Thursday, August 14, 2025

53. Reikland Mercenaries Warband


 

Reikland

From the heart of the Empire, the province of Reikland has long been synonymous with disciplined soldiery, polished armor, and the unshakable faith of Sigmar. These mercenaries are no ragtag fortune-seekers—they are professionals drilled in the art of war, accustomed to marching under the proud red-and-white banners of Altdorf. Their captains are seasoned officers, veterans of border wars and city garrison commands, who bring the same battlefield precision to treasure-hunting that they would to a siege.

Albion’s unstable leylines and ancient ruins have drawn wizards, relic hunters, and kings’ agents alike. For Reikland’s Grand Prince, the land offers more than riches—it is a place to prove the mettle of his men, claim artefacts to bolster his political ambitions, and keep rivals like Middenheim from seizing mystical advantages. The mercenaries themselves see opportunity: Albion’s treasures can buy commissions, estates, and prestige back home.

In the fog-choked ruins and wind-scoured hills, their bright tabards and ordered formations stand in stark contrast to the wild land they now tread. Here, far from the Emperor’s roads, they will fight with the same cohesion and skill that earned Reikland its name—steel, powder, and unwavering discipline.


Why Play Reikland?

Reikland Mercenaries bring the precision and discipline of the Empire’s finest to the chaos of Albion. Their disciplined cohesion keeps the warband steady under pressure, letting even the greenest recruit stand firm when the Captain’s voice carries over the din. Combined with trained marksmen, their ranged troops strike with uncommon accuracy from the first shot, making every arrow, bolt, or bullet count. This focus on leadership and marksmanship means a Reikland warband can control the pace of battle—pinning foes at range, breaking enemy morale, and advancing in formation to secure objectives.

They excel in coordinated play: layered firing lines of muskets and crossbows, supported by hard-hitting melee specialists that counter-charge when the enemy closes. Their balanced roster options prevent them from becoming a pure gunline, but their firepower remains unmatched when deployed with care. If you want a warband that rewards tactical positioning, thrives under a strong leader, and wins fights by combining steel discipline with deadly shooting, the Reiklanders are your choice.


 Leadership Choices

 

Leadership choice costs gold, which is deducted from the starting Warband allotment of 250gc. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or a scenario allows a change.

 

**Important Change in Leadership choices for Mercenaries**

Mercenaries from any Empire State may select a Wizard or Adept from any College, but each State has a preferred College of Magic. Choosing outside the preferred College adds 10gc to the Leadership cost, which is shown as the higher amount listed below. Both Wizard and Adept must come from the same College.

 

Reikland Preferred Colleges

Bright, Celestial, Gold, Light

Reikland Non-Preferred Colleges

Amber, Amethyst, Grey, Jade


Option 1: Wizard (Wizard) and Adept (Apprentice) – 75gc/85gc

Option 2: Wizard (Wizard) and Captain (Captain) – 50gc/60gc

Option 3: Captain (Captain) and Adept (Apprentice) – 25gc/35gc

 

Starting equipment is chosen from Arms and Armor List as normal. Wizard/Captain have 5 slots available; Adept has 4 slots available. Wizard/Adept may not wear any type of armor or carry shields as these interfere with spells.

 

 

College Wizard (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

College Magic

  • College Magic- Choose 8 spells from appropriate College of Magic.

 

 

Captain (Captain)

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

12

Stat Increase

  •  Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.

 

Adept (Apprentice) 

M

F

S

A

W

H

Notes

6

+0

+0

10

+2

12

Adept

  • Adept – If “Leader” is a College Magician, knows same 8 spells as the College Magician, casts at -2 penalty (per normal rules)

Warband

 

Warband Builder Reference

Max models – 10 (including leaders)

Max Gold – 250gc

Max Specialists – 4 (Including any hirelings)

 

Warband Traits

  • Disciplined Cohesion: All friendly models within 12" of a Captain may use his Will stat for Will rolls, if higher.
  • Trained Marksman*: Models recruited using the Marksman profile gain +1 Shoot at recruitment. This is already reflected in the statline.

 

Specialists

Min/Max

0-3

Champion - Duelist

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+2

11

+2

12

2 Pistols, Powder Horn, Hand Weapon, Light armor

100gc

0-1

Champion – Freebooter

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

13

+2

12

Hand Weapon, Shield, Heavy armor

100gc

0-1

Champion – Mercenary

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

12

+2

12

Two-handed Weapon, Heavy armor

100gc

0-1

Champion – Crackshot

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+2

+3

12

+1

12

Crossbow, Quiver, Hand weapon, Heavy armor

100gc

0-1

Swordman – Monk

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+4

+0

10

+4

12

Bladed Staff (Sword)

100gc

0-1

o   Bladed Staff – This is treated as a sword. 

o   +1 Damage modifier.

o   -1 Damage modifier to enemy’s attacks in hand-to-hand.

 


 

Soldiers

Min/Max

0-8

Marksman* – Coachman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+3*

11

+1

10

Blunderbuss, Powder Horn, Hand Weapon, Light armor

60gc

0-2

Marksman* – Musketeer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+3*

11

+1

10

Musket, Powder Horn, Hand Weapon, Light armor

60gc

0-2

Marksman* – Archer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+3*

11

+0

10

Bow, Quiver, Dagger, Light armor

50gc

0-2

Marksman* – Crossbowman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+3*

11

+0

10

Crossbow, Quiver, Dagger, Light armor

50gc

0-2

Warrior – Infantryman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

11

+1

12

Two-handed weapon, Light armor

50gc

0-2

Warrior – Man-at-Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

12

Hand Weapon, Shield, Light armor

50gc

0-2

Youngblood – Crewman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

10

Hand Weapon & Shield or Two-handed weapon

Free

0-8

 

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