Here are the rest of my Warmaster lists and rules for A Song of Ice and Fire:
Beyond the Wall “The Land of Always Winter”
Type Attack Range Hits Armour
Command Unit Points
Min/Max Special
Size per unit
*Wildlings Inf 3 - 3 - - 3 35 4/- *1
*Wildling
Archers Inf 2 30 3 - - 3 40 1/2 *1
*Skirmishers Inf 1 15 2 - - 3 20 2/6 *2
*Wildling
Raiders Inf 3 - 3 6+ - 3 45 2/4 *1
Giants Inf 4 - 5 5+ 3 90 -/1 *3,4
Scouts Cav 2 15 3 6+ - 3 60 -/2 *2
Bone
Chariots Cha 2 15 3 6+ - 3 80 -/1 *2
War
Mammoths Ele 4 - 5 5+ - 3 200 -/1 *5
*General Gen +2 - - - 8 1 100 1 -
Clan
Chief Ldr +1 - - - 8 1 80 -/2 -
Hero Sub +1 - - - 7 1 30 -/2 -
Options:
Mance
Rayder Gen +3 - - - 9 1 +45 -/1 *6
Tormund
Giantsbane Ldr +2 - - - 8 1 +15 -/1 *7
Encampment - - - - - - 1 50 1 *8
Stakes Include stakes with any Wildling
Archers - +5 Any *9
Veteran
Raiders Inf 4 - 3 6+ - 3 +10 up-to *1
half
*1 =
Warband
*2 =
Skirmish
*3 =
Fanatic
*4 =
Slow
*5 =
Elephants
*6
=“Leader of Men”, all leaders and subordinates within 20cm of Mance can give orders
using Mance's command value
*7 =“Lucky”, Tormund Giantsbane is (if he is to be believed) one of the
luckiest men to walk Westeros, he can re-roll one failed command roll per game.
*8 =
Encampment
*9 =
Stakes
All
Wilding troop types do not suffer the -1 penalty to command tests for being in
dense terrain
Wildlings – Untrained and lightly equipped men and women of
fighting age.
Wildling Archers – Small bands of un-armoured archers
Skirmishers – Javelin and short bow equipped troops
Wilding Raiders – Experienced fighting folk in leather with some mail
Giants – 10-12ft tall humanoids armed with clubs and mauls
Scouts – Small bands of javelin and short-bow equipped troops
Bone Chariots – Made from seal and walrus bones and drawn by large
dogs across the ice of the North
War Mammoths – Large shaggy haired , barely trained elephants often
ridden by Giants
General – Usually the King Beyond the Wall
Clan Chief – a great leader among the Wildlings such as The
Magnar of Thenn or Harma the Dogshead
Hero – a renowned hero such a Rattleshirt or Alfyn
Crowkiller
*Compulsory
Troops per 1000pts = 9 units@310pts + General(100) =
410pts for 1st 1000pts, 310pts for each 1000pts thereafter
The Dothraki “Blood of my blood”
Type Attack Range Hits Armour
Command Unit Points
Min/Max Special
Size per unit
*Young
Warriors Cav 2 15 3 - - 3 50 2/8 *1
*Dothraki
Screamers Cav 3 15 3 6+ - 3 70 2/12 *1
*Veteran Screamers Cav 4 - 3 6+ - 3 105 1/4 *2, 3
Bloodriders Cav 4 - 4 6+ - 3 115 -/2 *2, 3
*Khal Gen +3 - - - 8 1 110 1 -
Ko Ldr +2 - - - 8 1 90 -/2 -
Khos Sub +1 - - - 7 1 30 -/2 -
Options:
Khal Drogo Gen +3 - - - 9 1 +45 -/1 *4
Khal Pono Gen +3 - - - 8 1 +25 -/1 *5
*1 = Skirmish
*2 = Shock
*3 = Fanatic
*4 =“Undefeated”, armies led by Khal Drogo add
1 to their break point, plus he can re-roll one failed command roll per game.
*5 = “Fearsome”, if Khal Pono joins a unit it gains the Terrifying rule until such time as he
leaves the unit.
Young Warriors – Armed with throwing spears and light bows, desperate
to prove them selves in combat
Dothraki Screamers – The regular troops of a Dothraki khalasar all battle
hardened
Veteran Screamers– The veteran warriors of a Khalasar
Bloodriders -
Khal – First amongst equals of his particular tribe such
Zekko or Motho
Ko – A Khal's most trusted lieutenant
Khos – A Blood Rider of particular note, in line to be a Ko
*Compulsory
Troops per 1000pts = 5 units@345pts + General(110) =
455pts for 1st 1000pts, 345pts for each 1000pts thereafter
The Golden Company “Our word is good as gold”
Type Attack Range Hits Armour
Command Unit Points
Min/Max Special
Size per unit
Skirmishers Inf 2 30 3 - - 3 40 -/4 *1
Pikemen Inf 3 - 3 6+ 3 60 -/4 *
*Infantry Inf 3 - 3 5+ - 3 55 4/10 -
Heavy Infantry Inf 4 - 3 4+ - 3 90 -/6 -
*Archers Inf 2 30 3 6+ - 3 55 2/4 *2
Crossbowmen Inf 2 30 3 6+ - 3 55 -/4 *3
War Elephants Ele 4 15 4 5+ - 3 200 -/1 *4
Scouts Cav 2 15 3 - - 3 50 -/2 *1
*Mercenary Cavalry Cav 3 - 3 5+ - 3 110 2/6 *5
Heavy Cavalry Cav 4 - 4 4+ - 3 140 -/4 *6
Captain-General Gen +2 - - - 8 1 100 1 -
Captain Ldr +1 - - - 8 1 80 -/2 -
Serjeant Sub +1 - - - 7 1 30 -/3 -
Options:
Jon Connington Gen +2 - - - 9 1 +10 -/1 *7
Maelys Blackfyre Gen +3 - - - 9 1 +35 -/1 *8
Stakes Include stakes with any
Archers or Crossbowmen - +5 Any *9
Pavisse Include pavisse with any
Archers or Crossbowmen - +5 Any *10
Veteran
Crossbowmen Inf 2 30 3 5+ - 3 +10 up-to *3
Half
*1 =
Skirmish
*2 = Longbow
*3 = Crossbow
*4 = Elephants
*5=
Shock
*6 =
Knights
*7 = “Master Tactician”, Jon
can re roll any failed command rolls made by him until such time as a re roll
fails
*8 = “Monstrous”, if Maelys joins a unit it gains the Terrifying
rule until such time as he leaves the unit.
*9 = Stakes
*10 = Pavisse
Skirmishers – Small bands of Archers
used to harass and draw in the enemy
Infantry – Well equipped mercenary infantry
Heavy Infantry – heavily armed and armoured troops equivalent of men
at arms
Archers - Lightly armoured experienced bowmen
Crossbowmen - Armoured professional soldiers
War Elephants – Trained War Elephants
Scouts – Usually locally raised, employed as out riders
Mercenary Cavalry – Well trained and armoured providing the cavalry
backbone of the company
Heavy Cavalry – Mainly exiled Knights, years of campaigning has led
to them being an exceptional unit
Captain General – The company commander such as Ser Harry Strickland
or Ser Myles Toyne
Captain – A trusted leader such as Black Balaq or Ser Tristan
Rivers
Serjeant – One of a number small unit commanders such as Denys
Strong or Chains
*Compulsory
Troops per 1000pts = 8 units@550pts + General(100) =
650pts for 1st 1000pts, 550pts for each 1000pts thereafter
Misc.
Type Attack Range Hits Armour
Command Unit Points
Min/Max Special
Size per unit
Red
Priest of Rhllor Sub +1 - - - 6 1 50 -/1 *1
(ANY)
Valyrian
Blade Sp - - - - - - +10 -/1 *2
(ANY)
The
Brotherhood
without
Banners Inf 3 30 4 5+ - 3 100 -/3 *3, 4
(GM'S
DISCRETION)
Lord
Beric Dondarrion Gen +2 - - - 9 1 145 -/1 *5
(BROTHERHOOD
WITHOUT BANNERS ONLY)
Unsullied Inf 4 - 3 5+ 3 3 105 -/10 *6, 7
(ANY)
Wights Inf 3 - 5 5+ - 3 100 -/- *8, 9
(GM’S
DISCRETION)
Jaime
Lannister Ldr +4 - - - 8 1 105 -/1 *10
(WESTERLANDS,
CROWNLANDS ONLY)
Clansmen Inf 4 15 3 6+ - 3 65 -/4 *11, 12
(Mountains
of the Moon)
(CROWNLANDS,
WESTERLANDS ONLY)
Clansmen Cav 4 15 3 6+ - 3 120 -/2 *11
(Mountains
of the Moon)
(CROWNLANDS,
WESTERLANDS ONLY)
Dragons Mnt +3 - - - - 1 +100 -/1 *13
(CROWNLANDS
ONLY)
Robb
Stark & Greywind Gen +4 - - - 9 1 135 -/1 *14
(THE
NORTH ONLY)
Brienne
of Tarth Sub +3 - - - 7 1 45 -/1 *15
(STORMLANDS
ONLY)
Tyrion
& Bronn Ldr +3 - - - 8 1 105 -/1 *16
(CROWNLANDS,
WESTERLANDS ONLY)
Prince
Rhaegar Targaryen Gen +3 - - - 9 1 135 -/1 *17
(CROWNLANDS
ONLY)
Bloody
Mummers Inf 4 15 3 5+ - 3 85 -/3 *4
(CROWNLANDS,
WESTERLANDS ONLY)
Nights
Watch Inf 3 30 3 6+ - 3 90 -/5 *18, 19
(ANY
PROVIDING OPPONENTS INCLUDE WILDLINGS)
Nights
Watch Cav 3 30 3 5+ - 3 120 -/2 *18, 19
(ANY
PROVIDING OPPONENTS INCLUDE WILDLINGS)
Jon
Snow & Ghost Ldr +4 - - - 8 1 105 -/1 *20
(NIGHTS
WATCH ONLY)
Roose
Bolton Ldr +1 - - - 8 1 90 -/1 *21
(THE
NORTH, CROWNLANDS ONLY)
Lord Manderley Ldr - - - - 8 1 80 -/2 *22
(THE NORTH ONLY)
*1 =“Flaming Sword”, any unit joined by a Priest becomes
“Terrifying”
*2 =“Ancient Blade”, if a Character
is armed with a Valyrian blade and attached to a stand and in combat you may
force an enemy to re-roll 1 successful armour save
*3
=“Woodsmen”, can enter woods despite
being mounted, they must immediately move as infantry from thereon I.E no more
than 20cm, if they have already exceeded that amount in the turn they enter
woods, then they stop immediately upon entering the woods.
*4
=Mounted Infantry-
as per standard rule
*5
=“The Lightening Lord”, all Brotherhood without
Banners units within 20cm automatically pass orders given by Beric, in addition
he can re-roll 1 failed command test per game
*6
=Legion-
as per standard rule
*
7=“Unsullied” not effected by terror inducing
units/characters, automatically passes command tests made by general within
20cm
*
8 =“Wights” ,cause Terror, do not retreat
regardless of circumstances, no bonus for charging, or for being defended or
fortified
*9
=Slow-
as per standard rule
*10
=“Kingslayer”,
Jaime can re-roll 1 failed command roll per battle.
*11
=Fanatic- as per standard rule
*12
=Warband- as per standard rule
*13
=Dragon – as per
standard dragon mount rules (Warmaster pg 139)
*14
= “The Young Wolf”, Robb can re roll any and failed command rolls made by
Robb until a re roll fails
*15
=“Maid of Tarth”, if
Brienne rolls a blunder, all ordered units must advance as far as possible
towards the nearest enemy and charge if able to do so.
*16
=“The Imp and the Sellsword”,
if Tyrion and Bronn are part of your
army you may select the Clansmen of the
Mountains of the Moon as part of your force, in addition you can force
your opponent to re-roll 1 successful command roll per game.
*17
=“Valyrian Blood”, all leaders and subordinates within 20cm of
Rhaegar can give orders using Rhaegar's command value, in addition Rhaegar can
re roll 1 failed command test per game.
*18
= “Nights
Watch”, these units do not
suffer the -1 penalty to command rolls for being in dense terrain. In addition
Cavalry units can enter woods despite being mounted, they must immediately move
as infantry I.E no more than 20cm, if they have already exceeded that amount in
the turn they enter woods, then they stop immediately upon entering the woods.
*19
=Skirmish
– as per standard rule
*20
=“Bastard
of Winterfell”, all leaders and subordinates within 20cm of Jon can
give orders using Jon's command value
*21
=“Lord of the Dreadfort”,
Roose Bolton is a man men fear. Enemy units within 20cm of him take a -1
penalty to command rolls
*22
= “Follower of the Seven”, Armies including Lord Manderley can
take 1 more unit of knights per 1000 points than usual
APPENDIX
Nobles
Attributes Table:
D6 Result
1 Potential Usurper. This
Commander can only give orders to units within 20cm – effectively he becomes a
subordinate.
2
Reluctant
Leader. Units given orders by this commander can move no more than twice in
a turn rather than up to three times
as normal.
3 Reliable Commander. No special
rules apply to this leader.
4 Headstrong Commander. Add +1 to
the commanders attacks. If the commander rolls a blunder, all ordered units
must advance
as far as
possible towards the nearest enemy and charge if able to do so.
5 Charismatic Leader. This
commander may re-roll one failed command per game.
6 Venerable Leader. Increase the
commanders command value by +1.
Personal Challenges:
If a
character ends its movement within 10cm of an opposing character they may issue
a Personal Challenge.
The
challenged character can either choose to accept the challenge, or refuse, if
they elect to refuse they must roll a Command test(NB: Generals may always
elect to refuse without the need to make a Command roll), if the test is passed
the challenged character has resisted the urge to fight and can remain where
they are, if the roll is failed or they choose to accept the challenge move both characters into base to base
contact and so that they are not touching any other unit or character. Both characters
then roll 1d6 adding their attack score to the result, the difference in scores
is then compared to the following chart:
Draw-
Both characters retreat as per the standard rule
Character
wins by 1 – the loser must retreat 1cm
Character
wins by 2 – the loser must retreat 2cm and may not issue an order in the
following turn
Character
wins by 3 or more – the loser is dead or severely wounded and takes no further
part in the battle
Champions:
Any
Infantry unit may be led by a Champion. One stand is designated as
containing the Champion, this must be modelled on the stand (the easiest
why is by using a command strip or standard bearer/musician/leader combination)
This stand costs +5 points and adds +1 attack, if the Champions stand is
removed as a casualty the unit loses the bonus attack.
What
no General?
An army is not required to be led by a General........
Me 2011
And that's the lot, hope someone gets some use out of them, I really enjoyed making them up, and again apologies for the formatting issues.