Mordheim - Averland Mercenaries
Mordheim - Averland Mercenaries
Mordheim - Averland Mercenaries
Averland lies in the south of the Empire, between the rivers Aver and Upper Reik and borders upon the Black Mountains and the huge range that is the Worlds Edge Mountains. Its a prosperous province, though its neither one of the largest or most inuential in the Empire. The Black Mountains and the World Edge Mountains harbour plenty of mines, many are in Dwarf possession. The metal ore is sold at a good prot in Averheim, the provincial capital, to merchants from Nuln, who transport it on barges down the river Aver. The mountains contain several ancient Dwarf strongholds but the uniforms of the state soldiers. Seasoned veterans prefer amboyant uniforms to make them stand out compared to the peasant, but also to reect their seniority. This tradition has seeped down through the ranks to a point where even the militia and mercenary bands strive to have as amboyant clothing as they can afford. The Averlander army is said to employ enough tailors to supply a small city! Outsiders joke that the Averlanders are such great archers because they do not want to get up close and personal as they risk tearing or bloodying their clothes. Such remarks are hushed down in the presence of a veteran of the Black Fire Pass though, or else the jester will soon nd himself in the gutter with a few missing teeth. The practice of wearing outrageous clothing has certainly appealed to the diminutive race of Halings and tailors are constantly being asked to shorten sleeves and add a little extra width to the waist. Many Young recruits are disheartened to learn that they are disallowed from wearing the stunning uniform until they have served at least a year in the army. These Youngbloods are by no means regarded as professional soldiers yet and have to make do with more simple clothing.
Night Goblins or Skaven has overrun several of them, while others have been lost in violent volcanic eruptions. The Black Fire Pass guards an important trade route between the Borderlands and the Empire, it divides the World Edge Mountains from the Black Mountains. The route is an old Dwarf road and extends past Averheim and further north into the Empire. Goods from the Black Fire pass are usually shipped along the Aver River to Nuln. The pass is the only place to cross the mountains, as the mountainsides are extremely steep and almost impossible to pass. Not to mention that the weather is notoriously unpredictable and few dare risk being caught in a snow blizzard or avalanche. As if things werent bad enough the mountains are home to erce tribes of Night Goblins, Trolls, Skaven and legendary monsters. Some daring adventurers have made a living off stealing eggs from the tallest peaks and selling them to the Imperial Zoo. These beasts will be brought up to become mounts for famous generals. Averland is a rich province and as a result exorbitant sums of money are spent on 34
The Bergjaeger are a special detachment of the Black Fire Pass guard that is made up of trappers and rangers from the surrounding mountains. They are experts at moving silently through rocky terrain and are often used as scouts. The background of a ranger is as varied as there are rangers, and most of them have a story to tell. Some were gamekeepers who have lost their job or found it too uninspiring. Some where poachers press-ganged into the army to avoid serving prison time. Some might have been rustlers who decided to ee to the militia when the angry farmers came too close to catching him. Whatever their background they are expert marksmen and well suited to a life in the bleak mountain wilderness.
Captain: Your warband must have one Captain, no more no less! Sergeant: Your warband may include a single Sergeant. Bergjaegers: Your warband may include up to two Bergjaegers. Youngblood: Your warband may include a single Youngblood. Mountainguards: Your warband may include any number of Mountainguards. Marksman: Your warband may include any number of Marksmen. Haling Scouts: Your warband may include no more than three Haling Scouts.
Choice of Warriors
An Averlander 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.
Starting Experience
The Captain starts with 20 experience. The Sergeant starts with 8 experience. Bergjaegers start with 4 experience. The Youngblood starts with 0 experience.
35
Averlanders
Scout Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Mace/hammer Sword . . . . . . . . . . . . . . . . . .3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc Missile Weapons Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Longbow . . . . . . .15 gc (Bergjaeger only) Armour Light armour . . . . . . . . . . . . . . . . . .20 gc Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Miscellaneous Hunting arrows . .35 gc (Bergjaeger only) Marksman Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc Mace/hammer Axe Sword . . . . . . . . . . . . . . . . . .3 gc . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc
Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc Hunting rie Armour Light armour . . . . . . . . . . . . . . . . . .20 gc Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc Mountainguard Equipment List Hand-to-hand Combat Weapons Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc . . . . . . . . . . . . . . . . . . . . . . .10 gc Sword . . . . . . . . . . . . . . . . .200 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . .10 gc Halberd . . . . . . . . . . . . . . . . . . . . . .10 gc Double-handed weapon . . . . . . . . . .15 gc Morning star Pistol . . . . . . . . . . . . . . . . . .15 gc Missile Weapons . . . . . . . . . . .15 gc (30 for a brace) . . . .25 gc (50 for a brace) Duelling pistol
Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Armour Light armour . . . . . . . . . . . . . . . . . . .20 gc Heavy armour Shield . . . . . . . . . . . . . . . . .50 gc . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Missile Weapons Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc Pistol . . . . . . . . . . . .15 gc (30 for a brace) Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc Longbow . . . . . . . . . . . . . . . . . . . . .15 gc Handgun . . . . . . . . . . . . . . . . . . . . .35 gc
Averlanders
heroes
1 Captain
60 gold crowns to hire The Captain of a mercenary warband is typically a middleaged veteran soldier of the Imperial army, most likely he was a sergeant or other petty ofcer. The survival of a mercenary warband relies more on the wit and experience of its captain, than on how good a ghter he is. Its all too common that an inexperienced captain will lead his men into an ambush, or lead them on a long journey with no food or supplies. Being a successful captain means that your men will follow you to hell and back, and plenty of gold crowns and feasting. A captain that fails in his duty to keep his men alive and well fed will at best nd himself deserted and worst end up with a knife in his back. Prole M 4 WS BS S 4 4 3 T W I 4 A 1 Ld 8 rely more on stealth and cunning than a strong sword-arm to survive. Prole M 4 WS BS S 2 4 3 T 3 W I 1 3 A 1 Ld 7
Weapons/Armour: Bergjaeger may be equipped with weapons and armour chosen from the Scout Equipment list. SPECIAL RULES Set Traps: Bergjaeger are expert trappers and hunters and these skills can be put to great use in the ruins of Mordheim. A Bergjaeger may set a trap if he spends a turn doing nothing else (he may not set traps if hes just recovered from being Knocked Down). Place a marker in base contact with the Bergjager. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Bergjager wont trigger his own traps). If the trap did not wound the model or it didnt trigger, the victim may nish his move otherwise he is placed knocked Down or Stunned 2" from the marker. Regardless whether the trap was triggered or not, the marker is removed.
3 1
Weapons/Armour: A Captain may be equipped with weapons and armour chosen from the Mountainguard Equipment list. SPECIAL RULES Leader: Any warrior within 6" of the Captain may use his Leadership characteristic when taking Leadership test.
0-1 Youngblood
15 gold crowns to hire Although Empire armies are comprised of mature men there are plenty of jobs for youths as there is always a demand for extra help in the kitchens or as fetchers. Some of these youths actually join a band of mercenaries or regiment in pursuit of a romantic dream of fame and adventure. Some are herdsmen who hoped to nd an easier way of lling their belly than the hard and uncertain business of looking after animals, not to mention that its quite dull! Prole M 4 WS BS S 2 2 3 T 3 W I A 1 Ld 6 1 3
0-1 Sergeant
35 gold crowns to hire Some captains are merchants or nobles that are looking for a chance at making some extra money. The brighter captains hire the service of a veteran as his sergeant, and leave all the practical decision to him. A veteran can be recognised by his many battle-scars and the cynicism that marks a soldier of the army. Prole M 4 WS BS S 4 3 3 T 3 W I 1 3 A 1 Ld 7
Weapons/Armour: A Sergeant may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
0-2 Bergjaeger
35 gold crowns to hire The Bergjaeger are trappers and rangers from the mountains that surround the Black Fire pass. They are experts at moving silently through terrain and are used as scouts. In addition they make good use of animal traps to delay or divide a group of enemies. Bergjager are not professional soldiers and 37
Weapons/Armour: A Youngblood may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
Averlanders
henchman
Mountainguard
30 gold crowns to hire The Mountainguard is the famous garrison of the Black Fire Pass that has repelled countless greenskin invasion attempts. Their traditional uniform is yellow and black and its a merit in the Averland armey to have served a few years at the mountain-pass. The Mountain guard train both with the traditional Imperial weapons, the halberd and the sword, and with the crossbow and bow. Veterans are often employed by mercenary warbands who know that their presence will certainly boost their chances in the battles to come. Some of these veterans advance to become sergeants or even captains themselves. There are a few warbands that consists solely of Mountainguard veterans, often from the same regiment or the survivors of a great battle. Prole M 4 WS BS S 4 3 3 T 3 W 1 I 3 A 1 Ld 7
Weapons/Armour: Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment list.
Weapons/Armour: Mountainguards may be equipped with weapons and armour chosen from the Mountainguard Equipment list.
Weapons/Armour: Haling Scouts may be equipped with weapons and armour chosen from the Scout Equipment list. SPECIAL RULES Promotion: A Haling that is promoted to hero through the The lads got talent advance may not choose Strength skills as one of his two skill lists. Halings are not known for their great strength!
Marksmen
25 gold crowns to hire Being a Marksmen is not as simple as picking up a bow and try to hit your enemies. A Marksman has to train for years to master his chosen weapon, Imperial enlisters often visit archery competitions to try and enlist a couple of expert archers. Some Marksmen are trained with black powder weapons instead of the traditional bow or crossbow. Marksmen often own their own weapons, as the cost of a handgun is as high as hiring the Marksman himself! Thus the Marksmen are not forced to 38