| Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
WSv |
Cp |
Dp |
US |
Cost |
Arch Lector of Sigmar
AL
|
1 |
4 |
4 |
3 |
4 |
4 |
3 |
4 |
2 |
9 |
1+ |
|
|
2 |
1 |
320 |
| Has Prayers of Sigmar (Bound Spells, Power Level 4. May cast two Prayers per turn, but not cast the same Prayer succesfully twice nor may he maintain 2 RiP spells, the first is cancelled if he casts a second;+2 Dispel dice; Warrior Priest and his unit Hate all enemy models.; General; Units within 12" may use General's Leadership; Prayers of Sigmar |
| Sword of Fate |
Magic weapon with no effects except against specific monster or character. Wounds on 2+ and cause D3 Wo (no arm sav). |
[40] |
| Armour of Meteoric Iron |
1+Sv - cannot be improved. |
[25] |
| Van Horstman's Speculum |
In a challenge, if the bearer chooses, the bearer and his opponent fight using each other's WS, St, To, In, and At. |
[30] |
War Altar
W
|
1 |
|
|
|
5 |
5 |
5 |
|
D6 |
|
5+ |
4+ |
|
|
5 |
[0] |
| Large Target; Chariot; Unbreakable; Magic Resistance (2); Casts a Lore of Light spell as Bound Spell with Power Level 5; Grants mounted Characters an Armour Save bonus against shooting of +2, or the character may use the Chariot's Armour Save instead of his own if it is better. |
| Warhorse |
2 |
8/7 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Battle Wizard
BW1
|
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
2 |
1 |
1 |
130 |
| Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Miscast Table |
| The Orb of Thunder |
Bound spell. Power 4. Remain in play. No flying creatures may use Fly move and must use Mv. |
[30] |
Battle Wizard
BW2
|
1 |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
7 |
|
|
2 |
1 |
1 |
125 |
| Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells. |
| Dispel Scroll |
Dispels one spell. One use only. |
[25] |
Master Engineer
ME
|
1 |
4 |
3 |
4 |
3 |
3 |
2 |
3 |
1 |
7 |
4+ |
|
|
|
2 |
127 |
| May join warmachines. Provides a single re-roll to the attached warmachine per turn (either scatter or art dice, not bounce). If helps warmachine, cannot shoot his weapons. Can use Engineer's BS skill for Helblaster.; Barding; Pigeon Bombs; Unlimited range, any visible model to engineer. Move-or-fire. ST4. 3" template. D6: 1-hits engineer, 2-3 nothing, 5-6 hits target.; Repeater Pistol; 8" Range. S4 (Armour Save -2), no penalties for move and range, multiple shots (3). Pistolier's Outrider and the Outrider Champ retain a regular pistol for 4 ranged attacks (all at -1 to hit); Light Armour; Clockwork Horse |
| Clockwork Horse |
1 |
8/7 |
1 |
|
4 |
|
1 |
1 |
1 |
|
|
|
|
|
|
[0] |
| D3 impact hits
|
Swordsmen
S
|
20 |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
5+ |
|
|
|
1 |
231 |
| Light Armour; Shield; 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 - Crossbowmen
CD1
|
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
| Crossbow; 30", S4, Move or Fire |
| Detachment - Crossbowmen
CD2
|
5 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[40] |
| Crossbow; 30", S4, Move or Fire |
Flagellant Warbands (Core)
FW
|
15 |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1/2 |
10 |
|
|
|
|
1 |
150 |
| 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 |
Huntsmen
HM
|
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
100 |
| Skirmish; Scout; Normal Bow; 24", S3 |
Handgunners
HG
|
10 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
80 |
| Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire. |
Pistoliers
PS
|
4 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
|
|
2 |
114 |
| Fast Cavalry; Brace of Pistols; 8", S4, AP, no range/move penalty.; Light Armour; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse |
| Outrider |
1 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
|
|
2 |
[17] |
| Brace of Pistols,; Repeater Pistol; 8" Range. S4 (Armour Save -2), no penalties for move and range, multiple shots (3). Pistolier's Outrider and the Outrider Champ retain a regular pistol for 4 ranged attacks (all at -1 to hit) |
| Warhorse |
5 |
8 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Outriders
OR
|
5 |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
|
|
2 |
113 |
| Fast Cavalry; Repeater Handgun; ^; Light Armour; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse |
| Warhorse |
5 |
8 |
3 |
|
3 |
3 |
1 |
3 |
1 |
5 |
|
|
|
|
|
[0] |
Great Cannon
GC
|
1 |
|
|
|
|
7 |
3 |
|
|
|
|
|
|
|
|
100 |
| Use larger Cannon rules |
| Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
|
|
1 |
[0] |
Helblaster Volley Gun
HVG
|
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] |
Steam Tank
ST
|
1 |
|
1 |
4 |
6 |
6 |
10 |
|
|
10 |
1+ |
|
|
|
10 |
300 |
| Large Target; Unbreakable; Terror; All difficult terrain impassable; Drives through obstacles; Building Steam Points (Tank); Main Cannon (Tank); Steam Gun (Tank) |