1100’s Crusader Army List

Headquarters: can choose 1 of the following:

King: if army 2000pts. +

F

S

D

A

W

C

P

5

3

7

2

1

6

200

 

Wargear: heavy armor, sword, shield, horse

Can have up to 16 men escort

 

Prince: if army 1500pts. +

F

S

D

A

W

C

P

5

3

7

2

1

5

100

 

Wargear: heavy armor, sword, shield, horse

Can have up to 12 men escort

 

Baron: if army 1000pts. +

F

S

D

A

W

C

P

5

3

6

2

1

5

75

 

Wargear: heavy armor, sword, shield, horse 

Can have up to 8 men escort

 

Count: if army 500pts. +

F

S

D

A

W

C

P

5

3

6

2

1

5

50

 

Wargear: heavy armor, sword, shield, horse 

Can have up to 4 men escort

 

Knight: if army up to 500pts.

F

S

D

A

W

C

P

5

3

6

2

1

4

25

 

Wargear: heavy armor, sword, shield, horse 

 

Escorts: have to stay within 6” of the commander

0-6 serfs

F

S

D

A

W

C

P

2

3

4

1

1

2

6

 

Wargear: sword, leather armor

 

0-16 men-at-arms

 

F

S

D

A

W

C

P

4

3

5

1

1

3

11

 

Wargear: hand weapon, armor. 

Can buy: halberd, shield: 1pt. 2-handed weapon: free

 

Advisors: must stay within 12” of commander

0-1 Priest

F

S

D

A

W

C

P

5

3

6

2

1

8

50

 

Wargear: holy relic, mace.

Can buy a horse for 5 points.

Holy Relic: all troops within 12” of the priest automatically pass their courage tests.

Religious Wrath: When surrounded by enemies, the priest gets S3, D7, and A3

 

0-3 Arab spies

F

S

D

A

W

C

P

5

3

4

1

1

5

15

 

Wargear: dagger.

Camouflage: always get a 4+ save if hit by an arrow.

Ambush: when in difficult terrain or hiding behind an obstacle, the spy can leap out and attack an enemy hero with 2 attacks; always count as winning combat.  Cannot ambush 2 consecutive turns; the spy must return to the terrain after ambushing.

 

Elites:

0-3 Men-at arms companies: 133pts

 

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S

D

A

W

C

P

Captain

4

3

5

1

1

4

12

Man-at-arms

4

3

5

1

1

3

10

 

Wargear: sword, shield, armor (captain); hand weapon, armor (man-at-arms)

Men-at-arms can buy halberd, shield: 1pt, 2-handed weapon: free

Company: 1 captain, 11 men-at-arms

 

Troops:

0-5 Foot sergeant companies: 100pts

 

F

S

D

A

W

C

P

Captain

4

3

5

1

1

4

12

Foot sergeant

3

3

5

1

1

3

8

 

Wargear: sword, shield, armor (captain); pole-arm and armor (foot sergeant)

Company: 1 captain, 11 foot sergeants

 

1-10 Pilgrim mobs: 60pts

 

F

S

D

A

W

C

P

Peasant

2/4

3

4

1

1

2

4

 

Wargear: nothing

Peasant can buy spear, hand weapon, 2-handed weapon: free, crossbow, bow, shield: 1pt, unlimited javelins (throwing spears): 1pt.

Mob: 12 peasants

 

Fast attack:

0-3 Knight companies: 180pts

 

F

S

D

A

W

C

P

Knight

4

3

6

1

1

3

15

 

Wargear: hand weapon, shield, horse

Can buy a lance for free

Company: 12 knights, mounted

 

Heavy Support:

0-5 Crossbow companies: 100pts

 

F

S

D

A

W

C

P

Captain

4

3

5

1

1

4

12

Crossbowmen

3/4

3

4

1

1

3

8

 

Wargear: sword, shield, armor (captain); crossbow, sword (crossbowman)

Company: 1 captain, 11 crossbowmen

 

Mercenaries: up to half of the army’s points (excluding the headquarters)

Byzantine pikes: 200pts

 

F

S

D

A

W

C

Pike man

4

3

5

1

1

3

 

Wargear: pike, armor

Company: 16 pike men

 

Varangians: 100pts

 

F

S

D

A

W

C

Varangian

4

3

4

1

1

3

 

Wargear: hand weapon, light armor

Can buy shield, javelins

Company: 12 Norsemen

 

Kataphracts: 250pts

 

 

 

F

S

D

A

W

C

Kataphract

5/4

3

6

1

1

4

 

Wargear: sword, lance, horse, bow, heavy armor

Company: 12 horsemen

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