636 GC - Marienburgers Warband Marienburgers
Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Mercenary Captain 1 4" 4 4 3 3 1 4 1 8 6+ 20 155
Leader: Any model within 6" of the Captain may use his
leadership instead of their own.; Brace of Duelling
Pistols; Sword (x1); Light Armour; Buckler; Helmet
Champion 1 4" 4 3 3 3 1 3 1 7 6+ 8 85
Pistol; Sword (x1); Light Armour; Buckler
Swordsmen 2 4" 4 3 3 3 1 3 1 7 - 130
Expert Swordsmen: Swordsmen armed with normal Swords may
re-roll any failed hits when charging.; Pistol; Sword
(x1); Buckler
Champion 1 4" 4 3 3 3 1 3 1 7 6+ 8 68
Crossbow; Hammer (x1); Shield
Marksmen 2 4" 3 3 3 3 1 3 1/2 7 - 112
Crossbow; Hammer (x2)
Youngblood 1 4" 2 2 3 3 1 3 1 6 - 48
Crossbow; Hammer (x1); Buckler
Youngblood 1 4" 2 2 3 3 1 3 1 6 - 38
Pistol; Hammer (x1); Buckler
Option Footnotes:
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.
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'.
Helmet If the model is 'Stunned', roll a dice - on a 4+ it is
'Knocked Down' instead.
Light Armour 6+ Armour Save.
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: 636
Notes:
Marienburger warbands receive a +1 bonus when attempting to find rare items.
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: 81
Number of models: 9