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A Company of Adventurers

Many an adventuring company seeks gold and glory in the wild places of the world.
Comprised of powerful heroes and those expendables that flock to their side, adventuring
companies are a dangerous, short-lived force of nature that promises ill to all that stands
in their way.

A warband of adventurers must consist of at least three individuals, including at least one
hero, and may include no more than twelve individuals, five heroes and seven henchmen.
An adventuring company’s leader is whichever hero has the highest leadership at the start
of a battle. Because of this fluid command structure the leader does not gain the
advantage of the “leader” ability, though it can be purchased by any hero as a skill.

Heroes

Warrior

40 gold crowns to hire


From the courtly knights-errant of bretonnia to the hardened veterans of the adventuring
trail, many are those skilled in feats of arms that take up the mantle of adventuring.

Profile M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 8

SPECIAL RULES
Skill Options: combat, shooting, strength
Melee Weapons: all normal
Missile Weapons: sling, pistol, crossbow, bow
Armor: any normal

0-1 Elf Ranger

45 gold crowns to hire


Lithe and elegant, elves make superb archers and graceful warriors. A company that
includes a dwarf cannot include an elf.

Profile M WS BS S T W I A Ld
5 4 5 3 3 1 6 1 8

SPECIAL RULES
Elf: can’t use poison, spot from Ix2
Skill Options: combat, shooting, speed, special
Melee Weapons: dagger, sword, spear, great weapon, ithilmar x2
Missile Weapons: bow, long bow, elf bow
Armor: any normal, ithilmar 60gc

Rogue

35 gold crowns to hire


A master of stealth and infiltration, the rogue is a master scout and expert assassin.

Profile M WS BS S T W I A Ld
4 3 3 3 3 1 5 1 7

SPECIAL RULES
Stealthy: If a rogue runs, they can still hide at the end of their movement if they pass an
initiative test. If a rogue doesn’t run and hides at the end of their movement then the
distance they can normally be detected by is halved.
Skill Options: combat, shooting, speed, special
Melee Weapons: dagger, sword, spear, club
Missile Weapons: sling, pistol, pistol crossbow, short bow, bow, long bow, blowgun
Armor: light, buckler, shield

0-1 Wizard

35 gold crowns to hire


Master of unseen powers and hidden ways, the wizard is a welcome addition to any
adventuring company.

Profile M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7

SPECIAL RULES
Wizard: Wizards begin the game with one spell selected randomly from the lesser magic
spell list.
Skill Options: academic
Melee Weapons: dagger, sword, spear, club, axe
Missile Weapons: sling, bow, crossbow
Armor: none

0-1 Cleric

40 gold crowns to hire


Servants of the higher powers, clerics are a valued member of an adventuring company.
A party with a wizard may not have a cleric.

Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 8
SPECIAL RULES
Prayers: Clerics begin the game with one spell selected randomly from the prayers of
sigmar spell list.
Skill Options: combat, academic, strength
Melee Weapons: all normal
Missile Weapons: none
Armor: any normal

0-1 Dwarf Warrior


40 gold crowns to hire
Stubborn and tough, a company who includes a dwarf cannot include an elf.

Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9

SPECIAL RULES
Dwarf: See the dwarf warband listing for complete rules on dwarves.
Taciturn: When calculating which hero has the highest leadership to determine who the
company leader is, subtract two from the dwarf’s leadership score.
Skill Options: combat, strength, special
Melee Weapons: all normal, dwarf axe, gromril x3
Missile Weapons: crossbow, pistol
Armor: any normal, gromril 75gc

0-1 Saurus Warrior


40 gold crowns to hire
Saurus have thick, horny, scaly hide which protect them as natural armor. They make
excellent warriors, but they are not much good at anything else. They are extremely
stubborn and are very hard to shift in battle. They are very ferocious creatures and will
rip at an enemy until they are slain.

Profile M WS BS S T W I A Ld
4 4 0 4 4 1 2 1+1 9

SPECIAL RULES
Alien: When calculating which hero has the highest leadership to determine who the
company leader is, subtract two from the Saurus’ leadership score.
Cold Blooded: When taking leadership tests the Saurus rolls 3 dice and selects which
two he wants to use.
Bite Attack: The Saurus have a powerful bite attack, this bite attack uses the Saurus’
own strength to wound and receive no penalty for not using a weapon. The Bite attack
always strikes last, regardless of who charged or which weapon is used. The Bite even
attacks after Double-Handed Weapons.
Scaly Skin: A Saurus' thick scales provides a natural armor save of 5+.
Aquatic: A Saurus may move through water terrain with no penalty, and count as being
in cover whilst they are in the water.

Skill Options: combat, strength, saurus


Melee Weapons: all normal
Missile Weapons: none
Armor: Light Armor (costs 50gc), Shield, Helmet

Saurus Skills
Bellowing Battle Roar: The Saurus’ roar is so deafening that enemy models in base
contact suffer -1 to hit in the first round of combat against them.
Toughened Hide: Through years of battle the Saurus’ hide has become hardened and the
Saurus will only be taken Out Of Action on a 6+.

Sacred Markings
Oversized Jaws; Cost: 40 gc
The Saurus has been granted the addition of powerful neck muscles and oversized jaws,
even greater than those of a normal Saurus. The Hero may make his bite attack at +1
Strength. (Saurus Only)
Mark of the Old Ones; Cost: 50 gc
This is the greatest mark a Lizardman can be born with, for these Albinos are destined for
greatness in the eyes of their gods and other Lizardmen. The Hero may change one of his
failed dice rolls into a successful one; this mark may only be used once per battle and
only on actions that the Hero is making himself. You may use this mark on a failed Rout
test if you wish.

Henchmen (bought in groups of 1-5)

Redshirts

25 gold crowns to hire


These desperate warriors are willing to risk everything in the hopes of sharing in the
wealth and glory that comes to adventuring companies as surely as death. While often
capable in their own right, these individuals can be a little skittish when the reassuring
presence of an adventurer isn’t near at hand.

Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 6

SPECIAL RULES
Melee Weapons: all normal
Missile Weapons: sling, bow, longbow, crossbow
Armor: any normal
0-5 Animals

Variable cost, see below


A warband that includes a ranger may include animals, whose cost and statistics are listed
below.

Profile Cost M WS BS S T W I A Ld Special


wolf 15gc 6 4 0 4 3 1 4 1 5 keen senses
dire wolf 40gc 8 4 0 4 3 1 4 2 5 keen senses
boar 50gc 6 3 0 4 4 1 3 1 5 +2S on a charge
great cat 100gc 7 4 0 4 4 2 5 2 6 step aside skill, keen senses
bear 210gc 6 4 0 5 5 3 4 3 6 wounded frenzy, large

SPECIAL RULES
Animals: As animals, they do not gain experience or skills and cannot use armor,
weapons, or equipment. They can gain experience and skills if there is a character with
the beastmaster skill in the party.
Keen senses: Animals with keen senses can detect hidden foes from twice their initiative
in inches away.
Wounded frenzy: If a bear is wounded it will frenzy until all enemies within 12” are out
of action.

0-2 Dwarves
40 gold crowns to hire
Stubborn and tough, an adventuring company must include a Dwarf Warrior to include
Dwarves.

Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9

SPECIAL RULES
Dwarf: See the dwarf warband listing for complete rules on dwarves.
Melee Weapons: all normal, dwarf axe
Missile Weapons: pistol
Armor: any normal

0-2 Elves
35 gold crowns to hire
Lithe and elegant, an adventuring company must include an Elf Ranger to include Elves.

Profile M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8

SPECIAL RULES
Elf: spot from Ix2
Melee Weapons: dagger, sword, spear, great weapon
Missile Weapons: bow, long bow, elf bow

Adventurer Skills
Giant Slayer: The adventurer gets a +1 to hit and +1 to wound rolls when fighting large
creatures.
Beastmaster: The beastmster skill allows a party to take animal henchmen even if it does
not include an elf ranger. Furthermore, if a party has a hero with the beastmaster skill
than any animal henchmen gain experience as normal henchmen for as long as the hero is
on the warband roster.
Haggler: As the academic skill.
Fearless: The hero is no longer affected by fear or terror.
Berserker: The hero may frenzy at the start of their turn if they pass a leadership test. A
frenzy can be ended at the start of that hero’s turn if a successful leadership test with a -2
penalty is passed.

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