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THE FIRST WAR AGAINST CHAOS:

DESPERATE TIMES
BY ANDREW GREEN

Contents Page General Rules Army Lists and Units Elves Nagaraythe Caledor Averlorn Elven Units Aenarion Eorlan Anar Malekith Elthyrior Raven Heralds Knights of Anlec Caledor Hunters of Chrace Dragon Prince Oakheart Mistress Maiden Guard Wolf Pack Handmaidens Dwarfs Pg 3 Pg 4 Pg 4 Pg 4 Pg 4 Pg 5 Pg 6 Pg 6 Pg 7 Pg 7 Pg 8 Pg 9 Pg 9 Pg 10 Pg 10 Pg 11 Pg 11 Pg 12 Pg 12 Pg 13 Pg 13 Nakai Tribes of Man Tribes of Man Units Chieftain Kinsman Tribesman Slingers Chariot Hunting Dogs Fanatics Chaos Pg 20 Pg 21 Pg 21 Pg 21 Pg 22 Pg 22 Pg23 Pg 23 Pg 23 Pg 24

Pg 14 Warriors of Grimnir Pg 14 Defenders of Karaz-Ankor Pg 15 Dwarven Units Pg 16 Grimnir Pg 16 Doomseekers Pg 17 Brotherhood of Grimnir Pg 17 Hurlers Pg 18 Grudge Pony Pg 18 Snorri Whitebeard Pg 19 Lizardmen Lizardmen Units Pg 20 Pg 20

Pg 25 Tribes of the North Pg 25 Creatures of Chaos Pg 25 Daemons of Chaos Pg 26 Beastmen Pg 26 Chaos Units Pg 27 Ehrenlish Pg 27 Eradorius Pg 28 Marauder Zar Pg 29 Shaman Pg 30 Marauder Chariot Pg 31 Hunters Pg 31 Shaggoth Stormcaller Pg 32 Troll King Pg 32 Dragon Ogre Bull Pg 32 N kari Pg 33 Be lakor Pg 34 Praan Pg 36 Orcs and Goblins Pg 37 Savage Orcs Pg 37 Orc and Goblin Units Pg 38 Effigy Pg 38 Pg 39
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Credits

First War Against Chaos


General Rules A Time of Heroes The desperate times after the collapse of the Old One s 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 of Heroes or any mix thereof.

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.

Army Lists Elves


The White Sword of Hoeth, Shadow Armour, Mask of the Merlord and the Book of Hoeth may not be used.

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*, Eoloran Anar*, Morathi (see Warhammer Armies: Dark Elves, replace Eternal Hatred with Warriors of Nagaraythe, may take any one Arcane Item and/or enchanted item from Warhammer Armies High Elves or the Warhammer Rulebook), Prince, Archmage Heroes: Malekith*, Elthyrior*, Mage, Noble (may take Sun Dragons as a mount) Core: Spearmen, Archers, Shadow Warriors

Special: Raven Heralds*, Knights of Anlec*, Phoenix Guard (retain Speed of Asuryan) Rare: Repeater Bolt Thrower, War Hydra (see Warhammer Armies: Dark Elves, replace Eternal Hatred with Warriors of Nagaraythe)

Caledor Army Rules (High Elves): Indomitable Spirit: Master Smiths: Speed of Asuryan is replaced by Stubborn 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: Repeater Bolt Thrower, Great Eagles, Dragon Prince* 4

Averlorn 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.

Power of Averlorn:

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 M 5 6 1000pts WS 10 8 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:

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

Models in Unit: 1

Special Rules: Aenarion: Indraugnir:

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) 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

310pts WS 7 BS 6 S 4 T 3 W 3 I 8 A 4 Ld 10

Eoloran Unit Type: Mount: Equipment:

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

Special Rules: Warriors of Nagaraythe, Aenarion s 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 armies battle standard bearer and follows all the normal rules for a battle standard bearer. In addition he can also be the army s general but only if he has the highest leadership in the army.

Aenarion s Banner Bearer:

Malekith M 5 Infantry

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

Malekith Unit Type: Mount: Magic:

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

Equipment:

Special Rules: Warriors of Nagaraythe, Captain of Nagarythe Avanuir: Magic Weapon. Re-roll failed wounds, armour piercing, flaming attacks

Captain of Nagarythe:

An army containing Malekith may take Knights of Anlec as a core choice.

Elthyrior M 5 9

150pts WS 6 3 BS 7 0 S 4 3 T 3 3 W 2 1 I 7 4 A 3 1 Ld 9 5

Elthyrior Elven Steed

Unit Type: Mount: Equipment:

Cavalry Elven Steed Spear, Longbow, Hand Weapon

Models in Unit: 1

Special Rules: 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.

Leader of the Raven Heralds:

Raven Heralds M 5 5 9

30pts/model WS 4 4 3 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:

Cavalry Elven Steed 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

Models in Unit: 5+

Special Rules: 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.

Knights of Anlec M 5 5 9

30pts/model WS 5 6 3 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

Models in Unit: 5+

Special Rules: Warriors of Nagaraythe, Fear 9

Caledor Dragon Tamer 1000pts Caledor M 5 WS 7 BS 7 S 4 T 3 W 3 I 7 A 4 Ld 10

Unit Type: Mount: Magic: Equipment:

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

Special Rules: Stubborn, Dragon Master, Magic Resistance 3, Mastery of Magic 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 Caledor s mount. Additionally all friendly Dragon s 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.

Mastery of Magic:

Hunters of Chrace M 5 5

17pts/model WS 5 5 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

Models in Unit: 5-20

Special Rules: Indomitable Spirit, Immune to Psychology, Skirmish, Forest Strider 10

Dragon Prince M 5 6

250pts WS 5 5 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: Indomitable Spirit 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

Oakheart M 5

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

Oakheart

Unit Type:

Monster

Models in Unit: 1

Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack, Magic Resistance 2, Forest Dwellers, Power of Averlorn 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

Special Rules: Immune to Psychology, Forest Dwellers Maiden Guard 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 Averlorn 250pts + 15pts/additional model WS 5 5 BS 5 5 S 3 3 T 3 3 W 1 1 I 6 6 A 1 2 Ld 8 8

Handmaiden Champion Unit Type: Equipment: Command:

Models in Unit: 10+

Special Rules: Fight in an Additional Rank, Immune to Psychology, Forest Dwellers The Banner of Averlorn: 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 enemy s), the Averlorn 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). 12

Horn of Isha:

Wolf Pack M 9 9

6pts per model WS 4 4 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:

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

Models in Unit: 5+

Special Rules: Forest Dwellers

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

Command:

Special Rules: Forest Dwellers

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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 Whitebeard*, 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 750pts WS 10 BS 5 S 6 T 6 W 5 I 6 A 6 Ld 10

Grimnir Unit Type: Equipment:

Models in Unit: 1

Special Rules: Loner, Unbreakable, Ancestor God, Regenerate (2+), 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

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:

Infantry Whirling Blades of Death

Models in Unit: 1

Special Rules: 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 14pts/model M 3 3 WS 4 5 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

Special Rules: Slayer, Unbreakable, Slayer Axes, Magic Resistance (2)

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Hurlers M 3 3

16pts/model WS 4 5 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:

Infantry Slayer Axes, Throwing Axes

Models in Unit: 5+

Any number of Brothers may be upgraded to Giant Slayers for 13pts/model

Special Rules: Slayer, Unbreakable, Slayer Axes, Skirmishers

Grudge Pony M 6

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

Grudge Pony

Unit Type: Equipment:

Monster Hand Weapon

Models in Unit: 1

Special Rules: Unbreakable, A Pony not a Monster, Refreshing Brew A Pony not a Monster: Pony s 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 Whitebeard M 3

400pts WS 7 BS 4 S 4 T 5 W 4 I 4 A 4 Ld 10

Snorri

Unit Type: Equipment:

Infantry

Models in Unit: 1

Rune Axe of Grimnir, Armour of Glimril Scales, Dragon Crown of Karaz

Special Rules: 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:

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Lizardmen Army Rules (Lizardmen): Ancient Times: No special characters other than Mazdamundi, Lord Kroak and Kroq-Gar may be selected from the Lizardmen Army Book.

First Generation Slann: Slaan can purchase the First Generation Spawning special rule (pg 61) for 35pts Nakai the Wanderer: The Lizardmen army can select the campaign unit Nakai as a hero choice.

Campaign Units:

Nakai

250pts M 6 WS 6 BS 0 S 5 T 5 W 4 I 2 A 5 Ld 8

Nakai

Unit Type: Equipment:

Monstrous Infantry Great Weapon, Light Armour

Models in Unit: 1

Special Rules: 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.

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Tribes of Men Army Rules: Lords: Chieftain*, Truthsayer1 Heroes: Kinsman* Core: Tribesmen*, Slingers*

Special: Chariots*, Hunting Dogs* Rare:


1

Fanatics*, Fenbeasts1

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

100pts WS 6 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

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Kinsman M 4

65pts WS 5 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

Tribesmen M 4 4 Infantry

5pts per model WS 4 4 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

Command:

Special Rules: Skirmish

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Slinger M 4 4 Infantry

8pts per model WS 3 3 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

Special Rules: Skirmish Chariot 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 -

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 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

Hunting Dogs

Hunting Dog Alpha Male

Unit Type: Command:

Warbeasts One Dog may be upgraded to an Alpha Male for 6pts

Models in Unit: 5+

Special Rules: Forest Strider

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Fanatics M 5 5

10pts per model WS 3 4 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: Skirmish, Unbreakable, Frenzy, Talismanic Charms Talismanic Charms: While the unit contains a Druid it has a 6+ Ward Save and Magic Resistance (1)

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Chaos 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 army s 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, Ehrenlish*, Eradorius* Heroes: Marauder Zar*, 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 Rare: Spawn of Chaos, Knights of Chaos, Chosen

Creatures of Chaos Army rules (Warriors of Chaos): Force of Will: Creatures of Chaos are naturally independent beasts who will fiercely defend their own territory. 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 rather than for standards (this results in the general being worth three fortitude points).

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

Special: Dragon Ogres, Spawn of Chaos Rare:


1 2

Shaggoths, Chimeras2, Manticores2, Giant Spined Chaos Beast2, Chaos 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 the Storm of Magic Expansion 25

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 N kari and Be lakor as Lord Choices.

Daemons of Legend:

Beastmen Army rules (Beastmen): Dragon Ogres: The Beastmen army may take the Dragon Ogres and Dragon Ogre Shaggoths exactly as they appear in Warhammer Armies: Warriors of Chaos. 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

500pts WS 6 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

Models in Unit: 1

Magic: Equipment:

Special Rules: Eye of the Gods, Will of Chaos, Tz arkan, Regenerate Tz arkan: At the start of any of his turns Ehrenlish may unleash the power of the Daemon Tz arkan. 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 Tz arkan s 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

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

Eradorius

Unit Type: Magic: Equipment:

Infantry Eradorius is a level 4 wizard with Loremaster (Lore of Slaanesh) Wizard s Staff, Chaos Armour, Idol of Kolkuth, Mark of Slaanesh

Models in Unit: 1

Special Rules: Eye of the Gods, Will of Chaos, Tz arkan, Regenerate Wizard s 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. Tz arkan: At the start of any of his turns Eradorius may unleash the power of the Daemon Tz arkan. 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 Tz arkan s 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 Zar M 4

75pts WS 6 BS 5 S 4 T 4 W 2 I 5 A 3 Ld 8

Zar

Unit Type: Mount:

Infantry May ride a Chaos Steed for 12pts Or a Barded Chaos Steed for 16pts 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 or heavy armour for 4pts May carry magic items worth up to 50 pts chosen from Warhammer Armies: Warriors of Chaos or the Warhammer Rulebook One Zar 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

80pts WS 5 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 Barded Chaos Steed for 16pts 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

75pts 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 -

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

10pts per model WS 4 4 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

Special Rules: Will of Chaos, Skirmishers, Scouts

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Shaggoth Storm Caller 500pts M 7 Monster 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 WS 7 BS 3 S 7 T 6 W 7 I 1 A 6 Ld 9

Stormcaller Unit Type: Equipment:

Models in Unit: 1

Special Rules: 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.

Troll King M 6

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

Troll King Unit Type: Equipment:

Monstrous Infantry Hand Weapon

Models in Unit: 1

Special Rules: 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

500pts WS 5 BS 2 S 5 T 5 W 5 I 2 A 5 Ld 9

Stormcaller 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

Models in Unit: 1

Special Rules: Scaly Skin (5+), Fear, Storm Rage

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N kari

Placeholder

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Be lakor, 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 Be lakor 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. 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 S3 hits. Be lakor 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 Be lakor or the unit he is with). On a 4+ the unit also suffers D6 S3 hits.

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:

Hand Weapon

Special Rules: Fly, Daemonic, Large Target, Terror Whisphers in the Darkness: All enemies suffer -1 leadership on all attempts to rally. Enemy units within 6 of Be lakor are at -1 Ld.

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Night Wards:

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

Shadow Shroud:

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

Insurmountable Rage:

At the start of every turn Be lakor 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. Be lakor 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

500pts WS 7 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

Models in Unit: 1

Magic: Equipment:

Special Rules: Primal Fury, Tz arkan, Scaly Skin (5+), Immune to Psychology Octagon of Praan: Talisman. Praan and any unit he is with is completely immune to magic and if a magical vortex contacts his unit 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 Tz arkan. 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 Tz arkan s 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)

Tz arkan:

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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 Big uns 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

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

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

Special Rules: Immoveable, Gork s 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 player s deployment zone before the beginning of deployment. Roll one dice for every Savage Orc unit with a standard in the army. 1-2: That unit s standard carries the level four bound spell: The Hand of Gork 3-4: That unit s standard carries the level four bound spell: Bash em Ladz 5-6: That unit s 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.

Gork s Blessing:

Gork likes a fight:

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Credits Writing and Layout Andrew Green Be lakor and the Effigy rules Adapted from Storm of Chaos by Gav Thorpe Art Lord of Change (pg 3) taken from Warhammer Online concept art Dryads (pg 5) Warhammer Box Art Aenarion (pg 6) Jon Sullivan Silver Helm (pg 8) Paul Dainton Dwarf King (pg 19) D. Zellion Marauders (pg 30) Adrian Smith Daemons of Chaos (pg 35) Adrian Smith Dwarf vs Orc (pg 37) taken from Warhammer Online concept art Playtesters

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