D6 | Items | Cost |
|---|---|---|
| 1 | Halfling Cook Book | |
| 2 | Ithilmar Weapon | |
| 3 | Gromril Weapon | |
| 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!
Special Skills
| D6 | Gold |
|---|---|
| 1-2 | Lose 2D6 gold crowns. |
| 3-5 | Gain 2D6 gold crowns. |
| 6 | Gain 3D6 gold crowns. |
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Bodyguard | 4 | 4 | 2 | 4 | 3 | 1 | 3 | 1 | 8 |
SPECIAL RULES
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.Beast Hunter
Source: Town Cryer 28 (1a) (PDF)
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: Beast Hunter 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 4 | 1 | 4 | 2 | 7 |
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.
Special Rules
Highwayman
Source: Town Cryer 26 (1a) (PDF)
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: Highwayman increases the warband's rating by +20 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Highwayman | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
| Horse | 8 | 0 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
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.
Special Rules
Imperial Assassin
Source: Mordheim Annual 2002 (1a) (PDF)
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: Imperial Assassin increases the warband's rating by +22 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 |
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.
Special Rules
Special Skills
Roadwarden
Source: Town Cryer 26 (1a) (PDF)
40 gold crowns to hire +20 gold crowns upkeep
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.
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: Roadwarden increases the warband's rating by +22 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Road Warden | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
| Horse | 8 | 0 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
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.
Special Rules
Tilean Marksman
Source: Mordheim Annual 2002 (1a) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
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.
May be Hired: Any warband except Skaven, Orcs or Undead may hire a Tilean Marksman.
Rating: Tilean Marksman increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Light Armour, Sword, Dagger and Crossbow.
Skills: A Tilean Marksman may choose from Shooting skills when he gains a new skill.
Special Rules
1B Hired Swords
Bard
Source: Town Cryer 13 (1b) (PDF)
20 gold crowns to hire +10 gold crowns upkeep
In the dark and depressing streets of Mordheim a rousing tune foretelling the warbands victory can lift even the lowliest of spirits. A Bard may seem out of place in the City of the Damned but there are those who are willing to sing out their battle chorus for the highest bidder. These men are often warriors too, for only the bravest of songsters would consider looking for an audience in Mordheim.
May be Hired: Mercenaries, Sisters of Sigmar and Witch Hunters may hire Bards.
Rating: Bard 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Sword, Dagger and Light Armour.
Skills: A Bard may choose from Academic and Speed skills when he gains a new skill.
Special Rules
Big Game Hunter
Source: Town Cryer 13 (Lustria) (1b) (PDF)
40 gold crowns to hire +18 gold crowns upkeep
There are many reasons why adventurers risk life and limb exploring the mysterious continent of Lustria. The lure of riches and arcane knowledge brings a steady flow of greedy individuals but some are drawn in search of legendary creatures rumoured to inhabit the lush jungle. Expert game hunters are paid vast sums of money by flamboyant Old World nobles in order to bring back these exotic creatures. These rare beasts are displayed in the private zoos and gardens of nobles or can be found hanging from the walls of their palaces. Game hunters are skilled trackers and hunters having spent most of their lives hunting game in the forests of the Old World. They are well equipped and not inexpensive to hire.
May be Hired: The Big Game Hunter can be hired by any human Warband.
Rating: Big Game Hunter increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Sword, Dagger, Net, Light Armour, Hunting Rifle (same as a Hochland Long Rifle).
Skills: The Big Game Hunter can choose from Shooting or Academic skills when he gains a new skill.
Special Rules
Black Orc Overseer
Source: Nemesis Crown Supplement (1b) (PDF)
60 gold crowns to hire +40 gold crowns upkeep
Hand-picked from a cadre of his finest guards, these elite Orcs have been ordered by none other than Grimgor Ironhide to infiltrate the Great Forest and so keep an eye on the progress of his roving gangs.
May be Hired: Any greenskin warband may hire a Black Orc Bodyguard.
Rating: Black Orc Overseer increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 7 |
Weapons/Armour: The Black Orc Bodyguard wears Heavy Armour and a Helmet. He may choose between two Axes or a Double handed Weapon.
Skills: The Black Orc Overseer may choose skills from Combat, Shooting, Strength, and Speed skills when he gains a new skill.
Special Rules
Skills
In the original publication there was no mention on what skills may be chosen by the Black Orc Overseer. It is recommended to follow the Black Orcs:
Skills: The Black Orc Overseer may choose skills from Combat, Shooting, Strength, and Speed skills when he gains a new skill.
Bounty Hunter
Source: Town Cryer 13 (1b) (PDF)
40 gold crowns to hire +15 gold crowns upkeep
Villains and outlaws are rife in the Old World. In Mordheim they are as ubiquitous as the ruins that litter the streets. It is the false perception of some outlaws that the depravity and chaos within the city's walls can offer some anonymity from those men who would seek to bring them to justice and claim the price on their heads. Not so, for Bounty Hunters are determined and resourceful men who will often hire themselves out as mercenaries to roaming warbands in the hope of getting closer to their mark. Their mission is to capture at all costs and a little thing like a cursed city isn't even going to slow their stride...
May be Hired: Any warband except Possessed, Undead, Skaven and Orcs may hire the Bounty Hunter.
Rating: Bounty Hunter increases the warband's rating by +20 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Sword, Dagger, Pistol, Crossbow, Heavy Armour, Helmet, Rope & hook, and Lantern.
Skills: A Bounty Hunter may choose from Combat, Shooting, Strength and Speed skills when he gains a new skill.
Special Rules
Chameleon Skink
Source: Town Cryer 12 (Lustria) (1b) (PDF)
70 gold crowns to hire +12 gold crowns upkeep
Chameleon Skinks are an incredibly rare breed of Skink that can change the colour of their skins at will to blend in with their environment. Needless to say Chameleon Skinks are very stealthy and difficult to detect indeed.
May be Hired: Lizardmen warbands only.
Rating: Chameleon Skink increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 4 | 4 | 4 | 2 | 1 | 5 | 1 | 7 |
Weapons/Armour: The Chameleon Skink comes equipped with a Dagger, Blowpipe with poison darts and a Buckler.
Skills: The Chameleon Skink may choose from Shooting, Speed and Lizardmen special skills.
Special Rules
Clan Skryre Rat Ogre
Source: Town Cryer 25 (1b) (PDF)
100 gold crowns to hire +1 wyrdstone upkeep
The warlock engineers of Clan Skryre are renowned for their fiendish inventions which utilise a blend of foul magic and arcane machinery. The Clan Skryre Rat Ogre is the pinnacle of their devilish engineering, utilising the corpse of a Rat Ogre combined with a mechanical exoskeleton and powered by refined wyrdstone. The Clan hires out the handful that it has made to further test them in combat. In battle it is a terrifying if somewhat unreliable beast.
May be Hired: Only Skaven warbands may hire the Clan Skryre Rat Ogre.
Rating: Clan Skryre Rat Ogre increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 5 | 5 | 3 | 1 | 3 | 10 |
Weapons/Armour: Jaws and claws! In addition the Rat Ogre is armed with a small Warpfire Thrower on its mechanical left arm. The part-mechanical body of the Rat Ogre is very hardy and confers a 4+ armour save.
Skills: The Clan Skryre Rat Ogre is a nightmarish bio-mechanoid creation that is solely driven by the dark sorcery of the Clan Skryre Warlocks and so gains no experience.
Special Rules
Range: 6"
Strength: 4
Save Modifier: -1
| D6 | Result |
|---|---|
| 1 | Explodes: Something has gone horribly wrong with the Rat Ogre's warpstone generator and it has overloaded, exploding in a bright green flash! All models within 6" of the Rat Ogre receive a single Strength 5 hit. The Rat Ogre is completely destroyed. Do not roll for injuries after the game. |
| 2 | Goes berserk! From now until the end of the game, the Rat Ogre is out of control. At the start of each of the Skaven player's turns, the Rat Ogre will move randomly (use the Artillery Scatter dice from Warhammer to determine the distance and direction moved) - if there are any warriors within charge range (of either side) it will charge them, otherwise it will move at full pace towards the nearest warrior. |
| 3 | Shuts Down: The warpstone generator tizzies out and the Rat Ogre comes to a halt for the rest of the battle. It is hit automatically if engaged in close combat. |
| 4 | Temporary Loss of Control: The Rat Ogre moves in a random direction and if it comes into contact with any warriors (of either side) it attacks and counts as charging. If it does not move into contact with any warriors but there are warriors within range of its warpfire thrower, it will fire this at them instead. |
| 5-6 | Freezes: The Rat Ogre just freezes on the spot for this turn, it is hit automatically if engaged in close combat. |
Dark Elf Assassin
Source: Town Cryer 12 (Lustria) (1b) (PDF)
70 gold crowns to hire +25 gold crowns upkeep
Few are better than the silent, black garbed killers of the Dark Elves, even the Skaven Clan Eshin quail at their expertise. It is not unusual for young apprentice assassins, when learning their dark trade, to be sent off to far away places to further hone their skills by selling their unique abilities.
May be Hired: Any evil warband may hire a Dark Elf Assassin.
Rating: Dark Elf Assassin increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 5 | 5 | 4 | 4 | 1 | 7 | 1 | 8 |
Weapons/Armour: Dark Elf Blade, Dagger, Repeating Crossbow, Dark Venom, Light Armour and Dark Cloak (counts as Elven Cloak).
Skills: An Assassin may choose from Combat, Shooting, and Speed skills when he gains a new skill. In addition, the Assassin may use any unique Dark Elf skills.
Special Rules
Duellist
Source: Town Cryer 13 (1b) (PDF)
35 gold crowns to hire +15 gold crowns upkeep
Duelists are men of the shadows, their reputations dark and bloodthirsty. They> are men of iron nerve who stare unflinchingly into the face of death every time they draw their pistols. As well as expert pisto/iers, duelists are master swordsmen, their close quarter fighting deadly and brief for their opponents. Those who seek the services of a duelist must frequent dark avenues and taverns to locate them, for they are enigmatic and elusive figures. However any warband who secures their skills will reap great benefit.
May be Hired: Any warband except Skaven and Undead may hire a Duelist.
Rating: Duellist 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 7 |
Weapons/Armour: Duelling Pistol, Sword, Dagger and cloak. The cloak counts as a Buckler.
Skills: A Duelist may choose from Combat and Shooting skills when he gains a new skill.
Special Rules
Dwarf Pathfinder
Source: Nemesis Crown Supplement (1b) (PDF)
35 gold crowns to hire +15 gold crowns upkeep
Not all Dwarfs enjoy being shut up beneath the ground all of their lives; some enjoy an occasional trip into the open air. Usually these Dwarfs are younger, and not quite as set in their ways. After a few trips aboveground, many Dwarfs learn something of the surrounding terrain and the skills required to survive in the open air. Such Dwarfs are called Dwarf Pathfinders, and they fulfill a special role in Dwarf society, as representatives to (and the first line of defense against) the outside world.
May be Hired: Any Dwarf or Human warband (excluding followers of chaos) may hire the Dwarf Pathfinder.
Rating: Dwarf Pathfinder increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: The Dwarf Pathfinder carries an Axe, Dagger, and Crossbow. He wears Light Armour.
Skills: A Dwarf Pathfinder may choose from Combat, Shooting, or Dwarf skill lists when he gains a new skill. Alternatively, he may choose the new Dwarf Pathfinder skill, below.
Special Rules
Special Skills
Dwarf Treasure Hunter
Source: Fanatic Magazine 8 (1b) (PDF)
55 gold crowns to hire +30 gold crowns upkeep
Dwarfs are famed for their love of gold, ale, and adventure, not necessarily in that order. Since the disaster at Mordheim they have come to the ruins in ever-increasing numbers, some seeking riches, but many just after a good fight. They’re well known as tough warriors and are very much sought after as hired muscle by other warbands, but the Treasure Hunters have other benefits too. Dwarf Treasure Hunters are specialists in finding riches that other people have tried to hide and, as such, can add considerably to a warband’s purse.
May be Hired: Mercenaries and Witch Hunters may hire a Dwarf Treasure Hunter. Warbands of Dwarf Treasure Hunters are considered rivals to these individual prospectors and so may not hire them. Warbands that include Elves may hire Dwarf Treasure Hunters, but must pay double the normal upkeep after each battle. Dwarfs won’t put up with pointy-eared folk unless they have to, or are adequately compensated for their sufferance.
Rating: Dwarf Treasure Hunter increases the warband's rating by +24 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 5 | 4 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Gromril Armour, Helmet, Mining Pick, Dagger, Hammer, treasure maps and lantern rig (see below).
Skills: A Dwarf Treasure Hunter may choose from Combat or Strength skills when he gains a new skill.
Special Rules
Roll a D6 at the end of each battle which the Dwarf Treasure Hunter survives without going out of action.
| D6 | Result |
|---|---|
| 1 | Ambush!: The Dwarf Treasure Hunter is ambushed by D3 brigands who planted the fake map to lure the unwary to their doom. Immediately fight a close combat between the brigands and the Treasure Hunter with the brigands going first and counting as charging. The Brigands have the stats of a Human Mercenary Warrior and are armed with a club and dagger. |
| 2 | Poor Fake: It quickly becomes obvious that this is a feeble forgery and is utterly worthless. The Treasure Hunter uses it to light his pipe. |
| 3 | Looted Hoard: It was a good map, but someone beat you to it! Mind you, there's enough left to add +1 to the number of shards collected by your warband this game. |
| 4 | Cellar: When Dwarfs say “treasure”, they don't always mean gold. This map leads to a forgotten cellar of a ruined pub and contains a small barrel of Bugman's finest ale – treasure indeed! This works like the one in the rules, but there's only enough to give to D6 warriors. Decide when you want them to drink it and roll to see how many it'll go round. The first warrior to drink from the barrel must be the Dwarf Treasure Hunter himself. The barrel cannot be sold, and if the Treasure Hunter is not retained he'll manage to take this with him when he goes. |
| 5 | Real Treasure Map: Roll one extra Exploration dice. |
| 6 | Jackpot!: You get one extra Exploration dice. However, do not roll this along with the rest of them. Instead, roll the Exploration dice you'd normally be entitled to first. Then choose the result of the extra dice instead of rolling it (potentially making doubles into triples, etc). Once you've done this, resolve the results of the exploration as normal. Note that these results are not cumulative. The Treasure Hunter consults a different map each battle, and so the results only apply to that battle (or, more accurately, to the actions between that battle and the next). |
Note that none of these are cumulative. The Treasure Hunter consults a different map each battle, and so the results only apply to that battle (or, more accurately, to the actions between that battle and the next).
Elf Mage
Source: Fanatic Magazine 5 (1b) (PDF)
45 gold crowns to hire
Unlike the staid and traditionally insular archmages of the Tower of Saphery, devotees of the smaller Djed’hi temple are wanderers. After a brief few decades study at the temple on Ulthuan, they leave to seek enlightenment in the true ways of magic by studying the ways of the world. There is no single path to this enlightenment, indeed there are said to be more paths than there are those that tread them.
The Djed’hi are not merely students of the academic arts. Their wanderings are perilous and inevitably lead them into dangerous lands where they must defend themselves. Thus, most of their magics are means to enable them to survive to explore the world another day.
Few of the Djed’hi own much in the way of possessions, and this saves them from some of the less savoury folk they encounter. However, although robbing them is generally not worth the effort, the mere fact that they are Elves is enough to attract bigots and small-minded fools to attack them. All this just underlines the natural feelings of superiority of the wanderers, which in turn makes their enlightenment all the more distant.
May be Hired: Human Mercenaries may hire Elf Mages.
Rating: Elf Mage increases the warband's rating by +23 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 3 | 3 | 3 | 2 | 6 | 1 | 8 |
Weapons/Armour: Staff, Elven Cloak.
Skills: An Elf Mage is a wanderer and will not stay long enough with a warband to learn new skills.
Special Rules
Gaoler
Source: Mordheim Facebook Group (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
Servants of the Church, the Gaolers have the duty of extracting confessions from witches, heretics, soothsayers, Chaos worshippers, idolators, fornicators and blasphemous poets in the cells under the great temples of Sigmar. Forbidden by the scriptures to spill blood, the gaoler instead is a master of inflicting terrible pain with fire, iron rods, and ingenious devices of persuasion that break bones and internal organs of those put to question. They are taught how to inflict excruciating pain with just their own massive bodies. Gaolers are recruited as children and brought up with absolute loyalty to the Church and firm faith that their terrible methods of interrogation are for the greater good. Massive men (and it is rumoured, even a few women) are selected for their size and strength in youth, and they are an imposing, forbidding sight. By decree of the Grand Theogonist, they are fed from the kitchens of the church and encouraged to gain massive bulk and strength, which is useful for their grim work. Gaolers’ faces are hidden by hoods or bay forbidding masks, as the Holy Law decrees that the justice facing the heretics must be faceless and impartial.
In Mordheim, the services of Gaolers are much in demand by the grim order of the Witch Hunters, who have many heretics to try and interrogate. Few have survived the terrible embrace of the Gaoler and lived to tell the tale.
May be Hired: The Witch Hunters can hire a Gaoler.
Rating: Gaoler 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 2 | 4 | 4 | 2 | 3 | 1 | 7 |
Weapons/Armour: Gaoler can be armed with a heavy chain of keys and locks (counts as a flail) or with two Hammers/Clubs. Gaoler wears no armour.
Skills: A Gaoler may choose from the Combat and Strength skills when he gains an advancement.
Special Rules
Other models in Gaoler’s warband can attack the grappled enemy as normal, but the Gaoler cannot do anything else except hold the target. Enemies not alive and/or immune to pain (such as Undead or Daemons) are not affected by this attack, and neither are any Large models who are too big to grapple.
Halfling Thief
Source: Fanatic Magazine 7 (1b) (PDF)
25 gold crowns to hire +15 gc* upkeep
Halflings are well known for their nimble feet and even nimbler fingers. While many follow their fathers and turn their dextrous skills to works of craft such as basket making, cobbling and cookery (in fact a lot of cookery) many also find themselves drawn towards the danger and excitement of stealing. Of course, Halflings never take anything too valuable (except by accident) as that would not be nice to the person who previously owned the item. Nonetheless, it is surprising the number of things that go ‘missing’ when a Halfling is about. The poor little chaps don’t know the re doing it half the time, they just seem to acquire rings, boxes of matches and small pets as they go about their normal business.
In fact, Halflings have a very relaxed attitude towards property in general, and casually swap items with one another all of the time (mostly without realising they’re actually swapping). Halfling birthdays are a celebration of this attitude and many gifts are freely given away by the Halfling whose birthday it is (usually, as a consequence of inviting another twelve Halflings to your house and then falling asleep after dinner).
Many Halflings find that the skills which were taught to them as part of their natural childhood and adolescence are frowned upon by people outside of the Moot. They also find themselves very popular with certain organisations,such as the Thieves Guild and the local watch patrol.
As can be expected, the speed and agility of Halfling Thieves has been noted by many of those who seek their fortune delving into the ruins of Mordheim, Halflings make excellent bait for monster traps and are usually quick and lucky enough to escape once the monster has fallen for the trap. Their diminutive size allows them to be pushed through sewers, under badly fitting gates and into rat-infested nooks and crannies. As you might tell, a Halfling is considered by some to be the most essential piece of adventuring equipment you could get.
Despite this rough treatment, most Halfling “Treasure and Property Removal Experts" don’t mind the odd trek into the ruins. With a few of big, burly trained bullies and perhaps a sneaky looking wizard to back you up, your enemies don't come calling at your doorso often! Besides, where else can you find so many gifts, pretty gems, silver plates, swords of Mystical and Magical Significance. Not only all that, someone actually listens to what you’re saying, even if they do decide to ignore you completely when you finished giving your advice.
Famous Halfling Thieves from the history books include: Nikkit Kwik (also known as the Burglar of Brionne), Bumblebean Lightfoot, Niftlet ‘Statue Stealer’ Stumbly, and the Halfling who once managed to steal the Great bell out of the Temple of Sigmar in Nuln, ‘Two-feet-tall’ Telworth Buttercup. The ‘King of Thieves’ the renowned Ned Neddley, responsible for stealing almost anything that wasn’t nailed down (and if he had a claw hammer with him, he'd steal the nails too).
Halflings excel at making themselves inconspicuous. This probably has something to do with their small stature, unassuming manner and predilection for walking around barefooted. Whatever the reason, there are still differences in individual Halfling abilities in this area. The Halfling Thief is a master at sneakiness, sticky-fingers, and feigned innocence. Adding one to your warband is always a dicey situation at best, as you’re always certain that the other warriors are going to come up a few crowns light by the end of the adventure.
May be Hired: The Halfling Thief may be hired by the following warbands: Human Mercenaries, Kislevites, and any Wood Elf, or Dwarf warband.
Rating: Halfling Thief 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 7 |
Weapons/Armour: A Halfling Thief is equipped with a Sword, Dagger, and Throwing Daggers. He carries a Rope and Grapple as well.
Skills: A Halfling Thief may choose from Speed and Shooting skills. He may also choose from the special Halfling Thief skills below.
Special Rules
| D6 | Result |
|---|---|
| 1 | Stop Thief!: Obviously unimpressed with his employment, the Halfling Thief has absconded with all the warband’s valuables! Remove the Halfling Thief from your roster, along with all Treasures and valuables remaining in your stash from previous games. Do not add any additional Treasures for having the Thief in your warband this game. |
| 2-5 | Tax Time: The Halfling Thief seems satisfied with his time with the warband thus far, and just charges “his normal fee” of a 15gc upkeep. |
| 6 | Ignorance is Bliss: The Halfling Thief seems very satisfied with the take so far (in fact maybe TOO satisfied, as he keeps rubbing his hands together and muttering to himself... ), and forgoes any upkeep charges on your warband this time. On the bright side, whatever it is he's filched you never knew you had... |
Special Skills
Human Scout
Source: Nemesis Crown Supplement (1b) (PDF)
10 gold crowns to hire +5 gold crowns upkeep
Not all men are comfortable living in cities among their peers. Some prefer a solitary life in the wilderness, only returning to civilization to trade for things they cannot make themselves. Such men are naturally hard for most others to understand and get along with, but their skills in the wild can prove invaluable to a band of warriors seeking adventure in unfamiliar territory. A warband traveling through the Great Forest will often hire such an individual to guide them to the remote parts of the forest and back.
May be Hired: Any warband except Orcs, Goblins, Beastmen or Possessed may hire the Human Scout.
Rating: Human Scout increases the warband's rating by +9 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
Weapons/Armour: The Human Scout carries a Bow, Sword and Dagger.
Skills: A Human Scout may choose from Combat Skills, Speed skills or Quick Shot, Eagle Eyes, or Trick Shooter from the Shooting skills list when he gains a new skill. Alternatively, he may choose one of the new Human Scout skills, below.
Special Rules
Special Skills
Kislev Ranger
Source: Fanatic Magazine 6 (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
Kislev is a wild and untamed land; a place of endless horizons, rocky steppes, and icy tundra, its plains stretch as far as the eye can see. It is here that the rangers are in their element. Capable of great endurance, traveling on foot for days at a time, they negotiate this hostile land, patrolling its borders, ever watchful for dark forces.
As Mordheim, the City of the Damned, draws sell-swords and fortune-hunters from across the Old World it is no surprise to find Kislevite Rangers there too. Adept at exploring through the ruins, finding forgotten loot or lending their deadly aim to a captain’s ambition, warbands frequently hire these wild warriors.
Perhaps most peculiar of all is that most of the rangers are women. The men folk of the northern lands are committed to its protection from the ravaging armies of the Kurgan marauder hordes and the other servants of Chaos. It is the women then, often those shunned by their families or banished for some misdeed, that range out from their homes, perhaps hoping to redeem themselves or even make their own fortunes in the perilous lands beyond.
May be Hired: Mercenaries, Witch Hunters and Dwarfs may hire Kislev Rangers.
Rating: Kislev Ranger increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: The Kislev Ranger is armed with a Bow, a Sword, and a Hunter’s cloak.
Skills: The Kislev Ranger may choose from Combat, Shooting, Academic, Strength, and Speed when she gains a new skill. In addition, the Kislev Ranger may choose from the Kislev Ranger Special Skill list.
Special Rules
Special Skills
Mule Skinner
Source: Town Cryer 14 (1b) (PDF)
35 gold crowns to hire +15 gold crowns upkeep
Mule Skinners are quite common wherever teams of animal are used. They are experienced warriors, accustomed to handling teams of draft and pack animals such as horses and (strangely enough) mules as well as more exotic animals such as Cold Ones. Most are freelance, offering their services in the marketplace alongside traditional traders. They are widely travelled and have contacts in most major cities, especially among the animal merchants.
May be Hired: Any warband, except Possessed Skaven, or any Undead warband, may hire a mule skinner.
Rating: Mule Skinner increases the warband's rating by +20 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: The Mule Skinner starts with a whip and a Dagger.
Skills: A Mule Skinner may choose from Combat and Strength skills. In addition he may learn Streetwise and Haggle (both academic skills).
Special Rules
Weapon: Whip
Range: 4"
Strength: As user -1
Special Rules: Cannot be parried, reach, disarm, + 1 armour save.
Special Skills
Reach
Sisters of Sigmar had "reach" replaced with "Whipcrack" through later errata, it is recommended to do the same for this whip:
Whipcrack: When the wielder charges they gain +1A for that turn. This bonus attack is added after any other modifications. When the wielder is charged they gain +1A that they may only use against the charger. This additional attack will ‘strike first’. If the wielder is simultaneously charged by two or more opponents they will still only receive a total of +1A. If the wielder is using two whips at the same time then they get +1A for the additional hand weapon, but only the first whip gets the whipcrack +1A.
Nomad Scout
Source: Town Cryer 19 (Khemri) (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
The guides of the nomad tribes are at best uncouth and uncivilised. However they are good warriors, living a life of almost constant battle within the deserts they call their home. An Old World warband is well advised to hire a guide if they are to survive the ravages of the desert.
May be Hired: The Nomad Guide may be hired by any warband that can afford him.
Rating: Nomad Scout increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: The Nomad Guide is armed with a Scimitar and a Bow.
Skills: The Nomad Guide may choose from Shooting and Speed skill when he gains a new skill.
Special Rules
Norse Shaman
Source: Town Cryer 12 (Lustria), Border Town Burning Supplement (1b)
45 gold crowns to hire +25 gold crowns upkeep
Even mighty warriors fear the seers of the great Norse tribes. It is said that these seers are mighty soothsayers and can tell when a warrior will meet his death in combat, a knowledge that any warrior dreads to know.
There is a tradition amongst the tribes of the north, where a man who possesses the sight of the crow can hold back the power of death or unleash it in ways undreamt of. Unlike the swifter prowess of sorcerers who are blessed by a union with the Ruinous Powers, these seers find their powers in the dark places, where death, murder and war have cursed the lands. For here the winds of Dhar congeal, contaminating everything around and here dwell those among the Norse with the witch sight.
May be Hired: Human, Norse and Marauders of Chaos warbands may hire the Norse Shaman.
Rating: Norse Shaman increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 2 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: The Shaman carries a Rune Staff and either a Sword or an Axe.
Skills: The Shaman may choose from the Combat and Academic skill charts, in lieu of a skill, they may roll for an additional Rune (see below). Rolling a duplicate lowers the difficulty as normal for magic spells.
Special Rules
Old Prospector
Source: Nemesis Crown Supplement (1b) (PDF)
2 treasures to hire +1 treasure upkeep
The Great Forest is full of old mines, long since exhausted and abandoned by the Dwarfs. Despite this, there are grizzled old men who still spend their lives surveying the land, looking for the big payoff.
May be Hired: Any warband may hire a Prospector ("I duzzent care if'n ye looks a mite strange... as long as yer pay in stone") except Dwarfs, who regard him as an amateur.
Rating: Old Prospector increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 9 |
Weapons/Armour: Blunderbuss, Pick (two-handed weapon).
Skills: An Old Prospector has the Wyrdstone Hunter and Resilient skills. He may choose from Strength and Speed skill lists when he gains a new skill.
Special Rules
Pathfinder
Source: Town Cryer 12 (Lustria) (1b) (PDF)
60 gold crowns to hire +15 gold crowns upkeep
As treacherous as the Lustrian wilderness can be, it is very often a wise choice to hire an experienced guide for a warband's expeditionary trek into the teeming jungles. Pathfinders, as they are called, are the very experts one would seek. They are well adapted to the unique landscape and hazards of the Lustrian continent; and more often than not, adventurous enough to live up to the challenge of the greatest fortunes and glory!
May be Hired: Any warband.
Rating: Pathfinder increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Sword, Dagger, Longbow, Rope & Hook, and Healing Herbs.
Skills: A Pathfinder may choose from Combat, Shooting, and Speed skills when he gains a new skill. In addition, there are a few skills unique to Pathfinders as detailed below, which he can choose instead of normal skills.
Special Rules
Special Skills
Priest Of Morr
Source: Town Cryer 12 (1b) (PDF)
Hero to hire
"Although we offer blessings upon a departing soul, that Morr may allow it passage through the realm of death, the soul is not our concern. The soul belongs to Morr. Our concern is the body. Our rituals insure that the body remains just as it is; that it is properly sealed and sanctified, lest something enter into the cadaver's shell and corrupt it... or worse."
There are many religions in the Old World and many gods worshiped. Morr, the god of Death, is no exception. Most people within the Empire fear a priest of Morr - for most people fear the unknown. Death, no matter how religious the individual, is an unknown fate that none can escape and the priests of Morr remind everyone of their own mortality. A reminder that most would sooner not have. However, despite this prejudice, the priests of Morr are indispensable in the services they render. Loved ones must be cared for properly when they die and even those who are unloved are still properly taken care of. Everyone acknowledges the importance of funeral rituals. For, more times than anyone cares to remember the dead, the uncared for dead, risen have up to terrorise the living. And, though sword and hammer will curtail them, Undead only a priest of Morr can put them to rest for good.
So, it is no wonder that the Temple of Morr has sent missionaries to the City of the Damned. Accompanied with both mercenary parties or armed guards and nobles, the priests of Morr come. The Judgement of Sigmar has taken many, many lives and, so the stories go, many more are being lost each day. For the priest of Morr this means their presence is urgently needed.
Dressed in the plain black robes of their faith, the priests of Morr have come to Mordheim to insure the souls of those who have died safe passage and, more importantly, that the dead remain as such.
May be Hired: The priest of Morr is a new Hero that can be used by mercenary warbands and in doing so he replaces one of that warband's heroes. It is unlikely that Witch Hunters and Sisters of Sigmar will have a priest of Morr accompanying them, so neither of these two warbands may take one.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 9 |
Weapons/Armour: As priests of Morr seldom engage in martial activities, they may only be armed with a Dagger and a Scythe as a weapon. Priests of Morr may never wear armour.
Skills: Priests of Morr use Academic and Speed skills. Priests of Morr start with 8 Experience.
Special Rules
Strength: As user +1
Special Rules: Difficult to use, Two Handed
Scythes are normally implements used in the fields by farmers. It is rare to see them wielded as weapons of warfare. However, the scythe also carries with it an image of death. It is the symbol of the Grim Reaper, the representation of famine and starvation and disease through the lack of harvested food. Priests of Morr, when they need to, may carry a Scythe as a weapon. This is of heavier manufacture, and designed to reap warriors rather than wheat. Because the Scythe is unwieldy, it must be used with two-hands and cannot be used with another weapon, shield or buckler.
Runesmith Journeyman
Source: Nemesis Crown Supplement (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
Having finished his apprenticeship it is usual for a Runesmith to spend several years seeking to increase his knowledge of the art. For some this may mean moving to another forge or hold and working with a different master. Some however are fired to discover things lost in the past and travel to old holds, looking for secrets that have passed out of knowledge. Recovery of ancient Runes is seen by most as a worthy exercise, unlike the pursuit of new knowledge. For this reason a journeyman will accompany parties seeking to right grudges and maintain their equipment in return for protection on his expedition.
May be Hired: Mercenaries and Witch Hunters may hire a Journeyman. Warbands that include Elves may hire them, but must pay 30 gold crowns after each battle instead of 15 gold crowns. Dwarfs won’t put up with weak pointy-eared folk unless they have to, or are adequately compensated for their sufferance.
Rating: Runesmith Journeyman increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: A Runesmith is equipped with a Gromril Hammer and Heavy Armour.
Skills: A Runesmith may choose from Combat and Strength skills when he gains a new skill. In addition, there is a unique Rune use skill, which he can have instead of a normal skill when he gains a new skill.
Special Rules
The runes are:
| Rune | Effect | Effective on | Difficulty |
|---|---|---|---|
| Iron | 6+ ward | Armour | 6 |
| Stone | +1 armour save | Armour | 6 |
| Fury | +1 A | Weapon | 7 |
| Striking | +1 WS | Weapon | 6 |
| Speed | +1 I | Weapon | 5 |
| Cleaving | +1 S | Weapon | 8 |
Before the battle the Runesmith may attempt to inscribe every Rune he knows, but once only. No Rune may be inscribed on an item with a Rune already on it. If he passes the difficulty roll he has succeeded and the Rune will affect the weapon/armour for the coming battle.
If he rolls a natural 2 the process has highlighted shoddy (and hence nondwarf) manufacturing and the item being inscribed on is broken, remove it from your roster.
A gromril item (including dwarf axes) may reroll a result of 2 but a second 2 stands. If he rolls a natural 12 the rune is “durable” and will last beyond one battle else it fades after the game.
Shadow Warrior
Source: Town Cryer 13 (Lustria) (1b) (PDF)
35 gold crowns to hire +15 gold crowns upkeep
Shadow Warriors are High Elves from the desolate war-ravaged land of Nagarythe, where the Witch King once held court. This leads their kin to mistrust and ostracise them. These angry lost souls are often used as scouts and skirmishers for High Elf forces, as well as wandering sell-swords looking to quench their bitter hatred of the Dark Elves. Though not as skilled a scout as the Ranger, the Shadow Warrior is as deadly with his bow and sword as any Elf.
May be Hired: The Shadow Warrior may be hired by High Elf and all Human warbands, but may not be hired by a warband that is evil (eg Possessed) or one that includes an evil Hired Sword (eg Dark Elf Assassin).
Rating: Shadow Warrior increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Weapons/Armour: A Shadow Warrior carries a Sword, Longbow, Dagger, Shield and wears Light Armour.
Skills: A Shadow Warrior may choose from Combat or Shooting skills when he gains a new skill, In addition he may choose his skill from the Shadow Warriors Special Skill list in Town Cryer 10.
Special Rules
Snake Charmer
Source: Town Cryer 19 (Khemri) (1b) (PDF)
40 gold crowns to hire +10 gold crowns upkeep
In the bazaars and markets of Araby crowds often gather around a mystic Arabian sitting playing a flute. Mesmerised by the music or some say by his rhythmic swaying is a deadly venomous snake. Snake charmers generally survive on the money they can make as entertainers but often some offer their services and that of their snakes as warriors.
May be Hired: Any good warband (human, Elf, Dwarf, etc.) may hire a Snake Charmer.
Rating: Snake Charmer 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 |
|---|---|---|---|---|---|---|---|---|---|
| Snake Charmer | 4 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 7 |
| Snake | 4 | 3 | 0 | 1 | 2 | 1 | 5 | 1 | 5 |
Weapons/Armour: The Snake Charmer is equipped with a Dagger and a Scimitar. The Snake Charmer starts with three snakes.
Skills: A Snake Charmer may choose from Academic and Speed when he gains a new skill.
Special Rules
Thief
Source: Town Cryer 19 (Khemri) (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
The Thieves guilds of the Old World aren't a patch on the brutally efficient and highly organised guilds of Araby. So skilled are the thieves of Araby it is said that they can steal the treasures of the gods themselves.
May be Hired: Any warband except Undead may hire a Thief.
Rating: Thief increases the warband's rating by +22 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Two Daggers, Thief's cloak.
Skills: A Thief may choose from Combat & Speed skills.
Special Rules
Tomb Robber
Source: Town Cryer 19 (Khemri) (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
While the sinister ruined tombs of Nehekhara have claimed the lives of many would-be robbers, a few have survived using their wit and lightning reflexes. Many of these expert robbers are drawn from the nomadic tribesmen of the vast desert and knowledge of the necropolises is second nature to them. Some, though, are Old Worlders lured by the temptation of riches who have amassed a wealth of knowledge in archaeology and ancient traps.
May be Hired: The Tomb Robber may be hired by any good warband (human, Elf, Dwarf, etc.) that can afford him.
Rating: Tomb Robber increases the warband's rating by +20 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 7 |
Weapons/Armour: The Tomb Robber is armed with a Sword and Crossbow Pistol. In addition he carries a Rope & Hook.
Skills: The Tomb Robber may choose from Combat, Shooting or Speed skills when be gains a new skill.
Special Rules
Warrior Priest Of Sigmar
Source: Town Cryer 28 (1b) (PDF)
40 gold crowns to hire +20 gold crowns upkeep
In the centre of Sigmarhaven is a wooden Temple of Sigmar and this attracts many fledgling warrior priests. To test their mettle against the horrors of the Cursed City, the priesthood hire out their acolytes and make careful observance of their faith, resilience and fervour.
May be Hired: Any warband may hire a Warrior Priest of Sigmar except Witch Hunters (they already have the warband choice!), Middenheim mercenaries, Possessed, Orcs & Goblins, Skaven and any other suitably ‘evil' warbands.
Rating: Warrior Priest Of Sigmar increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Hammer of Sigmar, Light Armour and Shield.
Skills: Warrior-Priests may choose skills from the Academic skills list, or they may randomly determine a new Prayer from the Prayers of Sigmar list.
Special Rules
Witch
Source: Town Cryer 13 (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
There are those practitioners of magic that dwell permanently within the depraved ruins of Mordheim. They are unable to find a place in society and live as hermits, conjuring their magicks in utter solitude. These creatures are witches and are often seen in the broken down houses and ruined shacks that litter the City of the Damned, stooped over bubbling cauldrons, sheltering from the rain. They are ancient and individual practitioners of magic, using many old spells, and methods that are older still. It is a lucky warband that can find and employ the services of a witch for they are reclusive and solitary individuals but can be swayed when the price or purpose suits them.
May be Hired: Any warband except Witch Hunters and Sisters of Sigmar.
Rating: Witch 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 2 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Staff.
Skills: Witches may choose skills from the Academic skills list, or they may randomly determine a new spell from the Charms & Hexes spell list
Special Rules
| D6 | Result |
|---|---|
| 1 | Debilitating: The potion is simply too potent for the hero and weakens them. They are at -1 Toughness for the whole of the next battle until they can roll a 6 on a D6 in the recovery phase to shrug off the ill effects. |
| 2-3 | Strength: The hero is infused with strength as he quaffs the potion. He is at +1 Strength until he rolls a 1 on a D6 in the recovery phase. |
| 4-5 | Resilience: An inner resilience passes through the hero. He is at +1 to Toughness until he rolls a 1 on a D6 in the recovery phase. |
| 6 | Fortitude: The hero's constitution is increased and he feels ready to take anyone on. He gains an extra wound for the whole battle. However, once lost the wound cannot be restored. |
Skills
In the original publication there was no mention on what skills may be chosen by the witch. It is recommended to follow similar logic to the Warlock:
Skills: Witches may choose skills from the Academic skills list, or they may randomly determine a new spell from the Charms & Hexes spell list
Witch Hunter
Source: Nemesis Crown Supplement (1b) (PDF)
30 gold crowns to hire +15 gold crowns upkeep
Witch Hunters are driven men who make it their job to free the Empire of the taint of chaos. Although these troubled times have often meant witch hunters operating in small groups or by requisitioning support from local authorities many still prefer to work alone. Some of course have other reasons, their excessive zeal can lead to other hunters shunning them or even their expulsion from the order, in a few cases they themselves have darker secrets they don’t want their brothers in arms investigating. These solitary witch hunters are not above joining roving bands if it suits their aims, providing they are reimbursed for the skills they bring. They care little for the morals of such groups providing that they are a human band and not tainted in any way by chaos. The threat of chaos is so great that they have even put aside their prejudices against followers of Ulric to better fight chaos.
May be Hired: Any non-chaos human warband may hire a Witch Hunter, he has his own reasons, but will not stay with a Witch Hunter band for more than one battle. See also the Burn the witch rule below.
Rating: Witch Hunter increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Dueling or Crossbow Pistol, Sword and Dagger. He starts every game with a vial of Holy water and a Garlic.
Skills: A Witch Hunter may choose from Combat, Speed, Shooting, Academic and Strength skills when he gains a new skill.
Special Rules
Wolf Priest of Ulric
Source: Town Cryer 8 (1b) (PDF)
Hero to hire
The Wolf Priests of Ulric hail from Middenheim, the city of the White Wolf, built on a plateau that according to legend was created by a mighty blow from Ulric's fist. Ulric, the White Wolf, is the god of winter and a violent god, and his priests see the hammer-like blow of the comet on Mordheim as Ulric’s judgment on the decadent Sigmarites.
May be Hired: Wolf Priests may only join a Middenheim Mercenary warband and will replace one of the Champions. They see Witch Hunters and Sisters of Sigmar as heretics and worse due to the intense rivalry between the cults of Ulric and Sigmar.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Wolf Priest | 4 | 3 | 2 | 3 | 3 | 1 | 3 | 1 | 8 |
| Wolf | 6 | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 |
Weapons/Armour: Wolf Priests may not use any armour, trusting only in Ulric's protection. The only exception is that every Wolf Priest is garbed in a cloak made from the pelt of a white wolf: 6+ save. The cost of the cloak is included in the cost of the priest.
Wolf Priests prefer the use of blunt weapons to those with edges, and thus may only use Hammers, Maces, Clubs, Flails, Morning Stars, and the Two-Handed version of any of these. The exception to this is the ubiquitous Dagger that most models carry.
The wolf uses its fangs to attack its prey and cannot use any other weapon. Their thick coat of fur counts as a wolf cloak for protection: 6+ save.
Skills: Wolf Priests may chose from the Combat, Academic, Strength and Speed lists. A Wolf Priest is a servant of Ulric and may use the Prayers of Ulric as detailed in the Magic section.
Special Rules
1C Hired Swords
Bone Goliath
Source: Border Town Burning Supplement (1c) (PDF)
225 gold crowns to hire
It takes a vast amount of time, and more importantly, energy for a Liche to construct a giant made of bone. For those who face a Bone Goliath, they see a terrifying giant made of the bones of a hundred fallen, standing twice the height of a man!
May be Hired: Only the Restless Dead may build a Bone Goliath.
Rating: Bone Goliath increases the warband's rating by +50 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 0 | 5 | 5 | 3 | 2 | 3 | 6 |
Weapons/Armour: Bone Goliaths never carry any weapons or armour and suffer no penalties for this.
Skills: Bone Goliaths never gain experience.
Special Rules
Cathayan Merchant
Source: Border Town Burning Supplement (1c) (PDF)
20 gold crowns to hire +10 gold crowns upkeep
Part guide, part interpreter, the Cathayan merchants of the small villages and rest stops along the Silver Road will join a caravan heading to Shang-Yang, offering their advice about where to get the best prices for imports and where to find the finest merchandise to export. They will offer to help with any negotiations or possible bureaucratic interference. What the Old Worlders do not realise is that these merchants are employed by or own the business they recommend, thus giving themselves a monopoly on goods and wealth without their Old World business partners realising it. For the Cathayans that is the price of business.
May be Hired: Any warband which includes Humans or Dwarfs may hire a Cathayan Merchant, including Battle Monks of Cathay.
Rating: Cathayan Merchant increases the warband's rating by +10 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Sword.
Skills: A Merchant may choose from Academic skills when he gains a new skill (he also has his own special skills that he can choose – see below).
Special Rules
All the items purchased through the Merchant’s market contacts are at their base price so ignore the random gold modifiers attached on all items.
| D6 | Items | Price |
|---|---|---|
| 1 | Nothing available | - |
| 2 | Spider spittle (D3 doses) | 30 gc |
| 3 | Fire bomb | 35 gc |
| 4 | Fighting claws | 35 gc per pair |
| 5 | Cathayan longsword | 75 gc |
| 6 | Lesser artefact: For 75 + D6 x 10 gold crowns the warband may purchase an artefact, determined at random from the Lesser Artefacts table. | 75 + D6 x 10 gc |
| D6 | Items | Price |
|---|---|---|
| 1 | Nothing available | - |
| 2 | Gromril armour | 150 gc |
| 3 | Elf bow | 35 gc |
| 4 | Ithilmar armour | 90 gc |
| 5 | Tome of magic | 200 gc |
| 6 | Elven Cloak | 100 gc |
Special Skills
| D6 | Gold |
|---|---|
| 1-2 | Lose 2D6 gold crowns. |
| 3-5 | Gain 2D6 gold crowns. |
| 6 | Gain 3D6 gold crowns. |
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Bodyguard | 4 | 4 | 2 | 4 | 3 | 1 | 3 | 1 | 8 |
Weapons/Armour: 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.
Chaos Centaur
Source: Border Town Burning Supplement (1c) (PDF)
65 gold crowns to hire +25 gold crowns upkeep
Shamed by their unsightly appearance, centauroid mutants isolate themselves within the darkest recesses of the forests in Norsca and the Wastes, periodically collaborating with northern tribes raiding on the Steppes. Of mutations, Centaurs have been plagued with a kind that cannot be concealed. Afflicted or born with the torso of human or elf married to the body of an animal. These creatures neither man or beast nor both, prey on lonesome travellers and the meek.
May be Hired: Beastmen, Marauders of Chaos, Ogres and Norse warbands may hire a Chaos Centaur.
Rating: Chaos Centaur increases the warband's rating by +20 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 8 | 4 | 3 | 4 | 3 | 1 | 3 | 1(2) | 7 |
Weapons/Armour: Throwing Axes (counts as throwing knives), Shield, plus a Sword or Spear. Treat the spear as you would for the use of a Cavalry bonus (+1 Strength when charging).
Skills: A Chaos Centaur may choose from Combat and strength skills when he gains new skills, or may buy one new mutation.
Special Rules
Coachman
Source: Border Town Burning Supplement (1c) (PDF)
20 gold crowns to hire +10 gold crowns upkeep
Wagons, coaches and similar carts are very popular among the wealthy mercenary captains as they are both a practical means of transport for carrying the warband’s riches and a status symbol. Wagons are also necessary for the great caravans of the merchants that travel the dangerous Silk Road. Capable wagon drivers are much sought-after aids to ensure a secure passage and only few dare to accept the risk. Those who do, charge a fair fee in gold for their services.
May be Hired: Any warband except Skaven, Beastmen, and Orcs & Goblins warbands may hire a Coachman.
Rating: Coachman 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 |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Whip, Sword, light Armour.
Skills: A Coachman may choose from Speed skills when he gains a new skill.
Special Rules
Grave Robber
Source: Border Town Burning Supplement (1c) (PDF)
45 gold crowns to hire +18 gold crowns upkeep
Among thieves, the most despicable are those who loot the graves of the Old World. Some make quite a living robbing tombs and hiding out on the fringes of towns. Although detested by their fellow man, but the grave robber finds a certain favour among the practitioners of black magic who often benefit from the services of these shifty professionals.
May be Hired: Any warband which includes a Vampire, Necromancer or Liche may hire a Grave Robber.
Rating: Grave Robber increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
Weapons/Armour: Pickaxe (uses rules of a 'axe' for combat), Dagger, Lantern, Toughened Leathers.
Skills: A Grave Robber may choose from Combat and Speed skills when he gains new skills.
Special Rules
| 2D6 | Result |
|---|---|
| 2 | Discovered! The Grave Robber is discovered and is driven from the cemetery by angry villagers or ghouls or any number of nasty things. Remove the Grave Robber from your warband roster. |
| 3-4 | Nothing: Pauper's graves. No significant finds. |
| 5-7 | Trinket: A corpse is found wearing a trinket of moderate value. You get D6+3 gold crowns. |
| 8-9 | Treasure: A corpse has a copious amount of treasure within its grave. You get D6+8 gold crowns. |
| 10-11 | Corpse: No treasure, but you may add a Zombie to your roster provided you have room in your warband. This Zombie is free. The corpse can be sold for D6+2 gold crowns if the player does not wish to keep it as a Zombie. |
| 12 | Artefact: A Hero’s tomb. Contains a magical artefact, immediately roll on the Lesser artefact chart. |
Hobgoblin Scout
Source: Border Town Burning Supplement (1c) (PDF)
45 gold crowns to hire +20 gold crowns upkeep
The Eastern Steppe is home to the tribes of nomadic Hobgoblins. Ruled by the Khans, these Hobgoblins travel the Steppes on wolf back, looking for good pillaging. Related to the Hobgoblins of the Chaos Dwarf towers, these nomads are sometimes hired by the diminutive Chaos Dwarfs to act as scouts for their raids, spying out the land, and locating prime spots to ambush. After the Hobgoblins turned traitor on their fellow greenskins at the tower of Zharr Naggrund, they have enjoyed the favour in those parched lands, the only thing that has kept them safe from the vengeance of Orc tribes.
May be Hired: Chaos Dwarfs and Ogre warbands may hire a Hobgoblin Scout.
Rating: Hobgoblin Scout increases the warband's rating by +19 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Hobgoblin | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 1 | 6 |
| Giant Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Weapons/Armour: Dagger, Shortbow, Shield. A Hobgoblin Scout rides a Giant Wolf.
Skills: A Hobgoblin Scout may choose from Shooting and Riding skills when he gains a new skill. In addition, there are a couple of skills unique to a Hobgoblin Scout as detailed below, which he can choose instead of normal skills.
Special Rules
Special Skills
Ninja
Source: Border Town Burning Supplement (1c) (PDF)
70 +3D6 to hire
Deadly assassins, known as ninjas are perfectly trained bravoes and thieves. Hailing from a distant empire called Nippon they are the ultimate hired killers.
May be Hired: Battle Monks of Cathay and any warband except Skaven, Orcs & Goblins, Beastmen, Marauders of Chaos, Norse and Chaos Dwarfs may hire a Ninja.
Rating: Ninja increases the warband's rating by +45 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 |
Weapons/Armour: Pair of Swords, Throwing Stars, Rope & Hook and one Smoke Bomb.
Skills: Expert Swordsman, Knife-Fighter, Scale Sheer Surfaces and Art of Silent Death and Leap of Faith skills from the Battle Monks special skills.
Special Rules
Pyromaniac
Source: Border Town Burning Supplement (1c) (PDF)
25 gold crowns to hire +10 gold crowns upkeep
Cathay is well known for its spectacular fireworks. Beware of those who have the knowledge but not the mind to master these mesmerising displays of fire for visual effects alone.
May be Hired: Merchant Caravans, Battle Monks of Cathay and Mercenaries may hire a Pyromaniac.
Rating: Pyromaniac increases the warband's rating by +9 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Fireworks, Firecrackers (unlimited).
Skills: The Pyromaniac must choose from his special skills when he gains a new skill – see below.
Special Rules
Anything hit by a rocket suffers an automatic Strength 4 hit. In addition, objects hit by a rocket are set on fire on a roll of 4+.
Whenever the artillery die scores a misfire, the rocket detonates immediately. Roll on the following table to determine the effect of the fireworks.
| D6 | Result |
|---|---|
| 1 | Nothing. The rocket falls to the ground without any further effect. |
| 2-3 | Zishh! Re-roll the artillery dice and move the rocket with twice the scored number. |
| 4-5 | Spectacle: The rocket explodes with colourful lights. All models within 2D6" must pass a Ld test or are distracted for the turn. Distracted models are automatically hit in close combat and cannot attack back. |
| 6 | Explosion: The rocket explodes causing an automatic S4 hit to all models within D6". |
Special Skills
Swordsmith
Source: Border Town Burning Supplement (1c) (PDF)
60 gold crowns to hire +15 gold crowns upkeep
Little is known of the mysterious techniques passed from one generation of swordsmith to the next or of the individuals who keep them secret. The two constants are the guarded skills of their smithery and the astounding beauty of their daughters.
May be Hired: Merchant Caravans, Battle Monks of Cathay, Witch Hunters, Sisters of Sigmar and Mercenary warbands may hire a Swordsmith.
Rating: Swordsmith increases the warband's rating by +10 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Hammer, Toughened Leathers.
Skills: A Swordsmith may choose from Academic and Strength skills when he gains a new skill. In addition, there is a skill unique to Swordsmiths as detailed below, which he can choose instead of normal skills.
Special Rules
Special Skills
2A Hired Swords
Beggar
Source: Fanatic Online 94 (2a) (PDF)
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: Beggar 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
Chaos Fury
Source: Mordheim Facebook Group (2a) (PDF)
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: Chaos Fury increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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.
Skills: A Chaos Fury never gains experience.
Special Rules
- 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.
Cursed Hillman
Source: Fanatic Online 49 (2a) (PDF)
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: Cursed Hillman increases the warband's rating by +20 points, plus 1 point for each Experience point 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
Special Skills
Dark Mage
Source: Letters of the Damned 6 (2a) (PDF)
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: Dark Mage 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
*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 (2a) (PDF)
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: 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
Emissary of Chaos
Source: Fanatic Online 94 (2a) (PDF)
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: Emissary of Chaos increases the warband's rating by +25 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
- 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 (2a) (PDF)
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: Estalian Diestro 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
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.
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 (2a) (PDF)
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: The Fallen Sister increases the warband's rating by +22 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
Goblin Lantern Bearer
Source: Fanatic Online 89 (2a) (PDF)
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: 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
1 – Lost
2-6 – Survives.
Gravesman
Source: Letters of the Damned 5 (2a) (PDF)
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: Gravesman increases the warband's rating by +15 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
Halfling Knight
Source: Fanatic Online 94 (2a) (PDF)
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: Halfling Knight increases the warband's rating by +12 points, plus 1 point for each Experience point he 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 |
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
/*reduced movement due to barding
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 (2a) (PDF)
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: Imperial Tactician increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
Knight of the White Wolf
Source: Mordheim Facebook Group (2a) (PDF)
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: 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
Ninja Gnoblar
Source: Mordheimer Information Centre (2a) (PDF)
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: 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 |
|---|---|---|---|---|---|---|---|---|---|
| 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
Special Skills
Ogre Slave Master
Source: Fanatic Online 89 (2a) (PDF)
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: Ogre Slave Master increases the warband's rating by +40 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 2 | 4 | 4 | 3 | 4 | 2 | 7 |
Weapons/Armour: Axe, Club, Light Armour.
Skills: Can be taken from Combat and Strength Skills.
Special Rules
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).
Slaver
Source: Fanatic Online 94 (2a) (PDF)
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: Slaver increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
Swashbuckler
Source: Fanatic Online 94 (2a) (PDF)
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: Swashbuckler increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
Ungor Trapper
Source: Mordheim Facebook Group (2a) (PDF)
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: Ungor Trapper increases the warband's rating by +12 points, plus 1 point for each Experience point he has.
| Profile | 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
Special Skills
Weaponsmith
Source: Emanuele Intrieri (2a) (PDF)
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: Weaponsmith increases the warband's rating by +16 points, plus 1 point for each Experience point he has.
| Profile | 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
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 (2a) (PDF)
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: Wood Elf Hunter increases the warband's rating by +22 points, plus 1 point for each Experience point he has.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 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
CORE Dramatis Personae
Aenur, the sword of twilight
Source: Mordheim Rulebook (core) (PDF)
150 gold crowns to hire
Many famous swordsmen have come to Mordheim to make their fortune, but few can match the terrifying reputation of the Elf swordsman Aenur. This mighty warrior was responsible for slaying the entire Possessed warband of Karl Zimmeran, and single-handedly cleansed the Rat Hole, a settlement that had been overrun by Beastmen.
Rumours about Aenur’s origin abound. Elves usually avoid human settlements, and Mordheim in particular, but for some reason the tall, pale swordsman has stayed in the proximity of the ruined city for months.
Some say Aenur comes from beyond the Great Ocean, from the fabled Elven kingdoms, and that he is the captain of the legendary Order of Swordmasters. Others claim that he is a Wood Elf prince in exile. Aenur himself says little about his past and those who are wise do not question him.
Whenever a warband prepares an expedition to explore the inner city, there is a chance they may hear a sharp rap at the gate of their encampment – their unexpected visitor will be Aenur, offering his services to their leader.
If, indeed, Aenur seeks something in the grim ruins of Mordheim, no-one knows what this might be. Some say that he wishes to explore the Pit itself, and slay the enigmatic Shadow Lord, though such a task must surely be above even this mighty warrior.
Aenur is tall even for an Elf, and beneath his finely woven Elven cloak he wears armour of gleaming ithilmar. He carries a sword of immense size which is rumoured to have arcane properties. Certainly no one who has been struck by it has ever lived to tell the tale.
May be Hired: Any warband except Skaven, Undead and the Possessed may hire Aenur.
Rating: Aenur, the sword of twilight increases the warband's rating by +100 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 8 | 4 | 4 | 3 | 2 | 7 | 3 | 8 |
Weapons/Armour: Aenur wears Ithilmar Armour, an Elven Cloak and carries an enormous sword known as Ienh-Khain.
Skills: Aenur has the following skills: Strike to Injure, Expert Swordsman, Step Aside, Sprint, Lightning Reflexes, Dodge and Mighty Blow.
Special Rules
Bertha Bestraufrung, high matriarch of the sisterhood
Source: Mordheim Rulebook (core) (PDF)
Years ago, Bertha sought refuge in the strict discipline and devotions of the Sisters of Sigmar. Only the warrior god of the Empire was worthy of her esteem. Only He was constant and faithful. And had not holy Sigmar, in truth, chosen her to be one of his handmaidens?
The pure blood of the Unberogens runs in Bertha’s veins, as evinced by her long golden plaits and fierce blue eyes, which can freeze a Goblin at twenty paces with an icy glare. Even her voice commands authority, turning strong, hairy-thewed men into trembling wretches.
The Sisters look up to Bertha as an example of holy womanhood. She rose rapidly through the ranks of the Sisterhood, and on her deathbed the revered Matriarch Cassandra named Bertha her successor, new High Matriarch, and Abedissa of Sigmar’s Rock.
Sometimes, as Bertha straps on her Gromril armour in the light of dawn, she reflects on the lost innocence of her youth. Then, angrily, she tightens the studded leather straps tightly over her iron-hard limbs and strides outside to spend hours practising with her great warhammers, preparing herself, as a bride of Sigmar should, for the day of battle.
Extract from the Tome of Heroes
May be Hired: Bertha Bestraufrung will only join Sisters of Sigmar warbands.
Rating: Bertha Bestraufrung, high matriarch of the sisterhood increases the warband's rating by +105 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 10 |
Weapons/Armour: Bertha is armed with two Sigmarite Warhammers, wears Gromril Armour, and carries a vial of Blessed Water and a Holy Relic.
Skills: Bertha has the following skills: Mighty Blow, Unstoppable Charge and Righteous Fury.
Spells: Bertha knows all six Prayers of Sigmar.
Special Rules
| Difference in Warband Rating | Dice roll required |
|---|---|
| 0-49 | Nil |
| 50-99 | 6+ |
| 100-149 | 5+ |
| 150-199 | 4+ |
| 200+ | 3+ |
Johann the knife
Source: Mordheim Rulebook (core) (PDF)
70 gold crowns to hire +30 gold crowns upkeep
Of the many cutthroats and assassins for hire that infest the settlements around Mordheim, Johann the Knife is the most famous. He exhibits his vocation as hired knife-fighter and assassin extraordinaire by the various lethal-looking daggers hanging from his belt, and the mean glint of his eyes. Johann wears dark leather gear, slightly out of fashion, which has never been washed (or so the barmaids say). His long face bears the scars of many a fight, and his unkempt hair is lank and greasy.
Johann’s purse is always heavy with gold, and he takes no trouble to hide it, since only a fool would try to steal it from him. Many have tried, and all have died… very quickly. The craftsmanship and quality of Johann’s daggers is beyond compare, as he has taken them from the bodies of the many wealthy, but unskillful, opponents he has despatched in vicious duels.
May be Hired: Any warband except Skaven, Undead and the Possessed may hire Johann.
Rating: Johann the knife increases the warband's rating by +60 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 6 | 4 | 3 | 2 | 6 | 1 | 7 |
Weapons/Armour: Johann is armed with countless Throwing Knives and several long daggers (he always counts as having two Swords in close combat). His weapons are always coated with Black Lotus and he may take Crimson Shade before a battle if you want him to.
Skills: Johann has the following skills: Dodge, Scale Sheer Surfaces, Quick Shot, Eagle Eyes and Knife Fighter.
Special Rules
“Get your hands off me, brute! Let go of me, and I’ll tell you what I know. So, you seek Johann the Knife! Take my advice, friend, do not speak his name out loud. He does not like people talking about him in the street. What do you seek him for >anyway? So, you’ve got a job for him! Well, why didn’t you say so before? I cannot say where you might find him, because I do not know myself. Who does? Anyway, no matter. When he hears word, he will find you soon enough! Ha! ha! It will cost you >though, for he likes gold, does Johann. He knows this city – what’s left of it – like the back of his hand. If he can’t find someone, no-one can. He is like a shadow, he can go in and out of anywhere, unseen. He can also fight his way out of anywhere. >no one can catch him. As quick as lightning with a knife, he is! No traces, all very neat and tidy. All I need from you is the gold, and the name. Johann will do the rest.”
-Conversation overheard in Mordheim-
Veskit, high executioner of clan eshin
Source: Mordheim Rulebook (core) (PDF)
80 gold crowns to hire +35 gold crowns upkeep
Veskit was already a talented clan Eshin Assassin when he was entrusted with his most difficult mission. He was hired by Clan Skryre to free one of their oldest and most experienced Warlocks who was being held hostage by a rival clan.
Veskit managed to take the prisoner back, fighting his way through the guards, but at a very high cost. He suffered terrible wounds and would have certainly died, but the Nightmaster of Clan Eshin made a pact with the Warlock Engineers. The Skaven scientist-sorcerers replaced various parts of Veskit’s body with their part technological, part magical implants and made him into a walking arsenal of deadly weapons. Veskit is now more a machine than a living thing, and his thirst for killing has become almost uncontrollable.
When news of the wyrdstone came to the hidden fortress of Clan Eshin, the Nightmaster sent Veskit to Mordheim to deter the man-things from exploring the city, which rightfully belonged to the Skaven. From that day on, many adventurers have met their end in the dark allies of Mordheim. Veskit’s unblinking eye misses nothing, and those he hunts on the streets of Mordheim never return to the Gargoyle Gate.
May be Hired: Veskit may only be hired by Skaven warbands.
Rating: Veskit, high executioner of clan eshin increases the warband's rating by +70 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 5 | 4 | 4 | 4 | 2 | 5 | 4 | 8 |
Weapons/Armour: Eshin Fighting Claws (the extra attack is included in his profile). Each Fighting Claw incorporates an in-built Warplock Pistol, so Veskit can shoot in every turn, and he fights in close combat with Strength 5 and a save modifier of -3 (note that he can still parry twice with his claws!).
Special Rules
“It killed us all! We couldn’t stop it, our weapons broke against its body... It was black, like a shadow, and it was moving so fast, cutting men to shreds left and right. We fought, yes we fought hard, and old Marcus even tried his trick with the oil >flask. It was engulfed by flames and for a moment we thought we’d stopped it. No way, it came out of the fire, still ablaze. It was as if it didn’t care! That was too much and those left of us ran for it. Still it followed us, on and on, relentless and >merciless. There was no escaping, no hiding, its red eye could always spot you. Oh that eye... that eye...”
Last words of Fritz Huber at the Inn of the Red Moon,
1A Dramatis Personae
Countess Marianna Chevaux, Vampire Assassin
Source: Town Cryer 22 (1a) (PDF)
150 gold crowns to hire +75 gc* upkeep
Once an assassin-thief, Marianna’s ambitions outreached her. In a daring expedition to Araby, she came into contact with the ancient Vampiress Serutat. Marianna succeeded in her mission, stealing the gem, the Noctu, from Serutat’s crypt but the Vampiress caught up with her, tainting her with the curse of Vampirism before the resourceful assassin could escape.
In a moment Marianna had become a thing of the night and yet she was not completely damned, a half-vampire. Sating her bloodlust on the numerous courtesans, captains and suitors that came her way, Marianna fled the bitter vengeance of the Lahmian Vampire, Serutat, to Mordheim. With the City of the Damned her relative anonymity would be assured.
Marianna is a pragmatist, neutral in her persona, serving only her own means, hiring her skills out as an assassin, taking care to conceal her secret. Wary of witch hunters and the other devout servants of Sigmar, Marianna is a creature of the shadows, her vampiric powers enhancing her abilities immeasurably. And yet the flight to Mordheim serves an ulterior motive. Vampire turned Vampire Hunter and as such an exile in the dark Undead underworld, Marianna tracks the night-stalkers of Mordheim, torturing them for information; the whereabouts of Serutat and the true nature of the Noctu, the black jewel stolen from her crypt. Marianna’s efforts have borne dark fruit, a word of power and the stone will create a veil of shadow to cloak the bearer, drifting like a black ether. Marianna means to seek out Serutat in her lair when she is vulnerable, exacting her own vengeance for damning her to darkness, her ‘interrogations’ warning her that the Vampire has travelled to the Empire to settle the score and retrieve the Noctu. A plethora of aliases have kept Marianna hidden so far but occasionally, during a battle in the deepest recesses of the city, minions of Serutat will appear out of the night to exact their mistress’s vengeance, much to the surprise of the vying warbands. Marianna walks a dagger-thin line but thus far she has yet to slip…
May be Hired: Any Warband except Witch Hunters, Sisters of Sigmar, Undead, Elves and other Sigmar devoted warbands may hire Marianna (note, mercenaries are men of lax faith and do not count here).
Rating: Countess Marianna Chevaux, Vampire Assassin increases the warband's rating by +90 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 6 | 6 | 4 | 4 | 2 | 9 | 3 | 9 |
Weapons/Armour: Marianna carries a Rapier, Dagger and has a set of Throwing Knives and a Crossbow Pistol concealed about her person. Her crossbow bolts and rapier are coated in essence of garlic, which acts as Black Lotus when used against Vampires. She also has quite an extensive wardrobe of very expensive Bretonnian silk dresses!
Skills: Marianna has the following skills: Combat Master, Step Aside, Leap, Acrobat, Lightning Reflexes, Dodge, Jump Up and Scale Sheer Surfaces.
Special Rules
| D6 | Result |
|---|---|
| 1-3 | Marianna has discovered that Serutat is getting close and will leave the warband’s service after the game. |
| 4-5 | Marianna has discovered a useful lead that she must pursue in this area and will stay for another game if the warband can afford her upkeep. |
| 6 | A group of Serutat’s minions have caught up with her! Fight D3 more turns as if the losing warband hadn’t routed (in the confusion the balance is reset). A randomly determined group of minions ‘appear’ within 2D6" of Marianna, the opposing player chooses where. Marianna takes the first turn and then the minions, after which the turn sequence returns to normal with the minions counted as a an extra player. The minions only attack Marianna and must move towards her as fast as possible but will attack anyone else in their way. If her warband fight to help her (by taking at least one minion out of action) and she survives, Marianna will fight the next battle for free, otherwise she will leave. |
| D6 | Minions |
|---|---|
| 1-2 | D3+1 Zombies |
| 3-4 | D3+1 Ghouls |
| 5-6 | Vampire (Sword & light armour) +2 Ghouls |
Nicodemus, the cursed pilgrim
Source: Mordheim Annual 2002 (1a) (PDF)
1 wyrdstone to hire +1 wyrdstone upkeep
Nicodemus was a promising apprentice to the mighty wizard Ganthrandir. During one of his master's many absences, Nicodemus felt an irresistible call from one of the ancient artifacts stored in the wizard's laboratory: an exotic magic lantern. Created when the world was but young, this mighty artifact imprisoned the essence of a powerful Daemon. Many times Nicodemus' master had warned him not to touch the dangerous lantern, but the voice in the young wizard's mind was more convincing than even his mentor's: Free me" it was saying "and I will grant you your heart's desire - anything you want will be yours! Mine is the power to make it so! Free me... ” Nicodemus knew something of dealing with these denizens from the Realm of Chaos and immediately asked: "Do you swear it on the name of the Power you serve?" After a moment of silence, the voice answered: ‘I swear it in the name of my Master!" So the ambitious but naive young wizard was hooked and proceeded to break the runic seals of the lantern.
"Free at last!" boomed the voice of the Daemon as it emerged from its prison in a billowing, many-hued cloud. The smoke then seemed to coalesce into the vague shape of a huge humanoid creature, with a bird-like head atop a long thin neck and vast wings seemingly made of iridescent light. The Daemon looked down on the human, and Nicodemus, controlling his fear, shouted: "The wish! You must grant me the wish as you swore it!" The mighty Chaos being smiled enigmatically and asked: "What is your wish then. manling?"
Fighting hard against all the instincts telling him to flee as far as he could from this unearthly abomination, Nicodemus revealed his wish: "I want to become the greatest wizard known to Mankind!"
A few long heartbeats later the fiery gaze of the Daemon left the wizard: "Granted!" whispered the Daemon and with one last evil chuckle disappeared back to the netherworld from whence it came.
Nicodemus did not perceive any immediate change and wondered how long it would take for the wish to come true. Only one thing was clear, he could not stay there anymore, because his master would certainly not be pleased by his actions. So Nicodemus picked up his things and fled, beginning his wanderings across the Old World.
Only a few weeks after that fateful day did Nicodemus realise the Daemon's trickery. His body was growing abnormally quickly - he was now an inch taller than the previous week and his body was getting proportionally bigger. The greatest wizard! The cunning Daemon had taken his wish loo literally! Nicodemus had been taught to be extremely careful with the wording of anything related to wish-magic, but the sheer terror generated by the Daemon had overcome his training. .. Now he was doomed to live with his mistake.
From that day on the life of Nicodemus has been an uninterrupted quest, a desperate search for a way to negate the curse of unstoppable growth. The only remedy he has stumbled upon is a powerful potion concocted by a wise hermit he met in the World's Edge Mountains. The potion's ability to delay the effects of the Daemon's powers has become a lifeline for the sizeable wizard. Unfortunately for Nicodemus he requires regular infusions of wyrdstone for the potion to take effect. Thus Nicodemus has been drawn to the greatest concentration of this wondrous mineral - Mordheim, City of the Damned.
Nicodemus's skills have greatly developed during his time in the dark streets of Mordheim and he is now something of a legend among the many warbands vying for supremacy in the city. Who knows where he will appear next and who will he join in his never ending search for the precious magic stones...
May be Hired: Any warband except Skaven, Undead, the Possessed and Witch Hunters may hire Nicodemus.
Rating: Nicodemus, the cursed pilgrim increases the warband's rating by +85 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 4 | 4 | 2 | 3 | 1 | 8 |
Weapons/Armour: Nicodemus carries an enormous Wizard's staff (see Special Rules).
Skills: Nicodemus has the following skills: Sorcery and Fearsome.
Spells: Nicodemus knows all six Lesser Magic spells.
Special Rules
Note: the Sword of Rezhebel is a spell and not a normal sword, therefore it cannot be used to parry.
Ulli & Marquand
Source: Town Cryer 13 (1a) (PDF)
30 gold crowns to hire
Never in the history of the Empire have there been such a villainous pair of rogues as Marquand Volker and Ulli Leitpold. Once brigands in a mercenary regiment responsible for a long list of crimes, they were caught by bounty hunters and enlisted into the slave army of the Count of Stirland. The pair escaped their captors on the outskirts of Mordheim, City of the Damned, a ruinous place where death and glory could be found in equal measure. The infamous bandits instantly recognised it as home.
Ulli and Marquand quickly developed a strong rapport with the scum of Mordheim, a place Inhabited by the corrupt and immoral outcasts of society. Their martial prowess and ruthless guile soon earned the nefarious partners in crime a high degree of notoriety. As a result, the less noble traders and prospectors of the accursed city eagerly sought out the services of these talented scoundrels.
But their assistance did not come without a high price. Whilst the pair would consider any task thrown their way for a mere handful of gold coin, their loyalty was as fickle as the winds of Chaos. They built up a reputation of betraying employers and stabbing them in the back for the sake of a single crown. They were certainly not beyond using foul and despicable tricks to save their own worthless hides or line their own pockets.
What became of the despicable pair, none can say but legends of their deeds can to this day be heard in taverns throughout the Old World. Each story is more outlandish than the next but few ever doubt the truth behind these fantastic tales.
May be Hired: Any Warband except Sisters of Sigmar and Witch Hunters may hire these rogues.
Rating: Ulli & Marquand increases the warband's rating by +60 points, plus 1 point for each Experience point they have.
Special Rules
These special rules apply to both Ulli and Marquand.
Wanderers: Ulli and Marquand only ever stay with a warband for the duration of the battle. A warband who used Ulli and Marquand in their last battle may not seek him out until they have fought at least one battle without him.This bribing business can of course get quite interesting in multi-player games with different players attempting to bribe at different times.
Whichever player succeeds in bribing, or if the controlling player maintains control, they must pay this extra amount.
Marquand Volker
Reputedly the son of wealthy Marienburg merchants, what made Marquand embark on a career as a gambler and then a mercenary and assassin is unknown. What is known about this apparent ‘fop’ is that his appearance belies his true nature for he is quite deadly and entirely devoid of any morals. Marquand personifies Mordheim ‘The City of the Damned’ for he is corrupt and rotten to the core – just like that place he calls his ‘home’. An expert swordsman and master of the throwing knife, there are few who have crossed him and lived. In the darkened corners of taverns, tales are told in nervous whispers about this cold-hearted killer’s reputation: that he killed his first victim before he was ten; that he cut the heart out of the Duke of Suddenland while the Duke’s wife slept on beside him. His deadliest foe is the Witch Hunter captain Gottlieb, ‘The Flayer’, whose face Marquand horribly disfigured whilst the erstwhile servant of Sigmar was attempting to redeem Marquand of his sins.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 4 | 3 | 3 | 2 | 5 | 2 | 8 |
Weapons/Armour: Sword, Light armour, Throwing Knives.
Skills: Step aside, Knife Fighter, Lightning Reflexes.
Ulli Leitpold
Marquand’s sidekick and partner in crime. Little is known about this huge framed Middenheimer, apart from it is unwise to be caught anywhere near the business end of his massive warhammer! The tales tell that Ulli Leitpold started out as a mercenary soldier, often in the service of the armies of the Count of Stirland, and that he was present at the slaughter that ensued at the third siege of Nuln. Life as a mercenary is presumably where he derives his unthinking greed and cold nature, no doubt. Ulli spent some time as a bandit and thief and teamed up with Marquand when they were captured by bounty hunters and sentenced to live out their days in the penal battalions of the Count of Stirland. Neither as subtle or as flash as his Marienburg colleague, Ulli prefers to use a combination of brute force and low cunning to achieve his goals.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 3 | 2 | 4 | 2 | 7 |
Weapons/Armour: Two-handed warhammer, Light armour.
Skills: Strongman, Unstoppable charge, Combat master.
1B Dramatis Personae
Abdul Alhazred, the Mad Sorcerer
Source: Town Cryer 21, Khemri (1b) (PDF)
70 gold crowns to hire +30 gold crowns upkeep
Abdul Alhazred is renowned as the mad sorcerer from the Arabian town of Sanaa. Born to wealthy merchants he was educated with the sons of the local Caliph and it was in the Caliph's private library that be first learnt about the land of the Dead from tomes he had been expressly forbidden to read. It was then that he developed an obsessional desire for knowledge of the long dead civilisation of Nehekhara and some say it was the dread reputation of this ancient land that drew him on to rash acts. Others say it was the calling of the legendary Nagash none know...
It is said that he left immediately, stealing enough money to fund his wanderings along with an artefact of such antiquity it was believed to have come from Nehekhara. He has visited the ruins of Khemri, Zandri, Numas and Quatar and over long years plundered them of their secrets. His discoveries rival those of Abdul Ben Raschid, whose works he has voraciously studied and it is these that have sent him spiralling into insanity. Referred to as 'The Mad Sorcerer' he is shunned by all except those foolish enough to want to learn the secrets of the Land of the Dead.
May be Hired: All warbands, except Witch Hunters and Sisters of Sigmar, may hire the Mad Sorcerer.
Rating: Abdul Alhazred, the Mad Sorcerer increases the warband's rating by +30 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 2 | 3 | 3 | 2 | 4 | 1 | 8 |
Weapons/Armour: Black Nomad Robes, Dagger, The Eye Pendant.
Skills: Sorcery.
Special Rules
Roll a D6: 1-3 Elemental, 4-6 Necromancy
Then roll a D6 to see which spell be remembers.
Crow Master, The
Source: Town Cryer 25 (1b) (PDF)
65 gold crowns to hire +15 gold crowns upkeep
Prominent surgeon and devoted scientist of the Empire, Simius Gantt thrust mind, body and soul into the furthering of his knowledge of the universe and the physical betterment of others. When hearing of the blight that had struck the city of Mordheim his was the first voice that spoke of a 'duty to tend to the ailing'. He undertook a great journey from the lofty towers of Altdorf and set up a modest but well-equipped surgery on the outskirts of the City of the Damned.
All and sundry came to him, desperate for aid and he would turn none from his door save the daemonic creations that had made their home in the bowels of that cursed place. But Mordheim is dangerous, worse many times over than the most violent battlefield, for it harbours enemies unseen, those that corrupt from within yet without the host's knowledge. As more and more died upon his table, Simius questioned his ability and his calling, developing a morbid fascination with the dead. Unbeknownst to Simius a darker power was at work within him, the shards of the meteorite that blasted Mordheim, the wyrdstone he had been inextricably exposed to was at work within him, changing him...
A day of reckoning came at last, a wandering warlock, grievously wounded, happened upon the surgery. Despite his best efforts Simius could not save him such were his injuries. As the warlock grew cold upon the slab a subconscious urge drove Simius's hand to rummage through the man's belongings for a fee. He was bereft of possessions save for a leather bound book, etched in dried blood.
The tome contained many scriptures and instruction pertaining to the dead, even detailing arcane rites of resurrection. The warlock was in fact a necromancer and Simius continued his work, devoting each night to the studying of the creature's tome. As time wore on, Simius changed, as did his practice. The lone and badly wounded were fair game to him now and he used his scalpel to snip their life's thread. He would then practice his new found 'art' on the corpses, reciting the ancient resurrection passages in earnest. Simius's skills developed and his transformation from genius to madman was soon complete. Shedding the clothes from the decaying Necromancer and donning them himself he wandered from the surgery and his old life and descended into Mordheim and utter damnation.
All that remains of the surgery now is a scorched patch of earth, Simius having razed it to ash. Voices whisper his name now, in the shadows and darkness. They call him Crow Master, such is the palpable aura of death that exudes from his very skin, a vicious murder of fell birds accompanying him wherever he goes, harbingers of pain and torture. His services can still be garnered at a price, yet the price is only known at Simius's whim, and is oft not gold nor wyrdstone...
May be Hired: Any warband except Dwarfs, Elves, Sisters of Sigmar and Witch Hunters may hire Simius.
Rating: Crow Master, The increases the warband's rating by +85 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 4 | 3 | 5 | 2 | 8 |
Weapons/Armour: Simius wears the Mantle of Crows, carries a Staff and has a Needle and Thread.
Skills: Simius has the following skills: Sorcery and Dodge.
Spells: Simius knows all of the Necromancy spells and also knows an additional spell, specific to him, Decay of Ages.
Special Rules
*Gesturing to his hapless victim with a bony outstretched finger Simius invokes the Decay of ages. Skin withers and cracks, muscles atrophy, bones become brittle as the victim ages horrifically in seconds.*
This spell affects a single warrior within 6" of Simius Gantt. The warrior must pass an immediate toughness test on a D6 or they will lose -1 from all of their characteristics with the exception of Attacks and Wounds. In each subsequent Recovery phase they must pass a Toughness test or will lose a further -1. As soon as they pass the test all characteristics are returned to normal. If any characteristic reaches O the model is taken out of action. Simius cannot cast this spell on more than one model at a time. If he decides to cast it again the effects on the previous victim are undone.
Dark Emissary
Source: Town Cryer 15, Albion (1b) (PDF)
Of all the mysteries of Albion perhaps the greatest is the purpose of the enigmatic figures known as Dark Emissaries and Truthsayers. These ancient wizards are erstwhile enemies and their secret battle hints at a greater struggle yet to pass. Dark Emissaries, servants of the Dark Master, a powerful and enigmatic figure are potentates of evil. They ally themselves with evil forces and seek to harness the power of the Ogham Stones for all manner of unknown and nefarious practices. Truthsayers, the druidic warrior-wizards, the benevolent protectors of the Ogham magic grant their aid and wisdom to the followers of Sigmar and his allies, their only purpose to thwart the Dark Master and his lackeys.
Dark Emissaries and Truthsayers feature in the scenario The Ogham Stones but if players wish they may be sought out for each battle in Albion in the same manner as Dramatis Persona. There is no hire fee for either character as they have their own agenda for joining the battle.
However, wherever there is one the other will surely follow. If a warband successfully finds either a Dark Emissary or Truthsayer and the other warband does not then roil a D6 at the start of that warband's turn, on a roil of 4+ the opposing character appears to fight alongside the warband and is deployed at a random table edge (see 'Surprise Attack' for details). If the opposing warbands are both of 'evil' or 'good' alignment then the Dark Emissary or Truthsayer may not be sought out for the battle.
May be Hired: Dark Emissaries are evil wizards and as such will only fight alongside Possessed, Undead, Skaven and other evilly aligned warbands.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 8 |
Special Rules
Dijin Katal, The Renegade Assassin
Source: Town Cryer 15, Lustria (1b) (PDF)
85 gold crowns to hire
How many years have I walked the earth? How many plains have I seen that stretch to the horizon? How many cities are there that are crammed with the filth and dregs of this world? And how many dark places have been my refuges? Yet I still miss that dreaded place Clar Karond... my home. I wonder what is happening amongst my kin what devious politics abound. Oh, how I miss the intrigue of a true civilisation. These are strange times. I never desired to travel to this hot insect-infested land of Lustria but now I am here it has a strange hold on me. I have delivered many to the grace of Khaine within this jungle. This jungle seems to cry out for blood. Although my murderous instincts have grown the animal inside is now in sated. What has become of me?
Still, my blades run with the blood of my enemies the only thing that brings me comfort. I have the murderous instinct, which my people have practised for thousands of years and the addiction is strong. That night when I saw the broken bodies of my own kin on the floor in the carnival of horrors I knew that killing was my sole purpose. I also knew that it didn't matter who would be my prey - friend or foe it makes no difference to the unquenchable thirst within. And now my comrades hunt me. Although my thirst for another murder is great in good time soon it shall be quenched. My life is for Khaine.
My goal? To find some meaning to this mundane existence...
Known as 'The Hunter in the Shadows', 'The Thrice Cursed Renegade', 'He who Thirsts' and 'Kinslayer', among other things, Dijin Katal as greatly feared and loathed and that's just by his own people. The covens of the Druchii have a price on Katal's head and demand that he be captured alive for the Hag Queen's pleasure. Few know this Druchii's chequered past when they hire him in fact most are not even aware that he is Druchii, such is their ignorance.
May be Hired: Any warband except for Amazons, Shadow Warriors, Dark Elves (obviously) and any warband that includes and type of Elven hired sword may hire Dijin Katal.
Rating: Dijin Katal, The Renegade Assassin increases the warband's rating by +70 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 7 | 5 | 4 | 3 | 2 | 7 | 2 | 8 |
Weapons/Armour: Dijin Katal wears a Druchii Assassin's Cloak and wields two Swords coated with Dark Venom and a Repeater Crossbow.
Skills: Dijin Katal has the following skills: Strike to Injure, Quick Shot, Dodge, Lightning Reflexes and Trick Shooter.
Special Rules
Drenok Johansen, Wielder Of The Great Axe
Source: Town Cryer 15, Lustria (1b) (PDF)
70 gold crowns to hire +30 gold crowns upkeep
The great sagas of the Norse tribes tell of a mighty warrior known as the Wielder of the Great Axe. Long ago in the icy, inhospitable tundra of the Norse land a young clansman with fire in his eyes and passion in his heart left his clan in search of his father's fate. His father was Johan warrior-prime, Chieftain of the Clan Icefang, possessed by a demon of Khorne. His father had disappeared rumoured to have travelled across the seas. Leaving the clan in a self-imposed exile he was never seen again in the lands of his birth.
After many a long year within the realms of the Old World Drenok took ship to the New World in search of his father. Weeks dragged on into months and months into years until finally the day came when the two mortals finally crossed paths. Only then did Drenok truly know fear. For when Drenok looked into the face of his father he saw the Daemon within. A titanic struggle ensued between father and son. The battle was fierce and long, lasting for many hours. With each wound Drenok inflicted upon this demon, his father, anguish and rage consumed his soul. Finally his father fell and the battle was won. But this was no true victory, this was a day of mourning. For Drenok had now lost a part of his soul he could never reclaim. He gazed upon the great axe, which lay at the feet of his father's corpse and realised it to be the legendary axe of the Icefang, his clan. Lifting the mighty axe above his head, his hair braids blowing in the wind he roared in defiance of world. His quest would be to bring honour to the death of his father.
May be Hired: Norse and human warbands may hire Drenok.
Rating: Drenok Johansen, Wielder Of The Great Axe increases the warband's rating by +70 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 6 | 3 | 4 | 4 | 2 | 4 | 2 | 8 |
Weapons/Armour: Drenok wields the great Axe of the Icefang and he wears Sabertooth Tiger Hide.
Skills: Fearsome, Strongman, Combat master and Step aside.
Special Rules
Heinrich 'Altdorf' Schmidt
Source: Town Cryer 21 (1b) (PDF)
75 gold crowns to hire +1 treasure upkeep
Dr. Heinrich Schmidt is renowned at the University of Altdorf. However, most of this renown is not out of his scholarly works, but rather the priceless artifacts he sends home from his journeys. Thanks to him, artifacts from Kislev or Norsca, as well as far off places such as Cathay and Lustria have found their way home to Altdorf. Since all his findings are shipped back to Altdorf, this has earned him the nickname 'Altdorf' Schmidt. His main arena for relic hunting however, has come to be in Araby and Khemri, with its grand tombs and priceless treasures. The acquisition of the relics is not often discussed, as most of the scholars agree that they are more capable of appreciating them than the inhabitants of the lands from which they came.
May be Hired: Any Human warband may hire Altdorf Schmidt.
Rating: Heinrich 'Altdorf' Schmidt increases the warband's rating by +75 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 2 | 6 | 2 | 8 |
Weapons/Armour: Whip, Sword, Duelling Pistol, Light armour, Lantern, Rope & Hook.
Skills: Tomb Explorer, Lightning Reflexes, Whip Master. (Rules for Whip & Whip Master can be found in the Mule Skinner listing.
Special Rules
Khar-mel The Djinn
Source: Town Cryer 21 (1b) (PDF)
80 gold crowns to hire +30 gold crowns upkeep
Djinn are magical elemental spirits akin to Daemons, that reside in the deep deserts of Araby and the Land of the Dead. They may be summoned by a complicated ritual involving dark pacts and unholy promises. Djinn are creatures born of the elements and may assume many different forms such as horses made of sand, pillars of fire or mighty Arabic warriors comprised of swirling air. As with all Daemons, anyone learning a Djinn's true name will receive great power over it. Djinn are ancient spirits and know many long forgotten secrets, especially from the early days of Nehekhara and for this reason many sorcerers and priests attempt to summon them to learn such forbidden knowledge. Sultan Jaffar was known to have been in prolonged contact with some of the mightiest Djinn, although many surmise that their lies led to his downfall.
Khar-mel is one of the few known Djinn of Araby. She has oft been encountered in the western desert over the centuries. Despite being centuries old, she normally appears as a beautiful arabian woman of about 30 years of age, although she has been known to appear as a swirling cloud of dust or a pillar of fire on occasion.
Like all Djinn, Khar-mel knows many secrets forgotten by mortal man and many sorcerers and priests have tried to summon her to answer their questions. If she does have one weakness it is her thirst for knowledge. A warband who claims that they are undertaking a quest in search of ancient lore may well secure Khar-mel's services.
May be Hired: Any warband may hire Khar-mel. However in order to summon her, a Wizard (or other spell caster, including a Priest) must pass a test on his own Leadership. This Wizard may be a Hired Sword, but must have been with the warband for at least one battle prior to attempting to summon Khar-mel. If the Wizard that summoned Khar-mel is killed or leaves the warband, Khar-mel will leave as well.
Rating: Khar-mel The Djinn increases the warband's rating by +45 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 4 | 4 | 4 | 4 | 2 | 3 | 2 | 8 |
Weapons/Armour: Khar-mel is armed with a Scimitar but wears no armour.
Skills: All Djinn have magical powers due to their spiritual and elemental nature. Khar-mel has mastered each of these in her time but she may only use one at a time. During her Recovery phase she may declare that she is using one of her powers. It will last until her next Recovery phase. She may not use the same power for two consecutive turns.
Special Rules
Maximilian The Mad
Source: Nemesis Crown Supplement (1b) (PDF)
80 gold crowns to hire +30 gold crowns upkeep
Maximillian the Mad was a once-respected Warrior Priest and envoy in the thrall of the Grand Theogonist. Roaming the Great Forest with his bands of Flagellants, he acted as the eyes and ears of the Sigmaritic faith, looking for signs of corruption as he marched from town to town. Any that were found were ruthlessly and systematically purged.
That was until he was commissioned by his overseers to investigate rumours of blasphemy deep within the heart of the Great Forest. What Maximillian discovered there is unrecorded but is said to have driven him beyond the brink of sanity.
Now largely a loner, he continues to rove the paths of the Great Forest, but the religious fervour within his soul combined with the hatred and intolerance of his passion threatens to destroy him and all he encounters.
Maximillian the Mad will readily take up arms to assist those who fight the enemies of Sigmar, although he will demand a tithe to Sigmar for his services.
May be Hired: Dwarfs and all human warbands except The Cult of the Possessed, Sisters of Sigmar, Carnival of Chaos, Horned Hunters and Middenheimers.
Rating: Maximilian The Mad increases the warband's rating by +25 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 4 | 2 | 3 | 2 | 10 |
Weapons/Armour: Mad Max is armed with a double handed Holy Weapon. This grants +2 Strength as per the rulebook and being a holy weapon, it gives +1 to rolls to wound on Undead, Possessed, Carnival of Chaos, Beastmen.
Special Rules
Penthesilea, Mark Of The Serpent
Source: Town Cryer 15, Lustria (1b) (PDF)
'I am the hunter and you are my prey.'
Penthesilea is known as one of the greatest Amazon warriors and is a legend amongst her people. The Amazons were outraged by the oafish menfolk of the Norse settlement of Skeggi when they captured some Amazons in a raid planning to keep them as slaves. Penthesilea led a warband on a night raid against the timber halls of the Norse settlement. Her silent warriors slew the guards and they liberated their captured sisters. Before she could make good her escape, however, Penthesilea was set upon by the Norse Jarl Sigursen the Impaler, he who had led the raid to enslave her sisters. She slew this giant of a man in single combat and held his severed head high causing the rest of the Norse to flee. To further quench her thirst for revenge she kidnapped Sigursen's entire family to be used as slaves and sacrifices to the Serpent God. The battle of Skeggi was a milestone battle for the Amazons. None had accomplished what Penthesilea had. For it was her and her small band of Amazon warriors that had taken the fight straight to the supposedly invulnerable Norse stronghold and rescued their sisters slaying many men in the process. It was her brilliant guerrilla tactics and her ruthlessness that won the day. Since then, the men of the New World settlements live in fear and shudder at the mention of her name. Tales have it that no man has survived an encounter with her and many a mighty warrior's head hangs from her belt its mouth sewn shut as a sign of obedience.
May be Hired: Penthesilea will only join Amazon Warbands.
Rating: Penthesilea, Mark Of The Serpent increases the warband's rating by +70 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5* | 5 | 4 | 4 | 4 | 2 | 5* | 2 | 8 |
Weapons/Armour: Starsword, Starblade, Amulet of the Moon and wears Enchanted Skins (see Amazon equipment).
Skills: Mesmerising dance, Savage Fury, Elixir of life, Weapon Master, Concealment.
Special Rules
| Difference in Warband Rating | Dice roll required |
|---|---|
| 0-49 | Nil |
| 50-99 | 6+ |
| 100-149 | 5+ |
| 150-199 | 4+ |
| 200+ | 3+ |
Truthsayer
Source: Town Cryer 15, Albion (1b) (PDF)
Of all the mysteries of Albion perhaps the greatest is the purpose of the enigmatic figures known as Dark Emissaries and Truthsayers. These ancient wizards are erstwhile enemies and their secret battle hints at a greater struggle yet to pass. Dark Emissaries, servants of the Dark Master, a powerful and enigmatic figure are potentates of evil. They ally themselves with evil forces and seek to harness the power of the Ogham Stones for all manner of unknown and nefarious practices. Truthsayers, the druidic warrior-wizards, the benevolent protectors of the Ogham magic grant their aid and wisdom to the followers of Sigmar and his allies, their only purpose to thwart the Dark Master and his lackeys.
Dark Emissaries and Truthsayers feature in the scenario The Ogham Stones but if players wish they may be sought out for each battle in Albion in the same manner as Dramatis Persona. There is no hire fee for either character as they have their own agenda for joining the battle.
However, wherever there is one the other will surely follow. If a warband successfully finds either a Dark Emissary or Truthsayer and the other warband does not then roil a D6 at the start of that warband's turn, on a roil of 4+ the opposing character appears to fight alongside the warband and is deployed at a random table edge (see 'Surprise Attack' for details). If the opposing warbands are both of 'evil' or 'good' alignment then the Dark Emissary or Truthsayer may not be sought out for the battle.
May be Hired: Truthsayers are benevolent wizards and as such they will only aid Sisters of Sigmar, Witch Hunters, Mercenaries and any other 'good' aligned warbands.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 9 |
Special Rules
1C Dramatis Personae
Belandysh, Condemned Champion Of Chen
Source: Border Town Burning Supplement (1c) (PDF)
90 gc and 5 campaign points to hire +30 gc and 1 campaign point upkeep
Belandysh was once a powerful Chaos Champion and Chieftain to the Tribe of the Rising Eagle, notable for their devotion to Chen, as Tchar is known amongst the Hung. When he turned from Chen’s paths, the Lord of Change blessed Belandysh in punishment, mutating the champion into a living symbol of constant change, gifting Belandysh a powerful blade that would deform his enemies into Chaos Spawn. Now he perfectly represents his former patron and can never be free, save in death. Perhaps that is the way the Master of Transfiguration meant for Belandysh to be after all.
May be Hired: Marauders of Chaos, Beastmen, Norse and Possessed may hire Belandysh.
Rating: Belandysh, Condemned Champion Of Chen increases the warband's rating by +130 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Belandysh | 4 | D6 | 0 | D6 | D6 | 3 | D6 | D3 | 10 |
| Tol'Agath | 8 | 3 | 0 | D6 | D6 | 1 | 3 | 1 | 5 |
Weapons/Armour: Belandysh is armed with the Broadsword of Damnation. He wears a Helmet and a Chaos Armour that hardly hold his body together.
Skills: Belandysh has the following skills: Fearsome, Strongman, and Ride Tol’Agath.
Special Rules
Grand Master Ippan Shu
Source: Border Town Burning Supplement (1c) (PDF)
75 gc and 3 campaign points to hire +2 campaign points upkeep
Although the populace of Sen’Quoi knows the name Ippan Shu, very few of them have ever seen him. Rumoured to be both a hundred years of age and a grand Master of the martial arts, he is also given supernatural aspects, such as the abilities of flight and the spitting of fire on those he calls foe.
His legend says that a former disciple, Xiao Lin, once tried to assassinate him as Ippan Shu lay sleeping. Still asleep, he fought his student, only awakening when a knife sliced of half his left moustache (a grave outrage, for a Cathayan elder’s beard represents his wisdom and experience). Angered, Shu immediately killed Xiao Lin, yet still he keeps his moustache trimmed short; The better to remind him that even the best can be found wanting and caught off-guard, that no matter how good you become, you can always be better.
A loner, Ippan Shu can be found wandering the Borderlands, meditating or fighting the different opponents that dwell therein, be they terrible creatures of Chaos or the ferocious hobgoblin wolf riders; he sees them all as a way of bettering his arts. Some whisper that Shu seeks to face an opponent who will prove a better fighter than he and, until that day, will continue his wanderings, whether he lives another hundred years or achieves the highest reaches of enlightenment.
May be Hired: Any warband which includes Humans or Elves, including Battle Monks, may hire Ippan Shu, not including Dark Elves, Outlaws and Bandits.
Rating: Grand Master Ippan Shu increases the warband's rating by +110 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 7 | 7 | 4 | 4 | 2 | 6 | 4 | 10 |
Weapons/Armour: Ippan Shu wields an iron fan in one of his hands. His other hand is fighting unarmed.
Skills: Ippan Shu has the following skills: Art of Silent Death, Strike to Injure, Step Aside, Mighty Blow, all Speed and Battle Monk special skills except Warmonger.
Special Rules
Innominatus, the Tilean Gladiator
Source: Mordheim Facebook Group (1c) (PDF)
120 gold crowns to hire +40 gc* upkeep
"You ask for my name? Many has asked and none who have done so have lived. Come and ask with your blade, and let us find out!"
Innominatus, the Cursed Gladiator. The Unnamed. The Scourge of the Red Sands. This hulking Tilean pit fighter is known by many names, and his origin is shrouded in mystery and whispered legends. His face is hidden by an ancient helmet which he never removes, though those who claim that they have fought him and survived tell tales of hideous scars and unblinking eyes beneath the steel faceplate. He is festooned with countless weapons and pieces of armour -trophies of his countless victories, further adding to his fearsome reputation.
Minstrels tell many conflicting stories of his origin: some say he once drank from the Well of Eternal Youth, but was cursed by gods for his hubris, doomed to an eternal life of bloodshed. Others say he once killed an evil necromancer in a duel who cursed him to walk the earth until he meets a warrior who can match his prowess in arms. None dare to ask Innominatus whether these tales have any truth to them.
The war-cries of innominatus still echo the creed of the ancient arenas of Tilea, using an accent not heard in a millennia. In the oldest of ruins of the ancient Tilean coliseums engravings show pictures of a gladiator Innominatus who once rose to fame when emperors still ruled Luccini. If he is indeed the same gladiator who once ruled the bloodied sands of Remas, he is must surely be a product of some ancient curse.
In these days of strife, the violence and the thrill of the kill has attracted Innominatus to Mordheim, where can be found in the squalid Fighting Pits, eternally looking for someone who could match him in single combat. To this end, he relentlessly seeks a duel with Aenur, the Sword of Twilight, but the Elf bladesman shows no interest in bloodsports. Thus Innominatus is willing to hire his services to warbands striking into the depths of Mordheim itself, hoping to find the Elf warrior and finally founding out once and for all who of them is the true Lord of War.
Many a famed warrior has met their end by suddenly running into Innominatus amongst the ruins of the Cursed City, compelled into a duel only to become yet another bloody epitaph in the legend of Innominatus.
May be Hired: Any warband except Skaven and Dark Elves may hire Innominatus.
Rating: Innominatus, the Tilean Gladiator increases the warband's rating by +90 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 3 | 4 | 4 | 2 | 4 | 2 | 8 |
Weapons/Armour: Dark Elf Blade, Javelins, Dwarf Axe, Helmet, Light Armour, Shield.
Skills: Innominatus has the following skills: Pit Fighter (+1WS, +1A when fighting in ruins, buildings and the Pit), Grizzled Veteran (Immune to psychology), Death without a face (Causes fear).
Special Rules
- Thumbs Up: The life of the looser is saved but Innominatus will take as a trophy all the hero’s equipment, leaving him naked and shaking in the middle of the arena. Place the looser in his previous position but he is so shocked he will be subject to stupidity for the rest of the game (unless it is immune to psychology).
- Thumbs Down: Mercy is rare in the arena, Innominatus takes his blood tribute and the looser is slain. Remove the looser immediately from the battlefield and from the warband roster. All the heroes of the looser’s warband gain 1XP (having seen Innominatus in action has been a great lesson!) and the loosing player retains all the equipment of the dead model.
Luthor Wolfenbaum
Source: Mordheim Facebook Group (1c) (PDF)
60 gold crowns to hire +25 gold crowns upkeep
Luthor Wolfenbaum is known by many illustrious names, all invented by himself to enhance his reputation. He offers his services to anyone and everyone, and dons one of his many and varied garbs to best match the needs of a warband looking for help, and often uses an eyepatch on either of his eyes to enhance his disguises. He alternately claims to be the greatest swordsman in all of the Empire, an invincible bowman, or a great dark wizard when a less savoury warband is looking to bolster their ranks. In reality Luthor is none of these things, but he usually finds a way to hoodwink the Warband long enough with a combination of backstabbing, cunning, ruthlessness and sleight of hand to claim his pouch of gold before disappearing into the shadows, looking for a new Warband to gullible enough to pay for his services.
May be Hired: Luthor offers his services in different guises, each with its own hiring restrictions.
Rating: Luthor Wolfenbaum increases the warband's rating by +35 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 8 |
Skills: Step Aside, Dodge, Expert Swordsman, Sprint, Quick Shot (used with the Longbow and the Clay Orbs).
Special Rules
Luthor, the Crimson Blade of Reikland
Most commonly, Luthor approaches new Warbands and claims to be the Crimson Blade of Reikland, the most fearsome swordsman between the sea and the World’s Edge Mountains, extorting a hefty price of gold for his services.
Weapons/Armour: Armed with a custom Sword (can be wielded two-handed with +1S bonus, or in one hand with normal Strength), a Dagger, a suit of Heavy Armour and a Helmet.
Special Rules
Luthor, the Dark Wizard Extraordinaire
When Luthor hears that a Warband is looking for a master of the mystic arts, he grabs his “magical” staff decorated with a nailed fish, and starts ranting in a mixture of Tilean, Estalian, Norse and Bretonnian with Reikspiel swear words thrown in, claiming that these are “magic spells”. In this alter ego Luthor can offer his services even to the more unsavoury warbands such as the Undead who are looking for magical help in the dark corners of the settlements like Cutthroat’s Haven or the Dragon’s Demise. In battle the Dark Wizard Luthor fights with clay orbs filled with Tilean Fire. Luthor throws these missiles with great accuracy and claims that they are fireballs conjured with his mystic powers.
Weapons/Armour: Luthor is armed with a Staff, wears Heavy Armour concealed under his garments, and has a Lucky Charm, Garlic, and a flask that he claims is a magic potion but is in reality Bugman’s Beer which makes him immune to Fear. Luthor uses clay orbs containing the alchemical mixture known as Tilean Fire.
Special Rules
Luthor, the Master Archer of Drakwald
Luthor is a decent marksman, and he is especially good at boasting of his achievements as an archer, and equally good at claiming that any of his misses are due to freak gusts of wind, a curse of a witch, or the Halfling pie he ate last week. Luthor is also an expert at threatening his opponents, telling them that he once emasculated a Snotling at a thousand paces. Surprisingly many hardened warriors take Luthor’s threats seriously.
Weapons/Armour: Armed with a Longbow, a Dagger, Hunting Arrows and a suit of Heavy Armour. Luthor uses Dark Venom in his arrows.
Special Rules
Luthor the Looter
Source: Tuomas Pirinen, Mordheim Facebook Group, Mordheim 25th anniversary Celebrations (1c) (PDF)
60 gold crowns to hire +25 gold crowns upkeep
Luthor has ever found one true love in his entire life: his love for gold and luxuries that would put even a Dwarf King to shame. He has an amazing knack of finding the Warbands who are exploring the areas of Mordheim where plenty of loot still abounds. He readily offers his services to such, always looking for a way to grab the riches for himself. In battle, he uses every dirty trick and underhanded ploy to wriggle free from any combat in order to focus on what really matters -looting every last inch of the City of the Damned!
May be Hired: Luthor can be hired by any warband with no exceptions.
Rating: Luthor the Looter increases the warband's rating by +35 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 8 |
Weapons/Armour: Sword, Heavy Armour, Pistol.
Skills: Step Aside, Dodge, Expert Swordsman, Sprint, Pistolier. In addition, he has the Jump Up Skill - so eager he is to get to the treasure!
Special Rules
Add this to a running tally. If at the end of the battle, the leader of the Warband has to take a Leadership check. If successful, the warband gains half of the gold Luthor found. If the check fails, Luthor keeps all the looted gold!
If you use this ability ( +1 Dice and the adjustment), the leader of your warband has to take a Leadership check. If you fail, then ignore the result on the Exploration Chart as Luthor finds the location alone and takes everything for himself! You still gain standard income and Wyrdstone as normal.
Maglah Khan's Horde
Source: Border Town Burning Supplement (1c) (PDF)
80 gold crowns to hire +25 gold crowns upkeep
Hobgobla Khan rules the Great Steppes, keeping his hordes in alliance with the Chaos Dwarfs through cunning and strength, but also with the loyalty of tribal leaders amongst the hobgoblins. Such loyalty can be trusted only so far, as any individual khan may attempt to usurp the current Hobgobla, usually by gaining respect from the other chieftains and thus rising to take the position for themselves, before assassinating the previous incumbent.
Such was the way for Maglah Khan, who had planned for months and accumulated enough followers to make his play, yet perhaps it was the duplicitous nature of the hobgoblins or simply bad timing, but Maglah and the surviving members of his tribe were forced to flee after the Hobgola ordered their deaths.
Taking to the Steppes and staying at least two steps ahead of any pursuers, Maglah Khan is now mercenary and guide to any who would need both and seek his aid. Astride Denglesh, his wolf steed, Maglah performs these roles easily, the few survivors from his tribe riding point and rear, but woe betide any who forget the basic nature of a hobgoblin, for Maglah and his men are as likely to run at the first sign of trouble as they are at the merest hint of incoming hobgoblins. More so if you pay them beforehand.
May be Hired: Orcs & Goblins, Ogres, Chaos Dwarfs, Marauders of Chaos, Norse, Beastmen, Possessed and Mercenaries may hire Maglah Khan’s Horde.
Rating: Maglah Khan's Horde increases the warband's rating by +60 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Maglah Khan | 4 | 5 | 5 | 3 | 3 | 2 | 4 | 2 | 7 |
| Giant Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 4 |
Weapons/Armour: Spear, Sword, Bow, Shield, Heavy Armour and Helmet. Maglah rides a Giant Wolf.
Skills: Maglah Khan has the following skills: Quick Shot, Eagle Eyes, Trick Shooter, Ride Giant Wolf and Horse Archer (treat as Giant Wolf Archer).
Special Rules
2A Dramatis Personae
Aksho'akhash the Vile Dreadwing, Lord of the Carrion Throne
Source: Mordheim Facebook Group (2a) (PDF)
30 gold crowns to hire +30 gold crowns upkeep
Upon completing an intricate summoning ritual involving one dead goat, two pinches of wyrdstone powder, and a grisly book of Chaos Magic most foul, the air takes an odour of sulfur and from an explosion of fresh goat blood a horrifying visage appears, though not the one that was expected.
The obscure tales of this “Daemon Lord” seem to have been greatly exaggerated; Aksho'akhash the “Vile Dreadwing” and “Lord of the Carrion Throne” appears to be nothing but a typical Chaos Fury that is somewhat more cunning than others of its kind and has a kleptomaniacal obsession for hoarding bits of garbage that only an insane Daemon could see the value of.
It is quickly apparent that any “immense treasure hoard of legend” that this Lesser Daemon might possess would not contain anything useful to a mortal, but perhaps one could put this interdimensional scavenger’s skills to good use in exploring the ruins of the City of the Damned.
May be Hired: All warbands devoted to Chaos (such as the Cult of Possessed and Beastmen Raiders) may attempt to hire Aksho'akhash by having a spell-caster in the warband attempt a summoning ritual once after each game. The spell-caster must possess the Macabre Tome from the ‘Flurry of Furies’ scenario (see the previous page), pay the hiring fee*, and pass a Leadership test. If the ritual is successful, the Macabre Tome is destroyed and the Daemon is summoned.
Rating: Aksho'akhash the Vile Dreadwing, Lord of the Carrion Throne increases the warband's rating by +35 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 3 | 4 | 3 | 3 | 5 | 2 | 10 |
Weapons/Armour: Aksho'akhash 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
- 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.
After each game, so long as Aksho'akhash was not taken out of action, it may perform one of the following tasks:
- Reroll one exploration dice.
- Search for a rare item as if it was a Hero; add 1 to the roll.
- Find trinkets amongst the ruins worth 2D6 gold crowns.
“Busty” Gwen
Source: Fanatic Online 89 (2a) (PDF)
See special rules. to hire
Gwendalyn Brumsfield or “Busty” Gwen as her regulars know her; is the lone proprietor and sole employee of the “Stoat and Pitcher”. Dealing with pickpockets, thieves, and even lower rabble every day, Gwen has become a characteristically hard woman. In addition, having little or no help through the years has resulted in her building muscles that would shame even some marauders of the north. Still, she enjoys her trade, and is jovial and kind to those who treat her and “The Stoat” with respect.
A central hub for warbands, bone pickers, and other such treasure seeking masses; the Stoat and Pitcher has become a well respected (for the areas around Mordheim anyways) establishment, where many warbands have begun, and dissipated.
May be Hired: See below.
Rating: “Busty” Gwen increases the warband's rating by +40 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 1 | 4 | 4 | 2 | 3 | 2 | 8 |
Weapons/Armour: Knives and rolling pin.
Skills: Step Aside, Mighty Blow, Strike to Injure.
Special Rules
Naturally, females, skaven, orcs, and other non-human races are immune to this. While most undead are immune, Vampires, and Necromancers are not. Elves and Dwarves are affected, though not necessarily gaping in awe as much as disgust. (Optional) Any Slaaneshi cult members who fail their leadership check must take a further -1 Ld penalty for the remainder of the game.
A gang must send someone to look for Gwen as per normal rules. However once sent she is always found automatically. (No need to roll under initiative) This will set up the initial bargain. The warband will then need to fight the scenario listed below using Gwen as a Hired Sword. The game may be played with an Arbitrator, or a second gang may opt to fight in the Arbitrator’s place. In a campaign this game still counts against the maximum games playable.
If the warband wins, they may choose any single, usable Personae Dramatis or Hired Sword and will gain their services free of charge for their next game only. If they lose, they must pay Gwen 2D6×5gc to pay for repairs to the Stoat. Either way, the warband may still look for treasure and wyrdstone following all the normal restrictions.
In a one-off game, treat Gwen as a normal Dramatis Personae with a cost of 85gc whom adds +65 to the warband's overall rating.
The Dark Jester in Mordheim
Source: Fanatic Online 17 (2a) (PDF)
75 gold crowns to hire +30 gold crowns upkeep
May be Hired: Only Carnival of Chaos and Possessed warbands may hire the Dark Jester — anybody else just doesn’t have the right sense of humour!
Rating: The Dark Jester in Mordheim increases the warband's rating by +55 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 2 | 6 | 2 | 7 |
Weapons/Armour: The Dark Jester has a skeleton ‘hobby horse’ (counts as a club) and a sack of spikes (counts as a morning star) which he wields in humorous fashion in combat.
Skills: The Dark Jester has the following skills: Leap, Acrobat, Lightning Reflexes, Jump Up, and Dodge.
Special Rules
- Sidestepper: The Dark Jester weaves and bobs in combat as if he were a puppet hung from preternatural, prescient strings. In hand-to-hand combat the Dark Jester has a special dodge save of 4+ that cannot be modified by the strength of the attack.
- Babbling Banter: The Dark Jester babbles inanely and taunts his opponents, distracting them and opening up their defences as they recklessly try to silence him. All enemy models in base-to-base contact with the Dark Jester are at -1 to hit in hand-to-hand combat and their opponents are at +1 to hit those affected.
- Trip: The Dark Jester lures his opponent toward him with a few cutting taunts and then deftly steps aside their fatal swipe to upend them into the dirt. The Dark Jester may forgo rolling to ‘wound’ after a single attack and may instead elect to ‘trip’ his opponent. The Dark Jester rolls a D6. On a roll of 2+ his opponent is tripped and counts as ‘knocked down’.
The Headless Horseman
Source: Sylvania Supplement (2a) (PDF)
100 gold crowns to hire
Although most mindless creatures usually have no wish for money, the Headless Horseman seems compelled to continue his life of banditry by whatever mysterious force keeps his lifeless body moving.
May be Hired: Warbands who are not of good alignment may hire the Headless Horseman.
Rating: The Headless Horseman increases the warband's rating by +80 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Horseman | - | 4 | 5 | 4 | 4 | 2 | 6 | 2 | 8 |
| Steed | 8 | 2 | 0 | 3 | 4 | 2 | 2 | 1 | 5 |
Weapons/Armour: Head or no head, this horseman still knows how to kill things! The Headless Horseman is armed with a brace of Dueling Pistols, a Double Handed Axe, a dagger, and wears Light Armour. He also has superior black powder and a lantern. Note that combined, the Light Armour and the Nightmare Steed give the Headless Horseman a save of 5+.
Skills: The Headless Horseman has the following skills: Horse Archer, Pistolier, Eagle Eyes, Trick Shooter, and Strongman.
Special Rules
The Foole
Source: Fanatic Online 89 (2a) (PDF)
40 gold crowns to hire
May be Hired: The Foole may only be hired by non-good warbands or Mercenaries. Witch Hunters, Sisters of Sigmar, and Bretonnians automatically hate Schleige.
Rating: The Foole increases the warband's rating by +30 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armour: Sword, dagger, Poison Ring (See Special Rules).
Skills: Schleige has the following skills: Acrobat, Lightning Reflexes.
Special Rules
D6 Result
1 — Schleige merely stares at the warrior, giggling and babbling inanities.
2-5 — Schleige takes the offered weapon and shuffles off, bent low over it and muttering. The next morning, the weapon will be found outside the warrior's tent, more often than not garishly painted or adorned with bits of children's toys (or less savory trophies). To determine how the weapon has been modified, roll an additional D6:
- 1-2 — The weapon now has +1 STR.
- 3-4 — The weapon now adds +1 to the wielder's Initiative.
- 5-6 — Next to the weapon sits a vial of Giggle Juice, which may be used to coat the weapon. Giggle Juice adds a +1 STR to the weapon as well as a +1 to the Injury roll. There is enough poison in the vial for two battles.
6 — Schleige takes the offered weapon, laughs wickedly, then attacks! Treat the encounter as a single combat. The defending warrior must fight without the weapon he has just foolishly handed to a madman; Schleige may use either his own sword or the weapon he has just been given. After combat, Schleige will discard the new weapon and scamper off into the ruins, giggling madly.
Sigmund Spindle, the Harvester of Flesh
Source: Sylvania Supplement (2a) (PDF)
70 gold crowns to hire, Sigmund Sprandle may also be hired in the payment of one body part. If you wish to do this then a chosen Hero suffers one Severe Arm Wound and may only use one single handed weapon from now on. to hire +35 gold crowns upkeep
No one knows what happened the day that Sigmund Sprandle left with that man, but what is for certain is that what returned the following evening was no longer a humble farm worker. Sigmund carries a long scythe that he once used for harvesting, and a large sack once used to hold grain. He is known to sell his services to groups of men willing to help him harvest more flesh for who knows what purpose.
May be Hired: Sigmund may be hired by any evil or chaotically aligned warband.
Rating: Sigmund Spindle, the Harvester of Flesh increases the warband's rating by +65 points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 5 | 2 | 5 | 4 | 2 | 7 | 3 | 7 |
Weapons/Armour: Sigmund carries a scythe and that is all!
Skills: Sigmund Spindle has the following skills: Sprint, Scale Sheer Surfaces, Dodge, Lightning Reflexes, Step Aside, Unstoppable Charge.
Special Rules
William Schäkestange, Master Bard
Source: Letters of the Damned 4 (2a) (PDF)
70 gold crowns to hire +30 gold crowns upkeep
Inside and outside of Mordheim, William’s fame as a bard is well known. Having lost his horse shortly upon his arrival to the shadowy city, William replaced his mount with the next cheapest beast of burden: actors. Traveling far on his pantomime horse, William seeks out the underdogs, the dark horses, and further discouraged men of virtue. To him, they are fodder for his greatest play yet, a constant web of excitement and woe. The relationship is not completely one-sided, though, as William is a stirring ally.
Unlike other bards, William does not sing, but his recitations and speeches can turn spines from jelly to steel. And he can do more than support morale. Despite his flowery words and graying temples, the writer is a surprisingly spry fighter. He can duck and weave as fast as any Skaven, and his rapier has seen more than staged fights. But his best asset to any warband is his Pages of Couragio, a tally of daring acts and good luck. Warriors have turned from kittens to lion in hopes of making William’s famous account.
May be Hired: Any Mercenaries, Sisters of Sigmar and Witch Hunters may hire William. Furthermore, any good-aligned warband may hire William on a roll of 4+.
Rating: William Schäkestange, Master Bard increases the warband's rating by +60 (+6 with Pantomime Horse) points, plus 1 point for each Experience point they have.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| William | 4 | 5 | 3 | 4 | 3 | 2 | 5 | 2 | 8 |
| Pant. Horse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Rapier, dagger and light armour. He also carries a Lucky Rabbit’s foot (superstitious actors…).
Skills: William has the following skills: Jump Up, Dodge, and Lightning Reflexes. He also has the mounted skill Ride Pantomime Horse and the skill Swashbuckler from the Pirate Warband list (and yes, he may use the skill even on horseback!).
Special Rules
Keep track of any Hero or Henchmen group member in your warband who performs one of the following acts. That warrior is rewarded a Couragio Point (with Henchmen, the group gets the point):
* Intercepts a charge.
* Takes an enemy warrior Out of Action who was NOT Knocked Down or Stunned.
* Successfully passes a Fear test to charge an opponent.
* Successfully makes a Diving Charge.
* Survives a Combat Phase, during which he is outnumbered at least two to one.
At the end of the game, randomly choose a Hero or Henchmen group that earned at least one Couragio point. If the chosen person was a Hero, that Hero gains an extra D3 experience this game. If instead you choose a Henchmen group, the entire group earns 1 extra experience for the game.
Couragio Points do not carry over from one game to the next. Non-experience-gaining warriors cannot gain Couragio points.