Weapon Sets
| Hand Weapon and Shield | +1 Defense. Charge Bonus: +1 Power |
| Spear and Shield | +1 Defense. Extra Rank supporting attacks when not charging. |
| Greatweapon | +1 Power. Charge Bonus: +1 Power |
| Halberd | Damage Saves against this weapon are never better than 4+. |
| Two Hand Weapons | +1 Attack |
| Lance and Shield | +1 Defense. Charge Bonus: +2 Power |
Charge Bonus
A unit only benefits from Charge Bonus effects in the first turn of combat after it has charged.
Ranged Attacks
| Longbow | Range: 30. Power 3. |
| Shortbow | Range: 20. Power 3. |
| Crossbow | Range: 30. Power 3. |
| Handgun | Range: 24. Power 4. |
| Sling | Range: 20. Power 2. |
| Javelin | Range: 8. Power 3. |
| Cannon | Range: 48. D3 hits. Power 8. |
| Catapult | Range: 48. 2D3 hits. Power 5. |
| Bolt Thrower | Range: 48. 3x Shots. Power 6. |
| Mortar | Range: 48. 2D3+1 Hits. Power 4. |
General Properties
| Heavy Armor | -1 Movement. +1 Defense |
| Fearless | Ignores all penalties to Discipline tests. |
| Frenzy | Must charge closest valid target. Re-roll misses in combat. |
| Sturdy | -1 Movement. Ignore the movement penalty from Heavy Armor. |
| Swift | +1 Movement |
| Reanimated | -1 Movement. Never fails Discipline tests. |
| Scout | Ignore movement penalties from Difficult Terrain. |
| Ambusher | Unit can be deployed anywhere on it’s owners side of the table. |
| Flying | Fly Speed 20. Ignores Terrain. |
| Regeneration | Unit recovers all missing wounds at end of turn. |
| Poisoned Attacks | Enemies re-roll 6s on Damage Saves. |
