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    ARMOURY AND SPECIAL RULES

    The following Special Rules are covered in the Warhammer Ancient Battles rulebook and Errata:Ambush, Army General, Army Standard, Artillery, Bolt Thrower, Cannon, Carroballista, Cataphracts, Chariots, Chariot Runner,Combined Formation, Different Weapons, Drilled, Elephants, Expert Horsemen, Feigned Flight, Ferocious Charge, Finest Horses,Frenzy, Hatred, Levies, Light Troops, Macedonian Phalanx, Massed Cavalry, Medieval Phalanx, Organ Gun, Parthian Shot,Phalanx, Shieldwall, Skirmishers, Stealth, Stone Thrower, Stubborn, Trained Phalanx, Unreliable Mercenaries/Allies, Veterans,Wagon Tabor, Warband, War Wagons

    Special Rules:Arrogant Pride

    If a unit with Arrogant Pride charges an enemy unit, any other unit with Arrogant Pride within 12 of the charging unit willautomatically charge their nearest enemy (or if no enemy is within charge distance, they will move at least 4 towards thenearest enemy within their charge arc).

    Beg War Wagon

    The Beg War Wagon is immobile and counts as a large target, if targeted specifically. Alternatively, the models inside theBeg War Wagon can be targeted they count as being behind hard cover, and use the wagon as a defended obstacle inclose combat. All fleeing friendly units who are not Allies or Mercenaries that comes within 6 of the Beg War Wagon mayimmediately take a Rally test, even if in the middle of a fight. If the test is passed, the unit rallies and may reform. Unitsthat were pursued and caught but who managed to rally do not count as destroyed the pursuing unit counts as chargingin the next turn of close combat.

    Berserkers

    If there is an enemy unit visible within the charge arc of the unit containing a Berserker at the start of the player turn and

    within 12 then there is a chance that the Berserkers will go berserk. Roll 2D6 for each Berserker. If the number rolled isequal to or greater than the distance to the nearest enemy then the Berserker will immediately charge. Move theBerserker into contact with the enemy he charges.

    If the unit containing a Berserker is in combat at the start of the player turn, then the Berserker will automatically goberserk.

    Berserkers will always charge the closest enemy. If two enemy units are equally close then randomly determine who theBerserker goes for.

    The Berserker automatically causes D6 S5 hits on the enemy unit which it attacks and is then removed from play. If theenemy unit suffers 25% or more casualties from the attacks, it must make an immediate Panic test.

    Camels

    Cavalry and Chariots Fear Camels.

    Camel Beasts Of Burden

    To show that a unit has Camel Beasts Of Burden, place an appropriate number of kneeling or standing camel models inbase contact with the rear of the unit when the unit is deployed.

    Formed units with Camel Beasts Of Burden cause Fear in enemy Cavalry and Chariots. If a unit with Camel Beasts Of Burden charges or flees, the camel models are removed, and the unit no longer causes

    Fear in enemy Cavalry or Chariots.

    Different Armour

    Some units may have figures armed with a variety of armour. As a result of the different armour some figures may havedifferent armour saves than others. In close combat always use the saving throw of the majority of the front rank, whenresolving missile fire use the Saving roll of the majority of the figures. Usually the owner of the unit decides which figuresto remove as casualties, but the other player may elect to make attacks against specific figures if he wishes. This maycause some models to move slower than others due to armour encumbrance. The entire unit will move at the rate of theslowest model in the unit, not including characters.

    Fearsome

    All enemy units with a base Leadership value of 7 or less Fear troops who are Fearsome. Note that if a character ormodel with a higher Leadership is leading the unit they still Fear Fearsome troops, but they benefit from using the leadershigher Leadership value when taking the Fear test. The same principles apply to Warbands.

    Forlorn Hope

    Forlorn Hope units may re-roll their first failed Panic test. To receive this benefit, each Forlorn Hope unit must be attachedto a parent Close Combat Infantry unit not designated as Light Troops at the beginning of the battle. Simply declare whichForlorn Hope unit is attached to which Infantry unit. All Forlorn Hope models must remain within 6 of the parent unitthroughout the battle. If any models in the Forlorn Hope unit is more than 6 away from the parent unit when the first Panictest is required, the re-roll benefit cannot be used and is lost for the remainder of the battle.

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    Rocket Artillery

    Rocket Artillery are War Machines and follow all the basic rules for Artillery.

    Rockets may be fired during the Shooting phase. Pick a direction and fuse length for the rocket. The fuse length can beany number between 1-12 and represents the number of D6 that will be rolled to determine the distance in inches that therocket will fly. Next roll a Scatter dice; if a Hit is rolled, then the rocket flies the number of inches rolled in the determineddirection. If a Scatter is rolled, the rocket will fly off in the arrows direction instead. Once you have worked out where therocket lands, work out who is hurt by using the circular template in the same manner as a Stone Thrower. Rockets areStrength 5 and ignore Armour Saves. Any unit that takes casualties from a rocket must make a Panic test or flee. Cavalry,

    Chariots, Camels and Elephants must take a Panic test on 3D6 instead of 2D6.

    Sacred Standard

    The unit which accompanies the Sacred Standard is immune to Panic. If the Sacred Standard is surrendered to avictorious opponent, the banner is worth 250 victory points. The Sacred Standards powers are lost if the Army StandardBearer is killed.

    Special Deployment

    Troops with Special Deployment may make a March (but not a Fast March) or double pace move after deployment, butbefore the battle begins. They may not use this free move to charge at the enemy, and may not shoot any missileweapons after making the move. This cannot be combined with the extra movement allowed for Skirmishers in somescenarios.

    Strategist

    After choosing sides, the owning player may place one additional terrain feature anywhere on the battlefield outside theenemy deployment zone.

    Stakes

    Only formed units may place stakes. Stakes can be placed when a unit is deployed on the table on its front only (use anappropriate marker to indicate stakes). Only the unit that places stakes can benefit from them.

    A unit equipped with stakes may make a free 4 move after deployment is complete and then place their stakes. If notplaced at deployment or after the free 4 move, stakes are lost as they cannot be placed after the start of the game.

    Mounted Models fighting against the front of a unit with stakes suffer a 2 to hit penalty, lose all bonus related to a charge(e.g. the strength bonus of their weapons or Ferocious Charge).

    If the unit is subject to Warband psychology, it can ignore Warband rule#1 as long as it remains behind its stakes.

    Stakes are lost if the unit that placed them moves out of contact with the stakes for any reason. Remove the marker fromthe game if this happens.

    Superior Cavalry

    These rules cover all cavalry with one of the Superior Cavalry rules.

    All types of Superior Cavalry may count their Rank Bonus up to +1.

    All types of Superior Cavalry may re-roll any to hit dice that miss in the first round of any close combat when they chargeor counter-charge.

    Superior Arab Cavalry

    During their move, Superior Arab Cavalry are allowed to turn any number of times without incurring any penalties on theirmove distance even if they are marching (but not fast marching). Note that unless Drilled, they may only about face andare not able to turn by 90.

    They are permitted to change formation once during their movement by any number of ranks with no penalties to theirmove. They can even take advantage of this ability when marching (but not fast marching or charging).

    Superior Byzantine Cavalry

    Superior Byzantine Cavalry may choose to retire if they win a round of close combat, but fail to force their opponents toeither flee or give ground.

    The retiring movement is made as a normal Give Ground move with the exception that the retiring unit may still charge inits following turn. This ability requires a fairly high degree of mobility therefore, it can never be used by cavalrymen ridingbarded or half-barded horses.

    Superior Germanic Cavalry

    Superior Germanic Cavalry have Ferocious Charge.

    Superior Persian Cavalry

    Superior Persian Cavalry may shoot when they charge or counter-charge and may use massed missiles whilst doing so.This shooting attack is made after any enemy charge reactions, and counts as having taken place at short range. The -1modifier for shooting while moving still applies. Enemy units that take 25% or more casualties must pass a Panic test orflee. These casualties do not count towards combat resolution.

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    Superior Charioteers

    Superior Charioteers may shoot when they charge or counter-charge and may use massed missiles whilst doing so. Thisshooting attack is made after any enemy charge reactions, and counts as having taken place at short range. The -1modifier for shooting while moving still applies. Enemy units that take 25% or more casualties must pass a Panic test orflee. These casualties do not count towards combat resolution.

    Testudo

    To form a Testudo, the unit must be armed with Large Shields, must be at least 2 ranks deep and 4 models wide. Declare

    the unit is forming a Testudo at the start of the turn. The unit may not charge or march that turn, but has a 2+ ArmourSave against missile attacks for as long as it stays in the Testudo formation.

    Used To Elephants

    Infantry units that are Used To Elephants do not Fear Elephants

    Cavalry and Chariot units that are Used To Elephants are not Terrified of Elephants, they Fear them instead.

    Warriors Of Legend

    A Warrior Of Legend may re-roll one failed to hit and one failed to wound roll in each combat phase. In addition, he mayre-roll a failed Armour Save if the wound suffered is the last one remaining (ie, he can re-roll his last Armour Save).

    Yurts

    The whole Yurt Camp is deployed as one unit and must be placed on the table as the first unit. The Yurts are deployed 3apart in a circle or semi-circle with at least one Yurt touching the players table edge. Yurts do not block line of sight.

    Yurt Defenders are Skirmishers, they count as one unit and may not take Musician or Standard. They are placed behindthe Yurts and may not leave voluntarily. As long as they remain inside the Yurt Camp, they count as being in soft cover.

    For each undefended Yurt at the end of the game, the opponent gains +5 Victory points.

    Universal Wedge Rules:

    The Wedge may be adopted when a unit deploys. If the unit does not deploy as a Wedge, or loses Wedge Formation dueto fleeing or fighting combat, a unit must spend an entire turn reforming if a player wishes it to be in Wedge Formation.This means that a unit cannot Fall Back in Good Order and reform in a Wedge Formation, unless it was in a WedgeFormation before it fell back.

    The Wedge Formation

    A Wedge is formed by placing one model in the first row, two models in the second row, three models in the third row andso on. The first models to be placed are any characters leading the unit, up to a maximum of two character models. Thenext are the units Leader, Musician and Standard.

    Wedge Movement And Manoeuvre

    A Wedge does not turn or wheel, instead it pivots around a central point (indicated in the specific Wedge Formation rules)prior to and during movement (in a similar way to a wheel). It may pivot more than once during a move.

    To pivot more than 90 at any one time, a unit must surrender a quarter of its movement allowance. Wedges that have the

    Drilled ability may pivot more than 90 for no movement cost. A Wedge may pivot, and March move.

    A Wedge may only pivot once before charging in order to bring more models into contact (again similar to wheel).

    Note that some models may gain extra movement from this pivoting system.

    Wedge Combat

    When a Wedge charges or counter-charges, one model contacts the enemy unit but all the other models not in contactmay attack as well. Enemy units may fight back using all the models in base contact. Enemy units with weapon bonuses,such as thrusting spears fighting in two ranks, may fight back with additional figures in the second rank. Furthermore, forevery two models in the Wedge that fight, one extra model in the charged unit may fight as well. Fractions are roundeddown.

    Surviving models in contact with the character at the apex of the Wedge may choose to direct their attacks against thecharacter or rank & file. Enemy models not in contact may only direct attacks against rank & file, or characters furtherback in the Wedge.

    In the case of a challenge, the Wedge character remains in position and the other model is repositioned to a suitableplace in its formation in order to take part in the challenge.

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    Flattening Out The Wedge

    Three situations will cause a Wedge to flatten out: When a Wedge is charged in the flank or rear, when a wedge loses around of close combat unless it is allowed and is able to Give Ground, when a Wedge is charged without being able tocounter-charge.

    Once it is flattened out, the Wedge benefits no longer apply.

    Charging Skirmishers and other units of less than five models (less than 3 for Chariots) do not flatten a Wedge, but willmove into full contact and engage the Wedge along the angled sides and attempt to get as many models into contact as

    possible. The models in the Wedge may only attack enemy models actually in contact. If the Wedge is already engaged in combat to the front and charged in the flank or rear, the Wedge will flatten forward into

    the unit it is already in combat with once the charging units have been moved into contact. This may result in some extramovement for the charging units which is acceptable.

    A Wedge is flattened out by placing the number of models in its widest rank in base contact with the enemy. Theremaining models are added to the subsequent ranks. Remember the unit must still retain its original facing.

    If a flattened Wedge is ultimately victorious, the unit may reform into a Wedge, but only if it pursues the enemy. This is theonly time a unit may make a free reform into a Wedge.

    Rank Bonus And The Wedge

    Units do not count their rank bonus in wedge formation, nor do they benefit from the Close Order combat result bonus. If awedge flattens out, it does not gain any rank or close order bonus.

    Cavalry Wedge

    Between 6 and 15 models.

    Blunt Nosed Cavalry Wedge

    Small Blunt Nosed Cavalry Wedge has between 7 and 12 models. With 3 models in the front rank and up to 3 missilecavalry models in the centre of the last rank, as long as there are close combat cavalry at either end of the rank.

    Large Blunt Nosed Cavalry Wedge has between 9 and 15 models. With 4 models in the front rank and up to 4 missilecavalry models in the centre of the last rank, as long as there are close combat cavalry at either end of the rank.

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    Infantry Wedge

    Between 10 and 28 models.

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    The following Weapons Rules are covered in the Warhammer Ancient Battles rulebook and Errata:Bow, Crossbow, Dagger, Darts, Double-Handed Weapon, Halberd, Handgun, Hand Weapon, Heavy Throwing Spear, Javelins,Kontos, Lance, Light Crossbow, Long Bow, Mixed Weapons, Pike, Short Bow, Sling, Staff Sling, Stones, Throwing Spear, ThrustingSpear

    Weapon Rules:Katana

    A model armed with a Katana counts as having a Hand Weapon and Shield in close combat. A Katana adds +1 to the

    models Strength if the model is on foot. If the model wields a Katana and a Hand Weapon at the same time he receives+1 Attack, but not +1 Strength and still counts as having a Shield in close combat.

    Kontarion

    A Kontarion uses the same rules as a Kontos except that a Kontarion is a one-handed weapon. A Kontarion strikes after aPike and Kontos, but before everything else.

    Heavy Mace

    A Heavy Mace gives a -1 Armour Save modifier in addition to any Strength modifiers.

    Samurai Armour

    Samurai Armour gives a 5+ Armour Save, but counts as Light Armour.

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    ARMY COMPOSITION

    Characters: Up to 33% of the points value of the army.Cavalry and Chariots: Up to 100% of the points value of the army.Infantry: Up to 100% of the points value of the army.Special Units: Up to 33% of the points value of the army.

    Unit Leaders, Musicians and Standard Bearers

    The following units are not allowed to upgrade models to Leaders, Musicians or Standard Bearers: Characters (including Army Standard Wagon and Champions)

    Guard Beg War Wagon

    Guard Elephant

    Elephants

    Artillery

    Fixed Units

    Warhounds

    Civilians

    All other units may have the following options:

    Upgrade one model to a Leader (+5 pts) or Captain (+10 pts)

    Upgrade one model to a Musician (+5 pts)

    Upgrade one model to a Standard Bearer (+5 pts) or the entire army may not have any Standards (including ArmyStandard) and may instead use Oracles

    Upgrade the entire unit to have Back Banners (+15 pts)

    Captains

    A Captain is a unit Leader that adds +1 to the units base Leadership value.

    Oracles

    At the start of the battle, the player rolls a D6 for every full 1000 points in the army. Fractions are lost. The total score onthe dice rolled is the amount of Oracle points for the army during the battle. An Oracle point is used to affect combat andLeadership, each point is deduced from the Oracle pool.

    Oracle points may be used to re-roll a failed Leadership test or a failed Break test once per unit. Alternatively a unit canadd up to +2 to a combat result.

    Single characters may not use Oracle points to affect combat results.

    Oracles may not be applied to skirmisher combat resolution, but may be used for re-rolls of skirmisher Leadership tests.

    Back Banners

    The unit may re-roll a failed Break test.

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    CHARACTERS (up to 33%)

    GENERALS AND COMMANDERS

    M S BS S T I A Ld Pts

    0-1 Army General 4 6 6 4 4 3 6 3 10 180

    General 4 5 5 4 4 2 5 2 9 120

    Commander 4 4 4 4 4 2 4 2 8 60

    Equipment: Hand Weapon

    Special Rules:

    Army General (Army General only)

    If no Army General is taken, one General may be Army General (+25 pts)

    If no Army General or General is taken, one Commander may be Army General (+25 pts)

    Options:May take one of the following options

    Light Armour (+1 pt)

    Heavy Armour (+2 pts)

    Half-Plate Armour or Samurai Armour (+3 pts)

    Full-Plate Armour (+4 pts)May take one of the following options

    Buckler or Shield (+1 pt)

    Large Shield (+2 pts)May take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Heavy Throwing Spear or Pike (+2 pts)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts)

    Katana (+4 pts)May take one of the following options

    Javelins, Darts or Short Bow (+1 pt)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts)

    Longbow or Crossbow (+3 pts)

    Handgun (+4 pts)May take any of the following Special Rules options

    Mounted Infantry (+1 pt)

    Drilled or Warband (+2 pts)

    Fearsome (+2 pts)

    Stubborn (+3 pts)

    Ambush (+5 pts) Stealth (+3 pts)

    Used To Elephants (+2 pts)

    If Army General, may be Strategist (+25 pts)

    If Commander and not Army General, may be Noble Commander (+5 pts)

    Warrior of Legend (+10 pts)Alternatively may be mounted on one of the following options

    Horse (+8 pts)

    Warhorse (+16 pts)

    Beg War Wagon (see Guards entry, Army General only)

    Chariot (see Guards and Chariots entry)

    Elephant (see Guards and Elephants entry)If mounted, may take one of the following options

    Light, Heavy, Half-Plate, Samurai or Full-Plate Armour (free)If mounted, may take one of the following options

    Buckler or Shield (+1 pt)

    Large Shield (+2 pts)If mounted, may take one of the following options

    Half-Cloth Barding (+2 pt)

    Full-Cloth or Half-Metal Barding (+4 pts)

    Full-Metal Barding (+6 pts)If mounted, may take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Kontos or Kontarion (+2 pts)

    Katana or Heavy Mace (+3 pts)

    Lance (+4 pts)If mounted, may take one of the following options

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    Javelins, Darts or Short Bow (+1 pt)

    Mixed Weapons, Bow or Light Crossbow (+2 pts)

    Longbow (+3 pts)

    Handgun (+4 pts)If mounted on a Horse or Warhorse, may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free)

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+10 pts)

    Drilled or Warband (+2 pts)

    Fearsome (+2 pts) Stubborn (+3 pts)

    Expert Horsemen (+2 pts)

    Finest Horses (+2 pts)

    Ambush (+5 pts)

    Stealth (+3 pts)

    Special Deployment (+2 pts)

    Used To Elephants (+2 pts)

    Ferocious Charge or if Armour Save is 4+, 5+ or 6+, Feigned Flight (+3 pts)

    Parthian Shot, if Armour Save is 5+ or 6+ and armed with Javelins, Short Bow or Bow (+3 pts)

    If Army General, may be Strategist (+25 pts)

    If Commander and not Army General, may be Noble Commander (+5 pts)

    Warrior of Legend (+10 pts)

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    0-1 ARMY STANDARDEither an Army Standard Bearer or an Army Standard Wagon may be chosen, but not both.

    M S BS S T I A Ld Pts

    Army Standard Bearer 4 4 4 4 4 2 4 2 8 90

    Army Standard Wagon - - - - 4 3 - - - 50

    Elite Defender 4 4 4 3 3 1 4 1 8 9

    Veteran Defender 4 4 4 3 3 1 4 1 7 7

    Regular Defender 4 3 3 3 3 1 3 1 6 5

    ARMY STANDARD BEARER

    Army Standard Bearer Equipment:

    Hand Weapon

    Army Standard

    Army Standard Bearer Special Rules:

    Army Standard

    Army Standard Bearer Options:May upgrade Army Standard to Sacred Standard (+50 pts)May take one of the following options

    Light Armour (+1 pt)

    Heavy Armour (+2 pts)

    Half-Plate Armour or Samurai Armour (+3 pts)

    Full-Plate Armour (+4 pts)

    May take one of the following options Buckler, Shield, Thrusting Spear, Throwing Spear, Javelins or Darts (+1 pt)

    Large Shield, Heavy Throwing Spear or Mixed Weapons (+2 pts)

    Heavy Mace (+3 pts)

    Katana (+4 pts)May take any of the following Special Rules options

    Mounted Infantry (+1 pt)

    Drilled or Warband (+2 pts)

    Fearsome (+2 pts)

    Stubborn (+3 pts)

    Stealth (+3 pts)

    Used To Elephants (+2 pts)

    Warrior Of Legend (+10 pts)Alternatively may be mounted on one of the following options

    Horse (+8 pts)

    Warhorse (+16 pts)

    Chariot (see Chariots entry) Elephant (see Elephants entry)

    If mounted, may upgrade Army Standard to Sacred Standard (+50 pts)If mounted, may take one of the following options

    Light, Heavy, Half-Plate, Samurai or Full-Plate Armour (free)If mounted, may take one of the following options

    Half-Cloth Barding (+2 pts)

    Full-Cloth or Half-Metal Barding (+4 pts)

    Full-Metal Barding (+6 pts)If mounted, may take one of the following options

    Buckler, Shield, Thrusting Spear, Throwing Spear, Javelins or Darts (+1 pt)

    Large Shield, Kontarion, Mixed Weapons (+2 pts)

    Katana or Heavy Mace (+3 pts)

    Lance (+4 pts)If mounted on a Horse or Warhorse, may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free)

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+10 pts) Drilled or Warband (+2 pts)

    Fearsome (+2 pts)

    Stubborn (+3 pts)

    Expert Horsemen (+2 pts)

    Finest Horses (+2 pts)

    Stealth (+3 pts)

    Special Deployment (+2 pts)

    Used To Elephants (+2 pts)

    Ferocious Charge or if Armour Save is 4+, 5+ or 6+, Feigned Flight (+3 pts)

    Parthian Shot, if Armour Save is 5+ or 6+ and armed with Javelins (+3 pts)

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    Warrior Of Legend (+10 pts)

    ARMY STANDARD WAGON

    Army Standard Wagon Unit:Army Standard Wagon and 5 Defenders (bought at the cost indicated)

    Army Standard Wagon Defender Equipment:

    Hand Weapon

    Army Standard Wagon Special Rules:

    Army Standard

    Wagon Tabor

    Different Weapons

    Different Armour

    Army Standard Defender Options:May take an additional 5 Defenders at the cost indicatedMay upgrade Army Standard to Sacred Standard (+50 pts)The unit may take one of the following options

    Light Armour (+1 pt per Defender)

    Heavy Armour (+2 pts per Defender)

    Half-Plate Armour or Samurai Armour (+3 pts per Defender)

    Full-Plate Armour (+4 pts per Defender)A Defender may take one of the following options

    Buckler or Shield (+1 pt per Defender) Large Shield (+2 pts per Defender)

    A Defender may take one of the following options

    Thrusting or Throwing Spear (+1 pt per Defender)

    Heavy Throwing Spear or Pike (+2 pts per Defender)

    Halberd, Heavy Mace or Double-Handed Weapon (+3 pts per Defender)

    Katana (+4 pts per Defender)A Defender may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per Defender)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per Defender)

    Longbow or Crossbow (+3 pts per Defender)

    Handgun (+4 pts per Defender)The unit may take any of the following Special Rules options

    Stubborn (+3 pts per Defender)

    Elite and Veteran Defenders may be Veterans (+1 pt per Defender)

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    PRIESTS

    M S BS S T I A Ld Pts

    0-1 High Priest 4 4 4 4 4 2 4 2 8 80

    Priest 4 4 4 3 3 2 4 2 8 70

    Lesser Priest 4 3 3 3 3 1 3 2 8 60

    Equipment:

    Hand Weapon

    Special Rules:Choose one of the following options to be applied to all Priests in the armyThese rules are applied to any unit the Priest joins

    Frenzy

    Immune To Fear

    Cause Fear

    Hatred

    Stubborn

    Immune To Panic

    Immune To Breaking

    Options:May take one of the following options

    Light Armour (+1 pt)

    Heavy Armour (+2 pts)

    Half-Plate Armour or Samurai Armour (+3 pts) Full-Plate Armour (+4 pts)

    May take one of the following options

    Buckler or Shield (+1 pt)

    Large Shield (+2 pts)May take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Heavy Throwing Spear or Pike (+2 pts)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts)

    Katana (+4 pts)May take one of the following options

    Javelins, Darts or Short Bow (+1 pt)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts)

    Longbow or Crossbow (+3 pts)

    Handgun (+4 pts)May take any of the following Special Rules options

    Mounted Infantry (+1 pt) Drilled or Warband (+2 pts)

    Stubborn (+3 pts)

    Ambush (+5 pts)

    Stealth (+3 pts)

    Used To Elephants (+2 pts)

    Warrior Of Legend (+10 pts)Alternatively may be mounted on one of the following options

    Horse (+8 pts)

    Warhorse (+16 pts)

    Chariot (see Guards and Chariots entry)

    Elephant (see Guards and Elephants entry)If mounted, may take one of the following options

    Light, Heavy, Half-Plate, Samurai or Full-Plate Armour (free)If mounted, may take one of the following options

    Buckler or Shield (+1 pt)

    Large Shield (+2 pts)If mounted, may take one of the following options

    Half-Cloth Barding (+2 pts)

    Full-Cloth or Half-Metal Barding (+4 pts)

    Full-Metal Barding (+6 pts)If mounted, may take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Kontos or Kontarion (+2 pts)

    Katana or Heavy Mace (+3 pts)

    Lance (+4 pts)If mounted, may take one of the following options

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    Javelins, Darts or Short Bow (+1 pt)

    Mixed Weapons, Bow or Light Crossbow (+2 pts)

    Longbow (+3 pts)

    Handgun (+4 pts)If mounted on a Horse or Warhorse, may take any of the following Special Rules options

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+10 pts)

    Drilled or Warband (+2 pts)

    Expert Horsemen (+2 pts)

    Finest Horses (+2 pts) Ambush (+5 pts)

    Stealth (+3 pts)

    Special Deployment (+2 pts)

    Used To Elephants (+2 pts)

    Ferocious Charge or if Armour Save is 4+, 5+ or 6+, Feigned Flight (+3 pts)

    Parthian Shot, if Armour Save is 5+ or 6+ and armed with Javelins, Short Bow or Bow (+3 pts)

    Warrior Of Legend (+10 pts)

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    CHAMPIONS

    M S BS S T I A Ld Pts

    Champion 4 4 4 4 4 2 4 2 8 20

    Equipment:

    Hand Weapon

    Special Rules:

    Up to 3 Champions may be placed in any unit of Cavalry or Infantry. They become part of the unit and maynot leave the unit. Champions do not confer their Leadership to a unit they join in this way. Champions donot count towards the number of characters in a Wedge.

    Champions in a unit may each have his own unique equipment, but you may not put a mounted Championwith Infantry and a Champion on foot with Cavalry.

    A Champion may replace a single crewman on a Chariot or Elephant. Unless the Champion is the onlycrewman, the Leadership of the Crew is used instead.

    Alternatively all the Champions may be grouped together to form a single unit of their own. EachChampion may have his own unique equipment, but all of them must either be mounted or on foot. If theyare organized in such a unit, no Champion may be upgraded to a Leader, Musician or Standard Bearer.

    Options:May take one of the following options

    Light Armour (+1 pt)

    Heavy Armour (+2 pts)

    Half-Plate Armour or Samurai Armour (+3 pts)

    Full-Plate Armour (+4 pts)May take one of the following options

    Buckler or Shield (+1 pt)

    Large Shield (+2 pts)May take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Heavy Throwing Spear or Pike (+2 pts)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts)

    Katana (+4 pts)May take one of the following options

    Javelins, Darts or Short Bow (+1 pt)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts)

    Longbow or Crossbow (+3 pts)

    Handgun (+4 pts)May take any of the following Special Rules options

    If Armour Save is 5+ or 6+, Light Troops (free)

    Mounted Infantry (+1 pt) Drilled or Warband (+2 pts)

    Fearsome (+2 pts)

    Stubborn or Frenzied (+3 pts)

    Ambush (+5 pts)

    Stealth (+3 pts)

    Used To Elephants (+2 pts)

    Berserker (+3 pts) (only 3 Champions may choose this if Champions are formed into a unit)Alternatively may be mounted on one of the following options

    Horse (+4 pts)

    Warhorse (+8 pts)

    Chariot (see Guards and Chariots entry)

    Elephant (see Guards and Elephants entry)If mounted, may take one of the following options

    Light, Heavy, Half-Plate, Samurai or Full-Plate Armour (free)If mounted, may take one of the following options

    Buckler or Shield (+1 pt) Large Shield (+2 pts)

    If mounted, may take one of the following options

    Half-Cloth Barding (+1 pt)

    Full-Cloth or Half-Metal Barding (+2 pts)

    Full-Metal Barding (+3 pts)If mounted, may take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Kontos or Kontarion (+2 pts)

    Katana or Heavy Mace (+3 pts)

    Lance (+4 pts)

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    If mounted, may take one of the following options

    Javelins, Darts or Short Bow (+1 pt)

    Mixed Weapons, Bow or Light Crossbow (+2 pts)

    Longbow (+3 pts)

    Handgun (+4 pts)If mounted on a Horse or Warhorse, may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free)

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+10 pts)

    Drilled or Warband (+2 pts) Fearsome (+2 pts)

    Stubborn or Frenzied (+3 pts)

    Expert Horsemen (+2 pts)

    Finest Horses (+2 pts)

    Ambush (+5 pts)

    Stealth (+3 pts)

    Special Deployment (+2 pts)

    Used To Elephants (+2 pts)

    Ferocious Charge or if Armour Save is 4+, 5+ or 6+, Feigned Flight (+3 pts)

    Parthian Shot, if Armour Save is 5+ or 6+ and armed with Javelins, Short Bow or Bow (+3 pts)

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    CAVALRY AND CHARIOTS (up to 100%)

    CAVALRY

    M S BS S T I A Ld Pts

    Elite Cavalry 8 4 4 3 3 1 4 1 8 18

    Veteran Cavalry 8 4 4 3 3 1 4 1 7 16

    Regular Cavalry 8 3 3 3 3 1 3 1 7 14

    Militia Cavalry 8 3 3 3 3 1 3 1 6 12

    Poor Cavalry 8 2 2 3 3 1 2 1 5 10

    MULTI-PURPOSE CAVALRY

    Equipment:

    Horse

    Hand Weapon

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Options:The unit may take

    Warhorse (+4 pts per model)The unit may take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model) Full-Plate Armour (+4 pts per model)

    The unit may take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)The unit may take one of the following options

    Half-Cloth Barding (+1 pt per model)

    Full-Cloth or Half-Metal Barding (+2 pts per model)

    Full-Metal Barding (+3 pts per model)The unit may take one of the following options

    Thrusting or Throwing Spear (+1 pt per model)

    Kontos or Kontarion (+2 pts per model)

    Katana or Heavy Mace (+3 pts per model)

    Lance (+4 pts per model)The unit may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Mixed Weapons, Bow or Light Crossbow (+2 pts per model) Longbow (+3 pts per model)

    Handgun (+4 pts per model)The unit may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free)

    Massed Cavalry or if the unit Armour Save is 2+ or 3+, Cataphracts (+2 pts per model)

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+2 pts per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn or Frenzied (+3 pts per model)

    Expert Horsemen (+2 pts per model)

    Finest Horses (+2 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Special Deployment (+2 pts per model)

    Used To Elephants (+2 pts per model)

    Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    Ferocious Charge, Cavalry Wedge or if Light Troops, Feigned Flight (+3 pts per model)

    Parthian Shot, if Light Troops and armed with Javelins, Short Bow or Bow (+3 pts per model)

    Elite and Veteran units may be Veteran (+1 pt per model)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

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    CLOSE COMBAT CAVALRY

    Equipment:

    Horse

    Hand Weapon

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Combined Formation: May be combined with a Missile Cavalry unit or another Close Combat Cavalry unit

    Options:The unit may take

    Warhorse (+4 pts per model)The unit may take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)The unit may take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)The unit may take one of the following options

    Half-Cloth Barding (+1 pt per model)

    Full-Cloth or Half-Metal Barding (+2 pts per model)

    Full-Metal Barding (+3 pts per model)

    The unit may take one of the following options Thrusting or Throwing Spear (+1 pt per model)

    Kontos or Kontarion (+2 pts per model)

    Katana or Heavy Mace (+3 pts per model)

    Lance (+4 pts per model)The unit may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free)

    Massed Cavalry or if the unit Armour Save is 2+ or 3+, Cataphracts (+2 pts per model)

    Superior Byzantine, Arab or Germanic Cavalry (+2 pts per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn or Frenzied (+3 pts per model)

    Finest Horses (+2 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Special Deployment (+2 pts per model)

    Used To Elephants (+2 pts per model) Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    Ferocious Charge, Cavalry Wedge or if Light Troops, Feigned Flight (+3 pts per model)

    Combined Formation units may form Blunt Nosed Wedge (+1 pt per model)

    Elite and Veteran units may be Veteran (+1 pt per model)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    Elite, Veteran and Regular units may take Arrogant Pride (free)

    If a Combined Formation, may take Mixed Order (free)

    MISSILE CAVALRY

    Equipment:

    Horse

    Hand Weapon

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Combined Formation: May be combined with a Close Combat Cavalry unit or another Missile Cavalry unit

    Options:The unit may take

    Warhorse (+4 pts per model)The unit may take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai (+3 pts per model)

    Full-Plate Armour (+4 pts per model)

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    The unit may take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)The unit may take one of the following options

    Half-Cloth Barding (+1 pt per model)

    Full-Cloth or Half-Metal Barding (+2 pts per model)

    Full-Metal Barding (+3 pts per model)The unit must take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model) Mixed Weapons, Bow or Light Crossbow (+2 pts per model)

    Longbow (+3 pts per model)

    Handgun (+4 pts per model)The unit may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free)

    Massed Cavalry or if the unit Armour Save is 2+ or 3+, Cataphracts (+2 pts per model)

    Superior Persian or Arab Cavalry (+2 pts per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn (+3 pts per model)

    Expert Horsemen (+2 pts per model)

    Finest Horses (+2 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Special Deployment (+2 pts per model)

    Used To Elephants (+2 pts per model)

    Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    If Light Troops, Feigned Flight (+3 pts per model)

    Parthian Shot, if Light Troops and armed with Javelins, Short Bow or Bow (+3 pts per model)

    Combined Formation units may form Blunt Nosed Wedge (+1 pt per model)

    Elite and Veteran units may be Veteran (+1 pt per model)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    If a Combined Formation, may take Mixed Order (free)

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    CHARIOTS

    M S BS S T I A Ld Pts

    Light Chariot 8 - - - 4 1 3 - 5 30

    Heavy Chariot 6 - - 4 4 1 3 D3 5 50

    Scythed Chariot 7 - - 5 4 1 3 D6+2 5 70

    War Wagon 6 - - - 6 4 - - - 100

    Driver - 3 3 3 3 1 3 1 7 -

    Elite Crewman - 4 4 3 3 1 4 1 8 9

    Veteran Crewman - 4 4 3 3 1 4 1 7 7Regular Crewman - 3 3 3 3 1 3 1 7 5

    Militia Crewman - 3 3 3 3 1 3 1 6 3

    Poor Crewman - 2 2 3 3 1 2 1 5 1

    Equipment:

    Light Chariots have 2 Horses and a Driver with a Hand Weapon

    Heavy Chariots have 4 Horses and a Driver with a Hand Weapon

    Scythed Chariots have 2 Horses and a Driver with a Hand Weapon

    War Wagons have 4 Horses and 1 Crewman with a Hand Weapon

    Special Rules:

    All Crewmen in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Chariots (Light, Scythed and Heavy Chariots only)

    War Wagons (War Wagons only)

    Light Chariots with 0-1 Crew may transport a Chariot Runner

    Heavy Chariots with 0-3 Crew may transport a Chariot Runner

    Crewmen may have Different Weapons

    Crewmen may have Different Armour

    Options:

    Light Chariots may add up to 2 Crewmen with Hand Weapons at the indicated points cost

    Heavy Chariots may add up to 4 Crewmen with Hand Weapons at the indicated points cost

    War Wagons may add up to 5 Crewmen with Hand Weapons at the indicated points costThe unit may take one of the following options

    Light Armour (+1 pt per Crewman)

    Heavy Armour (+2 pts per Crewman)

    Half-Plate Armour or Samurai Armour (+3 pts per Crewman)

    Full-Plate Armour (+4 pts per Crewman)Crewmen may take one of the following options

    Buckler or Shield (+1 pt per Crewman)

    Large Shield (+2 pts per Crewman)The unit may take one of the following options

    Half-Cloth Barding (+2 pts per Chariot or Wagon)

    Full-Cloth or Half-Metal Barding (+4 pts per Chariot or Wagon)

    Full-Metal Barding (+6 pts per Chariot or Wagon)Crewmen may take one of the following options

    Thrusting or Throwing Spear (+1 pt per Crewman)

    Kontos or Kontarion (+2 pts per Crewman)

    Katana or Heavy Mace (+3 pts per Crewman)

    Lance (+4 pts per Crewman)Crewmen may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per Crewman)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per Crewman)

    Longbow or Crossbow (+3 pts per Crewman)

    Handgun (+4 pts per Crewman)One War Wagon may take the following option (Carroballista rules)

    Light Bolt Thrower (+20 pts)The unit may take any of the following Special Rules options

    Drilled or Warband (+2 pts per Crewman)

    Fearsome (+2 pts per Crewman)

    Elite, Veteran and Regular units may be Stubborn (+3 pts per Crewman)

    Expert Horsemen (+2 pts per Crewman)

    Finest Horses (+1 pt per Horse)

    Used To Elephants (+2 pts per Model)

    Elite and Veteran units may be Veteran (+1 pt per Crewman)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    Superior Charioteers (+2 pts per Crewman)

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    May take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)May take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)

    May take one of the following options Thrusting or Throwing Spear (+1 pt per model)

    Heavy Throwing Spear or Pike (+2 pts per model)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts per model)

    Katana (+4 pts per model)May take any of the following Special Rules options

    If Armour Save is 5+, 6+ or none, Light Troops (free)

    Mounted Infantry (+1 pt per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn or Frenzied (+3 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Infantry Wedge (+1 pt per model)

    Shieldwall or Testudo (+1 pt per model)

    Used To Elephants (+2 pts per model)

    If armed with Thrusting Spears or Pikes, Phalanx (+1 pt per model)

    If armed with Thrusting Spears or Pikes, Trained Phalanx (+2 pts per model)

    If armed with Pikes, Macedonian Phalanx (+3 pts per model)

    If armed with Pikes and no Buckler, Shield or Large Shield, Medieval Phalanx (+2 pts per model)

    Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    Elite and Veteran units may be Veterans (+1 pt per model)

    Militia and Poor Infantry may be Levies (-1 pt per model)[yes minus 1 point per model]

    Camel Beasts Of Burden (+2 pts per model)

    Herce (+1 pt per model)

    If a Combined Formation, may take Mixed Order (free)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    MISSILE INFANTRY

    Equipment:

    Hand Weapon

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Combined Formation: May be combined with a Close Combat Infantry unit or another Missile Infantry unit

    Options:May take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)May take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)Must take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Sling, Bow, Staff Sling or Light Crossbow (+2 pts per model)

    Longbow or Crossbow (+3 pts per model)

    Handgun (+4 pts per model)May take any of the following Special Rules options

    If Armour Save is 5+, 6+ or none, Light Troops (free)

    Mounted Infantry (+1 pt per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn (+3 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

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    Shieldwall or Testudo (+1 pt per model)

    Stakes (+2 pts per model)

    Used To Elephants (+2 pts per model)

    Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    Elite and Veteran units may be Veterans (+1 pt per model)

    Militia and Poor Infantry may be Levies (-1 pt per model)[yes minus 1 point per model]

    Camel Beasts Of Burden (+2 pts per model)

    Herce (+1 pt per model)

    If a Combined Formation, may take Mixed Order (free)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

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    SKIRMISHERS

    M S BS S T I A Ld Pts

    Elite Infantry 5 4 4 3 3 1 4 1 8 9

    Veteran Infantry 5 4 4 3 3 1 4 1 7 7

    Regular Infantry 5 3 3 3 3 1 3 1 7 5

    Militia Infantry 5 3 3 3 3 1 3 1 6 3

    Poor Infantry 5 2 2 3 3 1 2 1 5 1

    Equipment: Hand Weapon

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Skirmishers

    As many units of Skirmishers may be Chariot Runners as there are units of Light and Heavy Chariots in thearmy.

    Options:May take

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)May take one of the following options

    Buckler or Shield (+1 pt per model) Large Shield (+2 pts per model)

    May take one of the following options

    Thrusting or Throwing Spear (+1 pt per model)

    Heavy Throwing Spear or Pike (+2 pts per model)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts per model)

    Katana (+4 pts per model)May take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per model)

    Longbow or Crossbow (+3 pts per model)

    Handgun (+4 pts per model)One model per unit may be upgraded with the following option

    Naffatun (+10 pts) (Naffatun rules)May take any of the following Special Rules options

    Warband (+2 pts per model)

    Fearsome (+2 pts per model) Elite, Veteran and Regular units may be Stubborn or Frenzied (+3 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Used To Elephants (+2 pts per model)

    Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    Elite and Veteran units may be Veterans (+1 pt per model)

    Elite, Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    Militia and Poor Infantry may be Levies (-1 pt per model)[yes minus 1 point per model]

    If the unit numbers between 5 and 8 models, Forlorn Hope (+1 pt per model)

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    SPECIAL UNITS (up to 33%)

    0-1 GUARD

    M S BS S T I A Ld Pts

    Beg War Wagon - - - - 4 3 - - - 55

    Guard Defender - 4 4 3 3 1 4 1 8 11

    Light Chariot 8 - - - 4 1 3 - 5 30

    Heavy Chariot 6 - - 4 4 1 3 D3 5 50

    Driver - 3 3 3 3 1 3 1 7 -Indian Elephant 6 4 0 7 6 6 3 4 4 150

    African Elephant 6 4 0 6 6 5 3 4 4 120

    Mahout - 2 2 3 3 1 2 1 7 -

    Guard Crewman - 4 4 3 3 1 4 1 8 11

    Guard Cavalry 8 4 4 3 3 1 4 1 8 20

    Guard Infantry 4 4 4 3 3 1 4 1 8 12

    Guard Special Rules:

    All Guard are Veterans

    All Guard are Stubborn

    All Guard have Oath Of Allegiance

    All Guard may have Different Weapons

    All Guard may have Different Armour

    Only one Beg War Wagon, Guard Elephant, Guard Chariot unit, Guard Cavalry unit or Guard Infantry unit may be takenper army. If a Guard unit and an Army General is taken then the Army General MUST always join the Guard unit and may

    not leave the unit.

    GUARD BEG WAR WAGON

    Beg War Wagon Unit:Beg War Wagon and up to 4 Guard Defenders (bought at the cost indicated)

    Beg War Wagon Guard Defender Equipment:

    Hand Weapon

    Beg War Wagon Special Rules:

    Beg War Wagon

    Guard Defender Options:The unit may take one of the following options

    Light Armour (+1 pt per Defender)

    Heavy Armour (+2 pts per Defender)

    Half-Plate Armour or Samurai Armour (+3 pts per Defender) Full-Plate Armour (+4 pts per Defender)

    A Defender may take one of the following options

    Buckler or Shield (+1 pt per Defender)

    Large Shield (+2 pts per Defender)A Defender may take one of the following options

    Thrusting or Throwing Spear (+1 pt per Defender)

    Heavy Throwing Spear or Pike (+2 pts per Defender)

    Halberd, Heavy Mace or Double-Handed Weapon (+3 pts per Defender)

    Katana (+4 pts per Defender)A Defender may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per Defender)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per Defender)

    Longbow or Crossbow (+3 pts per Defender)

    Handgun (+4 pts per Defender)The unit may take any of the following Special Rules options

    Drilled (+2 pts per Crewman) Fearsome (+2 pts per Crewman)

    Used To Elephants (+2 pts per Crewman)

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    GUARD CHARIOT UNIT

    Guard Chariot Equipment:

    Light Chariots have 2 Horses, Driver with a Hand Weapon and 1 Guard Crewman at the indicated cost

    Heavy Chariots have 4 Horses, Driver with a Hand Weapon and 1 Guard Crewman at the indicated cost

    Guard Chariot Special Rules:

    Chariots

    Options: Light Chariots may add up to 1 Guard Crewman with Hand Weapon at the indicated cost

    Heavy Chariots may add up to 2 Guard Crewmen with Hand Weapons at the indicated points costThe unit may take one of the following options

    Light Armour (+1 pt per Crewman)

    Heavy Armour (+2 pts per Crewman)

    Half-Plate Armour or Samurai Armour (+3 pts per Crewman)

    Full-Plate Armour (+4 pts per Crewman)Crewmen may take one of the following options

    Buckler or Shield (+1 pt per Crewman)

    Large Shield (+2 pts per Crewman)The unit may take one of the following options

    Half-Cloth Barding (+2 pts per Chariot)

    Full-Cloth or Half-Metal Barding (+4 pts per Chariot)

    Full-Metal Barding (+6 pts per Chariot)Crewmen may take one of the following options

    Thrusting or Throwing Spear (+1 pt per Crewman) Kontos or Kontarion (+2 pts per Crewman)

    Katana or Heavy Mace (+3 pts per Crewman)

    Lance (+4 pts per Crewman)Crewmen may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per Crewman)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per Crewman)

    Longbow or Crossbow (+3 pts per Crewman)

    Handgun (+4 pts per Crewman)The unit may take any of the following Special Rules options

    Drilled or Warband (+2 pts per Crewman)

    Fearsome (+2 pts per Crewman)

    Expert Horsemen (+2 pts per Crewman)

    Finest Horses (+1 pt per Horse)

    Used To Elephants (+2 per Crewman)

    Superior Charioteers (+2 pts per Crewman)

    GUARD ELEPHANT

    Elephant Equipment:

    1 Elephant, Mahout with Hand Weapon and 1 Guard Crewman with Hand Weapon at the indicated cost

    Guard Chariot Special Rules:

    Elephants

    Options:May add up to 4 Guard Crewmen with Hand Weapons at the indicated points cost

    All the Crewmen and/or Mahout may take one of the following options

    Light Armour (+1 pt per Crewman)

    Heavy Armour (+2 pts per Crewman)

    Half-Plate Armour or Samurai Armour (+3 pts per Crewman)

    Full-Plate Armour (+4 pts per Crewman)Crewmen may take one of the following options

    Buckler or Shield (+1 pt per Crewman) Large Shield (+2 pts per Crewman)

    The unit may take one of the following options

    Half-Cloth Barding (+2 pts)

    Full-Cloth or Half-Metal Barding (+4 pts)

    Full-Metal Barding (+6 pts)Crewmen may take one of the following options

    Thrusting or Throwing Spear (+1 pt per Crewman)

    Kontos or Kontarion (+2 pts per Crewman)

    Katana or Heavy Mace (+3 pts per Crewman)

    Lance (+4 pts per Crewman)

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    Crewmen may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per Crewman)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per Crewman)

    Longbow or Crossbow (+3 pts per Crewman)

    Handgun (+4 pts per Crewman)The unit may take the following Special Rules option

    Expert Horsemen (+2 pts per Crewman)

    GUARD CAVALRY UNITGuard Cavalry Equipment:

    Horse

    Hand Weapon

    Guard Cavalry Options:The unit may take

    Warhorse (+4 pts per model)The unit may take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)The unit may take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)

    The unit may take one of the following options Half-Cloth Barding (+1 pt per model)

    Full-Cloth or Half-Metal Barding (+2 pts per model)

    Full-Metal Barding (+3 pts per model)The unit may take one of the following options

    Thrusting or Throwing Spear (+1 pt per model)

    Kontos or Kontarion (+2 pts per model)

    Katana or Heavy Mace (+3 pts per model)

    Lance (+4 pts per model)The unit may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Mixed Weapons, Bow or Light Crossbow (+2 pts per model)

    Longbow (+3 pts per model)

    Handgun (+4 pts per model)The unit may take any of the following Special Rules options

    0-3 models may be upgraded to Marching Band models (+10 pts per model)

    If Armour Save is 4+, 5+ or 6+, Light Troops (free) Massed Cavalry or if the unit Armour Save is 2+ or 3+, Cataphracts (+2 pts per model)

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+2 pts per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Expert Horsemen (+2 pts per model)

    Finest Horses (+2 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Special Deployment (+2 pts per model)

    Used To Elephants (+2 pts per model)

    Ferocious Charge, Cavalry Wedge or if Light Troops, Feigned Flight (+3 pts per model)

    Parthian Shot, if Light Troops and armed with Javelins, Short Bow or Bow (+3 pts per model)

    Arrogant Pride (free)

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    GUARD INFANTRY UNIT

    Guard Infantry Equipment:

    Hand Weapon

    Guard Infantry Options:May take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model) Full-Plate Armour (+4 pts per model)

    May take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)May take one of the following options

    Thrusting or Throwing Spear (+1 pt per model)

    Heavy Throwing Spear or Pike (+2 pts per model)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts per model)

    Katana (+4 pts per model)May take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per model)

    Longbow or Crossbow (+3 pts per model)

    Handgun (+4 pts per model)May take any of the following Special Rules options

    0-3 models may be upgraded to Marching Band models (+10 pts per model) If Armour Save is 5+, 6+ or none, Light Troops (free)

    Mounted Infantry (+1 pt per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Infantry Wedge (+1 pt per model)

    Shieldwall (+1 pt per model)

    Used To Elephants (+2 pts per model)

    If armed with Thrusting Spears or Pikes, Phalanx (+1 pt per model)

    If armed with Thrusting Spears or Pikes, Trained Phalanx (+2 pts per model)

    If armed with Pikes, Macedonian Phalanx (+3 pts per model)

    If armed with Pikes and no Buckler, Shield or Large Shield, Medieval Phalanx (+2 pts per model)

    Camel Beasts Of Burden (+2 pts per model)

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    CAMEL RIDERS

    M S BS S T I A Ld Pts

    Elite Camel Rider 6 4 4 3 3 1 4 1 8 19

    Veteran Camel Rider 6 4 4 3 3 1 4 1 7 17

    Regular Camel Rider 6 3 3 3 3 1 3 1 7 15

    Militia Camel Rider 6 3 3 3 3 1 3 1 6 13

    Poor Camel Rider 6 2 2 3 3 1 2 1 5 11

    Equipment: Camel

    Hand Weapon

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Camels

    Options:The unit may take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model)

    Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)The unit may take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)The unit may take one of the following options

    Half-Cloth Barding (+1 pt per model)

    Full-Cloth or Half-Metal Barding (+2 pts per model)

    Full-Metal Barding (+3 pts per model)The unit may take one of the following options

    Thrusting or Throwing Spear (+1 pt per model)

    Kontos or Kontarion (+2 pts per model)

    Katana or Heavy Mace (+3 pts per model)

    Lance (+4 pts per model)The unit may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Mixed Weapons, Bow or Light Crossbow (+2 pts per model)

    Longbow (+3 pts per model)

    Handgun (+4 pts per model)The unit may take any of the following Special Rules options

    If Armour Save is 4+, 5+ or 6+, Light Troops (free) Massed Cavalry or if the unit Armour Save is 2+ or 3+, Cataphracts (+2 pts per model)

    Superior Persian, Byzantine, Arab or Germanic Cavalry (+2 pts per model)

    Drilled or Warband (+2 pts per model)

    Fearsome (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn or Frenzied (+3 pts per model)

    Expert Horsemen (+2 pts per model)

    Finest Horses (+2 pts per model)

    Ambush (+5 pts per model)

    Stealth (+3 pts per model)

    Special Deployment (+2 pts per model)

    Used To Elephants (+2 pts per model)

    Different Weapons (+1 pt per model)

    Different Armour (+1 pt per model)

    Ferocious Charge, Cavalry Wedge or if Light Troops, Feigned Flight (+3 pts per model)

    Parthian Shot, if Light Troops and armed with Javelins, Short Bow or Bow (+3 pts per model) Elite and Veteran units may be Veteran (+1 pt per model)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    Arrogant Pride (free)

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    ELEPHANTS

    M S BS S T I A Ld Pts

    Indian Elephant 6 4 0 7 6 6 3 4 4 150

    African Elephant 6 4 0 6 6 5 3 4 4 120

    Mahout - 2 2 3 3 1 2 1 7 -

    Elite Crewman - 4 4 3 3 1 4 1 8 9

    Veteran Crewman - 4 4 3 3 1 4 1 7 7

    Regular Crewman - 3 3 3 3 1 3 1 7 5

    Militia Crewman - 3 3 3 3 1 3 1 6 3Poor Crewman - 2 2 3 3 1 2 1 5 1

    Equipment:

    1 Elephant and a Mahout with a Hand Weapon

    Special Rules:

    All Crewmen in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Elephants

    Crewmen may have Different Weapons

    Crewmen may have Different Armour

    Options:May add up to 5 Crewmen at the indicated cost

    All the Crewmen and/or Mahout may take one of the following options

    Light Armour (+1 pt per Crewman)

    Heavy Armour (+2 pts per Crewman) Half-Plate Armour or Samurai Armour (+3 pts per Crewman)

    Full-Plate Armour (+4 pts per Crewman)Crewmen may take one of the following options

    Buckler or Shield (+1 pt per Crewman)

    Large Shield (+2 pts per Crewman)The unit may take one of the following options

    Half-Cloth Barding (+2 pts)

    Full-Cloth or Half-Metal Barding (+4 pts)

    Full-Metal Barding (+6 pts)Crewmen may take one of the following options

    Thrusting or Throwing Spear (+1 pt per Crewman)

    Kontos or Kontarion (+2 pts per Crewman)

    Katana or Heavy Mace (+3 pts per Crewman)

    Lance (+4 pts per Crewman)Crewmen may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per Crewman) Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per Crewman)

    Longbow or Crossbow (+3 pts per Crewman)

    Handgun (+4 pts per Crewman)The unit may take any of the following Special Rules options

    Elite, Veteran and Regular units may be Stubborn (+3 pts per Crewman)

    Expert Horsemen (+2 pts per Crewman)

    Elite and Veteran units may be Veteran (+1 pt per Crewman)

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

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    ARTILLERY

    M S BS S T I A Ld Pts

    Light Bolt Thrower - - - - 6 2 - - - 20

    Carroballista 8 - - - 6 2 - - - 30

    Bolt Thrower - - - - 6 2 - - - 30

    Small Stone Thrower - - - - 6 3 - - - 40

    Stone Thrower - - - - 6 3 - - - 50

    Large Stone Thrower - - - - 6 3 - - - 60

    Very Large Stone Thrower - - - - 6 3 - - - 70Cannon - - - - 6 3 - - - 50

    Organ Gun - - - - 6 2 - - - 50

    Rocket Artillery - - - - 6 2 - - - 50

    0-2 Greek Fire Syphon - - - - 6 2 - - - 40

    Elite Crewman 4 4 4 3 3 1 4 1 8 9

    Veteran Crewman 4 4 4 3 3 1 4 1 7 7

    Regular Crewman 4 3 3 3 3 1 3 1 7 5

    Militia Crewman 4 3 3 3 3 1 3 1 6 3

    Poor Crewman 4 2 2 3 3 1 2 1 5 1

    Equipment:

    Light Bolt Thrower and Greek Fire Syphon has 2 Crewmen with Hand Weapons at the points cost indicated

    Carroballista has cart, 2 Horses and 2 Crewmen with Hand Weapons at the points cost indicated

    All other Artillery has 3 Crewmen with Hand Weapons at the points cost indicated

    Special Rules:

    All Crewmen in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Artillery

    Greek Fire Syphon (Greek Fire Syphon only)

    Rocket Artillery (Rocket Artillery only)

    Options:May add up to 2 Crewmen at the indicated cost (not Light Bolt Thrower or Carroballista)One crewman may be upgraded to Master Gunner (+20 pts)The unit may take one of the following options

    Light Armour (+1 pt per Crewman)

    Heavy Armour (+2 pts per Crewman)

    Half-Plate Armour or Samurai Armour (+3 pts per Crewman)

    Full-Plate Armour (+4 pts per Crewman)The unit may take one of the following options

    Buckler or Shield (+1 pt per Crewman)

    Large Shield (+2 pts per Crewman)A Carroballista may take one of the following options

    Half-Cloth Barding (+2 pts)

    Full-Cloth or Half-Metal Barding (+4 pts)

    Full-Metal Barding (+6 pts)The unit may take any of the following Special Rules options

    Veteran and Regular units may be Mercenaries/Allies and be Unreliable (free)

    Militia and Poor Infantry may be Levies (-1 pt per model)[yes minus 1 point per model]

    Carroballistas may have Finest Horses (+2 pt per Carroballista)

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    FIXED UNITS

    M S BS S T I A Ld Pts

    0-5 Tabor Wagon - - - - 4 3 - - - 15

    0-5 Yurt - - - - 3 1 - - - 5

    Elite Defender 4 4 4 3 3 1 4 1 8 9

    Veteran Defender 4 4 4 3 3 1 4 1 7 7

    Regular Defender 4 3 3 3 3 1 3 1 7 5

    Militia Defender 4 3 3 3 3 1 3 1 6 3

    Poor Defender 4 2 2 3 3 1 2 1 5 1

    Equipment:

    Tabor Wagon has 5-10 Defenders with Hand Weapons at the indicated cost

    Yurts have 1-4 Defenders with Hand Weapons at the indicated cost

    Special Rules:

    All models in the unit must be the same type (Elite, Veteran, Regular, Militia or Poor)

    Defenders have Different Weapons

    Defenders have Different Armour

    Wagon Tabor (Tabor Wagons only)

    Yurts (Yurts only)

    Options:The unit may take one of the following options

    Light Armour (+1 pt per model)

    Heavy Armour (+2 pts per model) Half-Plate Armour or Samurai Armour (+3 pts per model)

    Full-Plate Armour (+4 pts per model)Defenders may take one of the following options

    Buckler or Shield (+1 pt per model)

    Large Shield (+2 pts per model)Defenders may take one of the following options

    Thrusting or Throwing Spear (+1 pt per model)

    Heavy Throwing Spear or Pike (+2 pts per model)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts per model)

    Katana (+4 pts per model)Defenders may take one of the following options

    Javelins, Darts or Short Bow (+1 pt per model)

    Mixed Weapons, Sling, Bow, Staff Sling or Light Crossbow (+2 pts per model)

    Longbow or Crossbow (+3 pts per model)

    Handgun (+4 pts per model)The unit may take any of the following Special Rules options

    Fearsome (+2 pts per model)

    Used To Elephants (+2 pts per model)

    Elite, Veteran and Regular units may be Stubborn (+3 pts per model)

    Elite and Veteran units may be Veterans (+1 pt per model)

    Militia and Poor Infantry may be Levies (-1 pt per model)[yes minus 1 point per model]

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    ARHOUNDS

    M S BS S T I A Ld Pts

    Elite Packmaster 5 4 4 3 3 1 4 1 8 9

    Veteran Packmaster 5 4 4 3 3 1 4 1 7 7

    Regular Packmaster 5 3 3 3 3 1 3 1 7 5

    Militia Packmaster 5 3 3 3 3 1 3 1 6 3

    Poor Packmaster 5 2 2 3 3 1 2 1 5 1

    Warhound 6 4 0 3 3 1 3 1 3 5

    Equipment:

    1 Packmaster with Hand Weapon and 1-6 Warhounds with Dagger

    Special Rules:

    Skirmishers

    Warband

    Packmaster Options:May take one of the following options

    Light Armour (+1 pt)

    Heavy Armour (+2 pts)

    Half-Plate Armour or Samurai Armour (+3 pts)

    Full-Plate Armour (+4 pts)May take one of the following options

    Buckler or Shield (+1 pt)

    Large Shield (+2 pts)May take one of the following options

    Thrusting or Throwing Spear (+1 pt)

    Heavy Throwing Spear or Pike (+2 pts)

    Halberd, Heavy Mace, Additional Hand Weapon or Double-Handed Weapon (+3 pts)

    Katana (+4 pts)May take one of the following options

    Javelins, Darts or Short Bow (+1 pt)

    Sling, Bow, Staff Sling or Light Crossbow (+2 pts)

    Longbow or Crossbow (+3 pts)

    Handgun (+4 pts)May take any of the following Special Rules options

    Ambush (+5 pts per model)

    Fearsome (+2 pts per model)

    Frenzied (+3 pts per model)

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    CIVILIANS

    M S BS S T I A Ld Pts

    Civilian Man 4 2 2 3 3 1 2 1 4 1

    Civilian Woman 4 2 2 2 2 1 2 1 4 1

    Civilian Child 4 1 1 1 1 1 1 1 3 1

    Dog 5 2 0 2 2 1 3 1 3 1

    Equipment:

    Dagger Stones (Men, Women and Children only)

    Special Rules:

    Fear All

    The units may consist of any combination of Civilians. Dogs may not make up more than 25% of the unit.

    Different Weapons

    Skirmishers

    Options:Men, Women and/or Children may have Hand Weapons (+1 pt per model)The unit may take the following Special Rules option

    Levies (+2 pts per model)