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    The Tilean Army List

    by Dave Rauscher

    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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