Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
Reiksmarshall |
1 |
4 |
6 |
3 |
4/5 |
4 |
3 |
6 |
4 |
9 |
0+ |
5+ |
|
|
2 |
220 |
He and unit are Immune to Psychology.; General; Units within 12" may use General's Leadership; Barding; Full Plate Armor; Warhorse
|
Sword of Might |
+1St |
[20] |
Enchanted Shield |
5+ Sv; May be taken with other magic armor |
[10] |
White Cloak |
5+ Ward Save; Immune to cold-based spells/attacks; |
[30] |
Warhorse |
1 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Captain |
1 |
4 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
8 |
2+ |
|
|
|
2 |
137 |
Barding; Full Plate Armor; Battle Standard; Units w/in 12" may re-roll break tests; Warhorse
|
Standard of Arcane Warding |
Magic Resistance (2) |
[40] |
Warhorse |
1 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Master Engineer |
1 |
4 |
3 |
4 |
3 |
3 |
2 |
3 |
1 |
7 |
6+ |
|
|
|
1 |
117 |
May join warmachines. Provides a single re-roll to the attached warmachine per turn (either scatter or art dice, not bounce). If helps warmachine, cannot shoot his weapons.; Hochland Long Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to hit chars in unit, May have different target than unit.; Light Armour
|
The Orb of Thunder |
Bound spell. Power 4. Remain in play. No flying creatures may use Fly move and must use Mv. |
[40] |
Battle Wizard |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
2 |
1 |
1 |
145 |
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.
|
Dispel Scroll |
Dispels one spell. One use only. |
[25] |
Dispel Scroll |
Dispels one spell. One use only. |
[25] |
Reiksguard Knights |
7 |
4 |
4 |
3 |
4 |
3 |
1 |
3 |
1 |
8 |
1+ |
|
|
|
2 |
273 |
Inner Circle; Barding; Lance; +2S on charge; Full Plate Armor; Shield; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse
|
The Steel Standard |
+D3" to charge move; If charge failed, unit will move forward 7" normal |
[25] |
First Knight |
1 |
4 |
4 |
3 |
4 |
3 |
1 |
3 |
2 |
8 |
1+ |
|
|
|
2 |
[16] |
Warhorse |
8 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Greatswords |
9 |
4 |
4 |
3 |
3/5 |
3 |
1 |
3 |
1 |
8 |
4+ |
|
|
|
1 |
220 |
Stubborn; Great Weapon; Strikes last in HtH unless charging; Full Plate Armor; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
Count's Champion |
1 |
4 |
4 |
3 |
3/5 |
3 |
1 |
3 |
2 |
8 |
4+ |
|
|
|
1 |
[12] |
Detachment - Halberdiers |
5 |
4 |
3 |
3 |
3/4 |
3 |
1 |
3 |
1 |
7 |
6+ |
|
|
|
1 |
[30] |
Halberd; Light Armour
|
Detachment - Handgunners |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.
|
Swordsmen |
9 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
5+ |
|
|
|
1 |
160 |
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
Duellist |
1 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
2 |
7 |
5+ |
|
|
|
1 |
[10] |
Detachment - Handgunners |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.
|
Detachment - Free Company |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
7 |
|
|
|
|
1 |
[25] |
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
|
Handgunners |
9 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
170 |
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
Marksman |
1 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[25] |
Hochland Long Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to hit chars in unit, May have different target than unit.
|
Detachment - Free Company |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
7 |
|
|
|
|
1 |
[25] |
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
|
Detachment - Free Company |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
7 |
|
|
|
|
1 |
[25] |
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
|
Huntsmen |
9 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
106 |
Skirmish. Infiltrate.; Longbow; 30", S3
|
Marksman |
1 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[6] |
Pistoliers |
4 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
7 |
5+ |
|
|
|
2 |
102 |
Fast Cavalry, Fusilade ; Brace of Pistols; Range 8". S4 hit, with Armour Piercing, no penalties for moving or range. HTH: Counts as extra hand weapon and all attacks in 1st rnd are S4 with Armour Piercing. Fusilade (can use two pistols even though mounted); Light Armour; Warhorse
|
Marksman |
1 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1/2 |
7 |
5+ |
|
|
|
2 |
[7] |
Brace of Pistols; 8", S4, Armour Piercing, No Pen for Move or Rng. HTH: +1 At; S4, Armour Piercing, All attacks for 1st rnd
|
Warhorse |
5 |
8 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Great Cannon |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
100 |
Use larger Cannon rules
|
Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
Mortar |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
75 |
12-48", As Stone Thrower with big template, St3 hits -1Sv
|
Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
Hellblaster |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
125 |
24", As smaller cannon, fires 3 barrels, art. dice instead of guessing the range; 0-12" St5 hits, -3Sv, 12-24" 1/2 St4 hits, -2 Sv
|
Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
Conqueror Steam Tank |
1 |
|
1 |
4 |
6 |
|
25 |
|
|
10 |
|
|
|
|
10 |
300 |
All difficult terrain impassable; Drives through obstacles; Steam Gun; Main Cannon; Large Target; Unbreakable; Terror; Malfunction Chart: 1= -4D6HPs and -4SPs, 2-3= -2D6HPs and -2SPs, 4-5= -D6HPs and -1SP, 6= No damage and +1 SP.
|
Steam Gun |
Flame Template; S3 -3 ArSv |
- |
Main Cannon |
Rng 16" S8 D3 Wo No Save; Move and fire; No grapeshot; On misfire, roll 1D6 for both Cannon Misfire chart and Malfunction chart; On "Destroyed" only, main cannon destroyed; Any enemy in BtB w/ front of Tank suffers D6 S3 -3 ArSv when cannon fires |
- |
Cannon Misfire Table |
1. Destroyed, 2-3 Malfunction (Cannot fire this turn or next), 4-6 May not shoot this turn. |
- |