/TG/heim:Roger's Raiders (Reikland Mercenaries)

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Intro

Roger's Raiders are a mercenary outfit out of the Reikland. Composed of a core of Reikland loyalists from the Civil War, they are led by the phlegmatic Captain Roger Schmidt. Grown tired of raiding far behind enemy lines burning farmland and harassing peasants for little reward, he has taken his outfit into a different career as professional treasure hunters.


Stats

Warband Rating: 109

Gold: 45

Wyrdstone: 1

Company Gear: shield (10)

Heroes

Captain Roger Schmidt

Schmidt is a taciturn sort. A veteran of lonely nights ranging far from safe havens, he runs a disciplined crew and tolerates no foolishness. A former Greatsword, he now prefers the crack of pistol fire in his advancing age.


Captain: 60

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





Special Rules: Leader


Gear: Heavy Armour (25), Two-Handed Sword (15), Brace of Duelling Pistols (50), Helmet (10)


Arnulf Fring

Young, dumb and ugly, Arnulf was a mercenary brought into the Riaders in their last days of campaigning. Enjoying the work a little -too- much, he none the less is a loyal follower of the Captain and happily marched with him into this new, experimental venture.

Champion: 35

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





Gear: Heavy Armour (25), Halberd (10), Brace of duelling pistol(50) Skills: Pistolier (advance)


Johan Kreiger

A veteran man-at-arms in Captain Roger's company, Kreiger is a dogmatically loyal son of a bitch. He holds the line.

Champion: 35

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





Gear: Axe (5), Shield (5) Sliver of a Dwarf Axe (Lucky Charm 10)



Chloe Schmidt

Daughter of Captain Roger, she was dragged from a promising career as a herbalist into the adventurer's life after their home town was sacked by a party of Mareinburg pirates. She has gained a reputation for tough talk, and marches as well as any of the soldiers, but talk has it she still isn't committed to the soldiers life.

Youngblood: 15

M WS BS S T W I A Ld
4 3 2 3 3 1 3 1 6





Gear: Light Armour (5), Sword (10), Buckler (5), Dwarf Tooth (Lucky Charm 10) Skills/Advances: +1 WS




Rikard Hauser

A young lad keen to fight. He had been plucked from the remnants of a town militia right before the Raiders quit the business altogether. Feeling he hasn't seen enough combat in the war, he throws himself at any challenger that crosses his path.

Youngblood: 15

M WS BS S T W I A Ld
4 2 2 4 3 1 3 1 6




Gear: Light Armour (5), Axe(5), Shield (5) Skills/Advances: +1 toughness

Henchmen

The Marksmen: Barton and Oliver

A pair of hunters-turned-outlaw, they were given a stay of execution on the condition they fight for Reikland in the war. After the fair treatment shown them by Captain Roger, they stuck by him after he resigned his commission.

Barton(25)

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

Advances: +1 BS Gear: Crossbow x 1 (25), Light Armour (10), Mace (3)



Oliver(25)

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

Advances: +1 leadership Gear: longbow (15), Light Armour (10), Mace (3)



The Raiders: Hans and Franz

The remnants of the bush-whackers Roger led into battle. Hardy men used to toughing it out in the back roads of the Empire, they are eager for plunder and don't mind who they have to fight to get it.

Warriors (50)

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





Gear: Axe x2(10), Shield x2(10)

New Marksman: Walton

A new hire-on brought into the band after the bloody Battle of the Mordheim Outskirts.

Walton(25)

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





Gear: Crossbow x 1 (25)



Notable Moments

Roger's Raiders v Capitalism, Ho!: Victory to the Raiders! Their first foray into the damned city and a bloody skirmish immediately broke out between the Raiders and the dwarf adventurers of Capitalism, Ho! The Raider's earned a bloody victory with no casualties, killing a dwarf crossbow woman and terribly wounding their engineer, Skotti. Skotti's tooth now forms a necklace around Chloe Schmidt's neck. Though beaten down by their chief and his enforcer, old Kreiger survived relatively unscathed, keeping a sliver of the axe that could have killed him as a reminder to be more careful next time.

The Battle of the Mordheim Outskirts: On what was meant to be a simple scouting mission, the Raiders found themselves in the midsts of a raging melee between two chaotic forces. Banding together with the warriors of Price's Company, the dwarf adventurers of Capitalism, Ho! and the remnants of a knightly band of wandering Bretonnians called the Good Company, they together proved that the disciplined advance of man and dwarf was more than a match for any chaos spawn or sorcery and won the day without a single injury or shot fired against them. Some would go on to call such a victory 'flawless'.



See also

/TG/heim