hired swords

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Hired Swords Page 1 Hired Sword M WS BS S T W I A Ld Save Cost Rating Alchemist 4 2 2 3 3 1 3 1 6 95 20 Arabian Merchant 4 2 2 3 3 1 4 1 7 50 10 Barbarian 4 4 2 4 3 2 3 2 6 (6+) 175 15 Bard 4 3 3 3 3 1 3 1 7 5+ 70 8 Beast Hunter 4 3 4 3 3 1 4 2 7 5+ 115 18 Beggar 4 1 1 2 2 1 3 1 5 25 8 Big Game Hunter 4 3 4 3 3 1 4 1 7 5+ 310 16 Black Orc 4 4 3 4 4 1 2 1 7 3+ 195 15 Bounty Hunter 4 4 3 4 3 1 4 1 8 4+ 195 20 Chameleon Skink 6 4 4 4 2 1 5 1 7 6+ 155 16 Chaos Centaur 8 4 3 4 3 1 3 1 7 6+ 160 20 Chaos Warrior 4 6 6 4 4 1 6 2 9 3+ 285 25 Clan Eshin Assassin 6 4 4 4 3 1 5 1 7 5+ 115 25 Clan Moulder Packmaster 5 3 3 3 3 1 4 1 6 125 25 Clan Skryre Engineer 5 3 4 3 3 1 4 1 6 170 15 Clan Skryre Poison Wind Globad 5 3 3 3 3 1 4 1 5 5+ 135 15 Clan Skryre Sniper 5 3 3 3 3 1 5 1 5 200 20 Cleric 4 3 3 3 3 1 3 1 8 4+ 150 20 Coachman 4 3 3 3 3 1 4 1 7 5+ 75 8 Dark Elf Assassin 5 5 5 4 4 1 7 1 8 5+ 260 25 Dark Elf Sorceress 5 4 4 3 3 1 6 1 8 175 15 Duelist 4 4 3 3 3 1 4 1 7 110 18 Dwarf Journeyman Runesmith 3 4 3 3 4 1 2 1 9 4+ 120 15 Dwarf Runebearer 3 4 3 3 4 1 2 1 9 5+ 120 12 Dwarf Sapper 3 4 3 3 4 1 3 1 9 4+ 250 25 Dwarf Slayer Pirate 3 4 3 3 4 1 2 1 9 120 14 Dwarf Treasure Hunter 3 5 4 3 4 1 2 1 9 3+ 215 24 Dwarf Troll Slayer 3 4 3 3 4 1 2 1 9 60 12 Elf Ghost Strider 5 4 5 3 3 1 6 1 8 5+ 170 22 Elf Mage 5 4 3 3 3 2 6 1 8 165 23 Elf Minstrel 5 4 4 3 3 1 6 1 8 4+ 200 23 Elf Ranger 5 4 5 3 3 1 6 1 8 165 12 Elf Wardancer 5 5 3 3 3 1 6 1 9 6u 145 12 Expert Marksman 4 3 4 3 3 1 3 1 7 5+ 115 16 Fence 4 2 2 3 3 1 3 1 5 60 8 Freelance Knight 3 (8) 4 3 4 3 1 4 1 7 3+ (2+) 205 21 Goblin Lantern Bearer 4 2 3 3 3 1 4 1 5 35 5 Grave Robber 4 3 3 3 3 1 4 1 6 6+ 105 18 Halfling Scout 4 2 4 2 2 1 4 1 8 50 5 Halfling Thief 4 2 4 2 2 1 4 1 7 95 14 Highwayman 4 (8) 3 4 3 3 1 3 1 7 (6+) 155 20 Hobgoblin Scout 4 (9) 3 3 3 3 1 2 1 6 6+ (5+) 125 19 Hochland Huntsmaster 4 4 5 3 3 1 5 1 8 280 25 Imperial Assassin 4 4 4 3 3 1 5 2 8 140 22 Imperial Battle Wizard 4 3 3 3 3 1 4 1 7 100 20 Imperial Tactician 3 4 3 3 3 1 5 1 9 3+ 205 16 Jester 4 2 2 3 3 1 4 1 7 50 5 Kislev Ice Mage 4 3 2 3 3 1 4 1 7 70 16

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Page 1: Hired Swords

Hired Swords

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Hired Sword M WS BS S T W I A Ld Save Cost RatingAlchemist 4 2 2 3 3 1 3 1 6 95 20Arabian Merchant 4 2 2 3 3 1 4 1 7 50 10Barbarian 4 4 2 4 3 2 3 2 6 (6+) 175 15Bard 4 3 3 3 3 1 3 1 7 5+ 70 8Beast Hunter 4 3 4 3 3 1 4 2 7 5+ 115 18Beggar 4 1 1 2 2 1 3 1 5 25 8Big Game Hunter 4 3 4 3 3 1 4 1 7 5+ 310 16Black Orc 4 4 3 4 4 1 2 1 7 3+ 195 15Bounty Hunter 4 4 3 4 3 1 4 1 8 4+ 195 20Chameleon Skink 6 4 4 4 2 1 5 1 7 6+ 155 16Chaos Centaur 8 4 3 4 3 1 3 1 7 6+ 160 20Chaos Warrior 4 6 6 4 4 1 6 2 9 3+ 285 25Clan Eshin Assassin 6 4 4 4 3 1 5 1 7 5+ 115 25Clan Moulder Packmaster 5 3 3 3 3 1 4 1 6 125 25Clan Skryre Engineer 5 3 4 3 3 1 4 1 6 170 15Clan Skryre Poison Wind Globadier 5 3 3 3 3 1 4 1 5 5+ 135 15Clan Skryre Sniper 5 3 3 3 3 1 5 1 5 200 20Cleric 4 3 3 3 3 1 3 1 8 4+ 150 20Coachman 4 3 3 3 3 1 4 1 7 5+ 75 8Dark Elf Assassin 5 5 5 4 4 1 7 1 8 5+ 260 25Dark Elf Sorceress 5 4 4 3 3 1 6 1 8 175 15Duelist 4 4 3 3 3 1 4 1 7 110 18Dwarf Journeyman Runesmith 3 4 3 3 4 1 2 1 9 4+ 120 15Dwarf Runebearer 3 4 3 3 4 1 2 1 9 5+ 120 12Dwarf Sapper 3 4 3 3 4 1 3 1 9 4+ 250 25Dwarf Slayer Pirate 3 4 3 3 4 1 2 1 9 120 14Dwarf Treasure Hunter 3 5 4 3 4 1 2 1 9 3+ 215 24Dwarf Troll Slayer 3 4 3 3 4 1 2 1 9 60 12Elf Ghost Strider 5 4 5 3 3 1 6 1 8 5+ 170 22Elf Mage 5 4 3 3 3 2 6 1 8 165 23Elf Minstrel 5 4 4 3 3 1 6 1 8 4+ 200 23Elf Ranger 5 4 5 3 3 1 6 1 8 165 12Elf Wardancer 5 5 3 3 3 1 6 1 9 6u 145 12Expert Marksman 4 3 4 3 3 1 3 1 7 5+ 115 16Fence 4 2 2 3 3 1 3 1 5 60 8Freelance Knight 3 (8) 4 3 4 3 1 4 1 7 3+ (2+) 205 21Goblin Lantern Bearer 4 2 3 3 3 1 4 1 5 35 5Grave Robber 4 3 3 3 3 1 4 1 6 6+ 105 18Halfling Scout 4 2 4 2 2 1 4 1 8 50 5Halfling Thief 4 2 4 2 2 1 4 1 7 95 14Highwayman 4 (8) 3 4 3 3 1 3 1 7 (6+) 155 20Hobgoblin Scout 4 (9) 3 3 3 3 1 2 1 6 6+ (5+) 125 19Hochland Huntsmaster 4 4 5 3 3 1 5 1 8 280 25Imperial Assassin 4 4 4 3 3 1 5 2 8 140 22Imperial Battle Wizard 4 3 3 3 3 1 4 1 7 100 20Imperial Tactician 3 4 3 3 3 1 5 1 9 3+ 205 16Jester 4 2 2 3 3 1 4 1 7 50 5Kislev Ice Mage 4 3 2 3 3 1 4 1 7 70 16

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Kislev Ranger 4 3 4 3 3 1 4 1 7 100 15Mule Skinner 4 3 3 3 3 1 3 1 7 75 20Necromancer 4 3 3 3 3 1 3 1 7 70 18Ninja Gnoblar 4 3 3 3 3 1 4 1 6 6+ 105 8Nipponese Assassin 4 4 4 3 3 1 5 2 8 185 45Nomad Guide 4 3 4 3 3 1 4 1 7 80 12Norse Shaman 4 3 2 3 3 1 3 1 8 95 25Ogre Bodyguard 6 3 2 4 4 3 3 2 7 5+ 195 25Ogre Leadbelcher 6 3 2 4 4 3 3 2 7 5+ 240 25Ogre Slaver 6 3 2 4 4 3 4 2 7 5+ 210 40Pathfinder 4 3 4 3 3 1 4 1 8 160 25Pit Fighter 4 4 3 4 4 1 4 2 7 95 22Priest of Morr 4 2 2 3 3 1 4 1 8 55 10Priest of Ranald 4 2 3 3 3 1 5 1 7 95 20Priestess of Shallaya 4 2 2 3 3 1 4 1 8 90 15Prospector 4 2 2 3 3 1 3 1 9 100 15Pyromaniac 4 3 3 3 3 1 3 1 7 85 9Road Warden 4 (8) 3 4 3 3 1 3 1 8 4+ (3+) 215 22Scout 4 3 3 3 3 1 4 1 6 40 9Shadow Warrior 5 4 4 3 3 1 6 1 8 4+ 120 12Skink Hopper 6 2 4 3 2 1 4 1 6 6+ 100 12Slaver 4 3 3 3 3 1 4 1 8 5+ 85 12Snake Charmer 4 2 2 3 3 1 3 1 7 105 30Swashbuckler 4 4 3 3 3 1 5 1 8 5+ 115 16Swordsmith 4 3 3 4 3 1 4 1 7 6+ 130 10Thief 4 3 3 3 3 1 4 1 7 110 22Tomb Robber 4 4 3 3 3 1 5 1 7 110 20Warlock 4 2 2 3 3 1 4 1 8 60 16Warrior Priest of Sigmar 4 3 3 3 3 1 4 1 8 4+ 120 16Witch 4 2 2 2 3 1 4 1 7 60 14Witch Hunter 4 4 4 3 3 1 4 1 8 110 15Wolf-Priest of Ulric 4 3 2 3 3 1 3 1 8 (6+) 175 25

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Equipment Starting Gear Starting Skills and SpecialsMarksman Handgun, Dagger Alchemist

Araby Sword, Dagger Haggle, Pawnbroker, MarketeerNorse Wolfcloak, 2-handed Sword Strongman

Warrior Light Armor, Sword, Dagger Songster, EntertainerNorse Light Armor, 2 Axes, Throwing Axes (6” R, + Beastman Vengeance, Predator, Skul

Beggar Club, Dagger Not a Threat, Scrounge, Works for ScMarksman Light Armor, Sword, Dagger, Net, Hochland Set Traps

Orc Heavy Armor, Helmet, choose either 2-hand Well 'Ard, Loner, I said, “Shut it!”,Warrior Heavy Armor, Helmet, Sword, Pistol, Cross Capture, Reward MoneySkink Buckler, Blowpipe, Dagger Aquatic, Cold Blooded, Jungle Born, In

Darksoul Shield, chose either Sword or Spear, Throw Drunken, Trample, Forest WalkDarksoul Heavy Armor, Helmet, Shield, choose eithe Massive Strength, Strong Build, 1 Ma

Clan Eshin Light Armor, Helmet, Sword, Dagger, Sling, Perfect Killer, LonerClan Moulder Sword, Whip, Sling, 3 Giant Rats Rat PackClan Skryre Warp Glaive, Warplock Pistol, Giant Rat FamiTinkererClan Skryre Light Armor, Gas Mask, Sword, Dagger, Poison Wind GlobesClan Skryre Jezzail, Dagger Precision, Infiltration

Witch Hunter Light Armor, Shield, Mace Magic Tolerant, Prayer User, 2 PrayerWarrior Light Armor, Sword, Whip Driver, HandymanDark Elf Light Armor, Dark Elven Cloak, Darksteel Kindred Hatred, Perfect KillerDark Elf Sword, Dagger, choose either Crossbow Pis Excellent Sight, Kindred Hatred, 2 DaWarrior Dueling Cloak, Dueling Pistol, Sword, DaggeDarting Steel

Dwarf Warrior Heavy Armor, Gromril Hammer, Dagger Armor, Armorer, Durable Runes, GrudDwarf Warrior Light Armor, Axe, Crossbow, Dagger Armor, Grudgebearer, Hard to Kill, HaDwarf Warrior Heavy Armor, 2-handed Pick, choose either Demolitions Expert, Grudgebearer, Ar

As Armed Sword, Dagger, Superior Blackpowder, ManyDeathwish, Hard to Kill, Hard Head, FDwarf Warrior Gromril Armor, Helmet, 2-handed Mining Pi Hard to Kill, Grudgebearer, Treasure

Slayer 2-handed axe or 2 axes Deathwish, Hard to Kill, Hard Head, WWood Elf Light Armor, Sword, Dagger, Elf Bow, Hunti Hunted, Master of the Hunt, StalkHigh Elf Elven Cloak, Dagger Fey, Sorcery, Wizard, 3 High Magic SpHigh Elf Ithilmar Armor, Ithilmar Sword, Dagger Entertainer, 2 Songs

Wood Elf Elven Cloak, Elf Bow, Sword, Dagger Excellent Sight, SeekerWardancer 2 Ithilmar Swords Excellent Sight, Forest Walk, TalismaMarksman Light Armor, Crossbow, Sword, Dagger Trick Shooter, Steady Hands

Beggar Dagger Fencing, Deal Making, Scavenger, ReluKnight Heavy Armor, Shield, Sword, Warhorse, LanceGoblin Dagger, Lantern Rig Short, Fits in Small Places, Smart (foScout Leather, Shovel (Axe), Dagger, Lantern Rig Grave Robbing, Hated

Halfling Scout Helmet, Bow, Dagger Cook, Short, Small SizeHalfling Thief Sword, Dagger, Throwing Knives, Rope & HoInfiltration, Cutpurse, Uneasy Ally, Sh

Warrior Dueling Cloak, Brace of Pistols, Rapier, Dag Expert Pistolier, Expert Rider, UnscruHobgoblin Shield, Shortbow, Dagger, Wolf Companion Ride Giant Wolf, Loner, TraitorMarksman Sword, Hochland Long Rifle Excellent Sight, Loner, Precision

Warrior Sword, Dagger, Crossbow Pistol, Throwing Poisoner, Weapon MasterMage Dagger, School Weapon (see Notes tab) Wizard, 2 College Spells

Warrior Full Plate Armor, Helmet, 2-handed Sword Expert Tactician, Read the BattleBeggar Jesting Stick (Club), Dagger, Sling Jesting, Distracting Opponent, DifficulMage Sword, Dagger Wizard, 2 Ice Magic Spells

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Marksman Heavy Furs, Sword, Bow, Dagger Monster Hunter, Loner, SeekerWarrior Whip, Dagger Mule Handler, Whip Master, DisarmUndead Sword, Dagger Wizard, 2 Necromancy Spells

As Armed Leather, Throwing Stars, Bo Staff Bo Staff Mastery, Short, Small SizeClan Eshin (no warplock pistols or Weeping Blades)2 Swords, Throwing Stars, Blowpipe, Rope Secrecy, Lightning Speed, Leap of Fait

Araby Sword, Dagger, Bow Son of the WildsNorse Choice of Sword or Axe, Dagger Prayer User, 2 Norse Runes

Ogre Bull Light Armor, 2-handed weapon or choose 2 fFearsome, Large Target, DimwittedLeadbelcher Light Armor, Ogre Cannon Ogre Cannon

Ogre Bull Light Armor, Axe, Club Capture, Fearsome, Large Target, DiScout Sword, Dagger, Longbow, Rope & Hook, HeaLay of the Land, Treasure Hunter

Pit Fighter Helmet, Morning Star, Spiked Gauntlet Arms MasterWitch Hunter Scythe, Dagger Loner, Save the Dead, Prayer User, 2

Warrior Throwing Knives, Dagger, Rope & Hook Deific Rivalry, Getting Out Of Here, PBeggar Dagger, Healing Herbs, Tears of Shallaya Reluctant, Prayer User, 2 Prayers of

Marksman 2-handed Mining Pick, Blunderbuss Old Coot, Hardened, Finders Keepers,As Armed Unlimited Firecrackers, Dagger Crazed Firestarter, Rockets

Guardsman Heavy Armor, Crossbow, Horseman's HammerExpert Rider, Lethal Marksman, SternScout Sword, Dagger, Bow Not a Fighter

Shadow WarriorLight Armor, Shield, Sword, Longbow Excellent Sight, Hates Dark Elves, InfilSkink Shortbow, Dagger, Reptile Venom Committed, Infiltration, Scale Sheer

Warrior Light Armor, Helmet, Spear, Net, Dagger SlavemasterWarrior Sword, Dagger, 3 Snakes Immune to Poison, Snake Charmer, SWarrior Light Armor, choose either Sword or Rapier, Acrobatic, Charismatic, Nimble ClimbeWarrior Leather, Hammer, Dagger Master CraftsmanScout Thief's Cloak, Sword, Dagger Tea-Leaf!

Witch Hunter Sword, Dagger, Crossbow Pistol, Rope & H Excellent Reflexes, Explorer, Pick LoMage Dagger Wizard, 2 Lesser Magic spells

Witch Hunter Light Armor, Shield, Sigmarite Hammer Deific Rivalry, Burn the Witch, PrayerMage Dagger Wizard, Recluse, Reluctant, Brew Po

Witch Hunter Sword, Dagger, choose either Dueling or CrosBurn the Witch, In Sigmar's NameBrute Wolfcloak, 2-handed Hammer, Dagger, Wol Deific Rivalry, Hated Rival, Prayer Use

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Skill AccessAcademic, ShootingAcademic, MerchantCombat, Speed, StrengthAcademic, Musician, SpeedCombat, StrengthSpeed, gains Academic if promoted to HeroAcademic, ShootingCombat, Orc, StrengthCombat, Shooting, Speed, StrengthShooting, Skink, SpeedCombat, Chaos Mutations, StrengthCombat, StrengthClan Eshin, Combat, Shooting, SpeedClan Moulder, Combat, SpeedAcademic, Clan Skryre, Shooting, SpeedClan Skryre, SpeedClan Skryre, Shooting, SpeedAcademic, Combat, Prayers of chosen Faith, StrengthSpeed, gains Combat if promoted to HeroAcademic, Assassin, Combat, Dark Elf, Shooting, Speed, StrengthAcademic, Dark Elf, Dark Magic, SpeedCombat, ShootingCombat, Dwarf, Dwarven Runes, StrengthCombat, Dwarf, Shooting, RunebearerCombat, Dwarf, StrengthCombat, Dwarf, Shooting, Troll SlayerCombat, Dwarf, StrengthCombat, Dwarf, Troll Slayer, StrengthElven, Shooting, SpeedAcademic, Elven, High MagicElven, Musician, SongsElven, Shooting, SpeedCombat, Elven, Speed, WardancerShooting, choose 1 other Common skill type if promoted to HeroSpeed, may also choose Streetwise and HaggleCombat, Riding, StrengthSpeed, choose 1 other Common skill type is promoted to Hero (except for Strength)Combat, SpeedHalfling, Shooting, SpeedHalfling, Shooting, SpeedCombat, Riding, Shooting, SpeedHobgoblin, Riding, ShootingShooting, SpeedCombat, Imperial Assassin, Shooting, Speed, Unstoppable ChargeAcademic, Chosen College MagicCombat, Imperial Tactician, StrengthAcademic, SpeedAcademic, Ice Magic

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Academic, Combat, Kislev Ranger, Shooting, Speed, StrengthCombat, Strength, may also choose Streetwise and HaggleAcademic, Necromancy, SpeedCombat, Ninja, Shooting, SpeedCombat, Ninja, Shooting, SpeedShooting, SpeedAcademic, Combat, Norse RunesCombat, StrengthCombat, StrengthCombat, StrengthCombat, Pathfinder, Shooting, SpeedCombat, Speed, StrengthAcademic, Prayers of Morr, SpeedAcademic, Prayers of Ranald, SpeedAcademic, Prayers of Shallaya, SpeedStrength, SpeedPyromaniac, gains Speed if promoted to HeroCombat, Riding, Shooting, StrengthCombat, Scout, Speed, may also choose Eagle Eyes, Quick Shot, or Trick ShooterCombat, Elven, Shadow Warrior, ShootingShooting, Skink, SpeedCombat, Strength, may also choose Streetwise and HaggleAcademic, SpeedCombat, Shooting, SpeedAcademic, Strength, SwordsmithCombat, SpeedCombat, Shooting, SpeedAcademic, Lesser MagicAcademic, Prayers of SigmarAcademic, Charms & HexesAcademic, Combat, Shooting, Speed, StrengthAcademic, Combat, Prayers of Ulric, Speed, Strength

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Traits

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Hired Sword Traits and SkillsSkillAcrobaticAlchemistArmorerBeastman VengeanceBo Staff MasteryBrew PotionsCaptureChameleon SkinCharismaCommittedCookCrazed FirestarterDarting SteelDeal MakingDeific RivalryDemolitions ExpertDifficult to HideDisarmDistracting OpponentDriverEntertainerExcellent ReflexesExpert PistolierExpert RiderExpert TacticianExplorerFencingFestooned With PistolsFinders KeepersFits in Small PlacesGetting Out of HereGrave RobbingHandymanHatedHated RivalHuntedI Said, “Shut It!”In Sigmar's NameJestingLay of the LandLeap of FaithLethal MarksmanLightning SpeedLuckyMagic TolerantMarketeerMaster Craftsman

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Traits

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Master of the HuntMonster HunterMule HandlerNimble ClimberNot a FighterNot a ThreatOld CootOutcast NoblePawnbrokerPoisonerPredatorRaging DrunkRat PackRead the BattleRecluseReluctantReward MoneyRocketsSave the DeadScavengerScroungeSecrecySelf InterestSkull RackSlavemasterSmart (For a Goblin)Snake CharmerSnake HunterSon of the WildsSongsterStalkSteady HandsSternTauntTea-Leaf!TinkererTraitorTreasure MapsUneasy AllyUnscrupulousWeapon MasterWho's Da Boss?Who's Da Man?Works for Scraps

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Hired Sword Traits and SkillsDescriptionThis character automatically passes I checks for being wounded within 1” of a ledge.Roll on Alchemy Table after each match during which this character was not taken out of action.The party may purchase 1 metal armor, helmet, shield, or melee weapon for ¾ normal cost after each match where this character was not taken out of action. They may sell these items for ¾ normal cost rather than ½. Character has Hatred for all Beastmen, including Gors, Ungors, Bestigors, Centigors, Minotaurs, Tuskgors, and Chaos Hounds.Character makes Off-Hand attacks with no penalty when attacking with a Bo Staff, gains 1 Parry attempt per turn, and is treated as successful on even rolls when attempting to Parry.One member of the Party may drink a Potion before each match. Roll 1d6: 1 – The character is at -1 T this match. 2-3 – The character gains +1 S this match. 4-5 – The character gains +1 T this match. 6 – The character begins the battle with +1 W. This bonus wound may not be healed once lost.Nominate 1 enemy at the start of each game as this character's mark. This character gains +1 on all to hit rolls against its mark and must move towards its mark in each Movement phase where it is legally allowed to do so. This character gains +1d3 xp if it takes its mark out of action during the match, and if this character was not taken out of action during the match, the mark is automatically Captured (including Henchmen).Opposing characters halve the distance they can spot Hidden models for the purpose of detecting this character. Ranged attacks against this character suffer -2 to hit, in addition to any other penalties.Any character of the opposite sex must succeed at a Ld check to charge this character.This character adds +1 to all Serious Injury checks.This character pays for himself, creating 1 extra Henchman roster spot. May not be combined with a Halfling Cookbook or any similar effect.This character must always throw Fireworks or light a Rocket during each Shooting phase when it is able to do so, and will never run or charge.This character may successfully Parry by rolling equal to or less than its WS.The Party gains a 10% discount on all Common items while this character is on the Roster.This character may not be hired by a Party which contains a Paryer User devoted to a different deity.Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.Opponents are considered to be 2x normal I for the purpose of spotting this character.Instead of striking to injure, this character may declare that he is striking to disarm before rolling to hit with any attack. If the attack is successful, the opponent rolls a single die as if he were attempting to Parry. If he fails the Parry, this character may choose one item held in any hand of the target and cause them to drop it. The dropped equipment may not be used again during this hand-to-hand combat. Any dropped items are recovered automatically during the first Recovery phase in which they are not engaged in hand-to-hand combat. If they are taken out of action before recovering the dropped equipment, it is lost.Opponents in base contact with this character are -1 WS.This character may reroll any Out of Control check when driving a vehicle.This character pays for himself, creating 1 extra Henchman roster spot. May not be combined with a Halfling Cookbook or any similar effect.This character has a 5u ward save against any wound. This may be stacked with Dodge and/or Step Aside.Character is treated as having Pistolier and Trick Shooter.This character may fire ranged weapons which are normally Move or Fire while Mounted, whether or not his Mount moves, and does not suffer penalties to ranged attacks for moving while Mounted.Before any match, after all deployment has occurred but before the match begins, this character may allow 1d3+1 Party members to reposition by up to 8”.After any match where this character does not go out of action, the party may roll 1 extra Exploration die, then discard a die of their choice.Whenever the Party sells equipment, they may choose to use the Fence. If they do, roll 1d6: 1 – item sells for ¼ cost. 2-3 – Item sells for ½ cost. 4-5 – Item sells for ¾ cost. 6 – Items sells for full cost.Character is always considered to have a loaded pistol available. After the first round of any hand-to-hand combat, the character wields a discharged pistol in his Off-Hand as a club.During any match involving extra Treasure Tokens, if this character takes an enemy model carrying 1 or more Treasure Tokens out of action, it will keep the tokens. Remove them from play. This character earns +1 xp for each token removed in this fashion.If this character was not taken out of action during the match, the Party adds +3 to their total score for determining the number of Treasure Tokens found.This character automatically escapes from combat and may always take a run action if it begins its Movement phase standing up.After any match in which this character was not taken out of action, you may choose to roll 2d6 and consult the following table: 2 – Discovered! Remove the character from the Party roster. 3-4 – Nothing happens. 5-7 – add 1d6+3 gold to Party income. 8-9 – add 1d6+8 gold to Party income. 10-11 – you may either add 1d6+2 gold to Party income, or gain 1 Zombie for free. 12 – gain 1 Magical Artefact from the Magical Artefact table.If this character is in base contact with a vehicle in its Recovery phase and no enemies are in contact with the same vehicle, it may choose to repair one damaged wheel. Any model which has access to Prayers of Sigmar or Morr gain Hatred against this character.Character has Hatred for Friars, Warrior Priests, Witch Hunters, and Sisters of Sigmar.Nominate 1 enemy at the start of each game as this character's prey. This character gains +1 on all to hit rolls against its prey.Any friendly Orc or Goblin within 6” of this character does not suffer from Animosity.Character may reroll any failed Ld check.Allied characters within 6” are considered to be +1 Ld for all purposes.This character never suffers movement penalties for terrain, and is even able to move over impassable terrain.This character may not be intercepted when charging. At the beginning of any Movement phase, if this character is engaged in hand-to-hand combat, it may escape combat automatically and move up to 2” before charges are declared.Character is treated as having Eagle Eyes and Trick Shooter.Character moves at triple normal speed when running or charging, and may run even when enemies are within 8”.This character adds +1 to all Serious Injury checks.May be hired by a Party which includes a Wizard.After each match during which this character was not taken out of action, it may choose to visit one of 3 Markets, the Pawnbroker, the Black Market, or the Exotic Wares Market. Roll 1d6 on the appropriate Market Table to see what is found. The party may purchase the item found for its base cost, ignoring any random gold modifiers.This character reduces the Rare check for melee weapons by -1 for each advancement it has attained.

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Traits

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When equipped with a bow, this character may make 1 additional ranged attack with the bow when he uses it in any Shooting phase. May be stacked with Quick Shot.Always wounds Large Targets on 4+ with ranged attacks.Allied animals within 6” of this character may use its Ld score for any Ld check it has to make, and this character negates the Stubborn or Stupidity trait of any allied Animal in base contact. This character may run or charge while climbing.If this character was taken out of action during a match, it treats a roll of 3 on the Serious Injury Table as a Retire result. It may be bribed to stay as usual.This character may not be the target of any attack or charge if the opposing model would have another legal target of this character's Party available who is within 4” of this character.This character never makes Serious Injury checks. Instead, after each match, roll 1d6. On a 1, remove this character from the Party roster.This character may not be Hired by a Dark Elf Leader. This character will pose as an Elf and work for many Parties you would not normally expect to include a Dark Elf Sorceress. If she is working for an Elf Party, roll a d6 after each match. On a 1 her true nature is discovered; remove her from the Party Roster.The party may sell items for full normal cost after any match in which this character did not go out of action.Character's weapons are always treated as being Poisoned, either with Black Lotus or Dark Venom. Choose at the beginning of each match.In any match which includes a Beastman Party Leader, this character may be deployed anywhere on the table which is considered Hidden and outside of any player's Deployment Area.Parties which include this character treat Casks of Bugman's Ale as Rare 6, but must pay an additional 2d6 gold to acquire it.This character may control 3 Giant Rats. Any Rats killed as the result of a Serious Injury check may be replaced for 15 gold each.The Party automatically passes the first Rout Test it is required to make if this character is still on the table.When attempting to Hire a character with this Trait, you must roll 1d6. On a 4+ the character may be hired. Otherwise, you must wait 1 match before trying again.This character will never charge and will never move within 8” of an enemy model. If this character begins its Movement phase within 8” of an enemy model, it must move to more than 8” away if legally possible.After any match in which this character successfully Captured its mark, the mark is traded in for the reward money. This character's Party may add the mark's Hiring Fee to its Stash. The mark receives one chance to escape before facing justice. The mark's owner may roll 1d6 – on a 1-4 the mark is killed, remove it from the Party Roster. On a 5-6 the mark successfully escapes, fighting his way free to rejoin the party. The mark gains 1d6 xp, and if it is a Henchman, its first advancement roll is automatically considered to be a 10-12.During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.Character gains Hatred against any model with access to cast Necromancy spells and all Undead.The Party may choose to reroll any failed Rare Item check. If they do, and the second check is successful, the item now costs 10% more than usual, plus the Party must pay an additional 5 gold commission.After any match in which this character was not taken out of action, the Party gains 1 extra Exploration die.This character never counts as a Party member for Rout.This character always uses its own Ld for Ld tests, regardless of any other effect. If engaged in hand-to-hand combat, this character must make an All Alone check at the beginning of each Hand-to-Hand Combat phase.Character gains Fearsome against all Beastmen, including Gors, Ungors, Bestigors, Centigors, Minotaurs, Tuskgors, and Chaos Hounds.Any Hero or Henchman taken out of action by this character is Captured and may be put to work.Character does not suffer from Animosity.Character may control up to 5 Snakes. Any Snakes who begin their Movement phase more than 6” from this character move 1d6” in a random direction, and count as charging any model which with this brings them into base contact.After any match in which this character was not taken out of action, he may search for a new Snake if he controls fewer than 5. Make an I check. On a success, add 1 Snake for free. On a failure, roll a further d6. On a 1, this character suffers 1 S 3 hit.At the end of any match where this character was not taken out of action, your Party Size is considered to be 3 lower when selling treasure tokens.Allied characters within 6” are considered to be +1 Ld for all purposes.This character may run while Hidden and remain Hidden.Character does not suffer ranged penalties for shooting.Character is immune to All Alone checks and may reroll any failed Fear check.This character may choose an opponent within 12” and line of fire and make a Taunt against them instead of shooting or casting a spell in the Shooting phase. The target must make a Ld check. If it fails, it must move full speed towards this character, charging if possible.After each match during which this character was not taken out of action, it may attempt to steal one item, either Common or Rare. For a Common Item, roll 1d6, you are successful on 2+. For Rare Items, roll 2d6, you must roll equal or higher to the item's Rarity to succeed. Either way, on success, you gain the item for free. On failure, roll a futher d6, on 1, this character is caught and executed. Remove them from your Party roster.The Party may reroll checks for Unreliable, and Misfire results for Warpfire and Warplock weapons used by Party members.This character may never be Hired by any Party which contains Orcs and/or Goblins, except for Chaos Dwarf and Hobgoblin Parties. All opposing Orc and Goblin models gain Hatred for this character.At the end of any match where this character was not taken out of action, roll a d6 and consult the following table before rolling Exploration dice. 1 – Ambush! The Treasure Hunter must fight alone against 1d3 Human Warriors armed with club and dagger. The Warriors count as charging. 2 – Fake, no effect. 3 – Someone got here first. Add +1 treasure token to your winnings for the match. 4 – You find a Cask of Bugman's, but the party immediately drinks it. The effects apply to your next match. 5 – Roll 1 extra Exploration die. 6 – Roll your Exploration dice as usual. Then, take 1 extra die and set it on any facing of your choosing (to extend a straight or complete a run, for example).After any match where this character was taken out of action but survives the Serious Injury check, roll 1d6. On a 1, this character steals all valuables from the party stash and disappears; remove the character from your roster and clear your stash. On a 2-5, he pockets 15 gold or an item of similar value. On a 6, he is content and leaves your valuables alone.Roll 1d6 after each match in which this character participated. On a 1, the party receives 1 less treasure token for Exploring this match.Character is treated as having the skill to use any weapon.If the Party Leader is taken out of action, this character gains Leader for the remainder of the match. If the Party Leader is ever killed, this character becomes the new Party Leader, gains the Leader skill permanently, and is immediately promoted to Hero status if he is still considered a Henchman.Orcs and Goblins may use this character's Ld score for any Ld check if this character is within 6” of them and the Party Leader is not.This character pays for himself, creating 1 extra Henchman roster spot. May not be combined with a Halfling Cookbook or any similar effect.

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The party may purchase 1 metal armor, helmet, shield, or melee weapon for ¾ normal cost after each match where this character was not taken out of action. They may sell these items for ¾ normal cost rather than ½.

One member of the Party may drink a Potion before each match. Roll 1d6: 1 – The character is at -1 T this match. 2-3 – The character gains +1 S this match. 4-5 – The character gains +1 T this match. 6 – The character begins the battle with +1 W. This bonus wound may not be healed once lost.Nominate 1 enemy at the start of each game as this character's mark. This character gains +1 on all to hit rolls against its mark and must move towards its mark in each Movement phase where it is legally allowed to do so. This character gains +1d3 xp if it takes its mark out of action during the match, and if this character was not taken out of action during the match, the mark is automatically Captured (including Henchmen).Opposing characters halve the distance they can spot Hidden models for the purpose of detecting this character. Ranged attacks against this character suffer -2 to hit, in addition to any other penalties.

Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

Instead of striking to injure, this character may declare that he is striking to disarm before rolling to hit with any attack. If the attack is successful, the opponent rolls a single die as if he were attempting to Parry. If he fails the Parry, this character may choose one item held in any hand of the target and cause them to drop it. The dropped equipment may not be used again during this hand-to-hand combat. Any dropped items are recovered automatically during the first Recovery phase in which they are not engaged in hand-to-hand combat. If they are taken out of action before recovering the dropped equipment, it is lost.

This character may fire ranged weapons which are normally Move or Fire while Mounted, whether or not his Mount moves, and does not suffer penalties to ranged attacks for moving while Mounted.

Whenever the Party sells equipment, they may choose to use the Fence. If they do, roll 1d6: 1 – item sells for ¼ cost. 2-3 – Item sells for ½ cost. 4-5 – Item sells for ¾ cost. 6 – Items sells for full cost.

During any match involving extra Treasure Tokens, if this character takes an enemy model carrying 1 or more Treasure Tokens out of action, it will keep the tokens. Remove them from play. This character earns +1 xp for each token removed in this fashion.

After any match in which this character was not taken out of action, you may choose to roll 2d6 and consult the following table: 2 – Discovered! Remove the character from the Party roster. 3-4 – Nothing happens. 5-7 – add 1d6+3 gold to Party income. 8-9 – add 1d6+8 gold to Party income. 10-11 – you may either add 1d6+2 gold to Party income, or gain 1 Zombie for free. 12 – gain 1 Magical Artefact from the Magical Artefact table.

This character may not be intercepted when charging. At the beginning of any Movement phase, if this character is engaged in hand-to-hand combat, it may escape combat automatically and move up to 2” before charges are declared.

After each match during which this character was not taken out of action, it may choose to visit one of 3 Markets, the Pawnbroker, the Black Market, or the Exotic Wares Market. Roll 1d6 on the appropriate Market Table to see what is found. The party may purchase the item found for its base cost, ignoring any random gold modifiers.

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Allied animals within 6” of this character may use its Ld score for any Ld check it has to make, and this character negates the Stubborn or Stupidity trait of any allied Animal in base contact.

This character may not be Hired by a Dark Elf Leader. This character will pose as an Elf and work for many Parties you would not normally expect to include a Dark Elf Sorceress. If she is working for an Elf Party, roll a d6 after each match. On a 1 her true nature is discovered; remove her from the Party Roster.

This character will never charge and will never move within 8” of an enemy model. If this character begins its Movement phase within 8” of an enemy model, it must move to more than 8” away if legally possible.After any match in which this character successfully Captured its mark, the mark is traded in for the reward money. This character's Party may add the mark's Hiring Fee to its Stash. The mark receives one chance to escape before facing justice. The mark's owner may roll 1d6 – on a 1-4 the mark is killed, remove it from the Party Roster. On a 5-6 the mark successfully escapes, fighting his way free to rejoin the party. The mark gains 1d6 xp, and if it is a Henchman, its first advancement roll is automatically considered to be a 10-12.During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

The Party may choose to reroll any failed Rare Item check. If they do, and the second check is successful, the item now costs 10% more than usual, plus the Party must pay an additional 5 gold commission.

This character always uses its own Ld for Ld tests, regardless of any other effect. If engaged in hand-to-hand combat, this character must make an All Alone check at the beginning of each Hand-to-Hand Combat phase.

Character may control up to 5 Snakes. Any Snakes who begin their Movement phase more than 6” from this character move 1d6” in a random direction, and count as charging any model which with this brings them into base contact.After any match in which this character was not taken out of action, he may search for a new Snake if he controls fewer than 5. Make an I check. On a success, add 1 Snake for free. On a failure, roll a further d6. On a 1, this character suffers 1 S 3 hit.

This character may choose an opponent within 12” and line of fire and make a Taunt against them instead of shooting or casting a spell in the Shooting phase. The target must make a Ld check. If it fails, it must move full speed towards this character, charging if possible.After each match during which this character was not taken out of action, it may attempt to steal one item, either Common or Rare. For a Common Item, roll 1d6, you are successful on 2+. For Rare Items, roll 2d6, you must roll equal or higher to the item's Rarity to succeed. Either way, on success, you gain the item for free. On failure, roll a futher d6, on 1, this character is caught and executed. Remove them from your Party roster.

This character may never be Hired by any Party which contains Orcs and/or Goblins, except for Chaos Dwarf and Hobgoblin Parties. All opposing Orc and Goblin models gain Hatred for this character.At the end of any match where this character was not taken out of action, roll a d6 and consult the following table before rolling Exploration dice. 1 – Ambush! The Treasure Hunter must fight alone against 1d3 Human Warriors armed with club and dagger. The Warriors count as charging. 2 – Fake, no effect. 3 – Someone got here first. Add +1 treasure token to your winnings for the match. 4 – You find a Cask of Bugman's, but the party immediately drinks it. The effects apply to your next match. 5 – Roll 1 extra Exploration die. 6 – Roll your Exploration dice as usual. Then, take 1 extra die and set it on any facing of your choosing (to extend a straight or complete a run, for example).After any match where this character was taken out of action but survives the Serious Injury check, roll 1d6. On a 1, this character steals all valuables from the party stash and disappears; remove the character from your roster and clear your stash. On a 2-5, he pockets 15 gold or an item of similar value. On a 6, he is content and leaves your valuables alone.

If the Party Leader is taken out of action, this character gains Leader for the remainder of the match. If the Party Leader is ever killed, this character becomes the new Party Leader, gains the Leader skill permanently, and is immediately promoted to Hero status if he is still considered a Henchman.

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One member of the Party may drink a Potion before each match. Roll 1d6: 1 – The character is at -1 T this match. 2-3 – The character gains +1 S this match. 4-5 – The character gains +1 T this match. 6 – The character begins the battle with +1 W. This bonus wound may not be healed once lost.Nominate 1 enemy at the start of each game as this character's mark. This character gains +1 on all to hit rolls against its mark and must move towards its mark in each Movement phase where it is legally allowed to do so. This character gains +1d3 xp if it takes its mark out of action during the match, and if this character was not taken out of action during the match, the mark is automatically Captured (including Henchmen).

Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

Instead of striking to injure, this character may declare that he is striking to disarm before rolling to hit with any attack. If the attack is successful, the opponent rolls a single die as if he were attempting to Parry. If he fails the Parry, this character may choose one item held in any hand of the target and cause them to drop it. The dropped equipment may not be used again during this hand-to-hand combat. Any dropped items are recovered automatically during the first Recovery phase in which they are not engaged in hand-to-hand combat. If they are taken out of action before recovering the dropped equipment, it is lost.

After any match in which this character was not taken out of action, you may choose to roll 2d6 and consult the following table: 2 – Discovered! Remove the character from the Party roster. 3-4 – Nothing happens. 5-7 – add 1d6+3 gold to Party income. 8-9 – add 1d6+8 gold to Party income. 10-11 – you may either add 1d6+2 gold to Party income, or gain 1 Zombie for free. 12 – gain 1 Magical Artefact from the Magical Artefact table.

After each match during which this character was not taken out of action, it may choose to visit one of 3 Markets, the Pawnbroker, the Black Market, or the Exotic Wares Market. Roll 1d6 on the appropriate Market Table to see what is found. The party may purchase the item found for its base cost, ignoring any random gold modifiers.

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This character may not be Hired by a Dark Elf Leader. This character will pose as an Elf and work for many Parties you would not normally expect to include a Dark Elf Sorceress. If she is working for an Elf Party, roll a d6 after each match. On a 1 her true nature is discovered; remove her from the Party Roster.

After any match in which this character successfully Captured its mark, the mark is traded in for the reward money. This character's Party may add the mark's Hiring Fee to its Stash. The mark receives one chance to escape before facing justice. The mark's owner may roll 1d6 – on a 1-4 the mark is killed, remove it from the Party Roster. On a 5-6 the mark successfully escapes, fighting his way free to rejoin the party. The mark gains 1d6 xp, and if it is a Henchman, its first advancement roll is automatically considered to be a 10-12.During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

After each match during which this character was not taken out of action, it may attempt to steal one item, either Common or Rare. For a Common Item, roll 1d6, you are successful on 2+. For Rare Items, roll 2d6, you must roll equal or higher to the item's Rarity to succeed. Either way, on success, you gain the item for free. On failure, roll a futher d6, on 1, this character is caught and executed. Remove them from your Party roster.

At the end of any match where this character was not taken out of action, roll a d6 and consult the following table before rolling Exploration dice. 1 – Ambush! The Treasure Hunter must fight alone against 1d3 Human Warriors armed with club and dagger. The Warriors count as charging. 2 – Fake, no effect. 3 – Someone got here first. Add +1 treasure token to your winnings for the match. 4 – You find a Cask of Bugman's, but the party immediately drinks it. The effects apply to your next match. 5 – Roll 1 extra Exploration die. 6 – Roll your Exploration dice as usual. Then, take 1 extra die and set it on any facing of your choosing (to extend a straight or complete a run, for example).After any match where this character was taken out of action but survives the Serious Injury check, roll 1d6. On a 1, this character steals all valuables from the party stash and disappears; remove the character from your roster and clear your stash. On a 2-5, he pockets 15 gold or an item of similar value. On a 6, he is content and leaves your valuables alone.

If the Party Leader is taken out of action, this character gains Leader for the remainder of the match. If the Party Leader is ever killed, this character becomes the new Party Leader, gains the Leader skill permanently, and is immediately promoted to Hero status if he is still considered a Henchman.

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Nominate 1 enemy at the start of each game as this character's mark. This character gains +1 on all to hit rolls against its mark and must move towards its mark in each Movement phase where it is legally allowed to do so. This character gains +1d3 xp if it takes its mark out of action during the match, and if this character was not taken out of action during the match, the mark is automatically Captured (including Henchmen).

Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

Instead of striking to injure, this character may declare that he is striking to disarm before rolling to hit with any attack. If the attack is successful, the opponent rolls a single die as if he were attempting to Parry. If he fails the Parry, this character may choose one item held in any hand of the target and cause them to drop it. The dropped equipment may not be used again during this hand-to-hand combat. Any dropped items are recovered automatically during the first Recovery phase in which they are not engaged in hand-to-hand combat. If they are taken out of action before recovering the dropped equipment, it is lost.

After any match in which this character was not taken out of action, you may choose to roll 2d6 and consult the following table: 2 – Discovered! Remove the character from the Party roster. 3-4 – Nothing happens. 5-7 – add 1d6+3 gold to Party income. 8-9 – add 1d6+8 gold to Party income. 10-11 – you may either add 1d6+2 gold to Party income, or gain 1 Zombie for free. 12 – gain 1 Magical Artefact from the Magical Artefact table.

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After any match in which this character successfully Captured its mark, the mark is traded in for the reward money. This character's Party may add the mark's Hiring Fee to its Stash. The mark receives one chance to escape before facing justice. The mark's owner may roll 1d6 – on a 1-4 the mark is killed, remove it from the Party Roster. On a 5-6 the mark successfully escapes, fighting his way free to rejoin the party. The mark gains 1d6 xp, and if it is a Henchman, its first advancement roll is automatically considered to be a 10-12.During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

After each match during which this character was not taken out of action, it may attempt to steal one item, either Common or Rare. For a Common Item, roll 1d6, you are successful on 2+. For Rare Items, roll 2d6, you must roll equal or higher to the item's Rarity to succeed. Either way, on success, you gain the item for free. On failure, roll a futher d6, on 1, this character is caught and executed. Remove them from your Party roster.

At the end of any match where this character was not taken out of action, roll a d6 and consult the following table before rolling Exploration dice. 1 – Ambush! The Treasure Hunter must fight alone against 1d3 Human Warriors armed with club and dagger. The Warriors count as charging. 2 – Fake, no effect. 3 – Someone got here first. Add +1 treasure token to your winnings for the match. 4 – You find a Cask of Bugman's, but the party immediately drinks it. The effects apply to your next match. 5 – Roll 1 extra Exploration die. 6 – Roll your Exploration dice as usual. Then, take 1 extra die and set it on any facing of your choosing (to extend a straight or complete a run, for example).

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Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

Instead of striking to injure, this character may declare that he is striking to disarm before rolling to hit with any attack. If the attack is successful, the opponent rolls a single die as if he were attempting to Parry. If he fails the Parry, this character may choose one item held in any hand of the target and cause them to drop it. The dropped equipment may not be used again during this hand-to-hand combat. Any dropped items are recovered automatically during the first Recovery phase in which they are not engaged in hand-to-hand combat. If they are taken out of action before recovering the dropped equipment, it is lost.

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After any match in which this character successfully Captured its mark, the mark is traded in for the reward money. This character's Party may add the mark's Hiring Fee to its Stash. The mark receives one chance to escape before facing justice. The mark's owner may roll 1d6 – on a 1-4 the mark is killed, remove it from the Party Roster. On a 5-6 the mark successfully escapes, fighting his way free to rejoin the party. The mark gains 1d6 xp, and if it is a Henchman, its first advancement roll is automatically considered to be a 10-12.During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

At the end of any match where this character was not taken out of action, roll a d6 and consult the following table before rolling Exploration dice. 1 – Ambush! The Treasure Hunter must fight alone against 1d3 Human Warriors armed with club and dagger. The Warriors count as charging. 2 – Fake, no effect. 3 – Someone got here first. Add +1 treasure token to your winnings for the match. 4 – You find a Cask of Bugman's, but the party immediately drinks it. The effects apply to your next match. 5 – Roll 1 extra Exploration die. 6 – Roll your Exploration dice as usual. Then, take 1 extra die and set it on any facing of your choosing (to extend a straight or complete a run, for example).

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Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

Instead of striking to injure, this character may declare that he is striking to disarm before rolling to hit with any attack. If the attack is successful, the opponent rolls a single die as if he were attempting to Parry. If he fails the Parry, this character may choose one item held in any hand of the target and cause them to drop it. The dropped equipment may not be used again during this hand-to-hand combat. Any dropped items are recovered automatically during the first Recovery phase in which they are not engaged in hand-to-hand combat. If they are taken out of action before recovering the dropped equipment, it is lost.

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During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

At the end of any match where this character was not taken out of action, roll a d6 and consult the following table before rolling Exploration dice. 1 – Ambush! The Treasure Hunter must fight alone against 1d3 Human Warriors armed with club and dagger. The Warriors count as charging. 2 – Fake, no effect. 3 – Someone got here first. Add +1 treasure token to your winnings for the match. 4 – You find a Cask of Bugman's, but the party immediately drinks it. The effects apply to your next match. 5 – Roll 1 extra Exploration die. 6 – Roll your Exploration dice as usual. Then, take 1 extra die and set it on any facing of your choosing (to extend a straight or complete a run, for example).

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Traits

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Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

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Traits

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During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

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Nominate a piece of terrain or board section at the start of the battle and note it secretly on a slip of paper. This character may declare they are lighting the fuse during any player's Shooting phase. Roll a d6: 1 – Character must get within 8” of terrain to try again. 2 – Nothing happens, try again starting next Shooting phase. 3-5 – terrain explodes at start of next Shooting phase. 6 – Terrain explodes immediately. When terrain explodes, remove it from play and replace it with craters and/or rubble. Any models on or inside of the terrain must pass an I check or suffer 1d3 S 5 hits. Any models who would have been considered higher than ground level must also check to avoid Falling damage. When used inside tunnels, all models occupying the board section which explodes must take I checks or suffer 1d3 S 5 hits, and the corridor or room becomes Collapsed.

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Traits

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During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

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Traits

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During the Shooting phase, this character may choose to light a rocket. Choose a direction and roll to see how far the rocket flies – it moves this distance in inches. Anything struck by a rocket suffers 1 S 4 hit which counts as Fire damage; terrain features struck are set on Fire on a 4+. If the Misfire result is rolled any time when rolling the artillery die for a rocket, roll 1d6 and consult the Fireworks Table: 1 – Dud, the Rocket falls to the ground and is removed from play. 2-3 – Re-roll the artillery die and move the rocket twice the indicated number in inches. On a Misfire, roll again on this table. 4-5 – The Rocket explodes in a colorful display. All models within 8” of the Rocket must make a Ld check; any who fail may take no actions this turn, do not fight in hand-to-hand combat, and are automatically hit by any attacks in hand-to-hand combat. 6 – Rocket explodes. All models within 6” suffer 1 S 4 hit which counts as Fire damage on a 4+.

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Notes

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College Wizards MarketsCollege Starting Weapon PawnbrokerAmber Spear 1. Out of StockAmethyst Scythe 2. Ithilmar, Cold Iron, or Dark Steel Bright Sword 3. Gromril WeaponCelestial Sword 4. Ithilmar or Darksteel ArmorGold Mace 5. Hochland Long Rifle or Crossbow PGrey Sword 6. Brace of Duelling PistolsJade SickleLight Sword

Description M WS BS S T W I A Ld NotesWolf Companion 6 4 0 4 4 1 4 2 5 Hobgoblin Scout may Mount. Costs 25 gold to replace of killed.Snakes 4 3 0 1 2 1 5 1 5 Poisonous Bite (Black Lotus), Cannot be purchased, must be found using Snake Hunter trait.Giant Rat 6 2 0 3 3 1 4 1 4 Costs 15 gold to replace if killed.Giant Rat Familiar 6 2 0 3 3 1 4 1 4 Costs 25 gold to replace if killed. May gain xp and advance as a Hired Sword, but may never be promoted to Hero Status (treat 10-12 as a New Skill).Giant Rat Familiar maximum 6 4 0 4 4 2 6 3 6 Has access to Academic and Speed skills. If it learns Haggle or Streetwise, the bonus applies to the Engineer's checks, and does not stack if the Engineer also possesses the skill.Horse 8 1 0 3 3 1 3 0 5 Non-combatant, Mount. Costs 40 gold to replace if killed.

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Notes

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Black Market Exotic Wares Market Alchemy Table1. Out of Stock 1. Out of Stock 1. Gain 1d3 Firebombs2. 1d3 doses of Dark Venom, Black 2. Gromril Armor or Venom Ring 2. Gain 1 Quiver of Fire Arrows/Bolts3. 1d3 doses of Crimson Shade or 3. Djinni Lamp, Monkey's Paw, or Elf 3. Gain 1d3 uses of Flash Powder4. 1d3 doses of Mandrake Root or 4. A Magic Carpet, Rufenk, or Ithilma 4. Gain 1d6 Glue Bombs5. A Stiletto Blade or Cathayan L 5. An Elven Cloak or Tome of Magic 5. Gain 1d3 Vials of Sleep Powder6. A Blowpipe, Fortune Ring, Firefl 6. Skinkskin Boots or Cathayan Silk 6. Gain 1d6 Lesser Healing Potions

Hobgoblin Scout may Mount. Costs 25 gold to replace of killed.Poisonous Bite (Black Lotus), Cannot be purchased, must be found using Snake Hunter trait.

Costs 25 gold to replace if killed. May gain xp and advance as a Hired Sword, but may never be promoted to Hero Status (treat 10-12 as a New Skill).Has access to Academic and Speed skills. If it learns Haggle or Streetwise, the bonus applies to the Engineer's checks, and does not stack if the Engineer also possesses the skill.Non-combatant, Mount. Costs 40 gold to replace if killed.

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Notes

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2. Gain 1 Quiver of Fire Arrows/Bolts3. Gain 1d3 uses of Flash Powder

5. Gain 1d3 Vials of Sleep Powder6. Gain 1d6 Lesser Healing Potions

Costs 25 gold to replace if killed. May gain xp and advance as a Hired Sword, but may never be promoted to Hero Status (treat 10-12 as a New Skill).Has access to Academic and Speed skills. If it learns Haggle or Streetwise, the bonus applies to the Engineer's checks, and does not stack if the Engineer also possesses the skill.

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Hire Chart

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Hired Sword Empire Ostland Tilean Witch HunterAlchemist x x

Arabian Merchant x x xBarbarian x x x

Bard x x xBeast Hunter x x x

Beggar x x xBig Game Hunter x x x

Black OrcBounty Hunter x x x

Chameleon SkinkChaos CentaurChaos Warrior

Clan Eshin AssassinClan Moulder Packmaster

Clan Skryre EngineerClan Skryre Poison Wind Globadier

Clan Skryre SniperCleric x x x

Coachman x x xDark Elf AssassinDark Elf Sorceress x x

Duelist x x xDwarf Journeyman Runesmith x x

Dwarf Pathfinder x xDwarf Sapper x x

Dwarf Slayer Pirate x xDwarf Treasure Hunter x x

Dwarf Troll Slayer x x xElf Ghost Strider x x

Elf Mage x xElf Minstrel x xElf Ranger x x

Expert Marksman x x xFence x x

Freelance Knight x x xGoblin Lantern Bearer

Grave Robber x xHalfling Scout x x xHalfling Thief x xHighwayman x x

Hobgoblin ScoutHochland Huntsmaster x x x

Imperial Assassin x x xImperial Battle Wizard x x

Imperial Tactician x x xJester x x

Kislev Ice Mage x xKislev Ranger x x x

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Mule Skinner x x xNecromancerNinja Gnoblar

Nipponese Assassin x xNomad Guide x x xNorse Shaman x x

Ogre Bodyguard x x x xOgre Leadbelcher x x x

Ogre Slaver x xPathfinder x x xPit Fighter x x x

Priest of Morr x x xPriest of Ranald x x

Priestess of Shallaya x x xProspector x xPyromaniac x x x

Road Warden x x xScout x x x

Shadow Warrior x xSkink Hopper

Slaver x xSnake Charmer x xSwashbuckler x x xSwordsmith x x x

Thief x xTomb Robber x x

Warlock x xWarrior Priest of Sigmar x x x

Witch x xWitch Hunter x x x

Wolf-Priest of Ulric x x

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Hire Chart

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Sisters of Sigmar Pirate Norse Outlaw Kislev Bretonnia Arabianx x x x

x x x x x xx x x x x xx x x x x x xx x x x x xx x x x xx x x x x x x

x x x x

x x

x x x x x xx x x x

x xx x x x x x

x xx x

xx x x

x xx x x

x

x xx x x

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x x x xx x xx x x x

x x x x xx x xx x x xx x

x x x xx x

xx x x

x x x xx x

x x x x x

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x x x x x xx x xxx x

x x x x x x xx x x

x x x x x x xx x x x x

x x xx x x x x x xx x x x x xx x

x x xx x

x x x x xx x x xx x x xx x x x

x x x

x x xx x x x x

x x x x x xx x x x x x x

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x xx x x x x

x xx

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Hire Chart

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Pit Fighter Archmage Halfling Dwarf Slayer Cult High Elf Shadow Elfx x x x xx x x x xx x x x x

x x xx x x x

x xx x x x

x x x x x x

x x x x xx x x

x x x xx x x x x

x x x x xx x x x xx x x x x

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x x x x x xx x x

x x x xx x x xx x x x

x x x x xx x x

xxx x

x x x x xx x x xx x

x x x xx x xx x x xx x x x

x x x xx xx x x x

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x x x x x

x xx x x x x

xx x x x xx x x

x x x x xx x x x x x

x xx xx x

x x x x x xx x xx x x xx x x xx x x x

x x x xx x x x x

x x x x xx x x xx x x xx x x x

x xx x x x

x xx

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Hire Chart

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Wood Elf Dark Elf Chaos Dwarf Chaos Cult Beastman Skaven Lizardmen

x

xx x x

x x x xxxxxx

xx x x

xxxx

x

x x xx

x x x

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Hire Chart

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x x x xx x x

x

x x xx x

x x x

x

x

xx

x xx

xx

x x x

x x

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Hire Chart

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Tomb King Necromancer Vampire Black Orc Orc Goblin Hobgoblinxx xx

x x

x x x

x x

xx

x x xx

xx

x x x xx x

x xx x x

x

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Hire Chart

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xx x x

x x

x x x x x xx x x x x xx x x x x x

x x

x x

xx x

x x x

x x

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Ogre

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x

xxx

x