Lore
Reikland lies at the heart of the Empire and its greatest city is Altdorf, home of the Grand Theogonist and seat of the Temple of Sigmar. Reiklanders are devout followers of Sigmar, the founder, first Emperor, and patron god of the Empire. The Grand Prince of Reikland (as Siegfried, the ruler of Reikland, styles himself) is supported in his claim to the throne by the Grand Theogonist and opposed most strongly by the Count of Middenheim and the Priests of Ulric.
Throughout the Empire Reiklanders are commonly supposed to embody the discipline and loyalty of the professional warrior. Brave and well-versed in the arts of war, Reiklanders disdain fashionable clothing in favour of well-made and practical wargear. In battle they often wear coloured ribbons as marks of identification or authority. They are justly proud of their dynamic and ambitious Grand Prince and contemptuous of other claimants to the throne, especially the Count of Middenheim, Mannfred Todbringer, whom they sneeringly call the ‘lap-dog of Ulric’.
Special rules
Reikland is classified as a |mercenary warband.
Reikland Mercenaries are accustomed to the demands of military discipline and have a strongly developed loyalty between officers and men. To represent this, fighters may use their Captain’s Leadership if within 12” rather than the usual 6”.
A strong tradition of martial training is also responsible for the high standards of archery amongst the people of Reikland. All Marksmen therefore start with 4 Ballistic Skill (BS).
Skill Table
Equipment Lists
Mercenary Equipment List
Close Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Morning Star | 15 gc |
Double-Handed Weapon | 15 gc |
Spear | 10 gc |
Halberd | 10 gc |
Missile Weapons
Item | Cost |
---|---|
Crossbow | 25 gc |
Pistol | 10 gc (20 for a brace) |
Duelling Pistol | 17 gc (33 for a brace) |
Bow | 10 gc |
Armour
Item | Cost |
---|---|
Light Armour | 20 gc |
Heavy Armour | 50 gc |
Shield | 5 gc |
Buckler | 5 gc |
Helmet | 10 gc |
Marksman Equipment List
Close Combat Weapons
Missile Weapons
Item | Cost |
---|---|
Crossbow | 25 gc |
Pistol | 10 gc (20 for a brace) |
Bow | 10 gc |
Long Bow | 15 gc |
Blunderbuss | 20 gc |
Handgun | 24 gc |
Hunting Rifle | 132 gc |
Armour
Item | Cost |
---|---|
Light Armour | 20 gc |
Shield | 5 gc |
Helmet | 10 gc |
Choice of Warriors
A Mercenary warband must include a minimum of three models. You initially have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.
Heroes
Captain
60 gold crowns to hire 1 per warband 20 initial experience
A Mercenary Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Mercenary Captain, it is no wonder that they flock to Mordheim.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: A Mercenary Captain may be equipped with weapons and armour chosen from the Mercenary Equipment List.
SPECIAL RULES
Reikland Leader: Any warrior within 12” of the Mercenary Captain may use his Leadership characteristic when taking Leadership tests.
Champions
35 gold crowns to hire 0-2 per warband 8 initial experience
In any Mercenary warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot.
Weapons/Armour: Champions may be equipped with weapons and armour chosen from the Mercenary Equipment List.
Youngbloods
15 gold crowns to hire 0-2 per warband
These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim.
Weapons/Armour: Youngbloods may be equipped with weapons and armour chosen from the Mercenary Equipment List.
Henchmen
(Bought in groups of 1-5)
Warriors
25 gold crowns to hire
These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armour. They form the core of any Mercenary warband.
Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Mercenary Equipment List.
Marksmen
25 gold crowns to hire 0-7 per warband
The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.
Weapons/Armour: Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment List.
Swordsmen
35 gold crowns to hire 0-5 per warband
Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim.
Weapons/Armour: Swordsmen may be equipped with weapons and armour chosen from the Mercenary Equipment List.
Special Rules
Expert Swordsmen: Swordsmen are so skilled with their weapons that they may re-roll any failed hits when charging. Note that this only applies when they are armed with normal swords, and not with doublehanded swords or any other weapons.
Additional Hero Profiles
The following warriors can also be hired, taking the slot of one of the standard hero profiles.
- , uses a Youngblood|Youngbloods|Youngblood or Champion|Champions|Champion slot.