Marienburgers - Official Warband Kappuletti House

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Kappuletti Father (Captn) 1 4" 4 4 3 3 1 4 1/2 8 5+ 27 180
Leader: Any model within 6" 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; Sword (x1); Heavy Armour; Helmet
  Haggle One item per game costs 2D6 GC less to buy. [0]
  Lucky Charm The model may ignore the first hit he takes in every battle on a 4+. [10]
Tibald (Champ) 1 4" 4 3 3 3 1 3 1/2 7 6+ 14 115
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Brace of Duelling Pistols; Sword (x1); Light Armour; Helmet
  Pistolier If armed with a brace of pistols (including crossbow pistols), the warrior may fire twice. If he has a single pistol then he may fire it in the same turn it was reloaded. [0]
  Jump Up The warrior ignores 'Knocked Down' injuries, unless he is 'Knocked Down' by a save from a Helmet or because he has the No Pain special rule. [0]
Berckucio (Champ) 1 4" 4 3 3 3 1 3 2/3 7 - 12 75
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Duelling Pistol; Sword (x1); Helmet
Romeo (Young) 1 4" 2 2 3 3 1 3 1/2 7 - 7 25
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Sword (x1)
  Acrobat The warrior can jump / fall up to 12" with only one I test. He can also re-roll failed Diving Charge rolls. [0]
  Strike to Injure +1 Injury rolls in hand-to-hand combat. [0]
Mercucio (Young) 1 4" 3 3 3 3 1 3 1/2 6 - 7 45
Free Dagger; +1 armour save, or save of 6+ if the model has none.; Duelling Pistol; Sword (x1)
  Horrible Scars The warrior causes Fear. [0]
Atello (Sword) 1 4" 4 3 3/4 3 2: OO 3 1/3 7 - 7 45
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.; Sword (x1); Promotion!
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Combat Master If fighting more than 1 model, the warrior gains +1A. Immune to 'All Alone' tests. [0]
Sailors (Sword) 2 4" 5 3 3 3 1 3 1/2 8 - 5 110
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.; Sword (x1)
Warlock 1 4" 2 2 3 3 1 4 1 8 - 1 30
15 GC upkeep cost. Warlocks start out with 2 spells. If they gain a new skill, they can choose to gain another spell instead.; Staff (x1)
  1. Fires of U'Zhul A fireball strikes the first model in it's path for a S4 hit. 18" R.; Difficulty (x7) [0]
  2. Flight of Zimmeran The wizard may immediately move anywhere within 12". If he moves into base contact with an enemy he counts as charging. If he charges a fleeing enemy, he scores 1 automatic hit, then his opponent flees again.; Difficulty (x7) [0]
Option Footnotes:
  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.
  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.
  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: 625 GC.
Notes:
Marienburger warbands receive a +1 bonus when attempting to find rare items.
Remember to use the Blackpowder Weapon Misfires Table!
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: 141
Number of models: 9


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 6 0 485 n/a 77%
Henchmen (N/A) 2 n/a 110 n/a 17%
HiredSwd (N/A) 1 n/a 30 n/a 4%
Dramatis (N/A) 0 n/a 0 n/a 0%
Warriors (>=3model <=15model) 8 7 0 n/a 0%
Special Things Summary 11 n/a 10 n/a 1%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.