Source: Town Cryer #11 · Setting: Mordheim

‘My only crime was to get in a brawl with some pig farmer outside of the Donkey’s Nut Tavern — the next thing I knew a dozen of his brothers were after my blood!’

Udo Verkonnen, Freesword

The principality of Ostland is the most sparsely inhabited of all of the Empire’s Electoral provinces. Its people have more ties with the land of Kislev to the north than with their countrymen to the south, for the Forest of Shadows and the Middle Mountains form two natural barriers between Ostland and the rest of the Empire. Within the Forest of Shadows are vast amounts of wild game but also darker creatures such as Chaos Beastmen and Forest Goblins. The Middle Mountains themselves are the highest point in the Empire and their peaks are inhabited by a large number of Ogres.

Ostland’s isolation has greatly shaped its inhabitants and they are a poor but hardy folk. Each small village lives barely above subsistence levels and is usually composed of one large extended family. The men of Ostland are tall and broad-shouldered. Married men are usually dirt farmers who also gather roots, tubers and nuts in the forests, while unmarried men spend their lives as trappers and hunters. The worship of Taal, the god of Forests and Beasts, is very popular in the region.

While not warlike by nature, Ostlanders are never opposed to a good honest drunken brawl and with their love of dark ales these sorts of scraps are not uncommon. During the Great War against Chaos, Ostlanders rallied in great numbers to wield bow and spear in defence of their Kislevite neighbours. More than any other part of the Empire, Ostland has tasted the lash of Chaos and their hatred of the evil ones knows no bounds.


Special Rules

Self-Sufficient: The men of Ostland have no desire to give their hard-earned gold to outsiders. As a result they can never hire any Hired Swords except for Ogres (who are not an uncommon sight in Ostland).


Choice of Warriors

An Ostlander warband is often made up of an extended family of Ostlanders. Fathers, uncles, brothers, cousins and even the occasional tough-as-nails aunt all join together to form the warband. The ‘family’ must include a minimum of 3 models and a maximum of 15. You have 500 Gold Crowns to recruit your initial warband.

Elder: Each Ostlander warband must have one Elder, no more, no less!
Blood-Brothers: Your warband may include up to 2 Blood-Brothers.
Priest of Taal: Your warband may include up to 1 Priest of Taal.
Kin: You may have any number of Kin.
Ruffians: Your warband may include up to 5 Ruffians.
Jaeger: Your warband may include up to 7 Jaeger.
Ogre: Your warband may include one Ogre. There isn’t enough food for more than one!

Starting Experience

The Elder starts with 20 experience.
Blood-Brothers start with 12 experience.
Priests of Taal start with 12 experience.
All Henchmen start with 0 experience.


Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Elder
Blood Brother
Priest of Taal

Ostlander Equipment List

(Used by Elder, Blood-Brothers, Priest of Taal, and Kin)

Hand-to-hand Combat Weapons

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

Missile Weapons

ItemCost
Bow10 gc
Pistol15 gc (30 gc for a brace)

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Helmet10 gc

Ruffian Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc

Missile Weapons

None.

Armour

ItemCost
Light armour20 gc

Jaeger Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Axe5 gc
Sword10 gc
Spear10 gc

Missile Weapons

ItemCost
Pistol15 gc (30 gc for a brace)
Double-barrelled pistol30 gc (60 gc for a brace)
Bow10 gc
Blunderbuss30 gc
Handgun35 gc
Hunting Rifle200 gc
Double-barrelled hunting rifle300 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Helmet10 gc

Ogre Equipment List

Hand-to-hand Combat Weapons

ItemCost
Club3 gc
Axe5 gc
Sword10 gc
Double-handed weapon10 gc

Missile Weapons

None.

Armour

ItemCost
Light armour20 gc

Heroes

1 Elder

60 gold crowns to hire

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In Ostland, the oldest (or more often biggest) man in the village is given the title ‘Elder’. His word is greatly respected and only at his urging would the manhood of an entire village pack up and travel to Mordheim to seek their fortune.

Weapons/Armour: An Elder may be equipped with weapons and armour chosen from the Ostlander Equipment list.

Special Rules

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


0–2 Blood-Brothers

35 gold crowns to hire

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Ostland villages are usually composed of a single extended family. Everyone is everyone else’s uncle, cousin or brother. Rather than trying to keep all of these relations straight, the most respected men in the village (aside from the Elder) are referred to simply as Blood-Brothers.

Weapons/Armour: Blood-Brothers may be equipped with weapons and armour chosen from the Ostlander Equipment list.


0–1 Priest of Taal

45 gold crowns to hire

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It is said that every priest of Taal is born during the darkest phase of the moon. Those who are accepted into the service of Taal are loners by nature and spend their time wandering the untamed forests of the Northern Empire. It is unclear why the priests of the forest have begun to join bands of Ostlanders in their delvings into the ruined city of Mordheim — for the servants of Taal keep their own counsel.

Weapons/Armour: A Priest of Taal may be equipped with weapons and armour chosen from the Ostlander Equipment list.

Special Rules

Prayers: A Priest of Taal may use the Prayers of Taal.

Strictures: Priests of Taal may never wear heavy armour.


Henchmen

(Bought in groups of 1–5)

Kin

25 gold crowns to hire

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Most of the warriors in an Ostlander warband are brothers and cousins of the Elder. Many are married men with children to support, and the ruins of Mordheim are a lure that few poor villagers can resist.

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


0–7 Jaeger

25 gold crowns to hire

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Some Ostlander men choose not to marry but instead spend their time alone in the forests of the Old World. While these rangers do not share the close family bonds of a typical Ostlander blood-kin, they are well respected for their knowledge of the woods and their rugged determination. It is every jaeger’s dream to one day own a blackpowder weapon and hunting rifle — especially double-barrelled versions, which are a sign of great prestige amongst the hunters of the deep woods.

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


0–5 Ruffians

25 gold crowns to hire

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Although every Ostlander loves his ale, a few men in every village take this love to extremes. Never sober and rarely conscious, these buffoons stagger through the streets of Mordheim yelling slurred insults at whoever they meet. This comic behaviour is often misconstrued into a false belief that they are harmless — a belief that many live to regret. Fuelled by vast quantities of booze, these are very dangerous, unpredictable men indeed.

Weapons/Armour: Ruffians may be equipped with weapons and armour chosen from the Ruffian Equipment list. Ruffians never use missile weapons, as their depth perception leaves a bit to be desired, even if they gain an advance roll which would otherwise allow them to do so.

Special Rules

Drunk: Ruffians are out of their minds on rotgut spirits and cheap ale. As such, they automatically pass all Leadership-based tests they are required to take.

No Respect: Ruffians may never become a warband leader.


0–1 Ogre

160 gold crowns to hire

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More than anywhere in the Empire, Ogres are most commonplace within the hilly, pine-forested landscape of Ostland. These brutish creatures are very much sought after by the rough mountain men of Ostland as muscle in the warband. An Ogre’s strength is near legendary and their ability to sustain punishment makes them the perfect shock troops. Of course, an Ogre’s appetite is nearly as well-renowned as their fighting abilities, and so they are rather expensive to keep.

Weapons and Armour: An Ogre may be equipped with weapons and armour chosen from the Ogre Equipment list.

Special Rules

Fear: Ogres are large, threatening creatures that cause fear.

Large: Ogres are huge, lumbering creatures and therefore make tempting targets for archers. Any model may shoot at an Ogre, even if it is not the closest target.

Slow Witted: Although Ogres are capable of earning experience and bettering themselves, they are not the smartest of creatures. Ogres only gain advances at half the rate of everyone else (i.e. they must accrue twice as much experience as normal to gain an advance).

Skills: An Ogre who becomes a Hero as a result of The Lad’s Got Talent may choose from the Combat and Strength skill lists.


Ostlander Special Skills

Ostlander Heroes may use the following special skills instead of any of the standard skill lists available to them.

Bull Rush

This warrior is huge, even by Ostlander standards, and can use his massive girth to overpower his opponents. When he charges, this Hero may attempt to knock down his opponent rather than making his normal attacks. Roll to hit once with a +1 to hit modifier, though no ‘to wound’ roll is necessary. If the warrior hits, the opposing model is Knocked Down.

Foul Odour

After a lifetime of drinking, liquor has little effect on this warrior — not that this stops him consuming massive quantities. His unwashed clothes and sweat reek of alcohol, and all living enemies (not Undead or Possessed) are at –1 to hit him in hand-to-hand combat. In addition, the warrior cannot carry any open flames (torch, lantern, etc.), and fire attacks made against him are resolved at +1 Strength as his booze-soaked clothing burns readily.

Taunt

After years of baiting opponents into drunken brawls, this Ostlander has learned some of the most vile insults in the Empire. During the Shooting phase, the warrior may choose to taunt one enemy model instead of shooting or casting a spell. The warrior must have line of sight to the enemy (following all normal LOS rules). The enemy must take a Leadership test. If he passes, nothing happens; if he fails, he must spend his next Movement phase trying to get into close combat with the warrior who taunted him.

Animal Friendship

Having grown up amidst the animals of the forest, this warrior exudes a certain charm to all normal animals (warhorses, warhounds, etc.). Animals will never attack him, and up to two wardogs that the warrior owns do not count against the maximum number of models in the warband.

Blood Oath

Only a warband’s leader may take this skill. The leader swears a blood oath never to leave any fallen family members behind. Such is his determination to protect his blood-kin that he may re-roll a single Rout test once per game.


Special Equipment

Ostlander Double-barrelled Pistol

Cost: 30 gc (60 gc for a brace) · Availability: Rare 10

Knowing Ostlanders’ penchant for impressive weaponry, a weaponsmith from Hochland decided to weld two barrels together on a pistol and sell it for twice the price. Since then the weaponsmith has been flooded with orders from some of the most powerful warbands in Mordheim.

Range: 6” · Strength: 4

A double-barrelled pistol is treated exactly like a normal pistol with one exception: the target is hit by two blasts rather than one (i.e. two Strength 4 hits per successful hit). Each barrel takes a full turn to reload. If you own a brace, you may fire them every other round (rather than every round like a normal brace).

Ostlander Double-barrelled Hunting Rifle

Cost: 300 gc · Availability: Rare 12

Range: 48” · Strength: 4

A double-barrelled hunting rifle is treated exactly like a normal hunting rifle with one exception: the target is hit by two blasts rather than one. Each barrel takes a full turn to reload.