The Order of Solland
By: Matt “Mathusala0” Carmack
Contents INTRODUCTION TIMELINE OF THE ORDER BESTIARY Großkompter Marshal War-Mage Dark Mage The Lore of Terror Black Monks Crusader Champions Soldiers of the Order Conscript Archers Pikemen of Tyra Macemen of El doro Pilgrims Zealots Pavise-Arbalists of Venitzia Sword Brethren of Solland Crusaders Siege Trebuchet Jünger Bruder
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Halbrüder Fliegenbrüder Ritterbrüder Demontiert Ritterbrüder Huhn-Reiten RitterBrüder Hochmiester Gerath von Greth Ultigen Darak-kal the Dark Crusader Lord Willhelm Marius, Patriarch of Pfeildorf Rath, Armsman of Solland Seth of Ostland CHOOSING AN ARMY Lords Heroes Core Special Rare VAULT OF THE ORDER REFERENCE CREDITS
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INTRODUCTION Welcome to Warhammer Armybook: The Order of Solland. This is your definite guide to collecting, painting and playing with an Order army in the Warhammer tabletop wargame. The Warhammer Game
The Fallen Land of Solland
The Warhammer rulebook contains the rules you need to fight battles with your Citadel miniatures in the war-torn world on Warhammer. Every army has its own Army Book that works with these rules and allows you to turn your collection of miniatures into an organized force, ready for battle. This particular Army book details everything you need to know about the Order of Solland, and allows you to field their armies in your games of Warhammer.
This section introduces the people of Solland. It includes their history with the Empire, their eventual destruction, and the rise of the Order of Solland.
Soldiers of the Order Every character and troop type in the Order army is examined in this section. Firstly, you will find a description of the unit, outlining its place in the army. Secondly, you will find complete rules for the unit and details of any unique powers they possess or specialist equipment they carry into battle. Also included are the rules for Terror Magic, as well as Black Monk warcrys, along with all of the Order's special characters.
Why Collect The Order? This book describes in detail the troops that march to battle when the armies of The Order go to war. An Order army makes use of heavily armed units as well as devastating cavalry. Soldiers from different areas of the old world form the bulk of the army, knights ride down all those who oppose them, crusaders march upon far away lands, and the monks roar out their awe-inspiring warcrys. Leading these troops are none other than the four Hochmeisters, who charge into battles worthy of tale and song.
Order Armylist The army list takes all of the warriors and creatures presented in the Order Bestiary and arrange them so that you can choose a force for your games. The army list separates them into Lords, Heroes, Core, Special and Rare units. Each unit type has a points value to help you pit your force against an opponent in a fair match. This section includes the Vault of The Order, magic items that you can give to your characters.
How this Book Works Every Army Book is split into sections that deal with different aspects of the army. Warhammer Armybook: The Order of Solland contains the following:
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SOLLAND
The province of Solland sits in the far southern reaches of the Empire. Having been ravaged by Orcs, it is a sight of constant danger and unrest. This fledgling rebuilding state is beset on all sides by invaders and conquerors. Yet even with the constant danger and war the men and women of Solland stand resolute in their hope to reclaim their home and the military might of the Order is just how they plan to achieve that.
THE HOCHMEISTERS The Order was founded in 1720 by the few surviving knights of Eldred's bodyguard and since then it has managed to stabilize and in fact expand out into the world. While Solland still counts itself amongst the Empire's provinces the Order is considered a free entity and as such has fortresses and castles in various other lands. Leading each of these castle-cities is a Hochmeister, a lord amongst other men. Each Hochmeister is responsible for recruiting his own troops, managing his own land and commanding his own army. Because of this independence the Hochmeisters have come to blows on more than one occasion but united in a common cause they overwhelm all those who would stop them.
Stretching from the borders of Averland to the north, the Black Mountains to the south, and the Grey Mountains to the west, Solland is a place of dense green forests, flowing rivers, and black soil. In the center of this sits the once great city of Pfeildorf, a shining gem of human perseverance and defiance against the odds. Almost every civilian carries a blade or club for always are their threats against the city. Those that cannot fight are put to work rebuilding the land and forging a new path for those that will come next.
SOLDIERS OF ORDER Battalions of heavily armored footmen make up the majority of Solland and the Order's forces. Mailed Soldiers march alongside committed Pilgrims and conscripted Archers. These men are escorted by Pikemen from Tyra and Macemen of El Doro whilst covered from behind by Arbalistors for Venitzia. Assisting these efforts are disillusioned warrior Monks, fanatical Zealots, and Silent Rangers. Assisting these efforts are the forces of money grabbing Crusaders always looking for new conquest. Champions cut swathes of foes from head to toe while Trebuchets rain massive boulders onto the heads of unaware opposition. On occasion forces from Pfeildorf itself will come lead by ferocious War-Magi. Massive Swi-handed SwordBrethren will strike forwards whilst backed by the lowly Guardsmen and Infantry. Last but not least are the Orders Knights. From the lowly but courageous JungerBrudder to the well trained Halbruder, the order calls upon a mighty force of mounted men. Most famous and deadly of these are the dreaded Ritterbr端der. Mounted on more than just horses the dark knights drive a wedge between the enemy lines and hearts.
TIDES OF WOE Whilst the Order is a force to be reckoned with they are still but a small band against the might of empires. Beset on all sides the men of Solland stand resolute and proud against the coming storms, for should they fail they would become just in memory in the eyes of the world. Yet hope remains while the Order stands united and untainted and so the tides of woe are halted.
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HISTORY
EMPIRE OF MAN
THE SIEGE OF ALTDORF
Solland, as one of the main territories of the Empire of man shares much of it's history with that of the Empire. One of Sigmar's original tribal chieftains became the Elector Count of Solland and as the Empire prospered and despaired, so too did the people of Solland.
Those pitiful few who survived the battle fled towards the only place of refuge available to them, the great city-state of Altdorf. These truly overly courageous men formed independent detachments to assist in the defense of the cities southern walls, those with the greatest risk of falling. As the uncountable green tide approached the ground shook and the air was rent with bellowing warcrys. The answer from the defenders was to fire a blackpowder volley that deafened all those in the vicinity and destroyed an entire column of Orc chariots in a single blast.
THE DESTRUCTION OF SOLLAND Solland faced it's doom at the hands of the most feared Warboss of the age, Gorbad Ironclaw. Around the year 1705, he arose to command a vast horde of Orcs and Goblins, which he led through Black Fire Pass to devastate the provinces of Averland and Solland. Count Eldred of Solland marched his forces north to the River Aver, where he commanded the crossing beyond Averheim. Gorbad's army plunged into the river and attacked the defenders on the opposite bank. Though the greenskin horde lost thousands of warriors crossing the river, cut down by merciless volleys of bow fire, the Orcs relentlessly advanced and they eventually succeeded in gaining a foothold on the opposite bank.
With a howl of rage the greenskin horde advanced on the walls with a primal fury. Tide after tide of Orcs and Goblins broke upon the walls and the men upon them like the waves upon the beach. Each wave made more and more progress until Gorbad himself mounted a siege tower and clashed with Emperor Sigismund IV. The duel was a flash of blades with neither combatant taking a clear lead until Gorbad impaled the Emperor on the tip of his axe. Whilst the Orc began to gloat the Emperor summoned up his last strength and gutted Gorbag in a single stab, ending the invasion.
This was a grim turn for the defenders, for their only hope had been to hold the Orcs on the far side. The Solland army found itself becoming encircled and Eldred desperately sought to quit the field of battle before his men were slaughtered. But Eldred's decision came to late, for Gorbad had earlier dispatched his cavalry to attack the Halfling realm of the Moot further east and they now circled around to head off the retreating Empire army. As Eldred's personal bodyguard battled to protect their lord, Goblin Wolf Riders and Orcs on vicious boars rode over the horizon to flank the Empire army. Within moments, a disiplined withdrawal had had turned into a rout and, knowing that the day was lost, Eldred led his Greatswords into the swirling melee in a final gambit to slay the Orc leader. Resplendent in his long silver cloak and glittering crown, the last Elector Count of Solland faced the terrifying form of Gorbad Ironclaw in single combat. Gorbad was monstrously huge and, even armed with a mighty Runefang, Eldred was no match for him. The Elector Count's body was brutally hacked down, dismembered, and hung upon Gorbad's trophy racks. The Orc Warlord Captured Eldred's Runefang and crown as spoils of war, and the few survivors knew the battle thereafter as the Battle of Solland's Crown.
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However those that made it to the burnt ruin of the capital were hardened and determined to reclaim what had once been theirs. Remnants of Gorbads horde had occupied the city and made it a den of Orcs and Goblins and their crude tribes had marked it with their glyphs. Wasting no time the Sollanders advanced forwards and took the Orcs unawares in the dead of night. Unwilling to flee the Orcs engaged the Solland militia unaware of the danger quickly approaching from beyond the hills. Just as the sun crept over the hills and it looked as though the Sollanders would have to retreat back to safety a horn blew and the knights came galloping over the hilltop with the suns rays illuminating their charge. The Orcs were bowled over by the great steeds and impaled upon long lances and those few who survived fled before the wrath of Solland's finest pride.
THE FORMATION OF THE ORDER The remainder of Solland's population had been devastated in the siege and it is estimated no more than a thousand survived in total of which only fifty were Soldiers. However, among those sad few were four knights from the Battle of Solland's Crown; Hugo Shcnieder, Gerath Eastwald, Yarrik von Esterkal, and Erik Junger. All of these men had been part of Solland's Ritter Order, a Knightly order with a strict military training in combat. These men became the defacto leaders of Solland's shattered population and instigated the effort to acquire funds and food for the people. As the years passed the four knights began to formulate a plan to restore Solland to greatness. A plan that would span generations and would only succeed through enormous effort and dedication. A plan that started by preparing the next generation to train their sons to train their sons and in a span of fifty years the four managed to train no less than forty new knights. The group and those that could bare arms left the capital at long last on what has become known as the First Crusade, a chance to reclaim Pfeildorf for the rest of the surviving Sollanders.
The Battle had been costly however, Yarrik von Esterkal had fallen in the field and Gerath Eastwald, last of the Fabled Ritterbr端der, had been mortally wounder by a savage Orc Boss. In his dying moments he commanded Erik Junger to build a new headquarters for the knights of Solland and dedicate all of it's power into rebuilding and reclaiming the legacy of their people. Erik fulfilled his commanders wish and founded what would become the headquarters of the new Order of Solland. His vow fulfilled and his life coming to an end he buried Gerath in the catacombs of Pfeildorf and road off at the age of one-hundred and twenty-one.
The road was remembered as possibly one of the most harrowing and costly forced marches in the history of the Empire. Almost one hundred men perished out of the maybe four hundred that had left. Eight of the newly trained knights died on the rode as well as Hugo Schnieder.
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THE GREAT SCHISM The new forts both dreamed of independence from the knights in Pfieldorf and for the longest time they shut off all communication with the headquarters. This persisted for some time until the Headquarters in Pfeildorf began to demand tribute from the territories required to help in the rebuilding effort in Solland itself which the Bretonnian forts found excuses not to pay for almost a decade. However, when the Fortress of Nagrifal came under siege by an upstart Orc warlord and his Goblin allies it sent for aid to both Tyra and Pfeildorf. Tyra sent a small company to assist but Pfeildorf refused to aid the fort unless it paid a hefty fee for it's assistance. Nagrifal, unable to meet the demands, was overrun by the Orcs and destroyed. Tyra was infuriated and began to press demands for total independence and, when Solland diplomats arrived to attempt to placate the Fort it's gates were shut and only threats came from the parapets. The response was instantaneous and the Order marched an army across Bretonnia to Brionne where they began to lay siege to the citadel. Deciding that a council would not be enough to establish authority over foreign regions, the Order met to Elect a true leader. Of all the candidates that were put forwards only one truly stood out, Gerath von Greth Ultigen. A direct descendant of Greth, Gerath was chosen to be the first Hochmeister of the order and was givin complete control so that he could bring Tyra to heel. Marching at once with every man that could be mustered, Gerath proceeded to join the siege at Tyra with almost a thousand men at his command in total against the paltry twohundred that maned the walls. He tried at first to avoid a violent engagement, asking Tyra to rejoin with the Order and prosper under it's own leadership, but the men of Tyra were unrelenting and dug in. The Hochmeister wasted no time in launching a night assault against the fort and whilst leading from the front he was shot in the side by an arrow. Unwilling to retreat, Gerath personally battled the commander of the citadel until he surrendered to Sollands might. Drawing out the arrow Gerath gave it to the man and proclaimed that he would be the first GroĂ&#x;komptur, a landowner that would answer only to his lord in times of crises and pay a small percentage of his mens spoils in tax.
THE FIRST STEPS As the majority of the Sollanders in Altdorf left to rejoin the rebuilding effort in Pfeildorf. The Knights trained by the original survivors decided that no one among them was wise enough to command the might of the Order, so they collectively formed a council to run the efforts of Solland. For a full century this council ruled the people of Solland and commanded the Orders forces in it's defense. While still devastatingly low on manpower, Solland was rich in mineral wealth, especially iron which had been unearthed by the Orcs before the lands retaking, and so each and every man was outfitted in heavy mail rather than the usual colored uniforms of the state troops. These veterans helped shape the slowly regrowing military into a small but efficient force on the battlefield. In the year 2006 the Order heard word of Repanse de Lyonesse plight against Chaos and Norse raiders from the coast and sent an expeditionary force to assist her with no less than four-hundred foot troops and fifty mounted knights. They arrived during the the crisis of the siege of Couronne and assisted the Bretonnian army in crushing the amassed Chaos forces and liberating the city. The King, Louis the Young, was indebted to the Order for it's assistance and gave them one-hundred acres of land in both Montfort and Brionne. The expedition was quick to repair abandoned ruins to full capacity and built the Fortress' of Nagrifal in Montfort and Tyra in Brionne. These promising events would unfortunately have unforeseen consequences on the still young Order.
The crises in Tyra ended, Gerath returned to Pfeildrof he set down the foundation for future order expansion by forcing failed RitterbrĂźder to partake in crusades to bring riches back to Solland to help facilitate the efforts of reconstruction. These crusades would continue up until the present day, traveling out into the far reaches of the world. However, Gerath's trials had only just begun....
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This would not be the only time the Vampires invaded out of Sylvania for, only fifty years later, Konrad von Carstein raised yet another undead force and began to invade the Empire once again. Unlike the previous invasion, Solland was not caught off guard by the approaching undead and as the first few stray necromancers crossed into the province they were met by hails of pitch covered arrows. The Night Rangers held the border for the three short days it took the Order's full force of knights to ride down upon the unsuspecting corpses and within the first month the undead had been fully returned t the ground. Gerath himself led the Orders forces in assistance of the Empire against Konrad's Vanguard and he himself slew two of Konrad's bloodknights..
WARS OF THE VAMPIRE The threat issuing from Sylvania became a major concern to Solland when Vlad von Carstein marched his first unholy army out of the fallen province and into the heart of the Empire. While the main force of Vlad's army marched straight for Altdorf splinter armies led by rouge vampires and necromancers made their way south into Solland itself. These commanders proved to be the first real threat Solland had faced and the Order, even with it's fabled knights, was unprepared for the destruction and chaos brought by the undead legions. It was only with clever planning and defense that Pfieldorf was not captured and the vampires driven back out of Sollands borders.
The undead would return one last time under the command of Manfred von Carstein to invade the Empire of man. While there were minor cases of undead rising from the grave to cause havoc no true spliter groups made it as far as Solland. Determined to help end the Vampire threat once and for all and after Choosing a new Hochmeister he rode with a personal retinue of thirty Ritterbr端der to join the Empire at the Battle of Hell Fin. It is unknown if Gerath perished in the battle but the von Carstein line was ended regardless.
To help prevent an enemy, specifically Sylvania, from ever catching Solland's heartland off guard again, Gerath commanded the Order to establish the Night Rangers, trained bowmen equipped and prepared to fight in total darkness when their watch was made. These men would guard the realm against any further incursions and would occasionally march out with an army to utilize their nocturnal ability. Their own borders secure, the Order sent a battalion of knights to aid Altdorf in it's defense and, while unable to be as useful as the other forces that had arrived, they still earned the respect of the empire and helped to show that Solland still had true loyalty to the Emperor.
Still, the Order to this day maintains the Night Rangers to prepare for any sudden resurgence of Sylvanian leadership, for should that occur the Order would muster it's full force and ride to war once more.
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THE ESTALIAN WARS
This would have been the end of the orders
In 2232 the Estalian province of Bilbali led by Prince Dimas Moreno united many of the northern kingdoms and duchies of Estalia and commenced a massive invasion of Brionne and southern Bretonnia. Having bribed the Bretonnian King the Kingdom did little to aid the beset dukedom and they were left to their own fate. The Brionne army, however, was dug in well and the Estalians made only slow progress over the years. At first the Order's at Tyra remained neutral, preferring to mind their own affairs as they had lent men to Pfeidorf to help fight the vampire counts of Sylvania. The Estalians and Bretonnians had other plans as both forces met just outside of Tyra in mid July to attempt to gain favor with the Order against the opposing side, and when the Order denied them both they began to fight right outside the walls. Even then Tyra would have left the two combating forces to their own demise had the Estalian Cannons not turned and level part of the wall allowing them an easy breech. With this act the Estalians had chosen which side Tyra would join and with roars of “For Solland� the army within rushed into the breech and pushed the Estalians back into the waiting arms of the Bretonnians. The rest of the war ran it's course with relative quickness as the Tyrian forces supported Brionne, but when the rest of the Bretonnian dukedoms showed up to aid their fellows against the Kings command they attacked the Orders army in the field mistaking them for Estalians. The smaller and unprepared Order army picked up the nearest weapons they could find from the bodies of the foes they had just piled for burning, pikes. The Bretonnian charge was unexpectedly met by a wall of spears ten feet long that dismounted or killed many of those in the impact and the few that made it threw were dragged off their horses and butchered. The Order proceeded to retreat to Tyra and hold against any more surprises, but they made sure to begin making new pikes for it's embattled men.
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THE FOURTH CRUSADE
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TIMELINE 1707 – The Battle of Solland’s Crown: the last count of Solland, Eldred, is killed in battle by Gorbad Ironclaw. The few surviving knights in his retinue flee to Altdorf.
2244 – Knights from Pfeildorf lay waste to the countryside of Verezzo after a failed crusade. They establish the Fortress of Venitzia to maintain a permanent presence there.
1712 – The surviving knights fight in the siege of Altdorf and only four knights survive. Hugo Shnieder, Gerath Eastwald, Yarrik von Esterkal, and Erik Jünger.
2257 – The Knights of Tyra invade northern Estalia and burn the city of Graus to the ground, They form an order castle (El doro) in Azuara. This begins the expansion of the order in Estalia.
1730 – The knights dedicate themselves to passing on the ideals of Solland.
2301 – The great war against chaos sweeps into the Empire. Almost one thousand knights ride to the aid of Kislev and help the Empire break the army of Asvar kul.
1782 – The four knights Travel to Pfeildorf and Establish the Order's Headquarters. 1830 – Erik Jünger, last of the four, rides off at an incredibly old age. He is never seen again. 18401875 – The Order grows in number as surviving Sollanders flock to Pfeildorf. At this time the order is headed by a council of knights. 2006 – A small troop of the order ride to the aid of Bretonnia. They battle alongside the knights of Repanse de Lyonesse and are granted land in both Brionne and Montfort. 2050 – Knights of the Order ride to aid Altdorf against Vlad von Carstein.
2325 – Knights are sent to aid the Kislevites in defending against incursions from Chaos warriors and Beastmen. The leader of the knights, Darak-kal (also known as Darak the Dark) becomes corrupted goes on a rampage throughout Kislev, the Baersonlings, and even parts of the Empire. He is defeated at the Battle of Galicia where a massive army of skaven annihilates his force. Darak-kal escaped and began to train a new army in the border princedoms. 2350 – A Crusade is launched on distant Cathey but ends in disaster. On it’s sail home the crusaders are lost in a storm and are never seen again. It is rumored that they crashed somewhere in the new world or perhaps Albion. 2429 – The Order allows mages to join its ranks.
2067 – The Castle of Nagrifal in Montfort is sacked by Orcs. The Fortress of Tyra in Brionne demands to be made independent. 2099 – Greth Ultigen is appointed the first Hochmeister of the Order. He allows Tyra to elect their own Großkomptur to govern the province.
2456 – The Order locates Darak-kal and sends an army against him. The resulting conflict sees Darak the Dark killed. The Greatest Knights of the Order adopt the horned helms of Darak’s forces. 2467 – The Order is reformed to have a Hochmiester for each human nation.
2100 – Greth leads members of the order in battle against Konrad von Carstein.
2495 – The garrison at Fortress Venitzia is overwhelmed by Miragliano and the fort is ruined.
2132 – Greth leads the knights in battle alongside the empire forces against Manfred von Carstein. He elects the next Hochmeister before leading his personal retinue to join the battle at Hel Fenn in 2145.
2504 – An army is sent to Fortress Venitzia under Hochmiester Marcus to reclaim it for the order. Verezzo is subjugated again and the Tilean sect of the order is reestablished.
2232 – Estalia invades Brionne, the Britonnian order is hard pressed to defend Fortress Tyra.
2521 – The Storm of Chaos: The entire order is marshaled once again to ride out and confront the armies of the Everchosen.
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The Orcs had come. It had been only a matter of time. The minor Waaagh! of Grutsnuk Da Blind had been shattered in a bloody battle around Blackfire Pass. However the army of Averland had not been able to prevent a sizable splinter from burning a path through the outlying villages before striking into Western Wissenland. The news of the approaching horde had reached the village of Soldiken but still gave them little time to prepare. Hans stared at the encroaching horde of Orcs from behind the crude wooden palisade that had been reinforced around the village. He hefted a woodsman’s axe and noted how the other village defenders were too all armed with makeshift weapons that in reality would do little to the horde. A number of villagers had fled as soon as the news had arrived, but all knew that the roads this time of the year were just as much a death sentence than remaining in the village. A runner had also been sent out towards Pfeildorf, but chances were that he hadn’t made it or that the fabled knights of Solland wouldn’t arrive in time. As the Orcish horde drew closer, Hans found himself imagining the Orcs as being one green wave of destruction. His village and hundreds of others would be swept away by the tide of Orcs, as no matter how hard man fought, they could not defeat such primal destruction. The chanting of the Orcs had risen as they swarmed closer, in fact to Hans it seemed like the horde had one voice, not many. He tightened the grip on his axe and prepared for death. The sound of a horn piercing the air startled Hans that he almost dropped his axe. The rest of the villagers had begun to cheer, and Hans diverted his gaze to see a force of knights had appeared on the horizon. They began to gallop at speed towards the roiling tide of Orcs, and their banners were unfurled showing the colors of Solland. Dark armored knights wearing frightening helmets led the charge; they were flanked by other knights in gleaming armor, some of whom looked barely into their teens. At the head of the force was a fearsome knight who held aloft a sword that gleamed with unearthly power. The wave of Orcs had turned away from the village to face this new threat, and to Hans they seemed almost numberless. The knights of Solland did not even pause to consider this as the drove full ahead into the waiting maw of the splinter Waaagh! The knights of Solland lowered their lances as they closed the last few hundred meters. A loud cry of “For Solland!” could be heard as the met the green wave, a line of silver in the autumn sun. The wave broke.
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ARMY SPECIAL RULES
In this section you will find information and rules for all of the different warriors, heroes, creatures and war machines in the Order army. At the end of the section are some special characters – famous men of the Order of Solland that you can field in your army. This section of the book describes all the different units used in an Order army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Order units, and these are detailed here.
WAVE OF STEEL AND IRON Over hundreds of years the soldiers of the Order have become some of the most disciplined armies to march across the old world. In battle the heavily armored foot soldiers crash in a tide of iron against their foes, often crushing the unprepared with impact alone and trampling over them with steel toed shoes.
CRUSADERS AND SOLLANDERS While most of Sollands pitiful remains march among the orders ranks, there are those who preferred an attempt at new lives. These farmers, craftsmen, and militia are not part of the crusading forces in most cases. However should the need be great or the cause just these men will take up arms and go to war along with their brothers in armor. Any unit you take with the "Crusader" special rule allows you to take a single unit with the "Sollander" special rule with equal or less models. Units with the “Sollander” special rule may not be fielded otherwise. In addition, units with the “Sollander” special rule may only ever cause panic in a unit which also has the “Sollander” special rule
Infantry units with at least four total ranks (including the first) of five or more models inflict an impact hit upon charging for each model in base contact with the enemy. These hits are resolved at the models base strength plus one for each additional rank after the fourth.
FULL PLATE ARMOR These all-enclosing suits of armor are crafted by Order master smiths and are kept in high honor by the Order provinces in their personal collections. These suits of armor are very rare, but undoubtedly offer the best protection available to warriors of the Orders elite Knights Full Plate Armor confers a 4+ armor save to its wearer.
HORNED DARK HELMS Cursed by the foul taint of Darak's betrayal, the orders most powerful knights ride to war wearing horned helms designed to taunt the forces of chaos and inspire fear in all who look upon them. Any unit with this special rule counts as causing fear for the first round of any combat in which they charged.
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Großkompters and Marshals Since the time of the founding of the Order the highest rank officers of the Hochmeisters are the Großkompter. They lead the armies into battle wherever they may go. However the position of Großkompter is not simply one of military command. It is a title of lordship and stewardship over part of the Hochmeisters lands. The Großkompter is expected to watch over and care for those he has sworn to lead. He acts as the judge, jury, and executioner for all civil disputes within his jurisdiction. This has of course led to some problems when unwise, unlawful, or plain cruel Großkompter either abused their power or simply could not keep their subjects in line. The hope, of course, is that each Hochmeister keeps a close eye on his Großkompter so that they are kept in check and not allowed to destroy the lands of the Order. However in one famous episode a Großkompter attempted to claim that as lord of the lands the Hochmeister had given his power up to him. this was rectified when almost two-hundred knights galloped into the castle and proceeded to drag the helpless Komptur by ropes from Bretonnia to Estalia. Of course the true might of the Großkompter has been in war. They command sizable forces of both knights and supporting troops. Rarely a Großkompter will be able to command a force of the dreaded RitterBrüder but it has been a common sight to see household guards consisting of nothing less than the dreaded black knights. With the power of the heavy knights, crusaders of righteousness, and hundreds if not thousands of Imperial conscripts, there is nothing that will not be crushed under the Großkompters leadership. Under the Großkompter serve a cadre of men known as the Marshals. These men are small land owners among the Order who command lesser forces of crusaders. When the time comes for the Order to march the Großkompters call upon their Marshals to rally what men they can to the gathering point. Normally each marshal can only bring a few dozen men but once together the army can be anywhere from a few hundred to several thousand in the case of a full call to arms. Like the Großkompter, Marshals are great commanders in battle, as well as more than capable fighters.
Großkompters Marshal
M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9 4 5 3 4 4 2 5 3 8
Special Rules: Wave of Steel and Iron, Horned Dark Helms (Großkompter)
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War-Mages and Dark Mages Mages are outcasts from the colleges of magic having delved into darker arts in attempts to increase their personal power. Some went to work as mercenaries for varies factions in the old world. Some went on trips to far away Ind or Cathey to learn more. Yet more were hunted down by witch hunters of the Empire. To this day most are considered a blight on civilized peoples and some have bounties greater than rouge princes. The Order did not have the ability to call upon the colleges of magic to join them, nor did they want to rely on mercenaries to fill their lack of magic support. So the Hochmeisters came up with a plan to indoctrinate mages into their ranks by offering a clean slate. Needless to say the effect was instantaneous and mages flocked to join the Orders ranks for a degree of protection and freedom. This did not go unnoticed by the witch hunters.
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The Witch hunters and their assorted minions demanded that the Odrer hand over all their indoctrinated mages. When the Order refused one of the greatest battles in the orders history erupted in the year 2439. The Orders headquarters in Pheildorf was almost burned to the ground and the garrison was hard pressed. The day was saved when the Orders mages unleashed a wave of horrifying power, driving off the inquisitors.
War-mage Dark Mage
M WS BS S T W I A Ld 4 4 3 3 4 3 4 2 8 4 3 3 3 3 2 5 1 7
Special Rules: Wave of Steel and Iron, Horned Dark Helms (WarMage Only)
The Lore of Terror The dark blemish of Solland D6 1 2 3 4 5 6
Spell The Night Shrouds The Abyss Sings The Black Curse The Soulless Gaze The Consuming Gate The Darkness Devours
Difficulty 5+ 7+ 7+ 10+ 14+ 15+
Gnawing Fear (Lore Attribute) fear comes in many ways, sometimes quickly in a rush of adrenalin other times slowly in that you can run. Those that use the Lore of Terror know that the best fear is that which takes you unexpectedly, freezing you cold and sucking the hope from your body. If a spell from the Lore of Terror is successfully cast on an enemy unit, that unit suffers -1 to their leadership until the start of the casters next Magic phase. This effect may only occur once per unit.
THE DARKNESS RISES (Signature Spell) Cast on a 5+ The wizard chants words of an ancient language of men, filling the hearts of those who hear it with darkness and fear. The darkness rises is a hex spell with a range of 12”, the target unit or model takes a leadership test. If failed they must move backwards d3 inches (they will face the same direction) should the move take the unit to the edge of the board they will stop at the edge. The wizard may chose to increase the distance of the move to d6. If he does so the casting value is increased to 8+, unlike other hexes, this spell may not be cast into combat
4. THE SOULLESS GAZE Cast on a 12+ The magician shoots black fire from his eyes. The soulless gaze is a direct damage spell. Place the flame template with the small end touching the wizard. the wizard may elect to try and boost the flames range by throwing an artillery die and moving the template that many inches straight forwards, however if a misfire is rolled the flames backfire and only the wizard is hit. Any model hit suffers a Strength 5 hit that has multiple wounds (d3). the wizard may choose to have the spell ignore ward saves and inflict d6 wounds instead. If he does so the casting value is increased to 21+.
1. THE NIGHT SHROUDS Cast on a 7+ The mage immerses his allies in a shroud of night making them almost invisible to their foes. The Night Shrouds is an augment spell with a range of 12” a target friendly unit gains a 5+ ward save against shooting attacks, the wizard may choose to have this spell affect every unit within 12”. If he does so the casting value is increased to 14+. Remains in Play.
5. THE CONSUMING GATE Cast on a 14+ The wizard opens a rift in the plane of the nether making his foes flee in terror of the consuming energy. The Consuming Gate is a direct damage spell. Place a large blast template within 12” of the wizard. Any unit touched by the template suffer 1d6+3 Strength 2 hits with no armor saves allowed, in addition the unit must take a panic test. The wizard may choose to make the spell inflict 2d6+6 Strength 2 hits and have the panic test taken with a -1 modifier. If he does so the casting value is increased to 21+.
2. THE ABYSS SINGS Cast on a 7+ The castor opens a portal into the realm of chaos. Sounds that no man can withstand taunt his enemies and force their nerves to strain… The Abyss Sings is a magic missile spell with a range of 12” and causes 2d6 Strength 2 hits with no armor saves allowed. The Wizard may choose to extend the range of this spell to 24” if he does so the casting value is increased to 10+ 3. THE BLACK CURSE Cast on a 9+ The Wizard saps the courage and will of his opponents making them less eager to fight The Black Curse is a hex spell with a range of 18” the unit is reduced in either S, Ld, or WS by d3 to a minimum of 1. The Wizard may choose to have the spell effect all 3 stats instead. If he does so the casting value is increased to 18+. Remains in Play.
6. THE DARKNESS DEVOURES Cast on a 15+ The mage calls forth the darkness to fully consume his foes in shear terror, making them collapse in hopeless spasms. The Darkness Devours is a direct damage spell with a range of 12” that may only target infantry. roll 6d6 and subtract the result by the targets leadership stat. The units suffers this many wounds with no armor saves allowed. The wizard may choose to extend the range of this spell to 24” instead. If he does so the casting value is increased to 20+.
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Black Monks The origin of the black monks is, along with much of the story of Solland, a sad tale. One of the surviving Warrior priests from the battle of Sollands crown was present at the sacking of Pfeildorf. There he witnessed such atrocities that he blinded himself out of a madness. The Priest, named Oromus, recovered over the years in the ruins. As people began to flock back to the city he continued to administer to them as their priest. But abandoned his personal connection with Sigmar. All his acolytes did so as well and before long the priesthood of the city was no more, and the Black Monks of Solland were born. Lack of prayers does not mean the Monks are powerless though. In battle they channel the fury of their kinsmen into a unified force. Sometime aiding in commanding of the army with less than savory war cries. They are soldier and servant both, able to do all that is required of them
Special Rules: Wave of Steel and Iron Blessing of the Abyss: Any unit joined by a Black monk gains the Devastating charge Special rule. Prayers of Darkness: Black Monks know the five prayers of darkness listed below. Prayers of Darkness are innate bound spells (power level 3). They may be cast on any friendly unit within 12” these effects last until the casters next magic phase •For Solland! The unit gains +1 leadership •I've got your back! A character in the same unit and in a challenge may choose to transfer each of his wounds suffered on a 2+ to the monk, this must be done before rolling any saves. •Sigmar Protects You! The unit gains a 6+ ward save •For Gerath! The unit counts as having the battle standard bearer in their unit for all purposes (combat resolution and rerolls) •For death and Glory! The unit unbreakable. At the end of every player turn the unit takes d3+1 wounds a turn with saves as normal
Black Monk
M WS BS S T W I A Ld 4 4 3 4 4 2 4 2 8
Warcry: At the beginning of the players turn the monk may shout a horrible war cry to encourage his fellow soldiers to battle. The warcry affects an allied Infantry unit within 12" of the monk. On a 2+ the warcry is heard and the unit gains +1 to their movement. on a 1 the unit has not heard or misheard the order and it simply makes loud noise. The cry lasts until the beginning of the next player turn. if any enemy unit is within 12" of the monk the cry is only heard on a 5+ as the battle begins to overpower his shouting. Multiple Monks may not use warcry on the same unit.
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Crusader Champions
Those who choose crusading over the path of knighthood tend to end up being killed in foreign lands and many who don't die tend to stop crusading after watching their friends die on unknown soil.
Crusader Champion
There are those, however, who actually like the thrill of crusading. While the crusades were devised as a means to punish failing the trials of the Ritterbr端der, they were also meant as one of the primary means of income for the Order. Plunder is by no small means an encouraging benefit to those who leave on this missions. Some men are just exceptional fighters who have stayed alive in both failed and successful crusades to become quite wealthy.
M WS BS S T W I A Ld 5 5 3 4 3 1 4 2 8
Special Rules:
At first the Order wished to condemn these men. Repeat crusaders were seen as an abuse of the system and costing the Order money. But after the siege of Lohai in Cathey, where three crusader champions charging into a breach in the wall changed what was a mass route into a charge that baffled and confounded the defenders, the Order had a change of heart.
Wave of Steel and Iron, Frenzy , 6+ ward save, Unbreakable, Hatred (Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons) Inspire: any unit with the "Crusader" rule within 3" gains +1 WS. RitterBr端der Demontiert RitterBr端der, and Huhn-Reiten may never gain this advantage as they despise crusaders. Crusader Champions do not themselves gain this bonus weapon skill
The Order now allows these Elite crusaders to continue their quests for riches. While the plunder they take for themselves is not unsubstantial, the amount of successful crusades has risen overall, and so both The Order as a whole, and these Elites, profit.
The Elite: Crusader champions may never join units.
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Order Soldiers The Order does not make use of the standard state troops like the rest of the Empire. Without a large core of able bodied men to recruit from the best the Order can hope to do is make the most of those that they have. So instead they have a smaller, but more heavily armored, core of men. Trained to move quickly while encumbered by the mail, these men can cross the distance in the same time that a more lightly armored troop could. And when the battle lines meet, the soldiers charge in a thundering rush towards their foe. The crash of metal against flesh leads to many enemies simply being trampled underfoot and crushed by steel encased feet. Those who are still standing are cut down by halbards or simply turn to run. Soldiers are taught never to fall, for if they do, the metal encased war machine of the Order will not stop.
Soldier Sergeant
M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7
Special Rules: Crusaders
Conscript Archers When the Order marches off on crusades, it needs a steady supply of food. Without a vast enough land to supply a mobile army, the crusades rely on foraging and hunting in order to sustain themselves. Thankfully most of the men of Pfeildorf are skilled hunters, and those men with little capability in war are still excellent at providing some rabbit stew for the troops. In battle these men are no true soldiers, but they are still used to harass enemy lines. It is this disruption that makes the powerful charge of the knights hit home all the harder. Should they be attacked they melt back through their own lines and no one thinks worse of them for it and should they should survive, these men are well paid for their service. Archer Sergeant
M WS BS S T W I A Ld 4 2 3 3 3 1 3 1 6 4 2 4 3 3 1 3 1 6
Special Rules: Sollanders, Skirmishers
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Pikemen of Tyra
The Fortress of Tyra is located deep within the land of Bretonnia, specifically Brionne. While the Order did win the land they have had to defend it from first the Estalians and later the Bretonnians themselves. For this reason the pike has been imported from Tilea and later Estalia to combat the many Knights that roam the land. This adaptation did not come easily as it takes great courage to stand in the face of a charging horse, but the will of the Order is strong. Now Tyra's garrison consists mostly of the giant pikes and all across the Order more and more pikes have been seen as the smaller spears are abandoned. Pikemen Sergeant
M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7
Special Rules: Crusaders Pike: Pikes are very long spears, almost twice as long as a normal spear and longer even than a horseman's lance. Pikes require two hands and fight in 3 Extra Ranks. Enemy models charging a unit of Pikemen to their front are subject to the Always Strikes Last special rule in the first round of close combat. Models armed with pikes receive a +1 Strength bonus in the Close Combat phase of the turn they are charged by anything except infantry, swarms and unique units. Note that this bonus only applies to attacks directed against the above charging units, not against other models that might be part of the unit. All of these special rules cannot be used against enemy units fighting to the Pikemen's flank or rear.
Macemen of El Doro
The Fortress of El doro in Estalia didn’t have to fight any form of knights. Instead its soul purpose was to maintain the subjugation of the nearby city of Azuara and for this purpose they adapted use of the mace as a weapon. Now they serve as a main unit of regular Order forces across the old world. Estalia rightly despises them for their brutality and cruelness but rarely does this escalate into conflict with the Fortress of El Doro. Macemen Sergeant
M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7
Special Rules: Crusaders, Wave of Steel and Iron Mace: maces are hand weapons with the armor piercing rule.
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Solland Zealots
Zealots are pilgrims who, upon seeing the devastation of their homelands, have taken up arms against the enemies of the empire. while not quite the mindless fanatics that flagellants are, zealots still have a fiery determination to return all the pain and suffering bestowed upon them by their foes. An Order crusade can usually count on being followed by a core of Zealots eager for battle and bloodshed. But should the fighting turn south it is not uncommon for the spirit of vengeance to leave these men and see them run to the hills like like sheep from a wolf. Still, a wise commander remembers the uses of Zealots and they are still a welcome sight on the battlefield.
Zealots
M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 7
Special Rules: Sollanders Righteous fury: A model with Righteous Fury has the frenzy, hatred, and stubborn special rules. However after a unit with righteous fury's first round of combat, the unit must take a leadership test on their own leadership at the end of every turn (yours and your opponents), if failed, they lose all the effects of righteous fury.
Night Rangers After the death of Manfred Von Carstein the Order was quick to create a guard over the forgotten land of Sylvania. This endless watch was once governed by hardened veterans of the vampire wars but over time the men sent to join were fewer and fewer until all that has been sent to join in recent years are prisoners from the Orders dungeons. Dealing with the never ending horrors of the night, the use of longbows and stealth is of the most importance against the human thralls of the vampires and even the bravest men have fallen under the control of a fiend On Occasion a massive undead threat to the Empire will rise up and attack the fallen tower of Llaweht and the Rangers will call upon the Order to defend the known world from the threats in Sylvania. Ranger Nights Watch
M WS BS S T W I A Ld 4 4 4 3 3 1 4 2 7 4 4 5 3 3 1 4 3 7
Special Rules: Sollanders, Scouts, Hatred (Vampire Counts) Cover of Darkness: A model with Cover of Darkness is always considered to be at long range when being targeted by a ranged attack.
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Pilgrims of Pfeildorf Even after its sack, there are those men of Solland who wish to return to Pfeildorf in order to rebuild and resettle the land. While the city has long since been rebuilt many Sollanders travel the roads leading to and from it. These men trail in the wake of great crusades both for a degree of protection and a sense of unity with the men of the Order. If a battle occurs it is not uncommon for these men to help the Order, though they tend to run at the first sign of defeat. This mutual understanding has lead to the Order taking greater part in the protection of Pfeildorfs roadways, sometimes even sending armored parties to clear out the bandits. These actions have helped increase the overall safety of Solland and have succeeded in building up the local economy.
Pilgrim Preacher
M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 2 2 3 3 1 3 2 6
Special Rules: Sollanders Scythes: pilgrims lack true weapons but even a farm tool in strong hands can be deadly. Scythes require two hands to use, they are halbards with the armor piercing rule
Solland Militia
While Solland and Pfeildorf may rely on the Order as it's main military might their efforts to recreate a standing state troop force is ongoing. This has had varying success with a sizable amount of new recruits arriving each year. However that is in essence, all these men are, green, new, and undisciplined. They make up for it by being better equipped than their Empire cousins but its a small comfort when you fight against Greenskins, Undead, and the forces of Chaos. Still, these men are here to fight and fight they do, often overwhelming their foes through shear numbers or more likely by fooling them into thinking they are actual fighters.
Militia Sergeant
M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 2 2 3 3 1 3 2 6
Special Rules: Sollanders Stalwart: Solland Militia roll 3d6 and take the lowest 2 dice when rolling for break tests.
27
Pavise-Arbalists of Venitzia When the order expanded south into Tilea, they did what they did best. They constructed the Fortress of Venitzia to monitor the realm of Verezzo. However when Miragliano entered Verezzo in 2495 the Order did not have a strong enough garrison to withstand the besieging forces. In a desperate attempt to reinforce the Arbalists defending the walls the Order added the Tilean Pavise to their armament. While the adapters of the large wooden shield would not survive the battle, the idea would and after reconquering the fort in 2504 importation of the pavise became a top priority for the order. Arbalists Sergeant
M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 3 5 3 3 1 3 1 7
Special Rules: Crusaders Pavise: The Pavise is a large heavy shield that grants a 5+ to armor save against missiles, but due to the unwieldy size is unusable in combat. this save can only be gained a turn the unit has not moved unless they pass a leadership test.
Sword-Brethren of Solland The warriors of Solland have past down the tradition of dismounting and fighting on foot for many centuries. They have been trained in the ways of Swi-handers and utilize them very proficiently while grouped together in units of sword brethren. Wearing even heavier armor than other members, these monoliths of black-steel create an aura of fear and suspense in those who fight them. More importantly they never run from a battle. Entire units of swordsmen have been cut down against a superior foe rather than give up the field. More recently the Order has established sword brethren units in other provinces but the original concept of the brotherhood originated in Solland and it is there that the greatest swi-handed swordsmen march from Brother Captain
M WS BS S T W I A Ld 4 4 3 4 3 1 3 1 8 4 4 3 4 3 1 3 2 8
Special Rules: Crusaders, Stubborn, Wave of Steel and Iron
28
Crusaders The knights who fail the trial of four or who do not succeed in training a pupil are sent on crusades to bring in treasure for the order. If they return with enough to please the order they are allowed to return to the knightly ranks and try again. surprisingly enough, most of these knights don't wish to continue their training, preferring the riches and excitement of crusading.
Crusader Champion
M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 8 4 4 3 3 3 1 4 2 8
Special Rules: Crusaders, Wave of Steel and Iron, Immune to psychology, Hatred (Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons) Cathey long sword: these elegant blades allow for greater swordsmanship. Grants +1 WS, +1I and +1S. Nippon Kami Shrines: The small carry able shrines confer a blessing to the holder, grants a 6+ ward save. Indish Silks: Fine silks allow for greater haste to be made, +1M Lustrian Artifacts: The gold makes men fight vigorously, the model gains frenzy. Araby Incense: Inhaled deeply the incense inspires supreme confidence, the model gains unbreakable.
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Siege Trebuchets Due to the cost of the armor the Order uses for is soldiers, they cannot afford the expense of implementing gunpowder into their arsenal. While sometimes this can be a costly loss, the Crusade is not without siege weaponry. After the expansion into Britonnia, the Order adapted, like so many other things, use of the Trebuchet. Unlike the adaptions of the past those who began to construct the great stone throwers adapted and expanded upon the original concept. Now large baggage trains carry the disassembled parts of the re-invented engine to their destination. Once there, the engineers and crewmen carefully unpack and assemble the behemoth. More than twice as large as the Bretonnian variant, these “Siege� Trebuchets can hurl rocks with greater velocity and from distances far greater than that of even an empire cannon (although with only half the accuracy). This increased power can bring down even the mightiest structures and walls or fell the strongest beasts and do to it's incredible range the Crusade can stay safe from retaliation. In crusades against Araby ships are torn apart in order to build the machine but it always ends up
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Being worth it as rocks shatter gates allowing mountains of gold to be pilfered for the Orders coffers. So successful is this adaptation that members of the college of engineers have traveled to Pheildorf so that they may study the designs for inspiration. Trebuchet Crew
M WS BS S T W I A Ld - - 3 3 7 4 - - 3 3 3 3 4 4 4 7
Special Rules: Siege Engine: A Siege Trebuchet uses the rules for stone throwers with these exceptions. It has a large blast and is strength 10 multiple wounds D6 under the hole. In addition, should you hit a building with the center on a 15 any unit inside takes 3d6 strength 5 hits. on a roll of a 6 the building is destroyed and any units inside will take 5d6 strength 5 hits.
JüngerBruder To become a member of the RitterBrüder one must advance through the ranks of the sword brethren. If they catch the eye of a HalBrüder then they become his Jünger Bruder or “younger brother” . The HalBrüder teaches his pupil everything he knows, the history of the order, the way of the knight, the mastery of war, and the way to install fear. In battle these knights are encouraged to run forwards and defeat a foe of worth. This helps prove their abilities for advancement. While JungerBruders are still amongst the better trained of Sollands might they are still impetuous and suffer from a lack of common sense. This is required for the transformation into the fearless and terrifying Ritterbrüder but it leads to high casualty rates. At the battle of Zvorak the Jungerbrudder galloped far ahead of the supporting infantry and encountered Border pikemen and longbows. Combined with the bad weather making the field a muddy disaster the knights were butchered to a man and only a small few survived to warn the oncoming Order to turn back and regroup.
Bruder Captain Warhorse
M WS BS 4 4 3 4 4 3 8 3 3
S 3 3 3
T 3 3 3
W 1 1 1
Special Rules: Crusader, Wave of Steel and Iron, Vanguard
Hal-Brüder After passing the Trial of four, the Jüngerbruder are made Halbrüder or “half-brothers” These knights are a match for most of the knightly orders of the Empire and Bretonnia. They are the second stage of the Orders knights. When they have successfully trained a pupil they are given the chance to become a Ritterbrüder. Some refuse the honor as its a life oath. Most choose the chance to become one of the fabled dark knights. Until then they ride out where needed and are the majority of the Orders cavalry forces.
Bruder Captain Warhorse
M WS BS 4 4 3 4 4 3 8 3 3
S 3 3 3
T 3 3 3
W 1 1 1
I A 4 1 4 2 3 1
Ld 8 8 5
Special Rules: Crusader, Wave of Steel and Iron
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I A 3 1 3 2 3 1
Ld 7 7 5
FliegenBruder FliegenBruder were originally Bretonnian pegasus knights who went throughout the land as soldiers-forhire. Led by the ecstatic young lord Lucius, these men were valued most by trade cogs and galleys. The ability to fly from ship to ship causing havoc made piracy a minor threat to those who can afford such skillful riders. While the Order rarely ever dealt with mercenaries the skills of Lucius' group reached there ears at the start of a great Crusade against Cathay. Wanting to secure more supplies for a longer campaign, as well as have a reliable scouting unit during the shore operations, the Crusade conscripted the band into it's ranks with vague promises of treasure and riches to drive them on. The journey to Cathay was relatively peaceful other than an Indish raiding party that attempted to board and capture straggling ships, thanks to the efforts of the Pegasus knights the ships were recovered with thankfully little loss of life, upon landing on the mainland however, things began to pick up speed. Lucius was used to scout out far ahead of the main army, and Cathay's might was
numbered in the thousands, far greater than the several hundred brought by the Crusade. However the Nipponese had began to war with Cathay at that time, and while the Crusade went unnoticed at first do to it's small size, Cathay sent an army against then assuming they were Nipponease, at the same Time Nippon sent an army to deal with what they saw was another Cathay force. Caught in between, the Orders forces were driven to see and never seen again. Lucius' son, Nevros, pledged his lands and his life to the Order in an attempt to locate his father. While his quest has been unsuccessful as of yet, the crusade makes great use of it's new core of Dark Pegasus Bruder Captain Dark Pegasus
M WS BS S 4 4 3 3 4 4 3 3 8 3 0 4
T 4 4 4
W 2 2 2
I A 4 1 4 2 4 2
Ld 8 8 6
Special Rules: Wave of Steel and Iron, Flying Cavalry, Crusader,
32 Horned Dark Helms.
Ritterbrüder The final stage of the Orders knights is the Terrifying RitterBrüder. Originally it was tradition in Solland's royalty for their oldest sons to be sent off to learn amongst the fabled dark knights and when Solland fell only a single RitterBrüder remained out of what was once possibly a thousand. This RitterBrüder, named Gerath, was one of the founding members of the Order of Solland and he worked diligently to rebuild it's primary knightly Order. When he died he had succeeded in training no less than ten men into a new generation of the RitterBrüder. Centuries past and the RitterBrüder became strong once again. The Vampire wars in Which The Order played a part of where instrumental in generating a real challenge to could uphold the standards of quality the RitterBrüder set for themselves. As the First great war against Chaos erupted, The RitterBrüder road side by side with Kislev's Bear Cavalry and the Empires Reiksguard at the Siege of Kislev, and together the armies of Asvar Kul are defeated. The aftermath of that war began an event with many names, Kislev calls it the 'Orders Betrayal', the Order calls it 'Darak's Betrayal' and the RitterBrüder call it the 'Beginning of the end'. Darak-kal, A RitterBrüder, was requested to aid the Kislevites in restoring peace to a war-torn nation. At first Darak lead his men with honor. But after uncovering an axe of chaos which possessed with a spirit of the earth, Darak claimed this Terralith and began to slaughter in the lands he had so recently saved. After devastating the Kislevites, The Norse, and even northern lands of the Empire, A skaven army from Hell-pit managed to defeat Darak. For the longest of time, Darak hid in the Borderlands, gaining power he planned to gather a new army and continue his campaign of death.
33
The Crusade did eventually find and Kill Darak. The Ritterbrüder, Disgusted by his betrayal to chaos, took his helm and the helms of his followers and wore them to taunt the forces of chaos and their dark gods. More modernly the Ritterbrüder are a dieing bread as fewer and fewer men undergo the grueling training and would rather prefer the excitement of Crusading. But those that remain are stronger than ever as they continue to fight on the front lines of the Orders armies. It can be an inspiring sight to see a host of the knight crest a hill and barrel down upon a soon to be fleeing foe. Woe to those who stay and fight the deamon knights as their prowess in battle is unmatched and they can withstand blows that would fell the toughest mortal men. For as the poems say... The Black Cross on a White Field The Ritterbrüder come With bloodied sword and dented shield They extract a tidy sum If you see the devils horn best look away and start to run least you be forced to mourn at the coming of the sun Regular Bruder Dark Rider Dark Horse
M WS BS S T W 4 5 3 4 4 1 4 5 3 4 4 1 8 3 0 4 3 1
I A 5 2 5 3 3 1
Special Rules: Wave of Steel and Iron, Devastating Charge, Crusader, Horned Dark Helms.
Ld 8 8 5
Demontiert Ritterbrüder Not all Ritterbrüder ride a black horse into battle. There are those who not only fight on foot, but actually prefer the gruesome close quarters to the inspiring charge. These men are walking tanks. Absorbing blows that leave others crippled and never tireing inside of their heavy plate. They are the rallying point for the remainder of both the Orders forces and men of Solland If told to hold they will hold till the last man, never fearing death for they are death incarnate. Even the renowned warriors of Chaos blessed with the powers of their gods have more than a match in the horned helm warriors. That said, while they are well trained and armed they are still only men and like all men they can die. Each Ritterbrüder felled is the last of a dieing class of knights unlikely to ever be seen again in the current era and one less defender for Sollands dieing cause of rebirth. Demontiert Bruder Dark Captain
M WS BS S T W I A Ld 4 5 3 4 4 1 5 2 8 4 5 3 4 4 1 5 3 8
Special Rules: Wave of Steel and Iron, Devastating Charge, Crusader, Horned Dark Helms, Stubborn
Huhn-Reiten Ritterbrüder Only the boldest and highest ranked among the Ritterbrüder are allowed to ride the black demi-Griffons of the Order. Specially bred to insure absolute loyalty the riders become an absolutely terrifying force of destruction on the battlefield and often leave a field of bodies in the wake of the carnage the inflict. Should a Ritterbrüder be fall from his saddle or be killed his mount will go into a frenzy attempting to guard his fallen form until it can be retrieved by another Bruder. The true sign of bond between mount and rider. Huhn-Reiten Bruder Dark Rider Dark Demi-Griffon
M WS BS S T 4 5 3 4 4 4 5 3 4 4 8 4 0 5 4
W 3 3 3
I A 5 2 5 3 4 3
Ld 8 8 6
Special Rules: Wave of Steel and Iron, Fear, Devastating Charge, Crusader, Horned Dark Helms, Armor Piercing (Dark Demi-Griffon only)
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Hochmiester Gerath von Greth Ultigen Greth Ultigen was a descendant of Gerath Ultigen, a founder of the Order. As a direct descendant the Order attempted to promote him straight away to a position of command in the council. Greth refused and instead worked his way up through the ranks of the Ritterbr端der like every other member. When Tyra threatened succession the knights decided it was time for more definitive leadership not seen since the original founders and so Greth became the first Hochmiester of the order of Solland for having achieved great prestige and honor for the Order with his previous exploits against Vlad von Carstein. Greth took to his command well and managed to settle the debate over Tyra's independence by instating the "free territories" pact which allowed Tyra to run itself in whatever way it saw fit so long as the Hochmiester still had the power to command its military. Shortly afterward Greth found himself battling Konrad von Carstein in the empire helping to defeat his army of necromancers. Finally at the old age of 78 he resigned his command electing Tolo Dnavo to succeed him. He rode off with any knights who would follow to do battle with Manfred von Carstein and it is uncertain if he died at the Battle of Hel-Finn
Greth Abyss Ares
M WS BS S T 4 7 3 5 5 8 3 3 4 3 6 5 0 6 5
W 3 1 5
I A Ld 7 5 10 3 2 5 4 4 7
Special Rules: Wave of Steel and Iron, Terror, Stubborn, Hatred (undead) Ares (Fly, Terror, Large Target) The Sword of Gerath and the Armor of the Hochmiester: The sword of the greatest knight in the order and dwarven forged plate enchanted with runes these tools grant Greth the Killing Blow special rule as well as a 5+ wardsave and a 4+ armor save The Holy Shield: Taken long ago in crusade against Araby, the holy shield belonged to Eldrad the last count of Solland, after his death his shield was recovered and placed with other artifacts in the orders holds. Greth was the only one to use it in battle and it was shattered whilst fighting Konrad. The holy shield grants +2 to Greths armor save. In addition, if Greth should be killed the shield shatters and he ignores the wound and any others suffered and for the rest of the phase.
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Darak-kal the Dark Darak Onyx
M WS BS S T W I A Ld 5 8 3 4 4 3 6 5 10 6 6 3 6 6 6 3 5 8
Special Rules: Stubborn, Wave of Steel and Iron, Onyx:(Fly, Terror, Large Target, Breathe Fire [S4], Scaly Skin [3+]) The Dark Betrayer: Darak must be the armies general, in addition, any order army may not use the following units; Pikemen of Tyra, Arbalists of Venitzia, Macemen of El-Doro, Sword Brethren of Solland, Archer militia, Solland Zealots, Pilgrims of Pfeildorf, Guardsmen of Pfeildorf, Solland Infantry, Night Rangers and no other named characters. However Demontiert Ritterbrüder are now 1+ and a core unit and Ritterbrüder are now specials with 0-2 choice Butcher: Darak slaughtered countless persons on his rampage. most would like revenge. Darak-kal has the Hatred rule and all units in his army gain hatred, in addition, Empire, Order of Solland, Kisliev, Norse, Chaos (deamons, warriors, dwarves, beastmen), Dwarves, Skaven, and Orcs & Goblins all hate Darak and his army.
Darak-kal was descendant of a great noble family in the empire. He joined the order at a young age and eventually entered into the ranks of the fabled Ritterbrüder. when the great storm of chaos erupted Darak was in the forefront of the armies charging the chaos lines at Kisliev. Darak was left behind with a unit of knights to help Kisliev defend herself from further intrusions. The Kislievits gave him any land he freed from the marauding forces of evil and so land he acquired. massive amounts of open country and forests. However his constant victories lead him only to seek more conquest and so he lead his men north into the Norse-lands and later the chaos wastes. It was here he found the great axe known as the Terralith. a behemoth with a blade almost more like a halberd. The power of chaos within the axe corrupted Darak and when he returned to Kisliev he began systematically slaughtering everything in his path. He rampaged through the Empire, the Norse-lands, dwarf holds, Kisliev, goblin strongholds and more. He captured and tamed the Black Dragon Onyx and with it rode to war for many decades. however an army of numberless skaven from Hellpit finally stopped his army and he fled to the border princes. there he spent many centuries trying to build up a force again but was finally rooted out and slain by the order. His dark helm and those of his followers are now worn by the Ritterbrüder in remembrance of this betrayal.
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The Terralith: Darak didn't start out evil. but with the power of the Terralith flowing through him he was unstoppable when he became so. The Terralith grants Darak +2 strength. no armor saves may be taken against wound suffered from the Terralith and each wound is multiplied by d3. Darak's Horrifying helm: +1 to Darak's armor save, Darak’s helm causes Terror, in addition, any unit charged by Darak must take their terror test at -2 leadership. Units that are immune to psychology take a terror test as well but do not suffer the leadership penalty. Undead units charged by the wearer crumble as per the rules in their rulebook. Chaos Armor: The chaos armor grants Darak a 4+ save, in addition it grants him a 4+ ward save.
Crusader Lord Willhelm Enchanted plate: 3+ armor save, 5+ ward save Treasures untold: Having traveled and looted items from every possible place looting can occur. Willhelm gives out much of his wealth to the crusade as well as blessings and enchanted blades. Any unit within 12" of Willhelm may chose to take a gift of treasure at the start of the player that controls him's turn. Roll on the following table for each unit that does. at the start of any following turn of the player the controls him the unit may chose to exchange for another treasure. This may not be done if the unit is in combat or if Willhelm is in combat and any unit that does so may not move the turn it exchanges. 1: nothing, the unit is stupid for the duration of the turn (and counts as having failed their stupidity test) 2: Cathey long sword: these elegant blades allow for greater swordsmanship. Grants +1 WS, +1I and +1S. 3: Nippon Kami Shrines: The small carry able shrines confer a blessing to the holder, grants a 6+ ward save. 4: Indish Silks: Fine silks allow for greater haste to be made, +1M 5: Lustrian Artifacts: The gold makes men fight vigorously, the model gains frenzy 6: Araby Incense: Inhaled deeply the incense inspires supreme confidence, the model gains unbreakable. For many years Willhelm has sailed out of the ports of the old world with armies at his command. empires, ruins, nations, and common folk fear the sight of the black ships. Ind has felt the tread of his boots, Cathey has tasted he edge of his sword, Nippon has known the wrath of his coming. Countless treasures and artifacts have been stolen and he returns countless riches to the order headquarters. Considered the Leader of all crusaders and a great warrior, Willhelm takes up Erebus to go treasure seeking once more. Willhelm
M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9
Special Rules: Wave of Steel and Iron, Unbreakable (he may only pass this on to a unit of crusaders), Erebus: Erebus is a true claymore. over 5 feet long and serrated with barbs and spikes, the weapon is more blunt than blade. However because of sacred enchantments it cuts threw protective magics. Erebus is a great weapon, in addition, any successful ward save made by a model wounded by Erebus must be rerolled.
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Lord of Crusaders: Willhelm has the Inspire rule as a Crusader Champion. however this rule is extended to all friendly models within 6"In addition, Crusaders within this area are stubborn. In addition, If Willhelm must be the armies general. His army gains hatred of the following armies: Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons. these armies also hate Willhelm's army as well as fear Willhelm. Despised:For all his glory and riches, Willhelm is shunned by all true knights of the order. As Willhelm failed the trial of the RitterBr端der and never returned to test his faith again, the sacred knights truly hate and despise him. If Willhelm is in the army no RitterBr端der of any type (this includes dismounted and Fliegen) may be taken as well.
Marius, Patriarch of Pfeildorf Marius, while not a member of the order originally, was a priest located in the rebuilding city of Pfeildorf. He lived his life in peace and harmony until the faithful day an orc Waaagh was spotted less than a weeks travel from the struggling community. As the city began an evacuation Marius began to work. he spent hours in the forge smelting iron and hammering at steel until he had fashioned for himself a crude set of armor. Taking up a farmers scythe he began to preach to the men of the city, speaking of the bravery of men and the city itself. Slowly but surely a band of followers crowded around him, until before long he had no less than half the city roaring at his sermons. He gave the common man hope and even managed to convince the mayor to requisition aid rather than flee. As the orc horde approached Marius and the people of Pfeildorf manned the walls with every ranged devise they could muster, and as the sea of green crashed into the walls the men held for three weeks before being forced to retreat into the city itself. Bitter street fighting erupted and people could not run for fear of slipping on the blood washed pavement. Marius himself rallied men at his church and there they held the line on top of a wooden cart. But just as the men prepared to make a final stand horns were heard and the Order of Solland entered the city through secret ways only they knew of. The bewildered orcs, caught between the citizens of the city and the heavily armored foot knights were all but annihilated.
Marius
M WS BS S T W I A Ld 4 4 3 4 4 3 4 3 9
Special Rules: Marius was offered a position of high Marshal in the Order but declined in favor of remaining in Pfeildorf to continue his services as a priest. This would have been the end of Marius military career had he not awoken from a nightmare the next morning. He has never said a word of what transpired in his dream but it is rumored that Eric the young showed him a vision of what would come of a world without his intervention. Marius repaired the cart he had stood on his own, working in grim silence. eventually he brought out the shields of those who had fallen at his side and added them to the woodwork, naming it his "Shrine of the Fallen Saints" this wooden carriage has been pushed from one corner of the old world to the other by the men who defended Pfeildorf, and to this very day Marius can be heard giving sermons to his troops from on top the rickety structure.
Wave of Steel and Iron Leader of the masses: Any army that has Marius as the general reverses the effect of "Sollanders" and "Crusaders". Meaning that any unit you take with the "Sollander" trait allows you to take a single "Crusader" unit of equal or less models. Crusader units may not be fielded otherwise. However Sollanders may still only cause panic to other Sollanders and Crusaders continue to panic all other units. Roaring Constitution:Marius commands his men with his booming voice from afar. his men are never unable to hear his orders. Marius' Black monk bound spells; "For Solland!", "Sigmar Protects You!", "For Gerath!", "For Death and Glory!", as well as his Warcry, affect all units within 12" of Marius rather than a single unit. The Book of Solland: this book narrates all the great deeds of the men of Solland, it is her that Marius both recollects past deeds and writes in new ones as he preaches. Marius gets +1 on any attempts to cast Black monk bound spells.
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Shrine
Pushed into Battle:The Shrine is deployed inside a single unit of "Order Soldiers". Place the shrine at the front of it's unit,as centrally as possible. Accordingly, the following rules apply.
M WS BS S T W I A Ld 4 4 - 5 5 5 4 - -
Special Rules:
Moving the Shrine of the Fallen Saints: The unit the Shrine has joined marches, charges, and pursues normally so long as it has at least 10 models. For every model the unit drops below 8, the unit deducts 1" from its move. So, if there were 7 men in the unit, they would have a movement of 3, 6 would have a movement of 2, (etc.). If the unit is reduced to 4 or less models, it cannot move.
Unbreakable, Large Target, Impact hits (d6) Blessing of the Righteous: The Shrine of the Fallen Saints gives Marius a sixth bound spell. "Epic Speech" Bound level 22, all units within 12" gain the "Righteous fury" special rule.
Terrain: The shrine treats terrain as if it were a chariot.
Protection of the Saints: The Shrine has a 4+ ward save and conveys a 5+ ward save to Marius. in addition, he, the shrine, and his unit all have MR2
Shooting at the Shrine: An enemy can choose to target either the unit pushing the Shrine or the Shrine of the Fallen Saints itself. Hits against the unit are resolved as normal, but hits against the Shrine are randomized - hitting the Shrine on a 1-4 and Marius on a 5-6
Exemplar guard: The Shrine muse be pushed by a unit of "Order Soldiers". This unit gains the "Sollander" trait and loses its "Crusader" trait. It also gains unbreakable but may never leave the Shrine of the Saints for any reason. Other characters may be deployed in this unit but may not leave the unit for any reason, nor may any character join the unit later in the game. Furthermore, the "Order Soldiers" in the unit are veterans of many battles. They may choose to increase their weapon skill by 1 for 1 point per model if they wish.
The Shrine in combat: The Shrine does d6 impact hits when it charges, Marius may attack anyone in base contact with the Shrine. Enemy models in base contact may choose to attack the Shrine or Marius himself. Attacks against the Shrine must roll to hit as normal. The different sized base of the Shrine means some extrapolation must be done to work out the rank bonus. Count the model as the same number of Men that would normally occupy that space (usually 10) Destroying the Shrine If the Shrine itself is destroyed, remove the model and place Marius where it was. He will join the unit. This is the Only way Marius can leave the Shrine of the Fallen Saints.
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Augustrad, Sacker of Kislev
Augustrad stayed put in the city out of some unknown madness, hunting and slaying hundreds of the inhabitants and piece by piece burning the city down. The Enraged nation of Kislev sent forth an army lead by their price at the time, Ivan the red Beard. The army easily took the walls of the city and shortly there after began to press into the streets in an attempt to save the civilians and retake the city. Augustrad himself lead his personal retinue in a holding action whilst the rest of his men began to prepare some of the ships in the harbor for escape. The fighting grew fierce and some of the strongest knights in history fell that day to the enraged bear that was the Kislev military machine. However as night fell the Kislevits let up their attack to prepare for the next day and Augustrad took his chance and set sail with his men north, burning all the other ships in the harbor to prevent pursuit. A year passed and Augustrads forces returned to Ostland to claim their reward originally promised. When the new Count denied them their pay on account of the now terrible relations with Kislev, Augustrad began to sack cities withen Ostland to make up for the debt. Every time his force was confronted with a superior foe he would cross the border into Kislev and begin sacking their towns instead. When Augustrad did eventually return to Pheildorf he was laden with so much loot it took twelve carts to carry it all. Augustrad
M WS BS S T W I A Ld 4 6 3 5 5 2 5 3 8
Special Rules: Immune to Psychology, Stubborn, Wave of Steel and Iron, Devastating Charge, Horned Dark Helms During the year 2330, The City-State of Ostland called it's Ritterbr端der Gradmaster: Order allies to aid in the cleansing of a new cult that had As the highest ranking Ritterbr端der, Augustrad was the arisen in the Provence, promised supplies and good payment chosen Grandmaster of the Order. Since his power was Augustrad, leader of the Ritterbr端der led a detachment of his abused this title no longer exists in the modern order. forces to seek out and squash this particularly evasive foe. Augustrad, and any unit of Demontiert Ritterbr端der he After leading a wild chase through Ostland, devastating joins, gains hatred against any unit that has one or more much of the countryside in the process, Augustrad drove the characters in it. Augustrad may also reroll attempts to cultists and their leader Oromus into Kislev. Having fulfilled wound if he directs his attacks against those characters. his duty Augustrad could have been paid well in compensation and could have left for home that very day... Sacker of Erengrad But Augustrad loathed to let a foe get the better of Kislev forces hate Augustrad (and his bodyguard if he him and so he continued his pursuit into the countryside of takes one) Kislev. Tracking the Cult to Erengrad he besieged the city with no warning, bringing down the mighty walls with nothing but a few well constructed trebuchets and a handful of elite knights at his command. Reaching the city center Augustrad personally saw to the execution of each and every cultist, as well as many of the citizens of Erengrad who where caught in the crossfire. Worse, his men went wild in the port sity, burning buildings, stealing merchandise of great 40 value and breaking many solemn vows of chastity in the sack.
Arriving in the empire Rath began to enter contests of battle, winning each and every fight without a scratch on his body. The Order welcomed him back into their ranks with open arms and even offered to promote him to the rank of Marshal. Rath refused but continued joining crusades in an effort to find the man who had bested him in battle. Until he does, Rath is truly unstoppable on the field and battle and he carves through men like a hot knife threw butter.
Rath
M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 8
Special Rules: Immune to Psychology, Stubborn, Wave of Steel and Iron Fangrîr: The great longsword designed by Rath himself, designed to be effortlessly handed with perfected balance and a decapitating edge. capable of being wielded with either one or two hands and both equally deadly, this truly is a legendary sword. Fangrîr is a hand weapon. in addition it confers +1 to hit. Blademaster: The perfect swordsman, it is said, must be one with his blade, it must be an extension of his body and must never leave his hand. Rath has taken this ideal to the farthest extent, binding his very soul within his sword. Rath may parry even though he does not have a shield.
Rath, Armsman of Solland
In addition, each round of combat Rath participates in increases his adaption to his foe. Each round of a combat after the first, Rath gains +1 to the following stats cumulatively. WS, S, I, A. He also increases his chance to parry. on the second round of combat Rath's parry save becomes a 5+, on the third round a 4+ and so on.
Rath was a fighter. He joined the order for the soul purpose of seeking out an opponent who could best him in battle. Eventually this did come to pass as during a battle in Ind he was defeated by a champion of their people. Taken prisoner, Rath managed to escape and he made his way across Ind back towards the new world. Along the way he met Tash'Timosen, a wandering Nipponease swordsman who he learned new arts and techniques from. As he came into the dwarf holds he forged for himself a new weapon named Fangrîr, "The gods Thumb" which was a mighty longsword that was lighter than most of it's size. Traveling next to Araby to attempt to find a ship to take him to Tilea where he would make his way into the empire. While there he encountered yet another master of blades who told him he must become one with his blade. Rath took a literal meaning to this and seeking out a sorcerer, had his soul transferred into Fangrîr.
Decapitating Strike: Rath has worked long and hard at killing his foes with single elegant blows Rath has the killing blow rule. in addition, he may trade each set of 2 attacks for 1 attack with heroic killing blow. EX, Rath has 5 attacks in his 3rd round of combat. he may trade 4 of them for 2 attacks with the heroic killing blow rule.
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Seth of Ostland
Battle Standard Bearer: Seth is the Battle Standard bearer. In addition he grants his unit +2 to their combat resolution rather than the normal +1
the Grand standard bearer from the Orders fortress in Ostland, Seth has born Solland's tattered Standard from one corner of the world to the other, defending his commanders and never retreating from a battle.
Seth Warhorse
A Flag for Every Occasion: Seth may choose one of the following banners to unfurl at the start of any battle that he takes part in.
M WS BS S T W I A Ld 4 5 3 4 4 2 5 0 8 8 3 0 3 3 1 3 1 5
The Banner of Solland's Crown: All friendly unit within 12" gain +1 to their combat resolution (this is cumulative with Seth's bonuses to his unit, giving them +3 to their combat resolution total). His unit gains hatred
Special Rules: Wave of Steel and Iron
The Banner of the Great Crusade: All units with the "Crusader" rule within 12" Rally automatically. He also has the Inspiring presence rule (+1WS within 3")
Unwavering: As Seth has fought in every War so has he endured. Should Seth's unit break, Seth is not removed as a casualty and his unit remains unbroken. Instead He is wounded for each point of combat resolution his unit looses by. He may take both armor and ward saves against these wounds.
The Banner of Lightning: All units within 12" gain +1 movement. He may cast Chain Lightning on a bound level 10 once per game (this does not require dice)
The Tower shield: The great tower shield that Seth created himself was a fantastic success and offers the greatest protection for a battle standard known to men. Seth adds 2 to his armor save against attacks in his front. (for a 3+ armor save) however the massive shield requires that he not fight while holding it.
The Battle Standard of Pfeildorf: All units with the "Sollander" rule are considered to be in range of the Battle Standard for the purposes of re-rolling leadership tests. His unit also gains "Wave of Steel and Iron" even if they would not normally be able to have this rule.
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Nevros, Glorified Rider Nevros was never a dedicated knight like most of the Order. His father had been a mercenary hired under difficult circumstances to guard a Crusader fleet against pirates with his cadre of pegasus knights. However the Crusade never returned and neither did Nevros' father. Dedicating himself to either finding or avenging his maternal guardian, Nevros was taken by a passing Ritterbrüder under tutelage. Studying long and hard with daily if not hourly training exorcizes, Nevros became a strong and hardened man and an even tougher soldier. Graduating into the class of Halbruder was Nevros' first real achievement. Rarely was one so young admitted into their ranks but Nevros had proved himself by riding his pegasus with incredible skill. Taking it upon himself to train a new breed of knights for the Order, these “FliegenBruder” as they became known were a deadly combination of the Halbruders power and the speed and agility of pegasi. After being promoted for this act to the rank of Ritterbrüder, Nevros then left to join on a Crusade to Cathey who’s instruction was to raid and access strength. Upon getting there however, Nevros left the Crusade and looked for the last remaining evidence of his fathers demise. Arriving at the last battle of that ill-fated expedition, he found the remains of both Cathey and Nipponese troops, but the Orders men had been dragged away and properly buried by someone unknown. Finding his father amongst the dead gave Nevros a sense of fulfillment. He took his fathers armor and blade and returned home safely. He continued to train and grow the FliegenBruder into a true force to be reckoned with until his death came from a well placed Wood Elf arrow. It is said that sometimes his huge silhouette can be seen behind a massive charge of his beloved pegasus wing.
Nevros Dark Pegasus
M WS BS S T W I A Ld 4 5 3 4 4 3 5 3 8 8 3 0 4 4 3 4 2 6
Special Rules: Wave of Steel and Iron, Flying Cavalry, Horned Dark Helms, Devastating Charge, Blinding Charge: As the leader and founder of the FliegenBruder, Nevros led many a daring charge into masses of the enemy. He always had some form of luck the made the sun appear at his back... Any enemy units charged by Nevros are at -1 to hit for the duration of the first round of combat.
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CHOOSEING AN ARMY This army list enables you to turn your miniatures collection into an army ready for tabletop battle. As described in the Warhammer rulebook, the army list is divided into four sections: Characters (including Lords and Heroes), Core Units, Special Units and Rare Units. CHOOSING AN ARMY Every miniature in the Warhammer range has a points cost assigned to it. This reflects how effective the model is on the battlefield. For example, a Order Soldier costs just 6 points while a mighty Hochmeister costs 110 points!
THE GENERAL An army must always include at least one Lord or Hero to be its General. Every army must have a General to lead it into battle. The General represents you on the field he issues the orders that lead to the moves, shots, spells and attacks that your troops make.
Most of the time, both players choose armies to the same agreed points total. You can, of course, spend less points, and you may find it impossible to use up every last point. Most ‘2000 point’ armies, for example, will be something like1,998 or 1,999 points.
MINIMUM THREE UNITS An army must always include at least three units in addition to any Lords and Heroes. An army just isn't an army unless it has plenty of warriors in its ranks. UNIT CATEGORIES Each army list divides the forces available into several categories. In a standard game, players are limited as to how many of their points can be spent from any particular category.
To form your miniatures into an army, look up the relevant army list entry for the first troop type. This tells you the points cost to add each unit of models to your army and any options or upgrades the unit may have. Then select your next unit, calculate its points cost and so on until you reach the agreed points total. In addition to the points, there are other rules that govern which units you can include in your army, as detailed under Characters and Troops.
LORDS You can spend up to 25% of your points on Lords. Lords are the most powerful characters in your army, individuals possessed of fearsome martial or magical might.
ARMY LIST ENTRIES Profiles: The characteristic profiles for the model(s) in each unit is provided as a reminder. Where several profiles are required, these are also given even if they are optional.
HEROES You can spend up to 25% of your points on Heroes. Heroes are lesser characters, not as intrinsically deadly as Lords, but still worth a score of ordinary warriors.
Unit Sizes: Each entry specifies the minimum size for each unit, which is the smallest number if models needed to form the unit. In some cases, units may also have a maximum size.
WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards, and have access to one or more spell lores. Although you won't generate the spells that your Wizards know until you start to play your game you do need to make a note in your army roster of which spell lore each of your Wizards will use. If you have a Wizard that is allowed to choose specific spells, you must select which spells they are at the time you pick your army.
Equipment: Each entry lists the standard weapons and armor for that unit type. The value of these items is included in the basic points value. Options: Each entry lists any available upgrades to the unit, together with their points cost.
CORE UNITS You must spend a minimum of 25% of your points on Core units. Core units are the heart of your army, the iconic troops who make up the bulk of every warband and warhost. Unlike other types of unit, there is no maximum to the proportion of your points that you can spend on Core units.
Special Rules: Many troops have special rules which are described in their relevant Bestiary entry With the points total agreed, players need to pick their forces using the army list in the relevant Warhammer Armies book, and the system presented here.
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Some Core units do not count towards the minimum points you must spend on Core units (sometimes written as 'do not count towards the minimum number of Core units you must include' or variations thereof) or indeed the minimum number of units you must include in your army. In fact, such units don't count towards any category, just the points value of the army.
SPECIAL UNITS You can spend up to 50% of your points on Special units. Special units are invariably elite troops, capable of anchoring a battleline of lesser warriors, or performing great deeds in their own right. RARE UNITS You can spend up to 25% of your points on Rare units. Rare units are the most unusual warriors in your army, mighty monsters, weird war machines and elite soldiers of unsurpassed skill. Rare units are often fantastically powerful, but often require a canny general to get the most from them.
Note that this limit applies to the basic troop type and isn't dependent on the size of the unit or optional war gear. Two Units For One Choice Some units are listed as taking up a single choice. As implied, this means that these two units count only as one choice.
GRAND ARMY In a grand army, you can include up to 6 duplicate Special choices and 4 duplicate Rare choices. If choosing an army of 3,000 points or more, it is considered to be a 'grand' army, with enough patronage, cash or muscle to get a larger supply of scarce units: up to 6 duplicate Special choices, and up to 4 duplicate Rare choices. ARMY SELECTION SUMMARY TABLE You must always include at least three non-character units, plus one Lord or Hero to be your General.
DUPLICATE CHOICES An army cannot contain more than 3 Special choices of the same type and 2 Rare choices of the same type. To further represent the scarce nature of Special and Rare choices there is a limit on how many duplicates of each troop type you can include in your army. This limit applies only to duplicate Special or Rare unit choices of the same type, not to the total number of Special and Rare units overall.
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LORDS Hochmiester Gerath von Greth Ultigen Points/model: 300 Greth Abyss Ares
M WS BS S T 4 7 3 5 5 8 3 3 4 3 6 5 0 6 5
W 3 1 5
I A Ld 7 5 10 3 2 5 4 4 7
Options: Mount (one choice only): Abyss Ares
You may only include one Greth in your army. Equipment: • Sword of Gerath • Armor of the Hochmeisters • The Holy Shield
Special Rules: • Terror • Wave of Steal and Iron • Stubborn • Hates Undead (any model listed as undead counts)
30 pts 200 pts
Special Rules (Ares): • Fly • Large Target • Terror
Darak-kal the Dark Points/model: 305 Darak Onyx
Options:
M WS BS S T W I A Ld 5 8 3 4 4 3 6 5 10 6 6 3 6 6 6 3 5 8
Mount: Onyx
You may only include one Darak in your army. Equipment: Special Rules: • Terralith • Stubborn • Darak's Horrifying Helm • Wave of Steal and Iron • Shield • The Dark Betrayer • Chaos armor • Butcher
Special Rules (Onyx): • Fly • Terror • Large Target • Breathe Fire (S4) • Scaly Skin (3+)
Crusader Lord Willhelm Points/model: 225 Willhelm
M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9
You may only include one Willhelm in your army. Equipment: Special Rules: • Treasures untold! • Unbreakable (he may only pass this on to a unit of crusaders) • Enchanted plate • Lord of Crusaders • Erebus • Despised • Wave of Steal and Iron
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320 pts
LORDS Marius, Patriarch of Pfeildorf Points/model: 165 Marius Shrine
Options:
M WS BS S T W I A Ld 4 4 3 4 4 3 4 3 9 4 4 - 5 5 5 4 - -
Mount: Shrine of the fallen Saints
You may only include one Marius in your army. Equipment: Special Rules: • Full Plate Armor • Leader of the masses • Scythe • Roaring Constitution • The Book of Solland
200 pts
Special Rules (Shrine): Special Rules: • Unbreakable • Blessing of the Righteous • Protection of the Saints • Pushed into Battle • Exemplar guard • Impact hits (d6) • Large Target
Großkompter Points/model: 110 Großkompters
M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9
Equipment: • Hand Weapon • Heavy Armor Options:
Special Rules: • Horned Dark Helm • Wave of Steel and Iron
Mount (one choice only): Warhorse Barded Warhorse Barded Darkhorse Dark Pegasus Barded Demi-Griffon Griffon
15 pts 21 pts 24 pts 50 pts 50 pts 200 pts
Close Combat Weapon (one choice only): Spear (mounted only) Lance (mounted only) Great Weapon Halberd
3 pts 6 pts 6 pts 6 pts
Armor: Full plate armor Shield
8 pts 3 pts
Magic Items: Up to a total of
Character Mounts Black Griffon Demi-Griffon Dark Pegasus Warhorse Dark Horse
Special Rules: Black Griffon: Fly, Large Target, Terror Demi-Griffon: Armor Piercing, Fear Dark Pegasus: Fly
M WS BS S T W I A Ld 6 5 0 5 5 4 5 4 7 8 4 0 5 4 3 4 3 6 8 4 0 4 4 3 4 2 6 8 3 0 3 3 1 3 1 5 8 3 0 4 3 1 3 1 5
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100 pts
LORDS War-Mage Points/model: 210 War-mage
Options: M WS BS S T W I A Ld 4 4 3 3 4 3 4 2 8
Magic: • A War-mage is a Level 3 Wizard and knows spells from the following lores: Shadow, Beasts, Death, and Terror
Equipment: • Hand Weapon • Heavy Armor Special Rules: • Horned Dark Helm • Wave of Steel and Iron
Magic: Upgrade to a level 4 Wizard
35 pts
Mount (one choice only): Warhorse Barded Warhorse Dark Pegasus
15 pts 21 pts 50 pts
Armor: Shield Magic Items: May take up to
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3 pts 100 pts
HEROES Augustrad, Sacker of Kislev Points/model: 180 Augustrad
M WS BS S T W I A Ld 4 6 3 5 5 2 5 3 8
If Augustrad is in your army then you may choose to upgrade a single unit of Demontiert Ritterbrüder to be his bodyguard. This unit counts as a special choice, and Augustrad may not leave it at any time.
You may only include one Augustrad in your army. Equipment: • Mace • Full Plate Armor • Shield
Special Rules: • Immune to Psychology • Wave of Steel and Iron • Devastating Charge • Horned Dark Helms • Stubborn • RitterBrüder Grandmaster • Sacker of Erengrad
Nevros, Glorified Rider Points/model: 165 Nevros Dark Pegasus
M WS BS S T W I A Ld 4 5 3 4 4 3 5 3 8 8 3 0 4 4 3 4 2 6
You may only include one Nevros in your army. Equipment: • Lance • Full Plate Armor • Shield
Special Rules: • Wave of Steel and Iron • Flying Cavalry • Horned Dark Helms • Devastating Charge • Blinding Charge
50
HEROES Rath, Armsman of Solland Points/model: 150 Rath
M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 8
You may only include one Rath in your army. Equipment: • Fangrîr • Full Plate Armor
Special Rules: • Immune to Psychology • Stubborn • Decapitating Strike • Blademaster
Seth of Ostland Points/model: 180 Seth Warhorse
Options:
M WS BS S T W I A Ld 4 5 3 4 4 2 5 0 8 8 3 0 3 3 1 3 1 5
Mount:
May exchange the Tower shield for a warhorse for free. You may only include one Seth in your army. You may not additionally upgrade a Marshal to carry the battle standard. Equipment: Special Rules: • The Tower shield • Battle Standard Bearer • Heavy Armor • A flag for Every occasion • Unwavering • Wave of Steel and Iron
Marshal Points/model: 65 Marshall Equipment: • Hand Weapon • Heavy Armor Options:
M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 8 Special Rules: • Wave of Steel and Iron
Mount (one choice only): Warhorse Barded Warhorse Dark Pegasus Special: Horned Dark Helm
10 pts 14 pts 50 pts
Close Combat Weapon (one choice only): Spear (mounted only) Lance (mounted only) Great Weapon Halberd
2 pts 4 pts 4 pts 4 pts
Armor: Full Plate Armor Shield
6 pts 2 pts
Magic Items: Up to a total of
50 pts
Army Battle Standard One Marshal in the army may carry the Battle Standard for +25 points. The Marshal carrying the Battle Standard can have a magic banner (no points limit) but if he carries a magic banner he cannot carry any other magic items.
5 pts
51
HEROES Dark-Mage Points/model: 70
Options:
M WS BS S T W I A Ld 4 3 3 3 3 2 4 1 7
Dark Mage Magic: • A War-mage is a Level 1 Wizard and knows spells from the following lores: Shadow, Beasts, Death, and Terror
Equipment: • Hand Weapon • Light Armor Special Rules: • Wave of Steel and Iron
Magic: Upgrade to a level 2 Wizard
35 pts
Mount (one choice only): warhorse Barded Warhorse
15 pts 21 pts
Magic Items: May take up to
50 pts
Black Monk Points/model: 95
Options: M WS BS S T W I A Ld 4 4 3 4 4 2 4 2 8
Black Monk Equipment: • Mace • Heavy Armor
Special Rules: • Wave of Steel and Iron • Blessing of Darkness • Warcry
Special: may take a horned dark helm
5 pts
Close Combat Weapon (One Choice Only): Great Weapon Halberd
4 pts 4 pts
Armor: Full Plate Armor Shield
6 pts 2 pts
Magic Items: May take up to
50 pts
0-1 Crusader Champions Points/model: 30 Crusader Champion Unit Size: 1-3
M WS BS S T W I A Ld 5 5 3 4 4 1 4 2 8
Equipment: • Full Plate • Shield • 6+ Ward Save
Special Rules: • Unbreakable • Frenzy • Inspire • Hatred of Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons
52
CORE Order Soldiers Points/model: 5 M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7
Soldier Sergeant Unit Size: 10+
Options: Command: Upgrade one Soldier to a Sergeant Upgrade one Soldier to a Musician Upgrade one Soldier to a Standard Bearer
Equipment: Special Rules: • Halberds • Crusader • Light Armor
Armor: Shield Heavy Armor
10 pts 10 pts 10 pts 1pt/model 1pt/model
Special: If the unit has heavy armor, they may gain the “Wave of Steel and Iron” rule for
30 pts
Archer Conscripts Points/model: 6 Archer Sergeant Unit Size: 5+
Options: M WS BS S T W I A Ld 4 2 3 3 3 1 3 1 6 4 2 4 3 3 1 3 1 6
Command: Upgrade one Archer to a Sergeant Upgrade one Archer to a Musician
Equipment: Special Rules: • Short Bows • Sollander • Hand Weapons • Skirmishers
10 pts 10 pts
Armor: Light Armor
1pt/model
Weapons: Longbows
1pt/model
Pilgrims Points/model: 3 Pilgrim Sergeant Unit Size: 10+
Options: M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 2 2 3 3 1 3 2 6
Command: Upgrade one Pilgrim to a Preacher Upgrade one Pilgrim to a Musician
Equipment: Special Rules: • Hand Weapons • Sollander
Weapons: Scythes
53
10 pts 10 pts 1.5pts/model
CORE Pikemen of Tyra Points/model: 7 Pikemen Sergeant Unit Size: 10+
Options:
M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7 Equipment: • Pike • Heavy Armor • Hand weapon
Command: Upgrade one Pikemen to a Sergeant Upgrade one Pikemen to a Musician Upgrade one Pikemen to a Standard Bearer One Pikemen Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Crusader
Special: May have their pikes gain the armor piercing rule against anything other than infantry or swarms charging them for
30 pts
Armor: Shield
10 pts 10 pts 10 pts 50 pts 1pt/model
Macemen of El Doro Points/model: 7 Macemen Sergeant Unit Size: 10+
Options: M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7
Equipment: • Mace • Heavy Armor
Command: Upgrade one Macemen to a Sergeant Upgrade one Macemen to a Musician Upgrade one Macemen to a Standard Bearer One Macemen Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Crusader • Wave of Steel and Iron
Armor: Shield
10 pts 10 pts 10 pts 50 pts 1pt/model
Jüngenbruder Points/model: 20 Bruder Captain Warhorse Unit Size: 5+
Options: M WS BS 4 4 3 4 4 3 8 3 3
Equipment: • Lance • Heavy Armor • Hand weapon • Shield
S 3 3 3
T 3 3 3
W 1 1 1
I A 3 1 3 2 3 1
Ld 7 7 5
Command: Upgrade one Bruder to a Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer
Special Rules: • Crusader • Wave of Steel and Iron • Vanguard
Armor: Barding
Note: If the unit takes barding, they may not make use of their vanguard special rule.
54
10 pts 10 pts 10 pts
2pts/model
Special Night's Rangers Points/model: 11 Ranger Nights Watch Unit Size: 5+
Options:
M WS BS S T W I A Ld 4 4 4 3 3 1 4 2 7 4 4 5 3 3 1 4 3 7
Equipment: Special Rules: • Hand weapon • Sollanders • Additional Hand weapon • Scouts • Light Armor • Hatred (Vampires) • Longbows • Cover of Darkness • Skirmishers
Command: Upgrade one Ranger to a Nights Watch Upgrade one Ranger to a Musician
10 pts 10 pts
Solland Militia Points/model: 8 Militia Sergeant Unit Size: 10+
Options:
M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 4 2 2 3 3 1 3 2 6 Equipment: • Hand weapon • Shield • Heavy Armor
Command: Upgrade one Infantryman to a Sergeant Upgrade one Infantryman to a Musician Upgrade one Infantryman to a Standard Bearer
Special Rules: • Sollanders • Stalwart
Weapons: Mace Spears
55
10 pts 10 pts 10 pts
1pts/model Free
SPECIAL Sword Brethren of Solland Points/model: 12 Brother Captain Unit Size: 10+
Options: M WS BS S T W I A Ld 4 4 3 4 3 1 3 1 8 4 4 3 4 3 1 3 2 8
Equipment: • Great Weapon • Heavy Armor • Hand weapon
Command: Upgrade one Brother to a Captain Upgrade one Brother to a Musician Upgrade one Brother to a Standard Bearer One Sword Breathren Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Wave of Steel and Iron • Stubborn • Crusader
Armor: Full plate
10 pts 10 pts 10 pts 50 pts 1pt/model
Arbalists of Venitzia Points/model: 11 Arbalist Sergeant Unit Size: 5+
Options:
M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 3 5 3 3 1 3 1 7 Equipment: • Crossbow • Heavy Armor • Hand weapon
Command: Upgrade one Arbalist to a Captain Upgrade one Arbalist to a Musician Upgrade one Arbalist to a Standard Bearer
Special Rules: • Crusader
Armor: Pavise
Command: Upgrade one Crusader to a Champion Upgrade one Crusader to a Musician Upgrade one Crusader to a Standard Bearer One Crusader Standard Bearer in the army may carry a Magic Standard worth up to
Points/model: 9
Unit Size: 10+
M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 8 4 4 3 3 3 1 4 2 8 Equipment: • Heavy Armor • Hand weapon
1pt/model
Options:
Crusader Regiment
Crusader Champion
10 pts 10 pts 10 pts
Special Rules: • Crusader • Hate Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons • Wave of Steel and Iron • Immune to Psychology
Exotic Collections (one choice only): Cathey Longswords Nippon Kami Shrines Indish Silks Lustrian Artifacts Araby Incense Armor: Shields
56
10 pts 10 pts 10 pts 50 pts 4pts/model 2pts/model 1pt/model 1pt/model 5pts/model 1pt/model
SPECIAL Solland Zealots Points/model: 8 Zealots Unit Size: 10+
Options: M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 7
Equipment: • Flail
Command: Upgrade one Fanatic to a Musician
Special Rules: • Sollander • Righteous Fury
10 pts
Halbrüder Points/model: 25 Bruder Captain Warhorse Unit Size: 5+
Options: M WS BS 4 4 3 4 4 3 8 3 3
Equipment: • Lance • Heavy Armor • Hand Weapon • Shield • Barding
S 3 3 3
T 3 3 3
W 1 1 1
I A 4 1 4 2 3 1
Ld 8 8 5
Command: Upgrade one Bruder to a Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Halbrüder Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Crusader • Wave of Steel and Iron
Special: Horned Dark Helms
10 pts 10 pts 10 pts 50 pts 1pt/model
0-2 Fliegenbrüder Points/model: 60 Bruder Captain Dark Pegasus Unit Size: 3-10
Options: M WS BS S 4 4 3 3 4 4 3 3 8 3 0 4
Equipment: • Lance • Heavy Armor • Hand Weapon • Shield
T 4 4 4
W 2 2 2
I A 4 1 4 2 4 1
Ld 8 8 6
Command: Upgrade one Bruder to a Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer
Special Rules: • Crusader • Wave of Steel and Iron • Horned Dark Helms • Flying Cavalry
57
10 pts 10 pts 10 pts
RARE 0-1 Ritterbrüder Points/model: 40 M WS BS S T 4 5 3 4 4 4 5 3 4 4 8 3 0 4 3
Bruder Dark Rider Dark Horse Unit Size: 3+
Equipment: • Lance • Full Plate • Hand weapon • Shield • Barding
W 1 1 1
I A 5 2 5 3 3 1
Options:
Ld 8 8 5
Command: Upgrade one Bruder to a Dark Rider Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Ritterbrüder Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Wave of Steel and Iron • Devastating Charge • Crusaders • Horned Dark Helms
10 pts 10 pts 10 pts 50 pts
Demontiert Ritterbrüder Points/model: 18 Bruder Dark Captain Unit Size: 5+
Options: M WS BS S T W I A Ld 4 5 3 4 4 1 5 2 8 4 5 3 4 4 1 5 3 8
Equipment: • Shield • Full plate • Hand weapon
Command: Upgrade one Bruder to a Dark Captain Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Demontiert Ritterbrüder Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Wave of Steel and Iron • Devastating Charge • Crusaders • Horned Dark Helms • Stubborn
Weapons: Mace
Siege Trebuchet Points/model: 110 M WS BS S T W I A Ld - - 3 3 7 4 - - 3 3 3 3 4 4 4 7
Trebuchet Crew Unit Size: 1
Crew: 3 Crewmen
Equipment: • Hand weapon
58
10 pts 10 pts 10 pts 50 pts 2pts/model
RARE 0-1 Huhn-Reiten RitterBrüder Points/model: 64 Bruder Dark Rider Dark Demi-Griffon Unit Size: 2-8
M WS BS S T 4 5 3 4 4 4 5 3 4 4 8 4 0 5 4
Equipment: • Lance • Full Plate • Hand weapon • Shield • Barding
W 3 3 3
I 5 5 4
A 2 3 3
Options:
Ld 8 8 6
Command: Upgrade one Bruder to a Dark Rider Upgrade one Bruder to a Musician Upgrade one Bruder to a Standard Bearer One Huhn-Reiten Ritterbrüder Standard Bearer in the army may carry a Magic Standard worth up to
Special Rules: • Wave of Steel and Iron • Fear • Devastating Charge • Crusaders • Horned Dark Helms • Armor Piercing (demigriffon only)
59
10 pts 10 pts 10 pts 50 pts
Vault of the Order
This section contains the rules and background for some of the most iconic and powerful magical artifa used by the Order. These may be used in addition to the magic items found in the Warhammer rulebook. RUNEFANG OF SOLLAND Magic Weapon
85 points
BLACKWOOD LANCE Magic Weapon
The Runefang of Solland is one of twelve blades forged by the dwarves for the Empire's Elector Counts. Lost to Gorbad Ironclaw at the battle of Solland's Crown, the blade was recently recovered and stored in the vaults of Altdorf. Sometimes a Hochmiester is permitted to wield the weapon in times of great need.
The lance of Erik Jßnger had been burnt in the great fire of Pfieldorf. Now it resides in the armory in it’s blackened condition, hardened by the fire. Lance, The model causes D3 Strength 6 impact hits when he charges
All hits from a Runefang wound automatically with no armor saves allowed. SHIELD OF THE NIGHT Magic Armor
ARMOR OF THE FALLEN KING Magic Armor
40 points
Heavy Armor, All enemies striking the wearer are at -1 to hit.
Shield. -1 Ballistic skill to any unit that shoots at the bearer or his unit. Units that do not use ballistics skill (such as war machines) must roll a 4+ in order to shoot at the bearer or his unit. 40 points
The skull of a mighty Skraling king extends it's power onto the holder, granting him protection from foes and freezing their bones with icy chill. 5+ ward save. All enemies striking the wearer are at -1 to hit. BLACK LUCK STONE Magic Talisman
30 points
The armor of a great Skraling king was taken back to the armory of the order. It still holds the same frigged chill of the north inside of it.
This shield emits a constant aura of darkness turning the day to night, the warm to cold, hope to despair...
SKRALING SKULL Magic Talisman
50 points
15 points
The stone provides a feeling of calm radiance to its holder. Destiny dances to his tune. The bearer ignores his first wound on a 3+
60
TIME SPHERE OF KHOROMOS Enchanted Item
BLACK TOME Arcane Item
30 points
75 points
The Black tome was taken from Kemari, or perhaps Sylvania, filled with dark magics it helps the wizard to control his magic
Stolen from the vaults of distant Khoromos the time sphere can cause a small rift in the space-time continuum. Men who would normally be restricted by the rules of the flow are suddenly let lose and the chaos this causes dismays those on the receiving end.
The black tome allows any rolls of triple to cause irresistible force and a miscast. The user also ignores any of his miscasts on a 5+
(one use only) Must be activated at the start of the close combat phase. The bearer and any unit he has joined may fight in an additional close combat phase this turn. This “Second� close combat phase is resolved after all fights are completed that turn, resolve any combat involving the bearer and his unit. While you may overrun in this second phase you may only fight one close combat in this additional phase.
HOLY RELIC Arcane Item
60 points
Treasure from some crusade into the far east, the relic has inherit magical properties that absorb spells. While the Order normally does not dabble in such superstition, there are those among it who prefer to use the weapons of the enemy against them. (one use only) instead of attempting to dispel the player may attempt to destroy the spell on a 4+. in addition the unit or model targeted by the spell gains a 5+ ward save against any wounds caused. BLACK BANNER Magic Banner
75 points
The dreaded black banner of the order headquarters in Pfeildorf is only ever used when the order marshals at least half of its total standing forces. the banner represents the morning of the children of Solland. Every model in the same unit as the Black Banner gains +1 to his strength. Mounts may never gain this benefit. BANNER OF TYRA Magic Banner
25 points
Tyra has long since gotten used to dealing with cavalry from Bretonnia. Their warriors are renowned for being able to stand steadfast in the face of enemy cavalry. When engaged in close combat by an enemy cavalry or monstrous cavalry unit, the unit with the banner is stubborn.
61
REFERENCE LORDS
M WS BS
S
T
W
I
A
Ld Type Page
SPECIAL UNITS
M WS BS
S
T
W
I
A
Greth Ultigen
4
7
3
5
5
3
7
5
10
In
19
Night Ranger
4
4
4
3
3
1
4
2
7
In
- Ares
6
5
0
6
5
5
4
4
7
Mo
19
- Nights Watch
4
4
5
3
3
1
4
3
7
In
- Abyss
8
3
0
4
3
1
3
2
5
-
19
Solland Millitia
4
2
2
3
3
1
3
1
6
In
Darak-kal the Dark
5
6
3
4
4
3
6
5
10
In
20
- Sergeant
4
2
2
3
3
1
3
2
6
In
- Onyx
6
6
0
6
6
6
3
5
8
Mo
20
Willhelm
4
6
3
4
4
3
6
4
9
In
21
RARE UNITS
Marius
4
4
3
4
4
3
4
3
9
In
22
Ritterbrüder
4
5
3
4
4
1
5
2
8
Ca
18
- Shrine
4
4
-
5
5
5
4
-
-
Un
23
- Dark Rider
4
5
3
4
4
1
5
3
8
Ca
18
Großkompter
4
6
3
4
4
3
6
4
9
In
5
- Dark Horse
8
3
0
4
3
1
3
1
5
-
18
War-mage
4
5
3
3
4
3
4
2
8
In
6
Demontiert Ritterbrüder
4
5
3
4
4
1
5
2
8
In
18
- Dark Captain
4
5
3
4
4
1
5
3
8
In
18
Siege Trebuchet
-
-
3
3
7
4
-
-
-
WM
15
HEROES
Ld Type Page
Rath of Solland
4
5
3
4
4
2
5
3
8
In
24
- Crew
4
3
3
3
3
4
3
4
7
WM
15
Augustrad
4
6
3
5
5
2
5
3
8
In
23
Huhn-Reiten Ritterbrüder
4
5
3
4
4
3
5
2
8
MC
18
Nevros
4
5
3
4
4
2
5
3
8
MC
26
- Dark Rider
4
5
3
4
4
3
5
3
8
MC
18
Seth of Ostland
4
5
3
4
4
2
5
0
8
In
25
- Dark Demi-Griffon
8
4
0
5
4
3
4
3
6
-
18
Marshal
4
5
3
4
4
2
5
3
8
In
5
Dark-mage
4
3
3
3
3
2
3
1
7
In
6
MOUNTS
Black Monk
4
4
3
4
4
2
4
2
8
In
8
Warhorse
8
3
0
3
3
1
3
1
5
Ca
-
Crusader Champions
5
5
3
4
3
2
4
2
8
In
9
Dark Horse
8
3
0
3
3
1
3
1
5
Ca
-
Dark Pegasus
8
4
0
4
4
3
4
3
6
MB
-
Black Griffon
6
5
0
6
5
4
4
4
7
Mo
-
Dark Demi-Griffon
8
4
0
5
4
3
4
3
6
MB
-
CORE UNITS Soldiers of the Order
4
3
3
3
3
1
3
1
7
In
10
- Sergeant
4
3
3
3
3
1
3
2
7
In
10
Archer Conscripts
4
2
3
3
3
1
3
1
6
In
10
- Sergeant
4
2
4
3
3
1
3
1
6
In
10
Pilgrims
4
2
2
3
3
1
3
1
6
In
12
- Preacher
4
2
2
3
3
1
3
2
6
In
12
Pikemen of Tyra
4
3
3
3
3
1
3
1
7
In
11
- Sergeant
4
3
3
3
3
1
3
2
7
In
11
Macemen of El Doro
4
4
3
3
3
1
4
1
7
In
11
- Sergeant
4
4
3
3
3
1
4
2
7
In
11
Jüngenbruder
4
4
3
3
3
1
3
1
7
Ca
16
- Captain
4
4
3
3
3
1
3
2
7
Ca
16
- Warhorse
8
3
0
3
3
1
3
1
5
-
-
Sword Brethren
4
4
3
4
3
1
3
1
8
In
13
- Captain
4
4
3
4
3
1
3
2
8
In
13
Arbalist
4
3
4
3
3
1
3
1
7
In
13
- Sergeant
4
3
5
3
3
1
3
1
7
In
13
Crusader Regiment
4
4
3
3
3
1
4
1
8
In
14
- Champion
4
4
3
3
3
1
4
2
8
In
14
Solland Zealots
4
2
2
3
3
1
3
1
7
In
12
Halbrüder
4
4
3
3
3
1
4
1
8
Ca
16
- Captain
4
4
3
3
3
1
4
2
8
Ca
16
- Warhorse
8
3
0
3
3
1
3
1
5
-
-
Fliegenbrüder
4
4
3
3
4
2
4
1
8
MC
17
- Captain
4
4
3
3
4
2
4
2
8
MC
17
- Dark Pegasus
8
4
0
4
4
2
4
2
6
-
-
Troop Type Key:
SPECIAL UNITS
In = Infantry WB = War Beast Ca = Cavalry MI = Monstrous Infantry MB = Monstrous Beast MC = Monstrous Cavalry Mo = Monster Ch = Chariot Sw = Swarms Un = Unique WM = War Machine.
62
CREDITS MathusalaO (wrote the book) Skavendan (assisted with the original cover) Ratty Gnawtail (assisted with story) Albert (helped with design) Will (helped with balance) JD (helped with testing) Sam (helped with concept and testing) The members of “The Austin Minions” (for being awesome) The Underempire Community (for continuing to be awesome) The Endless waves of DiviantArt members who contributed their artwork (will expand) The Creators of the Artwork Used that could not be tracked down. Games Workshop (for making Warhammer) Mathias “M4cr1ii3n” Eliasson (assisted overall) Dragon's Lair (do I need a reason?)
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64
The Order of Solland Once the crown jewel of the Empire, the province of Solland was destroyed by Orcs and it's people scattered to the wind. But they were not broken. Over the years Solland has rebuilt it's strength in the form of a knightly order, rallying troops from provinces earned through conquest and training some of the finest knights in the world. Let those who stand in the path of the Crusade be warned for like the incoming tide, they cannot be stopped.
65
Inside you will find: A Bestiary describing every unit, monster, hero and war machine in your army. An army list to arrange your collection of miniatures into a battle-ready force.