Mercenaries
Warband size
A Mercenary warband may consist of up to 15 fighters
Faction rules
[Faction Trait] State Pride
When creating a Mercenary warband, you must select two of the following rules to represent your warband’s home province:
Huntsmen
Add 1 to the Shoot characteristic of all Marksmen.
Hardy
Add 2 to the Health characteristic of all Warriors and Champions.
State Troopers
Add 1 to the Fight characteristic of all Warriors.
Well Drilled
At the end of each Aftermath Sequence, select one Henchman to earn 1 Renown.
Unyielding
Add 1 to the Bravery characteristic of all fighters.
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 may recruit Youngbloods for half of their recruitment fee.
Well-connected
When setting up a battle, you may recruit one Hired Sword for half of their recruitment fee.
Fighters
Captain (0-1)
120 gc
A seasoned warrior commanding respect and loyalty through a combination of charisma, strategic genius, and sheer ruthlessness
[Double] Strategize: The next time this fighter makes a wait action this activation, roll (X) dice. For each roll of 4+, you may add 1 wyrd dice do your saved wyrd dice.
[Triple] Give Order: Place an order token within 12" of this fighter and select one of the effects below:
- Seize: Until the end of the battle round, friendly fighters may add 1 to their Fight or Shoot characteristic when attacking a target within 2" of that token.
- Hold: Until the end of the battle round, subtract 1 from the Bravery characteristic of friendly fighters within 2" of that token.
HUMAN, Mercenaries, HERO, LEADERChampion (0-3)
100 gc
These fighters are the heart and soul of the warband, inspiring their comrades both through martial prowess and friendly banter.
[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, HEROMarksman (0-5)
65 gc
Driven away from home by the civil war, these forest-born huntsmen now stalk targets with the patience they once reserved for prey.
[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, HENCHMANWarrior
65 gc
Disgraced state troopers, murderers and treasure hunters make up the backbone of the warband, driven forwards by the promise of coin.
[Double] Driven by Greed: A fighter can only use this ability if it is carrying, or is within 1” of a wyrdstone token. Add 1 to the Fight and Attacks characteristics of this fighter’s next melee attack action.
HUMAN, Mercenaries, HENCHMANYoungblood
50 gc
With the civil war bleeding the Empire dry of seasoned fighters, the young must pick up arms to fight for their province.
HUMAN, Mercenaries, HENCHMAN