| Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
| Grand Master of the Black Rose |
1 |
4 |
6 |
3 |
4/6 |
4 |
3 |
6 |
4 |
9 |
1+ |
|
|
|
2 |
240 |
|
He and unit are Immune to Psychology.; General; Units within 12" may use General's Leadership; Barding; Full Plate Armor; Shield; +1Sv w/ handweapon in HtH; Warhorse
|
| Laurels of Victory |
1 Wo caused by wearer is 2 Wo in COMBAT RESOLUTION (not to opponent). |
[55] |
| Sword of Power |
St+2 |
[40] |
| Warhorse |
1 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Warrior Priest of Sigmar |
1 |
4 |
4 |
3 |
4/6 |
4 |
2 |
4 |
2 |
8 |
1+ |
|
|
1 |
1 |
119 |
|
Has 4 Prayers of Sigmar (Bound Spells, Power Level 4, may only use one Prayer per turn).;Warrior Priest and his unit Hate all enemy models;+1 dice to dispel pool;; Prayers of Sigmar; Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless charging
|
| Armour of Meteoric Iron |
1+Sv - cannot be improved. |
[25] |
| #1: Hammer of Sigmar |
Re-roll failed to hit and to wound rolls (doesn't affect magic weapons). RiP. Priest Spell. |
[0] |
| #2. Armour of Righteousness |
Model gains 4+ Ward save. RiP. Priest Spell. |
[0] |
| #3. Healing Hand |
Model is immediately healed of all lost wounds. Priest spell. |
[0] |
| #4. Soulfire |
Enemies in base contact suffer D6 S4 hits (S5 on Undead, Daemon, Forest Spirit), no armor saves allowed. Priest Spell. |
[0] |
| #5: Unbending Righteousness |
Priest and unit Unbreakable. RiP. |
[0] |
| Battle Wizard of the Bright Order |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
1 |
1 |
1 |
115 |
|
Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Lore of Fire
|
| #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] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Battle Wizard of the Light Order |
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
1 |
1 |
1 |
115 |
|
Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Lore of Light
|
| #1: Shem's Burning Gaze |
5+ to cast, Range 24"; Magic missile, D6 S4 hits, S6 vs Daemons & Undead. Light Lore. |
[0] |
| #2: Pha's Illumination |
5+ to cast, LOS, HtH; US 1 has S5, 3A and cannot use a weapon. Magic weapons used against him count as mundane. Light Lore. |
[0] |
| #3: Ulzah's Healing Hand |
5+ to cast. One friendly model regains 1 lost Wo. No effect on Daemons, Undead, chariots and war machines. Light Lore. |
[0] |
| #4: Urru's Dazzling Brightness |
6+ to cast, Range 18", HtH; Enemy unit has WS 1 in next HtH phase. Light Lore. |
[0] |
| #5: Karu's Guardian Light |
8+ to cast, RIP; All friendly units within 12" are Immune to Psychology, and fleeing units automatically rally (even if below 25% starting strength). Light Lore. |
[0] |
| #6: Amshu's Cleansing Flare |
10+ to cast, HtH; All enemy units in 12" suffer D6 S5 hits. S6 vs Daemons & Undead. Light Lore. |
[0] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
| Swordsmen |
23 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
5+ |
|
|
|
1 |
224 |
|
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 |
11 |
4 |
3 |
3 |
3/4 |
3 |
1 |
3 |
1 |
7 |
6+ |
|
|
|
1 |
[55] |
|
Halberd; Light Armour
|
| Archers |
12 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
96 |
|
Normal Bow; 24", S3; Skirmish.
|
| Flagellant Warbands (Core) |
20 |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1/2 |
10 |
|
|
|
|
1 |
200 |
|
Unbreakable; Frenzy (never lose it); May roll D3 at start of every combat phase to martyr D3 flagellants, last until end of combat. Effects stack: 1: Hate, 2: re-roll failed wound rolls, 3: add +1 to CR.; Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Flail; +2S in 1st rnd of HtH
|
| Knights of the Black Rose |
6 |
4 |
4 |
3 |
4 |
3 |
1 |
3 |
1 |
8 |
1+ |
|
|
|
2 |
247 |
|
Barding; Lance; +2S on charge; Full Plate Armor; Shield; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse
|
| War Banner |
+1 to Combat Resolution |
[25] |
| Preceptor |
1 |
4 |
4 |
3 |
4 |
3 |
1 |
3 |
2 |
8 |
1+ |
|
|
|
2 |
[16] |
| Warhorse |
7 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
| Great Cannon |
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
100 |
|
Use larger Cannon rules
|
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
| Steam Tank |
1 |
|
1 |
4 |
6 |
6 |
6 |
|
|
10 |
|
|
|
|
10 |
300 |
|
All difficult terrain impassable; Drives through obstacles; Main Cannon; Steam Gun; Large Target; Unbreakable; Terror; Malfunction Chart: 1= -4D6HPs and -4SPs, 2-3= -2D6HPs and -2SPs, 4-5= -D6HPs and -1SP, 6= No damage and +1 SP.
|
| Main Cannon |
Rng 18" S8 D3 Wo No Save; Move and fire; No grapeshot; On misfire, roll 1D6 for both Cannon Misfire chart and Malfunction chart; On "Destroyed" only, main cannon destroyed; Any enemy in BtB w/ front of Tank suffers D6 S3 -3 ArSv when cannon fires |
- |
| Cannon Misfire Table |
1. Destroyed, 2-3 Malfunction (Cannot fire this turn or next), 4-6 May not shoot this turn. |
- |
| Steam Gun |
Flame Template; S2, no armour saves |
- |
| Ironguts |
3 |
6 |
3 |
2 |
4/6 |
4 |
3 |
2 |
3 |
8 |
5+ |
|
|
|
3 |
242 |
|
Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless charging; Ogre Club; -1 Armour Save; Heavy Armour; Standard; +1CR; Musician; +1CR if tied. +1 Ld in rally attempts.
|
| Gutlord |
1 |
6 |
3 |
2 |
4/6 |
4 |
3 |
2 |
4 |
8 |
5+ |
|
|
|
3 |
[20] |