Expanded Unit List – Order

These are experimental rules designed to be used for casual play.

Compiled by ntdars, with the much needed help of the WMR community. Version 2.1.

Forces of Order

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Empire Greatswords

Infantry

3

3

4+

3

85

–/1

Empire Demigryph Knights

Cavalry

4

3

4+

3

155

–/1

Empire Huntsmen

Infantry

2/1

3

3

65

–/2

Empire Outriders

Cavalry

3/1

3

5+

3

105

–/2*

Empire Warrior Priest

Wizard

1

7

1

60

–/1*

 

Dwarf Clansmen (Required)

Infantry

3

4

5+

3

80

2/–

Dwarf Longbeards

Infantry

3

4

4+

3

120

–/2

Dwarf Hammerers

Infantry

4

4

4+

3

145

0–1

 

High Elf Seaguard

Infantry

3/1

3

5+

3

25

–/1

High Elf Swordmasters

Infantry

4

3

5+

3

80

–/1

High Elf Phoenix Guard

Infantry

3

3

4+

3

90

–/1

High Elf Dragon Princes

Cavalry

4

3

4+

3

165

0–1

 

Kislev Urugan Cannons

Artillery

1/2+ bounce

2

0

2

90

–/1

Special rules

1. Greatswords

Greatswords get +1 Attack for the first round of combat when they charge. Skirmishers cannot join a unit of Greatswords.

2. Demigryph Knights

Demigryph Knights are unaffected by enemies that cause Terror in combat, so they do not suffer the usual −1 Attack modifier.

3. Huntsmen

Can ambush (see Dwarf Rangers or Waywatchers).

Huntsmen add +1 their dice roll when making Shooting attacks. They will therefore score a hit against targets in the open on a 3 or more, against targets that are defended on a 4 or more, and against fortified targets on a 5 or more.

4. Outriders

Up to two units of Pistoliers can be replaced with a unit of Outriders at the added cost of 10pts.

Count enemy Armour values as one worse than normal when shot by Outriders, like Handgunners.

5. Warrior Priest

One Wizard per 1000 points may be replaced with a Warrior Priest at the added cost of 15pts.

Warrior Priests cast spells from the Witch Hunter spell list instead of the usual Empire spell list.

6. Longbeards

Longbeards are unaffected by enemies that cause Terror in combat, so they do not suffer the usual −1 Attack modifier.

7. Hammerers

Hammerers are handpicked by the General as his personal bodyguard, so a Dwarf army may only include a single unit of Hammerers.

8. Seaguard

One unit of High Elf Spearmen per full 1000 points can be upgraded to Seaguard for 25 points. Seaguard have a shooting range of only 15cm.

9. Phoenix Guard

Phoenix Guard are unaffected by enemies that cause Terror in combat, so they do not suffer the usual −1 Attack modifier.

10. Dragon Princes

Dragon Princes wear ornate, burnished armour that makes them resistant to fire. They may re-roll any failed Armour saves made against fire based attacks, such as Warpfire, Flame Cannons, Ball of Flame, Flame Breath, etc.

Dragon Princes are exceptionally rare, so a High Elf army may only include a single unit.

11. Uruguan Cannons

Uruguan Cannons use the Galloper Gun special rules from the Dogs of War list.