On this page are listed the
Warriors of the Free Companies. |
WEDGE
The Free Companies use a special wedge formation known as the Wedge.
This can be used either singly or with several wedges connected at the base
forming a line that resembles the teeth of a saw.
When arranged in the Wedge, the unit's leader is always
placed in the front. If the unit is led by a character then he must
take the front position. The formation will be as follows: There
will be one warrior in the front row, two in the second, three in the third,
four in the fourth, and so on, with each row wider than the row in front of it.
There may not be sufficient warriors to fill the last row. If this
happens, place what warriors you have at the outer edges of the row, leaving any
gaps in the center of the row.
Maneuver and Moving:
The Wedge can maneuver by wheeling. It cannot turn. When
wheeling, measure from the widest rank. Otherwise, when moving, the unit
make all measurements from the front model in the formation.
Close Combat:
In combat, the Wedge formation is positioned against the enemy unit
with the leading model in contact and the wedge arrayed behind him. This
represents the moment of contact.
All the models at the edge of the Wedge can fight if there are enemy
directly in front of them. All enemy models directly in front of the wedge
can fight back. All fighting models are considered to be touching
the enemy.
Rank Bonus:
In a Wedge formation the warriors get +1 combat bonus for each full
rank behind the first, up to a maximum of 3 extra ranks (+3 combat bonus).
A rank which is not full does not count.
Flanks:
A Wedge formation has no flanks. An enemy is not permitted to
lap onto the sides of the formation. An enemy charging the sides of the Wedge
does not count as charging the flank of the unit. No bonuses are earned on
the combat results and no Panic test is required for a flank charge.
If a Wedge is already engaged in combat, and it is charged from the
side, the enemy is aligned against the side of the Wedge formation. In
this case, models aligned against the side are allowed to fight and models
directly in front of the Wedge can fight as normal. The warriors facing
both enemy units can fight either the original unit to their front or the unit
to the side and they can divide their attacks if you prefer.
Casualties:
Casualties are removed from the rearmost rank in the usual manner.
If a character is slain, his position can be taken by another warrior once the
combat is over.
Combat Results:
After combat is completed, warriors can maintain their Wedge formation
or immediately adopt a regular formation of one or more ranks.
Warriors in Wedge formation cannot lap around an enemy's flank as a
regular unit can. However, if warriors adopt a regular formation, they can
lap around that turn, assuming, of course, they won the combat and their new
formation extends beyond the enemy's flanks.
If the Wedge formation succeeds in breaking the enemy unit, the
warriors can either maintain the Wedge formation or adopt a regular formation as
they either hold or pursue.
Archers may fire their bows from the Wedge formation as follows:
Every Archer on the edge of the formation may fire their bows. If the Wedge
remains stationery, all of the Archers may shoot, including those in the center
of the unit.
If standing and shooting against a charging enemy, the Wedge can shoot
with all of its Archers, including those inside the formation.
LEADERS
OF THE FREE COMPANIES
The army may include a general to lead it. This will
be one of the great Mercenary Commanders.
Heroes are warriors of exceptional prowess and
courage. They have gained much fame and fortune with their skills,
and are often sent to lead small bands of warriors into battle.
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Army General |
4 |
6 |
5 |
4 |
4 |
3 |
6 |
4 |
9 |
Hero |
4 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
8 |
|
|
FREE
COMPANIES WIZARDS
Within the Old World, there are many wizards of various
sorts. They learn their magics through mysterious and unknown
methods.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Wizard |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
8 |
Wizard Lord |
4 |
3 |
3 |
3 |
4 |
3 |
3 |
1 |
8 |
|
Magic: A Wizard is a Level 1 Wizard.
A Wizard Lord is a Level 3 Wizard. He
may choose any of the Lores from the Warhammer rulebook.
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FREE
COMPANIES CAVALRY
The Free Companies often employ fierce horsemen from the
deserts of Araby.
The Mounted Crossbowmen are soldiers who are trained
to fire their crossbows while mounted on a moving horse.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Light Cavalry |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Mounted Crossbowman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Warhorse |
8 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
5 |
|
Special Rules:
Skirmishers: Mounted
Crossbowmen and Arabic Light Cavalry may
skirmish, as described in the rules for skirmishing troops in the
Warhammer rulebook.
Light Cavalry: Mounted
Crossbowmen and Arabic Light Cavalry are light
cavalry and use the rules for light cavalry described in the Warhammer
rulebook.
|
WHITE
COMPANY SOLDIERS
White Company Archers are Bretonnian Archers that
follow their captain fighting in foreign wars for pay.
The White Company Knights are Bretonnian Knights of
the Realm who are following their captain general and fighting for both
glory and pay.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Archer |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
White Company Knight |
4 |
4 |
3 |
4 |
3 |
1 |
4 |
1 |
8 |
Warhorse |
8 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
5 |
|
Special Rules:
Arrowhead Formation White Company Archers
may use the Arrowhead formation, as detailed in the Soldiers of the
Free Companies section.
Lance Formation. White
Company Knights may use the Lance formation.
See page 93 of the Warhammer Annual 2002 for full rules.
Knight's Virtue The White Company Knights
have the Knight's Virtue. Their pride and honour as Knights means they
are immune to Panic caused by fleeing troops that are not /Knights.
See page 98 of the Warhammer Annual 2002.
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FREE
COMPANY MISSILE UNITS
Crossbowmen are troops from the city militia who have
been trained in the use of crossbows.
Mercenary Handgunners 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 |
|
Crossbowman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Handgunner |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
|
FREE
COMPANY INFANTRY UNITS
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.
Sword and Buckler Men are troops who have
been trained in the use of swords and bucklers.
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 |
|
Crossbowman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Sword and Buckler Men |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Pikeman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
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.
Skirmishers: Sword and Buckler Men
may skirmish, as described in the rules for skirmishing troops in the
Warhammer rulebook.
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FREE
COMPANY ARTILLERY
Sometimes when the armies of the Free Companies march off
to war they bring machines of destruction with them for battering down
city walls or smashing their enemies' battle lines. The Stone
Thrower, Bolt Thrower, and Great Cannons are such war machines.
The Engineers of Araby have been able to construct cannons
of intense power that rival even the Great Cannons of the Empire.
These cannons are sometimes hired out to the Free Companies.
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Stone Thrower |
- |
- |
- |
- |
7 |
3 |
- |
- |
- |
Bolt Thrower |
- |
- |
- |
- |
7 |
3 |
- |
- |
- |
Cannon |
- |
- |
- |
- |
7 |
3 |
- |
- |
- |
Crew |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
Special Rules:
Stone Thrower.
Bolt Thrower. Bolt Throwers are,
naturally, bolt throwers and complete rules can be found in the
Warhammer rulebook (pages 124-125).
Cannon. Cannons are cannons and
complete rules can be found in the Warhammer rulebook (pages 122-123).
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FAKIR Within
the lands of Araby there are many wizards of various sorts. They learn their magics
through mysterious and unknown methods. These wizards are known as the Fakir.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Fakir |
4 |
3 |
3 |
3 |
3 |
2 |
3 |
1 |
8 |
Fakir Lord |
4 |
3 |
3 |
3 |
4 |
3 |
4 |
1 |
9 |
|
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CAVALRY OF ARABY The
Al-halqa are elite cavalry serving as the core of the Arabic army.
The Nomadic Tribesmen are fierce horsemen from the deserts of Araby.
The Mamluks are elite slave cavalry serving as the Sultan's private army.
The Wafidiya are fierce horsemen from the eastern lands, and some say they
are related to Gospodars of Kislev.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Al-halqa |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
Nomadic Tribesman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Mamluk |
4 |
4 |
3 |
4 |
3 |
1 |
4 |
1 |
8 |
Wafidiya |
4 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
8 |
Warhorse |
8 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
5 |
|
Special Rules:
Al-halqa: Lance
Formation. Al-halqa may use the Lance formation. See the Bretonnian Special Rules in Ravening Hordes.
Nomadic Tribesmen: Skirmishers: Nomadic Tribesmen may
skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.
Mamluks: Lance Formation. Mamluks may use the Lance
formation. See the Bretonnian Special Rules in Ravening Hordes.
Immune to Psychology. The Mamluks are totally without fear due to
their religious zeal and their loyalty oaths to the Sultan, so they are immune to all
psychology, Break and Panic tests.
Wafidiya: Skirmish. Wafidiya may skirmish, as
described in the rules for skirmishing troops in the Warhammer rulebook.
|
INFANTRY OF ARABY Crossbowmen
are troops from the city militias who have been conscripted into the army.
Jabaliyya are javelinmen from the mountains of Araby.
The Araby armies often contain units of Engineers with Midfa. Midfa are
Arabic hand guns. They are decorated with carvings and jewels and each is a work of art.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Crossbowman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Jabaliyya |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Engineer |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
Special Rules:
Jabaliyya: Skirmishers: Jabaliyya may skirmish,
as described in the rules for skirmishing troops in the Warhammer rulebook.
|
FANATICS OF ARABY Ghazis
are seekers of paradise, and fanatics.
Naffatun are fanatics armed with naptha bombs.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Ghazi |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
Naffatun |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
|
Special Rules:
Ghazis: Skirmishers. Ghazis may skirmish, as
described in the rules for skirmishing troops in the Warhammer rulebook.
Frenzy. Ghazis are subject to the rules for frenzy in the
Warhammer rulebook.
Naffatun: Detachment. You must include at least
one unit of Jabaliyya to take a unit of Naffatun. This is the Naffatun's parent
unit. The Naffatun are a detachment of their parent unit and must stay within
5" of the parent regiment at all times.
Skirmish. Naffatun always skirmish, as described in the
rules for skirmishing troops in the Warhammer rulebook.
Immune to Psychology. Naffatun are immune to all psychology.
|
ARTILLERY OF ARABY Sometimes
when the Arabian armies march off to war they bring machines of destruction with them for
battering down city walls or smashing their enemies' battle lines. These include
bolt throwers, stone throwers, and great cannons.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Bolt Thrower |
- |
- |
- |
- |
7 |
3 |
- |
- |
- |
Stone Thrower |
- |
- |
- |
- |
7 |
3 |
- |
- |
- |
Cannon |
- |
- |
- |
- |
7 |
3 |
- |
- |
- |
Crew |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
|
Special Rules:
Bolt Thrower. Bolt Throwers are, naturally, bolt
throwers and complete rules can be found in the Warhammer rulebook (pages 124-125).
Stone Thrower. Stone Throwers are stone throwers and
complete rules can be found in the Warhammer rulebook (pages 120-121).
Cannon. Cannons are cannons and complete rules can be
found in the Warhammer rulebook (pages 122-123).
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