| Max Units | 15 |
|---|
| Complexity | ★☆☆ |
| Rout Threshold | 6 |
| Play Style | Balanced |
Heroes
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap | Skill Ups |
|---|
| Captain | 6 | 12 | 12 | 17 | 8 | 7 | 1 | 1 | 0 | 0 | Leader | 75 | 1 | [Link] |
| Champion | 6 | 13 | 14 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | | 40 | - | [Link] |
| Sniper | 6 | 14 | 13 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | | 45 | 2 | [Link] |
| Knight | 8 | 13 | - | 17 | 10 | 10 | 1 | 1 | 0 | 0 | | 45 | 2 | [Link] |
Henchmen
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap |
|---|
| Infantry | 6 | 14 | 14 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | | 30 | - |
| Marksman | 6 | 14 | 14 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | | 35 | 6 |
| Man-at-Arms | 6 | 14 | 14 | 18 | 10 | 10 | 1 | 1 | 2 | 2 | | 35 | 3 |
| Defender | 6 | 14 | - | 18 | 10 | 10 | 1 | 1 | 0 | 0 | | 35 | 3 |
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.
Equipment
Hero Equipment
Hero equipment for the unit types: Captain, Champion
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|
| Dagger | 0 | 0 | 0 | | 2 | 1 |
| Hammer | 0 | 4 | 0 | | 5 | 1 |
| Sword / Axe | 0 | 0 | 3 | | 5 | 1 |
| Spear | 2 | 0 | 0 | Cannot be dual-wielded, but may be used with a shield. | 5 | 1 |
| Great Hammer | 5 | 7 | 0 | | 10 | 2 |
| Great Sword / Axe | 5 | 3 | 3 | | 10 | 2 |
| Pike | 7 | 3 | 0 | | 10 | 2 |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Armour | Def | Cost |
|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Infantry Equipment
Infantry equipment for the unit types: Infantry, Man-at-Arms
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|
| Dagger | 0 | 0 | 0 | | 2 | 1 |
| Hammer | 0 | 4 | 0 | | 5 | 1 |
| Sword / Axe | 0 | 0 | 3 | | 5 | 1 |
| Spear | 2 | 0 | 0 | Cannot be dual-wielded, but may be used with a shield. | 5 | 1 |
| Great Hammer | 5 | 7 | 0 | | 10 | 2 |
| Great Sword / Axe | 5 | 3 | 3 | | 10 | 2 |
| Pike | 7 | 3 | 0 | | 10 | 2 |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Ranged Weapon | Rng | Inj | Prc | Special Rules | Cost | Slots |
|---|
| Short Bow | 20" | 0 | 0 | Light | 5 | 1 |
| Bow | 25" | 0 | 0 | | 10 | 1 |
| Crossbow | 30" | 2 | 0 | Long Reload | 20 | 1 |
| Armour | Def | Cost |
|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Marksman Equipment
Marksman equipment for the unit types: Marksman, Sniper
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|
| Dagger | 0 | 0 | 0 | | 2 | 1 |
| Hammer | 0 | 4 | 0 | | 5 | 1 |
| Sword / Axe | 0 | 0 | 3 | | 5 | 1 |
| Armour | Def | Cost |
|---|
| Light Armour | 1 | 10 |
Defender Equipment
Defender equipment for the unit types: Knight, Defender
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|
| Dagger | 0 | 0 | 0 | | 2 | 1 |
| Hammer | 0 | 4 | 0 | | 5 | 1 |
| Spear | 2 | 0 | 0 | Cannot be dual-wielded, but may be used with a shield. | 5 | 1 |
| Sword / Axe | 0 | 0 | 3 | | 5 | 1 |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Tower Shield | 0 | 0 | 0 | +6 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 15 | 1 |
| Armour | Def | Cost |
|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Ranged Weapon Effects
Light
This weapon may be used with a Shield.
Long Reload
You may not use this weapon if it was fired in the previous turn.
Close Quarters
Your target does not receive a bonus to their Defence if you Moved before Shooting this turn.
Dual-Wield
You may purchase this weapon up to two times and wield both at once without using an additional weapon slot. If you do, you have Advantage on attacks with the weapon.
Blackpowder
Whenever a 1 is rolled during a Ranged Attack, the weapon misfires. Immediately make an Injury Roll against yourself (applying the weapon's Injury modifier). You may no longer use the weapon for the rest of the game (resolving any remaining targets from the current attack first). After the game, it is repaired at no cost. If you have Advantage and either dice rolls a 1 you still misfire. If the higher roll still hits the enemy, resolve it as normal.
Buckshot
Select a point within line-of-sight. If it is within range, target ALL units within 1.5" of this point that are in line-of-sight. If any unit Engaged in Melee Combat is targeted, ALL units within that Melee Combat are targeted, even if they are not within line-of-sight. Resolve each target separately, following the usual rules for Ranged Attacks and Blackpowder. This weapon ignores cover. If the selected point is out of range, use the closest point to the original point that is within range instead.
Skill Table