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 | Forward Deployment |
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. |