model rules
Estalia

Global

Altar

An Altar of Myrmidia may join units despite being a Chariot. It acts as the army’s Battle Standard Bearer, and any unit joined by the Altar is Stubborn for as long as it is in the unit.

Beloved Captain

Any unit joined by Alonso may re-roll failed Psychology tests.

Blessing of Myrmidia

The Priestess and any unit she is with have Always Strikes First in the first round of combat.

Blinding Light

Whenever the Knights declare a charge, roll a D6. A roll of 1 means the Blinding Light cannot be used this charge. On a 2+, the enemy unit being charged are at -1 WS and BS for the duration of the turn.

Bull Run

The Herders may light the Bulls at the start of the Movement phase. When the Bulls are released, you may choose the direction in which they travel, and the point on the concealing unit from which they start. Fire Bulls move 3D6" using the rules for Random Movement.

After release, the Fire Bulls have Immunity (Psychology) and are treated as individual units from their Herders. In your subsequent turns they move in the Compulsory Moves sub-phase using Random Movement, but they always move in a random direction.

If the Fire Bulls' move would bring them into contact with another unit, then they move through rather than stopping. If the Fire Bulls' move would end within a unit, then they automatically move through it — place the Fire Bulls 1" beyond the unit, in the direction they were moving. When a unit of Fire Bulls moves through a unit (friend or foe), each Bull inflicts a S 5 hit with Flaming Attacks.

Any unit that moves into contact with the front arc of a unit of Fire Bulls suffers a S 5 hit for each Fire Bull in base contact. These are resolved like Impact Hits in the close combat phase if the Fire Bulls are charged, or immediately in case a unit flees through them.

When suffering casualties from shooting or magic, the Herders follow the rules for allocating hits on unit Champions. If the Herders are killed before they have released the bulls, the bulls are removed as casualties. Herders never count for the purposes of Victory Points.

Burn the Heretic

The Inquisitor, and any unit joined by him, is subject to Hatred. In addition, when fighting Wizards, Undead, Chaos or Skaven, he may re-roll all failed rolls To Wound.

Champion of Estalia

Each Wound caused by Santiago in combat counts as D3 Wounds for the purposes of combat resolution.

Conquistador Commander

If Cortez is in your army, you must take units of Conquistadors as Core choices instead of Special. In addition, all Conquistador units may use his LD just as if he is the army's General.

Divine Power

Priestesses of Myrmidia may channel power and dispel dice in the same manner as Wizards.

Duelling Techniques

At the start of each round of close combat, a Diestro may choose to utilize one Duelling Technique. He may not use the same technique two rounds in a row.

Face Me, You Coward!

A Diestro must always issue and accept Challenges.

Fragmentation Explosive

Each hit with a Grenade is multiplied into D6 hits. Against skirmishers and single characters on foot, is causes D3 hits. However, if a 1 is rolled when rolling To Hit, the Grenadier suffers a S 4 Armour Piercing (1) Hit himself instead.

Fusillade

Conquistadors may attack with an extra S 4 Attack with Armour Piercing (1) in the first round of each combat, even while mounted. In addition, such is their skill that they may move and fire with their handguns.

Grand Master

As Grand Master of the Righteous Spear, Juan Federico has Immunity (Psychology), and so does any unit he joins as long as he remains with it.

Guerilla Fighters

Mountain Bandits may make a free normal move (but not march) after firing in the Shooting phase. This counts as moving and shooting.

Insane

Don Lomente may never be the army’s General. To determine what the Don Lomente will do roll a D6 at the start of the Movement phase and consult the Insane chart.

Living Saint

Isabella, and all friendly units within 12" of her, have Immunity (Psychology). In addition, she may re-roll the casting result when using her Prayers.

Mark of Death

Secretly nominate one enemy character to be Maria's chosen target. Against this character, she has Killing Blow.

Myrmidia's Adepts

The Sisters of Fury have Always Strike First in the first round of combat.

Prayers of Myrmidia

Priestesses of Myrmidia know three Prayers. Prayers are spells that target the Priestess of Myrmidia and her unit.

Righteous Charge

Whenever Knights of the Righteous Spear charge, they may re-roll failed To Wound rolls.

Stoic

Royal Guards do not suffer -1 To Hit for shooting at charging enemies.

Tactical Supremacy

Any unit with this rule may roll 3D6 when taking tests to Rally, March, Reform and Redirect Charges and discard the highest result.

Tercio Formation

A unit of Pikemen upgraded to Aventuro's may be combined with models of Rodeleros to deploy in a Tercio Formation at the start of the game. This will then be counted as a single unit for all purposes. The number of Rodeleros can range from a minimum of five models to a maximum of half the number of Aventuros (rounding up). The points cost of any Rodeleros counts towards the points total of the same unit of Aventuros they are purchased with. The Rodeleros may not purchase any additional options.

The forward ranks of a unit of Tercio are always made up of Rodeleros (as well as any Command Group models, which have the same equipment), and all Rodeleros must be placed as far forward as possible. The subsequent ranks are entirely made up of Aventuro Pikemen. In combat, all Aventuros that are eligible to make Supporting Attacks can do so as normal.

During the game, remove casualties from the back as normal. It is assumed that the pike-armed models step forward and discard their pikes to pick up the swords and shields of the fallen front rankers. Only when all Aventuros have been killed, can casualties be taken from the Rodeleros.

Units of Crossbowmen or Handgunners within 3" of a unit in Tercio Formation may lend them support fire if the Tercio is charged to its front. This works out like a normal Stand and Shoot reaction, except that they do not suffer -1 To Hit for shooting at a charging enemy.