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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.
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.
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.
Magic Weapons
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
-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!
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.
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.
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.
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.
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.