0-1 Knights of the Brotherhood of the Inquisition......................53 points
The Inquisition are followers of Myrmidia, and they are dedicated to searching out and destroying Chaos in all its forms. To them, this includes Chaos, Chaos Beastmen, all Chaos mutations of which they include Skaven and Chaos Dwarfs among others. They fight to cleanse the world of all traces of Chaos's vile taint. They wear heavy armour covered by purist white surcoats, with the shield and spear symol of Mymidia.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Knight | 4 | 5 | 3 | 4 | 4 | 1 | 5 | 1 | 9 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Knights of the Brotherhood wear Inquisition armour, carry a shield, and ride a barded warhorse. They are armed with a sword and a lance.
Save: Inquisitor armour (1+ armour save, and 4+ magic save).
Options: The Knights of the Brotherhood 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 Brotherhood wears Inquisitor armour made of meteorite iron, which gives them a save of 2+ and a 4+ save vs. magic, and does not affect movement.
The Brotherhood are immune to all psychology, Panic and Break tests.
Brotherhood Knights may use the Lance (Wedge) formation.
0-1 Knights of Myrmidia.......................................45 points
Knights of Myrmidia are knights who have dedicated themselves to the service of the temples of Myrmidia. They make up the guards of the Patriarch and the various Bishops. They are sworn to a holy brotherhood and they live in their own fortress monasteries. The Knights of Myrmidia wear light blue surcoats with her symbol on the left breast, and they carry it as a device on their shield.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Knights | 4 | 5 | 3 | 4 | 3 | 1 | 4 | 1 | 9 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Knights of Myrmidia wear heavy armour, carry a shield, and ride barded warhorses. They are armed with a sword and a lance.
Save: 2+
Options: The Knights of Myrmidia 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: Knights of Myrmidia may use the Lance (Wedge) formation. They are immune to all psychology and Break tests.
Knights...............................................39 points
The Magritta 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 Magritta 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.............................17 points
The Magritta 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.
Jinetes......................................18 points
The Magritta 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.............................8 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.
M | WS | BS | S | T | W | I | A | Ld |
4 | 4 | 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.
0-1 Units of Brotherhood of the Inquisition Guards...............................26 points
The Inquisition are followers of Myrmidia, and they are dedicated to searching out and destroying Chaos in all its forms. To them, this includes Chaos, Chaos Beastmen, all Chaos mutations of which they include Skaven and Chaos Dwarfs among others. They fight to cleanse the world of all traces of Chaos's vile taint. They wear heavy armour covered by purist white surcoats, with the shield and spear symol of Mymidia.
M | WS | BS | S | T | W | I | A | Ld |
4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 8 |
Weapons: Halberds and hand weapons
Save: Inquisitor armour (1+ armour save, and 4+ magic save).
Options: The Brotherhood 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 Brotherhood wears Inquisitor armour made of meteorite iron, which gives them a save of 2+ and a 4+ save vs. magic, and does not affect movement.
The Brotherhood are immune to all psychology, Panic and Break tests
Mercenary Handguners.....................................8 points
The Magritta 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 Magritta 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 Magritta 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 Magritta 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 Magritta 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 Magritta 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...............................15 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 | 4 | 3 | 3 | 4 | 1 | 5 | 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.
0-1 The Seaguard...............................20 points
The Magritta army may include up to one unit of Seaguard. This is a unit made up of the very finest of Magritta's Marines. It is assigned to the king's palace and makes up a special guard for his galleon when he takes to the seas. It also accompanies him whenever he leads Magritta's armies to war. They wear ornate light armour and fight with halberds when on land and they wear light armour and use heavy boarding axes when at sea.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Seaguard | 4 | 4 | 4 | 3 | 4 | 1 | 4 | 1 | 8 |
Weapons/Armour: Sea: light armour, boarding axe, crossbow; Land: light armour, halberd, crossbow.
Save: 6+ (5+ dodge)
Options: One unit of Seaguard 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: Due to their life aboard ship, the Seaguard have become very agile and have a dodge ability that gives them a 5+ save in addition to their armour save (this is a dodge, not an armour save, and should be rolled before the armour save).
Marines...............................17 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 | 4 | 4 | 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.
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