Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Estalia
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Based on PDF Version 1.15, Last Modified: 2023 August 15 @ 11:28

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Estalia

Based on PDF Version 1.15, Last Modified: 2023 August 15 @ 11:28

Army Special Rules

This section describes all the different units used in an Estalian army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is 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.

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.

Any unit with this rule may roll 3D6 when taking tests to Rally, March, Reform and Redirect Charges and discard the highest dice roll.

A Tercio Formation consists of a mix of models armed with pikes/polearms, handguns/crossbows and bucklers. All models are treated as having the same equipment, though you should attempt to model the unit with appropriate equipment as much as possible.

All models in the front rank, both flanks and rear may fire in the Shooting phase, even if they have moved this turn. This means that models in the front arc can fire forward, models in the left flank fire to the left, models 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.

All models in the unit's front rank fight using hand weapons and bucklers. The remaining models fight using pikes/polearms. All attacks against the unit's front are resolved against the models armed with hand weapon and bucklers.

If the unit has not moved in the last turn it counts as having no flanks or rear for the purpose of Disruption and combat resolution. However, for every flank or rear arc they are engaged in, they suffer -1 to their rank bonus.

Units of Crossbowmen or Arquebusiers within 3" of a unit of Tercios may lend them support fire if the Tercio is charged. This works out like a normal Stand and Shoot reaction, except that they do not suffer -1 To Hit for shooting at a charging enemy. In addition; if they choose to Flee as a charge reaction this does not cause Panic to friendly units.

Lords

Grand Commander. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Grand Commander465443649

Troop Type: Infantry (Character, Human)

Hand weapon, medium armour.

  • May take an additional hand weapon (+3 pts), great weapon (+8 pts), polearm (+8 pts) or lance (+8 pts).

  • May take a pistol (+6 pts), brace of pistols (+9 pts), crossbow (+5 pts) or handgun (+5 pts).

  • May upgrade to heavy armour (+9 pts).

  • May take a shield (+3 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts), a Pegasus (+30 pts), an Aurochs (+45 pts) which may have barding (+6 pts) or a Griffon (+150 pts) which may have barding (+6 pts).

  • May take Magic Items up to a total of 100 pts.

Tactical Supremacy

High Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
High Inquisitor443443429

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May wear light armour (+3 pts) or medium armour (+9 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts).

  • May take Inquisitorial Powers and/or Magic Items up to a total of 100 pts.

Burn the Heretic!, Magic Resistance (2), Magical Attacks, Tactical Supremacy

The model and any unit joined by them gain the Hatred special rule for as long as they remain in the unit.

Eminent Magus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Eminent Magus433343318

Troop Type: Infantry (Character, Human)

Magic: Eminent Magus is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Light or the Lore of Heavens.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts).

  • May take Magic Items up to a total of 100 pts.

Restricted Practise, Tactical Supremacy

Your army may never contain more Wizards than models with the Burn the Heretic! special rule.

Heroes

Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts

MWSBSSTWIALd
Captain455442538

Troop Type: Infantry (Character, Human)

Hand weapon, medium armour.

  • May take an additional hand weapon (+2 pts), great weapon (+6 pts), polearm (+6 pts) or lance (+6 pts).

  • May take a pistol (+4 pts), brace of pistols (+9 pts), crossbow (+5 pts) or handgun (+5 pts).

  • May upgrade to heavy armour (+6 pts).

  • May take a shield (+2 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts) or a Pegasus (+20 pts).

  • May take Magic Items up to a total of 50 pts.

  • One Captain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Tactical Supremacy

Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Inquisitor443442428

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May wear light armour (+2 pts) or medium armour (+6 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts).

  • May take Inquisitorial Powers and/or Magic Items up to a total of 50 pts.

Burn the Heretic!, Magic Resistance (1), Magical Attacks, Tactical Supremacy

The model and any unit joined by them gain the Hatred special rule for as long as they remain in the unit.

Magus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Magus433332317

Troop Type: Infantry (Character, Human)

Magic: Magus is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Light or the Lore of Heavens.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts).

  • May take Magic Items up to a total of 50 pts.

Restricted Practise, Tactical Supremacy

Your army may never contain more Wizards than models with the Burn the Heretic! special rule.

Priestess of Myrmidia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

MWSBSSTWIALd
Priestess of Myrmidia443442428

Troop Type: Infantry (Character, Human)

Spear, light armour, shield.

  • May be upgrade to medium armour (+4 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts) or an Altar of Myrmidia (+100 pts).

  • May take Magic Items up to a total of 50 pts.

Blessing of Myrmidia, Divine Power, Prayers of Myrmidia, Tactical Supremacy

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.

Priestesses of Myrmidia and any unit they join gain the Always Strikes First special rule as long as she remains in the unit.

Models with this rule can channel power and dispel dice in the same manner as a Level 1 Wizard.

Diestro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Diestro465442637

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May take an additional hand weapon (+2 pts) a pistol (+4 pts), a brace of pistols (+6 pts) or a buckler (+1 pt)

  • May take light armour (+2 pts).

  • May take Magic Items up to a total of 50 pts.

Duelling Techniques, Face Me, You Coward!, Tactical Supremacy

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.

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.

Mounts

Warhorse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315

Troop Type: War Beast (Animal)

Pegasus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Pegasus830442426

Troop Type: War Beast (Animal)

  • A Pegasus may take any of the following:

    • Iron-hard Hooves (+5 pts)

    • Swift as the Wind (+5 pts)

A Pegasus with this upgrade re-roils failed To Wound rolls.

A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.

Fly (9)

Aurochs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Aurochs730543336

Troop Type: Monstrous Beast (Animal)

Impact Hits (D3), Strength Bonus (1)

Griffon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Griffon650554547

Troop Type: Monster (Animal)

  • A Griffon may take any of the following:

    • Bloodroar (+10 pts)

    • Lash Tail (+15 pts)

    • Razorbeak (+5 pts)

    • Shrike Talons (+5 pts)

    • Swooping Strike (+5 pts)

Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused by this beast's Terror special rule.

The model gains +1 Attack.

The Griffon gains the Armour Piercing (1) special rule.

The Griffon gains +1 to its Strength in the turns it charges.

The model gains the Devastating Charge special rule.

Fly (8)

Altar of Myrmidia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Altar of Myrmidia----55---
Bull6304--31-
Aurochs6305--33-

Troop Type: Shrine (Armour Save 6+)

  • May be pulled by an Aurochs (+15 pts), 2 Bulls (+15 pts) or 4 Bulls (+25 pts).

    • 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).

Altar of Myrmidia, Large Target (5)

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.

Core Units

Pikemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Pikeman433331317
Sergeant433331327

Unit Size: 20+

Troop Type: Infantry (Human)

Pike, light armour.

  • May replace pikes with polearms (free).

  • May upgrade to medium armour (+1 pt/model).

  • May upgrade one Pikeman to a Sergeant (+10 pts).

  • May upgrade one Pikeman to a Musician (+10 pts).

  • May upgrade one Pikeman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Tactical Supremacy

Rodeleros. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Rodelero443331417
Espadachine443331427

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, light armour, buckler.

  • May replace bucklers with an additional hand weapon (+1 pt/model) or shields (+1 pt/model).

  • May upgrade to medium armour (+1 pt per model).

  • May upgrade one Rodelero to an Espadachin (+10 pts).

  • May upgrade one Rodelero to a Musician (+10 pts).

  • May upgrade one Rodelero to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Tactical Supremacy

Arquebusiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Arquebusier433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, handgun.

  • May take light armour (½ pt/model).

  • May upgrade one Arquebusier to a Marksman (+10 pts).

  • May upgrade one Arquebusier to a Musician (+10 pts).

  • May upgrade one Arquebusier to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fire & Advance, Tactical Supremacy

Crossbowmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Crossbowman433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, crossbow.

  • May take light armour (½ pt/model).

  • May upgrade one Crossbowman to a Marksman (+10 pts).

  • May upgrade one Crossbowman to a Musician (+10 pts).

  • May upgrade one Crossbowman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fire & Advance, Tactical Supremacy

Tercios. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Tercio443331417
Veteran Sergeant443331427

Unit Size: 20+

Troop Type: Infantry (Human)

Pike, handgun, light armour, buckler.

  • May replace pikes with polearms (free).

  • May replace handguns with crossbows (free).

  • May upgrade one Tercio to a Veteran Sergeant (+10 pts).

  • May upgrade one Tercio to a Musician (+10 pts).

  • May upgrade one Tercio to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Tactical Supremacy, Tercio Formation

Almogavars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Almogavar433331317
Raid Leader434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May take spears (+1 pt/model).

  • May take javelins (+2 pts/model).

  • May take shields (+1 pt/model).

  • May take light armour (+1 pt/model).

  • May upgrade one Almogavar to a Raid Leader (+10 pts).

  • May upgrade one Almogavar to a Musician (+10 pts).

  • May upgrade one Almogavar to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Close Formation, Skirmishers, Tactical Supremacy

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.

Marines. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Marine433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Two hand weapons.

  • May replace one hand weapon with pistols (+2 pts/model).

  • May upgrade one Marine to a Sergeant (+10 pts).

  • May upgrade one Marine to a Musician (+10 pts).

  • May upgrade one Marine to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Ambushers, Tactical Supremacy

War Dogs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
War Dog730331315
Handler433331317

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

Unit Size: 5+

Troop Type (War Dog): War Beast (Animal)

Troop Type (Handler): Infantry (Human)

Hand weapon.

  • May take light armour (+1 pt/model).

  • May upgrade one Handler to a Musician (+10 pts).

  • May be upgraded to Skirmishers (+1 pt/model).

Mixed Unit, Tactical Supremacy

Mixed Unit, Tactical Supremacy

Caballeros. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Caballero443331318
Hidalgo443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, medium armour.

  • May take spears (+1 pt/model).

  • May take pistols (+3 pts/model).

  • May take shields (+2 pts/model).

  • May upgrade to heavy armour (+2 pts/model).

  • May take barding (+2 pts/model).

  • May upgrade one Caballero to a Hidalgo (+10 pts).

  • May upgrade one Caballero to a Musician (+10 pts).

  • May upgrade one Caballero to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Tactical Supremacy

Genitors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Genitor433331317
Escolta434331317
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, light armour, shield.

  • May take spears (+1 pt/model)

  • May take javelins (+2 pts/model).

  • May upgrade one Genitor to an Escolta (+10 pts).

  • May upgrade one Genitor to a Musician (+10 pts).

  • May upgrade one Genitor to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fast Cavalry, Tactical Supremacy

Special Units

Royal Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Royal Guard444331418
Guard Captain444331428

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, medium armour.

  • May take polearms (+2 pts/model).

  • May take handguns (+6 pts/model).

  • May upgrade one Royal Guard to a Guard Captain (+10 pts).

  • May upgrade one Royal Guard to a Musician (+10 pts).

  • May upgrade one Royal Guard to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Fire & Advance, Immunity (Panic), Stoic, Tactical Supremacy

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

Conquistadors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Conquistador444331318
Conquistador Captain445331318
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, handgun, light armour.

  • May upgrade to medium armour (+2 pts/model).

  • May upgrade one Conquistador to a Conquistador Captain (+10 pts).

  • May upgrade one Conquistador to a Musician (+10 pts).

  • May upgrade one Conquistador to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Caracole, Fast Cavalry, Tactical Supremacy

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

Grenadiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Grenadier433331317
Bombardier434331317

Unit Size: 5-10

Troop Type: Infantry (Human)

Hand weapon, Grenades, light armour.

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.

  • May take pistols (+2 pts/model).

  • May upgrade to medium armour (+1 pt/model).

  • May upgrade one Grenadier to a Bombardier (+10 pts).

Skirmishers, Tactical Supremacy

Sisters of Fury. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Sister of Fury444331418
Sister Superior444331428

Unit Size: 10+

Troop Type: Infantry (Human)

Spear, heavy armour, shield.

  • May replace spears and shields with polearms (free).

  • May upgrade one Sister of Fury to a Sister Superior (+10 pts).

  • May upgrade one Sister of Fury to a Musician (+10 pts).

  • May upgrade one Sister of Fury to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Hatred, Tactical Supremacy

Knightly Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Knight443331318
Preceptor443331328
Inner Circle Knight443431418
Inner Circle Preceptor443431428
Warhorse830331315

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.

Unit Size: 5+

Troop Type: Cavalry (Human)

Lance, heavy armour, shield, barding.

  • May be upgraded to Inner Circle Knights (+3 pts/model).

  • May upgrade one Knight to a Preceptor (+10 pts).

  • May upgrade one Knight to a Musician (+10 pts).

  • May upgrade one Knight to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

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.

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.

Tactical Supremacy

Mountain Bandits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Mountain Bandit433331316
Bandit Leader434331316

Unit Size: 5-10

Troop Type: Infantry (Human)

Hand weapon, bow.

  • May upgrade one Mountain Bandit to a Bandit Leader (+10 pts).

  • May upgrade one Mountain Bandit to a Musician (+10 pts).

Expendable, Guerrilla Fighters, Scouts, Skirmishers

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 pts per model

MWSBSSTWIALd
Ogre632443237
Brute632443247

Unit Size: 3+

Troop Type: Monstrous Infantry (Ogre)

Hand weapon, light armour.

  • May take bucklers (+1½ pts/model) or additional hand weapons (+3 pts/model).

  • May take Ogre pistols (+6 pts/model), Ogre brace of pistols (+9 pts/model) or Ogre handguns (+7 pts/model).

  • May upgrade to medium armour (+3 pts per model).

  • May upgrade one Ogre to a Brute (+10 pts).

  • May upgrade one Ogre to a Musician (+10 pts).

  • May upgrade one Ogre to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Ogre Handguns follow all the normal rules for handguns, but have Strength 5 and a 36" range.

Ogre Pistols follow all the rules for normal pistols, but have a range of 24".

Impact Hits (1)

Falconet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts per model

MWSBSSTWIALd
Falconet----7----
Crew433331317

Unit Size: 1 Falconet & 3 Crew.

Troop Type: War Machine (Cannon, Human)

Hand weapon.

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.

Rare Units

Black Watchman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Black Watchman443431418
Watch Captain443431428

Unit Size: 10+

Troop Type: Infantry (Human)

Polearm, heavy armour.

  • May upgrade one Black Watchman to a Watch Captain (+10 pts).

  • May upgrade one Black Watchman to a Musician (+10 pts).

  • May upgrade one Black Watchman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Hatred (Undead, Vampires), Immunity (Psychology), Stubborn, Tactical Supremacy

Knights of the Raging Bull. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Knight of the Raging Bull443331318
Torero443331328
Aurochs730543336

Unit Size: 3+

Troop Type: Monstrous Cavalry (Human)

Lance, heavy armour, shield.

  • May take barding (+3 pts/model).

  • May upgrade one Knight to a Torero (+10 pts).

  • May upgrade one Knight to a Musician (+10 pts).

  • May upgrade one Knight to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Impact Hits (D3), Strength Bonus (1) (Aurochs only), Tactical Supremacy

Fire Bulls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Fire Bull730441315
Picador433331317
Warhorse830331315

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

Unit Size: 5+ Fire Bulls and 1 Picador

Troop Type (Fire Bull): War Beast (Animal)

Troop Type (Picador): Cavalry (Human)

Spear.

Bull Run, Mixed Unit

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.

Bull Run, Mixed Unit

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.

Culverin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Culverin----7----
Crew433331317

Unit Size: 1 Culverin & 3 Crew

Troop Type: War Machine (Cannon, Human)

Hand weapon.

  • May take an additional Crew (+6 pts).

Lombard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Lombard----7----
Crew433331317

Unit Size: 1 Lombard & 3 Crew

Troop Type: War Machine (Stone Thrower, Human)

Hand weapon.

  • May take an additional Crew (+6 pts).

Lombard

If a Misfire is rolled, roll immediately on the Blackpowder Misfire table.

Special Characters - Lords

Isabella Giovanna Luccelli La Aguila Ultima, Head of the Order of the Eagle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 pts

MWSBSSTWIALd
Isabella Giovanna Luccelli455443649

Troop Type: Infantry (Special Character, Human)

Magic Items / Abilities: Sacred Sword of Vengeance , Blessed Cuirass, Light of Myrmidia

Enemies in base contact with the wielder suffer -1 To Hit. In addition, attacks with this blade have the Ignores Armour Saves special rule.

Heavy armour. The wearer gains the Fly (10) special rule and a Ward Save (4+) against non-Magical Attacks, which may be re-rolled.

Enemies must re-roll successful To Hit rolls with missile weapons against Isabella.

Battle Prayers, Blessing of Myrmidia, Divine Power, Living Saint, Tactical Supremacy

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.

Priestesses of Myrmidia and any unit they join gain the Always Strikes First special rule as long as she remains in the unit.

Models with this rule can channel power and dispel dice in the same manner as a Level 1 Wizard.

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 El Lider Glorioso, Grand Master of the Order of the Righteous Spear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts

MWSBSSTWIALd
Juan Federico465443649
Warhorse830331315

Troop Type: Cavalry (Special Character, Human)

Shield, barding.

Magic Items / Abilities: Sword of Retribution, Armour of Virtue, Eagle of Myrmidia

All attacks made with this sword gain +1 Strength as well as the Flaming Attacks and the Multiple Wounds (D3) special rules.

Heavy armour. The wearer and any unit they join may roll 3D6 when taking Break tests.

The Eagle of Myrmidia gives wearer the Immunity (Multiple Wounds, Killing Blow) special rule.

Grand Master, Righteous Charge, Tactical Supremacy

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.

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.

Ricardo Lupe Aquila Escudo, Head of the Tribunal of the Inquisition. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Ricardo Lupe443443429

Troop Type: Infantry (Special Character, Human)

Hand weapon.

  • May take Inquisitorial Powers up to a total of 50 pts.

Magic Items / Abilities: Sacred Armour, Book of Wisdom

Medium armour. This armour gives the wearer a total armour save of 2+ and a Ward Save (6+).

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.

Burn the Heretic!, Magic Resistance (2), Magical Attacks, Tactical Supremacy

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 Champion of Estalia, Scourge of Araby. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 pts

MWSBSSTWIALd
Santiago de Vivar475443659
Babieca (Warhorse)830331315

Troop Type: Cavalry (Special Character, Human)

Barding.

Magic Items / Abilities: Tizona & Colada, Armour of the Champion

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.

Heavy armour. All successful To Wound rolls against the wearer must be re-rolled.

Champion of Estalia, Tactical Supremacy

Each Wound caused by Santiago in close combat counts as D3 Wounds for the purposes of combat resolution.

Special Characters - Heroes

Francisco Cortez Conqueror of the New World. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 pts

MWSBSSTWIALd
Francisco Cortez455442538

Troop Type: Infantry (Special Character, Human)

Pistol, medium armour.

  • May be mounted on a Warhorse (+12 pts).

Magic Items / Abilities: Rapier of Quietude, Amulet of Pahuax

All attacks made by this weapon have the Armour Piercing (3) and Parry (6+) special rules.

The Amulet gives the wearer the Regeneration (4+) special rule.

Conquistador Commander, Tactical Supremacy

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 Captain of Estalia, Diestro Extraordinario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Alonso Diaz de Mirajo465442638

Troop Type: Infantry (Special Character, Human)

Pistol, medium armour.

Magic Items / Abilities: Blades of the Duellist

Two hand weapons. For every attack that misses Alonso in close combat, he may immediately make an attack back at that model.

Beloved Captain, Duelling Techniques, Face Me, You Coward!, Tactical Supremacy

Any unit joined by Alonso may re-roll failed Psychology tests.

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.

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.

Don Lomente Insane Gentleman Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

MWSBSSTWIALd
Don Lomente4333423210
Rocinante (Warhorse)720331214

Troop Type: Cavalry (Special Character, Human)

Lance, medium armour, shield.

Insane, Unbreakable, Ward Save (3+)

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 Sister Assassin of the Order of the Eagle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Maria de Salvo475432739

Troop Type: Infantry (Special Character, Human)

Throwing weapon.

Magic Items / Abilities: The Eradicators, Seal of Myrmidia

Two hand weapons. All attacks made with the Eradicators have the Always Strikes First, Poisoned Attacks, and Armour Piercing (1) special rules.

The Seal of Myrmidia gives Maria the Ward Save (2+) special rule against Magical Attacks.

Dodge (5+), Hidden, Immunity (Psychology), Mark of Death, Tactical Supremacy

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.

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

All attacks made with Wolfslayer have the Heroic Killing Blow special rule. In addition, enemy models who are Hit by this sword must pass a Leadership test or suffer an additional automatic Wound. However, if the wielder of this sword flees for any reason, he suffers one Wound himself instead, with no saves allowed.

High Inquisitor or Inquisitor only. The wielder gains +2 to his Strength and the Always Strikes First special rule. At the end of each close combat phase of which the wielder takes part, roll a D6; On a 5+ the wielder takes a wound which cannot be saved by any means.

After deployment, but before the game starts, the wielder of the Sword of the Vendetta may choose one enemy character on the table. The wielder must always issue and accept challenges against this character if possible. The wielder of the sword Hits and Wounds the chosen enemy on a 2+ with the Ignores Armour Saves special rule. If the enemy is killed by this 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.

Brace of pistols. These pistols use the following profile:

RangeStrengthSpecial Rules
12"4-

In the first round of combat the wearer fights with Strength 4, Attacks 4 and the Armour Piercing (1) rule. In subsequent combat turns, the pistols follow the rules for a normal brace of pistols.

Magic Armour

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.

Talismans

War Beasts, Monstrous Infantry, Monstrous Beasts and Monsters must re-roll all successful rolls To Hit against the wearer of this cape. In addition, the wearer gains the Immunity (Impact Hits, Stomp) special rule.

Enchanted Items

Grand Commander only. The Crown gives the wearer +1 to their Leadership. In addition, all friendly units within 8" of them gains +1 to their Combat Resolution.

The Staff of Tomas the Pure can be used in the Shooting phase and has the following profile:

RangeStrengthSpecial Rules
24"5-

The wielder does not suffer any penalties for Multiple Shots.

Magic Standards

Each time the unit carrying this standard destroys or breaks an enemy unit, all models in it gain one of the following bonuses for as long as the banner remains in the unit. Each bonus is cumulative.

Units

Result

1

+1 Weapon Skill

2

+1 Strength

3

+1 Attack

The unit carrying this standard automatically pass their first Break Test. After this, the banner has no further special effect for the remainder of the game.

Inquisitorial Powers

Inquisitorial Powers may be chosen by Inquisitors as described in the army list. Each power may only be chosen once per army.

One use only. Holocaust may be used at the start of any close combat phase. Place the small round template anywhere in base contact with the Inquisitor. All models, friend or foe, covered by the template suffer a Strength 4 hit with the Magical Attacks special rule. Against models with the Daemonic, Undead and Vampiric special rules, as well as Wizards, the Strength is increased to 5.

Divine Pronouncement may be used at the start of your Movement phase. One enemy unit within 18" and Line of Sight must immediately take a Panic test with a negative modifier equal to the difference of the Leadership between the Inquisitor and the enemy unit.

One use only. Sanctuary may be used at the start of your turn as long as no enemy units are within 1". Until the start of your next turn, enemy units cannot move within 1" of the Inquisitor or his unit – they are treated as impassable terrain. If the Inquisitor and his unit moves within 1" of an enemy unit, the effect is lost.

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.

Purge may be used in your Magic phase. Choose one enemy unit within 24" and Line of Sight. Both players roll a D6 and add the Leadership of their respective units. If the Inquisitor scores higher than the target, the target's Leadership is reduced by 3 until the start of your next Magic phase.

Scourging may be used in your Shooting phase like a missile attack. It has a range of 18" and causes D3 automatic Strength 5 hits with the Magical Attacks special rule on the target.

Every unsaved wound inflicted by the Inquisitor's normal Attacks in Close Combat counts as two for the purposes of combat resolution.

Might of the Goddess may be used at the start of any close combat the Inquisitor is involved in by passing a Leadership test. If successful, the Inquisitor's Strength is doubled until the start of the next close combat phase.

All enemy units attempting to charge the Inquisitor or his unit must pass a Psychology test. If they fail, they may not charge that turn.

Reference Chart

Unit Name

Troop Type

Light of Sight

Unit Strength

Base Size (mm)

Almogavars

Infantry

1

1

20x20

AlonsoDiazDe Mirajo

Infantry

1

1

20x20

AltarofMyrmidia

Shrine

5

5

50x100or 60x100

Arquebusiers

Infantry

1

1

20x20

Aurochs

Monstrous Beast

3

3

50x75

BattleMagus

Infantry

1

1

20x20

BlackWatchmen

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

WarMachine

1

1

75

Diestro

Infantry

1

1

20x20

DonLomente

Cavalry

2

2

25x50

Eminent Magus

Infantry

1

1

20x20

Falconet

WarMachine

1

3

60

Fire Bulls

Warbeast

1

1

25x50

FranciscoCortez

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

IsabellaGiovanna Luccelli

Infantry

1

1

20x20

Juan Federico

Cavalry

2

2

25x50

Knightly Orders

Cavalry

2

2

25x50

KnightsoftheRagingBull

Monstrous Cavalry

3

4

50x75

Lombard

WarMachine

1

3

60

MariaDeSalvo

Infantry

1

1

20x20

Marines

Infantry

1

1

20x20

Mercenary Ogres

Monstrous Infantry

2

3

40x40

MountainBandits

Infantry

1

1

20x20

Pegasus

Warbeast

1

1

40x40

Picador

Cavalry

2

2

25x50

Pikemen

Infantry

1

1

20x20

PriestessofMyrmidia

Infantry

1

1

20x20

RicardoLupe

Infantry

1

1

20x20

Rodeleros

Infantry

1

1

20x20

Royal Guard

Infantry

1

1

20x20

SantiagodeVivar

Cavalry

2

2

25x50

SistersofFury

Infantry

1

1

20x20

Tercio

Infantry

1

1

20x20

WarDogs

Warbeast

1

1

25x25

Warhorse

Warbeast

1

1

25x50