1135 Pt. Reiklanders Army Charles the Stupendous Reikers

Unit Name ## M WS BS S T W I A Ld Save Cost
Charles the Stupendous (Champ) 1 4" 3/4 3 3/5 4/5 1 4 1/3 9 - 45
Leader; Experience (x58); Initiative (x1); Leadership (x2); Toughness (x1)
  Strongman The warrior can use a Double-Handed Weapon without striking last. [0]
  Hand Injury -1 Weapon Skill. [0]
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
  Fearsome The warrior causes Fear. [0]
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
  Pugilist The model may fight barehanded with no penalty one or two handed. The model always gets an extra attack for having 2 weapons when fighting barehanded or with one weapon.Fight barehanded w/o penalty, +1 Attack [0]
  Bell Ringer 1 Attack Only, +1 to hit, +1 S, no Weapon Bonuses, foe Stunned on a 2-5 on Injury Chart. [0]
  Strike to Injure +1 Injury rolls in hand-to-hand combat. [0]
  Brass Knuckles +1 Strength. This cancels the -1 Strength limitation suffered by models fighting barehanded, but not the +1 Armor Save. Since the Pugilist skill cancels penalties for fighting barehanded, if used in conjunction with Brass Knuckles the +1 Strength bonus is applied to the warriors base strength. [10]
Gundar the Swift (Sword) 1 4" 4/6 3 4/5 3/4 2 5 3/5 8 5+ 115
Expert Swordsmen: Swordsmen armed with normal Swords may re-roll any failed hits when charging.; Dagger; Sword; 2nd Sword; Heavy Armour; Helmet; Experience (x68); Promotion!; Attacks (x2); Initiative (x2); Leadership (x1); Strength (x1); Wounds (x1)
  Sprint Triple move when running or charging. [0]
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Scale Sheer Surfaces The warrior can climb up to twice his normal M with no I tests made. [0]
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
  Fearsome The warrior causes Fear. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
  Jump Up The warrior ignores 'Knocked Down' injuries, unless he is 'Knocked Down' by a save from a Helmet. [0]
  Lightning Reflexes If the warrior is charged, he strikes in Initiative order, not last. [0]
  Unstoppable Charge +1WS when charging. [0]
  Roll Dodge The warrior can ignore the 2" Interception rule when charging in to HtH combat. [0]
Erek the Black (Warr) 1 4" 4/5 3 3/4 4/5 2 3 2/4 8 5+ 93
Dagger; Mace; Heavy Armour; Buckler; Helmet; Experience (x49); Promotion!; Attacks (x1); Leadership (x1); Toughness (x1); Weapon Skill (x2); Wounds (x1)
  Sprint Triple move when running or charging. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
  Fearsome The warrior causes Fear. [0]
  Jump Up The warrior ignores 'Knocked Down' injuries, unless he is 'Knocked Down' by a save from a Helmet. [0]
  Roll Dodge The warrior can ignore the 2" Interception rule when charging in to HtH combat. [0]
  Scale Sheer Surfaces The warrior can climb up to twice his normal M with no I tests made. [0]
  Hand Injury -1 Weapon Skill. [0]
Seigfried the Axe (Champ) 1 4" 4/6 3 3/6 3/4 1 2 1/2 9 5+ 110
Double-Handed Weapon; Heavy Armour; Helmet; Experience (x50); Leadership (x2)
  Strongman The warrior can use a Double-Handed Weapon without striking last. [0]
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Fearsome The warrior causes Fear. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
  Unstoppable Charge +1WS when charging. [0]
  Sweeping Blow The warrior may opt to make a single sweep attack against all the models in base to base contact with him instead of making his normal attacks . He rolls to hit once versus the highest WS of his attackers. If he hits the highest WS then he hits all of his foes, if he misses then his attack is ineffective and nothing happens. If the sweep is succesful, the warrior rolls to wound each enemy independently as normal. This manuever can only be executed with a two-handed weapon (including halberds and flails, etc.). [0]
  Nervous Condition -1 Initiative. [0]
  Crushing Blow 1 Attack Only, Hit opponent must roll under Initiative or be Knocked Down. [0]
Unther the Sure (Marks) 1 4" 3 6 4 3 3 4 2/3 8 6+ 100
Handgun; Dagger; Sword; Light Armour; Helmet; Experience (x52); Promotion!; Attacks (x1); Ballistic Skill (x2); Initiative (x1); Leadership (x1); Strength (x1); Wounds (x2)
  Hunter The warrior may fire 'fire every other turn' weapons each turn. [0]
  Nimble The model may move and fire 'Move or fire' weapons. Cannot be combined with Quick Shot. [0]
  Quick Shot The model may fire twice if it doesn't move. [0]
  Eagle Eyes The warrior can fire his missile weapons 6" further. [0]
  Trick Shooter The warrior never gets a -1 to hit penalty for cover. [0]
  Steady Hands The warrior never gets a -1 to hit penalty for long range. [0]
Yerblo the Slayer (Marks) 1 4" 3 6 3 3 1 4 2/3 8 6+ 90
Crossbow; Dagger; Sword; Light Armour; Helmet; Experience (x54); Promotion!; Attacks (x1); Ballistic Skill (x2); Initiative (x1); Leadership (x1)
  Trick Shooter The warrior never gets a -1 to hit penalty for cover. [0]
  Nimble The model may move and fire 'Move or fire' weapons. Cannot be combined with Quick Shot. [0]
  Quick Shot The model may fire twice if it doesn't move. [0]
  Scale Sheer Surfaces The warrior can climb up to twice his normal M with no I tests made. [0]
  Sprint Triple move when running or charging. [0]
  Eagle Eyes The warrior can fire his missile weapons 6" further. [0]
  Fletcher The warrior makes his own arrows or bolts. When shooting a short bow, bow, longbow, elvenbow, crossbow, repeater crossbow or crossbow pistol wounding hits are at +1 for rolls on the Injury Chart. [0]
  Steady Hands The warrior never gets a -1 to hit penalty for long range. [0]
Lars the Seeker (Marks) 1 4" 4 5 3 3 1 4 2/3 7 6+ 70
Bow; Axe; Dagger; Light Armour; Helmet; Experience (x14); Attacks (x1); Ballistic Skill (x1); Initiative (x1); Weapon Skill (x1)
Halfgar the Northstar (Sword) 1 4" 5 3 4 3 1 4 2/3 7 5+ 110
Expert Swordsmen: Swordsmen armed with normal Swords may re-roll any failed hits when charging.; Dagger; Sword; Heavy Armour; Buckler; Helmet; Experience (x14); Attacks (x1); Initiative (x1); Strength (x1); Weapon Skill (x1)
Ole the Brave (Warr) 1 4" 4 3 4/5 3 1 4 1 7 5+ 85
Halberd; Heavy Armour; Experience (x13); Initiative (x1); Strength (x1); Weapon Skill (x1)
Keilar the Deadly (Sword) 1 4" 5 3 4 3 1 3 1/2 8 5+ 110
Expert Swordsmen: Swordsmen armed with normal Swords may re-roll any failed hits when charging.; Dagger; Sword; Heavy Armour; Buckler; Helmet; Experience (x11); Leadership (x1); Strength (x1); Weapon Skill (x1)
Grush the Fearsome (OgreB) 1 6" 5/6 2 5 5 3 3 2/4 7 6+ 80
Causes Fear. Large target - you can always shoot an Ogre, even if it's not the closest target, and you get +1 to hit it. The Ogre costs 30GC upkeep.; Sword; 2nd Sword; Light Armour; Experience (x14); Strength (x1); Weapon Skill (x2)
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
Mordheim Survivor 1 4" 2 2 3 4 3 3 1/2 7 - 30
Immune to Psychology. Roll another Exploration die and keep it as if the Survivor were a Hero of the band. 7 matches yield nothing extra. 10 GC upkeep cost, +10 to warband rating.; Dagger; Sword; Experience (x1)
Dwarf Miner 1 3" 4 3 3/5 4 1 2 1 9 5+\HtK 45
Expert Miner: the Warband gets an extra piece of wyrdstone in the Exploration Phase. The Miner costs 15 GC to upkeep normally, or 30 GC if there's an Elf in the warband and raises the warbands rating +15 points. Hard To Kill: Dwarves are only taken 'Out of Action' on a roll of 6, rather than 5-6. Hard Head: Dwarves are unaffected by the special rules for Maces, Clubs, etc.; Double-Handed Axe; Heavy Armour; Helmet
Priestess of Shallaya 1 4" - - 2 3 3 4 - 9 - 30
Priestesses of Shallaya are pacifistic healers. Priestesses of Shallaya start out with 2 prayers. If they gain a new skill, they can choose to gain another Spell instead. Costs 15 gc to upkeep and adds 15 points to warband rating.
  1. Regeneration After the game she may Heal 1 serious Injury of any 1 Hero. Optionally, 1 Hero may reroll a Dead result, ignoring Robbed, Captured, Horrible Scars, and Sold to the Pits. Diff: Auto [0]
  6. Protection of Shallaya The target model (may cast on self) gains a 4+ Unmodified save against any attack that causes a wound, in addition to any other save. The effect persists, but a roll must be made for the affected model during their own recovery phase; on a 1 or a 2 the effect fizzles. Range: 6" Difficulty: 8. [0]
Option Footnotes:
  Axe -1 armour save.
  Bow 1 Attack, 24" R, S3.
  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.
  Halberd +1 Strength.
  Handgun 1 Attack, 24" R, S4. Fire every other turn. Move or fire. Extra -1 save modifier.
  Heavy Armour 5+ Armour Save. -1 movement if used with a Shield.
  Helmet If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead.
  Light Armour 6+ Armour Save.
  Mace Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  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 Army Cost: 1113 Pts.
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.

Warband Rating: 518
Im trying to get Charles the Stupendously Stupid killed, but he has since become invulnerable. I run him around barehanded and armorless, but nothing can seem to kill him.
Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Points Unused Percent
Heroes (1 - 6) 6 553 n/a 48%
Henchmen 4 375 n/a 33%
HiredSwd 4 185 n/a 16%
Dramatis 0 0 n/a 0%
Things Summary 55 10 n/a 0%

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