TILEA ARMY LIST:
Regiments

The Men of Luccini
The Men of Miregliano and the Legions of Caesar
The Men of Remas and the Armies of the Great Potentate
Other Men of Tilea

The Men of Luccini

Firecharmers
Leviathan Hunters
Sharkfangs
Windfinders
Tridenteers
Sartosan Fishermen

0-1 UNIT OF 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 Fell Fire. Most Firecharmers are viewed as being quite mad by their Windfinder brethren - Fell Fire's ability to stick and burn anything flammable, even when doused with water, makes Fell Fire a feared weapon on the open sea.

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Windfinder Firecharmers433331317
Equipment Regiments of Windfinder Firecharmers are armed with hand weapons and Firethrowers slings
SaveNone
OptionsNone
SpecialSlingsThe slings the Firecharmers wield throw Fell Fire (and can be used to fire normal stones as well, should a unit so desire.) Firecharmers fight as skirmishers.
Fell Fire ThrowersMark 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.
SwimmingBecause their fire-making equipment cannot get wet, Firecharmers may not swim as other Windfinders.


0-1 UNIT OF LEVIATHAN HUNTERS (7 points per model)

Your army may include one unit of Windfinder Leviathan Hunters. Leviathan Hunters sail the Great Oceans and the Black Gulf hunting Sea Serpents and Hebelucous, the primary source of lamp oil - and therefore light - for Tilea and most countries along Tilea's prodigious trade routes.

ProfileMWSBSSTWIALD
Leviathan Hunters433431317
Equipment Leviathan Hunters are armed with a hand weapon and harpoon, and carry a shield
Save6
OptionsLeviathan Hunters may carry a shield for +1 points per model
SpecialHarpoonNormally, 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 freed
SwimmingWindfinders may swim across still bodies of water as if they were crossing difficult ground.


0-1 UNIT OF 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.

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Windfinder Sharkfang433331317
Equipment Windfinder Sharkfangs are armed with a hand weapon and a sea-hook
SaveNone
OptionsSharkfangs may carry a shield for an additional +1 points per model
SpecialSea-HookThe sea-hook is essentially a spear with a long extra prong looping back to point toward the wielder. When using a sea-hook in combat, roll to hit and wound as for a spear. When wielding a sea-hook, the Windfinder attacks with +1 Strength against footmen, and +2 S against cavalry
SwimmingWindfinders 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 men of the sea, trained to battle on the decks of ships at sea.

ProfileMWSBSSTWIALD
Windfinders433331317
Equipment Windfinders wield a hand weapon and carry a shield
Save6
OptionsWindfinders may carry a spear for an additional +1 points
SpecialSwimmingWindfinders 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 bitter defenders, tenacious to the last.

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Tridenteer433331317
Equipment Tridenteers are armed with a hand weapon and a Trident. They wear light armor and carry a shield
Save5+
OptionsNone
SpecialTridentThe trident works in exactly the same way as a spear. It should be treated in all respects as a 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.

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Sartosan Fisherman433331317
with a net, +1
Equipment Sartosan Fisherman carry a hand weapon, trident, and net
Save6
OptionsSartosan Fishermen may wear light armor
SpecialNetsNets 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
TridentsThe 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
Gladiators
Legioneers

CHARIOTEERS (72 points per model)

The Legion's chariots are pulled by four horses and hold 2 crew.

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Chariot Crew443331317
Chariot---7731--
Horse800331305
Equipment The Chariot's crew are armed with hand weapons and spears, and wear light armor and carry a shield.
OptionsCharioteers 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. The horses may be given barding for +32 points.
SpecialSee 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.

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Gladiators443431417
Equipment Gladiators are armed with a hand weapon and shield
Save6
OptionsA 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 from birth to fight together as a single unit.

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Legioneers443331317
Equipment The Legioneers are armed with a hand weapon and spear and wear light armor and carry a shield
SaveSpecial
OptionsLegioneers may be equipped with bows at an additional +2 points, crossbows for +3 points and they may exchange their spears for halberds for an additional +1 point per model. One unit of Legioneers may carry a Magic Banner
SpecialManeuversThe 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 Oblivion!"
- Battlecry of the Halberdiers of the Mount


The Men of Remas and the Armies of the Great Potentate

Swordmasters Templar
Mad Monks
Path Guiders
Halberdiers of the Mount
Followers of the White Path
Missionary Fanatics

0-1 UNIT OF SWORDMASTERS TEMPLAR (39 points per model)

Your army may include one unit of Swordmasters Templar. Sworn to protect all temples throughout the land, the Swordmasters Templar have forsworn bathing, sex, and wine so that their minds are pure and focused on their duty.

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Swordmasters Templar443431417
War Horse830331315
Equipment The Swordmasters Templar are armed with double-handed swords and a hand weapon. They wear heavy armor and Cloaks of Commitment and ride barded horses
Save2+
OptionsNone
SpecialCloak of CommitmentA 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 a strange language none understands. But they are imbued with magic from the White Path, becoming an attractor for White Path magic to focus through.

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Mad Monks4434313210
Equipment Mad monks wear a Cloak of Commitment. They wield a wooden staff
Save6
OptionsThe Mad Monks may carry a Magic Standard
Special RulesCloak of CommitmentProvides additional protection of +1
Focus for MagicSo 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.)
AttacksFor 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
BlindnessThe 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 the Followers of the White Path 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 pretty tithe...).

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Path Guiders443331317
Horse800331305
Equipment Path Guiders wear light armor and Cloaks of Commitment and carry a shield. They wield a hand weapon and a lance
Save3+
OptionsPath Guiders may wield a crossbow for +6 points per model. One unit of Path Guiders may carry a magic standard
SpecialCloak of CommitmentProvides 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.

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Halberdiers of the Mount433331317
Equipment The Halberdiers of the Mount wield Halberds and wear heavy armor and a Cloak of Commitment
Save4+
OptionsOne unit of Halberdiers may carry a magic standard
SpecialCloak of CommitmentProvides 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.

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Followers433331317
Equipment Followers wear light armor and wield a hand weapon
Save6
Options

Followers may carry additional equipment as follows:

  • a double-handed mace for +2 points
  • a spear for an additional +1 points
  • a crossbow for +3 points.

They may also carry a shield for +1 point.

One unit of Followers may carry a magic standard.


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.

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Missionary Fanatics4334413210
Equipment Missionary Fanatics wear light armor and wield a double-handed mace
Save6
OptionsNone
SpecialMissionary fanatics are subject to frenzy, as per the Warhammer Rulebook.


Other Men of Tilea

Tobaro Vermin Hunters
Merchant Guards
Reasoners

TOBARO VERMIN HUNTERS (8 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.

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Vermin Hunter433331417
Equipment Vermin hunters carry a shield and a hand weapon
Save6
OptionsVermin 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 (14 points)

Your army may include any number of merchant guard units. The merchant guard, heavily armed and armored, are hired by wealthy merchants to escort their goods through the passes to Bretonnia, and to the Empire, and to countless other lands.

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Merchant Guard433331317
Equipment The Merchant guard are armed with a hand weapon, a spear, and a crossbow. They wear heavy armor and carry a shield
Save6
OptionsNone.


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.

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Reasoners433331317
Equipment Reasoners are normally armed only with a hand weapon
SaveNone
OptionsReasoners 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
SpecialKnowledge of War EnginesIf 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)


Last Updates
21 June 1996reorganized
23 April 1996reformatted
Written by David Rauscher
(drausche@nab.org)
Comments or corrections?