Army of the Reaches (Vardan)

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CharacterTypeAtksHitsSaveCmdSizePts
 Dugald AxeworthyGen200101155
 Brunald IronbreakerHer1008180
 Glorindel sil LindolinHer1008180
 Lord Rupert du MarkingHer1008180
 Stowald StoneweaverRun10081901
 Lady Genevieve du MarkingWiz00071452
UnitTypeAtksHitsSaveCmdSizePts
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven RangersInf3/145031103
 Dwarven RangersInf3/145031103
 Dwarven RangersInf3/145031103
 Dwarven RangersInf3/145031103
 Elven ArchersInf3/13603754
 Elven ArchersInf3/13603754
 Elven ArchersInf3/13603754
 Elven Storm RidersCav334031105
 Elven Storm RidersCav334031105
 Elven Storm RidersCav334031105
 Elven Storm RidersCav334031105
 Human KnightsCav334031106
 Human KnightsCav334031106
 Human KnightsCav334031106
 Human KnightsCav334031106
 Human Guardian KnightsCav334031207
 Elven Giant EaglesMon23603708
Breakpoint of 11      2705 


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.