1000 GC - Middenheimers Warband No Name

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Klaus Hammenweider (Captn) 1 4" 4 4 4 3 1 4 1/2 8 5+ 20 131
Leader: Any model within 6" of the Captain may use his leadership instead of their own.; Pistol; Hammer (x2); Heavy Armour
Father Erik (WolfP) 1 4" 3 2 3 3 1 3 1/2 8 6+ 8 63
Wolf Priests Hate Witch Hunters, Warrior Priests, Sigmarite Matriarchs and Sisters Superior. They never wear any armour, except for a Wolf Cloak which gives them a 6+ save (included on profile).; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Hammer (x1)
  3. Bloodlust The Priest gets +2S and scores Criticals on a 5+. Test each turn (2D6 >= Difficulty) to see if the prayer remains in effect.; Difficulty (x7) [0]
Wolf Companion 1 6" 4 - 4 4 1 4 2 5 6+ 25
Wolf Companions are Animals.
Sven (Champ) 1 4" 4 3 4+2 3 1 3 1 7 - 8 50
2-Handed Weapon (x1); Hates Skaven leader Wermek
van Eckhoff twins (Marks) 2 4" 3 3 3 3 1 3 1/2 7 6+ 120
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Crossbow; Axe (x1); Shield
Swordsmen 2 4" 4 3 3 3 1 3 1/2 7 - 100
Expert Swordsmen: Swordsmen armed with normal Swords may re-roll any failed hits when charging.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sword (x1); Buckler
Stash 1 - - - - - - - - - - 11
Gold (x11); Wyrdstone Shards (x1)
  Armour & Shield 1 - - - - - - - - - - [0]
  Ranged 1 - - - - - - - - - - [0]
  Hand to hand 1 - - - - - - - - - - [0]
Option Footnotes:
  Axe -1 armour save.
  Buckler Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated. If you have a Sword and Buckler, you only get one parry, but you can re-roll it.
  Crossbow 1 Attack, 30" R, S4. Move or fire.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Double-Handed Weapon +2 Strength. Always strike last in combat. Requires 2 hands to use.
  Hammer Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Heavy Armour 5+ Armour Save. -1 movement if used with a Shield.
  Pistol 1 Attack, 6" R, S4. Extra -1 save modifier. Takes 1 turn to reload (if you have 2, you can fire 1 per turn). May be used in the first round of hand-to-hand combat.
  Shield +1 Armour Save. -1 movement if used with Heavy Armour.
  Sword Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.
Total Warband Cost: 500 GC.
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Heroes make Insanity Rolls at 1, 8, 15, 22, 28, 34, 40, 45, 50, 55, 59, 63, 67, 71, 74, 77, 80, 83, 85, 87, and 89 Insanity Points. Character must retire at 90 Insanity Points. Roll 4D6 and consult the chart in Town Cryer 8. This is done immediately.
Gain as follows: +1 for failing a fear or terror test, casting a Chaos or Necromantic spell, receiving a critical wound, getting poisoned or taking drugs. Cultists, Dregs, Magisters, and Necromancers gain 1/2 IP's.

Warband Rating: 76
Number of models: 8


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 3 3 255 745 25%
Henchmen (N/A) 5 n/a 245 755 24%
HiredSwd (N/A) 0 n/a 0 1000 0%
Dramatis (N/A) 0 n/a 0 1000 0%
Warriors (>=3model <=15model) 8 7 0 1000 0%
Special Things Summary 1 n/a 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.
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