Skip to main content Link Menu Expand (external link) Document Search Copy Copied

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.