I posted this once a while back in a Mordheim thread, but since there's a lot of attention to the development and adaptation I think it may be a good time to pull this from the depths. Let me know what you think. I've received some feedback on it, but have yet to implement any of the changes suggested.
Sorry, it's quite long. I hope to use this soon as I'm planning on starting up a Mordheim campaign. If nothing else, it will give me a chance to playtest it.
Wissenland Warband
Wissenlanders are a proud and stubborn people. Often left to fend for themselves in the mountain passes, forests and hills of their home province, they have become a somber bunch. Knowing that they often cannot rely upon help from neighboring provinces for aid, they have resigned themselves to doing things their own way. Lacking the wealth of neighboring Reikland, Averland and Nuln they use home made weapons, often utilizing tools meant for farming, not warfare. Over the centuries, they have refined hit and run and ambush tactics to confuse, redirect and destroy enemies that dare defile their beloved land.
SPECIAL RULES
Distrust of the City Dwellers: Wissenland’s impoverished state makes the people very wary and distrustful of those from large cities or wealthy provinces (all referred to as City Dwellers). The exploitation and neglect that the province has endured has caused Wissenlanders to believe that the only time anyone from a prosperous area would interact with them is when trickery is afoot. Besides, City Dwellers are soft and poor fighters.
To reflect this, Wissenlanders may not be allied to any province that is deemed richer than they (Reikland, Averland, etc.) or any warband from a city-state.
Price of Steel: Swords and heavy armor are seen as luxuries and are more expensive than simpler weapons (spears, halberds, bows, etc.).
To reflect this, all ‘luxury’ items in the armory have a raised price while the simpler weapons are at a reduced price. Consult Equipment Lists. This rule does not apply to Dwarfs as they themselves are usually some of the more wealthy members of a Wissenland warband.
Steady Aim: Raised from birth with bow in hand, Wissenlanders are expert marksmen. To reflect this, the normal -1 modifier for shooting at long range is negated. This rule does not apply to Dwarfs.
Choice of Warriors
A Wissenland warband is comprised of soldiers of the provincial army. Whether dispatched by a minor noble or on a quest for their own fortunes, they scour the streets of Mordheim relying on their skills that have gotten them this far in life. A 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.
Heroes
Captain: Your warband must have one Captain. No more, no less!
Sergeant: Your warband may include a single Sergeant.
Ranger: Your warband may include up to two Rangers.
Lads: Your warband may include up to two Lads.
Henchmen
Regulars: Your warband may include any number of Regulars.
Irregulars: Your warband may include any number of Irregulars.
Huntsmen: Your warband may include no more than six Huntsmen.
Dwarfs: Your warband may include no more than three Dwarfs.
STARTING EXPERIENCE
The Captain starts with 20 experience.
The Sergeant starts with 10 experience.
The Ranger starts with 4 experience.
The Lad start with 0 experience.
SPECIAL EQUIPMENT
Trinkets of the gods: Wissenlanders are a superstitious bunch and while at home they often visit the different shrines of the town in their daily routine to pay homage to the gods. Each trinket may be bought to protect the wearer in different ways.
Hammer of Sigmar
(10 + 1D6 gc / rare 4)
The sign of the patron deity, Sigmar. These are the most common trinkets found amongst Wissenlanders. These holy objects have been blessed by priests of Sigmar and grant a 6+ ward save to the wearer.
Raven Skull of Morr
(25 + 2D6 gc / rare 8)
Walking through the City of the Damned leads many a soldier to pay good money for protection against the undead. These symbols of Morr allow the wearer to receive a +1 to his roll to test against fear of Undead enemies.
Shallya’s Mercy Pendant
(45 + 2D6 gc / rare 9)
At the end of a battle in which a warrior is presumed dead, the pendant of Shallya glows faintly, restoring the life to the wounded soldier.
At the end of a battle, a warrior that wears this pendant may roll a single D6. If a 4+ is rolled, the warrior has all of his wounds restored, Shallya's healing has brought him back from the brink. If the roll is unsuccessful the warrior is too far gone and passes into Morr’s realm.
Verena’s Necklace
(15 + 2D6 gc / rare 8)
If attacked and killed in close combat, the wearer of Verena’s necklace receives just enough strength to lash out one last time in attempt to enact justice. Make attacks as normal. Note, this may allow two attacks a turn if the wearer was the one who attacked first.
Myrmidia’s Smile
(50 + 3D6 gc / rare 9)
A small pendant of a sun, often referred to as Myrmidia’s smile. She is worshipped mostly in the Border Princes, but she also has a following in the southern Empire. She is the goddess of the science of warfare, tactics. Wearers of the pendant receive an increase of +1 to WS and I in battle.
Wissenlander skill tables
Combat Shooting Academic Strength Speed Special
Captain X X X X X
Sergeant X X X
Ranger X X
Lad X X X
________________________________________HEROES________________________________
1 Captain
60 gold crowns to hire
A veteran of many campaigns, a captain from Wissenland is head strong and wise. His cunning has undoubtedly gained the trust of his men, for small bands are frequently asked to act as a diverting force to stop a larger enemy presence. Often times these can end horribly, but those that manage to learn their craft quickly become revered and honored as astute tacticians. Many a tale is sung in the taverns of the land telling of bold captains and the men that dared follow.
Profile M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Weapons/Armor: A Captain may be equipped with weapons and armor chosen from the Regular/Irregular Equipment list.
SPECIAL RULES
Supreme Confidence: The precision and audacity needed to execute some of the ambushes and raids attempted by Wissenlanders is enough to frighten the most hardened of soldiers. Few would put themselves in such grave danger if not for the unbending trust that each warrior has in his captain. To reflect this, any warrior within the captain’s command radius of 6” may reroll failed psychology tests. This does not apply to Dwarfs as it takes a very great task for a human to inspire a Dwarf.
0 – 1 Sergeant
35 gold crowns to hire
Every good leader needs a capable second in command. These men have been in the service of the army for many years, often serving with their commanding officer for most of their careers (if not lives). Similar to the captain, these men have gained the confidence of their comrades after countless engagements together.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armor: A Sergeant may be equipped with weapons and armor chosen from the Regular/Irregular Equipment list.
0 – 2 Rangers
35 gold crowns to hire
These men have been raised from birth to know the land and shoot a bow. They are usually found at the head of a band of huntsmen, patrolling the woods and mountains of the province. With years of knowledge at their disposal, they are adept at ambush tactics, a method of keeping the enemy back as they are not renowned for their close combat abilities.
Profile M WS BS S T W I A Ld
4 2 4 3 3 1 3 1 7
Weapons/Armor: A Ranger may be equipped with weapons and armor chosen from the Huntsmen Equipment list.
SPECIAL RULES
Longbows: The need to keep the enemy away for as long as possible is a vital aspect of a Ranger’s well being. To reflect this any Ranger can upgrade his bow to a longbow at no additional cost.
Set Traps: Rangers are expert trappers and hunters and these skills can be put to great use in the ruins of Mordheim. A Ranger may set a trap if he spends a turn doing nothing else (he may not set traps if he’s just recovered from being Knocked Down). Place a marker in base contact with the Ranger. 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 Ranger won’t trigger his own traps). If the trap did not wound the model or it didn’t trigger, the ‘victim’ may finish 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.
0 - 2 Lads
15 gold crowns to hire
These are impetuous young men who have taken dour tales told and spun them into romantic accounts. Their naivety makes them eager for adventure but they are soon brought to reality within a few days of their first journey. Still, the harsh life is enough to keep them around as it beats farm life.
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons/Armor: A Lad may be equipped with weapons and armor chosen from the Regular/Irregular Equipment list.
________________________________________HENCHMAN______________________________
Regulars
25 gold crowns to hire
These men have left the farms and villages to join the standing army. A life of adventure and danger awaits them, but the reward outweighs the risk. The promise of steady pay, warm meals and a tent to sleep in is enough to attract many lads to the rigors of army life.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armor: A Regular may be equipped with weapons and armor chosen from the Regular/Irregular Equipment list.
Irregulars
20 gold crowns to hire
Conscripts, volunteers, brigands, retired army veterans. They serve in a time of need and most have little to no training to rely upon. Their weapons are rudimentary, yet effective. When joining a warband it shows that times are desperate, be it to answer the call in repelling an invasion force or the search for coins to quell the hunger pangs of small children at home.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 6
Weapons/Armor: An Irregular may be equipped with weapons and armor chosen from the Regular/Irregular Equipment list.
0 – 6 Huntsmen
30 gold crowns to hire
Huntsmen form a vital role in the army of Wissenland. They are often the tip of the spear in the defense as they are the advanced warning for invading forces of orcs, goblins and the occasional Bretonnian. They are not constituted into the regular army and are not bound by the same discipline as the battle line troops. This is not usually a problem however, as they are known for their discipline, a much needed asset when coming danger close to enemy formations.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armor: A Huntsmen may be equipped with weapons and armor chosen from the Huntsmen Equipment list.
SPECIAL RULE:
Longbows: See Ranger section.
0 – 3 Dwarfs
40 gold crowns to hire
The close proximity to the Grey and Black Mountains allows constant contact between Wissenlanders and Dwarfs. Upon occasion Dwarfs will settle down in the towns and villages, establishing shops and providing services that only they could give. They are tough and determined warriors, adventurous and very stubborn. They are a great asset to any captain as their wisdom and courage is unmatched.
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armor: A Dwarf may be equipped with weapons and armor chosen from the Dwarf Equipment list.
SPECIAL RULES
Consult Dwarf special rules
Mercenary Equipment Lists
The following lists are used by Wissenland warbands to pick their weapons:
Regular/Irregular EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . 1st free/2 gc
Mace . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . 12 gc
Morning star . . . . . . . . . . . 17 gc
Double-handed weapon . . 17 gc
Spear . . . . . . . . . . . . . . . . 8 gc
Halberd . . . . . . . . . . . . . . 8 gc
Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . . . . 20 gc (40 for a brace)
Dueling pistol . . . . . . . . . 30 gc (60 for a brace)
Bow . . . . . . . . . . . . . . . . . 8 gc
Armor
Light armor . . . . . . . . . . 20 gc
Heavy armor . . . . . . . . . . 60 gc
Shield . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . .10 gc
Huntsmen EQUIPMENT LIST
This list is for Rangers/Huntsmen only
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . 1st free/2 gc
Mace . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . 12 gc
Missile Weapons
Crossbow . . . . . . . . . . . . . 25 gc
Pistol . . . . . . . . . . . . . .20 gc (40 for a brace)
Bow . . . . . . . . . . . . . . . . . 8 gc
Long bow . . . . . . . . . . . . . 15 gc
Blunderbuss . . . . . . . . . . . 40 gc
Handgun . . . . . . . . . . . . . 45 gc
Hunting rifle . . . . . . . . . . 210 gc
Armor
Light armor . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . 10 gc
Dwarf Warrior EQUIPMENT LIST
This list is for Dwarfs only
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . .. . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Dwarf axe* . .. . . . . . . . . . . . . . . . . . . . 15 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . 15 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . .. . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Gromril weapon** . . . . . .. . 3 times the cost
Missile Weapons
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Armor
Light armor . . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armor . . . . . . . . . . . . . . . . . . . . 50 gc
Gromril armor*** . . . . . . . . . . . . . . . 150 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Access to Dwarfen axes.
***A Dwarf that lives in the mountains has better access to Gromril armor and the cost would normally be 75 gc. With the lack of material in the towns and villages of Wissenland, Gromril armor is more expensive to produce.