Core Units are the most
common warriors in the army. There is a minimum number of Core Units that must be
fielded, and this varies with the size of the army (see "Armies of the
Free Companies"). There
is no maximum limit on the number of Core Units that can be fielded.
On this page are listed the basic Warriors of the Free
Companies. These are the troops most often found in one of these
mercenary armies. |
ARABIC LIGHT
CAVALRY |
Points/model: 18 |
The Free Companies often employ fierce horsemen from the deserts of
Araby. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Light Cavalry |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Champion |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
2 |
7 |
Warhorse |
8 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
5 |
|
Units Size: 10+
Weapons/Armour: Bow, spear, and hand weapons, and shield.
Options:
- Upgrade one Light Cavalry into a Musician for +5 pts.
- Upgrade one Light Cavalry into a Standard Bearer for +10 pts.
- Promote one Light Cavalry to a Champion for +10 pts.
Special Rules:
Skirmishers: Arabic Light Cavalry
may skirmish, as
described in the rules for skirmishing troops in the Warhammer rulebook.
Light Cavalry: Arabic Light Cavalry are light
cavalry and use the rules for light cavalry described in the Warhammer
rulebook.
|
WHITE
COMPANY ARCHERS |
Points/model: 10
|
These are
Bretonnian Archers that follow their captain fighting in foreign wars
for pay. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Archer |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Marksman |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
|
Unit Size: 10-20
Weapons/Armour: Hand weapon and long
bow, light armour.
Options:
- Any unit may be equipped with shields (+1 pt per
model).
- Upgrade one Archer into a Musician for +5 pts.
- Upgrade one Archer into a Standard Bearer for +10
pts.
- Promote one Archer to a Marksman for +10 pts.
Special Rules:
Arrowhead Formation White Company
Archers may use the Arrowhead formation, as detailed in the
Soldiers of the Free Companies section.
|
CROSSBOWMEN |
Points/model: 8 |
Crossbowmen are troops from the city
militia who have been trained in the use of crossbows. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Crossbowman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Marksman |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
|
Units Size: 10+
Weapons: Hand weapon and crossbow.
Options:
- Any unit may be equipped with light armour (+1 pt per model)
or heavy armour (+2 pts), and/or a shield (+1
pt).
- Upgrade one Crossbowman into a Musician for +5 pts.
- Upgrade one Crossbowman into a Standard Bearer for +10 pts.
- Promote one Crossbowman to a Marksman for +10 pts.
|
BILLMEN |
Points/model: 6 |
Billmen use a wicked hooked
halberd-like weapon that can also de-horse a mounted foe. The bill has an 8-10'
haft, with a two and a half foot blade that has a sharp edge running along both
sides, one side curves back upon itself in a viciously pointed hook that can
pierce armour and drag mounted troops from the saddle. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Crossbowman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Champion |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
2 |
7 |
|
Units Size: 10+
Weapons: Hand weapon and bill.
Options:
- Any unit may be equipped with light armour (+1 pt per model).
- Upgrade one Crossbowman into a Musician for +5 pts.
- Upgrade one Crossbowman into a Standard Bearer for +10 pts.
- Promote one Crossbowman to a Champion for +10 pts.
Special Rules:
Bills: The bill has the same stats
as a halberd, with the addition that, when used against mounted
troops, on a die roll higher than the opponent's Initiative (this is
a separate die roll made immediately after any successful to hit die
roll made by the user of the billhook), the opponent is dismounted.
A die roll of 6 is always successful, even if the opponent has a
higher Initiative.
|
MERCENARY
HANDGUNNERS |
Points/model: 8 |
These are troops who have been trained in the use of
handguns and have joined the mercenary Free Companies. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Handgunner |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Marksman |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
|
Units Size: 10+
Weapons: Hand weapon and handgun.
Options:
- Any unit may be equipped with light armour (+1 pt per model)
or heavy armour (+2 pts).
- Upgrade one Handgunner into a Musician for +5 pts.
- Upgrade one Handgunner into a Standard Bearer for +10 pts.
- Promote one Handgunner to a Marksman for +10 pts.
|
SWORD AND
BUCKLER MEN |
Points/model: 7 |
These are troops who have been trained in the use of swords
and bucklers. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Swordsman |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Champion |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
2 |
7 |
|
Units Size: 10+
Weapons: Sword and shield.
Options:
- Any unit may be equipped with light armour (+1 pt per model).
- Upgrade one Swordsman into a Musician for +5 pts.
- Upgrade one Swordsman into a Standard Bearer for +10 pts.
- Promote one Swordsman to a Champion for +10 pts.
Special Rules:
Skirmishers: Sword and Buckler
Men may skirmish, as
described in the rules for skirmishing troops in the Warhammer rulebook.
|
PIKEMEN |
Points/model: 10 |
Pikemen are troops that are
trained to stand in pike formation and fight shoulder to shoulder with their
long pikes that are over 20 feet in length. These troops form up in a dense
formation several ranks deep, with their wicked pikes thrusting in a hedgehog to
the fore. |
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Pikeman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Champion |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
2 |
7 |
|
Units Size: 10+
Weapons: Hand weapon, light armour and pikes
(see Warhammer Annual 2002, page 69, for pike rules).
Options:
- Any unit may be equipped with heavy armour (+1 pt per
model).
- Upgrade one Pikeman into a Musician for +5 pts.
- Upgrade one Pikeman into a Standard Bearer for +10 pts.
- Promote one Pikeman to a Champion for +10 pts.
|
|