1000 GC - Reiklanders Warband No Name

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
1P Lieutenant (Captn) 1 4" 4 4 3 3 1 4 1/2 8 - 21 128
Leader: Any model within 12" of the Captain may use his leadership instead of their own.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Brace of Duelling Pistols; Crossbow; Hammer (x1)
1P Corporal (Young) 1 4" 2 2 3 3 1 3 1/2 6 - 1 30
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Pistol; Hammer (x1)
  Hardened The warrior is immune to Fear. [0]
1P Close Assault (Sword) 1 4" 4 3 3 3 1 3 1 7 - 47
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.; Pistol
1P Rifleman (Marks) 2 4" 3 4 3 3 1 3 1/2 7 - 1 90
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Long Bow; Hammer (x1)
2P Sergent (Champ) 1 4" 4 3 3 3 1 3 1/2 7 - 8 58
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Duelling Pistol; Hammer (x1)
2P Sergent (Champ) 1 4" 4 3 3 3 1 3 1/2 7 - 8 58
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Duelling Pistol; Hammer (x1)
2P Rifleman (Marks) 2 4" 3 4 3 3 1 3 1/2 7 - 110
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Long Bow; Pistol; Hammer (x1)
3P Corporal (Young) 1 4" 2 2 3 3 1 3 1/2 6 - 18
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Hammer (x1)
Option Footnotes:
  Crossbow 1 Attack, 30" R, S4. Move or fire.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Duelling Pistol 1 Attack, 10" R, S4. Extra -1 save modifier. Takes 1 turn to reload (if you have 2, you can fire 1 per turn). +1 to hit. May be used in the first round of hand-to-hand combat.
  Hammer Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Longbow 1 Attack, 30" R, S3.
  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.
Total Warband Cost: 539 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.
Remember to use the Blackpowder Weapon Misfires Table!

Warband Rating: 90
Number of models: 10


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 5 1 292 708 29%
Henchmen (N/A) 5 n/a 247 753 24%
HiredSwd (N/A) 0 n/a 0 1000 0%
Dramatis (N/A) 0 n/a 0 1000 0%
Warriors (>=3model <=15model) 10 5 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.