If
you experience
difficulties with the
site's navigation
menus, please
CLICK HERE!
The Outlaws of Stirwood Forest
By Jon Davis,
as appeared in Town Cryer 29.
Edited by The Mordheimer.
PDF at
Downloads!
To the north of the River Stir lies the Great Forest, a vast
expanse of woodland that fills the very heart of the Empire. Bounded along its
southern edge by the river, this, the largest forest of the known world, extends
league upon league as far as any man can see. Just at its southernmost, the
River Stir separates a small part of the forest from the main bulk of the
woodland and this smaller area of forest is known locally as Stirwood. Small
though Stirwood may be indeed, this part of the forest is not even on the same
scale as the sacred Forest of Loren, but, as many say, size isn't everything.
Stirwood Forest is nevertheless still large enough to get lost in, and many have
done so, some by accident and some by design.
Stirwood lies just north of the noble city of Nuln and to the
west of Wurtbad, where law and order are strictly enforced, at least they are
strictly enforced once the City Guards have finally managed to catch up with
those who break the Count's law. The Elector Count of Stirland was well known as
a man that one should not cross. Those that did so were inevitably declared as
outlaws and were pursued from the cities. Even the most petty of criminals, some
still quite young, could be declared outlaw and had little option but to flee to
the countryside. Many perished, both young and old, but some made it to Stirwood
where they could lay low.
During their time in Stirwood, some would band together and
become groups of outlaws, rather than just attempting to survive on their own.
The forest was a perfect training ground to develop their skills, particularly
in archery, where even the hunting of the wild deer, the Count's deer, was a
crime in itself. Illicit deer-hunting was not their only past-time as many an
unwary traveler, passing unsuspectingly through the forest, would find
themselves ambushed and relieved of their goods.
Clerics also lived in these parts, holy men who spent their
time in devotion to the blessed Sigmar. Usually they dwelt alone in
contemplation, but were often trusted by the local groups of outlaws that they
came into contact with and attended to their spiritual needs, and, when the
occasion arose, also attended to their wounds.
In the years that followed the sighting of the twin-tailed
star in the sky, it was inevitable that tales of Mordheim would have traveled
down the waters of the River Stir. Tales of strange sights and great riches
would easily have reached the inhabitants of Stirwood Forest. Temptations of
this enormous wealth that was rumored to be in the shattered city would have
been hard for any group of outlaws to resist.
Choice of Warriors:
An Outlaw warband must include a minimum of three models. You
have 500 gold crowns that you
can use to recruit and equip your warband. The maximum number of warriors in the
warband is 15.
Bandit Leader: Each Outlaw warband must have one Bandit
Leader: no more, no less!
Champion: Your warband may include up to two Champions.
Petty Thieves: Your warband may include up to two Petty
Thieves.
Cleric: Your warband may include up to one Cleric, but he
can only be taken instead of either a
Champion or a Petty Thief.
Marksmen: Your warband may include up to a maximum of
seven Marksmen.
Outlaws: Your warband may include any number of Outlaws.
Special Rules:
Let the Arrows Fly!: All warriors in an Outlaws
warband may be equipped with only one missile weapon at any time. All
warriors must carry a type of bow, but not crossbows, as part of their
equipment. So, even if an Outlaw acquires skills that allow him to use
additional ballistic weaponry, he cannot do so. The only exception to this
is the Cleric who may choose to carry a bow, but is not compelled to do so.
Starting Experience:
The Bandit Leader starts with 20 experience.
Champions start with 8 experience.
A Cleric starts with 8 experience.
Petty Thieves start with 0 experience.
All henchmen start with 0 experience.
Outlaws' Skill Tables
Bandit Leader may choose from the Combat, Shooting,
Strength, Academic or Speed.
Champion may choose from the Combat, Shooting or Strength
Skills.
Cleric may choose from the Academic Skills.
Petty Thief may choose from the Combat, Shooting or Speed
Skills.
Outlaws' Equipment List
Outlaws
Snipers
Hand to Hand Weapons
Armour
Dagger
1st free/ 2 gc
Light Armor *
20 gc
Sword
10 gc
Shield
5 gc
Axe
5 gc
Helmet
10 gc
Staff, Club, Mace
3 gc
* Only Heroes may use item.
Spear
10 gc
Double Handed Weapon
15 gc
Missile Weapons
Miscellaneous
Short Bow
5 gc
Hunting Arrows *
30 gc
Bow
10 gc
Forest Cloak *
50 gc
Long Bow *
15 gc
* Only Heroes may use item.
* Only Heroes may use item.
Heroes
1 Bandit Leader, 60 gold crowns to
hire.
A Bandit Leader is a professional cutthroat, a hardened criminal. His presence
along the shadowy forest tracks of Stirwood has often meant the untimely demise
of many a passing traveler. Other Outlaws will follow him, inspired as much by
his ruthlessness as by his prowess.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
4
1
8
Weapons/Armor: Can be chosen
from the Outlaws equipment list.
Special Rules:
Leader: Any warrior within
6” of the Bandit Leader may use his Leadership value when taking Leadership
tests.
0-2 Champions, 35 gold crowns
to hire.
All groups of Outlaws will often have a few who are more experienced than
others. Loyal to their Leader they are usually rewarded with the choicest
pickings of any loot.
M
WS
BS
S
T
W
I
A
Ld
4
3
4
3
3
1
3
1
7
Weapons/Armor: A Champion
may be equipped from the Outlaws equipment list.
0-1 Cleric, 35 gold crowns
to hire.
A Cleric would usually spend most of his time alone in the forest in
contemplation of his devotion to
Sigmar. However, some will see that Sigmar's work can also be achieved by the
purging of all that
is corrupt from the Empire. Many will, therefore, willingly join in the
activities of groups of outlaws.
Their knowledge of healing is often valued by other members.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: A Cleric may be
equipped from the Outlaws equipment list. As Prayers are not considered
to be Spells, a Cleric may wear armor, if he wishes.
Special Rules:
Disciple of Sigmar: The Cleric has devoted his
life in the constant service to Sigmar and as such he would start a campaign
knowing one of the Prayers of Sigmar (see Mordheim rulebook page 57). As
with a Witch-Hunter's Warrior Priest, he is also subject to some of the
restrictions of being a follower of the Lord Sigmar and may learn neither
Sorcery nor Arcane Lore.
0-2 Petty Thieves, 20 gold crowns
to hire.
Many youths who are caught by the City Guards in the act of thieving are
compelled to flee the city and take up a place among the trees of Stirwood
Forest. Although young, they are still keen enough o prove their worth to their
fellow outlaws.
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
3
1
6
Weapons/Armor: Petty Thieves may
be equipped from the Outlaws equipment list.
Henchmen
(In groups of 1-5)
0-7 Marksmen, 25 gold crowns to
hire.
These are the best archers in the group and their skill with the bow is
legendary. They are more than capable of picking off any enemy before they get
too close.
M
WS
BS
S
T
W
I
A
Ld
4
3
4
3
3
1
3
1
7
Weapons/Armor: Marksmen may be
equipped from the Outlaws equipment list.
0+ Outlaws, 25 gold crowns to
hire.
These warriors form the basis of any group of bandits. Ruthless to the core, any
of these would be more than happy to slip a sharp knife between somebody's ribs
for the promise of just a few groats.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Outlaws may be
equipped from the Outlaws equipment list.
Hired Swords
The following Hired Swords are not available to the Outlaws:
Bounty Hunter, Wolf-Priest of Ulric, Norse Shaman, Dark Elf Assassin.
Outlaws' Special Equipment
Hunting Arrows; 25+D6 gc; Availability: Rare 8
The best hunting arrows are made by the hunters of Drakwald forest. They have
sharp, barbed arrowheads which cause excruciating pain when they hit their
target. A skilled archer can severely injure his target with a single arrow. A
model using a short bow, bow, long bow or Elf bow may use these arrows. They add
+1 to all Injury rolls (see Mordheim rulebook page 37.) These are available to
Heroes at the time of their initial recruitment without having to roll for
Rarity. If you wish to subsequently purchase this item during the Trading and
Exploration stages of the game, then you would have to roll for Rarity as
normal.
Forest Cloak, 50 gc; Availability: Rare 10 (Outlaw
Heroes only)
Some Outlaws use Forest Cloaks to camouflage themselves against being
seen by their enemies. Any wearer of such a cloak would appear to blend into the
surrounding forest making it almost impossible to be seen. So long as the wearer
is beside a tree, bush, hedge or vegetation, any enemy using any kind of missile
weapon at a warrior wearing a Forest Cloak is at an additional -1 BS to
hit (in addition to all other modifiers). Similarly, if any spellcaster wishes
to target a magical attack against an Outlaw camouflaged in this way, he can
only do so by successfully rolling a 4+ on a D6. The only exception to this is
if the shooting warrior or the spellcaster is already within their Initiative
range in inches. Forest Cloaks are available to Heroes at the time of
their initial recruitment without having to roll for Rarity. If you wish to
subsequently purchase this item during the Trading and Exploration stages of the
game, then you would have to roll for Rarity as normal.