There are many people in Mordheim who's services can be brought for a price (not those sorts!). They are mostly rogues and assassins, but the truly fortunate will be able to procure the services of a Seeker or a Wizard.
Seekers
Seekers are most well known for their, almost unnatural, ability to locate gold, Wyrdstone, and other items of value, and - even though their services are not cheap - they are the most popular of all the available hirelings, they are also one of the most expensive to hire.
0-1 Seeker..........50 GC/WT/CS to hire per battle
Seekers are those who have an inate ability to locate items of value (read: TREASURE!). Most
Seekers hire themselves out to warbands for a small (yeah, right) fee.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Seeker | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons and Armour: Seekers are most commonly armed with a club, or other blunt weapon and try and avoid combat whereever possible. They may not wear any armour as it inhibits their treasure finding ability.
SPECIAL RULES
So you want to find some treasure... Before each battle that includes a Seeker roll a D6 and
consult the chart below.
1 | IT'S A TRAP! The Seeker turns out to be an ally of a rival warband. Play an Ambush mission with you as the defender. |
2-5 | It should be around here somewhere. Play a scenario as normal. After the battle each eligible member of your warband may roll on the Income Table twice. |
6 | WAALAA! Your warband has struck it rich. After the battle each eligible member of your warband may roll 3D6 for income. |
Before I go... After each battle the Seeker will take 1D3 GC/WT/CS for each member of your warband alive before the battle as payment. This must be done, even if you have to sell weapons and armour to do so.
Rogues
Rogues are the toughest and meanest Goblin-lovers to be found in Mordheim. They are more than prepared to hire themselves out to warbands for a 'modest' fee as hired swords, and often tip a battle in the favour of their employers.
0-2 Rogues..........30 GC/WT/CS to hire per battle
Profile | M | WS | BS | S | T | W | I | A | Ld |
Rogue | 4 | 4 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
Weapons and Armour: Rogues are either armed with either: a sword (+5 GC/WT/CS), a sword and axe (+10 GC/WT/CS), two swords (+10 GC/WT/CS) or a double handed weapon (+15 GC/WT/CS). They may also wear a buckler and a helmet (+15 GC/WT/CS), or carry a shield (+5 GC/WT/CS).
Wizards
Every warband wants a Wizard, but it is only the truly fortunate that are chosen by a Wizard as fit for him to join. They lend invaluable magical support to the warband, but tend to disappear if the going gets too rough.
0-1 Wizard..........50 GC/WT/CS to hire per battle
Profile | M | WS | BS | S | T | W | I | A | Ld |
Wizard | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons and Armour: Wizards may only be armed with single handed, close combat weapons.
SPECIAL RULES
Magic. Wizards have a magic level of 1. They may choose one spell from the Battle Magic
deck.
When The Going Gets Tough. If things get to rough the Wizard may decide things are too
dangerous for him and leave the warband. Roll on the following table after each battle the Wizard
takes part in.
D6 | Result |
1 | Things are getting a little too rough. The Wizard, worried about the rising level of violence, decides to leave your warband for good. |
2-3 | Let me think about things. The Wizard decides not to leave your warband, but instead meditates for the next D3 battles. |
4-6 | BRING IT ON! The Wizard decides to stick with your Warband for a little bit longer. |
Assassins
Assassins are rightly prized in the dim dark world of Mordheim for their ability to take out a rival Warband leader, and with minimal risk to your own Warband.
Assassin..........50 GC/WT/CS to hire per assassination
Profile | M | WS | BS | S | T | W | I | A | Ld |
Wizard | - | 4 | - | 4 | 4 | 1 | 4 | 2 | - |
Weapons and Armour: Assassins are armed with a sword and a dagger each dipped in Black Lotus poison.
SPECIAL RULES
Black Lotus Poison. Any wound caused by a weapon dipped in Black Lotus is multiplied into D3
wounds.
Who Do You Want Me To Kill. Assassins can be hired between battles and instructed to kill a
certain enemy. The Assassin engages in hand-to-hand combat with this model until either he or the
target is dead.
When He Least Expects It. Assassins prefer to attack their enemy when they know there is a
good chance they will be sleeping, resting, or just plain unexpectant. Roll a D6 and consult the table
below to see how the Assassin finds his victim.
D6 | Result |
1 | This isn't a good time. The Assassin attacks his target while he is preparing to go into battle. The Assassin must fight the target, who is armed with his usual weapons and armour. |
2-5 | Now, you die. The Assassin surprises his target, who has bearly enougth time to snatch up a weapon before the Assassin strikes. The target may be armed with any one of their weapons and a shield and/or helmet, if they have one. |
6 | Ssssshhh. The Assassin attacks his target while he is resting. The Assassin may make one free attack before the target wakes and begins to fight back with his bare hands. |
Halfling Scouts
Halfling Scout..........30 Gold Crowns to hire per battle
Profile | M | WS | BS | S | T | W | I | A | Ld |
Halfling Scout | 4 | 3 | 5 | 3 | 3 | 1 | 6 | 1 | 8 |
Weapons and armour: The Halfling Scout may choose any items from the Halfling Scout Equipment List.
SPECIAL RULES
Avoid Traps. Halfling Scouts are sufficiently expert woodsmen that they can pick their way
around any traps. They can also tell if there are any enemy models within 8" of them. This includes
models in hiding.
Hand-to-hand combat weapons: Missile Weapons: Armour: |