Warhammer Army Project/Regiments of Renown

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Revision as of 12:33, 27 February 2019 by 1d4chan>ThatOneBruvva (Untis)
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Regiments of Renown: Warhammer Army Project, 8th Edition Tactica

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, 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 Take a Regiments of Renown

They provide an array of quirky one-off units that can be included in any army and provide something they may not normally have. Each are lead by heroes that are married to their unit and usually have all the equipment they need. A unit's Acceptability and Rarity choice vary between factions and regiments, with Dogs of War (i.e. the Tilean Mercenary faction) being the only faction to field some of these units Core choices while the rest treat them as non-aligned allies..

Untis

Heros

  • Asarnil the Dragonlord: A way to give some human factions a high elf Dragon rider. Asarnil can calm enemy dragons, though it's not as good as Imrik's by virtue of needing an Ld check to work. Deathfang the dragon is your standard fare Star Dragon, with his only protection besides his re-rollable 3+ armour being a -1 to hit with missiles.
  • The witchhunter:
  • Gotrek & Felix: A more iconic duo there is not. Felix only has a blade to his name that adds 2 attacks and forces him to charge and re-roll hit and wound rolls against Dragons. Gotrek, on the other hand, has quite a bit going for him. He hates greenskins and Skaven, he always wounds at a 4+ or better with a strength equal to enemy toughness, he grants both himself and Felix a 4++ ward with magic resistance 2, and his axe ignores armour, gives extra attacks per successful hit, and deals 2 wounds to enemies with a toughness higher than 5. All together, you know you want to throw him at the most expensive thing the enemy has and see Gotrek kill it.

Other units

  • The Alcatani Fellowship: Cheap light armoured farmer Pikemen led by Roderigo Delmonte, champion of the downtrodden.
  • Al Muktar's Desert Dogs: A band of Arabyan fast cavalry led by a legendary bandit. The minimum squad carries its entire command unit: Al Muktar the masterful commander, The Shiekh Shufti (with a scimitar that adds S+1 normally and adds S+2 on the charge), the musician, and Ibn the Banner Boy (whose banner adds +d3 to Combat Resolution). The fact that they have Ambushers and Fear on the Charge means that they're the best for punishing exposed flanks.
  • Anakonda's Amazons: Amazons that can have power swords that shoot lasers. Strong in melee with a ward save halberd Sword that doubles as a laspisol, and mobility of a Wood-elf scout. Strangely the only unit Bretonnia can take?
  • Beorg Bearstruck and the Bearmen of Urslo: A large and rather pricy family warband of men cursed to become bears. Beorg himself is a pretty decent monstrosity, having only a 4++ Ward Save and T5 to protect him while 4 S5 tear into the ranks. His men aren't much worse off and at least get light armour+shields for protection. Oerl the Young has a banner that gives the team +1 to hit in the first round of combat.
  • The Birdmen of Catrazza: Flying Ambush Crossbowmen, they want to be moble and stay out of enemy ranges while pecking at the weak spots.
  • Braganza's Besiegers: Crossbowmen in full plate and have heavy anti-missile shields, rendering them a real tough nut to crack. Set them down and let them fire undisturbed.
  • Bronzino's Galloper Guns: Provides a small S7 cannon that's led by a man on a horse. This cannon's able to join the unit if they flee from a charge.
  • The Cursed Company: A hypocritical undead-hating Wight leading a unit of light armor Skeletons. As the centerpiece of his army, Richter has a 4+/4++ save and has a weapon giving S+1 attacks with Killing Blow, but if he dies, the army collapses like they lost a Necromancer. Each time this unit kills an Inf or Cav, add another Skeleton. Use for Skills Tarpits, especially in Dogs of War as they can benefit from Hired Wizard Augments like Earth blood.
  • The Giants of Albion: you get an basic level 1 Life/Beasts Wizard and two giants that can throw stones. Can only be taken by DOW and Albion.
  • Golgfag's Mercenary Ogres: Gives you a band of Ogres led Golgfag Maneater himself.
  • Leopold's Leopard Company: Gives a bunch of medium armour pikemen with immunity to psychology.
  • Long Drong's Slayer Pirates: A band of naked dwarfs festooned with pistols to use in close combat. While they deal -1 to hit in cc against any army that isn't undead or Nurgle-based, they have to set up away from other units.
  • Lumpin Croop's Fighting Cocks: A band of armored shortbow Halflings with Skirmisher and scout.
  • Malakai Makaisson's Gobin-hewer: a Slayer Machine gun team, Malakai can shoot his REPEATING DWARF HANDGUN in addition to the Goblin-hewer or he can lend it his 5 BS. The Goblin-hewer fires d6 shots for each rank (or width if that's higher) the unit has. Anti-skeleton, skaven, and Goblin.
  • Captain Edvard van der Kraal and Manann's Blades:
  • Marksmen of Miragliano: a unit of light armor crossbows and Maximilian is a good shot.
  • Mengil Manhide's Manflayers:
  • Oglah Ckan's Wolfboyz:
  • Pirazzo's Lost Legion:
  • Ricco's republican Guard:
  • Ruglud's Armoured Orcs:
  • Ticki-Huichi's Raiders:


  • Vespero's Vendetta:
  • Volan's Venators:

External Links

The Project's website