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The Kermeta Liberators

 
 

 
 

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Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Captain Kurtz von Stoff 1 4 5 5 4/6 4 2 5 3 8 1+ 1 104
General; Units within 12" may use General's Leadership; Great Weapon; Strikes last in HtH unless charging
Wounds: OO
  Armour of Meteoric Iron 1+Sv - cannot be improved. [30]
  Sigil of Sigmar Magic Resistance (1). [20]
Lou Minus
(Battle Wizard)
1 4 3 3 3 3 2 3 1 7 2 1 1 140
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Miscast Table
Wounds: OO
  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. [45]
El'Ectr Abel
(Battle Wizard)
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.
Wounds: OO
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
Talabheimer Swordsmen 19 4 4 3 3 3 1 4 1 7 5+ 1 269
Light Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; 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 8 4 3 3 3 3 1 3 1/2 7 1 [40]
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
  Detachment - Handgunners of Nuln 8 4 3 3 3 3 1 3 1 7 1 [64]
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.
Talabheimer Spearmen 19 4 3 3 3 3 1 3 1 7 5+ 1 269
Spear; 2 ranks in HtH if static; Light Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Sergeant 1 4 3 3 3 3 1 3 2 7 5+ 1 [10]
  Detachment - Free Company 8 4 3 3 3 3 1 3 1/2 7 1 [40]
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
  Detachment - Handgunners of Nuln 8 4 3 3 3 3 1 3 1 7 1 [64]
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.
White Wolf Knights of the Inner Circle (Middenheim) 4 4 4 3 4/5 3 1 3 1 8 2+ 2 180
Inner Circle; Barding; White Wolf Hammer; Two-handed, +2St on charge, +1 St otherwise.; Full Plate Armor; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse
  First Knight 1 4 4 3 4/5 3 1 3 2 8 2+ 2 [16]
  Warhorse 5 8/7 3 3 3 1 3 1 5 [0]
Huntsmen of Middenheim 4 4 3 3 3 3 1 3 1 7 1 56
Skirmish. Infiltrate.; Longbow; 30", S3 hit
  Marksman 1 4 3 4 3 3 1 3 1 7 1 [6]
Nulner Great Cannon 1 7 3 100
Use larger Cannon rules
Wounds: OOO
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Nulner Pistoliers 4 4 3 3 3 3 1 3 1/2 7 5+ 2 112
Fast Cavalry, Fusilade ; Brace of Pistols; Range 8". S4 hit, with -2 Armour save, no penalties for moving or range. HTH: Counts as extra hand weapon and all attacks in 1st rnd are S4 with -2 Armour Save. Fusilade (can use two pistols even though mounted); Light Armour; Warhorse
  Marksman 1 4 3 4 3 3 1 3 1/4 7 5+ 2 [17]
Repeater Pistol; 8", 3 shots/turn, St4 hit, Ar Sv -2, +3 attacks in HTH. -1 to hit for shooting.
  Warhorse 5 8 3 3 3 1 3 1 5 [0]
Nulner Hellblaster 1 7 3 125
24", As smaller cannon, fires 3 barrels, art. dice instead of guessing the range; 0-12" St5 hits, -3Sv, 12-24" 1/2 St4 hits, -2 Sv
Wounds: OOO
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Total Army Cost: 1500 Pts.
Casting Pool: 6
Dispel Pool: 4
Models in Army: 98
Troop Type Count Unused Points Unused Percent
Hero (<=3unit) 3 0 389 1111 25%
Core (>=2unit) 3 n/a 774 726 51%
Special (<=3unit) 2 1 212 1288 14%
Rare (<=1unit) 1 0 125 1375 8%
Magic Item Summary 5 n/a 145 n/a 9%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.


Argentum Non Habemus, Aurum Sed Valemus

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