Source: Fanatic Online #19 · Setting: Mordheim

Far beyond the sprawling cities of the Empire lies the province of Ostermark. Situated in the eastern-most fringe of the Empire, Ostermark is as far removed geographically from the urban epicentre of the Empire as it is mentally. One of the largest Imperial provinces, Ostermark is a land of rolling fields and barren plains, the very epitome of the untamed wild.

Ostermarkers are used to harsh odds and battling alone to defend their farms against mercenaries and other brigands. Their years of isolation and self-reliance have made them hardy warriors indeed, and, as such, they do not give up easily or balk in the face of outnumbering foes.


Special Rules

Ostermarker Resolve: Ostermarkers (Heroes and Henchmen) may re-roll a failed Leadership test for being all alone and routing. A warrior or warband must accept the second roll, however, regardless of the result.

Wardog: Any captain of an Ostermarker warband may have a wardog as part of his starting equipment to represent the beast who once protected his farm and holdings from bandits and other, fouler creatures.


Choice of Warriors

Ostermarkers follow the rules for Mercenary warbands. A 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 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

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


Skill Table

The Ostermark warband was published without a skill table. Players may choose their skill sets from one of the other Mercenary options (Reikland, Middenheim, or Marienburg).

CombatShootingAcademicStrengthSpeed
Captain
Champion
Youngblood

(Reikland skill table shown as default. Players may choose any Mercenary skill table.)


Mercenary Equipment List

Hand-to-hand Combat Weapons

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

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 Captain

60 gold crowns to hire

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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.

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

Special Rules

Leader: Any warrior within 6” of the 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. 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.