CHARECTERS:
1 Mercenary General ................................. 121 points
Profile M WS BS S T W I A LD
Lord 4 6 6 4 4 3 6 4 10
Warhorse 8 3 0 3 3 1 3 1 5
Equipment: The General is armed with a sword, mace or other hand weapon. He wears heavy armour and carries a shild.
Rides: He rides a barded Warhorse.
Options: May carry a lance (+2 pts) and/or a pistol (+2 pts). May dismount and fight on foot (-7 pts).
Save: 2+ when monted and 4+ on foot.
Magic Items: He may carry upto 3 Magic Items.
Heroes .................................. 68 points
Profile M WS BS S T W I A LD
Hero 4 5 5 4 4 2 5 3 8
Warhorse 8 3 0 3 3 1 3 1 5
Equipment: A Mercenary Hero is armed with a sword or other hand weapon.
Rides: Rides a Warhorse.
Options: May carry one of the following hand-to-hand weapons: additional weapon (+1), lance (+2), halberd (if dismounted) (+2), spear (+1) or double-handed weapon (+2). He may carry one of the following missile weapons: bow (+2), crossbow (+3) or pistol (+2). He may have a shild (+1), and either light (+2) or heavy (+3) armour. If mounted his horse may be barded (+4). May dismount and fight on foot (-3).
Magic Items: He may carry upto 2 Magic Items.
0-1 Paymaster ................... 125 points
Money Lender ................. 25 points
Paymaster Bodygaurd .......... 12 points each
Profile M WS BS S T W I A LD
Paymaster 4 5 5 4 4 2 5 3 8
Moneylender 4 2 2 3 3 1 2 1 6
Bodygaurd 4 4 2 4 3 1 4 1 8
Equipment: The paymaster is armed with a hand weapon and shild, and wears heavy armour. A money lender carries a Sword. The Paymsters Bodygaurd are armed with Halberds and light armour.
Options: May hire a Money lender (+25). May hire between 5-20 Bodygaurd (+12 each), may carry shilds (+1).
Magic Items: The paymaster may carry a single magic item which may be a magic standard.
Special Rules:
Paychest: The Paychest acts as an Army Battle Standard allowing units within 12" to re-roll failed Break tests. +1 to combat resultion if pay chest is in hand-to-hand combat.
If the Paymster is slain or forced to flee, the pay chest can be lost or captured in hand-tohand combat the same as a unit standard. A captured pay chest is placed behind the regiment that has it and can be recaptured in the same way as unit standards.
If the army's pay chest is captured or lost, the entire mercenary army must take a Panic test. (If the General is killed in the same turn do not take two tests).
If the paychest is captured, all mercenaries will hate the enermy unit that captured it.
Money Lender: If a Paymaster is accompanied by a Money Lender, any Breaktest re-roll is taken with a +1 bonus to to a max of 10. The Money Lenders promises more money and the troops cheer and return to the fray.
Hireling Wizards
Wizard ....................... 59 points
Wizard Champion .............. 121 points
Master Wizard ................ 193 points
Wizard Lord .................. 290 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
Equipment: Hirling Wizards are armed with a sword or other hand weapon.
Rides: They ride a warhorse.
Options: The wizards steed may be barded (+4 pts). He may dismount and fight on foot (-3 pts).
Save: 6+ mounted, 5+ mounted + barding, None on foot
Magic Items: A Wizard may carry a sigle magic item, a Wizard Champion 2 items, a Master Wizard 3 items and a Wizard Lord 4 items.
Magic Spells: Battle Wizards take their Spells from the Battle Magic deck. A Wizard takes 1, Wizard Champion 2, Master Wizard 3 and Wizard Lord 4.