Unit Name |
## |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Cost |
Poprava (Chosn) |
1 |
4" |
4 |
3 |
3 |
3 |
1 |
4 |
1/2 |
8 |
- |
110 |
The Chosen can wear armour and use his Prayers of Khaine. Leader: Any model within 6" may use leadership instead of their own. Immune to Fear and All Alone tests.; Brace of Pistols; Dagger; Sword; Helmet; Experience (x42); Weapon Skill (x1)
|
3. Widow Maker |
One enemy within LOS and within range takes a Wound on a die roll of a 4+. Difficulty 8, Range: 12". |
[0] |
5. Death Dealer |
The caster throws a small mystic attack at his oppoent. A single target model in Base to Base contact with the caster must roll under or equal to their Initiative to get out of the way or take a wound. Difficulty 6, Range: HtH. |
[0] |
Horrible Scars |
The warrior causes Fear. |
[0] |
2. Cloak of the Night |
The caster becomes one with the night. He is considered to be Hidden until his next Recovery phase. If in HtH, all opponents need '6's to hit him for the duration of the prayer. Difficulty 7, Range: Self Only. |
[0] |
1. Killing Urge |
This prayer may be cast on any warrior friend or foe. The model becomes frenzied and is subject to all rules regarding frenzied models. Difficulty 9, Range: 18". |
[0] |
4. Calling the Nightstalker |
Choose any friend within 6". Roll immediately on the Injury chart. If the warrior is not put out of action they gain +2 WS and +2 I for the duration of the battle. This may take the warrior over maximum. The warrior regains his feet normally. No Helmet save allowed. Difficulty: 8 |
[0] |
Jiri (Rippr) |
1 |
4" |
6 |
4 |
4/6 |
3/4 |
1 |
4 |
1 |
7 |
- |
105 |
Immune to Fear and All Alone tests.; Crossbow Pistol; Axe; Double-Handed Weapon; Experience (x31); Strength (x1); Weapon Skill (x2)
|
Strongman |
The warrior can use a Double-Handed Weapon without striking last. |
[0] |
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Lhar (Rippr) |
1 |
4" |
4 |
4 |
3 |
3/4 |
1 |
4 |
1/2 |
8 |
- |
90 |
Immune to Fear and All Alone tests.; Throwing Knives; Axe; Sword; Helmet; Experience (x17); Leadership (x1)
|
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Srvac (Raver) |
1 |
4" |
3 |
3 |
4 |
3 |
1 |
3 |
1/2 |
8 |
- |
48 |
Immune to Fear and All Alone tests.; Throwing Knives; Axe; Mace; Experience (x30); Leadership (x1); Strength (x1)
|
Fast Strike |
Make 1 attack with weapon of choice instead of normal attacks. Attack resolved at Initiative +d6 order. Ex: warrior has I3 and makes a fast strike with a sword. He rolls a 4 on a d6. He strikes as if he has an I7. |
[0] |
Roll Dodge |
The warrior can ignore the 2" Interception rule when charging in to HtH combat. |
[0] |
Finishing Move |
The warrior may opt to forgo his usual number of attacks and make a single attack at an additional +2 Strength to its normal strength. This can be used in conjunction with Mighty Blow, Weapon Bonuses, and any other Strength enhancing abilities. The blow is resolved last AFTER 2 Handed Weapons. Useful for taking out Knocked Down models with high Toughness. |
[0] |
Knife Fighter |
The warrior can throw three Knives / Stars per turn. He may divide his shots as he wishes. |
[0] |
Dabel (Fiend) |
1 |
4" |
4/5 |
3 |
4/5 |
4/5 |
1 |
3 |
2/3 |
10 |
6+ |
90 |
Fiendish: Fiends are subject to Frenzy; Sword; 2nd Sword; Light Armour; Helmet; Experience (x18); Promotion!; Attacks (x1); Weapon Skill (x1)
|
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Mighty Blow |
+1S in close combat, excluding pistols (included on profile). |
[0] |
Expert Swordsman |
Re-roll all misses with a Sword when charging. |
[0] |
Unstoppable Charge |
+1WS when charging. |
[0] |
Zabijak (Stabr) |
1 |
4" |
2 |
2 |
3 |
3/4 |
1 |
4 |
2/3 |
7 |
- |
30 |
Dagger; Sword; Experience (x12); Promotion!; Attacks (x1); Initiative (x1)
|
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Roll Dodge |
The warrior can ignore the 2" Interception rule when charging in to HtH combat. |
[0] |
Fearsome |
The warrior causes Fear. |
[0] |
Curici (Fiend) |
2 |
4" |
4 |
3 |
4 |
4 |
1 |
4 |
1/2 |
10 |
6+ |
180 |
Fiendish: Fiends are subject to Frenzy; Dagger; Sword; 2nd Sword; Light Armour; Helmet; Experience (x5); Initiative (x1); Weapon Skill (x1)
|
Rezaci (Stabr) |
4 |
4" |
3 |
2 |
4 |
3 |
1 |
4 |
2/3 |
7 |
- |
120 |
Dagger; Sword; Experience (x14); Attacks (x1); Initiative (x1); Strength (x1); Weapon Skill (x1)
|
Executioner |
1 |
4" |
4 |
3 |
4/7 |
3/4 |
1 |
4 |
1 |
7 |
6+ |
40 |
Any Henchman or Hireling taken Out of Action by the Executioner leaves the band on a 1-3 rather than a 1-2. The Executioner costs 25 GC to upkeep and raises the warbands rating by 20 points.; Double-Handed Weapon; Light Armour; Experience (x4)
|
Strongman |
The warrior can use a Double-Handed Weapon without striking last. |
[0] |
Mighty Blow |
+1S in close combat, excluding pistols (included on profile). |
[0] |
Strike to Injure |
+1 Injury rolls in hand-to-hand combat. |
[0] |
Resilient |
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. |
[0] |
Option Footnotes: |
|
|
Axe |
-1 armour save. |
|
Crossbow Pistol |
1 Attack, 10" R, S4. Shoot in hand-to-hand combat: The Crossbow pistol may be fired before blows are struck in hand-to-hand combat, at an extra -2 to hit penalty. |
|
Dagger |
+1 armour save, or save of 6+ if the model has none. |
|
Double-Handed Weapon |
+2 Strength. Always strike last in combat. |
|
Helmet |
If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead. |
|
Light Armour |
6+ Armour Save. |
|
Mace |
Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'. |
|
Pistol |
1 Attack, 6" R, S4. Extra -1 save modifier. Takes 1 turn to reload (if you have 2, you can fire 1 per turn). May be used in the first round of hand-to-hand combat. |
|
Sword |
Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated. |
|
Throwing Knives |
1 Attack, 6" R, S as user, no penalty for long range. |
|
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Warband Rating: 305
|