Surprisingly, Leadership was not one of the conversion points that I had issues with. Frostgrave actually solved the problem for me before I began the process by creating the Captain option.
In Frostgrave a warband is led by a Wizard and (optionally) an Apprentice. In Mordheim the warband is typically led by a Captain (Leader type) and, in a couple of cases, a Mage (Wizard). With the framework established, all I had to do was combine these structures together in the form of options.
To keep the familiar structure of both systems I broke Leadership up into three options, each with a benefit and associated gold cost(tax). Each option is valid — there is no "best" choice. You should choose the one that fits your warband’s theme, play style, and personality.
Leadership Model: Building Your Warband’s Command
- Wizard + Apprentice (classic Frostgrave pairing) 75gc leadership tax
- Pros:
- Strongest total access to magic.
- Reliable spell casting all game long.
- Two sources of utility/buffs.
- Fits highly magical factions (Dark Elves, Cult of the Possessed, Undead, etc)
- Cons:
- Fragile leadership.
- Both leaders are soft targets.
- Lower melee threat compared to Captain options
- Wizard + Captain (balanced hybrid) 50gc leadership tax
- Pros:
- Powerful primary magic.
- Tough secondary leader (Captain fights well).
- Strong board presence— one casting, one fighting.
- Great for factions with a magical "overlord" and a trusted champion (Orcs & Goblins, Estalians, Mercenaries, Skaven)
- Cons:
- Only one source of spells.
- Captain + Apprentice (low-magic, martial-leaning build) 25gc leadership tax
- Pros:
- Tough leadership — Captain leads from the front
- more gold for soldiers
- Fits warbands that are primarily fighters with some mystical backup (Beastmen, Norse, Witch Hunters, Sisters of Sigmar, certain Mercenaries)
- Cons:
- Apprentice only - knows 4 spells and casts them at the standard Apprentice penalty
- Very limited magic
- No full caster
- difficult to rely on magic for win conditions
- Pros:
- Tough leadership — Captain leads from the front
- more gold for soldiers
- Fits warbands that are primarily fighters with some mystical backup (Beastmen, Norse, Witch Hunters, Sisters of Sigmar, certain Mercenaries)
- Cons:
- Apprentice only - knows 4 spells and casts them at the standard Apprentice penalty
- Very limited magic
- No full caster
- difficult to rely on magic for win conditions
Regardless of which option is chosen; Leadership is kitted out as indicated in the Core rules; 5 item slots for Wizards and Captains, 4 for Apprentices; chosen from the General Arms and Armor List.
**Important Notes**
- Captains do not cost additional gold to hire - their cost is part of the Leadership tax indicated above. Also, they do not gain Tricks of the Trade. This is due to their lower cost. They still retain Group Activation.
- If Apprentices are taken with a Wizard they operate as they would normally; they have access to the same spells as their Wizard and suffer the same spell casting penalty in the Core rules.
- If Apprentices are taken with a Captain, their spell access is limited to 4 spells chosen from their faction or chosen spell Lore and they still cast with a penalty.
The next post will go into detail on Warband building.

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