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The First War Against Chaos:

Desperate Times
By Andrew Green

Contents Page Timeline General Rules Army Lists and Units Elves Nagaraythe Caledor Avelorn Elven Units Aenarion Eorlan Anar Morathi Malekith Elthyrior Telriarnir Raven Heralds Knights of Anlec Pg 4 Pg 5 Snorri Whitebeard Pg 22 Lizardmen Lizardmen Units Nakai
Arcane Engine of the Old Ones

Pg 6 Pg 6 Pg 6 Pg 7 Pg 7 Pg 8 Pg 8 Pg 9 Pg 9 Pg 10 Pg 10 Pg 11 Pg 11 Pg 12 Royal Guard of Anlec Pg 12 Caledor Pg 13 Hunters of Chrace Pg 13 Dragon Prince Pg 14 Oakheart Pg 14 Mistress Pg 15 Maiden Guard Pg 15 Wolf Pack Pg 16 Handmaidens Pg 16

Pg 23 Pg 23 Pg 23 Pg 24 Pg 25 Pg 25 Pg 25 Pg 26 Pg 26 Pg 27 Pg 27 Pg 27 Pg 28

Tribes of Man Tribes of Man Units Chieftain Kinsman Tribesman Slingers Chariot Hunting Dogs Fanatics Chaos

Dwarfs

Pg 17 Warriors of Grimnir Pg 17 Defenders of Karaz-Ankor Pg 18 Dwarven Units Pg 19 Grimnir Pg 19 Doomseekers Pg 20 Brotherhood of Grimnir Pg 20 Hurlers Pg 21 Grudge Pony Pg 21

Pg 29 Tribes of the North Pg 29 Creatures of Chaos Pg 29 Daemons of Chaos Pg 30 Beastmen Pg 30 Chaos Units Pg 31 Ehrenlish Pg 31 Eradorius Pg 32 Marauder Jarl Pg 33 Shaman Pg 34 Marauder Chariot Pg 35 Hunters Pg 35 Shaggoth Stormcaller Pg 36 Troll King Pg 36 Dragon Ogre Bull Pg 36 Nkari Pg 37 Belakor Pg 38 Praan Pg 40 Orcs and Goblins Pg 41
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Savage Orcs Orc and Goblin Units Effigy Undead Unquiet Dead Undead Units Fallen General Undead Druid Skeletal Warriors Skeletal Raiders

Pg 41 Pg 42 Pg 42

Pg 43 Pg 43 Pg 43 Pg 43 Pg 44 Pg 44 Pg 45 Revenant Monstrosities Pg 45 Skeletal Chariot Pg 46 Undead Titan Pg 46 Pg 47

Credits

Timeline
Only uncertain and fragmentary records exist of this time, now many thousands of years in the past. As such any attempt at providing a perfectly accurate chronology are doomed to fail, however what follows is this humble authors attempt at creating a basic outline of the events of the age. -4470 -4470 to -4460 -4460 Beset by grief and rage Aenarion draws the Widowmaker. Chiccota of Zlatlan purges the Southlands. The Slaan manipulate the human tribes of Albion into erecting the Ogham Stones. Grimnir shaves his head to become the first Slayer and leaves Karaz-a Karak to travel north with a group of faithful companions who have sworn to accompany Grimnir until death takes them. Aenarion rescues the seeress Morathi from an army of Daemons. Together they establish their court in the fortress of Anlec to create the Kingdom of Nagaraythe. Disgusted by Nagarythes obsession with war and death Caledor departs Anlec to found a new kingdom in the south, much to Aenarions ire. He concludes that the only way to stop Chaos is to drain the Winds of Magic from the world, to this end he begins to repair and expand Ulthuans ancient network of standing stones. Malekith, child of Aenarion and Morathi, is born. War without End. The Daemonic assault continues unabated and daily battles are fought in Nagarythe. Under the tutelage of his mother and father Malekith quickly becomes a peerless warrior and skilled mage and rises to be appointed Commander of Nagaraythe. Grimnir and his companions travel ever further north, cutting their way through Daemons without number and great hordes of chaotic monsters. They also encounter tribes of men who remain pure and uncorrupted, frantically trying to survive in the face of the great incursion. Despite Aenarions protests Caledor Dragontamer travels to the Isle of the Dead to begin the ritual to create the Vortex. As the Chaos Gods respond in force Aenarion is forced to travel to the Isle of the Dead with his army and protect the mages. A great battle is fought in which Aenarion and his dragon Indraugnir suffer mortal wounds when fighting against four Greater Daemons, nonetheless they live long enough to see the Vortex completed and return the Widowmaker to the Shrine of Khaine. Unknown to the Elves the amount of Daemons assaulting the Isle of the Dead was greatly reduced by the actions of Grimnir and his last companions who fell battling at foot of the Gate to the Realm of Chaos itself.

-4461

-4460

-4458 -4450 to -4420

-4419

First War Against Chaos


General Rules A Time of Heroes The desperate times after the collapse of the Old Ones Polar Gates gave rise to heroes and villains of a calibre never to be seen again. In order to allow these mighty individuals to be fielded the 25% points allowance for both Lords and Heroes are combined during games set in this era. This means for example that in a 2000pt game you would be able to spend 1000pts on either Lords or Heroes or any mix thereof. Such is the aura of these heroes that any named character in this pack may be mounted on a 50x50mm base unless a larger base size is specified in their rules.

Winds of Magic Unhindered by the Vortex the Winds of Magic blew much stronger in this age then they do in the later ages of the world. To represent the increased strength of the Winds of Magic whenever a player rolls for them they roll 2d6 per 3000pts or part thereof. For instance in a 4500pt game the Winds of Magic would be rolled for using 4d6, the dispel dice total is equal to the sum of the highest two dice. The maximum amount of power dice which may be generated is equal to the highest possible roll for winds of magic at that points value. So in a 4500pt game the maximum amount of power dice a player can hold at any one time is 24. So powerful are the Winds of Magic that using them is much more dangerous than normal. To represent this any item or rule which would negate a miscast can never succeed on anything better than a roll of 4+. For example Throne of Vines will only prevent a miscast on a 4+ rather than a 2+ and the Daemonic Gift Dark Magister will only ignore the effects of the first miscast on a roll of 4+.

Army Lists Elves Weapons of the Age: Magical Mounts: The White Sword of Hoeth, Shadow Armour, Mask of the Merlord and the Book of Hoeth may not be used. Elven Nobles may select a Sun Dragon as a mount for 220pts. Elven Mages and Archmages may select a Pegasus as a mount for 50pts. M WS BS S T W I A Ld Type Special Rules 5 7 7 4 3 3 7 4 10 MB Fly

Pegasus Nagaraythe Army Rules (High Elves): Warriors of Nagaraythe:

Speed of Asuryan is replaced by hatred and the ability to re-roll failed psychology checks Nagaraythe lords and heroes can spend 25pts more on Magic Items than specified in Warhammer Armies: High Elves

Anvil of Vaul:

Lords: Aenarion the Destroyer*, Eoloran Anar*, Morathi*, Prince, Archmage Heroes: Malekith*, Elthyrior*, Telriarnir*, Mage, Noble Core: Spearmen, Archers, Silver Helms

Special: Raven Heralds*, Knights of Anlec*, Royal Guard of Anlec*, Shadow Warriors Rare: Repeater Bolt Thrower, Dragon Prince*

Caledor Army Rules (High Elves): Stoic: Master Smiths: Speed of Asuryan is replaced by Immune to Psychology Any model wearing heavy armour has it upgraded to Dragon Armour for free. Additionally Caledor lords and heroes can spend 25pts more on Magic Items than specified in Warhammer Armies: High Elves

Lords: Caledor Dragon Tamer*, Prince, Archmage Heroes: Mage, Noble, Dragon Mage Core: Spearmen, Archers, Silver Helms, Lothern Sea Guard

Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots, Tiranoc Chariots Rare: Avelorn Army Rules (Wood Elves): Forest Dwellers: Every model in the army has the Forest Strider special rule, additionally units still benefit from their rank bonus while in woods. The Ward Save provided by the Tree Spirit special rule is no longer negated by magical attacks. Additionally Spellsingers must choose their spells from either the Lore of Beasts or the Lore of Life. Repeater Bolt Thrower, Great Eagles, Dragon Prince*

Power of Avelorn:

Lords: Treeman Ancient, Oakheart* Heroes: Spellsinger, Mistress of the Maiden Guard* Core: 0-1 Maiden Guard*, Dryads, Wolf Pack*, Handmaidens*

Special: Treekin Rare: Great Eagles, Treemen

Campaign Units Aenarion the Destroyer M 5 6 WS 10 8 1000pts BS 10 0 S 5 8 T 4 6 W 4 8 I 9 2 A 5 7 Ld 10 10

Aenarion Indraugnir Unit Type: Mount: Equipment: Special Rules:

Infantry (Indraugnir is a monster on a 100x150mm base) Indraugnir Sword of Khaine, Dragon Armour of Aenarion, Phoenix Crown Aenarion: Indraugnir: Warriors of Nagaraythe Scaly Skin 2+, Dragon Fire, Fly, Large Target

Models in Unit: 1

Sword of Khaine:

Magic Weapon. All hits wound automatically, no armour saves may be taken, successful ward saves must be re-rolled, multiple wounds (D3), may not be destroyed or negated. Magic Armour. 1+ armour save, 4+ ward save, 2+ ward save against flaming attacks Enchanted Item. Aenarion is unbreakable and any friendly unit within 6 is stubborn S 5 breath weapon, flaming, any unit taking a casualty must take a panic check

Dragon Armour of Aenarion:

Phoenix Crown:

Dragon Fire:

Eorlan Anar M 5 Infantry WS 7

310pts BS 6 S 4 T 3 W 3 I 8 A 4 Ld 10

Eoloran Unit Type: Mount: Equipment: Special Rules:

Models in Unit: 1

May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points Cyarith, Heavy Armour, Banner of Nagaraythe Warriors of Nagaraythe, Aenarions Banner Bearer Cyarith: Banner of Nagaraythe: Magic Weapon. Armour piercing, +1 Strength Magic Standard. This standard gives an additional +1 to the combat resolution score of friendly units in combat within 12, and the unit containing the banner is unbreakable. Eoloran counts as the armys battle standard bearer and follows all the normal rules for a battle standard bearer. In addition he can also be the armys general but only if he has the highest leadership in the army.

Aenarions Banner Bearer:

Morathi Morathi Unit Type: Mount: Magic: Equipment: M 5 Infantry WS 5

350pts BS 4 S 3 T 3 W 3 I 6 A 3 Ld 10

Models in Unit: 1

May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points Morathi is a level 4 wizard with Loremaster (Death or Shadow or Metal or Fire) Hand Weapon Morathi may select a single item from the Arcane and/or Enchanted item lists in either Warhammer Armies High Elves or the main Rulebook Warriors of Nagaraythe, Enchanting Beauty, A Hundred and One Blessings Enchanting Beauty: At the start of each close combat phase every model (friend or foe) in base contact with Morathi must pass a leadership test or be reduced to WS 1 for the duration of that phase.

Special Rules:

A Hundred and One Blessings: Morathi has a 5+ Ward Save and Magic Resistance (2).

Malekith Malekith Unit Type: Mount: Magic: M 5 Infantry WS 7

300pts BS 6 S 4 T 3 W 2 I 7 A 3 Ld 10

Models in Unit: 1

May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points Malekith is a level 2 wizard who may choose spells from either High Magic or the Lore of Fire Avanuir, Heavy Armour, Shield Warriors of Nagaraythe, Captain of Nagarythe Avanuir: Magic Weapon. Re-roll failed wounds, armour piercing, flaming attacks.

Equipment: Special Rules:

Captain of Nagarythe: An army containing Malekith may take Knights of Anlec as a core choice. Elthyrior Elthyrior Elven Steed Unit Type: Mount: Equipment: Special Rules: M 5 9 Cavalry Elven Steed Spear, Longbow, Hand Weapon Warriors of Nagaraythe, Masters of Shadow, Leader of the Raven Heralds, Fast Cavalry Masters of Shadow: If an enemy needs to draw line of sight to Elthyrior for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to Elthyrior or if a misfire was rolled then Elthyrior counts as being out of sight. Elthyrior losses this rule if he joins a unit other than Raven Heralds. An army containing Elthyrior may take Raven Heralds as a core choice. WS 6 3 130pts BS 7 0 S 4 3 T 3 3 W 2 1 I 7 4 A 3 1 Ld 9 5

Models in Unit: 1

Leader of the Raven Heralds:

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Telriarnir Telriarnir Great Eagle Unit Type: Mount: Equipment: Special Rules: M 5 2 WS 6 5

165pts BS 7 0 S 4 4 T 3 4 W 2 3 I 7 4 A 3 2 Ld 9 8

Monstrous Cavalry Great Eagle Spear, Longbow, Hand Weapon

Models in Unit: 1

Telriarnir: Warriors of Nagaraythe, Masters of Shadow, Leader of the Raven Heralds, Fast Cavalry Great Eagle: Fly Masters of Shadow: If an enemy needs to draw line of sight to Telriarnir for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to Telriarnir or if a misfire was rolled then Telriarnir counts as being out of sight. An army containing Telriarnir may take Raven Heralds as a core choice.

Leader of the Raven Heralds:

Raven Heralds M 5 5 9 Cavalry Elven Steed WS 4 4 3

30pts/model BS 4 5 0 S 3 3 3 T 3 3 3 W 1 1 1 I 6 6 4 A 1 2 1 Ld 9 9 5

Raven Herald Crow Master Elven Steed Unit Type: Mount: Equipment: Command:

Models in Unit: 5+

Spear, Longbow, Hand Weapon One Herald may be upgraded to a Crow Master for 14pts One Herald may be upgraded to a musician for 7pts Warriors of Nagaraythe, Masters of Shadow, Fast Cavalry Masters of Shadow: If an enemy needs to draw line of sight to a unit of raven heralds for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to the Raven Herald unit or if a misfire was rolled then the Raven Herald unit counts as being out of sight. 11

Special Rules:

Knights of Anlec M 5 5 9 WS 5 6 3

30pts/model BS 4 4 0 S 4 4 3 T 3 3 3 W 1 1 1 I 6 6 4 A 2 3 1 Ld 9 9 5

Knight Lordling Elven Steed

Unit Type: Mount: Equipment: Command:

Cavalry Barded Elven Steed Lance, Heavy Armour, Shield, Hand Weapon One Knight may be upgraded to a Lordling for 14pts May carry a magic item worth up to 25 pts One Knight may be upgraded to a musician for 14pts One Knight may be upgraded to a standard bearer for 14pts May carry a magic standard worth up to 50pts Warriors of Nagaraythe, Fear

Models in Unit: 5+

Special Rules:

Royal Guard of Anlec M 5 5 Infantry WS 5 5

13pts BS 5 5 S 3 3 T 3 3 W 1 1 I 6 6 A 2 3 Ld 9 9

Royal Guard Castellan Unit Type: Equipment: Command:

Models in Unit: 5+

Halberd, Heavy Armour One Guard may be upgraded to a Castellan for 12pts May carry a magic item worth up to 25 pts One Guard may be upgraded to a musician for 12pts One Guard may be upgraded to a standard bearer for 12pts May carry a magic standard worth up to 50pts Warrior Elite, Immune to Psychology, Stubborn Warrior Elite: The Royal Guard of Anlec may re-roll all failed rolls to hit in close combat.

Special Rules:

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Dragon Prince M 5 6 WS 5 5

250pts BS 5 0 S 4 5 T 3 5 W 2 5 I 6 3 A 2 4 Ld 9 7

Prince Drake

Unit Type: Mount: Equipment:

Infantry Drake (Monster) Lance, Dragon Armour, Shield, Hand Weapon May carry a magic item worth up to 25 pts

Models in Unit: 1

Special Rules:

Dragon Prince: Stoic Drake: Scaly Skin 4+, Dragon Fire, Fly, Large Target Dragon Fire: S 3 breath weapon, flaming, any unit taking a casualty must take a panic check 1000pts WS 7 BS 7 S 4 T 3 W 3 I 7 A 4 Ld 10

Caledor Dragon Tamer Caledor M 5

Unit Type: Mount: Magic: Equipment: Special Rules:

Infantry Star Dragon Caledor is a Level 5 wizard with Loremaster: Fire and High Magic Staff of Caledor, Talisman of Preservation, Dragonbane Helm

Models in Unit: 1

Stubborn, Dragon Master, Magic Resistance 3, Mastery of Magic, Stoic Staff of Caledor: Magic Weapon. +1 Strength, re-rolls failed rolls to wound against Daemons. Additionally the staff provides Caledor with an extra power and dispel dice each turn. Dragon Master: No Dragon may attack Caledor, if a Dragon is only in combat with Caledor it may not attack, this does not prevent the Dragon from attacking Caledors mount. Additionally all friendly Dragons automatically pass monster reaction tests while Caledor still lives. Caledor may re-roll a single power dice every time he casts a spell, this can be used to prevent or cause a spell to be cast on irresistible force. 13

Mastery of Magic:

Hunters of Chrace M 5 5 WS 5 5

17pts/model BS 4 4 S 4 4 T 3 3 W 1 1 I 5 5 A 1 2 Ld 8 8

Hunter Hunt Master

Unit Type: Equipment: Command:

Infantry Great Weapon, Throwing Axe, Heavy Armour, Lion Cloak One Hunter may be upgraded to a Hunt Master for 12pts May carry a magic item worth up to 25 pts One Hunter may be upgraded to a musician for 12pts Stubborn, Stoic, Skirmish, Forest Strider

Models in Unit: 5-20

Special Rules:

Oakheart M 5 WS 6

450pts BS 0 S 6 T 6 W 6 I 1 A 5 Ld 8

Oakheart

Unit Type: Special Rules:

Monster

Models in Unit: 1

Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack, Magic Resistance 2, Forest Dwellers, Power of Avelorn Tough Hide: Oakheart has a scaly skin save of 3+, whenever Oakheart is wounded, he treats the armour save modifier of the attack as one less then it would normally be ( ie; a Strength 5 attack would only confer a -1 save modifier).

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Mistress of the Maiden Guard 85pts M 5 Infantry WS 6 BS 6 S 4 T 3 W 2 I 8 A 3 Ld 9

Mistress Unit Type: Equipment:

Models in Unit: 1

Heavy Armour, Hand Weapon, Longbow May carry a shield for 2pts May carry magic items worth up to 50 pts chosen from Warhammer Armies: High Elves or the Warhammer Rulebook One Mistress may be upgraded to the Battle Standard Bearer for 25pts May carry a magic standard of any value chosen from Warhammer Armies: High Elves or the Warhammer Rulebook, but may not take further magic items Stoic, Forest Dwellers 250pts + 15pts/additional model M 5 5 Infantry Spear, Longbow, Heavy Armour The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer with the Banner of Avelorn Fight in an Additional Rank, Stoic, Forest Dwellers The Banner of Avelorn: Magic Standard. Any enemy wishing to charge the Handmaidens must first pass a Leadership test. If the test is failed the chargers stand in their place, transfixed by the magic. The Handmaidens must declare their charge reaction before the test is made. Note that the banner has no effect on troops that are immune to psychology. Enchanted Item. Once per battle, at the beginning of any High Elf Shooting phase or of any Close Combat phase (own or enemys), the Avelorn player may declare that the Musician will blow the Horn of Isha. This will allow the Handmaidens to either fight with 2 Attacks (in the Close Combat phase) or shoot twice (in the Shooting phase). 15 WS 5 5 BS 5 5 S 3 3 T 3 3 W 1 1 I 6 6 A 1 2 Ld 8 8

Special Rules: Maiden Guard

Handmaiden Champion Unit Type: Equipment: Command:

Models in Unit: 10+

Special Rules:

Horn of Isha:

Wolf Pack M 9 9 WS 4 4

6pts per model BS 0 0 S 4 4 T 3 3 W 1 1 I 6 6 A 1 2 Ld 5 5

Wolf Alpha Wolf

Unit Type: Command: Special Rules:

Warbeasts One Wolf may be upgraded to an Alpha Wolf for 6pts Forest Dwellers

Models in Unit: 5+

Handmaidens M 5 5

5pts/model WS 4 4 BS 4 4 S 3 3 T 3 3 W 1 1 I 5 5 A 1 1 Ld 8 8

Handmaiden Attendant Equipment:

Spear, Handweapon The unit may replace spears with bows for no additional cost If the unit has bows it may skirmish for +2pts/model One Handmaiden may be upgraded to an Attendant for 6pts One Handmaiden may be upgraded to a musician for 6pts One Handmaiden may be upgraded to a standard bearer for 6pts Forest Dwellers

Command:

Special Rules:

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Dwarfs May not take the Master Rune of Alric the Mad Warriors of Grimnir Army Rules (Dwarfs): Look Snorri Trolls: Every unit and character in the army moves directly forward 2d6 prior to the game, this move takes place immediately after deployment but before vanguard moves

First Amongst Slayers: One slayer character must be nominated General, this must be Grimnir if he is in the army A Glorious Death: Keep a note of slayers killed in combat by an enemy with an unmodified strength or toughness of 5 or more. Each slayer which died in this way gives the Warriors of Grimnir player 5 victory points. Daemonslayers may choose two of the following skills while a Dragon Slayer may choose one: Deathblow: If the slayer is killed in close combat he immediately makes all of his attacks, even if he has already attacked that round. 20pts The slayer has the killing blow ability. 25pts

Slayer Skills:

Killing Blow: Beastslayer:

Each wound the slayer causes counts as two for combat resolution. 25pts Against enemies of toughness 5 or more each wound the slayer gains multiple wounds (d6) 45pts

Titanslayer:

Lords: Grimnir*, Daemonslayers Heroes: Dragon Slayers Core: Slayers, Doomseekers*

Special: Brotherhood of Grimnir*, Hurlers* Rare: Grudge Pony*

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Defenders of Karaz-Ankor Army Rules (Dwarfs): Veteran Warriors: There is no limit on the amount of Warrior units which may be upgraded to Longbeards. No pistols or handguns may be taken. Dwarf Lords may choose to ride a Throne of Power for 65 pts. A Lord on a Throne of Power may not join a unit and should be modelled on a 50mm x 100mm base. The Throne of Power is carried by four Dwarf Veterans which gives the Lord an additional 4 WS5, S5, I2 attacks which do not benefit from any Weapon Runes the Lord may carry. The Throne also provides the Lord with Magic Resistance (2) and plus one armour save for being mounted. Dwarf lords and heroes can spend 25pts more on Runes than specified in Warhammer Armies: Dwarfs

Pre-Blackpowder: Throne of Power:

Rune Forging:

Lords: Snorri Youngbeard*, Dwarf Lord, Runelord Heroes: Thane, Runesmith, Master Engineer Core: Warriors, Quarrellers

Special: Miners (may not take blasting charges or a steam drill), Bolt Thrower, Hammerers Rare: Grudge Thrower, Grudge Pony*

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Campaign Units Grimnir M 3 Infantry Rune Axe of Grimnir, Throwing Axes Loner, Unbreakable, Ancestor God, Regenerate (3+), Unstoppable, Hates Greenskins Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves. Grimnir is immune to the effects of killing blow and heroic killing blow, note this means his regenerate save is only bypassed by flaming attacks. Additionally no spell may be cast at Grimnir and if a magical vortex contacts him it ends immediately and has no effect on Grimnir. He also generates 2 dispel dice. Grimnir and any unit he joins have the swiftstride rule WS 10 750pts BS 5 S 6 T 6 W 5 I 6 A 6 Ld 10

Grimnir Unit Type: Equipment: Special Rules:

Models in Unit: 1

Ancestor God:

Unstoppable:

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Doomseeker M 3

50pts WS 5 BS 1 S 5 T 4 W 2 I 2 A special Ld 10

Doomseeker

Unit Type: Equipment: Special Rules:

Infantry Whirling Blades of Death

Models in Unit: 1

Slayer, Single Model, Hate Greenskins, Magic Resistance (1), Whirlwind of Death, Unbreakable Single Model: Whirlwind of Death: A Doomseeker may never join a unit. Doomseekers do not attack normally in close combat. Instead before any attacks are made (including impact hits and models with Always Strike First) any enemy model in base contact with the Doomseeker takes an automatic hit. Any enemy model in base contact with an enemy model touching the Doomseeker takes a hit on a roll of 4+. Once this has been resolved work out the rest of the combat as normal. Models attacking the Doomseeker suffer a -1 penalty to hit.

Brotherhood of Grimnir M 3 3 WS 4 5

14pts/model BS 3 3 S 4 4 T 4 4 W 1 1 I 3 3 A 1 2 Ld 10 10

Brother Giant Slayer

Unit Type: Equipment: Command:

Infantry Slayer Axes

Models in Unit: 5+

Any number of Brothers may be upgraded to Giant Slayers for 13pts/model One Brother may be upgraded to a musician for 12pts One Brother may be upgraded to a standard bearer for 12pts May carry a runic standard worth up to 50pts Slayer, Unbreakable, Slayer Axes, Magic Resistance (2)

Special Rules:

20

Hurlers M 3 3 WS 4 5

16pts/model BS 3 3 S 3 4 T 4 4 W 1 1 I 2 3 A 1 2 Ld 10 10

Hurler Giant Slayer

Unit Type: Equipment: Command: Special Rules:

Infantry Slayer Axes, Throwing Axes

Models in Unit: 5+

Any number of Brothers may be upgraded to Giant Slayers for 13pts/model Slayer, Unbreakable, Slayer Axes, Skirmishers

Grudge Pony M 6 WS 4

100pts BS 3 S 3 T 5 W 4 I 2 A 2 Ld 10

Grudge Pony

Unit Type: Equipment: Special Rules:

Monster Hand Weapon Unbreakable, A Pony not a Monster, Refreshing Brew A Pony not a Monster:

Models in Unit: 1

Ponys are generally peaceful animals. As such the Grudge Pony may not make thunderstomp attacks nor may it charge into combat. Any friendly unit within 12 of the Grudge Pony gains Regeneration (6+) and Immune to Psychology

Refreshing Brew:

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Snorri Youngbeard M 3 WS 7

400pts BS 4 S 4 T 5 W 4 I 4 A 4 Ld 10

Snorri

Unit Type: Equipment: Special Rules:

Infantry

Models in Unit: 1

Rune Axe of Grimnir, Armour of Glimril Scales, Dragon Crown of Karaz Royal Blood Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves. Magic Armour. The Armour of Glimril Scales gives the White Dwarf a 1+ armour save, and also a 4+ ward save. Enchanted Item. Bears the Master Rune of Kingship.

Armour of Glimril Scales:

Dragon Crown of Karaz:

22

Lizardmen Army Rules (Lizardmen): Ancient Times: No special characters other than Mazdamundi and Kroq-Gar may be selected from the Lizardmen Army Book. The Dagger of Sotek and Skavenpelt Banner may not be taken.

First Generation Slann: Slaan can be upgraded to First Generation Spawnings for 100pts. Slaan of the First Generation gain an additional Discipline of the Ancients for free and must purchase between one and four additional Disciplines as normal. First Generation Slaan also gain an increased ward save of 3+ and may cast the same spell multiple times in one magic phase. Failing Science: Lizards of Legend: Arcane Engines of the Old Ones may be taken as rare choices. The Lizardmen army can select the campaign unit Nakai as a hero choice. Additionally Dread Saurians from Monstrous Arcanum may be taken as rare choices.

Campaign Units:

Nakai M 6 WS 6

250pts BS 0 S 5 T 5 W 4 I 2 A 5 Ld 8

Nakai

Unit Type: Equipment: Special Rules:

Monstrous Infantry Great Weapon, Light Armour

Models in Unit: 1

Cold Blooded, Aquatic, Fear, 3+ Scaly Skin, Great Reach, Great White Hope, Wanderer Great White Hope: Nakai must always issue a challenge and may never refuse one. When fighting in a challenge Nakai gains a 4+ ward save and must re-roll any failed to hit rolls. Nakai and any unit he is with are unbreakable, should Nakai die then his unit loses unbreakable and gains Frenzy. Wanderer: Nakai and any unit he is deployed with gain the scout rule. 23

Arcane Engine of the Old Ones 180pts M 6 WS 2 BS 0 S 5 T 6 W 5 I 1 A 3 Ld 5

Arcanodon

Unit Type: Equipment: Special Rules:

Monster Failing Engine of the Old Ones

Models in Unit: 1

Cold Blooded, Terror, 4+ Scaly Skin, Immune to Panic, Large Target, Stubborn, Lumbering Charge Failing Engine of the Old Ones: The Arcanodon bears a Failing Engine of the Old Ones on its back. When you wish to fire the Failing Engine of the Old Ones roll a D6, on a 4+ it functions as a stone thrower with a 360o arc of fire which has the magical attacks and flaming specials rules, on a 3 or less it fails to fire. The Arcanodon may attempt to fire the Engine of the Old Ones on a turn in which it has moved but not one in which it has marched or attempted to charge an enemy. If a 1 is rolled on the misfire chart the entire model is removed. Lumbering Charge: The Arcanodon inflicts D6 impact hits when it charges.

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Tribes of Men Army Rules: Undisciplined: Units with this rule may only claim a maximum of +1 combat resolution due to ranks. They may claim steadfast as normal. If multiple units with this rule lose combat they will only flee if every unit with this rule fails their break test.

Kindred Loyalty:

Lords: Chieftain*, Truthsayer1 Heroes: Kinsman* Core: Tribesmen*, Slingers*

Special: Chariots*, Hunting Dogs* Rare:


1

Fanatics*, Fenbeasts1, Giant1

These units are taken according to the rules and points costs shown on the relevant scrolls of binding in the Storm of Magic Expansion

Campaign Units

Chieftain M 4 WS 6

100pts BS 5 S 4 T 4 W 3 I 5 A 4 Ld 9

Chieftain

Unit Type: Mount: Equipment:

Infantry May ride a Chariot for 70pts

Models in Unit: 1

Hand Weapon May carry an additional hand weapon or great weapon for 6pts If mounted may carry a spear for 6pts May carry a sling for 4pts or a Javelin for 2pts May carry a shield for 4pts May wear light armour for 4pts May carry magic items worth up to 100 pts chosen from the Warhammer Rulebook Kindred Loyalty, Hill Strider 25

Special Rules:

Kinsman M 4 WS 5

65pts BS 5 S 4 T 4 W 2 I 5 A 3 Ld 8

Kinsman

Unit Type: Mount: Equipment:

Infantry May ride a Chariot for 70pts

Models in Unit: 1

Hand Weapon May carry an additional hand weapon or great weapon for 4pts If mounted may carry a spear for 4pts May carry a sling for 4pts or a Javelin for 2pts May carry a shield for 2pts May wear light armour for 2pts May carry magic items worth up to 50 pts chosen from the Warhammer Rulebook One Kinsman may be upgraded to the Battle Standard Bearer for 25pts May carry a magic standard of any value chosen from the Warhammer Rulebook, but may not take further magic items Kindred Loyalty, Hill Strider

Special Rules:

Tribesmen M 4 4 Infantry WS 4 4

5pts per model BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 7

Tribesman Noble Unit Type: Equipment:

Models in Unit: 10+

Hand Weapon, Shield May replace hand weapons with spears for free May take Javelins for 1pt per model One Tribesman may be upgraded to a Noble for 10pts/model One Tribesman may be upgraded to a musician for 5pts One Tribesman may be upgraded to a standard bearer for 10pts Undisciplined, Kindred Loyalty, Hill Strider

Command:

Special Rules:

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Slinger M 4 4 Infantry WS 3 3

8pts per model BS 4 5 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 7

Slinger Hunter Unit Type: Equipment: Command:

Models in Unit: 5+

Hand Weapon, Sling One Slinger may be upgraded to a Hunter for 10pts/model One Slinger may be upgraded to a musician for 5pts One Slinger may be upgraded to a standard bearer for 10pts Skirmish, Kindred Loyalty, Hill Strider 70pts M 8 Chariot WS 4 4 3 BS 3 3 3 S 4 3 3 3 T 4 W 4 I 4 4 3 A 1 2 1 Ld 7 7 -

Special Rules: Chariot

Chariot Driver Champion Warhorse Unit Type:

Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character if taken as a mount. Armour Save: Equipment: 4+ Driver has hand weapon Champion has an additional hand weapon and sling Kindred Loyalty 4pts per model M 9 9 WS 3 3 BS 0 0 S 3 4 T 3 3 W 1 1 I 5 5 A 1 2 Ld 5 5

Special Rules: Hunting Dogs

Hunting Dog Alpha Male

Unit Type: Command: Special Rules:

Warbeasts One Dog may be upgraded to an Alpha Male for 6pts Forest Strider, Hill Strider

Models in Unit: 5+

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Fanatics M 5 5 WS 3 4

10pts per model BS 0 0 S 4 3 T 3 3 W 1 2 I 4 4 A 1 2 Ld 10 10

Fanatic Druid

Unit Type: Equipment:

Infantry Hand Weapon May take shields for 1pt/model One Fanatic may be upgraded to a Druid for 20pts

Models in Unit: 5+

Command: Special Rules:

Undisciplined, Unbreakable, Frenzy, Talismanic Charms, Kindred Loyalty Talismanic Charms: While the unit contains a Druid it has a 6+ Ward Save and Magic Resistance (1)

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Chaos The Great Host of Chaos Army Rules (Tamurkhan pp. 142-145.): Forces of the Chaos Host: The following army lists can be used as part of a Chaos Host, and a Chaos Host must take units from at least two of these army lists as part of its composition and may choose units from all four: Tribes of the North Creatures of Chaos Daemons of Chaos Beastmen Paragons are selected from the following lists rather than those in Tamurkhan. Paragon of Slaughter: Tribes of the North: Chaos Lord (Mark of Khorne only) and Daemon Prince (Mark of Khorne only) Creatures of Chaos: None Daemons of Chaos: Daemon Prince (dedicated to Khorne only), Bloodthirster of Khorne and Exalted Bloodthirster of Khorne Beastmen: None Paragon of Change: Tribes of the North: Chaos Lord (Mark of Tzeentch only), Sorcerer Lord (Mark of Tzeentch only) and Daemon Prince (Mark of Tzeentch only) Creatures of Chaos: Galrauch Daemons of Chaos: Daemon Prince (dedicated to Tzeentch only), Lord of Change and Exalted Lord of Change Beastmen: None Paragon of Excess: Tribes of the North: Chaos Lord (Mark of Slaanesh only), Sorcerer Lord (Mark of Slaanesh only), Daemon Prince (Mark of Slaanesh only), Ehrenlish and Eradorius Creatures of Chaos: None Daemons of Chaos: Daemon Prince (dedicated to Slaanesh only), Keeper of Secrets, Exalted Keeper of Secrets and Nkari Beastmen: Praan

Paragons of the Host:

Paragon of Decay: 29

Tribes of the North: Chaos Lord (Mark of Nurgle only), Sorcerer Lord (Mark of Nurgle only) and Daemon Prince (Mark of Nurgle only) Creatures of Chaos: None Daemons of Chaos: Daemon Prince (undedicated), Great Unclean One and Exalted Great Unclean One Beastmen: None Paragon of Ruin: Tribes of the North: Chaos Lord (Unmarked), Sorcerer Lord (Unmarked), Daemon Prince (Unmarked), Morkar Creatures of Chaos: Shaggoth Stormcaller, Kholek Suneater Daemons of Chaos: Daemon Prince (undedicated), Belakor Beastmen: Beastlord, Doombull and Great BrayShaman

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Tribes of the North Army rules (Warriors of Chaos + Daemons of Chaos): Daemonic Allies: Tribes of the North armies may take Heralds as Hero choices, these may never be the armys general. Additionally selecting a Herald allows you to choose the corresponding unit of lesser daemons as a core choice. Heralds may only join daemonic units and daemon units may only be joined by Heralds.

Lords: Chaos Lord, Chaos Sorcerer Lord, Daemon Prince, Ehrenlish*, Eradorius* Heroes: Marauder Jarl*, Shaman*, Herald of Khorne1, Herald of Slaanesh2, Herald of Nurgle3, Herald of Tzeentch4 Core: Marauders, Marauder Horse, Warhounds, Bloodletters1, Daemonettes2, Plaugebearers3, Horrors4

Special: Marauder Chariots*, Hunters*, Warriors of Chaos, Knights of Chaos, Skin Wolves^ Rare:
^

Spawn of Chaos, Chosen, Chaos War Mammoth, War Shrine, Bloodcrushers of Khorne

This unit is taken according to the rules and points costs shown on the relevant scroll of binding in Monstrous Arcanum

Creatures of Chaos Army rules (Warriors of Chaos): Force of Will: Creatures of Chaos are naturally independent beasts it is only the willpower of the strongest of their kind which holds them together. Therefore in the Blood and Glory mission the Creatures of Chaos army receives one fortitude point for every character in their army (this results in the general being worth three fortitude points).

Lords: Kholek Suneater, Shaggoth Stormcaller*, Galrauch, Fimir Balefied2 Heroes: Troll King*, Dragon Ogre Bull*1 Core: Trolls, Fimir Warriors2

Special: Dragon Ogres, Spawn of Chaos, Bile Trolls Rare:


1 2

Shaggoths, Chimeras2, Manticores2, Giant Spined Chaos Beast2, Chaos Dragon2, Chaos Emperor Dragon2

For every Dragon Ogre Bull in the army one unit of Dragon Ogres may be taken as a core choice These units are taken according to the rules and points costs shown on the relevant scrolls of binding in Monstrous Arcanum or the Storm of Magic Expansion

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Daemons of Chaos Army Special Rules (Daemons of Chaos): Religious animosity: You must have one unit of Bloodletters in order to take any other Khornate units. You must have one unit of Daemonettes in order to take any other Slaaneshi units. You must have one unit of Plaugebearers in order to take any other Nurgle units. You must have one unit of Horrors in order to take any other Tzeentch units.

The Winds Blow Strong: Daemon lords and heroes can spend 25pts more on Daemonic Gifts than specified in Warhammer Armies: Daemons of Chaos Exalted Daemons: The Daemon Army may select Exalted Daemons from the Storm of Magic expansion as lord choices. The Daemon Army may select the campaign units Nkari and Belakor as Lord Choices.

Daemons of Legend:

Beastmen Army rules (Beastmen): Monsters of Chaos: The Beastmen army may take the Dragon Ogres and Dragon Ogre Shaggoths exactly as they appear in Warhammer Armies: Warriors of Chaos. Additionally Giant Spined Chaos Beasts from Storm of Magic can be taken as rare choices Giants may not be taken as they have not yet fallen from grace. The Beastmen army may select the campaign unit Praan as a Lord Choice.

The Sky Titans: Praan:

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Campaign Units:

Ehrenlish M 4 WS 6

500pts BS 3 S 5 T 5 W 3 I 6 A 4 Ld 9

Ehrenlish

Unit Type: Mount:

Infantry May ride a Barded Chaos Steed for 24 points Or a Steed of Slaanesh for 25pts Or a Marauder Chariot for 75pts Or a Manticore for 200pts Or a Chaos Dragon for 360pts Ehrenlish is a level 4 wizard with Loremaster (Lore of Slaanesh) Ensorcelled Weapon, Chaos Armour, Shield, Mark of Slaanesh Eye of the Gods, Will of Chaos, Tzarkan, Regenerate Tzarkan:

Models in Unit: 1

Magic: Equipment: Special Rules:

At the start of any of his turns Ehrenlish may unleash the power of the Daemon Tzarkan. The following apply to Ehrenlish for the rest of the battle: Ehrenlish is subject to Frenzy Ehrenlish gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld If Ehrenlish is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tzarkans murderous rage drives Ehrenlish to attack his allies. Make Ehrenlish normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out. Ehrenlish gains Loremaster (Daemonic Lore of Slaanesh)

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Eradorius M 4 WS 5

500pts BS 3 S 5 T 5 W 3 I 6 A 3 Ld 9

Eradorius

Unit Type: Magic: Equipment: Special Rules:

Infantry Eradorius is a level 4 wizard with Loremaster (Lore of Slaanesh) Wizards Staff, Chaos Armour, Idol of Kolkuth, Mark of Slaanesh Eye of the Gods, Will of Chaos, Tzarkan, Regenerate

Models in Unit: 1

Wizards Staff: Magic Weapon. Halberd. Allows Eradorius to channel on a 5+. Idol of Kolkuth: Enchanted Item. Instead of moving Eradorius may use the power of the Idol to magically transport himself and any unit he is with. If he chooses to use the power of the Idol place Eradorius and his unit anywhere on the board in any facing and formation so long as they are not within an inch of any other units (friend or foe) or within impassable terrain. They may not do anything else in the movement phase nor may they shoot. Tzarkan: At the start of any of his turns Eradorius may unleash the power of the Daemon Tzarkan. The following apply to Eradorius for the rest of the battle: Eradorius is subject to Frenzy Eradorius gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld If Eradorius is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tzarkans murderous rage drives Eradorius to attack his allies. Make Eradorius normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out. Eradorius gains Loremaster (Daemonic Lore of Slaanesh)

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Marauder Jarl M 4 WS 6

75pts BS 5 S 4 T 4 W 2 I 5 A 3 Ld 8

Jarl

Unit Type: Mount:

Infantry May ride a Chaos Steed for 12pts Or a Marauder Chariot for 75pts

Models in Unit: 1

Equipment:

Hand Weapon May carry a flail, additional hand weapon or great weapon for 4pts If mounted may carry a spear for 4pts May carry a short bow for 4pts May carry a shield for 2pts May wear light armour for 2pts May carry magic items worth up to 50 pts chosen from Warhammer Armies: Warriors of Chaos or the Warhammer Rulebook One Jarl may be upgraded to the Battle Standard Bearer for 25pts May carry a magic standard of any value chosen from Warhammer Armies: Warriors of Chaos or the Warhammer Rulebook, but may not take further magic items

Mark of Chaos: May take one of the following Marks Mark of Khorne 15pts Mark of Nurgle 20pts Mark of Tzeench 10pts Mark of Slaanesh 5pts Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)

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Shaman M 4 WS 5

80pts BS 5 S 4 T 4 W 2 I 5 A 2 Ld 8

Shaman

Unit Type: Mount:

Infantry May ride a Chaos Steed for 12pts Or a Marauder Chariot for 75pts

Models in Unit: 1

Magic:

A Shaman is a level 1 Wizard who may choose his spells from the Lores of Death, Fire or if he has a Mark of Chaos must choose the law appropriate to the Mark. The Shaman may be upgraded to a level 2 wizard for 35 pts Hand Weapon May carry a flail, additional hand weapon or great weapon for 4pts If mounted may carry a spear for 4pts May carry a short bow for 4pts

Equipment:

Mark of Chaos: May take one of the following Marks Mark of Nurgle 20pts Mark of Tzeench 20pts Mark of Slaanesh 5pts Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)

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Marauder Chariot M 8 Chariot WS 4 4 3

75pts BS 3 3 3 S 4 3 3 3 T 4 W 4 I 4 4 3 A 1 2 1 Ld 7 7 -

Chariot Driver Champion Warhorse Unit Type:

Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character if taken as a mount. Armour Save: Equipment: 4+ Scythed Wheels Driver has hand weapon Champion has a flail and short bow

Mark of Chaos: May take one of the following Marks, however if chosen as a mount the chariot cannot have a different Mark to its rider Mark of Khorne 30pts Mark of Nurgle 30pts Mark of Tzeench 20pts Mark of Slaanesh 10pts Special Rules: Will of Chaos

Hunters M 4 4 Infantry WS 4 4

10pts per model BS 4 5 S 3 3 T 3 3 W 1 1 I 4 4 A 1 1 Ld 7 7

Hunter Hunt Master Unit Type: Equipment: Command:

Models in Unit: 5+

Spears, Short Bows One Hunter may be upgraded to a Hunt Master for 5pts One Hunter may be upgraded to a musician for 5pts Will of Chaos, Skirmishers, Scouts

Special Rules:

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Shaggoth Storm Caller M 7 Monster WS 7

460pts BS 3 S 7 T 6 W 7 I 1 A 6 Ld 9

Stormcaller Unit Type: Equipment:

Models in Unit: 1

Hand Weapon, Light Armour May carry an Additional Hand Weapon for 15pts May carry a Great Weapon for 30pts May upgrade Light Armour to Heavy Armour for 10pts Large Target, Immune to Psychology, Scaly Skin (4+), Terror, Storm Rage, Ancient Pride, Herald of the Tempest Living Lightning: Lightning dances around the blades of and armour of a Shaggoth Stormcaller, in combat its attacks count as magical.

Special Rules:

Troll King M 6 WS 5

150pts BS 2 S 6 T 5 W 4 I 2 A 5 Ld 8

Troll King Unit Type: Equipment: Special Rules:

Monstrous Infantry Hand Weapon

Models in Unit: 1

The Will of Chaos, Eye of the Gods, Fear, Mutant Regeneration, Copious Vomit Captain of the Monstrous Horde: A Troll King counts as a Battle Standard Bearer to all Troll units within 12.

Dragon Ogre Bull M 7 WS 5

170pts BS 2 S 5 T 5 W 5 I 2 A 5 Ld 9

Bull Unit Type: Equipment:

Monstrous Beast Hand Weapon, Light Armour May carry an Additional Hand Weapon for 10pts May carry a Great Weapon for 15pts May upgrade Light Armour to Heavy Armour for 5pts Scaly Skin (5+), Fear, Storm Rage

Models in Unit: 1

Special Rules:

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Nkari M 10 Monster WS 10

1000pts BS 0 S 7 T 7 W 7 I 10 A 9 Ld 10

Nkari Unit Type: Magic: Equipment: Special Rules:

Models in Unit: 1

Nkari is a Level 4 Wizard with Loremaster Daemon Lore of Slaanesh Torment Blade Large Target, Favoured of Slaanesh, Always Strikes First, Large Target, Terror, Unbreakable, Unstable, Sensual Barrage Torment Blade: Enemy models wounded by the Torment Blade must pass a Leadership Test. Otherwise they cannot attack for the rest of that Close Combat round.

Favoured of Slaanesh: Nkari benefits from a 4+ Ward Save and has magical attacks. Furthermore any Daemonettes or Alluresses within 12 of Nkari gain the Always Strike First special rule. Sensual Barrage: Enemy units within 6 of Nkari suffer -1 WS and I

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Belakor, The Dark Master M 6 WS 9

650pts BS 0 S 5 T 5 W 5 I 9 A 5 Ld 10

Be'lakor

Unit Type: Magic:

Monster Belakor is a Level 4 wizard who knows the following spells Bolt of Dark Light 6+:

Models in Unit: 1

18 range magic missile. Target unit suffers D6 S5 hits. Belakor can instead choose for the spell to inflict 2D6 S5 hits. If he does so the casting value is increased to 12+. 24 range hex. Target unit must immediately take a panic test. Units which are immune to psychology or engaged in combat are immune to this spell. Unlimited range hex. Remains in Play. All models in the target unit suffer -1 to hit in both shooting and combat for the duration of the spell. Direct Damage. Each enemy unit of the battlefield suffers D6 S2 hits with no armour saves allowed. Belakor only has limited control over the nightmarish creatures he has summoned so the casting player must roll a dice for each of their own units (excluding Belakor or the unit he is with). On a 4+ the unit also suffers D6 S2 hits with no armour saves allowed.

Nightmare 6+:

Curse of the Dark Master 8+:

Fog of Death 10+:

Coils of the Serpent 12+:

12 range direct damage. May be cast on a single model (you can even pick a character inside a unit or choose a character or the chariot/monster they are riding). That model must immediately pass a toughness test or be crushed to death with no armour or ward saves allowed.

Equipment: Special Rules:

Hand Weapon Fly, Daemonic, Large Target, Terror 40

Whisphers in the Darkness:

All enemies suffer -1 leadership on all attempts to rally. Enemy units within 6 of Belakor are at -1 Ld.

Night Wards:

Any spells cast at Belakor will miscast on the roll of any double.

Shadow Shroud:

All enemy shooting aimed at Belakor or any unit in his army is at -1 to hit.

Insurmountable Rage:

At the start of every turn Belakor must pass a leadership test or attempt to charge an enemy unit if there is one within his front arc and maximum charge distance. If there are no valid enemies for him to charge then he must move towards the closest enemy model, stopping 1 away if his movement would carry him further. Belakor may re-roll all failed rolls to hit in combat but must always choose to pursue a fleeing enemy he breaks in combat.

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Praan M 5 WS 7

500pts BS 3 S 5 T 5 W 3 I 6 A 5 Ld 9

Praan

Unit Type: Mount:

Infantry May ride a Tuskgor Chariot for 85pts Or a Razorgor Chariot for 145pts Praan is a level 4 wizard with Loremaster (Lore of Beasts) Hand Weapon, Octagon of Praan Primal Fury, Tzarkan, Regenerate, Immune to Psychology Octagon of Praan:

Models in Unit: 1

Magic: Equipment: Special Rules:

Talisman. Any spell successfully cast on Praan or the unit he is with is immediately dispelled on a roll of 3+, if a magical vortex contacts his unit on a roll of 3+ it ends immediately and has no effect on Praan or his unit. At the start of any of his turns Praan may unleash the power of the Daemon Tzarkan. The following apply to Praan for the rest of the battle: Praan is subject to Frenzy Praan gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld If Praan is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tzarkans murderous rage drives Praan to attack his allies. Make Praan normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out. Praan gains Loremaster (Daemonic Lore of Slaanesh)

Tzarkan:

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Orcs and Goblins Savage Orcs Army rules (Orcs and Goblins): Constant Waaagh: There is no limit to the number of units which may be upgraded to Biguns in a Savage Orc army

Lords: Savage Orc Warboss, Savage Great Shaman, Goblin Great Shaman (must ride an Arachnarok Spider), Goblin Warboss (must ride on either a Gigantic Spider or a Giant Spider) Heroes: Savage Orc Shamans, Savage Orc Big Boss, Goblin Big Boss (must ride on either a Gigantic Spider or a Giant Spider) Core: Savage Orcs, Spider Riders

Special: Savage Orc Boar Boys, Trolls Rare:


1

Arachnarock Spiders, River Trolls, Effigy*, Wyverns1, Rogue Idol of Gork (or possibly Mork)2

This unit is taken according to the rules and points costs shown on the relevant scroll of binding in the Storm of magic expansion
2

This unit is taken according to the rules and points costs shown on the relevant scroll of binding in the Monstrous Arcanum

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Campaign Units: Effigy Unit Type: Scenery Special Rules: 50pts Models in Unit: 1

Immoveable, Gorks Blessing, Stop Messin Around, Gork likes a fight Immoveable: The Effigy is a piece of impassable terrain which should be modelled on a base no larger than 50x50mm. It is placed in the Orc players deployment zone before the beginning of deployment. Roll one dice for every Savage Orc unit with a standard in the army. 1-2: That units standard carries the level four bound spell: The Hand of Gork 3-4: That units standard carries the level four bound spell: Bash em Ladz 5-6: That units standard carries the level four bound spell: Ere we Go Stop Messin Around: Any Orc unit within 24 of the Effigy which fails an animosity test can ignore the result if it can successfully declare a charge on an enemy unit and does so. For Every Savage Orc Big Boss or Warboss within 24 of the Effigy the Orc player may add one dice to their dispel pool.

Gorks Blessing:

Gork likes a fight:

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Undead Unquiet Dead Army rules (Vampire Counts): Sustained by the winds: As they are animated by the winds of magic rather than a powerful sorcerer The General segment of the Undead Special Rule is ignored. Lords: Fallen General* Heroes: Wight King (May ride a Zombie Dragon), Undead Druid*, Banshee, Wraith Core: Grave Guard, Skeletal Warriors*, Skeletal Raiders*, Dire Wolves

Special: Black Knights, Spirit Host, Revenant Monstrosities* Rare: Skeletal Chariot*, Undead Titan*

Campaign Units: Fallen General M 4 WS 5 125pts BS 0 S 4 T 5 W 4 I 5 A 4 Ld 9

Fallen General

Unit Type: Mount:

Infantry

Models in Unit: 1

May ride a Skeletal Steed for 15pts which may have barding for 5pts Or a Skeletal Chariot for 100pts Or an Abyssal Terror for 135pts Or a Zombie Dragon for 275pts Hand Weapon, Heavy Armour, Shield May carry a Great Weapon for 12pts May exchange Shield for an Additional Hand Weapon 10pts If mounted may carry a Lance for 15pts May carry magic items worth up to 100 points chosen from Warhammer Armies: Vampire Counts or the Warhammer Rulebook Undead, Killing Blow

Equipment:

Special Rules:

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Undead Druid M 4 Infantry WS 3

55pts BS 3 S 3 T 3 W 2 I 3 A 1 Ld 7

Undead Druid Unit Type: Magic:

Models in Unit: 1

An Undead Druid is a level 1 Wizard who may choose his spells from the Lores of Death or Shadow. The Shaman may be upgraded to a level 2 wizard for 35 pts May ride a Skeletal Steed for 12pts which may have barding for 2pts Hand Weapon May carry Magic Items worth up to 50pts chosen from Warhammer Armies: Vampire Counts or the Warhammer Rulebook Undead, Invigorating Presence Invigorating Presence: Druids act as a focal point for the winds of magic, as such those undead in their immediate vicinity are filled with an unholy vigour. Any undead unit within 12 of an Undead Druid may march.

Mount: Equipment:

Special Rules:

Skeletal Warriors M 4 4 Infantry WS 2 2

4pts per model BS 2 2 S 3 3 T 3 3 W 1 1 I 2 2 A 1 2 Ld 3 3

Warriors Champion Unit Type: Equipment:

Models in Unit: 10+

Hand Weapon, Light Armour May replace Hand Weapons with Spears for free May take Flails, Great Weapons or Additional Hand Weapons for 1pt/per model May take Shields for 1pt/per model May take Bows for 0.5pts/per model May take Longbows for 1pt/per model

Command:

One Warrior may be upgraded to a Champion for 10pts/model One Warrior may be upgraded to a Musician for 10pts One Warrior may be upgraded to a Standard Bearer for 10pts Undead

Special Rules:

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Skeletal Raiders M 4 4 8 WS 2 2 2

13pts/model BS 2 2 0 S 3 3 3 T 3 3 3 W 1 1 1 I 2 2 2 A 1 2 1 Ld 3 3 2

Raider Reaver Skeletal Steed

Unit Type: Mount: Equipment:

Cavalry Skeletal Steed

Models in Unit: 5+

Hand Weapon, Bow May replace Bows with Spears for free May replace Bows with Throwing Weapons for free May replace Bows with Throwing Axes for 0.5pts/per model May take Flails or Spears for 1pt/per model May take Light Armour for 1pt/per model May take Shields for 1pt/per model in which case they no longer count as Fast Cavalry One Raider may be upgraded to a Reaver for 10pts One Raider may be upgraded to a Standard Bearer for 10pts One Raider may be upgraded to a musician for 10pts Undead, Fast Cavalry

Command:

Special Rules:

Revenant Monstrosities M 5 WS 2

50pts BS 0 S 4 T 5 W 4 I 1 A 2 Ld 2

Monstrosity

Unit Type: Equipment: Special Rules:

Monstrous Infantry Bludgeoning Limbs and Rusted Blades (Hand Weapons) Undead, Unfeeling, Terror Unfeeling:

Models in Unit: 3+

Hulks of rotting flesh and bone these creatures are all but impervious to damage and can happily lose a limb or be run through without consequence. As such they can never be wounded on a dice score better than 3+.

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Skeletal Chariot M 8 WS 3 2

100pts BS 0 0 S 4 4 3 T 4 W 4 I 3 2 A 1 1 Ld 6 -

Chariot Wight Skeletal Steed

Unit Type:

Chariot

Models in Unit: 1 Chariot pulled by 2 Skeletal Steeds and ridden by two Wights or one character if taken as a mount. Armour Save: Equipment: 4+ Scythed Wheels Wights have Hand Weapons Undead, Insubstantial Steeds, Killing Blow (Wights only)

Special Rules:

Undead Titan M 5 WS 2

175pts BS 0 S 6 T 6 W 6 I 1 A 4 Ld 2

Titan

Unit Type: Equipment: Special Rules:

Monster Bludgeoning Limbs and Rusted Blade (Hand Weapon) Undead, Unfeeling, Terror Unfeeling:

Models in Unit: 1

Hulks of rotting flesh and bone this creature is all but impervious to damage and can happily lose a limb or be run through without consequence. As such they can never be wounded on a dice score better than 3+.

48

Scenarios The Isle of the Dead Caledor finally attempts to enact his great plan and drain the magic by which the daemon hordes are sustained from the world with his Vortex. However the Lord of Change Kairos Fateweaver has divined his intentions and the full might of the Gods of Chaos is directed towards the Isle of the Dead and stopping the ritual taking place upon it. Lacking the men to resist the assault Caledor sends a desperate plea for aid to Aenarion. The stage is set for the final battle, one which will either see the Worlds salvation or its end. The Armies: The Elven Defenders The Elven player selects a force of no more than 3000pts from Caledor which may not include any models with a magic level higher than 2 as all such mages are helping with the ritual. The Elven player also selects a force of nor more than 6000pts from Nagaraythe. This army does not follow the normal rules for force composition, instead the only restrictions are that Aenarion must be included and that every model must be mounted on a dragon. Great Chaos Host The Chaos army is divided into four. One force of no more than 3000pts chosen according to the rules for a Great Chaos Host which must have Nkari as its Paragon. One force of no more than 3000pts chosen according to the rules for a Great Chaos Host which must have Fateweaver as its Paragon. One force of no more than 3000pts chosen according to the rules for a Great Chaos Host which must have Hargrim Dreadaxe (an Exalted Bloodthirster) as its Paragon. One force of no more than 3000pts chosen according to the rules for a Great Chaos Host which must have Throttle Gurglespew (an Exalted Great Unclean One) as its Paragon. The Battlefield Set up a 8 x 6 table. The High Elf player may place up to three towers and 24 of Blazing Barricades within their deployment zone. A gateway of no more than 6 is placed in the centre of the High Elf board edge. No other scenery is used.

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Deployment The Elven Player sets up the Caledor force first. The Chaos player then deploys his entire army. The Nagaraythe force is not deployed at the start of the game. Units may be placed anywhere in their half of the table more than 12 from the centre line.

Chaos Deployment Zone

Western Board Edge

12 12 Elven Deployment Zone

Gateway Game Length The game ends at the end of the 10th game turn or as soon as one side achieves its victory conditions. Victory Conditions The Chaos Player wins by moving one of the Paragons of the Host through the Gateway before the end of the game. The Elven player wins either by killing all of the Paragons or preventing them from moving through the gateway before the end of the game. Scenario Special Rules Last Stand: All the gathered Elves know the importance of this battle and that if they fail their world will end. As a result all Elven units have the Unbreakable special rule. The Nagarythe contingent arrives at the start of the Elven turn three. They enter from the Western Board Edge following the rules for reinforcements.

Flight of the Dragons:

50

Credits Writing and Layout Andrew Green Belakor and the Effigy rules Adapted from Storm of Chaos by Gav Thorpe Art Lord of Change (pg 4) taken from Warhammer Online concept art Aenarion (pg 7) Jon Sullivan Silver Helm (pg 9) Paul Dainton Dwarf King (pg 20) D. Zellion Marauders (pg 31) Adrian Smith Keeper of Secrets (pg 34) Adrian Smith Daemons of Chaos (pg 36) Adrian Smith Dwarf vs Orc (pg 38) taken from Warhammer Online concept art Playtesters

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