Averland Mercenaries.pdf

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Averlander Mercenary Warbands
Averland lies in the south of the Empire,
between the rivers Aver and Upper Reik and
borders upon the Black Mountains and the
huge range that is the Worlds Edge
Mountains. It’s a prosperous province, though
it’s neither one of the largest or most
influential in the Empire. The Black
Mountains and the World Edge Mountains
harbour plenty of mines, many are in Dwarf
possession. The metal ore is sold at a good
profit in Averheim, the provincial capital, to
merchants from Nuln, who transport it on
barges down the river Aver. The mountains
contain several ancient Dwarf strongholds but
the uniforms of the state soldiers. Seasoned
veterans prefer flamboyant uniforms to make
them stand out compared to the peasant, but
also to reflect their seniority. This tradition has
seeped down through the ranks to a point
where even the militia and mercenary bands
strive to have as flamboyant clothing as they
can afford. The Averlander army is said to
employ enough tailors to supply a small city!
Outsiders joke that the Averlanders are such
great archers because they do not want to get
up close and personal as they risk tearing or
bloodying their clothes. Such remarks are
hushed down in the presence of a veteran of
the Black Fire Pass though, or else the jester
will soon find himself in the gutter with a few
missing teeth. The practice of wearing
outrageous clothing has certainly appealed to
the diminutive race of Halflings and tailors are
constantly being asked to shorten sleeves and
add a little extra width to the waist. Many
Young recruits are disheartened to learn that
they are disallowed from wearing the stunning
uniform until they have served at least a year
in the army. These ‘Youngbloods’ are by no
means regarded as professional soldiers yet
and have to make do with more simple
clothing.
Night Goblins or Skaven has overrun several
of them, while others have been lost in violent
volcanic eruptions.
The Black Fire Pass guards an important trade
route between the Borderlands and the
Empire, it divides the World Edge
Mountains from the Black Mountains. The
route is an old Dwarf road and extends
past Averheim and further north into the
Empire. Goods from the Black Fire pass
are usually shipped along the Aver River to
Nuln. The pass is the only place to cross
the mountains, as the mountainsides are
extremely steep and almost impossible to
pass. Not to mention that the weather is
notoriously unpredictable and few dare
risk being caught in a snow blizzard or
avalanche. As if things weren’t bad enough
the mountains are home to fierce tribes of
Night Goblins, Trolls, Skaven and
legendary monsters. Some daring
adventurers have made a living off stealing
eggs from the tallest peaks and selling
them to the Imperial Zoo. These beasts
will be brought up to become mounts for
famous generals.
Averland is a rich province and as a result
exorbitant sums of money are spent on
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By Scribe of fair renown Tommy “Punk” Müller
http://hem.passagen.se/pestilen/
The Bergjaeger are a special detachment of
the Black Fire Pass guard that is made up of
trappers and rangers from the surrounding
mountains. They are experts at moving
silently through rocky terrain and are often
used as scouts. The background of a ranger is
as varied as there are rangers, and most of
them have a story to tell. Some were
gamekeepers who have lost their job or found
it too uninspiring. Some where poachers
press-ganged into the army to avoid serving
prison time. Some might have been rustlers
who decided to flee to the militia when the
angry farmers came too close to catching him.
Whatever their background they are expert
marksmen and well suited to a life in the
bleak mountain wilderness.
Choice of Warriors
An Averlander 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.
Captain: Your warband must have one
Captain, no more no less!
Sergeant: Your warband may include a single
Sergeant.
Bergjaegers: Your warband may include up to
two Bergjaegers.
Youngblood: Your warband may include a
single Youngblood.
Mountainguards: Your warband may include
any number of Mountainguards.
Marksman: Your warband may include any
number of Marksmen.
Halfling Scouts: Your warband may include
no more than three Halfling Scouts.
Starting Experience
The Captain starts with 20 experience.
The Sergeant starts with 8 experience.
Bergjaegers start with 4 experience.
The Youngblood starts with 0 experience.
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Averlanders
Averlander equipment lists
The following lists are used by Averlander Warbands to pick their weapons:
Scout Equipment List
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace/hammer . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Longbow . . . . . . .15 gc (Bergjaeger only)
Armour
Light armour . . . . . . . . . . . . . . . . . .20 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc
Miscellaneous
Hunting arrows . .35 gc (Bergjaeger only)
Marksman Equipment List
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace/hammer . . . . . . . . . . . . . . . . . .3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc
Missile Weapons
Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc
Pistol . . . . . . . . . . . .15 gc (30 for a brace)
Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Longbow . . . . . . . . . . . . . . . . . . . . .15 gc
Handgun . . . . . . . . . . . . . . . . . . . . .35 gc
Blunderbuss . . . . . . . . . . . . . . . . . . .30 gc
Hunting rifle . . . . . . . . . . . . . . . . .200 gc
Armour
Light armour . . . . . . . . . . . . . . . . . .20 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . .5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc
Mountainguard Equipment List
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace/hammer . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . .10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . .10 gc
Double-handed weapon . . . . . . . . . .15 gc
Morning star . . . . . . . . . . . . . . . . . .15 gc
Missile Weapons
Pistol . . . . . . . . . . .15 gc (30 for a brace)
Duelling pistol . . . .25 gc (50 for a brace)
Crossbow . . . . . . . . . . . . . . . . . . . . .25 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Armour
Light armour . . . . . . . . . . . . . . . . . . .20 gc
Heavy armour . . . . . . . . . . . . . . . . .50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . .10 gc
Averlander skill tables
Combat Shooting Academic Strength Speed
Special
Captain
Sergeant
Bergjaegers
Youngblood
645294093.009.png
Averlanders
heroes
1 Captain
60 gold crowns to hire
The Captain of a mercenary warband is
typically a middleaged veteran soldier of the
Imperial army, most likely he was a sergeant
or other petty officer. The survival of a
mercenary warband relies more on the wit
and experience of its captain, than on how
good a fighter he is. It’s all too common that
an inexperienced captain will lead his men
into an ambush, or lead them on a long
journey with no food or supplies. Being a
successful captain means that your men will
follow you to hell and back, and plenty of
gold crowns and feasting. A captain that fails
in his duty to keep his men alive and well fed
will at best find himself deserted and worst
end up with a knife in his back.
Profile M WS BS S T W I A Ld
rely more on stealth and cunning than a
strong sword-arm to survive.
Profile M WS BS S T W I A Ld
4 2 4 3 3 1 3 1 7
Weapons/Armour: Bergjaeger may be
equipped with weapons and armour chosen
from the Scout Equipment list.
SPECIAL RULES
Set Traps: Bergjaeger are expert trappers and
hunters and these skills can be put to great
use in the ruins of Mordheim. A Bergjaeger
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 Bergjager.
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
Bergjager 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.
0-1 Youngblood
15 gold crowns to hire
Although Empire armies are comprised of
mature men there are plenty of jobs for
youths as there is always a demand for extra
help in the kitchens or as fetchers. Some of
these youths actually join a band of
mercenaries or regiment in pursuit of a
romantic dream of fame and adventure. Some
are herdsmen who hoped to find an easier
way of filling their belly than the hard and
uncertain business of looking after animals,
not to mention that its quite dull!
Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons/Armour: A Youngblood may be
equipped with weapons and armour chosen
from the Mountainguard Equipment list.
4 4 4 3 3 1 4 1 8
Weapons/Armour: A Captain may be
equipped with weapons and armour chosen
from the Mountainguard Equipment list.
SPECIAL RULES
Leader: Any warrior within 6" of the Captain
may use his Leadership characteristic when
taking Leadership test.
0-1 Sergeant
35 gold crowns to hire
Some captains are merchants or nobles that
are looking for a chance at making some extra
money. The brighter captains hire the service
of a veteran as his sergeant, and leave all the
practical decision to him. A veteran can be
recognised by his many battle-scars and the
cynicism that marks a soldier of the army.
Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: A Sergeant may be
equipped with weapons and armour chosen
from the Mountainguard Equipment list.
0-2 Bergjaeger
35 gold crowns to hire
The Bergjaeger are trappers and rangers from
the mountains that surround the Black Fire
pass. They are experts at moving silently
through terrain and are used as scouts. In
addition they make good use of animal traps
to delay or divide a group of enemies.
Bergjager are not professional soldiers and
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Averlanders
henchman (Brought in groups of 1-5)
Mountainguard
30 gold crowns to hire
The Mountainguard is the famous garrison of
the Black Fire Pass that has repelled countless
greenskin invasion attempts. Their traditional
uniform is yellow and black and it’s a merit in
the Averland armey to have served a few years
at the mountain-pass. The Mountain guard
train both with the traditional Imperial
weapons, the halberd and the sword, and with
the crossbow and bow. Veterans are often
employed by mercenary warbands who know
that their presence will certainly boost their
chances in the battles to come. Some of these
veterans advance to become sergeants or even
captains themselves. There are a few
warbands that consists solely of
Mountainguard veterans, often from the same
regiment or the survivors of a great battle.
Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: Mountainguards may be
equipped with weapons and armour chosen
from the Mountainguard Equipment list.
do as much hard labour as the militia.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Marksmen may be
equipped with weapons and armour chosen
from the Marksman Equipment list.
0-3 Halflings Scouts
20 gold crowns to hire
Averland is neighbour to the Moot, the
Halfling province. In 1707 the Orc Warlord
Gorbad Ironclaw invaded through the Black
Fire pass and the Moot was devastated. Ever
since then the Moot urge their gamekeepers
to serve at least a few years in the garrison
that guard the pass. If another warlord tries to
invade the Moot, they will meet the fierce
resistance of the Halflings in the mountain
Pass.
Profile M WS BS S T W I A Ld
4 2 4 2 2 1 4 1 8
Weapons/Armour: Halfling Scouts may be
equipped with weapons and armour chosen
from the Scout Equipment list.
SPECIAL RULES
Promotion: A Halfling that is promoted to
hero through the “The lad’s got talent”
advance may not choose Strength skills as one
of his two skill lists. Halflings are not known
for their great strength!
Marksmen
25 gold crowns to hire
Being a Marksmen is not as simple as picking
up a bow and try to hit your enemies. A
Marksman has to train for years to master his
chosen weapon, Imperial enlisters often visit
archery competitions to try and enlist a
couple of expert archers. Some Marksmen are
trained with black powder weapons instead of
the traditional bow or crossbow. Marksmen
often own their own weapons, as the cost of a
handgun is as high as hiring the Marksman
himself! Thus the Marksmen are not forced to
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