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Battle Masters
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==Forces== Each army is divided into a number of units—14 for the Chaos Army, and 11 for the Imperial Army. Each unit consists of a number of miniatures placed on a single unit base, with sticker decals providing a unique unit name and flag for each one. Relative points values were added in later expansions. ===Chaos=== [[File:Battlemasters-chaos.jpg|thumb|Orcs, Goblins, and the Ogre Champion.]] {|class="wikitable" |- ! Unit name !! Units !! Dice !! Points !! Notes |- | Champions of Chaos | 1 | 5 | 9 | Cavalry. The Chaos general Gorefist himself. A Charge card allows the Champions of Chaos to attack at one extra die. |- | Chaos Warriors | 2 | 4 | 5 | |- | Chaos Bowmen | 2 | 2 | 4 | The only ranged unit in the Chaos army, with a range of 2 squares. |- | Orcs | 2 | 3 | 5 | |- | Goblins | 2 | 2 | 4 | |- | Wolf Riders | 2 | 2 | 5 | Goblin cavalry. They appear frequently in the deck, having 14 cards, allowing them to move quickly. A special card allow them to move two spaces. |- | Beastmen | 2 | 3 | 4 | Effectively the same as orcs, but appear on one fewer Battle Cards. |- | Ogre Champion | 1 | 4 | 8 | Special unit. On its turn, a deck of six cards is shuffled, three Move and three Attack. These are played in order. For each point of damage the ogre has taken, it draws one fewer card. At six points of damage, it is destroyed. |- |} ===Imperial Army=== [[File:Battlemasters-knights.jpg|thumb|Imperial Knights and Men-At-Arms.]] {|class="wikitable" |- ! Unit name !! Units !! Dice !! Points !! Notes |- | Lord Knights | 1 | 5 | 9 | Cavalry. One card allows them to charge for +1 Combat die, and another allows them to charge along with the Imperial Knights. |- | Imperial Knights | 3 | 4 | 8 | Cavalry. One card allows them to charge along with the Imperial Knights. |- | Imperial Men-at-Arms | 3 | 3 | 4 | |- | Imperial Archers | 2 | 3 | 6 | Ranged unit with a range of 2. As a ranged unit, cannot move and fire in the same turn. |- | Imperial Crossbowman | 1 | 2 | 5 | Ranged unit with range 3. |- | Mighty Cannon | 1 | 2 | 10 | Special unit. The player lays out a path of Mighty Cannon Tiles to the target. These are then flipped over in order. Each tile may depict the cannonball flying, which allows it to continue going; bouncing, which deals 1 damage to any unit in that hex but allows it to continue; and an explosion, which destroys the unit in that hex and ends the cannon's turn. If the first Cannon tile is an explosion, a misfire occurs: the remaining tiles are shuffled and one is drawn and applied to the Cannon itself. |- |}
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