WARHAMMER ARMIES -
THE AMARID NATIONS

REGIMENTS:

There are two different types of Regiments in the Amerind army list, Generic and Nation specific.

Generic Regiments

Archers - 8 points

Amerind archers are long practiced in the arts of hunting and warfare.

NameMWSBSSTWIAL
Archers433331317

Weapons/Armor: Axe and Bow

Save: None

Options: Upgrade to Longbows (+1)

SPECIAL RULES

Skirmish: Archers may skirmish.

Spearmen - 7 points

The spear is another of the traditional Amerind weapons. The Amerinds have learned to use their spears along with other weapons, so that the first rank of spearmen may attack with two weapons, while the second rank may attack with their spears.

NameMWSBSSTWIAL
Spearmen433331317

Weapons/Armor: Axe and Spear

Save: None

Options: Shields (+1), Light Armor (+2)

Young Braves - 8 points

Many of the warriors among the Amarind are rather young, and unruly. Young Braves are warriors who have seen battle only rarely, or not yet at all. Anxious to get into combat, the young braves go charging into battle swiftly.

NameMWSBSSTWIAL
Young Braves433331316

Weapons/Armor: Axe, Shield, and Coup Stick

Save: 6+

Options: Light Armor (+2), War Club (as Halbard, +2)

SPECIAL RULES

Extra Charge: Young Braves are so anxious to get into combat that they will charge the enemy as soon as they are able (although they do not have to move forward before the enemy is in charge range) Such is their recklessness that they do not have to test for fear (and treat terror as fear) when charging (ONLY when charging). They are able to move an additional d3" on the charge.

Cavalry - 10 points

The Amerind are also accomplished riders. Amarind armies will often be found with one or more units of cavalry harassing the enemy and striking out where they can do the most damage.

NameMWSBSSTWIALNote
Cavalry433331317Skirmish
Horses833331305Skirmish

Weapons/Armor: Axes, Horses

Save: 6+

Options: Bows (+4), Spears (+2), Shields (+2), Light Armor (+4). One unit of Cavalry may have a Magic Standard.

SPECIAL RULES

Skirmish: Cavalry may skirmish.

Warriors - 7 points

Finally, numerous Amarind warriors make up the bulk of the Amarind army. These are seasoned warriors who have fought numerous fights and wear the marks of their various victories with pride.

NameMWSBSSTWIALNote
Warriors433331417Skirmish

Weapons/Armor: Axes, Shields

Save: 6+

Options: Spears (+1), Light Armor (+2), War Club (as Halbard, +2). One unit of Warriors may have a Magic Standard.

SPECIAL RULES

Skirmish: Warriors may skirmish.

Tacota (Plainsmen) Regiments

0-1 Wind Riders - 24 points

The Tacota have highly trained cavalry troops who are gifted in the arts of evading enemy missiles and striking (and evading) easily. The Wind Riders are notorious for picking at the enemy with maddening skill.

NameMWSBSSTWIALNote
Wind Riders444431417Skirmish
Horses833331305 

Weapons/Armor: Axes, Bows, Spears, Horses

Save: 6+

Options: Shields (+2), Light Armor (+4), Coup Sticks (+4). Wind Riders may have a Magic Standard.

SPECIAL RULES

Skirmish: Wind Riders may skirmish.

Evade Missiles: Wind Riders have practiced evading enemy missiles. When fired at, each rider will slip partly or completely off of their steed to avoid the missiles. In effect, improve the armor save of Wind Riders by two when attacking them with missiles.

Expert Horsemen: Wind Riders are well practiced at firing on the enemy from horseback. They do not suffer any penalty for moving and shooting.

Entrap Manouver: Wind Riders have learned a special manouver which they may use to catch their enemies off guard. When charged (from the front), the Wind Riders may declare an "Entrap" reaction in which they break into skirmish formation automatically, and fall back and away d6" from the center point of the charge. If this carries the unit out of charge range, the result is a failed charge. If the charge is still successful, the Wind Riders who have found themselves off to either side of the enemy may turn and attack the flanks of the enemy unit. Although they will not receive the benefits of charging, they will count as having flanked the enemy.

0-2 Hunters - 12 points

The Tacota are also gifted at approaching with stealth, most espeically their experienced hunters. These troops have learned to use simple camoflague and carefull movement to approach their enemy undetected.

NameMWSBSSTWIALNote
Hunters443331417Skirmish

Weapons/Armor: Axes, Bows, Shields, Spears

Save: 6+

Options: Light Armor (+2), Coup Sticks (+2). Hunters may have a Magic Standard.

SPECIAL RULES

Skirmish: Hunters may skirmish.

Infultrate: Hunters sneak up upon their enemy before the battle is engaged. Their skill at camoflauge is considerable, but temporary, as rapid movement or violent action will reveal their presence and ruin their disguises. Hunters may be deployed anywhere outside of the opponent's deployment zone, even in plain sight. They are, however, immediately visable at the start of the battle.

Monapi (Woodland) Regiments

0-1 Mounted Raiders - 27 points

The Monapi tribes have long practiced the art of mounting raids upon their princple enemy (the Dark Elves). The Monapi are almost single-handedly responsible for stealing the Dark Elves' Elf Steed Herds. For this reason, the Monapi Raiders ride Elf Steeds, often Black, into battle.

NameMWSBSSTWIALNote
Mounted Raiders443431417Skirmish
Elf Steeds933331315 

Weapons/Armor: Axes, Shields, Spears, Coup Sticks, Elf Steeds

Save: 5+

Options: Light Armor (+4), Barding (+8), War Clubs (as Halbard, +4). Mounted Raiders may have a Magic Standard.

SPECIAL RULES

Skirmish: Mounted Raiders may skirmish.

Extra March: Mounted Raiders are able to steal a march upon their opponents from the start. A unit of Mounted Raiders may take a free march move at the start of the battle after both sides are deployed, but before either side takes a turn.

0-1 Raiders - 8 points

Other Monapi Raiders do not ride into battle, but they do carry captured Dark Elf equipment into battle with them.

NameMWSBSSTWIALNote
Raiders443431417Skirmish

Weapons/Armor: Axes

Save: None

Options: Light Armor (+2), Shields (+1), War Clubs (as Halbard, +4), Bows (+2). Raiders may have a Magic Standard. Raiders may also choose a single item from the Dark Elf equipment list:

Additional Weapon 1
Two Handed Weapon 2
Halberd 2
Spear 1
Repeating Crossbow 3
Shield 1
Light Armor 2
Heavy Armor 3

SPECIAL RULES

Skirmish: Raiders may skirmish.

Quantaho (Desert) Regiments

Javalin Hurlers - 8 points

The Quantaho use smaller, lighter spears as hurling weapons, throwing them like javalins. Often, they will use Atl-Atls to improve their range with these javalins.

NameMWSBSSTWIALNote
Javalin Hurlers434331417Skirmish

Weapons/Armor: Axes, Javalins

Save: None

Options: Light Armor (+2), Shields (+1), Atl-Atl (+1). One unit of Javalin Hurlers may have a Magic Standard.

SPECIAL RULES

Skirmish: Javalin Hurlers may skirmish.

Atl-Atl: Javalin Hurlers may take Atl-Atls as additional equipment. Atl-Atls increase the strength of their thrown Javalins by 1 and their range by the hurler's Strength.

0-1 Peyote Warriors - 12 points

The Quantaho have warriors that use ritual drugs to increase their power and make them completely fearless. These are the Peyote Warriors.

NameMWSBSSTWIALNote
Peyote Warriors4434414110Skirmish

Weapons/Armor: War Club (as Halbard)

Save: None

Options: Peyote Warriors may have a Magic Standard.

SPECIAL RULES

Skirmish: Peyote Warriors may skirmish.

Immune to Psycology: They are completely immune to psychology (except for frenzy) and cannot be broken.

Frenzy: They are affected by the rules for frenzy.

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