Reikland Mercenaries
 
 

 

 

 

 

 

 

 

 

If you experience
difficulties with the
site's navigation
menus, please
CLICK HERE!

Reikland Mercenaries

Complete information
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.

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 favor of well-made and practical wargear. In battle they often wear colored 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’.

Reikland is known for its disciplined and well-organized army, and this even shows in their mercenary warriors. Leading a Reikland warband, the Captain's leadership ability ranges to 12" (instead of the normal 6"). Superior defensive training grants their marksmen a ballistic skill of 4 in their normal starting profile, instead of a 3. This makes them a little slower and weaker than most other mercenaries though: their Champions cannot take Speed skills, and Youngbloods will never have Strength skills. Reiklanders are the perfect warband for players who like to rely on tactics and ranged firepower.


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:

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" (accounted on profile.) 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, accounted on profile, whether they are recruited when the warband is first formed or added later.

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, Strength or Speed.
  • Youngbloods may choose from the Combat, Strength 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 12" 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 4 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.

 

This website is completely unofficial and in no way endorsed by Games Workshop Limited. To you all crazy lawyers,
please see our legal notice. This website and it's original creations are copyright © 2005 The Mordheimer's Information Centre.
For questions, comments and/or suggestions, please email us at webmaster@mordheimer.com.
Last Modified : 21-Jan-2006 01:09 AM