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The Outlaws Of the Stirland Forest
To the north of the River Stir lies the Great
Forest, a vast expanse of woodland that fills
the very heart of the Empire. Bounded along
its southern edge by the river, this, the largest
forest of the known world, extends league
upon league as far as any man can see. Just at
its southernmost, the River Stir separates a
small part of the forest from the main bulk of
the woodland and this smaller area of forest is
known locally as Stirwood. Small though
Stirwood may be – indeed, this part of the
forest is not even on the same scale as the
sacred Forest of Loren, but, as many say, size
isn’t everything – Stirwood Forest is
nevertheless still large enough to get lost in,
and many have done so, some by accident
and some by design.
Stirwood lies just north of the noble city of
Nuln and to the west of Wurtbad, where law
and order are strictly enforced, at least they
are strictly enforced once the City Guards
have finally managed to catch up with those
who break the Count’s law. The Elector Count
of Stirland was well known as a man that one
should not cross. Those that did so were
inevitably declared as ‘outlaws’ and were
pursued from the cities. Even the most petty
of criminals, some still quite young, could be
declared ‘outlaw’ and had little option but to
flee to the countryside. Many perished, both
young and old, but some made it to Stirwood
where they could lay low.
During their time in Stirwood, some would
band together and become groups of outlaws,
rather than just attempting to survive on their
own. The forest was a perfect training ground
to develop their skills, particularly in archery,
where even the hunting of the wild deer, the
Count’s deer, was a crime in itself. Illicit deer-
hunting was not their only past-time as many
an unwary traveller, passing unsuspectingly
through the forest, would find themselves
ambushed and relieved of their goods.
Clerics also lived in these parts, holy men
who spent their time in devotion to the
blessed Sigmar. Usually they dwelt alone in
contemplation, but were often trusted by the
local groups of outlaws that they came into
contact with and attended to their spiritual
needs, and, when the occasion arose, also
attended to their wounds.
In the years that followed the sighting of the
twin-tailed star in the sky, it was inevitable
that tales of Mordheim would have travelled
down the waters of the River Stir. Tales of
strange sights and great riches would easily
have reached the inhabitants of Stirwood
Forest. Temptations of this enormous wealth
that was rumoured to be in the shattered city
would have been hard for any group of
outlaws to resist.
Special Rules
All warriors in an Outlaws warband may be
equipped with only one missile weapon at
any time. All warriors must carry a type of
bow, but not crossbows, as part of their
equipment. So, even if an Outlaw acquires
skills that allow him to use additional
ballistic weaponry, he cannot do so. The
only exception to this is the Cleric who may
choose to carry a bow, but is not compelled
to do so.
Hired Swords
The following Hired Swords are not available
to the Outlaws: Bounty Hunter, Wolf-Priest of
Ulric, Norse Shaman, Dark Elf Assassin.
Choice of Warriors
An Outlaw warband must include a minimum
of three models. You have 500 gold crowns
that you can use to recruit and equip your
warband. The maximum number of warriors
in the warband is 15.
Bandit Leader: Each Outlaw warband must
have one Bandit Leader: no more, no less!
Champion: Your warband may include up to
two Champions.
Petty Thieves: Your warband may include up
to two Petty Thieves.
Cleric: Your warband
may include up to
one Cleric, but
he can only be
taken instead of
either a
Champion or a
Petty Thief.
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The Outlaws Of the Stirwood Forest
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Amazons
An Alternative House Rules Mordheim Warband
by Jon Davis
Henchwomen
Marksmen: Your warband may include up to
a maximum of seven Marksmen.
Outlaws: Your warband may
include any number of
Outlaws.
Starting Experience
The Bandit Leader starts with 20 experience.
Champions start with 8 experience.
A Cleric start with 8 experience.
Petty Thieves start with 0 experience.
Henchmens start with 0 experience.
Outlaws equipment lists
The following lists are used by Outlaws warbands to pick their weapons:
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Staff/Clubb/Mace . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . 30 gc
Armour
Light armour* . . . . . . . . . . . . . . . . . . . 20 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Special Equipment
Hunting arrows* . . . . . . . . . . . . . . . . . .30gc
Forest cloak* . . . . . . . . . . . . . . . . . . . . .50gc
Missile Weapons
Shortbow . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow* . . . . . . . . . . . . . . . . . . . . . . 15 gc
* Available to Heroes and Marksmen only
Outlaws skill tables
Combat
Shooting
Academic Strength
Speed
Bandit Leader
Champion
Cleric
Petty Thieves
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The Outlaws Of the Stirland Forest
Heroes
1 Bandit Leader
60 Gold Crowns to hire
A Bandit Leader is a professional cutthroat, a
hardened criminal. His presence along the
shadowy forest tracks of Stirwood has often
meant the untimely demise of many a passing
traveller. Other Outlaws will follow him,
inspired as much by his ruthlessness as by his
prowess.
Profile M WS BS S T W I A Ld
44433141 8
Weapons/Armour: The Bandit Leader may
be equipped with weapons chosen from the
Outlaws equipment list.
Disciple of Sigmar: The Cleric has devoted
his life in the constant service to Sigmar and
as such he would start a campaign knowing
one of the Prayers of Sigmar (see Mordheim
rulebook page 57). As with a Witch-Hunter’s
Warrior Priest, he is also subject to some of
the restrictions of being a follower of the Lord
Sigmar and may learn neither Sorcery nor
Arcane Lore. .
0-2 Petty Thieves
20 Gold Crowns to hire
Many youths who are caught by the City
Guards in the act of thieving are compelled to
flee the city and take up a place among the
trees of Stirwood Forest. Although young, they
are still keen enough to prove their worth to
their fellow outlaws.
Profile M WS BS S T W I A Ld
42333131 6
Weapons/Armour: Petty Thieves may be
equipped with weapons chosen from the
Outlaws equipment list.
SPECIAL RULES
Leader: Any models in the warband within 6"
of the Bandit Leader may use her Leadership
instead of their own.
0-2 Champions
35 Gold Crowns to hire
All groups of Outlaws will often have a few
who are more experienced than others. Loyal
to their Leader they are usually rewarded with
the choicest pickings of any loot.
Profile M WS BS S T W I A Ld
43433131 7
Weapons/Armour: Champions may be
equipped with weapons chosen from the
Outlaws equipment lists.
0-1 Cleric
35 Gold Crowns to hire
A Cleric would usually spend most of his time
alone in the forest in contemplation of his
devotion to Sigmar. However, some will see
that Sigmar’s work can also be achieved by the
purging of all that is corrupt from the Empire.
Many will, therefore, willingly join in the
activities of groups of outlaws. Their
knowledge of healing is often valued by other
members.
Profile M WS BS S T W I A Ld
43333131 7
Weapons/Armour: Can be chosen from the
Outlaws equipment list. As Prayers are not
considered to be Spells, a Cleric may wear
armour, if he wishes.
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The Outlaws Of the Stirland Forest
Henchwomen
0-7 Marksmen
25 Gold Crowns to hire
These are the best archers in the group and
their skill with the bow is legendary. They are
more than capable of picking off any enemy
before they get too close.
Profile M WS BS S T W I A Ld
43433131 7
Weapons/Armour: Marksmen
can be armed with weapons
and armour chosen from the
Outlaws Equipment list.
Outlaws
25 Gold Crowns to hire
These warriors form the basis of any group of
bandits. Ruthless to the core, any of these
would be more than happy to slip a sharp
knife between somebody’s ribs for the
promise of just a few groats.
Profile M WS BS S T W I A Ld
43333131 7
Weapons/Armour: Outlaws can be armed
with weapons and armour chosen from the
Outlaws Equipment list.
Outlaws Special equipment
Hunting Arrows: These are available to
Heroes at the time of their initial recruitment
without having to roll for Rarity. If you wish to
subsequently purchase this item during the
Trading and Exploration stages of the game,
then you would have to roll for Rarity as
normal.
Forest Cloak: Some Outlaws use Forest
Cloaks to camouflage themselves against
being seen by their enemies. Any wearer of
such a cloak would appear to blend into the
surrounding forest making it almost
impossible to be seen.
So long as the wearer is beside a tree, bush or
hedge, any enemy using any kind of missile
weapon at a warrior wearing a Forest Cloak is
at an additional –1BS to hit (in addition to all
other modifiers). Similarly, if any spellcaster
wishes to target a magical attack against an
Outlaw camouflaged in this way, he can only
do so by successfully rolling a 4+ on a D6.
The only exception to this is if the shooting
warrior or the spellcaster is already within
their Initiative range in inches.
Forest Cloaks are available to Heroes at the
time of their initial recruitment without
having to roll for Rarity. If you wish to
subsequently purchase this item during the
Trading and Exploration stages of the game,
then you would have to roll for Rarity as
normal.
Availability: 50gc, Rare 10, Outlaw Heroes
only.
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