Source: Nemesis Crown Supplement · Setting: Nemesis Crown
As rumours of the discovery of the Nemesis Crown spread across the land, the various provinces of the Empire despatch bands of swift horsemen to scout the Great Forest.
Theirs is not to take on the enemy in a head-on clash. Instead their role is about stealth — outpacing and outmanoeuvring the enemy to leave them empty-handed as they gallop into the distance with the prize.
Warband Special Rules
Hired Swords: The Imperial Outriders may only be accompanied by mounted Hired Swords. This includes the Freelance Knight from the Mordheim Rulebook and the Roadwarden from the Empire In Flames supplement. The Highwayman may not be hired.
Choice of Warriors
An Imperial Outrider warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12.
- Knight: Each Outrider warband must have one Knight: no more, no less!
- Outriders: Your warband may include up to 2 Outriders.
- Scouts: Your warband may include up to 2 Scouts.
- Chasseurs: Your warband may include up to 5 Chasseurs.
- Hussars: Your warband may include up to 5 Hussars.
- Grooms: Your warband may include up to 2 Grooms.
Heroes
Knight
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Knights who show the greatest potential are often chosen to lead small bands on quests into dangerous territory in order to prove their worth.
Weapons/Armour: The Knight may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ equipment list. The Knight comes with a Riding Horse. This may be upgraded to a Warhorse for an additional +40 gc.
Special Rules
Leader: Any warrior within 6” of the Knight may use his Leadership characteristic when taking a Leadership test.
Ride: The Knight has the Ride skill as detailed in the Blazing Saddles optional rules.
Outriders
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Usually the offspring of nobility, Outriders are often cocksure young guns and confident in the saddle. Eager to earn their spurs they readily sign up for dangerous missions requiring speed, stealth and bravery.
Weapons/Armour: Outriders may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Outriders’ Missile Weapon List. Outriders come with a Riding Horse which may be upgraded to a Warhorse for an additional +40 gc.
Special Rules
Ride: Outriders have the Ride skill as detailed in the Blazing Saddles optional rules.
Scouts
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Accustomed to riding fast over long distances, Empire couriers are an obvious choice to include in raids into the wilder lands. Less experienced at fighting, they need to learn quickly or risk falling at the wayside.
Weapons/Armour: Scouts may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Scouts’ Missile Weapon List. Scouts come with a Riding Horse.
Special Rules
Ride: Scouts have the Ride skill as detailed in the Blazing Saddles optional rules.
Henchmen
(Bought in groups of 1–5)
Chasseurs
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Skilled at firing a range of Blackpowder weapons from the saddle, these men are regarded as the finest young prospects of the Empire’s armies. Chasseurs provide vital missile cover for the band.
Weapons/Armour: Chasseurs may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List, and missile weapons from the Outriders’ Missile Weapon List. Chasseurs come with a Riding Horse.
Special Rules
Ride: Chasseurs have the Ride skill as detailed in the Blazing Saddles optional rules.
Hussars
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Selected for their combat skills, these grizzled warriors pack a hard punch as the Outriders charge.
Weapons/Armour: Hussars may be equipped with hand-to-hand weapons and armour chosen from the Imperial Outriders’ Equipment List. Hussars come with a Riding Horse. This may be upgraded to a Warhorse for an additional +40 gc.
Special Rules
Ride: Hussars have the Ride skill as detailed in the Blazing Saddles optional rules.
Combat Riding: Hussars have the Combat Riding skill as detailed in the Blazing Saddles optional rules.
Grooms
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Unskilled in the ways of war, nevertheless these young men have an empathy with the steeds. Grooms have a vital part to play in their party.
Weapons/Armour: Grooms may be equipped with hand-to-hand weapons, missile weapons and armour chosen from the Imperial Outriders’ Equipment List. They may be equipped with missile weapons from the Scouts’ Missile Weapon List. Grooms come with a Riding Horse.
Special Rules
Ride: Grooms have the Ride skill as detailed in the Blazing Saddles optional rules.
Horse Handling: Grooms have the Animal Handling skill as detailed in the Blazing Saddles optional rules.
Equipment Lists
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Morning Star | 15 gc |
| Lance | 40 gc |
Armour
| Item | Cost |
|---|---|
| Buckler | 5 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
| Light armour | 20 gc |
| Heavy armour | 50 gc |
| Barding | 80 gc |
| Ithilmar armour | 90 gc |
| Gromril Armour | 150 gc |
Outrider Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc |
| Handgun | 35 gc |
| Blunderbuss | 30 gc |
| Hochland Long Rifle | 200 gc |
Scout Missile Weapons
| Item | Cost |
|---|---|
| Throwing Knives | 15 gc |
Skill Table
| Combat | Shooting | Academic | Strength | Speed | Cavalry | |
|---|---|---|---|---|---|---|
| Knight | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Outrider | ✓ | ✓ | ✓ | ✓ | ||
| Scout | ✓ | ✓ | ✓ | ✓ |
Cavalry skills are detailed in the Blazing Saddles optional rules.
Mounted Combat Notes
Rules for mounted warriors can be found in the Mordheim Rulebook and in the Blazing Saddles articles in the 2002 Mordheim Annual. Key clarifications:
Two Weapon Fighting: Mounted warriors may not fight with two weapons, although a shield or buckler may be used as normal. Two-handed weapons are not permitted.
Targeting Mounted Warriors: Enemies may not target a ridden horse, whether by missiles or in hand-to-hand combat. Any mounted warrior may always be chosen as a target by a shooter even if there are enemies closer, but shooters do not gain +1 to hit.
Stunned Riders: Stunned riders will fall from their mounts as indicated on the Whoa Boy! table. Mounts which subsequently bolt may be remounted should the warrior make base contact with the horse before it leaves the table. The mount will be recovered unscathed after the battle.
Out-Of-Action Models: It is possible for a rider to be killed while his mount survives. In this case the mount may be ridden by the dead model’s replacement, reducing his cost by 40 gc.
Dead Horses: Dead horses must be replaced before any other income is spent. All Treasures must be sold to fund this. Any model without a mount may not take part in the battle.
Dense Terrain: Imperial Outriders may ignore the normal warband limitation of two mounts in areas of dense terrain.