ARMY LIST:
Army Selection
Characters 0-50%
Regiments 25%+
Monsters 0-25%
Allies 0-25%
Allies:
The Amarid Tribes may allie with High Elf and Lizardmen (no Slann) armies.
The Tribes: The Amerind Nations are rather separate and distinct in many respects. Also, due to the distances between tribes, in philosophy as well as geography, the Amarind Nations only come together in times of great strife. To reflect this, you may only field troops of a single "nation" for each 1,500 points the army consists of. The army's Chief must be from the majority Nation (which must comprise over half of the total points of the army), and the minority Nations must be led by a Hero (6" command range). Minority nation warriors panic when their leading Hero dies, but not when the General dies, and only benefit from their leading Hero's command abilities (not the General's). The Battle Standard may be from any participation nation, and will affect all troops in the army.
Equipment List:
A single hand weapon Free
Spear 1
War Club (as Halbard) 2
Bow 2
Long Bow 3
Coup-Stick 2
Shield 1
Light Armor 2
Coup-Stick:
The Amerind have access to an additional type of weapon, the Coup Stick. The Coup Stick may only be used when the Amerind are charging (and therefore only in the first round of combat). Attacks are made as normal, but the hits do no damage. Instead, count the number of hits inflicted, and count them as if they are wounds towards combat resolution. A unit which chooses to "count coup" may not pursue if the enemy breaks. A unit, and any characters with it, must choose to either all count coup, or to all attack normally. A character without a coup stick may not attack if the unit he or she is in is counting coup. Also, a cavalry unit which chooses to count coup, with steeds capable of attacking, must reign in the horses so that they do not attack.
Totems:
Each of the Amerind Nations has a number of both common and unique traits. On a character level, the most noteworthy are the Totems that the characters carry. Any Amerind character automatically starts out with a Totem. In addition, each Nation in a battle is allowed to bring 0-1 units of Totem Animals, which are taken out of the Monster allotment and led by a character of the appropriate Totem. Depending on the tribe they are from, they may take either one of two choices for a Totem. These choices, and their effects, are listed below:
Nation | Totem | Symbolizes | Effect alone | Effect if leading Totem Animal Unit (cumulative) |
---|---|---|---|---|
Tacota | Eagle | Swiftness | +1 M, +1 I | Flight, +2 I, +6" all Missile Range |
Raven | Trickery | Move Unit (1) | Flight, Special Deployment (2) | |
Monapi | Bear | Strength | +1 S | +1 T, MV=6 |
Wolf | Teamwork | Hard to Break (3) | Pack Attack (4), MV=7 | |
Quantaho | Coyote | Cunning | +1 LD, Deceive (5) | As alone, but for full unit, MV=5 |
Serpent | Aging | Age Foe(6), Immune to Poison | Immune to Psych and Can't Break, entire unit Immune to Poison |
(1) Move Unit - At the start of the game, after all units are deployed, each character with the Raven Totem may attempt to trick an enemy unit. The unit must test vs. their leadership on 2d6 or the Raven Totem's player may make a legal move with that unit immediately.
(2) Special Deployment - The character may be placed anywhere outside of the opponent's LOS and Deployment Zone (aka Scouts, etc.).
(3) Hard to Break - Any friendly break test that involves a character with the Wolf Totem is modified by -2. This includes the character, the unit he or she is in, and any unit within that character's command radius (if the character is the General, a Minority Hero, or the Battle Standard Bearer).
(4) Pack Attack - The character, and every Wolf in the unit with him, may choose to take all of their attacks against any single enemy model in H2H with the unit. If this ability is being used, it must be declared at the start of each hand to hand combat phase.
(5) Deceive - Any opponent in base to base contact with a character with the Coyote Totem must pass a Ld test or else lose all attacks that round.
(6) Age Foe - Every time a character with the Serpent Totem wounds a foe, roll a d6 on the following chart (effects are permanent):
Roll | Effect | Roll | Effect |
1 | -1 M | 4 | -1 S |
2 | -1 WS | 5 | -1 T |
3 | -1 BS | 6 | -1 I |
Amarind Shamans are available to every Nation, and wear Totems just like any other character. In addition, if a Shaman is chosen to lead a unit of Totem Animals, the Shaman starts the game with a Winds of Magic card stored in advance.