
| 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. |
| 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 |
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.
There are two different types of Regiments in the Amerind army list, generic and Nation specific.
Archers - 8 points
| Name | M | WS | BS | S | T | W | I | A | L |
| Archers | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armor: Axe and Bow
Save: None
Options: Upgrade to Longbows (+1)
SPECIAL RULES
Skirmish: Archers may skirmish.
Spearmen - 7 points
| Name | M | WS | BS | S | T | W | I | A | L |
| Spearmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armor: Axe and Spear
Save: None
Options: Shields (+1), Light Armor (+2)
Young Braves - 8 points
| Name | M | WS | BS | S | T | W | I | A | L |
| Young Braves | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armor: Axe, Shield, and Coup Stick
Save: 6+
Options: Light Armor (+2), War Club (as Halbard, +2)
Cavalry - 10 points
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Cavalry | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | Skirmish |
| Horses | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 0 | 5 | Skirmish |
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
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Warriors | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | Skirmish |
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.
0-1 Wind Riders - 24 points
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Wind Riders | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 1 | 7 | Skirmish |
| Horses | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 0 | 5 |
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
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Hunters | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | Skirmish |
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.
0-1 Mounted Raiders - 27 points
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Mounted Raiders | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | Skirmish |
| Elf Steeds | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 5 |
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
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Raiders | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | Skirmish |
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
Javalin Hurlers - 8 points
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Javalin Hurlers | 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | Skirmish |
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
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Peyote Warriors | 4 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 10 | Skirmish |
Weapons/Armor: War Club (as Halbard)
Save: None
Options:Peyote Warriors may have a Magic Standard.
SPECIAL RULES
Skirmish: Peyote Warriors may skirmish.
Spirit Animals
| Name | M | WS | BS | S | T | W | I | A | L | Save | Cost | Note |
| Giant Eagle | 2 | 7 | - | 5 | 4 | 3 | 5 | 2 | 8 | -- | 75 | Flying, Loose Formation |
| Raven | 2 | 4 | - | 3 | 3 | 1 | 5 | 1 | 7 | -- | 12 | Flying, Loose Formation |
| Bear | 6 | 4 | - | 5 | 4 | 2 | 4 | 4 | 6 | 6+ | 35 | |
| Wolf | 7 | 4 | - | 4 | 3 | 1 | 4 | 1 | 5 | -- | 9 | Skirmish |
| Coyote | 5 | 3 | - | 3 | 3 | 1 | 4 | 1 | 8 | -- | 7 | |
| Serpent Swarm | 5 | 3 | - | 4 | 2 | 5 | 1 | 5 | 10 | -- | 50 | Swarm (all rules apply) |
The only independant or ridden monsters allowed in the Amerind army, are: