| Unit Name |
## |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Exp |
Cost |
| Rald the Destroyer (Captn) |
1 |
4" |
3 |
4 |
4 |
2 |
1 |
4 |
1/2 |
8 |
6 |
26 |
150 |
| Leader: Any model within 6" of the
Captain may use his leadership instead of their own.; Gold (x20); Brace
of Pistols; Pistol; Free Dagger; Sword |
| Smashed Leg |
The warrior cannot run, but
can still charge. |
[0] |
| Chest Wound |
-1 Toughness. |
[0] |
| Hand Injury |
-1 Weapon Skill. |
[0] |
| Hunter |
The warrior may fire 'fire
every other turn' weapons each turn. |
[0] |
| Lucky Charm |
The model may ignore the
first hit he takes in every battle. |
[10] |
| Toughened Leathers |
6+ saving throw. Can't be
combined with anything else. Can't be sold. |
[5] |
| Gavi (Champ) |
1 |
2" |
4 |
3 |
4 |
3 |
1 |
3 |
1/2 |
7 |
6 |
16 |
65 |
| Pistol; Free Dagger; Spear |
| Step Aside |
Extra 5+unmodified saving
throw against HtH attacks. |
[0] |
| Broken Leg |
-1 Movement. |
[0] |
| Broken Leg |
-1 Movement. |
[0] |
| Fearsome |
The warrior causes Fear. |
[0] |
| Toughened Leathers |
6+ saving throw. Can't be
combined with anything else. Can't be sold. |
[5] |
| Kerr (Champ) |
1 |
4" |
4 |
3 |
4 |
2/3 |
1 |
3 |
1/2 |
7 |
6 |
13 |
50 |
| Free Dagger; Spear |
| Chest Wound |
-1 Toughness. |
[0] |
| Resilient |
Anything that hits the
warrior in HtH has -1S (shown as +1T on profile). This does not affect
save modifiers. |
[0] |
| Toughened Leathers |
6+ saving throw. Can't be
combined with anything else. Can't be sold. |
[5] |
| Kemp the Brutish (Warr) |
1 |
4" |
4 |
3 |
3 |
3 |
1 |
3 |
1/2 |
8 |
- |
5 |
43 |
| Axe; Free Dagger; Hammer; Promotion! |
| Naois (Young) |
1 |
4" |
3 |
2 |
3 |
3 |
1 |
3 |
2/3 |
6 |
- |
4 |
25 |
| Free Dagger; Spear |
| Amputated Arm |
The warrior can only use a
single, one-handed weapon. |
[0] |
| Luthor the Second (Young) |
1 |
4" |
2 |
2 |
3 |
3 |
1 |
3 |
1/2 |
6 |
6 |
3 |
45 |
| Free Dagger; Sword; Buckler |
| Expert Swordsman |
Re-roll all misses with a
Sword when charging. |
[0] |
| Toughened Leathers |
6+ saving throw. Can't be
combined with anything else. Can't be sold. |
[5] |
| Lucky Charm |
The model may ignore the
first hit he takes in every battle. |
[10] |
| Finn's Archers (Marks) |
2 |
4" |
3 |
3 |
4 |
3 |
1 |
3 |
2 |
7 |
- |
5 |
100 |
| Long Bow; Free Dagger |
| Wyman's Defenders (Marks) |
2 |
4" |
4 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
5 |
100 |
| Long Bow; Free Dagger |
| Kemp's Brigades (Warr) |
1 |
4" |
4 |
3 |
3 |
3 |
1 |
3 |
1/2 |
8 |
- |
5 |
43 |
| Axe; Free Dagger; Hammer |
| Keith's Regiment (Warr) |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
7 |
- |
|
33 |
| Axe; Free Dagger; Hammer |
| Mordtish (Warlk) |
1 |
4" |
2 |
2 |
3 |
3 |
1 |
4 |
1 |
8 |
- |
2 |
30 |
| 15 GC upkeep cost. Warlocks start out
with 2 spells. If they gain a new skill, they can choose to gain another
spell instead.; Staff |
| 4. Silver Arrows of Arha |
The wizard can shoot D6+2
arrows at one enemy model. The arrows are shot as if from a bow with a
24" range, with no penalties for moving, cover, etc. They cause 1
S3 hit each.; Difficulty (x7) |
[0] |
| 6. Sword of Rezhebel |
The Sword gives the wizard
+1A, +2S and +2WS. It cannot Parry. Take a Ld test at the beginning of
each of the Wizard's turns - if he fails the sword disappears.;
Difficulty (x8) |
[0] |
| Sorcery |
The wizard may add +1 to his
Spellcasting rolls. |
[0] |
| Option Footnotes: |
|
|
| Axe |
-1 armour save. |
|
| Buckler |
Parry: When your opponent
rolls to hit, roll a D6. If you beat his highest 'to hit' score, one
attack against you is negated. If you have a Sword and Buckler, you only
get one parry, but you can re-roll it. |
|
| Dagger |
+1 armour save, or save of
6+ if the model has none. |
|
| Hammer |
Concussion: Injury rolls of
2-4 cause the victim to be 'Stunned'. |
|
| Longbow |
1 Attack, 30" R, S3. |
|
| Pistol |
1 Attack, 6" R, S4.
Extra -1 save modifier. Takes 1 turn to reload (if you have 2, you can
fire 1 per turn). May be used in the first round of hand-to-hand combat. |
|
| Spear |
Always strikes first in the
first round of combat, even if charged. +1 Strength on cavalry charge. |
|
| Staff |
Concussion: Injury rolls of
2-4 cause the victim to be 'Stunned'. |
|
| Sword |
Parry: When your opponent
rolls to hit, roll a D6. If you beat his highest 'to hit' score, one
attack against you is negated. |
|