Tilean Army List

An Unofficial WHFB Expansion

Created by David Rauscher ----- [email protected]

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   * Army Selection
   * Characters
   * Wizards
   * Regiments
   * War Machines
   * Allies
   * Magic Items
   * Special Characters
   * Magic

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Army Selection

	0  -  50%	Characters
	25 -  100%    Regiments
	0  -  25%*    War Machines
	0  -  25%	Allies

* This value may be increased to 35% if Count Leo da Vincenza is included in
your army.

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HAND-TO-HAND WEAPONS

Hand Weapon		Free
Extra Weapon		1
Double-handed Weapon	2
Flail			1
Spear / Trident		1
Halberd			2
Lance			2
Spear-hook		2 (Windfinders only)
Harpoon			*

* May only be used by Leviathan Hunters, and is included in their cost.

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MISSILE WEAPONS

Bow		2
Crossbow	3
Sling	  	1
Pistol		2 (Reasoners only)

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ARMOR

Shield			1
Light Armor		2 (Windfinders may not wear armor.)
Heavy Armor		3 (Windfinders may not wear armor.)
Horse Barding		4
Cloak of Commitment	*

* May only be used by certain units as specified in the army list, the
points are included in their base cost.

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CHARACTERS

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1 GENERAL (100 points)

Profile		M	WS	BS	S	T	W	I	A	LD
Tilean General	4	6	6	4	4	3	6	4	9

Equipment: Sword.
Weapons / Armor: The General may be given any combination of weapons and
armor provided in the army list.
May Ride: The General may ride a warhorse for +3 points, or a monster
selected from the appropriate list.
Magic Items: The General is a Lord level character, and therefore may be
given as many as three Magic Items.

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0-1 BATTLE STANDARD (80 points)

Profile		M	WS	BS	S	T	W	I	A	LD
Tilean Battle
Standard Bearer	4	4	4	4	3	1	4	2	7

Equipment: Sword and Battle Standard.
Weapons / Armor: The Battle Standard Bearer be given any combination of
weapons and armor provided in the army list.
May Ride: The Battle Standard Bearer may ride a warhorse for +3 points, or a
monster.
Magic Items: The Battle Standard Bearer may carry a single Magic Item. This
may be a Magic Banner, changing the army standard to a Magic Standard.

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HEROES (65 points)

Profile		M	WS	BS	S	T	W	I	A	LD
Hero		4	5	5	4	4	2	5	3	8

Equipment: Sword.
Weapons / Armor: A hero may be armed with any combination of weapons / armor
in the army list.
May Ride: A hero may ride a warhorse for +3 points or a monster.
Magic Items: A hero may be given two Magic Items.

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CHAMPIONS (30 points)

Profile		M	WS	BS	S	T	W	I	A	LD
Champion	4	4	4	4	3	1	4	2	7

Equipment: A champion is always armed as the rest of the unit.
Magic Items: A champion may be given one Magic Item.

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Wizards

Your army may include Priests of the White Path and/or Windfinder Casters
(Water Magic). The teachings of "Reason" in the north and the prominance of
the Great Potentate in the south effectively deter anyone from exploring the
traditional magic colleges, so traditional color wizards are rare.

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Water Magic Casters

Water Casters use Water Magic.

Profile		 M    WS   BS   S    T    W    I    A    LD  Points  Magic Items
Water Seeker	 4    3    3    3    4    1    4    1    7      56	  1
Water Finder	 4    3    3    4    4    2    4    1    7     118	  2
Water Drinker	 4    3    3    4    4    3    5    2    7     190	  3
Water Maker	 4    3    3    4    4    4    6    3    8     287	  4

Equipment: Hand weapon.
Weapons / Armor: Water Magic Casters may wield any of the weapons provided
in the army list. Windfinders, as a rule, never wear armor (and a good
thing, because armor would interfere with their ability to use magic).
May Ride: Windfinder Casters will not ride a mount.
Special Abilities: Water Casters are Windfinders. Therefore, the normal
rules for swimming apply.

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Priests of the White Path

Priests of the White Path use Follower Magic.

Profile		M    WS   BS   S    T    W    I    A    LD  Points  Magic Items
Believer	4    3    3    3    4    1    4    1    7     61	 1
Follow		4    4    3    4    4    2    4    1    7    128	 2
Inquisitor	4    4    3    4    4    3    5    2    7    205	 3
Potentate	4    5    3    4    4    4    6    3    8    307	 4
Warhorse	8    3    0    3    3    1    3    1    5     +3

Equipment: Priests are armed with a mace.
Weapons / Armor: Unlike regular wizards, armor does not affect the flow of
magic for White Path priests. Therefore, they may use any weapon or armor
provided in the army lists.
May Ride: Priests may ride either a horse or a warhorse. Priests believe all
other creatures are "unnatural," so will not ride monsters.

	 "True Freedom only comes by surrendering your soul to the Way."
						-Follower chant

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REGIMENTS

   * The Men of Luccini
   * The Men of Miregliano and the Legions of Caesar
   * The Men of Remas and the Armies of the Great Potentate
   * Other Men of Tilea

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The Men of Luccini

   * Firecharmers
   * Leviathan Hunters
   * Sharkfangs
   * Windfinders
   * Tridenteers
   * Sartosan Fishermen

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0-1 UNIT OF FIRECHARMERS (20 points per model)

Your army may include one unit of Windfinder Firecharmers provided there is
at least one unit of Windfinders. Firecharmers are Windfinders trained in
the art of making Fell Fire. Most Firecharmers are viewed as being quite mad
by their Windfinder brethren - Fell Fire's ability to stick and burn
anything flammable, even when doused with water, makes Fell Fire a feared
weapon on the open sea.

Profile			  M	WS	BS	S	T	W	I	A	LD
Windfinder Firecharmers	  4	3	3	3	3	1	3	1	7

Equipment: Regiments of Windfinder Firecharmers are armed with hand weapons
and Firethrowers slings.
Save: None.
Options: None.
Special: The slings the Firecharmers wield throw Fell Fire (and can be used
to fire normal stones as well, should a unit so desire.) Firecharmers fight
as skirmishers.
Fell Fire Throwers: Mark your target with a 1" radius template (2"
diameter...), and roll to hit using Firecharmers BS with the sling as usual.
If the Firecharmer misses, roll the scatter dice and move the template d3"
in that direction. Roll a d6 for each model covered by the template. On a
roll of 4, 5, or 6 the model suffers 1 wound. Any models not killed outright
(creatures with more than one wound) suffer 1 wound each turn thereafter
unless they move within 1" of a source of water.
Swimming: Because their fire-making equipment cannot get wet, Firecharmers
may not swim as other Windfinders.

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0-1 UNIT OF LEVIATHAN HUNTERS (7 points per model)

Your army may include one unit of Windfinder Leviathan Hunters. Leviathan
Hunters sail the Great Oceans and the Black Gulf hunting Sea Serpents and
Hebelucous, the primary source of lamp oil - and therefore light - for Tilea
and most countries along Tilea's prodigious trade routes.

Profile			M	WS	BS	S	T	W	I	A	LD
Leviathan Hunters  	4	3	3	4	3	1	3	1	7

Equipment: Leviathan Hunters are armed with a hand weapon and harpoon, and
carry a shield.
Save: 6
Options: Leviathan Hunters may carry a shield for +1 points per model.
Special: Harpoon: Normally, the Harpoon acts exactly as a spear as described
in the Warhammer Rulebook. Any creature not outright killed by a wound from
the Harpoon has been speared. The rope attached to the harpoon is secured,
trapping the creature. At the beginning of each turn, if the creature rolls
under its S on d6 (exception: a 6 is always a failure), it is free and
nothing further occurs. However, if the creature does not break free it is
trapped as long as there is at least one surviving member of the unit. While
trapped, the creature attacks and defends at -1 to WS, but cannot move from
its current position. If the entire unit is destroyed, the creature is
freed.
Swimming: Windfinders may swim across still bodies of water as if they were
crossing difficult ground.

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0-1 UNIT OF SHARKFANGS (6 points per model)

One unit of Windfinder Sharkfangs may be included in your army. At sea,
Sharkfangs use their sharp, curved hooks to grab the enemy and pull them
overboard. When fighting on land, these weapons are equally effective,
pulling the enemy to the ground, and pulling mounted warriors off their
horses.

Profile			M	WS	BS	S	T	W	I	A	LD
Windfinder Sharkfang	4	3	3	3	3	1	3	1	7

Equipment: Windfinder Sharkfangs are armed with a hand weapon and a
sea-hook.
Save: None
Options: Sharkfangs may carry a shield for an additional +1 points per
model.
Special: Sear-hook: The spear-hook is essentially a spear with a long extra
prong looping back to point toward the wielder. When using a sea-hook in
combat, roll to hit and wound as for a spear. When wielding a sea-hook, the
Windfinder attacks with +1 Strength against footmen, and +2 S against
cavalry.
Swimming: Windfinders may swim across still bodies of water as if they were
crossing difficult ground.

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WINDFINDERS (6 points per model)

Your army may include any number of Windfinders. Windfinders are men of the
sea, trained to battle on the decks of ships at sea.

Profile		M	WS	BS	S	T	W	I	A	LD
Windfinders	4	3	3	3	3	1	3	1	7

Equipment: Windfinders wield a hand weapon and carry a shield.
Save: 6
Options: Windfinders may carry a spear for an additional +1 points.
Special: Swimming: Windfinders may swim across still bodies of water as if
they were crossing difficult ground.

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TRIDENTEERS (9 points per model)

Common warriors found protecting the ports of Tilea, the Tridenteers are
bitter and strong defenders, tenacious to the last.

Profile		M	WS	BS	S	T	W	I	A	LD
Tridenteer	4	3	3	3	3	1	3	1	7

Equipment: Tridenteers are armed with a hand weapon and a Trident. They wear
light armor and carry a shield.
Save: 5+
Options: None.
Special: Trident: The trident works in exactly the same way as a spear. It
should be treated in all respects as a spear as described in the Warhammer
Rule Book.

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0-1 UNIT OF SARTOSAN FISHERMEN (8 points per model)

Your army may include one unit of Sartosan Fisherman. The Sartosan Fishermen
stand in the shallows of the Black Gulf and net the rarest of sea
delicacies, the eggs of the Black Gulf Cavecrab. They're talent with the net
in battle is as well-known as the ocean bounty they provide.

Profile			M	WS	BS	S	T	W	I	A	LD
Sartosan Fisherman	4	3	3	3	3	1	3	1	7
  with a net	+1 point

Equipment: Sartosan Fisherman carry a hand weapon, trident, and net.
Save: 6
Options: Sartosan Fishermen may wear light armor.
Special: Nets: Nets give the tridenteers a +1 initiative bonus. Roll to hit
with the nets. Nets do not cause wounds. Instead, keep track of the number
of net hits scored.
Tridents: The Sartosan Fishermen then may attack with their tridents as if
it were an additional hand weapon. Add up the netted hits and the trident
hits, and roll to wound.

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The Men of Miregliano and the Legions of Caesar

   * Charioteers
   * Gladiators
   * Legioneers

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CHARIOTEERS (72 points per model)

The Legion's chariots are pulled by four horses and hold 2 crew.

Profile		M	WS	BS	S	T	W	I	A	LD
Chariot Crew	4	4	3	3	3	1	3	1	7
Chariot		-	-	-	7	7	3	1	-	-
Horse		8	0	0	3	3	1	3	0	5

Equipment: The Chariot's crew are armed with hand weapons and spears, and
wear light armor and carry a shield.

Options: Charioteers may be equipped with halberd's instead of spears for +1
points per model. They may exchange their light armor for heavy armor for an
additional +1 points per model. Each chariot may contain 2 extra crewman for
9 points per crew, plus the cost of optional equipment. Chariots may have
scythed wheels for an additional +20 points. The horses may be given barding
for +32 points.

Special: See the Warhammer Fantasy Rulebook for Chariot rules.

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0-1 UNIT OF GLADIATORS (10 points per model)

Your army many have any number of regiments of Gladiators. Gladiators are
trained in the Great Games at the Coliseum. Those who survive are given
their freedom, and most choose to join the Legion in search of gold and
glory.

Profile		M	WS	BS	S	T	W	I	A	LD
Gladiators	4	4	3	4	3	1	4	1	7

Equipment: Gladiators are armed with a hand weapon and shield.
Save: 6
Options: A regiment of gladiators may include any of the following
additional equipment: light armor for +2 points, double-handed weapons for
+2 points, or an additional hand weapon for +1 point.

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LEGIONEERS (11 points per model)

The legioneers are the backbone of the Tilean army. Well-disciplined
fighters, they are trained from birth to fight together as a single unit.

Profile		M	WS	BS	S	T	W	I	A	LD
Legioneers	4	4	3	3	3	1	3	1	7

Equipment: The Legioneers are armed with a hand weapon and spear and wear
light armor and carry a shield.
Save: Special.
Options: Legioneers may be equipped with bows at an additional +2 points,
crossbows for +3 points and they may exchange their spears for halberds for
an additional +1 point per model. One unit of Legioneers may carry a Magic
Banner.
Special: Maneuvers: The legioneers are trained in several complex maneuvers
as described in the Bestiary. Because of this, they may only wear light
armor. They may use any of the Legioneer Maneuvers described in the
Legioneer bestiary.

				   "I condemn thee to Oblivion!"
			 -Battlecry of the Halberdiers of the Mount

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The Men of Remas and the Armies of the Great Potentate

   * Swordmasters Templar
   * Mad Monks
   * Path Guiders
   * Halberdiers of the Mount
   * Followers of the White Path
   * Missionary Fanatics

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0-1 UNIT OF SWORDMASTERS TEMPLAR (39 points per model)

Your army may include one unit of Swordmasters Templar. Sworn to protect all
temples throughout the land, the Swordmasters Templar have forsworn bathing,
sex, and wine so that their minds are pure and focused on their duty.

Profile		M	WS	BS	S	T	W	I	A	LD
Swordmasters
  Templar	4	4	3	4	3	1	4	1	7
War Horse	8	3	0	3	3	1	3	1	5

Equipment: The Swordmasters Templar are armed with double-handed swords and
a hand weapon. They wear heavy armor and Cloaks of Commitment and ride
barded horses.
Save: 2+
Options: None.
Special: Cloak of Commitment: A cloak blessed in the fount of eternal life
in the Great Temple and marked by the symbol of the Red Grail, these cloaks,
when worn by devotees of the Temple, provide additional protection of +1 to
their saving throw.

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0-1 UNIT OF MAD MONKS (15 points per model)

Your army may include one regiment of Mad Monks. When the priests of the
White Path are baptized in the milk-white water the temple, some of them
come out of the baptism possessed, their eyes having turned completely white
by some strange magic. Blind, those that survive this possession are at best
half mad, babbling in a strange language none understands. But they are
imbued with magic from the White Path, becoming an attractor for White Path
magic to focus through.

Profile		M	WS	BS	S	T	W	I	A	LD
Mad Monks	4	4	3	4	3	1	3	2	10

Equipment: Mad monks wear a Cloak of Commitment. They wield a wooden staff
Save: 6
Options: The Mad Monks may carry a Magic Standard.
Special Rules: Cloak of Commitment: Provides additional protection of +1.
Focus for Magic: So long as there are at least 5 Mad Monks in the unit, any
White Path priest traveling with the unit may draw 1 extra spell card,
becoming in effect a wizard/spell caster of 1 level greater (this will not
work in conjunction with other level enhancing magic items.)
Attacks: For determining hits, the staff they wield has the same statistics
as a regular hand weapon. However, any model killed by the staff momentarily
becomes a channel for the White Path magic. Any White Path priest within 6"
may draw 1 extra winds of magic card for each model killed.
Blindness: The powers given the Mad Monks grant them only a limited image of
the world around them. Because of this, they're sense of direction can
easily become confused. At the beginning of every turn, roll a d6. On a 1-4,
they may move as normal. On a 5 or 6, they move d6" in a random direction.

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PATH GUIDERS (24 points per model)

Your army may include any number of regiments of Path Guiders. Path Guiders
are the Followers of the White Path responsible for keeping the routes clear
between the major temples and Tilean cities (which also just happen to be
the major merchant routes as well, a service for which the Path Guiders
charge merchants a pretty tithe...).

Profile		M	WS	BS	S	T	W	I	A	LD
Path Guiders	4	4	3	3	3	1	3	1	7
Horse		8	0	0	3	3	1	3	0	5

Equipment: Path Guiders wear light armor and Cloaks of Commitment and carry
a shield. They wield a hand weapon and a lance.
Save: 3+
Options: Path Guiders may wield a crossbow for +6 points per model. One unit
of Path Guiders may carry a magic standard.
Special: Cloak of Commitment: Provides additional protection of +1. Note
that because the Cloak provides protection without real encumbrance, there
is no movement penalty for Path Guiders.

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HALBERDIERS OF THE MOUNT (11 points per model)

Any number of Halberdiers of the Mount may be included in your army. The
Halberdiers of the Mount are duty-bound to defend the Great Temple of Jean
the Pious. They are the backbone of the Sword of Glory, the personal army of
the Great Potentate.

Profile		M	WS	BS	S	T	W	I	A	LD
Halberdiers
  of the Mount	4	3	3	3	3	1	3	1	7

Equipment: The Halberdiers of the Mount wield Halberds and wear heavy armor
and a Cloak of Commitment
Save: 4+
Options: One unit of Halberdiers may carry a magic standard.
Special: Cloak of Commitment: Provides additional protection of +1.

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FOLLOWERS OF THE WHITE PATH (7 points per model)

Your army may contain any number of units of Followers of the White Path.
The Followers are the regular infantry of the army of the Great Potentate.

Profile		M	WS	BS	S	T	W	I	A	LD
Followers	4	3	3	3	3	1	3	1	7

Equipment: Followers wear light armor and wield a hand weapon.
Save: 6
Options: Followers may carry additional equipment as follows: a
double-handed mace for +2 points, a spear for an additional +1 points, or a
crossbow for +3 points. They may also carry a shield for +1 point. One unit
of Followers may carry a magic standard.

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0-1 MISSIONARY FANATICS (10 points per model)

One unit of Missionary Fanatics may be fielded if there is a at least one
unit of Follower of the White Path. Passionate devotees of the Faith, the
Missionary Fanatics travel the Old World seeking to convert all to The
Glory.

Profile			M	WS	BS	S	T	W	I	A	LD
Missionary Fanatics   	4	3	3	4	4	1	3	2	10

Equipment: Missionary Fanatics wear light armor and wield a double-handed
mace.
Save: 6
Options: None.
Special: Missionary fanatics are subject to frenzy, as in the Warhammer
Rulebook.

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Other Men of Tilea

   * Tobaro Vermin Hunters
   * Merchant Guards
   * Reasoners

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TOBARO VERMIN HUNTERS (8 points per model)

During the Skaven Wars, specially trained troops were sent into the tunnels
beneath Tobaro to track down the Skaven. The Vermin Hunter units became an
essential part of the Caesar's army after the Skaven overran Escantos in
1601.

Profile		M	WS	BS	S	T	W	I	A	LD
Vermin Hunter	4	3	3	3	3	1	4	1	7

Equipment: Vermin hunters carry a shield and a hand weapon.
Save: 6
Options: Vermin Hunters may wear light armor for +2 points per model. They
may be given a spear for an additional +1 points, and a bow for and
additional +2 points. One unit of Vermin Hunters may carry a Magic Banner.
Vermin Hunters may fight as skirmishers.

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MERCHANT GUARDS (14 points)

Your army may include any number of merchant guard units. The merchant
guard, heavily armed and armored, are hired by wealthy merchants to escort
their goods through the passes to Bretonnia, and to the Empire, and to
countless other lands.

Profile		M	WS	BS	S	T	W	I	A	LD
Merchant Guard	4	3	3	3	3	1	3	1	7

Equipment: The Merchant guard are armed with a hand weapon, a spear, and a
crossbow. They wear heavy armor and carry a shield.
Save: 6
Options: None.

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REASONERS (6 points per model)

Reasoners are the personal retainers of Count Leo de Vincenza. While they
may fight as normal soldiers, their greatest ability is their experience and
training in the use of war machines.

Profile		M	WS	BS	S	T	W	I	A	LD
Reasoners	4	3	3	3	3	1	3	1	7

Equipment: Reasoners are normally armed only with a hand weapon.
Save: None.
Options: Reasoners may be equipped with any of the following: a spear for an
additional +1 points, a crossbow for an additional +3 points, or a pistol
for +2 points. Reasoners may also wear a shield for +1 point, light armor
for +2 points, or heavy armor for +3 points.
Special: Knowledge of War Engines: If the crew to any war machine is
destroyed, but the war machine itself is still intact, Reasoners from any
Reasoner unit may detach from their regular unit and head directly for the
war engine. While moving, this detachment acts as their own separate unit.
When they reach the war engine, they must spend their entire next turn
motionless. During this turn remove the Reasoner models and replace them
with the original crew. This represents the new crew examining the weapon,
making decisions about who will have which function, uprighting the weapon,
locating ammunition piles, etc. On the following turn the War Machine and
crew operate as normal.

  "The Skaven? They're not but a spot on the face of the Great Potentate!"
	- The last words of the Great Potentate Pinocco the Infidelitous
				 before succumbing to the Red Pox.

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WAR MACHINES

   * Stone Throwers
   * The War Machines of Count Leo Vincenza
	  o Logging Engines
	  o War Balloon
	  o Water Cannon
	  o Portable Bridge
   * Windfinder War Machines
	  o Harpoon Thrower
	  o Fell Fire Thrower

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Equipment: The crew are armed with hand weapons.
Save: None
Options: The crew may be equipped with light armor for +2 points per model.

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THE WAR MACHINES OF COUNT LEO DA VINCENZA

Special Rules: There must be at least one unit of Reasoners to include any
of the following war machines in your army.

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0-5 LOGGING ENGINES (115 points)

Making a distinctive whistling sound when operating, the logging engine is
operated by two crew, rapidly turning 2 large handcranks. Inside the
machine, these handcranks spin a bewildering array of gears and widgets,
powering the wheels and a great circular fan whose spokes end in large axe
blades. These axe blades extend in front of the engine, cutting down
anything in its path. The crew themselves stand on a small chariot-like
platform behind the machine, protected from the whirling blades.

Profile		M	WS	BS	S	T	W	I	A	LD
Logging Engine	*	-	-	7	7	4	-	*	-
Crew		4	3	3	4	3	1	3	1	7

*special (see below)

		 Range	Strength	Save	Wounds to Hit
Logging Engine	Special	   7		None	     d3

Equipment: The crew are armed with hand weapons and wear light armor.
Save: 5+
Special Rules:
Move: Depending on how fast the crew spins the blades, the Logging Engine
can move from 0- 6" during the movement phase. However, for the blades to
spin fast enough to cause damage, the crew must keep the engine moving at a
speed of at least 2". The engine may make a 90-degree turn by using 1" of
its movement.
Attacks: Any model along the 3" front (that's width) of the engine may try
to jump out of the way by rolling under their I on d6. Those that do not get
out of the way suffer d3 S 7 hits. Any model in its path as it moves forward
is run over, suffering a single S 6 hit.
Damage: Hits to the War Engine should be worked out on the table below.

  Dice Roll  Location Hit
	1-5	Logging Engine
	6	Crew

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0-1 WAR BALLOON 100 points

Composed of hundreds of spans of well-sewn silk, the War Balloon floats high
above the battlefield raining destruction on those below. A hand-operated
propeller system and a small rudder direct the War Balloons movement. The
War Balloon is highly susceptible to damage, should a flying opponent attack
it, or should it drift close enough to the ground to enable ground units to
fire. It's two wounds are really a result of it's size - one gash or arrow
hole in the silk fabric generally will not bring it down.

The balloon is operated by two crewmen

Profile		M	WS	BS	S	T	W	I	A	LD
War Balloon	8	-	-	4	3	2	-	*	-
Crew		4	3	3	4	3	1	3	1	7

			Range	Strength	Save	Wounds to Hit
War Balloon Bombs  	  6"	   7		None	     d3

Equipment: The crew wear light armor and are armed with hand weapons.
Save: 5+
Special Rules: There is room in the balloon for 2 other models.

Flying High: On the first turn, the War Balloon's sand bags are thrown
overboard, sending the it speeding into the sky. The War Balloon is
considered Flying High while aloft. Unlike the normal rules for Flying High,
however, the War Balloon is not removed from the table. It is flying high
enough to be out-of-range of ground missile fire, but it is also close
enough to allow for it's deadly bomb attack.

Bomb Attack: The bomb may be thrown within 6" of the War Balloon. Place the
2" template and roll the scatter dice. On a miss, the bomb moves d3" in the
scatter dice direction. Any unit under the template takes a S 7 hit causing
d3 wounds.

Move: The propellers grant the War Balloon a limited degree of movement.
However, the winds present at such high altitudes make its movement somewhat
erratic. Before it moves, roll a scatter dice and move the balloon d6" in
that direction. If a HIT is rolled, examine the chart below.

Roll Consequence

   * 1-4 -- The air is calm, and the burner is operating perfectly. Nothing
	happens.
   * 5 -- Hot gas leak! Air has been leaking from the balloon without the
	pilot noticing. The War Balloon drops to the ground as the pilot
	frantically cranks up the fire. Any model underneath the balloon
	suffers a single S 4 hit. The crew is unaffected. At the beginning of
	the next turn, the balloon may rise again, but may not move.
   * 6 -- Fire! The War Balloon is kept aloft on a cushion of hot air. The
	flames that keep the air hot often produce sparks which can quickly
	burn the light silk to ash. The balloon plummets to the ground, killing
	all aboard. Any underneath the balloon are killed, no saving throw
	allowed.

The War Balloon may be landed. To do so, the controlling player declares it
will land during the charge phase. The War Balloon may move as usual during
its descent. When it alights, any models in the balloon may exit at the
beginning of the next turn. Note that during it's descent it may not be
considered charging. In addition, it will be susceptible to ground fire.

Storms, those caused by some of the more mind-numbing spells, will ravage a
War Balloon. If a storm is unleashed, the War Balloon immediately suffers d3
S 3 wounds, and is blown 2d6" in a random direction. While the storm is in
progress, the crew loses all control of the War Balloon. On it's next turn,
it must land or be blown off the table. It will land randomly 2d6" from its
starting position.

----------------------------------------------------------------------------
0-5 WATER CANNON (90 points)

Originally developed by Count Vincenza after his research tower and
university in Remas were razed by the Sword of Glory, Leo quickly realized
that this "firestopper" had military uses as well. The pump works by
pneumatic pressure. Air pressure is built up inside the main cannon barrel
(literally a large, steel-wrapped barrel of water) by the crew using
billows. This pressure also provides enough power to move the cannon, albeit
at a very slow pace.

Profile		M	WS	BS	S	T	W	I	A	LD
Water Cannon	4	-	-	-	7	3	-	-	-
Crew		4	3	3	3	3	1	3	1	7

		Range	Strength	Save	Wounds to Hit
Water Cannon	Special	   10		None	   Special

Equipment: The crew is armed with hand weapons.
Save: None.
Special Rules: Use the Dragon Breath template. Set the template in front of
the Water Cannon. All models which are covered by the template are
automatically hit, and must roll to wound vs. a S 10 hit. Instead of taking
a wound, however, a model is knocked to its feet by the force of the blast.
Any unit hit by the cannon may only defend, they may not attack or move.
During their next movement phase, they may make only half their normal
move/charge. In addition, all fires or fire-throwing weapons are
extinguished. Weapons that are fire based must take time to dry out (usually
with a frantic crew draining water from all its parts). Such a weapon cannot
fire again until it rolls a 4, 5, or 6 on a d6. Test at the beginning of
each firing phase for the weapon / unit.

----------------------------------------------------------------------------
PORTABLE BRIDGE (25 points)

The portable bridge is composed of well-reinforced wood planks, folded in
sections so that it can be borne by a single horse. Thanks to Leo's addition
of a series of locks and springs, when place on once side of a river bank
(or chaos, or small marsh - whatever wishes to be crossed), two men can
assemble the bridge quickly and easily.

Profile		   	M	WS	BS	S	T	W	I	A	LD
Portable Bridge		-	-	-	-	7	3	-	-	-
Crew			4	3	3	3	3	1	3	1	7

Equipment: The crew is armed with hand weapons.
Save: None.
Options: The crew may be equipped with light armor for +2 points and shields
for +1 point. Extra crewmen may be included in the unit for +5 points per
model, plus the cost of any additional equipment. They may be mounted on
horses for twice their normal price.
Special Rules: A Bridge Builder "unit" normally consists of two crew,
walking on foot and leading a horse. Note that this limits the unit's move
to 4. The portable bridge, while strapped to the back of the horse,
encumbers the horse's move as if it were carrying a rider with heavy armor
and shield (a -1 penalty).

The bridge takes one complete turn to construct, and requires that at least
2 crew be present. At the beginning of the next turn, prior to the movement
phase, place the bridge starting from within 1" of the crew. The bridge may
not exceed 6" in length, and it measures 2" in width. Any units may use the
bridge after it is in place, starting with this turns movement phase. While
the bridge can be destroyed, it cannot be dismantled once assembled. At the
same time, however, malfunctions in its construction have been known to
occur. The first time a unit or figure crosses the bridge, roll a d6. On a
d6 roll of 6, something has happened to the bridge: roll on the Faulty
Construction Chart, below.

Roll / Consequence

   * 1-2 -- The bridge shakes but holds. The bridge is merely settling into
	the ground. Nothing happens.
   * 3-4 -- The bridge is collapsing! The models on the bridge may complete
	their crossing. At the end of the movement phase, the bridge collapses.
	Any model still on the bridge suffers whatever fate was beneath them
	(drowning, a long fall, etc.) At the end of the movement phase, the
	bridge is removed from play.
   * 5-6 -- The bridge collapses! All models in the front rank must roll
	under their I on a d6 or suffer the consequences. The bridge is removed
	from play.

----------------------------------------------------------------------------

WINDFINDER WAR MACHINES

Special Rules: There must be at least one unit of Windfinders before you may
include any of the following war machines in your army.

----------------------------------------------------------------------------
HARPOON THROWER (65 points)

Harpoon Throwers are usually found on the great trawlers that ply the oceans
hunting Leviathans. The harpoon thrower operates much like the common
battlefield bolt thrower, but with a special winch attachment which connects
a rope to the harpoon. Two crew man the bolt thrower.

Profile		 	M	WS	BS	S	T	W	I	A	LD
Harpoon Thrower		-	-	-	-	7	3	-	-	-
Crew			4	3	3	3	3	1	3	1	7

		Range	Strength	Save	Wounds to Hit
Harpoon Thrower	 48"	6(-1 per rank)	None	     d6

Equipment: The crew wield a hand weapon and wear light armor.
Save: 6
Special Rules: In general, the standard rules for bolt throwers apply.
However, the barbs on the harpoon are designed so that it will become stuck
in the flesh of any monster-sized creatures (anything smaller, such as
humans, it simply goes straight through...). With the rope attached, a
monster hit by the harpoon is limited. During your turn, the monster may be
pulled 4" closer to the harpoon crew, moving in a straight line. While the
winch is in use, the harpoon thrower may still be fired, but no rope may be
attached, such that it will function exactly like a bolt thrower. So long as
the monster is being wheeled in, all shots from the Harpoon Thrower are at
+2 to hit.

At the beginning of each turn, if the harpooned creature rolls under its S
on d6 (exception: a 6 is always a failure), it is free. So long as it is
attached to the winch, the creature cannot move in any direction except
toward the harpoon gun. In addition, at the beginning of each combat round
there is 1 automatic hit against it (roll to wound as normal, but against
the S of the creature itself. In other words, there is a wound on a roll of
4, 5 or 6.) This represents possible further damage by the hunters trying to
push the harpoon in further and the creature injuring itself as it tries to
break free.

----------------------------------------------------------------------------
FELL FIRE THROWER (95 points)

Similar to the Trebuchet and Catapult in design, the Fell Fire Throwers
(when converted from their usual ship-born form) lob Fell Fireballs of Fell
Fire upon the enemy.

Profile		 	M	WS	BS	S	T	W	I	A	LD
Fell Fire Thrower	-	-	-	-	7	3	-	-	-
Crew			4	3	3	3	3	1	3	1	7

			Range	Strength	Save	Wounds to Hit
Fell Fire Thrower	 60"	special		special	   special

Equipment: The crew are armed with hand weapons.
Save: None
Special Rules: Fell Fire: The firing rules for stone throwers apply.
However, instead of rolling to wound, Fell Fire will kill all those under
the template who don't roll a 4 or more on a d6. Any models not killed
outright (creatures with more than one wound) suffer 1 wound each turn
thereafter unless they move within 1" of a source of water. Leave the
template in place (I would suggest cutting out a couple of spare templates
before play) - Fell Fire will keep burning until extinguished. (Certain
Magic Spells will take care of that...) Any model stepping through the area
where Fell Fire is still burning suffers a single S4 hit, with no save.

Fell Fire causes damage to buildings as under the Fire rules in the
Warhammer Rule Book. Also note that this will have the normal fire attack
against creatures which are susceptible to fire (such as treemen).

----------------------------------------------------------------------------

ALLIES

The Tilean Army may allocate 25% of its points with troops from any of the
following allies:

   * The Empire
   * Bretonnia
   * Dwarfs
   * High Elves
   * The Border Princes

----------------------------------------------------------------------------

MAGIC ITEMS

   * War Engine Tome of Knowledge
   * War Telescope
   * Ring of Light
   * Greater Cloak of Commitment
   * Scroll of Righteousness
   * Holy Sepulcher of Forgiveness
   * Tome of the Way
   * Boots of Water-Walking
   * Sword of Stone
   * The Red Grail
   * The Silver Laurel of Caesar
   * Spear of Holding
   * Rat-Slayer

----------------------------------------------------------------------------
WAR ENGINE TOME OF KNOWLEDGE (25 points)
This tome may be given to any unit of war macines. The tome allows any unit
to re-roll any misfire result once. If the re-roll still results in a
misfire, add +1 to your misfire result roll before consulting the misfire
table.

WAR TELESCOPE (50 points)
Allows any war machine unit to re-roll it's misses with ballistic war
machines. Any roll on the scatter dice that does not result in a hit may be
re-rolled once. If the roll still does not result in a hit, the artillery
dice result may be reduced by half.

RING OF LIGHT (75 points)
The Ring of Light cloaks the bearer in a shield of pure grail fire. Any
magic spells cast at the bearer may be instantly dispelled. The ring may be
used only three times in this manner.
					DISCARD AFTER THREE USES

				 FOLLOWERS OF THE WHITE PATH ONLY

GREATER CLOAK OF COMMITMENT (70 points)
Strand by strand, fine worm-spun silk is dipped into the fountain of the
Temple of Jean the Pios and woven via a complex magic spell known only to
the greater priests of the temple. The Greater Cloak of Commitment will
dispel all spells (except those of the White Path) on a d6 roll of 4, 5, or
6. In addition, the Greater Cloak of Commitment allows the wearer to re-roll
any missed save, saving on a 4, 5, or 6.
				 FOLLOWERS OF THE WHITE PATH ONLY

SCROLL OF RIGHTEOUSNESS (75 points)
The Tome of Righteousness may be used in conjunction with any Follower Magic
Spell. When cast, place this card on the table to allow the spell-caster to
ignore any and all dispel magic or destroy magic cards. The spell cast
cannot be dispelled in this magic phase. If the spell has a duration of more
than one turn, this card provides no more protection from dispels after the
phase in which it is cast.
				  ONE USE ONLY. DISCARD AFTER USE

			   MAY BE USED BY WHITE PATH PRIESTS ONLY

HOLY SEPULCHER OF FORGIVENESS (100 points)

	The flat lands of the One God are barren but for the souls of
	those waiting for their turn to enter the gates of the afterlife.
	A single white path splits across this desert, showing the way to
	the gates. Depending on the character of the dead, the journey to
	the gates can take moments or centuries across the parched clay of
	the Path.

If the bearer is killed, they are sent to the flat lands of the One God to
be healed. Remove the model from the table immediately and for the remainder
of the next turn. At the end of the next turn, after the magic phase, return
the figure to within 6" of its previous position. The character is fully
healed, and may continue as normal at the beginning of the following turn.
				 FOLLOWERS OF THE WHITE PATH ONLY

TOME OF THE WAY (150 points)
The Tome of the Way allows the bearer to have extra magic spells available
during the battle. Before the game begins, roll d3; this will represent the
number of extra magic spells that the White Path Priest may take with him
into battle.
					 WHITE PATH PRIESTS ONLY

BOOTS OF WATER WALKING (15 points)
The Boots of Water Walking allow the wearer to walk across any body of
water, be it river, lake, or stream, as if it were clear ground.

SWORD OF STONE (65 points)
The Sword of Stone is a double-handed weapon believed to be crafted from
Grail Fire during the reign of one of the earlier Potentates. The wielder of
this weapon gains +1 S and +1 WS. The Grail Fire used to sharpen the blade
has given it an edge which normal armor cannot resist. No saving through for
any wounds caused.

THE RED GRAIL (75 points)
The Red Grail purportedly contains the spirit of the Great One herself. When
Undead are within 12" of the grail, they will see a brilliant, blinding
light emanating from the bearer. All attacks against the bearer of the Red
Grail are made at -1 to hit. When held, the gold-gilded Red Grail bleeds
dark red blood, giving the grail its name. Over the course of one day, it
will bleed enough for one drink. When swallowed, the Red Grail will heal all
wounds.
				 HEALING ABILITY IS ONE USE ONLY.

				FOLLOWERS OF THE WHITE PATH ONLY.

THE SILVER LAUREL OF CAESAR (100 points)
The Silver Laurel has been passed down from Caesar to Caesar since the birth
of the Great Council. The Silver Laurel enhances the wearers tactical and
command abilities. All friendly units within 24" may maneuver with no
movement penalty - they may turn any number of times, and expand and
contract their ranks as often and by as much as they like. In addition, all
units within 24" test their LD as the bearers.
					   CAESAR OREMOR ONLY

SPEAR OF HOLDING (35 points)
The Spear of Holding grants the bearer extra strength and ferocity in the
face of a charge. If the bearer has been charged this turn they fight back
at S +1. In any round of hand-to-hand combat, the bearer and their unit make
break tests at LD 10, and always add 1 to their combat result.

RAT-SLAYER (25 points)
The sword of Antonious Ratsbane, Rat-Slayer imbues it's wielder with extra
speed in it's attacks. The wielder of Rat-Slayer receives +1 WS and +1 I.
Against Skaven, Rat-Slayer will cause d3 wounds.
					 ANTONIOUS RATSBANE ONLY

----------------------------------------------------------------------------

SPECIAL CHARACTERS

   * Caesar Oremor the Bold
   * Antonious "Ratsbane" Petricullo
   * Count Leo Da Vincenza
   * Notra Daemusbrood the Seer
   * Vercelli the Gray
   * Captain Morgana Beardburner
   * The Great Potentate
   * Licentious the Widower

----------------------------------------------------------------------------
CAESAR OREMOR THE BOLD (110 points)
+ 100 The Silver Laurel of Caesar

If Caesar is present, then he must be your general. The Caesar is
responsible for the protection of Tilea from any potential enemt invaders.
Since the title of Caesar has largely been hereditary, Caesar was trained
from the time he could walk to be the next leader of the Tilean Legion.

Profile		M	WS	BS	S	T	W	I	A	LD
Caesar Oremor	4	6	6	4	4	3	6	4	10

Weapons / Armor: Caesar Oremor prefers to wear light armor and a shield in
combat, and carry a hand weapon.
May Ride: While Caesar may ride a warhorse (for +3 points) with barding (+4
points), or a monster; he prefers to ride in a chariot (with 1 crewman) for
+64 points. Often, his Army Standard Bearer rides with him.
Options: Caesar Oremor may wear heavy armor for +1 points. He may use any
weapon from the equipment list, and he may also carry up to 4 magic items
(usually one of which is the Silver Laurel).
Special Rules: Peace: When Caesar is present, there are no animosity
problems between the Followers and the Reasoners.

----------------------------------------------------------------------------
ANTONIOUS "RATSBANE" PETRICULLO (82 points)
+25 Rat-Slayer

A former gladiator, Antonious saved Oremor's life when they were boys in the
Great Races. Antonious has also earned the respect of his fellows and the
people of Miregliano for his many victories in the Blighted Marsh. Recently,
however, his otherwise satin image has been attacked by reports of plots to
take the Caesar's place, and dark whispers of murderous palace intrigue.
Caesar Oremor vehemently denies any such action by his beloved friend, yet
even his advisors are reportedly trying to convince him otherwise.

Profile		   	M	WS	BS	S	T	W	I	A	LD
Antonious Ratsbane	4	5	5	4	4	3	4	3	9
Warhorse		8	3	0	3	3	1	3	1	5

Weapons / Armor: Antonious wears light armor and carries a shield. If he
does not have Rat- Slayer with him, he will use a hand weapon.
May Ride: Antonious may ride a horse, a warhorse for +3 points (his
preferred mount), or a chariot for +61 points.
Options: Antonious may wear any of the armor or weapons listed in the
equipment list, as well as any appropriate magic items.
Special Rules: Hatred for Skaven: Antonious Ratsbane has a deep hatred for
Skaven, as per the Warhammer Rule Book.

----------------------------------------------------------------------------
COUNT LEO DA VINCENZA (210 points)

During his free time, Count Leo da Vincenza studies the stars and Celestial
Magic. Because of these studies, Count Leo da Vincenza is a Third Level
Wizard of the Celestial College.

Profile			M	WS	BS	S	T	W	I	A	LD
Leo da Vincenza		4	3	3	4	4	3	5	2	9

Weapons / Armor: Count Leo is armed with a hand weapon.
May Ride: Count Leo da Vincenza may ride a warhorse for an additional +3
points, or a monster.

Options: Count Leo may use any of the weapons from the Equipment list.
Special Rules: If Count Leo da Vincenza is in your army, you may spend an
additional 10% of your points allocation on war machines. At the same time,
however, Count Leo da Vincenza would be too disinterested to join any battle
that had fewer than 15% of its total points allocated to war machines. In
other words, 15-35% of your army must be composed of War Machines.

----------------------------------------------------------------------------
NOTRA DAEMUSBROOD THE SEER (210 points)
+65 Sword of Stone

After the Skaven took the town of Escantos, it was believed lost. However,
Notra Daemusbrood recovered the weapon from the body of the Skaven warrior
Inquial after foretelling its return with a Skaven attack on Remas. Notra
Daemusbrood is not a follower of the White Path, but lives in the Temple of
Jean the Pios, providing advice on important matters of state. It is said
his ability to look into the future has provided the current Potentate with
information that has helped him rest much power and land from the
independent territories between it and Luccini.

Profile			M	WS	BS	S	T	W	I	A	LD
Notra Daemusbrood    	4	3	3	4	4	3	5	2	9

Daemusbrood is a 3rd level wizard of the Gold college.

Weapons / Armor: The Seer is armed with the Sword of Stone or a hand weapon.
May Ride: Notra Daemusbrood may ride a horse, a warhorse (for +3 points), or
a monster.
Options: Notra Daemusbrood may wield any weapon on the equipment list. He
also may wear any armor in the equipment list, but by so doing will be
unable to cast any magic.
Special Rules: Because of his ability to foretell, he may re-roll any dice
roll once during the game.

----------------------------------------------------------------------------
VERCELLI THE GRAY (The Vermin Singer) (218 points)
+75 Vermin Song

Vercelli the Gray is the head Rat Hunter in the city of Tobaro, responsible
for directing the de- verminization of the city as ordered by the current
prince of Tobaro. The Vermin Hunters fall under his general authority, and
he has been granted additional broad administrative powers to eradicate the
hordes from the blight, permitting him to adopt random inspections of all
food-stores to search for any Skaven.

In battle, Vercelli is always surrounded by a rat swarm that moves and
fights with him.

Profile			M	WS	BS	S	T	W	I	A	LD
Vercelli the Gray	4	3	3	4	4	2	4	1	7
Rat Swarm		6	3	0	3	2	5	1	5	10

Vercelli is a Wizard Champion of the Gray College of Magic.

Weapons / Armor: Vercelli carries a hand weapon. He wears no armor.
May Ride: Because of the swarm of rats which always surrounds him, Vercelli
cannot ride - no steed will come near him!
Options: Vercelli may use any weapon provided in the Equipment Lists.
Vercelli may wear armor, but if he does so he gives up his ability to cast
spells.
Special Rules: Vermin Song: Instead of fighting in hand-to-hand combat,
Vercelli may play his flute, Vermin Song. When Vermin Song is played, all
Skaven and rat-like creatures within 6" must roll under their LD on 2d6 or
become entranced. While in this state, they will move at their normal move
at Vercelli discretion. If they are sent beyond the 6" range, they will be
freed from the trance. While in a trance, they may not fight or defend
themselves. If they are sent into water they will drown. At the beginning of
each turn, the Skaven may attempt to escape the trance again, but with a -1
modifier to their roll.

Rat Swarm: Wherever Vercelli goes, the power of the Vermin Song flute draws
rats and other rodents to him. Vercelli sees this as a great curse, but the
rats are so enchanted by his presence that they will die for him. During
combat, if Vercelli is wounded on a d6 roll of 4, 5, or 6 the wound(s) will
be taken by the rat swarm instead. The rat-swarm will follow the wizard
wherever he goes, and will contribute their attacks to all hand-to-hand
combat.

----------------------------------------------------------------------------
CAPTAIN MORGANA BEARDBURNER (75 points)
+35 Spear of Holding

Morgana once coordinated the raids on the Sartosan Straight pirate lairs.
Having grown tired of the conduct of marine warfare, she decided to try here
hand as a land-dweller. One month after she convinced Marcovious to give her
the defense of Luccini, Morgana repelled an Orc and Goblin horde which had
descended from the mountains of the Border Princes and marched unchallenged
to the gates of the city. Surrounded by the last defense of Luccini
Windfinders, she single-handedly took out the heart of the Orc general
Igthod Toadlicker. With this victory came great fame and fortune, and she is
now one of the most successful generals in the land of Tilea.

Profile		M	WS	BS	S	T	W	I	A	LD
Morgana		4	5	5	4	4	2	5	3	10

Weapons / Armor: Morgana has converted well-enough to the intricacies of
Land-luggers (or whatever it is they call themselves, she has never quite
understood). She is willing to wear light armor (don't try to make her wear
anything heavier...) and a shield. She always carries her Spear of Holding
and a hand weapon.
May Ride: Like other Windfinders, Morgana will not ride a mount, preferring
to stick to her feet.
Options: Morgana may wield, in addition to her Spear of Holding, any weapon
listed in the Equipment List. Morgana is a Windfinder, so she may swim.

----------------------------------------------------------------------------
THE GREAT POTENTATE (375 points)
+75 Ring of Light
+100 Tome of the Way
+100 The Seat of Holiness

The Great Potentate has taken a vow of celibacy, a vow of poverty, and a vow
against gluttony. When he goes to war, he rides in his Seat of Holiness (for
he is too bulky for an ordinary warhorse), with at least three nubile
wenches accompanying him, hand-feeding him with fine wines and legs of
mutton. His Seat of Holiness is made of gilded gold, and he wears beautiful
necklaces of gold, platinum, silver, and diamond. He and his seat or so
heavy that 10 mean are required to port him about from place to place.

Profile			M	WS	BS	S	T	W	I	A	LD
The Great Potentate	4	5	5	5	4	4	5	3	10

The Great Potentate is a Fourth Level Priest of Follower Magic.

Weapons / Armor: The Great Potentate wields a double-handed sword. He wears
heavy armor.
May Ride: The Great Potentate is too large to ride a regular warhorse. He
may move around on foot, but normally he rides his Seat of Holiness into
hand-to-hand combat.
Options: The Great Potentate can wield any weapon or armor from the
Equipment List (except for the pistol).
Special Rules:
Devout Followers: All Followers within 6" of the Great Potentate are subject
to frenzy.
The Seat of Holiness: The Seat of Holiness is borne by 10 devout followers.
Should any of the bearers be killed, the seat may be carried as follows:
8-10 followers may move 4", 6-8 followers may move 2", the Sear of Holiness
can not be borne by less than 6 followers.

Profile			M	WS	BS	S	T	W	I	A	LD
Seat of Holiness	-	-	-	-	7	3	-	-	-

Seat-Bearers		4	3	3	4	3	1	3	1	10

Equipment: The Seat-Bearers are armed with a hand weapon and wear light
armor, and carry a shield.
Save: 5+
Options: The Seat-Bearers may wear heavy armor for +1 point per model. They
may carry spears for +1 point per model.
Special Rules: Any hits against the Great Potentate and his Seat of Holiness
should be distributed as follows (roll a d6):

	Missle Attacks	Hand-to-Hand
		1-2	    1-4		Seat-Bearers
		3-4	     5		Seat of Holiness
		5-6	     6		The Great Potentate

			   "You are only as mighty as your bulk."
				- The Great Potentate Contremerdi III

----------------------------------------------------------------------------
LICENTIOUS THE WIDOWER (265 points)

Normally, a human can withstand but one baptism or quaff of the waters from
the Temple fountain. Licentious the Widower drank deep from the fountain at
the Temple on the day after he rose to become a priest, something none had
done and survived since the first rivulets sprang from the resting place of
Jean the Pios. For three days his body glowed with an internal radiance, as
he screamed in agony.

Profile			M	WS	BS	S	T	W	I	A	LD
Licentious the
  Widower		4	4	3	4	4	3	5	2	7

Licentious the Widower is a Third Level Priest of Follower Magic.

Weapons / Armor: Licentious wields a hand weapon.
May Ride: Licentious may ride a warhorse for +3 points.
Options: Licentious the Widower may use any weapon or armor from the
equipment list (except the pistol).
Special Rules: Fear: Licentious the Widower glows with a bright inner light,
and he exudes an aura of pure White Magic. Because of this aura and his
twisted, ghostly-pale form, Licentious causes fear.

----------------------------------------------------------------------------

MAGIC

   * Water Magic
   * Follower Magic

----------------------------------------------------------------------------

Water Magic - The Spells of the Windfinders

Part Water
Power 1 Range 24"
As it's name suggests, this spell parts a body of water from bank to bank,
making a clear path 6" wide. Any unit may walk through this now dry area as
if on clear terrain. This spell remains in play until dispelled or the
Wizard releases the magic. The Wizard can do this at any time including
outside the normal turn sequence, even during the opponents movement phase.

Water Walk
Power 1 Range 36"
One character or unit may walk on water as if it were clear ground. This
spell will remain in play until dispelled or the Wizard casts the spell on
another unit.

Water Weave
Power 2
When cast, all bodies of water within 36" of the caster are woven tight as
solid earth. Rivers, ponds, and streams become normal ground for all
purposes.

Well Water
Power 2 Range 24"
This magic summons water buried in the earth to the surface. Immediately
after it is cast, a 6" diameter swamp appears at the target location. The
swamp is considered difficult ground. At the end of the next turn, the swamp
becomes a pond. Any creature still standing in the area where it is forming
drowns, with no save.

The Tentacles of Animos
Power 3 Range 12"
When this spell is cast, Water in the air and from the ground coalesces to
form 2d6 tentacles emanating from the caster. While this spell is in effect,
the wizard's move is increased to 6". The tentacles enable the wizard to
attack any model(s) within 2". This may include models in a second or third
rank of a unit. A dispel will destroy d6 tentacles.

Saint's Fire
Power 2 Range 36"
Saint's Fire gives any unit it is cast upon a radiant glow of electrical
power. Any attacks by the character or unit will cause an extra S 4
Electrical attack, resulting in d3 wounds. If any storm causing spells are
cast or are in effect, such as the High Magic spell The Tempest or the Water
Magic spell Hurricane, the additional attack hits at S 6 and causes d6
wounds. If an electrical attack is made against the unit (such as by an
Electrical Dragon), the attack is made at 1/2 Strength, and the Strength of
the units attacks are again increased (to S 6 and d6 wounds). Creatures
immune to electrical attacks are also immune to Saint's Fire. Saint's Fire
remains in play until dispelled.

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Follower Magic - The Spells of the White Path

Dawn of the White Path
Power 3
Grail fire sweeps out from the eyes of the priest, attacking the dark magic
that composes the essence of the Undead, killing 2d6 undead within
line-of-sight of the priest.

Light of Truth
Power 1 Range 12"

	As the pure radiance of the White Path glows around the priests
	head, those looking in his direction are compelled by a greater
	voice to speak truth. All things hidden about the target's body
	are revealed to the caster, magic items and talismans of power
	glowing in a light-sucking red.

Casting this spell allows the priest to examine any magic items or spell
cards of a single wizard or hero within 12".

Hand of Glory
Power 1
The Hand of Glory will move any unit immediately into base-to-base contact
with an enemy unit within 24" as if charging, with 1d6 added to the combat
result.

The Blessed Martyr
Power 2 Range 36"
When cast on any unit which has taken casualties in the last round of
hand-to-hand combat, the unit immediately goes into a religious frenzy and
gains one additional attack, made immediately, on it's foe. In the next
turn, they will continue to be in a frenzy (as per the Warhammer Rule Book),
and will stay that way until the other unit is destroyed, or a dispel is
cast.

Crucible of Might
Power 3
The wizard is aided by the hand of the One God in his blessed fight against
the enemy. A unit in hand-to-hand combat with the wizard immediately suffers
3d6 S 5 hits.

The Whispered Covenant
Power 1 Range 24"

	Followers of the Red Path and the One God often make personal
	oaths before stepping into battle. If the One God hears, then they
	are blessed with favors. As they march into battle, the One God
	whispers in the warrior's ears of the benefits of life in the
	after-world should they die in battle.

When cast, any character killed this turn is immediately brought back to
life for one turn. At the end of the next turn's magic phase, the character
dies permanently as his soul proceeds directly into the afterlife, and may
not be brought back to life, or raised from the dead (to become Undead).

Curse of the Light
Power 1
If a Wizard fails to dispel a Black Magic or Necromancer spell using a
Dispel Magic or a Destroy Magic Spell, casting this spell permits the Wizard
to make a single re-roll on the attempt to dispel.

The Wandering Way
Power 1 Range 36"
When cast upon an opposing unit, the unit will become confused, losing
confidence and their raison d'etre. The unit will halt what they are doing
and ponder their sudden doubts for the next turn. If they are in
hand-to-hand combat, they must immediately pass a LD test of flee. Such
models may not test against the LD of their champion, hero, or other
character. While so doing, they will not attack, but they may defend
themselves. The unit will remain in this state of deep inner thought until
they pass a LD test at the beginning of their movement turn.

Blessed Aura
Power 1 Range 24"
When cast upon a friendly unit, an unnatural light surrounds the unit as a
token that they will and are fighting for the right. The unit need take no
psychology or break test until the spell is dis-spelled, or the priest
recasts it on another unit.

Grail Fire
Power 3
The priest opens a conduit direct to the afterlife, filling him with power.
As the priest is consumed, a ring of pure magic spreads outward from his
dying shell like a ripple on a pond. All models in base-to- base contact
with the priest immediately suffer d6 S 10 hits, no save. All models within
12" suffer d6 S 7 hits. All models between 12 and 24" suffer d6 S 5 hits.

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Written by David Rauscher ----- [email protected]
Web page maintained by Bill Armintrout ----- [email protected]
This web page is part of THE MINIATURES PAGE, a WWW magazine about
miniatures.
If you have additional information or corrections, please e-mail us.
Last update: 10 June 1995

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