©Promethian Concepts, 1997

Army List

Overview

Army Selection

Characters 0-50% Up to half the points including monster mounts
Regiments 25%+ At least a quarter of points must be spent on regiments not including champions.
Monsters 0-25% Up to a quarter of the points may be spent on monsters, including Spirit Animals.
Allies 0-25% High Elf, Wood Elf, and Lizardmen (no Slann) may be taken as allies. Additionally, Lizardmen may take Quantaho Nation Amarinds as allies.

Equipment List

A single sword, mace, hand axe, staff, or other hand weapon Free
Spear 1
War Club (as Halbard) 2
Bow 2
Long Bow 3
Coup-Stick 2
Shield 1
Light Armor 2

Characters

1 Chief 110pts

The chief may be armed with any combination of weapons available to troops within this list. The chief may ride a horse (+0) or a monster from the monster list. Monapi chiefs may ride an Elf Steed (+3). All chiefs have a totem appropriate to their Nation.

M WS BS S T W I A Ld
Chief 4 6 6 4 4 3 6 4 9
Horse 8 3 0 3 3 1 3 0 5
Elf Steed 9 3 0 3 3 1 4 1 5

0-1 Battle Standard..... 90pts

The battle standard bearer may be armed with any combination of weapons available to troops within this list. The standard bearer may ride a horse (+0) or a monster from the monster list. Monapi battle standard bearers may ride an Elf Steed (+3). All battle standard bearers have a totem appropriate to their Nation.

M WS BS S T W I A Ld
Battle Standard Bearer 4 4 4 4 3 1 4 2 8
Horse 8 3 0 3 3 1 3 0 5
Elf Steed 9 3 0 3 3 1 4 1 5

Heroes

The army may include as many heroes as you wish within the points allowance. Heroes may ride horses (+0) or a monster from the monster list. Monapi heroes may ride an Elf Steed (+3). All heroes have a totem appropriate to their Nation.

Hero ..... 75pts

M WS BS S T W I A Ld
Hero 4 5 5 4 4 2 5 3 8
Horse 8 3 0 3 3 1 3 0 5
Elf Steed 9 3 0 3 3 1 4 1 5

Champions ..... 40pts

Any regiment may include a Champion armed and equipped as the rest of the unit. A Champion may have one magic item.

M WS BS S T W I A Ld
Champion 4 4 4 4 3 1 4 2 7

Shamans

The Shamans of the Amerinds are strong in mystical powers, and honored among their tribes. They may be armed and equipped in any manner consistant with their available equipment list. Shamans may ride horses (+0) or a monster from the monster list. Monapi shamans may ride an Elf Steed (+3). All shamans have a totem appropriate to their Nation.

.

Shaman ..... 66pts
Shaman Champion ..... 128pts
Master Shaman ..... 200pts
Shaman Lord ..... 297pts

M WS BS S T W I A Ld
Shaman 4 3 3 3 4 1 4 1 7
Shaman Champion 4 4 4 4 4 2 4 1 7
Master Shaman 4 4 4 4 4 3 5 2 7
Shaman Lord 4 5 5 4 4 4 6 3 8
Horse 8 3 0 3 3 1 3 0 5
Elf Steed 9 3 0 3 3 1 4 1 5


Magic: Amarind Shamans may take one spell from the Amarind Shaman deck per magic level, and one magic item per magic level. One Amarind Shaman for each Totem may choose to take the Totem Spell for their Totem instead of one of their spells. One Amarind Shaman may take a Sacred Fire (see Magic Section, +75 points) in place of one of their spells.

Regiments

There are two different types of Regiments in the Amerind army list, generic and Nation specific.

Generic Regiments

Archers - 8 points

NameMWSBSSTW IAL
Archers433331 317

Weapons/Armor: Axe and Bow

Save: None

Options: Upgrade to Longbows (+1)

SPECIAL RULES

Skirmish: Archers may skirmish.

Spearmen - 7 points

NameMWSBSSTW IAL
Spearmen433331 317

Weapons/Armor: Axe and Spear

Save: None

Options: Shields (+1), Light Armor (+2)

Young Braves - 8 points

NameMWSBSSTW IAL
Young Braves433331 316

Weapons/Armor: Axe, Shield, and Coup Stick

Save: 6+

Options: Light Armor (+2), War Club (as Halbard, +2)

Cavalry - 10 points

NameMWSBSSTW IALNote
Cavalry433331 317Skirmish
Horses833331 305Skirmish

Weapons/Armor: Axes, Horses

Save: 6+

Options: Bows (+4), Spears (+2), Shields (+2), Light Armor (+4)
One unit of Cavalry may have a Magic Standard.

SPECIAL RULES

Skirmish: Cavalry may skirmish.

Warriors - 7 points

NameMWSBSSTW IALNote
Warriors433331 417Skirmish

Weapons/Armor: Axes, Shields

Save: 6+

Options: Spears (+1), Light Armor (+2), War Club (as Halbard, +2)
One unit of Warriors may have a Magic Standard.

SPECIAL RULES

Skirmish: Warriors may skirmish.

Tacota (Plainsmen) Regiments

0-1 Wind Riders - 24 points

NameMWSBSSTW IALNote
Wind Riders444431 417Skirmish
Horses833331 305

Weapons/Armor: Axes, Bows, Spears, Horses

Save: 6+

Options: Shields (+2), Light Armor (+4), Coup Sticks (+4)
Wind Riders may have a Magic Standard.

SPECIAL RULES

Skirmish: Wind Riders may skirmish.

0-2 Hunters - 12 points

NameMWSBSSTW IALNote
Hunters443331 417Skirmish

Weapons/Armor: Axes, Bows, Shields, Spears

Save: 6+

Options: Light Armor (+2), Coup Sticks (+2)
Hunters may have a Magic Standard.

SPECIAL RULES

Skirmish: Hunters may skirmish.

Monapi (Woodland) Regiments

0-1 Mounted Raiders - 27 points

NameMWSBSSTW IALNote
Mounted Raiders443431 417Skirmish
Elf Steeds933331 315

Weapons/Armor: Axes, Shields, Spears, Coup Sticks, Elf Steeds

Save: 5+

Options: Light Armor (+4), Barding (+8), War Clubs (as Halbard, +4)
Mounted Raiders may have a Magic Standard.

SPECIAL RULES

Skirmish: Mounted Raiders may skirmish.

0-1 Raiders - 8 points

NameMWSBSSTW IALNote
Raiders443431 417Skirmish

Weapons/Armor: Axes

Save: None

Options: Light Armor (+2), Shields (+1), War Clubs (as Halbard, +4), Bows (+2)
Raiders may have a Magic Standard.

SPECIAL RULES

Skirmish: Raiders may skirmish.

Added equipment: See Bestiary

Quantaho (Desert) Regiments

Javalin Hurlers - 8 points

NameMWSBSSTW IALNote
Javalin Hurlers434331 417Skirmish

Weapons/Armor: Axes, Javalins

Save: None

Options: Light Armor (+2), Shields (+1), Atl-Atl (+1, see Bestiary)
One unit of Javalin Hurlers may have a Magic Standard.

SPECIAL RULES

Skirmish: Javalin Hurlers may skirmish.

0-1 Peyote Warriors - 12 points

NameMWSBSSTW IALNote
Peyote Warriors443441 4110Skirmish

Weapons/Armor: War Club (as Halbard)

Save: None

Options:Peyote Warriors may have a Magic Standard.

SPECIAL RULES

Skirmish: Peyote Warriors may skirmish.

Monsters

Spirit Animals

NameMWSBSSTW IALSaveCostNote
Giant Eagle27-543 528--75Flying, Loose Formation
Raven24-331 517--12Flying, Loose Formation
Bear64-542 4466+35
Wolf74-431 415--9Skirmish
Coyote53-331 418--7
Serpent Swarm53-425 1510--50Swarm (all rules apply)

The only independant or ridden monsters allowed in the Amerind army, are: