The Golden Leaf Inn

The Siege of Redwall

Cluny the Scourge

M Ws Bs S T W I A Ld
Cluny 5 5 3 5 4 2 8 3 9

WEAPONS: Sword and Halberd (+1 S)

ARMOUR: Heavy armour (5+) and shield (4+)

POINTS VALUE: 400

SPECIAL RULES

LEADERSHIP
Cluny must be the general regardless of any other leadership value of any other character in your army.

HATRED
Cluny hates everyone!

AWESOME FIGHTER
Cluny fights with a bloodthirsty and merciless efficiency that is all but unstoppable. Consequently, if you chose Cluny to be with a bodyguard and he is alive at the end of the close combat phase he adds +1 to the combat bonuses. If he is not with his bodyguard, then any friendly unit within 10" benefit as described above.

ATTACKS
Cluny may concentrate 2-3 attacks on the sword. Except, when he wants to use the halberd in hand to hand combat, he has to direct one and only one attack on the halberd.

MAGIC ITEMS

THE SKULL OF GRIMJAW THE FERRET
The skull once belonged to a brave champion who once stood up to Cluny. It seems his efforts were in vein. The skull gives Cluny a ward save of 5+ and magic resistance of 2 (see page 114 of the Warhammer rulebook).

THE BANNER POLE OF DREAD
The banner pole once held a piece of the great Redwall tapestry displayed in Great Hall with the likeness of Martin the Warrior. It is said to be covered in wyrdstone snuff to give Cluny a state of euphoria in battle. The banner pole causes fear. As described in the psychology-section Warhammer Rulebook.

"Redwall must fall!" The battle cry of Cluny's horde.

Key to symbols

M = Movement (In Inches)
WS = Weapon Skill (The higher the WS, the more easier it his to strike your opponent)
BS = Balistic Skill (Indicates how good they are with missile weapons. Eg: crossbows)
S = Strength (Maximum is 10)
T = Toughness (C'mon if you think you're hard!)
W = Wounds (How many wounds a character can take)
I = Initiative (Determines who strikes first in hand to hand combat)
A = Attacks (Roll one dice for each attack Eg: 5 attacks, roll 5 dice)
Ld = Leadership (Determines who is general)
Armour Save = Must get higher than the value indicated on a D6 (Normal 6 sided dice) or the character takes a wound.