Regiments

The strength of the Bilbali army is its Tercios of Pikemen supported by mounted troops and light infantry.

Knights...............................................39 points

The Bilbali army may include any number of regiments of Knights. These are the lesser nobles and their retainers from the baronies of the Hinterlands.

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

Equipment: The Knights wear heavy armour and carry a shield, and ride barded warhorses. They are armed with a sword and a lance.

Save: 2+

Options: Any unit of Knights may carry a Magic Standard. This may be chosen from the appropriate Magic Item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special: The Knights are immune to Panic caused by fleeing troops that are not Knights or Inquisitors.

Mesnaderos.........................................32 points

The Bilbali army may include any number of regiments of Mesnaderos. Mesnaderos are landless Knights who fight for an annual stipend instead of holding feudal estates.

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

Equipment: The Mesnaderos wear heavy armour and carry a shield, and ride barded warhorses. They are armed with a sword and a lance.

Save: 2+

Options: One unit of Mesnaderos may carry a Magic Standard. This may be chosen from the appropriate Magic Item cards and its cost is indicated on the card itself (see Warhammer Magic).

Mounted Crossbowmen.............................16 points

The Bilbali army may include any number of regiments of Mounted Crossbowmen. These are soldiers who are trained to fire their crossbows while mounted on a moving horse.

Profile M WS BS S T W I A Ld
Mounted Crossbowmen 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: The Mounted Crossbowmen carry a shield and are armed with crossbow and hand weapons.

Save: 5+

Special Rules: Mounted Crossbowmen can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.

Jinetes......................................18 points

The Bilbali army may include any number of units of Jinetes. These are fierce horsemen from the plains of Estalia.

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

Equipment: Bow, spear, and hand weapons, and shield.

Save: 5+.

Special Rules: Jinetes may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.

Tercio Pikemen.............................7 points

Tercio Pikemen are citizens that are trained to stand in pike formation and fight shoulder to shoulder with their long pikes that are over 20 feet in length. These troops form up in a dense formation several ranks deep, with their wicked pikes thrusting in a hedgehog to the fore.

Troop Type M WS BS S T W I A Ld
Pikemen 4 3 3 3 3 1 3 1 7

Equipment: Pike and hand weapon.

Save: None

Options: Any unit may be given light armour at +2 points per model.

Special: When fighting in pike formation, they may fight three ranks deep due to their long pikes, but they do not recieve an armour bonus for their shield, as the pike is a two-handed weapon.

Mercenary Handguners.....................................8 points

The Bilbali army may include any number of units of Mercenary Handgunners.

Profile M WS BS S T W I A Ld
Mercenary Handgunners 4 3 3 3 3 1 3 1 7

Equipment: Hand gun and hand weapon.

Save: None

Options: Any regiment of Mercenary Handgunners may be equipped with light armour at +2 points per model, or heavy armour at +3 points per model.

Archers.................................8 points

A Bilbali army may include any number of archer units. These are troops from the Hinterlands who have trained with their longbows since childhood.

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

Weapons/Armour: Hand weapon and longbow.

Save: None

Options: Any unit may have light armour (+2 points per model) and/or a shield (+1 point). One unit of Archers may carry a Magic Standard. This may be chosen from the appropriate Magic Item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special: Regiments of Archers may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.

Slingers.................................7 points

A Bilbali army may include any number of Slinger units. These are troops from the Hinterlands who have trained with their slings since childhood.

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

Weapons/Armour: Hand weapon, sling, and shield.

Save: 6+

Special: Regiments of Slingers may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.

Crossbowmen.................................8 points

A Bilbali army may include any number of units of Crossbowmen. These are troops from the militia who have been trained in the use of crossbows.

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

Weapons/Armour: Hand weapon and crossbow.

Save: None

Options: Any unit may have light armour (+2 points per model), heavy armour (+3 points per model), and/or a shield (+1 point).

Mudejars.................................8 points

A Bilbali army may include any number of units of Mudejars. These are troops from the fierce Arabian tribes of Estalia.

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

Weapons/Armour: Hand weapon, spear, and javelin.

Save: None

Options: Any unit may have light armour (+2 points per model), heavy armour (+3 points per model), and/or a shield (+1 point).

Peasant Axemen.................................6 points

A Bilbali army may include any number of units of Peasant Axemen.

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

Weapons/Armour: Axe and shield.

Save: 6+

Sailors...............................13 points

Sailors make the sea a way of life. They have spent a life of violence and hardship upon the seas.

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

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Options: Any unit of Sailors may be given boarding axes at +2 points per model, spears at +1 point, or hand guns at +3 points (whatever you arm them with, they will always retain their pistol). One unit of Sailors may be given a magic standard chosen from the appropriate cards in Warhammer Magic.

Special: Due to their life aboard ship, the Sailors have become very agile and have a dodge ability that gives them a 5+ save versus hand-to-hand, and a 4+ save versus missile weapons.

Marines...............................15 points

Marines make the sea a way of life. They have spent a life of violence and hardship upon the seas.

Profile M WS BS S T W I A Ld
Marines 4 3 3 3 4 1 5 1 8

Weapons/Armour: Pistol and hand weapon, and boarding axe.

Save: 5+/4+ dodge.

Options: Any unit of Marines may be given hand guns at +3 points (whatever you arm them with, they will always retain their pistol). One unit of Marines may be given a magic standard chosen from the appropriate cards in Warhammer Magic.

Special: Due to their life aboard ship, the Marines have become very agile and have a dodge ability that gives them a 5+ save versus hand-to-hand, and a 4+ save versus missile weapons.

Back to Warhammer Armies: Bilbali

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