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Order of Solland Edition 1
Order of Solland Edition 1
Order of Solland Edition 1
Contents
INTRODUCTION TIMELINE OF THE ORDER BESTIARY Grokompter Marshal War-Mage Dark Mage Black Monks Crusader Champions Soldiers of the Order Conscript Archers Pikemen of Tyra Pilgrims Zealots Pavise-Crossbowmen of Venitzia Macemen of El doro Crusaders Sword Brethren of Solland Siege Trebuchet Jnger Bruder Halbrder Fliegenbrder Ritterbrder Demontiert Ritterbrder Huhn-Reiten RitterBrder Hochmiester Gerath von Greth Ultigen Darak-kal the Dark Crusader Lord Willhelm Marius, Patriarch of Pfeildorf Rath, Armsman of Solland Seth of Ostland COLLECTING AN ORDER ARMY CHOOSING AN ARMY Lords Heroes Core Special Rare ARTEFACTS OF THE ORDER REFERENCE
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INTRODUCTION
Welcome to Warhammer Armybook: The Order of Solland. This is your definite guide to collecting, painting and playing with an Order army in the Warhammer tabletop wargame. The Warhammer Game
The Warhammer rulebook contains the rules you need to fight battles with your Citadel miniatures in the war-torn world on Warhammer. Every army has its own Army Book that works with these rules and allows you to turn your collection of miniatures into an organized force, ready for battle. This particular Army book details everything you need to know about Albion, and allows you to field their armies in your games of Warhammer.
Order Armylist
The army list takes all of the warriors and creatures presented in the Order Bestiary and arrange them so that you can choose a force for your games. The army list separates them into Lords, Heroes, Core, Special and Rare units. Each unit type has a points value to help you pit your force against an opponent in a fair match. This section includes the Vault of The Order, magic items that you can give to your characters.
TIMELINE
1707 The Battle of Sollands Crown: the last count of Solland, Eldred, is killed in battle by Gorbad Ironclaw. The few surviving knights in his retinue flee to Altdorf. 1712 The surviving knights fight in the siege of Altdorf and only four knights survive. Hugo Shnieder, Gerath Eastwald, Yarrik von Esterkal, and Erik Jnger. 1730 The knights dedicate themselves to passing on the ideals of Solland. 1782 The four knights Travel to Pfeildorf and Establish the Order's Headquarters. 1830 Erik Jnger, last of the four, rides off at an incredibly old age. He is never seen again. 18401875 The Oder grows in number as other surviving Sollanders flock to Pfeildorf. At this time the order is headed by a council of knights. 2006 A small troop of the order ride to the aid of Bretonnia. They battle alongside the knights of Repanse de Lyonesse and are granted land in both Brionne and Montfort. 2050 Knights of the Order ride to aid Altdorf against Vlad von Carstein. 2067 The Castle of Nagrifal in Montfort is sacked by Orcs. The Fortress of Tyra in Brionne demands to be made independent. 2099 Greth Ultigen is appointed the first Hochmeister of the Order. He allows Tyra to elect their own Grokomptur to govern the province. 2100 Greth leads members of the order in battle against Konrad von Carstein. 2132 Greth leads the knights in battle alongside the empire forces against Manfred von Carstein. He elects the next Hochmeister before leading his personal retinue to join the battle at Hel Fenn in 2145. 2232 Estalia invades Brionne, the Britonnian order is hard pressed to defend Fortress Tyra. 2244 Knights from Pfeildorf lay waste to the countryside of Verezzo after a failed crusade. They establish the Fortress of Venitzia to maintain a permanent presence there. 2257 The Knights of Tyra invade northern Estalia and burn the city of Graus to the ground, They form an order castle (El doro) in Azuara. This begins the expansion of the order in Estalia. 2301 The great war against chaos sweeps into the Empire. Almost one thousand knights ride to the aid of Kislev and help the Empire break the army of Asvar kul. 2325 Knights are sent to aid the Kislevites in defending against incursions from Chaos warriors and Beastmen. The leader of the knights, Darak-kal (also known as Darak the Dark) becomes corrupted goes on a rampage throughout Kislev, the Baersonlings, and even parts of the Empire. He is defeated at the Battle of Galicia where a massive army of skaven annihilates his force. Darak-kal escaped and began to train a new army in the border princedoms. 2350 A Crusade is launched on distant Cathey but ends in disaster. On its sail home the crusaders are lost in a storm and are never seen again. It is rumored that they crashed somewhere in the new world or perhaps Albion. 2429 The Order allows mages to join its ranks. 2456 The Order locates Darak-kal and sends an army against him. The resulting conflict sees Darak the Dark killed. The Greatest Knights of the Order adopt the horned helms of Daraks forces. 2467 The Order is reformed to have a Hochmiester for each human nation. 2495 The garrison at Fortress Venitzia is overwhelmed by Miragliano and the fort is ruined. 2504 An army is sent to Fortress Venitzia under Hochmiester Marcus to reclaim it for the order. Verezzo is subjugated again and the Tilean sect of the order is reestablished. 2521 The Storm of Chaos: The entire order is marshaled once again to ride out and confront the armies of the Everchosen.
BESTIARY
In this section you will find information and rules for all of the different warriors, heroes, creatures and war machines in the Order army. At the end of the section are some special characters famous men of the Order of Solland that you can field in your army.
Before it's inevitable destruction, Solland had possessed one of the strongest militarys of the empire. File upon file of state troops had marched out against Solland's many enemies and almost always they returned battered yet triumphant in the field. After the fall of Solland and the formation of the Order, things changed dramatically. No more were seen the ranks of state troops or the thundering cannons and mortars. The Order's forces, vastly diminished in size, now rely on local recruitment in to bolster their ranks. An Order crusade can comprise of a few soldiers or many hundreds of different sects, each with its own marshal. Pikemen from Bretonnia, crossbows from Tilea, macemen of Estalia, and even the slowly rebuilding sword brethren of Solland all march in tandem against their foes. The elite crusaders are sometimes joined by either fiery zealots or humble pilgrims. Leading these men are the Grokompters, second only to their regional Hochmeister, who are assisted by cadres of veteran crusaders, war-mages, and deafening black monks. Perhaps the most well known of the Order are it's knights. From the lowly Jngerbruder, apprentices at war, to the steadfast Halbrder, their loyal teachers, these knights bring the wrath of Solland down on all those who threaten her. But perhaps the most fabled of these knights is the dreaded Ritterbrder. Riding on dark steeds these almost supernatural warriors fight with the strength of twenty men and the horned helms they wear inspire fear in even the most brave of men. On the following pages are the complete rules for the models in the Order army. Each entry includes the models profile and special rules. This is normally in combination with the army list on pages (?) to create a force that can be used in a one-off game in Warhammer. However, players can also design scenarios with specific forces involved, or run a series of games in a campaign, both of which may well use the information in this section without recourse to the Order army list.
Special Rules
Many troop types have special rules to reflect their unique nature and abilities, and these are explained in the individual Bestiary entries that follow. To save space and repetition, where a model has a special rule that is explained in the Warhammer rulebook, only the name of the rule is given in this section. Refer to the special rules section of Warhammer for the full details of how the rule works. Similarly, the following rule applies to most units in this Bestiary, and as such is detailed here: Wave of Steel and Iron: Over hundreds of years the soldiers of the order have become some of the most disciplined armies to march across the old world. However in battle the heavily armored foot soldiers crash in a tide of iron against their foes. Models with this rule in the front rank of a horde formation inflict1 impact hit at their base strength value +1 when they charge. Full Plate Armor: These all-enclosing suits of armor are crafted by Order master smiths and are kept in high honor by the Order provinces in their personal collections. These suits of armor are very rare, but undoubtedly offer the best protection available to warriors of the Order Army. Full Plate Armor confers a 4+ armor save to its wearer. Horned Dark Helms: Cursed by the foul taint of Darak's betrayal, the orders most powerful knights ride to war wearing horned helms designed to taunt the forces of chaos and inspire fear in all who look upon them. Any unit charged by a model with this rule must take a leadership test in the same way as if they were charged by a model causing terror Crusaders/Sollanders: While most of Sollands pitiful remains march among the orders ranks, there are those who preferred an attempt at new lives. These farmers, craftsmen, and militia are not part of the crusading forces in most cases. However should the need be great or the cause just these men will take up arms and go to war along with their brothers in armor. Any unit you take with the "Crusader" trait allows you to take a single "Sollander" unit of equal or less models. Sollander units may not be fielded otherwise. In addition, All units that do not have the Sollander trait do not have to take panic tests caused by units that have the Sollander Trait.
Grokompters Marshal
M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9 4 5 3 4 4 2 5 3 8
Special Rules:
Wave of Steel and Iron, Horned Dark Helms (Grokompter)
Special Rules:
Wave of Steel and Iron (War-Mage, Horned Dark Helms (War-Mage)
THE DARKNESS RISES (Signature Spell) Cast on a 5+ The wizard chants words of an ancient language of men, filling the hearts of those who hear it with darkness and fear. The darkness rises is a hex spell with a range of 12, the target unit or model takes a leadership test. If failed they must move backwards d3 inches (they will face the same direction) should the move take the unit to the edge of the board they will stop at the edge. The wizard may chose to increase the distance of the move to d6. If he does so the casting value is increased to 8+, unlike other hexes, this spell may not be cast into combat 1. THE NIGHT SHROUDS Cast on a 7+ The mage immerses his allies in a shroud of night making them almost invisible to their foes. The Night Shrouds is an augment spell with a range of 12 a target friendly unit gains a 5+ ward save against shooting attacks, the wizard may choose to have this spell affect every unit within 12. If he does so the casting value is increased to 14+. Remains in Play. 2. THE ABYSS SINGS Cast on a 7+ The castor opens a portal into the realm of chaos. Sounds that no man can withstand taunt his enemies and force their nerves to strain The Abyss Sings is a magic missile spell with a range of 12 and causes 2d6 Strength 2 hits with no armor saves allowed. The Wizard may choose to extend the range of this spell to 24 if he does so the casting value is increased to 10+ 3. THE BLACK CURSE Cast on a 9+ The Wizard saps the courage and will of his opponents making them less eager to fight The Black Curse is a hex spell with a range of 18 the unit is reduced in either S, Ld, or WS by d3 to a minimum of 1. The Wizard may choose to have the spell effect all 3 stats instead. If he does so the casting value is increased to 18+. Remains in Play.
Black Monks
The origin of the black monks is, along with much of the story of Solland, a sad tale. One of the surviving Warrior priests from the battle of Sollands crown was present at the sacking of Pfeildorf. There he witnessed such atrocities that he blinded himself out of a madness. The Priest, named Oromus, recovered over the years in the ruins. As people began to flock back to the city he continued to administer to them as their priest. But abandoned his personal connection with Sigmar. All his acolytes did so as well and before long the priesthood of the city was no more, and the Black Monks of Solland were born. Lack of prayers does not mean the Monks are powerless though. In battle they channel the fury of their kinsmen into a unified force. Sometime aiding in commanding of the army with less than savory war cries. They are soldier and servant both, able to do what is required of them
Special Rules:
Wave of Steel and Iron Blessing of the Abyss: Any unit joined by a Black monk gains the Devastating charge Special rule. Prayers of Darkness: Black Monks know the five prayers of darkness listed below. Prayers of Darkness are innate bound spells (power level 3). They may be cast on any friendly unit within 12 For Solland! The unit gains +1 leadership I've got your back! A character in the same unit and in a challenge may choose to transfer each of his wounds suffered on a 2+ to the monk, this must be done before rolling any saves. Sigmar Protects You! The unit gains a 6+ ward save For Gerath! The unit counts as having the battle standard bearer in their unit for all purposes (combat resolution and rerolls) For death and Glory! The unit unbreakable. At the end of every player turn the unit takes d3+1 wounds a turn with saves as normal
Black Monk
M WS BS S T W I A Ld 4 4 3 4 4 2 4 2 8
Warcry: At the beginning of the players turn the monk may shout a horrible war cry to encourage his fellow soldiers to battle. The warcry affects an allied Infantry unit within 12" of the monk. On a 2+ the warcry is heard and the unit gains +1 to their movement. on a 1 the unit has not heard or misheard the order and it simply makes loud noise. The cry lasts until the beginning of the next player turn. if any enemy unit is within 12" of the monk the cry is only heard on a 5+ as the battle begins to overpower his shouting.
Crusader Champions
Those who choose crusading over the path of knighthood tend to end up being killed in foreign lands and many who don't die tend to stop crusading after watching their friends die on unknown soil. There are those, however, who actually like the thrill of crusading. While the crusades were devised as a means to punish failing the trials of the Ritterbrder, they were also meant as one of the primary means of income for the Order. Plunder is by no small means an encouraging benefit to those who leave on this missions. Some men are just exceptional fighters who have stayed alive in both failed and successful crusades to become quite wealthy. At first the Order wished to condemn these men. Repeat crusaders were seen as an abuse of the system and were costing the Order money. But after the siege of Lohai in Cathey, where three crusader champions charging into a breach in the wall changed what was a mass route into a charge that baffled and confounded the defenders, the Order had a change of heart. The Order now allows these Elite crusaders to continue their quests for riches. While the plunder they take for themselves is not unsubstantial, the amount have successful crusades has risen overall, and so both The Order as a whole, and these Elites profit.
Crusader Champion
M WS BS S T W I A Ld 5 5 3 4 3 2 4 2 8
Special Rules:
Wave of Steel and Iron, Frenzy , 6+ ward save, Unbreakable, Hatred (Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons) Inspire: any unit with the "Crusader" rule within 3" gains +1 WS. RitterBrder may never gain this advantage as they despise crusaders.
Order Soldiers
The Order does not make use of the standard state troops like the rest of the Empire. Instead they have a smaller, but more heavily armored, core of men. Trained to move quickly while encumbered by the mail, these men can cross the same distance in the same time as a more lightly armored troop. And when the battle lines meet, the soldiers charge in a thundering rush towards their foe. The crash of metal against flesh leads to many foes simply being trampled underfoot and crushed by steel encased feet. Those who are still standing are cut down by halbards or simply turn to run. Soldiers are taught never to fall, for if they do, the metal encased war machine of the Order will not stop. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7
Soldier Sergeant
Special Rules:
Crusaders
Conscript Archers
When the Order marches off on crusades, it needs a steady supply of food. Without a vast enough land to supply a mobile army, the crusades rely on foraging and hunting in Order to sustain themselves. Thankfully most of the men of Pfeildorf are skilled hunters, and those men with little capability in war are still excellent at providing some rabbit stew for the troops. In battle these men are no true soldiers, but they are still used to harass enemy lines. It is this disruption that makes the powerful charge of the knights hit home all the harder. Should they be attacked they melt back through their own lines and no one thinks worse of them for it. If they should survive, these men are well paid for their service. Archer Sergeant M WS BS S T W I A Ld 4 2 3 3 3 1 3 1 6 4 2 4 3 3 1 3 1 6
Special Rules:
Sollanders, Skirmishers
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Pikemen of Tyra
The Fortress of Tyra is located deep within the land of Bretonnia, specifically Brionne. While the Order did win the land they have had to defend it from first the Estalians and later the Bretonnians themselves. For this reason the pike has been imported from Tilea and later Estalia to combat the many Knights that roam the land. This adaptation did not come easily as it takes great courage to stand in the face of a charging horse, but the will of the Order is strong. Now Tyra's garrison consist mostly of the giant pikes and all across the Order more and more pikes have been seen as the smaller spears are abandoned. Pikemen Sergeant M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7
Special Rules:
Crusaders Pike: Pikes are very long spears, almost twice as long as a normal spear and longer even than a horseman's lance. Pikes require two hands and fight in 3 Extra Ranks. A unit of pike men Strikes at the same time as impact hits. in the initial round of close combat. In addition Models armed with pikes receive a +1 Strength bonus in the Close Combat phase of the turn against anything they are charged by except infantry and swarms. All of these special rules cannot be used against enemy units fighting to the Pikemen's flank or rear.
Macemen of El Doro
The Fortress of El doro in Estalia didnt have to fight any form of knights. Instead its soul purpose was to maintain the subjugation of the nearby city of Azuara. For this purpose they adapted use of the mace as a weapon. They now serve as a main unit of regular Order forces. Macemen Sergeant M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7
Special Rules:
Crusaders, Wave of Steel and Iron Mace: maces are hand weapons with the armor piercing rule.
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Solland Zealots
Zealots are pilgrims who, upon seeing the devastation of their homelands, have taken up arms against the enemies of the empire. while not quite the mindless fanatics that flagellants are, zealots still have a fiery determination to return all the pain and suffering bestowed upon them by their foes. An Order crusade can usually count on being followed by a core of Zealots eager for battle and bloodshed. But should the fighting turn south it is not uncommon for the spirit of vengeance to leave these men and see them run to the hills like like sheep from a wolf. Still, a wise commander remembers the uses of Zealots and they are still a welcome sight on the battlefield. M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 7
Pilgrims of Pfeildorf
Even after its sack, there are those men of Solland who wish to return to Pfeildorf in order to rebuild and resettle the land. While the city has long since been rebuilt many Sollanders travel the roads leading to and from it. These men trail in the wake of great crusades both for a degree of protection and a sense of unity with the men of the Order. If a battle occurs it is not uncommon for these men to join the Order, though they tend to run at the first sign of defeat. This mutual understanding has lead to the Order taking greater part in the protection of Pfeildorfs roadways. Sometimes even sending armored parties out to clear out the bandits. These actions have helped increase the overall safety of Solland and succeeding in building up the local economy. Pilgrim Sergeant M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 2 2 3 3 1 3 2 6
Zealots
Special Rules:
Sollanders Righteous fury: A model with Righteous Fury has the frenzy, hatred, and stubborn special rules. However after a unit with righteous fury's first round of combat, the unit must take a leadership test on their own leadership at the end of every turn (yours and your opponents), if failed, they lose all the effects of righteous fury.
Special Rules:
Sollanders Scythes: pilgrims lack true weapons but even a farm tool in strong hands can be deadly. Scythes require two hands to use, they are halbards with the armor piercing rule
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Pavise-Arbalists of Venitzia
When the order expanded south into Tilea, they did what they did best. They constructed the Fortress of Venitzia to monitor the realm of Verezzo. However when Miragliano entered Verezzo in 2495 the Order did not have a strong enough garrison to withstand the besieging forces. In a desperate attempt to reinforce the Arbalists defending the walls the Order added the Tilean Pavise to their armament. While the adapters of the large wooden shield would not survive the battle, the idea would and after reconquering the fort in 2504 importation of the pavise became a top priority for the order. Arbalists Sergeant M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 3 5 3 3 1 3 1 7
Special Rules:
Crusaders Pavise: The Pavise is a large heavy shield that grants a 5+ to armor save against missiles, but due to the unwieldy size is unusable in combat. this save can only be gained a turn the unit has not moved unless they pass a leadership test.
Brother Captain
Special Rules:
Crusaders, Fear, Stubborn, Wave of Steel and Iron
13
Crusaders
The knights who fail the trial of four or who do not succeed in training a pupil are sent on crusades to bring in treasure for the order. If they return with enough to please the order they are allowed to return to the knightly ranks and try again. surprisingly enough, most knights don't wish to continue their training. Preferring the riches and excitement of crusading. M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 8 4 4 3 3 3 1 4 2 8
Crusader Champion
Special Rules:
Crusaders, Wave of Steel and Iron, Immune to psychology, Hatred (Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons) Cathey long sword: these elegant blades allow for greater swordsmanship. Grants +1 WS, +1I and +1S. Nippon Kami Shrines: The small carry able shrines confer a blessing to the holder, grants a 6+ ward save. Indish Silks: Fine silks allow for greater haste to be made, +1M Lustrian Artifacts: The gold makes men fight vigorously, the model gains frenzy. Araby Incense: Inhaled deeply the incense inspires supreme confidence, the model gains unbreakable.
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Siege Trebuchets
Do to the cost of the armor the Order uses for is soldiers, they cannot afford the cost of implementing gunpowder into their arsenal. While sometimes this can be a costly loss, the Crusade is not without siege weaponry. After the expansion into Britonnia, the Order adapted, like so many other things, use of the Trebuchet. Unlike the adaptions of the past those who began to construct the great stone throwers adapted and expanded upon the original concept. Now large baggage train carrying the disassembled parts of the engine to their destination. Once there the engineers and crewmen carefully unpack and assemble the behemoth. More than twice as large as the Bretonnian variant, these Siege Trebuchets can hurl rocks with greater velocity and from distances far greater than that of even an empire cannon (although with only half the accuracy). This increased power can bring down even the mightiest structures and walls or fell the strongest beasts and do to it's incredible range the Crusade can stay safe from retaliation. In crusades against Araby ships are torn apart in order to build the machine but it always ends up Being worth it as rocks shatter gates allowing mountains of gold to be pilfered for the Orders coffers. So successful is this adaptation that members of the college of engineers have traveled to Pheildorf so that they may study the designs for inspiration. Trebuchet Crew M WS BS S T W I A Ld - - 3 3 7 4 - - 3 3 3 3 4 4 4 7
Special Rules:
Siege Engine: A Siege Trebuchet uses the rules for stone throwers with these exceptions. It has a large blast and is strength 10 multiple wounds D6 under the hole. In addition, should you hit a building with the center on a 15 any unit inside takes 3d6 strength 5 hits. on a roll of a 6 the building is destroyed and any units inside will take 5d6 strength 5 hits.
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JngerBruder
To become a member of the RitterBrder one must advance through the ranks of the sword brethren. If they catch the eye of a HalBrder then they become his Jnger Bruder or younger brother . The HalBrder teaches his pupil everything he knows, the history of the order, the way of the knight, the mastery of war, and the way to install fear. In battle these knights are encouraged to run forwards and defeat a foe of worth. This helps prove their abilities for advancement. Bruder Captain Warhorse M WS BS 4 4 3 4 4 3 8 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I A 3 1 3 2 3 1 Ld 7 7 5
HalBruder
After passing the Trial of four, the Jngerbruder are made Halbrder or half-brothers These knights are a match for most of the knightly orders of the empire and Bretonnia. They are the second stage of the Orders knights. When they have successfully trained a pupil they are given the chance to become a Ritterbrder. Some refuse the honor as its a life oath. Most choose the chance to become one of the fabled dark knights. M WS BS 4 4 3 4 4 3 8 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I A 4 1 4 2 3 1 Ld 8 8 5
Special Rules:
Crusader, Wave of Steel and Iron, Vanguard
Special Rules:
Crusader, Wave of Steel and Iron
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FliegenBruder
FliegenBruder were originally Bretonnian pegasus knights who went throughout the land as soldiers-forhire. Led by the ecstatic young lord Lucius, these men were valued most by trade cogs and galleys. The ability to fly from ship to ship causing havoc made piracy a minor threat to those who can afford such skillful riders. While the Order rarely ever dealt with mercenaries the skills of Lucius' group reached there ears at the start of a great Crusade against Cathay. Wanting to secure more supplies for a longer campaign, as well as have a reliable scouting unit during the shore operations, the Crusade conscripted the band into it's ranks with vague promises of treasure and riches to drive them on. The journey to Cathay was relatively peaceful other than an Indish raiding party that attempted to board and capture straggling ships, thanks to the efforts of the Pegasus knights the ships were recovered with thankfully little loss of life, upon landing on the mainland however, things began to pick up speed. Lucius was used to scout out far ahead of the main army, and Cathay's might was numbered in the thousands, far greater than the several hundred brought by the Crusade. However the Nipponese had began to war with Cathay at that time, and while the Crusade went unnoticed at first do to it's small size, Cathay sent an army against then assuming they were Nipponease, at the same Time Nippon sent an army to deal with what they saw was another Cathay force. Caught in between, the Orders forces were driven to see and never seen again. Lucius' son, Nevros, pledged his lands and his life to the Order in an attempt to locate his father. While his quest has been unsuccessful as of yet, the crusade makes great use of it's new core of Dark Pegasus Bruder Captain Dark Pegasus M WS BS S 4 4 3 3 4 4 3 3 8 3 0 4 T 4 4 4 W 2 2 2 I A 4 1 4 2 4 1 Ld 8 8 6
Special Rules:
Wave of Steel and Iron, Fear, Flying Cavalry, Crusader, Horned Dark Helms.
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Ritterbrder
The final stage of the orders knights is the Terrifying RitterBrder. Originally it was tradition in Solland's royalty for their oldest sons to be sent off to learn amongst the fabled dark knights, when Solland fell only a single RitterBrder remained out of what was once possibly a thousand. This RitterBrder, named Gerath, was one of the founding members of the Order of Solland and he worked diligently to rebuild it's primary knightly Order. When he died he had succeeded in training no less than ten men into a new generation of the RitterBrder. Centuries past and the RitterBrder became strong once again. The Vampire wars in Which The Order played a part of where instrumental in generating a real challenge to could uphold the standards of quality the RitterBrder set for themselves. As the First great war against Chaos erupted, The RitterBrder road side by side with Kislev's Bear Cavalry and the Empires Reiksguard at the Siege of Kislev, and together the armies of Asvar Kul are defeated. The aftermath of that war began an event with many names, Kislev calls it the 'Orders Betrayal', the Order calls it 'Darak's Betrayal' and the RitterBrder call it the 'Beginning of the end'. Darak-kal, A RitterBrder, was requested to aid the Kislevites in restoring peace to a war-torn nation. At first Darak lead his men with honor. But after uncovering an axe of chaos which possessed with a spirit of the earth, Darak claimed this Terralith and began to slaughter in the lands he had so recently saved. After devestating the Kislevites, The Norse, and even northern lands of the Empire, A skaven army from Hell-pit managed to defeat Darak. For the longest of time, Darak hid in the Borderlands, gaining power he planned to gather a new army and continue his campaign of death. The Crusade did eventually find and Kill Darak. The Ritterbrder, Disgusted by his betrayal to chaos, took his helm and the helms of his followers and wore them to taunt the forces of chaos and their dark gods. More modernly the Ritterbrder are a dieing bread as more and more men turn towards Crusading. But those that remain are stronger than ever. Regular Bruder Dark Rider Dark Horse M WS BS S T W 4 5 3 4 4 1 4 5 3 4 4 1 8 3 0 4 3 1 I A 4 2 4 3 3 1 Ld 8 8 5
Special Rules:
Wave of Steel and Iron, Fear, Devastating Charge, Crusader, Horned Dark Helms. Demontiert Bruder Dark Captain M WS BS S T W I A Ld 4 5 3 4 4 1 4 2 8 4 5 3 4 4 1 4 3 8
Special Rules:
Wave of Steel and Iron, Fear, Devastating Charge, Crusader, Horned Dark Helms, Stubborn Huhn-Reiten Bruder Dark Rider Dark Demi-Griffon M WS BS S T 4 5 3 4 4 4 5 3 4 4 8 4 0 5 4 W 3 3 3 I A 4 2 4 3 4 3 Ld 8 8 6
Special Rules:
Wave of Steel and Iron, Fear, Devastating Charge, Crusader, Horned Dark Helms, Armor Piercing (Dark Demi-Griffon only)
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Special Rules:
Wave of Steel and Iron, Terror, Stubborn, Hatred (undead) Ares (Fly, Terror, Large Target) The Sword of Gerath and the Armor of the Hochmiester: The sword of the greatest knight in the order and dwarven forged plate enchanted with runes these tools grant Greth the Killing Blow special rule as well as a 5+ wardsave. The Holy Shield: Taken long ago in crusade against Araby, the holy shield belonged to Eldrad the last count of Solland, after his death his shield was recovered and placed with other artifacts in the orders holds. Greth was the only one to use it in battle and it was shattered whilst fighting Konrad. The holy shield grants +2 to Greths armor save. In addition, if Greth should be killed the shield shatters and he ignores the wound and any others suffered and for the rest of the phase.
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Special Rules:
Stubborn, Wave of Steel and Iron, Onyx:(Fly, Terror, Large Target, Breathe Fire [S4], Scaly Skin [3+])
Willhelm
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Enchanted plate: 3+ armor save, 5+ ward save Treasures untold: Having traveled and looted items from every possible place looting can occur. Willhelm gives out much of his wealth to the crusade as well as blessings and enchanted blades. Any unit within 12" of Willhelm may chose to take a gift of treasure at the start of the player that controls him's turn. Roll on the following table for each unit that does. at the start of any following turn of the player the controls him the unit may chose to exchange for another treasure. This may not be done if the unit is in combat or if Willhelm is in combat and any unit that does so may not move the turn it exchanges. 1: nothing, the unit is stupid for the duration of the turn (and counts as having failed their stupidity test) 2: Cathey long sword: these elegant blades allow for greater swordsmanship. Grants +1 WS, +1I and +1S. 3: Nippon Kami Shrines: The small carry able shrines confer a blessing to the holder, grants a 6+ ward save. 4: Indish Silks: Fine silks allow for greater haste to be made, +1M 5: Lustrian Artifacts: The gold makes men fight vigorously, the model gains frenzy 6: Araby Incense: Inhaled deeply the incense inspires supreme confidence, the model gains unbreakable. Lord of Crusaders: Willhelm has the Inspire rule as a Crusader Champion. however this rule is extended to all friendly models within 6"In addition, Crusaders within this area are stubborn. In addition, If Willhelm must be the armies general. His army gains hatred of the following armies: Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons. these armies also hate Willhelm's army as well as fear Willhelm.
Willhelm
Despised:For all his glory and riches, Willhelm is shunned by all true knights of the order. As Willhelm failed the trial of the RitterBrder and never returned to test his faith again, the sacred knights truly hate and despise him. Erebus: Erebus is a true claymore. over 5 feet long and If Willhelm is in the army no RitterBrder of any type serrated with barbs and spikes, the weapon is more blunt than blade. However because of sacred enchantments it cuts (this includes dismounted and Fliegen) may be taken as well. threw protective magics.
Special Rules:
Wave of Steel and Iron, Unbreakable (he may only pass this on to a unit of crusaders),
Erebus is a great weapon, in addition, any successful ward save made by a model wounded by Erebus must be rerolled.
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Marius
M WS BS S T W I A Ld 4 4 3 4 4 3 4 3 9
Special Rules:
Wave of Steel and Iron Leader of the masses: Any army that has Marius as the general reverses the effect of "Sollanders" and "Crusaders". Meaning that any unit you take with the "Sollander" trait allows you to take a single "Crusader" unit of equal or less models. Crusader units may not be fielded otherwise. Roaring Constitution:Marius commands his men with his booming voice from afar. his men are never unable to hear his orders. Marius' Black monk bound spells; "For Solland!", "Sigmar Protects You!", "For Gerath!", "For Death and Glory!", as well as his Warcry, affect all units within 12" of Marius rather than a single unit. The Book of Solland: this book narrates all the great deeds of the men of Solland, it is her that Marius both recollects past deeds and writes in new ones as he preaches. Marius gets +1 on any attempts to cast Black monk bound spells.
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Shrine
M WS BS S T W I A Ld 4 4 - 5 5 5 4 - -
Special Rules:
Unbreakable, Large Target, Impact hits (d6) Blessing of the Righteous: The Shrine of the Fallen Saints gives Marius a sixth bound spell. "Epic Speech" Bound level 22, all units within 12" gain the "Righteous fury" special rule. Protection of the Saints: The Shrine has a 4+ ward save and conveys a 5+ ward save to Marius. in addition, he, the shrine, and his unit all have MR2 Exemplar guard: The Shrine muse be pushed by a unit of "Order Soldiers". This unit gains the "Sollander" trait and loses its "Crusader" trait. It also gains unbreakable but may never leave the Shrine of the Saints for any reason. Other characters may be deployed in this unit but may not leave the unit for any reason, nor may any character join the unit later in the game. Furthermore, the "Order Soldiers" in the unit are veterans of many battles. They may choose to increase their weapon skill by 1 for 1 point per model if they wish.
Pushed into Battle:The Shrine is deployed inside a single unit of "Order Soldiers". Place the shrine at the front of it's unit,as centrally as possible. Accordingly, the following rules apply. Moving the Shrine of the Fallen Saints: The unit the Shrine has joined marches, charges, and pursues normally so long as it has at least 10 models. For every model the unit drops below 8, the unit deducts 1" from its move. So, if there were 7 men in the unit, they would have a movement of 3, 6 would have a movement of 2, (etc.). If the unit is reduced to 4 or less models, it cannot move. Terrain: The shrine treats terrain as if it were a chariot. Shooting at the Shrine: An enemy can choose to target either the unit pushing the Shrine or the Shrine of the Fallen Saints itself. Hits against the unit are resolved as normal, but hits against the Shrine are randomized - hitting the Shrine on a 1-4 and Marius on a 5-6 The Shrine in combat: The Shrine does d6 impact hits when it charges, Marius may attack anyone in base contact with the Shrine. Enemy models in base contact may choose to attack the Shrine or Marius himself. Attacks against the Shrine must roll to hit as normal. The different sized base of the Shrine means some extrapolation must be done to work out the rank bonus. Count the model as the same number of Men that would normally occupy that space (usually 10) Destroying the Shrine If the Shrine itself is destroyed, remove the model and place Marius where it was. He will join the unit. This is the Only way Marius can leave the Shrine of the Fallen Saints.
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Arriving in the empire Rath began to enter contests of battle, winning each and every fight without a scratch on his body. The Order welcomed him back into their ranks with open arms and even offered to promote him to the rank of Marshal. Rath refused but continued joining crusades in an effort to find the man who had bested him in battle. Until he does, Rath is truly unstoppable on the field and battle and he carves through men like a hot knife threw butter. M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 8
Rath
Special Rules:
Immune to Psychology, Stubborn, Wave of Steel and Iron Fangrr: The great longsword designed by Rath himself, designed to be effortlessly handed with perfected balance and a decapitating edge. capable of being wielded with either one or two hands and both equally deadly, this truly is a legendary sword. Fangrr is a hand weapon. in addition it confers +1 to hit. Blademaster: The perfect swordsman, it is said, must be one with his blade, it must be an extension of his body and must never leave his hand. Rath has taken this ideal to the farthest extent, binding his very soul within his sword. Rath may parry even though he does not have a shield. In addition, each round of combat Rath participates in increases his adaption to his foe. Each round of a combat after the first, Rath gains +1 to the following stats cumulatively. WS, S, I, A. He also increases his chance to parry. on the second round of combat Rath's parry save becomes a 5+, on the third round a 4+ and so on. Decapitating Strike: Rath has worked long and hard at killing his foes with single elegant blows Rath has the killing blow rule. in addition, he may trade each set of 2 attacks for 1 attack with heroic killing blow. EX, Rath has 5 attacks in his 3rd round of combat. he may trade 4 of them for 2 attacks with the heroic killing blow rule.
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Seth of Ostland
the Grand standard bearer from the Orders fortress in Ostland, Seth has born Solland's tattered Standard from one corner of the world to the other, defending his commanders and never retreating from a battle. M WS BS S T W I A Ld 4 5 3 4 4 2 5 0 8 8 3 0 3 3 1 3 1 5
Battle Standard Bearer: Seth is the Battle Standard bearer. In addition he grants his unit +2 to their combat resolution rather than the normal +1 A Flag for Every Occasion: Seth may choose one of the following banners to unfurl at the start of any battle that he takes part in. The Banner of Solland's Crown: All friendly unit within 12" gain +1 to their combat resolution (this is cumulative with Seth's bonuses to his unit, giving them +3 to their combat resolution total). His unit gains hatred The Banner of the Great Crusade: All units with the "Crusader" rule within 12" Rally automatically. He also has the Inspiring presence rule (+1WS within 3") The Banner of Lightning: All units within 12" gain +1 movement. He may cast Chain Lightning on a bound level 10 once per game (this does not require dice) The Battle Standard of Pfeildorf: All units with the "Sollander" rule are considered to be in range of the Battle Standard for the purposes of re-rolling leadership tests. His unit also gains "Wave of Steel and Iron" even if they would not normally be able to have this rule.
Seth Warhorse
Special Rules:
Wave of Steel and Iron Unwavering: As Seth has fought in every War so has he endured. Should Seth's unit break, Seth is not removed as a casualty and his unit remains unbroken. Instead He is wounded for each point of combat resolution his unit looses by. He may take both armor and ward saves against these wounds. The Tower shield: The great tower shield that Seth created himself was a fantastic success and offers the greatest protection for a battle standard known to men. Seth adds 2 to his armor save against attacks in his front. (for a 3+ armor save) however the massive shield requires that he not fight while holding it.
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CHOOSEING AN ARMY
This army list enables you to turn your miniatures collection into an army ready for tabletop battle. As described in the Warhammer rulebook, the army list is divided into four sections: Characters (including Lords and Heroes), Core Units, Special Units and Rare Units.
CHOOSING AN ARMY Every miniature in the Warhammer range has a points cost assigned to it. This reflects how effective the model is on the battlefield. For example, a Order Soldier costs just 6 points while a mighty Hochmeister costs 110 points!
Most of the time, both players choose armies to the same agreed points total. You can, of course, spend less points, and you may find it impossible to use up every last point. Most 2000 point armies, for example, will be something like1,998 or 1,999 points. To form your miniatures into an army, look up the relevant army list entry for the first troop type. This tells you the points cost to add each unit of models to your army and any options or upgrades the unit may have. Then select your next unit, calculate its points cost and so on until you reach the agreed points total. In addition to the points, there are other rules that govern which units you can include in your army, as detailed under Characters and Troops.
THE GENERAL An army must always include at least one Lord or Hero to be its General. Every army must have a General to lead it into battle. The General represents you on the field he issues the orders that lead to the moves, shots, spells and attacks that your troops make. MINIMUM THREE UNITS An army must always include at least three units in addition to any Lords and Heroes. An army just isn't an army unless it has plenty of warriors in its ranks. UNIT CATEGORIES Each army list divides the forces available into several categories. In a standard game, players are limited as to how many of their points can be spent from any particular category. LORDS You can spend up to 25% of your points on Lords. Lords are the most powerful characters in your army, individuals possessed of fearsome martial or magical might. HEROES You can spend up to 25% of your points on Heroes. Heroes are lesser characters, not as intrinsically deadly as Lords, but still worth a score of ordinary warriors. WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards, and have access to one or more spell lores. Although you won't generate the spells that your Wizards know until you start to play your game you do need to make a note in your army roster of which spell lore each of your Wizards will use. If you have a Wizard that is allowed to choose specific spells, you must select which spells they are at the time you pick your army. CORE UNITS You must spend a minimum of 25% of your points on Core units. Core units are the heart of your army, the iconic troops who make up the bulk of every warband and warhost. Unlike other types of unit, there is no maximum to the proportion of your points that you can spend on Core units.
ARMY LIST ENTRIES Profiles: The characteristic profiles for the model(s) in each unit is provided as a reminder. Where several profiles are required, these are also given even if they are optional.
Unit Sizes: Each entry specifies the minimum size for each unit, which is the smallest number if models needed to form the unit. In some cases, units may also have a maximum size. Equipment: Each entry lists the standard weapons and armor for that unit type. The value of these items is included in the basic points value. Options: Each entry lists any available upgrades to the unit, together with their points cost. Special Rules: Many troops have special rules which are described in their relevant Bestiary entry With the points total agreed, players need to pick their forces using the army list in the relevant Warhammer Armies book, and the system presented here.
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Some Core units do not count towards the minimum points you must spend on Core units (sometimes written as 'do not count towards the minimum number of Core units you must include' or variations thereof) or indeed the minimum number of units you must include in your army. In fact, such units don't count towards any category, just the points value of the army.
Note that this limit applies to the basic troop type and isn't dependent on the size of the unit or optional war gear. Two Units For One Choice Some units are listed as taking up a single choice. As implied, this means that these two units count only as one choice.
SPECIAL UNITS You can spend up to 50% of your points on Special units. Special units are invariably elite troops, capable of anchoring a battleline of lesser warriors, or performing great deeds in their own right. RARE UNITS You can spend up to 25% of your points on Rare units. Rare units are the most unusual warriors in your army, mighty monsters, weird war machines and elite soldiers of unsurpassed skill. Rare units are often fantastically powerful, but often require a canny general to get the most from them. DUPLICATE CHOICES An army cannot contain more than 3 Special choices of the same type and 2 Rare choices of the same type. To further represent the scarce nature of Special and Rare choices there is a limit on how many duplicates of each troop type you can include in your army. This limit applies only to duplicate Special or Rare unit choices of the same type, not to the total number of Special and Rare units overall.
GRAND ARMY In a grand army, you can include up to 6 duplicate Special choices and 4 duplicate Rare choices. If choosing an army of 3,000 points or more, it is considered to be a 'grand' army, with enough patronage, cash or muscle to get a larger supply of scarce units: up to 6 duplicate Special choices, and up to 4 duplicate Rare choices. ARMY SELECTION SUMMARY TABLE You must always include at least three non-character units, plus one Lord or Hero to be your General.
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LORDS
Hochmiester Gerath von Greth Ultigen
Points/model: 300 Greth Abyss Ares M WS BS S T 4 7 3 5 5 8 3 3 4 3 6 5 0 6 5 W 3 1 5 I A Ld 7 5 10 3 2 5 4 4 7 Options: Mount (one choice only): Abyss Ares Special Rules (Ares): Fly Large Target Terror 30 pts 200 pts
You may only include one Greth in your army. Equipment: Sword of Gerath Armor of the Hochmeisters The Holy Shield Special Rules: Terror Wave of Steal and Iron Stubborn Hates Undead (any model listed as undead counts)
You may only include one Darak in your army. Equipment: Special Rules: Terralith Stubborn Darak's Horrifying Helm Wave of Steal and Iron Shield The Dark Betrayer Chaos armor Butcher
You may only include one Willhelm in your army. Equipment: Special Rules: Treasures untold! Unbreakable (he may only pass this on to a unit of crusaders) Enchanted plate Lord of Crusaders Erebus Despised Wave of Steal and Iron
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LORDS
Marius, Patriarch of Pfeildorf
Points/model: 165 Marius Shrine M WS BS S T W I A Ld 4 4 3 4 4 3 4 3 9 4 4 - 5 5 5 4 - Options: Mount: Shrine of the fallen Saints Special Rules (Shrine): Special Rules: Unbreakable Blessing of the Righteous Protection of the Saints Pushed into Battle Exemplar guard Impact hits (d6) Large Target 200 pts
You may only include one Marius in your army. Equipment: Special Rules: Full Plate Armor Leader of the masses Scythe Roaring Constitution The Book of Solland
Grokompter
Points/model: 110 Grokompters Equipment: Hand Weapon Heavy Armor Options: Mount (one choice only): Warhorse Barded Warhorse Barded Darkhorse Dark Pegasus Griffon M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9 Special Rules: Horned Dark Helm Wave of Steel and Iron Close Combat Weapon (one choice only): Spear (mounted only) Lance (mounted only) Great Weapon Halberd Armor: Full plate armor Shield Magic Items: Up to a total of 3 pts 6 pts 6 pts 6 pts 8 pts 3 pts 100 pts
Character Mounts
Black Griffon Dark Pegasus Warhorse Dark Horse M WS BS S T W 6 5 0 5 5 4 8 4 0 4 4 3 8 3 0 3 3 1 8 3 0 4 3 1 I A Ld 5 4 7 4 2 6 3 1 5 3 1 5 Special Rules: Black Griffon: Fly, Large Target, Terror Dark Pegasus: Fly
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LORDS
War-Mage
Points/model: 210 War-mage M WS BS S T W I A Ld 4 4 3 3 4 3 4 2 8 Equipment: Hand Weapon Heavy Armor Special Rules: Horned Dark Helm Wave of Steel and Iron Options: Magic: Upgrade to a level 4 Wizard Mount (one choice only): Warhorse Barded Warhorse Dark Pegasus Armor: Shield Magic Items: May take up to 35 pts 15 pts 21 pts 50 pts 3 pts 100 pts
Magic: A War-mage is a Level 3 Wizard and knows spells from the following lores: Shadow, Beasts, Death, and Terror
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HEROES
Rath, Armsman of Solland
Points/model: 150 Rath M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 8
You may only include one Rath in your army. Equipment: Special Rules: Fangrr Immune to Psychology Full Plate Armor Stubborn Decapitating Strike Blademaster
Seth of Ostland
Points/model: 180 Seth Warhorse M WS BS S T W I A Ld 4 5 3 4 4 2 5 0 8 8 3 0 3 3 1 3 1 5 Options: Mount: May mount his Warhorse for Free. if he does he looses the Tower Shield
You may only include one Seth in your army. Equipment: Special Rules: The Tower shield Battle Standard Bearer Heavy Armor A flag for Every occasion Unwavering Wave of Steel and Iron
Marshal
Points/model: 65 Marshal Equipment: Hand Weapon Heavy Armor Options: M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 8 Special Rules: Wave of Steel and Iron Close Combat Weapon (one choice only): Spear (mounted only) Lance (mounted only) Great Weapon Halberd Armor: Full Plate Armor Shield 10 pts 14 pts 50 pts 5 pts Magic Items: Up to a total of 2 pts 4 pts 4 pts 4 pts 6 pts 2 pts 50 pts
Mount (one choice only): Warhorse Barded Warhorse Dark Pegasus Special: Horned Dark Helm
Army Battle Standard One Marshal in the army may carry the Battle Standard for +25 points. The Marshal carrying the Battle Standard can have a magic banner (no points limit) but if he carries a magic banner he cannot carry any other magic items.
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HEROES
Dark-Mage
Points/model: 70 Dark Mage Magic: A War-mage is a Level 1 Wizard and knows spells from the following lores: Shadow, Beasts, Death, and Terror M WS BS S T W I A Ld 4 3 3 3 3 2 4 1 7 Equipment: Hand Weapon Light Armor Special Rules: Wave of Steel and Iron Options: Magic: Upgrade to a level 2 Wizard Mount (one choice only): warhorse Barded Warhorse Magic Items: May take up to 35 pts 15 pts 21 pts 50 pts
Black Monk
Points/model: 95 Black Monk Equipment: Mace Heavy Armor M WS BS S T W I A Ld 4 4 3 4 4 2 4 2 8 Special Rules: Wave of Steel and Iron Blessing of Darkness Warcry Options: Special: may take a horned dark helm Close Combat Weapon (One Choice Only): Great Weapon Halberd Armor: Full Plate Armor Shield Magic Items: May take up to 5 pts 4 pts 4 pts 6 pts 2 pts 50 pts
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CORE
Order Soldiers
Points/model: 5 Soldier Sergeant Unit Size: 10+ M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7 Equipment: Special Rules: Halberds Crusader Light Armor Options: Command: Upgrade one Soldier to a Sergeant Upgrade one Soldier to a Musician Upgrade one Soldier to a Standard Bearer Armor: Shield Heavy Armor Special: If the unit has heavy armor, they may gain the Wave of Steel and Iron rule for 10 pts 10 pts 10 pts 1pt/model 1pt/model
30 pts
Archer Conscripts
Points/model: 6 Archer Sergeant Unit Size: 5+ M WS BS S T W I A Ld 4 2 3 3 3 1 3 1 6 4 2 4 3 3 1 3 1 6 Equipment: Special Rules: Short Bows Sollander Hand Weapons Skirmishers Options: Command: Upgrade one Archer to a Sergeant Upgrade one Archer to a Musician Armor: Light Armor Weapons: Longbows 10 pts 10 pts 1pt/model 1pt/model
Pilgrims
Points/model: 3 Pilgrim Sergeant Unit Size: 10+ M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 2 2 3 3 1 3 2 6 Equipment: Special Rules: Hand Weapons Sollander Options: Command: Upgrade one Pilgrim to a Preacher Upgrade one Pilgrim to a Musician Weapons: Scythes
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CORE
Pikemen of Tyra
Points/model: 7 Pikemen Sergeant Unit Size: 10+ M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7 Equipment: Pike Heavy Armor Hand weapon Special Rules: Crusader Options: Command: Upgrade one Pikemen to a Sergeant Upgrade one Pikemen to a Musician Upgrade one Pikemen to a Standard Bearer One Pikemen Standard Bearer in the army may carry a Magic Standard worth up to 30 pts Armor: Shield 10 pts 10 pts 10 pts 50 pts 1pt/model
Special: May have their pikes gain the armor piercing rule against anything other than infantry or swarms charging them for
Macemen of El Doro
Points/model: 7 Macemen Sergeant Unit Size: 10+ M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7 Equipment: Mace Heavy Armor Special Rules: Crusader Wave of Steel and Iron Options: Command: Upgrade one Macemen to a Sergeant Upgrade one Macemen to a Musician Upgrade one Macemen to a Standard Bearer One Macemen Standard Bearer in the army may carry a Magic Standard worth up to Armor: Shield 10 pts 10 pts 10 pts 50 pts 1pt/model
Jngenbruder
Points/model: 20 Bruder Captain Warhorse Unit Size: 5+ M WS BS 4 4 3 4 4 3 8 3 3 Equipment: Lance Heavy Armor Hand weapon Shield S 3 3 3 T 3 3 3 W 1 1 1 I A 3 1 3 2 3 1 Ld 7 7 5 Options: Command: Upgrade one Bruder to a Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer Armor: Barding 10 pts 10 pts 10 pts
Note: If the unit takes barding, they may not make use of their vanguard special rule.
2pts/model
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SPECIAL
Sword Brethren of Solland
Points/model: 11 Brother Captain Unit Size: 10+ M WS BS S T W I A Ld 4 4 3 4 3 1 3 1 8 4 4 3 4 3 1 3 2 8 Equipment: Great Weapon Heavy Armor Hand weapon Special Rules: Fear Wave of Steel and Iron Stubborn Crusader Options: Command: Upgrade one Brother to a Captain Upgrade one Brother to a Musician Upgrade one Brother to a Standard Bearer One Brother Standard Bearer in the army may carry a Magic Standard worth up to Armor: Full plate 10 pts 10 pts 10 pts 50 pts 1pt/model
Arbalists of Venitzia
Points/model: 11 Arbalist Sergeant Unit Size: 5+ M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 3 5 3 3 1 3 1 7 Equipment: Crossbow Heavy Armor Hand weapon Special Rules: Crusader Options: Command: Upgrade one Arbalist to a Captain Upgrade one Arbalist to a Musician Upgrade one Arbalist to a Standard Bearer Armor: Pavise 10 pts 10 pts 10 pts 1pt/model
Crusader Regiment
Points/model: 9 Crusader Champion Unit Size: 10+ M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 8 4 4 3 3 3 1 4 2 8 Equipment: Heavy Armor Hand weapon Special Rules: Crusader Hate Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons Wave of Steel and Iron Immune to Psychology Options: Command: Upgrade one Crusader to a Champion Upgrade one Crusader to a Musician Upgrade one Crusader to a Standard Bearer One Crusader Standard Bearer in the army may carry a Magic Standard worth up to Exotic Collections (one choice only): Cathey Longswords Nippon Kami Shrines Indish Silks Lustrian Artifacts Araby Incense 10 pts 10 pts 10 pts 50 pts 5pts/model 2pts/model 1pt/model 1pt/model 5pts/model
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SPECIAL
Solland Zealots
Points/model: 8 Zealots Unit Size: 10+ M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 7 Equipment: Flail Special Rules: Sollander Righteous Fury Options: Command: Upgrade one Fanatic to a Musician 10 pts
Halbrder
Points/model: 25 Bruder Captain Warhorse Unit Size: 5+ M WS BS 4 4 3 4 4 3 8 3 3 Equipment: Lance Heavy Armor Hand Weapon Shield Barding S 3 3 3 T 3 3 3 W 1 1 1 I A 4 1 4 2 3 1 Ld 8 8 5 Options: Command: Upgrade one Bruder to a Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Crusader Standard Bearer in the army may carry a Magic Standard worth up to Special: Horned Dark Helms 10 pts 10 pts 10 pts 50 pts 1pt/model
0-2 Fliegenbrder
Points/model: 60 Bruder Captain Dark Pegasus Unit Size: 3-10 M WS BS S 4 4 3 3 4 4 3 3 8 3 0 4 T 4 4 4 W 2 2 2 I A 4 1 4 2 4 1 Ld 8 8 6 Options: Command: Upgrade one Bruder to a Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer 10 pts 10 pts 10 pts
Special Rules: Crusader Wave of Steel and Iron Horned Dark Helms Fear Flying Cavalry
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RARE
0-1 Ritterbrder
Points/model: 40 Bruder Dark Rider Dark Horse Unit Size: 3+ M WS BS S T 4 5 3 4 4 4 5 3 4 4 8 3 0 4 3 Equipment: Lance Full Plate Hand weapon Shield Barding W 1 1 1 I A 4 2 4 3 3 1 Ld 8 8 5 Options: Command: Upgrade one Bruder to a Dark Rider Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Crusader Standard Bearer in the army may carry a Magic Standard worth up to 10 pts 10 pts 10 pts 50 pts
Special Rules: Wave of Steel and Iron Fear Devastating Charge Crusaders Horned Dark Helms
Demontiert Ritterbrder
Points/model: 18 Bruder Dark Captain Unit Size: 5+ M WS BS S T W I A Ld 4 5 3 4 4 1 4 2 8 4 5 3 4 4 1 4 3 8 Special Rules: Wave of Steel and Iron Fear Devastating Charge Crusaders Horned Dark Helms Stubborn Options: Command: Upgrade one Bruder to a Dark Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Crusader Standard Bearer in the army may carry a Magic Standard worth up to Weapons: Mace 10 pts 10 pts 10 pts 50 pts 2pts/model
Siege Trebuchet
Points/model: 110 Trebuchet Crew Unit Size: 1 Crew: 3 Crewmen M WS BS S T W I A Ld - - 3 3 7 4 - - 3 3 3 3 4 4 4 7 Equipment: Hand weapon
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RARE
0-1 Huhn-Reiten RitterBrder
Points/model: 70 Bruder Dark Rider Dark Demi-Griffon Unit Size: 2-8 M WS BS S T 4 5 3 4 4 4 5 3 4 4 8 4 0 5 4 W 3 3 3 I 4 4 4 A 2 3 3 Ld 8 8 6 Options: Command: Upgrade one Bruder to a Dark Rider Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Crusader Standard Bearer in the army may carry a Magic Standard worth up to 10 pts 10 pts 10 pts 50 pts
Special Rules: Wave of Steel and Iron Fear Devastating Charge Crusaders Horned Dark Helms Armor Piercing (demigriffon only)
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This section contains the rules and background for some of the most iconic and powerful magical artifa used by the Order. These may be used in addition to the magic items found in the Warhammer rulebook.
RUNEFANG OF SOLLAND Magic Weapon 85 points BLACKWOOD LANCE Magic Weapon 50 points
The Runefang of Solland is one of twelve blades forged by the dwarves for the Empire's Elector Counts. Lost to Gorbad Ironclaw at the battle of Solland's Crown, the blade was recently recovered and stored in the vaults of Altdorf. Sometimes a Hochmiester is permitted to wield the weapon in times of great need. All hits from a Runefang wound automatically with no armor saves allowed. SHIELD OF THE NIGHT Magic Armor 40 points
The lance of Erik Jnger had been burnt in the great fire of Pfieldorf. Now it resides in the armory in its blackened condition, hardened by the fire. Lance, The model causes D3 Strength 6 impact hits when he charges ARMOR OF THE FALLEN KING Magic Armor 30 points
This shield emits a constant aura of darkness turning the day to night, the warm to cold, hope to despair... Shield. -1 Ballistic skill to any unit that shoots at the bearer or his unit. Units that do not use ballistics skill (such as war machines) must roll a 4+ in order to shoot at the bearer or his unit. SKRALING SKULL Magic Talisman 40 points
The armor of a great Skraling king was taken back to the armory of the order. It still holds the same frigged chill of the north inside of it. Heavy Armor, All enemies striking the wearer are at -1 to hit.
The skull of a mighty Skraling king extends it's power onto the holder, granting him protection from foes and freezing their bones with icy chill. 5+ ward save. All enemies striking the wearer are at -1 to hit. BLACK LUCK STONE Magic Talisman 15 points
The stone provides a feeling of calm radiance to its holder. Destiny dances to his tune. The bearer ignores his first wound on a 3+
40
25 points
75 points
Stolen from the vaults of distant Khoromos the time sphere can cause a small rift in the space-time continuum. Men who would normally be restricted by the rules of the flow are suddenly let lose and the chaos this causes dismays those on the receiving end. (one use only) Must be activated at the start of the close combat phase. The bearer and any unit he has joined may fight in an additional close combat phase this turn. This Second close combat phase is resolved after all fights are completed that turn, resolve any combat involving the bearer and his unit. While you may overrun in this second phase you may only fight one close combat in this additional phase.
The Black tome was taken from Kemari, or perhaps Sylvania, filled with dark magics it helps the wizard to control his magic The black tome allows any rolls of triple to cause irresistible force and a miscast. The user also ignores any of his miscasts on a 5+ HOLY RELIC Arcane Item 60 points
Treasure from some crusade into the far east, the relic has inherit magical properties that absorb spells. While the Order normally does not dabble in such superstition, there are those among it who prefer to use the weapons of the enemy against them. (one use only) instead of attempting to dispel the player may attempt to destroy the spell on a 4+. in addition the unit or model targeted by the spell gains a 5+ ward save against any wounds caused. BLACK BANNER Magic Banner 75 points
The dreaded black banner of the order headquarters in Pfeildorf is only ever used when the order marshals at least half of its total standing forces. the banner represents the morning of the children of Solland. Every model in the same unit as the Black Banner gains +1 to his strength. Mounts may never gain this benefit. BANNER OF TYRA Magic Banner 25 points
Tyra has long since gotten used to dealing with cavalry from Bretonnia. Their warriors are renowned for being able to stand steadfast in the face of enemy cavalry. When engaged in close combat by an enemy cavalry or monstrous cavalry unit, the unit with the banner is stubborn.
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REFERENCE
LORDS Greth Ultigen - Ares - Abyss Darak-kal the Dark - Onyx Willhelm Marius - Shrine Grokompter War-mage HEROES Rath of Solland Seth of Ostland Marshal Dark-mage Black Monk Crusader Champions CORE UNITS Soldiers of the Order - Sergeant Archer Conscripts - Sergeant Pilgrims - Preacher Pikemen of Tyra - Sergeant Macemen of El Doro - Sergeant Jngenbruder - Captain - Warhorse SPECIAL UNITS Sword Brethren - Captain Arbalist - Sergeant Crusader Regiment - Champion Solland Zealots Halbrder - Captain - Warhorse Fliegenbrder - Captain - Dark Pegasus 4 4 4 4 4 4 4 4 4 8 4 4 8 4 4 3 3 4 4 2 4 4 3 4 4 4 3 3 4 5 3 3 2 3 3 0 3 3 0 4 4 3 3 3 3 3 3 3 3 3 3 4 3 3 3 3 3 3 3 3 3 3 4 4 4 1 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3 3 4 4 3 4 4 3 4 4 4 1 2 1 1 1 2 1 1 2 1 1 2 2 8 8 7 7 8 8 7 8 8 5 8 8 6 In In In In In In In Ca Ca MC MC 13 13 13 13 14 14 12 16 16 17 17 4 4 4 4 4 4 4 4 4 4 4 4 8 3 3 2 2 2 2 3 3 4 4 4 4 3 3 3 3 4 2 2 3 3 3 3 3 3 0 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 1 1 1 1 1 1 1 1 1 1 1 1 1 3 3 3 3 3 3 3 3 4 4 3 3 3 1 2 1 1 1 2 1 2 1 2 1 2 1 7 7 6 6 6 6 7 7 7 7 7 7 5 In In In In In In In In In In Ca Ca 10 10 10 10 12 12 11 11 11 11 16 16 4 4 4 4 4 5 5 5 5 3 4 5 3 3 3 3 3 3 4 4 4 3 4 4 4 4 4 3 4 3 2 2 2 2 2 2 5 5 5 3 4 4 3 0 3 1 2 2 8 8 8 7 8 8 In In In In In In 24 25 5 6 8 9 M WS BS 4 6 8 5 6 4 4 4 4 4 7 5 3 6 6 6 4 4 6 5 3 0 0 3 0 3 3 3 3 S 5 6 4 4 6 4 4 5 4 3 T 5 5 3 4 6 4 4 5 4 4 W 3 5 1 3 6 3 3 5 3 3 I 7 4 3 6 3 6 4 4 6 4 A 5 4 2 5 5 4 3 4 2 Ld Type Page 10 7 5 10 8 9 9 9 8 In Mo In Mo In In Un In In 19 19 19 20 20 21 22 23 5 6 RARE Ritterbrder - Dark Rider - Dark Horse Demontiert Ritterbrder - Dark Captain Siege Trebuchet - Crew Huhn-Reiten Ritterbrder - Dark Rider - Dark Demi-Griffon MOUNTS Warhorse Dark Horse Dark Pegasus Black Griffon Dark Demi-Griffon 8 8 8 6 8 3 3 4 5 4 0 0 0 0 0 3 3 4 6 5 3 3 4 5 4 1 1 3 4 3 3 3 4 4 4 1 1 3 4 3 5 5 6 7 6 Ca Ca MB Mo MB M WS BS 4 4 8 4 4 4 4 4 8 5 5 3 5 5 3 5 5 4 3 3 0 3 3 3 3 3 3 0 S 4 4 4 4 4 3 3 4 4 5 T 4 4 3 4 4 7 3 4 4 4 W 1 1 1 1 1 4 4 3 3 3 I 4 4 3 4 4 3 4 4 4 A 2 3 1 2 3 4 2 3 3 Ld Type Page 8 8 5 8 8 7 8 8 6 Ca Ca In In WM WM MC MC 18 18 18 18 18 15 15 18 18 18
Troop Type Key: In = Infantry WB = War Beast Ca = Cavalry MI = Monstrous Infantry MB = Monstrous Beast MC = Monstrous Cavalry Mo = Monster Ch = Chariot Sw = Swarms Un = Unique WM = War Machine.
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