The Siege of Redwall
WEAPONS: Halberd (+1 S)
ARMOUR: Light armour (6) and a shield (5+)
POINTS VALUE: Otter 15, Skipper +15
UNITS: The minimum number of otters in a unit is 10
Swim: Otters are waterborne creatures and therefore can 'swim' over lakes, ponds and rivers that normal infantry would have to traverse. To represent this, if an otters movement phase takes them into a river or lake, the unit presses on as normal. This does not apply when tracking through swamps and/or bogs.
Immune to psychology: Otters are immune to the effects of panic, terror, fear, etc.
Otters can choose one magic weapon, arcane, ward or enchanted item up to a value of 100 pts.
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.