I thought that BalrogTheBluff's idea of a peasant warband was really good so here is my take on the theme.
TownsfolkWhen this small town near Mordheim was obliterated in the chaos of the comet the residents decided that the potential riches that Mordheim presented would be perfect for restoring their town to its former glory.
Choice of warriors:
A Townsfolk warband must include a minimum of three models. You have 500gc available to spend.
The maximum number of warriors in the warband may never exceed 20
Bürgermeister: your warband must include 1 Bürgmeister, no more no less!
Captain of the Guard: Your warband may include a single Captain of the Guard
Traders: Your warband may include up to three Traders
Towns Folk: Your warband may include any number of Towns Folk
Urchins: Your warband may include up to five Urchins
City Guards: Your warband may include up to five City Guards
Starting Experience:A Bürgermeister starts with 20 experience
A Captain of the Guard starts with 8 experience
A Trader starts with 0 experience
Henchmen start with 0 experience
Townsfolk skill tables:Bürgermeister may choose from the Combat, Shooting, Academic or Speed skill lists.
Captain of the Guard may choose from the Combat, Shooting or Strength skill lists.
Traders may choose from the Combat Skill list.
Maximum characteristicsM...WS..BS...S...T...W...I...A..LD
4.....6.....6.....4...4....3...6...4...9
Guards HtH WEAPONS
Dagger 1st free/2gc
Mace/Hammer 3gc
Axe 5gc
Sword 10gc
Spear 10gc
Halberd 10gc
Double Handed Weapon* 15gc
MISSILE WEAPONS
Long Bow 15gc
Crossbow 25gc
ARMOUR
Shield 5gc
Helmet 10gc
Light Armour 20gc
Heavy Armour 50gc
MISCELLANEOUS
Hunting Arrows* 35gc
*not Bürgermeister
Traders HtH WEAPONS
Dagger 1st free/2gc
Club/Hammer 3gc
Axe 5gc
Sword 10gc
Double Handed Weapon** 15gc
MISSILE WEAPONS
Bow 10gc
Long Bow* 15gc
Crossbow* 25gc
ARMOUR
Toughened Leathers 5gc
Shield 5gc
Light Armour 20gc
Heavy Armour** 50gc
MISCELLANEOUS
*Fletcher only
**Blacksmith only
Townsfolk HtH WEAPONS
Dagger 1st free/2gc
Club 3gc
Axe 5gc
Spear* 10gc
MISSILE WEAPONS
Bow 10gc
ARMOUR
Toughened Leathers 5gc
Shield 5gc
MISCELLANEOUS
Heroes
Bürgermeister1
60gc
M...WS..BS...S...T...W...I...A..LD
4.....3.....3.....3...3....1...3...1...8
Weapons/Armour: Weapons and armour chosen from the Guards equipment list
Special rulesLeader: Any models in the warband within 6” of the Bürgermeister may use his Leadership instead of their own.
Former Glory: The Bürgermeister is the last semblance of the relative peace and order that the people of the Town once knew and so acts as a beacon of hope for the people of the town. The Bürgermeister has the Battle Tongue skill from the Academic skill list.
Natural Orator: Once per battle at the beginning of a turn the Bürgermeister may make one of his famous speeches which earned him his place at the head of the town. All members of the warband within earshot (8”) are spurred on by the stirring words of their leader and instantly pass any LD test they take. The Bürgermeister may not use this ability while in combat nor may he move or shoot in any turn that he uses the ability.
Captain of the Guard0-1
45gc
M...WS..BS...S...T...W...I...A..LD
4.....4.....4.....3...3....1...3...1...8
Weapons/Armour: Weapons and armour chosen from the Guards equipment list
Traders0-3
30gc
M...WS..BS...S...T...W...I...A..LD
4.....2.....2.....3...3....1...3...1...6
Weapons/Armour: weapons and armour chosen from the Traders equipment list
Special rules
Professions: Upon hire each must choose one Profession to acquire from the list below:
- Stone Mason: The Trader gains +1I, the Scale Sheer Surfaces skill from the Speed skill list and may choose skills from the Speed skill list.
- Town Crier: The Trader gains +1LD, the Rousing Cry skill from the Special skill list and may choose skills from the Academic Skill list.
- Barber-Surgeon: The Trader gains +1WS, the Let Me Take a Look at That skill from the Special skill list and may choose from the Academic skill list.
- Fletcher: The Trader gains +1BS, the Fletchings skill from the Special skill list and may choose skills from the Shooting skill list.
- Blacksmith: The Trader must always be armed with a one or two handed Hammer but gains +1WS the Strongman skill from the Special skill list and may choose skills from the Strength skill list.
Competition: A Townsfolk warband cannot support more than two of each type of trader (including promoted Villeins with a Special skill).
Henchmen
Villeins0+
20gc
M...WS..BS...S...T...W...I...A..LD
4.....2.....2.....3...3....1...3...1...6
Weapons/Armour: weapons and armour chosen from the Townsfolk equipment list
Special Rules
Trainees: If a Villeins is promoted to a hero then when they first gain a skill they may choose one from the special skill list but they may only ever choose one skill from that list.
Tools of the Trade: A Villeins that chooses a skill from the Special skill list may use any equipment that is available to the Trader of the type they have become.
Urchins0-5
10gc
M...WS..BS...S...T...W...I...A..LD
4.....2.....2.....2...2....1...3...1...5
Weapons/Armour: weapons and armour chosen from the Townsfolk equipment list
Special Rules
Sticky Fingers: If they could attack a model that is knocked down or stunned the Urchin may instead attempt to pick the pockets of their opponent. Each player rolls a D6 and adds their initiative with stunned models being at -1I if the Urchin scores higher then one randomly selected piece of equipment that is not clothing or armour is taken by the Urchin and added to their equipment list. Note that Urchins instantly deposit any stolen equipment to the warbands stored equipment after the battle and may not use equipment unless they could normally.
City Guards0-5
30gc
M...WS..BS...S...T...W...I...A..LD
4.....3.....3.....3...3....1...3...1...7
Weapons/Armour: weapons and armour chosen from the Guards equipment list
Special Rules
Discipline: If there are two or more City Guards or the Captain or the Guards within 3” of a City Guard then he is at +1LD.
Special Skills List
Scale Sheer Surfaces: As detailed in the Speed skill list.
Let Me Take A Look at That: If the Barber surgeon did not go OoA in the last battle then you may re-roll the serious injury of one hero or henchman that went OoA in the last battle.
Rousing Cry: At the beginning of one movement phase per battle the Town Crier may use this ability. All Friendly warriors (not hired swords) who are within 6” of the Town Crier instantly hate everyone until the start of the opponents turn.
Fletchings: D3 Bows or Crossbows in the warband gain +6” to their range for that battle (roll at the beginning of each battle).
Strongman: As detailed in the Strength skills list.
(Note that only one skill from this list may be learned by each hero)
EDIT: Mayor Changed to Bürgermeister, Chimney Sweep swapped for Stone Mason, Traders skills changed and price increased and Towns Folk changed to Villeins.