Warhammer Army Project/Estalia

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Revision as of 03:41, 12 February 2019 by 1d4chan>Stephenlucas600 (Named)
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Estalia: Warhammer Army Project, 9th Edition Tactica

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.

It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.

Why play Estalia

  • Bored of German Reneconce and French middle ages, then Come right over to the Spanish age of Discovery.

Special Rules

  • Tactical Supremacy: when doing a Rally, March, Reform, or redirect Charge test, roll a 3d6 and discard the highest.
  • Tercio Formation: a Formation that Combines an Aventuro and a Rodelero unit into one unit during deployment. This will be further discussed as its own unit.

Inquisitorial Powers

Sudo-Magic Items

  • Her Will Be Done:
  • Holocaust:
  • Sanctuary:
  • Scourging:
  • Divine Pronouncement:
  • Might of the Goddess:
  • Sword of the Witches:
  • Purge:
  • Word of Myrmidia:
  • Mace of Sacrifice (Magic Weapons):

Relics of Estalia

  • Wolf-Slayer:
  • Sword of the Vendetta:
  • Pistols of the duel:
  • Scintilla Shield:
  • Cape of Velacruz:
  • Crown of Bilbali:
  • Staff of Tomas the pure:
  • Standard of Myrmidia:

Units

Characters

Named

  • Isabella Giovanna Luccelli: The Sain cenisten of Fanticy.
  • Juan Federico:
  • Sanitiago De Vivar:
  • Grand Inquisitor De Hojeda:
  • Francisco Cortez:
  • Don Lomente:
  • Alonso Diaz De Mirajo:
  • Maria De Salvo:

Genaric

  • Grand Commander/Captain: a Stronger GENERAL OF THE EMPIRE, lakes special ability but can grant his leadership.
  • High inquisitor/Inquisitor: a Melee Witch Hunter, able to take a flail to increase their strength to 6 in the first round and can take bound spell (wizard may be required to generate dice).
  • Diestro:
  • Battle magus: a Wizard hero, but you must have an Inquisitor in for each magus you have.
  • Priestess of Myrmidia: a Priest that strike first. Her Prayers least the rest of the game, so you can unload all your prayers on a unit and then move on to another one.
    • Command the Legion: Priestess gains Inspiring Presence.
    • Sheild of Myrmidia: she and her unit gain +1 Armour and (5+)Ward Save against missile attacks.
    • Spear of Myrmidia: she and her unit gain +1S and AP and Magical Attacks.

mounts

  • Warhourse:
  • Pegasus:
  • Griffon:
  • Altar of Myrmidia:

Core

  • Pikemen: Equivelent to Empirel Pikemen but can't take shields.
    • Avernturo(1pt) an elite vetion of Pikemen with +1 WS and I.
    • Halberds(1pt)
  • Rodeleros: Imperial Swordsmen with +1 I but have Bucklers.
  • Tercio Formation A unique unit with sword and Bucklers in front and Pikes in the back, giving it defense and multi-rank fighting. when modules are removes take the pikemen first. Also, like State troopers, Crossbowmen and Handgunners within 3" can shoot enemies charging this unit as their Reaction.
  • Crossbowmen: Imperial Crossbowmen with Light Armour
  • Handgunners: Imperial Handgunners with Light Armour
  • Caballeros: Heavy armor Cavary As a Core unite.
  • Genitors: A fast Cavalry Javelin throws.
  • Almogavars: Skirmish Javelin throwers, Take Light and Sheilds to also make them into makeshift swordmen once the distance closes too much.
  • WarDogs: (Don't count towards the min %) play like any Hound unit, vanguard up and tie down. they can also take armor if you fell a point of armor will buy you one more turn.

Specal

  • Marines: are 2 points more expensive than Empire Free Company with Ambushers. They can take Light Armour.
  • Royal Guard: Elite Hand gunners in Medium armor, with 30" Handguns, immunity to panic and ignores the penalty to stand and shoot. For More close range fire, the Champion can take Brace of Pistols for free. May Take a magic Standard.
  • Conquistadors: Mobile Gunmen, able to move and fire handguns, with pistols for close range, and gets off a pistol shot the first turn of combat.
  • Grenadiers: Granade throwers, give them cover as they get close to the front line and obliterate the line.
  • 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.
    • Knights of the Righteous Spears: Re-roll wounds on Charge
    • Knights of the Blazing Sun: on charge and a roll of +2, the enemy loses -1 WS and BS for a turn.
  • Sisters of Fury: Elite Spearwoman in heavy armor and fight first during the first turn of combat.
  • Mountain Bandits: Ruffion Bowmen than can move after shooting (this counts towards the moving and shooting penalty).
  • Mountain Gun: a light Cannon that also has a Rapid fire mode.

Rare

  • Black Watchmen: Full plate Haberders that hate undead and Vary brave.
  • Culverin: a Cannon
  • Fire Bulls: A herd unit. Your can Reales the bull in a direction and set them on fire. each bull will then deal 5S fire hits to whatever it touches, but on subsequent turns, they become Aimless and a randomly moving hazard. Try to go wide.

Tatica

External Links

The Project's website