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Paladins

An order of paladins and others that seek to advance a holy agenda.

Max Units15
Complexity★☆☆
Rout Threshold6
Play StyleDefensive

Heroes

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCapSkill Ups
Justicar6131316881100Leader,
Divine Magic
951[Link]
Paladin61314161010110050-[Link]
Cleric614141710101100Healer501[Link]
Standard Bearer61414181081100Standard Bearer351[Link]

Henchmen

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCap
Squire61414181010110030-
Guardian614-1614101100Guardian35-
Monk714-188102120Ki Strike,
No Equipment
55-
Cavalier813-1710101200Mounted502

Skills

Leader

Inherent

Allied, non-animal units within 5" of this unit can use this unit's Morale stat for Checks instead of their own.

Divine Magic

Spellcasting

This unit is capable of casting Divine Magic. See the relevant spell list for a list of learnable spells. As a Divine Caster, this unit has the usual three slots for weapons and can use armour and shields as normal.

Healer

Inherent

This unit can use the 'Heal' Divine Magic spell.

Standard Bearer

Inherent

Allied units within 5" of this unit (including the unit itself) gain the benefits of an equipped Banner. This unit can only have one Banner equipped at a time. It cannot be used as a weapon, but takes up one Melee Weapon Slot.

Guardian

Inherent

Once per turn, if this unit is Engaged in combat, it may make a Morale Check. On a success, all units it is Engaged with must target it for this combat. If it becomes Dazed, Stunned, or Incapacitated, this effect ends.

Ki Strike

Inherent

When fighting Unarmed, targets roll their Defence Check with Disadvantage.

No Equipment

Inherent

This unit may not have any equipment, but does not suffer the penalties for fighting Unarmed.

Mounted

Inherent

This unit cannot use ladders or make Climb Checks. It gains +2 Mov and +1 Wnd, which are already reflected in its stat block. The +1 Wnd does not count towards the stat cap (so this unit has an effective max of 4 Wounds).

Equipment

Paladins Equipment

Paladins equipment for the unit types: Justicar, Paladin, Cleric, Guardian, Squire

Melee WeaponMelInjPrcSpecial RulesCostSlots
Hammer04051
Flail / Great Hammer470102
Divine Hammer043Advantage against Undead. Only heroes can dual-wield.151
Divine Great Hammer473Advantage against Undead. Only heroes can wield.302
Sword00351
Great Sword433102
Shield000+4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
Ranged WeaponRngInjPrcSpecial RulesCostSlots
Sling15"00Light51
ArmourDefCost
Light Armour110
Heavy Armour220

Standard Bearer Equipment

Standard Bearer equipment for the unit types: Standard Bearer

Melee WeaponMelInjPrcSpecial RulesCostSlots
Hammer04051
Divine Hammer043Advantage against Undead. Only heroes can dual-wield.151
Sword00351
Banner of Protection000Allies within this Banner's aura have +1 Def. Banners cannot be used to attack.101
Banner of Marching000Allies within this Banner's aura at the start of the turn gain +1 Move for the turn. Banners cannot be used to attack.101
Banner of Bravery000Allies within this Banner's aura can make Morale Checks with Advantage. Banners cannot be used to attack.101
Ranged WeaponRngInjPrcSpecial RulesCostSlots
Sling15"00Light51
ArmourDefCost
Light Armour110
Heavy Armour220

Cavalier Equipment

Cavalier equipment for the unit types: Cavalier

Melee WeaponMelInjPrcSpecial RulesCostSlots
Hammer04051
Divine Hammer043Advantage against Undead. Only heroes can dual-wield.151
Sword00351
Great Hammer470102
Great Sword433102
Pike630102
Shield000+4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
ArmourDefCost
Light Armour110
Heavy Armour220

Ranged Weapon Effects

Light

This weapon may be used with a Shield.

Divine Magic

NameDifficultyDescription
Bless Weapon7Ongoing. The caster gains Advantage on all Melee Checks.
Divine Fervour11Reduce any Injury results against allies within 5" of the caster (including themselves) by 3 until the start of your next turn.
Holy Smite14Make a Mishap Roll against all enemies within 3". Add +2 to the Check if the enemy is Undead.
Heal5Any ally within 5" of the caster (including themselves) removes Dazed or Staggered and regains 1 Wound, up to their maximum.

Skill Table

UnitsMelRgdDefAgiMrlSkills
JusticarXXX[Link]
PaladinXXX[Link]
ClericXX[Link]
Standard BearerXX[Link]
SquireXXX[Link]
GuardianXXX[Link]
MonkXX[Link]
CavalierXX[Link]