Warmaster Unit Profiles

Visual Guide


Armour Types

Light Armour

Light Armour is indicated by a white chevron.
Medium Armour

Medium Armour is indicated by a grey chevron.

Heavy Armour

Heavy Armour is indicated by a black chevron.
Plate Armour

Plate Armour is indicated by a yellow chevron. Note that because Plate Armour is usually available only to Knights, they will also bear their House's Heraldry.

Unit Types

Standard Infantry

Standard Infantry are indicated by a single solid chevron.
Standard Cavalry

Standard Cavalry are indicated by a pair of chevrons.

Skirmish Infantry

Skirmish Infantry are indicated by a single broken chevron.
Skirmish Cavalry

Skirmish Cavalry are indicated by a pair of broken chevrons.

Phalanx Infantry

Phalanx Infantry are indicated by a single chevron and spikes on a vertical token.
Shock Cavalry

Shock Cavalry are indicated by a double chevron on a vertical token.

Weapons and Keywords

Archers

Archers are indicated by several arrows.
Crossbows

Crossbows are indicated by several shorter crossbow bolts.

Elite

The Elite upgrade is indicated by a golden laurel in the center of the token.
Bodyguard

The Bodyguard upgrade is indicated by a yellow crenellated border.

Shock

The Shock keyword is indicated by a white starburst in the center of the token.
Terror

The Terror keyword is indicated by red starbursts on the corners of the token.

Fanatic

The Fanatic keyword is indicated by a black starburst on the top edge of the token.
Poison

The Poison keyword is indicated by a green droplet in the center of the token.

Shieldwall

The Shieldwall upgrade is indicated by a shield shape in the center of the token.
Schiltron

A Phalanx with the Schiltron upgrade is indicated by spikes radiating out from the chevron.

Characters

General

A General is indicated by a yellow shield, topped with crown motif.
Knight General

A Knight General shares the yellow shield and crown motif with the General, but as a Knight also bears their own heraldry.

Commander

A Commander is indicated by a yellow shield with a crenellated motif.
Knight Commander

A Knight Commander shares the yellow shield and crenellated motif with the Commander, but as a Knight also bears their own heraldry.

Captain

A Captain is indicated by a character token with no additional symbols.
Knight Captain

A Knight Captain is indicated with a character token that bears their own heraldry.

Ranger Captain

A Ranger is indicated by a pair of crossed arrows.
 

Resources

Story Points
Military Units
Warmaster Unit Profiles
Useful Lists
Winter Art Challenge 2024
Alchemy Primers

 

Player Characters

Lady Ophelia Foxworth-Hayford
Lady Terin Gaunt-Foxworth
ser Mattheo Foxworth
Colrin Blest
King Tyon I Cray
Sigrid Ashwood
ser Allon Stormborn
ser Odric Vortane
Lord Tylan Hewlett
ser Callor Perryn
ser Ashtin Phyrefenn
Lyra
The War For The Foxworth Secession 454KS
The War for the Restoration of House Somercrag, 455KS

 

Player Settlements

The Settlement Creation System
Settlement Management Sessions
Settlement Conquest
Fairstrand
Southbay
Greater Stallken
The High Hill Holding

 

Player Councils

Anatomy of a Ruling Council
Royal Council
The Duchal Council of House Foxworth
Foxworth Council Hawthorne Duchy Era
The Council of Southbay
The Duchal Council of House Southbay
The Council of Greater Stallken
The Council of High Hill

 

Maps

The Continent of Greland
The Kingdom of Hillhurst
The Kingdom of Rotheval
The Kingdom of Irogonie
The Lamas Plains
The Swamps of Baycotte
The Kingdom of Somercrag
Bayglen
The Duchy of the Lands North of the Witwells - House Foxworth Era
Fairdeep
The Duchy of the Lands North of the Flametongue
The Duchy of the Witwells and their Foothills
The Duchy of the Lands Between the Forks of the Flametongue
The Duchy of the Lands Between the Mountains - House Southbay Era
The City of Southbay
The Duchy of the Lands East of the Hespeaks - House Hayford Era
The Continent of Amoth
Tollingbell
  Artillery: Apart from pivoting on the spot, an Artillery piece can only be Moved as part of a Brigade, in which case it must be flanked by 3 stands of Infantry on either side, and the entire Brigade becomes Slow. Note that pivoting on the spot is still Moving, and thus still requires an Order. If an Artillery piece loses combat it will automatically be destroyed. If an Artillery Piece wins combat it cannot Pursue. An Artillery piece cannot Shoot outside of the Shooting Phase for any reason, including as a reaction to being Charged.

Bodyguard: Bodyguard units add +1 to their Hits value.

Bolt Thrower: A Bolt Thrower's Ranged Attacks will be expressed as something like 2x30cm - this means that it rolls 2 dice for its Attack. When attacking with a Bolt Thrower draw a line from the Bolt Thrower through its target stand and any other stands in formation with it, ending when the line reaches the back of the formation. Each stand in that formation which lays on this line is hit by the Bolt Thrower - roll seperately for each unit affected, but roll a number of dice determined by the number of stands hit - for example, if the Bolt Thrower is able to hit the front of three lines in Column formation and draw a line through all of them it will roll three times as many dice against that unit, whereas if it was to hit two units deployed in Line formation directly behind each other it would roll once against each of them.

Crossbow: When a stand armed with Crossbows shoots in the Shooting Phase, if that unit did not move in their Command Phase the enemy must take their saves at -1.

Combined Arms: When a stand with the Combined Arms special rule is making a Ranged Attack, it can ignore a single friendly stand with which it is in contact if it is perfectly aligned with that stand. If a unit perfectly aligned in front of a Combined Arms unit is charged, the Combined Arms unit can make a Ranged Attack as though they themselves were being charged. If a unit perfectly aligned in front of a Combined Arms unit is engaged in combat, the Combined Arms unit is also considered to be engaged even though they cannot support or contribute to the combat, they will be obliged to retreat if the combat is lost and will be eligible to pursue if their side is victorious.

Countercharge: A unit with Countercharge can attempt to Countercharge as a Reaction to being Charged by an enemy they can see. Skirmishers can only attempt to Countercharge enemy Skirmishers.

Elite: Elite units add +1 to their Attacks value.

Fanatics: Fanatics ignore the usual penalty for fighting Terrifying enemies. If a Fanatic unit is able to charge in the Intitiative sub-phase of the Command Phase then they must do so, and must charge before any other units. If several Fanatic units are able to charge the player may choose which order they do so. Fanatics must always Pursue first in combat, or Advance first if they are able to do so.

Knights: In their first round of combat in the game, if a stand of Knights is fighting to its Front it gains +1 to its Attack value. This is in addition to any other bonuses, regardless of if the units charges or is charged, and regardless of if the target is defended, fortified, or any other bonuses that may apply. Note that this is only the first round of the first combat they engage in, so only once per game for each unit of knights.

Levy: Levy units subtract 1 from their Hits and Attacks values. Levy units making Ranged Attacks roll one less die from their total. For each Settlement in a player's holding they may bring one Levy Formation with a Size equal to that Settlement's level (1 for a Hamlet, 2 for a Village and so on). They may count all of their Hamlets as a single settlement for this purpose if they wish.

Longbow: A non-skirmishing unit of three stands armed with Longbows and deployed in a regular line formation or part of a Combined Arms formation adds +1 Shooting Attack to its total (generally this will increase it to 4 shots total instead of 3).

Minmoth: If an army does not include Minmoths then its horses find the scent of Minmoths unsettling. Consequently, if an order to a unit of Cavalry within 20cm of a unit of Minmoths fails, it is automatically treated as a Blunder.

Pavisse: A unit with Pavisse counts as Defended against Ranged Attacks originating in its Front. A unit which retreats or pursues in combat, charges or advances into combat is driven back by shooting, or otherwise makes any movement outside the Command Phase for any reason, will automatically abandon its Pavisse, losing the rule until the end of the game.

Phalanx: Phalanx units which are in any formation other than standard line or column, or which do anything but move directly forward or charge have their movement halved during the Command Phase. Phalanx stands cannot support or be supported from behind. Instead, if a Phalanx stand is positioned behind another Phalanx stand (from the same unit or another) it adds its Attacks value to the unit in front. Phalanx stands have an Attacks value of 0 when fighting to their Flank or Rear. Phalanx stands count as Defended when charged by Cavalry to their Front. Phalanx units treat all dense terrain as impassable. Phalanx units cannot be given ladders.

Ranger: When this Hero is attached to a unit which makes Ranged Attacks, this Hero adds 1 to the total number of Attacks being made.

Schiltron: When a unit with the Schiltron special rule does not move in its Command Phase it enters Schiltron Formation. While in Schiltron Formation the unit has no Flank or Rear facings, every facing is considered to be its Front. Because the Schiltron upgrade is only available to Phalanx units, this also means they will count as Defended against charging cavalry on any facing. A unit in Schiltron Formation can choose to become Confused instead of being Driven Back by shooting.

Shieldwall: A Shieldwall unit counts their Armour as one point better in the first round of a combat where they are charged. This bonus does not apply if the unit is Fortified or if they are occupying dense terrain.

Shock: A Shock unit gains an additional +1 Attack when Charging or Pursuing.

Skirmish: Skirmishing units can draw line of sight from any edge. Skirmishing units are affected differently by some terrain. Unless confused a Skirmish unit can Evade as a Reaction to charges in the enemy Command Phase and can choose to Evade instead of being Driven Back by shooting. Skirmishers can Evade through other units. Skirmishers cannot support a unit from behind, only from the side.

Stakes: A unit with the Stakes upgrade carries enough Stakes to cover their entire frontage 10mm deep. Placing the Stakes requires an Order to be successfully issued to the unit and takes up that unit's entire move. Stakes remain where they are once placed. Stakes have no impact on movement or ranged attacks. A unit behind Stakes which is charged by Cavalry counts as Defended.

Terror: A unit engaged with an enemy who causes Terror suffers -1 Attack die.

Trebuchet: A Trebuchet does not need Line of Sight to make attacks. When a Trebuchet attacks a unit, choose a stand to be the target as normal. A Trebuchet's Ranged Attacks will be expressed as something like 2(1)x60cm. The first number is the number of dice the Trebuchet rolls against its initial target, while the second is its 'splash damage'. In addition to rolling as normal against the initial target, roll the 'splash damage' dice against every stand (friendly or enemy) in base contact with the initial target.


*This stand is an upgrade to another unit. This unit's size is identical to the unit it is purchased as an upgrade for, and its cost is multiplied by the number of stands. These stands are considered to be part of the unit they are added to for all purposes, but special rules on these stands only apply to these stands. These stands only have Skirmish when their parent unit has Skirmish.


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