
To start off with, the Amerind Nations are rather separate and distinct in many respects. Also, due to the distances between tribes, in philosophy as well as geography, the Amarind Nations only come together in times of great strife. To reflect this, you may only field troops of a single "nation" for each 1,500 points the army consists of. The army's Chief must be from the majority Nation (which must comprise over half of the total points of the army), and the minority Nations must be led by a Hero (6" command range). Minority nation warriors panic when their leading Hero dies, but not when the General dies, and only benefit from their leading Hero's command abilities (not the General's). The Battle Standard may be from any participation nation, and will affect all troops in the army.
The Amerind have access to an additional type of weapon, the Coup Stick. The Coup Stick may only be used when the Amerind are charging (and therefore only in the first round of combat). Attacks are made as normal, but the hits do no damage. Instead, count the number of hits inflicted, and count them as if they are wounds towards combat resolution. A unit which chooses to "count coup" may not pursue if the enemy breaks. A unit, and any characters with it, must choose to either all count coup, or to all attack normally. A character without a coup stick may not attack if the unit he or she is in is counting coup. Also, a cavalry unit which chooses to count coup, with steeds capable of attacking, must reign in the horses so that they do not attack.
Each of the Amerind Nations has a number of both common and unique traits. On a character level, the most noteworthy are the Totems that the characters carry. Any Amerind character automatically starts out with a Totem. In addition, each Nation in a battle is allowed to bring 0-1 units of Totem Animals, which are taken out of the Monster allotment and led by a character of the appropriate Totem. Depending on the tribe they are from, they may take either one of two choices for a Totem. These choices, and their effects, are listed below:
| Nation | Totem | Symbolizes | Effect alone | Effect if leading Totem Animal Unit (cumulative) |
|---|---|---|---|---|
| Tacota | Eagle | Swiftness | +1 M, +1 I | Flight, +2 I, +6" all Missile Range |
| Raven | Trickery | Move Unit (1) | Flight, Special Deployment (2) | |
| Monapi | Bear | Strength | +1 S | +1 T, MV=6 |
| Wolf | Teamwork | Hard to Break (3) | Pack Attack (4), MV=7 | |
| Quantaho | Coyote | Cunning | +1 LD, Deceive (5) | As alone, but for full unit, MV=5 |
| Serpent | Aging | Age Foe(6), Immune to Poison | Immune to Psych and Can't Break, entire unit Immune to Poison |
| Roll | Effect | Roll | Effect |
| 1 | -1 M | 4 | -1 S |
| 2 | -1 WS | 5 | -1 T |
| 3 | -1 BS | 6 | -1 I |
Amarind Shamans are available to every Nation, and wear Totems just like any other character. In addition, if a Shaman is chosen to lead a unit of Totem Animals, the Shaman starts the game with a Winds of Magic card stored in advance.
The Totem Animals are spirit animals, who behave slightly differently than normal beasts. They are not bound monsters, nor are they subject to any of the typical "Pack" rules. A unit of Totem Animals must be led by a character with the appropriate Totem, and will not separate from that character voluntarially, nor will the character intentionally abandon the unit (i.e., removal is only possible through death or magic). As spirit animals, their attacks count as magical for purposese of negating Daemon Saves, hitting certain Undead, etc.
| 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) |
There are two different types of Regiments in the Amerind army list, generic and Nation specific.
Archers. Amerind archers are long practiced in the arts of hunting and warfare.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Archers | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | Skirmish |
Spearmen. The spear is another of the traditional Amerind weapons. The Amerinds have learned to use their spears along with other weapons, so that the first rank of spearmen may attack with two weapons, while the second rank may attack with their spears.
| Name | M | WS | BS | S | T | W | I | A | L |
| Spearmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Young Braves. Many of the warriors among the Amarind are rather young, and unruly. Young Braves are warriors who have seen battle only rarely, or not yet at all. Anxious to get into combat, the young braves go charging into battle swiftly.
| Name | M | WS | BS | S | T | W | I | A | L |
| Young Braves | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Special Rule: Young Braves are so anxious to get into combat that they will charge the enemy as soon as they are able (although they do not have to move forward before the enemy is in charge range) Such is their recklessness that they do not have to test for fear (and treat terror as fear) when charging (ONLY when charging). They are able to move an additional d3" on the charge.
Cavalry. The Amerind are also accomplished riders. Amarind armies will often be found with one or more units of cavalry harassing the enemy and striking out where they can do the most damage.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Cavalry | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | Skirmish |
Warriors. Finally, numerous Amarind warriors make up the bulk of the Amarind army. These are seasoned warriors who have fought numerous fights and wear the marks of their various victories with pride.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Warriors | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | Skirmish |
Wind Riders. The Tacota have highly trained cavalry troops who are gifted in the arts of evading enemy missiles and striking (and evading) easily. The Wind Riders are notorious for picking at the enemy with maddening skill.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Wind Riders | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 1 | 7 | Skirmish |
Special Rules:
Hunters. The Tacota are also gifted at approaching with stealth, most espeically their experienced hunters. These troops have learned to use simple camoflague and carefull movement to approach their enemy undetected.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Hunters | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | Skirmish |
Special Rule: Hunters sneak up upon their enemy before the battle is engaged. Their skill at camoflauge is considerable, but temporary, as rapid movement or violent action will reveal their presence and ruin their disguises. Hunters may be deployed anywhere outside of the opponent's deployment zone, even in plain sight. They are, however, immediately visable at the start of the battle.
Mounted Raiders. The Monapi tribes have long practiced the art of mounting raids upon their princple enemy (the Dark Elves). The Monapi are almost single-handedly responsible for stealing the Dark Elves' Elf Steed Herds (which explains the almost total lack of Dark Riders in Dark Elf armies). For this reason, the Monapi Raiders ride Elf Steeds, often Black, into battle.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Mounted Raiders | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | Skirmish |
Special Rule: Mounted Raiders are able to steal a march upon their opponents from the start. A unit of Mounted Raiders may take a free march move at the start of the battle after both sides are deployed, but before either side takes a turn.
Raiders. Other Monapi Raiders do not ride into battle, but they do carry captured Dark Elf equipment into battle with them.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Raiders | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | Skirmish |
Special Rule: Raiders may choose, as part of their equipment, a single item from the Dark Elf equipment list, reproduced here:
| Additional Weapon | 1 |
| Two Handed Weapon | 2 |
| Halberd | 2 |
| Spear | 1 |
| Repeating Crossbow | 3 |
| Shield | 1 |
| Light Armor | 2 |
| Heavy Armor | 3 |
Javalin Hurlers. The Quantaho use smaller, lighter spears as hurling weapons, throwing them like javalins. Often, they will use Atl-Atls to improve their range with these javalins.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Javalin Hurlers | 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | Skirmish |
Special Rule: Javalin Hurlers may take Atl-Atls as additional equipment. Atl-Atls increase the strength of their thrown Javalins by 1 and their range by the hurler's Strength.
Peyote Warriors. The Quantaho have warriors that use ritual drugs to increase their power and make them completely fearless. These are the Peyote Warriors.
| Name | M | WS | BS | S | T | W | I | A | L | Note |
| Peyote Warriors | 4 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 10 | Skirmish |
Special Rule: Peyote Warriors are armed with War Clubs (as halbards). They are completely immune to psychology (except for frenzy) and cannot be broken. Additionally, they are affected by the rules for frenzy. Peyote Warriors may skirmish.