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‘Treachery and Greed’
Mercenary Companies
army list
The following army list is designed to represent the armies of the mercenary companies that rampage through
Tilea during the Treachery and Greed campaign, in the Imperial year 2203. Such armies are very diverse in
nature, and rely heavily on the personal qualities of their generals to hold them together.

General rules
This army list is not required to play in the campaign. Players may use standard army lists instead.
However, using a special army list provides bonus points during the campaign.

Some of the rules and units used in this army list may be found in the Empire, Dwarf or Ogre Kingdoms army
books.

Capturing Standards
Captured standards are only worth 50 victory points. The Battle Standard is still worth 100.

Skirmishers and Fast Cavalry


Skirmishing units and Fast Cavalry never count towards the required minimum number of core units for an army.
Skirmishing units may never have champions, standards or musicians.

Champions, Standards and Musicians


Any unit, other than skirmishing units, may have a champion, standard bearer and/or musician. It costs 5 points
to upgrade a model to a musician or champion, and 10 points to a standard bearer. This overrides any costs
given in the original army lists.

Unless stated otherwise, champions gain +1A, except in units armed with missile weapons where they instead
gain +1BS.
Mercenary skills
Mercenary leaders are experienced, wealthy and cynical. During the long
years it has taken them to achieve their status, they have accumulated
distinctive methods of command and unique fighting styles.

Any character with the ‘mercenary skills’ special rule may buy one
combat skill at the listed points cost. Also, the Army General may buy one
command skill (even if he is a wizard lord or battle wizard, and thus not
eligible to buy combat skills).
Skills do not count towards the magic item allowance of characters.
If a character wishes to buy a skill that another character in the army
already has, then the skill will cost twice the normal amount for that
character.
Should two or more characters join the same unit, only one of the
characters’ combat skills will function. Choose which one (you may
change which combat skill is in effect any time a new character joins the
unit, or a character leaves).

Command skills
Inspiring leader: The general’s leadership radius is increased to 18“.
25 points.
Strategist: the player may move up to two terrain pieces up to 6“ in any
direction, after assigning table sides but before either player deploys. Terrain may not be moved into other ter-
rain, nor may it be moved off the table. If both players have a character with this skill, roll a dice to determine
which may choose to use the ability first. No terrain piece may be moved more than once. 15 points.

Tactician: after both armies have deployed, but before deploying scouts, up to two friendly units may be
re-deployed. If both players have a character with this skill, roll a dice to determine which may choose to use
the ability first. 15 points.

Combat skills
Artillerist: if the character joins a war machine, they may re-roll any one artillery or scatter dice for that war
machine once per turn. If using this ability, they count as crew. 15 points.

Charging shot: the character, and any unit he joins (but not other characters in the unit), may choose to shoot
when charging if armed with pistols or thrown weapons. These shots are made at the charged unit, and may
not be made if the charged unit flees. First, move the chargers to the maximum range of their missile weapons,
if they are not already closer than this. Then resolve the shots as normal, but with an additional -1 to hit. Then
resolve any stand and shoot reaction from the charged unit. Finally, complete the charge. Panic tests apply as
normal for either round of shooting. 15 points.

Contempt: the character, or a unit joined by him, never counts as being outnumbered in combat. 10 points.

Defense in depth: a unit joined by the character has a maximum rank bonus of +4, not +3 as is normal. 20 points.

Hopelessly stubborn: the character, and any unit he joins, is stubborn. 30 points.

Precision drill: the character, and any unit he joins, may make a single free reform during their own turn before
charge declarations are made. They may move as normal that turn, and may charge. 30 points.

Quick shot: the character, and any unit he joins (but not other characters in the unit), gains the rule ‘multiple
shots: 2’ when shooting with a (non-magical) short bow, bow, or long bow. 15 points.

Whirlwind attack: the character, and models in the front rank of any unit he joins (but not other characters in
the unit), have +1 attack when charging. 40 points.
The mercenary armory

Arquebus
The arquebus is a much larger firearm than the handgun, and corre-
spondingly both more powerful and more difficult to load. It is especially
popular in Estalia and Araby, but has recently been adopted by merce-
naries from The Empire.
Rules: range 30“, S5, armor piercing, move or fire, prepare shot
-Prepare shot: after firing, the unit must spend their next shooting phase
reloading before they may fire again. They may not shoot while reload-
ing, even if they carry other missile weapons. They may reload even if
they have moved or are in combat.

Light Crossbow
The light crossbow can be spanned faster and more easily than the arbalest used by heavier missile troopers. Its
mobility is balanced by its significantly reduced range.
Rules: range 20“, S4

Halberd
The halberd is a fearsome weapon, and is used to support large formations of pikemen.
Rules: +1 S, two-handed, armor-piercing

Horseman’s mace
The maces, axes, hammers and swords used by cavalrymen are heavier and longer than those used by foot sol-
diers. The extra height granted by the horse makes these weapons horribly effective.
Rules: +1 S, mounted models only

Pavaise
The pavaise is a large, portable screen for missile-armed soldiers to shelter behind. They are commonly used by
Tilean crossbowmen, but are unpopular with Imperial mercenaries because they restrict tactical mobility.
Rules: + 2 armor save, -1 movement

Pike
Pikes are the primary weapon of Tilean mercenaries. Their extreme length makes them a tremendous hindrance
both on and off the field of battle, but their effectiveness as a weapon more than compensates.
Rules: always strikes first (to the front of the unit only, and only if the unit has at least a +1 rank bonus), fight in 4
ranks (only if the unit has at least a +1 rank bonus), armor-piercing, two-handed, phalanx, awkward weapon.
-Phalanx: a unit must contain at least fifteen models armed with pikes, must have a rank bonus of at least +2,
and must not be in difficult or very difficult terrain, in order to use the phalanx rules. Cavalry, chariots or mon-
sters (including ogre-sized models) charging the front of the phalanx do not count as charging, and lose the
‘always strikes first’ rule if they have it. They also suffer -2 to hit the phalanx in combat.
-Awkward weapon: any model armed with a pike may not enter buildings or woods. They also suffer twice the
usual movement penalties for any kind of difficult or very difficult terrain, and twice the penalty for crossing
obstacles. Finally, a unit that is frenzied for any reason may not use their pikes.

Dwarf Pike
Dwarf mercenaries occasionally use their own version of the pike, appropriately shortened to suit their stature.
The dwarf pike is also used by halflings, but in even smaller numbers.
Rules: as pike, but fight in 3 ranks.
Schools of Magic

Mercenary wizards follow one of the four great magical traditions. Alchemists derive their power from potions,
reagents, and mechanical devices. Shamans call forth elemental spirits and totemic animals. Sorcerers make
terrible pacts with otherworldly entities. Theurgists implore the gods themselves to intervene in the mortal world.

Instead of picking a spell list in the usual way, spell casters in this army chose one of four schools of magic. They
determine which spells they know as follows: for each spell in turn, roll a dice.

Alchemy: 1-3 = lore of fire, 4-6 = lore of metal


Shamanism: 1-3 = lore of beasts, 4-6 = lore of life
Sorcery: 1-3 = lore of shadow, 4-6 = lore of death
Theurgy: 1-3 = lore of heavens, 4-6 = lore of light

Then roll on that spell list to select the spell. No spell may be exchanged for the first spell on the list, even though
wizards are usually able to do so. Duplicate spells are still re-rolled.

Common Magic Items

Use the points values given in the Empire army book.

Mercenary Magic Items

Magic Weapons

Sublime Halberd of Perfect Prowess


Forged in Cathay by the finest artificers the Dragon-Emperor could obtain, this halberd is a weapon without
equal. Quite how it ended up in Tilea is anyone’s guess, but it’s safe to
say that the Dragon-Emperor must be anxious to retrieve it.

Counts as a halberd. No saves of any kind may be made against this


weapon. Also, it causes 2 wounds instead of 1. 100 points.

Sacred Spear of Myrmidia


The spear is an emblem of Myrmidia, the goddess of the science of war.
Such a weapon, when blessed by her priests, will never fail to find its target.
Counts as a spear. All attacks made with this spear hit automatically.
55 points.

Doktor Vement’s Ethereal Dissipator


One of Middenheim’s foremost alchemists-engineers, Doktor Vement sur-
passed his other considerable achievements with the construction of this device. Firing an invisible beam of
etheric heat, the Dissipator can reduce dozens of victims to smoldering ash in a fraction of a moment.
This is considered to be a missile weapon with S6 and 20“ range that penetrates ranks in the same manner as a
bolt thrower. It causes flaming hits and d3 wounds. 55 points.

The Answerer
Vast, unwieldy and slow, The Answerer is a sword for those who understand that it is always the last word on a
subject that carries the most weight.
+3 S, two-handed, always strikes last (even when charging - always!). 40 points.
Echetus’s Bow
Echetus was a warlord who devastated the southern tip of Tilea more than one thousand years ago. His bow,
which still survives, is of truly epic proportions.
Counts as a long bow, but with S7. May not be used by dwarfs or halflings, or by mounted models. 35 points.

Privateer’s Sabre
Pirates often favor weapons that carry enchantments of pain and disintegration, since these allow them to over-
come their enemies more swiftly.
+1S. Models wounded by the Privateer’s Sabre must reroll successful armor saves. 30 points.

Captain Bartwurm’s Hook Hand


After his hand was cut off as a punishment for piracy, Captain Bartwurm had an enchanted, barbed hook set
in its place. Unfortunately for him, he was later to lose both the hook and his other hand in an encounter with a
particularly well-armed orc.
Causes d3 wounds instead of 1. Additionally, the bearer causes fear in Fishmen. 30 points.

Arbalest of Tiresome Repetition


This large crossbow incorporates an ingenious mechanism that allows it to
shoot at an extremely fast rate. Unfortunately, it produces an irritating
whining noise whilst doing so.
Counts as a crossbow with S5 and multiple shots:3. 30 points.

Diabolical Daggers
Poisoned daggers are the preferred weapons of Tilean assassins. This match-
ing pair house a demonic entity with the ability to spontaneously manifest the
most noxious of chemicals.
Count as two hand weapons that cause poisoned attacks. If the wielder is
attacking their target from the flank or rear, the poison effect triggers on a 5+.
25 points.

Runic Pike
Dwarf artificers will make almost any weapon if paid well enough. This pike, its head covered with runes, is one
of their more unusual works.
Counts as a pike, and can only be used by models on foot. The wielder gets +1S, and can only join units armed
with pikes. 25 points.

The Needler
Built by the infamous Van Halfling to aid him in his unending crusade against the undead, The Needler is a
weapon whose small size belies its destructive potential.
Counts as a light crossbow with multiple shots: 2. The bearer may target any visible model in the same way as
a Hochland Long Rifle. 20 points.

Infernal Blade
Infernal Blades, often axes or scimitars, are created by sorcerers through the use of horrific rites of sacrifice. It
takes a person of considerable evil or rare insensitivity to wield such a weapon.
+1WS, flaming attacks. 10 points.
Magic Armor

Snowfall Shield

Those who gaze upon this shield feel the midwinter snow, the gift of Father Ulric, settle deeply upon their hearts.
Counts as a shield. all enemies in base contact with the bearer lose 1 attack. Can’t be used by mounted
models. 40 points.

Amour of Mystic Refraction

To the mystical sight of a wizard, this plain armor appears dazzlingly prismatic.
Counts as full plate amour. The wearer has magic resistance 3. 40 points.

Sacred Shield of Myrmidia

The shield is the other of Myrmidia’s primary symbols. When properly dedicated to her service, a shield becomes
an object of irresistible awe.
Counts as a shield. Models attacking the bearer must re-roll successful hits. 25 points.

Orc-skull Helmet

This ugly but very solid helmet was made by an especially angry dwarf, after the
orcs had been driven out of Fort Solace.
+1 to armor save (combines with shield and armor). The wearer may make an
additional headbutt attack each combat phase. This attack is made at I1 and
S4, and is a magical attack. 25 points.

Cuirass of Perfect Safety

Made for the Doge of Tobaro but long-since sold off, this cuirass projects a defen-
sive aura around the wearer.
Provides the wearer with a 1+ armor save that cannot be improved further.
25 points.

Helm of Success

A helmet of magically lightened and strengthened gold is the ultimate status symbol for any mercenary. With
such a prize in their possession, how could they fail at any task?
+1 to armor save (combines with shield and armor). The wearer will automatically pass all characteristics tests
other than Ld tests. 20 points.

Blacksteel Buckler

Discovered in a remote tower in the Badlands, this spiked buckler pulses with otherworldly energies.
Counts as a shield. The bearer may make one additional (magical) attack each combat phase using the buck-
ler as though it were an additional hand weapon. They may still claim the armor save bonus for using a shield.
20 points.

Battle-harness of Curious Lethargy

The result of a failed experiment, this armor generates an overwhelming urge to sleep that not even its wearer
is immune to.
Counts as full plate armor. All models (friendly or otherwise) in base contact with the wearer suffer -1 to hit and
-1 to wound in combat. The wearer is subject to stupidity. 15 points.
Talismans
Cathayan Panda Pelt
The panda is a curious creature found in far Cathay. These bear-like beasts are often hunted for their pelts,
which can readily be enchanted with spells of protection. For some reason, the panda pelt is an especially
potent proof against fire.
4+ ward save. The bearer is immune to all flaming attacks, including fire spells. 50 points.

Lucky Coin
Carrying a lucky coin of some sort is a common enough superstition. But there are a few such coins that actu-
ally work.
5+ ward save, bearer may reroll one failed armor save once per turn. 35 points.

Sorcerous Squid Tattoos


The squid, a bizarre monster of the deep, is a common subject for tattooing in Tilea and the Border Princes.
When inscribed into the skin with magical ink, and displayed in plain sight, such tattoos can have a powerful
healing effect.
Regenerate. The bearer may not wear any armor (and loses any he already has), but may still use a shield. 30
points.

The Ashes of Marienburg


The recent war in Marienburg ended in the destruction of large parts of the
city. Many of the citizens fought to the last to defend their homes and busi-
nesses, and the mixed ashes and blood taken from the ruins can be made
into a powerful talisman of steadfastness.
The bearer and any unit he joins are immune to panic. 25 points.

Screaming Skull of the Iron Lady


The Iron Lady of Remas was a malicious and destructive tyrant who ruled
the city over five hundred years ago. She was eventually struck down by
her own ministers, and her head impaled on a pike before the palace. Yet
even after death her head continued to shriek with rage, until at last it was
taken down and cast into the sea. Years later the skull was washed ashore near Miragliano, still screaming. The
Lady’s spirit is a powerful protection, but few can abide her incessant wailing.
The bearer has a 5+ ward save and is immune to killing blow and poison. However, all enemy models hate them.
20 points.

Graf Martin’s Finger-bone


Graf Martin of Stirland, the heroic slayer of the vampire Mannfred von Carstein at the battle of Hel Fenn, is con-
sidered a major saint by the Church of Sigmar. His finger-bones, inscribed with holy verses, are a powerful
defense against wizardry. It is interesting to note, however, that Graf Martin must have had an unusually large
number of fingers, judging by the quantity of these relics that Church sell.
The bearer may add one additional dispel dice to the army’s dice pool. 20 points.
Arcane Items
Confounding Wand
Created by a jealous wizard of little imagination, this wand exists only to stifle the creativity of others.
All enemy spell casters suffer -1 on casting and dispel dice rolls. 60 points.

Petrucci’s Infirmity Compensator


Petrucci was already an old man when he constructed this bizarre bronze exo-skeleton. He intended that it
would return to him his youthful vigor, but instead it caused him to break three bones, and to die shortly after-
ward. The device was repaired by his apprentice, who went on to have a successful career as a battlemage.
The wearer gains a 6+ armor save as if wearing light armor, and may still cast spells. They also gain +1 WS, +1S,
+1I and +1A. 30 points.

Circlet of Burning Gold


The art of alchemy can be used to create a huge variety of devices. This circlet, burning with a perpetual but
heatless flame, causes the limbs of its target to become as heavy as lead.
Bound spell, power level 4. One enemy unit in line of sight and also within 24“ counts as being in difficult terrain
until the start of the bearer’s next magic phase. 30 points.
Magic Carpet
The sorcerers of Araby are renowned for their flying carpets, carried aloft on the backs of shadowy demons.
The bearer can fly (he remains a single model on a 20mm square base). May not be used by mounted models.
25 points.

Robe of Cathayan Silk


In far Cathay, most wizards wear robes of dazzling beauty, woven from silk and rare metals. These robes are very
rare in the western lands, and are immensely valuable.

The wearer generates one additional power dice. 25 points.

Homunculus

A tiny, artificial humanoid created by alchemy, a Homunculus allows its master greater control over the winds
of magic - but at a considerable risk.
The bearer may attempt to cast a spell a second time after successfully casting it once. This second casting
attempt miscasts on any double. 15 points.

The Mad Necromancer’s Tome


There are many fourth- or fifth-hand copies of the works of the great
Arabian necromancers in circulation in Tilea. Most of them contain rela-
tively trivial information, but a few explain the casting of certain major invo-
cations.
The bearer knows one random spell from the Death spell list in addition to
their other spells. 15 points.
Enchanted ItemsLiquor of Immovable Resolution
This potion, brewed from a peculiar mixture of the finest dwarf beer and the best Tilean wine, inspires the drinker
and his fellows to inhuman levels of determination.
One use only. Use at the start of any close combat phase - the bearer and any unit joined by them are unbreak-
able until the end of that turn, even if the bearer is subsequently killed. 50 points.

Vitelli’s Matrix of Undoing


Vitelli was a master gunner who grew tired of seeing his well-aimed artillery fire deflected by cowardly magic.
He commissioned the dwarfs of Barak Varr to create a device that would overthrow even the most potent
defenses.
All shots from war machines joined by the bearer are magical, flaming, and ignore ward saves. 30 points.

Haltforst’s Thaumic Collapser


Haltforst designed the Thaumic Collapser as revenge against the wizard’s school in Middenheim, from which he
was expelled. When activated, it shut down the school’s many artifacts for nearly a week. It also blew Haltforst’s
brain out through his ears.
The bearer may activate the collapser at the start of any turn (either player’s). Roll a dice: on a 1 or 2, the bear-
er takes a S6 hit with no saves of any kind possible. On a 3-6, all magic items (carried by friends and by enemies)
within 24“ of the bearer cease to function until the end of the current turn. 25 points.

Amulet of Coal
Amulets of Coal are created by journeymen Alchemists as a final test of skill. A properly-constructed amulet is
a powerful weapon, but a flawed one is likely to burn its wearer alive.
Bound Fireball spell. Power level 4. 25 points.

Prophetic Book
Books of prophecy are immensely popular in Tilea. The most famous are the seventeen books of Morr, held in
the great temple at Luccinni.
Bound Portent of Far spell. Power level 4. 25 points.

Wyrdstone Bullets
Only the most fearless, or foolhardy, dare to use bullets made from wyrdstone. Unless handled with extreme
care, they are as dangerous to the user as to his target.
All shots from arquebuses, handguns, dwarf handguns, or pistols fired by the bearer are magical, have +1S and
cause d3 wounds. 15 points.

Troll’s Blood Elixir


The remarkable properties of troll blood persist after the death of the creature. By determined and costly effort,
an alchemist can create a potion that will cause severed limbs to be regrown, and even mortal wounds to close.
One use only. Use at the start of any close combat phase - the bearer gains
+1T and the ability to regenerate until the end of the next close combat
phase. 10 points.

Potion of Excessive Speed


The recipe for this potion calls for a substantial quantity of elf blood, a rare
and expensive ingredient indeed. There are rumors of secret elf-farms in the
Osso Hills near Sartosa, where captives are bled continually to feed the
demand for this elixir.
One use only. Use at the start of any close combat phase - the bearer gains
+1A and the always strikes first rule until the end of the next close combat
phase. 10 points.
Magic Standards
Battle-flag of Myrmidia
In Tilea, Myrmidia’s dominance of the battlefield is unquestioned. Her banner inspires absolute devotion.
All friendly units within 12“ of the banner are stubborn. 100 points.

Icon of Glory
Stolen from a rotting temple in the land of Ind, the Icon of Glory shines with cold, unquenchable light.
ll enemy models in base contact with the bearer, or with any unit joined by the bearer, suffer -1 to hit in close
combat. 60 points.

Banner of Reckless Spite


This banner carries the image of Manann is his most destructive aspect: the bitter waves and carious rocks that
tear ships apart and drown crews.
All models in the unit are subject to hatred, and may re-roll their pursuit dice if the first roll is insufficient to catch
the enemy. 50 points.

Banner of Unswerving Intent


Soldiers who carry this banner will never turn aside from their intended purpose, no matter the provocation.
The unit may see and charge through enemy skirmishers. When the charge is declared, the owner of the skir-
mishing unit or units must immediately move all models in those units out of the charge path. They must be
moved perpendicular to the charge path, and must be moved no more than is necessary to clear the way for
the chargers. 50 points.

Corroding Standard
Through the alchemical arts, this banner corrupts and reduces the armor
of all enemies who come beneath its shadow.
All models in base contact with the unit suffer -1 to their armor save. 35
points.

Banner of Ulric’s Rage


Ulric the battle-rager grants his heedless strength to those who carry this banner.
The unit is subject to frenzy. 30 points.

Banner of Sigmar’s Wrath


Sigmar, the stern god of battle, will allow none to escape the swords of his chosen.
If the target of their charge makes a flee reaction, the unit may add d6“ to their charge distance that turn. 25
points.

Standard of Dispersal
This banner sets a wave of confusion before it, scattering pike-heads and fogging minds.
All models in base contact with the unit lose the always strikes first rule. 25 points.

Secret Standard of Ranald


The god of criminals, Ranald is never worshiped openly. This banner carries Ranald’s X symbol, concealed in the
pattern.
The unit has +1M. 25 points.

Banner of Respite
This banner, dedicated to Shallya the goddess of infinite mercy, provides a little shelter from the missiles of the
enemy.
The unit has a 6+ ward save against all non-magical shooting attacks. 10 points.
The army list

Lords
Condottiere: 90 points.
Human mercenary warlords are often know as condottieri, or ‘contractors.’ A condottiere can come from any
background: a dispossessed Bretonnian noble, a fanatical Estalian templar knight, a scheming Tilean merchant
prince, or, as is most common, a veteran of the constant civil wars that wrack the divided Empire.
M4 WS6 BS5 S4 T4 W3 I6 A4 Ld9
Equipment: hand weapon, light armor.
Options: may ride a warhorse (+15 points), which may have barding (+6 points). Alternately, may ride a Pegasus
(+50 points - see the Empire army book for rules), which may be armored (+10 points, grants the Pegasus an
armor save of 4+). Or may ride a Griffon (+200 points - see the Empire army book for rules), which may be
armored (+20 points, grants the Griffon an armor save of 4+).
If mounted, may have a lance (+6 points) or a horseman’s mace (+6 points).
May wear heavy armor (+3 points) or full plate armor (+9 points). May have a shield (+3 points).
May have a great weapon (+6 points), flail (+4 points), additional hand weapon (+4 points), or a halberd (+4
points).
May have a pistol (+8 points), or a brace of pistols (+12 points). May also have a light crossbow (+6 points), a
crossbow (+8 points), a longbow (+6 points), a handgun (+8 points), or an arquebus (+10 points).
May choose up to 100 points of magic items from the Common and Mercenary magic item lists.
Special rules: If mounted on an unbarded warhorse, with a maximum total armor save no better than 5+, counts
as Fast Cavalry. Personal retinue, mercenary skills.
-Personal retinue: for each Condottiere in the army, one individual special unit may be counted as a core
choice instead.

Dwarf Warlord: 135 points.


Dwarf warlords are brilliant if conservative generals, and equally skillful at managing the finances of the army.
M3 WS7 BS4 S4 T5 W3 I4 A4 Ld10
Equipment: hand weapon, gromril armor.
Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+20 points), which may have barding (+6 points).
May then have a horseman’s mace (+6 points). If mounted, a Dwarf Warlord does not have the relentless and
resolute rules.
May have a shield (+3 points). May also have a great weapon (+6 points) or an additional hand weapon (+4
points). May have a pistol (+8 points), or a brace of pistols (+12 points). May also have a crossbow (+8 points) or
a dwarf handgun (+12 points).
May choose up to 100 points of magic items from the Common and Mercenary magic item lists.
Special rules: ancestral grudge, relentless, resolute, personal retinue, mercenary skills.
-Personal retinue: if an army includes at least one Dwarf Warlord, all units of Dwarf Mercenaries count as core
choices.

Halfling Warlord: 50 points.


Halflings are not natural leaders any more than they are natural fighters,
and it is a rare individual indeed who rises to the command of an army.
M4 WS4 BS7 S3 T3 W3 I7 A3 Ld9
Equipment: hand weapon, light armor, bow.
Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+10 points),
which may have barding (+6 points), or may ride a Cockatrice (+75
points). May then have a spear (+2 points).
May have an additional hand weapon (+4 points).
May have heavy armor (+4 points). May also have a shield (+2 points). May
replace his bow with a light crossbow (+2 points).
May choose up to 100 points of magic items from the Common and
Mercenary magic item lists.
Special rules: no movement penalties in woods (even if riding a war pony
or a Cockatrice). If mounted on a war pony, with a maximum total armor save no better than 5+, counts as Fast
Cavalry. Personal retinue, mercenary skills.
-Personal retinue: if an army includes at least one Halfling Warlord, all units of Halfling Mercenaries count as core
choices.

-Cockatrice:
The cockatrice is a rare monster that resembles a gigantic cockerel
crossed with a reptile. Its claws and beak drip with poison, and its gaze is
instantly lethal even to creatures of supernatural origin.
M6 WS3 BS0 S4 T4 W3 I5 A2 Ld5
Special rules: monster mount (40mm square base), fly, cause fear,
poisoned attacks, Death Gaze.
-Death Gaze: the cockatrice may make a special Death Gaze attack at
the same time as its normal attacks. One enemy in base contact must pass
an initiative test or die, with no saves of any kind possible. Nothing is
immune to this attack!

Ogre Warlord: 200 points.


Ogres are not deep thinkers, but their martial prowess is a source of
considerable inspiration to their troops.
M6 WS6 BS4 S5 T5 W5 I4 A5 Ld9
Equipment: hand weapon, light armor.
Options: May have heavy armor (+6 points). May also have a shield (+3 points).
May have a great weapon (+14 points), or Cathayan Longsword (+10 points), or an additional hand weapon
(+6 points). May also have a brace of handguns (+12 points).
May choose up to 100 points of magic items from the Common and Mercenary magic item lists.
Special rules: cause fear, bull charge, personal retinue, mercenary skills.
-Personal retinue: if an army includes at least one Ogre Warlord, all units of Ogre Mercenaries count as core
choices.

Wizard Lord: 150 points.


Magic is a dangerous and difficult art, and very few live long enough to call themselves a wizard lord.
M4 WS3 BS3 S3 T4 W3 I3 A1 Ld8
Equipment: hand weapon.
Options: may ride a warhorse (+15 points), which may have barding (+6 points). Alternately, may ride a Pegasus
(+50 points - see the Empire army book for rules), which may be armored (+10 points, grants the Pegasus an
armor save of 4+).
May be upgraded to a level 4 wizard (+30 points).
May choose up to 100 points of magic items from the Common and Mercenary magic item lists.
Special rules: Level 3 wizard. At the time the army is selected, choose one of the following schools of magic -
Alchemy, Shamanism, Sorcery, Theurgy. See the special rules for schools of magic.

Heroes
Condotta Captain: 50 points.
Many human mercenary captains are veterans of the civil wars in the Empire, forced to seek employment else-
where after the Marienburg war destroyed the ability of the Imperial states to fight each other directly.
M4 WS5 BS5 S4 T4 W2 I5 A3 Ld8
Equipment: hand weapon, light armor.
Options: may ride a warhorse (+10 points), which may have barding (+4 points). Alternately, may ride a Pegasus
(+50 points - see the Empire army book for rules), which may be armored (+10 points, grants the Pegasus an
armor save of 4+).
If mounted, may have a lance (+4 points) or a horseman’s mace (+4 points).
May wear heavy armor (+2 points) or full plate armor (+6 points). May have a shield (+2 points).
May have a great weapon (+4 points), flail (+2 points), an additional hand weapon (+2 points), or a halberd (+2
points).
May have a pistol (+6 points), or a brace of pistols (+9 points). May also have javelins (+3 points), a light cross-
bow (+4 points), a crossbow (+6 points), a longbow (+4 points), a handgun (+6 points), or an arquebus (+8
points).
0-1 Condotta Captain may scout for + 15 points. He may not have any non-magical equipment other than light
armor, a shield, and a missile weapon (any one of those available to him, with a brace of pistols counting as
one choice), and may not ride a warhorse or pegasus. He may not have magical armor, and may not be
upgraded to the Battle Standard Bearer.
May choose up to 50 points of magic items from the Common and Mercenary magic item lists.
Special rules: If mounted on an unbarded warhorse, with a maximum total armor save no better than 5+, counts
as Fast Cavalry. Mercenary skills.

Dwarf Captain: 60 points


Dwarf captains are often from Barak Varr, though many others are from Middenheim, Altdorf or Marienburg.
Some have lived so long among humans that they will even ride ponies to battle.
M3 WS6 BS4 S4 T4 W2 I3 A3 Ld9
Equipment: hand weapon, gromril armor.
Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+15 points), which may have barding (+4 points).
May then have a horseman’s mace (+4 points). If mounted, a Dwarf Captain does not have the relentless and
resolute rules.
May have a shield (+2 points). May also have a great weapon (+4 points), or an additional hand weapon (+2
points). May have a pistol (+6 points), or a brace of pistols (+9 points). May also have a crossbow (+6 points) or
a dwarf handgun (+9 points).
May choose up to 50 points of magic items from the Common and Mercenary magic item lists.
Special rules: ancestral grudge, relentless, resolute, mercenary skills.

Halfling Captain: 30 points


Halfling captains prefer to avoid direct combat, which they are little suited to, relying instead on ambush and
stealth.
M4 WS3 BS6 S3 T3 W2 I6 A3 Ld8
Equipment: hand weapon, light armor, bow.
Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+10 points), which may have barding (+6 points).
May then have a spear (+2 points).
May have an additional hand weapon (+2 points).
May have heavy armor (+4 points). May also have a shield (+2 points). May replace his bow with a light cross-
bow (+2 points).
May choose up to 50 points of magic items from the Common and Mercenary magic item lists.
Special rules: scout (unless mounted), no movement penalties in woods (even if riding a war pony). If mounted
on a war pony, with a maximum total armor save no better than 5+, counts as fast cavalry. Mercenary skills.

Ogre Captain: 130 points.


Ogre captains lead from the front, favoring direct assault over complex
tactics.
M6 WS5 BS3 S5 T5 W4 I3 A4 Ld8
Equipment: hand weapon, light armor.
Options: May have heavy armor (+4 points). May also have a shield
(+2 points).
May have a great weapon (+8 points), or Cathayan Longsword (+8
points), or an additional hand weapon (+4 points). May also have a brace
of handguns (+12 points).
May choose up to 50 points of magic items from the Common and
Mercenary magic item lists.
Special rules: cause fear, bull charge, mercenary skills.
Battle Wizard: 50 points.
There are few formal schools of Magic in Tilea, fewer still in Araby and The Empire, and none elsewhere in the Old
World. Many wizards learn their craft from masters who are violently insane, paranoid, delusional, or worse...
M4 WS3 BS3 S3 T3 W2 I3 A1 Ld7
Equipment: hand weapon.
Options: may ride a warhorse (+10 points), which may have barding (+4 points).
May be upgraded to a level 2 wizard (+30 points).
May choose up to 50 points of magic items from the Common and Mercenary magic item lists.
Special rules: Level 1 wizard. At the time the army is selected, choose one of the following schools of magic -
Alchemy, Shamanism, Sorcery, Theurgy. See the special rules for schools of magic.

0-1 Carroccio: 180 points


A Carroccio is a large wagon, arrayed with flags and altars and representing the honor of a city. They are an
old-fashioned concept, and used only by the most conservative warlords.
The Carroccio is a War Wagon (see the rules in the rare section) that also carries the army battle standard. It fol-
lows the usual rules for a War Wagon, and also the rules for a Battle Standard. In addition, the area of effect of
the Battle Standard is increased from 12“ to 18“.
The Carroccio is a Hero choice only (not a Rare choice), though it does not count as a character in any respect.
It may carry a magic standard chosen from the Common magic items list or the Mercenary magic items list, with
no maximum points cost.

The Battle Standard: if the Carroccio is not present in the army, any one hero (except for a Battle Wizard) may
carry the Battle Standard for +25 points. They may chose other equipment and upgrades as normal, though
they may not use the ‘scout’ rule if they have it. If they carry no other magic items, the Battle Standard may be
a magic standard chosen from the Common or Mercenary magic items list, with no maximum points cost.

Core
Condotta Soldiers: 5 points per model.
Mercenary foot soldiers use a variety of weapons. Pikes and halberds are popular with Imperial and Tilean mercenaries.
Estalians favor swords and shields. Spearmen are typically from Bretonnia, The Border Princes, or Araby.
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
Unit size: 10+
Equipment: hand weapon, light armor, halberd.
Options: may have heavy armor (+1 point). May also exchange halberds for shields (no cost) or spears (no cost)
or spears and shields (+1 point in total) or pikes (+3 points).
One unit may have a magic banner costing up to 50 points, chosen from the Common or Mercenary magic
item lists.

Condotta Marksmen: 7 points per model.


The crossbow is, after the pike, the national weapon of the Tileans. Other missile weapons are most often
carried by foreigners: archers from the Border Princes and Bretonnia; handgunners and arquebusiers from The
Empire, Estalia, and even Araby.
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
Unit size: 10+
Equipment: hand weapon, light armor, bow.
Options: may have heavy armor (+1 point). May replace their bows with
longbows (+1 points) or crossbows (+1 points) or handguns (+1 points) or
arquebuses (+2 points).
May have pavaises (+1 point); or may skirmish (+1 point) but may not then
have a unit size of greater than 15 models.
Men-at-arms: 8 points per model.
There are many situations where it is better for the heavy cavalry to leave their horses with the train and fight on foot.
When they do, they will often take up polearms or gigantic swords in place of their lances.
M4 WS4 BS3 S3 T3 W1 I4 A1 Ld8
Unit size: 10+
Equipment: hand weapon, heavy armor, shield.
Options: may exchange shields for full plate armor (no cost). May also have halberds (+1 point) or great weapons
(+2 points).
One unit may be upgraded to S4 (+2 points). That unit may have a magic banner costing up to 50 points, chosen
from the Common or Mercenary magic item lists.

Marauders: 7 points per model.


Some warriors dedicate themselves entirely to Ulric, the fearsome god of battles. Disdaining discipline, they charge
wildly into the midst of the enemy, howling and striking their shields.
M4 WS4 BS3 S3 T3 W1 I4 A1 Ld7
Unit size: 10+
Equipment: hand weapon, shield.
Options: may have light armor (+1 point) or heavy amour (+2 points). May also have flails (+1 point), additional hand
weapons (+2 points), or great weapons (+2 points). May also have javelins (+1 point) or throwing axes (+2 points).
Special rules: frenzy.

Brigands: 7 points per model.


The mountains of Tilea and Estalia teem with bandits and other criminals. Although poor fighters, these rogues are
excellent shots, and very much at home in rough terrain.
M5 WS2 BS4 S3 T3 W1 I3 A1 Ld5
Unit size: 8-15
Equipment: hand weapon, short bow.
Options: may exchange short bow for bows (+1 point) or javelins (no cost) or
slings (+1 point) or light crossbows (+3 points). May also have shields (+1 point).
One unit may be upgraded to scouts (+2 points per model).
Special rules: skirmishers.

Buccaneers: 5 points per model.


Pirates, privateers and even Tilean street gangs often server in mercenary armies. Their mobility and martial skill make
them highly suited for engaging and destroying other light troops.
M4 WS4 BS3 S3 T3 W1 I4 A1 Ld7
Unit size: 8-15
Equipment: hand weapon.
Options: may have shields (+1 point) and additional hand weapons (+2 points). May also have throwing knives
(+1 point) or pistols (+4 points).
One unit may be upgraded to scouts (+2 points per model).
One unit may be upgraded to poisoned attacks (ranged and close combat) (+2 points per model). This unit may
not have pistols.
Special rules: skirmishers.

Border Horsemen: 12 points per model.


The best horse-archers come from the wild lands of the Border Princes, or from the distant Steppes of Kislev. Tilean
light cavalrymen favor the crossbow, while in Estalia the javelin predominates.
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
Unit size: 5+
Equipment: hand weapon, warhorse, short bow.
Options: may exchange short bow for bows (+1 points) or javelins (no cost) or light crossbows (+3 points) or hand-
guns (+3 points).
May have shields (+1 point). May have spears (+1 point) or horseman’s maces (+2 points).
Special rules: fast cavalry.
Knights: 18 points per model.
Heavy cavalrymen are the most respected mercenaries, so it is the goal of
every condotta soldier to someday own a fine warhorse and full armor.
Indeed, some mercenary companies consist almost entirely of knights.
M4 WS4 BS3 S3 T3 W1 I4 A1 Ld8
Unit size: 5+
Equipment: hand weapon, heavy armor, warhorse, shield, spear.
Options: may have bows (+2 points) or javelins (+1 point). May exchange
spears for horseman’s maces (+1 point) or lances (+1 point). May have
barding (+2 points).
If not armed with bows or javelins, may have full plate armor (+2 points).
Any unit not armed with bows or javelins may have a brace of pistols (+6
points), but will then count as a special choice.
One unit may be upgraded to S4 (+3 points). That unit may have a magic
banner costing up to 50 points, chosen from the Common or Mercenary
magic item lists.

Special
Dwarf Mercenaries: 8 points per model.
Though slow, dwarfs are phenomenally reliable and skillful, and are in great demand as mercenaries.
M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Unit size: 10+
Equipment: hand weapon, heavy armor.
Options: May have dwarf pikes (+2 points). May have gromril amour (+2 points).
If not armed with dwarf pikes, may have shields (+1 points) and great weapons (+2 points), and may also have
crossbows (+4 points) or dwarf handguns (+6 points).
One unit may have a magic banner costing up to 50 points, chosen from the Common or Mercenary magic
item lists.
Special rules: ancestral grudge, relentless, resolute.

Dwarf Sea Rangers: 14 points per model.


Sea rangers crew the ships and costal fortresses of Barak Varr, the dwarf sea hold. They can be hired by merce-
nary warlords at considerable expense, and then only when the warlord’s aims coincide with Barak Varr’s com-
mercial interest.
M3 WS4 BS4 S3 T4 W1 I2 A1 Ld9
Unit size: 5-10
Equipment: hand weapon, brace of pistols.
Special rules: gunslingers, ancestral grudge, relentless, skirmishers, scouts.
-Gunslingers: Dwarf Sea Rangers may shoot even if they march.

Halfling Mercenaries: 6 points per model.


Small, weak, and expensive to feed, halflings are no one’s idea of ideal soldiers. Nevertheless, they are braver
than they seem and are exceptional marksmen.
M4 WS2 BS4 S2 T2 W1 I5 A1 Ld8
Unit size: 10+
Equipment: hand weapon, light armor, bow.
Options: may exchange their bows for light crossbows (+2 points). May also
have spears and shields (+1 point in total for both).
Alternately, may exchange their bows for dwarf pikes (no cost), and may
then also have heavy armor (+1 point).
One unit may have a magic banner costing up to 50 points, chosen from
the Common or Mercenary magic item lists.
Special rules: no movement penalties in woods, unless armed with dwarf pikes.

Halfling Rangers: 11 points per model.


The very best marksmen join together to form ranger bands, moving
stealthily before the army and shooting from concealed positions.
M4 WS2 BS5 S2 T2 W1 I5 A1 Ld8
Unit size: 7-12
Equipment: hand weapon, bow.
Options: may exchange their bows for slings (no cost) or light crossbows
(+2 points).
Special rules: skirmishers, scouts.

Ogre Mercenaries: 35 points per model.


In many ways the opposite of halflings, ogres are popular shock troops
who are also surprisingly cheap to feed. At least, so long as there are
always plenty of enemies to fight.
M6 WS3 BS2 S4 T4 W3 I2 A3 Ld7
Unit size: 3+
Equipment: hand weapon, light armor.
Options: May have heavy armor (+2 points). May have great weapons (+4 points) or additional hand weapons
(+3 points) or pikes (+8 points) or shields (+2 points) or a brace of handguns (+8 points.
One unit may have a magic banner costing up to 50 points, chosen from the Common or Mercenary magic
item lists.
Special rules: cause fear, bull charge.

Leadbelchers: 55 points.
Some ogres use primitive and extremely dangerous hand-held artillery.
Use the rules from the Ogre Kingdoms army book.

Maneaters: 80 points.
Maneaters are veteran mercenary ogres.
Use the rules from the Ogre Kingdoms army book.

Pistoliers: 18 points.
Pistol-armed light cavalry is always recruited from among the noble sons of The Empire.
Use the rules from the Empire army book. However, a Pistolier champion may not carry a repeater pistol.

Great Cannon: 100 points.


The best cannon and crews come from The Empire. The forges of Nuln create weapons of unequalled crafts-
manship, and their gunners are the most experienced in the world.
As an Empire Great Cannon. May have up to two additional crewmen (+5
points per model). One crewman may be upgraded to a master gunner
(+5 points), who counts as a champion and has Ld 8. A master gunner may
have a pistol (+5 points).

Mortar: 75 points.
Mortars too are usually obtained from The Empire, together with their
crews. But in recent years good-quality mortars have been produced in
Araby too.
As an Empire Mortar. May have up to two additional crewmen (+5 points per model). One crewman may be
upgraded to a master gunner (+5 points), who counts as a champion and has Ld 8. A master gunner may have
a pistol (+5 points).
Horse Artillery: 90 points.
First used in Miragliano, horse artillery units consist of a light cannon fitted to a horse-drawn limber that allows it
to be rapidly transported around the battlefield.
As an Empire Great Cannon, but with range 24“, S7 and causing d3 wounds. The cannon itself is T5 and W2. It
may fire grapeshot, but the strength as determined by the artillery dice is halved.
One crewman rides a warhorse. While he is alive, the cannon and crew can move 8”, and can march, and
even move and fire (though not march and fire).

Rare
Knights of the Blazing Sun: 28 points per model.
The Templar Knights of Myrmidia are enormously wealthy and powerful in Tilea. They join mercenary armies as
an act of faith, and are always foremost in any attack.
M4 WS5 BS3 S4 T3 W1 I4 A1 Ld9
Unit size: 5+
Equipment: hand weapon, lance, full plate armor, shield, barded warhorse.
Options: one unit may have a magic banner costing up to 60 points, chosen from the Common or Mercenary
magic item lists.

Ribaudequin: 60 points.
Also known as the organ gun, these multi-barreled weapons are usually
used to defend the artillery park from attack by light troops.
The Ribaudequin is a war machine with three crew (with normal human
crewman profiles), toughness 6 and 2 wounds. It has a range of 24“ and
causes d6 automatic hits at Strength 4 (armor piercing). A roll of one on the
d6 roll to determine the number of hits indicates a misfire - use the cannon
misfire chart found in the main Warhammer rulebook. The Ribaudequin
may stand and shoot.

Siege Cannon: 150 points.


The very largest cannon are too cumbersome to be of much use in a pitched battle. Nevertheless, when they
can be persuaded to hit something, their destructive power is truly terrifying.
As Empire Great Cannon, but with range 72” and causing 2d6 wounds. It has five crewmen. One crewman is a
master gunner, who counts as a champion and has Ld 8. He has a pistol in addition to his hand weapon.
The Siege Cannon cannot move once it has been deployed, other than to turn to face its target. It may never
be rotated more than 90 degrees in a single game turn.

War Wagon: Costs 140 points.


War wagons are mobile fortifications. They serve as safe firing positions for their crews, and are almost
invulnerable to attack by cavalry.
M6 WS4 BS4 S4 T6 W4 I3 A6 Ld9
Unit size: 1
Armor save: 3+
Special rules: stubborn, immune to psychology, large target.
A war wagon is unit strength 5, and is mounted on a chariot base (or larger, if necessary). It moves as a mon-
ster, and may not march or charge. It may not pursue, and flees only d6“. It may not enter difficult or very diffi-
cult terrain, and may not cross obstacles. It is immune to poison and killing blow.
It is armed with six handguns, which may fire even if the war wagon moves. The usual penalty to hit for moving
and firing applies. The handguns have a 360 degree line of sight.
In combat, the war wagon has no flanks or rear. Its attacks are armor-piercing.
Cavalry, chariots or monsters (including ogre-sized models) charging a war wagon do not count as charging,
and lose the ‘always strikes first’ rule if they have it. They also suffer -2 to hit the war wagon in combat.

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