Friday, August 15, 2025

55. Marienburg Mercenaries Warband






 Marienburg

Marienburg, the richest city in the Old World, sits apart from the Empire it once served, ruled not by nobles but by merchant princes. Gold flows through its canals like blood through a beating heart, buying everything from exotic silks to seasoned killers. In Marienburg, loyalty is a contract, and a sword is just another commodity.

When word reached the city of Albion’s unstable leylines and lost treasures, the ruling guilds and trading houses wasted no time. Ships were fitted out, contracts drawn up, and captains dispatched to secure relics, artifacts, and magical curiosities—anything that could be sold, traded, or hoarded for political advantage. In Albion, Marienburg’s mercenaries fight not for gods or crowns, but for profit and the glory of returning home wealthier than they left.

 

Why Play Marienburg?

If you want a warband that wins with coin as much as steel, Marienburg is your choice. Their captains can afford the finest weapons, the most reliable veterans, and the best shot in the harbor. In the field, this means well-equipped troops, a deep bench of ranged firepower, and the flexibility to tailor your roster to the job at hand.

Marienburgers fight with calculated precision—using accurate muskets and crossbows to pick apart enemy lines before sending in hired blades to finish the work. Losses are replaced quickly, and upgrades come early, thanks to their wealth. In Albion’s uncertain wilds, this combination of firepower, adaptability, and resource advantage makes them a formidable, if mercenary, presence on any battlefield.


 

Leadership Choices

 

Leadership choice costs gold, which is deducted from the starting Warband allotment of 275gc*. 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.

Marienburg Preferred Colleges

Gold, Light

Marienburg Non-Preferred Colleges

Amber, Amethyst, Bright, Celestial, 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, Novice

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

 

Warband

 

Warband Builder Reference

Max models – 10 (including leaders)

Max Gold – 275gc*

Max Specialists – 4 (Including any hirelings)

 

Warband Traits

o   Trade Network: +1 to all post-game item rolls and Out-of-Game spell rolls.

o   Backed by Gold*: Marienburger warbands start with 275gc instead of the standard 250gc.

 

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

+2

11

+1

10

Blunderbuss, Powder Horn, Hand Weapon, Light armor

60gc

0-1

Marksman – Musketeer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

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

+2

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

+2

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

0-5

 

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