Characters

1 General..................................125 points

The army must include a general to lead it.

Profile M WS BS S T W I A Ld
General 4 7 6 4 4 3 7 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The General may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The General may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The General is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards.

0-1 Battle Standard......................96 points

The army may include a Battle Standard together with its bearer who will be a champion worthy of the task.

Profile M WS BS S T W I A Ld
Battle Standard

Bearer

4 5 4 4 4 1 5 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword and battle standard

Weapons/Armour: The Battle Standard Bearer may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Battle Standard Bearer may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The Battle Standard Bearer is a champion character and is entitled to one magic item chosen from the appropriate magic item cards, this may be a magic standard, thereby turning the army's banner into a magic standard.

Heroes........................................76 points

The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage.

Profile M WS BS S T W I A Ld
Hero 4 6 5 4 4 2 6 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

Champion............................45 points

Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors.

Profile M WS BS S T W I A Ld
Champion 4 5 4 4 4 1 6 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values).

May Ride: The Champion may ride a Warhorse (+3 points) or a chariot.

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Wizards

The army may include as many battle wizards as you wish within the normal limitations of the points available. Wizards may be selected from any of the four levels of wizards at the appropriate points cost shown below.

Wizard (magic level 1).....................................56 points

Wizard Champion (magic level 2)................118 points

Master Wizard (magic level 3).......................190 points

Wizard Lord (magic level 4)............................287 points

Profile M WS BS S T W I A Ld
Wizard 4 3 3 3 4 1 4 1 7
Wizard Champion 4 3 3 4 4 2 4 1 7
Master Wizard 4 3 3 4 4 3 5 2 7
Wizard Lord 4 3 3 4 4 4 6 3 8
Warhorse 8 3 0 3 3 1 3 1 5

Magic: An Albion Wizard has one Battle Magic spell per magic level.

Equipment: Sword

Weapons/Armour: A Wizard may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Wizards wear armour they are unable to cast spells so they so not normally do so.

May Ride: A Wizard may ride a warhorse (+3 points), a chariot, or a monster (see separate Monster List for points values).

Magic Items: A Wizard character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Wizard can have depends on their level and is indicated below:

Wizard........................1 magic item

Wizard Champion.....2 magic items

Master Wizard...........3 magic items

Wizard Lord...............4 magic items

Corsair Hero............................75 points

Corsairs are the hardened sailors who serve on the many privateers that make the harbour their home. They have spent a life of violence and hardship upon the seas. They wear colourful outfits, including many gold rings and chains, with bright silk scarves and sashes festooned with knives and pistols, with a curving cutlass at their side.

Profile M WS BS S T W I A Ld
Corsair Hero 4 6 5 4 5 2 7 3 8

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Options: A Corsair Hero may be armed with any combination of weapons/armour allowed by the Equipment List, with the exception of Warhorse, barding, heavy armour, lance, bill, and pike.

Magic Items: The Corsair Hero is entitled to up to three magic items chosen from the appropriate magic item cards from Warhammer Magic.

Special: Due to their life aboard ship, the Corsairs have become very agile and have a dodge ability that gives them a 5+ save versus hand-to-hand, and a 4+ save versus missile weapons.

Corsair Champion............................40 points

Corsairs are the hardened sailors who serve on the many privateers that make the harbour their home. They have spent a life of violence and hardship upon the seas. They wear colourful outfits, including many gold rings and chains, with bright silk scarves and sashes festooned with knives and pistols, with a curving cutlass at their side.

Profile M WS BS S T W I A Ld
Corsair Champion 4 5 4 4 4 1 6 2 7

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Options: A Corsair Champion is always armed in the same way as the rank and file members of his unit.

Magic Items: The Corsair Champion is entitled to up to two magic item chosen from the appropriate magic item cards from Warhammer Magic.

Special: Due to their life aboard ship, the Corsairs have become very agile and have a dodge ability that gives them a 5+ save versus hand-to-hand, and a 4+ save versus missile weapons.

Back to Warhammer Armies: Miragliano

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