Thursday, August 14, 2025

54. Middenheim Mercenaries Warband


 Middenheim

From the towering rock of Middenheim, the City of the White Wolf, come warriors as unyielding as the stone beneath their boots. Steeped in the worship of Ulric—the ancient god of wolves, winter, and unrelenting courage—Middenheimers bring a raw, primal ferocity to the field. Wolf pelts mark their most honored, those who have slain the beast in single combat, while long hair, bristling beards, and the absence of helmets lend them a fearsome, almost barbaric aspect. Their rivalry with Reikland runs deep, fueled by centuries of political and religious tension, and stoked further by Count Mannfred Todbringer’s ambition for the Imperial throne.

In Albion, their presence is both a quest for glory and a challenge to rivals. The island’s frozen moors, deep forests, and savage storms call to Ulric’s chosen like a second home. Here, Middenheimers hunt ancient beasts, seek artefacts of the Old World, and prove their dominance over Reiklanders and any other claimants to power. In the wild, ley-haunted ruins of Albion, their battle-cries echo like the howls of their patron—promising no quarter and asking none.

 

Why Play Middenheim?

If you want a warband that hits like a winter storm and refuses to fall, the Middenheimers are for you. Every warrior is hardier than most foes, able to shrug off wounds that would drop a lesser fighter. This extra grit lets them weather missile fire and magic long enough to close the gap. Once in striking range, their leaders and elite warriors strike with savage force on the charge, often turning the first clash into a decisive blow.

Their roster mixes brutal melee fighters—Infantrymen with great weapons, armored Freebooters, and Champions who excel in personal combat—with enough ranged options to weaken enemies before the inevitable melee. Even their basic soldiers are sturdy and dangerous in close quarters, embodying Ulric’s creed of fearless battle. If you prefer leading a hard-hitting, resilient warband that thrives in the press of melee and roars defiance at death itself, the Middenheimers deliver.


 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.

 

Middenheim Preferred Colleges

 Amethyst, Grey, Priest of Ulric*

*Middenheim Mercenaries may instead take a Priest of Ulric as their Priest/Acolyte slots.

 

Middenheim Non-Preferred Colleges

Amber, Bright, Celestial, Gold, Jade, Light


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

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

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

 

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

 

College Wizard or Priest of Ulric (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

15*

College Magic or Priest of Ulric

 

  • College Magic or Priest of Ulric - Choose 8 spells from appropriate College of Magic or prayers from Prayers of Ulric.

 

Captain (Captain)

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

13*

Stat Increase, Ulric’s Might

 

  •  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

13*

Adept or Acolyte of Ulric, Novice

 

  • Adept – If “Leader” is a College Magician, knows same 8 spells as the College Magician, casts at -2 penalty (per normal rules)
  • Acolyte of Ulric - If “Leader” is a Priest of Ulric, knows same 8 prayers as the Priest of Ulric, casts at -2 penalty (per normal rules)
  •  Novice – If Captain is chosen as Leader, Chooses 4 spells/prayers from a College Magic/Prayers of Ulric (Still casts at -2).

 


 

Warband

 

Warband Builder Reference

Max models – 10 (including leaders)

Max Gold – 250gc

Max Specialists – 4 (Including any hirelings)

 

Warband Traits

o   Stalwarts*: All non-Animal models in the warband gain +1 Health. Already added to the statblock. This only applies to Middenheim crew, not to Hirelings.

o   Ulric’s Might: The Captain and any model recruited using the Champion profile gain +1 Fight when they charge into melee.

 

Specialists

Min/Max

0-3

Champion - Duelist

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+2

11

+2

13*

2 Pistols, Powder Horn, Hand Weapon, Light armor, Ulric’s Might

100gc

0-1

Champion – Freebooter

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

13

+2

13*

Hand Weapon, Shield, Heavy armor, Ulric’s Might

100gc

0-1

Champion – Mercenary

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

12

+2

13*

Two-handed Weapon, Heavy armor, Ulric’s Might

100gc

0-1

Champion – Crackshot

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+2

+3

12

+1

13*

Crossbow, Quiver, Hand weapon, Heavy armor, Ulric’s Might

100gc

0-1

Swordman – Monk

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+4

+0

10

+4

13*

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

+2

11

+1

11*

Blunderbuss, Powder Horn, Hand Weapon, Light armor

60gc

0-2

Marksman – Musketeer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+1

11*

Musket, Powder Horn, Hand Weapon, Light armor

60gc

0-2

Marksman – Archer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+0

11*

Bow, Quiver, Dagger, Light armor

50gc

0-2

Marksman – Crossbowman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+0

11*

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

13*

Two-handed weapon, Light armor

50gc

0-3

Warrior – Man-at-Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

13*

Hand Weapon, Shield, Light armor

50gc

0-3

Youngblood – Crewman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

11*

Hand Weapon & Shield or Two-handed weapon

Free

0-8

 

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