The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled vestments. Grand Prince Siegfried of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren't above making some coin for themselves in the process. A Reiklander is always pragmatic.
Mercenary captains are seasoned professional warriors. A captain must have cunning as well as a good sword-arm to command a warband. Among mercenaries, it is the bold and ruthless who often succeed, men who care little for what they must do or who they must fight so long as they are paid. In the blighted ruins of Mordheim, such men can prosper and seize wealth beyond their most avaricious dreams.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Effect: Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point.
Heroes[]
Hired Swords (DLC)[]
If the Smuggler or the Wolf-Priest of Ulric Hired Sword DLC was purchased, they are also available as a starting Hero. There will be selections of the Hired Swords that can be hired for free.
Youngblood[]
HERO / YOUNGBLOOD
RATING: 94
5 6 0% 40-45 9% 108
PHYSICAL
STRENGTH
4/12
TOUGHNESS
4/12
AGILITY
6/15
MENTAL
LEADERSHIP
3/9
INTELLIGENCE
4/15
ALERTNESS
6/15
MARTIAL
WEAPON SKILL
4/12
BALLISTIC SKILL
5/15
ACCURACY
4/15
OTHERS
MOVEMENT
6
INITIATIVE
52
MORALE IMPACT
12
MORALE
6
DODGE
40%
PARRY
16%
RESISTANCES
POISON
22%
MAGIC
4%
MELEE
10%
RANGED
10%
CRITICAL HIT
4%
STUN
8%
WYRDSTONE
25%
TRAP
0%
ALL ALONE
39%
FEAR
29%
TERROR
29%
DESCRIPTION
______________________________________
Among any warband, there are those who lack the experience of their comrades but who possess a determination and drive in excess of the usual warrior. Youngbloods are untried recruits who harbour within themselves the potential for heroic deeds – if they survive long enough to reach that potential. Eager to prove themselves, many Youngbloods discover too late how unforgiving Mordheim is.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Effect: A melee attack that deal regular damage. If hit, the target's Switch Weapon action is blocked for 1 turn.
Cost:
Henchmen[]
Three Henchmen slots are available at Warband Rank 0 (start), four henchmen slots become available at Warband Rank 1 and five henchman slots (max) become available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5. A Henchman can fill a Hero slot if the Lad's Got Talent (Intelligence Passive) Skill is learned.
Warrior[]
HENCHMAN / WARRIOR
RATING: 69
3 5 0% 34-42 8% 108
PHYSICAL
STRENGTH
4/14
TOUGHNESS
4/12
AGILITY
3/10
MENTAL
LEADERSHIP
3/13
INTELLIGENCE
3/9
ALERTNESS
3/13
MARTIAL
WEAPON SKILL
4/16
BALLISTIC SKILL
3/10
ACCURACY
3/13
OTHERS
MOVEMENT
6
INITIATIVE
49
MORALE IMPACT
9
MORALE
6
DODGE
25%
PARRY
16%
RESISTANCES
POISON
22%
MAGIC
3%
MELEE
7%
RANGED
7%
CRITICAL HIT
4%
STUN
6%
WYRDSTONE
25%
TRAP
0%
ALL ALONE
39%
FEAR
29%
TERROR
29%
DESCRIPTION
______________________________________
The core of any mercenary warband are the Warriors. Experienced dogs of war, Warriors have blooded themselves in battle long before journeying to Mordheim. Grim fighters, Warriors fear no man so long as they have their weapons and armour.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Effect: After dealing melee damage, melee Hit chance increases by 20% for the next attack. The next action taken must be a melee attack or skill or the effect is lost.
Marksman[]
HENCHMAN / MARKSMAN
RATING: 74
3 5 0% 17-29 9% 106
PHYSICAL
STRENGTH
3/8
TOUGHNESS
3/9
AGILITY
3/15
MENTAL
LEADERSHIP
3/12
INTELLIGENCE
3/10
ALERTNESS
3/13
MARTIAL
WEAPON SKILL
3/7
BALLISTIC SKILL
5/18
ACCURACY
4/18
OTHERS
MOVEMENT
6
INITIATIVE
44
MORALE IMPACT
9
MORALE
6
DODGE
25%
PARRY
12%
RESISTANCES
POISON
19%
MAGIC
3%
MELEE
6%
RANGED
6%
CRITICAL HIT
3%
STUN
6%
WYRDSTONE
25%
TRAP
2%
ALL ALONE
39%
FEAR
29%
TERROR
29%
DESCRIPTION
______________________________________
Across the Empire, archers and hunters are famed for their skills. The best are reckoned to be able to strike a coin with an arrow at 300 yards. Such Marksmen are a coveted asset for mercenary warbands, often deployed to snipe at enemies from the windows of ruined buildings and from behind broken walls.
Maximum 5 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword.
Range: Blunderbuss, Bow, Crossbow, Handgun, Hunting Rifle, Long Bow, Pistol.
Effect: After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn.
Attainable Choices[]
Heroes[]
Champion[]
The Champion warrior type becomes available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.
HERO / CHAMPION
RATING: 94
5 6 0% 39-51 13% 112
PHYSICAL
STRENGTH
6/15
TOUGHNESS
6/15
AGILITY
3/10
MENTAL
LEADERSHIP
5/15
INTELLIGENCE
4/10
ALERTNESS
3/12
MARTIAL
WEAPON SKILL
7/18
BALLISTIC SKILL
3/10
ACCURACY
3/15
OTHERS
MOVEMENT
6
INITIATIVE
46
MORALE IMPACT
12
MORALE
10
DODGE
25%
PARRY
28%
RESISTANCES
POISON
28%
MAGIC
4%
MELEE
10%
RANGED
9%
CRITICAL HIT
6%
STUN
8%
WYRDSTONE
25%
TRAP
0%
ALL ALONE
45%
FEAR
35%
TERROR
35%
DESCRIPTION
______________________________________
Champions are the biggest, toughest and strongest warriors in a warband. Better versed in the arts of war than their comrades, it is often a Champion’s role to lead an attack and to accept personal challenges issued by foes. In return, Champions typically get the choicest pick of any loot seized by the warband, after their Captain, of course.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Great Sword, Great Hammer, Great Axe.
Effect: After dealing melee damage, Melee Resistance increases by 3% for 1 turn.
Warlock[]
The Warlock warrior type becomes available at Warband Rank 4 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5. The Warlock is the only other warrior type that can also fill the Leader slot, if the Born Leader (Leadership Passive) Skill is learned.
HERO / WARLOCK
RATING: 96
5 6 0% 27-38 8% 106
PHYSICAL
STRENGTH
3/9
TOUGHNESS
3/10
AGILITY
4/15
MENTAL
LEADERSHIP
6/13
INTELLIGENCE
9/20
ALERTNESS
5/20
MARTIAL
WEAPON SKILL
4/9
BALLISTIC SKILL
3/12
ACCURACY
3/12
OTHERS
MOVEMENT
96
INITIATIVE
65
MORALE IMPACT
12
MORALE
12
DODGE
30%
PARRY
16%
RESISTANCES
POISON
19%
MAGIC
9%
MELEE
8%
RANGED
8%
CRITICAL HIT
3%
STUN
18%
WYRDSTONE
25%
TRAP
0%
ALL ALONE
48%
FEAR
38%
TERROR
38%
DESCRIPTION
______________________________________
Sweeping across the world are aethyric streams of energy called the Winds of Magic. Warlocks are humans who are able harness these energies, transforming the raw magical power into spells. Warlocks risk much for their arcane abilities, equally menaced by the prospects of mutation from the aethyric energy and execution by religious zealots who fear their powers.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Dagger, Hammer, Mace, Spear, Staff, Sword.
Range: Bow.
Armours: Cloth, Shield, Pendant, Amulet, Helmet.
PERKS
______________________________________
ARCANE CASTER
Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
Warlock Starting Skill (Active)
Concentration
Range: 0 meters
Duration: 0 turns
Target: Self
Effect: Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.
The Ogre Mercenary Impressive warrior becomes available at Warband Rank 5 or when, at Veteran Rank 5, starting a new warband at Warband Rank 5.
IMPRESSIVE / OGRE MERCENARY
RATING: 184
6 7 15% 49-55 15% 320
PHYSICAL
STRENGTH
10/20
TOUGHNESS
14/20
AGILITY
5/12
MENTAL
LEADERSHIP
12/20
INTELLIGENCE
8/15
ALERTNESS
6/14
MARTIAL
WEAPON SKILL
12/20
BALLISTIC SKILL
3/3
ACCURACY
10/16
OTHERS
MOVEMENT
5
INITIATIVE
43
MORALE IMPACT
18
MORALE
24
DODGE
35%
PARRY
48%
RESISTANCES
POISON
82%
MAGIC
8%
MELEE
17%
RANGED
10%
CRITICAL HIT
44%
STUN
46%
WYRDSTONE
25%
TRAP
0%
ALL ALONE
66%
FEAR
56%
TERROR
56%
DESCRIPTION
______________________________________
Immense creatures twice the size of a human and possessed of incredible strength, Ogres are highly sought after by any mercenary warband. The durability of an Ogre on the battlefield is legendary, capable of enduring wounds that would kill the toughest human. To have an Ogre acting as shock-troop for their warband, Captains easily overlook the logistics of feeding an Ogre's prodigious appetite.
Maximum 1 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Mace, Sword, Great Hammer, Great Axe.
Range: None.
Armours: Cloth, Light, Pendant, Amulet, Helmet.
PERKS
______________________________________
LARGE
Increases Poison, Critical, and Stun Resistance by 30% as well as Armour Absorption by 15% but decreases Ranged Resistance by 10%. Cannot use consumable items, or the Search and Activate actions.
IMPRESSIVE
Immune to Tiring effects.
LAST STAND
Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.
UNWAVERING
Immune to All Alone, Fear, and Terror tests.
Ogre Mercenary Starting Skill (Passive)
Fear
Effect: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.
Faction Choices[]
Recieving Reputation Bonuses from Factions will allow more choices of warriors than normally available to the warband.
Sigmar's Haven[]
Sister Superior[]
At Reputation Rank 5 the Sisters Sister Superior Hero warrior type becomes available.
Warrior Priest[]
At Reputation Rank 5 the Witch Hunters Warrior Priest Hero warrior type becomes available.
Brigand's Burg[]
Flagellant[]
At Reputation Rank 4 the Witch Hunters Flagellant Henchman warrior type becomes available.
Novice[]
At Reputation Rank 4 the Sisters Novice Henchman warrior type becomes available.
Effect: When the target interacts with a seach point or a Wyrdstone point, applies a debuff that reduces Melee, Ranged, and Wyrdstone Resistances by 5% for 1 turn. The debuff is Stackable.