Type |
Number |
Cost |
Upkeep |
Warband Rating |
Blacksmith |
1 |
50 |
25 |
+20 |
In the pre-Industrial Olde Worlds one of
the most respected of professions is that
of the Blacksmith. Some smiths, either bored
with the life of a shop-keeper or just seeking
a greater cut of the profits from their
labors, work freelance for Mercenary Bands.
Some of these have found their way to Mordheim,
where they fetch a high price for their
skills. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
4 |
4 |
2 |
4 |
4 |
2 |
3 |
1 |
8 |
- |
Human |
Warbands Allowed: Mercenaries,
Halflings, Dwarfs, Former Guardsmen |
Skill Categories: Strength |
Weapons and Armor: 2 Handed
Hammer, Bracers (Allows a Parry, may be
used without occupying the users hands;
may be used in conjunction with 2 HtH weapons
and 2 handed weapons) |
Special Ability:
Crushing Blow: He who
can bend metal can break men. The warrior
makes a single attack at normal Strength
(with Weapon Bonuses and Mighty Blow as
appropriate). If the attack hits but does
not wound or if the target has multiple
wounds then the target must make an Initiative
check or be immediately Knocked Down. |
Special Ability:
Weaponsmith: If the Blacksmith
does not go Out of Action, and is upkept
he can forge any one of the following weapons
at half price between games: Sword, Axe,
Spear, Halberd, Double Handed Weapon,
Flail, Morning Star. Round prices up. |
Special Ability:
Weapon Maintenance: If
the Blacksmith starts the game with the
warband, then all edged HtH weapons in the
band have an additional -1 Armor Penetration
due to the Blacksmiths expert care and sharpening.
This excludes all concussion weapons.
|