0-2 Units of The Osprey Guard...................................................38 points
The Tobaro army may include up to two units of The Osprey Guard. The Osprey Guard is an elite made up of female warriors from the noble houses that ride giant ospreys and patrol the boundaries of te city-state and scout for the city-state's armies when they go to war. They are renowned for their archery from the backs of the giant hawks. They are also renowned for the loyalty between rider and mount.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Osprey Guard | 4 | 3 | 5 | 3 | 3 | 1 | 5 | 1 | 8 |
Giant Ospreys | 2 | 4 | 0 | 3 | 3 | 1 | 5 | 1 | 7 |
Weapons/Armour: The Osprey Guard are armed with sword, light armour, spear, longbow, and shield.
Save: 4+
Options: The Osprey Guard may be given a magic standard chosen from the appropriate cards in Warhammer Magic.
Special: Fly: Giant Ospreys are big birds of prey and can fly as described in the Warhammer rulebook.
Skirmish: The Osprey Guard are skirmishers. They always skirmish as described in the Warhammer rulebook.
0-1 Units of White Company Knights..................................39 points
The Tobaro 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 Tobaro 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: One unit of White Company Archers may be given a magic standard chosen from the appropriate cards in Warhammer Magic. 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.
Mounted Crossbowmen.............................17 points
The Tobaro 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.
Arabic Light Cavalry......................................18 points
The Tobaro 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.
Miners.................................14 points
The Tobaro army may include any number of units of Miners. These are men that have spent their lives digging in the mines for the riches that the mountains around the city-state hold.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Miners | 4 | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 8 |
Weapons/Armour: Miners wear light armour, and are armed with picks (hand weapon) and shield.
Save: 5+ (light armour and shield)
Options: One unit of Miners may be given a magic standard chosen from the appropriate cards in Warhammer Magic.
Spearmen...............................7 points
The Tobaro army may include any number of units of Spearmen. Spearmen are the workers of the city-state who are called out to fill out the ranks in times of war. They are part-time militia trained in the use of spear and shield.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Spearmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Spearmen carry a spear, hand weapon, and shield.
Save: 6+
Options: Spearmen may be given light armour at an additional cost of +2 points per model.
0-1 Units of Greatswordsmen...................................13 points
The Tobaro army may include up to one unit of Greatswordsmen. These are men who have trained for years in the use of their greatswords. They make up the guard of the city council and are used as a bulwark force for the battle line.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Greatswordsmen | 4 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 8 |
Weapons/Armour: Greatswordsmen carry a double-handed sword and a hand weapon, and they wear heavy armour.
Save: 5+
Options: The Greatswordsmen may be given a magic standard chosen from the appropriate cards in Warhammer Magic.
Militia Pikemen....................................8 points
The Tobaro 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 | 4 | 1 | 3 | 1 | 7 |
Equipment: Pike and hand weapon.
Save: None
Options: Any unit may be given light armour at +2 points per model. One unit of Militia Pikesmen may be given a magic standard chosen from the appropriate cards in Warhammer Magic.
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............................................9 points
The Tobaro 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 | 4 | 1 | 3 | 1 | 7 |
Equipment: Bill and hand weapon
Save: None
Options: Any unit may be given light armour at +2 points per model. One unit of Billmen may be given a magic standard chosen from the appropriate cards in Warhammer Magic.
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.
Mercenary Handguners.....................................8 points
The Tobaro 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.................................9 points
A Tobaro 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 | 4 | 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 be given a magic standard chosen from the appropriate cards in Warhammer Magic.
Special: Regiments of Archers may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.
Crossbowmen.................................9 points
A Tobaro 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 | 4 | 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). One unit of Crossbowmen may be given a magic standard chosen from the appropriate cards in Warhammer Magic.
0-1 Units of The Seaguard.......................................20 points
The Tobaro army may have up to one unit of Seaguard. This is a unit made up of the very finest of the City-State's Marines. It is assigned to the prince'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 |
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: You may give the Seaguard shields at +1 points per model. The Seaguard may be given a magic standard chosen from the appropriate cards in 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).
Sailors........................................15 points
Your Tobaro army may include any number of units of Sailors. 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 |
Corsairs | 4 | 4 | 3 | 3 | 4 | 1 | 5 | 1 | 7 |
Weapons/Armour: Pistol and hand weapon.
Save: 5+/4+ dodge.
Options: A 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.
Ogres....................................40 points
The Tobaro army may include any number of Ogre regiments. Ogre bands are often recruited into Tobaro's armies, where their great strength is highly valued.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Ogre | 6 | 3 | 2 | 4 | 5 | 3 | 3 | 2 | 7 |
Weapons/Armour: Hand weapon.
Save: None
Options: Any regiments of Ogres may be equipped with one of the following: an additional hand weapon at a further +1 point per model, a double-handed weapon at +2 points, or a halberd at +2 points. Any regiment may be equipped with light armour at an additional cost of +2 points per model and/or a shield at +1 point
Dwarf Warriors.....................11 points
The Tobaro army may include any number of regiments of Dwarf Warriors. Dwarf Warriors are grim and determined fighters. Being extremely stubborn they refuse to run away in all but the most desperate circumstances.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Dwarfs wear mail armour and carry shields. They are armed with hand weapons and favour axes.
Save: 5+ (light armour & shield).
Options: Any units may carry double-handed weapons at an additional cost of +2 points per model, spears at an additional cost of +1 point, and/or crossbows at +3 points. Any units may carry a magic standard. This may be chosen from the appropriate magic item cards in Warhammer Magic and its cost is indicated on the card itself. Alternatively it may be a runic magic standarrd as described in Warhammer Armies: Dwarfs.
Dwarf Thunderers............................13 points per model
The Tobaro army may include any number of regiments of Dwarf Thunderers. Dwarf Thunderers carry mighty hand guns.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Thunderers wear mail armour and carry hand guns. They are armed with hand weapons to fight in close combat.
Save: 6+ (light armour).
Options: Any units may carry a magic standard. This may be chosen from the appropriate magic item cards in Warhammer Magic and its cost is indicated on the card itself. Alternatively it may be a runic magic standarrd as described in Warhammer Armies: Dwarfs.
Giants......................................200 points
Giants are big and not very bright creatures. Although they do not need it to fight they are usually armed with a big club made from a tree trunk.
Profile | M | WS | BS | S | T | W |
I |
A |
Ld |
Giant |
6 |
3 |
3 |
7 |
6 |
6 |
3 |
special |
6 |
Special: See the Bestiary section of the Warhammer Battle Book for specifics and special rules.
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