Grade 1b — Town Cryer #29

Source: Town Cryer #29 · Setting: Mordheim

To the north of the River Stir lies the Great Forest, a vast expanse of woodland that fills the very heart of the Empire. Just at its southernmost, the River Stir separates a small part of the forest from the main bulk of the woodland, and this smaller area is known locally as Stirwood.

Stirwood lies just north of the noble city of Nuln and to the west of Wurtbad, where law and order are strictly enforced. The Elector Count of Stirland was well known as a man that one should not cross. Those who crossed him were inevitably declared as outlaws and pursued from the cities. Many perished, but some made it to Stirwood where they could lay low.

During their time in Stirwood some banded together and became groups of outlaws. The forest was a perfect training ground to develop their skills, particularly in archery, where even the hunting of the Count’s deer was a crime in itself. Clerics also lived in these parts, holy men who spent their time in devotion to the blessed Sigmar, and were often trusted by the local groups of outlaws.

In the years that followed the sighting of the twin-tailed star, tales of Mordheim travelled down the waters of the River Stir. Temptations of the enormous wealth rumoured to be in the shattered city would have been hard for any group of outlaws to resist.


Special Rules

Bow Only: All warriors in an Outlaws warband may be equipped with only one missile weapon at any time. All warriors must carry a type of bow (not crossbows) as part of their equipment. Even if an Outlaw acquires skills that allow him to use additional ballistic weaponry, he cannot do so. The only exception is the Cleric, who may choose to carry a bow but is not compelled to.

Hired Swords: The following Hired Swords are not available to the Outlaws: Bounty Hunter, Wolf-Priest of Ulric, Norse Shaman, Dark Elf Assassin.


Choice of Warriors

An Outlaw warband must include a minimum of three models. You have 500 gold crowns that you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.

  • Bandit Leader: Each Outlaw warband must have one Bandit Leader: no more, no less.
  • Champions: Your warband may include up to two Champions.
  • Petty Thieves: Your warband may include up to two Petty Thieves.
  • Cleric: Your warband may include up to one Cleric, but only instead of either a Champion or a Petty Thief.
  • Marksmen: Your warband may include up to seven Marksmen.
  • Outlaws: Your warband may include any number of Outlaws.

Heroes

Bandit Leader

Hero · Leader · 0–1 · 60 gc · Starting XP: 20

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A Bandit Leader is a professional cutthroat, a hardened criminal. His presence along the shadowy forest tracks of Stirwood has often meant the untimely demise of many a passing traveller. Other outlaws will follow him, inspired as much by his ruthlessness as by his prowess.

Weapons/Armour: The Bandit Leader may be equipped with weapons chosen from the Outlaws equipment list.

Special Rules

Leader: Any models in the warband within 6” of the Bandit Leader may use his Leadership instead of their own.


Champions

Hero · 0–2 · 35 gc · Starting XP: 8

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All groups of Outlaws will often have a few who are more experienced than others. Loyal to their Leader, they are usually rewarded with the choicest pickings of any loot.

Weapons/Armour: Champions may be equipped with weapons chosen from the Outlaws equipment list.


Cleric

Hero · 0–1 · 35 gc · Starting XP: 8 (replaces Champion or Petty Thief)

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A Cleric would usually spend most of his time alone in the forest in contemplation of his devotion to Sigmar. However, some see that Sigmar’s work can also be achieved by the purging of all that is corrupt from the Empire. Their knowledge of healing is often valued by other members.

Weapons/Armour: Can be chosen from the Outlaws equipment list. As Prayers are not considered to be Spells, a Cleric may wear armour if he wishes.

Special Rules

Disciple of Sigmar: The Cleric has devoted his life to the constant service of Sigmar and starts a campaign knowing one of the Prayers of Sigmar. As with a Witch Hunter’s Warrior Priest, he is subject to the restrictions of being a follower of Sigmar and may learn neither Sorcery nor Arcane Lore.


Petty Thieves

Hero · 0–2 · 20 gc · Starting XP: 0

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Many youths who are caught by the City Guards in the act of thieving are compelled to flee the city and take up a place among the trees of Stirwood Forest. Although young, they are still keen enough to prove their worth to their fellow outlaws.

Weapons/Armour: Petty Thieves may be equipped with weapons chosen from the Outlaws equipment list.


Henchmen

(Bought in groups of 1–5)

Marksmen

Henchman · 0–7 · 25 gc

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These are the best archers in the group and their skill with the bow is legendary. They are more than capable of picking off any enemy before they get too close.

Weapons/Armour: Marksmen can be armed with weapons and armour chosen from the Outlaws equipment list.


Outlaws

Henchman · any number · 25 gc

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These warriors form the basis of any group of bandits. Ruthless to the core, any of these would be more than happy to slip a sharp knife between somebody’s ribs for the promise of just a few groats.

Weapons/Armour: Outlaws can be armed with weapons and armour chosen from the Outlaws equipment list.


Equipment Lists

Outlaws Equipment List

Hand-to-hand Combat Weapons

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

Missile Weapons

ItemCost
Short Bow5 gc
Bow10 gc
Long Bow*15 gc

Armour

ItemCost
Shield5 gc
Helmet10 gc
Light armour*20 gc

Miscellaneous

ItemCost
Hunting Arrows*30 gc
Forest Cloak**50 gc

* Available to Heroes and Marksmen only.
** Available to Heroes only.

Hunting Arrows: Available to Heroes at initial recruitment without a Rarity roll. Subsequent purchases require a Rarity roll as normal.


Special Equipment

Forest Cloak — 50 gc (Rare 10, Heroes only)

Some Outlaws use Forest Cloaks to camouflage themselves against being seen by their enemies.

So long as the wearer is beside a tree, bush, or hedge, any enemy using missile weapons against a warrior wearing a Forest Cloak is at an additional –1BS to hit (in addition to all other modifiers). Similarly, if any spellcaster wishes to target a magical attack against an Outlaw camouflaged in this way, he can only do so by successfully rolling a 4+ on a D6. The exception is if the shooter or spellcaster is already within their Initiative range in inches.


Skill Table

CombatShootingAcademicStrengthSpeed
Bandit Leader
Champion
Cleric
Petty Thieves