The Tilean
Army List
by Dave Rauscher
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Tilea
A History of Tilea
As a trade center between the Old World and the
South Lands, Tilea is a cross-roads for the exchange of ideas, beliefs,
customs, and trade goods. Consequently, it is a nation cursed by wealth
and an educated people. Divergent systems of belief and reasoning have
brought jealously, hatred, fear, ignorance, bickering and infighting,
and corruption tearing the nation into civil wars and long periods of
social upheaval. Those seeking its plunder have subjected its shores to
countless invasions and conquests. Its bountiful oceans and rich
harvests, which once gave the people of Tilea an abundance of food also
fed the emergence of the Skaven hordes. Tilea's wealth financed the
construction of what was the greatest city in the Old World, and which
is now Skavensblight. The people of Tilea have seen great wealth, and
devastating poverty. They have seen times of plenty, when the people and
fields blossomed, and the Red Pox and the blight left by the Skaven
hordes.
"A dead rat dries the Marsh" - a common
expression in Miregliano
Ancient Legends Records of the early period of
Tilean history have largely been lost, and only legend remains.
According to Tilean Sages, the ancient Tileans built a great city beyond
what is now the Blighted Marsh in northwest Tilea. This city blossomed,
growing to become the largest in the Old World. Bard songs still make
references to a city of graceful towers, stretching toward the sky, with
high, arching walkways leading from one golden dome to the next. As the
city grew and its trade routes spread throughout the world, a wandering
Dwarf clan came to settle in the city, leaving in prolonged peace with
the human inhabitants. Together, they created wonders never since seen
in this world.
In their pride, the Tileans began work, with the
aid of the dwarfs, on a great monument to their god. Unable to finish
their work despite years of labor, in babe-like trust they allowed a
stranger t finish the tower in but one day.
It is unknown what dark magic completed the tower's
construction. All that can be said is that it had a purpose of its own,
and it destroyed the Tilean city with warpstone rain and an evil that
killed in the dark. After the fall, the few survivors scattered
throughout the land, reduced to a state of near-barbarism. So it is that
the Golden Age of Tilea ended.
The Foundation of Tobaro and the Great Council
Over the next 2,000 years, the humans of Tilea built new cities across
the land of Tilea. Thus began the age of the city-states. Loose,
principalities emerged around the major trading ports of Miregliano,
Remas, and Luccini, and at over 20 lesser cities throughout the land.
This was a period of constant, low-intensity warfare as the princes of
these "city-states" sought to grab additional territory (and
taxes) for themselves. By the end of this age, the number of city-states
had been reduced to thirteen.
Finally, along came a great negotiator, Tobaro the
Peacemaker, who negotiated the establishment of a proto-democracy. The
landholding townsfolk in every village and town of Tilea elected a local
town council. This town council in turn elected from their number a
burgomaster to act as a neutral party in negotiation deadlocks. The
council also selected one of their number to represent them to their
central city-state. The legislators of the 13 city-states in turn
elected one of their number to be a king, usually acting as a negotiator/judge,
and a Divinator, their representative to the Great Assembly. The 13
members of the Great Assembly met in the new-founded city of Tobaro,
deciding on ultimate issues governing the law of the land, and
overseeing negotiations between city-states (usually involving border
disputes or arguments over taxes).
To hold back the ever-encroaching blight, the
Great Assembly would choose a General, a man who must abide by the
decision of the council, to lead the Tilean armies to war. Granted the
nominative Caesar, this general's power was kept in check by tight
city-state control of their forces, only permitting the Caesar to lead
the armies upon approval of the council. While this Great Assembly
brought the first Tilean peace in millennia, most Tileans still felt
tied to their city-states. A Tilean identity was little more than some
half-remembered dream.
Jean the Pios Jean of the Sedges, as he was
originally known, began his life as a simple hog-slopped on the
outskirts of the city of Miregliano. Little was thought of Jean - indeed,
most of his neighbors thought he was a loon. Jean thought little of
himself, also, holding a strong feeling that he was meant to accomplish
something more.
At the end of the First Millennium on the Imperial
calendar, Jean set off into the Blighted Marshes, despite the
half-hearted pleas of his neighbors, claiming to be on a dream-inspired
search for his destiny. When he wandered into the Marsh, none believed
he would ever return.
Three years later, Jean of the Sedges staggered
into the city of Remas, half-starved and wearing naught but rags,
clutching a book of glowing white. When he recovered, he told a story
that immediately brought him a fervent cult following. The book he held
he claimed he had taken from a temple on the outskirts of Skavensblight
itself. Seeking refuge from the fearsome monsters of the Blight, he
entered the ancient temple to find an alter beneath an open dome. In the
midst of the Blighted Marshes, where the sun never shines, he claims
that the sky above the dome was crystal clear. On the alter, bathed in a
radiant white light, sat the tome.
Jean preached a religion that he called the Way of
the White Path, a belief claiming that of all the gods, only one
controlled the gates to the afterlife. Jean the Pios (as he liked to be
called) taught his followers of a way of reaching the hereafter - a
regimen involving abstention from all worldly goods.
The rapid growth of this new religion is credited
in large part to new powers he had acquired during his wandering. His
eyes, it is claimed, glowed with an eerie white incandescence, making it
impossible to look straight into his face. And that many who heard him
speak entered a strange trance so that they came away from the audience
with no clear idea of what happened, but with an undying love for Jean
the Pios.
To his most dedicated followers Jean read from his
glowing tome. While none understood the meaning of the words, they found
that reciting the chopped chant-like verses brought on a religious
fervor and enabled them to cast strange new magics, never before seen.
When Jean finally died, nearly 100 years after his
return from the Blighted Marsh, his followers built him a great temple
in the center of Remas, and buried him at it's center. His son,
declaring himself the Great Potentate (the One Who Follows), and became
the new leader of the expanding religion.
Exactly one year after the death of Jean the Pios
a milky-white liquid began bubbling forth from the floor of the temple,
exactly over the location where Jean was buried. Those followers who
drank the potion suffered one of two fates - instant madness, of the
grant of great new powers.
The Way of the White Path has since grown to
become the mostly influential religious doctrine in Tilea.
"Legioneers, Followers, and Reasoners;
Hearken to me!" - Act I, Scene I, The Tragedy of Caesar
The War of the Blight In 1563, an invasion from
the Blight took the city of Tobaro. Simultaneously, Skaven hordes
attacked Miregliano and Remas, and towns throughout Tilea. While Tobaro
was retaken two years later by a combined Tilean and High Elf force
under the command of the Prince of Tobaro, Meldo Marcelli, the Great
Council was broken.
For a period of nearly a thousand years, now, the
Skaven have regularly threatened the integrity of Tilea. Periodic raids
on small villages, localized outbreaks of the Red Pox, and corruptions
of Tilean people have been referred to as The War of the Blight. It's
constant threat has defined much of Tilean poetry and art, and is
essentially the basis for the Triumvirate system: a system of
consolidated forces capable of independently destroying any single army,
but which requires all to hold back the Skaven Hordes.
Two horrific outbreaks have best defined the War
of the Blight. The first is the outbreak of Red Pox in Northern Tilea in
1812, killing 7/10ths of the population of Miregliano.
The second major threat were the Skaven Raids of
2319-20. During these two years, shipping in and out of Tilea came to a
virtual standstill. Already fearing starvation due to a poor harvest,
the Tilean's (especially those in and around Remas) had become dependent
on Araby grain imports. With these drastically reduced, riots broke out
throughout the city, and were suppressed only by harsh action by the
Halberdiers of the Mount. Those who masterminded the riots were hung by
their toes in the main square, bare inches away from a small feast, and
allowed to starve to death.
The Creation of the Triumvirate Politically, the
nation of Tilea is in a tremulous peace between its three power-centers,
often referred to as the Triumvirate. Luccini to the South is the
economic trading center of Tilea, providing much of Tilea's wealth.
Remas, in Central Tilea, is the religious and cultural cross-roads
between Bretonnia and the Empire and the Southern Lands, a city where
competing idealisms have come under attack from the White Path, led by
the Great Potentate. Miregliano to the North is the military center,
providing a constant guard against incursions from Skavenblight, and
providing the well-trained armies that guard the passes to Bretonnia.
Peace between the power centers is maintained only through the popular
support Lord Oremor has received since freeing the land from the Civil
War, caused by the treachery of the Miregliano burgomasters.
The Land of Tilea
MIREGLIANO
Located near the edge of the Blighted Marsh,
Miregliano is home to the Caesars. The social structure of this city,
which acts as a buffer between Tilea and Bretonnia to the north and the
Skaven to the west, has had a strong emphasis on military-like order and
discipline. Because of its direct relation to the old democracy, the
Caesars still retain much public respect throughout the land, which has
become particularly useful for blocking the aggressive expansion of the
followers, and maintaining a peace between the cities of the Triumvirate.
THE GREAT GAMES At the center of Miregliano is the
Coliseum, home to the Great Games. Once a week, Gladiators, fighting for
prize money, battle in the arena to the cheers of the crowd. At the end
of the day, two warriors will actually fight to the death. Often, these
duels are grudge matches between lesser nobles, fighting ritualistically
for their honor. Also of great amusement are the animal battles, where
well-armed Gladiators fight rare or wild beasts from around the world.
Many remember the great day where a great Twain-cat, a brilliantly
colored creature taken from the far-off lands of Lustria, fought three
Gladiators (and won).
The greatest of the these tournaments are the
yearly chariot races. With reckless abandon, the best charioteers of the
Old World meet in the Coliseum to test their mettle, and determine who
will be crowned the greatest charioteer in the Old World.
TACTICUS LEGIONNAIRE: LEGION TACTICS AND MANEUVERS
Legioneers are trained from young teens to work in
tight, flexible formations. Because of their constant drilling, often
cruelly tedious, they are masters of several complex maneuvers.
The Tortoise: While advancing, the legioneers lock
their shields up above their heads at a 45 degree angle to prevent
missile fire. While moving in this formation, the formation gains +1 on
their saving roll from missile attacks. If they are charged on the
following turn, however, this shield formation leaves them particularly
vulnerable, and they receive no bonus for their shields.
The Boar: Alternatively, the legioneers may lock
their shields together in front of them, leaving just enough room for
them to fight with their weapon-hand over the top of the shields. In
this formation, the legioneers may add +1 to their saving roll. However,
all attacks are resolved at a WS of -1.
The Scorpion: In this formation, composed of 1-2
rows of spearmen and at least one row of bowmen, the front two rows of
spearmen will kneel down, with their shields in front of them, while the
back row of archers fire. While in this formation, the archers gain the
shield bonus from the front row of spearmen. If they are charged, the
spearmen may fight back as normal, retaining all bonuses and the
protection of their shields.
The Hydra: The Legioneers move into a triangular
formation, with each side of the triangle pointing outwards. The
Legioneers movement is cut in half while in this formation.
REMAS
THE TEMPLE OF JEAN THE PIOS A brilliant white path,
glowing with it's own light, leads from the Temple Gate to the Throne
Room of the Great Potentate. In the throne room, a milky-white liquid
bubbles from a glorious fountain and pours into a large pool. The holy
water springs directly from the final resting place of Jean the Pios.
The greater warriors of the White Path are
baptized in this water. When they emerge, they are imbued with the
magical powers granted them by the One God, and are ordained as priests.
CLOAKS OF COMMITMENT Lesser cloaks, those worn by
the Followers of the White Path, are dipped once in the liquid when they
announce their dedication to the service of the One God.
Special Rules: The Followers of the White Path are
extremely contemptuous of labor-saving devices, and of the Reasoners who
run them. While they are to devoted to their mission and are
well-disciplined, Followers will not come within 6" of either war
machines or a unit of Reasoners. Should they find themselves, at the
beginning of the movement phase, within 6" of War Machines or
Reasoners, they must pass a leadership to move this turn, and they must
immediately move more than 6" from the unit. If they fail the
leadership test, or if they cannot move more than 6" away, the unit
may do nothing this turn. (It may, however, fight and defend itself as
normal).
LUCCINI
In the south, the city of Luccini is home to the
Windfinders, the master sailors of the Old World. Luccini makes much of
its living from the ocean, and lives in relative tranquillity. Their
city is criss-crossed by deep canals, the market plazas often being
located on large barges rather than on solid ground. So devoted to their
love of the sea, all heroes of Luccini are given the nominative "Captain,"
be they generals or boatswains. The title of Captain is one of utmost
respect, and all who bear that title have earned their right to join the
ranks of the heroes of Luccini history.
THE SEAS OF TILEA The Tilean Sea is the lifeblood
of Tilea. It's oceans provide food and trading ships from Estalia and
the South Lands. During the regular droughts caused by the Skaven, the
ocean is the conduit for large grain barges from Araby.
The Black Gulf is named for it's dark, murky
waters. Once upon a time, the Black Gulf was a deep, brilliant, blue sea,
teeming with life. During the Skaven and the Undead wars, however, a
great sea battle was fought in the Black Gulf. Skaven Clan Priests in
mighty warships fought against an Undead army of 10's of thousands.
Skaven and Undead littered the ocean so that legend says, at the end of
the battle you could walk from shore-to-shore across the floating bodies
of the dead. The only creatures to survive the Skaven poisons and Black
Magic which polluted the ocean were the scavengers. All other life in
the Black Gulf was killed.
Living in submerged caverns in the shallows of the
Black Gulf are the Black Gulf Cavecrab. The Cavecrab has a shell of
ever-changing iridescent colors, a shell which can be sold in the
markets of any man-city for enough money to buy a small country farm.
Once upon a time, the Cavecrab lived in great numbers throughout the
Black Sea. Now it is reduced to a small population which only the
Sartosan Fishermen can find.
Special Rules: All Windfinders are expert swimmers,
capable of holding their breath and swimming under water for great
distances. Because of this, Windfinders may cross any still body of
water (such as a lake or a pond, but not a fast-moving river) as if it
were difficult ground. While under water, they are immune to normal
attacks. Note that this does not make them immune to certain powerful
magic spells...
The various Sea Folk of Luccini (The Windfinders)
never wear armor. While they often carry shields in combat, the
consequences of falling overboard with even light mail frightens even
the strongest of Luccini swimmers.
THE PONDEROR: COUNT LEO DA VINCENZA
Leo da Vincenza was raised a wealthy prince in the
city of Remas. His father, a Count ruling a modest fief on the outskirts
of the territory claimed by the Great Potentate during a religious purge.
His father was not a follower of the White Path, and refused to submit
or offer an Oath of Fealty, even after weeks of torture. From the
beginning, Leo had a strong dislike for the White Path. When the family
manner was burned as an attractor of vermin, Leo and his family were
forced to take what was left of their small fortune and move to the
city.
In Remas, Leo went into seclusion for several
years, studying what he called the Art of Reasoning. When he emerged
from his seclusion, he published his first of what would be many books.
The tome, Artus Mechanicus, was a detailed examination of the Laws of
Being, laws he derived from his reduction of the behavior of the world
around him into a series of mathematical models based in large part upon
the movement of the stars. He attracted a great number of admirers who
wanted to learn more of this strange new science, and he gladly offered
to teach. With the help of a few wealthy young nobles, he opened his
first school of learning, As the number of enrollees grew, his earlier
followers returned to become teachers themselves.
The small school grew to be a university nearly
large enough to rival those of the Empire. It taught skills of logic and
reasoning, and the skills of mechanics and advanced agriculture. But to
the Great Potentate, this school became a threat. Large segments of the
population had followed him only through complete control over what was
and was not. This University taught people to think for themselves - a
practice entirely contrary to the Way of the White Path, which taught
all to proceed in one direction toward the afterlife. Clearly this
threat had to be dealt with.
The moment came when Leo had built a great tower
in the center of Remas. The Tower of the Heavens, reaching hundreds of
feet in the air, hung far above all other buildings in the city. This
tower became for many a beacon of truth and reason amid a world of
turbulence. Tileans, and even foreigners, came far and wide to meet with
Leo da Vincenza, the Ponderor, and to gaze upon his great work. For many
years the tower stood and Leo educated any who would come. And all this
while, the Great Potentate brooded.
In 2499, the Great Potentate finally got his
chance. As news of the treachery of the Burgomasters of Miregliano
spread panic through the streets, the Great Potentate called a general
assembly in the city's central square. Pointing toward Leo's University,
the Great Potentate labeled the tower a disgrace against the One God and
a beacon to the Vermintide. All in Tilea knew of the ancient legends of
the Dwarf / Man city, which fell to its ill-fated attempt to built a
tower touching the heavens, cursing them all forever. The possibility
that a drought-bringing rain of warpstone could come drove the crowd
into a frenzy. As they burned the university and Leo's tower, Count Leo
and his Reasoners fled, barley escaping with their lives. They
eventually settling in Tobaro, far from the influence of the White Path.
Although in exile, Count Leo da Vincenza still
maintains a large personal retinue of students, teachers, and inventors.
Known as The Reasoners, his followers work with him night and day on
creating new inventions and rebuilding the vast library burned with the
tower in Remas.
In addition, Leo da Vincenza continues to work on
his fabulous inventions. He and his laboratories turn out dozens a day,
but most of them prove useless failures. But, always among laboratory
disasters are gems of innovation, giving The Ponderor a regular supply
of unique war engines.
TILEAN ARMY LIST
ARMY SELECTION 0 - 50% Characters 25 - 100%
Regiments 0 - 25%* War Machines 0 - 25% Allies
* This value may be increased to 35% if Count Leo
da Vincenza is included in your army.
HAND-TO-HAND WEAPONS |
MISSILE WEAPONS |
ARMOR |
Hand Weapon - Free |
Bow 2 |
Light Armor 2
(Windfinders may not wear armor) |
Extra Weapon 1 |
Crossbow 3 |
Shield 1 |
Double-handed Weapon 2 |
Sling 1 |
Horse Barding 4 |
Flail 1 Spear / Trident 1 |
Pistol 2 (Reasoners only) |
Heavy Armor 3 |
Halberd 2 |
|
|
Lance 2 |
|
|
Spear-hook 2 (Windfinders only) |
|
|
Harpoon May only be used by Leviathan Hunters, and is
included in their cost. Cloak of Commitment May only be worn by certain
troops, and is included in their cost.
CHARACTERS
1 GENERAL 100 points
Profile M WS BS S T W I A LD
Tilean General 4 6 6 4 4 3 6 4 9
Equipment: Sword. Weapons / Armor: The General may
be given any combination of weapons and armor provided in the army list.
May Ride: The General may ride a warhorse for +3 points, or a monster
selected from the appropriate list. Magic Items: The General is a Lord
level character, and therefore may be given as many as three Magic Items.
0-1 BATTLE STANDARD 80 points
Profile M WS BS S T W I A LD
Tilean Battle Standard Bearer 4 4 4 4 3 1 4 2 7
Equipment: Sword and Battle Standard. Weapons /
Armor: The Battle Standard Bearer be given any combination of weapons
and armor provided in the army list. May Ride: The Battle Standard
Bearer may ride a warhorse for +3 points, or a monster. Magic Items: The
Battle Standard Bearer may carry a single Magic Item. This may be a
Magic Banner, changing the army standard to a Magic Standard.
HEROES 65 POINTS
Profile M WS BS S T W I A LD
Hero 4 5 5 4 4 2 5 3 8
Equipment: Sword. Weapons / Armor: A hero may be
armed with any combination of weapons / armor in the army list. May
Ride: A hero may ride a warhorse for +3 points or a monster. Magic Items:
A hero may be given two Magic Items.
CHAMPIONS 30 points
Profile M WS BS S T W I A LD
Champion 4 4 4 4 3 1 4 2 7
Equipment: A champion is always armed as the rest
of the unit. Magic Items: A champion may be given one Magic Item.
WIZARDS Your army may include Priests of the White
Path and/or Windfinder Casters (Water Magic). The combination of the
teachings of reason and the control of the Great Potentate effectively
deter anyone from exploring the traditional magic colleges.
Water Magic Wizards
Magic Profile M WS BS S T W I A LD Points Items
Water Seeker 4 3 3 3 4 1 4 1 7 56 1
Water Finder 4 3 3 4 4 2 4 1 7 118 2
Water Drinker 4 3 3 4 4 3 5 2 7 190 3
Water Maker 4 3 3 4 4 4 6 3 8 287 4
Equipment: Hand weapon. Weapons / Armor:
Windfinder wizards may wield any of the weapon provided in the army
list. Windfinders, as a rule, never wear armor (and a good thing,
because armor would interfere with their ability to use magic). May
Ride: Windfinder Wizards will not ride a mount. Special Abilities: Water
Wizards are Windfinders. Therefore, the normal rule for swimming applies.
Priests of the White Path
Magic Profile M WS BS S T W I A LD Points Items
Believer 4 3 3 3 4 1 4 1 7 85 1
Follow 4 4 3 4 4 2 4 1 7 185 2
Inquisitor 4 4 3 4 4 3 5 2 7 255 3
Potentate 4 5 3 4 4 4 6 3 8 355 4
Warhorse 8 3 0 3 3 1 3 1 5 +3
Equipment: Priests are armed with a mace. Weapons
/ Armor: Unlike regular wizards, armor does not affect the flow of magic
for priests. Therefore, they may use any weapon or armor provided in the
army lists (of course, it is this ability that greatly increases their
cost...) May Ride: Priests may ride either a horse or a warhorse.
Priests believe all other creatures are "unnatural," so will
not ride monsters.
"True Freedom only comes by surrendering your
soul to the Way." -Follower chant
REGIMENTS
The Men of Luccini
0-1 UNIT OF WINDFINDER FIRECHARMERS 20 points
per model
Your army may include one unit of Windfinder
Firecharmers provided there is at least one unit of Windfinders.
Firecharmers are Windfinders trained in the art of making Glue Fire (see
below). Coming from the ocean, where fire is considered a great threat
aboard ship, they are viewed as quite mad by their Windfinder brothers.
Profile M WS BS S T W I A LD
Windfinder Firecharmers 4 3 3 3 3 1 3 1 7
Equipment: Regiments of Windfinder Firecharmers
are armed with hand weapons and Firethrowers slings. Save: None. Options:
None. Special: The slings the Firecharmers wield throw Glue Fire (and
can be used to fire as normal stones, as well, should a unit so desire.)
Firecharmers fight as skirmishers. Glue Fire Throwers: Mark your target
with a 1" radius template (2" diameter...), and roll to hit
using Firecharmers BS with the sling as usual. If the Firecharmer misses,
roll the scatter dice and move the template d3" in that direction.
Roll a d6 for each model covered by the template. On a roll of 4, 5, or
6 the model suffers 1 wound. Any models not killed outright (creatures
with more than one wound) suffer 1 wound each turn thereafter unless
they move within 1" of a source of water. Swimming: Because their
fire-making equipment cannot get wet, Firecharmers may not swim as other
Windfinders.
0-1 UNIT OF WINDFINDER LEVIATHAN HUNTERS 8
points per model
Your army may include one unit of Leviathan Hunters.
Leviathan Hunters ride the Great Oceans and the Black Gulf hunting Sea
Serpents and Hebelucous.
Profile M WS BS S T W I A LD
Leviathan Hunters 4 3 3 4 3 1 3 1 7
Equipment: Leviathan Hunters are armed with a hand
weapon and Harpoon (see below), and carry a shield. Save: 6 Options:
None. Special: Harpoon: Normally, the Harpoon acts exactly as a spear as
described in the Warhammer Rulebook. Any creature not outright killed by
a wound from the Harpoon has been speared. The rope attached to the
harpoon is secured, trapping the creature. At the beginning of each
turn, if the creature rolls under its S on d6 (exception: a 6 is always
a failure), it is free and nothing further occurs. However, if the
creature does not break free it is trapped as long as there is at least
one surviving member of the unit. While trapped, the creature attacks
and defends at -1 to WS, but cannot move from its current position. If
the entire unit is destroyed, the creature is automatically freed.
Swimming: Windfinders may swim across still bodies of water as if they
were crossing difficult ground.
0-1 UNIT OF WINDFINDER SHARKFANGS 6 points per
model
One unit of Windfinder Sharkfangs may be included in
your army. At sea, Sharkfangs use their sharp, curved hooks to grab the
enemy and pull them overboard. When fighting on land, these weapons are
equally effective, pulling the enemy to the ground, and pulling mounted
warriors off their horses.
Profile M WS BS S T W I A LD
Windfinder Sharkfang 4 3 3 3 3 1 3 1 7
Equipment: Windfinder Sharkfangs are armed with a
hand weapon and a spear-hook (see below). Save: None Options: Sharkfangs
may carry a shield for an additional +1 points per model. Special:
Spear-hook: The spear-hook is essentially a spear with a long extra
prong looping back to point toward the wielder. When using a spear-hook
in combat, roll to hit and wound as for a spear. For all hits scored
that do not wound (due to a missed To Wound roll or a save), re-roll a
d6 against the opponents I. If you roll greater than the opponents I,
the model has been pulled to the ground. During the next combat round,
the stunned model can only defend, it may not attack. If the model hit
was cavalry, the model has been dismounted (see New Rules, below).
Swimming: Windfinders may swim across still bodies of water as if they
were crossing difficult ground.
WINDFINDERS 6 points per model
Your army may include any number of Windfinders.
Windfinders are seamen, trained to battle on the decks of ships at sea.
Profile M WS BS S T W I A LD
Windfinders 4 3 3 3 3 1 3 1 7
Equipment: Windfinders wield a hand weapon and
carry a shield. Save: 6 Options: Windfinders may carry a spear for an
additional +1 points. Special: Swimming: Windfinders may swim across
still bodies of water as if they were crossing difficult ground.
TRIDENTEERS 9 points per model
Common warriors found protecting the ports of Tilea,
the Tridenteers are a bitter and strong defender, tenacious to the last.
Profile M WS BS S T W I A LD
Tridenteer 4 3 3 3 3 1 3 1 7
Equipment: Tridenteers are armed with a hand
weapon and a Trident (see below). They wear light armor and carry a
shield. Save: 5+ Options: None. Special: Trident: The trident works in
exactly the same way as a spear. It should be treated in all respects as
the spear as described in the Warhammer Rule Book.
0-1 UNIT OF SARTOSAN FISHERMEN 8 points per
model
Your army may include one unit of Sartosan Fisherman.
The Sartosan Fishermen stand in the shallows of the Black Gulf and net
the rarest of sea delicacies, the eggs of the Black Gulf Cavecrab.
They're talent with the net in battle is as well-known as the ocean
bounty they provide.
Profile M WS BS S T W I A LD
Sartosan Fisherman 4 3 3 3 3 1 3 1 7 with a net +1
Equipment: Sartosan Fisherman carry a hand weapon,
trident, and nets (see below). Save: 6 Options: Sartosan Fishermen may
wear light armor. Special: Nets: Nets give the tridenteers a +1
initiative bonus. Roll to hit with the nets. Nets do not cause wounds.
Instead, keep track of the number of net hits scored. Tridents: The
Sartosan Fishermen then may attack with their tridents as if it were an
additional hand weapon. Add up the netted hits and the trident hits, and
roll to wound.
The Men of Miregliano and the Legions of Caesar
CHARIOTEERS 72 points per model
The Legion's chariots are pulled by four horses and
hold 2 crew.
Profile M WS BS S T W I A LD
Chariot Crew 4 4 3 3 3 1 3 1 7
Chariot - - - 7 7 3 1 - -
Horse 8 0 0 3 3 1 3 0 5
Equipment: The Chariot's crew are armed with hand
weapons and spears, and wear light armor and carry a shield. Options:
Charioteers may be equipped with halberd's instead of spears for +1
points per model. They may exchange their light armor for heavy armor
for an additional +1 points per model. Each chariot may contain 2 extra
crewman for 9 points per crew, plus the cost of optional equipment.
Chariots may have scythed wheels for an additional +20 points. Special:
See the Warhammer Fantasy Rulebook for Chariot rules.
0-1 UNIT OF GLADIATORS 10 points per
model
Your army many have any number of regiments of
Gladiators. Gladiators are trained in the Great Games at the Coliseum.
Those who survive are given their freedom, and most choose to join the
Legion in search of gold and glory.
Profile M WS BS S T W I A LD
Gladiators 4 4 3 4 3 1 4 1 7
Equipment: Gladiators are armed with a hand weapon
and shield. Save: 6 Options: A regiment of gladiators may include any of
the following additional equipment: light armor for +2 points,
double-handed weapons for +2 points, or an additional hand weapon for +1
point,
LEGIONEERS 11 points per model
The legioneers are the backbone of the Tilean army.
Well-disciplined fighters, they are trained together from birth to fight
as a single unit.
Profile M WS BS S T W I A LD
Legioneers 4 4 3 3 3 1 3 1 7
Equipment: The Legioneers are armed with a hand
weapon and spear and wear light armor and a shield. Save: Special.
Options: Legioneers may be equipped with bows at an additional +2
points, and they may exchange their spears for halberds for an
additional +1 points per model. One unit of Legioneers may carry a Magic
Banner. Special: Maneuvers: The legioneers are trained in several
complex maneuvers as described in the Bestiary. Because of this, they
may only wear light armor. They may use any of the Legioneer Maneuvers
described in the Legioneer bestiary.
"I condemn thee to Oblivian!" -Battlecry
of the Halberdiers of the Mount
The Men of Remas and the Armies of the Great
Potentate
0-1 UNIT OF SWORDMASTERS TEMPLAR 39 points per
model
Your army may include one unit of Knights Templar.
Sworn to keep the vermin menace at bay, the Knights Templar have
forsworn bathing, sex, and wine so that their minds are pure and focused
on their duty.
Profile M WS BS S T W I A LD
Swordmasters Templar 4 4 3 4 3 1 4 1 7
War Horse 8 3 0 3 3 1 3 1 5
Equipment: The Swordmasters Templar are armed with
double-handed swords and a hand weapon. They wear heavy armor and Cloaks
of Commitment (see below), and ride barded horses. Save: 2+ Options:
None. Special: Cloak of Commitment: A cloak blessed in the fount of
eternal life in the Great Temple and marked by the symbol of the Red
Grail, these cloaks, when worn by devotees of the Temple, provide
additional protection of +1 to their saving throw.
0-1 UNIT OF MAD MONKS 15 points per model
Your army may include one regiment of Mad Monks. When
the priests of the White Path are baptized in the milk-white water the
temple, some of them come out of the baptism possessed, their eyes
having turned completely white by some strange magic. Blind, those that
survive this possession are at best half mad, babbling in some strange
language none understands. But they are imbued with magic from the White
Path, becoming an attractor for White Path magic to focus through.
Profile M WS BS S T W I A LD
Mad Monks 4 4 3 4 3 1 3 2 10
Equipment: Mad monks wear a Cloak of Commitment.
They wield a wooden staff (see below). Save: 6 Options: The Mad Monks
may carry a Magic Standard. Special Rules: Cloak of Commitment: Provides
additional protection of +1. Focus for Magic: So long as there are at
least 5 Mad Monks in the unit, any White Path priest traveling with the
unit may draw 1 extra spell card, becoming in effect a wizard/spell
caster of 1 level greater (this will not work in conjunction with other
level enhancing magic items.) Attacks: For determining hits, the staff
they wield has the same statistics as a regular hand weapon. However,
any model killed by the staff momentarily becomes a channel for the
White Path magic. Any White Path priest within 6" may draw 1 extra
winds of magic card for each model killed. Blindness: The powers given
the Mad Monks grant them only a limited image of the world around them.
Because of this, they're sense of direction can easily become confused.
At the beginning of every turn, roll a d6. On a 1-4, they may move as
normal. On a 5 or 6, they move d6" in a random direction.
PATH GUIDERS 24 points per model
Your army may include any number of regiments of Path
Guiders. Path Guiders are responsible for keeping the routes clear
between the major temples and Tilean cities (which also just happen to
be the major merchant routes as well, a service for which the Path
Guiders charge merchants a great tithe...)
Profile M WS BS S T W I A LD
Path Guiders 4 4 3 3 3 1 3 1 7
Horse 8 0 0 3 3 1 3 0 5
Equipment: Path Guiders wear light armor and
Cloaks of Commitment (see below), and carry a shield. They wield a hand
weapon and a lance. Save: 3+ Options: None. Special: Cloak of
Commitment: Provides additional protection of +1. Note that because the
Cloak provides protection without real encumbrance, there is no movement
penalty for Path Guiders.
HALBERDIERS OF THE MOUNT 11 points per
model
Any number of Halberdiers of the Mount may be
included in your army. The Halberdiers of the Mount are duty-bound to
defend the Great Temple of Jean the Pious. They are the backbone of the
Sword of Glory, the personal army of the Great Potentate.
Profile M WS BS S T W I A LD
Halberdiers of the Mount 4 3 3 3 3 1 3 1 7
Equipment: The Halberdiers of the Mount wield
Halberds and wear heavy armor and a Cloak of Commitment (see below).
Save: 4+ Options: None. Special: Cloak of Commitment: Provides
additional protection of +1.
FOLLOWERS OF THE WHITE PATH 7 points per
model
Your army may contain any number of units of
Followers of the White Path. The Followers are the regular infantry of
the army of the Great Potentate.
Profile M WS BS S T W I A LD
Followers 4 3 3 3 3 1 3 1 7
Equipment: Followers wear light armor and wield a
hand weapon. Save: 6 Options: Followers may carry additional equipment
as follows: a double-handed mace for +2 points, a spear for an
additional +1 points, or a bow for +2 points. They may also carry a
shield for +1 point.
0-1 MISSIONARY FANATICS 10 points per
model
One unit of Missionary Fanatics may be fielded if
there is a at least one unit of Follower of the White Path. Passionate
devotees of the Faith, the Missionary Fanatics travel the Old World
seeking to convert all to The Glory.
Profile M WS BS S T W I A LD
Missionary Fanatics 4 3 3 4 4 1 3 2 10
Equipment: Missionary Fanatics wear light armor
and wield a double-handed mace. Save: 6 Options: None. Special:
Missionary fanatics are subject to frenzy.
Other Men of Tilea
TOBARO VERMIN HUNTERS 7 points per model
During the Skaven Wars, specially trained troops were
sent into the tunnels beneath Tobaro to track down the Skaven. The
Vermin Hunter units became an essential part of the Caesar's army after
the Skaven overran Escantos in 1601.
Profile M WS BS S T W I A LD
Vermin Hunter 4 3 3 3 3 1 4 1 7
Equipment: Vermin hunters carry a shield and a
hand weapon. Save: 6 Options: Vermin Hunters may wear light armor for +2
points per model. They may be given a spear for an additional +1 points,
and a bow for and additional +2 points. One unit of Vermin Hunters may
carry a Magic Banner. Vermin Hunters may fight as skirmishers.
MERCHANT GUARDS 10 points
Your army may include any number of merchant guard
units. The merchant guard are hired by wealthy merchants to escort their
goods through the passes to Bretonnia.
Profile M WS BS S T W I A LD
Merchant Guard 4 3 3 3 3 1 3 1 7
Equipment: The Merchant guard are armed with a
hand weapon and a crossbow. They wear light armor. Save: 6 Options:
Merchant Guards may exchange their light armor for heavy army for an
additional +1 point.
REASONERS 6 points per model
Reasoners are the personal retainers of Count Leo de
Vincenza. While they may fight as normal soldiers, their greatest
ability is their experience and training in the use of war machines.
Profile M WS BS S T W I A LD
Reasoners 4 3 3 3 3 1 3 1 7
Equipment: Reasoners are normally armed only with
a hand weapon. Save: None. Options: Reasoners may be equipped with any
of the following: a spear for an additional +1 points, a crossbow for an
additional +3 points, or a pistol for +2 points. Reasoners may also wear
a shield for +1 point, light armor for +2 points, or heavy armor for +3
points.
Special: Knowledge of War Engines: If the crew to any
war machine is destroyed, but the war machine itself is still intact,
Reasoners from any Reasoner unit may detach from their regular unit and
head directly for the war engine. While moving, this detachment acts as
their own separate unit. When they reach the war engine, they must spend
their entire next turn motionless. During this turn remove the Reasoner
models and replace them with the original crew. This represents the new
crew examining the weapon, making decisions about who will have which
function, uprighting the weapon, locating ammunition piles, etc. On the
following turn the War Machine and crew operate as normal.
"The Skaven? They're not but a spot on the
face of the Great Potentate!" - The last words of the Great
Potentate Pinocco the Infidelitous before succumbing to the Red Pox.
War Machines
STONE THROWERS
Trebuchet 95 points per model
Catapult 60 points per model
The great siege engines also make devastating
weapons in regular battle. The trebuchet works much like the Orc Rock
Lobber, relying on a counterweight to throw the stone a longer distance.
The catapult relies on simple tension, reducing it's strength and range.
The trebuchet requires 3 crew. The catapult has a crew of 2 men.
Profile M WS BS S T W I A LD
Catapult / Trebuchet - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Range Strength Save Wounds to Hit
Trebuchet "60 10 None d6
Catapult "48 7 none d3
Equipment: The crew are armed with hand weapons.
Save: None Options: The crew may be equipped with light armor for +2
points per model.
THE WAR MACHINES OF COUNT LEO DA VINCENZA
Special Rules: There must be at least one unit of
Reasoners to include any of the following war machines in your army.
0-5 LOGGING ENGINES 115 points
Making a distinctive whistling sound when operating,
the logging engine is operated by two crew, rapidly turning 2 large
handcranks. Inside the machine, these handcranks spin a bewildering
array of gears and widgets, powering the wheels and a great circular fan
whose spokes end in large axe blades. These axe blades extend in front
of the engine, cutting down anything in its path. The crew themselves
stand on a small chariot-like platform behind the machine, protected
from the whirling blades.
Profile M WS BS S T W I A LD
Logging Engine * - - 7 7 4 - * -
Crew 4 3 3 4 3 1 3 1 7 *special (see below)
Range Strength Save Wounds per Hit
Logging Engine - Special 7 None d3
Equipment: The crew are armed with hand weapons
and wear light armor. Save: 5+ Special Rules: Move: Depending on how
fast the crew spins the blades, the Logging Engine can move from
0-6" during the movement phase. However, for the blades to spin
fast enough to cause damage, the crew must keep the engine moving at a
speed of at least 2". The engine may make a 90-degree turn by using
1" of its movement. Attacks: Any model along the 3" front
(that's width) of the engine may try to jump out of the way by rolling
under their I on d6. Those that do not get out of the way suffer d3 S 7
hits. Any model in its path as it moves forward is run over, suffering a
single S 6 hit. Damage: Hits to the War Engine should be worked out on
the table below.
Dice Roll Location Hit 1-5 Logging Engine 6 Crew
0-1 WAR BALLOON 100 points
Composed of hundreds of spans of well-sewn silk, the
War Balloon floats high above the battlefield raining destruction on
those below. A hand-operated propeller system and a small rudder direct
the War Balloons movement. The War Balloon is highly susceptible to
damage, should a flying opponent attack it, or should it drift close
enough to the ground to enable ground units to fire. It's two wounds are
really a result of it's size - one gash or arrow hole in the silk fabric
generally will not bring it down.
The balloon is operated by two crewmen
Profile M WS BS S T W I A LD
War Balloon 8 - - 4 3 2 - * -
Crew 4 3 3 4 3 1 3 1 7
Range Strength Save Wounds to Hit
War Balloon Bombs 6" 7 None d3
Equipment: The crew wear light armor and are armed
with hand weapons. Save: 5+ Special Rules: There is room in the balloon
for 2 other models. Flying High: On the first turn, the War Balloon's
sand bags are thrown overboard, sending the it speeding into the sky.
The War Balloon is considered Flying High while aloft. Unlike the normal
rules for Flying High, however, the War Balloon is not removed from the
table. It is flying high enough to be out-of-range of ground missile
fire, but it is also close enough to allow for it's deadly bomb attack.
Bomb Attack: The bomb may be thrown within 6" of the War Balloon.
Place the 2" template and roll the scatter dice. On a miss, the
bomb moves d3" in the scatter dice direction. Any unit under the
template takes a S 7 hit causing d3 wounds.
Move: The propellers grant the War Balloon a
limited degree of movement. However, the winds present at such high
altitudes make its movement somewhat erratic. Before it moves, roll a
scatter dice and move the balloon d6" in that direction. If a HIT
is rolled, examine the chart below.
Roll Consequence 1-4 The air is calm, and the
burner is operating perfectly. Nothing happens. 5 Hot gas leak! Air has
been leaking from the balloon without the pilot noticing. The War
Balloon drops to the ground as the pilot frantically cranks up the fire.
Any model underneath the balloon suffers a single S 4 hit. The crew is
unaffected. At the beginning of the next turn, the balloon may rise
again, but may not move. 6 Fire! The War Balloon is kept aloft on a
cushion of hot air. The flames that keep the air hot often produce
sparks which can quickly burn the light silk to ash. The balloon falls
to the ground, killing all aboard.
The War Balloon may be landed. To do so, the
controlling player declares it will land during the charge phase. The
War Balloon may move as usual during its descent. When it alights, any
models in the balloon may exit at the beginning of the next turn. Note
that during it's descent it may not be considered charging. In addition,
it will be susceptible to ground fire.
Storms, those caused by some of the more
mind-numbing spells, will ravage a War Balloon. If a storm is unleashed,
the War Balloon immediately suffers d3 S 3 wounds, and is blown
2d6" in a random direction. While the storm is in progress, the
crew loses all control of the War Balloon. On it's next turn, it must
land or be blown off the table. It will land randomly 2d6" from its
starting position.
0-5 WATER CANNON 90 points
Originally developed by Count Vincenza after his
research tower and university in Remas were razed by the Sword of Glory,
Leo quickly realized that this "firestopper" had military uses
as well. The pump works by pneumatic pressure. Air pressure is built up
inside the main cannon barrel (literally a large, steel-wrapped barrel
of water) by the crew using billows. This pressure also provides enough
power to move the cannon, albeit at a very slow pace.
Profile M WS BS S T W I A LD
Water Cannon 4 - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Range Strength Save Wounds to Hit
Water Cannon Special 10 None Special
Equipment: The crew is armed with hand weapons.
Save: None. Special Rules: Use the Dragon Breath template. Set the
template in front of the Water Cannon. All models which are covered by
the template are automatically hit, and must roll to wound vs. a S 10
hit. Instead of taking a wound, however, a model is knocked to its feet
by the force of the blast. All mounted characters are dismounted. Any
unit so hit may only defend, they may not attack or move. During their
next movement phase, they may make only half their normal move/charge.
In addition, all fires or fire-throwing weapons are extinguished.
Weapons that are fire based must take time to dry out (usually with a
frantic crew draining water from all its parts). Such a weapon cannot
fire again until it rolls a 4, 5, or 6 on a d6. Test at the beginning of
each firing phase for the weapon / unit.
PORTABLE BRIDGE 25 points
The portable bridge is composed of well-reinforced
wood planks, folded in sections so that it can be borne by a single
horse. Thanks to Leo's addition of a series of locks and springs, when
place on once side of a river bank (or chaos, or small marsh - whatever
wishes to be crossed), two men can assemble the bridge quickly and
easily.
Profile M WS BS S T W I A LD
Portable Bridge - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Equipment: The crew is armed with hand weapons.
Save: None. Options: The crew may be equipped with light armor for +2
points and shields for +1 point. Extra crewmen may be included in the
unit for +5 points per model, plus the cost of any additional equipment.
They may be mounted on horses for twice their normal price. Special
Rules: A Bridge Builder "unit" normally consists of two crew,
walking on foot and leading a horse. Note that this limits the unit's
move to 4. The portable bridge, while strapped to the back of the horse,
encumbers the horse's move as if it were carrying a rider with heavy
armor and shield (a -1 penalty).
The bridge takes one complete turn to construct,
and requires that at least 2 crew be present. At the beginning of the
next turn, prior to the movement phase, place the bridge starting from
within 1" of the crew. The bridge may not exceed 6" in length,
and it measures 2" in width. Any units may use the bridge after it
is in place, starting with this turns movement phase. While the bridge
can be destroyed, it cannot be dismantled once assembled. At the same
time, however, malfunctions in its construction have been known to
occur. The first time a unit or figure crosses the bridge, roll a d6. On
a d6 roll of 6, something has happened to the bridge: roll on the Faulty
Construction Chart, below.
Roll Consequence 1-2 The bridge shakes but holds.
The bridge is merely settling into the ground. Nothing happens. 3-4 The
bridge is collapsing! The models on the bridge may complete their
crossing. At the end of the movement phase, the bridge collapses. Any
model still on the bridge suffers whatever fate was beneath them
(drowning, a long fall, etc.) At the end of the movement phase, the
bridge is removed from play. 5-6 The bridge collapses! All models in the
front rank must roll under their I on a d6 or suffer the consequences.
The bridge is removed from play.
WINDFINDER WAR MACHINES
Special Rules: There must be at least one unit of
Windfinders before you may include any of the following war machines in
your army.
HARPOON THROWER 65 points
Harpoon Throwers are usually found on the great
trawlers that ply the oceans hunting Leviathans. The harpoon thrower
operates much like the common battlefield bolt thrower, but with a
special winch attachment which connects a rope to the harpoon. Two crew
man the bolt thrower.
Profile M WS BS S T W I A LD
Harpoon Thrower - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Harpoon Thrower
Range Strength Save Wounds to Hit
48" 6 (-1 per rank) None d6
Equipment: The crew wield a hand weapon and wear
light armor. Save: 6 Special Rules: In general, the standard rules for
bolt throwers apply. However, the barbs on the harpoon are designed so
that it will become stuck in the flesh of any monster-sized creatures
(anything smaller, such as humans, it simply goes straight through...).
With the rope attached, a monster hit by the harpoon is limited. During
your turn, the monster may be pulled 4" closer to the harpoon crew,
moving in a straight line. While the winch is in use, the harpoon
thrower may still be fired, but no rope may be attached, such that it
will function exactly like a bolt thrower. So long as the monster is
being wheeled in, all shots from the Harpoon Thrower are at +2 to hit.
At the beginning of each turn, if the harpooned
creature rolls under its S on d6 (exception: a 6 is always a failure),
it is free. So long as it is attached to the winch, the creature cannot
move in any direction except toward the harpoon gun. In addition, at the
beginning of each combat round there is 1 automatic hit against it (roll
to wound as normal, but against the S of the creature itself. In other
words, there is a wound on a roll of 4, 5 or 6.) This represents
possible further damage by the hunters trying to push the harpoon in
further and the creature injuring itself as it tries to break free.
GLUE FIRE THROWER 95 points
Similar to the Trebuchet and Catapult in design, the
Glue Fire Throwers (when converted from their usual ship-born form) lob
Glue Fireballs of Glue Fire upon the enemy.
Profile M WS BS S T W I A LD
Glue Fire Thrower - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Glue Fire Thrower
Range Strength Save Wounds to Hit
60" special special special
Equipment: The crew are armed with hand weapons.
Save: None Special Rules: The firing rules for stone throwers apply.
However, instead of rolling to wound, Glue Fire will kill all those
under the template who don't roll a 4 or more on a d6. Any models not
killed outright (creatures with more than one wound) suffer 1 wound each
turn thereafter unless they move within 1" of a source of water.
Leave the template in place (I would suggest cutting out a couple of
spare templates before play) - Glue Fire will keep burning until
extinguished. (Certain Magic Spells will take care of that...) Any model
stepping through the area where Glue Fire is still burning suffers a
single S4 hit, with no save.
Glue Fire causes damage to buildings as under the
Fire rules in the Warhammer Rule Book. Also note that this will have the
normal fire attack against creatures which are susceptible to fire (such
as treemen).
Magic Items
WAR ENGINE TOME OF KNOWLEDGE 25 points
This tome may be given to any unit of war macines.
The tome allows any unit to re-roll any misfire result once. If the
re-roll still results in a misfire, add +1 to your misfire result roll
before consulting the misfire table.
WAR TELESCOPE 50 points
Allows any war machine unit to re-roll it's misses
with ballistic war machines. Any roll on the scatter dice that does not
result in a hit may be re-rolled once. If the roll still does not result
in a hit, the artillery dice result may be reduced by half.
RING OF LIGHT 75 points
The Ring of Light cloaks the bearer in a shield of
pure grail fire. Any magic spells cast at the bearer may be instantly
dispelled. The ring may be used only three times in this manner. DISCARD
AFTER THREE USES FOLLOWERS OF THE WHITE PATH ONLY
GREATER CLOAK OF COMMITMENT 70 points
Strand by strand, fine worm-spun silk is dipped into
the fountain of the Temple of Jean the Pios and woven via a complex
magic spell known only to the greater priests of the temple. The Greater
Cloak of Commitment will dispel all spells (except those of the White
Path) on a d6 roll of 4, 5, or 6. In addition, the Greater Cloak of
Commitment allows the wearer to re-roll any missed save, saving on a 4,
5, or 6. FOLLOWERS OF THE WHITE PATH ONLY
SCROLL OF RIGHTEOUSNESS 75 points
The Tome of Righterousness may be used in conjunction
with any Follower Magic Spell. When cast, place this card on the table
to allow the spell-caster to ignore any and all dispel magic or destroy
magic cards. The spell cast cannot be dispelled in this magic phase (if
the spell has a duration of more than one turn, this card provides no
more protection from dispels after the phase in which it is cast.) ONE
USE ONLY. DISCARD AFTER USE MAY BE USED BY WHITE PATH PRIESTS ONLY
HOLY SEPULCHER OF FORGIVENESS 100 points
The flat lands of the One God are barren but for the
souls of those waiting for their turn to enter the gates of the
afterlife. A single white path splits across this desert, showing the
way to the gates. Depending on the character of the dead, the journey to
the gates can take moments or centuries of parched, unchanging,
marching.
If the bearer is killed, they are sent to the flat
lands of the One God to be healed. Remove the model from the table
immediately and for the remainder of the next turn. At the end of the
next turn, after the magic phase, return the figure to within 6" of
its previous position. The character is fully healed, and may continue
as normal at the beginning of the following turn. FOLLOWERS OF THE WHITE
PATH ONLY
TOME OF THE WAY 150 points
The Tome of the Way allows the bearer to have extra
magic spells available during the battle. Before the game begins, roll
d3; this will represent the number of extra magic spells that the White
Path Priest may take with him into battle. WHITE PATH PRIESTS ONLY
BOOTS OF WATER WALKING
15 points The Boots of Water Walking allow the wearer
to walk across any body of water, be it river, lake, or stream, as if it
were clear ground.
SWORD OF STONE 65 points
The Sword of Stone is a double-handed weapon believed
to be crafted from Grail Fire during the reign of one of the earlier
Potentates. The wielder of this weapon gains +1 S and +1 WS. The Grail
Fire used to sharpen the blade has given it an edge which normal armor
cannot resist. No saving through for any wounds caused.
THE RED GRAIL 75 points
The Red Grail purportedly contains the spirit of the
Great One herself. When Undead are within 12" of the grail, they
will see a brilliant, blinding light emanating from the bearer. All
attacks against the bearer of the Red Grail are made at -1 to hit. When
held, the gold-gilded Red Grail bleeds dark red blood, giving the grail
its name. Over the course of one day, it will bleed enough for one
drink. When swallowed, the Red Grail will heal all wounds. HEALING
ABILITY IS ONE USE ONLY. FOLLOWERS OF THE WHITE PATH ONLY.
THE SILVER LAUREL OF CAESAR 100 points
The Silver Laurel has been passed down from Caesar to
Caesar since the birth of the Great Council. The Silver Laurel enhances
the wearers tactical and command abilities. All friendly units within
24" may maneuver with no movement penalty - they may turn any
number of times, and expand and contract their ranks as often as they
like. In addition, all units within 24" test their LD as the
bearers. CAESAR OREMOR ONLY
SPEAR OF HOLDING 35 points
The Spear of Holding grants the bearer extra strength
and ferocity in the face of a charge. If the bearer has been charged
this turn they fight back at S +1. In any round of hand-to-hand combat,
the bearer and their unit make break tests at LD 10, and always add 1 to
their combat result.
RAT-SLAYER 25 points
The sword of Antonious Ratsbane, Rat-Slayer imbues
it's wielder with extra speed in it's attacks. The wielder of Rat-Slayer
receives +1 WS and +1 I (maximum of 10). Against Skaven, Rat-Slayer will
cause d3 wounds.
Special Characters:
CAESAR OREMOR THE BOLD 110 points
+ 100 The Silver Laurel of Caesar
If Caesar is present, then he must be your
general. The Caesar is responsible for the protection of Tilea from any
potential enemt invaders. Since the title of Caesar has largely been
hereditary, Caesar was trained from the time he could walk to be the
next leader of the Tilean Legion.
Profile M WS BS S T W I A LD
Caesar Oremor 4 6 6 4 4 3 6 4 10
Weapons / Armor: Caesar Oremor prefers to wear
light armor and a shield in combat, and carry a hand weapon. May Ride:
While Caesar may ride a warhorse (for +3 points) with barding (+4
points), or a monster; he prefers to ride in a chariot (with 1 crewman)
for +64 points. Often, his Army Standard Bearer rides with him. Options:
Caesar Oremor may wear heavy armor for +1 points. He may use any weapon
from the equipment list, and he may also carry up to 4 magic items
(usually one of which is the Silver Laurel). Special Rules: Peace: When
Caesar is present, there are no animosity problems between the Followers
and the Reasoners.
ANTONIOUS "RATSBANE" PETRICULLO 82
points
+25 Rat-Slayer
A former gladiator, Antonious saved Oremor's life
when they were boys in the Great Races. Antonious has also earned the
respect of his fellows and the people of Miregliano for his many
victories in the Blighted Marsh. Recently, however, his otherwise satin
image has been attacked by reports of plots to take the Caesar's place,
and dark whispers of murderous palace intrigue. Caesar Oremor vehemently
denies any such action by his beloved friend, yet even his advisors are
reportedly trying to convince him otherwise.
Profile M WS BS S T W I A LD
Antonious Ratsbane 4 5 5 4 4 3 4 3 9
Warhorse 8 3 0 3 3 1 3 1 5
Weapons / Armor: Antonious wears light armor and
carries a shield. If he does not have Rat-Slayer with him, he will use a
hand weapon. May Ride: Antonious may ride a horse, a warhorse for +3
points (his preferred mount), or a chariot for +61 points. Options:
Antonious may wear any of the armor or weapons listed in the equipment
list, as well as any appropriate magic items. Special Rules: Hatred for
Skaven: Antonious Ratsbane has a deep hatred for Skaven, as per the
Warhammer Rule Book.
COUNT LEO DA VINCENZA 210 points
During his free time, Count Leo da Vincenza
studies the stars and Celestial Magic. Because of these studies, Count
Leo da Vincenza is a Third Level Wizard of the Celestial College.
Profile M WS BS S T W I A LD
Leo da Vincenza 4 3 3 4 4 3 5 2 9
Weapons / Armor: Count Leo is armed with a hand
weapon. May Ride: Count Leo da Vincenza may ride a warhorse for an
additional +3 points, or a monster. Options: Count Leo may use any of
the weapons from the Equipment list. Special Rules: If Count Leo da
Vincenza is in your army, you may spend an additional 10% of your points
allocation on war machines. At the same time, however, Count Leo da
Vincenza would be too disinterested to join any battle that had fewer
than 15% of its total points allocated to war machines. In other words,
15-35% of your army must be composed of War Machines.
NOTRA DAEMUSBROOD THE SEER 210 points
+65 Sword of Stone
After the Skaven took the town of Escantos, it was
believed lost. However, Notra Daemusbrood recovered the weapon from the
body of the Skaven warrior Inquial after foretelling its return with a
Skaven attack on Remas. Notra Daemusbrood is not a follower of the White
Path, but lives in the Temple of Jean the Pios, providing advice on
important matters of state. It is said his ability to look into the
future has provided the current Potentate with information that has
helped him rest much power and land from the independent territories
between it and Luccini.
Profile M WS BS S T W I A LD
Notra Daemusbrood 4 3 3 4 4 3 5 2 9
Daemusbrood is a 3rd level wizard of the Gold
college.
Weapons / Armor: The Seer is armed with the Sword
of Stone or a hand weapon. May Ride: Notra Daemusbrood may ride a horse,
a warhorse (for +3 points), or a monster. Options: Notra Daemusbrood may
wield any weapon on the equipment list. He also may wear any armor in
the equipment list, but by so doing will be unable to cast any magic.
Special Rules: Because of his ability to foretell, he may re-roll any
dice roll once during the game.
VERCELLI THE GRAY (The Vermin Singer) 218
points
+75 Vermin Song
Vercelli the Gray is the head Rat Hunter in the
city of Tobaro, responsible for directing the de-verminization of the
city as ordered by the current prince of Tobaro. The Vermin Hunters fall
under his general authority, and he has been granted additional broad
administrative powers to eradicate the hordes from the blight,
permitting him to adopt random inspections of all food-stores to search
for any Skaven.
In battle, Vercelli is always surrounded by a rat
swarm that moves and fights with him.
Profile M WS BS S T W I A LD
Vercelli the Gray 4 3 3 4 4 2 4 1 7
Rat Swarm 6 3 0 3 2 5 1 5 10
Vercelli is a Wizard Champion of the Gray College
of Magic.
Weapons / Armor: Vercelli carries a hand weapon.
He wears no armor. May Ride: Because of the swarm of rats which always
surrounds him, Vercelli cannot ride - no steed will come near him!
Options: Vercelli may use any weapon provided in the Equipment Lists.
Vercelli may wear armor, but if he does so he gives up his ability to
cast spells. Special Rules: Vermin Song: Instead of fighting in
hand-to-hand combat, Vercelli may play his flute, Vermin Song. When
Vermin Song is played, all Skaven and rat-like creatures within 6"
must roll under their LD on 2d6 or become entranced. While in this
state, they will move at their normal move at Vercelli discretion. If
they are sent beyond the 6" range, they will be freed from the
trance. While in a trance, they may not fight or defend themselves. If
they are sent into water they will drown. At the beginning of each turn,
the Skaven may attempt to escape the trance again, but with a -1
modifier to their roll.
Rat Swarm: Wherever Vercelli goes, the power of
the Vermin Song flute draws rats and other rodents to him. Vercelli sees
this as a great curse, but the rats are so enchanted by his presence
that they will die for him. During combat, if Vercelli is wounded on a
d6 roll of 4, 5, or 6 the wound(s) will be taken by the rat swarm
instead. The rat-swarm will follow the wizard wherever he goes, and will
contribute their attacks to all hand-to-hand combat.
CAPTAIN MORGANA BEARDBURNER 75 points
+35 Spear of Holding
Morgana once coordinated the raids on the Sartosan
Straight pirate lairs. Having grown tired of the conduct of marine
warfare, she decided to try here hand as a land-dweller. One month after
she convinced Marcovious to give her the defense of Luccini, Morgana
repelled an Orc and Goblin horde which had descended from the mountains
of the Border Princes and marched unchallenged to the gates of the city.
Surrounded by the last defense of Luccini Windfinders, she
single-handedly took out the heart of the Orc general Igthod Toadlicker.
With this victory came great fame and fortune, and she is now one of the
most successful generals in the land of Tilea.
Profile M WS BS S T W I A LD
Morgana 4 5 5 4 4 2 5 3 10
Weapons / Armor: Morgana has converted well-enough
to the intricacies of Land-luggers (or whatever it is they call
themselves, she has never quite understood). She is willing to wear
light armor (don't try to make her wear anything heavier...) and a
shield. She always carries her Spear of Holding and a hand weapon. May
Ride: Like other Windfinders, Morgana will not ride a mount, preferring
to stick to her feet. Options: Morgana may wield, in addition to her
Spear of Holding, any weapon listed in the Equipment List. Morgana is a
Windfinder, so she may swim.
THE GREAT POTENTATE 375 points
+75 Ring of Light
+100 Tome of the Way
+100 The Seat of Holiness
The Great Potentate has taken a vow of celibacy, a
vow of poverty, and a vow against gluttony. When he goes to war, he
rides in his Seat of Holiness (for he is too bulky for an ordinary
warhorse), with at least three nubile wenches accompanying him,
hand-feeding him with fine wines and legs of mutton. His Seat of
Holiness is made of gilded gold, and he wears beautiful necklaces of
gold, platinum, silver, and diamond. He and his seat or so heavy that 10
mean are required to port him about from place to place.
Profile M WS BS S T W I A LD
The Great Potentate 4 5 5 5 4 4 5 3 10
The Great Potentate is a Fourth Level Priest of
Follower Magic.
Weapons / Armor: The Great Potentate wields
a double-handed sword. He wears heavy armor. May Ride: The Great
Potentate is too large to ride a regular warhorse. He may move around on
foot, but normally he rides his Seat of Holiness into hand-to-hand
combat. Options: The Great Potentate can wield any weapon or armor from
the Equipment List (except for the pistol).
Special Rules: Devout Followers: All
Followers within 6" of the Great Potentate are subject to frenzy.
The Seat of Holiness: The Seat of Holiness is borne by 10 devout
followers. Should any of the bearers be killed, the seat may be carried
as follows: 8-10 followers may move 4", 6-8 followers may move
2", the Sear of Holiness can not be borne by less than 6 followers.
Profile M WS BS S T W I A LD
Seat of Holiness - - - - 7 3 - - -
Seat-Bearers 4 3 3 4 3 1 3 1 10
Equipment: The Seat-Bearers are armed with a hand
weapon and wear light armor, and carry a shield. Save: 5+ Options: The
Seat-Bearers may wear heavy armor for +1 point per model. They may carry
spears for +1 point per model. Special Rules: Any hits against the Great
Potentate and his Seat of Holiness should be distributed as follows
(roll a d6):
Missle Attacks Hand-to-Hand 1-2 1-4 Seat-Bearers
3-4 5 Seat of Holiness 5-6 6 The Great Potentate
"You are only as mighty as your bulk." -
The Great Potentate Contremerdi III
LICENTIOUS THE PIOS 265 points
Normally, a human can withstand but one baptism or
quaff of the waters from the Temple fountain. Licentious the Pios drank
deep from the fountain at the Temple on the day after he rose to become
a priest, something none had done and survived since the first quaffs
were taken from the fountain. For three days his body glowed with an
internal radiance, as he screamed in agony.
Profile M WS BS S T W I A LD
Licentious the Pios 4 4 3 4 4 3 5 2 7
Licentious the Pios is a Third Level Priest of
Follower Magic.
Weapons / Armor: Licentious wields a hand weapon.
May Ride: Licentious may ride a warhorse for +3 points, or a monster.
Options: Licentious the Pios may use any weapon or armor from the
equipment list (except the pistol). Special Rules: Fear: Licentious the
Pios glows with a bright inner light, and he exudes an aura of pure
White Magic. Because of this aura and his twisted, ghostly-white form,
Licentious causes fear.
New Rules
DISMOUNTED CAVALRY A dismounted model needs one
movement phase to remount. During this time the model fights with none
of the benefits of being mounted.
Water Magic - The Spells of the Windfinders
Part Water Power 1 Range 24" As it's name
suggests, this spell parts a body of water from bank to bank, making a
clear path 6" wide. Any unit may walk through this now dry area as
if on clear terrain. This spell remains in play until dispelled or the
Wizard releases the magic. The Wizard can do this at any time including
outside the normal turn sequence, even during the opponents movement
phase.
Water Walk Power 1 Range 36" One character or
unit may walk on water as if it were clear ground. This spell will
remain in play until dispelled or the Wizard casts the spell on another
unit.
Well Water Power 2 Range 24" This magic
summons water buried in the earth to the surface. Immediately after it
is cast, a 6" diameter swamp appears at the target location. The
swamp is considered difficult ground. At the end of the next turn, the
swamp becomes a pond. Any creature still standing in the area where it
is forming drowns, with no save.
The Tentacles of Animos Power 3 Range 12"
When this spell is cast, 2d6 jet black tentacles burst from the ground
under a unit. Each tenable will attack a separate figure, which must
roll under their I on d6 to escape. Models caught by the tentacles are
killed, but as the tentacles worm through their armor and into the
corpse, the models reanimiate. They fight under the wizards control,
with the same stats as before, but may not move. Any tentacles that are
still free may try to ensnare any unpossessed model in range. After the
first turn, the tentacles have the following stats:
Profile M WS BS S T W I A LD
Tentacle - 5 - 4 4 1 6 1 -
The tentacles may be destroyed. A dispel will
destroy d6 tentacles. REMAINS IN PLAY
Saint's Fire Power 2 Range 36" Saint's Fire
gives any unit it is cast upon a radiant glow of electrical power. Any
attacks by the character or unit will cause an extra S 4 Electrical
attack, resulting in d3 wounds. If any storm causing spells are cast,
such as the High Magic spell The Tempest or the Water Magic spell
Hurricane, the additional attack hits at S 6 and causes d6 wounds. If an
electrical attack is made against the unit (such as by an Electrical
Dragon), the attack is made at 1/2 Strength, and the Strength of the
units attacks are again increased (to S 6 and d6 wounds). Creatures
immune to electrical attacks are also immune to Saint's Fire. Saint's
Fire remains in play until dispelled.
Follower Magic - The Spells of the White Path
Dawn of the White Path Power 3 Holy grail fire
sweeps out from the eyes of the priest, attacking the dark magic that
composes the essence of the Undead. Casting this spell instantly
banishes 2d6 Undead (opponents choice) within 12" of the caster,
with no save.
Light of Truth Power 1 Range 12" As the pure
radiance of the White Path glows through the wizard's eyes, those
looking in his direction are compelled to tell by a greater voice to
tell the truth. All things hidden about the target's body are revealed
to the caster, magic items and talismans of power glowing in a
light-sucking red.
Casting this spell allows the priest to examine
any magic items or spell cards of a single wizard or hero within
12".
Hand of Glory Power 1 The Hand of Glory will move
any unit immediately into base-to-base contact with an enemy unit within
24" as if charging, with 1d6 added to the combat result.
The Blessed Martyr Power 2 Range 36" When
cast on any unit which has taken casualties in the last round of
hand-to-hand combat, the unit immediately goes into a frenzy and gains
one additional attack, made immediately, on it's foe. In the next turn,
they will continue to be in a religious frenzy (as per the Warhammer
Rule Book), and will stay that way until the other unit is destroyed, or
a dispel is cast.
Crucible of Might Power 3 The wizard is aided by
the hand of the One God in his blessed fight against the enemy. A unit
in hand-to-hand combat with the wizard immediately suffers 3d6 S 5 hits.
The Whispered Covenant Power 1 Range 24"
Followers of the Red Path and the One God often make personal oaths
before stepping into battle. If the One God hears, then they are blessed
with favors. As they march into battle, the One God whispers in the
warrior's ears of the benefits of life in the after-world should they
die in battle.
When cast, any character killed this turn is
immediately brought back to life for one turn. At the end of the next
turn's magic phase, the character dies permanently as his soul proceeds
directly into the afterlife, and may not be brought back to life, or
raised from the dead (to become Undead).
Curse of the Light Power 1 If a Wizard fails to
dispel a Black Magic spell using a Dispel Magic or a Destroy Magic
Spell, casting this spell permits the Wizard to make a single re-roll on
the attempt to dispel.
The Wandering Way Power 1 Range 36" When cast
upon an opposing unit, the unit will become confused. The unit will halt
what they are doing and ponder their sudden doubts for the next turn. If
they are in hand-to-hand combat, they will immediately seek to move
away. While so doing, they will not attack, but they may defend
themselves. The unit will remain in this state of deep inner thought
until they pass a LD test.
Blessed Aura Power 1 Range 24" When cast upon
a friendly unit, an unnatural light surrounds the unit as a token that
they will and are fighting for the right. The unit takes psychology and
break tests with an LD of 10.
Grail Fire Power 3 The priest opens a conduit
direct to the afterlife, filling him with power. As the priest is
consumed, a ring of pure magic spreads outward from his dying shell like
a ripple on a pond. All models in base-to-base contact with the priest
immediately suffer d6 S 10 hits, no save. All models within 12"
suffer d6 S 7 hits. All models between 12 and 24" suffer d6 S 5
hits.
Strategy Tips The following are some strategy tips
that have been developed in some of our test battles.
o Harpoon throwers (Leviathan Hunters or the War
Machine) would be best positioned to protect other war machines from
aerial attacks, or anywhere that they can be expected to confront large
monsters.
o The Spear-hooks (Sharkfangs) are great for your
flanks as a protection against cavalry charges. If you throw Captain
Morgana in with them, they will decimate even elite cavalry. Support
them with a small unit of Knights of the Temple (Templar Knights).
o The War Balloon is fun to play, and even more
entertaining to build, but depending on the wind and the luck of the
dice it can be almost worthless. It's really a tool for a gamer who
likes to take risks. It can devastate that unit the enemy thinks is
shielded from normal missile fire. Throw a wizard in there, and you can
drop spells all over the place. However, all it takes is someone to whip
up a good storm or launch even a mild flying creature to tear the
balloon to shreds.
o Throw a Water Cannon on your flanks or in the
center between two heavy units, and use it to slow the advance of either
cavalry or some heavy elite foot units. It will bring an advance of
Black Orcs to a halt, allowing you to poor missile fire from a
well-placed archer or Merchant Guard unit.
o Priests are battle-fighters. Don't leave them
sitting behind the lines throwing spells around. Throw them into
hand-to-hand, especially with a unit of Mad Monks.
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