This army selector is for the Kingmaker Campaign set. It contains all the applicable human forces.
1 "" 0 0 8 1 80 0 0 5
3 "" 3 0 0 3 30 2 0 3
GW Peasants. The backbone of every army, armed with simple weapons. -1 to command roll unless part of a brigade containing units other than peasants. Can only use initiative to evade. No charge bonus.
3 "1" 3 0 0 3 40 0 0 3
Unarmoured infantry armed with some missile weapons.15cm shooting range. 360 degree shooting. Light Infantry have the ability to 'skirmish'. This means that they can shoot before they move. They can even shoot before they move on initiative. If they shoot before they move they cannot also shoot in the shooting phase.
4 "" 3 0 0 1 25 0 0 0
GW Skirmisher. Stand added to a unit. Can be removed as any other stand of the unit, but is ignored for stand lost command modifiert. Its position is ignored regarding irregular formations.
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3 "" 3 6 0 3 45 0 0 3
GW Halberdiers, Axemen or Men-at-Arms. Generic foot soldiers.
3 "" 3 5 0 3 50 0 2 3
Dismounted kights or other armoured infantry.
3 "1" 3 0 0 3 65 0 0 3
GW Handgunners. Count enemy armour as 1 less.
3 "1" 3 0 0 3 55 0 0 3
GW Crossbowmen or Bowmen.
3 "1" 3 0 0 3 65 0 0 3
GW High Elf Archers. +1 to shooting attacks - hits on 3, 4, 5, or 6 in the open.
5 "" 3 0 0 3 70 0 2 3
GW Flagellents. Always use initiative to charge - cannot be given orders instead. Never use initiative to evade. Cannot be driven back by shooting. Do not roll for drive-backs. Must pursue where possible. Do not suffer terror.
3 "" 3 6 0 3 55 0 0 0
Pikemen may only make full moves when evading, being driven back, retreating or, when it started and ended its movement in column formation, and did not change its facing and did not move more than half of its forward movement to the side (oblique). In column the first and second stands count as attacking, and the third stand (only) supports.
3 "1" 3 6 0 3 85 0 0 3
15cm shooting range. 360 degree shooting.Light cavalry have the ability to 'skirmish'. This means that they can shoot before they move. They can even shoot before they move on initiative. If they shoot before they move they cannot also shoot in the shooting phase.
3 "" 3 5 0 3 90 0 0 3
GW Squires.
3 "1" 3 6 0 3 80 0 0 3
15cm shooting range. 360 degree shooting.
3 "1" 3 5 0 3 95 0 0 3
GW Pistoliers. 15cm shooting range. 360 degree shooting. Reiters may fire their weapons just prior to contact when charging. Hits are carried forward into melee.
1 "2" 2 0 0 2 85 0 0 0
Range 60 cm. Treats defended targets as in the open and fortified targets as defended. Ignores armour. Ball bounces 5cm from end of first stand hit doing 1 attack per additional stand hit. Fires grape shot when charged, no penetration and target saves as normal. Cannot use initiative to charge.
1 "6" 2 0 0 1 50 0 0 0
GW Hellblasters. Up to 10 cm 6 attacks, up to 20 cm 3 attacks and up to 30 cm 1 attack.Reduces armour by 1. Cannot use initiative to charge.
3 "3" 4 4 0 1 130 0 0 0
Can not charge. Move 20 cm (but like artillery). Range 30 cm, 360 degrees firing arc with save 1 worse. Not stockaded treat like ordinary artillery. Stockaded after stockade order: Counts as fortified. Cannot be driven back, still roll to test for confusion. No sides or rear. Will neither pursue nor retreat. Enemy unit that wins a round of combat can still continue to fight by remaining in contact or fall back as usual. If he continues to fight then he must move stands that are not already fighting frontally into contact with any accessible edge of the War Wagon exactly as in a normal pursuit. Because stockaded War Wagons do not retreat the enemy will gain no bonus for pursuing in subsequent rounds of combat.
1 "3" 3 0 0 3 75 0 0 0
1 "3" 2 0 0 3 65 0 0 0
+1 to shooting attacks. Hits on a 3, 4, 5 or 6 in the open.
0 "" 0 0 0 1 10 0 0 0
Field fortifications are stakes, earthworks or pits prepared immediately prior to battle. These measures are not permanent fortifications. They are included here as it indicates a specific tactic that a commander may pursue, and therefore must be considered ahead of time. Field fortifications placed directly in front of a unit, with stand contact, grant that a unit a 'defended' status. The unit is only hit on a 5 or 6.
3 "" 3 4 0 3 0 0 3 3
Knights are permanently attached for free to a noble. Each title and office adds another unit of Knights to that noble. Knights may not be purchased over and above this allocation.