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==Units== ===Lords & Heroes=== ====Named Characters==== *'''Isabella Giovanna Luccelli:''' High Priestess of Myrmidia and the closest equivalent to [[Saint Celestine]]. She's got wings, negates psychology for units within 12", and she has all the prayer powers of a priestess. She's no slouch in combat either, as her weapon ignores armour and makes enemies in b2b eat -1 to hit her, her heavy armour has 4+ (re-rollable 4++ against mundane attacks), and forces ranged attacks to re-roll to hit her. *''' Juan Federico:''' Grand Master of the Order of the Righteous Spear. He's just as good on the charge and then some. He makes his knights roll 3d6 on break checks, his defenses give 2+ and negate multi-wound attacks and KB, and his weapon has +1S and flaming with d3 wounds. *'''Santiago De Vivar:''' A legendary hero during Estalia's war with Araby. His heavy armour makes enemies re-roll wounds while his dual weapons cause fear to not only those of Ld below his, but also re-roll to hit and wound while successful wounds are multiplied by d3 for combat resolution. This fucker lives for combat. *'''Grand Inquisitor De Hojeda:''' Grand Inquisitor and head of the Tribune. He's a buffed Inquisitor with a 2+/6++ save and a bound PL5 item that gives him a random spell from the Lore of Light each turn. As an Inquisitor, he can take powers as he wishes. *'''Francisco Cortez:''' Yeeeaaaaaahhhhh, totally not Hernan Cortez, destroyer of the Aztecs. He's a Conquistador HQ with an optional horse that makes Conquistadors core and makes them use his Ld. His weapon is an insane one with Piercing 3 and Parry 6++ and a 4+ Regen thanks to his amulet. *'''Don Lomente:''' Don Quixote? Who's that? He's got a killer 3+/3++ save and a lance, but he's subject to an insanity check not unlike Marius Leitdorf. His just don't suck as much. *'''Alonso Diaz De Mirajo:''' A supreme Diestro. His unit re-rolls psychology, and his weapon let him counter-attack for every attack the enemy misses. *'''Maria De Salvo:''' A holy assassin. She's unique with her ability to hide in other units while marking one unit to have KB against. Her dual weapons give her ASF, poison, and piercing, while her lone protection is a 2++ ward. ====Generic Characters==== *'''Grand Commander:''' An Empire General with Grand Master stats without the special morale boost, but has Tactical Supremacy. Though pricey, these fuckers get medium armour as default and have the lion's share of equipment. Can ride a Griffon, 1+ Armour, +4 Ward, and immunity to flaming attacks for a total of 279 Points (Full Plate, Shield, Dragonhelm, and Talisman of Preservation). Really not a bad option at all. *'''High Inquisitor/Inquisitor:''' a Melee Witch Hunter, granting his unit hatred and reroll wounds against heretical things(Wizards, Undead, Chaos or Skaven). Able to take a flail to increase their strength to 6 in the first round and can take powers to fill in the lack of spells from your limited magi. *'''Eminent Magus/Battle Magus:''' your empire Wizard Lords and hero but locked by the number of Inquisitors you have and have fewer Lores. Their spell lists are pretty broad from Fire, Life, Metal, Light, or Heavens. Metal will have a significant discount on the prevalence of heavy armor. Spamming wizards are harder with having to take the same number of Inquisitors. Taking an Eminent Magus and an Inquisitor is cheaper than 2 Inquisitor and 2 Battle Magus. *'''Diestro:''' A fanciful swashbuckling hero that's never a general but stated like a Grand Commander. He's purpose-built to fight challenges and can use one of three techniques each round of combat so long as it's not the one from last turn (ASF, a 6++ parry, or KB). His significant weakness is that he can only get light armor and a buckler for protection. *'''Captain:''' Your BSB unless you buy an altar, you'll find a need for him in any case. *'''Priestess of Myrmidia:''' Your Warrior Priest that has ASF during the first round of any combat. Her Prayers last the rest of the game until dispelled, stay with your Death Stars to reapplying dispelled Prayers (being a secondary General with Inspiring Presence; giving +1 armor and (5+)Ward Save against missiles; +1S and AP and Magical Attacks) all of which are an Easy 3+ to cast. Should always prayers cast. ====Mounts==== *'''Warhourse:''' The most reliable steeds ever. *'''Pegasus:''' Grand Commanders/Captain and Eminent Magi only. Lets Magi best position themselves for their vortex and line spells like Burning Head. also good on monster and cannon hunting Captains that's running solo towards his pray. *'''Griffon:''' Grand Commanders only. 125pts. 1S & 1W less than the Imperial Version and 50pts cheaper. No upgrades though. *'''Altar of Myrmidia:''' Priestess only. It's not quite as grandiose as the War Altar of Sigmar, but it's a chariot Battle standard drawn by bulls that join units and gives them stubborn. ===Core=== *'''Pikemen:''' Equivalent to Empire Pikemen but can't take shields. All as well, these guys are meant to stab the charging fuckers. You can instead give them halberds, barring them from being Aventuros, but these become your can openers. for a refresher, pikes let you bring in 5 ranks worth of dudes into combat without being focused to being exposed to more of the enemy's ranks. **'''Aventuro:''' An elite version of Pikemen with +1 WS and I for a point/model, about to outfight humans in one-on-ones even when you charge. This allows them to join the Rodeleros as a Tercio. *'''Rodeleros:''' Imperial Swordsmen with Bucklers, making them better protected in melee but weak to missiles but good at holding in melee. *'''Tercio Formation''' A unique unit with sword and Bucklers in front and Pikes in the back, giving it defense and multi-rank fighting. When models are removed, take the pikemen first. Also, like State Troopers, Crossbowmen and Handgunners within 3" can shoot enemies charging this unit as their Reaction. ** a maximize ranks of a Tercio Formation, two ranks of Rodeleros and 3+extra ranks of Aventuro. This cost 350+ points. *'''Crossbowmen:''' Imperial Crossbowmen with Light Armour. Longe rang and punched through light armored infantry, but cant reposition and fire, so set them up in an Ideal spot and don't move them often. *'''Handgunners:''' Imperial Handgunners with Light Armour. A bit shorter range than Crossbows but packs more power and pierce -2 amour. *'''Caballeros:''' Heavy armor Cavalry As a Core unit. Kickass. Only wears heavy armour rather than Knightly order fullplate and barding in exchange for full horse Mobility without penalty. They have the Lances, shields, and pistols(shooting on the move, extra attack in combat, and charge) optional so you can go cheaper also. *'''Genitors:''' A Fast Cavalry unit that chucks javelins. they are only 16pts to w/ spears, so they can run circles around infentry until they find the perfect flank to charge. *'''Almogavars:''' Skirmishing foot Javelin throwers, Take Light armour and Shields also to make them into makeshift swordsmen once the distance closes too much for them to run correctly. They are your cheapest shooters the same price as Pikeman, and being Skirmishers let the Almogavar get an early movement lead and reposition themselves without penalities. *'''War Dogs:''' Not part of the minimum core cost. Play them like any Hound unit, vanguard up, and tie enemies down. They can also take armor if you think a point of armor will buy you one more turn. ===Specal=== *'''Marines:''' 2 points more than Empire Free Company with Ambushers. Useful as a Backfield distraction, especially when replacing the AHW with pistols so they can get in the shot the turn they come out of reserves. *'''Royal Guard:''' Stoic Elite Hand gunners in Medium armor, with 30" Handguns, immunity to panic(unit losses and fleeing comrades) and ignores the penalty to stand and shoot. For more close-range fire, the Champion can take Brace of Pistols for free. May also Take a magic Standard upgrades (useful ones include STANDARD OF SHIELDING for shootouts, LICHBONE PENNANT protection from spells, or BANNER OF ETERNAL FLAME to shoot up trees and trolls). *'''Conquistadors:''' Heavy armour Pistolers and Mobile Gunmen, able to move and fire handguns. They also have pistols for close-range staffing and get off two pistols shot, one during the charge and the other at the start of the first round of combat. Unlike Empire OutRiders, they are not fast Cavalry, treat them as Handgun platforms that can become Shock Cavalry. *'''Grenadiers:''' Grenade throwers, give them cover as they get close to the front line and obliterate it. These Grenades deal d6 S4 AP(-1) hits (d3 on skirmishers and lone models), allowing them to blast shit up. *'''Knightly Orders:''' both are the same unit with a different Special ability. They are the same as the Empire Full Plate Knights and can take the Inner Circle for +1S but become Rare choice. **'''Knights of the Righteous Spears:''' Re-roll wounds on the Charge. This + lance change means a model will die. **'''Knights of the Blazing Sun:''' on charge and a roll of +2, the enemy loses -1 WS and BS for a turn. Makes charging guns and enemies with WS5 safer and better hit enemies with WS4. *'''Sisters of Fury:''' Elite Spearwomen in heavy armor that get ASF during the first turn of combat, and with their I4 (5 if charged) they reroll hits agents most human and slow armies. A good unit to Achore your defense lines. *'''Mountain Bandits:''' Ruffian skirmisher Bowmen than can move after shooting (this counts towards the moving and shooting penalty). like any Skirmish, run them in to pick on a unit, then move them out of retaliation, especially the enemy shotting range. *'''Mountain Gun:''' 50pts for a Smaller cannon: a single 36" range S7 shot for single entities, or can fire 2D6 S4 Ap(1) shots within 12". Sign me up, this is probably the best bang for your buck artillery in the game. Could take two of these instead of a great cannon and cause almost twice the damage. ===Rare=== *'''Black Watchmen:''' Full plate Halberdiers that hate undead, very brave and Stubborn. *'''Culverin:''' A Cannon, use it to hunt monsters. *'''Fire Bulls:''' A herd unit of bulls that catch fire on the owner's say-o. Your herder can unleash the bulls in a direction and set them on fire during the movement phase. After this, they become aimless in their rampaging with 3d6" movement and randomized direction. Anyone they run through takes an S5 flaming hit per bull.
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