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Marienburg Warband
As appeared in
Mordheim Main
Rulebook.
PDF at
Downloads!
Mercenaries are human warriors from various empire cities, mostly not very
far from Mordheim. The people are well aware of the wealth that can be found
there, and some organize parties to profit from their old neighbor's downfall.
Each of these cities has its own particular character and traditions, and while
it is sooner the scum than the nobility that is attracted to adventure in the
city of the damned, these peculiarities still show.
Marienburg is the largest and most prosperous trading city in
the Old World. Many call it the City of Gold which alone conveys a good idea of
the wealth of this sprawling cosmopolitan city. Nowhere else can be found the
vast array of shops selling goods from as far away as the Elven kingdoms of
Ulthuan in the west and distant Cathay in the east. The city’s craftsmen
represent every skill known to man, and a few others beside, so that it is said
in Marienburg there is no activity that cannot be quickly turned to profit.
Many mercantile guilds have their headquarters in Marienburg,
most important of all the secretive High Order of Honorable Freetraders which
represents the elite amongst mercantile society. This large, rich, and ambitious
body of men feel themselves shackled by the old order and are eager to seize
power for themselves. Their champion for the Emperor’s throne is the Lady
Magritta. Thanks to the unseen influence of Freetraders throughout the Empire
all the minor Electors were persuaded to support the Lady Magritta’s claim. It
was only the Grand Theogonist’s refusal to crown her that denied Marienburg the
throne driving a wedge between the City of Gold and the Temple of Sigmar.
Warbands sent to Mordheim are sumptuously dressed and armed.
Though Marienburgers are often ridiculed as foppish and effete, their skill at
arms and complete ruthlessness has earned them grudging respect. Their chief
skills lie in dueling and in the use of poisons and other clandestine fighting
methods. Richer individuals dress flamboyantly and wear jewelry. However, the
bulk of most warbands are recruited from the dockland thugs, ships’ crews, and
stevedores who favor a simpler appearance: leather coats, bandanas and short
swords that are easy to conceal. Any special
abilities they may lack, they'll make up for with resourcefulness.
Marienburgers
are ideal for players who like to work with a variation of equipment in their
tactical plans.
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.
Special Rules:
As natural traders with contacts in the merchant guilds
Marienburg warbands receive a +1 bonus when attempting to find rare items (see
the Trading section for rules). To reflect their enormous wealth Marienburgers
start off with an extra 100 gold crowns (600 in total) when fighting in a
campaign. In a one-off game they are permitted an extra 20% gold crowns when
recruiting a warband. For example, in a 1,000 gold crown game a Marienburger
warband will have 1,200gc.
Starting Experience:
The Captain starts with 20 experience.
Champions start with 8 experience.
Youngbloods start with 0 experience.
Henchmen start with 0 experience.
Marienburgers' Skill Tables
Mercenary Captain may choose from the Combat, Shooting,
Academic, Strength or Speed.
Champions may choose from the Combat, Shooting or Speed.
Youngbloods may choose from the Combat, Shooting or
Speed.
Mercenaries' Equipment List
Mercenaries
Marksmen
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Morning Star
15 gc
Double Handed Weapon
15 gc
Spear
10 gc
Halberd
10 gc
Missile Weapons
Missile Weapons
Crossbow
25 gc
Crossbow
25 gc
Pistol
15 gc
Pistol
15 gc
Pistol, Brace
30 gc
Pistol, Brace
30 gc
Dueling Pistol
25 gc
Bow
10 gc
Dueling Pistol, Brace
50 gc
Long Bow
15 gc
Bow
10 gc
Blunderbuss
30 gc
Handgun
35 gc
Hunting Rifle
200 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heavy Armor
50 gc
Shield
5 gc
Shield
5 gc
Helmet
10 gc
Buckler
5 gc
Helmet
10 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.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
4
1
8
Weapons/Armor: A Mercenary
Captain may be equipped with weapons and armor 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.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
3
3
1
3
1
7
Weapons/Armor: Champions may be
equipped with weapons and armor 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.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
3
1
6
Weapons/Armor: Youngbloods may
be equipped with weapons and armor chosen from the Mercenary Equipment list.
Henchmen
(In groups of 1-5)
0+ 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 armor. They form the core of any
Mercenary warband.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Warriors may be
equipped with weapons and armor 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.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Marksmen may be
equipped with weapons and armor 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.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
3
3
1
3
1
7
Weapons/Armor: Swordsmen may be
equipped with weapons and armor 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.