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Hired swords
Hired Swords
recruiting hired swords
This section introduces Hired Swords – professional
mercenaries – to Mordheim campaign games. Taverns
in the settlements and shanty towns around
Mordheim are good recruitment centres for warriors
who do not belong to any particular warband or
retinue, but instead hire out their services to the
highest bidder.
A player can recruit Hired Swords when he creates his
warband, or during the campaign phase after a game.
Hired Swords do not count towards the maximum
number of warriors or Heroes a warband may have on
its roster and don’t affect your income from selling
wyrdstone. However, Hired Swords do count as part
of the warband for purposes of Rout tests, etc whilst
in battle. A player cannot buy extra weapons or
equipment for a Hired Sword, and he
cannot sell the Hired Sword’s weapons
or equipment. To reflect their rarity,
you can only have one of each type
of Hired Sword in your warband.
You may not use the Leadership of
any of the Hired Swords for Rout
tests.
injuries
If a Hired Sword goes out of action during the game,
roll for his injuries as you would roll for a Henchman
after a battle (i.e, 1-2 = Lost; 3-6 = Survives).
hired swords and experience
Hired Swords gain experience in exactly the same way
as Henchmen. Refer to the scenarios to find out how
much experience Hired Swords gain after each game.
Write the name and profile of a Hired Sword on your
roster sheet in one of the Henchman group slots.
Once the Hired Sword gains enough experience for
an advance, roll on the Heroes Advancement table (as
opposed to Henchmen) to determine which advance
he gains. Skills available to the Hired Swords are
listed under their entries.
hire fee
When a warband recruits a Hired
Sword, you must must pay his hire
fee . Subsequently, after each battle
he fights, including the first, you
must pay his upkeep fee if you want
him to remain with the warband. If
the Hired Sword is killed, or you no
longer require his services, you
don’t have to pay any upkeep!
These costs are indicated in the
entries for each Hired Sword.
The money paid to Hired Swords
comes from the warband’s treasury
in the same way as buying new
weapons or recruiting new
warriors. If you don’t have enough
gold to pay for the Hired Sword, or
want to spend it on other things, he
leaves the warband. Any experience
he has gained will be lost, even if
you hire a new Henchman of the
same type.
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Hired swords
Pit fighter
30 gold crowns to hire +15 gold crowns upkeep
Pit Fighters are dangerous men who make their
living in the illegal fighting pits of the Empire. Many
of them are slaves and prisoners but some are free
men who earn their living from savage pit fights in
settlements like Cutthroat’s Haven or Black Pit. Even
though pit fights are banned in many provinces, they
are very popular and a great deal of money is
wagered on the outcome. Thus many authorities
turn a blind eye to these bloodsports.
When not in the pits, Pit Fighters offer their services
to the highest bidders, and they readily find
employment in warbands intent on exploring the
ruins of Mordheim. Pit Fighters are powerful and
dangerous fighters, and their unique weaponry gives
them an advantage against almost any opponent.
May be Hired: Any warband apart from Undead and
Skaven may hire a Pit Fighter.
Rating: A Pit Fighter increases the warband’s rating
by +22 points, plus 1 point for each Experience point
he has.
Ogre bodyguard
80 gold crowns to hire +30 gold crowns upkeep
Ogres are large, brutish creatures, standing some ten
feet tall, and all of it bone and muscle. For this
reason they are much in demand as bodyguards and
mercenaries, despite their lack of brains. A warband
backed up by an Ogre makes a fearsome enemy,
since Ogres are extremely dangerous fighters and a
terrifying sight to behold when enraged. They happily
accept any employer, as they are notoriously
unbothered about who they fight for.
May be Hired: Any warband except Skaven may hire
an Ogre Bodyguard.
Rating: An Ogre Bodyguard increases the warband’s
rating by +25 points, plus 1 point for each
Experience point he has.
Profile M WS BS S T W I A Ld
Ogre 6 32443327
Weapons/Armour: Either two swords, axes or clubs
(or any mix of them), or a double-handed weapon
(you may choose which). Ogres wear light armour.
Profile M WS BS S T W I A Ld
it i t r 443441427
Equipment: Morning star, spiked gauntlet and
helmet. The spiked gauntlet counts as an additional
hand weapon and a buckler. And no, your Heroes
cannot learn to use it!
Skills: A Pit Fighter may choose from Combat,
Speed and Strength skills when he gains a new skill.
SPECIAL RULES
Fear: Ogres are large, threatening creatures that
cause fear. See the Psychology section for details.
Large Target: Ogres are Large Targets as defined in
the shooting rules.
Skills: An Ogre may choose from Combat and
Strength skills when he gains new skills.
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Hired swords
Halfling scout
15 gold crowns to hire +5 gold crowns upkeep
Halflings are diminutive creatures, generally more
concerned with the timing of their next meal (or two)
than with military pursuits. They range from three to
four feet tall, and are neither very strong nor tough,
but are naturally good shots and steadfast in the
face of danger. Some Halflings are more adventurous
than others, however, and these bold spirits are
much sought after by mercenary bands, for they are
splendid archers, and excellent cooks to boot.
May be Hired : Any warband except Skaven, Undead
and the Possessed may hire a Halfling Scout.
Rating: A Halfling Scout increases the warband’s
rating by +5 points plus 1 point for each Experience
point he has.
Warlock
30 gold crowns to hire +15 gold crowns upkeep
Wizards, shamans, mystics, all these and more are
associated with men who can wield the power of
magic. All magic is potentially dangerous and
originates from Chaos, so those blessed (or cursed)
with the power of sorcery are hated and feared.
Still, it is not difficult to find employment if you are
a wizard, for many are willing to take the risk of
persecution. But hiring a Warlock does not only
mean that you lose your gold – if the teachings of the
Cult of Sigmar are to be believed, your soul is at risk
as well...
May be Hired: Any warband except Witch Hunters
and Sisters of Sigmar may hire a Warlock.
Rating: A Warlock increases the warband’s rating by
+16 points plus 1 point for each Experience point he
has.
Profile M WS BS S T W I A Ld
Halfling 4 24221418
Equipment: Bow, dagger and a cooking pot (counts
as a helmet).
Profile M WS BS S T W I A Ld
Warlock 4 22331418
Equipment: A Warlock carries a staff.
SPECIAL RULES:
Cook: Halflings are renowned for their cooking skills.
A warband with a Halfling Scout may increase its
maximum size by +1, as warriors from all around are
attracted by the smell of great food! Note that this
does not increase the maximum number of Heroes
you may have.
Skills: A Halfling may choose from Speed and
Shooting skills when he gains a new skill.
SPECIAL RULES:
Wizard: Warlocks are magicians and have two spells
generated at random from the Lesser Magic list. See
the Magic section for details.
Skills: Warlocks may choose skills from the Academic
skills list, or they may randomly determine a new
spell from the Lesser Magic spell list.
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Hired swords
Freelancer
50 gold crowns to hire +20 gold crowns upkeep
Just as warriors of the lower social orders can
become mercenaries, squires or nobles may offer
their skills for hire by becoming a Freelancer or
‘robber knight’. Freelancers are often the younger
sons of nobles, who have inherited little but their
weapons, horse and armour. Having become
disillusioned with their lot in life they have taken the
only road available to them: that of a Hired Sword.
Financial considerations take precedence over the
dictates of honour and chivalry. Many Freelancers
have drifted to the shanty towns surrounding
Mordheim, and offer their considerable strength to
the highest bidders.
May be Hired: Mercenaries and Witch Hunters may
hire Freelancers.
Rating: A Freelancer increases the warband’s rating
by +21 points plus 1 point for each Experience point
he has.
Elf ranger
40 gold crowns to hire +20 gold crowns upkeep
Elves are a wondrous race: lithe, tall, beautiful, long-
lived and magical. For the most part they are feared
and distrusted by humans, though some live in the
cities amongst men and offer their services as
minstrels and archers in return for a high fee.
Though Elves become rarer in the Old World each
year, there are still some roaming on the trackless
paths of the Drakwald Forest and the Forest of
Shadows.
Elves sensibly tend to avoid the ruins of Mordheim,
for in the City of the Damned there is little to attract
that fey and strange race, but sometimes they are
hired by treasure hunters, for few can match their
skill with a bow, or their inhuman quickness and
agility. The senses of an Elf are much keener than
any human’s, and they make excellent scouts.
May be Hired: Mercenaries and Witch Hunters may
hire Elf Rangers. Warbands which include Dwarfs may
hire Elf Rangers, but must pay 40 gold crowns after
each battle instead of 20.
Rating: An Elf Ranger increases the warband’s rating
by 12 points plus 1 point for each Experience point
he has.
Profile M WS BS S T W I A Ld
Freelancer 4 43431417
Warhorse 8 30331315
Equipment: Heavy armour, shield, lance and sword.
If you are using the optional rules for mounted
models, a Freelancer rides a warhorse (and has the
Ride Warhorse skill from the Blazing Saddles article).
When mounted, the Freelancer has an armour saving
throw of 3+. On foot his save is 4+.
Skills: A Freelancer may choose from Combat and
Strength skills when he gains a new skill.
Profile M WS BS S T W I A Ld
Elf Ranger 5 45331618
Equipment: Elf bow, sword and Elven cloak.
Skills: An Elf Ranger may choose from Shooting and
Speed skills when he gains a new skill. In addition,
there are several skills unique to Elf Rangers as
detailed below, which he can choose instead of
normal skills. Note that these special skills can only be
acquired through experience. They are not possessed
by a new recruit.
SPECIAL RULES
Seeker. When rolling on the Exploration chart, the
Elf Ranger allows you to modify one dice roll by
-1/+1.
Excellent Sight. Elves have eyesight unmatched by
mere humans. The Elf Ranger spots Hidden enemies
from two times as far away as other warriors (ie, twice
his Initiative value in inches).
ELVEN SKILLS
Fey. Hostile magic spells will not affect the Elf on a D6
roll of 4+.
Luck. The Elf Ranger is blessed by Lileath, the Elven
goddess of luck. Once per game he may re-roll any
dice roll he makes (but not one made by other
members of the warband).
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Hired swords
Dwarf troll slayer
25 gold crowns to hire +10 gold crowns upkeep
Troll Slayers are members of the morbid Dwarf cult
whose followers are obsessed with seeking an
honourable death in combat. Having committed
some unforgivable crime or been dishonoured in an
irredeemable way, a Dwarf will forsake his home
and wander off to die fighting the enemies of
Dwarfkind.
Troll Slayers are insanely dangerous individuals,
psychopathic and violent. However, there are few
better fighters, so they are much sought after when
warriors are needed.
Known as ‘Hired Axes’, Troll Slayers who come to
Mordheim find plenty of opportunity to indulge their
deathwish.
May be Hired: Mercenaries and Witch Hunters may
hire a Dwarf Troll Slayer. Warbands that include Elves
may hire Slayers, but must pay 20 gold crowns after
each battle instead of 10 gold crowns. Dwarfs won’t
put up with weak pointy-eared folk unless they have to,
or are adequately compensated for their sufferance.
Rating: A Dwarf Troll Slayer increases the warband’s
rating by 12 points plus 1 point for each Experience
point he has.
Hard to Kill. Troll Slayers are tough, resilient
individuals who can only be taken out of action on a
D6 roll of 6 instead of 5-6 when rolling on the Injury
chart. Treat a roll of 5 as stunned .
Hard Head. Troll Slayers ignore the special rules for
maces, clubs etc. They are not very easy individuals to
knock out!
TROLL SLAYER SKILLS
Ferocious Charge. The Dwarf may double his attacks
on the turn in which he charges. He will suffer a -1 to
hit penalty on that turn.
Monster Slayer. The Troll Slayer always wounds any
opponent on a D6 roll of 4+, regardless of
Toughness, unless his own Strength (with weapon
modifiers) would mean that a lower result than this is
needed.
Berserker. The Dwarf may add +1 to his to hit rolls
during the turn in which he
charges.
Profile M WS BS S T W I A Ld
Troll Slayer 3 43341219
Weapons/Armour: Two axes or a double-handed axe
(the hiring player may choose).
Skills: A Troll Slayer may choose from Combat and
Strength skills when he gains a new skill. In
addition, there are several skills unique to Dwarf
Troll Slayers which he can have instead of normal
skills when he gains a new skill.
SPECIAL RULES
Deathwish. Troll
Slayers seek an
honourable
death in
combat. They
are
completely
immune to
all
psychology
and will
never need
to test if
they are
fighting
alone.
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