Marienburg Mercenaries
 
 

 

 

 

 

 

 

 

 

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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.

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WS

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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.

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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.

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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.

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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.

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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.

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WS

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T

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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.

 

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Last Modified : 21-Jan-2006 01:09 AM