Henchmen- Bought in groups of 1-5
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0-4 Flagellants: 40 gold crowns to hire
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Flagellants are fanatics and madmen obsessed with
the end of the world. They are often men who have
lost their families to war or the ravages of nature, and
have also lost their minds. With insane persistence,
they travel the length and breadth of the Empire,
preaching their view of the end of the world.
With their rousing speeches, Witch Hunters can muster
these dangerous lunatics to fight in the streets of
Mordheim, where no sane man dares tread.
Flagellants are extremely dangerous opponents in
close combat, for they have the strength of madmen,
and their bodies have become inured to pain because
of self-mutilation.
Profile M WS BS S T W I A Ld
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4 3 0 3 4 1 3 1 10
Weapons/Armour: Flagellants may be equipped with
weapons chosen from the Flagellant Equipment list.
Flagellants never use missile weapons, even if they
gain an Advance roll which would otherwise allow them to do so.
SPECIAL RULES
Fanatical: Flagellants are convinced that the end of
the world is nigh, and nothing in this world holds any
terror for them. Flagellants automatically pass all
Leadership-based tests they are required to take.
Flagellants may not use thier leadership to make rout tests
if the party leader is incapacitated. Use the next best LD
to make the rout tests.
A flagellant may never become a warband leader.
Tough as nails: Flagellants are hard to kill. To reflect this,
they are only killed on a roll of 1, when taken out of action.
If a 2 is rolled, they do not die, but must sit out the next
battle while thier wounds heal.
Tireless: A flagellant armed with a morning star strikes at
+1 strength every round of combat. A flagellant may also be
armed with 2 morning stars, if you choose. He gains an extra
attack, but due to the difficulty of wielding two of them, he
only strikes at +1 strength for the first turn of combat.
Zealots: 20 gold crowns to hire
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When a man loses his family, home and all he cared
for, religion is often the last refuge left to him. Such
men become wandering pilgrims, bitter and
dangerous fanatics who are prepared to avenge their
loss at any cost. These men are called Zealots.
Zealots have forsaken their former lives and exist only
to destroy evil and the minions of Chaos. Whilst they
might have been peasants and craftsmen before, and
thus may not be as dangerous in a fight as seasoned
mercenaries, their determination and fanaticism
should not be underestimated.
Witch Hunters find ready allies in their ranks, and many
a band of Zealots is led by Witch Hunters. Witch hunter
sergeants are always on the lookout for a zealot with a
sharp eye, and a ready bow.
Profile M WS BS S T W I A Ld
____________________________
4 2 3 3 3 1 3 1 6
Weapons/Armour: Zealots may be equipped with
weapons and armour chosen from the Zealot
Equipment list (rather than print the whole damned equipment
list here for one tiny change, just add crossbows to the zealot list).
0-5 Warhounds: 15 gold crowns to buy
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Witch Hunters often keep packs of ferocious hunting
dogs. With their huge jaws and powerful bite, they are
perfect for hunting down (and tearing apart) any
heretics, mutants, deviants and witches.
Profile M WS BS S T W I A Ld
____________________________
6 4 0 4 3 1 4 1 5
Weapons/Armour: Jaws and brutality! Warhounds
never use or need weapons and armour.
SPECIAL RULES
Animals: Warhounds are animals and thus do not
gain experience.
Alpha Dog
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The witch Hunter Sergeant is looking
for a special pet. Not just any dog will do, however. The
Sergeant wants an impressive specimen.
If you have a witch hunter sergeant in your warband you may
have him search out an Alpha Dog. This animal costs 25 + 2d6 gold,
and is a rare 10 item. Only the Sergeant may search for an Alpha Dog!
Once purchased, it counts as a hired sword. It has an upkeep cost of
5 gold (+1 gold for every advance earned), as the sergeant likes to spoil it.
Profile M WS BS S T W I A Ld
____________________________
6 4 0 4 4 1 4 1 6
Special rules:
Follow the Leader: If the Alpha Dog is within 6" of any warhounds, they may test on the Alpha Dog's LD. Alpha Dog will always view the Sergeant as the leader and may make LD tests on his leadership if he is withing 6". The Alpha Dog will not test on anybody else's LD.
"Chopper! Sic balls!": Alpha Dog gains +1 attack when charging.
Snips and snails and puppy dogs tails: Alpha dogs are tough as nails. To reflect this, they only die on a roll of 1, when taken out of action. If a 2 is rolled, he does not die, but must sit out the next battle while his wounds heal.
Man's Best Friend: If the Alpha Dog is slain, the Sergeant will be unable to go searching for a replacement for D3 battles while he mourns the loss of his beloved pet. During this time he suffers -1 LD. If the Sergeant dies, the Alpha Dog will not fight for D3 battles, or until a new Sergeant is hired to replace him.
Good Boy!: Alpha dogs gain one experience point per battle, and one for every enemy they take out of action. They never earn bonus experience for being the underdog, or experience for any other reason not listed above.
When an upgrade is indicated, roll on the Alpha Dog advance table. If you roll an advance that you've already gotten, re-roll until you get a result that you do not yet have.
1) +1 Attack
2) +1 WS
3) +1 LD
4) +1 Str
5) +1 Wound
6) Cause Fear
Note: The Alpha Dog should instantly be recognizable so that he doesn't
get mixed up with the other dogs. You can paint him differently, put him
on a bigger base (or a fancier base), add some conversions, or whatever...
just make him stand out from the rest.
Author's Notes: Henchmen
The warband size has been upgraded to 15, so you can have a few more henchmen in your warband. 12 was ridiculously small, so I felt it was necessary to bring them up to the standard warband size.
Flagellants have had thier str reduced to 3, in keeping with the strength limitations for my house rules (attacks is capped at str 6). The new morning star rules actually give you a lot of versatility when equipping your flagellants, and should more than make up for the strength reduction.
The "tough as nails" rule makes them harder to kill, which is both fluffy, and useful since they are prohibited from wearing armor (my campaign house rules are being built to make armor worth taking). Because flagellants are better than they were I cut the maximum down to 4 from 5.
Zealots lost a point of leadership and gained a point of ballistic skill and the ability to take crossbows. The way I see it, the flagellants and dogs do most of the fighting, while the zealots give your henchmen a bit of decent ranged potential.
The Leadership was reduced by one point to offset the improved shooing potential, and keep them cheap. I think they're still pretty balanced, but much more useful now. Fluff text has been tweaked just a tiny but to reflect thier improved ballistic skill.
Warhounds are unchanged.