Source: Mordheim Rulebook · Setting: Mordheim

This is a time of unremitting war, civil strife, violence and famine. A time of orphan children and wanton slaughter. For warriors these are good times! Since the discovery of wyrdstone Mordheim has become a magnet for fighting men from all over the Empire. Nobles, merchants, and the Temple of Sigmar itself offer rich rewards for shards of the mysterious stone. Foremost amongst the patrons of mercenary warriors are the three most powerful contenders for the Emperor’s throne: the Grand Prince of Reikland, the Count of Middenheim, and Lady Magritta of Marienburg – favourite of the merchant guilds.

As a mercenary warband you must decide which of the three contenders for Sigmar’s throne you are fighting for. Warbands from different places will vary in many respects, offering different benefits as well as having a unique appearance and character.

Middenheim stands on a mountain pinnacle surrounded by dark forest in the centre of Middenland, and is also known as the City of the White Wolf after Ulric, the old god of wolves and winter. The Priesthood of Ulric is still strong in Middenheim where Ulric is venerated as the patron of the city. The tradition of rivalry between Middenheim and Reikland goes back hundreds of years, and the Count of Middenheim, Mannfred Todbringer, is one of the chief contenders for the Emperor’s throne. As a result there has always been a great deal of friction between Middenheimers and the Temple of Sigmar.

Middenheimers are typically large, strongly built men with a well deserved reputation for ferocity. Many wear wolf pelts which custom decrees to be the mark of those who have slain a wolf with their own hands. These grim warriors are famously contemptuous of danger. They frequently go into battle bare-headed, scoffing at those who choose, for reasons of good sense, to wear helmets. As Middenheimers favour long hair and beards their lack of headgear makes them look especially fierce when they charge upon their enemies howling their brutal battle-cries.


Special Rules

The men of Middenheim are famous for their physical prowess. To represent their advantage in size and bulk, the Champions and Captains of a Middenheim warband start with Strength 4 instead of Strength 3.


Choice of Warriors

A Mercenary 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: Each Mercenary warband must have one Captain: no more, no less!
Champions: Your warband may include up to two Champions.
Youngbloods: Your warband may include up to two Youngbloods.
Warriors: Your warband may include any number of Warriors.
Marksmen: Your warband may include no more than seven Marksmen.
Swordsmen: Your warband may include no more than five Swordsmen.

Starting experience

The Captain starts with 20 experience.
Champions start with 8 experience.
Youngbloods start with 0 experience.
Henchmen start with 0 experience.


Skill Table

CombatShootingAcademicStrengthSpeed
Mercenary Captain
Champion
Youngblood

Mercenary Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Morning star15 gc
Double-handed weapon15 gc
Spear10 gc
Halberd10 gc

Missile Weapons

ItemCost
Crossbow25 gc
Pistol15 gc (30 gc for a brace)
Duelling Pistol25 gc (50 gc for a brace)
Bow10 gc

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Buckler5 gc
Helmet10 gc
Wolfcloak*10 gc

*Middenheim Heroes only.


Marksman Equipment List

(Used by Marksmen only)

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc

Missile Weapons

ItemCost
Crossbow25 gc
Pistol15 gc (30 gc for a brace)
Bow10 gc
Long bow15 gc
Blunderbuss30 gc
Handgun35 gc
Hunting Rifle200 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Helmet10 gc

Heroes

1 Mercenary Captain

60 gold crowns to hire

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A Mercenary Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Mercenary Captain, it is no wonder that they flock to Mordheim.

Weapons/Armour: A Mercenary Captain may be equipped with weapons and armour chosen from the Mercenary Equipment list.

Special Rules

Leader: Any warrior within 6” of the Mercenary Captain may use his Leadership characteristic when taking Leadership tests.


0–2 Champions

35 gold crowns to hire

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In any Mercenary warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot.

Weapons/Armour: Champions may be equipped with weapons and armour chosen from the Mercenary Equipment list.


0–2 Youngbloods

15 gold crowns to hire

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These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim.

Weapons/Armour: Youngbloods may be equipped with weapons and armour chosen from the Mercenary Equipment list.


Henchmen

(Bought in groups of 1–5)

Warriors

25 gold crowns to hire

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These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armour. They form the core of any Mercenary warband.

Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Mercenary Equipment list.


0–7 Marksmen

25 gold crowns to hire

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The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.

Weapons/Armour: Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment list.


0–5 Swordsmen

35 gold crowns to hire

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Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim.

Weapons/Armour: Swordsmen may be equipped with weapons and armour chosen from the Mercenary Equipment list.

Special Rules

Expert Swordsmen: Swordsmen are so skilled with their weapons that they may re-roll any failed hits when charging. Note that this only applies when they are armed with normal swords, and not with double-handed swords or any other weapons.


Special Equipment

Wolfcloak

Cost: 10 gc · Availability: Common

In Middenheim it is still considered to be the feat of a true man to slay a great wolf single-handed. Warriors who accomplish such a deed will command the respect of their peers, and their cloaks will be blessed by the High Priest of the Cult of Ulric, the god of winter, war and wolves. Middenheimers only.

To acquire a Wolfcloak, a Hero must pay 10 gc. In addition, the Hero must roll equal to or under his Strength on a D6. If successful, the Hero finds and slays the wolf and can wear its cloak as a mark of his skill and prowess. Note that Middenheimers may buy Wolfcloaks when starting their warband without making a test for availability. A model wearing a Wolfcloak will gain +1 to his armour saves against all shooting attacks.