| Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
| Arch Lector of Sigmar |
1 |
4 |
4 |
3 |
4/5 |
4 |
3 |
4 |
2 |
9 |
1+ |
|
|
2 |
1 |
325 |
|
Has Prayers of Sigmar (Bound Spells, Power Level 4. May cast two Prayers per turn, but not cast the same Prayer succesfully twice;+2 Dispel dice; Warrior Priest and his unit Hate all enemy models.; General; Units within 12" may use General's Leadership; Prayers of Sigmar
|
| Sword of Sigismund |
+1 St; Always strikes first. |
[45] |
| Van Horstman's Speculum |
In a challenge, the bearer and his opponent fight using each other's WS, St, To, In, and At. |
[30] |
| Armour of Meteoric Iron |
1+Sv - cannot be improved. |
[25] |
| War Altar |
1 |
|
|
|
5 |
5 |
5 |
|
D6 |
|
5+ |
4+ |
|
|
5 |
[0] |
|
Large Target; Chariot; Unbreakable; Magic Resistance (2); Casts a Lore of Light spell as Bound Spell with Power Level 5
|
| Warhorse |
2 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Battle Wizard |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
6+ |
|
2 |
1 |
2 |
140 |
|
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Warhorse
|
| Rod of Power |
Allows user to save up to 3 dice from your Power pool at the end of each Magic phase. At beginning of next magic phase (either your's or the enemy's), roll a dice. If number is less than # of dice stored, you lose the dice. |
[30] |
| Warhorse |
1 |
8 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Battle Wizard |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
6+ |
|
1 |
1 |
2 |
100 |
|
Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Warhorse
|
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Warhorse |
1 |
8 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Captain |
1 |
4 |
5 |
5 |
4/5 |
4 |
2 |
5 |
3 |
8 |
2+ |
|
|
|
2 |
137 |
|
Barding; Full Plate Armor; Battle Standard; Units w/in 12" may re-roll break tests; Warhorse
|
| Sword of Might |
+1St |
[15] |
| Icon of Magnus |
Character and unit immune to Fear. When facing Terror only suffer Fear. |
[25] |
| Warhorse |
1 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Swordsmen |
25 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
5+ |
|
|
|
1 |
253 |
|
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Detachment - Crossbowmen |
6 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[48] |
|
Crossbow; 30", S4, Move or Fire
|
| Detachment - Halberdiers |
8 |
4 |
3 |
3 |
3/4 |
3 |
1 |
3 |
1 |
7 |
6+ |
|
|
|
1 |
[40] |
|
Halberd; Light Armour
|
| Knightly Orders |
5 |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
1+ |
|
|
|
2 |
115 |
|
Barding; Lance; +2S on charge; Full Plate Armor; Shield; +1Sv w/ handweapon in HtH; Warhorse
|
| Warhorse |
5 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Knightly Orders |
5 |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
1+ |
|
|
|
2 |
115 |
|
Barding; Lance; +2S on charge; Full Plate Armor; Shield; +1Sv w/ handweapon in HtH; Warhorse
|
| Warhorse |
5 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Crossbowmen |
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
120 |
|
Crossbow; 30", S4, Move or Fire
|
| Detachment - Archer |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
|
Skirmish; Normal Bow; 24", S3
|
| Crossbowmen |
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
120 |
|
Crossbow; 30", S4, Move or Fire
|
| Detachment - Archer |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
|
Skirmish; Normal Bow; 24", S3
|
| Knights of the Inner Circle |
5 |
4 |
4 |
3 |
4 |
3 |
1 |
3 |
1 |
8 |
1+ |
|
|
|
2 |
221 |
|
Barding; Lance; +2S on charge; Full Plate Armor; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse
|
| War Banner |
+1 to Combat Resolution |
[25] |
| Preceptor |
1 |
4 |
4 |
3 |
4 |
3 |
1 |
3 |
2 |
8 |
1+ |
|
|
|
2 |
[16] |
| Warhorse |
6 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Outriders |
5 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
|
|
2 |
105 |
|
Fast Cavalry; Repeater Handgun; ^; Light Armour; Warhorse
|
| Warhorse |
5 |
8 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Pistoliers |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
|
|
2 |
90 |
|
Fast Cavalry; Brace of Pistols; 8", S4, AP, no range/move penalty.; Light Armour; Warhorse
|
| 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] |
| Flagellant Warbands |
15 |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1/2 |
10 |
|
|
|
|
1 |
150 |
|
Unbreakable; Frenzy (never lose it); May roll D3 at start of every combat phase to martyr D3 flagellants, last until end of combat. Effects stack: 1: Hate, 2: re-roll failed wound rolls, 3: add +1 to CR.; Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Flail; +2S in 1st rnd of HtH
|
| Giant |
1 |
6 |
3 |
3 |
6 |
5 |
6 |
3 |
S |
10 |
|
|
|
|
6 |
205 |
|
Terror, Stubborn, Large target, Not slowed by obstacles, Ignore Greenskin Panic; Falling test: D6 roll of 1, S6 hit D3 Wo on all underneath, one turn to stand up; Random Attacks
|
| Big Things |
1. Yell and Bawl, 2-4. Thump with Club, 5-6. 'Eadbutt. |
- |
| Little Things |
1. Yell and Bawl, 2. Jump up and down, 3. Pick-up and ..., 4-6. Swing with Club/Chain. |
- |