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Warband Mercenaries

Logo humanThe Human Mercenaries is an Order Warband.

Description[ | ]

Flag human

The province of Reikland lies at the heart of the Empire and is a land long renowned for the discipline and loyalty of its people. Warriors drawn into the service of Reikland are held to a high standard of professionalism, eschewing the flamboyance of other provinces. For a Reiklander, sturdy armour and a reliable sword are more precious than silks and jewelled vestments. Grand Prince Siegfried of Reikland claims the vacant Imperial throne for himself, and the warriors of his land will do their utmost to see him crowned Emperor. Even if they aren’t above making some coin for themselves in the process. A Reiklander is always pragmatic.

Warriors[ | ]

Icon Name Type Movement Base Rating Skills
Mordheim icons mercenaries captain Captain Leader Normal 114 Swift Reaction: Passive Skill. Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point.
Unit icon mer champions Champion Hero Normal 94 Adaptable Defense: Passive Skill. After dealing melee damage, Melee Resistance increases by 3% for 1 turn. Stackable.
Unit icon mer warlock Warlock Hero Normal 96 Concentration: Active Skill. Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.
Unit icon mer youngbloods Youngblood Hero Normal 94 Squire's Curse: Active Skill. A melee attack that deals regular damage to a Single Enemy. If hit, the target's Switch Weapons action is blocked for 1 turn.
Unit icon mer warriors Warrior (Mercenaries) Henchman Normal 69 Momentum: Passive Skill. After dealing melee damage, melee Hit chance increases by 20% for the next attack. The next action taken must be a melee attack or skill or the effect is lost.
Unit icon mer ogre mercenary Ogre Mercenary Impressive Slow 184 Fear: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.
Unit icon mer marksmen Marksman Henchman Normal 74 Chain Shot: Passive Skill. After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn. Stackable.
Mordheim icons dramatis luthor Luther Wolfenbaum Dramatis Personae Normal Unknown


Gameplay[ | ]

The Mercenary warband is a good all-around list, including average-good melee and ranged fighters, in combination with a powerful arcane spellcaster and a tanking Impressive unit. The Mercenaries are ideal for a starter warband thanks to the broad equipment selection, which allow easy strategy customization. Every unit except the ogre can bring ranged weapons into battle.

The Marksman is arguably the best ranged henchman in the game, and if given Lad's got Talent, best ranged hero as well. mo. Thanks to the variety of equipment available to the warband, the strategy can be customized ranging from extensive use of slow but powerful black powder weapons, to fast shooting bows useful for hit-and-run tactics. His agility and accuracy are above average for a henchman, but he has the lowest weapon skill score in the game.

The Warrior is the warband's melee combat henchman. If he successfully lands a blow on an enemy, he is more likely to land his next. This is more useful when he is given Lad's got Talent, where he has more offense points at his disposal. His flaws are his poor ballistic skill and other physical stats, as well as having below average intelligence.

The Youngblood is a polarizing hero. His starting skill incentivizes melee combat, but his higher ballistic skill suggests a ranged build. Despite this, he can use most weapons and armor that the warband has available. He is also highly alert, but his leadership is low, and his other physical stats are rather unremarkable.

The Warlock is the warband's spellcaster hero. His starting skill makes it easier for him to cast his spells. His starting spell is not that useful, and it can also affect his teammates. Once he gets his better spells, the Warlock can be a force to be reckoned with. He has a variety of spells in his arsenal, including two damaging spells, and many debuffing spells. Warlocks possess superhuman Intelligence and Alertness, and good agility. His other stats are average at best. His weapon skill and toughness are low, meaning that he won't fare very well in combat without assistance. His equipment is also limited, not being able to weild any two-handed weapons other than the staff, and only wearing a helmet as a form of protection. A helmet can also get in the way of his spellcasting chance. Warlocks can wield bows, which can prove to be usesful at lower levels.

Champions are the dedicated melee hero of the Mercenary warband. Possessing high strength, toughness, leadership, weapon skill, and accuracy, this makes him perfect for this role in a warband. His starting skill makes him harder to hit every time he successfully lands a blow on an opponent. To take advantage of this, give him a one-handed weapon and a shield. He can wear any armor and use most weapons the warband can provide, though sticking with heavy armor and a shield may be the best choice. His weaknesses are his low agility, intelligence, and ballistic skill.

The Mercenary Captain is a jack of all trades, but is best used in melee with a shield and one-handed weapon, due to his passive skill making it easier for him to parry and cheaper to counterattack after a parry. When given a one-handed weapon, this counterattack is free, so giving him Web of Steel can give him up to three free counterattacks after successful parries. Mercenary Captains are also highly versed in rallying their crews, even in their darkest hour. They are also highly intelligent, and can easily come up with battle plans on the spot. He can weild most weapons that his warband has stored, and wear any armor. His ballistic skill potential is as high as that of his weapon skill, so building him into a ranged warrior isn't a bad choice. His shortcomings are his average physical stats, alertness, and accuracy.

Ogres are one of the most formidable opponents a mortal can face. They have supernatural strength and toughness, so they can take blows and give back harder blows. An ogre can lock up multiple opponents for a long time, and the fear he imposes on them can make this even longer. Ogres are surprisingly intelligent too, and are one of the only impressives that can wear armor. But like every other impressive, they can't use ranged weapons. And due to his large size, he is a prime target for enemy shooters. His low movement range of 5 meters can also hamper him, as he won't be able to keep up with his warband.

The large availability of ranged weapons is offset by average resistance of units. All members of the warband highly rely on armor and defensive skills to effectively reduce the amount of damage received, and are otherwise highly vulnerable.

Media[ | ]


[Mercenaries| ] [[1]]

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