Averland
The Averlanders are cattle lords, wine-makers, and frontier soldiers, hailing from the sun-drenched plains of the Empire’s southeastern marches. Fierce and plain-spoken, they are heirs to the Brigundian tradition — riders, pikemen, and mercenaries hardened by generations of defending Black Fire Pass against endless Orc and Goblin invasions. Their warbands come to Albion with both honor and profit in mind. Some are bound by duty to uphold ancient pacts with Dwarfs and Sigmar’s legacy, guarding sacred sites much like their vigil at the Pass. Others are driven by Averland’s mercurial nobility, eager to stake claims of wealth, cattle, or renown in the misted isle’s ley-marked ruins. To the common Averlander, Albion is simply another proving ground — a place where stubborn hearts, strong shields, and blunt honesty can prevail.
Why Play Averlanders?
Averland warbands bring a mix of grit and eccentricity to Albion. Their soldiers are steady frontier fighters, drilled in holding the line and weathering assaults much like their ancestors at Black Fire Pass. They fight with blunt honesty, sturdy shields, and enough gunpowder to make any foe wary. Unique options like Halfling Scouts and Bergjäger trappers give them ranged flexibility and a distinctive frontier flavor, while their mercenaries and nobles add a flash of bravado.
If you want a warband that balances resilience with character, Averland offers it. They’re stubborn defenders who can grind through tough fights, but also unpredictable — just as likely to spring clever traps or unleash a volley of black-powder fire. Playing Averland means embodying proud cattle lords, fiery nobles, and sharp-eyed scouts: a warband that wins by standing fast, striking true, and never backing down.
Leadership Choices
Leadership choice costs gold, which is deducted from the starting Warband allotment *250gc For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or a scenario allows a change.
**Important Change in Leadership choices for Mercenaries**
Mercenaries from any Empire State may select a Wizard or Adept from any College, but each State has a preferred College of Magic. Choosing outside the preferred College adds 10gc to the Leadership cost, which is shown as the higher amount listed below. Both Wizard and Adept must come from the same College.
Averland Preferred Colleges
Averland Non-Preferred Colleges
Amber, Amethyst, Celestial, Grey, Jade, Light
Option 1: Wizard (Wizard) and Adept (Apprentice) – 75gc/85gc
Option 2: Wizard (Wizard) and Captain (Captain) – 50gc/60gc
Option 3: Captain (Captain) and Adept (Apprentice) – 25gc/35gc
Starting equipment is chosen from Arms and Armor List as normal. Wizard/Captain have 5 slots available; Adept has 4 slots available. Wizard/Adept may not wear any type of armor or carry shields as these interfere with spells.
College Wizard (Wizard) | ||||||
M | F | S | A | W | H | Notes |
6 | +2 | +0 | 10 | +4 | 14 | College Magic |
· College Magic- Choose 8 spells from appropriate College of Magic.
Captain (Captain) | ||||||
M | F | S | A | W | H | Notes |
6 | +2 | +1 | 10 | +3 | 12 | Stat Increase |
· Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.
Adept (Apprentice) | ||||||
M | F | S | A | W | H | Notes |
6 | +0 | +0 | 10 | +2 | 12 | Adept, Novice |
· Adept – If “Leader” is a College Magician, knows same 8 spells as the College Magician, casts at -2 penalty (per normal rules)
· Novice – If Captain is chosen as Leader, Chooses 4 spells from a College Magic (Still casts at -2).
Warband
Warband Builder Reference
Max models – 10 (including leaders)
Max Gold – 250gc
Max Specialists – 4 (Including any hirelings)
Warband Traits
o Blackfire Pass Veterans: Any friendly model in the warband carrying a missile weapon may ignore the first –1 shooting modifier from cover when targeting an enemy model.
o Flamboyant Muster: Once per game, at the start of any turn, the Captain may call for a “show of arms.” Until the end of the turn, all friendly models within 12" of the Captain gain +2 Will for any Will rolls.
Specialists | Min/Max | |||||||||||||||
0-3 | ||||||||||||||||
Sergeant - Duelist | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +3 | +2 | 11 | +2 | 12 | 2 Pistols, Powder Horn, Hand Weapon, Light armor | 100gc | 0-1 | ||||||||
Sergeant – Freebooter | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
5 | +4 | +0 | 13 | +2 | 12 | Hand Weapon, Shield, Heavy armor | 100gc | 0-1 | ||||||||
Sergeant – Mercenary | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
5 | +4 | +0 | 12 | +2 | 12 | Two-handed Weapon, Heavy armor | 100gc | 0-1 | ||||||||
Sergeant – Crackshot | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
5 | +2 | +3 | 12 | +1 | 12 | Crossbow, Quiver, Hand weapon, Heavy armor | 100gc | 0-1 | ||||||||
Bergjaeger – Scout | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
7 | +2 | +2 | 11 | +2 | 12 | Bow, Quiver, Hand Weapon, Light armor, Trap-setter | 100gc | 0-2 | ||||||||
o Trap-setter – Including Bergjaeger in your warband automatically introduces the "traps" special rules into the scenario. o Triggers on natural 1-3 on initiative roll instead of a natural 1. o Only trap triggered is similar in effect Caltrops with a TN 14. If trap save is failed, target suffers -2 Movement for the rest of the game or until it drinks a healing potion or has “Heal” cast upon it. | ||||||||||||||||
Halfling Scout – Halfling Scout | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +1 | +3 | 10 | +2 | 10 | Bow, Quiver, Dagger, Light armor | 50gc | 0-2 | ||||||||
Soldiers | Min/Max | |||||||||||||||
0-8 | ||||||||||||||||
Marksman – Coachman | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +2 | +2 | 11 | +1 | 10 | Blunderbuss, Powder Horn, Hand Weapon, Light armor | 60gc | 0-2 | ||||||||
Marksman – Musketeer | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +2 | +2 | 11 | +1 | 10 | Musket, Powder Horn, Hand Weapon, Light armor | 60gc | 0-2 | ||||||||
Mountain Guard – Archer | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +2 | +2 | 11 | +0 | 10 | Bow, Quiver, Dagger, Light armor | 50gc | 0-3 | ||||||||
Mountain Guard – Crossbowman | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +2 | +2 | 11 | +0 | 10 | Crossbow, Quiver, Dagger, Light armor | 50gc | 0-3 | ||||||||
Mountain Guard – Infantryman | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +3 | +0 | 11 | +1 | 12 | Two-handed weapon, Light armor | 50gc | 0-3 | ||||||||
Mountain Guard – Man-at-Arms | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +3 | +0 | 12 | +1 | 12 | Hand Weapon, Shield, Light armor | 50gc | 0-3 | ||||||||
Youngblood – Crewman | ||||||||||||||||
M | F | S | A | W | H | Notes | Cost | Min/Max | ||||||||
6 | +2 | +0 | 10 | -1 | 10 | Hand Weapon & Shield or Two-handed weapon | Free | 0-6 | ||||||||
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