Regiments

0-1 Unit of Doge's Famiglia Elmeti............................41 points

Your army may include one regiment of Doge's 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 Doge's 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 Doge's 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 Doge's Famiglia Elmeti are immune to Panic.

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

The Miragliano 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 Miragliano 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 Miragliano 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 Miragliano 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 Miragliano 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 Miragliano 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.

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

The Miragliano 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.

Provisionati Handgunners.....................................9 points

The Miragliano army may include any number of units of Provisionati Handgunners. Provisionati Handgunners are professional troops in service to the city-state, and are part of the standing army.

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

Equipment: Hand gun and hand weapon.

Save: None

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

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

The Miragliano 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.

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

A Miragliano army may include any number of units of Militia 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).

0-1 Units of The Waveguard.......................................20 points

The Miragliano army may have up to one unit of Waveguard. This is a unit made up of the very finest of the City-State's Marines. It is assigned to the Doge's palace and makes up a special guard for his galleon when he takes to the seas. It also accompanies him whenever he leads the City-State'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
Waveguard 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: You may give the Waveguard shields at +1 points per model.

Special: Due to their life aboard ship, the Waveguard 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).

Corsairs........................................15 points

Your Miragliano army may include any number of units of Corsairs. Corsairs are the hardened sailors who serve on the many privateers that make the harbour their home. They have spent a life of violence and hardship upon the seas. They wear colourful outfits, including many gold rings and chains, with bright silk scarves and sashes festooned with knives and pistols, with a curving cutlass at their side.

Profile M WS BS S T W I A Ld
Corsairs 4 4 3 3 4 1 5 1 7

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Options: A unit of Corsairs 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).

Special: Due to their life aboard ship, the Corsairs 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.

Targeteers.....................................10 points

Your Miragliano army may include any number of regiments of Targeteers. Targeteers are light infantry that are trained to skirmish and harass the enemy. They are used as scouts, flankers, and advance guards, and also as screening skirmishers for the line of battle.

Profile M WS BS S T W I A Ld
Targeteers 4 4 3 3 3 1 5 1 7

Weapons/Armour: Javelin, sword and shield.

Save: 6+.

Options: None

Special: Regiments of Targeteers are permitted to skirmish as described in the rules for skirmishing in the Warhammer rulebook.

Back to Warhammer Armies: Miragliano

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