Core 8 — built into Quartermaster by default

Physically imposing warriors from the City of the White Wolf, famous for ferocity and contempt for danger. Middenheimers often go into battle bare-headed, bearing wolf pelts as marks of those who slew a wolf with their own hands.

Special Rules

Strength 4 Leaders: Champions and Captains of a Middenheim warband start with Strength 4 instead of Strength 3.

Wolfcloak: Middenheim Heroes may purchase Wolfcloaks (10 gc). A Hero must roll equal to or under their Strength on a D6 to acquire one; success grants +1 armour save against shooting.

Choice of Warriors

Minimum 3 models, maximum 15. Starting warband: 500 gold crowns.

  • Mercenary Captain: 1 (required)
  • Champions: 0–2
  • Youngbloods: 0–2
  • Warriors: any number
  • Marksmen: 0–7
  • Swordsmen: 0–5

Heroes

Mercenary Captain

Hero · Leader · 0–1 · 60 gc · Starting XP: 20

MWSBSSTWIALd
444431418

Special rules Leader · S4 (Middenheim)

### Champion Hero · 0–2 · 35 gc · Starting XP: 8
MWSBSSTWIALd
443431317

Special rules S4 (Middenheim)

### Youngblood Hero · 0–2 · 15 gc · Starting XP: 0
MWSBSSTWIALd
422331316

Henchmen

Warriors

Henchman · any number · 25 gc

MWSBSSTWIALd
433331317

Marksmen

Henchman · 0–7 · 25 gc

MWSBSSTWIALd
433331317

Swordsmen

Henchman · 0–5 · 35 gc

MWSBSSTWIALd
443331317

Special rules Expert Swordsmen: may re-roll failed hits when charging (swords only)

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Skill Table

CombatShootingAcademicStrengthSpeed
Mercenary Captain
Champion
Youngblood