REGIMENTS:
The Men of Tilia:
0-1 unit of Tilean Cavalry ........................................ 39 points
The Tilean army may inclued a single regiment of heavy cavalry drawn from the tilean elite.
Profile M WS BS S T W I A LD
Merchant Guard 4 4 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
Equipment: Tilean Cavalry are armed with a hand weapon and a lance. They wear heavy armor, carry a shield and ride a barded warhorse.
Save: 2+
Options: None.
Merchant Gaurd ................................................. 14 points
Your army may include any number of merchant guard units. The merchant guard, heavily armed and armored, are hired by wealthy merchants to escort their goods through the passes to Bretonnia, and to the Empire, and to countless other lands.
Profile M WS BS S T W I A LD
Merchant Guard 4 3 3 3 3 1 3 1 7
Equipment: The Merchant guard are armed with a hand weapon, a spear and a crossbow. They wear heavy armor and carry a shield.
Save: 4+
Options: None.
Tilian Crossbows ............................................. 10 points
Profile M WS BS S T W I A LD
Tilian Crossbows 4 3 3 3 3 1 3 1 7
Equipment: Tilian Crossbows are armed with a hand weapon and a crossbow. They wear light armour.
Save: 6+
Options: May carry shilds (+1 point).
Tilian Swordmen ............................................. 10 points
Profile M WS BS S T W I A LD
Tilian Swordmen 4 3 3 3 3 1 3 1 7
Equipment: Tilian Swordmen are armed with a hand weapon. They wear light armour and carry shilds.
Save: 5+
Options: None.
Tilean Pikemen ................................................. 9 points
Your army may include any number of pikemen units. The pikemen are armed with huge pikes ands wear light armour.
Profile M WS BS S T W I A LD
Pikemen 4 3 3 3 3 1 3 1 7
Equipment: The pikemen are armed with a hand weapon and a pike. They wear light armor.
Save: 6+
Options: None
Special Rules:
Pikes: When a unit with pikes is charged, the pikemen strike first and can fight in 4 ranks. If charged by cavalry the mounts lose 1 attack, and the Pikemen gain 1 attack. If the pikemen charge, they fight in 2 ranks for the first round, then 4 ranks every round after.
0-1 Unit of Tilean Vermin Hunters .................................... 8 points
During the Skaven Wars, specially trained troops were sent into the tunnels beneath Tobaro and Miragliano to track down the Skaven. The Vermin Hunter units have become an essential part of the Tilean army ever since.
Profile M WS BS S T W I A LD
Vermin Hunter 4 3 3 3 3 1 4 1 7
Equipment: Vermin hunters carry a shield and a hand weapon.
Save: 6+
Options: Vermin Hunters may wear light armor (+2 pts). May carry a Magic Banner.
Special Rules:
Skirmish: Vermin Hunters may fight as skirmishers.
Skaven Hunters: When fighting Skaven fight with +1 attack.
0-1 Unit of Reasoners ................................................ 8 points
The Reasoners are the personal retainers of Leonardo da Miragliano. They may only be inclueded if you inclued Leonard da Miragliano. While they may fight as normal soldiers, their greatest ability is their experience and training in the use of war machines.
Profile M WS BS S T W I A LD
Reasoners 4 3 3 3 3 1 3 1 7
Equipment: Reasoners are normally armed only with a hand weapon and wear light armour.
Save: 6+.
Options: None
Special Rules:
Knowledge of War Engines: If the crew to any war machine is destroyed, but the war machine itself is still intact, a Reasoner from the Reasoner unit may detach from their regular unit and head directly for the war engine. While moving, this detachment acts as their own separate unit. When they reach the war engine, they must spend their entire next turn motionless. During this turn remove the Reasoner models and replace them with the original crew. This represents the new crew examining the weapon, making decisions about who will have which function, uprighting the weapon, locating ammunition piles, etc. On the following turn the War Machine and crew operate as normal.
Legioneers .................................................. 12 points
The legioneers are the backbone of the Tilean army. Well-disciplined fighters, they are trained from birth to fight together as a single unit.
Profile M WS BS S T W I A LD
Legioneers 4 4 3 3 3 1 3 1 7
Equipment: The Legioneers are armed with a hand weapon and spear and wear heavy armor and carry a shield.
Save: Special.
Options: Legioneers may be armed withs spears (+1 point). One unit of Legioneers may carry a Magic Banner.
Special Rules:
Maneuvers: The legioneers are trained in several complex maneuvers as described in the Army List section. They may use any of the Legioneer Maneuvers described in the Army List section.
Charioteers .................................................... 74 points
The Legion's chariots are pulled by four horses and hold 2 crew.
Profile M WS BS S T W I A LD
Chariot Crew 4 4 3 3 3 1 3 1 7
Chariot - - - 7 7 3 1 - -
Horse 8 0 0 3 3 1 3 0 5
Equipment: The Chariot's crew are armed with hand weapons and spears, and wear heavy armor and carry a shield.
Options: Charioteers may be equipped with halberd's instead of spears for +1 points per model. Each chariot may contain 2 extra crewman for 12 points per crew, plus the cost of optional equipment. Legioneers may exchange their spears for halberds (+1 point). Chariots may have scythed wheels for an additional +20 points. The horses may be given barding for +32 points.
Special Rules:
Chariots: See the Warhammer Fantasy Rulebook for Chariot rules.
0-1 Unit of Gladiators ..................................... 10 points
Your army many have one regiments of Gladiators. Gladiators are trained in the Great Games at the Coliseum. Those who survive are given their freedom, and most choose to join the Legion in search of gold and glory.
Profile M WS BS S T W I A LD
Gladiators 4 4 3 4 3 1 4 1 7
Equipment: Gladiators are armed with a hand weapon and shield.
Save: 6+
Options: A regiment of gladiators may include any of the following additional equipment: light armor (+2 points), double-handed weapons (+2 points), or an additional hand weapon (+1 point).
Pirates of Sartosa ......................................... 10 points
Profile M WS BS S T W I A LD
Pirates 4 3 3 3 3 1 3 1 10
Equipment: Pirates are armed with cuttleses and two pistols.
Save: None
Options: None
Special Rules:
Disonest: Pirates are disonest roll a D6 at the start of your turn.
1. The Pirates attack the nearest Tilean unit.
2-3. The Pirates stand still jerring and singing in their drunken way.
4-6. The Pirates fight as normal.
Immune to Psycology: Pirates are immune to all psycology, except Disonesty.
0-1 Unit of Followers of the White Path .............. 16 points
Your army a single unit of Followers of the White Path the warriors of the Great Potentate.
Profile M WS BS S T W I A LD
Followers 4 4 3 4 3 1 4 1 7
Equipment: Followers wear heavy armor, the cloak of commitment and wield a double-handed sword.
Save: 4+
Options: The Followers of the White Path may carry a magic standard.
Special Rules:
Cloak of Commitment: A cloak blessed in the fount of eternal life in the Great Temple and marked by the symbol of the Red Grail, these cloaks, when worn by devotees of the Temple, provide additional protection of +1 to their saving throw.