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Mercenaries

Warband size


A Mercenaries warband may consist of up to 15 fighters.

Faction rules


State Pride

When creating a Mercenary warband, you must select two of the following rules to represent your warband’s home province:

Huntsmen

Increase the Shoot characteristic of all Marksmen by 1.

Hardy

Increase the Health characteristic of all Warriors and Champions by 2.

State Troopers

Increase the Fight characteristic of all Warriors by 1.

Well Drilled

At the end of each Aftermath Sequence, select one Henchman to earn 1 Renown.

Unyielding

Increase the Bravery characteristic of all fighters by 1.

Wealthy Patrons

Gain an additional 30gc when collecting income in the aftermath sequence.

Deeply Religious

Roll 7 initiative dice in each initiative phase instead of 6.

Desperate

You cannot recruit Warriors or Marksmen, but Youngbloods are free.

Well-connected

Mercenary warbands maintain vast networks of contacts. When setting up a battle, a Mercenarywarband may recruit one Hired Sword for half its normal hiring fee.

Fighters


Captain (0-1)

120 gc

A seasoned warrior commanding respect and loyalty through a combination of charisma, strategic genius, and sheer ruthlessness

Move
Fight
Shoot
5"
4
4
Defense
Health
Bravery
3
14
4+

[Triple] Strategize: During this activation, when this fighter makes a wait action, roll (X) dice. For each roll of 4+, you may add 1 wyrd dice do your saved wyrd dice.

[Triple] Command: Place a command token within 12" of this fighter and select one of the effects below:

  • Seize: Until the end of the battleround, friendly fighters may increase their Fight or Shoot characteristic by 1 when attacking a target within 3" of the token.
  • Hold: Until the end of the battleround, friendly fighters within 3" of that token may increase their Defense and Bravery characteristics by 1.
HUMAN, Mercenaries, HERO, LEADER

Champion (0-3)

95 gc

These fighters are the heart and soul of the warband, inspiring their comrades both through martial prowess and friendly banter.

Move
Fight
Shoot
5"
3
3
Defense
Health
Bravery
3
14
4+

[Trait] Martial Discipline: When this fighter is recruited to the warband you may increase it’s Fight or Shoot characteristic by 1.

[Triple] Lead By Example: A fighter can use this ability after taking an enemy fighter out of action. Select up to two visible friendly fighters with the HENCHMAN keyword within 6” of this fighter. Each of those fighters can make a free move or a free attack action.

HUMAN, Mercenaries, HERO

Marksman (0-5)

55 gc

Driven away from home by the civil war, these forest-born huntsmen now stalk targets with the patience they once reserved for prey.

Move
Fight
Shoot
5"
3
3
Defense
Health
Bravery
3
10
5+

[Double] Hunter’s Eye: For this fighter’s next ranged attack action, add 1 to the damage points allocated to the target by each hit and critical hit.

HUMAN, Mercenaries, HENCHMAN

Warrior

55 gc

Disgraced state troopers, murderers and treasure hunters make up the backbone of the warband, driven forwards by the promise of coin.

Move
Fight
Shoot
5"
3
3
Defense
Health
Bravery
3
10
5+

[Double] Driven by Greed: A fighter can only use this ability if it is carrying, or is within 1” of a wyrdstone token or treasure token. Add 1 to the Fight and Attacks characteristic of this fighter’s next melee attack action.

HUMAN, Mercenaries, HENCHMAN

Youngblood

40 gc

With the civil war bleeding the Empire dry of seasoned fighters, the young must pick up arms to fight for their province.

Move
Fight
Shoot
5"
2
2
Defense
Health
Bravery
3
10
5+
HUMAN, Mercenaries, HENCHMAN

Equipment


Melee weapons
Cost (gc)
20
Ranged weapons
Cost (gc)
25
Pistol
40
Handgun
65
Armour
Cost (gc)
Heavy Armour
70