Source: Town Cryer #10 · Setting: Mordheim
Averland lies in the south of the Empire, between the rivers Aver and Upper Reik and borders upon the Black Mountains and the huge range that is the Worlds Edge Mountains. It’s a prosperous province, though it’s neither one of the largest or most influential in the Empire. The Black Mountains and the World Edge Mountains harbour plenty of mines, many are in Dwarf possession. The metal ore is sold at a good profit in Averheim, the provincial capital, to merchants from Nuln, who transport it on barges down the river Aver. The mountains contain several ancient Dwarf strongholds but Night Goblins or Skaven has overrun several of them, while others have been lost in violent volcanic eruptions.
The Black Fire Pass guards an important trade route between the Borderlands and the Empire, it divides the World Edge Mountains from the Black Mountains. The route is an old Dwarf road and extends past Averheim and further north into the Empire. Goods from the Black Fire pass are usually shipped along the Aver River to Nuln. The pass is the only place to cross the mountains, as the mountainsides are extremely steep and almost impossible to pass. Not to mention that the weather is notoriously unpredictable and few dare risk being caught in a snow blizzard or avalanche. As if things weren’t bad enough the mountains are home to fierce tribes of Night Goblins, Trolls, Skaven and legendary monsters.
Averland is a rich province and as a result exorbitant sums of money are spent on the uniforms of the state soldiers. Seasoned veterans prefer flamboyant uniforms to make them stand out compared to the peasant, but also to reflect their seniority. This tradition has seeped down through the ranks to a point where even the militia and mercenary bands strive to have as flamboyant clothing as they can afford. Outsiders joke that the Averlanders are such great archers because they do not want to get up close and personal as they risk tearing or bloodying their clothes. The practice of wearing outrageous clothing has certainly appealed to the diminutive race of Halflings, and many young recruits are disheartened to learn that they are disallowed from wearing the stunning uniform until they have served at least a year in the army.
The Bergjaeger are a special detachment of the Black Fire Pass guard made up of trappers and rangers from the surrounding mountains. They are experts at moving silently through rocky terrain and are often used as scouts. Whatever their background, they are expert marksmen and well suited to a life in the bleak mountain wilderness.
Choice of Warriors
An Averlander warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.
Captain: Your warband must have one Captain: no more, no less!
Sergeant: Your warband may include a single Sergeant.
Bergjaegers: Your warband may include up to two Bergjaegers.
Youngblood: Your warband may include a single Youngblood.
Mountainguards: Your warband may include any number of Mountainguards.
Marksmen: Your warband may include any number of Marksmen.
Halfling Scouts: Your warband may include no more than three Halfling Scouts.
Starting Experience
The Captain starts with 20 experience.
Sergeants start with 8 experience.
Bergjaegers start with 4 experience.
The Youngblood starts with 0 experience.
All Henchmen start with 0 experience.
Skill Table
| Combat | Shooting | Academic | Strength | Speed | |
|---|---|---|---|---|---|
| Captain | ✓ | ✓ | ✓ | ✓ | ✓ |
| Sergeant | ✓ | ✓ | ✓ | ||
| Bergjaegers | ✓ | ✓ | |||
| Youngblood | ✓ | ✓ | ✓ |
Scout Equipment List
(Used by Bergjaegers and Halfling Scouts)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 10 gc |
| Long bow | 15 gc (Bergjaeger only) |
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Buckler | 5 gc |
| Helmet | 10 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Hunting arrows | 35 gc (Bergjaeger only) |
Marksman Equipment List
(Used by Marksmen henchmen)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Crossbow | 25 gc |
| Pistol | 15 gc (30 gc for a brace) |
| Bow | 10 gc |
| Long bow | 15 gc |
| Blunderbuss | 30 gc |
| Handgun | 35 gc |
| Hunting Rifle | 200 gc |
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Buckler | 5 gc |
| Helmet | 10 gc |
Mountainguard Equipment List
(Used by Captain, Sergeant, Youngblood, and Mountainguard henchmen)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Halberd | 10 gc |
| Morning star | 15 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc (30 gc for a brace) |
| Duelling Pistol | 25 gc (50 gc for a brace) |
| Crossbow | 25 gc |
| Bow | 10 gc |
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Heavy armour | 50 gc |
| Shield | 5 gc |
| Buckler | 5 gc |
| Helmet | 10 gc |
Heroes
1 Captain
60 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
The Captain of a mercenary warband is typically a middle-aged veteran soldier of the Imperial army, most likely a sergeant or other petty officer. The survival of a mercenary warband relies more on the wit and experience of its captain than on how good a fighter he is. A captain that fails in his duty to keep his men alive and well fed will at best find himself deserted and at worst end up with a knife in his back.
Weapons/Armour: A Captain may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
Special Rules
Leader: Any warrior within 6” of the Captain may use his Leadership characteristic when taking Leadership tests.
0–1 Sergeant
35 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Some captains are merchants or nobles looking for a chance at making some extra money. The brighter captains hire the service of a veteran as their sergeant and leave all practical decisions to him. A veteran can be recognised by his many battle-scars and the cynicism that marks a soldier of the army.
Weapons/Armour: A Sergeant may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
0–2 Bergjaegers
35 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
The Bergjaeger are trappers and rangers from the mountains surrounding the Black Fire Pass. They are experts at moving silently through terrain and are used as scouts. Bergjaegers are not professional soldiers and rely more on stealth and cunning than a strong sword-arm to survive.
Weapons/Armour: Bergjaegers may be equipped with weapons and armour chosen from the Scout Equipment list.
Special Rules
Set Traps: A Bergjaeger may set a trap if he spends a turn doing nothing else. Place a marker in base contact with the Bergjaeger. When any model (friend or foe) moves within 2” of the marker, roll a D6. On a 3+ the model triggers the trap and suffers a Strength 4 hit. If the trap was triggered, the model is placed Knocked Down or Stunned 2” from the marker (unless unwounded). Regardless of the result, the marker is removed.
0–1 Youngblood
15 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Although Empire armies are comprised of mature men there are plenty of jobs for youths, as there is always a demand for extra help in the kitchens or as fetchers. Some of these youths actually join a band of mercenaries in pursuit of a romantic dream of fame and adventure.
Weapons/Armour: A Youngblood may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
Henchmen
(Bought in groups of 1–5)
Mountainguard
30 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
The Mountainguard is the famous garrison of the Black Fire Pass that has repelled countless greenskin invasion attempts. Their traditional uniform is yellow and black, and it is a merit in the Averland army to have served a few years at the mountain pass. Veterans are often employed by mercenary warbands who know their presence will certainly boost their chances in battle.
Weapons/Armour: Mountainguard may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
Marksmen
25 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
A Marksman has to train for years to master his chosen weapon. Imperial enlisters often visit archery competitions to try and enlist a couple of expert archers. Some Marksmen are trained with black powder weapons instead of the traditional bow or crossbow. Marksmen often own their own weapons, as the cost of a handgun is as high as hiring the Marksman himself.
Weapons/Armour: Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment list.
0–3 Halfling Scouts
20 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 8 |
Averland is neighbour to the Moot, the Halfling province. In 1707 the Orc Warlord Gorbad Ironclaw invaded through the Black Fire Pass and the Moot was devastated. Ever since, the Moot has urged its gamekeepers to serve at least a few years in the garrison that guards the pass.
Weapons/Armour: Halfling Scouts may be equipped with weapons and armour chosen from the Scout Equipment list.
Special Rules
Promotion: A Halfling that is promoted to hero through the “The Lad’s Got Talent” advance may not choose Strength skills as one of his two skill lists. Halflings are not known for their great strength!