Regiments

0-3 Units of White Company Knights..................................39 points

The army may include up to three 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.

Units of White Company Archers......................................10 points

The army may include any number of 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.

0-2 Mounted Crossbowmen.............................17 points

The army may include up to two 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.

0-2 Billmen............................................8 points

The army may include up to two 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.

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

The 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.

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

The 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.

Sword and Bucklermen....................8 points

The army may include any number of Sword and Bucklermen

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

Weapons/Armour: Sword and shield

Save: 6+

Options: Any unit may have light armour (+2 points per model).

Special: Sword and Bucklermen may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.

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

The 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).

0-2 Units Mercenary Pikemen....................................7 points

The army may include up to two units of Pikemen. Pikemen are troops 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.

Back to Free Companies

E-mail me!


This page hosted by GeoCities Get your own Free Home Page

1