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The First War Against Chaos:

Dawn of Hope
By Andrew Green

Contents Page Timeline General Rules Army Lists and Units Elves Pg 4 Pg 6 Chieftain Kinsman Tribesman Slingers Chariot Hunting Dogs Fanatics Chaos Pg 21 Pg 22 Pg 22 Pg 23 Pg 23 Pg 23 Pg 24

Pg 7 Pg 7 Army of the Phoenix King Pg 7 Elven Units Pg 8 Aenarion Pg 8 The Everqueen Pg 9 Caledor Pg 10 Eorlan Anar Pg 11 Learfin Pg 11 Oakheart Pg 12 Telriarnir Pg 12 Mistress Pg 13 Wolf Pack Pg 13 Hunters of Chrace Pg 13 Maiden Guard Pg 14 Raven Heralds Pg 15 Dragon Prince Pg 15 Dwarfs
Defenders of Karaz-Ankor

Dwarven Units Grimnir Grudge Pony Lizardmen Lizardmen Units Lord Kroak Nakai
Engine of the Old Ones

Pg 16 Pg 16 Pg 17 Pg 17 Pg 18 Pg 19 Pg 19 Pg 19 Pg 20 Pg 20 Pg 21 Pg 21

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 Morkar Pg 29 Marauder Jarl Pg 30 Shaman Pg 31 Marauder Chariot Pg 32 Hunters Pg 32 Shaggoth Stormcaller Pg 33 Troll King Pg 33 Dragon Ogre Bull Pg 33 Nkari Pg 34 Belakor Pg 35 Praan Pg 36 Orcs and Goblins Savage Orcs Orc and Goblin Units Effigy Undead Unquiet Dead Undead Units Pg 37 Pg 37 Pg 38 Pg 38 Pg 39 Pg 39 Pg 39
2

Tribes of Man Tribes of Man Units

Fallen General Undead Druid Skeletal Warriors Skeletal Raiders


Undead Monstrosities

Skeletal Chariot Undead Titan

Pg 39 Pg 40 Pg 40 Pg 41 Pg 41 Pg 42 Pg 42

Credits

Pg 43

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. -5600 Collapse of the Polar Gates. The interstellar gates of the Old Ones at the worlds poles collapse. In their place are massive rifts in reality through which the daemonic legions of Chaos pour. The Old Ones vanish in the face of the onslaught, leaving their cold blooded servants to stand alone. Such is the speed and ferocity of this initial onslaught that many cities fell within the first few days. Comets of Warpstone descend from the skies, their presence mutating and melding man and beast to create the first Beastmen. The Balance Shifts. Initially the combined power of the Slann holds back the Daemons with ease, destroying great hosts with earthquakes or drowning whole cohorts beneath great tidal waves. However as the winds of magic continue to grow in strength the Slanns control over the winds begin to slip and many of their number are killed by this new wild magic. However this same magic invigorated the Daemon hordes and spawned the mighty Lords of Change. The coming of these creatures marks the end of the Slaans dominance of the winds of magic. War in the Jungles. Forced on the defensive the Slaan and their Saurus cohorts retreat to the Temple Cities, the legions of Chaos close behind. Their defenses hold for a time until Kairos Fateweaver engineers the fall of Xahutec by opening a warp rift within the city. He soon repeats this feat at Huatl, Tlanxla and Xhotl. Meanwhile the taint of Chaos, no longer held in check by the Slaan, begins to infect the northern tribes of the primitive race of men and slowly twists them to its service. The Advance Stalls and War in the Old World. Before their demise the Mage-Priests of Xhotl send a telepathic warning to their kin, forwarning them of Kaiross tactics. The City of Chaqua is instead brought low by the Plagues of Nurgle. The Dwarfs, having become accustomed to war against the mutated Beastmen hordes and savage Greenskin tribes now feel the full force of the Daemonic Incursion as the Great Unclean One Kugath leads his minions against them. Initially the Dwarfs mastery of runic magic allows them to fight on equal terms. In the North the Daemon Tzarkan is bound within a great temple by five sorcerers.

-5600 to -5400

-5400 to -5100

-5100 to -4800

-4800 to -4700

The Siege of Itza, Desolation of Ulthuan and Ruin of the Dwarfs. In Lustria the Daemonic advance is finally halted at the First City of Itza by the stubborn resistance of its Saurus garrison and the mighty power of Lord Kroak who continues to fight on even in death. Nkari leads a Daemon army against Ulthuan, as well as the Daemons a horde of Northmen who have given themselves body and soul to the Gods of Chaos also fall upon the fair isle. Having been previously sheltered from conflict the Elves of Ulthuan are completely unprepared for such an assault. The Dwarven Empire begins to crumble as Kazad Klad falls to a thousand Bloodletters and the twin bastions of Karag Garaz and Khaz Bryn succumb to Nurgles Rot The Dawn of Hope. Ulthuan begins to fight back against its invaders as Aenarion marshals the Elves and Caledor rouses and tames the Dragons of Caledor. In Lustria the cities of Itza, Hexoatl and a handful of others continue to stymie the Daemons attempts to wipe the servants of the Old Ones from the earth. The Dwarfs are forced back to Karaz-a-Karak where they obliterate Kugath and his legions by bringing down the Everpeak itself ontop of them. Aenarion passes through the sacred flames at the Shrine of Asuryan to become the first Phoenix King. He then defends the shrine against the chaos horde of Morkar. Aenarion travels to Caledor where the Dragontamer recognizes him to be the chosen of Asuryan. The great Dragon Indraugnir becomes Aenarions steed. The Dragon Armour of Aenarion and the magical weapons of the princes are forged at Vauls Anvil. Caledor searches the world for a way to end the war and learns of the Gate in the North. He encounters Grimnir on the fields of the Old World and shares this knowledge with him. He begins to formulate his plans for the Great Vortex but Aenarion opposes the plan calling it a council of despair. The forces of Chaos are temporarily beaten back from Ulthuan. Aenarion marries the Everqueen Astarielle who bears him two children, Yvraine and Morelion. The Sack of Averlorn. A Daemon army despoils Averlorn, the Everqueen is slain and Aenarions children vanish without a trace.

-4700 to -4500

-4500

-4499

-4945 to -4475

-4479

-4470

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 in the later ages of the world. 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 Army of the Phoenix King Army Rules (High Elves+ Wood Elves): Indomitable Spirit:

All units lose Speed of Asuryan, instead all elven units in the army (not tree spirits) gain Indomitable Spirit, units with this rule are immune to psychology and take break tests at half the usual modifier rounding down. For example if a unit lost combat by 1 it would test on its unmodified leadership, whereas if it lost combat by 5 it would test with a penalty of -2. Lords and heroes in the Army of the Phoenix King can spend 25pts more on Magic Items than specified in Warhammer Armies: High Elves Any model with this rule 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.

Forge of Vaul:

Forest Dwellers:

Power of Averlorn:

Lords: Aenarion the Defender*, Caledor Dragon Tamer*, The Everqueen*, Eoloran Anar*, Learfin*, Oakheart*1, Prince, Archmage, Treeman Ancient1 Heroes: Telriarnir*, Mage, Noble, Dragon Mage, Mistress of the Maiden Guard*1 Core: Spearmen, Archers, Silver Helms, Lothern Sea Guard, Dryads1, Wolf Pack*1

Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots, Tiranoc Chariots, 0-1 Maiden Guard*1, Raven Heralds* Rare:
1

Repeater Bolt Thrower, Great Eagles, Dragon Prince*, Treekin1, Treemen1

These units may only be used if The Everqueen is taken in the army. 7

Campaign Units Aenarion the Defender M 5 6 WS 10 8 500pts 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) May ride Indraugnir for 400pts

Models in Unit: 1

Sunfang, Spear of Aenarion, Dragon Armour of Aenarion, Phoenix Crown Indraugnir: Sunfang: Scaly Skin 2+, Dragon Fire, Fly, Large Target Magic Weapon. +3 Strength, flaming attacks. Once per battle Aenarion can release the power within Sunfang as a S4 breath weapon. Magic Weapon. Javelin. Once use only. If the Spear of Aenarion hits it is resolved in the same manner as a bolt thrower. Magic Armour. 1+ armour save, 4+ ward save, 2+ ward save against flaming attacks Enchanted Item. Aenarion and any unit he joins are unbreakable and any friendly unit within 6 is stubborn S 5 breath weapon, flaming, any unit taking a casualty must take a panic check If the Everqueen should be fielded in the same army as Aenarion and slain then Aenarion will fall into a Vengeful Rage. While in a Vengeful Rage Aenarion will double his attacks and re-roll all misses in close combat. However he will always be hit on a 2+ in close combat and must 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.

Spear of Aenarion:

Dragon Armour of Aenarion:

Phoenix Crown:

Dragon Fire:

Vengeful Rage:

Caledor Dragon Tamer Caledor M 5 WS 7

1000pts BS 7 S 4 T 3 W 3 I 7 A 4 Ld 10

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

Indomitable Spirit, 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. 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.

Dragon Master:

Mastery of Magic:

The Everqueen Everqueen Unit Type: Magic: Equipment: Special Rules: M 5 Infantry

515pts WS BS 4 5

S 3

T 3

W 3

I 8

A 1

Ld 10

Models in Unit: 1

The Everqueen is a Level 4 wizard with Loremaster: Life and High Magic Star of Averlorn, The Shieldstone of Isha, Stave of Averlorn Handmaidens, Forest Dwellers, Boon of Isha, Chaos Bane, Touch of the Everqueen, Always Strikes First Star of Avelorn: Enchanted Item. At the start of the High Elf turn the Everqueen may use the Star to heal a wounded High Elf character within 12. If there are no wounded High Elf characters in range then she may use the Star to heal herself. Roll a D6 for each wound lost by the character, on a 4+ the wound is restored. Talisman. 4+ Ward Save Arcane Item. Once in each High Elf magic phase you may to choose to unleash one of the Everqueens spells through the Stave of Avelorn as a bound spell with power level 5. This may be a spell she has already cast that turn. If the Maiden Guard are included in the army then the Everqueen must join the unit and cannot leave it however the whole unit becomes unbreakable. At the beginning of each High Elf shooting and combat phase choose a friendly unit within 12 of the Everqueen. That unit adds +1 to all its to hit rolls for that phase. In addition any shooting or combat attacks made by the unit in that phase count as magical. Any Daemonic unit within 6 of the Everqueen at the start of either players magic phase takes D6 S5 attacks which count as magical. If the Everqueen hits her target in close combat then do not roll to wound, instead the enemy model can make no further attacks that round. In the case of chariots, ridden monsters or monsters and handlers one roll to hit is made against the Highest Weapon skill but if successful then the entire model is affected. 10

Shieldstone of Isha: Stave of Avelorn:

Handmaidens:

Boon of Isha:

Chaos Bane:

The Touch of the Everqueen:

Eorlan Anar M 5 Infantry WS 7

350pts 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, Asuryans Standard Indomitable Spirit, Aenarions Banner Bearer Cyarith: Asuryans Standard: Magic Weapon. Armour piercing, +1 Strength Magic Standard. At the start of each friendly magic phase any daemon model within 12 suffers a S5 hit with the flaming attacks special rule. 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:

Learfin M 5 6 WS 7 7

550pts BS 6 0 S 4 7 T 3 6 W 3 7 I 8 3 A 4 7 Ld 10 10

Learfin Galrauch

Unit Type: Mount: Equipment: Special Rules:

Infantry (Galrauch is a monster on a 50x100mm base) Galrauch Star Lance, Hand Weapon, Dragon Armour, Shield Learfin: Galrauch: Dragon Fire:

Models in Unit: 1

Indomitable Spirit Scaly Skin 3+, Dragon Fire, Fly, Large Target, Rage S 5 breath weapon, flaming, any unit taking a casualty must take a panic check

Rage:

Should Learfin be killed Galrauch automatically suffers from the Raaargh! Result on the Monster Reaction Table

11

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 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).

Telriarnir 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

Telriarnir Great Eagle

Unit Type: Mount: Equipment: Special Rules:

Monstrous Cavalry Great Eagle Spear, Longbow, Hand Weapon

Models in Unit: 1

Telriarnir: Indomitable Spirit, 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:

12

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 Immune to Psychology, Forest Dwellers

Special Rules:

Wolf Pack M 9 9 Warbeasts 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:

Models in Unit: 5+

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

Hunters of Chrace M 5 5 Infantry 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:

Models in Unit: 5-20

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 Indomitable Spirit, Immune to Psychology, Skirmish, Forest Strider

Special Rules:

13

Maiden Guard M 5 5 Infantry

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+

Spear, Longbow, Heavy Armour The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer with the Banner of Averlorn 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 enemys), 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).

Special Rules:

Horn of Isha:

14

Raven Heralds M 5 5 9 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:

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 Indomitable Spirit, Masters of Shadow, Fast Cavalry Masters of Shadow:

Models in Unit: 5+

Special Rules:

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.

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: 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

15

Dwarfs May not take the Master Rune of Alric the Mad 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: Grimnir, 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*

16

Campaign Units Grimnir M 3 Infantry Rune Axes of Grimnir, Armour of Glimril Scales A God Among Them, Ancestor God, Regenerate (3+), Hates Greenskins Rune Axes of Grimnir: Magic Weapon. Paired Weapons. 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. Armour of Glimril Scales: Magic Armour. The Armour of Glimril Scales gives the White Dwarf a 1+ armour save, and also a 4+ ward save. A God Among Them: Grimnir and any unit he joins are unbreakable, any units within 12 of Grimnir are Stubborn and Immune to Fear and Terror. 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. 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:

17

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:

18

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. Ancient Science: Lizardmen lords and heroes can select an additional 25pts worth of magic items. Engines of the Old Ones may be selected as rare choices. The Lizardmen army can select the campaign units Lord Kroak as a lord choice and Nakai as a hero choice. Additionally Dread Saurians from Monstrous Arcanam may be taken as rare choices.

Lizards of Legend:

Campaign Units: Lord Kroak M 4 Infantry Lord Kroak is a level 5 wizard None Cold Blooded, Lore Master (Master), Guardians, Mightiest of the First Spawning Lore Master (Master): Lord Kroak has Loremaster for each of the eight magic lores in the main rulebook. Mightiest of the First Spawning: Lord Kroak benefits from all eight of the disciplines of the Ancients on page 43 of the Lizardmen Army Book, in Lord Kroaks case Focus of Mystery applies to all eight rulebook lores. In addition whenever Lord Kroak casts a spell with irresistible force he will only have to roll on the miscast table on a D6 roll of a 4+. There is no limit on the amount of Power Dice Lord Kroak can use to cast a spell and he may cast the same spell multiple times in one magic phase. Lord Kroak has a 3+ Ward Save. 19 WS 2 1000pts BS 3 S 3 T 4 W 5 I 2 A 1 Ld 9

Kroak Unit Type: Magic: Equipment: Special Rules:

Models in Unit: 1

Nakai M 6

250pts WS 6 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.

Engine of the Old Ones 215pts 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 Engine of the Old Ones

Models in Unit: 1

Cold Blooded, Terror, 4+ Scaly Skin, Immune to Panic, Large Target, Stubborn, Lumbering Charge Engine of the Old Ones: The Arcanodon bears an Engine of the Old Ones on its back. This functions as a stone thrower with a 360o arc of fire which has the magical attacks and flaming specials rules. The Arcanodon may 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. The Arcanodon inflicts D6 impact hits when it charges. 20

Lumbering Charge:

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

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 21

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:

22

Slingers 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: Paragons of the Host: 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: None 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

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Paragon of Decay: 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*, Morkar* 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, Skullcrushers 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 Balefiend2 Heroes: Troll King*, Dragon Ogre Bull*1 Core: Trolls, Fimir Warriors2

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


1 2

Shaggoths, Slaughterbrute, Mutalith Vortex Beast, 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. Daemon Princes may spend these points on god specific gifts. 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 they may take Giant Spined Chaos Beasts from Storm of Chaos as a rare choice. 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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Morkar M 4 8 WS 9 3

750pts BS 4 S 5 6 4 T 5 6 W 4 5 I 7 3 A 5 1 Ld 10 -

Morkar Brass Chariot Chaos Steed

Unit Type: Magic:

Infantry

Models in Unit: 1

Morkar is a level 2 wizard who selects his spells from the Lore of Tzeentch and gains +1 to cast. The Brass Chariot. Chaos Runesword, Armour of Morkar, Crown of Domination, The Eye of Sheerian Eye of the Gods, Chosen of Chaos, Unbreakable The Brass Chariot: This is a chariot with the stats shown above, it is drawn by four Barded Chaos Steeds, inflicts 2D6 impact hits and has a 2+ armour save. Magic Armour. Provides a 1+ Armour Save which cannot be improved. Morkar cannot be wounded on a score of less than 3+, even by weapons which wound automatically.

Mount: Equipment: Special Rules:

Armour of Morkar:

Crown of Domination: Enchanted Item. Morkar causes terror and any friendly unit within 12 may re-roll failed break tests. The Eye of Sheerian: Chosen of the Gods: Talisman. Morkar has a 3+ Ward Save. Morkar must be the Army General and the range of his inspiring presence rule is increased to 18. Morkar is immune to poison. Enemies suffer -1 to hit Morkar and any unit he joins with shooting attacks and attacks allocated against Morkar in close combat are at -1 to hit. Morkar has magic resitance (2).

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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, Beloved of Chaos M 6 WS 9

1000pts BS 0 S 6 T 5 W 6 I 9 A 5 Ld 10

Be'lakor

Unit Type: Magic:

Monster

Models in Unit: 1

Belakor is a Level 4 wizard with Loremaster (Daemonic Lores of Slaanesh, Tzeentch and Nurgle) Daemonic, Large Target, Terror, Night Shroud, Fly, Always Strikes First, Spirit Swallower, Etherblade, Obsidian Armour, Collar of Khorne, Noxious Vapours Night Shroud: All enemy shooting aimed at Belakor or any unit in his army is at -1 to hit. For every wound Belakor inflicts in close combat he regains a wound he had previously lost. This cannot take him above six wounds. This special rule does not apply to wounds caused by Thunderstomp. Belakors close combat attacks (not Thunderstomp) ignore armour saves. Belakor has a 3+ Armour Save. Additionally Magic Weapons count as ordinary weapons of their type when targeting Belakor in close combat. Belakor has Magic Resistance (3+). Any enemy models in base contact gain the Always Strike Last special rule.

Special Rules:

Spirit Swallower:

Etherblade:

Obsidian Armour:

Collar of Khorne: Noxious Vapours:

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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, Scaly Skin (5+), 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: Arachnarock Spiders, River Trolls, Stone 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 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, Undead Druid*, Banshee, Wraith Core: Grave Guard, Skeletal Warriors*, Skeletal Raiders*, Dire Wolves

Special: Black Knights, Spirit Host, Revenant Monstrosities* Rare:


1

Skeletal Chariot*, Zombie Dragon1, Undead Titan*

Costs 275pts, has the same stat line and special rules as the mount option

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+.

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Scenarios A Saviour Arisen Ulthuan lies in flames, its final hope lies in Aenarion who has travelled to the Shrine of Asuryan to seek the aid of the Creator. In desperation Aenarion offers himself to the offers himself as a sacrifice and enters the Flames of Asuryan. Rather than being consumed he is reborn as Asuryans champion. As the chaos horde of Morkar besieges the Shrine Aenarion strides out to meet them, infused with the power of a god. The battle which follows will mark either the resurgence of the Elves or their final stand. The Armies: Army of the Phoenix King The Elven player selects a force of no more than 3000pts from the Army of the Phoenix King which must include Aenarion and Eorlan Anar, both of whom must be taken on foot, and at least one unit of Phoenix Guard. No other special characters may be taken. Great Chaos Host The Chaos player selects a force of no more than 4500pts chosen according to the rules for a Great Chaos Host and Morkar must be the armys Paragon. The Battlefield Set up a 6 x 4 table. The High Elf player may place up to three towers and 24 of Blazing Barricades within their deployment zone. No other scenery is used. Deployment The Elven Player sets up his entire army first, followed by the Chaos Player. Units may be placed anywhere in their half of the table more than 9 from the centre line.

Chaos Deployment Zone

9 9 Elven Deployment Zone

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Game Length The game ends at the end of the 6th game turn or as soon as an army breaks. Victory Conditions The first army to break the enemy wins the battle. If neither army has broken by the end of the game, or if both armies were broken simultaneously, use victory points to determine the winner. Scenario Special Rules Breaking Point & Fortitude (Warhammer Rulebook pg. 148) Before Caledor: Aenarion and Eorlan have not yet visited Caledor and the Forge of Vaul. Because of this Sunfang and Cyarith are replaced with hand weapons while the Dragon Armour of Aenarion is replaced with dragon armour and a shield. Aenarion retains his 4+ wardsave however due to the blessing of Asuryan. The shooting attacks of any Elven units garrisoned within a tower gain the flaming special rule.

Sacred Flames:

Unexpected Resistance: The Chaos Horde did not expect resistance of this magnitude, as such any Chaos units must re-roll successful fear, terror and panic checks. The Will of Chaos special rule has no effect in this battle.

46

Credits Writing and Layout Andrew Green Nakai By Stuart Mackaness Effigy rules Adapted from Storm of Chaos by Gav Thorpe Art Lord of Change (pg 3) taken from Warhammer Online concept art High Elf Dragon (pg 11) Dave Gallagher Dwarf (pg 13) taken from the Games Workshop website Ironbreaker (pg 14) taken from Games Workshop Lizardman (pg 16) taken from the Games Workshop website Marauders (pg 26) Adrian Smith Keeper of Secrets (pg 29) 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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