Character | Type | Atks | Hits | Save | Cmd | Size | Pts | |
Dugald Axeworthy | Gen | 2 | 0 | 0 | 10 | 1 | 155 | |
Brunald Ironbreaker | Her | 1 | 0 | 0 | 8 | 1 | 80 | |
Glorindel sil Lindolin | Her | 1 | 0 | 0 | 8 | 1 | 80 | |
Lord Rupert du Marking | Her | 1 | 0 | 0 | 8 | 1 | 80 | |
Stowald Stoneweaver | Run | 1 | 0 | 0 | 8 | 1 | 90 | 1 |
Lady Genevieve du Marking | Wiz | 0 | 0 | 0 | 7 | 1 | 45 | 2 |
Unit | Type | Atks | Hits | Save | Cmd | Size | Pts | |
Dwarven Warriors | Inf | 3 | 4 | 4 | 0 | 3 | 110 | |
Dwarven Warriors | Inf | 3 | 4 | 4 | 0 | 3 | 110 | |
Dwarven Warriors | Inf | 3 | 4 | 4 | 0 | 3 | 110 | |
Dwarven Warriors | Inf | 3 | 4 | 4 | 0 | 3 | 110 | |
Dwarven Rangers | Inf | 3/1 | 4 | 5 | 0 | 3 | 110 | 3 |
Dwarven Rangers | Inf | 3/1 | 4 | 5 | 0 | 3 | 110 | 3 |
Dwarven Rangers | Inf | 3/1 | 4 | 5 | 0 | 3 | 110 | 3 |
Dwarven Rangers | Inf | 3/1 | 4 | 5 | 0 | 3 | 110 | 3 |
Elven Archers | Inf | 3/1 | 3 | 6 | 0 | 3 | 75 | 4 |
Elven Archers | Inf | 3/1 | 3 | 6 | 0 | 3 | 75 | 4 |
Elven Archers | Inf | 3/1 | 3 | 6 | 0 | 3 | 75 | 4 |
Elven Storm Riders | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 5 |
Elven Storm Riders | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 5 |
Elven Storm Riders | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 5 |
Elven Storm Riders | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 5 |
Human Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 6 |
Human Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 6 |
Human Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 6 |
Human Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 6 |
Human Guardian Knights | Cav | 3 | 3 | 4 | 0 | 3 | 120 | 7 |
Elven Giant Eagles | Mon | 2 | 3 | 6 | 0 | 3 | 70 | 8 |
Forces of Good (v.2)
The Army of the Reaches is comprised of Dwarves, Elves, and Humans.
1 -
Dispels spells cast on or affecting dwarven units on a 4+.
2 -
1. Aerial Shield, 4+, 15cm. Lasts until the beginning of the caster's following turn. Units within 15cm may re-roll any failed Armour rolls from Shooting, Dragon breath, magical attacks, or any other kind of shooting incl. Stand and-shoot.
2. Shield of combat. 4+, joined unit. Lasts until the shooting phase of the caster's following turn. The unit joined may re-roll any failed Armour roll for hits suffered in combat during the Combat phase, but not stand and shoot.
3. Eerie Mist, 4+, 30cm. Lasts until the end of the opposing player's next turn. The enemy unit cannot use its initiative and orders given to the unit or brigade of which it is a part will suffer a further -1 command penalty.
4. Lady's favour, 5+, 30cm. A single unit can be moved just as if it had received an order in the Command phase. Characters who might have joined the unit do not move with it.
3 -
Can pursue all types of enemy.
4 -
+1 to hit when shooting.
5 -
(Follow same rules as Elven Silver Helms.)
6 -
Must charge on initiative if possible. Ignore terror. (Follow same rules as Bretonnian Knights.)
7 -
Must charge on initiative if possible. Ignore terror. Additional +1 on charges in the open like chariots. (Follow same rules as Bretonnian Grail Knights.)
8 -
Flyer.