From b6976a6ff47ce44ffcc565ffa7f4da9a31f6d616 Mon Sep 17 00:00:00 2001
From: Irian81 <41082771+Irian81@users.noreply.github.com>
Date: Tue, 2 Jan 2024 17:59:30 +0100
Subject: [PATCH] Added new Warbands
Added Amazons (Lustria and Mordheim)
Added Arabian Tomb Raiders
Added Black Orks
Added Bretonnian Knights
---
Amazons_Lustria.cat | 1326 ++++++++++++++++++++++++++++++++
Amazons_Mordheim.cat | 1096 ++++++++++++++++++++++++++
Arabian Tomb Raiders.cat | 1311 +++++++++++++++++++++++++++++++
Black Orcs.cat | 1578 ++++++++++++++++++++++++++++++++++++++
Bretonnian Knights.cat | 1170 ++++++++++++++++++++++++++++
Mordheim.gst | 15 +-
common-data.cat | 1416 ++++++++++++++++++++++------------
7 files changed, 7401 insertions(+), 511 deletions(-)
create mode 100644 Amazons_Lustria.cat
create mode 100644 Amazons_Mordheim.cat
create mode 100644 Arabian Tomb Raiders.cat
create mode 100644 Black Orcs.cat
create mode 100644 Bretonnian Knights.cat
diff --git a/Amazons_Lustria.cat b/Amazons_Lustria.cat
new file mode 100644
index 0000000..2c610e0
--- /dev/null
+++ b/Amazons_Lustria.cat
@@ -0,0 +1,1326 @@
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+ The Serpent Priestess is a wizard and may use Amazon Rituals.
+She starts with 1 ritual chosen at random from the list over.
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+ A Jaguar has lived her life in the deepest parts and can move through jungle terrain without penalty.
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+ The Amazons are constantly battling against the predations of the Lizardmen and greedy treasure-seeking Norse.
+Amazon culture reflects their dislike and distrust of outsiders and in battle they are particularly savage.
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+Amazons get to re-roll any attack rolls that miss in the first round of combat against Lizardmen and Norse.
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+ The Amazons are quick to sacrifice any captive to their gods.
+The Amazons follow the rules for Possessed in the Rulebook when it comes to captives.
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+If an Amazon Warband captures a Lizardman, they may sacrifice him as normal, plus get a free Skins and Charms.
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+ When facing a Norse Warband an Amazon Warband will fight to the death.
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+The Amazons can re-roll their first failed Rout against the Norse.
+Remember you can’t re-roll a failed re-roll.
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+In addition, Amazons can never choose to voluntarily rout when facing a Norse warband unless their Warband Leader has been taken Out of Action.
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+ Due to the Amazons isolationism and suspicions about other races they never side with anyone else.
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+For this reason, the Amazons may not have any Hired Swords or Dramatis Personae unless they are Amazons themselves.
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+ Hero with healing herbs can use them at the beginning of any of his recovery phases as long as he is not engaged in hand-to-hand combat.
+This restores all wounds he has previously lost during the game.
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+ The Conch shell Horn is used by experienced Piranha warriors to warn the warband of approaching enemies.
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+At the beginning of the game a Piranha warrior may use the horn to re-roll when deciding who deploys first and who goes first.
+Multiple models that have the horn cannot force a second re-roll. (Piranha warriors only)
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+ Rarity 8
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+ Through her exploits the Amazon has proven herself a master when it comes to hunting Lizardmen, particularly Skinks.
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+An Amazon with this skill will always strike first in the first round of combat against Skink models no matter who charged.
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+ After years of service among her tribe an Amazon is granted access to the waters that make the Elixir of Life.
+The Elixir is said to heal wounds and make the Amazons immortal.
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+Any Amazon with this Elixir can reroll an Out of Action roll once after the battle accepting the result of the second roll.
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+ Some Amazon women develop their fighting motions into a graceful dance that can transfix their foes.
+Any model fighting in base contact with the Amazon must take a Leadership test at the start of each turn.
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+If they fail they cannot attack that turn but may defend themselves.
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+The dance however is useless against Lizardmen and undead who are immune to their charms.
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+ The Amazon has learned to channel her anger and aggression making her a veritable animal while attacking her foes.
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+Any Amazon model with this skill receives +1A when charging and is immune to charm effects and fear.
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+ The Amazon is adept at blending in with her surroundings.
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+When hiding in jungle terrain all enemy models must halve the range at which they can spot them.
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+ 8
+ The priestess calls upon the power of Shaekal the Wind Goddess to enter the battlefield.
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+The goddess appears in the form of singing motes and dancing lights that will entrance and ‘hold’ any model within 10" until the start of the Amazon player’s next turn.
+The model cannot move, shoot, or cast spells, but may defend itself in hand-to-hand combat.
+Models affected by this ritual automatically go last in combat.
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+ 9
+ The priestess begins the ritual by dancing wildly and screaming in an ancient tongue.
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+All friendly models close to the Priestess will be charged with a frantic energy until the end of their next turn.
+During this time any model within 8" of the Priestess (including herself) will add +1 to their Strength.
+The ritual cannot be cast if the Priestess is in close combat during her Shooting phase.
+The effects will continue after the ritual is cast if the Priestess enters combat.
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+ 7
+ The priestess summons harsh tropical winds to protect the Amazons from enemy ranged attacks.
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+The storm extends out from the Priestess 18".
+All attempts to shoot missile weapons by the enemy will be at -1 to hit.
+The ritual lasts up until the start of the Amazon player’s next turn.
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+ 7
+ Moving her arms about in a weaving motion, the priestess calls upon the plants to protect her.
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+The ritual produces a cocoon of thorns all about the Priestess, making her immune to ranged or magical attacks.
+Any models wishing to charge the Priestess can do so but the thorns negate any strikes by the Priestess and her enemies in the first round of combat.
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+The Priestess cannot cast this ritual while in hand-to-hand combat.
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+ 6
+ Drawing upon her will, the Priestess reaches out to the denizens of the jungle, seeking their aid.
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+Pick one model within 12".
+The model is suddenly swarmed by a savage mix of snakes, spiders and insects, most of them poisonous.
+The afflicted model takes 1D6 Strength 2 hits with no armour saves allowed apart from Ward saves.
+You cannot use a dodge save against a swarm.
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+ 7
+ The priestess starts to sing with a wondrous voice and all the Amazons join in with her.
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+The song is so beautiful and mesmerising that it momentarily distracts the Amazon’s enemies within 12" such that all LeaDership tests for the opposing warband are made at -1 until the end of the opposing player’s next turn.
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+Lizardmen and Undead are immune to the effects of this ritual.
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diff --git a/Amazons_Mordheim.cat b/Amazons_Mordheim.cat
new file mode 100644
index 0000000..c77e41b
--- /dev/null
+++ b/Amazons_Mordheim.cat
@@ -0,0 +1,1096 @@
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+ 8
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+ The Serpent Priestess is a wizard and may use Amazon Rituals.
+She starts with 1 ritual chosen at random from the list over.
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+ A Scout may deploy twice the distance onto the battlefield than other warriors and may start the battle Hiding.
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+ The Amazons are quick to sacrifice any captive to their gods.
+
+The Amazons follow the rules for Possessed in the Rulebook when it comes to captives.
+
+
+ Due to the Amazons isolationism and suspicions about other races they never side with anyone else.
+
+For this reason, the Amazons may not have any Hired Swords or Dramatis Personae unless they are actually Amazons themselves.
+
+
+
+
+
+
+ Hero with healing herbs can use them at the beginning of any of his recovery phases as long as he is not engaged in hand-to-hand combat.
+This restores all wounds he has previously lost during the game.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8
+ The priestess calls upon the power of Shaekal the Wind Goddess to enter the battlefield.
+
+The goddess appears in the form of singing motes and dancing lights that will entrance and ‘hold’ any model within 10" until the start of the Amazon player’s next turn.
+The model cannot move, shoot, or cast spells, but may defend itself in hand-to-hand combat.
+Models affected by this ritual automatically go last in combat.
+
+
+
+
+
+
+
+
+
+
+
+
+ 9
+ The priestess begins the ritual by dancing wildly and screaming in an ancient tongue.
+
+All friendly models close to the Priestess will be charged with a frantic energy until the end of their next turn.
+During this time any model within 8" of the Priestess (including herself) will add +1 to their Strength.
+The ritual cannot be cast if the Priestess is in close combat during her Shooting phase.
+The effects will continue after the ritual is cast if the Priestess enters combat.
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ The priestess summons harsh tropical winds to protect the Amazons from enemy ranged attacks.
+
+The storm extends out from the Priestess 18".
+All attempts to shoot missile weapons by the enemy will be at -1 to hit.
+The ritual lasts up until the start of the Amazon player’s next turn.
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ Moving her arms about in a weaving motion, the priestess calls upon the plants to protect her.
+
+The ritual produces a cocoon of thorns all about the Priestess, making her immune to ranged or magical attacks.
+Any models wishing to charge the Priestess can do so but the thorns negate any strikes by the Priestess and her enemies in the first round of combat.
+
+The Priestess cannot cast this ritual while in hand-to-hand combat.
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ Drawing upon her will, the Priestess reaches out to the denizens of the jungle, seeking their aid.
+
+Pick one model within 12".
+The model is suddenly swarmed by a savage mix of snakes, spiders and insects, most of them poisonous.
+The afflicted model takes 1D6 Strength 2 hits with no armour saves allowed apart from Ward saves.
+You cannot use a dodge save against a swarm.
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ The priestess starts to sing with a wondrous voice and all the Amazons join in with her.
+
+The song is so beautiful and mesmerising that it momentarily distracts the Amazon’s enemies within 12" such that all LeaDership tests for the opposing warband are made at -1 until the end of the opposing player’s next turn.
+
+Lizardmen and Undead are immune to the effects of this ritual.
+
+
+
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+
diff --git a/Arabian Tomb Raiders.cat b/Arabian Tomb Raiders.cat
new file mode 100644
index 0000000..bdb6691
--- /dev/null
+++ b/Arabian Tomb Raiders.cat
@@ -0,0 +1,1311 @@
+
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+ 4
+ 4
+ 4
+ 3
+ 3
+ 1
+ 4
+ 1
+ 8
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+ 4
+ 2
+ 2
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
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+
+
+
+
+
+
+ A Mystic is a Wizard.
+He uses spells from the Elemental Magic list.
+He starts with a single spell chosen at random from the list.
+
+
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+ 4
+ 4
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
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+ 4
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
+
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+
+
+
+
+
+
+ 4
+ 2
+ 2
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A Slave may gain experience but if he rolls Lad’s got Talent the leader executes the Slave and he is removed from the roster.
+The rest of the group may then re-roll their advance.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
+
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+
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+
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+
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+
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+
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+
+
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+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add +1 to your search for Equipping/Trading result.
+Note that you only get +1 even if you have two Bedouins.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
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+
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+
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+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The warrior can bury himself in sand and become almost undetectable.
+
+
+The model can hide in open ground.
+
+
+Cannot be used inside buildings.
+
+
+
+
+
+
+
+
+
+ The warrior has grown so used to the weather it doesn’t even affect him anymore.
+
+
+Weather conditions such as heat and such no longer effect this model.
+
+
+
+
+
+
+
+
+
+ The warrior can bury himself in sand and become almost undetectable.
+
+
+The model can hide in open ground.
+
+
+Cannot be used inside buildings.
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ Invoking the Element of the Air, the caster rises up on a warm breeze, only to set down again on another part of the battlefield.
+
+
+This spell is cast at the beginning of the caster’s Movement phase.
+The caster may move up to 12+D6" anywhere on the battlefield, ignoring any intervening terrain; this counts as the caster’s movement for that turn.
+This spell may not be used to move the caster into base contact with an enemy warrior, but the caster may shoot as normal (with a -1 penalty for having moved).
+
+
+
+
+
+
+
+
+ 7
+ Calling upon the Element of the Earth, the caster is able to make a warrior’s skin become as hard as stone.
+
+
+This spell may be cast on any friendly warrior within 6".
+The target gains +2 to his armor save but suffers a -1 penalty to Initiative.
+
+
+The spell may be maintained each turn, providing the affected warrior remains within 6" of the caster and the caster can pass a Difficulty test.
+
+
+If the caster is more than 6" away from the affected warrior in the Recovery phase, the spell cannot be maintained and wears off.
+
+
+Only one warrior may be affected by a Stone Skin spell at any one time, although the caster is free to cast other spells while maintaining the Stone Skin.
+
+
+
+
+
+
+
+
+ 8
+ By invoking the Element of Fire, one of the caster’s hands becomes burning hot which he can use to smite his enemies.
+
+
+This spell is cast at the beginning of the Combat phase.
+The caster may sacrifice all of his normal attacks to make one hand-to-hand attack at Strength 5 causing 2 wounds.
+If the enemy warrior is successfully hit, he is set on fire on a roll of 4+.
+This spell lasts for one round only.
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ By invoking the Element of Water, water rises from the very rocks and sand and turns the ground to quicksand.
+
+
+This spell is cast at any warrior within 6".
+The water floods the area for 3" around the targeted warrior.
+The effect lasts until the beginning of the caster’s next Recovery phase.
+
+
+All warriors within the quicksand must pass a Strength test or be unable to move.
+Warriors in combat cannot attack but may defend themselves.
+
+
+
+
+
+
+
+
+ 9
+ By breaching the very fabric of reality, the caster is able to summon a bolt of pure magical energy.
+
+
+The caster may target any warrior within 12".
+If the spell is successfully cast, the target is struck by a bolt of energy and takes one S5 hit.
+
+
+Armor saves may be taken as normal.
+
+
+
+
+
+
+
+
+ 6
+ The caster calls on the elements of the desert and draws upon the fortune they can bestow.
+
+
+In the post battle sequence the player may re-roll any one dice or modify one dice by +1/-1.
+If the caster was taken out of action this spell my not be cast.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
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+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+ The men of Araby have suffered heavily at the hands (or should that be claws!) of the Tomb King’s armies of the Land of the Dead.
+Therefore Arab Heroes hate all Undead.
+
+
+
diff --git a/Black Orcs.cat b/Black Orcs.cat
new file mode 100644
index 0000000..24ecf56
--- /dev/null
+++ b/Black Orcs.cat
@@ -0,0 +1,1578 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Black Orcs rely on themselves to do the killing and do not ride mounts of any kind.
+Only normal Orcs may ride a boar or other such mount.
+
+
+ If the Boss should be killed a Black Orc will always assume leadership of the warband before any other type, irrespective of relative experience.
+
+
+The replacement will automatically acquire the "Oi Behave!" skill.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+ 4
+ 4
+ 4
+ 4
+ 4
+ 1
+ 3
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
+
+
+
+
+
+
+ If any Henchman fails his Animosity test within 6” of the Boss, the player may opt to have the boss stamp his authority (and clenched fist) on the situation.
+
+
+The misbehaving Henchman will receive an automatic hit at the strength of the Orc player’s choosing.
+
+
+If the Henchman is still on his feet after his slap, he may add a number equal to the strength of the slap to his subsequent roll to determine the effects of Animosity.
+
+
+E.g. The player decides that the Boss will hit a misbehaving Henchman with a S2 slap.
+
+
+If the slap fails to Knock Down, Stun or Out of Action the Henchman, then he adds +2 to the Animosity Effect roll.
+
+
+
+
+
+
+
+
+
+
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+ 4
+ 4
+ 3
+ 4
+ 4
+ 1
+ 3
+ 1
+ 7
+
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+
+
+
+
+
+
+
+
+ 4
+ 2
+ 2
+ 3
+ 4
+ 1
+ 2
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This young warrior has proven himself worthy of his Black Orc heritage.
+This skill may only be taken by a Young’un with the Black Orc blood ability and 25 experience.
+
+
+Once he gains this skill, the model is now considered a full Black Orc Warrior (yet still retains the title of Young’un).
+
+
+He follows all the rules for Black Orcs and uses their equipment list and has access to the same skill lists as a Black Orc.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ One Young’un may be upgraded to a Black Orc Young’un for 10gc.
+This upgrade allows him to take the ‘Proven Warrior’ skill upgrade, thus making him a fully-fledged Black Orc Warrior.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 2
+ 3
+ 4
+ 1
+ 2
+ 1
+ 5
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ These Orcs are not quite all there.
+They do not suffer from Animosity, but instead have a host of their own issues to deal with.
+
+
+ Nuttaz always pass any Leadership-based Tests they have to take.
+
+
+A side effect of this is that their minds are too far-gone and they may never learn Academic Skills should they become a Hero on an Advance Roll.
+
+
+ Nuttaz must always run or charge their maximum distance towards the nearest opponent they can see.
+
+
+Friendly models do not block line of sight.
+
+
+Additionally they fight with an extra attack whilst in combat.
+This does not appear on their profile nor does it count towards the racial maximum.
+
+
+If no enemy is visible they are moved under the player’s control.
+
+
+They can never use any form of armor or ranged weapons.
+
+
+Nuttaz are also too unstable for other Boyz and can never have the Leader ability or use their Ld stat for rout tests, excepting them as being the only models left on the board.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A warband may not hire more Shootaz than they have Boyz.
+
+
+If a boy dies and the Shootaz outnumber the Boyz, the next hire must be a boy so that the balance is restored.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3
+ 1
+ 5
+ 4
+ 3
+ 1
+ 3
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Trolls have a unique physiology that allows them to regenerate wounds.
+
+
+Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt.
+
+
+Trolls may not regenerate wounds caused by fire or fire-based magic.
+
+
+Trolls never roll for Injury after a battle, unless they were taken Out of Action by a Flaming weapon or spell.
+
+
+Then they roll after the battle as a normal Henchman.
+
+
+ A Troll is far too stupid to ever learn any new skills.
+Trolls do not gain experience.
+
+
+ A Troll requires an upkeep cost.
+This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband.
+
+
+The warband must pay 20 gold crowns after every game in order to keep the Troll.
+
+
+If a warband lacks the gold to pay the upkeep, the Boss has the option to let him count as 2 members, letting the Troll cost only 5 crowns.
+
+
+However this does effectively drop your maximum warband size down to 11 models.
+
+
+ Instead of his normal attacks, a Troll can regurgitate its highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent.
+
+
+This is a single attack that automatically hits with a Strength of 5 and ignores armor saves.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The warrior has a thick skull even for an Orc.
+
+
+He has a special 3+ save on a D6 to avoid being stunned.
+If the save is made, treat a stunned result as knocked down instead.
+
+
+If the Orc also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).
+
+
+
+
+
+
+
+
+
+ Orcs are aggressive creatures and some are experts at bulldozing charges.
+The warrior may add +D3" to his charge range.
+
+
+
+
+
+
+
+
+
+ Orcs often charge even the most fearsome opponents.
+The model may ignore Fear and Terror tests when charging.
+
+
+
+
+
+
+
+
+
+ Only the Boss may have this skill.
+The warband may re-roll any failed Rout tests as long as the Boss is not out of action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Orcs have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results.
+Any knocked down results which the Orc causes in hand-to-hand count as stunned results instead.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Model starts with a natural 6+ Armour Save.
+This save may be combined with other equipment to improve it.
+
+
+
diff --git a/Bretonnian Knights.cat b/Bretonnian Knights.cat
new file mode 100644
index 0000000..c28a34a
--- /dev/null
+++ b/Bretonnian Knights.cat
@@ -0,0 +1,1170 @@
+
+
+
+
+
+
+
+ Before heading into battle Bretonnian Knights kneel and pray to the Lady of the Lake , avowing to fight to the death for honour and justice.
+
+
+Before playing a game of Mordheim make a Leadership test against the Leadership characteristic of the warbands leader.
+
+
+If the test is successful the Lady of the Lake has bestowed her blessing on the warband.
+
+
+The blessing takes the form of a powerful curse upon the enemies of chivalry; and in particular upon those that make use of the foul and dishonourable weapons of mass destruction.
+
+
+Any model in the opposing warband who wishes to fire a black powder weapon must roll a D6 and score 4 + to overcome the curse, otherwise they may not fire the weapon.
+
+
+The opposing player must test each time they wish to fire such a weapon.
+
+
+Models armed with other shooting weapons, such as bows and crossbows, do not have to test unless they dare raise their weapons against the gallant Knights of Bretonnia.
+
+
+If any enemy model wishes to shoot at a Bretonnian Knight (Questing Knights and Errants only), then they must first roll a 4+ on a D6 to overcome the curse.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Knight's so le purpose is to serve th e Lady of the Lake.
+His purity of heart and discipline endow him with the strength of spirit to resist enemy magic.
+Any spell cast against the knight will be dispelled on the D6 roll of a 4+.
+
+
+This is a natural dispel on account of the knights extrem e piety.
+
+
+
+
+
+
+
+
+
+ The Knight has vowed to confront the biggest and strongest foes.
+The more awesome his enemy, the more valourous are his efforts.
+
+
+If fighting a model with a higher Strength characteristic than himself, the Knight may reroll any failed to hit rolls in hand-to-hand combat.
+
+
+
+
+
+
+
+
+
+ The Knight has total faith in his chivalric code; he maintains self-control in the face of adversity, and displays complete confidence whatever the odds.
+
+
+Once per game, if the knight is not out of action, stunned or knocked down, you may re-roll a failed rout test.
+
+
+
+
+
+
+
+
+
+ The Knight has nothing but contempt for enemies who hide behind weapons of dishonour.
+The Knight is subject to Hatred of all enemies armed with shooting weapons. See the Leadership and Psychology section (p38) .
+
+
+
+
+
+
+
+
+
+
+
+
+ The Knight is eager to get to grips with the enemy.
+He charges into combat with reckless enthusiasm.
+
+
+The Knight may add +D3" to his move when charging.
+
+
+Roll the dice each time you wish to charge and before moving the model.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4
+ 3
+ 4
+ 3
+ 1
+ 4
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A Questing Knight is a chivalrous warrior who is superior to ordinary warriors.
+He will never panic and break from combat and so does not have to pass a Leadership test for being all alone.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2
+ 2
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A Squire may not ride a horse unless the Questing Knight and any Knight Errant in the warband are riding warhorses.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A Knight Errant is a chivalrous warrior who is superior to ordinary warriors.
+He will never panic and break from combat and so does not have to pass a Leadership test for being all alone.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Mordheim.gst b/Mordheim.gst
index b59522e..6236058 100644
--- a/Mordheim.gst
+++ b/Mordheim.gst
@@ -1,8 +1,8 @@
-
+
-
-
+
+
@@ -57,14 +57,14 @@
-
+
-
+
@@ -76,4 +76,7 @@
-
\ No newline at end of file
+
+
+
+
diff --git a/common-data.cat b/common-data.cat
index 3794d27..6175e59 100644
--- a/common-data.cat
+++ b/common-data.cat
@@ -1,133 +1,133 @@
-
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
-
+
+
-
+
-
-
+
+
@@ -135,21 +135,25 @@
+1
- -1 MV, Warhorse Only
+ +1 Armor save, Warhorse Only
- Rarity 8
+ Rarity 11
+
+
+ Barding is armor for a horse in the same way that light and heavy armor is for a human.
+It covers the mount’s hide and in some cases the head.
+A model mounted on barded horse receives an additional +1 Armor save (+2 instead of +1 for being mounted).
+In addition, a mount wearing barding will only be killed on a D6 roll of a 1 if the model is taken out of action.
+Warhorses only.
-
-
-
-
-
+
+
@@ -165,8 +169,8 @@
-
-
+
+
@@ -174,7 +178,7 @@
4+
- Not Showed By Shield
+ Not Showed By Shield
@@ -184,8 +188,8 @@
-
-
+
+
@@ -198,8 +202,8 @@
-
-
+
+
@@ -215,8 +219,8 @@
-
-
+
+
@@ -234,8 +238,8 @@
-
-
+
+
@@ -248,8 +252,8 @@
-
-
+
+
@@ -262,8 +266,8 @@
-
-
+
+
@@ -278,38 +282,38 @@
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -323,9 +327,7 @@
- No armour saves are allowed against wounds caused by a Ball and Chain and any hit that successfully wounds will do 1D3 wounds instead of 1
-
-
+ No armour saves are allowed against wounds caused by a Ball and Chain and any hit that successfully wounds will do 1D3 wounds instead of 1
The first turn he starts swinging the Ball and Chain, the model is moved 2D6" in a direction nominated by the controlling player. In his subsequent Movement phases, roll a D6 to determine
@@ -341,9 +343,7 @@ Opponents wishing to attack a Ball and Chain wielding model suffer a To Hit pena
The Ball and Chain wielder cannot be held in close combat and will automatically move even if h e starts the Movement phase in base contact with another model. If the model moves into contact with a building, wall, or other obstruction, he is automatically taken out of action.
-ignores the special rules for Animosity.
-
-
+ignores the special rules for Animosity.
a model equipped with one may carry no other weapons or equipment, only Mad Cap Mushrooms which they must have.
@@ -353,8 +353,8 @@ ignores the special rules for Animosity.
-
-
+
+
@@ -372,38 +372,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -422,38 +422,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -469,8 +469,8 @@ ignores the special rules for Animosity.
-
-
+
+
@@ -489,43 +489,43 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
-
+
@@ -539,8 +539,8 @@ ignores the special rules for Animosity.
-
-
+
+
@@ -558,38 +558,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -607,38 +607,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -662,38 +662,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -712,38 +712,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -763,38 +763,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -812,38 +812,38 @@ ignores the special rules for Animosity.
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
-
+
+
@@ -870,8 +870,8 @@ Any and all models in its path are automatically hit by a Strength 3 hit.
-
-
+
+
@@ -885,8 +885,8 @@ Any and all models in its path are automatically hit by a Strength 3 hit.
-
-
+
+
@@ -903,8 +903,8 @@ Any and all models in its path are automatically hit by a Strength 3 hit.
-
-
+
+
@@ -923,8 +923,8 @@ Any and all models in its path are automatically hit by a Strength 3 hit.
-
-
+
+
@@ -955,8 +955,8 @@ a duelling pistol have a +1 bonus to hit.
-
-
+
+
@@ -978,8 +978,8 @@ a duelling pistol have a +1 bonus to hit.
-
-
+
+
@@ -1003,8 +1003,8 @@ a duelling pistol have a +1 bonus to hit.
-
-
+
+
@@ -1029,8 +1029,8 @@ a duelling pistol have a +1 bonus to hit.
-
-
+
+
@@ -1044,8 +1044,8 @@ a duelling pistol have a +1 bonus to hit.
-
-
+
+
@@ -1071,8 +1071,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1094,8 +1094,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1109,8 +1109,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1130,8 +1130,8 @@ If the model fires twice then each shot is at -1 to hit.
-
-
+
+
@@ -1153,8 +1153,8 @@ If the model fires twice then each shot is at -1 to hit.
-
-
+
+
@@ -1174,8 +1174,8 @@ You can only ignore the first Leadership test in any single game – owning two
-
-
+
+
@@ -1199,8 +1199,8 @@ Rarity 7 for Skaven.
-
-
+
+
@@ -1220,8 +1220,8 @@ May not be bought by Undead.
-
-
+
+
@@ -1237,8 +1237,8 @@ May not be bought by Undead.
-
-
+
+
@@ -1254,8 +1254,8 @@ May not be bought by Undead.
-
-
+
+
@@ -1274,8 +1274,8 @@ Side effects: After the battle, roll 2D6. On a roll of 2-3, the model becomes ad
-
-
+
+
@@ -1293,8 +1293,8 @@ Not available to Witch Hunters, Warrior-Priests, or Sisters of Sigmar.
-
-
+
+
@@ -1310,8 +1310,8 @@ Not available to Witch Hunters, Warrior-Priests, or Sisters of Sigmar.
-
-
+
+
@@ -1326,8 +1326,8 @@ May not be bought by Undead
-
-
+
+
@@ -1343,8 +1343,8 @@ May not be bought by Undead
-
-
+
+
@@ -1360,8 +1360,8 @@ May not be bought by Undead
-
-
+
+
@@ -1379,8 +1379,8 @@ Only available to Warrior-Priests and Sisters of Sigmar.
-
-
+
+
@@ -1411,8 +1411,8 @@ Only available to Humans.
-
-
+
+
@@ -1428,8 +1428,8 @@ Only available to Humans.
-
-
+
+
@@ -1439,8 +1439,8 @@ Only available to Humans.
-
-
+
+
@@ -1453,8 +1453,8 @@ Only available to Humans.
-
-
+
+
@@ -1475,8 +1475,8 @@ Side effect: After the battle, roll a D6. On a roll of a 1 the model becomes per
-
-
+
+
@@ -1494,8 +1494,8 @@ Side effects: Mandrake Root is highly poisonous. At the end of the battle, roll
-
-
+
+
@@ -1525,8 +1525,8 @@ on the Exploration chart as long as the Hero who possesses this map was not take
-
-
+
+
@@ -1537,8 +1537,8 @@ model’s BS to determine whether the net hits or not – there are no movement
-
-
+
+
@@ -1548,8 +1548,8 @@ model’s BS to determine whether the net hits or not – there are no movement
-
-
+
+
@@ -1573,22 +1573,22 @@ In addition, a Squig prodder is treated exactly like a spear in hand-to-hand com
-
-
+
+
- +1 Strength to all blackpowder weapons that the model has. There is enough superior blackpowder to last for one game.
+ +1 Strength to all blackpowder weapons that the model has. There is enough superior blackpowder to last for one game.
Rarity 11
-
-
+
+
@@ -1606,8 +1606,8 @@ Not available to Possessed or Undead.
-
-
+
+
@@ -1625,8 +1625,8 @@ Not available to Witch Hunters or Sisters of Sigmar.
-
-
+
+
@@ -1662,8 +1662,8 @@ Not available to Skaven.
-
-
+
+
@@ -1694,14 +1694,14 @@ Only available to Humans.
-
-
+
+
-
-
+
+
@@ -1728,8 +1728,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1755,8 +1755,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1779,8 +1779,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1802,8 +1802,8 @@ a -2 save modifier, regardless of the firer’s Strength.
-
-
+
+
@@ -1816,18 +1816,17 @@ A model armed with a torch counts as causing Fear in Animals (Hunting Dogs, all
When used in combat, a torch is treated as a normal dub, though with a -1 to hit modifier.
Any models that have a Regeneration special rule (like Trolls) will not be able to regenerate wounds caused by a torch during the battle.
-(Torches may also cause buildings to catch fire —see 'Let the Damned Burn' from Town Cryer 8).
-
+(Torches may also cause buildings to catch fire —see 'Let the Damned Burn' from Town Cryer 8).
-
-
+
+
-
+
@@ -1846,32 +1845,32 @@ Any models that have a Regeneration special rule (like Trolls) will not be able
-
+
-
-
+
+
-
+
-
-
+
+
-
-
+
+
@@ -1888,8 +1887,8 @@ Any models that have a Regeneration special rule (like Trolls) will not be able
-
-
+
+
@@ -1913,8 +1912,8 @@ Only Matriarchs and Sister Superiors may carry two Sigmarite warhammers.
-
-
+
+
@@ -1942,7 +1941,8 @@ Only Matriarchs and Sister Superiors may carry two Sigmarite warhammers.
-
+
+
@@ -1979,14 +1979,14 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
-
-
+
+
-
-
+
+
@@ -2000,35 +2000,361 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
+
+
+
+
-
+
-
-
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+ +1
+ Parry, Ignores Armor
+
+
+
+
+
+ This is an ancient and legendary sword that can cut through armour as if it were a leaf.
+
+The Sword confers a bonus of +1 Strength and ignores all armour saves except for ward and Dodge saves.
+
+
+ Rarity 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once activated, this ancient device creates a shimmering aura around the wearer that makes it harder for enemies to see them.
+
+Any missile fire directed at a model equipped with the amulet suffers a penalty of -1 to hit.
+The amulet also confers a special save of 5+ against missile fire.
+
+
+ Rarity 11
+
+
+
+
+
+
+
+
+
+
+ as user
+ Concussion
+
+
+
+
+ 12
+ 4
+ Sunbolt
+
+
+
+
+
+ Rarity 10
+
+
+ The wielder of the sunstaff can discharge a beam of energy in the shooting phase that is akin to rays of the sun.
+
+The Sunbolt has a range of 12" and hits at Strength 4.
+
+Aside from ward and dodge saves a Sunbolt ignores armour saves and penalties for long range.
+
+
+
+
+
+
+
+
+
+
+
+ special 6+
+ The protective skins and charms that the Amazons wear have been warded with defensive magic.
+To represent this, any model wearing Skins and Charms receives a 6+ special save versus any wounds inflicted.
+In addition, the wearer of Skins and Charms is unaffected by enemy magic on a roll of 5+.
+
+
+
+
+
+ Rarity 6
+
+
+
+
+
+
+
+
+
+
+
+ +1 enemy armor save, Enhanced Parry
+
+
+
+
+
+ Rarity 7
+
+
+ Of the many strange weapons the Amazons possess the Starblade is built like an Amazonian dagger.
+It is usually painted exotic colours and contains magical properties that enhance the fighting prowess of the Amazons.
+
+It is a close combat weapon and attacks like a dagger but can parry the first successful hit of any combat on a 4+.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 16
+ Not Applicable
+ Dangerous:
+If the to hit roll is a natural 1, the bolas brains the caster with a S3 hit.
+
+Entangle:
+A model hit by a bolas isn't hurt, but is entangled and the model is unable to move and suffers a WS penalty of -2 in hant-to-hand combat.
+The model may still shoot and may try to free itself in the recovery phase.
+If he rolls 4+ on a D6 he is freed and may move and fight normally.
+
+
+
+
+
+
+
+
+
+
+
+
+ 8
+ As User
+ Thrown Weapon
+
+
+
+
+
+ Javelins are short throwing spears specially weighted to travel quite a distance. Although they have a much reduced range when compared to an arrow they can cause quite considerable damage when thrown by a person of great strength.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10
+ As User
+ Thrown Weapon
+
+
+
+
+
+ Javelins are short throwing spears specially weighted to travel quite a distance. Although they have a much reduced range when compared to an arrow they can cause quite considerable damage when thrown by a person of great strength.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +1
+ No save, Parry
+
+
+
+
+
+ This is a very ancient weapon made from a strange metal that is impervious to age and corrosion.
+The powers of this artefact can only be unleashed through a ritual known only to a handful of Amazons.
+The blade of this weapon glows white hot and can cut through armour as if it were paper.
+
+
+ Rarity 12
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 24
+ 4
+ Accurate, No save
+
+
+
+
+
+ Rarity 12
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12
+ 4
+ Accurate, No save, Hand to Hand
+
+
+
+
+
+ Rarity 12
+
+
+ The Sun Gauntlet can be used with another close combat weapon in hand-to-hand combat with Strength 4 and no armour save.
+
+Because it does not require prepared shot, this bonus attack may be used in each turn of combat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Rarity 10
+
+Khemri setting
+
+
+
+
+
+ 8
+ 2
+ Prepare Shot, Fire damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Rarity 4 (Khemri)
+
+
+
+
+
+ As User
+ -1 Armor save
+
+
+
+
+
+
+
-
+
-
+
@@ -2036,13 +2362,13 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
-
-
+
+
-
+
@@ -2050,13 +2376,13 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
-
-
+
+
-
+
@@ -2064,13 +2390,13 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
-
-
+
+
-
+
@@ -2078,13 +2404,13 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
-
-
+
+
-
+
@@ -2092,13 +2418,13 @@ On a result of 1 the Gnoblar starts to bicker, insult and/or bully the other Gno
-
-
+
+
-
+
@@ -2107,13 +2433,13 @@ phase you may re-roll one dice when rolling on the Exploration chart. The second
-
-
+
+
-
+
@@ -2121,15 +2447,15 @@ phase you may re-roll one dice when rolling on the Exploration chart. The second
-
-
+
+
-
+
@@ -2145,12 +2471,12 @@ phase you may re-roll one dice when rolling on the Exploration chart. The second
-
+
-
+
@@ -2158,13 +2484,13 @@ phase you may re-roll one dice when rolling on the Exploration chart. The second
-
-
+
+
-
+
@@ -2172,13 +2498,13 @@ phase you may re-roll one dice when rolling on the Exploration chart. The second
-
-
+
+
-
+
@@ -2187,13 +2513,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2201,13 +2527,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2215,13 +2541,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2229,20 +2555,20 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
-
+
@@ -2250,13 +2576,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2264,13 +2590,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2278,13 +2604,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2292,13 +2618,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2306,13 +2632,13 @@ only applies when they are armed with normal swords or weeping blades, and not w
-
-
+
+
-
+
@@ -2321,13 +2647,13 @@ with a bow or crossbow (but not a crossbow pistol).
-
-
+
+
-
+
@@ -2335,13 +2661,13 @@ with a bow or crossbow (but not a crossbow pistol).
-
-
+
+
-
+
@@ -2349,20 +2675,20 @@ with a bow or crossbow (but not a crossbow pistol).
-
-
+
+
-
+
-
+
@@ -2371,13 +2697,13 @@ Movement, and does not need to make Initiative tests when doing so
-
-
+
+
-
+
@@ -2385,13 +2711,13 @@ Movement, and does not need to make Initiative tests when doing so
-
-
+
+
-
+
@@ -2400,13 +2726,13 @@ wearing a helmet or because he has the No Pain special rule.
-
-
+
+
-
+
@@ -2415,13 +2741,13 @@ charging), the order of attack between the charger(s) and the warrior with this
-
-
+
+
-
+
@@ -2429,13 +2755,13 @@ charging), the order of attack between the charger(s) and the warrior with this
-
-
+
+
-
+
@@ -2443,13 +2769,13 @@ charging), the order of attack between the charger(s) and the warrior with this
-
-
+
+
-
+
@@ -2457,20 +2783,20 @@ charging), the order of attack between the charger(s) and the warrior with this
-
-
+
+
-
+
-
+
@@ -2479,13 +2805,13 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
-
-
+
+
-
+
@@ -2493,13 +2819,13 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
-
-
+
+
-
+
@@ -2507,13 +2833,13 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
-
-
+
+
-
+
@@ -2521,13 +2847,13 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
-
-
+
+
-
+
@@ -2535,13 +2861,13 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
-
-
+
+
-
+
@@ -2549,15 +2875,15 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
-
-
+
+
-
+
@@ -2568,11 +2894,12 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
+
-
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@@ -2589,11 +2916,14 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2613,11 +2943,17 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2629,14 +2965,14 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2646,8 +2982,8 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2655,8 +2991,8 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2664,8 +3000,8 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2677,14 +3013,14 @@ Strength is used for close combat weapons, the bonus applies to all such weapons
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@@ -2697,14 +3033,14 @@ must retire from the warband.
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@@ -2904,12 +3240,13 @@ must retire from the warband.
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@@ -2941,19 +3278,19 @@ must retire from the warband.
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- May grapple his opponent in close combat to reduce his attacks by -1, down to a minimum of 1. The mutant may decide which attack his opponent loses.
+ May grapple his opponent in close combat to reduce his attacks by -1, down to a minimum of 1. The mutant may decide which attack his opponent loses.
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@@ -2965,14 +3302,14 @@ must retire from the warband.
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@@ -3030,15 +3367,15 @@ for details.
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@@ -3054,8 +3391,8 @@ If the model cannot be stunned it is knocked down instead.
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@@ -3076,8 +3413,8 @@ Roll a D6 to see what happens to the affected model.
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@@ -3092,8 +3429,8 @@ After using this spell the Chaos Mage must roll on the Injury table for himself
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@@ -3110,8 +3447,8 @@ If he was engaged in hand-to-hand combat with any warriors of the Chaos Mage’s
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@@ -3125,8 +3462,8 @@ If he engages a fleeing enemy, in the close combat phase he will score one autom
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@@ -3139,8 +3476,8 @@ If he engages a fleeing enemy, in the close combat phase he will score one autom
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@@ -3164,7 +3501,7 @@ result as knocked down instead. This save is not modified by the opponent’s St
Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a hammer, club or mace, a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries.
- A Cutting edgee has an extra save modifier of -1, so a model with Strength 4 using an Cutting edge has a -2 save modifier when he hits an opponent in hand-to-hand combat.
+ A Cutting edgee has an extra save modifier of -1, so a model with Strength 4 using an Cutting edge has a -2 save modifier when he hits an opponent in hand-to-hand combat.
A model with a Difficult to use weapon may not use a second weapon or buckler in his other hand because it requires all his skill to wield it. He may carry a shield as normal though.
@@ -3188,7 +3525,7 @@ Attacks have 4, etc. If a warrior is carrying a weapon in each hand, he receives
no longer frenzied. He continues to fight as normal for the rest of the battle.
- A gromril weapon has an extra -1 save modifier, and costs four times the price of a normal weapon of its kind.
+ A gromril weapon has an extra -1 save modifier, and costs four times the price of a normal weapon of its kind.
Warriors who fight enemies they hate in hand-to-hand combat may re-roll any misses when they attack in the first turn of each hand-to-hand combat. This bonus applies only in the first turn of each combat
@@ -3233,7 +3570,7 @@ combat, roll a D6.
model armed with a 2handed weapon may not use a shield, buckler or additional weapon in close combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
- A weapon with Unwieldy may only use a shield or a buckler in his other hand. He may not use a second weapon.
+ A weapon with Unwieldy may only use a shield or a buckler in his other hand. He may not use a second weapon.
A model armed with this weapon can target any enemy model in sight, not just the closest one.
@@ -3303,6 +3640,49 @@ The target and any models within 1 ½” of him each take a single S4 hit from t
A model armed with this weapon may choose to fire twice per turn with an extra -1 to hit penalty on both shots.
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+ This weapon ignores all armour saves except for ward and Dodge saves.
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+ This weapon but can parry the first successful hit of any combat on a 4+.
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+ This Weapon does not suffer the usual -1 modifier to hit for long range.
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+ If you hit roll a D6, on a 4+ your opponent is set on fire.
+They must roll a D6 each Recovery phase, on a 4+ they extinguish the fire or they immediately suffer a S4 hit and may only move.
+Friendly models may help in extinguishing the model that is ablaze.
+They must be in base-to-base contact and need to roll a 4+ on a D6.
+
+
+Against dry targets like Mummies they are Strength 3 and on a 2+ on1D6 the Mummy catches fire.
+
+
+ At the start of the Orc player’s turn, roll a D6 for each Henchman who is either an Orc or a Goblin and not in Hand to Hand Combat.
+
+Roll on table below if 1 is rolled.
+
+1 “I ’Erd Dat!”
+If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach (if there are multiple targets within reach, choose the one nearest to the mad model), the warrior must immediately charge and fight a round of hand-to-hand combat against the Target.
+At the end of this round of combat, the models will immediately move 1" apart and no longer count as being in close combat.
+If there are no friendly Orc or Goblin Henchmen or Hired Swords within charge reach, and the warrior is armed with a missile weapon, he immediately takes a shot at the nearest friendly Orc or Goblin Henchman or Hired Sword.
+If none of the above applies, or if the nearest friendly model is an Orc Hero, the warrior behaves as if a 2-5 had been rolled on this chart.
+In any case, the warrior in question may take no other action this turn, though he may defend himself if attacked in hand-to-hand combat.
+
+2-5 “Wud Yoo Say?”
+The warrior is fairly certain he heard an offensive sound from the nearest friendly Orc or Goblin, but he’s not quite sure.
+He spends the turn hurling insults at his mate.
+He may do nothing else this turn, though he may defend himself if attacked in hand-to-hand combat.
+
+6. “I’ll Show Yer!”
+The warrior imagines that his mates are laughing about him behind his back and calling him silly names.
+To show them up he decides that he’ll be the first one to the scrap!
+This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible.
+If there are no enemy models within sight, the Orc or Goblin warrior may make a normal move immediately.
+This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if you wish.
+If the extra move takes the Orc or Goblin warrior within charge reach of an enemy model, the warrior must charge into close combat during his regular movement.
+
@@ -3448,5 +3828,31 @@ The target and any models within 1 ½” of him each take a single S4 hit from t
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