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CONTENTS
INTRODUCTION ......................................................................................................................................................3
The Knights of Origo................................................................................................................................. 4
Harboth and the ......................................................................................................................................... 5
Black Mountain Boys ................................................................................................................................ 5
Mad Mullah Aklan'd's................................................................................................................................ 7
Death Commandos .................................................................................................................................... 7
The Bowmen of Wood Elf......................................................................................................................... 8
Prince Oreon .............................................................................................................................................. 8
Elwing's Elven Guard Cavalry .................................................................................................................. 9
Karnac's Lizardmen Raiders .................................................................................................................... 10
Flying Gargoyles of Barda ...................................................................................................................... 12
Notlob's Orcish ........................................................................................................................................ 13
Bolt-Throwing Engines ........................................................................................................................... 13
The Mighty Throg and his Hobgoblin Despoilers of............................................................................... 14
the Dark Lands ........................................................................................................................................ 14
The Disciples of the Red Redemption ..................................................................................................... 15
Avenging Knights of ............................................................................................................................... 17
the Cleansing Flame ................................................................................................................................ 17
Eeza Ugezod's Mother Crushers .............................................................................................................. 19
The Nightmare Legion –.......................................................................................................................... 20
Mordini's Doomed Legion ....................................................................................................................... 20
Skarloc's Wood Elf Archers .................................................................................................................... 22
Prince Ulther’s Imperial Dwarfs – The Dragon Company ...................................................................... 25
FOR HIRE .....................................................................................................................................................................27

Updated by: Mathias Eliasson. Cover Art: Warhammer Online

Art: wittman80, daarken, Wiggers123, Feliche, hideki, Ralph Horsley, John Gravato, justaman78, Taidaishar, Mark of
Chaos, Gadbury, Games-Workshop. Original Work: Games-Workshop

Special Thanks To: Solegends and Red Orc for helping me finding the material, and Alfred Nunez Jr for his work.

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2
INTRODUCTION
Famous mercenary regiments acquire a certain All named models (except for Standard Bearers and
notoriety because they are remarkably successful, Musicians) in a Regiments of Renown follow the rules
brutal, adventurous, or for some other reason that for Characters in the game, with the following
brings them to the attention of the world. We call them exceptions. These characters cannot leave their unit
Regiments of Renown and it is these units which form (unless specified), but they do not use up any of the
the basis of the Dogs of War armies. character percentage from the army lists (unless
Individual Regiments of Renown are led by famous specified).
characters, and indeed are frequently named after these If the characters have different equipment than the rest
leaders. For example, the notorious Ogre Captain of the rank and file, this is clearly listed in the
Golgfag, whose Ogre mercenaries have, at one time or Equipment list. Note that, regardless of their
another, looted and despoiled most civilised parts Old Leadership value, these characters can never be an
World... and some not so civilised ones too. army’s General.
Some of these named models are Standard Bearers and
Dogs of War do not necessarily have ties to a particular Musicians; these are treated just like normal Standard
country, nor are they a whole new race. Bearers and Musicians, and as such may not be
They are bands of warriors and adventurers who live attacked separately.
by fighting – for glory and more importantly for gold! All of these units and characters are unique – you may
The Dogs of War are made up of skilled pikemen, only field one of each in your army, unless specified.
deadly marksmen, Hobgoblin cavalry from the eastern When fielding Regiments of Renown in any army other
steppes, Halfling scouts, drunken Dwarf pirates, Ogres than Dogs of War, they follow the rules for non-
from the Badlands and Giants from the misty shores of aligned allies.
Albion.
Together they ply their trade to every point of the REGIMENTS FOR HIRE
compass in the Old and New Worlds, fighting for In the next few pages, you will find all the information
anybody, any time, any place, anywhere… you need to field Regiments of Renown in your
Warhammer battles.
Although the Dogs of War regiments have no common
heritage, many find employment in that most notorious Points. Each regiment has a basic cost, which includes
of mercenary breeding grounds, the land of Tilea. Tilea all the equipment, characters and their magic items.
is an anarchic land and is in an almost constant state of These cannot be modified in any way.
upheaval, as the wealthy merchant princes of the
independent city states plot against each other. All this Profiles. The characteristic profiles for the troops and
anarchy means mercenaries who travel there can be characters in each unit are given here.
assured of profitable employment.
Unit Sizes. Each entry specifies the minimum size for
Just as there are regiments of mercenaries to hire, there each unit. Normally the unit’s size can be increased by
are just as many lone freelancers. These individuals buying extra models at the cost given, but in some
wander the Old World, selling their skills to the highest cases units also have a maximum size.
bidder. Many are thieves and brigands, and some are
hard bitten mercenaries who will not (or cannot) join Equipment. This entry lists the weapons and armour
one of the many mercenary regiments. There are thrill- for that regiment. The value of these items is included
seeking Imperial nobles, fanatical Witch Hunters and in the points value.
even specialists such as siege engineers, wizards or
assassins. Special rules. Many troops have special rules which
are described in this section.
If you wish to add Regiments of Renown to your
existing Warhammer army, then you should check the Magic Items. Some characters carry magic items and
Army List section of this book. You'll see that each their rules are given here. Note that the player cannot
Regiment of Renown is available for hire to a limited buy new magic items for the characters of the
selection of armies. This is not because the mercenaries Regiments of Renown.
are choosy who they fight for (far from it!), but
because some armies would never hire certain races or
individuals. No self-respecting Dwarf general is going
to hire Morgrog the Dwarf Crusher now is he?

3
THE KNIGHTS OF ORIGO
The island outpost of Fyrus seemed a good place for POINTS: John Tyreweld plus nine Knights,
the monks of the holy order of Saint Origo to build a including Don Domingio, a Standard Bearer and
monastery. True - Fyrus did lie but a dozen miles from Musician, cost a total of 190 points. This is the
the coasts of Araby, it was the birth place of the minimum size of unit you can hire. The regiment may
revered Mullah Aklan'd and its harbours did control the be enlarged by adding extra Knights at a cost of 10
main east-west trade route; but the Brothers of the Holy points each.
Order of Saint Origo decided Fyrus would make an
ideal place to rest and meditate. They started by M WS BS S T W I A Ld
kicking out all of the natives and building a huge John Tyreweld 4 6 3 4 4 2 6 3 9
fortress. This they decided to call the 'Holy Monastery Don Domingio 4 5 3 4 3 1 4 2 8
of the Divine Origo. Brother Knight 4 4 3 3 3 1 3 1 8

When the good brothers found their prayer disturbed UNIT SIZE: 10+
by Arabian pirates and the continued complaints of the
disinherited they reacted in the only way they knew EQUIPMENT: Hand weapon, shield and heavy
how. They built fleets, wiped the waterways clean of armour.
eastern ships, and fired every Arabian port within a
hundred miles. For the purposes of the crusade the TROOP TYPE: Infantry.
Grand Master of the Order designed the special
uniform and banner used.
SPECIAL RULES: Frenzy, Hatred (non-
The Knights returned to a life of peace and Bretonnians and Imperials).
contemplation, disturbed only by annual excursions
burning, looting and destroying all along the coasts of Note: The Knights of Origo may not be included in the
heathendom. After a few years they were shaken from same army as Mad Mullah Aklan’d’s Death
their solitude by vast armies of Easterners, who lay Commandos.
seige to, and eventually destroyed, the monastery.
Many of the Knights were slain in this unprevoked
attack but a large company escaped. Unde their new
Grand Master, Sir John Tyrweld, and aided by the
Order's Champion Donna Don Domingio, the Order
reformed in the West.

From then on the company crusaded extensively


against the enemies of all right thinking folk and
gained a considerable reputation from their enemies.
Amongst the Goblins they became renowned as 'The
Frothers', whilst the Easterners dubbed Sir John 'The
Foaming One'.

THE REGIMENT
CAPTAIN: Sir John Tyreweld.

MOTTO: ―Only the Sword Purifies‖.

BATTLE-CRY: Peace and Justice!

APPEARANCE: Mail armour, great helm and


surcoat. The surcoat of this particular order is red,
which symbolises the blood that was shed that others
might go on - specifically the blood of their enemies.
Note the badge of the order worn over the right breast.
The badge of the order is placed upon the heater shield.

4
HARBOTH AND THE
BLACK MOUNTAIN BOYS
Harboth spent his declining years cattle rustling in the
deep south.

When the local dwarf leader offered a bounty to


adventurers bold enough to try to destroy the Orc
settlement, Harboth resonded by meetinf, and
subsequently eating each adventurer stupid enough to
try it. Yaskin Forit made a necklace of the ears of these
unfortunate characters, whilst Harboth sent their bones
back to the Dwarf leader together with instructions to
send more Halflings as he found these particularly
palatable.

At the Battle of Bauer’s Farm the Black Mountain


Boys were mauled by a force including the 17th (Bafon
Olaf’s Own) Regiment of Foot and a contingent of the
Stirland Free Foresters. Following this setback, they
crossed into the Border Princes in search of easier
pickings.

"Oy, boss"
"Wot"
"Bin ter see Notlob, like you said,"
"Yer............?"
The Black Fire Pass is the only route over the Black
"An’ I sez you sez if ‘e don’t find some stunties we eat
Mountains, and for years the mountain and the pass
‘is boys,"
were by and large impassable due to the presence of a
large Orc settlement. This dirty and squalid township "Yer?"
consisted of several dozen wooden shacks, a large but
unstable saloon and hundreds of mean, greedy, low- "So ‘e sez ‘e’s goin’ ‘untin’ stunty,"
down Orcs. "Do wot?"

The town was run by Harboth, an Orc of great size and "E’s packin’ ‘is spearchuckers, an’ movin’ out. Goin’ ter
strength. Harboth's mates used to spend most of their ‘unt some stunties, ‘e sez,"
time in the saloon, sheltering from the almost non-stop "WOT!"
rain which is an everyday phenomenon along the
slopes of the Black Mountains. They would take turns "E’s packin’..."
manning the toll gates and torturing travellers. "SHADDAP!"
Occasionally there would be a fight as some indignant
Halfling or Dwarf tried to defend himself - but not "But I woz only...OW!"
often. "Get packin’..."
As you can see The Black Mountain Boys don't go in "Wot?"
much for fine clothing or fancy gear. They have quite
"You ‘eard, Finks ‘e can leave ud behind, duz ‘e? We’ll
an extensive collection of armour and weapons looted
show ‘im!"
from travelers, including sturdy bows as well as heavy
iron hooked cleavers called Dwarf Ticklers, an ...And so it was that Harboth’s Black Mountain Boys
invention of Harboth's of which he is justly proud. moved out of the Black Fire Pass to terrorise the lands
Yaskin Forit carries an especially large, double handed beyond. The uneasy partnership between the Black
version of thsi weapon. Mountain Boys and Notlob’s bolt-thrower crews was
dissolved, over a trivial misunderstanding due to the
After the Goblin wars the Bad Lands were gradually limited nature of the Orcish language. The Orcish
cleaned up by the Dwarfs. Harboth and his gang were Word for moving out can also mean deserting, running
forced to take to their heels. It is rumoured that away or soiling one’s underwear...

5
THE REGIMENT
CAPTAIN: Harboth the Orc.
THE ANIMOSITY TABLE
When a unit fails its Animosity test, roll a D6 on the ,
BATTLE-CRY: “Pulp the Stunties!‖, as well as table and apply the result immediately.
various chants about Notlob, his attitude to danger and
the state of his underwear. 1 Get 'Em. Oi! Did yer see that? Them other
greenskins is askin' for trouble! Pullin' faces,
APPEARANCE: Ragged tunics and breeches, all shoutin' rude insults, hurlin' dung! They
clothing is very dirty with a generally cast off deserve a good bashin'!
appearance. A light Mail jerkin is worn underneath the Inflict D6 S3 hits on the closest friendly unit
other rags. that has 5 or more models, is subject to
From the shields of the adventurers met (and Animosity, and is within 12". The victim (if
subsequently eaten) by Harboth, the Black Mountain there is one) then inflicts D6 S3 hits back. In
Boys discovered the concept of pictoral art, and now both instances, Hordes inflict 2D6 S3 hits
their shields are painted with the faces of particularly instead of just D6. Neither unit can charge or
noteworthy victims. move in the Movement phase, cast spells, nor
Assorted emblems prevail - often of an offensive or shoot this turn. If the victim has not yet taken
insulting nature. Harboth and his troops prefer to an Animosity test, then it does not do so this
individualise their shields by scrawling offensive turn. If there isn't an eligible victim, the unit
pictures or slogans on them. will Squabble instead (see below).

POINTS: Harboth plus nine Orcs, including Yaskin Wounds caused by the Get 'Em result never
Forit, a Standard Bearer and Musician, cost a total of cause Panic tests — Orcs & Goblins find it far
165 points. This is the minimum size of unit you can too entertaining to consider running away!
hire. The regiment may be enlarged by adding extra
Orcs at a cost of 8 points each. 2-5 2-5 Squabble. Ratgut is a filthy lyin' git. As
soon as this fight is done he needs teachin' a
M WS BS S T W I A Ld lesson. Take this and dat, and this and dat, and
Harboth 4 5 3 4 5 2 3 3 8 this and dat, and sum of this!
Yaskin Forit 4 4 3 4 4 1 2 2 7 If it is possible to do so, the unit must declare a
Mountain Boy 4 3 3 3 4 1 2 1 7 charge against the closest enemy unit in the
Charge sub-phase. If the unit is unable to
UNIT SIZE: 10+ declare a charge, then a rowdy squabble breaks
out and the unit may not move in the
EQUIPMENT: Dwarf Tickler, bow, shield and light Movement phase, cast spells nor shoot this turn.
armour.
6 We'll Show 'Em. Da rest of da army is just a
TROOP TYPE: Infantry. bunch of softies compared to us. Let's go show
those pansies how it's done proper. Stomp
SPECIAL RULES: everyfing into dust. Charge!
Choppas: Models with the Choppas special rule gain Pivot the unit on the spot to face the nearest
+1 Strength in the first round of each combat. This visible enemy unit, and then make a full (non-
Strength bonus is in addition to any other bonuses for march) move in a straight line towards it. If
weapons, magic items, spells, and so on. there is no visible enemy, the unit must move
straight ahead instead. If it is impossible for the
Dwarf Ticklers: Dwarf Ticklers follows all the normal unit to pivot to face the closest enemy, it will
rules for Choppas, but all attacks made with them have pivot towards it as far as it can, and will then
the Armour Piercing special rule. move as far forward as it can while still keeping
the enemy within its forward arc. After the
Animosity: Harboth’s Orcs suffer from Animosity like move is complete the unit must declare a charge
any other Greenskin unit, and must test each turn so in the Charge sub-phase against the closest
long as the unit is not engaged Close Combat, is not visible enemy unit, if it is possible to do so. If
fleeing, and numbers at least five models. the unit cannot declare a charge then it may
In the Start of the Turn phase roll a D6 for Harboth’s carry on with the rest of its turn normally, as if
Orcs — on a 2+ the unit passes the test and it had not yet moved this turn.
moves/fights normally this turn. On a roll of I the unit
fails the test. To determine what happens, roll a D6 and
consult the table to the right:

6
MAD MULLAH AKLAN'D'S
DEATH COMMANDOS
It was the talented and fanatical Mullah Aklan'd who
first led the Men of the South against the Elven lands.
Within his lifetime the Mullah had reduced the Elven
nations to a few pockets of isolated resistance, and
taken control of all of their old trade routes. It was at
this time that the Sea Elves undertook many of their
great journeys across the western seas.

Aklan'd may have been insane; many claimed as much,


most of them died horribly. His brand of religion was
based upon the old religions of the desert tribes,
modified to accord more closely with his own distorted
view of the world.

His most dedicated followers were the Aklan'd Death


Commandos. This elite regiment was formed from the
most devoted of the young desert warriors, men willing
to die, and in dying gloriously pass into the highest of
the 7 Heavens, known as St'oec.

The successors of the Mullah maintained the glorious


tradition of the Death Commandos, always choosing
the finest equipment for them and always placing them
at the forefront of battle.
The most honoured post in the Death Commandos is
that of Champion Eunuch. Hasim - the current
Champion is an enormously fat Eunuch renowned as
the slayer of over 100 infidels.

THE REGIMENT
CAPTAIN: Mad Mullah Aklan'd.

BATTLE-CRY: Purity through death!

APPEARANCE: Mail armour and helmet. The long


blue coat is made up of thick padded material and can
be worn either underneath or over the armour. The
Death Commandos wear the badge of the Mullah.

POINTS: Mad Mullah Aklan'd plus nine Death


Commandos, including Hasim the Eunuch, a Standard
Bearer and Musician, cost a total of 150 points. This is
the minimum size of unit you can hire. The regiment EQUIPMENT: Hand weapon, shield and light
may be enlarged by adding extra Death Commandos at armour.
a cost of 7 points each.
TROOP TYPE: Infantry.
M WS BS S T W I A Ld
Mad Mullah 4 5 3 4 4 2 5 3 8
SPECIAL RULES: Frenzy, Hatred (Empire and
Hasim 4 4 3 4 4 1 3 2 8
Death Commando 4 3 3 3 3 1 3 1 7 Bretonnia).

UNIT SIZE: 10+ Note: Mad Mullah Aklan’d’s Death Commandos may
not be included in the same army as the Knights of
Origo.

7
THE BOWMEN OF WOOD ELF
PRINCE OREON
wrested from a fearsome Giant during the Southlands
campaign. The company proved more than willing to
get stuck in, and after their return to the Old World
formed the basis of the Greenwoods defence.

Oreon himself grew sullen over the years and took to


brooding over the loss of his eye and vitality, a result
of a wound inflicted by Dornbast. One day he simply
vanished. Popular legend has it that he went in search
of his lost eye. The tale is told in some length in the
'Lay of Oreon's Folly', a well known drinking song.

THE REGIMENT
CAPTAIN: Prince Oreon.

BATTLE-CRY: 'The Greenwoods!‖, also ―Oreon,


Oreon!‖, and ―Take the high ground‖.

APPEARANCE: Green tunic and breeches with


weather stained green cloak and hood. Long leather
boots are worn with turned down tops. Oreon wears the
same uniform, but in a more elaborate cut.

POINTS: Prince Oreon plus nine Bowmen, including


Ilfrun, a Standard Bearer and Musician, cost a total of
220 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
Bowmen at a cost of 12 points each.
All of the remnant Wood Elves of the Old World are
M WS BS S T W I A Ld
noted for their amazing skills with the bow. From
Prince Oreon 5 6 6 4 3 2 7 3 9
amongst his father's people, Prince Oreon chose the
Ilfrun 5 4 5 3 3 1 5 2 8
best archers and woodsmen and assembled this famous
Bowman 5 4 4 3 3 1 5 1 8
Elven band. With his Company, Oreon left the Old
World and took ship to the Elf Kingdoms, where he
joined the crusading army of the Sea-Elf Lord Staleor.
UNIT SIZE: 10+
He fought with distinction in Staleor's Southlands
campaign, losing an eye in hand-to-hand combat with EQUIPMENT: Hand weapon & long bow. Ilfrun is
the Evil wizard Dornbast. armed with a great weapon in addition to his other
equipment.
The Bowmen of Oreon earned eternal fame on the
occasion when a huge Giant Champion challenged TROOP TYPE: Infantry.
Oreon to single combat. Oreon accepted, and as the
Giant strode out to do combat, his entire company SPECIAL RULES: Forest Strider.
launched a single volley of arrows, killing the Giant
instantly. Although many people thought this a dirty Asrai Archery: The Elves of Athel Loren are the most
trick, Oreon always maintained that the Giant had accomplished and deadly archers in the whole of the
rancid breath, smelled utterly foul and deserved to die Warhammer world, surpassing even their High Elven
anyway. brethren. Wood Elves do not suffer the -1 to hit penalty
for moving and shooting.
Oreon's company wears the traditional hunting green of
the Wood Elves, with full capes and hoods. In addition Wood Elf Longbows: The longbows carried by Prince
to his bow, each warrior carries a shield, sword, long Oreon’s Bowmen are more powerful than those carried
knife and two quivers. Regimental champion Ilfrun by other races. All shots fired by their longbows are
also has a huge double handed sword, a weapon Strength 4 at short range.

8
ELWING'S ELVEN GUARD CAVALRY
The Elves have never been a very militaristic nation,
preferring to raise impromptu armies of citizens rather
than keep a large standing army. The seclusion of the
High Elves and the basically maritime nature of the Sea
Elves also made it inessential to have a large army.
However, to guard the coasts of the Sea Elf lands
against possible foreign incursions, a body of Guard
Cavalry is maintained, small units being distributed
throughout the Elf Kingdoms.

Captain Elwing of Lothern was the leader of one such


small unit, stationed along the north coast of the Elf
Kingdom. He sprang to fame during the Norse Raids -
at a time when adventurous Old Worlders were
beginning to nurture territorial ambitions in the Elf
Kingdoms. The Elves quickly put the invaders to flight,
and those that fled to their longships were later
intercepted and destroyed by the Sea Elf navy.

Elwing's rout of the armies of Norse Champion Cecil


Bloodaxe the Mauler of Many, and his subsequent
slaying of the same were much talked about in Lothern
and still form the basis for many popular stories of
heroism. Elwing's extreme cool in insisting that he
finished his game of shove ha'penny against the
Regimental champion Estrulan before riding out to
meet the invaders has passed into Elvish folklore.

THE REGIMENT
CAPTAIN: Elwing of Lothern.

BATTLE-CRY: Death to the Defilers!

APPEARANCE: The Elves are dressed in blue


uniforms, whilst most of the leatherwork is black or
red: Helmets and other metal fitting are silver or silver
plated. Spear-shaft are painted blue, with white, blue or
red pennants indicating different Companies. Elwings
Company have Red pennants. As the Company
UNIT SIZE: 5+
Champion, Estrulan carries the Companies Charter
around his neck. This sealed container establishes the EQUIPMENT: Hand weapon, spear, shield and light
right of the Company to bear arms in the Elf Kingdoms armour.
and is the symbol of their authority.
The symbol of the Regiment is emblazoned upon the TROOP TYPE: Cavalry.
shield of each trooper.
SPECIAL RULES: Always Strikes First, Fight in
POINTS: Elwing plus four Elven Guards, including Extra Ranks.
Estrulan, a Standard Bearer and Musician, cost a total
of 190 points. This is the minimum size of unit you can Valour of Ages: When the High Elves war with their
hire. The regiment may be enlarged by adding extra sundered kin there is not one amongst the host who
Elven Guards at a cost of 18 points each. does not give his all.
Uncertainty, dread, dismay; all are banished from the
M WS BS S T W I A Ld mind until the din of battle fades and weapons can be
Elwing 5 6 6 4 3 2 7 3 9 set at ease once more.
Estrulan 5 5 5 3 3 1 5 2 8
Elven Guard 5 4 4 3 3 1 5 1 8 High Elves (not including any mounts) may re-roll any
Elven Steed 9 3 0 3 3 1 4 1 5 failed psychology tests when fighting a Dark Elf army.

9
KARNAC'S LIZARDMEN RAIDERS
When the Dwarfs built the mountain city of Caraz-A- POINTS: Karnac plus nine Raiders, including Huris,
Carak in the East of the Old World, they created the a Standard Bearer and Musician, cost a total of 250
largest, most wonderful and impregnable fortress the points. This is the minimum size of unit you can hire.
world was ever to see. Its chambers and halls opened The regiment may be enlarged by adding extra Raiders
into the heart of the mountain and deep into its roots. at a cost of 13 points each.
Unknown to the Dwarfs their tunnellings were to lead
them into the still vaster, still deeper and unfathomably M WS BS S T W I A Ld
more ancient caverns below the mountains. Karnac 4 5 0 5 5 2 3 4 8
Huris 4 3 0 4 4 1 2 3 8
Within these caverns dwelt many foul creatures. Little Saurus Raider 4 3 0 4 4 1 2 2 8
did the Dwarfs guess of the blood-letting and savagery
that was to rise from beneath their feet. Soon the lower UNIT SIZE: 10+
passages of the Dwarf Kingdoms became the hunting
grounds of the perilous Lizardmen, the most feared of EQUIPMENT: Two hand weapons, light armour
whom was the reptile known to the Dwarfs as Karnac, and shield.
leader of a savage band of Lizard men including the
dread animal called Huris. For almost a hundred years TROOP TYPE: Infantry.
the Dwarfs battled against the Lizardmen, chamber by
chamber and level by level. But the Lizardmen proved
too strong, and grew ever stronger as they feasted upon
SPECIAL RULES: Scaly Skin (5+).
the flesh of the slain and drank the blood of their
doomed captives. Cold Blooded: For Leadership tests, models with the
In the main chamber of the 142nd level Karnac slew Cold Blooded special rule roll 3 dice and use the two
and subsequently ate a dozen Dwarf warriors, lowest scores.
including Baluk Ironfist, the heir to the Kingship. After
this occasion his howls of indigestion echoed
throughout the fortress for many weeks.
Eventually the Dwarfs gave up hope of ever recovering
the lower levels, and sealed them off by collapsing the
connecting passages. What then became of Karnac,
Huris and the Lizardmen can only be imagined.

THE REGIMENT
CAPTAIN: Karnac.

BATTLE-CRY: Before battle these creatures raise up


a great noise of hissing and snarling, as the cry gets
louder and louder the Lizardmen's thirst for blood
reaches an uncontrollable level, and they fall upon their
unfortunate enemies.

APPEARANCE: The colours of the reptiles


themselves vary from dull browns to sparkling reds and
blues. Karnac himself is white. Huris is green. Most of
the equipment carried by these creatures is black,
whilst the commonest metal used by the Lizardmen is
either copper or a copper alloy such as brass or bronze.
Lizardmen sometimes use captured Dwarf armour,
which is often iron. Huris wears a very distinctive
helmet, which formerly belonged to a Dwarf warrior,
but has been beaten so that it more or less fits his
reptilian head.
The shield carried by these troops is made from the
hide of some underground reptile, and is of mottled
grey or green colour.

10
BATTLE CHARIOT'S OF BOGDAN
THE GOBLIN WARLORD
Bogdan Legbreak was the chief of all the Goblins of equipment and the anatomy of the slain being fixed
the northern Old World Mountains at the time of the onto the chariot.
Goblin and Dwarf Wars. He was of 'Cave Goblin'
stock, a fairly small breed but incredibly tough and POINTS: Bogdan Legbreak’s Chariot, Mad Eyes
strong. From his stockade at the foot-hills of the Hogg’s Chariot, plus one Chariot with crew cost a total
mountains Bogdan led many raids against the Men and of 200 points. This is the minimum size of unit you can
Dwarfs of the Old World, including numberous sorties hire. The regiment may be enlarged by adding extra
into the north and the area known as the Troll Country Chariots at a cost of 50 points each. Each three
between the Old World and Norsca. It was here where Chariots beyond the starting size counts as
Bogdan's marauding charioteers met and destroyed a an additional Special/Rare choice.
Dwarf convoy under the command of Bono Bugman,
and it was also here that Bogdan met and teamed up M WS BS S T W I A Ld
with the treacherous Ogre mercenary Grumgot the Bogdan 4 4 3 4 4 2 3 3 7
Rutdrogg. Mad Eyes Hogg 4 3 3 4 3 1 2 2 6
Goblin 4 2 3 3 3 1 2 1 6
Although Bogdan was killed before the Goblin Wars Chariot - - - 5 4 3 - - -
wars came to an end, his famous chariots continued the Wolf 9 3 - 3 - - 3 1 -
fight and took part in every major engagement of the
war, including the battles of Zhuf Field, the onslaught UNIT SIZE: 3-9. Each chariot has a crew of 3
on the Middenheim and the final catastrophic battle of Goblins, including Bogdan and Mad Eyes Hogg. They
Mad Dog Pass. Bogdan's son and the Regiment's are drawn by 2 Wolves each. Bogdan’s Chariot is
Champion Mad Eyed Hogg led the chariots after his drawn by 3 Wolves. All Chariots must be deployed at
death, and survived the war to become a thorn in the the same time in groups of 3 unless less than 3 are
side of the Dwarfs for many years. If anything Mad available, but will otherwise act as separate units.They
Eyed Hogg was even more violent and drunken than may use Bogdan’s Leadership if they are within 8‖ of
his father, and could be heard for miles around him.
bellowing his war cry of 'Beer for Hogg!'. After the
war the chariots were dispersed, although many EQUIPMENT: Hand weapons and spears.
continued to fight in numerous small skirmishes after
the war had ended. TROOP TYPE: Chariot (Armour save 5+).
The destruction of Bono Bugman, and the convoy of
Bugman's ale that he was guarding was one of SPECIAL RULES: Fear Elves.
Bogdan's most influential deeds. Bogdan was present at
the Battle of Bagman's Brewery just before his death,
and Goblin legend tells of how he goaded Bugman
with tales of his son's death before slaying the Old
Dwarf in an undignified and painful manner.

THE REGIMENT
CAPTAIN: Bogdan Legbreak.

BATTLE-CRY: Bogdan's usual battle-cry was, 'Tear


out their livers and eat 'em raw'. After his betrayal by
the mercenary Ogre Grumgot, Bogdan took to shouting
out 'Rot you Grumgot' during moments of stress. These
were reputed to be his last words, uttered as the Ogre
tore him limb from limb. Mad Eyed Hogg preferred the
cry of 'Beer for Hogg'.

APPEARANCE: The charioteers wear pretty much


what they like, or what they can steal or plunder. The
chariots themselves are often left natural wood, or
painted in black. The Goblin take great pride in
displaying trophies on their chariots, weapons,
11
FLYING GARGOYLES OF BARDA
THE REGIMENT
BATTLE-CRY: A croaking howl, or insane cackle.

APPEARANCE: No uniforms are worn as such. The


Gargoyles themselves appear to be able to change their
colour - some appear black, others green or red. Their
mail armour is made out of shining brass. The standard
carries a strange device, almost certainly the emblem of
the Deity which the Gargoyles serve.

POINTS: One Gargoyle Champion plus four


Gargoyles, including a Standard Bearer and Musician,
cost a total of 165 points. This is the minimum size of
unit you can hire. The regiment may be enlarged by
adding extra Gargoyles at a cost of 21 points each.

M WS BS S T W I A Ld
Gargoyle 4 4 0 4 4 1 2 2 8
Champion 4 4 0 4 4 1 2 3 8

UNIT SIZE: 5-20

EQUIPMENT: None.

TROOP TYPE: Infantry.

SPECIAL RULES: Fear, Fly, Unbreakable,


Unstable, Scaly Skin (4+), Ward save (5+).
Barda Von Micklestein was neither the most famous, Stone Skin: Barda Gargoyles have an affinity with
nor the most powerful wizard ever to live within the fire, and have a 2+ Ward save against all fire-based
confines of the busy seaport of Marienburg. He was, attacks.
however, almost certainly the most careless. It was as a
result of his personal ineptitude that a horde of flying MAGIC ITEMS:
Gargoyles were to be released upon the unsuspecting
Great Standard of Barda (Magic Standard)
folk of the city. The ensuing orgy of destruction lasted
The Great Standard carried by these demons appears
for a week; seven days in which hellish, inhuman
to carry the device of some unknown, but undoubtedly
forms stalked and slew the petrified citizenry. By the
powerful God. So long as the Barda Gargoyles carry
time things quietened down much of the city lay
this standard no other demonic troops will dare to
desolate, and Barda Von Micklestein dangled from a
attack them, not even Greater Demons.
hastily improvised gibbot outside the Dog and Duck
Inn.
No Daemons may ever declare a charge against the
Gargoyles while carrying this standard.
The assault upon Marienburg may have given these
creatures a taste for human blood. In any case they
The Double Horn (Enchanted Item)
have fought on numerous occasions on behalf of the
The foul Double Horn carried by the Gargoyle
wizards of Marienburg, always with barbaric ferocity.
musician is also magical, for its blast causes severe
pain, or even death.

One use only. The Double Horn contains a missile


attack with a range of 24‖ that causes D6 Strength 4
hits.

12
NOTLOB'S ORCISH
BOLT-THROWING ENGINES
For many years the only route over the Black THE REGIMENT
Mountains was dominated by an Orcish settlement run
by Harboth -an Orc of great size and strength. Many CAPTAIN: Notlob.
battles were fought within this mountain pass, the
Black Fire Paw, and many heroes emerged on both
BATTLE-CRY: Due to the nature of their weaponry
sides. Dwarfs and men tried desperately to destroy the
Orcs, and the Orcs in turn responded by strengthening these Orcs do not employ a battle cry as such although
their defences and enacting countless revenge raids on they will happily enter hand to hand combat,
human farmsteads. screaming, yelling and gesticulating in the usual Orcish
fashion. However, unusually for Orcs, many of
Notlob was already famous amongst his kind when he Notlob's crewmen can write a few words. They employ
arrived at the Black Fire Pass. Had he not invented this talent to enscribe various slogans along their
many fiendish engines of war and instruments of missiles, including such erudite witticisms as, 'Notlob
torture? Had he not designed and commanded the War does it from 300 feet' and 'Chew on this Stuntie'.
Engines that battered down the walls of half the cities
in the Badlands? No. Notlob was to apply his creative APPEARANCE: Orcs do not wear uniforms. They
genius to designing new engines for the defence of the despise uniformity and prefer to individualise all their
pass. clothing by applying a good layer of filth. They have a
similar attitude to their war engines, and take great
delight in giving them names and painting slogans on
them. Many Orcs even keep a record of their kills on
their engines, together with the names of battles and
campaigns in which they have fought.

POINTS: Notlob and two Bolt Throwers cost a total


of 135 points. This is the minimum size of unit you can
hire. You may buy extra Bolt Throwers at a cost of +40
points per Bolt Thrower. Every other Bolt Thrower
counts as an additional Special/Rare choice.

M WS BS S T W I A Ld
Notlob 4 5 3 4 5 2 3 3 8
Orc 4 3 3 3 4 1 2 1 7

UNIT SIZE: 2 Bolt Throwers with three crew each,


including Notlob.

EQUIPMENT: Choppas. Notlob wears light armour.

TROOP TYPE: War Machine (Bolt Thrower).

The Men and Dwarfs didn't know what had hit them
when their next assault foundered under a driving
storm of huge bolts - as large as spears and capable of
piercing straight through even the toughest Dwarf
armour. Further assaults proved equally fruitless, and
eventually the Orcs were left alone, to continue their
age-old trades of murdering travellers and plundering
merchant convoys.

The Black Fire Pass conflict was to earn Notlob a


reputation amongst Human and Dwarf kind. However,
he always considered the invention of the 'Happy
Halfling Mangling Rod and Head Press' to have been
his greatest achievement.

13
THE MIGHTY THROG AND HIS
HOBGOBLIN DESPOILERS OF
THE DARK LANDS
Driven from the Old World at the end of the Goblin APPEARANCE: Clothing is mostly made out of
Wars many of the Goblins, Orcs, Hobgoblins and other leather or fur, and is of various shades of brown.
allied creatures fled into the Dark Lands. The Dark Grunmunter wears a huge fur cloak, and around his
Lands were then, as now, truly dark: ceaseless volcanic heavy belt he keeps his latest trophies - the heads of his
activity, steaming tar pits and terrible, natural pollution victims.
shielded the land from the sun. Little could grow in The shields carry the emblem shown drawn in the
such a place, and very few creatures could tolerate the blood of their enemies. Colours will therefore vary
barren landscape, the gloom and the choking air. from bright red to darkish brown or black.
Throg, however, quite liked it.
POINTS: The Mighty Throg plus nine Hobgoblins,
From his armed camp on the eastern side of the including Grunmunter, a Standard Bearer and
World's Edge Mountains, Throg gathered his seasoned Musician, cost a total of 110 points. This is the
warriors and began to carve himself out a little empire. minimum size of unit you can hire. The regiment may
Soon a goodly chunk of the western part of the Dark be enlarged by adding extra Hobgoblins at a cost of 3,5
Lands were under his control, and he began to extend points each.
his power deep into the mountains themselves. Here he
and his Champion, Grunmunter the Beast, fought M WS BS S T W I A Ld
numerous battles in the valleys and passes of the Throg 4 5 5 4 4 2 4 3 7
mountains, and eventually within the Dwarf fortresses. Grunmunter 4 4 3 4 3 1 2 2 6
His enemies were mostly Dwarfs, and the Hobgoblins Hobgoblin 4 3 3 3 3 1 2 1 6
soon acquired a taste for the flesh of these creatures.
UNIT SIZE: 10+
Of all the many bloody and violent deeds of Throg the
most often remembered is the so called Feast of the EQUIPMENT: Hand weapons, light armour and
Dwarven King. On this occasion the Hobgoblins
shields. Grunmunter carries a great weapon and wears
infiltrated the underground fortress of Boran Fireheart
light armour.
a powerful Dwarf lord. The Hobgoblins secreted
themselves in the kitchens until the night of a feast,
subdued the servants and disguised themselves in the
TROOP TYPE: Infantry.
aprons and other clothing of the waiters. That Boran
Fireheart failed to notice until far too late that his SPECIAL RULES:
kitchen staff were all over 6' tall and incredibly ugly, Hobgoblin Animosity: Unless a Hobgoblin unit is
can only be put down to the general level of already in combat, fleeing or under five models strong
intoxication. The feast went ahead as usual, but instead at the start of their turn, you must roll a D6 and consult
of the planned proceedings the Hobgoblins ate Boran the following chart for each Hobgoblin unit. Roll
and his guests, while Throg entertained by torturing a separately for each affected unit at the start of the rum.
troop of Halfling Juggler s unlucky enough to be
passing through. D6 Result
1 We'll get a better view from further back!
What became of this renowned fighter is a mystery, The Hobgoblins' cowardly nature comes to the fore
some say that he disappeared whilst leading a mixed and they immediately must take a Panic test. If this is
force of goblinoids into the Dwarf Fortress of Raven's passed the unit may act normally this turn.
Hold. Others link his disappearance to treachery on
2-5 Cut 'em good
behalf of the ferocious Grunmunter, a callous
The Hobgoblins feel they have a good chance of being
individual. on the winning side and eating well tonight off the
battle's victims. The unit may act normally this turn.
THE REGIMENT
6 Bloody Murder!
CAPTAIN: The Mighty Throg. One of the constant petty squabbles in the ranks is
settled with the twist of a knife in a back or two. The
BATTLE-CRY: The strange and animalistic battle unit suffers D3 Wounds distributed as from shooting
attacks (these wounds however will not cause a Panic
cry of these creatures is in the Goblin Tongue. It test). Afterwards they gain +1 to their to Hit rolls in
means, 'Mark your target well and eat it'. Close Combat for this turn only, and may be used
normally again.
14
THE DISCIPLES OF THE RED REDEMPTION
The Red Redemption was born during the bitter armour. Eroneus had become the first and greatest of
religious wars fought between the Men of the West and the Redemptionists, the Master of the Redemption, and
the swarthy Arabians. Amongst the countless factions his cry was, 'Be redeemed through blood, saved
of crusading warriors, those known only as the through slaughter.'
Brotherhood were surely the most feared and the most
powerful. Quickly slaying his former comrades in a chaotic
commando-style exercise of carnage, Eroneus fled into
As with all protracted wars, there were long periods of the world at large. His objectives were unclear, but he
inactivity, whilst supplies were organised, spies sent was certain that people of the right persuasion would
out or paltry scouting missions undertaken. Such lulls be sure to welcome enlightenment. He was right.
were anathema to the more zealous of the warrior-
priests of the Brotherhood . They hated sitting around Only a few years after the incident of the Brother-
whilst they knew the Arabians were out there being, slaying, the cult of the Red Redemption had become
well, downright Arabian. established throughout the Old World. In the secret
Eroneus Balbadron was one such frustrated fanatic. temples of the cult, initiates were introduced to the vile
Eroneus fell into a black mood whenever the fighting and bloody ways of the mighty God Khorne The skin
got held up. Each stoppage caused his moods to was ritually flayed from the face and torso of each
become even blacker; indeed, legend has it that his skin initiate. Glowing hot iron face masks and cuirasses
and hair turned completely black during this time. His formed a now and tougher skin. At last they were
frustration turned easily to anger, and the anger grew permitted to wear the black robes of Khorne. Of
inside him until it was almost a palpable thing. He course, this resulted in all of the Disciples of the Red
sought solace in the holy books of the Brotherhood, but Redemption suffering from total and irrevocable
to no avail. His anger grew and grew until he became madness, but that really didn't bother them too much.
crazed and twisted with it. His hatred of Arabians They were more concerned in shedding the blood of
became a hatred for all. heretics, as members of the countless groups of
Disciples then spreading the ways of Khorne in the
Presently, a very strange thing happened that was to world.
change the course of Eroneus's life, and the lives of
countless others also. It was a dark evening, and the One such group is Darkhoth's Disciples of the Red
Brotherhood had just captured the ruins of an ancient Redemption. Darkhoth is said to have been initiated by
temple from a group of Arabians. The enemy had the Master of the Redemption himself, a great honour
hardly put up any resistance, and the fight had been a indeed. His power is such that he can command a
most disappointing affair. It was as he searched the group of up to 40 Disciples. The key to this power is
ruins for any signs of the enemy that Eroneus saw a the large black book that he always carries - the
curious book, its cover barely visible as it lay on the Darkhold. This is a transcript of the original scripture
floor. Eroneus compulsively picked it up and sought book discovered by Eroneus. It is a very powerful
secrecy in the ruined remains of a sunken room. magic item, although its uses are confined to cult
Eroneus placed his torch in a bracket by the wall, and practices. Merely looking at the pages of this book
feverishly spread the book in front of him. Kneeling would drive any living being insane. The Disciples are
before it he began to read. To say that what he read was immune to this by dint of them already having
a bombshell would understate the impact that the achieved this particular state of mind. Darkhoth is able
volume had on him. In truth his crazed mind could not to read passages from this book, and herein lies his
at first believe that it was possible: this aged book power. A passage read from the book gives Darkhoth
contained the truth. Eroneus was overwhelmed by a absolute power over any Disciples who hear him.
feeling of physical, spiritual and mental Redemption. During the initiation ceremony, Darkhoth reads a
The book was a sacred scripture dedicated to and special passage from the book which so assaults the
revering the Chaos God of Khorne. Khorne the black mind of the initiate that his personality is forever
God of Battle, the dark Lord of Slaughter, the thirsting shattered. Darkhoth assesses the suitability of the
God of Blood! initiate for cult membership by his reaction. If the
initiate reacts with extreme violence, this is judged to
At once Eroneus felt his links with the Brotherhood, be good, and he is prepared for flaying and encasement
and with humanity, permanently broken. In a fever of in glowing iron. If the initiate fails to react with
ecstasy he pounded his face against the chamber walls sufficient violence, he is given up as a sacrifice to
until all that remained was ... well, little enough Khorne.
remained to betray the fact that he had once been
human. Only then did he see the black robes and iron Spreading the ways of Khorne through the Old World
masks that hung upon the chamber walls. The iron by means of slaughter, destruction, arson, murder and
mask was unnaturally hot and seared his face as he put the propagation of insanity.
it on. The black robes soaked the blood from his
15
THE REGIMENT
CAPTAIN: Darkoth, Warrior-Priest of the Red
Redemption.

BATTLE-CRY: Be redeemed through blood!

APPEARANCE: The robes of the Disciples are


black, edged in red. All equipment tends to be black, or
dark colours.
The shield, banners and the robes of the Disciples all
carry the symbols of the God Khorne.

POINTS: Darkoth plus nine Disciples, including


Mordrid, a Standard Bearer and Musician, cost a total
of 170 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
Disciples at a cost of 8 points each.

M WS BS S T W I A Ld
Darkoth 4 6 3 4 4 2 5 3 8
Mordrid 4 5 3 4 3 1 4 2 7
Disciple 4 4 3 3 3 1 4 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapons, morning stars and


shields. Mordrid the Maniac carries a flail and
Darkhoth carries two hand weapons. All models wear
light armour.

TROOP TYPE: Infantry. Note: The Disciples of the Red Redemption may not be
included in the same army as the Avenging Knights of
SPECIAL RULES: Frenzy, Fear (Darkoth and the Cleansing Flame.
Mordrid only).

16
AVENGING KNIGHTS OF
THE CLEANSING FLAME
Worst of all, upon the floor lay the discarded uniform
and equipment of a Knight of The Brotherhood.

'Eroneus', he gasped, as he recognised the clothing of


one of the company, Eroneus Balbadron, his own
cousin.
Chronus's mind was thrown into chaos. Clearly his
cousin had been murdered, and in a manner both foul
and inhuman. The whole thing stank of some perverse
religious ritual, of a terrible sacrifice to who knows
what hellish god.
But it was Garland, the standard bearer who glimpsed
the truth, for in his youth he had seen the secret
woodland temples of the Gods of Chaos, and had heard
rumours of their deeds. He came from the forests of the
Empire, lands deep enough and dark enough to hide the
minions of chaos and their victims. In the ruins of the
temple he recognised the signs.

Chronus was struck dumb at what Garland told him. To


find that his own cousin was the monster that had
undoubtedly precipitated, if not actually accomplished,
the deaths of so many good Knights, was a
considerable blow.
The Knights packed the sanctuary with straw, and
around the whole circuit of the hill they spread such
flammable materials as lay to hand. Within an hour the
whole hilltop was on fire, and what little remained of
the Knights of The brotherhood, and of the strange
Chronus Goodheart was a member of a singular band temple, was utterly destroyed. As the flames burned
of crusaders in the holy war against the Arabians. He each Knight swore a great and binding oath.
was one of the Brotherhood. Chronus came from a
deeply religious family and firmly believed in the ways ―This shall be our call to arms and symbol, the flame of
of the West. He abhorred the swarthy, outlandish men our burning brothers. We must keep the flame burning
of Araby and their insidiously evil culture. Now he was until such time as our oath is fulfilled and the world
confronted by the most hideous scene he could cleansed of the evil of Chaos. Only then can our souls
possibly have envisaged. rest in peace. And the flame we shall bear as our
device, and -the minions of Chaos will come to fear us,
Before him was a sight that turned his stomach, and a and we shall be known as the Avenging Knights of the
stench that spelled both his nostrils and his soul. It was Cleansing Flame.‖
human carrion, carrion that had once been friend and
fellow crusader. Chronus and his three companions So it was that the four Knights travelled abroad in
were puzzled arid horrified at the sickening carnage search of Eroneus. They encountered much evidence of
that had fallen upon their fellows. It was the work of no his passing, and many men joined them in their quest,
man, or no sane man at least, they reasoned. for many were the unspeakable acts committed by the
defilers of Chaos.
They built a great funeral pyre to consume what The Knights continue in their quest, never ceasing or
remained of the Knights of the Brotherhood. As the stopping in one place long enough save to sat or rest.
flames bellowed and roared one of Chronus's Knights
made a strange discovery amongst the ruins where the
massacre had taken place. Returning to Chronus he told
of his find, and Chronus at once investigated. What the 'From the ashes of the old are born the new, and
young Knight had chanced upon was an underground the fire shall have cleansed them, and they shall be
sanctuary -originally part of a temple, but now hidden free of evil.'
amongst the ruins. Entering inside Chronus saw the Chronus Goodheart
blood stained frescoes, frescoes that depicted scenes of at the funeral pyre of the Brotherhood.
horror and perversion of an altogether abhuman nature.
17
THE REGIMENT TROOP TYPE: Infantry.

CAPTAIN: Chronus Goodheart. SPECIAL RULES:


Purge: When fighting Warriors of Chaos and Daemon
BATTLE-CRY: Cleanse them - and they shall be of Chaos, the Knights of the Cleansing Flame are
free of evil! subject to Hatred and roll 3D6 for all Leadership tests
and discard the highest result.
APPEARANCE: The shields of the Knights are red
with yellow flames. Armour and equipment is black, or
MAGIC ITEMS:
a very dark green or blue. Spear-staffs are natural Sword of the Cleansing Flame (Magic Weapon)
wood. The banner is red with the yellow flame device. This spectacular sword is said to have its origin in the
The shield, banners and the robes of the Knights all far of Araby, where it was forged to slay the Kings of
carry the symbol of the flame. Death. When drawn the blade burn with an eternal
flame.
POINTS: Chronus Goodheart plus nine Knights,
Great weapon. Roland's sword gives him the Flaming
including Roland, Garland the Standard Bearer and a
Attacks special rules. In addition, any model hit will
Musician, cost a total of 200 points. This is the
be set on fire on a 5+. Models that are set on fire must
minimum size of unit you can hire. The regiment may
test each turn to put the fire out by rolling a 4+. If the
be enlarged by adding extra Knights at a cost of 9
fire continues to burn, the model will take a S4 hit that
points each.
turn and each additional turn it continues to burn. The
burning model's may not attack and will be hit
M WS BS S T W I A Ld
automatically while ablaze.
Chronus 4 5 3 4 3 2 5 3 8
Roland 4 4 3 3 3 1 4 2 8
Sacred Brazier (Magic Standard)
Garland 4 4 3 3 3 1 3 1 8
The sacred brazier carried by Garland the standard
Knight 4 4 3 3 3 1 3 1 8
bearer is a powerful reminder to the knights of their
oath.
UNIT SIZE: 10+
The Knights are Immune to Psychology while carrying
EQUIPMENT: Hand weapons, spears, heavy this standard.
armour and shields. Roland carries the Sword of the
Cleansing Flame and wears heavy armour. Chronus Note: The Avenging Knights of the Cleansing Flame
carries a hand weapon, heavy armour and shield. may not be included in the same army as the Disciples
of the Red Redemption.

18
EEZA UGEZOD'S MOTHER CRUSHERS
Of all the Orcish raiders to have plundered the Old THE REGIMENT
World from the World's Edge Mountains, none have
been so feared, or so hated as the Great Black Orcs of CAPTAIN: Eeza Ugezod.
the Mother Crusher tribe. Their Great Raids of Hunger
continued almost completely unchecked for nearly
forty two years, leaving in their wake a trail of
BATTLE-CRY: The Giant Black Orc battle cry can
butchery seldom equaled In Orcish history. only be termed as an incomprehensible cacophany of
abuse and threat. Each individual does his best to
Despite many efforts to capture and destroy them, the outshout his neighbour. However, against Dwarvern
Mother Crushers always managed to avoid traps set for foes they would chorus over and over again the blood
them. On the few occasions they were brought to battle curdling battle cry... 'Stomp the stunties - stomp the
the outcome invariably favoured the Orcs - using their stunties - stunty stompings fun!'
famous juggernaut columns to push aside any
resistance. POINTS: Eeza Ugezod plus nine Mother Crushers,
including a Standard Bearer and Musician, cost a total
Their success was due mainly to the inspired leadership of 210 points. This is the minimum size of unit you can
of one Orc. Known throughout the tribes as Eeza hire. The regiment may be enlarged by adding extra
Ugezod, Orcish legend abounds with stories of this Mother Crushers at a cost of 11 points each.
huge and cunning Orc. One such story, typical of the
time, concerns the skirmish an the Great Crossing -a M WS BS S T W I A Ld
huge, natural span bridging one of the few routes Eeza Ugezod 4 6 3 4 5 2 3 3 8
through the mountains to the fertile foothills and Mother Crusher 4 4 3 4 4 1 2 1 8
valleys of the Old World. It was upon this bridge that a
group of Orcs led by Eeza Uqezod were attacked by UNIT SIZE: 10+
large numbers of Dwarfs and at least one mountain
Giant. An extract from the Orcish 'Volees Adgitz' EQUIPMENT: Two choppas, great weapons and
translates as follows. heavy armour. Eeza Ugezod is armed with two
Choppas and wears heavy armour.
'We goes miles this day. Last dark we kills many wittering
souls, poking and cutting them - but not having times to TROOP TYPE: Infantry.
make it slow and get them good and screechy. We gets on
the Great Crossing and suddenly all around there'. Stunty
Long Beards (Dwarfs) -trapping us boys and making pain SPECIAL RULES: Choppas, Immune to
threats. Then they goes all grinning silent, and crashing Psychology, Vanguard (6”).
through the crowd comes a Great One, all drunk up, with
great iron boots sparking as it steps, and long spikes and Armed to da Teef: Black Orcs turn up to battle with as
jags hanging off them, all dressed up for Orc stomping. It many weapons as they can carry. At the start of each
comes roaring and swaying towards us, swinging its club
combat the Mother Crushers can choose to fight either
and making us boys windy and tearful. And the stunties
are laughing, saying at last they'll have our pretty fangs to
with two hand weapons or with a great weapon.
make their stunty women grin and dance. And us bold
boys - we bunch up close, but cannot help a little
wimpering. But Eeza Ugezod's got no wimper. He waves
his axe and swears he's going to cut Great One's feet off
and pop them in its face. With this he goes off fast forward
and sharp hacks the Great One. Its knees goes one way,
its great screaming whiskers goes another. The stunties
has one look and go all quiet and shuffly. Then Guted -
our champion - he gives an honest war shout and we goes
off at them cutting up their little bodies, this way and that,
and we collects much headskin with hair on it and ties it
to our belts. We paints their juices all over the Great
Crossing and we calls it the Red Span. We push all the
stunties off it, but keeping a few for screarnings later and
food for the march. We leaves not too many boys deadstiff
and continues our way to make our dearest war and
raidings.'

No one is quite sure what happened to Eeza Ugezod -


he certainly wasn't amongst the hundreds of Black Orc
dead after their supernatural defeat at the hands of the
Necromantic Chaos Lord Edis Edis...
19
THE NIGHTMARE LEGION –
MORDINI'S DOOMED LEGION
Ennio Mordini was one of the most powerful M WS BS S T W I A Ld
mercenary captains ever to serve among the Tilean City Ennio Mordini 4 5 0 4 4 2 3 3 8
States. For most of his career, he and his men served Renzo Avanti 4 4 0 4 3 1 2 2 7
Duke Fabriano of Lambrusco, expanding that state's Legionnaire 4 2 0 3 3 1 2 1 3
fortunes considerably. Their success began to worry
their patron, especially since it was not unknown for UNIT SIZE: 10+
Tilean mercenary units to seize control of the states
which they were supposed to be serving. When the EQUIPMENT: Hand weapons, halberds, heavy
neighbouring state of Organza offered a lucrative armour and shields. Mordini carries a Scabscrath, a
alliance on condition that Mordini's troops were shield and wears heavy armour. Renzo carries two
disposed of, Fabriano seized the opportunity and sent hand weapons and wears heavy armour.
them into an ambush which none survived. Mordini
swore just before he died that he would be avenged on TROOP TYPE: Infantry.
his treacherous employer.
SPECIAL RULES: Unbreakable, Unstable, Fear.
Barely five years later, an army of undead skeletons
poured out of the Apuccini Mountains, under the
Undead: The Doomed Legion is Undead, and as such
tattered banner of Mordini. Fuelled by their hatred, the
the following rules apply to them:
dead soldiers cut the armies of Lambrusco to ribbons,
If Mordini is killed, the Doomed Legion will quickly
and razed the city to the ground. It is said that Duke
begin to crumble to dust. At the end of the phase when
Fabriano spent seven days and seven nights dying.
Mordini is killed, and at the beginning of each of their
Now the Doomed Legion has turned against Organza
turns thereafter, the Doomed Legion must take a
and the other City States, destroy everything in their
Leadership test. If the test is failed, the unit suffers a
path as they aver themselves upon the double-dealing
number of wounds equal to the number they failed the
princes who connived at their murder.
Leadership test by. No saves of any kind are allowed
against these wounds.
While they were alive, Mordini's mercenaries won a
The Nightmare Legion may march as long as Mordini
number of great victories against the enemies of Duke
is alive.
Fabriano of Lambrusco. They are most remembered,
however, for the assault and destruction of Lambrusco.
It is rumoured that Mordini has now re-fortified the
MAGIC ITEMS:
city, established a dead court there. It appears, though, Skabskrath (Magic Weapon)
that no-one living has be close enough to find out. The legendary blade of the Undead mercenary, Ennio
Mordini, Skabscrath flickers with pale flame. This
accursed blade thirsts for the life force of its enemies.
THE REGIMENT A blade so potent it cannot be sheathed without first
taking a life, Skabscrath is possessed of an evil
CAPTAIN: Ennio Mordini. sentience that drives the wielder to ever darker acts.
Some claim the blade is more steeped in evil than any
BATTLE-CRY: Lacking important things like lungs Vampire, for it will betray its wielder if its bloodlust is
and vocal cords the Legion has no battle cry. not sated. When unsheathed Skabscrath emits the
terrible screams of all those it has slain, amplified to
APPEARANCE: The Legion's colours are green and such a degree that it can cause those who hear them to
gold. Althougl they no longer wear anything that could die affright.
be recognised as a uniform, the colours are sometimes
visible on the tattered rags of clothing that occasionally The bearer has the Devastating Charge and Frenzy
survive. A skull set in a red surround, on a dark green special rules, and all close combat attacks made by the
field. Shield rims are gold. bearer have the Flaming Attacks special rule.
In addition, such is Skabscrath's desire for bloodshed
POINTS: Ennio Mordini plus nine Legionnaires, that if the bearer has not killed an enemy model in
including Renzo Avanti, a Standard Bearer and a close combat when the game ends, he is removed as a
Musician, cost a total of 150 points. This is the casualty.
minimum size of unit you can hire. The regiment may
be enlarged by adding extra Legionnaires at a cost of 7
points each.

20
The autumn rain hammered down on the armoured column as appeared on either side of the sheer gulley sides, and a
it wound its way northwards through a narrow defile in the carefully-prepared landslide blocked the way behind them.
Apuccini Mountains. They were nearing their goal now, and 'Form up!' bellowed their leader, 'Hollow square - move!' It
the troops were fighting off the weariness of six days' forced was obvious that they had walked into a trap, and one from
march. At the-head of the column, the unit's lieutenant which they had little chance of walking away. Professionals
pushed his helmet up and mopped the water from his face. to the last, the mercenaries readied their weapons and
prepared to sell their lives dearly.
'I'll be glad when this job's over,' he commented.
'Mordini!' came a shout from the opposing ranks. The
'You're not alone there, Renzo,' replied his chief, 'Once mercenary captain squinted through the rain.
we've finished here, 1 think we'll go to Araby. I've heard 'Sardo?' he shouted back, 'I thought we were on the same
there's a new prophet sprung up there.' Renzo nodded. 'Just side! Have you sold Lambrusco out?'
what we need,' he said, 'Lots of sunshine and a nice, simple 'Not quite.' came the reply. 'Duke Fabriano sold you out.
little holy war. You know where you are with that sort of The whole war with Organza is a set-up - your death was one
job - better than all this political messingabout. What a of the alliance conditions. You're too effective for your own
business, eh? All because of an apple, a piece of string and good, Mordini - he began to worry about what would happen
three initiate priestesses.' if you turned against him.' Renzo spat loudly.

'And the use to which the Duke of Organza's son and heir 'Politics!' he grunted. 'What did I tell you?'
was putting said items,' his leader reminded him, 'And the
fact that one of the initiate priestesses was none other than 'Mordini!' Sardo continued, 'I don't need to tell you that this
the youngest daughter of our noble patron. Anyway, it's all is not of my choosing.'
money.'
'Understood!' Mordini answered, 'Just don't expect it to be
They turned a sharp bend in the gulley to find their way easy. And if you do me tell Duke Fabriano this - he hasn't
blocked by a solid wall of pikemen. Suddenly, archers heard the last of Mordini. Someday, somehow, accounts will
be settled for this day!'

21
SKARLOC'S WOOD ELF ARCHERS
Skarloc, "the Hooded One" is probly one of the most Skull Orcs. The regimental musician sounded his brass
renowned Wood Elf to walk the Old World in current horn. The sound of the horn terrified the Orcs so much
times. Skarloc and his companions, the wardancer so that they stopped in their tracks and looked to see if
Glam and the apprentice mage Kaia Stormwitch, were a large monster was going to attack them. Then Glam
adventures for a short time and travelled over the leapt himself on to a stump and charged, signalling the
Vaults into the Border Princes. scouts to release a sheet of arrows cutting down a
countless amount of greenskins. The Orcs were
While staying in the fortress of the Border Prince confused and panicking, Skarloc drew his rune sword
Cline, they discovered the prince had an ancient Wood and ordered the musician to sound the charge.
Elf artefact in his collection in his thrown room. The
artefact is the heart shaped casket containing the ashes Once news of the Broken Skull's attack made it to the
of the Wood Elf hero, Kern. The artefact has been lost Forest King, a wing of War Hawk Riders was
to the Wood Elves for over 100 years. During a dispatched to assist Skarloc. When the War hawks
meeting with the Border Prince, Skarloc and Kaia arrived, they discovered that Skarloc and the rest of the
attempted to peacefully acquire the artefact, but Cline regiment weren't only alive, but they had totally wiped
refused just give the artefact over them without an out the attacking Broken Skull Orcs. The wardancer
artefact to replace it. This was unacceptable to Skarloc, Glam was crouched on top of mountain of Greenskin
and decided that they would return that evening for the bodies totally painted in the greenskin's blood.
artefact.
Duke of Parravon, Gancreb Duc Dequenelles made a
Soon after nightfall, the trio quickly gained access to request to the Forest King for assistance in his war
the halls of the fortress by making short work of the against the Lichemaster, Heinrich Kemmler. The
guards and taking the key to the front door. With Wood Forest King sent Skarloc's Scouts to Parravon, since
Elf stealth, Skarloc, Kaia, and Glam moved swiftly to Skarloc has some prior experience working with the
the throne room. What they found their was shocking, filthy humans. When the Lichemaster attacked a village
to say the least. Cline was in his thrown room with a outside Parravon, the Duke's army met the undead
few Skaven. The Border Prince was haggling with the threat at full force. Skarloc and his scouts got around
lead Skaven about selling all of the people under his the Lichemaster's lines and showered the walking dead
rule to the Skaven for a few small artifacts. This with arrows. This did not go over well with the
sickened Skarloc, and the Elves charged in. After a Lichemaster, so he sent Krell to do away with these
short battle, the Skaven were dead and Glam had the troublesome elves. Glam and Skarloc charged Krell.
corrupt prince pinned against the wall. Cline offered to They have matched blow with blow, with neither side
give the artefact to them if they would spare his life, getting the upper hand.
Skarloc agreed. After Kaia retrieved the artefact the
Elves turned to leave, Cline drew a pistol from his boot The battle ended when a Questing Knight put a lance in
and cocked the trigger back. The click that the pistol to Krell's back pinning the Wight to the ground. The
made when the trigger was cocked flung Glam into Lichemaster's army was crumbling Kemmler used his
action. Moving as fast as the wind, Glam cleaved the powers to remove his remaining forces and Krell from
princes clean off with one sword and delivered the the field. The Wood Elf scouts were credited for the
killing blow with the other. victory. Skarloc's fame quickly spread across the Old
World, and his band of scouts became in demand.
When Skarloc and his companions returned to the Skarloc decided that working with different general, in
Loren Forest, they presented the artefact to the Forest different lands would give him insight on the working
King. He was taken be the bravery and initiative that of the enemies of Loren thus allowing his scouts better
Skarloc has shown by returning the Casket of Kern to defend their homeland. From that day forward,
his people. The Forest King had announced that Skarloc's Scouts have worked for different Counts of
Skarloc would be the defender of the casket, and he the Empire, Merchant Princes of Tilea, and other
would be put in command of band of scouts defending Dukes of Bretonnia. They always send whatever they
the outskirts of the Loren Forest. The casket was do not need to the Forest King; to whom they are
fashioned into a banner, and he and his companions left viciously loyal.
to meet the scouts.
Skarloc is known both within and beyond the Forest of
The Wood Elf scouts that would become known as Loren. Leading a band of Scouts he often ventures far
Skarloc's Scouts of gained a name for themselves when into the lands surrounding the Wood Elf realm to gain
defending the southern Loren forest from the Orcs of advance warning of impending threats.
the Broken Skull tribe. Skarloc and his scouts were the
only regiment in the area at the time the Broken Skulls Skarloc is skilled in the interpretations of tracks and
attacked. The story says that Skarloc and his scouts, portents and will sometimes even warn the Bretonnians
prepared to meet the charge of the 200 plus Broken if he finds signs of their common enemies. Thus he has
22
become a trusted friend of many Bretonnian barons and and intimidating. He is known by friend and foe alike
is welcomed at their castles, especially when he brings as the "Laughing Warrior', for in the heat of battle, as
the excellent venison of Loren! It is usually Skarloc he leaps and bounds across the battlefield, he laughs
who acts as the emissary of the King and Queen in the with the joy and exhilaration of the fight, slaying his
Wood and he it is who is sent to escort friends through foes with almost contemptuous case. His wild and
the forest to the King's Glade. ululating cry is often the last thing that the enemies of
the Loren hear as they are ambushed by Skarloc's
Skarloc not only knows the Forest of Loren, but also company, their bones to mingle with those of countless
has intimate knowledge of other great forests in the Old others.
world acquired during his scouting expeditions. It is As a Wardancer, Glam receives +1 Strength when he
even said that there are small bands of his kin secretly charges. In addition, he may choose one of the
dwelling in many forests utterly unbeknown to the following Shadow Dances of Loec at the start of each
rulers and peoples of these lands. They are undoubtedly round of combat:
there not only as Waywatchers but to befriend and  Whirling Death: Killing Blow
protect any Treemen or Dryads who may still dwell  Storm of Blades: +D3 Attacks
there. Skarloc's men have been known to turn up  The Shadows Coil: 4+ Ward save
unexpectedly on many a far flung battlefield,  Woven mist: Always Strikes First
screaming out of the trees to aid those ambushed or
surrounded in the woods by Orcs or other vile foes. Kaia Stormwitch: Kaia is the beautiful young
daughter of a powerful Wood Elf Mage. Against her
THE REGIMENT father's wishes she ran away to seek the thrills to be
had with Skarloc's wandering company. She bears aloft
CAPTAIN: Skarloc 'The Hooded One'. the Valourous Heart Standard, an archaic and much
respected totem by the people of the Loren. Know as
BATTLE-CRY: Since they rely on guerilla warfare "The Stormwitch", she brings fiery death and
and sneak attacks, the scouts have no battlecry. destruction upon the enemies of the Wood Elves.
Kaia may cast the spell Urannon’s Thunderbolt like a
APPEARANCE: The scouts wear leather surcoats bound spell (power level 3).
over their chain mail, in various shades of green and
Araflane Warskald: Araflane follows the normal
brown for camouflage.
rules for musicians. An old Wood Elf trick to scare off
men and Orcs was make horns that sound like a
POINTS: Skarloc plus nine Archers, including Glam monsters cry. The great bronze horn Arafland carries is
the Laughing Warrior, Kaia Stormwitch the Standard extremely well crafted and causes Fear in non-Elves.
Bearer Araflane Warskald the Musician, cost a total of
275 points. This is the minimum size of unit you can MAGIC ITEMS:
hire. The regiment may be enlarged by adding extra
Runesword of Darkwood (Magic Weapon)
Archers at a cost of 15 points each.
Skarloc found this sword in the darkest part of the
Loren wood. There are runes on that sword that even
M WS BS S T W I A Ld
the oldest of the Wood Elf Mage Lords cannot
Skarloc 5 6 6 4 3 2 7 3 9
decipher, one believes that the ancient race know as
Glam 5 6 4 3 3 1 6 2 8
Zoats may have forged the weapon.
Kaia 5 4 4 3 3 1 5 1 8
Arafland 5 4 4 3 3 1 5 1 8
This weapon gives Skarloc the Always Strikes First
Archer 5 4 4 3 3 1 5 1 8
and Armour Piercing special rule.
UNIT SIZE: 10+ Valourous Heart Standard (Magic Standard)
The Valourous Heart Standard incorporates a heart-
EQUIPMENT: The unit is equipped with hand shaped casket holding the ashes of a legendary Elven
weapons and long bows. Glam is equipped with two hero, Kern son of the goddess Torothal. He was
hand weapons. believed to be the son of the elven goddess Torothal.
Somehow, it ended up in the hands of the very corrupt
TROOP TYPE: Infantry. Border Prince. The Border Prince was slain by Glam
and they took the standard. The spirit of Kern has a
SPECIAL RULES: Skirmishers, Scouts, Forest hardening affect on the scouts, which allows them to
Strider, Asrai Archery hold out against incredible odds.

Glam the Laughing Warrior: Glam is the regiment's Skarloc's Archers are always Steadfast as long as they
Wardancer Champion, a fearless guardian of the forest have at least one complete rank of five or more models.
tracks. He sports a huge mane of red hair, which he
coats with fat to make it stand on end and look proud

23
shield, but with no visible effect. With
much shouting and cuffling, it managed to
form a dozen or so of the Orcs into
something approaching a fighting
formation, and they backed against one of
the great piles of fallen trunks to protect
their backs.

From one side of the clearing came a


piercing, ululating scream, and a weird
figure flew through the air, somersaulting
over a stack of timber three times an Orc's
height. The figure an Elf, with his body
garishly painted and a great mane of
impossiblyred hair ran towards the Orcs,
The sun had barely risen as the group of whooping and laughing in ferocious joy.
Elves made their way through the forest.
At last they reached the clearing, and The Orcs were transfixed by the strange
moved into position around its edges, apparition, which charged towards them
casting a loose but deadly net around the unscathed through the hail of arrows. He
edges of the glade. dodged and twisted past their blades, and
whirled along the entire length of the front
Scarcely a leaf stirred as they took up their rank leaving a trail of cut throats and
positions, and scarcely a shadow moved to lopped arms in his wake before leaping over
betray their presence. the three ranks of Orcs with another
flamboyant somersault, which landed him
In the clearing, the Orcs went about their atop the woodpile with the Orc leader's
business unaware. Crews were busily severed head in one hand.
cutting down the smaller trees, and fires
had been set about the bases of the larger As the Wardancer brandished the head, the
ones. Animals of various types hung over rest of the Elves broke cover Skarloc with
the several smaller fires most showed signs his bow on his back, brandishing his great
of having died slowly and painfully, and a runesword, Araflane with his horn
piteous squealing betrayed that at least one bellowing over the confusion, Kaia
was still alive. Stormwitch with the group's standard held
Skarloc's eyes grew hard beneath his hood, high and lightning crackling from the
and he raised one hand. Araflane Warskald bluesilver blade of her athame, and Elves all
lifted his great bronze horn to his lips, and around charging into the clearing with
its harsh bellowing note echoed around the swords drawn.
clearing. The sound took the Orcs by
surprise, and they froze for an instant and in The death of their leader, coupled with the
that instant, half their number died as the surprise of the attack, broke the Orcs'
first volley of arrows slammed across the morale, and they ran blindly hither and
clearing. One Orc, larger than the rest and yon, looking for some escape from the
scarred by time and many battles, began clearing but finding only redbladed death.
bellowing orders. Two arrows burried their The battle was a short one.
heads in its hide before it picked up a
24
PRINCE ULTHER’S IMPERIAL DWARFS –
THE DRAGON COMPANY
As he lay dying in Karaz-a-Karak, King Ulfar to exterminate the greenskin and Chaos Dwarf races,
Stonehammer of Karak Ungor sent for his son, Prince Prince Ulther was not one to be trifled with. This
Ulther, who was leading a punitive expedition in the onerous duty was unlikely to put Prince Ulther in a
mountains north of Karak Kadrin. Knowing that it was good humour for the foreseeable future. No matter, a
not the will of the Ancestors that he should live to see clan obligation was never considered lightly.
Karak Ungor freed from its 4,000-year occupation by
the hated Ores and Goblins, King Ulfar charged his son Though based in Karaz-a-Karak since the fall of their
with the task of liberating their hold and slaughtering Dwarfhold over four millennia ago, members of the
its occupiers to the last Snotling. King Ulfar laid one Stonehammer clan have spent decades battling the
further demand on Prince Ulther: to slay any Chaos enemies of their race. Eager to prove his mettle, Prince
Dwarf who should cross his path. Ulfar viewed these Ulther, like other young Warlords of his generation,
abominations, and the Tainted Dwarfs from the has begun employing tactics that leave the clan Elders
northern World's Edge Mountains, as a stain upon the of the Warrior craftguilds shaking their beards in
honour of the Dwarf race. disgust.

Taking a dragon-headed post from his father's deathbed Prince Ulther has scouts lead his warriors over the
as his standard, Prince Ulther accepted the obligations mountains to ambush and annihilate their enemies,
bestowed upon him. He refused to accept the title of conduct raids on villages, and terrorise their populace.
King until he could be crowned like his ancestors in the Prince Ulther and his Dragon Company press the attack
Great Hall of Karak Ungor. King Ulfar passed on to when they have the advantage. They will also use the
join his Ancestors, secure in the knowledge that his son terrain to withdraw from larger forces after inflicting as
would carry on the task of liberation. many casualties they can while minimizing their own
losses. The Dwarf warlord has no intention of battling
By Dwarf standards, Prince Ulther is young and superior forces in a pitch battle, preferring to choose
impetious. He and his elite Dragon Company conduct a the ground and circumstance where his chances of
rather unorthodox campaign, hunting greenskins and success are favourable.
Chaos Dwarfs through the mountains using guerrilla
tactics instead of the formal battlefield operations of When the occasion arises and it suits his purposes,
most Dwarf forces. Attacking by surprise whenever Prince Ulther will join forces with other Dwarf
they can, the Dragon Company's pistols and crossbows warbands and armies to battle their enemy. There are
administer a devastating first attack, sowing panic and even circumstances where Ulther will ally his band
confusion in the enemy ranks. The Dragon Company with the Imperial army.
then closes to finish the job with their axes.
Most encounters with Prince Ulther and his Dragon
Company will occur in the mountainous regions north
of Karak Kadrin, or the nearby Imperial and Kislevite
foothills Individuals wishing to aid Prince Ulther in his
quest are more than welcome, especially if they are
Dwarfs. Such individuals should be warned that Prince
Ulther doesn't suffer slackers or braggarts, and risks his
own life as much as those of his followers. Those who
fail to pull their weight are usually abandoned in the
mountains without provisions.

King Ulther son of Ulfar of Karak-Ungor settled


quickly into the responsibilities of command, despite
the doubts expressed openly by some of his father’s
retainers. The Dragon Company’s most notable exploit
was the raising of the siege of Karak-Gromni, when
half the attacking Goblins turned to flight on hearing
the Company’s battle-cry. Historians are divided over
whether this was due to the Dragon Company’s
fearsome reputation, or whether they thought a real
dragon was coming.

Charged by his late father, King Ulfar Stonehammer of


the long-fallen Karak Ungor, with carrying out his oath
25
THE REGIMENT TROOP TYPE: Infantry.

CAPTAIN: Ulther Stonehammer. SPECIAL RULES:


Ancestral Grudge: Dwarfs hold grudges for a long
BATTLE-CRY: A dragon! A dragon! time, possibly forever. They have never forgiven the
fall of the strongholds at the hands of the Orcish
APPEARANCE: Troopers have a dragon design on enemy. The Dragon Company Hate all types of
greenskins as well as Chaos Dwarfs.
their belt-buckles, picked out in gold. Surcoats are red.
The shield design is a stylised dragon in green and
Resolute: Dwarfs fight with a grim determination and
gold, on a red background.
are reluctant to abandon their position. Dwarfs flee and
pursue 2D6-1‖ instead of the normal 2D6‖.
POINTS: King Ulther son of Ulfar of Karak-Ungor
plus nine Dwarf Warriors, including Borri Forkbeard, a Relentless: A Dwarf on the march is an implacable as
Standard Bearer and a Musician, cost a total of 235 the turning of the years, and just as impossible to halt.
points. This is the minimum size of unit you can hire. Dwarf units may march even if the enemy is close
The regiment may be enlarged by adding extra Dwarf enough to inhibit march moves.
Warriors at a cost of 14 points each.
Gromril Armour
M WS BS S T W I A Ld
Armour made from the metal known as gromril is the
Ulther 3 6 4 4 5 2 4 3 9
toughest and sturdiest in the known world. Known
Borri Forkbeard 3 5 4 4 4 1 2 2 9
variously as meteoric iron, silverstone and
Dwarf Warrior 3 4 4 3 4 1 2 1 9
hammernought armour, gromril armour is limited to
wealthy Dwarfs and the elite Ironbreakers.
UNIT SIZE: 10+
Gromril armour gives a 4+ Armour Save.
EQUIPMENT: Hand weapon, brace of pistols,
heavy armour and shield. Ulther and Borri carry abrace
of pistols, great weapons and wear Gromril armour.

King Ulfar Stonehammer of Karak-Ungor lay dying. "Not the hammer?" interrupted the Prince, a little
Relatives and retainers were gathered round his bed with peevishly.
its four dragon-topped posts, chewing their beards in grief.
"Watch it or you won’t get the axe."
"Where is my son?" croaked the king, "Let him come to
me." A servant slipped out of the royal bedchamber and "Sorry."
hurried to the Prince’s apartments. After a few minutes,
Prince Ulther son of Ulfar entered the chamber, whistling "That’s better. And along with the axe, I leave you a duty.
cheerfully. Years ago, I swore that I would never rest until the blight
of Chaos was cut out from our race, and the Chaos Dwarfs
"Hello, father," he said, "Still here, then?" were no more. I pass that oath on to you. I also pass on to
you my oath to exterminate the Goblins and their foul
"Well, that’s nice," gasped the king, "What about a bit of kin. You shall form a warband from the very cream of our
grief?" race, and take it out to destroy these two enemies. You
shall not rest until you have completed your task, nor shall
The Prince scratched his beard. "Of course I’ll miss you you return to Karak-Ungor, which will be ruled in your
and all that," he said, "But then, I am going to be king when absence by my Chancellor, Gorm the Wise..."
you’ve hung up your hammer. Will mixed feelings do?"
The king was interrupted at this point by a collective sigh
The king raised his dimming eyes to the ceiling. "Come from his retainers, some of whom openly started shaking
closer," he wheezed, "There are some things I must tell you hands. They were quelled by a stern glance fom the king,
before I die." who carried on with his death-speech as the scribe wrote
furiously. "You shall be called the Dragon Company." he
The Prince approached the four-poster hopefully, as did continued, "Take for your standard a dragon-carved post
the court scribe, quill in hand. "My son," croaked the king, from your father’s deathbed..."
"I leave you the rulership of Karak-Ungor" - there was an
uncomfortable shuffling among the king’s retainers at this CRRRAACK!!!
point - "And I leave you my war-axe, with the dragon-
etched blade..." "Not now!" spluttered the king, from beneath the fallen
canopy of his bed, "Oh, what’s the use?" And with that, he
died.

26
FOR HIRE
Dark Dogs High Ogre Orcs & The Tomb Vampire Warriors Wood
Bretonnia of Dwarfs Lizardmen Skaven
Elves Elves Kingdoms Goblins Empire Kings Counts of Chaos Elves
War
The Knights of
Origo Rare Special Special Special Special Special Special
Harboth and
the Black
Mountain Special Special Rare Special Core Special Rare Special Special Special
Boys
Mad Mullah
Aklan'd's
Death Special Core Special Special Special Special Special Special Special Special Special Special
Commandos
The Bowmen
of Wood Elf Rare Special Rare Special Special Rare Special Rare Core
Prince Oreon
Elwing's Elven
Guard Rare Special Rare Core Special Rare Special Rare Special
Cavalry
Karnac's
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Raiders
Battle
Chariots of
Bogdan the Rare Special Rare Rare Special Rare Rare Rare Rare Rare
Goblin
Warlord
Flying
Gargoyles of
Barda Rare Rare Rare Rare Rare Rare Rare Rare
Notlob's
Orcish Bolt-
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Engines
The Mighty
Throg and his
Hobgoblin
Despoilers of Special Special Rare Special Special Special Special Special Special Special
the Dark
Lands
Disciples of
the Red Special Special Special Special Special Rare Rare Core
Redemption
Avenging
Knights of the
Cleansing Rare Special Special Special Rare Rare Special Special
Flame
Eeza Ugezod's
Mother Rare Special Rare Rare Special Rare Rare Rare Rare Rare
Crushers
The
Nightmare
Legion - Special Special Special Special Special Special Special Special Special Special Special Special
Mordini's
Doomed
Legion
Skarloc's
Wood Elf Rare Special Rare Rare Rare Rare Rare Rare Core
Archers
Prince
Ulther’s
Imperial Rare Special Special Rare Special Special Special Rare Rare
Dwarfs - The
Dragon
Company

27

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