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ATTACK

MOVE
SHOOT
MOUNTED MEN AT ARMS
5+
7+
MOUNTED SERJEANTS
5+
5+
6+

COURAGE
ARMOUR ATTACK V
2 units 7 points each
3+
4
3+
5 points each 2 units
4+
3
4+

DEFENCE V
5+
5+

Counter Charge

When an enemy has successfully diced to Attack this unit, but before it moves, t
unit may test for a counter-charge. Test for an Attack at 7+. If it succeeds, the tw
proportionate movement distance between their start positions, and both count
it stands in place for the enemys charge. Counter-charge may not be used if the
FEROUCIOUS
: This unit uses its normal Attack/Defence profile when fighting in rough terrain

SCHILTRON
There needs to be 6 or more models in unit to form a Schiltron. On a Move order
unit into a two rank formation based around a central model; a Schiltron cannot
or in cover, and it cannot move in this formation. Schiltrons increase their Armou
Attacks but not Shooting (to 4 for Foot Serjeants). If an Attack ends with both un
the enemy must retreat. If the unit becomes Battered while in a Schiltron, the fo

WILD CHARGE

If the unit is within Attack range of an enemy unit, you must test to activate an A
this is the only order the unit can be given. Wild Charge may not be used if the

SHOOT V MAX MOVE

SPECIAL RULES

10"

Drilled/ Counter Charge

5+ / 12"

10"

counter charge / mounted bows

is unit, but before it moves, this


k at 7+. If it succeeds, the two units meet a
art positions, and both count as Attacking. If it fails,
charge may not be used if the unit is Battered.

hen fighting in rough terrain

a Schiltron. On a Move order, form the


al model; a Schiltron cannot form in Rough terrain
chiltrons increase their Armour by 1 point against
an Attack ends with both units still in contact,
ed while in a Schiltron, the formation is broken.

you must test to activate an Attack;


harge may not be used if the unit is Battered

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