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| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Karl Franz | 4 | 6 | 2+ | 4 | 4 | 3 | 6 | 4 | 10 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Imperial Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
| Deathclaw | 6 | 6 | 0 | 6 | 5 | 5 | 4 | 5 | 8 | Bloodroar, Fly (8), Stomp, Terror |
All hits from the Reikland Runefang wound automatically and Ignores Armour saves.
Full plate armour. Allows Karl Franz to re-roll failed armour saves.
Grants Karl Franz a Ward save (4+) and the Magic Resistance (2) special rule.
Hits from Ghal Maraz wound automatically, with the Ignores Armour saves and Multiple Wounds (D3) special rules.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Kurt Helborg | 4 | 7 | 1+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
All hits from the Solland Runefang wound automatically and Ignores Armour saves.
Full plate armour. Ignores Strength penalties and Armour Piercing, so Kurt Helborg's armour save can never fall below 3+.
One use only. The first time the character and his unit have to take a Break test, they automatically pass it.
Each unsaved Wound caused by Kurt Helborg is multiplied by 2 when calculating the combat result.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Volkmar the Grim | 4 | 5 | 2+ | 4 | 4 | 3 | 4 | 2 | 9 | |
| War Altar of Sigmar | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | Impact Hits (D6), Large Target (5), Stubborn, Holy Fervour, The Power of Sigmar |
| Warhorses (Empire Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 |
As long as Volkmar the Grim is mounted upon the War Altar of Sigmar, close combat attacks with the Staff of Command are resolved at +2 Strength; otherwise +1 Strength.
Makes the bearer regain 1 Wound suffered earlier in the game at the start of each turn, up to their starting value.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Balthasar Gelt | 4 | 3 | 4+ | 3 | 4 | 3 | 3 | 1 | 8 | |
| Imperial Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
Grants Balthasar Gelt a +2 bonus on all attempts to cast spells.
If the vial hits, it Wounds any target on a 4+ regardless of Toughness.
Grants Balthasar Gelt Magic Resistance (1), plus +1 Magic Resistance for each enemy Wizard currently on the battlefield, up to a maximum of 3 (a dynamic bonus -- only the base 1 shows on the printed… Show moreGrants Balthasar Gelt Magic Resistance (1), plus +1 Magic Resistance for each enemy Wizard currently on the battlefield, up to a maximum of 3 (a dynamic bonus -- only the base 1 shows on the printed profile). Show less
Grants Balthasar Gelt a Ward save (3+) against shooting attacks only.
Wizard Level 4
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Thyrus Gormann | 4 | 3 | 4+ | 3 | 4 | 3 | 3 | 1 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
Gives the wielder +1 when rolling To Wound, as well as the Flaming Attacks special rule.
Adds 12" to the range of Thyrus Gormann's spells.
Once per turn, Thyrus Gormann may add +2 Power Dice to casting one of his spells.
Confers the Ward save (5+) and the Immunity (Flaming Attacks) special rules.
Wizard Level 4
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Boris Todbringer | 4 | 6 | 4+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
All hits from a Runefang wound automatically and Ignores Armour saves.
At the start of every player turn, unless he has been removed as a casualty, Boris Todbringer instantly recovers any lost wounds, up to his starting total of 3. In addition, it gives Boris… Show moreAt the start of every player turn, unless he has been removed as a casualty, Boris Todbringer instantly recovers any lost wounds, up to his starting total of 3. In addition, it gives Boris Todbringer... (source text cut off here -- not provided). Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Marius Leitdorf | 4 | 7 | 2+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
Two hand weapons. All hits from the Averland Runefang wound automatically and Ignores Armour saves.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Aldebrand Ludenhof | 4 | 6 | 2+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
All hits from the Hochland Runefang wound automatically and Ignores Armour saves.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Valmir von Raukov | 4 | 6 | 2+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
All hits from the Ostland Runefang wound automatically and Ignores Armour saves.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Magnus the Pious | 4 | 6 | 2+ | 4 | 4 | 3 | 6 | 4 | 10 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
Heavy armour. Models attacking the wearer in close combat must pass a Strength test before rolling to hit for every Attack directed at the target, or that Attack is lost (attacks that don't roll To… Show moreHeavy armour. Models attacking the wearer in close combat must pass a Strength test before rolling to hit for every Attack directed at the target, or that Attack is lost (attacks that don't roll To Hit are unaffected). Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| General of the Empire | 4 | 6 | 2+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Imperial Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Imperial Griffon | 6 | 5 | 0 | 6 | 5 | 5 | 4 | 4 | 7 | Fly (8), Stomp, Terror |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
24" Strength 4, Armour Piercing (1), Move or Fire. Cannot be used to Stand and Shoot.
12" Strength 4, Armour Piercing (1), Quick to Fire, +1 Attack and Requires Two Hands: only apply if combined with a hand weapon.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Wizard Lord | 4 | 3 | 4+ | 3 | 4 | 3 | 3 | 1 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Imperial Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Imperial Griffon | 6 | 5 | 0 | 6 | 5 | 5 | 4 | 4 | 7 | Fly (8), Stomp, Terror |
| Luminark of Hysh | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | Impact Hits (D6), Large Target (5), Swiftstride, Aura of Protection, Solheim's Bolt of Illumination, Locus of Power (Arcane Battle Altar) |
| Warhorses (Empire Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 | |
| Acolytes (Arcane Battle Altar) | 0 | 3 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Celestial Hurricanum | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | Impact Hits (D6), Large Target (5), Swiftstride, Locus of Power (Arcane Battle Altar), Portents of Battle, Storm of Shemtek |
| Warhorses (Empire Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 | |
| Acolytes (Arcane Battle Altar) | 0 | 3 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 |
Wizard Level 3 (may be upgraded to Level 4 for +35 pts)
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Luminark of Hysh | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | |
| Warhorses (Empire Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 | |
| Acolytes (Arcane Battle Altar) | 0 | 3 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Celestial Hurricanum | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | |
| Warhorses (Empire Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 | |
| Acolytes (Arcane Battle Altar) | 0 | 3 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Grand Master | 4 | 6 | 1+ | 4 | 4 | 3 | 6 | 4 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Demigryph | 8 | 4 | 0 | 5 | 4 | 3 | 4 | 3 | 7 | Fear |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Arch Lector | 4 | 4 | 4+ | 4 | 4 | 3 | 4 | 2 | 9 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| War Altar of Sigmar | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | Impact Hits (D6), Large Target (5), Stubborn, Holy Fervour, The Power of Sigmar |
| Warhorses (Empire Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 | |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ludwig Schwarzhelm | 4 | 6 | 2+ | 4 | 4 | 2 | 5 | 3 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
Attacks made with the Sword of Justice have the Killing Blow special rule. In addition, all failed To Wound rolls made with it are re-rolled.
Follows all the rules for a Battle Standard, except that the range of Ludwig Schwarzhelm's Hold Your Ground! special rule is 18".
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Markus Wulfhart | 4 | 5 | 1+ | 4 | 4 | 2 | 6 | 3 | 8 |
Longbow. All shots fired by the Amber Bow are resolved at Strength 4. Against Monsters, it always wounds on 4+ (unless it would normally need a lower result) and has the Multiple Wounds (D3) special… Show moreLongbow. All shots fired by the Amber Bow are resolved at Strength 4. Against Monsters, it always wounds on 4+ (unless it would normally need a lower result) and has the Multiple Wounds (D3) special rule. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Luthor Huss | 4 | 5 | 4+ | 4(5) | 4 | 2 | 4(2) | 2 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Valten | 4 | 6 | 2+ | 4 | 4 | 2 | 5 | 4(5) | 9 |
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Captain of the Empire | 4 | 5 | 2+ | 4 | 4 | 2 | 5 | 3 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Imperial Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
24" Strength 4, Armour Piercing (1), Move or Fire. Cannot be used to Stand and Shoot.
12" Strength 4, Armour Piercing (1), Quick to Fire, +1 Attack and Requires Two Hands: only apply if combined with a hand weapon.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Battle Wizard | 4 | 3 | 4+ | 3 | 3 | 2 | 3 | 1 | 7 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warrior Priest | 4 | 4 | 4+ | 4 | 4 | 2 | 4 | 2 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Master Engineer | 4 | 3 | 3+ | 3 | 3 | 2 | 3 | 1 | 7 | |
| Mechanical Steed | 7 | 1 | 0 | 4 | 4 | 1 | 1 | 1 | 0 | Impact Hits (D3), Natural Armour (6+), Vanguard |
A Handgun with a range of 36" and the Sniper special rule.
A Handgun with the Multiple Shots (3) special rule.
A Pistol with the Multiple Shots (3) special rule. Can be combined with a normal pistol following the brace of pistols rule, in which case Multiple Shots (4) in total may be fired.
Range: unlimited (Line of Sight only, no maximum distance). When a Master Engineer declares he will be using Pigeon Bombs, nominate any enemy model within Line of Sight, roll a D6: 1 Oops! -- centre… Show moreRange: unlimited (Line of Sight only, no maximum distance). When a Master Engineer declares he will be using Pigeon Bombs, nominate any enemy model within Line of Sight, roll a D6: 1 Oops! -- centre the small round template over the Master Engineer instead and resolve the explosion there. 2-4 Boom! -- no effect this turn. 5-6 Huzzah! -- centre the small round template over the target model and resolve the explosion. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Witch Hunter | 4 | 4 | 3+ | 4 | 4 | 2 | 4 | 2(3) | 8 | |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
12" Strength 4, Armour Piercing (1), Quick to Fire, +1 Attack and Requires Two Hands: only apply if combined with a hand weapon.
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
30" Strength 4, Move or Fire
12" Strength 4, Armour Piercing (1), Multiple Shots (2), Quick to Fire, Requires two hands, +1 Attack in combat.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Halberdiers | 4 | 3 | 4+ | 3(4) | 3 | 1 | 3 | 1 | 7 | |
| Sergeant | 4 | 3 | 4+ | 3(4) | 3 | 1 | 3 | 2 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Spearmen | 4 | 3 | 4+ | 3(4) | 3 | 1 | 3(4) | 1 | 7 | |
| Sergeant | 4 | 3 | 4+ | 3(4) | 3 | 1 | 3(4) | 2 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +3 Initiative, Fight in 3 extra ranks, requires 2 hands, +1 Strength when charged.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Swordsmen | 4 | 4 | 4+ | 3 | 3 | 1 | 4 | 1 | 7 | |
| Duellist | 4 | 4 | 4+ | 3 | 3 | 1 | 4 | 2 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Handgunners | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Marksman | 4 | 3 | 3+ | 3 | 3 | 1 | 3 | 1 | 7 |
24" Strength 4, Armour Piercing (1), Move or Fire. Cannot be used to Stand and Shoot.
12" Strength 4, Armour Piercing (1), Multiple Shots (2), Quick to Fire, Requires two hands, +1 Attack in combat.
A Handgun with a range of 36" and the Sniper special rule.
A Handgun with the Multiple Shots (3) special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Crossbowmen | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Marksman | 4 | 3 | 3+ | 3 | 3 | 1 | 3 | 1 | 7 |
30" Strength 4, Move or Fire
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Archers | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Marksman | 4 | 3 | 3+ | 3 | 3 | 1 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Free Company Militia | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1(2) | 6 | |
| Militia Leader | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 2(3) | 6 |
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
30" Strength 4, Move or Fire
12" Strength 4, Armour Piercing (1), Quick to Fire, +1 Attack and Requires Two Hands: only apply if combined with a hand weapon.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Knightly Orders | 4 | 4 | 4+ | 3(5) | 3 | 1 | 3(5) | 1 | 8 | |
| Preceptor | 4 | 4 | 4+ | 3(5) | 3 | 1 | 3(5) | 2 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Pistoliers | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1(2) | 7 | |
| Outrider | 4 | 3 | 3+ | 3 | 3 | 1 | 3 | 1(2) | 7 | |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
12" Strength 4, Armour Piercing (1), Multiple Shots (2), Quick to Fire, Requires two hands, +1 Attack in combat.
A Handgun with the Multiple Shots (3) special rule.
A Pistol with the Multiple Shots (3) special rule. Can be combined with a normal pistol following the brace of pistols rule, in which case Multiple Shots (4) in total may be fired.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Greatswords | 4 | 4 | 4+ | 3(4) | 3 | 1 | 4(2) | 1 | 8 | |
| Count's Champion | 4 | 4 | 4+ | 3(4) | 3 | 1 | 4(2) | 2 | 8 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Reiksguard Knights | 4 | 4 | 4+ | 4(6) | 3 | 1 | 4(6) | 1 | 8 | |
| Reikscaptain | 4 | 4 | 4+ | 4(6) | 3 | 1 | 4(6) | 2 | 8 | |
| Barded Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Reiksguard Foot Knights | 4 | 4 | 4+ | 4 | 3 | 1 | 4 | 1 | 8 | |
| Reikscaptain | 4 | 4 | 4+ | 4 | 3 | 1 | 4 | 2 | 8 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Huntsmen | 4 | 3 | 3+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Tracker | 4 | 3 | 2+ | 3 | 3 | 1 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Flagellants | 4 | 2 | 5+ | 3(5) | 3 | 1 | 3 | 1 | 5 | |
| Prophet of Doom | 4 | 2 | 5+ | 3(5) | 3 | 1 | 3 | 2 | 5 |
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Imperial Dwarfs | 3 | 4 | 4+ | 3 | 4 | 1 | 2 | 1 | 9 | |
| Veteran | 3 | 4 | 4+ | 3 | 4 | 1 | 2 | 2 | 9 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
30" Strength 4, Move or Fire
24" Strength 4, Armour Piercing (1), Move or Fire. Cannot be used to Stand and Shoot.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Halflings | 4 | 2 | 3+ | 2 | 2 | 1 | 5 | 1 | 8 | |
| Constable | 4 | 2 | 3+ | 2 | 2 | 1 | 5 | 2 | 8 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
No profile given beyond Range in the source material -- uses the model's own Strength, unlike an Elven/Longbow.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Imperial Ogres | 6 | 3 | 5+ | 4 | 4 | 3 | 2 | 3(4) | 7 | |
| Brute | 6 | 3 | 5+ | 4 | 4 | 3 | 2 | 4(5) | 7 |
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Ogre Pistols follow all the rules for normal pistols, but have a range of 24".
A pair of Ogre Pistols, fired simultaneously per the Brace of Pistols rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Sisters of Sigmar | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Sister Superior | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 2 | 7 |
6+ Armour Save, 6+ Parry Save, The Parry save only applies if used together with a hand weapon. Grants no missile save.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Outriders | 4 | 3 | 3+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Sharpshooter | 4 | 3 | 2+ | 3 | 3 | 1 | 3 | 1 | 7 | |
| Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 | Vanguard |
A Handgun with the Multiple Shots (3) special rule.
Reduces the mount's Movement characteristic by 1.
12" Strength 4, Armour Piercing (1), Multiple Shots (2), Quick to Fire, Requires two hands, +1 Attack in combat.
A Handgun with a range of 36" and the Sniper special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Great Cannon | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Crew | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Mortar | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Crew | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Demigryph Knights | 4 | 4 | 4+ | 4(6) | 3 | 1 | 4(6) | 1 | 8 | |
| Inner Circle Preceptor | 4 | 4 | 4+ | 4(6) | 3 | 1 | 4(6) | 2 | 8 | |
| Demigryph | 8 | 4 | 0 | 5 | 4 | 3 | 4 | 3 | 7 | Fear |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Helblaster Volley Gun | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Crew | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Helstorm Rocket Battery | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Crew | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| War Wagon | 7 | 0 | 0 | 5 | 5 | 5 | 0 | 0 | 0 | |
| Crew (War Wagon) | 0 | 3 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Warhorses (War Wagon) | 0 | 3 | 0 | 3 | 0 | 0 | 3 | 1 | 5 |
A Handgun with a range of 36" and the Sniper special rule.
A Handgun with the Multiple Shots (3) special rule.
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Polearm. Against Cavalry and Monstrous Cavalry, attacks made with a Hook Halberd gain +1 To Hit.
Flail. Each successful Hit with a Ball and Chain is multiplied into D3 Hits.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Steam Tank | 0 | 0 | 0 | 6 | 6 | 10 | 0 | 0(1) | 0 | |
| Engineer Commander | 0 | 3 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 |
A Pistol with the Multiple Shots (3) special rule. Can be combined with a normal pistol following the brace of pistols rule, in which case Multiple Shots (4) in total may be fired.
A Handgun with a range of 36" and the Sniper special rule.
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