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Reikland

Reikland lies at the heart of the Empire and its greatest city is Altdorf, home of the Grand Theogonist and seat of the Temple of Sigmar. Reiklanders are devout followers of Sigmar, the founder, first Emperor, and patron god of the Empire. The Grand Prince of Reikland (as Siegfried, the ruler of Reikland, styles himself) is supported in his claim to the throne by the Grand Theogonist and opposed most strongly by the Count of Middenheim and the Priests of Ulric.

Throughout the Empire Reiklanders are commonly supposed to embody the discipline and loyalty of the professional warrior. Brave and well-versed in the arts of war, Reiklanders disdain fashionable clothing in favour of well-made and practical wargear. In battle they often wear coloured ribbons as marks of identification or authority. They are justly proud of their dynamic and ambitious Grand Prince and contemptuous of other claimants to the throne, especially the Count of Middenheim, Mannfred Todbringer, whom they sneeringly call the ‘lap-dog of Ulric’.

special rules

Reikland Mercenaries are accustomed to the demands of military discipline and have a strongly developed loyalty between officers and men. To represent this, fighters may use their Captain’s Leadership if within 12" rather than the usual 6".

A strong tradition of martial training is also responsible for the high standards of archery amongst the people of Reikland. All Marksmen therefore add +1 to their Ballistic Skill, whether they are recruited when the warband is first formed or added later.

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.

Additional Hero profiles

If using Hired Swords from Grade 1b, the following warriors can also be hired:

Starting experience

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

Mercenary Skill Table

Reikland Mercenaries

CombatShootingAcademicStrengthSpeed
Mercenary Captain
Champion
Youngblood

Mercenary equipment lists

The following lists are used by Mercenary warbands to pick their weapons:

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 for a brace)
Duelling Pistol25 gc (50 for a brace)
Bow10 gc

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Buckler5 gc
Helmet10 gc

Miscellaneous

ItemCost
Wolfcloak*10 gc

* Middenheim Heroes only.

Marksman equipment list

This list is for 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 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

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.

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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

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.

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

0 – 2 Youngbloods

15 gold crowns to hire

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.

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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

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.

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

0 – 7 Marksmen

25 gold crowns to hire

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.

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

0 – 5 Swordsmen

35 gold crowns to hire

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.

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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 doublehanded swords or any other weapons.


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