The Order of Solland
By: Matt “Mathusala0” Carmack
Contents INTRODUCTION TIMELINE OF THE ORDER BESTIARY Großkompter Marshal War-Mage Dark Mage Black Monks Crusader Champions Soldiers of the Order Conscript Archers Pikemen of Tyra Pilgrims Zealots Pavise-Crossbowmen of Venitzia Macemen of El doro Crusaders Sword Brethren of Solland Siege Trebuchet Jünger Bruder 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 COLLECTING AN ORDER ARMY CHOOSING AN ARMY Lords Heroes Core Special Rare ARTEFACTS OF THE ORDER REFERENCE
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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 Order's Timeline This section (is still under construction) introduces the people of Solland. It includes their history with the Empire, their eventual destruction, and the rise of the Order of Solland.
The Warhammer Game 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 Albion, and allows you to field their armies in your games of Warhammer.
The Order of Solland Bestiary 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 Artifacts 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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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 Oder grows in number as other 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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BESTIARY
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. Before it's inevitable destruction, Solland had possessed one of the strongest military’s of the empire. File upon file of state troops had marched out against Solland's many enemies and almost always they returned battered yet triumphant in the field.
Special Rules Many troop types have special rules to reflect their unique nature and abilities, and these are explained in the individual Bestiary entries that follow. To save space and repetition, where a model has a special rule that is explained in the Warhammer rulebook, only the name of the rule is given in this section. Refer to the special rules section of Warhammer for the full details of how the rule works. Similarly, the following rule applies to most units in this Bestiary, and as such is detailed here:
After the fall of Solland and the formation of the Order, things changed dramatically. No more were seen the ranks of state troops or the thundering cannons and mortars. The Order's forces, vastly diminished in size, now rely on local recruitment in to bolster their ranks.
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. However in battle the heavily armored foot soldiers crash in a tide of iron against their foes. Models with this rule in the front rank of a horde formation inflict1 impact hit at their base strength value when they charge.
An Order crusade can comprise of a few soldiers or many hundreds of different sects, each with its own marshal. Pikemen from Bretonnia, crossbows from Tilea, macemen of Estalia, and even the slowly rebuilding sword brethren of Solland all march in tandem against their foes. The elite crusaders are sometimes joined by either fiery zealots or humble pilgrims. Leading these men are the Großkompters, second only to their regional Hochmeister, who are assisted by cadres of veteran crusaders, war-mages, and deafening black monks.
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 Order Army. Full Plate Armor confers a 4+ armor save to its wearer.
Perhaps the most well known of the Order are it's knights. From the lowly Jüngerbruder, apprentices at war, to the steadfast Halbrüder, their loyal teachers, these knights bring the wrath of Solland down on all those who threaten her. But perhaps the most fabled of these knights is the dreaded Ritterbrüder. Riding on dark steeds these almost supernatural warriors fight with the strength of twenty men and the horned helms they wear inspire fear in even the most brave of men.
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 charged by a model with this rule must take a leadership test in the same way as if they were charged by a model causing terror Crusaders/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" trait allows you to take a single "Sollander" unit of equal or less models. Sollander units may not be fielded otherwise.
On the following pages are the complete rules for the models in the Order army. Each entry includes the models profile and special rules. This is normally in combination with the army list on pages (?) to create a force that can be used in a one-off game in Warhammer. However, players can also design scenarios with specific forces involved, or run a series of games in a campaign, both of which may well use the information in this section without recourse to the Order army list.
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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 tank 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 Insert Flavor Text
More Flavor Text
War-mage Dark Mag
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 (War-Mage, Horned Dark Helms (War-Mage)
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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 10+ 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 missfire is rolled the flames backfire and only the wizard is hit. Any model hit suffers a Strength 6 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 Strength 1 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 Strength 1 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 1 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+
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” 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+.
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.
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Black Monks Insert Flavor Text
Special Rules:
M WS BS S T W I A Ld 4 6 3 4 4 3 6 4 9
Wave of Steel and Iron
Black Monk
Blessing of the Abyss: Any unit joined by a Black monk gains the Devastating charge Special rule.
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.
Prayers of Darkness: The monk may cast a single bound spell from the list of black monk bound spells each magic phase, he may also channel both power and dispel dice like a wizard.
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Crusader Champions The greatest Crusaders go on to have great songs and tales told of their exploits. these bands of brothers make impressive sights with all their swag and loot. Special rules: Inspire, any unit with the "Crusader" rule within 3" gains +1 WS. RitterBr端der may never gain this advantage as they despise crusaders. Frenzy, 6+ward save, Unbreakable. Hatred against: Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons Crusader champions may never join units. Soldiers of the Order The soldiers of the Order are non numerous. But what they lack in numbers they make up for in determination, heavy armor, and heavy halberds Conscript Archers When the order goes to war it bullies, hires, or recruits a number of huntsmen to feed and fight for the orders needs. special rules: skirmish, do not cause panic in other units for fleeing or being destroyed. May only have as many archers as you have soldiers 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 cavalry armies of Bretonnia 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. A unit of pike men Strikes at the same time as impact hits. in the initial round of close combat. In addition Models armed with pikes receive a +1 Strength bonus in the Close Combat phase of the turn against anything they are charged by except infantry and swarms. All of these special rules cannot be used against enemy units fighting to the Pikemen's flank or rear. Zealots and Pilgrims Pilgrims and zealots are the unarmored aids of the order, following in its wake in great numbers these untrained men and women will fight for Solland with a passion unrivaled by other folk. Special rules: Scythes require two hands to use, they are halbards with the armor piercing rule Righteous fury: 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. Zealots have frenzy and hatred, and are stubborn. however, at the end of every turn (your and your opponents) they must take a leadership test, if failed, they lose all the effects of righteous fury. Pavise-Crossbowmen 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 the force to withstand besieging forces. In a desperate attempt to reinforce the Crossbowmen 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. 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.
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Macemen of El doro The Fortress of El doro in Estalia didn’t have to fight any form of knights, or defend itself from any particular threats. Instead its soul purpose was to maintain the subjugation of the nearby city of Azuara. The warriors of El doro adapted heavy use of the mace as a weapon. Able to smash through light armor and shields with ease and even capable of tearing through heavy plate, the Macemen has now been made a main unit of regular Order forces. Special Rules: Wave of Iron and Steal Mace: Maces are hand weapons, in addition they confer the armor-piercing rule 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 knights don't wish to continue their training. Preferring the riches and excitement of crusading. Special Rules: Immune to psychology, Wave of steel and iron 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. Hatred against: Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons Sword Brethren of Solland The Knights of Solland have past down the tradition of dismounting and fighting on foot for many years. They have been trained in the ways of Swi-handers and utilize them very proficiently. Special rules: Stubborn, Wave of Iron and steal, Jünger Bruder 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 bond is then formed and 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. Special rules: Wave of Iron and Steel, Vanguard, Halbrüder 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 become a Ritterbrüder. Special rules: Wave of Iron and Steel Ritterbrüder The final stage of the orders knights is the Terrifying RitterBrüder. Wearing Horned helmets riding black steeds and supernatural war cries send fear itself into the hearts of all Special rules: Wave of Iron and Steal, Fear, Devastating charge, Horned Dark Helms
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Siege Trebuchet The mighty siege trebuchets of the order were an adoption of the Bretonnian peasant creation. Designed to through massive amounts of stone over immense distances. A Siege Trebuchet uses the rules for stone throwers with these exceptions. It has a large blast and is strength 10 under the hole. In addition, should you hit a building with the center on a 1-5 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 Fliegen Brüder The Fliegen Brüder are the best kept secret of the order. Dark Pegasus from all over the old world are kept and raised in secret in Solland. The most well trained Ritterbrüder are permitted to ride the beasts into battle. On the rarest of occasions one of the fabled black griffins will be ridden into battle as well. Demi-Griffons: Demi-griffons are smaller griffons ridden by the most potent of the RitterBrüder, unlike normal griffons they are not monsters, they count as monstrous cavalry and have the armor piercing rule. LORDS Großkompter Points/model: 110 Großkomter M___WS___BS___S___T___W____I___A___Ld 4___6____3____4___4___3____6___4___9 Equipment: Special Rules: •Hand Weapon •Heavy Armor Wave of Steel and Iron •Horned Dark Helm Options: Close combat weapon (one choice only) : •Spear (mounted only) 3pts •Lance (mounted only) 6pts •Great Weapon 6pts •Halberd 6pts Armor: •Full plate armor 8pts •Shield 3pts Mount (one choice only) : •warhorse 15pts •Barded Warhorse 21pts •Barded Darkhorse 24pts •Dark Pegasus 50pts •Griffon 200pts In addition you may take up to a total of 100 points worth of magic items War-Mage Points/model: 210 War-mage M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___4___3____4___2___8 Equipment: Special Rules: •Hand Weapon
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•Heavy Armor Wave of Steel and Iron •Horned Dark Helm Magic: •A War-Mage is a level 3 Wizard and knows spells from one of the following lores, Shadow, Beasts, Death, or Terror Options: Magic: •Upgrade to level 4 wizard 35pts Armor: •Shield 3pts Mount (one choice only) : •warhorse 15pts •Barded Warhorse 21pts •Dark Pegasus 50pts In addition you may take up to a total of 100 points worth of magic items HEROES Marshal Points/model: 65 Marshal M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___2____5___3___8 Equipment: Special Rules: •Hand Weapon •Heavy Armor Wave of Steel and Iron Options: May wear a Horned Dark Helm for 5 points Close combat weapon (one choice only) : •Spear (mounted only) 2pts •Lance (mounted only) 4pts •Great Weapon 4pts •Halberd 4pts Armor: •Full plate armor 6pts •Shield 2pts Mount (one choice only) : •warhorse 10pts •Barded Warhorse 14pts •Dark Pegasus 50pts In addition, One Marshal in your army may be upgraded to be the battle standard bearer for 25 pts. who may be equipped with a magic banner worth any points, however if he is equipped with a magic banner he may not take any other magic items at all. If he does not take a magic banner he may take up to a total of 50 points worth of magic items Dark-Mage Points/model: 70 Dark-Mage M___WS___BS___S___T___W____I___A___Ld 4___3____3____3___3___2____3___1___7
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Equipment: Special Rules: •Hand Weapon •Light Armor Magic: •A Dark-Mage is a level 1 Wizard and knows spells from one of the following lores, Shadow, Beasts, Death, or Terror Options: Magic: •Upgrade to level 2 wizard 35pts Mount (one choice only) : •warhorse 15pts •Barded Warhorse 21pts In addition you may take up to a total of 50 points worth of magic items Black Monk Points/model: 95 Black Monk M___WS___BS___S___T___W____I___A___Ld 4___4____3____4___4___2____4___2___8 Equipment: Special Rules: •Mace Blessing of Darkness •Heavy Armor Wave of Steel and Iron Options: May wear a Horned Dark Helm for 5 points Close combat weapon (one choice only) : •Great Weapon 4pts •Halberd 4pts Armor: •Full plate armor 6pts •Shield 2pts In addition, he may take up to a total of 50 points worth of magic items 0-1 Crusader Champions Points/model: 30 Champion M___WS___BS___S___T___W____I___A___Ld 5___5____3____4___3___2____4___2___8 Unit size: 1-3 Equipment: Special Rules: •Cathey long sword Frenzy •Full Plate Unbreakable •Shield 6+ ward save Inspire Hatred of Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons Character Mounts
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Black Griffon M___WS___BS___S___T___W____I___A___Ld 6___5____0____5___5___4____5___4___7 Dark Pegasus M___WS___BS___S___T___W____I___A___Ld 8___4____0____4___4___3____4___2___6 Warhorse M___WS___BS___S___T___W____I___A___Ld 8___3____0____3___3___1____3___1___5 Dark Horse M___WS___BS___S___T___W____I___A___Ld 8___3____0____4___3___1____3___1___5 Special Rules: Black Griffon; Fly, Large Target, Terror Dark Pegasus; Fly CORE Order Soldiers Points/model: 5 Soldier M___WS___BS___S___T___W____I___A___Ld 4___3____3____3___3___1____3___1___7 Sergeant M___WS___BS___S___T___W____I___A___Ld 4___3____3____3___3___1____3___2___7 Unit Size: 10+ Equipment: Special Rules: •Halberds Crusader •light Armor Options: Command: •Upgrade one soldier to a Sergeant 10pts •Upgrade one soldier to a Musician 10pts •Upgrade one Soldier to a Standard Bearer 10pts Armor: •Shield 1pt/model •Heavy armor 1pt/model Rules: •if equipped with heavy armor may be given “Wave of Steel and Iron” for 30pts/unit Archer Conscripts Points/model: 6 Archer M___WS___BS___S___T___W____I___A___Ld 4___2____3____3___3___1____3___1___6
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Sergeant M___WS___BS___S___T___W____I___A___Ld 4___2____4____3___3___1____3___2___6 Unit Size: 5+ Equipment: Special Rules: •short bows Skirmish •hand weapons do not cause panic Options: Sollander •May be equipped with longbows for 1 pt/model •May be equipped with light armor for 1 pt/model Command: •Upgrade one soldier to a Sergeant 10pts •Upgrade one soldier to a Musician 10pts •Upgrade one Soldier to a Standard Bearer 10pts Pilgrims Points/model: 3 Pilgrim M___WS___BS___S___T___W____I___A___Ld 4___2____2____3___3___1____3___1___6 Preacher M___WS___BS___S___T___W____I___A___Ld 4___2____2____3___3___1____3___2___6 Unit Size: 10+ Equipment: Special Rules: •hand weapon Sollander Options: Command: •Upgrade one Pilgrim to a Preacher 10pts •Upgrade one Pilgrim to a Musician 10pts Weapons: •Upgrade all models to have scythes for 1.5 point a model Pikemen of Tyra Points/model: 7 Pikemen M___WS___BS___S___T___W____I___A___Ld 4___3____3____3___3___1____3___1___7 Sergeant M___WS___BS___S___T___W____I___A___Ld 4___3____3____3___3___1____3___2___7 Unit Size: 10+ Equipment: Special Rules: •Pike Crusader •Heavy Armor
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•Hand weapon Options: Command: •Upgrade one pikemen to a Sergeant 10pts •Upgrade one pikemen to a Musician 10pts •Upgrade one pikemen to a Standard Bearer 10pts •One unit of pikemen in the army may have a magic standard worth up to 50pts. Armor: •Shield 1pt/model Options: •May have their pikes gain the armor piercing rule against anything other than infantry or swarms charging them for 30pts per unit Macemen of El Doro Points/model: 7 Macemen M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____4___1___7 Sergeant M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____4___2___7 Unit Size: 10+ Equipment: Special Rules: •Mace Wave of Steel and Iron •Heavy Armor Crusader Options: Command: •Upgrade one Macemen to a Sergeant 10pts •Upgrade one Macemen to a Musician 10pts •Upgrade one Macemen to a Standard Bearer 10pts •one unit of macemen may take a magic banner worth up to 50pts Armor: •Shield 1pt/model Jüngenbruder Points/model: 20 Bruder M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____3___1___7 Captain M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____3___2___7 Warhorse M___WS___BS___S___T___W____I___A___Ld 8___3____0____3___3___1____3___1___5
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Unit Size: 5+ Equipment: Special Rules: •Lance Wave of Steel and Iron •Heavy Armor Vanguard •Hand weapon Crusader •Shield Mount: •Warhorse Options: Command: •Upgrade one Bruder to a Captain 10pts •Upgrade one Bruder to a Musician 10pts •Upgrade one Bruder to a Standard Bearer 10pts Armor: •Barding 2pts/model, if given barding lose Vanguard SPECIAL Sword Brethren of Solland Points/model: 11 Brother M___WS___BS___S___T___W____I___A___Ld 4___4____3____4___3___1____3___1___8 Captain M___WS___BS___S___T___W____I___A___Ld 4___4____3____4___3___1____3___2___8 Unit Size: 10+ Equipment: Special Rules: •Great Weapon Fear •Heavy Armor Wave of Steel and Iron •Hand weapon Stubborn Options: Crusader Command: •Upgrade one Brother to a Captain 10pts •Upgrade one Brother to a Musician 10pts •Upgrade one Brother to a Standard Bearer 10pts •One sword brethren unit may carry a magic standard worth up to 50 pts Armor: •Full Plate Armor 1pts/model Crossbowmen of Venitzia Points/model: 11 Crossbow M___WS___BS___S___T___W____I___A___Ld 4___3____4____3___3___1____3___1___7 Sergeant M___WS___BS___S___T___W____I___A___Ld 4___3____5____3___3___1____3___1___7
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Unit Size: 5+ Equipment: Special Rules: •Crossbow Crusader •Heavy Armor •Hand weapon Options: •May be upgraded to carry pavise for 1 pts a model Command: •Upgrade one Crossbowmen to a Sergeant 10pts •Upgrade one Crossbowmen to a Musician 10pts •Upgrade one Crossbowmen to a Standard Bearer 10pts Crusader Regiment Points/model: 8 Crusader M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____4___1___8 Captain M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____4___2___8 Unit Size: 10+ Equipment: Special Rules: •Heavy Armor Wave of Steel and Iron •Hand weapon immune to psychology Crusader Hate Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons Options: Command: •Upgrade one Crusader to a Captain 10pts •Upgrade one Crusader to a Musician 10pts •Upgrade one Crusader to a Standard Bearer 10pts •One Crusader unit may carry a magic standard worth up to 50 pts Armor: •Shield 1 pt/model Exotic collections (one choice only) •Cathey Longswords 5 pts/model •Nippon Kami Shrines 2 pts/model •Indish Silks 1 pt/model •Lustrian Artifacts 1 pt/model •Araby Incense 5 pts/model Solland Zealots Points/model: 8 Zealot M___WS___BS___S___T___W____I___A___Ld 4___2____2____3___3___1____3___1___7 Unit Size: 10+
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Equipment: Special Rules: •flail Righteous Fury Sollander Options: Command: •Upgrade one fanatic to a Musician 10pts Weapons: •Upgrade all models to have scythes for 1 point a model Halbrüder Points/model: 25 Bruder M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____4___1___8 Captain M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___3___1____4___2___8 Warhorse M___WS___BS___S___T___W____I___A___Ld 8___3____0____3___3___1____3___1___5 Unit Size: 5+ Equipment: Special Rules: •Lance Wave of Steel and Iron •Heavy Armor Crusader •Hand weapon •Shield Mount: •Barded Warhorse Options: Command: •Upgrade one Bruder to a Captain 10pts •Upgrade one Bruder to a Musician 10pts •Upgrade one Bruder to a Standard Bearer 10pts •One HalBrüder unit in the army may carry a magic banner worth up to 50 pts May wear Horned Dark Helms for 1 pts/model
0-2 Fliegenbrüder Points/model: 60 Bruder M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___4___1____4___1___8 Captain M___WS___BS___S___T___W____I___A___Ld 4___4____3____3___4___1____4___2___8 Dark Pegasus
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M___WS___BS___S___T___W____I___A___Ld 8___3____0____4___4___2____3___2___6 Unit Size: 3-10 Equipment: Special Rules: •Lance Wave of Steel and Iron •Heavy Armor Fear •Hand weapon Flying Cavalry •Shield Crusader •Horned dark Helms Mount: •Dark Pegasus Options: Command: •Upgrade one Bruder to a Captain 10pts •Upgrade one Bruder to a Musician 10pts •Upgrade one Bruder to a Standard Bearer 10pts
RARE 0-1 Ritterbrüder Points/model: 40 Bruder M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___1____4___2___8 Dark Rider M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___1____4___3___8 Darkhorse M___WS___BS___S___T___W____I___A___Ld 8___3____0____4___3___1____3___1___5 Unit Size: 3+ Equipment: Special Rules: •Lance Wave of Steel and Iron •Full Plate Fear •Hand weapon Devastating Charge •Shield Crusaders •Horned Dark Helms Mount: •Barded Dark-horse Options: Command: •Upgrade one Bruder to a Dark Rider 10pts •Upgrade one Bruder to a Musician 10pts •Upgrade one Bruder to a Standard Bearer 10pts •The standard may be magical worth up to 50 pts Demontiert Ritterbrüder
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Points/model: 18 Bruder M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___1____4___2___8 Dark Captain M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___1____4___3___8 Unit Size: 5+ Equipment: Special Rules: •Shield fear •Full plate Wave of Steel and Iron •Hand weapon Stubborn •Horned Dark Helms Devastating Charge Crusader Options: Command: •Upgrade one Bruder to a Captain 10pts •Upgrade one Bruder to a Musician 10pts •Upgrade one Bruder to a Standard Bearer 10pts •the unit may carry a magic standard worth up to 50 pts Weapons: •Mace 2pts/model Siege Trebuchet Points/model: 110 Trebuchet M___WS___BS___S___T___W____I___A___Ld -___-____3____3___7___4____-___-___Crew M___WS___BS___S___T___W____I___A___Ld 4___3____3____3___3___3____4___3___7 Unit Size: warmachine Equipment: Special Rules: •Hand weapon 0-1 Huhn-Reiten RitterBrüder Points/model: 70 Bruder M___WS___BS___S___T___W____I___A___Ld 4___4____3____4___4___3____4___2___8 Dark Captain M___WS___BS___S___T___W____I___A___Ld 4___4____3____4___4___3____4___3___8
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Dark Demi-Griffon M___WS___BS___S___T___W____I___A___Ld 8___4____0____5___4___3____4___3___7 Unit Size: 2-8, Equipment: Special Rules: •Lance Devastating charge •Full Plate Armor fear •Hand weapon Barding •Shield Armor Piercing (demi-griffon only) •Horned Dark Helms Crusader wave of Steel and Iron Mount: •Dark Demi-Griffon Options: Command: •Upgrade one Bruder to a Captain 10pts •Upgrade one Bruder to a Musician 10pts •Upgrade one Bruder to a Standard Bearer 10pts Magic Items: Magic Weapons: Runefang of Solland 100 pts The runefang of Solland was recovered and stored in the vaults of Altdorf. Sometimes a Hochmiester is permitted to wield the weapon in times of great need. All hits from a model bearing the runefang automatically wound. in addition, no armor saves may be taken from wounds caused this way. The Sword of Gerath 60 pts Gerath was by far the greatest of the four knights that survived the battle of Solland’s crown. His sword has been passed down through his line into the hands of Greth Ultigen. However upon Greth’s death at the battle of Hel Finn the sword has been locked in the sacred artifacts of the order. None dare to use the sword of the greatest hero except in the times of a full muster. Hand Weapon, +1 S, +1 WS, +1 I, +1 A. The bearer must issue a Challenge whenever he is able to. If challenged he must accept. The Sword of Gerath may be combined with the armor of the hochmiester. If this is done both items cost 100 points total but any friendly unit within 12” is at -1 leadership and the model may not be the army general. The Blackwood Lance 50 pts The lance of Erik Jünger has 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 impact hits when he charges. (at his modified strength to a max of 6) Mace of El Doro 40 pts The great mace of El Doro was the first of its kind. As such it is even better at committing to the slaughter. Mace, The bearer has killing blow. Abysmal Great hammer 55 pts The Abysmal two-handed hammer of Fangrîr is a monstrous creation. Only the greatest men can wield it and they are blessed with even great strength Great Weapon, The Bearer gains +4 strength Crossbow of Venitzia 30 pts The Finest arbalest of Venitzia is reserved for its lord. Able to fire multiple shots very quickly while providing decent cover from its accompanying pavise. Crossbow, gets shots as per number of attacks. Grants +2 BS as well as a 5+ armor save against shooting The Bretonnian Lance 20pts From the Bretonnian order comes the fabled lance. It is smaller than most but allows better aim and speed. Lance, On the charge the Bearer gains always strikes first.
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Magic Armor: The Armor of the Hochmiesters 60 pts The armor of the Hochmiesters was forged in secret by dwarven allies for Greth Ultigen. It saved his life and granted him unnatural toughness to withstand the blows of the vampires he would need to face. Alas that was long ago and now the armor sits inside the armory of Solland Full Plate, +1 T, 5+ ward save. The Armor of the Hochmiester may be combined with the Sword of Gerath. If this is done both items cost 100 points total but any friendly unit within 12” is at -1 leadership and the model may not be the army general. Darak’s Dark Helm 50 pts Darak the Dark was the orders most hated foe. A traitor from their own ranks he was hunted down and butchered. His Chaos helm was reforged into a nightmarish creation. Now it inspires almost unconquerable fear in those who try and face the bearer. Helm, +1 to the armor save, Darak’s helm causes Terror, in addition, so strong is the effect that any unit charged by a model wearing Darak’s helm must take their terror test at -2 leadership. Units that are immune to psychology take a terror test as well but do not suffer then leadership penalty. Undead units charged by the wearer crumble as per the rules in their rulebook. The Shield of Night’s Shroud 45 pts The shield emits a constant aura of darkness turning the day to night and the warm to cold. Shield. -1 to any missile attacks shooting at the unit with the wearer of the shield. Missiles that do not use ballistics skill (such as war machines) must roll a 4+ in order to shoot at the unit. Ritterbrüder Regular 25 pts The High commander of the Ritterbrüder wears a special suit of armor that allows for maximum movement while still offering great protection. Full Plate, the wearer is WS 10 Armor of the Chaos Wars 30 This armor was forged during the great war against chaos, designed with the single purpose of inflicting righteous fury against the wearers enemies. Heavy Armor, Enemy models in base contact take a strength 3 hit at the beginning of every close combat phase (simultaneously with chariot impact hits) The Shield of Kisliev 15 pts The shield of Kisliev was given to the Hochmiester that lead the forces of the order near Kisliev. Against Warriors of Chaos, Deamons of Chaos, and Beasts of Chaos. The bearer and any unit he joins gains stubborn. Armor of the Fallen King 30 pts The armor of a great skraling king was taken back to the armory of the order. It still holds the icy chill of the north. Heavy Armor, All enemies striking the wearer are at -1 to hit the model bearing the armor. Crusaders Tabard 20 pts The Crusaders who traveled to far Ind, Cathey, and Nippon wore tabards to show their opponents the order intentions. Conquest… Light Armor, grants a 6+ ward Talismans: Skraling skull 40 pts The skull of a great skraling king extends his power onto the holder. 5+ ward save, in addition, any enemy character in a challenge with the bearer are at -1 to hit. Sapphire necklace 50 pts The blue-gemmed necklace holds mystical powers of healing taken on one of the orders many crusades. At the start of the round the model bearing the necklace regains a single wound.
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Talisman of the Order 10 pts The orders most common insignia is enough to inspire crazed fanaticism in those who fight for the order. The Character gains devastating Charge. Lucky gold coin 100 pts A coin taken from the treasuries of distant Araby, if rubbed three times it grants incredible luck. The character may reroll a single dice a turn. This dice may be a “to hit”, “to wound”, “Armor save”, “Ward save”, “leadership test”, or “magic dice” which may cause irresistible force or a miscast. Lucky silver coin 50 pts The silver coin of Ind is of less value than the gold coin, but still holds some luck. The character may reroll a single dice the whole game. (with the same restrictions as the gold coin) Lucky bronze coin 0 pts Stolen from the back pocket of a wandering dark elf. It granted him great luck for the rose dice he rolled; make sure you give it back to him. If you play CD make sure to give him the penny in your pocket. Preferably throw it. The Insignia of Heroism (or insanity) 10 pts The ring of Sir robin the brave was kept for no particular reason. Occasionally the person who wears it feels incredibly brave… or perhaps has just become plain stupid. The character bearing the Insignia may choose in a challenge to reroll all his dice. however you must reroll ALL your dice. you do not only reroll the ones you fail with. In addition he suffers from stupidity. Enchanted items: Boots of Speedy running 10 pts It’s a hard life running around in heavy armor. +1 M, only allowed if on foot. The Super Stealthy Sweater of Shear Sneakiness 100 pts The wearer of the SSS of SS is the sneakiest character in the land. It’s far better than the One Ring, the Invisibility cloak, and the Tardis Combined. The character cannot attack, may not ever be hit, may not ever take damage, may not ever be targeted by magic, and is invisible. He cannot cast spells. He may only ever be killed by combat resolution and overrun. The inconceivable rope 30 pts The rope can scale any terrain, including the cliffs of insanity. (one use only) The character and any unit has joined may move across impassable terrain if they started in base contact with it. The Time Sphere of Khoromos 25 pts Stolen from the vaults of distant Khoromos the time sphere can cause a small rift in the space-time continuum. (one use only) The bearer and any unit he has joined may fight in an additional close combat phase this turn. Must be activated at the start of the close combat phase. Black Luck Stone 15 pts 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+ Arcane items: The Black Tome 75 pts The Black tome was taken from Kemari, or perhaps sylvania, filled with dark magics it helps the wizard to control his magic
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The black tome allows any rolls of triple to cause irresistible force and a miscast. in addition, miscasts are ignored on a 5+ Holy Relic 60 pts Treasure from some crusade, the relic has inherit magical properties that absorb spells. (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. The chilled scroll 30 pts stolen from skraling vaults the scroll brings the cold from the frozen north into its enemies hearts (one use only) Bound Spell (level 5) an enemy unit within 12" is at -1 to hit with shooting and close combat attacks. The Rose Dice 50 pts A dark elf rolled twenty dice one time, then four were stolen. These four dice contain much luck and power the wizard may reroll 1s during casting attempts The Curse of Willard 25 pts Willard made a bet that he could live off his dice, needless to say he died a painful starved death (one use only) One wizard must reroll all his rolls of 6s to cast this round Magic Banners The Black Banner 75 pts 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. +1 strength to the unit (which does effect Wave of Steel and iron) The Banner of Solland 50 pts The Sollanders golden sun is displayed when the order marchers to save the empire The banner reduces any enemies charging its units move distance by 1. in addition the unit gains hatred against orcs and goblins The banner of Tyra 25 pts Tyra has long gotten used to dealing with cavalry from bretonnia... The unit is always steadfast against cavalry models. however it may be disrupted as normal. Banner of the Crusaders 20 pts The crusaders banner has been dragged to every corner of the earth and back again The unit is immune to psychology. It also hates: Nippon, Cathey, Ind, Araby, Tomb Kings, Lizardmen, and Amazons. Standard of the order 15 pts the orders standard always flies until dropped by the last man alive. the standard inflicts 2d6+1 strength 2 hits at the beginning of combat to anyone in base contact (enemies) The lore of Terror Lore Attribute: Any enemy unit targeted by a lore of Terror spell is reduced by -1 leadership for the rest of the player turn (not cumulative) Signature spell: The Darkness Rises: hex 5+; the wizard chants words of an ancient language of men, filling the hearts of those who hear it with darkness and fear, Range 12� may not be cast into combat, 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 and increase the casting value to 8+ 1: The Night Shrouds: Augment, remains in play 7+; The wizard immerses his allies is a shroud of night, no one can penetrate it. Range 12� a friendly unit gains a 5+ ward save against shooting attacks, the wizard may choose to have this spell affect every unit within 12�. In this case the spell is caste on a 14+
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2: The Abyss Sings: Direct damage 7+; The Wizard opens a portal into the realm of chaos. Sounds that no man can withstand taunt his enemies and force their nerves to strain… Range 12” 2d6 Strength 1 hits with no armor saves allowed. The spells range may be increased to 24” at a casting value of 10+ 3: The Black Curse : Hex, until castors next turn 9+; The Wizard saps the courage and will of his opponents making them less eager to fight range 18” the affected unit is reduced in either S, Ld, or WS by d3 to a minimum of 1. The castor may choose to have the spell effect all 3 stats on a roll of 18+ 4: The Soulless Gaze: Unique 10+;the wizard shoots black fire from his eyes. 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 missfire is rolled the flames backfire and only the wizard is hit. Strength 6. d3 multiple wounds. the wizard may choose to have the spell ignore ward saves and inflict d6 wound on a 21+ 5: The Consuming Gate: Unique 14+; The wizard opens a rift in the plane of the nether making his foes flee in terror of the consuming energy. Place a large blast template within 12” of the wizard (but not into combat) Anything unit touched by the template suffer 1d6 S1 hits with no armor saves allowed, in addition the unit must take a panic test. The wizard may instead choose to make the test taken at -1 and 2d6 S 1 hits. If so the cast is on a 21+ 6: The Darkness Devours: Direct damage 15+; The wizard calls forth the darkness to fully consume his foes in shear terror, making them collapse in hopeless spasms. Target a unit within 12” roll 6d6 and subtract the result by you targets leadership. The units suffers this many wounds with no armor saves allowed. The wizard may choose to extend the range of this spell to 24” with a casting value of 20+ Black Monk Bound Spells. All Black monk bound spells are power level 3 and remain in play. The monk knows every spell and they are all cast on any unit within 12” (only one spell a turn) For Solland! The Monk sings a tale of Solland as he bashes heads. The unit gains +1 leadership I've got your back! The Monk distracts the might of his enemies champions with calls of disdain 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 saves. Sigmar Protects You! The Monk Praises Sigmar in a booming voice The unit gains a 6+ ward save For Gerath! The Monk uses the name of the Greatest of the Four as he smites his foes. The unit counts as having the battle standard bearer in their unit for all purposes (combat resolution and re-rolls) For death and Glory! The Monk calls for his unit to make a last stand or charge against hopeless odds. something the bards will sing about and the poets will write about for years to come. The unit unbreakable. At the end of every player turn the unit takes d3+1 wounds a turn with saves as normal SPECIAL CHARACTERS LORDS Hochmiester Gerath von Greth Ultigen Points: 300
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Greth M___WS___BS___S___T___W____I___A___Ld 4___6____3____4___4___3____6___4___10 Abyss M___WS___BS___S___T___W____I___A___Ld 8___3____0____4___3___1____3___2___5 Ares M___WS___BS___S___T___W____I___A___Ld 6___5____0____5___5___4____5___4___7
Equipment: •Sword of Gerath •Armor of the Hochmiesters •The Holy Shield Mount: •May mount his barded dark horse Abyss for 30 points •May mount his black griffon Ares for 200 points Special Rules •Terror •Wave of Steal and Iron •Stubborn •Hates Undead (any model listed as undead counts) Greth Ultigen, a descendant of Gerath, was the first Hochmiester of the order of Solland. Having achieved great prestige and honor for the Order with his previous exploits against Vlad von Carstein he was chosen to lead in the troubling times of a civil war. 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 The Sword of Gerath and the Armor of the Hochmiesters: The sword of the greatest knight in the order and dwarven forged plate enchanted with runes work exactly the same way as they do in the orders rules (+1S,A,WS,I, T, counts as full plate and a 5+ ward save), however he and units within 12" do not suffer the -1 leadership penalty, and Greth may be the armies general. 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 while dismounted (making him have a 2+ on foot) and 1 while mounted (so 1+ on horse) in addition, if Greth should be killed by combat or shooting (not overruns) the shield shatters and he ignores the wound and any others suffered and for the rest of the phase.
Darak-kal the Dark
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Points: 305 Darak M___WS___BS___S___T___W____I___A___Ld 5___8____3____4___4___3____6___5___10 Onyx M___WS___BS___S___T___W____I___A___Ld 6___6____0____6___6___6____3___5___8
Equipment: •Terralith •Darak's Horrifying Helm •Shield •Chaos armor Mount: •May mount his Black Dragon Onyx for 320 points (fly, terror, large target, Breathe fire [S4], 3+ scaly skin) Special Rules •Stubborn •Wave of Steal and Iron •The Dark Betrayer •Butcher Darak-kal was descendant of a great noble family in the empire. He joined the order at a young age for wealth and glory seeking but shaped up and joined 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. After the horrific battle 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 huge behemoth with a blade that ran a solid 2 feet across almost more like a pike or halberd. however the power of chaos within the axe corrupted Darak. 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 Hell-pit finally stopped his army cold 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 and taunting chaos. 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: works the same as main rules. Chaos Armor: warped and twisted Darak's once beautiful armor has now become like obsidian and marble. The chaos armor grants Darak a 4+ save, in addition it grants him a 4+ ward save. The Dark Betrayer The order never forgot about Darak, they hunted him for many centuries until he was finally brought to justice. Darak must be the armies general, in addition, any order army may not use the following units
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Pikemen of Tyra Crossbowmen of Venitzia Macemen of El-Doro Sword Brethren of Solland Archer militia. and no other named characters. However the following units become 1+ and a core unit Dismounted Ritterbrüder 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.
Crusader Lord Willhelm Points: 225 Willhelm M___WS___BS___S___T___W____I___A___Ld 4___6____3____4___4___3____6___4___9
Equipment: •Treasures untold! •Enchanted plate •Erebus Special Rules •Unbreakable (he may only pass this on to a unit of crusaders) •Lord of Crusaders •Despised •Wave of Steel and Iron 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. 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. Great weapon, in addition, any successful ward save made by a model wounded by Erebus must be rerolled. 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 and once before the game starts. roll on the following able 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
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Willhelm is in combat and any unit that does so may not move the turn it exchanges. 1: nothing, the treasure has no value other than gold. 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. Enchanted plate: Willhelm's armor has been sanctified by priests of Sigmar, granting him protection by magic as well as by blade 3+ armor save, 5+ ward save Lord of Crusaders: Willhelm's mere presence sends men in an uproar as he leads them on vast voyages into the unknown. Willhelm has the Inspire rule as a Crusader Champion. however this rule is extended to all friendly models within 12"In addition, Crusaders within this area are stubborn. In addition, If Willhelm is 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 RitterBrüder and never returned to test his faith again, the sacred knights truly hate and despise him if Willhelm is in the army no RitterBrüder of any type (this includes dismounted and Fliegen) may be taken as well. Marius, Patriarch of Pfeildorf Points: 150 Marius M___WS___BS___S___T___W____I___A___Ld 4___4____3____4___4___3____4___3___9 Equipment: •Full Plate Armor •Scythe •The Book of Solland Mount: •May mount the "Shrine of the Fallen Saints" for 200 points Special Rules: •Leader of the masses •Roaring Constitution •Wave of Steel and Iron 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
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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 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. 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. 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. 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. Shrine of the Fallen Saints M___WS___BS___S___T___W____I___A___Ld 4___-____-____5___5___5____-___-___Unit type: Unique Special Rules: •Unbreakable •Blessing of the Righteous •Protection of the Saints •Pushed into Battle •Exemplar guard •Impact hits (d6) •Large Target 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. Protection of the Saints:
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Marius and the Shrine both have a 4+ ward save. in addition, he, the shrine, and his unit all have MR2 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. 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. Terrain: The shrine treats terrain as if it were a chariot. 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 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. 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. HEROES Rath, Armsman of Solland Points: 150 Rath M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___2____5___3___8
Equipment: •Fangrîr •Full Plate Armor Special Rules •Immune to Psychology •Stubborn •Decapitating Strike •Blademaster The armsman of Solland has gone to the farthest possible extent any mortal man can go to become the Greatest Swordsman of all time. His soul has been forever encased within his Longsword, Fangrîr, "The gods Thumb" In battle Rath truly is unstoppable as he adapts to any enemy and the longer they fight they better he becomes. Fangrîr:
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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. 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. 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. Seth of Ostland Points: 180 Seth M___WS___BS___S___T___W____I___A___Ld 4___5____3____4___4___2____5___0___8 Warhorse M___WS___BS___S___T___W____I___A___Ld 8___3____0____3___3___1____3___1___5 Equipment: •The Tower shield •Heavy Armor Mount: •May mount his Warhorse for Free. if he does he looses the Tower Shield Special Rules •Battle Standard Bearer •A flag for Every occasion •Unwavering •Wave of Steel and Iron 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. 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. 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 A Flag for Every Occasion
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Seth has gone on Crusades, been in the wars against Chaos, fought the hordes of Orcs, and survived to tell the tail Seth may choose one of the following banners to unfurl at the start of any battle that he takes part in. 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 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") 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 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. 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
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