Regiments

0-1 Unit of Famiglia Elmeti............................41 points

Your army may include one regiment of Famiglia Elmeti to represent the general's bodyguard.

Profile M WS BS S T W I A Ld
Famiglia Elmeti 4 4 3 4 3 1 4 1 9
Warhorse 8 3 0 3 3 1 3 1 5

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

Save: 2+

Options: The Famiglia Elmeti 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 Famiglia Elmeti are immune to Panic.

Elmeti...............................................39 points

The Luccini army may include any number of regiments of Elmeti.

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

Equipment: The Elmeti 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 Elmeti 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 Elmeti are immune to Panic caused by fleeing troops that are not Elmeti/Knights.

Fuedal Elmeti.........................................32 points

The Luccini army may include any number of regiments of Fuedal Elmeti. These are Elmeti from the small fuedal holdings of the Hinterlands.

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

Equipment: The Fuedal Elmeti 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 Fuedal Elmeti 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.............................17 points

The Luccini 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 4 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.

0-1 Units of White Company Knights..................................39 points

The Luccini army may include up to one of regiments of White Company Knights. The White Company Knights are Bretonnian Knights of the Realm who are following their captain general and fighting for both glory and pay.

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

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

Save: 2+

Options: The White Company 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: Knight's Virtue The White Company Knights have the Knight's Virtue. Their pride and honour as Knights means they are immune to Panic caused by fleeing troops that are not Elmeti/Knights.

Lance Formation White Company Knights may use the Lance formation, as detailed in Warhammer Armies: Bretonnia.

0-2 Units of White Company Archers......................................10 points

The Luccini army may include up to two units of White Company Archers. These are Bretonnian Archers that follow their captain general fighting in foreign wars for pay.

Profile M WS BS S T W I A Ld
White Company Archers 4 3 3 3 3 1 3 1 7

Weapons/Armour: Sword and longbow, and Light Armour.

Save: 6+

Options: Any unit may be given a shield at +1 points per model.

Special: Arrowhead Formation White Company Archers may use the Arrowhead formation, as detailed in Warhammer Armies: Bretonnia.

Arabic Light Cavalry......................................18 points

The Luccini army may include any number of units of Arabic Light Cavalry. These are fierce horsemen from the deserts of Araby.

Profile M WS BS S T W I A Ld
Arabic Light Cavalry 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: Arabic Light Cavalry may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.

Militia Pikemen....................................7 points

The Luccini army may include any number of units of Militia Pikemen. Militia 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.

M WS BS S T W I A Ld
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.

Billmen............................................8 points

The Luccini army may include any number of units of Billmen. Billmen use a wicked hooked halberd-like weapon that can also dehorse a mounted foe. The bill has an 8-10' haft, with a two and a half foot blade that has a sharp edge running along both sides, one side curves back upon itself in a visciously pointed hook that can pierce armour and drag mounted troops from the saddle.

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

Equipment: Bill and hand weapon

Save: None

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

Special: The bill has the same stats as a halberd, with the addition that, when used against mounted troops, on a die roll higher than the opponent's Initiative (this is a separate die roll made immediately after any successful to hit die roll made by the user of the billhook), the opponent is dismounted. A die roll of 6 is always successful, even if the opponent has a higher Initiative.

0-1 Units of The Black Guard......................................19 points

The Luccini army may include up to one unit of Black Guard if it includes at least one Priest of Morr. The Black Guard are the fanatical guards of the Great Mausoleum of Morr. They accompany the Priests of Morr when they go to war in the armies of Luccini to protect the Priests and the Great Mausoleum from the enemies of the city and their god.

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

Equipment: Halberds and hand weapons

Save: They wear coal-black heavy armour (4+).

Special: The Black Guard wears black armour made of meteorite iron, which gives them a save of 4+, and does not affect movement.

The Black Guard are immune to all psychology, Panic and Break tests.

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

The Luccini 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 Luccini 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).

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

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

A Luccini army may include any number of units of Crossbowmen. These are troops from the city 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).

Back to Warhammer Armies: Luccini

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