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Hired Swords

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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.

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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

Deathwish: Troll Slayers seek an honourable death in combat. They are completely immune to all psychology and will never need to test if they are fighting alone.
Hard to Kill: Troll Slayers are tough, resilient individuals who can only be taken out of action on a D6 roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 5 as stunned.
Hard Head: Troll Slayers ignore the special rules for maces, clubs etc. They are not very easy individuals to knock out!

Special Skills

Ferocious Charge: The Dwarf may double his attacks on the turn in which he charges. He will suffer a -1 to hit penalty on that turn.
Monster Slayer: The Troll Slayer always wounds any opponent on a D6 roll of 4+, regardless of Toughness, unless his own Strength (with weapon modifiers) would mean that a lower result than this is needed.
Berserker: The Dwarf may add +1 to his to hit rolls during the turn in which he charges.

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.

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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

Seeker: When rolling on the Exploration chart, the Elf Ranger allows you to modify one dice roll by -1/+1.
Excellent Sight: Elves have eyesight unmatched by mere humans. The Elf Ranger spots Hidden enemies from two times as far away as other warriors (ie, twice his Initiative value in inches).

Special Skills

Fey: Hostile magic spells will not affect the Elf on a D6 roll of 4+.
Luck: The Elf Ranger is blessed by Lileath, the Elven goddess of luck. Once per game he may re-roll any dice roll he makes (but not one made by other members of the warband).

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.

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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.

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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

Cook: Halflings are renowned for their cooking skills. A warband with a Halfling Scout may increase its maximum size by +1, as warriors from all around are attracted by the smell of great food! Note that this does not increase the maximum number of Heroes you may have.

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.

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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

Fear: Ogres are large, threatening creatures that cause fear.
Large Target: Ogres are Large Targets as defined in the shooting 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.

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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.

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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

Wizard: Warlocks are magicians and have two spells generated at random from the Lesser Magic list. See the Magic section for details.

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.

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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

Haggle: A Merchant has the Haggle skill.
Pawnbroker: The Merchant is skilled in finding the best price for sold items and as such gains an extra 2D6 gold per item that the warband sells (up to its full value) if he was not taken out of action in the battle.
Marketeer: The Merchant has many useful contacts in the black market underworld and foreign traders to locate many special items. After each battle (if he wasn’t taken out of action) the Merchant can visit one of three markets: the Black Market, Foreign Wares and the Fencer, in search of items for the warband. Roll a D6 on the relevant table to see what items are on offer.
Black Market: A den of thieves and underworld brigands the black markets of Mordheim sell and procure all manner of illicit substances and are regularly frequented by the infamous members of the Assassins guild…

D6ItemsCost
1Nothing available.-
2Dark Venom or Black Lotus (D3 doses)30 gc / 10 gc
3Crimson Shade (D3 doses)35 gc
4Mandrake Root or Madcap Mushrooms (D3 doses)25 gc / 30 gc
5Stiletto Blade (need Weapons Training to use) +1 attack per turn at -1 strength.20 gc✏️
6Blowpipe (need Weapons Training to use)25 gc
Foreign Wares: Traders from across the seas can be found in the shady taverns and street corners on the outskirts of Mordheim. They have many exotic and wondrous items for sale, but at a hefty price…

D6ItemsCost
1Nothing available.-
2Venom Ring20 gc
3Lamp of the Djinn or Monkey’s Paw50 gc / 50 gc
4Magic Carpet or Tufenk50 gc / 15 gc
5Elven Cloak100 gc
6Cathayan Silks50 gc
Fencer: Fencers have an eclectic range of items ‘procured’ from sources best left unspoken. Offered at incredible prices, traders should be wary for their word is not their bond and such items are often ‘flawed’…

D6ItemsCost
1Halfling Cook Book30 gc 15 gc
2Ithilmar Weapon3 x Price 1.5 x Price
3Gromril Weapon4 x Price 2 x Price
4Tome of Magic200 gc 100 gc
5Hunting Rifle or Elven Bow200 gc 100 gc / 35 gc 18 gc
6Brace of Duelling Pistols60 gc 30 gc

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

Stone Cutter: The Merchant has the skill to refine wyrdstone shards to increase their value. Whenever a warband sells its wyrdstone the Merchant may try to refine the source. Roll a D6 to discover how much additional gold the wyrdstone is worth.

D6Gold
1-2Lose 2D6 gold crowns.
3-5Gain 2D6 gold crowns.
6Gain 3D6 gold crowns.
Guardian: The Merchant has ‘acquired’ a bodyguard to protecting from harm in the coming battles. The bodyguard will only protect the Merchant and cannot fulfil warband objectives or search, loot or any function other than protecting the Merchant and as such will remain within 1" of the Merchant at all times. The bodyguard doesn’t gain experience and isn’t paid (it is assumed he has been ‘gifted’ to the Merchant as a favour from one of his contacts).

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Equipment: Sword, Light Armour, Shield and Helmet.

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.

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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

Beastmen Vengeance: The Beast Hunter hates all Beastmen (this includes Gors, Ungors, Centigors and Minotaurs) and will fight for no upkeep cost in battles against Beastmen.
Skull Rack: The Beast Hunter wears a grisly skull rack bedecked with bestial skulls. He causes fear for in all Beastmen.
Predator: The Beast Hunter is a predator of all fell creatures but most especially Beastmen. In any battle that is set in the wilderness (ie. not within Mordheim) that involves Beastmen, the Beast Hunter may be set up after both warbands have deployed. He may be set up anywhere on the board that is hidden and outside of the enemy deployment zone.

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.

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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

Expert Pistolier: A Highwayman’s skill with a brace of pistols is unrivalled and as such he combines the effects of the skills Pistolier and Trick Shooter.
Expert Rider: A Highwayman is a superb rider and as such while he is mounted he counts as being stationary for the purposes of shooting (i.e.. no -1 modifier to hit) and he also benefits from the skill as he can reload quickly whilst on horseback.
Unscrupulous: A Highwayman, despite all his skill and bravado, is not to be trusted. At the end of each battle roll a D6, on a roll of a 1 the warband receives 1 less piece of Treasure than they would normally as the Highwayman has stolen it for himself (this Treasure is not spent on the Highwayman, it is lost!). Obviously, if this keeps happening it will be up to warband leader to keep the Highwayman in his employ or not…

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.

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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

Poisoner: Assassins specialize in the use of poisons. The Assassin starts each game with his weapons poisoned with either Black Lotus or Dark Venom. The controlling player decides which poison the Assassin is armed with before the game starts, and this poison does not need to be traded for. And no, the Assassin cannot poison other warband members’ weapons, nor will he loan his out!
Weapons Master: The Assassin is a master of weapons and may use any weapon he finds. You may purchase weapons for the Assassin just as you would for any other member of your warband. However, unlike other members of your warband, any weapon you give an Assassin is his to keep – he will not give it to another warband member later. In addition, although he knows how to use them, an Assassin will never use a blackpowder weapon as such devices are far too conspicuous in their use for someone in his profession.

Special Skills

Backstabber: The Assassin specializes in attacking his targets when their back is turned. The Assassin may charge an opponent he cannot see (he knows you’re there!) as long as the target model is within his charge reach. If he does this, he surprises his opponent and receives a +1 to hit him with all attacks and any rolls on the Serious Injuries chart are at +1. This bonus lasts for the first round of combat only, as his opponent will swiftly recover his wits if he survives the initial assault
Hide in Shadows: The Assassin can blend into the shadows so that his opponents will not see him. As long as he is within 1" of a wall or other linear obstacle (hedge, fence, well, etc), opposing models must pass an Initiative test in order to charge or shoot at him.

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.

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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

Expert Rider: A highly skilled horseman, a Road warden counts as having the Nimble skill whilst on horseback and suffers no modifiers for moving and shooting.
Lethal Marksman: A master with the crossbow, a Road warden combines the skills of Trick Shooter and Eagle Eyes.
Stern: Working alone and in the dark for the majority of his profession the Road warden is made of strong stuff indeed. He may re-roll any failed Leadership test for fear, and is immune to the rules for being all alone .

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.

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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

Steady Hands: The Tilean Marksman's aim never wavers. He ignores 'to hit' modifiers for long range when shooting the crossbow.
Dead Eye Shot: The Marksman has the eyes of an eagle and can hit the smallest target. He ignores 'to hit' modifiers for cover when shooting his crossbow.

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.

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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

Songster: A Bard's rousing war songs steel the hearts of all those around him. Any friendly model within 6” of a Bard may re-roll any failed Leadership test with a +1 to Leadership. This includes rout tests.

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.

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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

Set Traps: The Hunter may place up to six counters to represent these traps on the board immediately after the Hunter model is placed. They must be placed at ground level with at least 6" between them. Any model (except the Hunter) that moves within 3" of a trap counter must roll a D6. On a 1-3, nothing happens. On a 4-6, the model takes a single hit automatically at the strength shown on the dice. The trap counter is then removed. A single model can only set off one trap at a time. If an animal of any sort is put Out of Action by a trap, it is automatically captured after the game to be sent to the Old World.

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.

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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

I said 'shut it': Whilst the Boss has this ferocious warrior in the warband the greenskins are reluctant to make trouble. Any orcs or goblins within 6" of the Black Orc do not suffer from the effects of Animosity. The rest of the warband tests as normal.
Who'se Da Man!: If any Goblin leader is taken Out of Action during the battle, the Black Orc Hired Sword steps up to replace him. For the duration of the battle he gains the "Leader" ability. If the Goblin leader gets the "Killed" result after the battle, then the Black Orc decides to fill the new vacant position permanently. The Black Orc becomes the new warband leader, but he keeps his upkeep cost (hey, a Black Orc can't live on mushrooms and fungus alone). The Black Orc does not count towards the warband size when selling treasure.
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.

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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

Capture: The Bounty Hunter will always be on the lookout for the outlaw he is pursuing. Such contracts are numerous, especially in Mordheim so at the start of each battle nominate one of your opponent's heroes as the Bounty Hunter’s mark. The Bounty Hunter gets a +1 to hit this model and must always move towards them (if he can see them), unless he can shoot (in which case choose). If the Bounty Hunter successfully takes the hero out of action' he gains the hero's gold value as payment (of which he gives the warband half) +D3 experience if he survives the game and the Bounty Hunter's side wins. After the battle do not roll on the serious injury table for the hero, he simply counts as captured.

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.

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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

Lizardmen Special Skills: All of the Lizardmen Special skills for Skinks: Scaly Skin, Cold Blooded, Aquatic and jungle born.
Chameleon Skin: Because of the Chameleon Skink's unique camouflage he is very difficult to detect, therefore foes halve their Initiative when trying to detect him when Hidden. In addition Chameleon Skinks are at -2 to hit with missile fire.
Infiltrator: The Chameleon Skink is a master of disguise and deployment. You may place him anywhere on the board out of line of sight and at least 12" from any enemy model.

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.

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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

Large: The Clan Skryre Rat Ogre is a huge creature that towers above the heads of its fellow Skaven and men alike. Any warrior may shoot at a Rat Ogre, even if it is not the closet target.
Fear: The Clan Skryre Rat Ogre is a fearsome, monstrous beast that causes Fear.
Bio Machinery: The Clan Skryre Rat Ogre is not alive as such, being a monstrous combination of dead flesh, arcane Skaven technology and dark sorcery. The Clan Skryre Rat Ogre is immune to psychology and never leaves combat.
Wyrdstone Powered: The Clan Skryre Rat Ogre is a mindless automaton and does not require any pay - it does - however, require Wyrdstone shards to power it. It requires a single piece of Wyrdstone before each game to be ‘powered-up’.
May not run: The Clan Skryre Rat Ogre is a huge lumbering monster-machine that lacks the sheer animal speed of a living Rat Ogre. It may not run.
Immune to Poison: The Clan Skryre Rat Ogre is not affected by any poisons.
Warpfire Thrower: The Clan Skryre Rat Ogre has a smaller version of the dreaded warpfire thrower built into one of its arms.

Range: 6"
Strength: 4
Save Modifier: -1
Jet of Flame: Draw a line 6" long and 2" wide. All models in its path are hit on a 4 + with no modifiers. In addition, the warpfire thrower causes fire damage (see the rules for the Brazier Iron).
Unreliable: The technology of biomechanics is still pretty much in its infancy and as with most Clan Skryre experiments is neither safe nor entirely reliable! At the beginning of each turn, the Skaven player should roll a D6 to activate and work the Rat Ogre. On a roll of 2-6 everything is fine and the Rat Ogre may be moved normally. On the roll of a 1, something has gone drastically wrong - roll again on the Malfunction table below:

D6Result
1Explodes: 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.
2Goes 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.
3Shuts 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.
4Temporary 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.
5-6Freezes: 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.

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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

Perfect Killer: All attacks made by the Assassin, whether in shooting or close combat, have an extra -1 save modifier to represent his skill in striking at unarmoured spots.
Kindred Hatred: All Dark Elves suffer hatred towards their High Elven kin.

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.

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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

Darting Steel: A Duelist is like a blur in hand-to-hand combat, turning blades aside with seemingly little effort or concern. The Duelist may parry using his sword and buckler if he can roll under his weapon skill and not more than his opponent's highest hit roll as per the normal 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.

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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

Explorer: Dwarf Pathfinders are experts at foraging and living off whatever they can find in the wild. A warband with a Dwarf Pathfinder may roll one more dice than normal in the Exploration Phase, and discard one die of the player’s choice.
Hard to Kill: Dwarfs are tough, resilient individuals who can only be taken out of action on a D6 roll of 6 instead of 5-6 when rolling on the Injury Chart. Treat a roll of 5 as stunned.
Hard Head: Dwarfs ignore the concussion special rule. They are not easy to knock out!
Hate Orcs and Goblins: All Dwarfs hate Orcs and Goblins. See the psychology section of the Mordheim rules for details on the effects of hatred.
Elf Grudge: Any warband wishing to hire a Dwarf that also contains an Elf must pay an additional 5 gold crowns upkeep. Dwarfs won’t put up with weak pointy-eared folk unless they have to, or are adequately compensated for their sufferance.
Magic: Note that Dwarfs may never take the Arcane Lore skill. It is not possible for a dwarf to learn how to cast spells.

Special Skills

Pathfinder: Dwarf Pathfinders also learn how to find hidden paths in the forest. A Dwarf Pathfinder is able to Infiltrate (as the Skaven skill of the same name —see the Skaven warband rules in the Mordheim rulebook).

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.

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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

Hard to Kill: Dwarfs are tough, resilient individuals who are only taken out of action on a roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as Out Of Action.
Hard Head: Dwarfs ignore the special rules for maces, clubs, etc. They are not easy to knock out.
Hates Orcs & Goblins: See the Psychology section of the rules for details on the effects of hatred.
Mining Pick: This is a two-handed weapon and uses the same rules as a double-handed axe, hammer, etc.
Lantern Rig: The lantern rig allows the Treasure Hunter to use the lantern and still keep both hands free for weapons. Otherwise it follows the normal rules for lanterns.
Treasure Maps: Over his time in the ruins, the Treasure Hunter has acquired a number of treasure maps. Call it greed if you must, professional interest if you're more polite. Some of these are obvious fakes, but there are many that seem promising. At least, on first glance. Each battle the Dwarf Treasure Hunter will choose one map and see where it leads.

Roll a D6 at the end of each battle which the Dwarf Treasure Hunter survives without going out of action.

D6Result
1Ambush!: 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.
2Poor Fake: It quickly becomes obvious that this is a feeble forgery and is utterly worthless. The Treasure Hunter uses it to light his pipe.
3Looted 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.
4Cellar: 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.
5Real Treasure Map: Roll one extra Exploration dice.
6Jackpot!: 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.

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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

Fey: Hostile magic spells will not affect the Elf on a D6 roll of a 4+.
Sorcery: The Elf Mage Counts as having the skill Sorcery.
Wanderer: An Elf Mage is a wanderer, and will only stay with a warband for the duration of a single battle. A warband who used an Elf Mage in their last battle may not seek out another until they have fought at least one battle without one.
Wizard: Elf Mages are magicians and have three spells generated at random from the Spells of the Djed’hi list.

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.

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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

Torturer’s grapple: Gaolers are experts at inflicting pain and restraining heretics. Instead of using his normal attacks the Gaoler can make one grapple attack that deals no direct damage in melee. Instead, if the attack hits, the target must roll under his or her strength (with -1 penalty) or become immobile and writhing in indescribable agony, unable to do anything at all (fight in melee, use items, cast spells or shoot) until in the beginning of the next melee phase provided he rolls under his strength with -1 penalty again to see if escape is possible. If successful, the model can act as normal (though it still counts as being in melee with the Gaoler).

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.
Devout: As long as there is a Sigmarite Priest in a warband, the Gaoler will not leave it even if he is not paid his upkeep cost, though he will not fight in the next battle until he is paid, as he has to pass on a tithe to the Church of Sigmar.
Inured to pain: The infernal heat of the torture chamber, devout self-mutilation and the massive bulk of the Gaolers give them a degree of resistance to pain. All Injury rolls against the Gaoler suffer -1 penalty. Ignore Injury results of 0 as if no damage was done at all.
Hatred: fired by the sermons of the senior priests of the Cult of Sigmar, the Gaolers hate all the members of Skaven, Possessed, Beastsman, Carnival of Chaos and Undead war bands.

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.

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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

Infiltrator: The Thief is an expert at sneaking close to the enemy without being detected. He may always be placed on the battlefield after the opposing warband(s), and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate in this way, roll off to see which player places his infiltrators first.
Pick Locks: A Thief knows how to open doors that others find impossible, using special tools of the trade and heavily guarded techniques, a good Thief can pretty much go anywhere he pleases. When testing to open a locked door, the Thief just needs to make an Initiative test in order to be successful.
Cutpurse: A Thief makes his profession by ‘finding’ things others have ‘lost’. To represent this, at the end of the game when the warband rolls to find Treasures, they receive one additional Treasure as long as the Thief took part in the game (ie, he was actually in the battle), and wasn’t taken Out of Action.
Uneasy Ally: At the end of each game (whether or not the Halfling Thief actually took part), roll a D6 and consult the chart following:

D6Result
1Stop 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.
2-5Tax Time: The Halfling Thief seems satisfied with his time with the warband thus far, and just charges “his normal fee” of a 15gc upkeep.
6Ignorance 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

wily thief: The Thief is an expert at quickly finding the valuables on a victim before moving on. To reflect this, if the Thief takes out any members of the enemy warband during a game (and he was not taken Out of Action himself), the Halfling Thief’s warband receives one additional Treasure (this does not affect the opposing warband’s number of Treasures... just assume this is one they WOULD have found and leave it at that). This is, of course, in addition to the normal +1 Treasure he already adds through his ‘Cutpurse’ special rule.
stealthy: The Halfling Thief can hide even after running, and can run while within 8" of enemy models if he starts and ends his move hidden.

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.

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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

Not a Fighter: If a Human Scout is taken Out of Action during a game, he decides to leave on a 1-3, instead of the normal 1-2 when rolling for injury at the end of the game.

Special Skills

Expert Hunter: A Human Scout that has been declared as Hidden may only be detected by models within half their Initiative value in inches, not their Initiative value as normal. In addition, a Human Scout may fire his Bow without giving away his position (he may fire and remain Hidden).
Sit in Wait: A Human Scout is able to Infiltrate.

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.

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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

Heart Strike: Kislev Rangers often battle against large monsters that roam their native borders. They have grown particularly adept at felling such beasts with a single, deadly arrow strike. When shooting at a large monster (this includes large animals such as bears too), if the Kislev Ranger rolls a 6 to hit, followed by a wound roll of 5+, the beast is shot in some vital spot and is killed instantly, regardless of wounds, with no save whatsoever.
Hunter’s Cloak: This cloak is fashioned by Kislevites and is only worn by their rangers. A hidden ranger will not reveal her position by shooting. The target model can take an initiative test in order to try and spot the firing ranger. If the test is successful, the ranger is no longer hidden.
Loner: Ranger’s are immune to all alone tests.
Seeker: If the Ranger did not go out of action, she may modify one Exploration die by +/-1.

Special Skills

Animal Call: If hidden, the Ranger may use animal calls to confound the enemies. Any enemy model that is within 18” of the Ranger and does not declare a charge in its movement phase must take a Leadership test (determine which models these are after charges are declared but before they are moved). Those that fail the Ranger may move in any direction she wishes instead of their normal move.
Herb Lore: The Ranger has learned basic herb lore to cure injuries. Any friendly model in base-to-base contact with her may have 1 wound restored on a roll of 4+ in the recovery phase. The ranger may also heal herself. If any healing is successful, the ranger may not move this turn, but may shoot as normal. The ranger may not heal if she is in close combat.

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.

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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

Animal Handler: A Mule Skinner starts with one Animal Handling skill (player's choice of which animal).
Whip: Cost: 15 Gold Crowns
Weapon: Whip
Range: 4"
Strength: As user -1
Special Rules: Cannot be parried, reach, disarm, + 1 armour save.
Disarm: Instead of striking to injure, a warrior with a Whip may try to strike his opponent's weapon making him drop it. Roll to hit as normal, but instead of rolling to wound, the opponent gets a single Parry attempt; if the Parry attempt is failed, he has dropped his weapon. He must now fight with whatever back-up weapon he has in his equipment for the rest of this combat (or fight unarmed if he has no other weapons). At the end of the combat, the model is assumed to retrieve the dropped weapon, as long as he is not put out of action. Disarmed opponents put out of action lose the weapon permanently.
Note: The Parry attempt represents the model trying to hold on to the weapon; he is always allowed one (and only one) Parry, irrespective of the equipment he is carrying.

Special Skills

Whip Master: The hero is so skilled with his whip that he may re-coll all to-hit rolls when using the whip. Only one re-roll is allowed per attempt and you must accept the second roll, even if it is worse.
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.

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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

Son of the Desert: The Nomad Guide is adept at finding sources of water. The warband can modify the result on the Supply Source table by + /-1.

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.

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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

Runes: The Norse Shaman starts with two 'Runes' from the Norse Runes chart. These are treated in the same way as Sigmarite Prayers and can be cast whilst wearing armour. Abilities that give saves against spells, give saves against runes.

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.

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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

Hardened: Prospectors have seen many strange things in their battered lives and are immune to the effects of Fear.
Finders Keepers: In any scenario where extra Treasures/Wyrdstone are involved, the Prospector will keep any that he somehow gets his hands on. This will not count as his upkeep, as he will deny that he found any ("You 'cusin me of claim-jumpin' sonny?"). For the purpose of Chance Encounter he will keep the Wyrdstone of any enemy heroes that he takes out action - neither warband will gain that shard. He has no effect on Defend the Find as the claim has already been staked.
Old Coot: Prospectors are prone to wander off, either because they've heard of a better strike or because they have fallen out with their fellows. At the end of each game roll a D6. On a result of "1" the Prospector has pulled up his pegs and left the warband.

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.

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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

Lay of the Land: Even the densely packed growth of the primordial Lustrian jungles cannot bar the Pathfinder from his goal. The Pathfinder is unaffected by terrain modifiers and is able to circumvent even impassable obstacles.
Knowledge of Myths and Legends: Pathfinder has spent most of their lives tracking down numerous rumours and cryptic clues in search of the ultimate prize. During the exploration phase, if the Pathfinder was not taken out-of-action, you may re-roll one die, keeping the second result even if it is worse.

Special Skills

Lookout!: Having traversed much of the land himself the Pathfinder is quick to recognise traps laid by enemies or natural hazards of the terrain. Once per game a Pathfinder may cancel the effects of one trap or hazard on a roll of 4+.
This Way!: Surviving years in the deadly wilds of Lustria has prepared the Pathfinder for nearly any circumstance. Any model in base contact with the Pathfinder at the start of his turn may traverse impassable terrain just as if possessing the same skill. If, however, contact is lost before reaching safety, the other model is considered out-of-action for the remainder of the game.

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.

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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

Loner: Few people care to spend any length of time in the company of a priest of Morr - even when it is their duty to do so. As such, a priest of Morr is used to being alone and probably prefers it that way. Priests of Morr do not suffer from the all alone rules.
Funerary Rites: Priests of Morr are not wizards by any means, however, they do have numerous Funerary Rites.
Scythe: Range: Close Combat
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.

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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

Runesmith: A Runesmith may inscribe runes as detailed below.
Armourer: A Runesmith can repair and make weapons and armour. The warband may purchase one item per post game trading session from the following: axes, hammers, swords, two handed weapons, helmets, shields, light and heavy armour at a 2d6 gc discount to a minimum price of 1 gc. This applies only if the Runesmith did not go OOA.
Armour: Dwarfs never suffer movement penalties for wearing armour.
Hate Orcs and Goblins: All Dwarfs hate Orcs and Goblins. See the psychology section of the Mordheim rules for details on the effects of hatred.
Hard to Kill: Dwarfs are tough, resilient individuals who can only be taken out of action on a D6 roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 5 as stunned.
Hard Head: Dwarfs ignore the special rules for maces, clubs etc. They are not very easy individuals to knock out.
Rune Use: A Runesmith may inscribe Runes before a battle; they start knowing one Rune but may learn more as spellcasters learn spells. These Runes are only temporary due to the haste of the Runesmith but may not be dispelled during the game. Runes may be inscribed on axes, hammers, swords, two handed weapons, helmets, shields, light and heavy armour.

The runes are:

RuneEffectEffective onDifficulty
Iron6+ wardArmour6
Stone+1 armour saveArmour6
Fury+1 AWeapon7
Striking+1 WSWeapon6
Speed+1 IWeapon5
Cleaving+1 SWeapon8


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.
Durable: If a Rune becomes durable roll a d6 after each battle, but not the first, on a roll of 1 or 2 it fades and ceases to be effective, otherwise it will be effective in the next battle.

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.

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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

Hates Dark Elves: Shadow Warriors seethe with bitterness when facing Dark Elves and follow the rules for hatred in the Mordheim rulebook.
Excellent Sight: Elves have eyesight unmatched by mere humans. The Shadow Warrior spots Hidden enemies from twice his Initiative value in inches away.
Bitter Enemies: If the last fight was against Dark Elves or a warband containing a Dark Elf Hired Sword, the upkeep cost is waived for that game.
Infiltration: A Shadow Warrior can infiltrate.

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.

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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

Snake Charmer: The Snake Charmer can control up to five snakes provided that they remain within 6" of him. If a snake is not within 6" of the Snake Charmer in the Movement phase, they will move 1D6" in a random direction. If that takes them into contact with a model, either friend or foe, it will attack as if charging.
Immune to poison: The Snake Charmer has been bitten so many times that he is immune to poisons.
Venomous: The snakes are venomous and count as attacking using Black Lotus.
Animals: Snakes are animals and do not gain Experience.
Snake hunter: After each game the Snake Charmer may attempt to catch another snake, provided that he did not go out of action. The Snake Charmer makes this roll in the Recruitment and Trading phase and must roll under his initiative to successfully catch a snake. The Snake Charmer may only attempt to catch one snake after each game. If he fails to catch the snake there is a chance that he is attacked. Roll a D6. On a roll of 1 the Snake Charmer suffers a S3 hit.

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.

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Weapons/Armour: Two Daggers, Thief's cloak.

Skills: A Thief may choose from Combat & Speed skills.

Special Rules

Thief's Cloak: Thieves wear cloaks that help them blend in with their surroundings and can disguise them very well in both the desert and the towns. A warrior firing a missile weapon at a warrior wearing a Thief's cloak suffers -1 on his roll to hit. Also the distance required to spot a thief when Hidden is doubled.
Tea-Leaf!: Naturally thieves are most adept at stealing items! A Thief may attempt to steal one item during the Trading phase. Choose any item, if it is a common item the Thief successfully steals it on a 2+ on a D6. A Rare item is successfully stolen by rolling higher than the availability number on 2D6. Any items stolen may be used exactly the same way as one that was bought. If the Thief fails to steal the item roll a D6. On a score of 1-5 the thief is chased out of the trading post and escapes. On a score of a 6 the Thief is captured by whatever authorities there may be and is hung (remove him from the warband roster).

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.

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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

Explorer: The Tomb Robber allows your warband to modify a single dice roll on the Exploration chart by -1/+ 1.
Traps: The Tomb Robber has the Trap Expert skill, for more details see the TC17.
Excellent Reflexes: The Tomb Robber has a special save of 5+ against any attack made against him, be it shooting, close combat, traps or spells. If the Tomb Robber gains the Dodge skill this save increases to a 4+ special save.

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.

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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

Prayers: A Warrior-Priest is a servant of Sigmar and may use the Prayers of Sigmar as detailed in the Magic section.

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.

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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

Wizard: The Witch has the ability to use magic and casts spells like any other wizard. She has two spells generated at random from the Charms & Hexes list.
Recluse: Witches are very reclusive individuals and therefore difficult to employ Even when they are found they may be reluctant to aid the warband no matter how much gold they offer. When attempting to hire a Witch the warband leader must roll a D6. If he or she can score a 4+ the Witch can be hired, otherwise the Witch shuns them and they will have to try again after their next battle.
Potions: The Witch is an expert as brewing all manner of curious concoctions. A single hero in the warband who have hired the Witch may partake of such a potion before the battle. Roll a D6 to discover the draught’s effect.

D6Result
1Debilitating: 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.
2-3Strength: 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.
4-5Resilience: 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.
6Fortitude: 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.
Reluctant: Whilst she is happy to use her magic to aid the warband, the Witch is reluctant to enter the fray herself. As such the Witch will never charge (although if charged she will defend herself) and will always try to stay at least 8" away from enemy models and must move away if she finds herself within this distance.
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.

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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

Burn the Witch: The Witch hunter hates all enemy spellcasters. He will not work for a band with a spellcaster, unless it is a priest of Sigmar, Ulric, Taal or Morr.
In Sigmar’s name: The Witch hunter can call on his faith in Sigmar, he is allowed to reroll all failed fear tests.
Sigmar’s reward: Doing Sigmar’s work is reward enough at times. If the band take the leader of a chaos or undead band out of action the Witch Hunter waives part of his fee, at the end of the battle he only charges 5gc upkeep. Chaotic bands only includes bands truly chaotic, not merely nonhuman, eg not skaven, dark elves etc.

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.

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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

Hatred: Wolf Priests see Witch Hunters (Templars of Sigmar), Warrior-Priests, Sigmarite Matriarchs and Sisters Superior as agents of an opposing cult, and thus they hate these models. That atred does not extend to other models in those warbands, as the Wolf Priests see them simply as misguided followers of an errant cult.
Wolf Companion: Wolf Priests may be accompanied by a huge wolf. Warbands may only purchase a wolf companion if they have a Wolf Priest of Ulric in their midst. The priest may choose to be accompanied by a huge wild wolf, which often scouts ahead to warn the priest of danger.
Animals: Wolf companions are animals and thus do not gain any experience.

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.

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Weapons/Armour: Bone Goliaths never carry any weapons or armour and suffer no penalties for this.

Skills: Bone Goliaths never gain experience.

Special Rules

Cause Fear: Bone Goliaths are gargantuan undead constructs and therefore cause fear.
May not run: Bone Goliaths are slow undead creatures and may not run (but may charge normally).
Immune to Psychology: A Bone Goliath is not affected by psychology and never leaves combat.
Immune to Poison: A Bone Goliath is not affected by poison.
Undead Construct: Bone Goliaths ignore any injury rolled on the Injury chart on the roll of a 4+ and continue fighting, so a Bone Goliath has the possibility of taking much more damage than their 3 wounds suggest. This is not an armour save and so it is not modified by the Strength of the attack. This rule is ignored for wounds caused by magic or magic weapons.
Assembly: Bone Goliaths are not hired or found, they are instead constructed at great expense to their masters. Constructing a Bone Goliath will cause the Liche to reduce their starting Wound total by D3 wounds to a minimum of 1, in addition to the cost in gold crowns. A warband constructing a Bone Giant may not look for any rare items. A warband that has no Liche to lead it may not construct a Bone Goliath, but if the Liche dies after its construction, the Bone Goliath is unaffected. Warbands starting with a Bone Goliath can ignore this rule, unless of course they make one to replace a fallen Goliath.
Large: Bone Goliaths are huge creatures. They count as large targets for missile weapons.
No Pain: Bone Goliaths treat stunned results on the injury chart as knocked down.
Mindless: Bone Goliaths never gain experience.

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.

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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

Haggle: The Merchant knows all the tricks of bargaining and haggling. He may deduct 2D6 gold crowns from the price of any single item (to a minimum cost of 1gc) once per post battle sequence.
Pawnbroker: The Merchant is skilled in finding the best price for sold items and as such gains an extra 2D6 gold per item that the warband sells (up to its full value) if he was not taken out of action in the battle.
Marketeer: The Merchant has many useful contacts in the black market underworld and foreign traders to locate many special items. After each battle (if he wasn’t taken out of action) the Merchant can visit one of two markets: the Black Market and Exotic Wares, in search of items for the warband. Roll a D6 on the relevant table to see what items are on offer.

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.
Black Market: *Crooks and brigands supply the black market, where denizens of the Cathayan underworld sell and procure all manner of illicit substances. They are regularly frequented by assassins, merchants, and less professional scumbags.*

D6ItemsPrice
1Nothing available-
2Spider spittle (D3 doses)30 gc
3Fire bomb35 gc
4Fighting claws35 gc per pair
5Cathayan longsword75 gc
6Lesser 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
Exotic Wares: *Traders from across the seas can be found in the shady taverns and street corners on the outskirts of the border town. They have many exotic and wondrous foreign items for sale at steep prices…*

D6ItemsPrice
1Nothing available-
2Gromril armour150 gc
3Elf bow35 gc
4Ithilmar armour90 gc
5Tome of magic200 gc
6Elven Cloak100 gc

Special Skills

Stone Cutter: The Merchant has the skill to refine wyrdstone shards to increase their value. Whenever a warband sells its wyrdstone the Merchant may try to refine the source. Roll a D6 to discover how much additional gold the wyrdstone is worth.

D6Gold
1-2Lose 2D6 gold crowns.
3-5Gain 2D6 gold crowns.
6Gain 3D6 gold crowns.
Guardian: The Merchant has ‘acquired’ a bodyguard to protecting from harm in the coming battles. The bodyguard will only protect the Merchant and cannot fulfil warband objectives or search, loot or any function other than protecting the Merchant and as such will remain within 1" of the Merchant at all times. The bodyguard doesn’t gain experience and isn’t paid (it is assumed he has been ‘gifted’ to the Merchant as a favour from one of his contacts).

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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.

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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

Drunken: Chaos Centaurs are renowned among the northern tribes for their habitual need to consume alcohol by the barrel, working themselves up into a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for stupidity that turn. On a roll of 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. While subject to both stupidity and frenzy they are immune to all other forms of psychology.
Woodland Dwelling: For most of their lives centauroid mutants prowl the murky depths of forests. They suffer no movement penalties for other moving through wooded areas.
Trample: As well as their weapons, Centaurs use their hooves and sheer size to crush their enemies. This counts as an additional attack, which does not benefit from weapon bonuses or penalties.

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.

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Weapons/Armour: Whip, Sword, light Armour.

Skills: A Coachman may choose from Speed skills when he gains a new skill.

Special Rules

Driver: A wagon driven by the Coachman may re-roll results on the Out of Control chart once. Note that the second result must be accepted even if it is worse.
Handyman: The Coachman is skilled in fixing minor damage on the wagon. If the wagon is stationary (ie, it has not moved the last turn) and the driver is in contact with the wagon, he may repair one previously damaged wheel. The driver may do nothing else that turn and the wagon may not be moved. He can even set in a new wheel if it flew off. Note that if there are any enemy models in contact with the wagon, it cannot be repaired that turn as the situation is way too dangerous to focus on the cart.

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.

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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

Hatred: All goodly men despise a Grave Robber, but any model that can use Prayers of Sigmar will hate the Grave Robber.
Grave Robbing: During the exploration phase, a Grave Robber can loot a local cemetery if he wasn’t taken out of action. Roll 2D6 and consult the following chart:

2D6Result
2Discovered! 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.
3-4Nothing: Pauper's graves. No significant finds.
5-7Trinket: A corpse is found wearing a trinket of moderate value. You get D6+3 gold crowns.
8-9Treasure: A corpse has a copious amount of treasure within its grave. You get D6+8 gold crowns.
10-11Corpse: 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.
12Artefact: 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.

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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

Ride: A Hobgoblin Scout has the Ride Giant Wolf skill.
Loner: The Scout has become so used to being alone on the Steppes that it has become accustomed to its own company. The Scout may never use the warband leaders Ld for any tests. In addition, the Scout never counts as all alone and may operate independently throughout the game.
Traitor: Due to the treacherous treatment the Hobgoblins have shown towards their greenskin cousins, the Hobgoblin is subject to the hatred of all greenskin races (Orcs & Goblins and Black Orcs) and a warband that hires the Scout may never take any other greenskin Hired Swords.

Special Skills

Spy: Before the battle commences but after deployment, the player controlling the Hobgoblin Scout may re-deploy D3 models (not including the Scout), using the normal deployment rules. If the player chooses not to do this, then the Scout may be set up anywhere on the board that is not within 18" of any enemy model.
Potshot: Living in the saddle teaches a Scout to hunt by drawing his shortbow while moving at full pelt. The Scout may fire a bow when running with a -2 to hit modifier.

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.

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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

Strictly Business: The Ninja is hired for one specific job only. Therefore the Ninja has no upkeep cost and automatically leaves the warband after the battle for which he was hired. This means that he cannot gain Experience either, of course.
Secrecy: The Ninja is a maverick and does not accompany the warband into battle side by side. He does not count as part of the warband for purposes of Rout tests.

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.

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Weapons/Armour: Fireworks, Firecrackers (unlimited).

Skills: The Pyromaniac must choose from his special skills when he gains a new skill – see below.

Special Rules

Crazed Firestarter: The Pyromaniac loves nothing more than the lights and sparks of his fireworks. Each turn he either starts one of his rockets or throws some of his firecrackers at hostile animals. Therefore he will move but never run or charge. If he is attacked he will fight back normally.
Rockets: In every shooting phase the Pyromaniac starts one rocket. Use the artillery dice to determine how far the rocket flies. The initial direction can be controlled by the Pyromaniac. Unless an object is hit on the way, place a marker there. From then on, in every shooting phase each rocket will keep on flying a distance determined with the artillery dice and in a direction randomly determined with the scatter dice until it hits an object.

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.

D6Result
1Nothing. The rocket falls to the ground without any further effect.
2-3Zishh! Re-roll the artillery dice and move the rocket with twice the scored number.
4-5Spectacle: 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.
6Explosion: The rocket explodes causing an automatic S4 hit to all models within D6".

Special Skills

Rocket Science: The Pyromaniac has brought the detonation of fireworks to perfection and may modify the roll on the fireworks table by +1/–1.
Display Artist: Instead of rolling the artillery die the Pyromaniac may make an Initiative test to have the rocket detonate immediately. Otherwise roll the artillery die as usual.

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.

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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

Master Craftsman: When Heroes from your warband search for Cathayan longswords and Dragon Swords the rarity of these items is decreased by –1 for every two Experience points the Swordsmith has.

Special Skills

Honing: If the Swordsmith wasn’t taken out of action during a battle he may hone the blades of up to three swords, including similar bladed weapons such as Dragon Swords, giving them the Cutting Edge special rule for the next battle.
Farrier: Between each battle the Swordsmith freshly shoes all equine beasts in the warband. Newly shod equines are much less likely to suffer a fatal fall during battle! Whenever a Horse, Mule, Warhorse, Elven Steed or a Chaos Centaur is taken out of action, remove the creature from the warband roster on a 1 instead of a 1 or 2.✏️

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.

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Weapons/Armour: Club

Skills: A Beggar may choose from Speed skills when he gains a new skill.

Special Rules

Scrounge: Such is the Beggar's skill at scrounging through the ruins of Mordheim, at the end of each battle that the Beggar was not put out of action, he adds an extra die of exploration to your pool.
Not a Threat: as a Beggar proves hardly a threat to any true warrior, warbands may ignore Beggar for purposes of shooting at the nearest target and charging another enemy within 2” of the Beggar.

Chaos Fury

Source: Mordheim Facebook Group (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.

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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

Fear: Lesser Daemons are horrifying supernatural creatures that cause fear in all who gaze upon them.
Daemonic Flesh: Due to their intangible nature, Daemons have a base armour save of 5+. This save is never modified but is completely negated by blessed or magic weapons and spells. The Daemon's attacks also count as magical.
Daemonic Mind: Daemons do not have the same fears and ambitions as mortals, for they are emotions and mortal passions made manifest. A Chaos Fury is completely immune to all psychology and never gains experience.
Daemonic Instability: Daemons are bound to the world by dark sorcery that is highly volatile and unstable. If taken out of action, a Chaos Fury is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). If the spell-caster that summoned the Daemon is killed or leaves the warband, the Daemon is banished from whence it came.
Fly: Instead of moving normally (unless knocked down or stunned), a Chaos Fury may choose to:
- Move anywhere within 12" including into base contact with an enemy (in which case it counts as charging).
- Move vertically without needing to climb.
- Jump from any height without falling.
Malicious: If a Chaos Fury takes an enemy model out of action, the Daemon spends its next movement phase stationary while it continues to torture and torment its victim. This effect immediately ends if an enemy model is within 8", or if the Chaos Fury is the target of missile weapons and/or enemy spells.

Cursed Hillman

Source: Fanatic Online 49 (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.

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Weapons/Armour: While in man-form, the Hillman is armed with an Axe, a Dagger, and a Longbow. He wears a heavy fur cloak which offers him an AS of 5+ versus ranged attacks, and 6+ in close combat.

When in wolf-form, all garments and weapons are discarded. These are collected after the battle. The werewolf uses only its teeth and claws in close combat, and suffers no penalties for doing so.

Skills: A Cursed Hillman can choose from Shooting and Speed skills, as well as those listed below.

Special Rules

Hunter: The Cursed Hillman has had to learn to survive in the bleak wilderness of the Empire. As such, he is incredibly skilled with his bow. He may move at half-rate, and still fire his bow without penalty.
Thin Flesh: Due to his constant changing into lupine form and back, his flesh has weakened to ease the transformation. As such, he counts as having -1T in hand to hand combat.
Lycanthrope: The Cursed Hillman is a werewolf. Any time he loses a wound, he must roll a D6. On a roll of 4+, the beast within escapes and he transforms into a werewolf. Ignore any injury table rolls. Should he not transform, roll on the injury table at -1 (thus knocked down is 2-3, stunned is 4-5, and OOA is on a 6 only). While in wolf-form, he has a bonus Bite attack. This is resolved at -1S.

Special Skills

Control: So long has he been cursed that the Hillman can attempt to call upon the beast within at will. The Hillman can transform into the Werewolf during the shooting phase on a D6 roll of 2+. Should this roll fail, the Hillman must remain static as the excruciating transformation takes longer than anticipated. He counts as being knocked down, and will be completely transformed by the beginning of his controller’s next turn.
Rage: The Hillman calls upon his curse to imbue himself with supernatural powers. He gains +1WS, +1S, +1I and an extra attack as his off-hand has transformed into a claw. This skill can only be taken if the Control skill is already chosen.

Dark Mage

Source: Letters of the Damned 6 (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.

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Weapons/Armour: Staff

Skills: The Dark Mage may select skills from the Academic skill list, as well as further spells as described above.

Special Rules

Wizard: The Dark Mage is a wizard, and may randomly generate a spell from the Dark Magic list, and may gain more spells from that or from the Lesser Magic list found in the Core Rulebook.
Despise Despoilers: A Dark Mage Hates Necromancers, and anyone who casts spells from the Necromancy or the Dreaded Scrolls of Nagash.
Self Assured: Dark Mages are immune to the effects of All Alone tests and will never flee as a result.
Dark Magic: 1 - Banishment Difficulty 8
*Pulling the energies of death to him, the Dark Mage dispels the power of the undead.*
All Undead within 4” of the Dark Mage must take an unmodified Leadership Test or suffer a S4 hit.

2 - Soul Render Difficulty 8
*For the most brief of moments, the Mage centers dark energies upon an unlucky foe.*
Soul Render is a magic missile spell, with a range of 18 inches. If successfully cast, the spell causes D3 S3 hits.

3 - Shade Mount Difficulty 8
*Darkness forms about the caster, carrying him aloft on wings of shadow.*
This spell may be cast on the wizard himself, or a hero within 8 inches of him. Upon a successful casting, the model may immediately fly up to 12 inches. Should this movement bring the model into Base to Base contact with an enemy model, consider it a charge.

4 - Jozun’s Decay Difficulty 9
*Ashes and dust. Focusing the dark energies, the wizard forces the very life from his opponent.*
This spell has a range of 12 inches. Upon a successful casting, the target must pass a Leadership Test, or suffer a one point reduction to its Toughness attribute. Each recovery phase the model must attempt to pass a Leadership Test, reducing its Toughness a further point for each failure. Should a model be reduced to 0 Toughness, it is removed from the game irrespective of how many wounds it has left. Should a Leadership Test be passed, the model must play the remainder of the game at its modified Toughness score. A model may not be targeted more than once per game.

5 - Cowel of Pain Difficulty 6
*Nothing compares to the pain of the dark. Wrapping it about him like a cloak, the caster strengthens himself.*
The mage cannot be Stunned until his next magic phase. Treat 3-4 results as Knocked Down instead.

6 - Doom & Dark Difficulty 7
*Dark energies coalesce about the mage, chilling the air and driving dread into all those around him.*
Any model within 2” of the Dark Mage must take an immediate All Alone Test, even if in close combat. Should a model flee from Close Combat, free strikes occur as normal, assuming that there are combatants who have not failed their test.

Dwarf Slayer Pirate

Source: Fanatic Online 45 (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.

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Weapons/Armour: A Sword, Superior Black Powder, and many many Pistols.

Skills: A Dwarf Slayer Pirate may choose from Combat and Shooting skills when he gains a new skill.

Special Rules

Deathwish: It is the goal of the Slayer Pirates to die in combat and they are therefore immune to psychology and will never need to test if fighting alone.
Hard to Kill: Dwarfs are tough, resilient individuals who are only taken out of action on an injury roll of 6. Treat a roll of 5 as stunned instead.
Hard Head: Dwarf Slayer Pirates ignore the concussion special rule, they are not easy to knock out!
Festooned with Pistols: Dwarf Slayer Pirates carry so many pistols into battle that they never have to reload, they always have a new pistol primed and ready to fire. The only exception is hand-to-hand combat. The Slayer Pirate will not have time to draw a new pistol every round of hand-to-hand combat, he may only use pistols in the first round. In subsequent rounds of hand-to-hand combat the pistol should be counted as a club. He may draw another pistol once he is out of combat or all of his opponents are knocked down or stunned.
Raging Drunk: The combination of being a Dwarf and spending the better part of life on the sea means Slayer Pirates usually know where to acquire some fine Dwarven Ale. A warband including a Slayer Pirate treats Bugman's Ale as Rare 6, but must pay an extra 2d6 gold crowns to compensate for the copious amounts of ale that the Slayer Pirate will consume.

Emissary of Chaos

Source: Fanatic Online 94 (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.

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Weapons/Armour: Chaos Armour (4+ save), Helmet, Shield, Sword.

Skills: An Emissary of Chaos may choose from the Combat and Strength skills, as well as the Academic skill (if an Emissary of Tzeentch) when he gains an advancement.

Special Rules

Special Skills: An Emissary of Chaos's special skills depend on which god he serves.

- Khorne: Frenzy, +1A
- Tzeentch: Gains 1 spell from the Chaos Rituals (may cast spells while wearing armour)
- Nurgle: All attacks are poisoned (as black lotus), cause fear
- Slaanesh: All enemies must pass a Leadership test to charge Emissary. Those that do engage the Emissary in close combat suffer a -1 to their to hit rolls.

Estalian Diestro

Source: Letters of the Damned 2 (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.

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Weapons/Armour: Rapier, Main Gauche, Light Armour.

Skills: A Diestro may choose from the Combat or Speed skill lists.

Special Rules

Rapier: The Rapier is a long thin blade commonly used by duelists. It is a deadly, sharp weapon capable of delivering multitude of blows.

Range: Close Combat
Strength: As User
Special Rules: Parry, Barrage

- Parry: Like all swords, you may use a rapier to parry hand-to-hand combat.
- Barrage: A warrior armed with a rapier rolls to hit and to wound as normal. However, if you manage to hit your opponent but fail to wound you may attack again just as if you had another attack but at –1 to hit (down to a maximum of needing a ‘6’ to hit). Any additional attacks gained in this fashion also benefit from the Barrage special rule.
Main Gauche: Slender but of good steel, the Main Gauche is often employed by professional fighters out of Estalia. Perfectly balanced, they spin about in their wielder's hand, striking and parrying blows alike.

Range: Close Combat
Strength: As User
Special Rules: Main Gauche

- Main Gauche: The main gauche is a special dagger, which Diestros use with their offhand (which is in most cases the left hand, hence the name). Any Estalian Diestro has the option to either use this weapon as a dagger, thus gaining an additional attack, OR to parry a blow with it as if it was a sword. In the latter case, they gain NO additional attack. The player may choose each turn in which way the fighter will use the main gauche.

The Fallen Sister

Source: Fanatic Online 25 (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.

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Weapons/Armour: Steel Whip, Sigmarite Warhammer, Dagger, Sling, Light Armour.

Skills: A Fallen Sister may choose from Combat, Strength and Speed skill lists when she gains a new level, or she may randomly choose a new spell from the Lesser Magic list.

Special Rules

Wizard: A Fallen Sister has been cursed with the ability to use magic. She has one spell generated at random from the Lesser Magic list.
Warrior Wizard: A Fallen Sister has learned to cast her spells whilst wearing her customary armour and garb.
Ashamed and Afraid: A Fallen Sister has risked much in her attempts to escape the Abbey and the notice of her former sisters. She must make a Leadership test in order to charge any member of a Sisters of Sigmar warband, or a Warrior-Priest from a Witch Hunters warband.

Goblin Lantern Bearer

Source: Fanatic Online 89 (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.

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Weapons/Armour: Lantern, Dagger.

Skills: A Goblin Lantern Bearer may choose skills from the Speed list.

Special Rules

Smart (for a Goblin): The Goblin Lantern Bearer has survived partially on his brains. Being one of the smarter from the litter, he does not suffer from animosity as most goblins do.
Very Lucky: The Goblin Lantern Bearer has survived for some time by his luck. If the goblin is taken out of action during the game, roll for his injuries with the following results:
1 – Lost
2-6 – Survives.
Small Size: Due to their small size, Goblin Lantern Bearers can fit into very small spaces. If the goblin is not taken out of action during the fight, then they can help in the search for wyrdstone. When rolling for wyrdstone, roll dice as normal for the warband. The Goblin Lantern Bearer adds +3 to the total dice roll when determining the number of shards found (i.e. if the dice total is 15, then add +3 for a total of 18, and thus 4 shards found instead of 3).

Gravesman

Source: Letters of the Damned 5 (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.

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Weapons/Armour: Shovel (Halberd), Pry bar & dagger.

Skills: A Gravesman may choose from the Combat or Strength skill lists.

Special Rules

He’s o’er dere: A Gravesman knows what’s worth saving. Should a Hero die (rolls 11-15 on the Serious Injuries Chart post-game) you may retain his equipment on a D6 roll of 4+ thanks to the Gravesman’s instinctive greed. This occurs only if you pay the Gravesman’s upkeep; if you do not, he keeps what he has found.

Halfling Knight

Source: Fanatic Online 94 (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.

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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.

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Weapons/Armour: Two-handed sword, plate armour (4+ save, -1M), Helmet, Dagger.

Skills: An Imperial Tactician may choose from Combat and Strength skills when he gains an advance. Furthermore, an Imperial Tactician may also choose from the following skills:
- Organized Search Party: The warband may re-roll one exploration die.
- Send False Signals: By misleading the opposing warband(s), an Imperial Tactician can make them deploy their forces in a way beneficial to his own warband. Thus, after all warbands have deployed (but before the hiring player has used the Expert Tactician ability), the player controlling the Imperial Tactician may move 1 member from each opposing warband D6” in any direction. This move may not move a warband member off the board, nor may it place a member of the warband in direct harm (you can't force a warrior to jump off a building!).

Special Rules

Expert Tactician: At the start of the game, after all warbands have been deployed, the Imperial Tactician may then recommend up to D3+1 changes to your deployment (IE, you may change the starting position of up to D3+1 of your warriors).
Read the Battle: As the Imperial Tactician has an eye for reading how any battle is going, he knows when a cause is lost or not. As long as the Imperial Tactician is not out of action, the hiring warband automatically passes the first rout test they are required to make.

Knight of the White Wolf

Source: Mordheim Facebook Group (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.

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Weapons/Armour: The Knight wears Heavy Armour and a Wolfcloak. He wields a great ornate two-handed hammer which counts as a Horseman’s Hammer.

Skills: Knights of the White Wolf start with the Unstoppable Charge and Ride Warhorse skills, and may choose from Combat, Strength, or Cavalry skills when he gains a new skill.

Special Rules

Pride of Ar-Ulric: Infamous throughout the Empire, the White Wolves’ courage and martial prowess is nothing short of inspiring to your average warrior. Knights of the White Wolf may act as a Leader to their comrades, allowing them to use his Leadership characteristic as their own when taking Leadership tests. However, his Leadership value cannot be used for the purposes of rout tests.
Cavalryman: The knight has left his mount behind before venturing into the city of the damned, but will use another if the warband wishes. Knights of the White Wolf may be given a Warhorse to ride (and no lesser steed) if the warband possesses one. This will grant him the usual Warhorse bonuses and increase the warband’s rating +5 per the normal Warhorse rules.
Among Wolves: The Knight’s upkeep cost is halved if he is hired by a Middenheim warband, as he is obliged to work with his kin.

Ninja Gnoblar

Source: Mordheimer Information Centre (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.

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Weapons/Armour: Ninja Robe (counts as Hardened Leathers), Shurikens (Throwing stars with Stealthy special rule) and Bo (gives an additional attack, may parry and requires both hands).

Skills: A Ninja Gnoblar may choose from Shooting and Speed skills when he gains a new skill. In addition he can be given a unique special skill only available to him, noted below.

Special Rules

Stealthy: The Ninja Gnoblar can throw his shurikens while hidden without revealing his position to the enemy. The target model can take an Initiative test in order to try to spot the throwing Ninja. If the test is successful, the Gnoblar no longer counts as hidden.
Rooftop to Rooftop: The Ninja Gnoblar is skilled in jumping over streets and gaps. He doesn't deduct the distance jumped from his movement. This means he can run 8" and still jump the 3".

Special Skills

Expert Rooftop Jumper: The Ninja is even more skilled in jumping on the roofs. He may jump up to 4" and may re-roll a failed Initiative test when jumping or making a diving charge.

Ogre Slave Master

Source: Fanatic Online 89 (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.

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Weapons/Armour: Axe, Club, Light Armour.

Skills: Can be taken from Combat and Strength Skills.

Special Rules

Slave Master: Slave Master works much the same as the Bounty Hunter, except that the "mark" becomes owned by the Slave Master at the end of a battle. (No reward money is earnt, as you would from the Bounty Hunter Skill, you just now own the "mark"), but gets the D3 experience if he survives and the warband has won as normal.

Thus the "mark" now works for the Slave Master's warband and will always be within 8" of him (thanks to a mighty big chain shackled to the "mark" and held by the Slave Master). If the Slave Master is holding the shackles he can only use one weapon. The "mark's" weapons can be kept or sold depending on what the Slave Master warband player wants to do.

If the Slave Master is taken OOA in a battle and none of the Slave Master's warband members are within 8" of the "mark", then the "mark" will automatically run for the nearest safe area (whether that's off the board, in which case it disappears forever, or towards its original warband). If the mark ever comes within 8" of its original warband, then it automatically is controlled by the original owner of the "mark".

If the Slave Master is taken OOA in a battle and the mark is within 8" of another figure from the Slave Master's warband, the "mark" will charge this closest model of that warband automatically in rage (treat as having hatred).
Fear: Ogres are large, threatening creatures that cause fear.
Large Target: Ogres are Large Targets as defined in the shooting rules.

Slaver

Source: Fanatic Online 94 (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.

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Weapons/Armour: Spear, Net, Light Armour, Helmet, Dagger.

Skills: A Slaver may choose from the Combat and Strength skills when he gains an advance.

Special Rules

Slaver: Any hero or henchman put out of action by the Slaver will automatically be Captured (as per roll 61 of the Heroes Serious Injuries Chart in the Mordheim Rulebook). Note that any hero or henchman captured must be sold. Heroes sell for D6 x10 gold crowns and Henchmen sell for D6 x3 gold crowns. If a warband cannot pay this price, then that particular hero or henchman is sold into slavery and removed from the roster.

Swashbuckler

Source: Fanatic Online 94 (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.

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Weapons/Armour: Rapier, Dagger, Light Armour, Duelling Pistol.

Skills: A Swashbuckler may choose from the Speed, Shooting, and Combat skills when he gains an advance. If a Swashbuckler takes the Scale Sheer Surfaces skill, not only does he benefit from not needing to make an Initiative test to climb, he also gains a further D3” worth of charge or run movement when doing so.

Special Rules

Acrobatic: As a Swashbuckler relies on their dexterity, they have extremely good balance. As such, a Swashbuckler need not make an Initiative test when he is wounded and within 1” of a building edge.
Nimble: A Swashbuckler is used to climbing in and out of windows, as well as running along rooftops. To reflect this, a Swashbuckler may run or charge while climbing.
Charismatic: Because of the Swashbuckler's sheer attractiveness, any opponent from the opposite sex (Sisters of Sigmar, Amazons), must make a Leadership test if they wish to charge him.

Ungor Trapper

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.

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Weapons/Armour: Bow, Dagger, Club, Rope and Hook.

Skills: An Ungor Trapper may choose from Speed and Shooting skills when he gains a new skill. In addition, there are several skills unique to Ungor Trappers as detailed below, which he can choose instead of normal skills. Note that these special skills can only be acquired through experience — they are not possessed by a new recruit.

Special Rules

Set Traps: A Ungor Trapper may set a trap if he spends a turn doing nothing else (he may not set traps if he’s just recovered from being Knocked Down). Place a marker in base contact with the Ungor Trapper. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap – roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Ungor Trapper won’t trigger his own traps). If the trap did not wound the model or it didn’t trigger, the ‘victim’ may finish his move; otherwise he is placed Knocked Down or Stunned 2" from the marker. Regardless of whether the trap was triggered or not, the marker is removed.
Hunter’s Eye: The Ungor Trapper’s keen eyesight and mastery of the bow allow him to pinpoint weak points on an opponent’s body when shooting, conferring a +1 on injury rolls after a successful wound caused by shooting.
Excellent Sight: The Ungor Trapper spots Hidden enemies from twice as far as other warriors (i.e., twice his Initiative value in inches).
Just a Twit: While the Ungor’s not as fearless as his bigger conspecifics, an Ungor Trapper who has been taken Out of Action will leave the warband on a 1-3 and take 10gc upkeep with him. You may discard this rule with the Fearless skill.

Special Skills

Mutant: The Ungor may buy one mutation. See Mutants section on special rules.
Fearless: Immune to fear and all alone tests.
Manhater: Will be affected by the rules of hatred when fighting any Human warbands.

Weaponsmith

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.

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Weapons/Armour: Hammer, Crossbow, Buckler, Light Armour, Helmet.

Skills: A Weaponsmith may choose from Strength and Speed skills when he gains a new skill.

Special Rules

Maintenance: Every now and then, the Weaponsmith manages to get his hands on tools and spare parts with which he can make improvements to certain types of equipment, as long as they are equipped by members of your warband or are stored in your warband’s treasure.

Before each game, roll 1D6 and apply the result to the equipment of your Heroes and the Weaponsmith, accepting the first result even if no model is equipped with the relevant equipment:

1: The Weaponsmith hammers a few nails, polishes a few blades, but nothing more.
2: Heavy armours provide a saving throw of 4+, light armours of 5+.
3: Helmets give a saving throw of +1 in addition to their normal effect.
4: Bucklers give a saving throw of +1 in addition to their normal effect.
5: Shields allow parrying like bucklers in addition to their normal effect.
6: Short bows, bows, crossbows, and handguns have their range increased by 6", pistols and duelling pistols by 3". This increase does not stack with other bonuses from additional skills or special rules (the highest bonus applies).

Wood Elf Hunter

Source: Letters of the Damned 2 (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.

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Weapons/Armour: Elf Bow, Sword, Light Armour, Hunting Arrows.

Skills: A Wood Elf Hunter may choose from the Speed and Shooting skills when he gains an advancement.

Special Rules

Stalk: Such is the skill with which a Wood Elf Hunter shoots that he may remain hidden after shooting his bow on a roll of 4+.
Hunted: At the start of each game, the Wood Elf Hunter may choose 1 enemy to be his prey. All attacks against that enemy, be it missile or close combat, are made at +1 on the “To Hit” roll.
Keen Eyed: An elf can see far better than the common man. As such he can spot hidden enemies at twice his Initiative value.

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.

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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

Invincible Swordsman: Aenur always hits his opponents on a roll of 2+ in hand-to-hand combat.
Wanderer: Aenur only ever stays with a warband for the duration of the battle. A warband who used Aenur in their last battle may not seek him out until they have fought at least one battle without him.
Ienh-Khain (the Hand of Khaine): Ienh-Khain is an incredibly long single-edged sword, which Aenur uses with consummate skill. This sword allows Aenur to parry, adds +1 to his Strength and causes a critical hit on a roll of 5-6 when rolling to wound.

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.

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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

Hiring Fee: None. Bertha will come to the aid of any Sisters of Sigmar warband if they send one or more of their Heroines to look for her in the normal manner, rolling under their Initiative (representing their efforts to gain audience with the High Matriarch). If she does grant an audience, she might decide that her personal help is needed in the forthcoming battle. She will only come to the aid of a Sisters of Sigmar warband if their enemy has a higher warband rating. Consult the table below, and roll a D6 to see whether Bertha will aid the warband. A request for Bertha to aid the warband must be made for each battle you wish her to help the warband.✏️

Difference in Warband RatingDice roll required
0-49Nil
50-996+
100-1495+
150-1994+
200+3+
High Matriarch: As the High Matriarch of the Sisters of Sigmar’s Mercy, Bertha will automatically be the leader of any warband she joins.
Sigmar’s Handmaiden: Bertha is favoured above all other Sisters in the eyes of Sigmar. She gains +2 to all her rolls to see whether her Prayers of Sigmar are granted.

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.

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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

Hiring Fee: 70, Johann is addicted to Crimson Shade, so you may hire him for one portion of Crimson Shade if you wish.
Knife Fighter Extraordinaire: Johann has a deserved reputation for being the greatest knifefighter in whole of the Empire. Unlike normal warriors, he can combine the Knife Fighter and Quick Shot skills (yes, he can throw six throwing knives in one turn if he does not move!).

“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.

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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

Unfeeling: Veskit is a cold, calculating killing machine, and feels few of the emotions that living things do. He is therefore immune to all psychology.
No Pain: Veskit ignores knocked down and stunned results on the Injury chart. He must lose his last wound and be taken out of action before he is removed from battle.
Unblinking Eye: Thanks to the sorcerous devices built by the Warlock Engineers of Clan Skryre, Veskit can spot hidden enemies within twice his Initiative value in inches.
Metallic Body: These give Veskit his high Toughness and a 3+ armour save.

“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.

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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

Immune to Psychology: As a Vampire, Marianna is completely immune to the effects of psychology and will never leave combat.
Immune to Poison: As a Vampire, Marianna is completely immune to the effects of poison.
No Pain: Marianna treats a stunned result on the Injury chart as knocked down instead (note that with her Jump Up ability Marianna cannot be knocked down either so the only way to stop her is to take her out of action!).
Cause <Tooltip>fear</Tooltip>: Marianna is a terrifying creature, although more through reputation than her being a Vampire as she is contriving to keep her identity a secret.
‘You can never escape your past…’: On the last turn of the game in which Marianna is still standing or as soon as a warband routs, ending the game, roll a D6:

D6Result
1-3Marianna has discovered that Serutat is getting close and will leave the warband’s service after the game.
4-5Marianna 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.
6A 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.


D6Minions
1-2D3+1 Zombies
3-4D3+1 Ghouls
5-6Vampire (Sword & light armour) +2 Ghouls
Fighting Undead: Due to her vocation as a Vampire Assassin turned Vampire Hunter, all Vampires hate Marianna.
The Noctu: The gemstone stolen from Serutat’s lair has powerful cloaking properties. The veil of shadow it creates reduces all shooting to hit rolls against Marianna by -1.

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.

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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

Cursed: Nicodemus is not interested in money, he desperately needs fragments of wyrdstone to delay his abnormal growth. When he joins the warband and after each battle he fights, including the first, you must pay him with a wyrdstone shard. If you don’t have a shard or if you don’t want to give it to Nicodemus and prefer to sell it. the cursed pilgrim will leave the warband, never to return.
Wizard's Staff: Nicodemus can use his staff in close combat in two different ways: he can use the staff with both hands, in which case the staff counts as a Club, but also allows Nicodemus to parry spells) in his right hand.

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.
A Fistful of Crowns: These guys will do literally anything for money / Wyrdstone and have been known to change sides and stab their former employers in the back for just a few crowns. To represent this, opposing player(s) may attempt to bribe the pair into betraying their employers and changing sides. At the start of the game, any player(s) wishing to do this must secretly write down how much he is willing to bribe them by (this must of course be more than the pair’s starting hire fee!). The controlling/employing player is advised to secretly write down a counter bid at the start of the game also. The bribing player may then choose at the start of any of his turns to attempt to bribe them (even if they are in close combat!). If he does so he must reveal the amount he has written down and if this is more than the hire fee plus the amount the controlling player has for his counter-bid, then he gains control of the pair until the end of the game. Only the player who has control of the pair is forced to pay the additional amount so that if the original controlling player loses control of them through a bribe he doesn’t have to pay the counter-bid.

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.
Where’s the Money?: These guys are not likely to accept any poor excuses if a warband cannot afford their extra pay. In the event that a player cannot pay the extra either in crowns or Wyrdstone (The warband should sell any Wyrdstone necessary in order to pay the hire or bribe) the pair will deprive the warband of an equal amount in equipment (based on market price). Failing this, they will take out their anger on the warband leader – immediately play a close combat with the pair versus the warband leader on his own and to the death!
Inseparable: These guys are like brothers and are totally inseparable. They must be hired as a pair and must remain within 4" of each other. In the event that one is taken Out of Action, the other will attempt to drag him off of the battlefield and to safety.

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.

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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.

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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.

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Weapons/Armour: Black Nomad Robes, Dagger, The Eye Pendant.

Skills: Sorcery.

Special Rules

The Eye Pendant: The Eye Pendant is an ancient artefact stolen by Abdul from the Caliph of Sanai. Only after much painstaking research did Abdul discover its secrets and he has used its arcane powers to protect himself from the wrath of the Tomb Kings and their servants. Any Undead warrior wishing to attack Abdul must first pass a Ld test. In addition, the pendant gives Abdul a 4+ Ward save against all damage.
Psychology: Abdul Alhazred has witnessed some of the foulest monstrosities of the Land of the Dead and is quite mad! He is immune to all Psychology-tests.
Djinn Master: Abdul Afhazred has spoken to many of the mystical Djinn in his time and despite his unsteady state of mind knows how to see through their lies and bend them to his will. If the warband he is with acquires a Lamp of the Djinn he may assist a Hero using it with a +1/-1 modifier on the Light and Dark tables respectively.
Master Wizard: The Mad Arab is one of the most learned and powerful wizards in Araby. He knows all the spells in the Elemental lists. Because he is mad, however, he must roll at the beginning of each Shooting phase to see which spell he remembers.

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.

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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

Mantle of Crows: The mantle in appearance is a simple shabby cloak but has a hidden malign power. It attracts a murder of crows that circle around Simius distracting his adversaries. Any enemy model in base-to-base contact with Simius at the start of the Hand-to-hand Combat phase suffers a single automatic Strength 2 bit before any blows are struck.
Needle and Thread: A throwback to his surgeon's days, Simius carries a needle and thread. If Simius stuns an opponent in Hand-to-Hand combat and he has no other enemies standing in base-to-base contact, he sews up the mouth of his enemy. Leaders cannot then use their 'leader' ability and spell casters are unable to cast spells for the remainder of the battle.
Payment in blood: Simius is a zealous scientist and his propensity to experiment is seldom slaked. If the warband who hires him loses the battle he may decide to 'abduct' a hapless warrior co experiment on. Roll a D6. lf you roll a 1, Simius abducts the Hero or Henchman with the lowest experience (not hired swords) and that warrior must be struck off the warband roster and for all intents and purposes is slain. Simius disappears without trace after he has collected his fee of course...
Decay of Ages: Difficulty: 9

*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.

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Special Rules

Staff of Darkness: + 1 to his casting roll.
The Spiral: A symbol of the Dark Master. It is a potent icon that protects the wearer from harm. It grants the Dark Emissary a 5+ save that cannot be reduced by anything.
Wizard: The Dark Emissary is a powerful spell caster and knows four randomly determined spells of the Lore of Darkness.
Alignment: Dark Emissaries are evil wizards and as such will only fight alongside Possessed, Undead, Skaven and other evilly aligned warbands.

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.

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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

Kindred Hatred: The Dark Elves have been fighting the High Elves for many centuries. The wars between the two races have been very long and bloody affairs. The Dark Elves are very bitter since they have been exiled from Ulthuan and thus they hate any High Elf warriors including High Elf Hired Swords.
Excellent Sight: There are numerous legends detailing the excellent eyesight of the Elves, both Druchii and Ulthuan kin. Elves can spot hidden enemies from twice as far away than normal warriors (i.e. twice their Initiative value in inches).
Shadows Embrace: The Dark Elf has mastered the art of making the best use of shadows to hide, this is the legendary ability of the Dark Elf Scouts and the Assassins. If the Dark Elf is in cover and a model attempts to charge him, he can only charge the Elf using a charge move equal to his initiative in inches. In addition, missile weapons suffer an additional -1 penalty to hit on top of the penalty for cover.
Perfect Killer: All attacks made by the Assassin, whether in shooting or close combat, have an extra -1 save modifier to represent his skill In striking at unarmoured spots.
Renegade: Dijin is a kinslayer and therefore a renegade in Druchii eyes. Any Dark Elves that Dijin is fighting against will suffer Hatred towards him.
Wanderer: Dijin Katal only ever stays with a warband for the duration of the battle. A warband who used Dijin Katal in their last battle may not seek him out until they have fought at least one battle without him.

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.

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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

Berserker: If Drenok is reduced to zero wounds roll 1D6. On a score of 4+ he stands fighting until the end of the tum. You must roll every turn or he will be Out of Action.
Icefang Axe: A massive double-handed axe, this weapon has been handed down through the ancestors of Ice fang throughout the generations. It is said that a revered ancestor used the axe and slew a great White Dragon many centuries ago. The axe is the same as a double-handed weapon but it can also Parry and has a +1 modifier to injury rolls.
Sabertooth Tiger Hide: Gives Drenok a 6 save in close combat and 5+ against missile fire.

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.

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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

Oh no, not Snakes!: 'Altdorf' fears all snakes and serpents.
Whip Swing: 'Altdorf' Schmidt has developed a technique to use his whip as a rope to swing over gaps. To represent this, 'Altdorf' Schmidt can jump a gap (up to a maximum of 4'), without deducting the distance jumped from his normal Movement allowance. You must, however, still make an Initiative test not fall down. In addition, he may use his whip to jump to a lower level, even through windows. However, there must always be something on a higher level to attach the whip to in order of swing with it (just use common sense here - sewers, dungeons, tunnels, etc, always count as having something to attach the whip to). If 'Altdorf' Schmidt falls into a pit trap, he may try to use his whip to save himself from falling down by passing an Initiative test.
No time for you: 'Altorf' Schmidt is notorious for bejng a man in a hurry. If his charge path toward a hero, treasure or some other important target is obstructed by an enemy henchman who would prevent his charge, 'Altdorf' Schmidt may attempt a single shot with his Duelling Pistol before charging (assuming he didn't fire it last round of course). If this shot knocks down, stuns or takes the henchman out of action, 'Altdorf' Schmidt may charge as if the henchman wasn't there. If the enchman is unharmed, it counts as a failed charge as normal.
I'll Take That!: Rather than being paid in gold, 'Altorf' collects relics and artifacts from the places he visits. His upkeep cost is taken as a piece of treasure.

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.

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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

Fear: The Djinn naturally radiate an aura of power and cause fear.
Ethereal: Khar-mel has only a semi-solid form and has a 5+ save that is never be modified due to high Strength or anything else. The save is not effective against magical weapons.
Elemental Magic: Khar-mel knows D3 spells chosen from the Elemental Magic list. Roll randomly on the Elemental magic list to determine the spells she may use.
Whirlwind: Khar-mel has the power to turn into a whirlwind. This can take many forms: a sandstorm, a pillar of fire or a hazy shimmer in the air. She can run at triple her movement but may not charge or be charged. She cannot make any attacks or cast spells while using this power, but is at -1 to hit with missile weapons.
Djinn's Curse: Djinn are incredibly ancient creatures, prophets of fate and doom to many. This interferes with all of the Djinn's enemies within 4", incurring a -1 penalty to their to-hit rolls (both with missiles and with close combat weapons) and all saves.
Djinn's Luck: Djinn have been around for centuries and due to their prophetic powers are very good at avoiding trouble. This power confers a 4+ Ward save. If no save normally applies (eg, against magic weapons) then she gains a 6+ save.

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.

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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

Fanatical: Max will automatically pass al Leadership-based tests he is required to take. Mad Max follows the rules for hatred when encountering the following warbands: Orcs and Goblins, Black Orcs, Forest Goblins, Horned Hunters, Sisters of Sigmar, Middenheimers, Skaven, Undead, Beastmen, Possessed, Carnival of Chaos.
Religious Fervour: Mad Max follows the rules for frenzy as per the rulebook. (Note, he must always charge, even if this requires a diving charge!) Also, he must always end his turn closer to the enemy than at the start as his desire to fight the enemies of Sigmar is so strong.
Fear: His reputation is such that he causes fear as per the rulebook. Any models from the warband hiring him that are within 3” of him are also immune to fear. Note: models wishing to charge a fear causing enemy outside 3” still need to pass a fear test as normal.
Strongman: As the skill of the same name.

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.

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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

Hiring Fee: None. Penthesilea will come to the aid of any Amazon warband if they send one or more of their Heroines to look for her in the normal manner, rolling under their Initiative. If she does grant an audience, she might decide that her personal help is needed in the forthcoming battle. She will only come to the aid of a Amazon warband if their enemy has a higher warband rating. Consult the table below, and roll a D6 to see whether Penthesilea will aid the warband. A request for Penthesilea to aid the warband must be made for each battle you wish her to help the warband.

Difference in Warband RatingDice roll required
0-49Nil
50-996+
100-1495+
150-1994+
200+3+
Amazon: She is an Amazon and therefore all of the Amazon special rules apply.
Mark of the Serpent: The High Serpentine Priestesses have blessed the warrior prime with the greatest gift any warrior can bear in the name and glory of their race. The mark of the serpent. This magical tattoo is only given co the worthiest of Amazons warriors. Penthesilea gains +1 to her movement and Initiative (as marked by* on her profile).
Man-Hater: Having seen so many of her sisters captured or killed by raiders who are predominantly men she has developed a loathing for these uncouth, primitive creatures. Penthesilea is subject to Hatred of all human males (I'm sure we can work out which figures are male here!) and has many of their heads hanging from her belt.

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.

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Special Rules

Staff of Light: The staff can dispel a single enemy spell spell per turn on a roll of 4+. The staff also counts as a Halberd.
The Triskele: The symbol of the Truthsayer's office, this icon protects them from harm with its benevolent energies granting the Truthsayer a 4+ save, which cannot be reduced by anything.
Wizard: Truthsayers are powerful wizards and know three randomly determined spells of the Lore of Light.
Alignment: Truthsayers are benevolent wizards and as such they will only aid Sisters of Sigmar, Witch Hunters, Mercenaries and any other 'good' aligned warbands.

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.

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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

Immune to psychology: Belandysh is immune to psychology and automatically passes all Leadership tests.
Inconsistency: Belandysh's body is mutating permanently. His variable attributes are determined whenever needed, once every turn.
Regeneration: Whenever an enemy successfully inflicts a wound on Belandysh, roll a D6, on a result of 4 or more the wound is ignored and Belandysh unhurt. However, note that he may not regenerate wounds caused by fire or fire-based magic.
Tol'Agath: Belandysh used to ride a normal Battle Horse when he was still a Marauder Chieftain. When turned into a Chaos spawn, Tol'Agath, his steed, was hardly spared and mutated as well. Tol'Agath acts as a Warhorse (including the Battle Schooled rule). In addition, it is subject to the Inconsistency special rule.
Wrath of Tchar: If a battle ends with Belandysh being out of action and someone having picked up the Broadsword of Damnation, Belandysh is pulled into the Realm of Chaos and never seen again. He then cannot be hired again for the remainder of the campaign.

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.

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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

Bare-handed Fighting: Ippan Shu can fight without weapons and suffers no penalties when doing so. In fact, he then counts as having a second close combat weapon and gets +1 attack.
Iron Fan: Ippan Shu’s iron fan can flick deadly force with the grace of a dance. The weapon grants him +1 Initiative and allows him to parry not only enemy blows but also missile shots (see below). Note that the Art of Silent Death skill applies to Lin’s fan attacks as well.
Parry Missiles: Ippan Shu may use his iron fan to parry missiles. For each hit by a missile weapon he parries the shot if he beats the 'to hit' roll. Note that Ippan Shu also has the Dodge skill.
Immune to Psychology: Ippan Shu is in total control of his emotions and therefore immune to psychology and automatically passes all Leadership-based tests.
With the Elegance of a Feather: Ippan Shu’s moves appear supernatural to his enemies, as if he was flying. When running or charging he may move up to half his total movement rate (ie, 6” – see Lightning Speed skill) in any direction, not only on the ground. This can be combined with the *leap* skill, thus allowing Ippan Shu to move up to 6+D6” in any direction. Note that he still must always finish his Movement on solid ground.
Way of the Dragon: Being one of the most perfectly trained mystic Dragon Monks, Ippan Shu spits fire upon his enemies in the shooting phase. Use the flame template to determine which models suffer an automatic Strength 4 hit. In addition, hit models are set on fire on a roll of 4+ (see “Fire Rules” section). Note that Ippan Shu can use his breath attack even when he is engaged in close combat.

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.

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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

Pit Master: To survive in the pit you need to think fast and act even faster! Innominatus to survive so many fights as gained an incredible ability and speed to avoid enemy strikes and shots: He can avoid any hit from close combat and missile weapons on a D6 roll of 4+. Note that this roll is taken as soon as a hit is scored (shooting and close combat) to see whether the Innominatus dodges it or not, before rolling to wound, and before any effects from other skills or equipment (such as lucky charms).
Who is the hero?: Once per battle Innominatus can challenge any opponent hero, hired sword or Dramatis Personae on the battlefield to engage in a mortal duel (yes, including the leader and even if not in sight or hidden! Innominatus starts roaming across the streets shouting out the hero’s name with all sorts of wares!). If the opponent player refuses the duel the challenged hero, hired sword or Dramatis Personae is removed immediately from the battlefield. The challenged character is so scared to fight against Innominatus he prefers to run away and to hide so far away he will also miss the next game. If he accepts the challenge resolve the fight immediately. Roll to see which side charges and fight the battle as normal. Innominatus will benefit from the Pit Fighter skill. If Innominatus wins, see Thumbs Up/Thumbs Down rule, and his upkeep is halved to 20gc for this game. If the opponent wins remove Innominatus immediately from the battlefield, roll for injuries as usual and place the winning hero in his previous position. The hero or hired sword gains also 3XP for winning against a such great opponent.
Thumbs Up/Thumbs Down: If Innominatus wins the fight, the looser is not immediately removed as out of action, the loosing player has the chance to decide if his hero will live or die!

- 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.

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Skills: Step Aside, Dodge, Expert Swordsman, Sprint, Quick Shot (used with the Longbow and the Clay Orbs).

Special Rules

Evil Eye: Luthor is immune to any and all Eye Injuries. Ignore the result 31 on the Permanent Injury roll table when rolling for Luthor.
I am Everywhere: Two Warbands fighting against each other may each use Luthor. How this is possible is one of the enduring mysteries of Mordheim. In addition to the above, depending on which role he assumes, Luthor will be affected by the following Special Rules. Choose ones set:

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

The Crimson Blade: Luthor is an expert at backstabbing enemies already engaged in combat. When attacking enemies engaged in melee against another opponent, Luthor gains +1 to hit, +1 to wound and +1 to Injury rolls.
Disengage: Luthor knows that discretion is the better part of valour, and thus he is an expert at disengaging from combat. During his own movement phase, he can move away from any melee without his enemy having a chance of making any attacks. He can even charge another enemy this way.
May be Hired: All human Warbands except Middenheimers (who’d never seek help from a Reiklander!) May hire Luthor as a Crimson Blade of Reikland.

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

Fireballs: Luthor can throw his clay orbs of Tilean Fire in the missile phase, even when engaged in melee combat (in melee choose any enemy in base contact). They have a range of 8”, and suffer no hit penalties for long range. If the orb hits, the target suffers 1 S2 hit from the bursting flames, and in addition the model needs to roll under the Initiative at the start of its next turn in order to see through the smoke. If the model fails, it cannot charge or shoot until the beginning of its next turn, though can otherwise move or act normally, and fight in hand-to-hand combat. Only one check is needed even if the target is hit by multiple Orbs due the Quick Shot skill.
Fish-slapping Dance: The fish nailed to Luthor’s staff was actually cursed by the Witch living in the ruins of Sylvania. When used in close combat, on a roll to hit of 6, resolve the hit by the staff at double Strength (i.e. 8 instead of 4). Many a warrior has been felled by the fearsome slap of the fish!
May be Hired: Luthor, the Dark Wizard Extraordinaire may be hired by any warband except Witch Hunters, Reiklanders or Sisters of Sigmar.

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

Boast: Before taking one of his shots in the Shooting Phase, Luthor may boast how he knows he is going to hit the target. If he hits the target with his missile attack, roll a D6: the result is a bonus that can be used as a bonus for any single to hit roll with a melee or missile attack or Leadership test (including Rout rolls). You can use the bonus AFTER making the roll. The bonus must be used before the beginning of Luthor’s next Shooting phase or the bonus is lost. If he misses, the entire Warband on Luthor’s side suffers -1 Ld cumulative penalty until Luthor hits another target. So if Luthor Boasts twice and misses twice, the whole Warband operates at -2 Ld.
Do you feel lucky, lad?: Luthor flamboyantly aims at one of his opponents and swears he will shoot him dead with a single arrow. The warrior is understandably unnerved and suffer -1 penalty to his WS and BS as he constantly has to check whether Luthor is going to shoot him. Pick a target for Luthor’s threats in the beginning of each of Luthor’s Missile phases - this can be any model in the opposing Warband, not just the nearest one. Luthor can only do this if he is not engaged in melee combat and not Stunned/Knocked down. Undead models, Daemons, animals and warriors immune to psychology such as Flagellants are immune to this ability.
May be Hired: Luthor, the Master Archer of Drakwald may be hired by any human, Elf or Dwarf Warband except Reiklanders - Luthor is too well known there as the Crimson Blade.

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.

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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

I Ain't Got Time For You!: Luthor is on a mission and has no time for frivolities such as melee combat. Luthor always succeeds when checking if he can escape from combat.
Looter: Whenever Luthor enters a new building (as long as he is not Down or engaged in combat), he finds D6 Gold Crowns worth of loot -this can be done only once per building.

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!
Mordheim Guide: Luthor knows Mordheim better than almost any man alive. When rolling on Exploration chart, you may consult Luthor. If you do so, you may add +1 Dice to the total of Exploration dice rolled, and once you have rolled all the dice, you can change one dice to match any other result rolled.

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.

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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

Maglah's Boyz: Maglah is always accompanied by some of his loyal Hobgoblin Wolfboyz. Therefore a warband cannot hire Maglah alone but must hire some of his retinue as well. A warband with Maglah Khan must hire multiple Hobgoblin Scout Hired Swords as long as he stays in the warband. The minimum is always two and up to a maximum of five Hobgoblin Scouts may be taken. When Maglah leaves the warband all Hobgoblin Scouts except for one will also leave.
Hobgoblin leader: Maglah Khan is the leader of all Hobgoblin Scouts in the warband. Any Hobgoblin Scout within 6“ of him may use his Leadership when taking Ld tests. They may not use the warband’s leader Leadership.

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.

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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

Fear: Lesser Daemons are horrifying supernatural creatures that cause fear in all who gaze upon them.
Daemonic Flesh: Due to their intangible nature, Daemons have a base armour save of 5+. This save is never modified but is completely negated by blessed or magic weapons and spells. The Daemon's attacks also count as magical.
Daemonic Instability: Daemons are bound to the world by dark sorcery that is highly volatile and unstable. If taken out of action, Aksho'akhash is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). If the spell-caster that summoned the Daemon is killed or leaves the warband, the Daemon is banished from whence it came.
Coward King: One does not grow to become ruler of a rubbish heap without a healthy respect for the integrity of one’s corporeal form. Unlike other Daemons of its ilk, Aksho'akhash is not immune to any psychology. Additionally, unlike other warriors that cause fear, Aksho'akhash itself is not immune to fear tests caused by other warriors.
Fly: Instead of moving normally (unless knocked down or stunned), Aksho'akhash may choose to:
- Move anywhere within 12" including into base contact with an enemy (in which case it counts as charging).
- Move vertically without needing to climb.
- Jump from any height without falling.
Aethereal Hoarder: Aksho'akhash has spent millennia picking through debris across the cosmos. While no mortal mind could comprehend exactly why such objects compel his attention, his skills for finding a diamond in the rough are valuable indeed.

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.

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Weapons/Armour: Knives and rolling pin.

Skills: Step Aside, Mighty Blow, Strike to Injure.

Special Rules

Rolling Pin: Gwen uses her trusty rolling pin to keep surly customers in line. As such, treat the rolling pin as a cudgel in close combat. In addition, it was hand made by Gwen herself, with a reinforced iron center; add +1 S to any attacks she makes with this monstrosity.
Massively Built: As any visitor can tell you, Gwen is a massive woman. During the shooting phase, if she is not in close combat, and hasn't run, she may “show her stuff” to any visible male target within 12”. The target model must make a Ld check or lose his entire next turn as he stands dumbfounded by her impressive bulk.

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.
Not Hired Muscle: Gwen knows all too well the corruption the City of the Damned spawns, and steers well clear. This does not however, stop her from turning a pretty profit. Gwendalyn runs a risky business operating outside of Mordheim and must be very careful to not become prey to the ravenous bands of treasure seekers. She also has an incredible number of connections with the scummier folk whom make their homes in and around the city ruins.

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.

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433332627

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

Loner: The Dark Jester is used to walking the lone path, content with the schizophrenic comforts of the daemon he harbours. As such he never has to test for being All-alone.
Confound and Confuse: In combat the Dark Jester uses a series of distraction and confounding ‘tricks’ to gain the upper hand on his hapless adversaries. At the start of each combat turn (his and his opponents) he may select one of the ‘tricks’ below to use in that round.

- 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.

ProfileMWSBSSTWIALd
Horseman-45442628
Steed820342215

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

Causes Fear: The Headless Horseman is a harrowing sight to behold and therefore causes fear.
Immune to Psychology: The Headless Horseman and his steed are never affected by psychology and they never leave combat. However, if the Headless Horseman suffers a wound, he must roll on the Whoa Boy! table as normal.
Immune to Poison: The Headless Horseman and his steed are unaffected by all poisons.
Faithful Steed: The same dark magics that animate the Headless Horseman also keep his loyal steed at his side. As a result, he may never dismount.
Undead: Both the Headless Horseman and his steed count as undead for the purposes of Blessed Water, etc.
Expert Rider: The Headless Horseman is a superb rider and as such he counts as being stationary even if he has moved that turn (i.e., no -1 modifier to hit).
Rapid Reload: The Headless Horseman’s speed at reloading is legendary and he can reload both of his pistols in the blink of an eye! Because of this he can fire with both (the skill Pistolier) of his dueling pistols every Shooting Phase.
Head Hewer: Ever since the loss of his own head, the Headless Horseman has started his own morbid collection with the very same axe which caused his own grizzly demise. When the Headless Horseman charges, all attacks with his double handed axe cause +1 to all injury rolls and he causes a critical hit on a roll of 5-6. Note this only counts for the turn in which the Headless Horseman has charged, and not subsequent turns in which he is still engaged in hand-to-hand combat.
Wanderer: The Headless Horseman only stays with a warband for the duration of one battle. A warband who used the Headless Horseman in their last battle may not seek him out until they have fought at least one battle without him.

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.

ProfileMWSBSSTWIALd
444431417

Weapons/Armour: Sword, dagger, Poison Ring (See Special Rules).

Skills: Schleige has the following skills: Acrobat, Lightning Reflexes.

Special Rules

Unhinged: Schleige is totally and irrevocably insane. As such, he is totally immune to all Psychology and All Alone tests.
“Bored now…”: The mind of the Foole is like quicksilver, ever wandering and searching for new atrocities and stimulation. As such, he tires of routine and will never work for a single warband consecutively. A warband who used Schleige in their last battle may not seek him out until they have fought at least one battle without him. As unhinged and depraved as he is, most warbands would not seek him out again quickly as it is…
Poison Ring: Schleige wears a ring of his own devising that hides within it a poison he calls Giggle Juice. The poison causes the victim's muscles to cramp and contract severely, often strongly enough to cause the chest muscles to splinter the victim's ribs and crush his lung. Facial muscles twist and distort the victim's expression into a ghastly, grinning rictus. Once per battle, Schleige may, instead of making a normal attack, choose to spray a single opponent in hand-to-hand combat with a high power spray of Giggle Juice. This is an automatic STR 2 hit, and the poison adds a +1 to Injury Rolls. If taken out of action by the poison, during the post battle sequence if the warrior rolls any result except for Dead or Full Recovery, he gains the serious injury Nervous Condition (in addition to the regularly rolled result).
Sadist: Schleige takes supreme pleasure in the slow and inventive suffering of others. If an opposing warband member is Captured, Schleige will step up and demand he be given the warrior for his 'tastes'. The warrior is considered dead, and his weaponry, etc, may be kept by the capturing warband.
Master Craftsman: A wondrous toymaker in his former life, Schleige retains his skills with devices and invention, though now his warped mind turns this talent to the darker arts. After the battle, a single warrior from the hiring warband may approach the Foole and ask him to improve a single weapon. Schleige, however, is not known for being a rational creature; roll on the chart below.

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.

ProfileMWSBSSTWIALd
652542737

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

Maddened: Although Sigmund is no longer living his terribly scarred mind survives in some areas. Sigmund is therefore subject to Frenzy.
Causes Fear: Sigmund is a terrifying foe in combat and therefore causes fear.
Immune To Poison: Sigmund is unaffected by all poisons.
No Pain: Sigmund ignores all knocked down and stunned results on the Injury chart. He must lose his last wound and be taken out of action before he is removed from battle.

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.

ProfileMWSBSSTWIALd
William453432528
Pant. Horse830331315

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

Songster: A Bard's rousing war songs steel the hearts of all those around him. Any friendly model within 6" of William may re-roll any failed Leadership test with a +1 to Leadership. This includes rout tests.
Pantomime Horse: A pair of brave, loyal actors in a very tattered costume. The Pantomime Horse is treated as a Warhorse with all the normal rules that apply. The exception is that the Pantomime Horse will never bolt. If you desire, William can play any game unmounted.
Pages of Couragio: During any match in which you are NOT the highest ranking warband, you may use William’s ‘Pages of Couragio’ ability:

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.