You never know what you may find in the outskirts of Mordheim.
Many caravans of mercanaries abound and almost any manner
of
person can be found, from scimatar weilding scolars from
Araby
to even the wild and frenzied berserkers of Norsca.
Usually, these specialists will fight alone and independently
live
away from the others of their kind, making finding one
of them very difficult.
All these new Hired Swords represent rarer heros that
are sometimes found
through months of searching, or maybe just by accident.
SPECIAL RULE:
All New Hired Swords are hard to find unlike the others
in the rulebook as they
frequently do not come to Mordhiem unless on a whim
or such. As so,
all rules regarding Hired Swords apply but also to
find a hired sword a hero
must take an Initiative test as if looking for a Special
Character and then may
hire as a normal Hired Sword.
The Lizard-people of the new world
are very apt to come to the Old World and are even less likely to
fight alone as they feel a strong
tie to their people. Yet sometimes a small one of their race which
they call a Skink can be found
scrounging around an old library or archeologist's lab for remnants
of their old plaques and inscriptions.
Skinks will work for gold, as they know what it is but usually
do not obey orders in any other
tounge but their own incomprehensible language.
Skink Skirmisher.............25
GC to hire +10GC upkeep
M WS BS S
T W I A LD
6 3
4 4 2 1 5 2
6
Armor/Equipment: A Skink Skirmisher
is armed with a short bow and sword.
Special Rules:
Scaly Skin: A skink has a tough skin
which is much like armor. The skin of a skink gives a basic 6+
save that will never be modified by
strength.
Poison: A skink's blood is poisonous
and it will use this poison on all of it's weapons. All the skink's
weapons count as being coated with
Dark Venom as long as he is hired. This applies to the arrows
of the short bow as well. Poison will
never be sold or given to any other warband member.
Bite: A skink has two attacks, one
regular with his sword and an extra attack from biting with his
sharp teeth. The bite attack uses
the skink's regular strength and offers a -1 aromr save to it's enemy
as it is likely to strike for an exposed
area like the neck or hands.
Cold Blooded: Skinks are cold blooded
killers, literally! When making Leadership tests, roll three dice
and choose two scores. This also accounts
for psychology tests and Leadership tests agianst magic.
Incomprehensable: A Skink's language
is very difficult to understand and their are few who know
another rudimentary language, as such
a Henchmen may never test on the Skink's leadership and
the skink may not test on the Leader's
Leadership value. He is basically alone to fight and distinguish
his enemies. This rule is ignored
if the Skink becomes a hero, as he somehow learns enough small
words to speak like an infant.
Skills: A Skink Skirmisher may choose
from the Shooting or Speed skils when they aquire a new Skill.
Skink Maximum Statistics:
M WS BS S
T W I A LD
6 4
5 4 3 2 6 3
7
In the harsh desert world of Araby
there is much political intrigue and plots. Many young
princes vie for chances at power.
When one gets as far as they can peacefully, "others" must get their
hands a little dirty... In such
cases theives are used as Assassins. Although not professional killers,
they have learned the art of sneaking
around growing up in the market streets of Araby usually as
orphens or street urchins. As with
all theives a chance for gold always arouses a few to the scene, so
it is with Mordheim.....
Araby Thief................
45GC to Hire, Special upkeep
M WS BS S
T W I A LD
4 3
2 3 3 1 6
2 6
Armor/Equipment: An Araby Thief is
armed Scimatar (sword) and a dagger that is always coated with
Black Lotus. He wears no armor, as
it would restrict movement.
May be hired by: Any warband but Sisters
of Sigmar (too much guilt), Witch Hunters (didn't I see you
in the crusades with my sister?),
and Possessed (too scary).
Special Rules:
Hide: Theives are masters at hiding.
They may crawl behind any peice of terrain to hide that is 1" high
or taller.
Sneak: Stealth is important to all
who hope to keep their hand in Araby. If a thief is next to a corner,
building, wall, statue, etc, etc,
he will get an extra -1 to hit in addition to the regular modifier.
Kidnapper: If the thief puts an enemy
out of action, they automatically count as Kidnapped on the
Hero's Injury Chart, even if they
are not a hero.
Stealing: Stealth comes at a high price
and Thievies only think about money. After the scenario has
been fought roll a D6 to see what
the thief steals:
1: The thief takes 2D6 gold coins
from the warband that hired him as is never seen again.
2: The thief steals D6 gold coins
from the enemy, but was discovered and hurt. He must miss the next
game.
3-4:The thief takes 2D6 GC from the
enemy.
5: The thief takes 2D6 GC from the
enemy and D3 wyrdstones.
6: The thief takes 3D6 GC from the
enemy, D3 wyrdstones and finds the entrance to a Jewelsmith
as detailed in the Exploration section.
The theives' upkeep is 10GC plus half
of the gold he steals (rounded up).
Skills: A theif may only choose from the Speed skills list.
Far north of the Empire lies the
cold and forbidden land of Norsca. Living so close to the
Chaos Wastes have turned the people
into savage barbarians. Their ways of harsh drinking and
fighting are shunned by civilized
people, but even amoungst these are even more savage and
unhonorable warriors totally given
into battle, Berserks. Exiled from their homeland, they seek to
gain honor in death and if they
can, to qwell their inner ferocity.
Norscian Berserker.................45 to hire +15gc upkeep
M WS
BS S T W I A LD
4
6 3 4 4
2 4 1 8
Weapons/Armor: Berserkers are either
armed with two axes or a double handed axe. Berserkers are
known for shunning armor, but some
may wear a helmet, mystic tattoos (+2 difficulty to spells
targeting them), or an animal skin
(unmodifiable D6 save of 6). The player chooses armor and weapons
when hiring a Berserker.
Special Rules:
Inner Beast:
Berserkers
are taken over by their inner beast, giving them savage and superhuman
abilities, but
are shunned because of their antisocial
behavior. When hiring a Berserker, randomly determine
which animal is the Berserker's inner
Beast:
D6:
1- Rat: The berserker is low and flea
ridden like a rat, subtract an extra -1to hit when behind cover,
but subtract -1 to S. May not choose
from Strength skills but may choose from Speed Skills.
2- Dog: The berserker is as brutal
as any fighting dog, add +1 A but subtract -1 to WS. May choose
only one skill from Speed skills.
3- Stag: The berserker is as fast as
a stag, add +1 to M, but subtract -1 to T. May also choose from Speed
skills.
4- Boar: The berserker is stubborn and tough as a boar, add +1 to T. May also choose from Combat skills.
5- Wolf: The berserker is as fast and
agile as a wolf, add +1 to I and the berserker gets +2 movement
when running or charging. May choose
from Academic skills.
6- Bear: The berserker is strong and
broad as a bear, add +1 S and +1 A to the berserker's profile.
may choose from Combat skills.
Skills: The Berserker chooses from
the Strength skills and those mentioned above when choosing a
new skill.