Warhammer - Estalia 1.15

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WARHAMMER ARMIES:

ESTALIA

By Mathias Eliasson
v.1.15
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 3 Caballeros .......................................................... 17
INQUISITORIAL POWERS.......................................... 4 Genitors ............................................................. 17
MAGIC ITEMS.................................................................... 5 SPECIAL UNITS .............................................................. 18
LORDS ....................................................................................6 Royal Guard ...................................................... 18
Conquistadors .................................................... 18
Grand Commander ...............................................6 Grenadiers ......................................................... 19
High Inquisitor .....................................................6 Sisters of Fury ................................................... 19
Eminent Magus ....................................................7 Knightly Orders ................................................. 20
HEROES ................................................................................. 8 Mountain Bandits .............................................. 21
Captain .................................................................8 Mercenary Ogres ............................................... 21
Inquisitor ..............................................................8 Falconet ............................................................. 22
Magus ...................................................................9 RARE UNITS ......................................................................23
Priestess of Myrmidia ..........................................9 Black Watchmen ................................................ 23
Diestro ................................................................ 10 Knights of the Raging Bull ................................ 23
MOUNTS ............................................................................. 11 Fire Bulls ........................................................... 24
Warhorse ............................................................ 11 Culverin ............................................................. 25
Pegasus ............................................................... 11 Lombard ............................................................ 25
Aurochs .............................................................. 11 SPECIAL CHARACTERS (LORDS) ...................... 26
Griffon ................................................................ 12 Isabella Giovanna Luccelli ................................ 26
Altar of Myrmidia ..............................................12 Juan Federico ..................................................... 26
CORE UNITS..................................................................... 13 Ricardo Lupe ..................................................... 27
Pikemen.............................................................. 13 Santiago de Vivar .............................................. 27
Rodeleros ...........................................................13 SPECIAL CHARACTERS (HEROES) ................... 28
Arquebusiers ......................................................14 Francisco Cortez ................................................ 28
Crossbowmen .....................................................14 Alonso Diaz de Mirajo ...................................... 28
Tercios ................................................................ 15 Don Lomente ..................................................... 29
Almogavars ........................................................15 Maria de Salvo................................................... 29
Marines .............................................................. 16
War Dogs............................................................16
REFERENCE ...................................................................... 30

2
ARMY SPECIAL RULES
This section of the book describes all the different units All models in the unit's front rank fight using hand
used in an Estalian army, along with any rules weapons and bucklers. The remaining models fight
necessary to use them in your games of Warhammer. using pikes/polearms. All attacks against the unit's
Where a model has a special rule that is explained in front are resolved against the models armed with hand
the Warhammer rulebook, only the name of that rule is weapon and bucklers.
given. If a model has a special rule that is unique to it,
that rule is detailed alongside its description. However,
there are a number of commonly recurring ‘army
special rules’ that apply to several Estalian units, and
these are detailed here.

FIRE & ADVANCE


All models in the front rank of a unit with this special
rule ignore the Move or Fire special rule as long as
there is another model with this special rule directly
behind them in the second rank.

TACTICAL SUPREMACY
Any unit with this rule may roll 3D6 when taking tests
to Rally, March, Reform and Redirect Charges and
discard the highest dice roll.
If the unit has not moved in the last turn it counts as
TERCIO FORMATION having no flanks or rear for the purpose of Disruption
and combat resolution. However, for every flank or
A Tercio Formation consists of a mix of models armed
rear arc they are engaged in, they suffer -1 to their rank
with pikes/polearms, handguns/crossbows and
bonus.
bucklers. All models are treated as having the same
equipment, though you should attempt to model the
Units of Crossbowmen or Arquebusiers within 3" of a
unit with appropriate equipment as much as possible.
unit of Tercios may lend them support fire if the Tercio
is charged. This works out like a normal Stand and
All models in the front rank, both flanks and rear may
Shoot reaction, except that they do not suffer -1 To Hit
fire in the Shooting phase, even if they have moved this
for shooting at a charging enemy. In addition; if they
turn. This means that models in the front arc can fire
choose to Flee as a charge reaction this does not cause
forward, models in the left flank fire to the left, models
Panic to friendly units.
in the right flank fire to right and models in the rear
rank fire to the rear. Each arc may choose to fire at
different targets if they wish.

3
INQUISITORIAL POWERS
Inquisitorial Powers may be chosen by Inquisitors as Scourging 25 points
described in the army list. Each power may only be Scourging may be used in your Shooting phase like a
chosen once per army. missile attack. It has a range of 18" and causes D3
automatic Strength 5 hits with the Magical Attacks
Holocaust 40 points special rule on the target.
One use only. Holocaust may be used at the start of any
close combat phase. Place the small round template Purge 25 points
anywhere in base contact with the Inquisitor. All Purge may be used in your Magic phase. Choose one
models, friend or foe, covered by the template suffer a enemy unit within 24" and Line of Sight. Both players
Strength 4 hit with the Magical Attacks special rule. roll a D6 and add the Leadership of their respective
Against models with the Daemonic, Undead and units. If the Inquisitor scores higher than the target, the
Vampiric special rules, as well as Wizards, the Strength target's Leadership is reduced by 3 until the start of
is increased to 5. your next Magic phase.

Divine Pronouncement 35 points Her Will Be Done 15 points


Divine Pronouncement may be used at the start of your Every unsaved wound inflicted by the Inquisitor's
Movement phase. One enemy unit within 18" and Line normal Attacks in Close Combat counts as two for the
of Sight must immediately take a Panic test with a purposes of combat resolution.
negative modifier equal to the difference of the
Leadership between the Inquisitor and the enemy unit. Might of the Goddess 15 points
Might of the Goddess may be used at the start of any
Sanctuary 35 points close combat the Inquisitor is involved in by passing a
One use only. Sanctuary may be used at the start of Leadership test. If successful, the Inquisitor's Strength
your turn as long as no enemy units are within 1". Until is doubled until the start of the next close combat
the start of your next turn, enemy units cannot move phase.
within 1" of the Inquisitor or his unit – they are treated
as impassable terrain. If the Inquisitor and his unit Word of Myrmidia 10 points
moves within 1" of an enemy unit, the effect is lost. All enemy units attempting to charge the Inquisitor or
his unit must pass a Psychology test. If they fail, they
Sword of the Witches 30 points may not charge that turn.
At the start of your Magic phase, all enemy Wizards
within 12" of the Inquisitor must pass a Leadership test
or suffer D3 Strength 4 hits with the Magical Attacks
special rule.

4
MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Estalians. These may be used in addition to the magic items found in the Warhammer rulebook.

MAGIC WEAPONS TALISMANS


WOLFSLAYER 55 points CAPE OF VELACRUZ 25 points
All attacks made with Wolfslayer have the Heroic War Beasts, Monstrous Infantry, Monstrous Beasts and
Killing Blow special rule. In addition, enemy models Monsters must re-roll all successful rolls To Hit against
who are Hit by this sword must pass a Leadership test the wearer of this cape. In addition, the wearer gains
or suffer an additional automatic Wound. However, if the Immunity (Impact Hits, Stomp) special rule.
the wielder of this sword flees for any reason, he
suffers one Wound himself instead, with no saves ENCHANTED ITEMS
allowed.
CROWN OF BILBALI 50 points
MACE OF SACRIFICE 40 points
Grand Commander only. The Crown gives the wearer
High Inquisitor or Inquisitor only. The wielder gains +2
+1 to their Leadership. In addition, all friendly units
to his Strength and the Always Strikes First special
within 8" of them gains +1 to their Combat Resolution.
rule. At the end of each close combat phase of which
the wielder takes part, roll a D6; On a 5+ the wielder
STAFF OF TOMAS THE PURE 50 points
takes a wound which cannot be saved by any means.
The Staff of Tomas the Pure can be used in the
SWORD OF THE VENDETTA 40 points Shooting phase and has the following profile:
After deployment, but before the game starts, the
Range Strength Special Rules
wielder of the Sword of the Vendetta may choose one
24" 5 Ignores Armour Save,
enemy character on the table. The wielder must always
Multiple Shots (D3),
issue and accept challenges against this character if
Quick to Fire
possible. The wielder of the sword Hits and Wounds
the chosen enemy on a 2+ with the Ignores Armour
The wielder does not suffer any penalties for Multiple
saves special rule. If the enemy is killed by this
Shots.
weapon, the wielder suffers -D3 to his Strength and
Toughness and the sword counts as a normal magical
hand weapon for the remainder of the game. MAGIC STANDARDS
PISTOLS OF THE DUEL 20 points STANDARD OF MYRMIDIA 55 points
Brace of Pistols. These pistols use the following Each time the unit carrying this standard destroys or
profile: breaks an enemy unit, all models in it gain one of the
following bonuses for as long as the banner remains in
Range Strength Special Rules the unit. Each bonus is cumulative.
12" 4 Armour Piercing (1),
Multiple Shots (4), Units: Result:
Quick to Fire 1 +1 Weapon Skill
2 +1 Strength
In the first round of combat the wearer fights with 3 +1 Attack
Strength 4, Attacks 4 and the Armour Piercing (1) rule.
In subsequent combat turns, the pistols follow the rules BANNER OF SANTIAGO 25 points
for a normal brace of pistols. The unit carrying this standard automatically pass their
first Break Test. After this, the banner has no further
MAGIC ARMOUR special effect for the remainder of the game.

SCINTILLATING SHIELD 35 points


Shield. All attacks targeted at the bearer suffer -1 To
Hit. The bearer can Parry with this shield even if
mounted. For every armour or Ward save that the
bearer saves in close combat, one enemy model
(chosen by the bearer) in base contact suffers -1 to their
Weapon Skill until the end of the next combat phase.
This effect is cumulative.

5
LORDS
GRAND COMMANDER 100 points
Profile M WS BS S T W I A Ld
Grand Commander 4 6 5 4 4 3 6 4 9

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon, medium armour.

OPTIONS:
• May take an additional hand weapon (+3 points), great weapon (+8 points), polearm (+8 points) or lance (+8
points).
• May take a pistol (+6 points), brace of pistols (+9 points), crossbow (+5 points) or handgun (+5 points).
• May upgrade to heavy armour (+9 points).
• May take a shield (+3 points).
• May be mounted on a Warhorse (+18 points) which may have barding (+6 points), a Pegasus (+30 points), an
Aurochs (+45 points) which may have barding (+6 points) or a Griffon (+150 points) which may have barding
(+6 points).
• May take Magic Items up to a total of 100 points.

SPECIAL RULES: Tactical Supremacy.

HIGH INQUISITOR 90 points


Profile M WS BS S T W I A Ld
High Inquisitor 4 4 3 4 4 3 4 2 9

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May wear light armour (+3 points) or medium armour (+9 points).
• May be mounted on a Warhorse (+18 points) which may have barding (+6 points).
• May take Inquisitorial Powers and/or Magic Items up to a total of 100 points.
SPECIAL RULES: Magical Attacks, Magic Resistance (2), Tactical Supremacy.
• Burn the Heretic! The model and any unit joined by them gain the Hatred special rule for as long as they
remain in the unit.

6
LORDS
EMINENT MAGUS 165 points
Profile M WS BS S T W I A Ld
Eminent Magus 4 3 3 3 4 3 3 1 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

MAGIC: An Eminent Magus is a Level 3 Wizard which can use spells from the Lore of Fire, Metal, Life, Light, or
Heavens.

OPTIONS:
• May be upgraded to a Level 4 Wizard (+35 points).
• May be mounted on a Warhorse (+18 points) which may have barding (+6 points).
• May take Magic Items up to a total of 100 points.
SPECIAL RULES: Tactical Supremacy.
• Restricted Practise: Your army may never contain more Wizards than models with the Burn the Heretic
special rule.

7
HEROES
CAPTAIN 55 points
Profile M WS BS S T W I A Ld
Captain 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon, medium armour.

OPTIONS:
• May take an additional hand weapon (+2 points), great weapon (+6 points), polearm (+6 points) or lance (+6
points).
• May take a pistol (+4 points), brace of pistols (+9 points), crossbow (+5 points) or handgun (+5 points).
• May upgrade to heavy armour (+6 points).
• May take a shield (+2 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points) or a Pegasus (+20 points).
• May take Magic Items up to a total of 50 points.
• One Captain in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have a
magic banner with no points limit. However, a model carrying a magic standard can only carry other magic
items up to a total of 25 points.

SPECIAL RULES: Tactical Supremacy.

INQUISITOR 60 points
Profile M WS BS S T W I A Ld
Inquisitor 4 4 3 4 4 2 4 2 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May wear light armour (+2 points) or medium armour (+6 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points).
• May take Inquisitorial Powers and/or Magic Items up to a total of 50 points.
SPECIAL RULES: Burn the Heretic!, Magical Attacks, Magic Resistance (1), Tactical Supremacy.

8
HEROES
MAGUS 65 points
Profile M WS BS S T W I A Ld
Magus 4 3 3 3 3 2 3 1 7

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

MAGIC: A Magus is a Level 1 Wizard which can use spells from the Lore of Fire, Metal, Life, Light, or Heavens.

OPTIONS:
• May be upgraded to a Level 2 Wizard (+35 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points).
• May take Magic Items up to a total of 50 points.
SPECIAL RULES: Restricted Practise, Tactical Supremacy.

PRIESTESS OF MYRMIDIA 75 points


Profile M WS BS S T W I A Ld
Priestess of Myrmidia 4 4 3 4 4 2 4 2 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Spear, light armour, shield.

OPTIONS:
• May be upgrade to medium armour (+4 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points) or an Altar of Myrmidia
(+100 points).
• May take Magic Items up to a total of 50 points.

SPECIAL RULES: Tactical Supremacy.


• Divine Power: Priestesses of Myrmidia channel power and dispel dice in the same manner as a Level 1
Wizard.
• Blessing of Myrmidia: Priestesses of Myrmidia and any unit they join gain the Always Strikes First special
rule as long as she remains in the unit.
• Battle Prayers: Priestesses of Myrmidia know the three Battle Prayers listed below. Battle Prayers are innate
bound spells (power level 3). Battle Prayers are augment spells that target the Priestess of Myrmidia and her
unit.
- Skill of Combat: The Priestess and her unit gain +1 to Hit in close combat until the start of the next
friendly Magic phase.
- Shield of Myrmidia: The Priestess and her unit gain a 5+ armour save until the start of the next friendly
Magic phase.
- Spear of Myrmidia: The Priestess and her unit gain the Armour Piercing (2) and Magical Attacks special
rules until the start of the next friendly Magic phase.

9
HEROES
DIESTRO 100 points
Profile M WS BS S T W I A Ld
Diestro 4 6 5 4 4 2 6 3 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional hand weapon (+2 points) a pistol (+4 points), a brace of pistols (+6 points) or a buckler
(+1 point)
• May take light armour (+2 points).
• May take Magic Items up to a total of 50 points.

SPECIAL RULES: Tactical Supremacy.


• Face Me, You Coward! A Diestro must always issue and accept Challenges. Enemy characters must pass a
Leadership test if they want to decline the challenge. While in a challenge, the Diestro may re-roll failed rolls
To Hit and To Wound.
• Duelling Techniques: At the start of each round of close combat, a Diestro may choose to utilize one of the
following Duelling Techniques. He may not use the same technique two rounds in a row.
- Quick Strikes: The Diestro gains +D3 Attacks.
- Defence: The Diestro gains the Parry (5+) rule.
- Perforation: The Diestro gains the Killing Blow special rule.

10
MOUNTS
WARHORSE
Profile M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: War Beast (Animal).

PEGASUS
Profile M WS BS S T W I A Ld
Pegasus 8 3 0 4 4 2 4 2 6

TROOP TYPE: War Beast (Animal).

OPTIONS:
• Iron-hard Hooves: A Pegasus with this upgrade re-roils failed To Wound rolls (+5 points).
• Swift as the Wind: A Pegasus with this upgrade re-rolls any dice results of a 1 when determining its charge
range (+5 points).

SPECIAL RULES: Fly (9).

AUROCHS
Profile M WS BS S T W I A Ld
Aurochs 7 3 0 5 4 3 3 3 6

TROOP TYPE: Monstrous Beast (Animal).

SPECIAL RULES: Impact Hits (D3), Strength Bonus (1).

11
MOUNTS
GRIFFON
Profile M WS BS S T W I A Ld
Griffon 6 5 0 5 5 4 5 4 7

TROOP TYPE: Monster (Animal).

OPTIONS:
• Bloodroar: Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused
by this beast's Terror special rule (+10 points).
• Lash Tail: The Griffon gains +1 Attack (+15 points).
• Razorbeak: The Griffon gains the Armour Piercing (1) special rule (+5 points).
• Shrike Talons: The Griffon gains the Strength Bonus (1) special rule in the turns it charges (+5 points).
• Swooping Strike: The model gains the Devastating Charge special rule (+5 points).

SPECIAL RULES: Fly (8).

ALTAR OF MYRMIDIA
Profile M WS BS S T W I A Ld
Altar of Myrmidia - - - - 5 5 - - -
Bull 6 3 0 4 - - 3 1 -
Aurochs 6 3 0 5 - - 3 3 -

TROOP TYPE: Shrine (Armour save 6+).

OPTIONS:
• May be pulled by an Aurochs (+15 points), 2 Bulls (+15 points) or 4 Bulls (+25 points).
SPECIAL RULES: Large Target (5).
• Altar of Myrmidia: An Altar of Myrmidia has a Ward save (4+). It allows all friendly units within 12" to roll
3D6 for all Psychology tests and discard the highest result. In addition, any Battle Prayers cast from it target all
friendly units within 6" of the Altar.

NOTES:
• An Altar of Myrmidia pulled by an Aurochs is a Chariot with Strength 5, Unit Strength 8 as well as the Fear
and Strength Bonus (1) special rule.
• An Altar of Myrmidia pulled by 2 Bulls is a Chariot with Strength 5, Unit Strength 7 and the Impact Hits
(D6+2 special rule).
• An Altar of Myrmidia pulled by 4 Bulls is a Chariot with Strength 5, Unit Strength 9 and the Impact Hits
(D6+4 special rule).

12
CORE UNITS
PIKEMEN 6 points per model
Profile M WS BS S T W I A Ld
Pikeman 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7

UNIT SIZE: 20+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Pike, light armour.

OPTIONS:
• May replace pikes with polearms (free).
• May upgrade to medium armour (+1 point/model).
• May upgrade one Pikeman to a Sergeant (+10 points).
• May upgrade one Pikeman to a Musician (+10 points).
• May upgrade one Pikeman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Tactical Supremacy.

RODELEROS 5 points per model


Profile M WS BS S T W I A Ld
Rodelero 4 4 3 3 3 1 4 1 7
Espadachin 4 4 3 3 3 1 4 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, light armour, buckler.

OPTIONS:
• May replace bucklers with an additional hand weapon (+1 point/model) or shields (+1 point/model).
• May upgrade to medium armour (+1 point per model).
• May upgrade one Rodelero to an Espadachin (+10 points).
• May upgrade one Rodelero to a Musician (+10 points).
• May upgrade one Rodelero to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Tactical Supremacy.

13
CORE UNITS
ARQUEBUSIERS 8 points per model
Profile M WS BS S T W I A Ld
Arquebusier 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, handgun.

OPTIONS:
• May take light armour (½ point/model).
• May upgrade one Arquebusier to a Marksman (+10 points).
• May upgrade one Arquebusier to a Musician (+10 points).
• May upgrade one Arquebusier to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Fire & Advance, Tactical Supremacy.

CROSSBOWMEN 8 points per model


Profile M WS BS S T W I A Ld
Crossbowman 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, crossbow.

OPTIONS:
• May take light armour (½ point/model).
• May upgrade one Crossbowman to a Marksman (+10 points).
• May upgrade one Crossbowman to a Musician (+10 points).
• May upgrade one Crossbowman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Fire & Advance, Tactical Supremacy.

14
CORE UNITS
TERCIOS 9 points per model
Profile M WS BS S T W I A Ld
Tercio 4 4 3 3 3 1 4 1 7
Veteran Sergeant 4 4 3 3 3 1 4 2 7

UNIT SIZE: 20+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Pike, handgun, light armour, buckler.

OPTIONS:
• May replace pikes with polearms (free).
• May replace handguns with crossbows (free).
• May upgrade one Tercio to a Veteran Sergeant (+10 points).
• May upgrade one Tercio to a Musician (+10 points).
• May upgrade one Tercio to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Tactical Supremacy, Tercio Formation.

ALMOGAVARS 4 points per model


Profile M WS BS S T W I A Ld
Almogavar 4 3 3 3 3 1 3 1 7
Raid Leader 4 3 3 3 3 1 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take spears (+1 point/model).
• May take javelins (+2 points/model).
• May take shields (+1 point/model).
• May take light armour (+1 point/model).
• May upgrade one Almogavar to a Raid Leader (+10 points).
• May upgrade one Almogavar to a Musician (+10 points).
• May upgrade one Almogavar to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Skirmishers, Tactical Supremacy.


• Close Formation: Almogavars can choose to deploy in either a regular or skirmish formation. Whenever they
make a Reform, they may choose to adopt either a regular or skirmish formation.

15
CORE UNITS
MARINES 5 points per model
Profile M WS BS S T W I A Ld
Marine 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Two hand weapons.

OPTIONS:
• May replace one hand weapon with pistols (+2 points/model).
• May upgrade one Marine to a Sergeant (+10 points).
• May upgrade one Marine to a Musician (+10 points).
• May upgrade one Marine to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Ambushers, Tactical Supremacy.

WAR DOGS 5 points per model


Profile M WS BS S T W I A Ld
War Dog 7 3 0 3 3 1 3 1 5
Handler 4 3 3 3 3 1 3 1 7

UNIT SIZE: 5+

TROOP TYPE: War Beast (Animal), Infantry (Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take light armour (+1 point/model).
• May upgrade one Handler to a Musician (+10 points).
• May be upgraded to Skirmishers (+1 point/model).
SPECIAL RULES: Mixed Unit, Tactical Supremacy.

NOTES:
• One Handler must be included for every five War Dogs in the unit (+5 points/model).

16
CORE UNITS
CABALLEROS 14 points per model
Profile M WS BS S T W I A Ld
Caballero 4 4 3 3 3 1 3 1 8
Hidalgo 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Hand weapon, medium armour.

OPTIONS:
• May take spears (+1 point/model).
• May take pistols (+3 points/model).
• May take shields (+2 points/model).
• May upgrade to heavy armour (+2 points/model).
• May take barding (+2 points/model).
• May upgrade one Caballero to a Hidalgo (+10 points).
• May upgrade one Caballero to a Musician (+10 points).
• May upgrade one Caballero to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Tactical Supremacy.

GENITORS 12 points per model


Profile M WS BS S T W I A Ld
Genitor 4 3 3 3 3 1 3 1 7
Escolta 4 3 3 3 3 1 3 2 7
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Hand weapon, light armour, shield.

OPTIONS:
• May take spears (+1 point/model)
• May take javelins (+2 points/model).
• May upgrade one Genitor to an Escolta (+10 points).
• May upgrade one Genitor to a Musician (+10 points).
• May upgrade one Genitor to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Fast Cavalry, Tactical Supremacy.

17
SPECIAL UNITS
ROYAL GUARD 7 points per model
Profile M WS BS S T W I A Ld
Royal Guard 4 4 4 3 3 1 4 1 8
Guard Captain 4 4 4 3 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, medium armour.

OPTIONS:
• May take polearms (+2 points/model).
• May take handguns (+6 points/model).
• May upgrade one Royal Guard to a Guard Captain (+10 points).
• May upgrade one Royal Guard to a Musician (+10 points).
• May upgrade one Royal Guard to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Fire & Advance, Immunity (Panic), Tactical Supremacy.


• Stoic: Models with this special rule do not suffer To Hit penalties for using Stand & Shoot as a charge reaction.

CONQUISTADORS 20 points per model


Profile M WS BS S T W I A Ld
Conquistador 4 4 4 3 3 1 3 1 8
Conquistador Captain 4 4 5 3 3 1 3 1 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Hand weapon, handgun, light armour.

OPTIONS:
• May upgrade to medium armour (+2 points/model).
• May upgrade one Conquistador to a Conquistador Captain (+10 points).
• May upgrade one Conquistador to a Musician (+10 points).
• May upgrade one Conquistador to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Fast Cavalry, Tactical Supremacy.


• Caracole: Models with this special rule ignore the Move or Fire special rule for their handguns.

18
SPECIAL UNITS
GRENADIERS 12 points per model
Profile M WS BS S T W I A Ld
Grenadier 4 3 3 3 3 1 3 1 7
Bombardier 4 3 4 3 3 1 3 1 7

UNIT SIZE: 5-10

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, grenades, light armour.

OPTIONS:
• May take pistols (+2 points/model).
• May upgrade to medium armour (+1 point/model).
• May upgrade one Grenadier to a Bombardier (+10 points).
SPECIAL RULES: Skirmishers, Tactical Supremacy.
• Grenades: Grenades have a range of 6", Strength 4 as well as the Armour Piercing (1) and Quick to Fire
special rules. Each hit with a Grenade is multiplied into D6 hits. Against skirmishers and single characters on
foot, is causes D3 hits. However, if a 1 is rolled when rolling To Hit, the Grenadier suffers a single Strength 4
Armour Piercing (1) Hit himself instead.

SISTERS OF FURY 11 points per model


Profile M WS BS S T W I A Ld
Sister of Fury 4 4 3 3 3 1 4 1 8
Sister Superior 4 4 3 3 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Spear, heavy armour, shield.

OPTIONS:
• May replace spears and shields with polearms (free).
• May upgrade one Sister of Fury to a Sister Superior (+10 points).
• May upgrade one Sister of Fury to a Musician (+10 points).
• May upgrade one Sister of Fury to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Hatred, Tactical Supremacy.

19
SPECIAL UNITS
KNIGHTLY ORDERS 22 points per model
Profile M WS BS S T W I A Ld
Knight 4 4 3 3 3 1 3 1 8
Preceptor 4 4 3 3 3 1 3 2 8
Inner Circle Knight 4 4 3 4 3 1 4 1 8
Inner Circle Preceptor 4 4 3 4 3 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Lance, heavy armour, shield, barding.

OPTIONS:
• May be upgraded to Inner Circle Knights (+3 points/model).
• May upgrade one Knight to a Preceptor (+10 points).
• May upgrade one Knight to a Musician (+10 points).
• May upgrade one Knight to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Tactical Supremacy.


• Blinding Light: Knights of the Blazing Sun only. Whenever a unit where the majority of models have this
special rule declare a charge, roll a D6 (after the enemy has declared their charge reaction). A roll of the
Blinding Light cannot be used this charge. On a 2+, the enemy unit being charged suffer -1 Weapon Skill and
Ballistic Skill for the duration of the turn.
• Righteous Charge: Knights of the Righteous Spear only. All models with this special rule may re-roll failed
To Wound rolls in turns that they successfully charge a unit.

NOTES:
• You must choose for the unit to either belong to the Knights of the Blazing Sun or Knights of the Righteous
Spear when making your army list.
• Inner Circle Knights count as Rare Units.

20
SPECIAL UNITS
MOUNTAIN BANDITS 8 points per model
Profile M WS BS S T W I A Ld
Mountain Bandit 4 3 3 3 3 1 3 1 7
Bandit Leader 4 3 4 3 3 1 3 1 7

UNIT SIZE: 5-10

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, bow.

OPTIONS:
• May upgrade one Mountain Bandit to a Bandit Leader (+10 points).
• May upgrade one Mountain Bandit to a Musician (+10 points).
SPECIAL RULES: Expendable, Scouts, Skirmishers.
• Guerrilla Fighters: Mountain Bandits that have not marched or charged in their Movement phase can choose
to make a normal move directly backwards (while still retaining the same facing) after resolving their missile
attacks. This counts as moving and shooting.

MERCENARY OGRES 28 points per model


Profile M WS BS S T W I A Ld
Ogre 6 3 2 4 4 3 2 3 7
Brute 6 3 2 4 4 3 2 4 7

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Ogre).

EQUIPMENT: Hand weapon, light armour.

OPTIONS:
• May take bucklers (+1½ points/model) or additional hand weapons (+3 points/model).
• May take Ogre pistols (+6 points/model), Ogre brace of pistols (+9 points/model) or Ogre handguns (+7
points/model).
• May upgrade to medium armour (+3 points per model).
• May upgrade one Ogre to a Brute (+10 points).
• May upgrade one Ogre to a Musician (+10 points).
• May upgrade one Ogre to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Impact Hits (1).


• Ogre Pistol: Ogre Pistols follow all the normal rules for pistols, but have a 24" range.
• Brace of Ogre Pistols: Brace of Ogre Pistols follow all the normal rules for pistols, but have a 24" range.
• Ogre Handgun: Ogre Handguns follow all the normal rules for handguns, but have Strength 5 and a 36"
range.

21
SPECIAL UNITS
FALCONET 65 points
Profile M WS BS S T W I A Ld
Falconet - - - - 7 - - - -
Crew 4 3 3 3 3 1 3 1 7

UNIT SIZE: 1 Falconet & 3 Crew.

TROOP TYPE: War Machine (Cannon, Human).

EQUIPMENT: Hand weapon.

SPECIAL RULES:
• Small Calibre: Falconets have a range of 12-36", Strength 7 and the Multiple Wounds (D3) special rule. When
firing grapeshot, hits are resolved at Strength 4 rather than Strength 5.

22
RARE UNITS
BLACK WATCHMEN 14 points per model
Profile M WS BS S T W I A Ld
Black Watchman 4 4 3 4 3 1 4 1 8
Watch Captain 4 4 3 4 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Polearm, heavy armour.

OPTIONS:
• May upgrade one Black Watchman to a Watch Captain (+10 points).
• May upgrade one Black Watchman to a Musician (+10 points).
• May upgrade one Black Watchman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Hatred (Undead, Vampires), Immunity (Psychology), Stubborn, Tactical Supremacy.

KNIGHTS OF THE RAGING BULL 50 points per model


Profile M WS BS S T W I A Ld
Knight of the Raging Bull 4 4 3 3 3 1 3 1 8
Torero 4 4 3 3 3 1 3 2 8
Aurochs 7 3 0 5 4 3 3 3 6

UNIT SIZE: 3+

TROOP TYPE: Monstrous Cavalry (Human).

EQUIPMENT: Lance, heavy armour, shield.

OPTIONS:
• May take barding (+3 points/model).
• May upgrade one Knight to a Torero (+10 points).
• May upgrade one Knight to a Musician (+10 points).
• May upgrade one Knight to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Impact Hits (D3), Strength Bonus (1) (Aurochs only), Tactical Supremacy.

23
RARE UNITS
FIRE BULLS 12 points per model
Profile M WS BS S T W I A Ld
Fire Bull 7 3 0 4 4 1 3 1 5
Picador 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+ Fire Bulls and 1 Picador.

TROOP TYPE: War Beast (Animal), Cavalry (Human).

EQUIPMENT: Spear (Picador only).

SPECIAL RULES: Mixed Unit.


• Bull Run: The Picadors may light up the horns of the Bulls at the start of any of your Movement phases. They
then move using the Random Movement (3D6) special rule and gains the Immunity (Psychology) special rule
for the remainder of the game.

If the Fire Bulls' move would bring them into contact with another unit, then they move through rather than
stopping. If the Fire Bulls' move would end within a unit, then they automatically move through it – place the
Fire Bulls 1" beyond the unit, in the direction they were moving. When a unit of Fire Bulls moves through a
unit (friend or foe), each Bull in the unit inflicts a Strength 5 hit with the Flaming Attacks special rule.

Any unit that moves into contact with the front arc of a unit of Fire Bulls suffers a Strength 5 hit for each Fire
Bull in base contact. These are resolved like Impact Hits in the close combat phase if the Fire Bulls are
charged, or immediately in case a unit flees through them.

If the Picador(s) are killed before they have lit the bulls, the bulls simply wander off and are removed as
casualties. If the Picadors are slain after they have lit the bulls, the Fire Bulls will move in a Random direction
every turn.

NOTES:
• One Picador must be included for every five Fire Bulls in the unit (+10 points/model).

24
RARE UNITS
CULVERIN 85 points
Profile M WS BS S T W I A Ld
Culverin - - - - 7 - - - -
Crew 4 3 3 3 3 1 3 1 7

UNIT SIZE: 1 Culverin & 3 Crew.

TROOP TYPE: War Machine (Cannon, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional Crew (+6 points).

LOMBARD 80 points
Profile M WS BS S T W I A Ld
Lombard - - - - 7 - - - -
Crew 4 3 3 3 3 1 3 1 7

UNIT SIZE: 1 Lombard & 3 Crew.

TROOP TYPE: War Machine (Stone Thrower, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional Crew (+6 points).
SPECIAL RULES:
• Lombard: If a Misfire is rolled, roll immediately on the Blackpowder Misfire table.

25
SPECIAL CHARACTERS
(LORDS)
ISABELLA GIOVANNA LUCCELLI 285 points
La Aguila Ultima, Head of the Order of the Eagle
Profile M WS BS S T W I A Ld
Isabella Giovanna Luccelli 4 5 4 4 4 3 5 3 9

TROOP TYPE: Infantry (Special Character, Human).

MAGIC ITEMS:
• Sacred Sword of Vengeance: Magic Weapon. Enemies in base contact with the wielder suffer -1 To Hit. In
addition, attacks with this blade have the Ignores Armour saves special rule.
• Blessed Cuirass: Magic Armour. Heavy armour. The wearer gains the Fly (10) special rule and a Ward Save
(4+) against non-Magical Attacks, which may be re-rolled.
• Light of Myrmidia: Talisman. Enemies must re-roll successful To Hit rolls with missile weapons against
Isabella.

SPECIAL RULES: Battle Prayers, Blessing of Myrmidia, Divine Power, Tactical Supremacy.
• Living Saint: Isabella and all friendly units within 12" of her may re-roll failed Psychology tests. In addition,
Isabella may re-roll the casting result when using her Battle Prayers. Any Battle Prayers can target any friendly
unit within 12" rather than just the unit she is with.

JUAN FEDERICO 205 points


El Lider Glorioso, Grand Master of the Order of the Righteous Spear
Profile M WS BS S T W I A Ld
Juan Federico 4 6 5 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character, Human).

MOUNT: Warhorse.

EQUIPMENT: Shield, barding.

MAGIC ITEMS:
• Sword of Retribution: Magic Weapon. All attacks made with this sword gain +1 Strength as well as the
Flaming Attacks and the Multiple Wounds (D3) special rules.
• Armour of Virtue: Magic Armour. Heavy armour. The wearer and any unit they join may roll 3D6 when
taking Break tests.
• Eagle of Myrmidia: Talisman. The Eagle of Myrmidia gives wearer the Immunity (Multiple Wounds, Killing
Blow) special rule.

SPECIAL RULES: Righteous Charge, Tactical Supremacy.


• Grand Master: Juan Federico and any unit of Knights of the Righteous Spear that he join gains the Immunity
(Psychology) special rule for as long as he remains in the unit.

26
SPECIAL CHARACTERS
(LORDS)
RICARDO LUPE 160 points
Aquila Escudo, Head of the Tribunal of the Inquisition
Profile M WS BS S T W I A Ld
Ricardo Lupe 4 4 3 4 4 3 4 2 9

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Hand weapon.

MAGIC ITEMS:
• Sacred Armour: Magic Armour. Medium armour. This armour gives the wearer a total armour save of 2+ and
a Ward save (6+).
• Book of Wisdom: Enchanted Item. Bound Spell, Power Level 5. The Book of Wisdom contains a random
spell from the Lore of Light each turn. Roll a D6 before casting to determine which spell.

OPTIONS:
• May take Inquisitorial Powers up to a total of 50 points.
SPECIAL RULES: Magical Attacks, Magic Resistance (2), Tactical Supremacy.
• Burn the Heretic! The model and any unit joined by them gain the Hatred special rule for as long as they
remain in the unit.

SANTIAGO DE VIVAR 275 points


Champion of Estalia, Scourge of Araby
Profile M WS BS S T W I A Ld
Santiago de Vivar 4 7 5 4 4 3 6 5 9
Babieca (Warhorse) 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character, Human).

MOUNT: Babieca (Warhorse).

EQUIPMENT: Barding.

MAGIC ITEMS:
• Tizona & Colada: Magic Weapon. Two hand weapons. All attacks made with these swords may re-roll failed
rolls To Hit and To Wound. In addition, the wielder gains the Fear special rule against enemy units with a
lower Leadership value than them.
• Armour of the Champion. Magic Armour. Heavy Armour. All successful To Wound rolls against the wearer
must be re-rolled.

SPECIAL RULES: Tactical Supremacy.


• Champion of Estalia: Each Wound caused by Santiago in close combat counts as D3 Wounds for the purposes
of combat resolution.
27
SPECIAL CHARACTERS
(HEROES)
FRANCISCO CORTEZ 115 points
Conqueror of the New World
Profile M WS BS S T W I A Ld
Francisco Cortez 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Pistol, medium armour.

MAGIC ITEMS:
• Rapier of Quietude: Magic Weapon. All attacks made by this weapon have the Armour Piercing (3) and Parry
(6+) special rules.
• Amulet of Pahuax: Talisman. The Amulet gives the wearer the Regeneration (4+) special rule.

OPTIONS:
• May be mounted on a Warhorse (+12 points).
SPECIAL RULES: Tactical Supremacy.
• Conquistador Commander: If Cortez is in your army, units of Conquistadors count as Core choices instead
of Special. In addition, all Conquistador units may use his Leadership just as if he was the army's General.

ALONSO DIAZ DE MIRAJO 130 points


Captain of Estalia, Diestro Extraordinario
Profile M WS BS S T W I A Ld
Alonso Diaz de Mirajo 4 6 5 4 4 2 6 3 8

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Pistol, medium armour.

MAGIC ITEMS:
• Blades of the Duellist: Magic Weapon. Two hand weapons. For every attack that misses Alonso in close
combat, he may immediately make an attack back at that model.

SPECIAL RULES: Duelling Techniques, Face Me, You Coward!, Tactical Supremacy.
• Beloved Captain: Any unit joined by Alonso may re-roll failed Psychology tests.

28
SPECIAL CHARACTERS
(HEROES)
DON LOMENTE 75 points
Insane Gentleman Knight
Profile M WS BS S T W I A Ld
Don Lomente 4 3 3 3 4 2 3 2 10
Rocinante (Warhorse) 7 2 0 2 2 1 2 1 4

TROOP TYPE: Cavalry (Special Character, Human).

MOUNT: Rocinante (Warhorse).

EQUIPMENT: Lance, medium armour, shield.

SPECIAL RULES: Unbreakable, Ward save (3+).


• Insane: Don Lomente may never be the Army General. To determine what the Don Lomente will do roll a D6
at the start of each of your Movement phases and consult the following chart:

D6 Result
1 Don Lomente moves in a random direction using the Random Movement (2D6) special rule.
2 Don Lomente cannot move or attack until the start of his next Movement phase.
3 Don Lomente cannot move until the start of his next Movement phase.
4-5 Don Lomente moves using the Random Movement (3D6") special rule. If he comes into base contact
with a forest or building, he will immediately stop to fight it, believing it to be a monster. If this
would take him in base contact with an enemy unit, resolve the combat as normal.
6 Don Lomente may act normally this turn.

MARIA DE SALVO 130 points


Sister Assassin of the Order of the Eagle
Profile M WS BS S T W I A Ld
Maria de Salvo 4 7 5 4 3 2 7 3 9

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: Throwing weapon.

MAGIC ITEMS:
• The Eradicators: Magic Weapon. Two hand weapons. All attacks made with the Eradicators have the Always
Strikes First, Poisoned Attacks and Armour Piercing (1) special rules.
• Seal of Myrmidia: Talisman. The Seal of Myrmidia gives Maria the Ward Save (2+) special rule against
Magical Attacks.

SPECIAL RULES: Dodge (5+), Hidden, Immunity (Psychology), Tactical Supremacy.


• Mark of Death: At the start of the game, secretly nominate one enemy character to be Maria's chosen target.
Against this character, she has the Killing Blow special rule.

29
REFERENCE
UNIT NAME TROOP LINE OF UNIT BASE SIZE
TYPE SIGHT STRENGTH (mm)
Almogavars Infantry 1 1 20x20
Alonso Diaz De Mirajo Infantry 1 1 20x20
Altar of Myrmidia Shrine 5 5 50x100 or 60x100
Arquebusiers Infantry 1 1 20x20
Aurochs Monstrous Beast 3 3 50x75
Battle Magus Infantry 1 1 20x20
Black Watchmen Infantry 1 1 20x20
Caballeros Cavalry 2 2 25x50
Captain Infantry 1 1 20x20
Conquistadors Cavalry 2 2 25x50
Crossbowmen Infantry 1 1 20x20
Culverin War Machine 1 1 75
Diestro Infantry 1 1 20x20
Don Lomente Cavalry 2 2 25x50
Eminent Magus Infantry 1 1 20x20
Falconet War Machine 1 3 60
Fire Bulls Warbeast 1 1 25x50
Francisco Cortez Infantry 1 1 20x20
Genitors Cavalry 2 2 25x50
Grand Commander Infantry 1 1 20x20
Grenadiers Infantry 1 1 20x20
Griffon Monster 3 4 50x50
High Inquisitor Infantry 1 1 20x20
Inquisitor Infantry 1 1 20x20
Isabella Giovanna Luccelli Infantry 1 1 20x20
Juan Federico Cavalry 2 2 25x50
Knightly Orders Cavalry 2 2 25x50
Knights of the Raging Bull Monstrous Cavalry 3 4 50x75
Lombard War Machine 1 3 60
Maria De Salvo Infantry 1 1 20x20
Marines Infantry 1 1 20x20
Mercenary Ogres Monstrous Infantry 2 3 40x40
Mountain Bandits Infantry 1 1 20x20
Pegasus Warbeast 1 1 40x40
Picador Cavalry 2 2 25x50
Pikemen Infantry 1 1 20x20
Priestess of Myrmidia Infantry 1 1 20x20
Ricardo Lupe Infantry 1 1 20x20
Rodeleros Infantry 1 1 20x20
Royal Guard Infantry 1 1 20x20
Santiago de Vivar Cavalry 2 2 25x50
Sisters of Fury Infantry 1 1 20x20
Tercio Infantry 1 1 20x20
War Dogs Warbeast 1 1 25x25
Warhorse Warbeast 1 1 25x50

30

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