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===Mercenaries=== The Mercenaries are the men of Reikland. They support Grand Prince Siegfried for the position of Emperor, and came to Mordheim to loot the city for either his cause or their own wallets. They want the Wyrdstone to sell to eccentric nobles (both Chaos worshiping and just plain fucking stupid) in other regions of the Empire. They're the jack of all trades group, having access to a bunch of versatile heroes who can do quite well with just about any skill build, a Warlock who starts out a bit weak but with patience eventually becomes a very good crowd control [[wizard]] with some nifty offensive spells too, a motherfucking Ogre Mercenary, and access to the most ranged weapons of any warband. Your Dramatic Personae character is Luther Wolfenbaum, who players of the tabletop game will remember as the grizzled merc guy in the book who pops up on some pages to give you tips - he's quite hardcore as a unit too. Pros: THE gun faction - all your guys can use ranged weapons, and Marksmen are the best non-Hero ranged unit in the game ([[awesome|and they can take Lad's Got Talent]]). Vast and varied weapon list. Decent Leadership and morale. The most straightforward warband to start with if you're just starting out. Cons: Kinda lackluster all-round stats. Being versatile means not quite excelling in any regard. The Ogre is stronk but really slow on the move. Not a lot of flash compared to the other warbands. * '''Warrior''': Just your garden variety Imperial grunt, men like him are a dime a dozen in the Empire and they die against all kinds of supernatural adversity every day. Starts out with a mace and a hammer (though you'll want to swap that out ASAP) and you'll probably want to fill two or even all three of your initial henchmen slots with these guys. Don't get too attached to them, they're your frontline. * '''Marksman''': These are your ranged henchmen. They can take all manner of bows, crossbows and firearms for ranged support, and they can be passable in melee too if you spec them right. Keep in mind they suffer the same issues as snipers in XCOM - they'll need a lot of close babysitting before they come into their own. Don't take more than one at the start and keep him out of harm's way, preferably by the Captain. If you can level one up and give him a long rifle, you're golden. * '''Youngblood''': The first of three hero units, available right from the get-go. If you take him as a scout, be careful because he bruises easily. You may want to have him as a backup for your one Marksman. He can also be built to be a good melee fighter and start with a halberd, so not bad as part of your primary fighting line either. * '''Warlock''': Your magic hero, who you unlock second. You know what I said about snipers in XCOM earlier? This guy is even worse for it. He's so fragile he's practically made of fine china, and his starting spell sucks. Help him out by giving him a bow, so he can get a few kills here an there, rack up experience and unlock his better ones. If you can't be arsed with levelling one up, just save for a Hired Sword. On to the spells: The lightning strike spell is by far his best one, so make sure you master it first. Armour of Lead is great against those annoying Skaven to stop them running around and making sure they stand still and take their hits like good little rats. Beyond that, your choice of Fireball or Curse of Rust; both are situationally useful, perhaps the latter if you plan on taking Marksmen (because the synergy is good) and the former if you don't. Dispel is not a big deal unless you plan on doing a lot of PVP against Sisters players. Dread of Aramar is a trap, it looks good from the description but it affects your own guys, it requires you to be in touching distance and it's situational, just stay away. * '''Champion''': Your third and final hero. He's just a particularly big and beefy Warrior. He makes for a great melee resist tank, because his resistance goes up every time he lands a hit on an enemy. He has decent leadership too, so with a pendant you can throw him into a multi-melee without many problems later on. * '''Captain''': Your "gets shit done" leader unit from the start. Best to deck him out with a shield (he starts with one when recruited) and some heavy armour and some appropriate skills like Web of Steel and Shield Specialist and make him as tanky as possible (if you do that watch out for Possessed and Chaos Spawn, things that can punch through his parry), though you can also do something crazy like making him a pistol-toting hardass or something because he's so versatile. Really, let your imagination run wild. * '''Ogre Mercenary''': Wayhey, your big guy! This guy is [[awesome]]. Slow as molasses, but fuck he can be hard to kill because you can kit him out in light armour and helmet. You can also give him a sword too, which lets him parry with Web of Steel.
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