The Men of Luccini |
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The Men of Miregliano and the Legions of Caesar |
The Men of Remas and the Armies of the Great Potentate |
Other Men of Tilea |
Firecharmers |
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Leviathan Hunters |
Sharkfangs |
Windfinders |
Tridenteers |
Sartosan Fishermen |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Windfinder Firecharmers | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | Regiments of Windfinder Firecharmers are armed with hand weapons and Firethrowers slings | |
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Save | None | |
Options | None | |
Special | Slings | The 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 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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Leviathan Hunters | 4 | 3 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
Equipment | Leviathan Hunters are armed with a hand weapon and harpoon, and carry a shield | |
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Save | 6 | |
Options | Leviathan Hunters may carry a shield for +1 points per model | |
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 freed |
Swimming | Windfinders may swim across still bodies of water as if they were crossing difficult ground. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Windfinder Sharkfang | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | Windfinder Sharkfangs are armed with a hand weapon and a sea-hook | |
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Save | None | |
Options | Sharkfangs may carry a shield for an additional +1 points per model | |
Special | Sea-Hook | The 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 |
Swimming | Windfinders may swim across still bodies of water as if they were crossing difficult ground. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Windfinders | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | Windfinders wield a hand weapon and carry a shield | |
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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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Tridenteer | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | Tridenteers are armed with a hand weapon and a Trident. They wear light armor and carry a shield | |
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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 a spear as described in the Warhammer Rule Book. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Sartosan Fisherman | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
with a net, +1 |
Equipment | Sartosan Fisherman carry a hand weapon, trident, and net | |
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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. |
Charioteers |
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Gladiators |
Legioneers |
Profile | M | WS | BS | S | T | W | I | A | LD |
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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. |
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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. The horses may be given barding for +32 points. |
Special | See the Warhammer Fantasy Rulebook for Chariot rules. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Gladiators | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Equipment | Gladiators are armed with a hand weapon and shield |
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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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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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 carry a shield | |
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Save | Special | |
Options | Legioneers 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 | |
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 Oblivion!" - Battlecry of the Halberdiers of the Mount |
Swordmasters Templar |
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Mad Monks |
Path Guiders |
Halberdiers of the Mount |
Followers of the White Path |
Missionary Fanatics |
Profile | M | WS | BS | S | T | W | I | A | LD |
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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 and ride barded horses | |
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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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Mad Monks | 4 | 4 | 3 | 4 | 3 | 1 | 3 | 2 | 10 |
Equipment | Mad monks wear a Cloak of Commitment. They wield a wooden staff | |
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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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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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 and carry a shield. They wield a hand weapon and a lance | |
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Save | 3+ | |
Options | Path Guiders may wield a crossbow for +6 points per model. One unit of Path Guiders may carry a magic standard | |
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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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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 | |
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Save | 4+ | |
Options | One unit of Halberdiers may carry a magic standard | |
Special | Cloak of Commitment | Provides additional protection of +1. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Followers | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | Followers wear light armor and wield a hand weapon | |
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Save | 6 | |
Options | Followers may carry additional equipment as follows:
They may also carry a shield for +1 point. One unit of Followers may carry a magic standard. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Missionary Fanatics | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 10 |
Equipment | Missionary Fanatics wear light armor and wield a double-handed mace |
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Save | 6 |
Options | None |
Special | Missionary fanatics are subject to frenzy, as per the Warhammer Rulebook. |
Tobaro Vermin Hunters |
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Merchant Guards |
Reasoners |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Vermin Hunter | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Equipment | Vermin hunters carry a shield and a hand weapon |
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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. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Merchant Guard | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | The Merchant guard are armed with a hand weapon, a spear, and a crossbow. They wear heavy armor and carry a shield |
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Save | 6 |
Options | None. |
Profile | M | WS | BS | S | T | W | I | A | LD |
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Reasoners | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment | Reasoners are normally armed only with a hand weapon | |
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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) |
Last Updates | |
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21 June 1996 | reorganized |
23 April 1996 | reformatted |
Written by David Rauscher (drausche@nab.org) | |
Comments or corrections? |