Armies from May 2nd 2026 game
Dwarf army Total points: 404 Hero points: 97 Unit points: 307
Tokens 11 Reputation: 41 Reputation 10 Reputation: 31
Grimir Highlord General |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Major hero [3] |
39 |
3 |
0 |
3 |
2 |
5 |
None |
Army commander |
May influence any friendly Unit within their Force using their Mighty Deeds, whether under their direct command or not. |
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Hold fast |
[1 Deed] Once per game in one of your own phases, you may attempt to rally a friendly unit [regain 1 stamina] within 2 ST. Take a Command Test for a Unit within 2 ST. If passed, regain 1 Stamina. If failed, may spend more deeds to re roll as usual. |
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Legendary weapon |
Extra die in first combat round, hit = -1 stamina. Support saves cannot remove these hits. In single combat a success = 2 hits. |
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Mounted |
2 ST per move |
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Drengir, Captain |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Minor hero [2] |
19 |
2 |
0 |
3 |
2 |
2 |
None |
Battle Smiter |
Add an extra die in every round when fighting in Single Combat. It does not affect normal Melee Combat. |
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Thrormir Sergeant at arms |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Minor hero [2] |
19 |
2 |
0 |
3 |
2 |
2 |
None |
Hold fast |
[1 Deed] Once per game in one of your own phases, you may attempt to rally a friendly unit [regain 1 stamina] within 2 ST. Take a Command Test for a Unit within 2 ST. If passed, regain 1 Stamina. If failed, may spend more deeds to re roll as usual. |
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Dolfor Yeoman of the guard |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Minor hero [1] |
20 |
1 |
1 |
2 |
1 |
2 |
Crossbow |
On my command Unleash hell |
Once per game, may expend 1 Mighty Deed when attached to a crossbow armed unit. Unit gains +d6 Shooting dice |
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Marksman |
+1 Shooting [not included above]. Can be added as a combat dice in a charge situation |
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# |
Dwarf Hearthguard [Red units] |
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3 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Warriors [Hvy Infantry w missiles] |
33 |
10 |
5 |
4 |
4 |
3 |
Javelin (1 ST) |
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Drilled |
Will always roll one less die for its 1st Command Test required in Movement Phase. If the test requires only a single die, it is automatically passed. Number of dice are not reduced for any further Command Tests required during movement Phase. |
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Spears as tribute |
If unit has lost no Stamina Points adds two extra Combat Dice in every Melee Combat. Once damaged lose bonus dice. |
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Replacements |
Can attempt to swap places with another unit with the Replacements trait upon passing a command test. Pg 69 |
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# |
Dwarf Warriors [Blue] |
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3 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Warriors [Hvy Infantry w missiles] |
28 |
10 |
5 |
3 |
4 |
3 |
Javelin (1 ST) |
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Drilled |
Will always roll one less die for its 1st Command Test required in Movement Phase. If the test requires only a single die, it is automatically passed. Number of dice are not reduced for any further Command Tests required during movement Phase. |
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Spears as tribute |
If unit has lost no Stamina Points adds two extra Combat Dice in every Melee Combat. Once damaged lose bonus dice. |
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Replacements |
Can attempt to swap places with another unit with the Replacements trait upon passing a command test. Pg 69 |
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# |
Dwarf Warriors [Green] |
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3 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Warriors [Hvy Infantry w missiles] |
26 |
10 |
5 |
3 |
4 |
3 |
Javelin (1 ST) |
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Spears as tribute |
If unit has lost no Stamina Points adds two extra Combat Dice in every Melee Combat. Once damaged lose bonus dice. |
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Replacements |
Can attempt to swap places with another unit with the Replacements trait upon passing a command test. Pg 69 |
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# |
Dwarf Scouts |
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2 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Skirmishers [Light Infantry] |
11 |
6 |
6 |
2 |
2 |
1 |
Bows [3 ST] |
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Agile |
Suffers no penalties in rough terrain and will carry out movement, Command Tests and Melee Combat as normal. |
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Evade |
If charged by an enemy during a Movement Phase, it may attempt to Evade the attack. See Movement, page 38 |
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# |
Dwarf Crossbows |
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1 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Warriors [Formed archers] |
24 |
8 |
8 |
3 |
4 |
2 |
Crossbows [4 ST] |
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Reluctant |
Must pass a Command test for every move. |
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------------------------------------------- ---------------------------------------------
Orc army Total points: 405 Hero points: 130 Unit points: 275
Tokens: 11 Reputation: 43 Reputation: 14 Reputation: 29
Zagrot the Cruel Warlord |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Major hero [3] |
40 |
3 |
0 |
4 |
2 |
5 |
None |
Army commander |
May influence any friendly Unit within their Force using their Mighty Deeds, whether under their direct command or not. |
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Hold Fast |
[1 Deed] Once per game in one of your own phases, you may attempt to rally a friendly unit [regain 1 stamina] within 2 ST. Take a Command Test for a Unit within 2 ST. If passed, regain 1 Stamina. If failed, may spend more deeds to re roll as usual. |
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Today we fight to win |
[1 deed] Once per game declare, before rolling & if attached to a unit in combat. You add 1d6 dice for this phase only. |
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I Foretell Mighty Deeds |
Once in the game, the Hero may use one of their own Mighty Deeds at the end of a Turn to give an additional 1-3 Mighty Deeds (roll 1D6 and halve the score, rounding fractions up) to one chosen Hero over and above their usual allocation. Any friendly Hero on the battlefield may be chosen, but the Hero using this Trait cannot use it on themselves |
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Mounted |
May move 2 ST |
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Nargash the Furious Orc Commander |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Minor hero [2] |
23 |
2 |
0 |
3 |
2 |
2 |
None |
Battle Smiter |
Add an extra die in every round when fighting in Single Combat. It does not affect normal Melee Combat. |
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With me! |
Once per game, may expend 1 Mighty Deed at the start of their own movement phase; all friendly units within 2 ST, under the hero’s command, automatically pass any command tests for movement. |
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Kilbad Troll Friend Orc Captain |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Minor hero [2] |
19 |
2 |
0 |
3 |
2 |
2 |
None |
Hold fast |
[1 Deed] Once per game in one of your own phases, you may attempt to rally a friendly unit [regain 1 stamina] within 2 ST. Take a Command Test for a Unit within 2 ST. If passed, regain 1 Stamina. If failed, may spend more deeds to re roll as usual. |
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Norkar the Archer Orc Captain |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Champion [1] |
16 |
1 |
1 |
2 |
1 |
2 |
Bow (3 ST) |
On my command unleash hell |
[1 Deed] Must be attached to a unit with missile weapons. Once per game must declare before rolling dice. Add 1d6 dice for this phase only. May be used if charged by an enemy Unit, the extra Shooting Dice are added to the Combat Dice for this phase only. |
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Ramzat the Banished (Orc Shaman) [Add if 400 point army] |
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Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
Minor Hero [2] |
32 |
2 |
0 |
2 |
2 |
3 |
None |
Favour of the Gods |
Once per game, the Hero may take a single Mighty Deed in addition to their usual allocation. This Mighty Deed can be called upon and used at any time during the Turn. |
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Non-combatant |
May be attached to a Unit. They will add their dice in Melee Combat as usual, but may not use their Mighty Deeds to add to their Unit’s Combat Dice. Hits on their Unit will cause Risk to Heroes rolls to the Non-Combatant Hero as usual. • Non-Combatant Heroes may refuse challenges to Single Combat with no loss of face, do not lose a Reputation Token. • An unattached Non-Combatant Hero who is charged by an enemy may attempt to Evade their attack without loss of Reputation. • Non-Combatant Heroes may still gain Reputation bonuses for charging enemies and taking part in Single Combats, including using their Mighty Deeds to add to their dice when fighting a Single Combat |
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Sorcery |
Cast spells on roll of 2+ |
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Battlerage [2] Range 2 ST or attached of unit in melee p 82 |
During caster’s Melee Combat phase; must be cast before any dice are rolled in the combat they wish to use the spell in. Enhance the fighting for a single phase. If cast, may roll 1D6 and add that many Combat Dice to the Unit for this phase only. Duration: Immediate. One round of combat only. Failed casting effect: Spell fails to work. Caster’s side loses a Reputation Token as the sorcerer’s incantations are drowned out in the din of battle |
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Magic Missile [V] 1 ST per deed spent p 84 |
This spell can only be used in the Shooting Phase (Phase 6) counting as a Shooting activation. The Sorcerer may make a single Shooting attack with 8D6, hitting on rolls of 5+. The range of the attack = 1ST for every Mighty Deed expended. May expend additional Deeds for +1D6 to be added to the roll. Cannot be combined with a Unit’s Shooting, they are resolved separately. • Units struck by the Magic Missile must roll 2D6 for their Command Test and use the lower score to determine the result. • Independent Heroes may, of course, be targeted individually, but if they are, they may attempt to Resist this spell using their Mighty Deeds. If an independent Hero successfully Resists this spell, its effects are completely nullified. Duration: Immediate Failed casting effect: Spell fails to work. Caster’s side loses a Reputation Token as the promised magical missiles failed |
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# |
Zagrots Ogre Bodyguard |
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1 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Warriors [Heavy Infantry] |
45 |
12 |
0 |
4 |
4 |
5 |
None |
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Big |
Unit adds extra 1D6 in Melee Combat. • Anyone targeting this unit adds an extra 1D6 when Shooting at them. Even if a Big Hero is attached to a regular-sized Unit, the shooter adds the bonus as the Hero will attract missiles and create a bigger target. |
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Brutal |
Unit hits on a 4+ (rather than the usual 5+) when fighting in Melee |
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Fearsome |
If the Unit or Hero wins a Melee Combat, the loser must retreat 1 ST instead of half a ST unless they are also Fearsome. If the Unit makes a pursuit move after combat, it may move up to 1 ST (or slightly further if necessary) to maintain contact with the enemy. Its supporting Units may also move up to 1 ST to continue supporting the Fearsome unit. |
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Impetuous |
If they have an enemy Unit/Hero in its Killing Zone at the start of its first Movement Action & can move to contact it, it must attempt to do so. Exception: if holding a Barrier, it may make a Command Test to attempt to stay in position. Failure must charge. • If it has no Stamina damage & is Charging or Winning it may add +1 Combat Dice in Melee Combat. • Must pursue if it wins. (see exception above) |
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# |
Orc Warriors |
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8 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Warriors [Heavy Infantry] |
20 |
12 |
0 |
3 |
4 |
2 |
None |
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Brittle |
If forced to retreat when reduced to either one or two Stamina Points, it must pass a Command Test before it retreats. If it succeeds it retreats but if it fails it is destroyed and removed from play. |
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Impetuous |
If they have an enemy Unit/Hero in its Killing Zone at the start of its first Movement Action & can move to contact it, it must attempt to do so. Exception: if holding a Barrier, it may make a Command Test to attempt to stay in position. Failure = charge. If it has no Stamina damage & is Charging or Winning it may add +1 Combat Dice in Melee Combat. Must pursue if it wins in melee. (see exception above) |
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# |
Goblin wolf riders |
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1 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Light riders: Scouts |
18 |
6 |
6 |
3 |
2 |
2 |
Mounted bow (2 ST) |
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Counter charge |
If charged to the front (but not if in Rough Terrain) may declare a Counter-Charge. Must take a Command Test. If successful, it remains stationary but is given a Charging or Winning marker. It may re-roll 1s on its Combat Dice as if it had charged itself. • If a Unit with missiles is charged, it must choose Counter-Charge or use its missiles during the charge, it cannot do both. • Note that if an attached Hero Counter-Charges no Reputation gain bonus. (only for hero initiated charges) |
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Disengage |
If still engaged with one or more enemy Warrior, Skirmisher or Monstrosity Units after a resolved combat, it may attempt to disengage. May not do this if engaged by Light/Heavy Riders or if fighting any Unit to its flank/rear. Immediately after resolution, must pass a Command Test. Passed, move away from the enemy up to one Spear Throw. Must move directly backwards, remaining a Blade’s Length away from enemy and following the usual restrictions for enemy Killing Zones. After disengaging, any Charging or Winning markers are removed if Units are no longer in contact with enemy. |
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Evade |
If charged by an enemy during a Movement Phase, it may attempt to Evade the attack. See Movement, page 38 |
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# |
Goblin wolf riders Javelins |
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1 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Light riders Noble riders etc |
18 |
8 |
4 |
3 |
2 |
2 |
Javelins (1 ST) |
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Counter charge, Disengage, Evade |
See above |
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# |
Orc Skirmish Archers |
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2 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Skirmishes (Shooters) |
16 |
6 |
6 |
2(3) |
2 |
1 |
Bows (3 ST) |
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Agile |
Suffers no penalties in rough terrain and will carry out movement, Command Tests and Melee Combat as normal. |
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Evade |
If charged by an enemy during a Movement Phase, it may attempt to Evade the attack. See Movement, page 38 |
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# |
Orc Formed Archers |
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1 |
Type |
Points |
Combat dice |
Shooting dice |
Armour |
Stamina |
Reputation |
Missiles |
|
Formed Archers (Shooters) |
18 |
8 |
8 |
2 |
4 |
2 |
Bows (3 ST) |
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Brittle |
If forced to retreat when reduced to either one or two Stamina Points, it must pass a Command Test before it retreats. If it succeeds it retreats but if it fails it is destroyed and removed from play. |
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Reluctant |
Must pass a Command test for every move. |
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