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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.