Human Army Kingdom of Beiland Righteous Anger of the Just: Entire army has frenzy, whether or not it's appropriate. LORDS: High Priest of Rhanor: 165 M WS BS S T W I A Ld 4 3 3 3 3 3 3 1 7 Magic: Level 3 mage Uses spells from either the: -Lore of fire -Lore of metal -Lore of shadow -Lore of rhanor Special Rules: Righteous Fury of the Just Options: upgrade to level 4: 35 Up to 100 points magic items ------------------------------------------------------------------ Bandit warlord: 120 M WS BS S T W I A Ld Chieftain 4 6 6 4 4 3 5 4 9 Equipment: Hand weapon, light armour, shield Special Rules: Righteous Fury of the Just, Opportunistic, poison Options: Can take one of the following: Additional Hand weapon 2 Great Weapon 6 Flail 6 Can take a longbow 10 Up to 100 points magic items -------------------------------------------------------------------- Beilish Duke : 180 M WS BS S T W I A Ld Duke 4 7 7 5 4 3 5 4 10 Equipment: Hand weapon, heavy armour, shield Special Rules: Righteous Fury of the Just, Knightly Arrogance Options: Can take one of the following: Additional Hand weapon 2 Great Weapon 6 Flail 6 Resonance Halberd 20 Lance 8 May take a warhorse 10 with Barding 5 Enhanced Horse 55 Enhanced Bear 70 Up to 100 points magical Item ------------------------------------------------------------------- Bandit Shaman : 180 M WS BS S T W I A Ld Duke 4 4 4 4 3 3 3 2 8 Magic: Bandit shaman is a level 2 mage who uses the lore of fire Equipment: Hand weapon, light armour, shield Special Rules: Righteous Fury of the Just, Oppurtunistic, poison, mind thief, unsophisticated caster mind thief: If bandit shaman successfully dispells, have the bandit shaman and the opposing wizard roll a d6 for each wizard level they have. If the shaman rolls higher (al die combined score) the shaman gains the ability to cast the spell used. Unsophisticated caster: The caster gains none of the benefits of a lore attribute when casting Options: Can take one of the following: Additional Hand weapon 2 Great Weapon 6 Flail 6 Can take a longbow 10 up to 100 points magic HEROES: Priest of Rhanor: 65 M WS BS S T W I A Ld 4 3 3 3 3 2 3 1 7 Magic: Level 1 mage Uses spells from either the: -lore of fire -lore of metal -lore of shadow -lore of rhanor Special Rules: Righteous Fury of the just Options: upgrade to level 2: 35 up to 50 points magic ------------------------------------------------------------------ Bandit Chieftain: 80 M WS BS S T W I A Ld Chieftain 4 5 5 4 4 2 4 3 8 Equipment: Hand weapon, light armour, shield Special Rules: Righteous Fury of the Just, Opportunistic, poison Options: Can take one of the following: Additional Hand weapon 2 Great Weapon 6 Flail 6 Can take a longbow 10 Can be BSB 25 magic banner unlimited (but no magic items) Up to 50 points magic items -------------------------------------------------------------------- Beilish Baron: 75 M WS BS S T W I A Ld Baron 4 6 6 4 4 2 3 3 9 Equipment: Hand weapon, heavy armour, shield Special Rules: Righteous Fury of the Just, Knightly Arrogance Options: Can take one of the following: Additional Hand weapon 2 Great Weapon 6 Flail 6 Resonance Halberd 10 Lance 8 May take a warhorse 10 with Barding 5 Can be BSB 25 magic banner unlimited (but no magic items) Up to 50 points magic items CORE: Serfs: 4 points M WS BS S T W I A Ld 4 2 2 2 3 1 3 1 5 Equipment: Hand weapon Options: Musician 5 Standard 5 Shields 1/model Scythes (count as Great weapons) 1/model -------------------------------------------------------------------- Melee Militia: 6 points M WS BS S T W I A Ld militia 4 3 3 3 3 1 3 1 7 captain 4 3 3 3 3 1 3 2 7 Equipment: Light Armour Hand weapon Options May be armed with one of the following: - Spears 1/model - Morningstar 1/model Upgrade to heavy armour 3/model Shields 1/model Musician 10 Standard Bearer 10 captain 10 ------------------------------------------------------------------------- Ranged Militia: 7 points M WS BS S T W I A Ld militia 4 3 3 3 3 1 3 1 7 captain 4 3 4 3 3 1 3 1 7 Equipment: Light Armour Hand weapon Longbow Options May exchange longbows for one of the following: - Crossbows 1/model - Handguns 1/model Shields 1/model captain 10 ------------------------------------------------------------------------- Bandits: 10 points M WS BS S T W I A Ld bandit 4 3 3 3 3 1 3 1 7 raider 4 3 3 3 3 1 3 2 7 Equipment: Light armour, shield Special Rules: Righteous Anger of the Just, Vanguard Oppurtunistic: After routing or destroying an enemy unit in close combat, randomly select one magic item in that unit (if any). The bandits now own that item. Banners get carried by the std bearer, anything else the appropriate raider or chieftan. Options: raider 10 Standard 10 Musician 10 ------------------------------------------------------------------------------ Feudal Knights: 19 M WS BS S T W I A Ld Knight 4 4 3 4 3 1 3 1 8 Baronet 4 4 3 4 3 1 3 2 8 Warhorse 8 3 3 3 3 1 3 1 - Equipment: Knight: Handweapon, heavy armour, shield Warhorse: Barding Special Rules: Righteous Fury of the Just Knightly arrogance: Can charge through friendly units of serfs, militia or bandits to reach an enemy. Units charged through in this way take a round of attacks from the Feudal knights resolved at -1 to hit (but otherwise roll normally). If the unit takes 25% losses roll for panic as if the casualties had been taken from shooting attacks. Options: Lance 2/model Great weapons 2/model Baronet 10 Musician 10 Standard 10 SPECIAL: Bandits of Eveira: 16/model M WS BS S T W I A Ld Bandit of Eveira 4 4 4 3 3 1 4 1 7 Eveiran stalker 4 4 4 3 3 1 4 2 7 Equipment: Handweapon, light armour, longbow Special Rules: Righteous fury of the just, ambushers, skirmishers, poisoned attacks, opportunistic Options Eveiran stalker 10 replace longbows with additional hand weapons free Eveiran stalker may take a magic weapon up to 25 points ------------------------------------------------------------- Pikemen: 14 M WS BS S T W I A Ld Pikeman 4 4 3 4 3 1 3 1 7 Captain 4 4 3 4 3 1 3 2 7 Equipment: Heavy armour, pike Pike: treat like a spear with the following rules Requires 2 hands Brace: Special charge reaction. In the first round of combat a model wielding a pike gains +1 Strength againt infantry and monstrous infantry, otherwise +2 Strength Unwieldly: can't make a combat reform during combat (reforms after destroying or breaking a unit are still allowed) Special rules: Righteous fury of the just Options: captain 10 Musician 10 Standard 10 -may take magical standard of up to 50 points ----------------------------------------------------------- House Guard : 18 M WS BS S T W I A Ld House Guard 4 5 3 4 3 1 3 1 7 Squire 4 5 3 4 3 1 3 2 7 Equipment: Heavy armour, shield, halberd, handweapon Special Rules: Righteous fury of the just, killing blow, Master of arms Master of arms: Unlike most units, House guard my opt to use their handweapons instead of halberds at the beginning of a combat Options: Squire 10 -may take magic weapon up to 25 Standard 10 -may take magic standard up to 50 Musician 10 ------------------------------------------------------------ The Servants of Rhanor: 45 M WS BS S T W I A Ld servant 4 5 3 4 3 1 3 2 8 Monk 4 5 3 4 3 1 3 3 8 Warhorse 8 3 3 3 3 1 3 1 - Equipment Servants: Heavy armour, Lance, shield Warhorse: Barding Special Rules: Righteous fury of the just, devastating charge, Knightly arrogance, Divine protection (5+ ward) Options Monk 10 -may take magic weapon up to 25 Standard 10 -may take magic standard up to 50 Musician 10 ----------------------------------------------------------- Bears: 55/10 M WS BS S T W I A Ld bear 5 4 3 5 5 3 3 4 7 Grizzly 5 4 3 5 5 3 3 5 7 Handler 5 4 3 4 3 1 3 2 7 Equipment: Handler: Heavy armour, Boar spear: allows the wielder to attack through one rank of bears Special rules: Righteous fury of the just, handler and beast (bears are controllable while they have at least one handler) Options: Grizzly 10 Extra Handler (max 1 per 3 bears) 10 ----------------------------------------------------------- Resonance Halberdiers: 19 M WS BS S T W I A Ld Halberdier 4 4 3 4 3 1 3 1 7 Seargent 4 4 3 4 3 1 3 2 7 Equipment: resonance enhanced halberd (like normal halberd but has the multiple wounds (2) and magical attacks rules), Heavy armour Special Rules: Righteous fury of the just Options: standard 10 may take magic standard up to 50 points Seargent 10 Musician 10 ------------------------------------------------------------- Resonance Slingers: 20 M WS BS S T W I A Ld Slinger 5 3 5 3 3 1 3 1 7 Master Slinger 5 3 6 3 3 1 3 1 7 Equipment: Resonance Globe Sling: As sling, instead of rolling to wound normally wounds on a 4+ with no armour save allowed Special rules: Skirmishers, Righteous Fury of the Just Options: Master Slinger 10 RARE: Corrupted Soldiers: 60/model M WS BS S T W I A Ld Corrupted 5 4 3 5 5 3 5 3 9 MI Perfect Specimen 5 4 3 5 5 3 5 4 9 Enhanced Bear 6 4 3 6 6 3 5 4 5 MC Enhanced Horse 9 3 3 4 4 3 5 2 5 MC Equipment: Corrupted: -Resonance plate 4+ armour and Magic resistance (1) -shield -handweapon Enhanced bear/horse -Resonance enfused barding (adds +2 instead of +1) Special Rules: Righteous Fury of the Just (for the mounts, the resonance has made them a bit rabid) Options: Musician 10 Perfect Specimen 20 -may take a magic weapon up to 25 points Standard 20 -may take magic standard up to 50 points may take enhanced bears as mounts 70/model may take enhanced horses as mounts 55/model ---------------------------------------------------------------------- Flaming Pigs : 40 M WS BS S T W I A Ld Pig group * - - 4 3 1 3 * - * Special Concealed unit: instead of being deployed on the table its instead attatched to an infantry unit (marked at the start of the game) RELEASE THE PIGS: During the charge declaration part of the movement phase you may declare that your releasing pigs. Place a single (regardless of number of groups) marker within 8" of the unit in its forward arc. Scatter the marker d6". Any unit friend or foe takes d3 hits per group of pigs, at the pigs strength value with the flaming attacks special rule. Also, any monster within 6" of the marker must pass a panic test (regardless of special rules) at its unmodified leadership value - the number of pig groups released or flee. After the phase has ended the pigs die due to being on fire. ---------------------------------------------------------------------- Chariot of East Streilland : 250 M WS BS S T W I A Ld Halberdier 4 4 3 4 3 - 3 1 7 Enhanced Bear 6 4 3 6 6 - 5 4 5 Chariot 6 - - 6 4 4 - - - 3+ Armour Unit consists of 2 Enhanced bears, and 4 halberdier crew Equipment: Crew: Resonance Enhanced Halberd Chariot: Scythes Special Rules: Righteous Fury of the Just ----------------------------------------------------------------------- Stitched Chimera : 250 M WS BS S T W I A Ld Stitched Chimera 6 4 3 6 5 5 3 6 4 Special Rules: Frenzy, Regeneration Options: Great Eagle Wings 30 King Cobra Venom glands 20 Second head (+d3 attacks) 20 Dragon Scales (4+ scaly skin) 30 Salamander glands (S3 flaming breath) 20 ----------------------------------------------------------------------- Beilish Cannon : 150 M WS BS S T W I A Ld Beilish Cannon 4 - - 4 7 3 3 - - Crew 4 3 3 3 3 - 3 1 7 Special Rules: Righteous Fury of the Just, Fragmenting shot Fragmenting shot: Fires as a catapult with the large round template, attacks are magical ----------------------------------------------------------------------- Altar of Rhanor: 220 M WS BS S T W I A Ld Altar 4 - - 3 3 5 - - - servant of Rhanor 4 5 3 4 3 - 3 2 8 Equipment: Servants: -Heavy armour, Great weapon Special rules: Righteous fury of the just, Symbol of Furious Power, Divine Protection 5+ Symbol of Furious Power: All wizards within 12" cast with irresistible force if the roll to cast includes any double. Each time this happens it syphons power from the altar, causing a Strength 4 hit on the altar.