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Ostander Mercenaries
By Brian Lang,
as appeared in Annual 2002.
The Principality of Ostland is the most sparsely inhabited of all of the
Empire’s Electoral Provinces. Its people have more ties with the land of Kislev
to the north than they do to their countrymen to the south. This is because the
Forest of Shadows and the Middle Mountains form two natural barriers between
Ostland and the rest of the Empire. Within the Forest of Shadows are vast
amounts of wild game but also darker creatures such as Chaos Beastmen and Forest
Goblins. The Middle Mountains themselves are the highest point in the Empire and
their peaks are inhabited by a large number of Ogres.
Ostland’s isolation has greatly shaped its inhabitants and they are a poor
but hardy folk. Each small village lives barely above subsistence levels and is
usually composed of one large extended family. The men of Ostland are tall and
broad-shouldered while the women tend to either be tall and whippet thin or
short and stout. Married men are usually dirt farmers who also gather roots,
tubers and nuts in the forests, while unmarried men spend their lives as
trappers and hunters. The worship of Taal, the God of Forests and Beasts, is
very popular in the region although there is some worship of Taal’s wife Ryha
and his brother Ulric in the more westerly villages.
While not warlike by nature, Ostlanders are never opposed to a good honest
drunken brawl and with their love of dark ales these sorts of scraps are not
uncommon. During the Great War against Chaos, Ostlanders rallied in great
numbers to wield bow and spear in defense of their Kislevite neighbors. More
than any other part of the Empire, Ostland has tasted the lash of Chaos and
their hatred of the evil ones knows no bounds.
Choice of Warriors:
An Ostlander Warband is often made up of an extended family of Ostlanders.
Fathers, uncles, brothers, cousins and even the occasion tough-as-nails aunt all
join together to form the Warband. The ‘family’ must include a minimum of 3
models and a maximum of 15. You have 500 Gold Crowns that you can use to recruit
your initial warband.
Elder: Each Ostlander Warband must have one Elder, no more, no less!
Blood-Brothers: Your Warband may include up to 2 Blood-Brothers.
Priest of Taal: Your Warband may include up to 1 Priest of Taal.
Kin: You may have any number of Kin.
Ruffians: Your Warband may include up to 5 Ruffians.
Jaeger: Your Warband may include up to 7 Jaeger.
Ogre: Your Warband may include one Ogre. There isn’t enough food for
more than one!
Special Rules
Self-Sufficient: The men of Ostland have no desire to give their
hard-earned gold to outsiders. As a result they can never hire any
Mercenaries except for Ogres (who are not an uncommon sight in Ostland).
Starting Experience:
The Elder starts with 20 experience.
Blood-Brothers start with 12 experience.
Priests of Taal start with 12 experience.
All Henchmen start with 0 experience.
Ostlanders' Skill Tables
Elder may choose from the Combat, Shooting, Strength, Speed or Special.
Uncles may choose from the Combat, Strength or Special.
Priest of Taal may choose from the Combat, Academic, Strength, Speed or
Special.
Characteristic Increase
When Warband members gain enough experience for an Advance (see the
Experience section of the Mordheim rulebook), it is likely that they will roll a
characteristic increase. Characteristics for members of Ostlander warbands may
not be increased beyond the maximum profile limits shown below. If a
characteristic is at its maximum, take the other option or roll again if you can
only increase one characteristic. If both are already at their maximum, you may
increase any other by +1 instead. Remember that Henchmen can only add +1 to any
characteristic.
M
WS
BS
S
T
W
I
A
Ld
Human
4
6
6
4
4
3
6
4
9
Ogre
6
5
4
6
6
4
5
4
7
Ostlanders' Equipment List
Ostlander
Jaeger
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Spear
10 gc
Double Handed Weapon
15 gc
Spear
5 gc
Missile Weapons
Missile Weapons
Bow
10 gc
Pistol
15 gc
Pistol
15 gc
Pistol, Brace
30 gc
Pistol, Brace
30 gc
Double-Barreled Pistol
30 gc
Double-Barreled Pistol, Brace
60 gc
Bow
10 gc
Handgun
35 gc
Blunderbuss
30 gc
Hunting Rifle
200 gc
Double-Barreled Hunting Rifle
300 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heavy Armor
50 gc
Shield
5 gc
Helmet
10 gc
Helmet
10 gc
Shield
5 gc
Ruffian
Ogre
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Club
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Double Handed Weapon
15 gc
Double Handed Weapon
15 gc
Missile Weapons
Missile Weapons
None
None
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heroes
1 Elder; 60 Gold Crowns to hire
In Ostland, the oldest (or more often biggest) man in the village is given
the title ‘Elder’. His word is greatly respected and only at his urging would
the manhood of an entire village pack up and travel to Mordheim to seek their
fortune.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
4
1
8
Weapons/Armor: An Elder may be equipped with weapons and armor
chosen from the Ostlander Equipment list.
Special Rules:
Leader: Any warrior within 6" of the Elder may use his Leadership
characteristic when taking any Leadership tests.
0-2 Blood-Brothers; 35 Gold Crowns to hire
Ostland villages are usually composed of a single extended family. Everyone
is everyone else’s uncle, cousin or brother (and sometimes their own!). Rather
than trying to keep all of these relations straight the most respected men in
the village (aside from the Elder) are referred to simply as Blood-Brothers.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
3
3
1
3
1
7
Weapons/Armor: Blood-Brothers may be equipped with weapons and armor
chosen from the Ostlander Equipment list.
0-1 Priest of Taal; 45 Gold Crowns to hire
It is said that every priest of Taal is born during the darkest phase of the
moon. Those who are accepted into the service of Taal are loners by nature and
spend their time wandering the untamed forests of the Northern Empire. It is
unclear why the priests of the forest have begun to join bands of Ostlanders in
their delvings into the ruined city of Mordheim – for the servants of Taal keep
their own counsel. Suffice to say that the Forest-God is clearly building a
strong presence both in and around the darkened ruins as more and more animals
begin to fill the surrounding forests...
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
3
1
7
Weapons/Armor: A Priest of Taal may be equipped with weapons chosen
from the Ostlander Equipment list.
Special Rules:
Prayers: A Priest of Taal may use the prayers of Taal listed
below.
Strictures: Priests of Taal may never wear heavy armor.
Henchmen
(In groups of 1-5)
0+ Kin; 25 Gold Crowns to hire
Most of the warriors in an Ostlander Warband are brothers and cousins of the
Elder. Many are married men with children to support and the ruins of Mordheim
are a lure that few poor villagers can resist.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Kin may be equipped with weapons and armor chosen
from the Ostlander Equipment list.
0-7 Jaeger; 25 Gold Crowns to hire
Some Ostlander men choose not to marry but instead to spend their times alone
in the forests of the Old World. While these rangers do not share the close
family bonds of a typical Ostlander Blood-kin they are well respected for their
knowledge of the woods and their rugged determination. Poor Jaeger usually wield
a simple home-made bow but it is every Jaeger’s dream to one day own a
Blackpowder weapon and hunting rifle, especially double-barreled versions, as
these are a sign of great prestige amongst the hunters of the deep woods.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Jaeger may be equipped with weapons and armor chosen
from the Jaeger Equipment list.
0-5 Ruffians; 25 Gold Crowns to hire
Although every Ostlander loves his ale, a few men in every village take this
love to extremes. Never sober and rarely conscious these buffoons stagger their
way through the streets of Mordheim yelling slurred insults at whomever they
meet, committing petty acts of vandalism and generally making a mess of things.
This comic behavior is often misconstrued into a false belief that they are
harmless, a belief that many live to regret. Fuelled by vast quantities of booze
these are very dangerous, unpredictable men indeed who will shove a broken
bottle into your face as soon as laugh heartily and burst into song!
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
2
1
10
Weapons/Armor: Ruffians may be equipped with weapons and armor
chosen from the Ruffians Equipment list. Ruffians never use missile weapons, as
their depth perception leaves a bit to be desired, even if they gain an Advance
roll which would otherwise allow them to do so.
Special Rules:
Drunk: Ruffians are blasted out of their tiny minds on rotgut
spirits and cheap ale. As such, they automatically pass all Leadership based
tests they are required to take.
No Respect: Ruffians are objects of a strange mix of pity and
abject fear for their fellows and may never become a Warband leader.
0-1 Ogre; 160 Gold Crowns to hire
More than anywhere in the Empire Ogres are most commonplace within the hilly,
pine forested landscape of Ostland. These brutish creatures are very sought
after by the rough mountain men of Ostland as muscle in the Warband. An Ogre’s
strength is near legendary and their ability to sustain an awful lot of
punishment during a fight make these the perfect shock troops of any Warband. Of
course, an Ogre’s appetite is nearly as well renowned as their fighting
abilities and so they are rather expensive to keep.
M
WS
BS
S
T
W
I
A
Ld
6
3
2
4
4
3
3
2
7
Weapons/Armor: Ogre-kin may be equipped with weapons and armor
chosen from the Ogre-kin Equipment list.
Special Rules:
Fear: Ogre-kin are large, threatening creatures that cause Fear.
See the Psychology section for details.
Large: Ogre-kin are huge, lumbering creatures and therefore make
tempting targets for archers. Any model may shoot at an Ogrekin, even if it
is not the closest target.
Skills: An Ogre-kin who becomes a Hero as a result of
The
Lad’s Got Talent may choose from the Combat and Strength skills.
Slow Witted: Although Ogres are capable of earning experience and
bettering themselves they are not the smartest of creatures. Ogres only gain
advances at half the rate of everyone else (i.e. they must accrue twice as
much experience as normal to get an advance).
Special Equipment
Dwarf Axe; 15 gc; Availability: Rare 8 (Dwarfs only)
Dwarf axes are smaller-hafted weapons made of lighter (but stronger) materials
than normal axes. Dwarf Warriors are specially trained in their use and are able
to use them as deftly as a Human warrior might wield a sword.
Double-Barreled Pistol; 30 gc, 60 gc for a brace; Availability: Rare
10 Double-Barreled Hunting Rifle; 300 gc; Availability: Rare 12
Knowing Ostlanders’ penchant for impressive weaponry (and ready willingness
to spend excessive amounts of money) a Weaponsmith from Hochland decided to weld
two barrels together on a pistol and sell it for twice the price. The Warband
was so impressed with their new weapon that they asked him to do the same to
their hunting rifle. Since then the Weaponsmith has been flooded with orders
from some of the most powerful Warbands in Mordheim.
A double-barreled gun (of any sort) is treated exactly like a normal version
with one exception. Any enemy is hit by two blasts rather than one (i.e. a
pistol causes two S4 hits rather than one for each successful hit). However,
each barrel takes a full turn to reload (although if you reload only one barrel
you can fire it like a normal pistol/rifle). If you own a brace of
double-barreled pistols you may fire them every other round (rather than every
round like a normal brace).
Ostlander Special Skills
Ostlander Heroes may use the following Skill table instead of any of the
standard Skill tables available to them.
Bull Rush: This warrior is huge, even by Ostlander standards, and
can use his massive girth to overpower his opponents. When he charges, this
Hero may attempt to knock down his opponent rather than making his normal
attacks. Roll to hit once with a +1 to hit modifier, though no ‘to wound’
roll is necessary. Instead, if the warrior hits with this attack, the
opposing model is Knocked Down. (Models with the Bull Rush skill should have
a suitably large beer-belly modeled out of putty whenever possible.)
Foul Odor: Ostlanders are one and all prodigious drinkers and
none too hygienic! This warrior rises head and shoulders above the rest.
After a lifetime of drinking, liquor has little effect on him any more...
not that this stops him from consuming massive quantities! His unwashed
clothes and sweat reek of alcohol and all living enemies (not Undead or
Possessed) are at -1 to hit him in hand-to-hand combat. In addition, the
warrior cannot carry any open flames (torch, lantern, etc.) and fire attacks
made against him are resolved at +1 Strength as his beer soaked clothing
burns readily.
Taunt: After years of baiting opponents into drunken brawls the
Ostlander has learned some of most vile insults in the Empire. During the
shooting phase the warrior may choose to taunt one enemy instead of shooting
with a missile weapon or casting a spell. The warrior must be able to see
the enemy and taunting follows all the LOS rules for shooting (you must
taunt the nearest opponent, etc.). The player should insult the enemy model
in some manner whenever possible (perhaps his hat looks like a strangled
parrot or his mother was a Bretonnian.). The enemy then takes a Leadership
test. If he passes, nothing happens but if he fails he must spend his next
movement phase trying to get into close combat with the warrior who taunted
him.
Animal Friendship: Having grown up amidst the animals of the
forest this warrior exudes a certain charm to all ‘normal’ animals (i.e.
warhorses, Warhounds, etc.). Animals will never attack him and up to two
Wardogs (see Mordheim book, page 54) that the warrior owns do not count
against the maximum number of models in the Warband.
Blood Oath: The leader of an Ostlander Warband sometimes takes a
Blood Oath never to leave any of his fallen ‘family’ members behind. Such is
his determination to protect his fallen Blood-kin that it is extremely
difficult to cause him to Rout from the field. Only a Warband’s leader may
have this skill, which allows him to re-roll a single Rout test once per
game.
Magic: Prayers of Taal
Taal is the God of Nature and demands the respect of all those who enter the
wild regions of the Empire. He is portrayed as a tall, broad-shouldered man with
long wild hair and a thick beard. He wears a stag skull as a helm and is clothed
in bison and bear skins. He is often called the Lord of Beasts. His followers
include rangers, trappers and those who live in the wilds of the Empire. Prayers
of Taal work like the Prayers of Sigmar although the Taal Priest never wears
armor.
Stag’s Leap: Many of Taal’s priests wear a stag skull as a symbol
of their devotion and the Forest Lord’s power can be used to emulate the
speed and beauty of this magnificent beast. The Priest of Taal may
immediately move anywhere within 9", including into base-contact with the
enemy, in which case he counts as charging and gains a +1 Strength to his
first round of attacks. If he engages a fleeing enemy, in the close combat
phase he will score one automatic hit at +1 Strength and then his opponent
will flee again (if he survives). Difficulty: 7
Blessed Ale: Like his brother Ulric, Taal has a great appetite
for the strong ales of the Northern Empire. During the summer equinox each
village in Ostland opens one keg of ale (at least!) in Taal’s honor.
Drinking a flask of Taal-blessed ale (the priest is assumed to carry as many
flasks as are needed) may heal any one model within 2" of the Priest
(including himself). The warrior is restored to his full quota of Wounds. In
addition, any living enemy models (not Undead or Possessed) within 2" of the
Priest will be lose 1 Attack during the next round of combat due to the
potent fumes of the ale. Difficulty: 5
Bear’s Paw: Many an armored knight has been knocked to the ground
by the surprising Strength of the followers of Taal. Although traditionally
called ‘Bear’s Paw’ this spell is sometimes referred to as ‘Moose’s Breath’
by those Ostlander’s who have felt its power. The Priest invokes the
blessing of Taal on himself or a single friendly model within 6". The target
receives a bonus of +2 to his Strength until the Priest’s next turn.
Difficulty: 7
Earth Shudder: Taal’s domain includes both the earth and the
skies and his power can reach out even into the dark streets of Mordheim.
When his name is invoked three times and the blood of an eagle is poured on
the ground, the Lord of the Wild will cause thunder to rumble and the earth
to shake. The spell is cast on a single building within 4". Any enemy models
touching the building will suffer a single S3 hit. In addition the building
will collapse and any models on it will count as having fallen to the ground
(for example a model falling 5" to the tabletop must pass two Initiative
tests to avoid taking D3 S5 hits.) Remove the terrain feature from the board
for the rest of the game. Difficulty: 9
Tangle Foot: It is said that when Taal walked the earth, living
things would spring up behind him as he passed. A portion of his power can
be summoned by his followers to help re-grow forests and aid in the return
of the land to its natural state. Plants, vines and even small trees burst
forth from the earth, hindering all those who attempt to move through them.
All models (friend as well as foe) with the exception of Ostlander Jaeger
within 12" of the Priest can only move at 1/2 speed until the next shooting
phase. Difficulty: 8
Summon Squirrels: Taal is the master of all beasts both great and
small. Those who anger him may be mauled by a mountain lion or drowned in a
flood caused by an angry beaver. With this spell the Priest invokes the
wrath of the Lord of Beasts, summoning forth dozens upon dozens of enraged
squirrels. The furious rodents assault one enemy within 12" of the Priest,
crawling inside the warrior’s clothing and armor, pelting him with nuts and
causing numerous tiny bites and welts. The target suffers 2D6 Strength 1
hits. No armor saves allowed. Difficulty: 7