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. Discussion: Expanded Unit Lists for casual play. |
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.