Mordheim: Mercenaries Warband Rebalance Pack 2013

REIKLANDERS SPECIAL RULES

* Captain has Leader range 12″
* Champions start with +1 Ld and the Leader ability (Range 6″)
* All humans is the warband have racial max Ld upped to 10 (rather than the normal 9)
* Marksmen suffer no -1 to hit for Long Range.
* All humans in the warband may re-roll failed rally tests. (NOT including Hired Swords.)

REIKLAND SPECIAL EQUIPMENT

Full Plate Armour 60gc rare 10+
Save: 4+
Initiative Penalty: -2

Sigmarite Relic 10gc rare 8+
Wearer has a 6+ ward save against the effects of hostile spells. (Not Prayers.)

MIDDENHEIMERS

* Captain and Champions start with +1 Strength
* Captains and Champions the warband have racial max Strength upped to 5 (rather than the normal 4)
* War Cries: State Troops cause Fear the turn they charge (this makes them immune to fear themselves). They lose this ability while wearing Helmets.
* Drakwald Arrows: Shots from bows of (any kind) fired by any member of the warband have +1 S vs. animals and beastmen. (NOT including Hired Swords.)
* Youngbloods also have access to Strength skills.

MIDDENHEIM SPECIAL EQUIPMENT

White Wolf Hammer 15gc rare 10+
Same as Great Club but with additional +1 Strength vs. Animals and Beastmen.

Wolf Pelt Cloak 10gc rare 10+
6+ armour save vs. unarmed attacks (Ghouls, Animals, etc.).

MARIENBURGERS

* Captains and Champions start with +1 Initiative.
* All heroes in the warband always have +1 to rarity rolls (including henchmen promoted to heroes but NOT including hired swords).
* Champions have access to all five basic skill lists.
* -10gc from the Hire Fee of any Hired Swords they want to hire
* -15gc to buy any item that costs 45gc or more.

MARIENBURG SPECIAL EQUIPMENT

SILK HAT & PLUMES 10gc rare 9+
Wearer gains an additional +1 XP each time he takes an enemy out of action in close combat or with a shot from a pistol.
If owner is taken out of action, Silk hat & plumes are automatically lost.

FREETRADER RING 25gc rare 10+
When warrior is deployed, roll a D6:
(1-3) Warrior is affected by Crimson Shade this turn.
(4-6) One of warrior’s weapons, of your choice, is poisoned this battle.

MERCENARIES WARBAND LIST

1 Mercenary Captain 60gc
Starting XP: 18
Combat [V]; Shooting [V]; Academic [V]; Strength [V]; Speed [V]
Race: Human
M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8
Leader (6″)

0-2 Champions 35gc
Starting XP: 8
Combat [V]; Shooting [V]; Academic [-]; Strength [V]; Speed [-]
Race: Human
M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-2 Youngbloods 15gc
Starting XP: 0
Combat [V]; Shooting [V]; Academic [-]; Strength [-]; Speed [V]
Race: Human
M4 WS2 BS2 S3 T3 W1 I3 A1 Ld6
(No Special Rules.)

Free Company 25gc
Starting XP: 6
Race: Human
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-7 Marksmen 25gc
Starting XP: 6
Race: Human
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-5 State Troops 27gc
Starting XP: 8
Race: Human
M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7
(No Special Rules.)

0-5 Halflings 15gc
Starting XP: 0
Race: Halfling
M4 WS2 BS4 S2 T2 W1 I4 A1 Ld5
Dodge: Ranged: All enemy shooting has an additional -1 to hit this warrior. (NOT spells/prayers).

WEAPONS LISTS

Captain, Champion, Youngblood, State Troops
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Great Weapon (Club/ Axe/ Sword)
Morning Star
Spear
Halberd

Bow
Crossbow
Pistol
Handgun
Throwing Axes (* Middenheim only)
Throwing Knives (* Marienburg only)

Light Armour
Heavy Armour
Shield
Buckler
Helmet

Free Company
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Great Weapon (Club/ Axe/ Sword)
Spear

Short Bow
Bow
Pistol
Javelins (* Marienburg only)

Light Armour
Shield
Buckler
Helmet

Marksmen
Hand Weapon (Dagger/ Club/ Axe/ Sword)

Bow
Long Bow
Crossbow
Handgun
Long Rifle
Blunderbuss

Light Armour
Helmet

Halflings
Hand Weapon (Dagger/ Club/ Axe/ Sword)
Great Weapon (Club/ Axe/ Sword)

Short Bow
Sling

Light Armour
Shield
Buckler
Helmet