New Hired Swords

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.