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Knights (Warlords of Erehwon) [5 order dice, 705pts]

Army (Knights) [5 order dice, 705pts]


Mounted Unit [1 order dice, 157pts]

Knights on Warhorses [1 order dice, 157pts]


Selections: Knight Leader Riding Warhorse [40pts], 4x Knight Riding Warhorse [112pts], Lances [5pts]
Categories: M U
Rules: Fast 8, Tough 1
Model: Knight Leader Riding Warhorse, Knight Riding Warhorse, Weapon Profile HtH: Lance

Model Ag Acc Str Res Init Co Special Ref

Knight Leader Riding Warhorse 4 5 5 6(9) 6 8 Tough 1, Fast 8, Warhorse: 1x HtH SV1

Knight Riding Warhorse 4 5 5 6(9) 6 7 Fast 8, Warhorse: 1x HtH SV1

Weapon Profile HtH Strike Value Special Rules Ref

Lance 1/3 SV3 on Charge

Warlord [1 order dice, 152pts]

Mounted Lord Knight [1 order dice, 152pts]


Selections: Lance [3pts], 2x Mounted Knights [40pts], Mounted Lord Knight [88pts], Tough, Upgrade Unit to Warhorses (Cancels out
Heavily Laden 'no sprint' rule) [21pts], Wound
Categories: W ,M U
Rules: Command, Follow, Heavily Laden, Tough 1, Wound 1
Model: Mounted Knights on Horses (Lord Retinue), Mounted Lord Knight, Warhorses, Weapon Profile HtH: Lance

Model Ag Acc Str Res Init Co Special Ref

Mounted Knights on Horses (Lord


4 5 5 6(9) 7 7 Heavily Laden, Fast 8
Retinue)

Tough X, Command, Follow, Heavily Laden, Fast 8,


Mounted Lord Knight 4 5 5 6(9) 8 8
3x HtH, Wound X

Warhorses - - 5 - - - 1x HtH SV1

Weapon Profile HtH Strike Value Special Rules Ref

Lance 1/3 SV3 on Charge

Warrior Unit [3 order dice, 396pts]


Crossbowmen [1 order dice, 140pts]
Selections: Dagger
Categories: W U
Rules: Fire Order to Shoot, Tough 1
Weapon Profile HtH: Dagger, Weapon Profile Ranged: Crossbow

Medium Armour [140pts]


Selections: 7x Crossbowman [112pts], Crossbowman Seargeant [28pts]
Model: Crossbowman in Medium Armour, Crossbowman Seargeant in Medium Armour

Model Ag Acc Str Res Init Co Special Ref

Crossbowman in Medium Armour 5 5 5 5(7) 7 7 -

Crossbowman Seargeant in Medium Armour 5 5 5 5(7) 7 8 Tough 1

Weapon Profile HtH Strike Value Special Rules Ref

Dagger 1

Weapon Profile Ranged Range Short Range Long Range Extreme Strike Value Special Rules Ref

Crossbow 0-10" 10-30" - 1 Fire Order to shoot

Foot Retainers [1 order dice, 132pts]


Selections: Halberd [8pts]
Categories: W U
Rules: Tough 1
Weapon Profile HtH: Halberd

Medium Armour [124pts]


Selections: 7x Foot Retainer [98pts], Foot Retainer Sergeant [26pts]
Model: Foot Retainer in Medium Armour, Foot Retainer Sergeant in Medium Armour

Model Ag Acc Str Res Init Co Special Ref

Foot Retainer in Medium Armour 5 5 5 5(7) 7 7

Foot Retainer Sergeant in Medium Armour 5 5 5 5(7) 7 8 Tough 1

Weapon Profile HtH Strike Value Special Rules Ref

Halberd 2 +1 STR

Foot Retainers [1 order dice, 124pts]


Selections: Spears
Categories: W U
Rules: Tough 1
Weapon Profile HtH: Spear

Medium Armour [124pts]


Selections: 7x Foot Retainer [98pts], Foot Retainer Sergeant [26pts]
Model: Foot Retainer in Medium Armour, Foot Retainer Sergeant in Medium Armour

Model Ag Acc Str Res Init Co Special Ref

Foot Retainer in Medium Armour 5 5 5 5(7) 7 7

Foot Retainer Sergeant in Medium Armour 5 5 5 5(7) 7 8 Tough 1

Weapon Profile HtH Strike Value Special Rules Ref

Spear 1 Can also be thrown during exchange of missiles.


Selection Rules
Command:
Friendly units within 10" can use the model's CO stat to take command based tests. (WoE p64)
Fast 8:
Move at a base rate of 8".
Reroll shooting hits against unit if it has a Run order. (WoE p67)
Fire Order to Shoot:
Requires Fire Order to shoot. Does not gain +1 to hit from Aimed Shot. (WoE p28)
Follow:
Friendly un-pinned units within 5" can follow the unit's order immediately.
Draw an order die for each unit following.
Move the initiating unit first and resolve its action, then do the same for each unit following.
(WoE p69)
Heavily Laden:
Cannot Sprint. (WoE p71)
Tough 1:
Re-roll a failed RES test. Only one failed RES test can be re-rolled at a time from a single shooting/HTH attack.
(WoE p76)
Wound 1:
Model can sustain 1 wound instead of dying immediately.
Each sustained wound counts as a permanent pin that can't be removed.
Unit can still be auto-destroyed by pins. (WoE p80)

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