The Forces of Good

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CharacterTypeAtksHitsSaveCmdSizePts
 Dugald AxeworthyGen200101155
 Lady LauraGen200101180
 William MarkinghamshireGen20091125
 Brunald IronbreakerHer1008180
 Dwarven HeroHer1008180
 Dwarven Hero on BalloonHer10081801
 Glorindel sil LindolinHer1008180
 Elven HeroHer1008180
 Elven Hero on EagleHer300811002
 Elven Hero on DragonHer4/300811803
 Lord Rupert du MarkingHer1008180
 Human HeroHer1008180
 Stowald StoneweaverRun10081904
 Dwarven Runesmith with AnvilRun200811005
 Florindel sil LindolinWiz00081906
 Elven WizardWiz00081906
 Elven Wizard on DragonWiz3/300811907
 Lady Genevieve du MarkingWiz00071458
 Human EnchantressWiz00071458
 Human Enchantress on UnicornWiz10071609
 Human Enchantress on PegasusWiz100716010
 Gnome MageWiz000716511
 Gnome MageWiz000716511
UnitTypeAtksHitsSaveCmdSizePts
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven WarriorsInf34403110
 Dwarven CrossbowmenInf3/146039012
 Dwarven CrossbowmenInf3/146039012
 Dwarven CrossbowmenInf3/146039012
 Dwarven CrossbowmenInf3/146039012
 Dwarven CrossbowmenInf3/146039012
 Dwarven CrossbowmenInf3/146039012
 Dwarven RangersInf3/1450311013
 Dwarven RangersInf3/1450311013
 Dwarven RangersInf3/1450311013
 Dwarven RangersInf3/1450311013
 Dwarven Troll SlayersInf540038014
 Dwarven Troll SlayersInf540038014
 Dwarven Troll SlayersInf540038014
 Dwarven Troll SlayersInf540038014
 Elven SpearmenInf3350360
 Elven SpearmenInf3350360
 Elven SpearmenInf3350360
 Elven SpearmenInf3350360
 Elven SpearmenInf3350360
 Elven SpearmenInf3350360
 Elven ArchersInf3/136037515
 Elven ArchersInf3/136037515
 Elven ArchersInf3/136037515
 Elven ArchersInf3/136037515
 Elven ArchersInf3/136037515
 Elven ArchersInf3/136037515
 Human SpearmenInf336034516
 Human SpearmenInf336034516
 Human SpearmenInf336034516
 Human SpearmenInf336034516
 Human SpearmenInf336034516
 Human SpearmenInf336034516
 Human BowmenInf3/130035517
 Human BowmenInf3/130035517
 Human BowmenInf3/130035517
 Human BowmenInf3/130035517
 Human BowmenInf3/130035517
 Human BowmenInf3/130035517
 Human PeasantsInf330033018
 Human PeasantsInf330033018
 Human PeasantsInf330033018
 Human PeasantsInf330033018
 Gnome SpearmenInf2360330
 Gnome SpearmenInf2360330
 Gnome SpearmenInf2360330
 Gnome SpearmenInf2360330
 Gnome Rock SlingersInf2/1300330
 Gnome Rock SlingersInf2/1300330
 Gnome Rock SlingersInf2/1300330
 Gnome Rock SlingersInf2/1300330
 Elven Storm RidersCav3340311019
 Elven Storm RidersCav3340311019
 Elven Storm RidersCav3340311019
 Elven Storm RidersCav3340311019
 Elven Storm RidersCav3340311019
 Elven Storm RidersCav3340311019
 Elven Wind Riders Cav3/136039020
 Elven Wind Riders Cav3/136039020
 Elven Wind Riders Cav3/136039020
 Elven Wind Riders Cav3/136039020
 Elven ChariotsCht3350395
 Elven ChariotsCht3350395
 Elven ChariotsCht3350395
 Elven ChariotsCht3350395
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human KnightsCav3340311021
 Human Guardian KnightsCav3340312022
 Human Guardian KnightsCav3340312022
 Human SquiresCav3/136039023
 Human SquiresCav3/136039023
 Human SquiresCav3/136039023
 Human SquiresCav3/136039023
 Human SquiresCav3/136039023
 Human SquiresCav3/136039023
 Dwarven Stone ThrowerArt1/226029024
 Dwarven Stone ThrowerArt1/226029024
 Dwarven Fire ThrowerArt1/2D626015025
 Dwarven Fire ThrowerArt1/2D626015025
 Elven Bolt ThrowerArt1/320026526
 Elven Bolt ThrowerArt1/320026526
 Dwarven AirshipMac1/335017527
 Dwarven AirshipMac1/335017527
 Giant EaglesMon23603702
 Giant EaglesMon23603702
 DragonMon3/3640135028
 Giant SnailMon4640112529
 Giant SnailMon4640112529
Breakpoint of 50      10290 


Forces of Good (v.5) The Army of the Reaches is comprised of Dwarves, Elves, and Humans.

1 - The airship is an observation balloon. All artillery within 10cm of the balloon, or shooting a target within 10cm of the balloon, adds +1 to hit when shooting, so will normally hit on a 3 instead of a 4. Cannot attack or be attacked. No orders can be given from the hero on an airship except to the airship. Ignore close enemy units for command modifiers. Cannot be brigaded with other troops.

2 - Flyer.

3 - Flyer. Causes terror. Can shoot only when part of a unit. Range 20cm.

4 - Dispels spells cast on or affecting dwarven units on a 4+ if he is within 50cm of the enemy wizard.

5 - Adds 1 to Runesmith's dispel roll once per game. Dispels spells cast on or affecting dwarven units on a 4+ if he is within 50cm of the enemy wizard.

6 - Can re-roll all failed casting attempts once except on a dice roll of 1.
1. Storm of Stone, 6+, 30cm. D3 attacks against each enemy unit within range. Does not cause drive backs.
2. Light of Battle, 5+, 30cm. In the following combat phase, every friendly unit within range add +1 attack.
3. Heavens Fire, 5+, 30cm. The target unit can shoot now, regardless whether it has shot already that turn. Can not be used on machines or artillery.
4. Hail of Destruction, 5+, 30cm, LOS. 3 shooting attacks ignoring armour.


7 - Can re-roll all failed casting attempts once except on a dice roll of 1. Flyer. Causes terror. Can shoot only when part of a unit. Range 20cm.
1. Storm of Stone, 6+, 30cm. D3 attacks against each enemy unit within range. Does not cause drive backs.
2. Light of Battle, 5+, 30cm. In the following combat phase, every friendly unit within range add +1 attack.
3. Heavens Fire, 5+, 30cm. The target unit can shoot now, regardless whether it has shot already that turn. Can not be used on machines or artillery.
4. Hail of Destruction, 5+, 30cm, LOS. 3 shooting attacks ignoring armour.


8 - 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.


9 - Adds +1 to the dice when casting a spell once during the battle. Announce before rolling the spell.
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.


10 - Flyer.
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.


11 - Can re-roll failed attempts to cast a spell like High Elf Mages. Can command only units with gnomes in them.
1. Muddy Bog, 4+, 30cm. Until end of enemy's next turn, target unit is half move even on charge.
2. Dug In, 5+, 30cm. Target unit must be engaged in combat. Unit is considered defended. If it is already defended, it is fortified. Cannot be cast on a fortified unit.
3. Ball Lightning, 5+, 30cm, LOS. 3 shooting attacks ignoring armour.
4. Fist of Hylax, 6+, joined unit in combat. D6 attacks that carry over into combat.


12 - Shots treat enemy save as 1 worse. (Follow same rules as Dwarven Handgunners.)

13 - Can pursue all types of enemy.

14 - Ignore terror. Have to charge on initiative. Cannot be driven back. Whenever possible they must pursue and advance in combat. +1 attack when fighting a Monster. Opponent gets full points, if any Slayer stand is still alive at the end of the game. If a Slayer unit is destroyed the Dwarf player gets their points as victory points not the opponent.

15 - +1 to hit when shooting.

16 - (Follow same rules as Bretonnian Men-at-arms.)

17 - (Follow same rules as Bretonnian Bowmen.)

18 - -1 command penalty when given an order except when part of a brigade which includes units other than peasants. No initiative charges, but evades. No attack bonus on charges. (Follow same rules as Bretonnian Peasants.)

19 - (Follow same rules as Elven Silver Helms.)

20 - (Follow same rules as Elven Reavers.)

21 - Must charge on initiative if possible. Ignore terror. (Follow same rules as Bretonnian Knights.)

22 - Must charge on initiative if possible. Ignore terror. Additional +1 on charges in the open like chariots. (Follow same rules as Bretonnian Grail Knights.)

23 - (Follow same rules as Bretonnian Squires.)

24 - Range 60cm. Treats defended targets as in the open and fortified targets as defended. Ignores armor. Ball bounces 5cm from end of first stand hit doing 1 attack per additional stand hit. Fires grape shot when charged, no penetration and target saves as normal. (Follow same rules as Dwarven Cannon.)

25 - Range 30cm. On a double a misfire occurred. Depending on double:
1. Destroyed
2. Does 2D6+4 hits and explodes
3. Does 6 hits and from now on only D6 attacks
4. Does not shoot this turn
5. 10 hits no special effect
6. D6 + 12 hits
(Follow same rules as Dwarven Flame Cannon.)

26 - Range 40cm.

27 - Flyer. Range 30cm. Shots treat enemy save as 1 worse. (Follow same rules as Dwarven Gyrocopter.)

28 - Flyer. Causes terror. Range 20cm. Can be badly hurt.

29 - May only be brigaded with Giant Snails. Causes terror. May move only twice per turn.