Unit Name |
## |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Exp |
Cost |
Ritkin the Manthing Slayer (AssAd) |
1 |
6" |
4 |
4 |
4 |
3 |
1 |
5 |
1/2 |
7 |
- |
22 |
96 |
Leader: Any model within 6" of the
Assassin Adept may use his leadership instead of their own. Perfect
Killer: Any hits the Adept inflicts cause an extra -1 armour save.; Gold
(x1); Wyrdstone Shards (x3); Fighting Claws; Free Dagger |
Eikin the Manthing Flayer (Sorce) |
1 |
5" |
3 |
3 |
3 |
3 |
1 |
4 |
1/2 |
6 |
- |
9 |
70 |
Throwing Stars; Free Dagger; Sword |
1. Warpfire |
8" R, hits first model
in it's path for D3 S4 hits on target and 1 S3 hit on everyone within
2" of the target.; Difficulty (x8) |
[0] |
Skretchen the Wicced (Black) |
1 |
6" |
4 |
3 |
4 |
3 |
1 |
5 |
1/2 |
6 |
6 |
9 |
80 |
Fighting Claws; Free Dagger |
Toughened Leathers |
6+ saving throw. Can't be
combined with anything else. Can't be sold. |
[5] |
Nieckit the Venmous (Black) |
1 |
6" |
4 |
3 |
4 |
3 |
1 |
5 |
1/2 |
6 |
- |
9 |
90 |
Free Dagger; Weeping Blades |
Skee the Manthing Hater (Night) |
1 |
6" |
2 |
3 |
3 |
3 |
1 |
4 |
1/2 |
4 |
- |
1 |
32 |
Sling; Free Dagger; Sword |
Sheekit the Learner (Night) |
1 |
6" |
2 |
3 |
3 |
3 |
1 |
4 |
1/2 |
4 |
- |
2 |
32 |
Sling; Free Dagger; Sword |
Nimble |
The model may move and fire
'Move or fire' weapons. Cannot be combined with Quick Shot. |
[0] |
Scratch's Verminkin (Vermk) |
2 |
5" |
3 |
3 |
3 |
3 |
1 |
4 |
1/2 |
5 |
- |
1 |
84 |
Free Dagger; Spear; Sword |
Claw's Verminkin (Vermk) |
2 |
5" |
4 |
3 |
3 |
3 |
1 |
4 |
1/2 |
5 |
- |
2 |
88 |
Free Dagger; Spear; Sword |
Jaer the Wise (Warlk) |
1 |
4" |
2 |
2 |
3 |
3 |
1 |
4 |
1 |
8 |
- |
|
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 |
3. Dread of Aramar |
One model within 12" of
the Wizard must pass a Ld test or flee 2D6" directly away. If he
flees, he continues until he rallies at the start of a movement phase.
This spell does not affect Undead or those immune to Fear.; Difficulty
(x7) |
[0] |
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] |
Option Footnotes: |
|
|
Dagger |
+1 armour save, or save of
6+ if the model has none. |
|
Fighting Claws |
Parry: When your opponent
rolls to hit, roll a D6 (you may re-roll it if you fail). If you beat
his highest 'to hit' score, one attack against you is negated. Climb:
Add +1 to your I when making Climbing tests. Cumbersome: If you're using
Fighting Claws, you can't use any other weapons. |
|
Sling |
(1 Attack, 18" R, S3)
OR (2 Attacks, 9" R, S3, no penalty for long range, move or fire). |
|
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. |
|
Throwing Stars |
1 Attack, 6" R, S as
user, no penalty for long range or moving. |
|
Weeping Blades |
Parry: When your opponent
rolls to hit, roll a D6. If you beat his highest 'to hit' score, one
attack against you is negated. 6's to hit wound automatically (the
blades cannot be poisoned further). |
|