Hello.
My game group have decided to revisit Mordheim
This has led to us agreeing not only to a campaign but to a tournament as well.
In an effort to give more options for human warbands I am thinking of making some new warband rules but I don't want to create a lot of rules and I definitely don't want to deal with warbands that have their own set of rules outside the main book. So just like Reiklanders, Middenheimers and Marieburgers are all variants of the common mercenary lists I want to create some other variants on mercs, quick and easy like.
I would like feedback on the rules if they are overpowered or underpowered. And if they fit the feel of Mordheim.
Bandits: Bandits does not have access to marksmen or swordsmen henchmen. Bandits can have up to twenty warriors in the warband.
Skills
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, strength, speed.
Youngblood: Combat, shooting, speed
---------------------------------------------------------------------------
Barbarians: Barbarians does not have access to gun power weapons. Their champions starts with 4 strength and all barbarian models starts with 4 in initiative.
Captain: Combat, academic, strength, speed.
Champion: Combat, strength, speed.
Youngblood: Combat, shooting, speed
---------------------------------------------------------------------------
Chaos thugs. Chaos thugs does not have access to marksmen or swordsmen henchmen. Instead of youngbloods the chaos thugs have mutants which follow the rules as in the possessed warband. They can even visit the shadowlord if you are using those alternative rules.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, strength, speed
Mutant: Combat, strength, speed
---------------------------------------------------------------------------
Averlanders: Averlanders champions starts 3 in ws and 4 in bs in addition they always counts as having hunting arrows.
Captain: Combat, shooting, academic, strength, speed.
Champion/Bearjaeger: Combat, shooting, speed.
Youngblood: Combat, shooting, speed
---------------------------------------------------------------------------
Stirland: Stirlander champions starts with 4 in toughness. In addition they never hire hafling hired swords.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, shooting, strength.
Youngblood: Combat, shooting, strength .
---------------------------------------------------------------------------
Nordland: Nordland champions start with 4 strength in addition all warriors in the warband start with one more point in leadership. Nordland warbands do not have access to swordsmen.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, strength, speed
Youngblood: Combat, shooting, speed
---------------------------------------------------------------------------
Wissenland: When starting out Wissenland warband gets to buy black powder weapons for five gold less on each purchase. This only applies the when the warband is created. In addition their champions starts out with 8 in leadership.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, shooting, academic.
Youngblood: Shooting, academic, speed.
---------------------------------------------------------------------------
Orcs (Non warhammer)
Orcs champions starts with 4 toughness. Orcs does not have access to gun powered weapons. Orcs does not have Marksmen. Instead of marksmen they can buy brutes who cost 35 gold, follow the rules for warriors and have 4 in toughness. Orcs does not have swordsmen. Instead of swordsmen they can buy Berserkers who follow the same rules except they automatically pass all leadership tests. Fear etc..
I hope these warband have some fitting flavour compared to what Empire region they are from.