Source: Warhammer: The Old World Online Rules Index

Misbehaving Mercenaries Table
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D6

Result

1

Heavy Night: The mercenaries spent the night before the battle drinking their way through their pay. They arrive on time, but smelling like a brewery and wincing at loud noises. The mercenaries gain the Stupidity special rule. If the unit already has the Stupidity special rule, it must apply a +1 modifier to the dice roll every time it makes a Stupidity test.

2-3

You Get What You Pay For: The mercenaries do not feel they have been paid particularly well to take part in this battle. This has caused considerable grumbling in the ranks and, consequently, the mercenaries are dragging their feet rather than getting stuck in. The unit suffers a -1 modifier to both its Movement and Initiative characteristics (to a minimum of 1) for the duration of the battle.

4-5

"Sorry, the Cockerel Didn't Crow": The mercenaries arrive, but late. However, their late arrival means they enter the battlefield from an unexpected direction. The mercenaries gain the Ambushers special rule and must be held in reserve at the start of the battle. If the mercenaries already have the Ambushers special rule, they will only arrive during turn 2 on a roll of a natural 6 (rather than the usual 4+).

6

General Apathy: For whatever reason, the mercenaries do not appear to be especially invested in their employer's cause. Consequently, they feel little reason to stick around when the going gets tough. The unit suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) for the duration of the battle.

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