ArmiesDLC · Knights Of Avalon

Knights of Avalon

Peasant levies and pious knights of a chivalrous kingdom. When the lances land, nothing stands.

15 units · How army lists work

Maiden
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Maiden

Infantry · Move 8"

60 pts

Skill
4
Power
3
Defense
3
Attacks
2
Wounds
3
Discipline
8
  • commander AbilityAura of ProtectionMaiden and retinue rerolls 1s on Damage Saves.

Spells Choose 1 cantrip: spellDivine FavourTarget unit gets +1 Skill and rerolls failed Discipline tests for one turn., spellFrost WardTarget unit gets +1 to Damage Saves for one turn. It must re-roll succesfull Attack and Ranged Attack rolls., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat.. Choose 1 spell: spellRadiant ShieldTarget unit rerolls failed damage saves for one turn., spellArcane WebReduce target units movement speed to 0 for one turn..

Magic Magic Item

Leads Knight Aspirants, Sword Militia, Halberd Militia, Spear Militia, Longbowmen, Pegasus, Unicorn

Max per army no limit1no limitno limit

Paladin

Large Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
3
Attacks
3
Wounds
3
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetLance and Shield · 5 pts+1 Defense. Charge Bonus: +2 Power
  • propertyHeavy Armor-1 Movement. +1 Defensecommander AbilityAura of VengeancePaladin and retinue rerolls 1s on Attack Rolls.

Spells Choose 1 cantrip: spellHoly BladeCaster has +1 Power and deals double wounds against Monsters this turn., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat..

Magic Magic Weapon/Item

Leads Knight Aspirants, Sworn Knights, Kings Guard, Pegasus, Hippogryph

Max per army no limit1no limitno limit

Mounts

Taken by commanders as their retinue

Hippogryph

Monstrous Infantry · Move 12"

55 pts

Skill
4
Power
5
Defense
5
Attacks
3
Wounds
5
Discipline
8
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.
Max per army 11no limitno limit

Pegasus

Monstrous Infantry · Move 12"

45 pts

Skill
3
Power
4
Defense
4
Attacks
3
Wounds
4
Discipline
8
  • weapon SetHoovesCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.
Max per army 1122

Unicorn

Monstrous Infantry · Move 12"

45 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
5
Discipline
9
  • weapon SetHoovesCharge Bonus: +1 PowerpropertyFeyReroll all successful Attack and Ranged Attack rolls against this unit. Ignores Difficult Terrain.propertySwift+1 Movement

Battle Line

1–3 units2–3 units2–5 units3–7 units

Sword Militia

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power

Magic Magic Banner (up to 50pts)

Unit size 10–2115–2115–2515–25

Peasant Mob

Infantry · Move 8"

4 pts / model

Skill
2
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
6
  • weapon SetHand WeaponCharge Bonus: +1 Power

Magic Magic Banner (up to 50pts)

Unit size 15–2118–2515–2515–25 Max per army 1123

Halberd Militia

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHalberdCharge Bonus: +1 Power. Damage Saves against this weapon are never better than 4+.

Magic Magic Banner (up to 50pts)

Unit size 10–2115–2115–2515–25

Spear Militia

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetSpear and Shield+1 Defense. Extra Rank supporting attacks when not charging.

Magic Magic Banner (up to 50pts)

Unit size 10–2115–2115–2515–25

Fast Attack

0–2 units0–2 units0–3 units0–4 units

Knight Aspirants

Lance Cavalry · Move 16"

18 pts / model

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
7
  • weapon SetLance and Shield+1 Defense. Charge Bonus: +2 PowerpropertyHeavy Armor-1 Movement. +1 DefensepropertyHorse MastersIgnores movement penalty from Heavy Armor. When deployed 3 wide, models in flanks can attack as if in the front rank.

Magic Magic Banner (up to 50pts)

Unit size 6–96–96–96–12

Mounted Hunters

Cavalry · Move 16"

19 pts / model

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
7
  • weapon SetHand WeaponCharge Bonus: +1 Powerranged AttackShortbowsRange: 20. Power 3.propertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.
Unit size 5–105–105–155–20

Sworn Knights

Lance Cavalry · Move 16"

20 pts / model

Skill
4
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
8
  • weapon SetLance and Shield+1 Defense. Charge Bonus: +2 PowerpropertyHeavy Armor-1 Movement. +1 DefensepropertyBodyguardIf a Commander is part of this unit it re-rolls failed Discipline tests.propertyHorse MastersIgnores movement penalty from Heavy Armor. When deployed 3 wide, models in flanks can attack as if in the front rank.

Magic Magic Banner (up to 100pts)

Unit size 6–96–96–96–12

Hunting Dogs

Beasts · Move 12"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
5
  • weapon SetFangsCharge Bonus: +1 PowerpropertyScoutIgnore movement penalties from Difficult Terrain
Unit size 5–108–108–108–10 Max per army 1123 Counts as ½ a unit in its section

Ranged Support

0–1 unit0–1 unit0–2 units0–3 units

Hunters

Infantry · Move 8"

7 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHand WeaponCharge Bonus: +1 Powerranged AttackShortbowsRange: 20. Power 3.propertyScoutIgnore movement penalties from Difficult TerrainpropertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.
Unit size 10–1510–1510–2010–25

Trebuchet

War Machine

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
7
  • ranged AttackCatapultRange 48. 2D3 hits, Power 5.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Longbowmen

Infantry · Move 8"

8 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • ranged AttackLongbowsRange: 30. Power 3.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–25

Elites

0–1 unit0–1 unit0–2 units0–3 units

Kings Guard

Lance Cavalry · Move 16"

28 pts / model

Skill
5
Power
4
Defense
4
Attacks
2
Wounds
2
Discipline
9
  • weapon SetLance and Shield+1 Defense. Charge Bonus: +2 PowerpropertyHeavy Armor-1 Movement. +1 DefensepropertyBodyguardIf a Commander is part of this unit it re-rolls failed Discipline tests.propertyHorse MastersIgnores movement penalty from Heavy Armor. When deployed 3 wide, models in flanks can attack as if in the front rank.propertyFearlessIgnores all penalties to Discipline tests.

Magic Magic Banner (up to 100pts)

Unit size 666–96–12 Max per army 1123

Pegasus Knights

Monstrous Infantry · Move 12"

28 pts / model

Skill
4
Power
3
Defense
3
Attacks
3
Wounds
2
Discipline
8
  • weapon SetLance and Shield+1 Defense. Charge Bonus: +2 PowerpropertyFlyingFly Speed 20. Ignore Terrain.propertyHeavy Armor-1 Movement. +1 Defense

Magic Magic Banner (up to 100pts)

Unit size 3–43–43–83–8 Max per army 1123