Order of Solland Edition 1.1

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    By: Matt Mathusala0 CarmackBy: Matt Mathusala0 Carmack

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    Halbrder

    FliegenbrderRitterbrder

    Demontiert Ritterbrder

    Huhn-Reiten RitterBrder

    Hochmiester Gerath von Greth UltigenDarak-kal the Dark

    Crusader Lord Willhelm

    Marius, Patriarch of PfeildorfRath, Armsman of Solland

    Seth of Ostland

    COLLECTING AN ORDER ARMYCHOOSING AN ARMY

    Lords

    Heroes

    CoreSpecial

    RareVAULT OF THE ORDER

    REFERENCE

    INTRODUCTION

    TIMELINE OF THE ORDERBESTIARY

    GrokompterMarshal

    War-MageDark Mage

    The Lore of Terror

    Black MonksCrusader Champions

    Soldiers of the Order

    Conscript ArchersPikemen of Tyra

    Macemen of El doro

    PilgrimsZealotsPavise-Arbalists of Venitzia

    Sword Brethren of Solland

    CrusadersSiege Trebuchet

    Jnger Bruder

    1

    24

    556

    6

    78

    9

    10

    1011

    11

    1212

    13

    1314

    15

    16

    16

    1718

    18

    1819

    20

    2122

    24

    25

    27

    29

    32

    3436

    3840

    42

    This book is completely unofficial and in no way endorsed by Games Workshop Limited.

    The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy

    Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the

    Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle,

    Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo,Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and

    all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images

    from the Warhammer world are either , TM and/or Copyright Games Workshop Ltd 2000-2012, variably

    registered in the UK and other countries around the world. Used without permission. No challenge to their status

    intended. All Rights Reserved to their respective owners.

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    The Warhammer GameThe Warhammer rulebook contains the rules you

    need to fight battles with your Citadel miniatures in

    the war-torn world on Warhammer. Every army has

    its own Army Book that works with these rules and

    allows you to turn your collection of miniatures into

    an organized force, ready for battle. This particularArmy book details everything you need to know

    about Albion, and allows you to field their armiesin your games of Warhammer.

    Why Collect The Order?This book describes in detail the troops that marchto battle when the armies of The Order go to war. An

    Order army makes use of heavily armed units as well as

    devastating cavalry. Soldiers from different areas of the

    old world form the bulk of the army, knights ride downall those who oppose them, crusaders march upon far

    away lands, and the monks roar out their awe-inspiring

    warcrys. Leading these troops are none other than the

    four Hochmeisters, who charge into battles worthy of

    tale and song.

    The Order's TimelineThis section (is still under construction) introduces the

    people of Solland. It includes their history with the

    Empire, their eventual destruction, and the rise of the Order

    of Solland.

    The Order of Solland BestiaryEvery character and troop type in the Order army is

    examined in this section. Firstly, you will find a description

    of the unit, outlining its place in the army. Secondly, you

    will find complete rules for the unit and details of any

    unique powers they possess or specialist equipment theycarry into battle. Also included are the rules for Terror

    Magic, as well as Black Monk warcrys, along with all ofthe Order's special characters.

    Order ArmylistThe army list takes all of the warriors and creatures

    presented in the Order Bestiary and arrange them so that

    you can choose a force for your games. The army list

    separates them into Lords, Heroes, Core, Special and Rare

    units. Each unit type has a points value to help you pit your

    force against an opponent in a fair match. This sectionincludes the Vault of The Order, magic items that you can

    give to your characters.

    INTRODUCTIONINTRODUCTIONWelcome to Warhammer Armybook: The Order of Solland. This is your definite guide to

    collecting, painting and playing with an Order army in the Warhammer tabletop wargame.

    1

    How this Book Works

    Every Army Book is split into sections that deal withdifferent aspects of the army. Warhammer Armybook:The Order of Solland contains the following:

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    1707

    1712

    1730

    1782

    1830

    1840-1875

    2006

    2050

    2067

    2099

    2100

    2132

    2232

    2244

    2257

    2301

    2325

    2350

    2429

    2456

    2467

    2495

    2504

    2521

    Knights from Pfeildorf lay waste to the countryside ofVerezzo after a failed crusade. They establish the

    Fortress of Venitzia to maintain a permanent presence

    there.

    The Knights of Tyra invade northern Estalia and burn

    the city of Graus to the ground, They form an order

    castle (El doro) in Azuara. This begins the expansion

    of the order in Estalia.

    The great war against chaos sweeps into the Empire.Almost one thousand knights ride to the aid of Kislev

    and help the Empire break the army of Asvar kul.

    Knights are sent to aid the Kislevites in defending

    against incursions from Chaos warriors and

    Beastmen. The leader of the knights, Darak-kal (alsoknown as Darak the Dark) becomes corrupted goes on

    a rampage throughout Kislev, the Baersonlings, andeven parts of the Empire. He is defeated at the Battle

    of Galicia where a massive army of skaven annihilates

    his force. Darak-kal escaped and began to train a new

    army in the border princedoms.

    A Crusade is launched on distant Cathey but ends in

    disaster. On its sail home the crusaders are lost in a

    storm and are never seen again. It is rumored that theycrashed somewhere in the new world or perhaps

    Albion.

    The Order allows mages to join its ranks.

    The Order locates Darak-kal and sends an army

    against him. The resulting conflict sees Darak the

    Dark killed. The Greatest Knights of the Order adopt

    the horned helms of Daraks forces.

    The Order is reformed to have a Hochmiester for each

    human nation.

    The garrison at Fortress Venitzia is overwhelmed by

    Miragliano and the fort is ruined.

    An army is sent to Fortress Venitzia underHochmiester Marcus to reclaim it for the order.Verezzo is subjugated again and the Tilean sect of the

    order is reestablished.

    The Storm of Chaos: The entire order is marshaled

    once again to ride out and confront the armies of the

    Everchosen.

    The Battle of Sollands Crown: the last countof Solland, Eldred, is killed in battle by

    Gorbad Ironclaw. The few surviving knights

    in his retinue flee to Altdorf.

    The surviving knights fight in the siege of

    Altdorf and only four knights survive. Hugo

    Shnieder, Gerath Eastwald, Yarrik von

    Esterkal, and Erik Jnger.

    The knights dedicate themselves to passingon the ideals of Solland.

    The four knights Travel to Pfeildorf and

    Establish the Order's Headquarters.

    Erik Jnger, last of the four, rides off at anincredibly old age. He is never seen again.

    The Oder grows in number as other surviving

    Sollanders flock to Pfeildorf. At this time the

    order is headed by a council of knights.

    A small troop of the order ride to the aid of

    Bretonnia. They battle alongside the knights

    of Repanse de Lyonesse and are granted land

    in both Brionne and Montfort.

    Knights of the Order ride to aid Altdorfagainst Vlad von Carstein.

    The Castle of Nagrifal in Montfort is sacked

    by Orcs. The Fortress of Tyra in Brionne

    demands to be made independent.

    Greth Ultigen is appointed the first

    Hochmeister of the Order. He allows Tyra toelect their own Grokomptur to govern the

    province.

    Greth leads members of the order in battle

    against Konrad von Carstein.

    Greth leads the knights in battle alongside theempire forces against Manfred von Carstein.He elects the next Hochmeister before

    leading his personal retinue to join the battle

    at Hel Fenn in 2145.

    Estalia invades Brionne, the Britonnian order

    is hard pressed to defend Fortress Tyra.

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    Before it's inevitable destruction, Solland had

    possessed one of the strongest militarys of the empire.

    File upon file of state troops had marched out against

    Solland's many enemies and almost always they

    returned battered yet triumphant in the field.

    After the fall of Solland and the formation of theOrder, things changed dramatically. No more were

    seen the ranks of state troops or the thundering

    cannons and mortars. The Order's forces, vastly

    diminished in size, now rely on local recruitment in to

    bolster their ranks.

    An Order crusade can comprise of a few soldiers or

    many hundreds of different sects, each with its ownmarshal. Pikemen from Bretonnia, crossbows from

    Tilea, macemen of Estalia, and even the slowly

    rebuilding sword brethren of Solland all march in

    tandem against their foes. The elite crusaders are

    sometimes joined by either fiery zealots or humble

    pilgrims. Leading these men are the Grokompters,

    second only to their regional Hochmeister, who are

    assisted by cadres of veteran crusaders, war-mages,and deafening black monks.

    Perhaps the most well known of the Order are it'sknights. From the lowly Jngerbruder, apprentices at

    war, to the steadfast Halbrder, their loyal teachers,

    these knights bring the wrath of Solland down on all

    those who threaten her. But perhaps the most fabled of

    these knights is the dreaded Ritterbrder. Riding on

    dark steeds these almost supernatural warriors fight

    with the strength of twenty men and the horned helmsthey wear inspire fear in even the most brave of men.

    On the following pages are the complete rules for

    the models in the Order army. Each entry includes

    the models profile and special rules. This is

    normally in combination with the army list on

    pages (?) to create a force that can be used in a

    one-off game in Warhammer. However, players canalso design scenarios with specific forces involved,

    or run a series of games in a campaign, both of

    which may well use the information in this section

    without recourse to the Order army list.

    Special RulesMany troop types have special rules to reflect their uniquenature and abilities, and these are explained in the individual

    Bestiary entries that follow. To save space and repetition,

    where a model has a special rule that is explained in the

    Warhammer rulebook, only the name of the rule is given in

    this section. Refer to the special rules section of Warhammer

    for the full details of how the rule works. Similarly, the

    following rule applies to most units in this Bestiary, and as

    such is detailed here:

    Wave of Steel and Iron: Over hundreds of years the

    soldiers of the order have become some of the mostdisciplined armies to march across the old world. However

    in battle the heavily armored foot soldiers crash in a tide of

    iron against their foes. Models with this rule in the front

    rank of a horde formation inflict1 impact hit at their base

    strength value +1 when they charge.

    Full Plate Armor: These all-enclosing suits of armor are

    crafted by Order master smiths and are kept in high honor

    by the Order provinces in their personal collections. These

    suits of armor are very rare, but undoubtedly offer the best

    protection available to warriors of the Order Army. Full

    Plate Armor confers a 4+ armor save to its wearer.

    Horned Dark Helms: Cursed by the foul taint of Darak's

    betrayal, the orders most powerful knights ride to warwearing horned helms designed to taunt the forces of chaos

    and inspire fear in all who look upon them. Any unit

    charged by a model with this rule must take a leadership test

    in the same way as if they were charged by a model causing

    terror

    Crusaders/Sollanders: While most of Sollands pitiful

    remains march among the orders ranks, there are those whopreferred an attempt at new lives. These farmers, craftsmen,

    and militia are not part of the crusading forces in most

    cases. However should the need be great or the cause justthese men will take up arms and go to war along with their

    brothers in armor. Any unit you take with the "Crusader"

    trait allows you to take a single "Sollander" unit of equal or

    less models. Sollander units may not be fielded otherwise.

    In addition, All units that do not have the Sollander trait do

    not have to take panic tests caused by units that have the

    Sollander Trait.

    In this section you will find information and rules for all of the different warriors, heroes,

    creatures and war machines in the Order army. At the end of the section are some special

    characters famous men of the Order of Solland that you can field in your army.

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    Since the time of the founding of the Order the

    highest rank officers of the Hochmeisters are the

    Grokompter. They lead the armies into battle

    wherever they may go. However the position of

    Grokompter is not simply one of militarycommand. It is a title of lordship and stewardship

    over part of the Hochmeisters lands. The

    Grokompter is expected to watch over and carefor those he has sworn to lead. He acts as the

    judge, jury, and executioner for all civil disputeswithin his jurisdiction. This has of course led to

    some problems when unwise, unlawful, or plain

    cruel Grokompter either abused their power or

    simply could not keep their subjects in line. The

    hope, of course, is that each Hochmeister keeps a

    close eye on his Grokompter so that they are

    kept in check and not allowed to destroy the

    lands of the Order. However in one famousepisode a Grokompter attempted to claim that as

    lord of the lands the Hochmeister had given his

    power up to him. this was rectified when almost

    two-hundred knights galloped into the castle and

    proceeded to drag the helpless Komptur by ropes

    from Bretonnia to Estalia.

    Of course the true might of the Grokompter hasbeen in war. They command sizable forces of

    both knights and supporting troops. Rarely a

    Grokompter will be able to command a force of

    the dreaded RitterBrder but it has been a

    common sight to see household guards consisting

    of nothing less than the dreaded black knights.

    With the power of the heavy knights, crusaders of

    righteousness, and hundreds if not thousands ofImperial conscripts, there is nothing that will not

    be crushed under the Grokompters leadership.

    Under the Grokompter serve a tank of men

    known as the Marshals. These men are small

    land owners among the Order who command

    lesser forces of crusaders. When the time comes

    for the Order to march the Grokompters call

    upon their Marshals to rally what men they can to

    the gathering point. Normally each marshal can

    only bring a few dozen men but once together thearmy can be anywhere from a few hundred to

    several thousand in the case of a full call to arms.

    Like the Grokompter, Marshals are great

    commanders in battle, as well as more than

    capable fighters.

    Special Rules:Wave of Steel and Iron, Horned Dark Helms

    (Grokompter)

    M WS BS S T W I A Ld

    Grokompters 4 6 3 4 4 3 6 4 9

    Marshal 4 5 3 4 4 2 5 3 8

    Grokompters and MarshalsGrokompters and Marshals

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    Mages are outcasts from the colleges of magic having delved

    into darker arts in attempts to increase their personal power.

    Some went to work as mercenaries for varies factions in the old

    world. Some went on trips to far away Ind or Cathey to learn

    more. Yet more were hunted down by witch hunters of the

    Empire. To this day most are considered a blight on civilizedpeoples and some have bounties greater than rouge princes.

    The Order did not have the ability to call upon the colleges ofmagic to join them, nor did they want to rely on mercenaries to

    fill their lack of magic support. So the Hochmeisters came up

    with a plan to indoctrinate mages into their ranks by offering a

    clean slate. Needless to say the effect was instantaneous and

    mages flocked to join the Orders ranks for a degree of

    protection and freedom. This did not go unnoticed by the witch

    hunters.

    Special Rules:Wave of Steel and Iron (War-Mage, Horned Dark

    Helms (War-Mage)

    M WS BS S T W I A Ld

    War-mage 4 4 3 3 4 3 4 2 8

    Dark Mage 4 3 3 3 3 2 5 1 7

    The Witch hunters and their assorted minions demanded

    that the Odrer hand over all their indoctrinated mages.

    When the Order refused one of the greatest battles in theorders history erupted in the year 2439. The Orders

    headquarters in Pheildorf was almost burned to the

    ground and the garrison was hard pressed. The day wassaved when the Orders mages unleashed a wave of

    horrifying power, driving off the inquisitors.

    War-Mages and Dark MagesWar-Mages and Dark Mages

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    D6 Spell

    1 The Night Shrouds

    2 The Abyss Sings

    3 The Black Curse4 The Soulless Gaze

    5 The Consuming Gate6 The Darkness Devours

    Gnawing Fear (Lore Attribute)

    fear comes in many ways, sometimes quickly in a rush

    of adrenalin other times slowly in that you can run.

    Those that use the Lore of Terror know that the best fearis that which takes you unexpectedly, freezing you cold

    and sucking the hope from your body.

    If a spell from the Lore of Terror is successfully cast on

    an enemy unit, that unit suffers -1 to their leadership

    until the start of the casters next Magic phase. This

    effect may only occur once per unit.

    Difficulty

    5+

    7+

    7+10+

    14+15+

    THE DARKNESS RISES (Signature Spell) Cast on a 5+The wizard chants words of an ancient language of men,

    filling the hearts of those who hear it with darkness and

    fear.

    The darkness rises is a hex spell with a range of 12, the

    target unit or model takes a leadership test. If failed theymust move backwards d3 inches (they will face the same

    direction) should the move take the unit to the edge of the

    board they will stop at the edge. The wizard may chose toincrease the distance of the move to d6. If he does so the

    casting value is increased to 8+, unlike other hexes, this

    spell may not be cast into combat

    1. THE NIGHT SHROUDS Cast on a 7+

    The mage immerses his allies in a shroud of night making

    them almost invisible to their foes.

    The Night Shrouds is an augment spell with a range of 12a target friendly unit gains a 5+ ward save against shooting

    attacks, the wizard may choose to have this spell affect

    every unit within 12. If he does so the casting value isincreased to 14+. Remains in Play.

    2. THE ABYSS SINGS Cast on a 7+

    The castor opens a portal into the realm of chaos. Sounds

    that no man can withstand taunt his enemies and force

    their nerves to strain

    The Abyss Sings is a magic missile spell with a range of 12and causes 2d6 Strength 2 hits with no armor saves

    allowed. The Wizard may choose to extend the range of this

    spell to 24 if he does so the casting value is increased to

    10+

    3. THE BLACK CURSE Cast on a 9+The Wizard saps the courage and will of his opponents

    making them less eager to fightThe Black Curse is a hex spell with a range of 18 the unit

    is reduced in either S, Ld, or WS by d3 to a minimum of 1.

    The Wizard may choose to have the spell effect all 3 stats

    instead. If he does so the casting value is increased to 18+.

    Remains in Play.

    4. THE SOULLESS GAZE Cast on a 10+

    The magician shoots black fire from his eyes.

    The soulless gaze is a direct damage spell. Place the flame

    template with the small end touching the wizard. thewizard may elect to try and boost the flames range by

    throwing an artillery die and moving the template thatmany inches straight forwards, however if a misfire is

    rolled the flames backfire and only the wizard is hit. Any

    model hit suffers a Strength 6 hit that has multiple wounds

    (d3). the wizard may choose to have the spell ignore ward

    saves and inflict d6 wounds instead. If he does so the

    casting value is increased to 21+.

    5. THE CONSUMING GATE Cast on a 14+

    The wizard opens a rift in the plane of the nether making

    his foes flee in terror of the consuming energy.

    The Consuming Gate is a direct damage spell. Place a

    large blast template within 12 of the wizard. Any unit

    touched by the template suffer 1d6+3 Strength 2 hits with

    no armor saves allowed, in addition the unit must take apanic test. The wizard may choose to make the spell inflict

    2d6+6 Strength 2 hits and have the panic test taken with a-1 modifier. If he does so the casting value is increased to

    21+.

    6. THE DARKNESS DEVOURES Cast on a 15+

    The mage calls forth the darkness to fully consume his

    foes in shear terror, making them collapse in hopeless

    spasms.

    The Darkness Devours is a direct damage spell with arange of 12 roll 6d6 and subtract the result by the targets

    leadership stat. The units suffers this many wounds with

    no armor saves allowed. The wizard may choose to extendthe range of this spell to 24 instead. If he does so the

    casting value is increased to 20+.

    The Lore of TerrorThe Lore of TerrorThe dark blemish of SollandThe dark blemish of Solland

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    The origin of the black monks is, along with much of the

    story of Solland, a sad tale. One of the surviving Warrior

    priests from the battle of Sollands crown was present at

    the sacking of Pfeildorf. There he witnessed suchatrocities that he blinded himself out of a madness.

    The Priest, named Oromus, recovered over the years in

    the ruins. As people began to flock back to the city he

    continued to administer to them as their priest. But

    abandoned his personal connection with Sigmar. All his

    acolytes did so as well and before long the priesthood of

    the city was no more, and the Black Monks of Solland

    were born. Lack of prayers does not mean the Monksare powerless though. In battle they channel the fury of

    their kinsmen into a unified force. Sometime aiding in

    commanding of the army with less than savory war cries.

    They are soldier and servant both, able to do what is

    required of them

    M WS BS S T W I A LdBlack Monk 4 4 3 4 4 2 4 2 8

    Blessing of the Abyss: Any unit joined by a Blackmonk gains the Devastating charge Special rule.

    Prayers of Darkness: Black Monks know the five

    prayers of darkness listed below. Prayers of Darkness

    are innate bound spells (power level 3). They may be

    cast on any friendly unit within 12

    For Solland!

    The unit gains +1 leadership

    I've got your back!

    A character in the same unit and in a challenge may

    choose to transfer each of his wounds suffered on a

    2+ to the monk, this must be done before rolling any

    saves.

    Sigmar Protects You!

    The unit gains a 6+ ward save

    For Gerath!

    The unit counts as having the battle standard bearer in

    their unit for all purposes (combat resolution and re-

    rolls)

    For death and Glory!

    The unit unbreakable. At the end of every player turnthe unit takes d3+1 wounds a turn with saves as

    normal

    Warcry: At the beginning of the players turn the monk

    may shout a horrible war cry to encourage his fellowsoldiers to battle. The warcry affects an allied Infantry unit

    within 12" of the monk. On a 2+ the warcry is heard and

    the unit gains +1 to their movement. on a 1 the unit has

    not heard or misheard the order and it simply makes loud

    noise. The cry lasts until the beginning of the next player

    turn. if any enemy unit is within 12" of the monk the cry is

    only heard on a 5+ as the battle begins to overpower his

    shouting.

    Special Rules:Wave of Steel and Iron

    Black MonksBlack Monks

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    M WS BS S T W I A Ld

    Crusader Champion 5 5 3 4 3 2 4 2 8

    Special Rules:Wave of Steel and Iron, Frenzy , 6+ ward save,

    Unbreakable, Hatred (Araby, Tomb Kings, Nippon,

    Cathey, Ind, Lizardmen, and Amazons)

    Inspire: any unit with the "Crusader" rule within 3"

    gains +1 WS. RitterBrder may never gain this

    advantage as they despise crusaders.

    The Elite: Crusader champions may never join units.

    Those who choose crusading over the path of knighthood

    tend to end up being killed in foreign lands and many

    who don't die tend to stop crusading after watching their

    friends die on unknown soil.

    There are those, however, who actually like the thrill of

    crusading. While the crusades were devised as a meansto punish failing the trials of the Ritterbrder, they were

    also meant as one of the primary means of income for

    the Order. Plunder is by no small means an encouraging

    benefit to those who leave on this missions. Some men

    are just exceptional fighters who have stayed alive in

    both failed and successful crusades to become quite

    wealthy.

    At first the Order wished to condemn these men. Repeat

    crusaders were seen as an abuse of the system and were

    costing the Order money. But after the siege of Lohai in

    Cathey, where three crusader champions charging into a

    breach in the wall changed what was a mass route into a

    charge that baffled and confounded the defenders, the

    Order had a change of heart.

    The Order now allows these Elite crusaders to continue

    their quests for riches. While the plunder they take forthemselves is not unsubstantial, the amount have

    successful crusades has risen overall, and so both The

    Order as a whole, and these Elites profit.

    Crusader ChampionsCrusader Champions

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    The Order does not make use of the standard state troopslike the rest of the Empire. Instead they have a smaller,

    but more heavily armored, core of men. Trained to move

    quickly while encumbered by the mail, these men can

    cross the same distance in the same time as a more

    lightly armored troop. And when the battle lines meet,

    the soldiers charge in a thundering rush towards their

    foe. The crash of metal against flesh leads to many foes

    simply being trampled underfoot and crushed by steelencased feet. Those who are still standing are cut down

    by halbards or simply turn to run. Soldiers are taught

    never to fall, for if they do, the metal encased war

    machine of the Order will not stop.

    M WS BS S T W I A LdSoldier 4 3 3 3 3 1 3 1 7

    Sergeant 4 3 3 3 3 1 3 2 7

    Special Rules:Crusaders

    When the Order marches off on crusades, it needs a

    steady supply of food. Without a vast enough land to

    supply a mobile army, the crusades rely on foraging andhunting in Order to sustain themselves. Thankfully most

    of the men of Pfeildorf are skilled hunters, and those

    men with little capability in war are still excellent atproviding some rabbit stew for the troops. In battle these

    men are no true soldiers, but they are still used to harass

    enemy lines. It is this disruption that makes the

    powerful charge of the knights hit home all the harder.

    Should they be attacked they melt back through their

    own lines and no one thinks worse of them for it. If they

    should survive, these men are well paid for their service.

    M WS BS S T W I A Ld

    Archer 4 2 3 3 3 1 3 1 6

    Sergeant 4 2 4 3 3 1 3 1 6

    Special Rules:Sollanders, Skirmishers

    Order SoldiersOrder Soldiers

    Conscript ArchersConscript Archers

    10

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    The Fortress of Tyra is located deep within the land of

    Bretonnia, specifically Brionne. While the Order did win

    the land they have had to defend it from first the

    Estalians and later the Bretonnians themselves. For thisreason the pike has been imported from Tilea and later

    Estalia to combat the many Knights that roam the land.This adaptation did not come easily as it takes great

    courage to stand in the face of a charging horse, but the

    will of the Order is strong. Now Tyra's garrison consist

    mostly of the giant pikes and all across the Order more

    and more pikes have been seen as the smaller spears are

    abandoned.

    M WS BS S T W I A Ld

    Pikemen 4 3 3 3 3 1 3 1 7

    Sergeant 4 3 3 3 3 1 3 2 7

    The Fortress of El doro in Estalia didnt have to fight any

    form of knights. Instead its soul purpose was to maintainthe subjugation of the nearby city of Azuara. For this

    purpose they adapted use of the mace as a weapon. They

    now serve as a main unit of regular Order forces.

    M WS BS S T W I A Ld

    Macemen 4 4 3 3 3 1 4 1 7Sergeant 4 4 3 3 3 1 4 2 7

    Pikemen of TyraPikemen of Tyra

    Macemen of El DoroMacemen of El Doro

    11

    Special Rules:Crusaders

    Pike: Pikes are very long spears, almost twice as long

    as a normal spear and longer even than a horseman's

    lance. Pikes require two hands and fight in 3 Extra

    Ranks.

    A unit of pike men Strikes at the same time as impact

    hits. in the initial round of close combat. In addition

    Models armed with pikes receive a +1 Strength bonus

    in the Close Combat phase of the turn against anything

    they are charged by except infantry and swarms. All of

    these special rules cannot be used against enemy unitsfighting to the Pikemen's flank or rear.

    Special Rules:Crusaders, Wave of Steel and Iron

    Mace: maces are hand weapons with the armor

    piercing rule.

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    Zealots are pilgrims who, upon seeing the devastation of

    their homelands, have taken up arms against the enemiesof the empire. while not quite the mindless fanatics that

    flagellants are, zealots still have a fiery determination to

    return all the pain and suffering bestowed upon them by

    their foes. An Order crusade can usually count on being

    followed by a core of Zealots eager for battle and

    bloodshed. But should the fighting turn south it is not

    uncommon for the spirit of vengeance to leave these men

    and see them run to the hills like like sheep from a wolf.Still, a wise commander remembers the uses of Zealots

    and they are still a welcome sight on the battlefield.

    Even after its sack, there are those men of Solland who wish

    to return to Pfeildorf in order to rebuild and resettle the land.

    While the city has long since been rebuilt many Sollanders

    travel the roads leading to and from it. These men trail in the

    wake of great crusades both for a degree of protection and a

    sense of unity with the men of the Order. If a battle occurs it

    is not uncommon for these men to join the Order, thoughthey tend to run at the first sign of defeat. This mutual

    understanding has lead to the Order taking greater part in the

    protection of Pfeildorfs roadways. Sometimes even sendingarmored parties out to clear out the bandits. These actions

    have helped increase the overall safety of Solland and

    succeeding in building up the local economy.

    M WS BS S T W I A Ld

    Pilgrim 4 2 2 3 3 1 3 1 6

    Sergeant 4 2 2 3 3 1 3 2 6

    M WS BS S T W I A Ld

    Zealots 4 2 2 3 3 1 3 1 7

    Solland ZealotsSolland Zealots Pilgrims of PfeildorfPilgrims of Pfeildorf

    12

    Special Rules:Sollanders

    Righteous fury: A model with Righteous Fury has the

    frenzy, hatred, and stubborn special rules. However aftera unit with righteous fury's first round of combat, the unit

    must take a leadership test on their own leadership at the

    end of every turn (yours and your opponents), if failed,

    they lose all the effects of righteous fury.

    Special Rules:Sollanders

    Scythes: pilgrims lack true weapons but even a farm

    tool in strong hands can be deadly. Scythes requiretwo hands to use, they are halbards with the armor

    piercing rule

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    When the order expanded south into Tilea, they did what they

    did best. They constructed the Fortress of Venitzia to monitorthe realm of Verezzo. However when Miragliano entered

    Verezzo in 2495 the Order did not have a strong enoughgarrison to withstand the besieging forces. In a desperate

    attempt to reinforce the Arbalists defending the walls theOrder added the Tilean Pavise to their armament. While the

    adapters of the large wooden shield would not survive the

    battle, the idea would and after reconquering the fort in 2504

    importation of the pavise became a top priority for the order.

    M WS BS S T W I A Ld

    Arbalists 4 3 4 3 3 1 3 1 7

    Sergeant 4 3 5 3 3 1 3 1 7

    The warriors of Solland have past down the tradition of

    dismounting and fighting on foot for many centuries. They have

    been trained in the ways of Swi-handers and utilize them very

    proficiently while grouped together in units of sword brethren.

    Wearing even heavier armor than other members, these

    monoliths of black-steel create an aura of fear and suspense inthose who fight them. More importantly they never run from a

    battle. Entire units of swordsmen have been cut down against a

    superior foe rather than give up the field. More recently the

    Order has established sword brethren units in other provinces but

    the original concept of the brotherhood originated in Solland and

    it is there that the greatest swi-handed swordsmen march from

    M WS BS S T W I A Ld

    Brother 4 4 3 4 3 1 3 1 8

    Captain 4 4 3 4 3 1 3 2 8

    Pavise-Arbalists ofPavise-Arbalists ofVenitziaVenitzia

    Sword BrethrenSword Brethren

    of Sollandof Solland

    13

    Special Rules:Crusaders

    Pavise: The Pavise is a large heavy shield that grants a 5+ to

    armor save against missiles, but due to the unwieldy size is

    unusable in combat. this save can only be gained a turn the

    unit has not moved unless they pass a leadership test.

    Special Rules:Crusaders, Fear, Stubborn, Wave of Steel and Iron

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    M WS BS S T W I A Ld

    Crusader 4 4 3 3 3 1 4 1 8

    Champion 4 4 3 3 3 1 4 2 8

    The knights who fail the trial of four or who do not

    succeed in training a pupil are sent on crusades to bring intreasure for the order. If they return with enough to please

    the order they are allowed to return to the knightly ranksand try again. surprisingly enough, most knights don't wish

    to continue their training. Preferring the riches and

    excitement of crusading.

    CrusadersCrusaders

    14

    Special Rules:Crusaders, Wave of Steel and Iron, Immune to

    psychology, Hatred (Araby, Tomb Kings, Nippon,

    Cathey, Ind, Lizardmen, and Amazons)

    Cathey long sword: these elegant blades allow for

    greater swordsmanship. Grants +1 WS, +1I and +1S.

    Nippon Kami Shrines: The small carry able shrines

    confer a blessing to the holder, grants a 6+ ward save.

    Indish Silks: Fine silks allow for greater haste to bemade, +1M

    Lustrian Artifacts: The gold makes men fight

    vigorously, the model gains frenzy.

    Araby Incense: Inhaled deeply the incense inspiressupreme confidence, the model gains unbreakable.

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    M WS BS S T W I A LdTrebuchet - - 3 3 7 4 - - -

    Crew - 3 3 3 3 4 4 4 7

    Do to the cost of the armor the Order uses for is soldiers,

    they cannot afford the cost of implementing gunpowder

    into their arsenal. While sometimes this can be a costly

    loss, the Crusade is not without siege weaponry. After the

    expansion into Britonnia, the Order adapted, like so many

    other things, use of the Trebuchet. Unlike the adaptions of

    the past those who began to construct the great stone

    throwers adapted and expanded upon the original concept.Now large baggage train carrying the disassembled parts of

    the engine to their destination. Once there the engineers

    and crewmen carefully unpack and assemble the

    behemoth. More than twice as large as the Bretonnian

    variant, these Siege Trebuchets can hurl rocks withgreater velocity and from distances far greater than that of

    even an empire cannon (although with only half the

    accuracy). This increased power can bring down even themightiest structures and walls or fell the strongest beasts

    and do to it's incredible range the Crusade can stay safe

    from retaliation. In crusades against Araby ships are torn

    apart in order to build the machine but it always ends up

    Being worth it as rocks shatter gates allowing mountains of

    gold to be pilfered for the Orders coffers. So successful is

    this adaptation that members of the college of engineers

    have traveled to Pheildorf so that they may study the

    designs for inspiration.

    Siege TrebuchetsSiege Trebuchets

    15

    Special Rules:Siege Engine: A Siege Trebuchet uses the rules for stone

    throwers with these exceptions. It has a large blast and isstrength 10 multiple wounds D6 under the hole. In

    addition, should you hit a building with the center on a 1-

    5 any unit inside takes 3d6 strength 5 hits. on a roll of a 6

    the building is destroyed and any units inside will take

    5d6 strength 5 hits.

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    M WS BS S T W I A Ld

    Bruder 4 4 3 3 3 1 4 1 8

    Captain 4 4 3 3 3 1 4 2 8

    Warhorse 8 3 3 3 3 1 3 1 5

    To become a member of the RitterBrder one must

    advance through the ranks of the sword brethren. If they

    catch the eye of a HalBrder then they become his Jnger

    Bruder or younger brother . The HalBrder teaches hispupil everything he knows, the history of the order, the

    way of the knight, the mastery of war, and the way to

    install fear. In battle these knights are encouraged to runforwards and defeat a foe of worth. This helps prove their

    abilities for advancement.

    M WS BS S T W I A Ld

    Bruder 4 4 3 3 3 1 3 1 7

    Captain 4 4 3 3 3 1 3 2 7

    Warhorse 8 3 3 3 3 1 3 1 5

    After passing the Trial of four, the Jngerbruder are

    made Halbrder or half-brothers These knights are a

    match for most of the knightly orders of the empire and

    Bretonnia. They are the second stage of the Ordersknights. When they have successfully trained a pupil

    they are given the chance to become a Ritterbrder.

    Some refuse the honor as its a life oath. Most choose

    the chance to become one of the fabled dark knights.

    JngerBruderJngerBruder HalBruderHalBruder

    16

    Special Rules:Crusader, Wave of Steel and Iron, Vanguard

    Special Rules:Crusader, Wave of Steel and Iron

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    FliegenBruder were originally Bretonnian pegasus

    knights who went throughout the land as soldiers-for-

    hire. Led by the ecstatic young lord Lucius, these men

    were valued most by trade cogs and galleys. The ability

    to fly from ship to ship causing havoc made piracy a

    minor threat to those who can afford such skillful riders.

    While the Order rarely ever dealt with mercenaries the

    skills of Lucius' group reached there ears at the start of a

    great Crusade against Cathay. Wanting to secure more

    supplies for a longer campaign, as well as have a reliable

    scouting unit during the shore operations, the Crusade

    conscripted the band into it's ranks with vague promises

    of treasure and riches to drive them on.

    The journey to Cathay was relatively peaceful other than

    an Indish raiding party that attempted to board and

    capture straggling ships, thanks to the efforts of the

    Pegasus knights the ships were recovered with thankfully

    little loss of life, upon landing on the mainland however,

    things began to pick up speed. Lucius was used to scout

    out far ahead of the main army, and Cathay's might was

    numbered in the thousands, far greater than the several

    hundred brought by the Crusade. However theNipponese had began to war with Cathay at that time,

    and while the Crusade went unnoticed at first do to it's

    small size, Cathay sent an army against then assuming

    they were Nipponease, at the same Time Nippon sent

    an army to deal with what they saw was another Cathay

    force. Caught in between, the Orders forces were

    driven to see and never seen again.

    Lucius' son, Nevros, pledged his lands and his life to

    the Order in an attempt to locate his father. While hisquest has been unsuccessful as of yet, the crusade

    makes great use of it's new core of Dark Pegasus

    M WS BS S T W I A Ld

    Bruder 4 4 3 3 4 2 4 1 8

    Captain 4 4 3 3 4 2 4 2 8

    Dark Pegasus 8 3 0 4 4 2 4 1 6

    FliegenBruderFliegenBruder

    17

    Special Rules:Wave of Steel and Iron, Fear, Flying Cavalry,

    Crusader, Horned Dark Helms.

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    The final stage of the orders knights is the Terrifying

    RitterBrder. Originally it was tradition in Solland's royalty

    for their oldest sons to be sent off to learn amongst the

    fabled dark knights, when Solland fell only a single

    RitterBrder remained out of what was once possibly a

    thousand. This RitterBrder, named Gerath, was one of thefounding members of the Order of Solland and he worked

    diligently to rebuild it's primary knightly Order. When hedied he had succeeded in training no less than ten men into a

    new generation of the RitterBrder.

    Centuries past and the RitterBrder became strong once

    again. The Vampire wars in Which The Order played a part

    of where instrumental in generating a real challenge to could

    uphold the standards of quality the RitterBrder set for

    themselves. As the First great war against Chaos erupted,

    The RitterBrder road side by side with Kislev's BearCavalry and the Empires Reiksguard at the Siege of Kislev,

    and together the armies of Asvar Kul are defeated.

    The aftermath of that war began an event with many names,Kislev calls it the 'Orders Betrayal', the Order calls it

    'Darak's Betrayal' and the RitterBrder call it the 'Beginning

    of the end'. Darak-kal, A RitterBrder, was requested to aid

    the Kislevites in restoring peace to a war-torn nation. At

    first Darak lead his men with honor. But after uncovering anaxe of chaos which possessed with a spirit of the earth,

    Darak claimed this Terralith and began to slaughter in the

    lands he had so recently saved. After devestating the

    Kislevites, The Norse, and even northern lands of the

    Empire, A skaven army from Hell-pit managed to defeat

    Darak.

    For the longest of time, Darak hid in the Borderlands,

    gaining power he planned to gather a new army and continue

    his campaign of death.

    Huhn-Reiten M WS BS S T W I A Ld

    Bruder 4 5 3 4 4 3 4 2 8

    Dark Rider 4 5 3 4 4 3 4 3 8

    Dark Demi-Griffon 8 4 0 5 4 3 4 3 6

    Regular M WS BS S T W I A LdBruder 4 5 3 4 4 1 4 2 8

    Dark Rider 4 5 3 4 4 1 4 3 8

    Dark Horse 8 3 0 4 3 1 3 1 5

    Demontiert M WS BS S T W I A Ld

    Bruder 4 5 3 4 4 1 4 2 8

    Dark Captain 4 5 3 4 4 1 4 3 8

    The Crusade did eventually find and Kill Darak. The

    Ritterbrder, Disgusted by his betrayal to chaos, took

    his helm and the helms of his followers and wore them

    to taunt the forces of chaos and their dark gods. More

    modernly the Ritterbrder are a dieing bread as more

    and more men turn towards Crusading. But those thatremain are stronger than ever.

    RitterbrderRitterbrder

    18

    Special Rules:Wave of Steel and Iron, Fear, Devastating Charge,

    Crusader, Horned Dark Helms.

    Special Rules:Wave of Steel and Iron, Fear, Devastating Charge,

    Crusader, Horned Dark Helms, Armor Piercing

    (Dark Demi-Griffon only)

    Special Rules:Wave of Steel and Iron, Fear, Devastating Charge,

    Crusader, Horned Dark Helms, Stubborn

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    M WS BS S T W I A LdGreth 4 7 3 5 5 3 7 5 10

    Abyss 8 3 3 4 3 1 3 2 5Ares 6 5 0 6 5 5 4 4 7

    Greth Ultigen was a descendant of Gerath Ultigen, a

    founder of the Order. As a direct descendant the Order

    attempted to promote him straight away to a position of

    command in the council. Greth refused and insteadworked his way up through the ranks of the

    Ritterbrder like every other member. When Tyra

    threatened succession the knights decided it was time

    for more definitive leadership not seen since the

    original founders and so Greth became the first

    Hochmiester of the order of Solland for having

    achieved great prestige and honor for the Order with his

    previous exploits against Vlad von Carstein. Greth

    took to his command well and managed to settle thedebate over Tyra's independence by instating the "free

    territories" pact which allowed Tyra to run itself in

    whatever way it saw fit so long as the Hochmiester still

    had the power to command its military. Shortlyafterward Greth found himself battling Konrad von

    Carstein in the empire helping to defeat his army of

    necromancers. Finally at the old age of 78 he resigned

    his command electing Tolo Dnavo to succeed him. Herode off with any knights who would follow to do battle

    with Manfred von Carstein and it is uncertain if he died

    at the Battle of Hel-Finn

    Hochmiester Gerath von Greth UltigenHochmiester Gerath von Greth Ultigen

    19

    Special Rules:Wave of Steel and Iron, Terror, Stubborn, Hatred

    (undead) Ares (Fly, Terror, Large Target)

    The Sword of Gerath and the Armor of the

    Hochmiester: The sword of the greatest knight in theorder and dwarven forged plate enchanted with runes

    these tools grant Greth the Killing Blow special rule as

    well as a 5+ wardsave.

    The Holy Shield: Taken long ago in crusade against

    Araby, the holy shield belonged to Eldrad the last countof Solland, after his death his shield was recovered and

    placed with other artifacts in the orders holds. Grethwas the only one to use it in battle and it was shattered

    whilst fighting Konrad. The holy shield grants +2 to

    Greths armor save. In addition, if Greth should be killed

    the shield shatters and he ignores the wound and any

    others suffered and for the rest of the phase.

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    M WS BS S T W I A Ld

    Darak 5 8 3 4 4 3 6 5 10

    Onyx 6 6 3 6 6 6 3 5 8

    Darak-kal was descendant of a great noble family in the

    empire. He joined the order at a young age and

    eventually entered into the ranks of the fabled

    Ritterbrder. when the great storm of chaos erupted

    Darak was in the forefront of the armies charging thechaos lines at Kisliev. Darak was left behind with aunit of knights to help Kisliev defend herself from

    further intrusions. The Kislievits gave him any land he

    freed from the marauding forces of evil and so land he

    acquired. massive amounts of open country and forests.

    However his constant victories lead him only to seek

    more conquest and so he lead his men north into the

    Norse-lands and later the chaos wastes. It was here he

    found the great axe known as the Terralith. a behemoth

    with a blade almost more like a halberd. The power of

    chaos within the axe corrupted Darak and when hereturned to Kisliev he began systematically slaughtering

    everything in his path. He rampaged through theEmpire, the Norse-lands, dwarf holds, Kisliev, goblin

    strongholds and more. He captured and tamed the Black

    Dragon Onyx and with it rode to war for many decades.

    however an army of numberless skaven from Hell-pit

    finally stopped his army and he fled to the border

    princes. there he spent many centuries trying to buildup a force again but was finally rooted out and slain by

    the order. His dark helm and those of his followers are

    now worn by the Ritterbrder in remembrance of this

    betrayal.

    M WS BS S T W I A LdWillhelm 4 6 3 4 4 3 6 4 9

    Darak-kal the DarkDarak-kal the Dark

    20

    The Dark Betrayer:Darak must be the armies general, in addition, any order

    army may not use the following units; Pikemen of Tyra,

    Arbalists of Venitzia, Macemen of El-Doro, Sword

    Brethren of Solland, Archer militia, Solland Zealots,Pilgrims of Pfeildorf, and no other named characters.

    However Dismounted Ritterbrder are now 1+ and a

    core unit and Ritterbrder are now specials with 0-2

    choice

    Butcher: Darak slaughtered countless persons on his

    rampage. most would like revenge.

    Darak-kal has the Hatred rule and all units in his army

    gain hatred, in addition, Empire, Order of Solland,

    Kisliev, Norse, Chaos (deamons, warriors, dwarves,

    beastmen), Dwarves, Skaven, and Orcs & Goblins all

    hate Darak and his army.

    The Terralith:Darak didn't start out evil. but with the

    power of the Terralith flowing through him he was

    unstoppable when he became so.

    The Terralith grants Darak +2 strength. no armor saves

    may be taken against wound suffered from the Terralith

    and each wound is multiplied by d3.

    Darak's Horrifying helm: +1 to Darak's armor save,

    Daraks helm causes Terror, in addition, any unit chargedby Darak must take their terror test at -2 leadership.

    Units that are immune to psychology take a terror test as

    well but do not suffer the leadership penalty. Undead

    units charged by the wearer crumble as per the rules in

    their rulebook.

    Chaos Armor: The chaos armor grants Darak a 4+ save,

    in addition it grants him a 4+ ward save.

    Special Rules:Stubborn, Wave of Steel and Iron, Onyx:(Fly, Terror,

    Large Target, Breathe Fire [S4], Scaly Skin [3+])

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    For many years Willhelm has sailed out of the ports of the

    old world with armies at his command. empires, ruins,

    nations, and common folk fear the sight of the black ships.Ind has felt the tread of his boots, Cathey has tasted he edge

    of his sword, Nippon has known the wrath of his coming.

    Countless treasures and artifacts have been stolen and he

    returns countless riches to the order headquarters.

    Considered the Leader of all crusaders and a great warrior,

    Willhelm takes up Erebus to go treasure seeking once more.

    M WS BS S T W I A Ld

    Willhelm 4 6 3 4 4 3 6 4 9

    Crusader Lord WillhelmCrusader Lord Willhelm

    21

    Enchanted plate: 3+ armor save, 5+ ward save

    Treasures untold:Having traveled and looted items

    from every possible place looting can occur. Willhelm

    gives out much of his wealth to the crusade as well as

    blessings and enchanted blades. Any unit within 12"

    of Willhelm may chose to take a gift of treasure at the

    start of the player that controls him's turn. Roll on thefollowing table for each unit that does. at the start of

    any following turn of the player the controls him the

    unit may chose to exchange for another treasure. Thismay not be done if the unit is in combat or if Willhelm

    is in combat and any unit that does so may not move

    the turn it exchanges.

    1: nothing, the unit is stupid for the duration of the

    turn (and counts as having failed their stupidity test)

    2: Cathey long sword: these elegant blades allow for

    greater swordsmanship. Grants +1 WS, +1I and +1S.

    3: Nippon Kami Shrines: The small carry able shrinesconfer a blessing to the holder, grants a 6+ ward save.

    4: Indish Silks: Fine silks allow for greater haste to be

    made, +1M

    5: Lustrian Artifacts: The gold makes men fight

    vigorously, the model gains frenzy

    6: Araby Incense: Inhaled deeply the incense inspires

    supreme confidence, the model gains unbreakable.

    Lord of Crusaders: Willhelm has the Inspire rule asa Crusader Champion. however this rule is extended

    to all friendly models within 6"In addition, Crusaders

    within this area are stubborn.

    In addition, If Willhelm must be the armies general.

    His army gains hatred of the following armies: Araby,Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and

    Amazons. these armies also hate Willhelm's army as

    well as fear Willhelm.

    Despised:For all his glory and riches, Willhelm is

    shunned by all true knights of the order. As Willhelm

    failed the trial of the RitterBrder and never returnedto test his faith again, the sacred knights truly hateand despise him.

    If Willhelm is in the army no RitterBrder of any type

    (this includes dismounted and Fliegen) may be taken

    as well.

    Special Rules:Wave of Steel and Iron, Unbreakable (he may only pass

    this on to a unit of crusaders),

    Erebus:Erebus is a true claymore. over 5 feet long and

    serrated with barbs and spikes, the weapon is more blunt

    than blade. However because of sacred enchantments it cuts

    threw protective magics.

    Erebus is a great weapon, in addition, any successful ward

    save made by a model wounded by Erebus must be rerolled.

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    Marius, while not a member of the order originally, was

    a priest located in the rebuilding city of Pfeildorf. Helived his life in peace and harmony until the faithful day

    an orc Waaagh was spotted less than a weeks travel

    from the struggling community. As the city began an

    evacuation Marius began to work. he spent hours in the

    forge smelting iron and hammering at steel until he hadfashioned for himself a crude set of armor. Taking up a

    farmers scythe he began to preach to the men of the

    city, speaking of the bravery of men and the city itself.

    Slowly but surely a band of followers crowded around

    him, until before long he had no less than half the city

    roaring at his sermons. He gave the common man hope

    and even managed to convince the mayor to requisition

    aid rather than flee. As the orc horde approachedMarius and the people of Pfeildorf manned the walls

    with every ranged devise they could muster, and as the

    sea of green crashed into the walls the men held for

    three weeks before being forced to retreat into the city

    itself. Bitter street fighting erupted and people could not

    run for fear of slipping on the blood washed pavement.

    Marius himself rallied men at his church and there they

    held the line on top of a wooden cart. But just as the

    men prepared to make a final stand horns were heard

    and the Order of Solland entered the city through secretways only they knew of. The bewildered orcs, caught

    between the citizens of the city and the heavily armored

    foot knights were all but annihilated.

    Marius was offered a position of high Marshal in the

    Order but declined in favor of remaining in Pfeildorf to

    continue his services as a priest. This would have beenthe end of Marius military career had he not awoken

    from a nightmare the next morning. He has never said a

    word of what transpired in his dream but it is rumored

    that Eric the young showed him a vision of what would

    come of a world without his intervention. Marius

    repaired the cart he had stood on his own, working in

    grim silence. eventually he brought out the shields of

    those who had fallen at his side and added them to the

    woodwork, naming it his "Shrine of the Fallen Saints"this wooden carriage has been pushed from one corner

    of the old world to the other by the men who defended

    Pfeildorf, and to this very day Marius can be heard

    giving sermons to his troops from on top the rickety

    structure.

    M WS BS S T W I A Ld

    Marius 4 4 3 4 4 3 4 3 9

    Marius, Patriarch ofMarius, Patriarch ofPfeildorfPfeildorf

    22

    Special Rules:Wave of Steel and Iron

    Leader of the masses: Any army that has Marius as the

    general reverses the effect of "Sollanders" and "Crusaders".

    Meaning that any unit you take with the "Sollander" trait

    allows you to take a single "Crusader" unit of equal or lessmodels. Crusader units may not be fielded otherwise.

    Roaring Constitution:Marius commands his men with his

    booming voice from afar. his men are never unable to hear

    his orders.

    Marius' Black monk bound spells; "For Solland!", "Sigmar

    Protects You!", "For Gerath!", "For Death and Glory!", aswell as his Warcry, affect all units within 12" of Mariusrather than a single unit.

    The Book of Solland: this book narrates all the great deeds

    of the men of Solland, it is her that Marius both recollects

    past deeds and writes in new ones as he preaches. Marius

    gets +1 on any attempts to cast Black monk bound spells.

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    M WS BS S T W I A Ld

    Shrine 4 4 - 5 5 5 4 - -

    23

    Special Rules:Unbreakable, Large Target, Impact hits (d6)

    Blessing of the Righteous:

    The Shrine of the Fallen Saints gives Marius a sixth

    bound spell.

    "Epic Speech"

    Bound level 22, all units within 12" gain the

    "Righteous fury" special rule.

    Protection of the Saints:The Shrine has a 4+ ward save and conveys a 5+

    ward save to Marius. in addition, he, the shrine, and

    his unit all have MR2

    Exemplar guard:

    The Shrine muse be pushed by a unit of "OrderSoldiers". This unit gains the "Sollander" trait and

    loses its "Crusader" trait. It also gains unbreakable

    but may never leave the Shrine of the Saints for any

    reason. Other characters may be deployed in this unit

    but may not leave the unit for any reason, nor may

    any character join the unit later in the game.

    Furthermore, the "Order Soldiers" in the unit are

    veterans of many battles. They may choose toincrease their weapon skill by 1 for 1 point per

    model if they wish.

    Pushed into Battle:The Shrine is deployed inside a

    single unit of "Order Soldiers". Place the shrine at the

    front of it's unit,as centrally as possible. Accordingly,

    the following rules apply.

    Moving the Shrine of the Fallen Saints:

    The unit the Shrine has joined marches, charges, andpursues normally so long as it has at least 10 models.For every model the unit drops below 8, the unit

    deducts 1" from its move. So, if there were 7 men in the

    unit, they would have a movement of 3, 6 would have a

    movement of 2, (etc.). If the unit is reduced to 4 or less

    models, it cannot move.

    Terrain:

    The shrine treats terrain as if it were a chariot.

    Shooting at the Shrine:An enemy can choose to target either the unit pushing

    the Shrine or the Shrine of the Fallen Saints itself. Hitsagainst the unit are resolved as normal, but hits against

    the Shrine are randomized - hitting the Shrine on a 1-4

    and Marius on a 5-6

    The Shrine in combat:

    The Shrine does d6 impact hits when it charges, Mariusmay attack anyone in base contact with the Shrine.

    Enemy models in base contact may choose to attack the

    Shrine or Marius himself. Attacks against the Shrine

    must roll to hit as normal.

    The different sized base of the Shrine means some

    extrapolation must be done to work out the rank bonus.

    Count the model as the same number of Men that wouldnormally occupy that space (usually 10)Destroying the Shrine

    If the Shrine itself is destroyed, remove the model and

    place Marius where it was. He will join the unit. This is

    the Only way Marius can leave the Shrine of the Fallen

    Saints.

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    M WS BS S T W I A LdRath 4 5 3 4 4 2 5 3 8

    Rath was a fighter. He joined the order for the soulpurpose of seeking out an opponent who could best him

    in battle. Eventually this did come to pass as during a

    battle in Ind he was defeated by a champion of their

    people. Taken prisoner, Rath managed to escape and he

    made his way across Ind back towards the new world.

    Along the way he met Tash'Timosen, a wandering

    Nipponease swordsman who he learned new arts and

    techniques from. As he came into the dwarf holds heforged for himself a new weapon named Fangrr, "The

    gods Thumb" which was a mighty longsword that waslighter than most of it's size. Traveling next to Araby to

    attempt to find a ship to take him to Tilea where he

    would make his way into the empire. While there he

    encountered yet another master of blades who told him

    he must become one with his blade. Rath took a literal

    meaning to this and seeking out a sorcerer, had his soul

    transferred into Fangrr.

    Arriving in the empire Rath began to enter contests of

    battle, winning each and every fight without a scratch

    on his body. The Order welcomed him back into their

    ranks with open arms and even offered to promote himto the rank of Marshal. Rath refused but continued

    joining crusades in an effort to find the man who had

    bested him in battle. Until he does, Rath is trulyunstoppable on the field and battle and he carves

    through men like a hot knife threw butter.

    Rath, Armsman ofRath, Armsman ofSollandSolland

    24

    Special Rules:Immune to Psychology, Stubborn, Wave of Steel

    and Iron

    Fangrr:

    The great longsword designed by Rath himself,designed to be effortlessly handed with perfected

    balance and a decapitating edge. capable of beingwielded with either one or two hands and both

    equally deadly, this truly is a legendary sword.

    Fangrr is a hand weapon. in addition it confers +1 to

    hit.

    Blademaster:

    The perfect swordsman, it is said, must be one with

    his blade, it must be an extension of his body andmust never leave his hand. Rath has taken this ideal

    to the farthest extent, binding his very soul within

    his sword.

    Rath may parry even though he does not have a

    shield.

    In addition, each round of combat Rath participates

    in increases his adaption to his foe. Each round of a

    combat after the first, Rath gains +1 to the following

    stats cumulatively. WS, S, I, A. He also increases hischance to parry. on the second round of combat

    Rath's parry save becomes a 5+, on the third round a

    4+ and so on.

    Decapitating Strike:

    Rath has worked long and hard at killing his foes

    with single elegant blowsRath has the killing blow rule. in addition, he maytrade each set of 2 attacks for 1 attack with heroic

    killing blow. EX, Rath has 5 attacks in his 3rd round

    of combat. he may trade 4 of them for 2 attacks with

    the heroic killing blow rule.

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    M WS BS S T W I A Ld

    Seth 4 5 3 4 4 2 5 0 8Warhorse 8 3 0 3 3 1 3 1 5

    the Grand standard bearer from the Orders fortress in

    Ostland, Seth has born Solland's tattered Standard from

    one corner of the world to the other, defending his

    commanders and never retreating from a battle.

    Seth of OstlandSeth of Ostland

    25

    Special Rules:Wave of Steel and Iron

    Unwavering:As Seth has fought in every War so

    has he endured. Should Seth's unit break, Seth is notremoved as a casualty and his unit remains

    unbroken. Instead He is wounded for each point ofcombat resolution his unit looses by. He may take

    both armor and ward saves against these wounds.

    The Tower shield: The great tower shield that Sethcreated himself was a fantastic success and offers

    the greatest protection for a battle standard known

    to men. Seth adds 2 to his armor save against attacks

    in his front. (for a 3+ armor save) however themassive shield requires that he not fight while

    holding it.

    Battle Standard Bearer: Seth is the Battle Standardbearer. In addition he grants his unit +2 to their

    combat resolution rather than the normal +1

    A Flag for Every Occasion:

    Seth may choose one of the following banners to

    unfurl at the start of any battle that he takes part in.

    The Banner of Solland's Crown:All friendly unit within 12" gain +1 to their combat

    resolution (this is cumulative with Seth's bonuses to

    his unit, giving them +3 to their combat resolution

    total). His unit gains hatred

    The Banner of the Great Crusade:

    All units with the "Crusader" rule within 12" Rally

    automatically. He also has the Inspiring presence

    rule (+1WS within 3")

    The Banner of Lightning:

    All units within 12" gain +1 movement. He may cast

    Chain Lightning on a bound level 10 once per game

    (this does not require dice)

    The Battle Standard of Pfeildorf:

    All units with the "Sollander" rule are considered to

    be in range of the Battle Standard for the purposes ofre-rolling leadership tests. His unit also gains "Wave

    of Steel and Iron" even if they would not normally

    be able to have this rule.

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    26

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    CHOOSING AN ARMYEvery miniature in the Warhammer range has a points

    cost assigned to it. This reflects how effective the

    model is on the battlefield. For example, a Order

    Soldier costs just 6 points while a mighty Hochmeister

    costs 110 points!

    Most of the time, both players choose armies to the

    same agreed points total. You can, of course, spend lesspoints, and you may find it impossible to use up every

    last point. Most 2000 point armies, for example, willbe something like1,998 or 1,999 points.

    To form your miniatures into an army, look up the

    relevant army list entry for the first troop type. This tells

    you the points cost to add each unit of models to your

    army and any options or upgrades the unit may have.

    Then select your next unit, calculate its points cost and

    so on until you reach the agreed points total. In additionto the points, there are other rules that govern which

    units you can include in your army, as detailed under

    Characters and Troops.

    ARMY LIST ENTRIESProfiles: The characteristic profiles for the model(s) in

    each unit is provided as a reminder. Where severalprofiles are required, these are also given even if they

    are optional.

    Unit Sizes: Each entry specifies the minimum size for

    each unit, which is the smallest number if models

    needed to form the unit. In some cases, units may also

    have a maximum size.

    Equipment: Each entry lists the standard weapons and

    armor for that unit type. The value of these items isincluded in the basic points value.

    Options: Each entry lists any available upgrades to theunit, together with their points cost.

    Special Rules: Many troops have special rules which

    are described in their relevant Bestiary entry

    With the points total agreed, players need to pick theirforces using the army list in the relevant Warhammer

    Armies book, and the system presented here.

    THE GENERALAn army must always include at least one

    Lord or Hero to be its General. Every army must have a

    General to lead it into battle. The General represents

    you on the field he issues the orders that lead to the

    moves, shots, spells and attacks that your troops make.

    MINIMUM THREE UNITSAn army must always include at least three units in

    addition to any Lords and Heroes. An army just isn't an

    army unless it has plenty of warriors in its ranks.

    UNIT CATEGORIESEach army list divides the forces available into severalcategories. In a standard game, players are limited as to

    how many of their points can be spent from any

    particular category.

    LORDSYou can spend up to 25% of your points on Lords.

    Lords are the most powerful characters in your army,individuals possessed of fearsome martial or magical

    might.

    HEROES

    You can spend up to 25% of your points on Heroes.Heroes are lesser characters, not as intrinsically deadly

    as Lords, but still worth a score of ordinary warriors.

    WIZARDS AND SPELL LORESSome Lords and Heroes are Wizards, and have access

    to one or more spell lores. Although you won't generate

    the spells that your Wizards know until you start to

    play your game you do need to make a note in your

    army roster of which spell lore each of your Wizards

    will use. If you have a Wizard that is allowed to choose

    specific spells, you must select which spells they are at

    the time you pick your army.

    CORE UNITSYou must spend a minimum of 25% of your points on

    Core units.

    Core units are the heart of your army, the iconic troops

    who make up the bulk of every warband and warhost.

    Unlike other types of unit, there is no maximum to the

    proportion of your points that you can spend on Coreunits.

    This army list enables you to turn your miniatures collection into an army ready for tabletop

    battle. As described in the Warhammer rulebook, the army list is divided into four sections:

    Characters (including Lords and Heroes), Core Units, Special Units and Rare Units.

    27

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    Some Core units do not count towards the minimum

    points you must spend on Core units (sometimes

    written as 'do not count towards the minimum number

    of Core units you must include' or variations thereof) or

    indeed the minimum number of units you must include

    in your army. In fact, such units don't count towards

    any category, just the points value of the army.

    SPECIAL UNITSYou can spend up to 50% of your points on Special

    units. Special units are invariably elite troops, capable

    of anchoring a battleline of lesser warriors, or

    performing great deeds in their own right.

    RARE UNITSYou can spend up to 25% of your points on Rare units.Rare units are the most unusual warriors in your army,

    mighty monsters, weird war machines and elite soldiersof unsurpassed skill. Rare units are often fantastically

    powerful, but often require a canny general to get the

    most from them.

    DUPLICATE CHOICESAn army cannot contain more than 3 Special choices of

    the same type and 2 Rare choices of the same type.To further represent the scarce nature of Special and

    Rare choices there is a limit on how many duplicates of

    each troop type you can include in your army.

    This limit applies only to duplicate Special or Rare unit

    choices of the same type, not to the total number of

    Special and Rare units overall.

    Note that this limit applies to the basic troop type and

    isn't dependent on the size of the unit or optional war

    gear.

    Two Units For One ChoiceSome units are listed as taking up a single choice. As

    implied, this means that these two units count only as

    one choice.

    GRAND ARMYIn a grand army, you can include up to 6 duplicate

    Special choices and 4 duplicate Rare choices.If choosing an army of 3,000 points or more, it is

    considered to be a 'grand' army, with enoughpatronage, cash or muscle to get a larger supply of

    scarce units: up to 6 duplicate Special choices, and up

    to 4 duplicate Rare choices.

    ARMY SELECTION SUMMARY TABLEYou must always include at least three non-character

    units, plus one Lord or Hero to be your General.

    28

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    M WS BS S T W I A LdGreth 4 7 3 5 5 3 7 5 10

    Abyss 8 3 3 4 3 1 3 2 5

    Ares 6 5 0 6 5 5 4 4 7

    M WS BS S T W I A Ld

    Darak 5 8 3 4 4 3 6 5 10

    Onyx 6 6 3 6 6 6 3 5 8

    M WS BS S T W I A Ld

    Willhelm 4 6 3 4 4 3 6 4 9

    Hochmiester Gerath von Greth Ultigen

    Points/model: 300

    Darak-kal the Dark

    Points/model: 305

    Crusader Lord Willhelm

    Points/model: 225

    29

    Equipment:

    Sword of Gerath

    Armor of the Hochmeisters The Holy Shield

    Special Rules:

    Terror

    Wave of Steal and Iron Stubborn

    Hates Undead (any modellisted as undead counts)

    Options:

    Mount (one choice only):

    Abyss

    AresYou may only include one Greth in your army.

    Equipment:

    Terralith

    Darak's Horrifying Helm

    Shield Chaos armor

    You may only include one Darak in your army.

    Special Rules:

    Stubborn

    Wave of Steal and Iron

    The Dark Betrayer Butcher

    Options:

    Mount:

    Onyx

    Special Rules (Ares):

    Fly

    Large Target Terror

    30 pts

    200 pts

    320 pts

    Special Rules (Onyx):

    Fly

    Terror

    Large Target

    Breathe Fire (S4)

    Scaly Skin (3+)

    You may only include one Willhelm in your army.

    Equipment:

    Treasures untold!

    Enchanted plate

    Erebus

    Special Rules:

    Unbreakable (he may only pass this on to a unit of crusaders)

    Lord of Crusaders

    Despised

    Wave of Steal and Iron

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    M WS BS S T W I A Ld

    Marius 4 4 3 4 4 3 4 3 9Shrine 4 4 - 5 5 5 4 - -

    M WS BS S T W I A Ld

    Grokompters 4 6 3 4 4 3 6 4 9

    M WS BS S T W I A Ld

    Black Griffon 6 5 0 5 5 4 5 4 7

    Dark Pegasus 8 4 0 4 4 3 4 2 6

    Warhorse 8 3 0 3 3 1 3 1 5Dark Horse 8 3 0 4 3 1 3 1 5

    Marius, Patriarch of Pfeildorf

    Points/model: 165

    Grokompter

    Points/model: 110

    Character Mounts

    30

    You may only include one Marius in your army.

    Equipment:

    Full Plate Armor

    Scythe

    The Book of Solland

    Special Rules:

    Leader of the masses

    Roaring Constitution

    Options:

    Mount:

    Shrine of the fallen Saints 200 pts

    Special Rules (Shrine):

    Special Rules:

    Unbreakable

    Blessing of the Righteous Protection of the Saints

    Pushed into Battle

    Exemplar guard

    Impact hits (d6)

    Large Target

    Equipment:

    Hand Weapon

    Heavy Armor

    Special Rules:

    Horned Dark Helm

    Wave of Steel and IronOptions:

    Mount (one choice only):

    WarhorseBarded Warhorse

    Barded Darkhorse

    Dark Pegasus

    Griffon

    15 pts21 pts

    24 pts50 pts

    200 pts

    Close Combat Weapon (one choice only):

    Spear (mounted only)

    Lance (mounted only)

    Great Weapon

    Halberd

    Armor:

    Full plate armor

    Shield

    Magic Items:

    Up to a total of

    3 pts

    6 pts

    6 pts

    6 pts

    8 pts

    3 pts

    100 pts

    Special Rules:

    Black Griffon: Fly, Large Target, TerrorDark Pegasus: Fly

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    M WS BS S T W I A Ld

    War-mage 4 4 3 3 4 3 4 2 8

    War-Mage

    Points/model: 210

    31

    Equipment:

    Hand Weapon

    Heavy Armor

    Special Rules:

    Horned Dark Helm

    Wave of Steel and Iron

    Magic:

    A War-mage is a Level 3

    Wizard and knows spells from

    the following lores: Shadow,

    Beasts, Death, and Terror

    Options:

    Magic:Upgrade to a level 4 Wizard

    Mount (one choice only):

    Warhorse

    Barded Warhorse

    Dark Pegasus

    Armor:Shield

    Magic Items:

    May take up to

    35 pts

    15 pts

    21 pts

    50 pts

    3 pts

    100 pts

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    M WS BS S T W I A Ld

    Marshal 4 5 3 4 4 2 5 3 8

    M WS BS S T W I A LdSeth 4 5 3 4 4 2 5 0 8Warhorse 8 3 0 3 3 1 3 1 5

    Rath, Armsman of Solland

    Points/model: 150

    Seth of Ostland

    Points/model: 180

    Marshal

    Points/model: 65

    32

    M WS BS S T W I A Ld

    Rath 4 5 3 4 4 2 5 3 8

    You may only include one Rath in your army.Equipment:

    Fangrr

    Full Plate Armor

    Special Rules:

    Immune to Psychology

    Stubborn Decapitating Strike

    Blademaster

    Equipment:

    The Tower shield

    Heavy Armor

    You may only include one Seth in your army.

    Special Rules:

    Battle Standard Bearer

    A flag for Every occasion

    Unwavering

    Wave of Steel and Iron

    Options:

    Mount:

    May mount his Warhorse for Free. if

    he does he looses the Tower Shield

    Equipment:

    Hand Weapon Heavy Armor

    Special Rules:

    Wave of Steel and Iron

    2 pts

    4 pts

    4 pts

    4 pts

    6 pts

    2 pts

    50 pts

    Close Combat Weapon (one choice only):

    Spear (mounted only)

    Lance (mounted only)

    Great Weapon

    Halberd

    Armor:

    Full Plate Armor

    Shield

    Magic Items:

    Up to a total of

    Options:

    Mount (one choice only):

    Warhorse

    Barded Warhorse

    Dark Pegasus

    Special:

    Horned Dark Helm

    10 pts

    14 pts

    50 pts

    5 pts

    Army Battle Standard

    One Marshal in the army may carry the Battle

    Standard for +25 points. The Marshal carrying the

    Battle Standard can have a magic banner (no points

    limit) but if he carries a magic banner he cannot carry

    any other magic items.

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    M WS BS S T W I A Ld

    Dark Mage 4 3 3 3 3 2 4 1 7

    M WS BS S T W I A Ld

    Black Monk 4 4 3 4 4 2 4 2 8

    M WS BS S T W I A Ld

    Crusader Champion 5 5 3 4 4 2 4 2 8

    Dark-Mage

    Points/model: 70

    Black Monk

    Points/model: 95

    0-1 Crusader Champions

    Points/model: 30

    33

    Equipment:

    Hand Weapon

    Light Armor

    Magic:

    A War-mage is a

    Level 1 Wizard andknows spells from the

    following lores:

    Shadow, Beasts,

    Death, and Terror

    Special Rules:

    Wave of Steel and Iron

    Options:

    Magic:Upgrade to a level 2 Wizard

    Mount (one choice only):

    warhorse

    Barded Warhorse

    Magic Items:

    May take up to

    35 pts

    15 pts

    21 pts

    50 pts

    Equipment:

    Mace

    Heavy Armor

    Special Rules:

    Wave of Steel and Iron

    Blessing of Darkness

    Warcry

    Options:

    Special:

    may take a horned dark helm

    Close Combat Weapon (One Choice Only):

    Great Weapon

    Halberd

    Armor:

    Full Plate Armor

    Shield

    Magic Items:

    May take up to

    5 pts

    4 pts

    4 pts

    6 pts

    2 pts

    50 pts

    Unit Size:

    1-3

    Equipment:

    Full Plate

    Shield

    6+ Ward Save

    Special Rules:

    Unbreakable

    Frenzy

    Inspire

    Hatred of Araby, Tomb Kings, Nippon, Cathey, Ind, Lizardmen, and Amazons

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    M WS BS S T W I A Ld

    Soldier 4 3 3 3 3 1 3 1 7Sergeant 4 3 3 3 3 1 3 2 7

    M WS BS S T W I A Ld

    Archer 4 2 3 3 3 1 3 1 6

    Sergeant 4 2 4 3 3 1 3 1 6

    M WS BS S T W I A LdPilgrim 4 2 2 3 3 1 3 1 6

    Sergeant 4 2 2 3 3 1 3 2 6

    Order Soldiers

    Points/model: 5

    Archer Conscripts

    Points/model: 6

    Pilgrims

    Points/model: 3

    34

    Unit Size:

    10+Equipment:

    Halberds

    Light Armor

    Special Rules:

    Crusader

    Options:

    Command:Upgrade one Soldier to a Sergeant

    Upgrade one Soldier to a Musician

    Upgrade one Soldier to a Standard Bearer

    Armor:Shield

    Heavy Armor

    Special:

    If the unit has heavy armor, they may gain

    the Wave of Steel and Iron rule for

    10 pts

    10 pts

    10 pts

    1pt/model

    1pt/model

    30 pts

    Unit Size:

    5+

    Equipment:

    Short Bows

    Hand Weapons

    Special Rules:

    Sollander

    Skirmishers

    Options:

    Command:

    Upgrade one Archer to a Sergeant

    Upgrade one Archer to a Musician

    Armor:

    Light Armor

    Weapons:Longbows

    10 pts

    10 pts

    1pt/model

    1pt/model

    Unit Size:

    10+

    Equipment:

    Hand Weapons

    Special Rules:

    Sollander

    Options:

    Command:

    Upgrade one Pilgrim to a PreacherUpgrade one Pilgrim to a Musician

    Weapons:

    Scythes

    10 pts10 pts

    1.5pts/model

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    M WS BS S T W I A Ld

    Pikemen 4 3 3 3 3 1 3 1 7Sergeant 4 3 3 3 3 1 3 2 7

    M WS BS S T W I A Ld

    Macemen 4 4 3 3 3 1 4 1 7

    Sergeant 4 4 3 3 3 1 4 2 7

    M WS BS S T W I A Ld

    Bruder 4 4 3 3 3 1 3 1 7

    Captain 4 4 3 3 3 1 3 2 7

    Warhorse 8 3 3 3 3 1 3 1 5

    Pikemen of Tyra

    Points/model: 7

    Macemen of El Doro

    Points/model: 7

    Jngenbruder

    Points/model: 20

    35

    Unit Size:

    10+

    Equipment:

    Pike

    Heavy Armor

    Hand weapon

    Special Rules:

    Crusader

    Options:

    Command:Upgrade one Pikemen to a Sergeant

    Upgrade one Pikemen to a MusicianUpgrade one Pikemen to a Standard

    BearerOne Pikemen Standard Bearer in the

    army may carry a Magic Standard

    worth up to

    Armor:

    Shield

    10 pts

    10 pts

    10 pts

    50 pts

    1pt/model

    Special:

    May have their pikes gain the armor piercing rule

    against anything other than infantry or swarms

    charging them for 30 pts

    Unit Size:

    10+

    Equipment:

    Mace

    Heavy Armor

    Special Rules:

    Crusader

    Wave of Steel and Iron

    Options:

    Command:

    Upgrade one Macemen to a Sergeant

    Upgrade one Macemen to a Musician

    Upgrade one Macemen to a Standard

    Bearer

    One Macemen Standard Bearer in the

    army may carry a Magic Standard

    worth up to

    Armor:

    Shield

    10 pts

    10 pts

    10 pts

    50 pts

    1pt/model

    Unit Size:

    5+

    Equipment:

    Lance

    Heavy Armor

    Hand weapon

    Shield

    Special Rules:

    Crusader

    Wave of Steel and Iron

    Vanguard

    Options:

    Command:

    Upgrade one Bruder to a CaptainUpgrade one Bruder to a Musician

    Upgrade one Bruder to a StandardBearer

    Armor:

    Barding

    10 pts

    10 pts

    10 pts

    2pts/modelNote:

    If the unit takes barding, they may not make use of

    their vanguard special rule.

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    M WS BS S T W I A Ld

    Brother 4 4 3 4 3 1 3 1 8Captain 4 4 3 4 3 1 3 2 8

    M WS BS S T W I A Ld

    Arbalist 4 3 4 3 3 1 3 1 7

    Sergeant 4 3 5 3 3 1 3 1 7

    M WS BS S T W I A Ld

    Crusader 4 4 3 3 3 1 4 1 8

    Champion 4 4 3 3 3 1 4 2 8

    Sword Brethren of Solland

    Points/model: 11

    Arbalists of Venitzia

    Points/model: 11

    Crusader Regiment

    Points/model: 9

    36

    Unit Size:

    10+

    Equipment:

    Great Weapon

    Heavy Armor

    Hand weapon

    Special Rules:

    Fear

    Wave of Steel and Iron

    Stubborn

    Crusader

    Options:

    Command:Upgrade one Brother to a Captain

    Upgrade one Brother to a Musician

    Upgrade one Brother to a StandardBearer

    One Brother Standard Bearer in the

    army may carry a Magic Standard

    worth up to

    Armor:

    Full plate

    10 pts

    10 pts

    10 pts

    50 pts

    1pt/model

    Unit Size:

    5+

    Equipment:

    Crossbow

    Heavy Armor

    Hand weapon

    Special Rules:

    Crusader

    Options:

    Command:

    Upgrade one Arbalist to a Captain

    Upgrade one Arbalist to a MusicianUpgrade one Arbalist to a Standard Bearer

    Armor:

    Pavise

    10 pts

    10 pts

    10 pts

    1pt/model

    Unit Size:

    10+

    Equipment:

    Heavy Armor

    Hand weapon

    Special Rules:

    Crusader

    Hate Araby, Tomb

    Kings, Nippon, Cathey,

    Ind, Lizardmen, and

    Amazons

    Wave of Steel and Iron Immune to

    Psychology

    Options:

    Command:

    Upgrade one Crusader to a Champion

    Upgrade one Crusader to a Musician

    Upgrade one Crusader to a Standard

    Bearer

    One Crusader Standard Bearer in the army

    may carry a Magic Standard worth up to

    Exotic Collections (one choice only):

    Cathey Longswords

    Nippon Kami Shrines

    Indish Silks

    Lustrian Artifacts

    Araby Incense

    10 pts

    10 pts

    10 pts

    50 pts

    5pts/model

    2pts/model

    1pt/model

    1pt/model

    5pts/model

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    M WS BS S T W I A Ld

    Bruder 4 5 3 4 4 1 4 2 8Dark Rider 4 5 3 4 4 1 4 3 8

    Dark Horse 8 3 0 4 3 1 3 1 5

    M WS BS S T W I A Ld

    Bruder 4 5 3 4 4 1 4 2 8

    Dark Captain 4 5 3 4 4 1 4 3 8

    M WS BS S T W I A Ld

    Trebuchet - - 3 3 7 4 - - -

    Crew - 3 3 3 3 4 4 4 7

    0-1 Ritterbrder

    Points/model: 40

    Demontiert Ritterbrder

    Points/model: 18

    Siege Trebuchet

    Points/model: 110

    38

    Options:

    Command:

    Upgrade one Bruder to a Dark Rider

    Upgrade one Bruder to a Musician

    Upgrade one Bruder to a Standard Bearer

    One Crusader Standard Bearer in the army

    may carry a Magic Standard worth up to

    10 pts

    10 pts

    10 pts

    50 pts

    Unit Size:

    3+

    Equipment:

    Lance

    Full Plate

    Hand weapon Shield

    Barding

    Special Rules:

    Wave of Stee