Middenheim Warband

Middenheim stands on a mountain pinnacle surrounded by dark forest in the centre of Middenland, and is also known as the City of the White Wolf after Ulric, the old god of wolves and winter. The Priesthood of Ulric is still strong in Middenheim where Ulric is venerated as the patron of the city. The tradition of rivalry between Middenheim and Middenheim goes back hundreds of years, and the Count of Middenheim, Mannfred Todbringer, is one of the chief contenders for the Emperor's throne. As a result there has always been a great deal of friction between Middenheimers and the Temple of Sigmar.

Middenheimers are typically large, strongly built men with a well deserved reputation for ferocity Many wear wolf pelts which custom decrees to be the mark of those who have slain a wolf with their own hands. These grim warriors are famously contemptuous of danger. They frequently go into battle bare-headed, scoffing at those who choose, for reasons of good sense, to wear helmets. As Middenheimers favour long hair and beards their lack of headgear makes them look especially fierce when they charge upon their enemies howling their brutal battle-cries.

special rules

The men of Middenheim are famous for their physical prowess. To represent their advantage in size and bulk, the Champions and Captains of a Middenheim warband start with Strength 4 instead of Strength 3.

choice of warriors

A Middenheim 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: Each Middenheim warband must have one Captain: no more, no less!

Champions: Your warband may include up to two Champions.

Youngbloods: Your warband may include up to two Youngbloods.

Warriors: Your warband may include any number of Warriors.

Marksmen: Your warband may include no more than seven Marksmen.

Swordsmen: Your warband may include no more than five Swordsmen.

starting experience

The Captain starts with 20 experience.

Champions start with 8 experience.

Youngbloods start with 0 experience.

Henchmen start with 0 experience.

Skill table MIDDENHEIM MERCENARIES
Combat Shooting Academic Strength Speed
Captain
+
+
+
+
+
Champion
+
+
+
Youngblood
+
+
+
Middenheim equipment lists

The following lists are used by Middenheim warbands to pick their weapons:

Hand-to-hand Combat Weapons MARKSMAN EQUIPMENT LIST
Dagger
1st free/2 gc
This list is for Marskmen only
Mace
3 gc
Hand-to-hand Combat Weapons
Hammer
3 gc
Dagger
1st free/2 gc
Axe
5 gc
Mace
3 gc
Sword
10 gc
Hammer
3 gc
Morning star
15 gc
Axe
5 gc
Double-handed weapon
15 gc
Sword
10 gc
Spear
10 gc
Missile Weapons
Halberd
10 gc
Crossbow
25 gc
Missile Weapons
Pistol
15 gc (30 for a brace)
Crossbow
25 gc
Bow
10 gc
Pistol
15 gc (30 for brace)
Long bow
15 gc
Duelling pistol
25 gc (50 for brace)
Blunderbuss
30 gc
Bow
10 gc
Handgun
35 gc
Armour
Hunting rifle
200 gc
Light armour
20 gc
Armour
Heavy armour
50 gc
Light armour
20 gc
Shield
5 gc
Shield
5 gc
Buckler
5 gc
Helmet
10 gc
Helmet
10 gc
 

Heroes
1 Captain

60 gold crowns to hire

A Middenheim Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Middenheim Captain, it is no wonder that they flock to Mordheim.

Profile M WS BS S T W I A Ld
Captain
4
4
4
3
3
1
4
1
8

Weapons/Armour: A Middenheim Captain may be equipped with weapons and armour chosen from the Mercenary Equipment list.

SPECIAL RULES

Leader: Any warrior within 6" of the Middenheim Captain may use his Leadership characteristic when taking Leadership tests.

0-2 Champions

35 gold crowns to hire

In any Middenheim warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot.

Profile M WS BS S T W I A Ld
Champion
4
4
3
3
3
1
3
1
7

Weapons/Armour: Champions may be equipped with weapons and armour chosen from the Middenheim Equipment list.

0-2 Youngbloods

15 gold crowns to hire

These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim.

Profile M WS BS S T W I A Ld
Youngblood
4
2
2
3
3
1
3
1
6

Weapons/Armour: Youngbloods may be equipped with weapons and armour chosen from the Middenheim Equipment list.

Henchmen
(Bought in groups of 1-7)
Warriors

25 gold crowns to hire

These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armour. They form the core of any Middenheim warband.

Profile M WS BS S T W I A Ld
Warrior
4
3
3
3
3
1
3
1
7

Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Middenheim Equipment list.

0-7 Marksmen

25 gold crowns to hire

The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.

Profile M WS BS S T W I A Ld
Marksman
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.

0-5 Swordsmen

35 gold crowns to hire

Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim.

Profile M WS BS S T W I A Ld
Swordsman
4
4
3
3
3
1
3
1
7

Weapons/Armour: Swordsmen may be equipped with weapons and armour chosen from the Middenheim Equipment list.

SPECIAL RULES

Expert Swordsmen: Swordsmen are so skilled with their weapons that they may re-roll any failed hits when charging. Note that this only applies when they are armed with normal swords, and not with double-handed swords or any other weapons.