MERCENARIES v10
For the Sledgehammer Fantasy World
Infantry 50%+ At least half the units in the army must be made up of infantry.
Number of Units of: Pikemen+Crossbowmen >= Swordsmen+ Marauders+ Dwarfs+ Ogres+ Handgunners
Pikeman >= to any other unit type (not just infantry)
Cavalry up to 33% No more than a third of the units in the army can be cavalry.
Specials up to 20% No more than one fifth of the units in the army can be specials.
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can contain 1+
units of Cavalry and Specials. Typically these fought on the flanks.
Maximum number of Wizards/Mages = Number of Divisions /2 rounded down.
TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Swordsmen 6 6 3 6+ 6 LI 27
Marauders 6 6 3/2 5+ 6 MI 27
Pikemen 6 6 3/0 6+ 6 MI, Phalanx2, Pikes 30
Dwarfs 7 7 3/0 4+ 8 HI, Steady 43
Ogres 8 7 2/0 5+ 8 MI, Big, Strong, Food 40
Crossbowmen 5 5 3 3/18 0 6 MI, Crossbow 27
Handgunners 5 5 3 3/18 0 6 MI, Handgun, any casualties cause a break test 33
Cavalry
Knights 9 6 3/0 4+ 6 HC, Lance, Steady 57
Light Cavalry 7 5 3 3/12 6+ 6 LC 45
Specials
Galloper Guns 1 1 2/4 3/24 0 3 Light Art, any casualties cause a break test 29
Giant Rhino 6 5 1 1/18 5+ 8 HI, small, Goes Wild, Huge 42
Birdmen 4 4 2 2/12 6+ 6 OF, Fly, always in Open Order 32
Commanders
General 0-2 0-2 LR:9 General, 1* 30
Noble 0-2 0-2 LR:9 1* 30
Hero 0-1 0-1 LR:8 10
Champion 0-1 0-1 LR:7 (Free) 0
Wizard 0 0 IC Wizard 10
Commander Mounts
Griffin 4 3 2/0 4+ 4 HF, small, Fly, Huge , CommUnit +50
Pay Wagon +1 +1 LCh, move 27”, 1*, add +1 Command for 1 turn only +7
Although Dwarfs and Ogres have Stamina of 8 they are standard frontage units, this represents their hardiness and difficultly to kill.
Units
Mercenaries are such a diverse army that units of infantry and Cavalry have restrictions.
Pikemen units must be greater than or equal to another other unit types. For example, say Pikemen have two units then Knights can have up to
two units. In short with this example of two units of Pikes then no other unit types can exceed two.
Giant Rhino. Giant Rhinos or Giant Elephants must always be given separate orders from other units. If you attempt to give an order to Giant
Rhinos and fail then you must take a test to see what it does. Ignore potential blunders - these are taken into account by the following rules. Roll a
dice and consult the Goes Wild chart for each Giant Rhino that failed.
Goes Wild Chart (-6)
D6 On no! What's he doing now!
1. The Giant will neither move nor fight this turn but simply stands rooted to the spot looking dopey.
2. Move the Giant directly towards the nearest table edge. If he moves into another unit he will attack it regardless of which side it is on. If
victorious in combat the Giant will hold his ground.
3. The Giant picks up a rock, tree, abandoned cart, outhouse or whatever comes to hand and throws it at the closest unit - friend or foe -
that he can see. The object travels 5xD6cm and, if it travels far enough to hit its target, strikes with 3 Attacks worked out in the usual
way.
4. The Giant moves straight forward at full pace in the direction he is facing in. If he reaches an enemy unit he will attack as normal. If he
reaches a friendly unit he will walk straight through and out the other side if there is room and he has sufficient move. If he reaches a
friendly unit and does not have sufficient move or enough room to walk all the way through then he halts on contact. A friendly unit that
is walked through or contacted in this way instantly becomes confused for the remainder of the Command phase. Such a unit ceases to
be confused at the end of the Command phase along with other confused units.
5. The Giant moves towards the nearest enemy unit that he can see as fast as he can. If he reaches the foe he will attack as normal. If
friends are in the way he will walk through them causing confusion as described above.
6. The Giant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see. Move the Giant at double his normal full
pace move. If he reaches an enemy unit, he fights by jumping up and down on the foe, furiously doubling his Attacks value in the first
round of combat.
Mercenary Spells
BALL OF FLAME 5+ to cast , Range 18”, LoS to enemy unit.
A ball of flame shoots from the Wizard's outstretched arm burning all in its path.
Draw an imaginary line 12” long from the Wizard's stand in any direction you wish. The line will pass through any intervening units but not beyond
terrain that would normally stop a missile shot, e.g. over the crest of a hill, more than 1” of woodland, and so forth. Each unit under the line takes
three shooting attacks worked out in the usual way. Note that this spell can easily affect several units and will affect all units that fall beneath the
line (including your own). Unengaged units take shooting Break Tests in the usual way even including friends. Engaged units do not take shooting
Break Tests, but carry over any hits scored into the first round of combat; any hits scored count as having been struck in the combat itself.
VOICE OF COMMAND 5+ to hit, Range 18”, no LoS to friendly unit
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single
unit. The unit can be moved just as if it had received an order in the Command phase. Commanders that have joined the unit will move with it.
WEIRD ENCHANTMENT 4+ to cast, Range 18”, no LoS to enemy unit.
A weird enchantment forms around the target unit and engulfs it in strange lights, scary nightmares and disorientating special effects.
This spell can be cast on any enemy unit within range regardless of whether the Wizard can see it or not. The spell lasts until the end of the
opposing player's following turn. The unit moves at half pace in all situations: even when charging for example. The unit counts all enemies as
terrifying. If the unit would normally be terrifying then it ceases to do so and counts all enemies as terrifying just like everyone else. However, if
the target is Undead it will not count enemies as terrifying although all other penalties apply as described (Undead are hard to spook).
TELEPORT 2+ to cast, Range Self
With a swirl of his cloak, a crack of thunder and just a hint of maniacal laughter the Wizard vanishes to reappear anywhere on the battlefield.
The Wizard is moved to a new position anywhere on the table. He can leave or join a unit if he wishes, enabling a Wizard to move into or out of
combat for example. Once the Wizard has moved he can cast a second spell, but note this must be a different spell and not a further Teleport! Roll
to cast the second spell as normal. A Wizard that Teleports successfully can therefore potentially cast two spells that turn.
Steve