| Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
| Wizard Lord of the Bright Order |
1 |
4 |
3 |
3 |
3 |
4 |
3 |
3 |
1 |
8 |
|
|
4 |
2 |
1 |
305 |
|
General; Units within 12" may use General's Leadership; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Lore of Fire
|
| Luckstone |
Allows wearer to re-roll one die used to cast or dispel. Can effectively cancel a Miscast or cause either IF or a Miscast. One use only. |
[25] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Power Stone |
+2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. |
[20] |
| #1: Fire Ball |
5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore |
[0] |
| #2: Flaming Sword of Rhuin |
5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. |
[0] |
| #3: Burning Head |
8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. |
[0] |
| #4: Fiery Blast |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. |
[0] |
| #5: Conflagration of Doom |
11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. |
[0] |
| #6: Wall of Fire |
12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. |
[0] |
| Captain |
1 |
4 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
8 |
4+ |
|
|
|
1 |
183 |
|
Full Plate Armor; Battle Standard; Units w/in 12" may re-roll break tests
|
| Imperial Banner |
Units w/in 12" re-roll any failed psychology tests as well as tests not to pursue. |
[100] |
| Battle Wizard of the Bright Order |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
2 |
1 |
1 |
150 |
|
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Fire
|
| Rod of Power |
Allows user to save up to 3 dice from your Power pool at the end of each Magic phase. At beginning of next magic phase (either your's or the enemy's), roll a dice. If number is less than # of dice stored, you lose the dice. |
[30] |
| Power Stone |
+2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. |
[20] |
| #1: Fire Ball |
5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore |
[0] |
| #2: Flaming Sword of Rhuin |
5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. |
[0] |
| #3: Burning Head |
8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. |
[0] |
| #4: Fiery Blast |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. |
[0] |
| #5: Conflagration of Doom |
11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. |
[0] |
| #6: Wall of Fire |
12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. |
[0] |
| Battle Wizard of the Amethyst Order |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
2 |
1 |
1 |
145 |
|
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Death
|
| Power Stone |
+2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. |
[20] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| #1: Dark Hand of Death |
5+ to cast, Range 24"; Magic missile, D6 S4 hits. Death Lore. |
[0] |
| #2: Steal Soul |
8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo. Death Lore. |
[0] |
| #3: Wind of Death |
8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. Death Lore. |
[0] |
| #4: Walking Death |
9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead. Death Lore. |
[0] |
| #5: Doom and Darkness |
9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn. Death Lore. |
[0] |
| #6: Drain Life |
10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save. Death Lore. |
[0] |
| Swordsmen |
24 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
5+ |
|
|
|
1 |
305 |
|
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Duellist |
1 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
2 |
7 |
5+ |
|
|
|
1 |
[10] |
| Detachment - Halberdiers |
10 |
4 |
3 |
3 |
3/4 |
3 |
1 |
3 |
1 |
7 |
6+ |
|
|
|
1 |
[50] |
|
Halberd; Light Armour
|
| Detachment - Crossbowmen |
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[80] |
|
Crossbow; 30", S4, Move or Fire
|
| Swordsmen |
19 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
5+ |
|
|
|
1 |
275 |
|
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Duellist |
1 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
2 |
7 |
5+ |
|
|
|
1 |
[10] |
| Detachment - Free Company |
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
7 |
|
|
|
|
1 |
[50] |
|
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
|
| Detachment - Handgunners |
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[80] |
|
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
|
| Handgunners |
11 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
166 |
|
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.; Musician; +1CR if tied; +1 Ld in rally attempts.
|
| Marksman |
1 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[25] |
|
Hochland Long Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to hit chars in unit, May have different target than unit.
|
| Detachment - Archer |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
|
Skirmish; Normal Bow; 24", S3
|
| Great Cannon |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
100 |
|
Use larger Cannon rules
|
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
| Mortar |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
75 |
|
12-48", As Stone Thrower with big template, St3 hits -1Sv
|
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
| Mortar |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
75 |
|
12-48", As Stone Thrower with big template, St3 hits -1Sv
|
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
| Helblaster Volley Gun |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
110 |
|
Includes 3 crew; 24" range, always fires 3 barrels, use art. dice for each barrel then roll to hit the number of shots; St5, -3 Save hits
|
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
| Helblaster Volley Gun |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
110 |
|
Includes 3 crew; 24" range, always fires 3 barrels, use art. dice for each barrel then roll to hit the number of shots; St5, -3 Save hits
|
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
| Option Footnotes: |
|
|
| Death1: Dark Hand of Death |
5+ to cast, Range 24"; Magic missile, D6 S4 hits. |
|
| Death2: Steal Soul |
8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo. |
|
| Death3: Wind of Death |
8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. |
|
| Death4: Walking Death |
9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead. |
|
| Death5: Doom and Darkness |
9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn. |
|
| Death6: Drain Life |
10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save. |
|
| Fire1: Fire Ball |
5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. |
|
| Fire2: Flaming Sword of Rhuin |
5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. |
|
| Fire3: Burning Head |
8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. |
|
| Fire4: Fiery Blast |
8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. |
|
| Fire5: Conflagration of Doom |
11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. |
|
| Fire6: Wall of Fire |
12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. |
|